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You are here: Home --> Forum Home --> General Forum --> Common Room --> New Homebrew Class--Martial Artist
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Pit F(r)iend
Welcome Waggin'
Karma: 115/3
1245 Posts


New Homebrew Class--Martial Artist

Greetz, All!

For your consideration, Chessicfayth and I present a homebrew 3.5 class. We’re kind of stuck for a name, so until something better comes along it will simply be called the Martial Artist. The central idea behind this class was to provide an alternative to the Monk class. All alignments are allowed as opposed to requiring the Lawful axis, which Chessic found too restraining. The Martial Artist should put better ability scores in Intelligence, then Dexterity and Strength. Featuring a robust progression in Saving Throws and a unique base attack bonus structure, the Martial Artist provides players with an opportunity to play an unarmed combat specialist in any campaign, trading off the mystical abilities of the standard Monk for the more traditional and realistic abilities found in literature and films on Eastern fighting schools gained through a level of study approaching that of arcane spellcasters.


Level Fort Will Reflex BAB Unarmed Damage Class Features
1 +1 +1 +2 0 1d6 Unarmed Strike
2 +2 +2 +3 0 1d6 Slashing Strike
3 +2 +2 +3 1 1d6 Combat Style
4 +3 +3 +4 1 1d6 Arts Mastery
5 +3 +3 +4 2 1d6 Counter Strike
6 +4 +4 +5 2/1 1d8 Stance Mastery
7 +4 +4 +5 2/1 1d8 Focused Strike
8 +5 +5 +6 3/1 1d8 Imp. Combat Style
9 +5 +5 +6 3/1 1d8 Arts Mastery
10 +6 +6 +7 4/2 1d8 Imp. Counter Strike
11 +6 +6 +7 5/3/1 1d10 Imp. Focused Strike
12 +7 +7 +8 5/3/1 1d10 Piercing Strike
13 +7 +7 +8 6/4/2 1d10 Arts Mastery
14 +8 +8 +9 6/4/2 1d10 Imp. Stance Mastery
15 +8 +8 +9 7/5/3 1d10 Combat Mastery
16 +9 +9 +10 7/5/3/1 2d6 Magical Strike
17 +9 +9 +10 8/5/3/1 2d6 Greater Focused Strike
18 +10 +10 +11 9/6/4/2 2d6 Spectral Strike
19 +10 +10 +11 9/7/5/3 2d6 Arts Mastery
20 +11 +11 +12 9/7/5/3/1 2d6 Death Strike



Hit Die: d8
Skill points (5+Int mod) x4 at first level, 5pts+Int mod

Class Skills: Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge Dungeoneering (Int), Knowledge Local (Int), Knowledge History (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).

Proficiencies: Martial Artists are not proficient with any kind of armor or shields. Upon gaining first level, a Martial Artist loses all weapon proficiencies they previously had, unless gained through feats. Martial Artists are only proficient with the Quarterstaff, Nunchaku, Shuriken, Sai, Butterfly Swords, and Kusari-Gama.

AC Bonus: Martial Artists gain AC equal to their Intelligence modifier. This does not stack with the Monk’s Wisdom based armor bonus, but does stack with any other applicable bonuses.

Class Features

Able Learner: Martial Artists gain the Able Learner feat at first level even if for reasons of race they would not otherwise qualify

Martial Artists can be of any alignment.

Unarmed Strike: As the Monk class feature. Damage listed is for Medium creatures. Creatures other than Medium adjust their unarmed damage as appropriate (PHB page 41, Table 3-11)


Strikes: Through diligent training and careful study, Martial Artists have found new ways to inflict damage unarmed.

Slashing Strike: Martial Artists can change the damage type of their unarmed attacks to more efficiently combat different types of creatures. Upon reaching 2nd level, a Martial Artist may choose to deal slashing as opposed to bludgeoning damage for the purposes of overcoming damage reduction at will when attacking unarmed. At 12th level, he can also deal piercing damage. At 16th level the Martial Artist’s unarmed attacks become treated as magical attacks to overcome damage reduction.

Counter-Strike: Martial Artists continually look for opportunities granted them in combat by the missteps of their enemies. Upon reaching 5th level, a Martial Artist can take an Attack of Opportunity once per round against an enemy in range who misses him with a melee attack. At 10th level he may use this ability a number of times per round up to or equal to his Dexterity modifier. The Martial Artist may use this ability unarmed or when wielding a weapon allowed to him by his class proficiencies.

Focused Strike: The Martial Artist may draw upon his keen intellect to enhance his attacks and damage while unarmed. At 7th level, the Martial Artist may add up to 2 points of his Intelligence modifier to his unarmed attack rolls. At 11th level he may add this bonus to damage rolls on unarmed attacks. At 17th level he may add his full Intelligence bonus to both.

Spectral Strike: By forgoing his attack with the highest bonus, a Martial Artist may use his remaining attacks that round to damage creatures on the Ethereal Plane. In conjunction with this benefit, the Stoic Fist gains the True Seeing ability (same as spell).

Death Strike: At the peak of a Martial Artist’s power, he may channel his power in a blow of consummate skill that ruptures organs, shuts down nervous systems, or stops a beating heart. Using this ability is a full-round action to deliver this single hit. A creature so damaged by this ability must make a Fortitude save (DC 15+one-half Martial Artist level+Int modifier+Arts Mastery Bonus if applicable) or die instantly. Creatures with no discernable anatomy or Constitution score are immune to this effect.

Mastery Abilities: After many fights and long hours spent reviewing them, Martial Artists gain mastery over several components of combat.

Combat Style: The Martial Artist chooses one of their three weapons to devote themselves, and so gains bonuses when wielding it (they take no penalties for the other class weapons). The Martial Artist must choose one weapon at 3rd level to receive bonuses and special combat effects.

Quarterstaff--3rd level +1 AC
8th level +2 AC, Whirlwind Strike (as Whirlwind Attack Feat, one melee attack against all foes in range at highest attack bonus.)
15th level +3 AC, +1 on attack and damage

Nunchaku--3rd level Make one extra attack with weapon at -1 penalty
8th level Make one extra Counter-Strike per turn at -1 penalty
15th level +1d4 damage on nunchaku attacks

Shuriken--3rd level Range increases to 30 feet
8th level Base land speed increases by 15 feet
15th level Once per encounter, Martial Artist gains true strike on one throw, +3 damage on shuriken attacks

Sai: Oriental Adventures series +4 to disarm
3: +1 disarm (Stacks with inherent weapon bonus)

8:+2 disarm;+1AC

15:+2 disarm;+2AC

Butterfly Swords:

3rd: lose dual weapon penalties

8th: +1AC

15th: Glaring Strike as a full-round action, may attempt to Dazzle opponent (Will Save 15 + Arts Mastery + 1/4 Class Levels to avoid) Opponent can take no actions until Stoic Fist's next activation. Must be used in light at least equivalent to torchlight. Ineffective against sightless creatures.

Kusari-Gama:

3: substitute counter strike for grapple, free action shift

8: ranged grapple

15: whirlwhind strike, chance that any enemy hit is knocked prone

Technique Masteries


Stance Mastery: At 6th level, a Martial Artist’s study of defensive techniques improves his armor class to a bonus of +1. At 14th level, the Martial Artist can no longer be flanked, making him immune to the Sneak Attack ability of Rogues unless the Rogue has four more levels in the Rogue class than the Martial Artist has class levels.

Arts Mastery: Over time, the Martial Artist develops specialized techniques to defeat enemies he has faced many times in his career. At 4th,9th, 13th, and 19th level, the Martial Artist masters a new fighting tactic designed to take down a specific enemy. Upon selection he rolls 1d3 and gains that bonus on attack and damage rolls as well as AC bonus against that enemy. When a Martial Artist gains a new mastery at the specified levels, he may add +1 to any Arts Mastery bonus already gained. When using Death Strike against such a chosen enemy, this bonus is added to the DC of the saving throw.

Creature types allowed for Arts Mastery bonus: Aberration, Animal, Construct, Dragon, Fey, Giant, Humanoid plus subtype (Common, Aquatic, Gnoll, Reptilian), Monstrous Humanoid, Undead.





Posted on 2010-11-18 at 01:07:58.
Edited on 2010-11-22 at 15:21:16 by Pit F(r)iend

Eol Fefalas
Lord of the Possums
RDI Staff
Karma: 475/28
8840 Posts


Nice!

At first blush, I'd say this is a great alternative to the existing 3.5 Monk which, admittedly, is a bit overpowered... (And I love the monk concept so take that for what it's worth)... Tones the monk down but keeps the cool factor, I think, of the "guy/girl who's not afraid to wade into a room full of heavily armed and armored enemies with little more than a loincloth and a stick he/she found outside and come out, in the end, looking and feeling better than any of those walking tanks".

Not sure that I concur with the Lawful requirement being lifted, though... In my mind, the Lawful element attributed to the Monk class was a nod to following the "Laws of the Order" to which they had committed themselves... without the "laws" of the order (i.e. the regimented discipline imposed on them whilst being instructed in the "ways of the order")... Without the discipline/law, the system isn't truly 'learned', is it? *shrugs* Just my opinion/interpretation, I suppose... I do like the class overall, of course... Very well thought out.




Posted on 2010-11-18 at 01:30:26.

Tek
Jumpin' Jack Smash
Karma: 44/13
675 Posts


Very Interesting

Personally, I hate the monk. Not for the concept, but for how retardedly overpowered it is. It always made me wonder how by punching and kicking, a high-level monk WITHOUT a strength modifier could do a potential hundred damage in one round. WITHOUT critical hits. Or slip through cracks. Or somehow speak every language. Or all that other garbage associated with them. This one actually makes sense. Especially with the different styles and such, individual weapon benefits, and significantly more realistic damage die. I quite like it.


Posted on 2010-11-18 at 02:12:03.

Chessicfayth
Cheshire Cad
Karma: 107/3
1204 Posts


Promised Changes

Alignment: Any non-chaotic

Add Class Skill: Concentration

At level 2: Focused Mind: Allows substitution of Int mod for Con mod for all Concentration checks.

Daily requirement of 1 hour morning meditation. Failure to do so results in loss of strike abilities and chosen weapon bonuses. Can be negated by a DC 15 concentration check per attempt.

Edit: should be 5+Int mod per level on skill points


Posted on 2010-11-18 at 14:14:49.
Edited on 2010-11-18 at 15:53:07 by Chessicfayth

Eol Fefalas
Lord of the Possums
RDI Staff
Karma: 475/28
8840 Posts


Ooooooh!!!!

I love the meditation requirement...


Posted on 2010-11-18 at 14:16:56.

Chessicfayth
Cheshire Cad
Karma: 107/3
1204 Posts


in response to Tek

perhaps some monk abilities are a stretch, but when played in character, most of these abilities are (from my perspective) divine in nature, and therefore free from limitations.. that can be fun to play, but the lawful requirement is extremely hampering when you have a crafty DM... i gave up the supernatural abilities and some power for speed, and freedom to act.. i like the balance, personally


Posted on 2010-11-18 at 15:19:57.

lifespring
Resident
Karma: 33/3
385 Posts


good stuff.

it actually makes the nunchaku worth something, used to be a darn near worthless item. Maybe include something new for the Kama, and i remember something long ago for monks with swords. "Twin Hooks" I think. (at least from deadliest warrior", perhaps add this too?


Posted on 2010-11-18 at 21:02:36.

Chessicfayth
Cheshire Cad
Karma: 107/3
1204 Posts


funny you should mention

Pit and I just finished hammering out three new weapons choices! Sai, Butterfly Swords, and Kusari-Gama. Will be posted ASAP


Posted on 2010-11-19 at 16:32:58.

Pit F(r)iend
Welcome Waggin'
Karma: 115/3
1245 Posts


New Weapons, Have name we're happier with now!

New Weapons and benefits are up, hope I got them right (thank you Edit feature!). Our brainstorming chat sessions are indeed blistering fast--I forgot to write stuff down.

Thus far we seem to happy with "Student of the Stoic Fist" or "Stoic Fist". Let us know what you think!

Since not everyone might have Oriental Adventures, here's the stats on new weapons.

Sai 1d4 dmg (Bludgeoning) Crit X2
Butterfly Sword 1d6 dmg (Slashing) Crit 19-20/X2
Kusari-Gama 1d6/1d4 (Slash/Bludg) Crit X2 Double Weapon, reach 10ft


Posted on 2010-11-20 at 13:20:16.
Edited on 2010-11-20 at 13:36:30 by Pit F(r)iend

lifespring
Resident
Karma: 33/3
385 Posts


purr purr purrr

you delightful duo have made me one happy succubus!


Posted on 2010-11-20 at 22:16:45.

Chessicfayth
Cheshire Cad
Karma: 107/3
1204 Posts


thanks

*laughs* glad you like it.. worked on it for a month, then ran it by Pit and he helped me do some revamping... suggestions are still welcom, although what we need now is some playtesting...


Posted on 2010-11-20 at 22:23:26.

Chessicfayth
Cheshire Cad
Karma: 107/3
1204 Posts


As requested, here is a giant...

BUMP! And if anybody likes this class, im still looking for playtesters....


Posted on 2011-03-02 at 14:36:37.

Vilyamar
Glorious Emperor
Karma: 28/16
428 Posts


Weapon Proficiencies

Not sure I completely agree with the total loss of all weapon proficiencies. With the wording as it is, it would include racial weapons and simple weapons.

I can see why you would penalize the use of something other than monk weapons and unarmed strikes but currently this makes cross-classing extremely prohibitive.

Perhaps a martial artist would "cap out" or receive half (or none) of their regular bonuses to other weapon proficiencies they already possess and retain simple weapons.

Eg: Lurch is a level 5 Fighter who begans training as a Stoic Fist and has gained 10 levels in the class. His previous training gives him the ability to skillfully wield Martial weapons but he is better off sticking to his own fists after many years of focus.

Lurch receives (half or none) of his BAB from the Martial Artist class in addition to his BAB from his Fighter levels when not wielding a special MA weapon or unarmed. He gains full bonuses when wielding a special MA weapon or while unarmed.


Posted on 2011-03-03 at 02:06:17.

Chessicfayth
Cheshire Cad
Karma: 107/3
1204 Posts


thanks for the input....

the whole idea of posting this here was to get feedback and make it better... ill talk things over with pit and we'll see what happens


Posted on 2011-03-03 at 14:23:04.

   
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