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    Admiral Squish's Avatar

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    Default Martial Artist [Base Class, Crossroads]

    Martial artist
    Born from ancient Chinese traditions, martial artists practice techniques and styles honed by hundreds of years of combat and reflection. These warriors train their bodies and minds into deadly weapons.

    HD: d10
    Skill points: 4+int
    Class Skills: Acrobatics, Bluff, Climb, Escape Artist, Intimidate, Knowledge (History, Nature, Religion), Perception, Sense Motive, Stealth, Swim.
    {table=head]Level|BAB|Fort|Ref|Will|Special|Tech.

    1st|+1|+2|+2|+2|Kung Fu, Fast Movement, Initiate

    2nd|+2|+3|+3|+3|Uncanny Dodge

    3rd|+3|+3|+3|+3|Kung Fu, Evasion

    4th|+4|+4|+4|+4|Learner

    5th|+5|+4|+4|+4|Kung Fu, Flawless Stride

    6th|+6|+5|+5|+5|Improved Uncanny Dodge

    7th|+7|+5|+5|+5|Kung Fu

    8th|+8|+6|+6|+6|Disciple

    9th|+9|+6|+6|+6|Kung Fu, Blindsense 30

    10th|+10|+7|+7|+7|Improved Evasion

    11th|+11|+7|+7|+7|Kung Fu

    12th|+12|+8|+8|+8|Warrior

    13th|+13|+8|+8|+8|Kung Fu

    14th|+14|+9|+9|+9|Blindsense 60

    15th|+15|+9|+9|+9|Kung Fu

    16th|+16|+10|+10|+10|Master

    17th|+17|+10|+10|+10|Kung Fu

    18th|+18|+11|+11|+11|Free Movement

    19th|+19|+11|+11|+11|Kung Fu, Blindsight 30

    20th|+20|+12|+12|+12|Grand Master
    [/table]

    Kung Fu: A martial artist’s greatest asset is discipline. It is through this discipline that they are able to reach the perfection of mind and body that they quest for. The martial artist must spend one hour each day practicing their forms and training their body. Each time a martial artist gains the kung fu ability, they increase their Strength, Dexterity, Constitution, or Wisdom score, whichever is lowest, by one point. If there is a tie for the lowest score, the martial artist can choose which one to increase. This is a permanent, inherent bonus.

    Techniques: (Still working on this one)

    Fast Movement: A martial artist’s base land speed is 10 feet faster than the norm for his race. This benefit only applies when the martial artist is wearing no armor and not carrying a heavy load. Apply this bonus before modifying the martial artist’s speed because of any load carried.

    Initiate: At first level, a martial artist becomes initiated into the traditions and practices of a single school of combat, and the basics of being a martial artist. The martial artist chooses the school they will advance in as they gain levels in martial artist, and gains the benefit associated with the initiate rank in that school.

    The first thing a martial artist learns is to strike with their body as effectively as any weapon. The martial artist gains Improved Unarmed Strike as a bonus feat. The martial artist can make an unarmed strike with any part of their body, including fists, feet, knees, head, and elbows, allowing the martial artist to make an unarmed strike even if their hands are full. There is no such thing as an off-hand unarmed strike for a martial artist, and as such, they always add their full strength bonus to damage rolls with an unarmed strike. A martial artist’s unarmed strikes deal lethal damage, but they can choose to instead deal nonlethal damage with an unarmed strike, taking no penalty to attack the attack roll. They can also choose to deal lethal or nonlethal damage while grappling. A martial artist’s unarmed strike is treated as both a natural and manufactured weapon for the purposes of spells, effects, and abilities that improve either natural or manufactured weapons. A martial artist deals greater damage with their unarmed strikes than a normal person would. A medium initiate’s unarmed strike deals 1d6 points of damage. Larger and smaller martial artists deal more and less damage, respectively, as shown on the table below.

    Another important aspect of a martial artist’s training is their ability to defend themselves without armor. When wearing no armor and unencumbered, a martial artist gains an untyped bonus to AC equal to 2+wis.

    Uncanny Dodge At 2nd level and higher, a martial artist retains their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized. If a martial artist already has uncanny dodge from a different class, they automatically gain improved uncanny dodge instead.

    Evasion: At 3rd level or higher, if a martial artist makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if a martial artist is wearing light armor or no armor. A helpless martial artist does not gain the benefit of evasion.

    Learner: At 4th level, a martial artist achieves the rank of learner in their school, gaining the benefits associated with that rank. In addition, the rank grants them a number of other benefits.
    A learner’s base unarmed strike damage increases to 1d8.
    Their unarmored AC bonus increases to 4+wis.
    Finally, their combat experience and training grants them DR 1/-.

    Flawless Stride: Starting at 5th level, a martial artist can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at their normal speed and without taking damage or suffering any other impairment.
    This ability does not let them move more quickly through terrain that requires a Climb or Swim check to navigate, nor can they move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.
    A martial artist loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

    Improved Uncanny Dodge: At 6th level and higher, a martial artist can no longer be flanked. This defense denies a character with sneak attack the ability to sneak attack the martial artist by flanking him, unless the attacker has at least four more levels in the class that grants sneak attack than the target has martial artist levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

    Disciple: At 8th level, a martial artist achieves the rank of disciple in their school, gaining the benefits associated with that rank. In addition, the rank grants them a number of other benefits.
    A disciple’s base unarmed strike damage increases to 1d10
    A disciple’s unarmored AC bonus increases to 6+wis.
    Finally a disciple’s DR increases to 2/-.

    Blindsense 30: At 9th level and above, a martial artist’s senses are so sharpened and their instincts so refined that they can perceive their surroundings even if they cannot see them. They gain blindsense out to 30 feet. This ability functions as described in the monster manual.

    Improved Evasion: At 10th level, a martial artist’s evasion ability improves. They still takes no damage on a successful Reflex saving throw against attacks, but henceforth they take only half damage on a failed save. A helpless martial artist does not gain the benefit of improved evasion.

    Warrior: At 12th level, a martial artist achieves the rank of warrior in their school, gaining the benefits associated with that rank. In addition, the rank grants them a number of other benefits.
    A warrior’s base unarmed strike damage increases to 2d6 and their unarmed strike now counts as adamantine for the purpose of overcoming damage reduction.
    A warrior’s unarmored AC bonus increases to 8+wis.
    Finally a warrior’s DR increases to 3/-.

    Blindense 60: At 14th level and above, a martial artist’s senses are sharpened even further. They gain blindsense out to 60 feet. This ability functions as described in the monster manual.

    Master: At 16th level, a martial artist achieves the rank of master in their school, gaining the benefits associated with that rank. In addition, the rank grants them a number of other benefits.
    A master’s base unarmed strike damage increases to 2d8.
    A master’s unarmored AC bonus increases to 10+wis.
    Finally a master’s DR increases to 4/-.

    Free Movement: At 18th level and higher, a martial artist can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A martial artist loses this benefit when wearing any kind of armor or when carrying a medium or heavy load.

    Blindsight 30: At 19th level and above, a martial artist’s senses and instincts are so sharp they can perceive the area around them as though they were seeing it directly. They gain blindsight out to 30 feet. This ability functions as described in the monster manual.

    Grand Master: At 20th level, a martial artist achieves the rank of grand master in their school, gaining the benefits associated with that rank. In addition, the rank grants them a number of other benefits.
    A grand master’s base unarmed strike damage increases to 3d6.
    A grand master’s unarmored AC bonus increases to 12+wis.
    Finally, a grand master’s DR increases to 5/-.

    Old World Styles
    Tiger: Attack focused. Aggressive, heavy strikes.
    Monkey: Speed focused. Two-weapon fighting, rapid attacks.
    Mantis: Grapple focused. Holds, throws, breaks
    Serpent: Deception focused. Feinting and swift strikes.
    Crane: Evasion focused. Precise, targeted strikes to weak areas.
    Dragon: ‘Supernatural’ Aspects. Nerve strikes, self-healing.

    Tiger
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    Tiger style is a very aggressive style. The fury of a tiger is a terrible force, and a practitioner of tiger style taps into that fury. Warriors of the tiger style are direct, aggressive individuals, striking quickly to the heart of matters.
    Theme: The tiger style is all attack. Practitioners are trained to push the attack constantly. There are almost no forms in the tiger style that do not feature a strike. If you are thwarted in one approach, you change your tactics and continue the assault, but you never break the momentum. A tiger warrior keeps pressure on his foes at all times, rocking them back on their heels and keeping them off-balance.
    Origin: The tiger style was born in a soldier. The soldier fell down a cliff to land on a small ledge above a clearing. The clearing was home to a tiger and her cubs, and the soldier could not climb down without being eaten. For many days he stayed on the ledge. He began to watch the tigers, and eventually began to imitate their movements. As the mother taught her cubs, so too she taught the soldier. Weeks passed before the tigers moved on, and the soldier finally climbed down. But the power and ferocity of the tigers remained with him, and, seeking to imitate it, he began to train himself, and eventually others, in the way of the tiger.
    Philosophy: The tiger is the lord of the realm. His power is unmatched, and a practitioner of the tiger style is to emulate him. Tiger style advocates the simple, direct approach. Tiger warriors favor swift, decisive action over long-winded discussion and debate. They are proud and imperious, but must be careful not to let their pride make them overconfident.
    Alternate names: Tiger style is also known as bloody claw style, or flame style.
    Tiger Style Weapons:

    Initiate An initiate in the tiger style gains power attack as a bonus feat, even if they do not meet the prerequisites. In addition, you can treat your unarmed strike as a one-handed weapon for the purposes of the power attack feat.
    Learner A tiger style learner learns to tear flesh and shatter bone when attacking. When you make a successful unarmed strike against an opponent, the opponent bleeds, internally or externally, taking damage each round equal to ½ the martial artist’s class level. The bleeding damage stops when the target is healed at least 1 point of HP, or receives a DC 10 heal check to stop the bleeding.
    Disciple A tiger style disciple can treat their unarmed strike as a two-handed weapon for the purposes of the power attack feat.
    Warrior A tiger style warrior can make a full attack at the end of a charge, but only if wielding only unarmed strikes or tiger-style weapons. If you have a feat or ability that applies to the attack at the end of a charge, it only applies to the first attack after the charge.
    Master By utilizing their entire body in their attack, a tiger style master can deal terrible damage with an unarmed strike. When using their unarmed strike, a tiger style master deals damage as though using a two-handed weapon.
    Grand Master: A tiger style grand master is a ferocious force to be reckoned with, capable of literally tearing the throat from an opponent’s neck. As a standard action, a tiger style grand master can make a single unarmed strike against an opponent that is vulnerable to critical hits, with vitals he can reach. If the attack hits, he tears his fingers into the foe’s neck and comes free with the creature’s throat. The target must make a fortitude save (DC 10+½ martial artist level + str) or die instantly. A successful save leaves the target at -1 HP and bleeding.


    Monkey
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    Monkey style focuses on speed in both attack and defense.
    Theme:
    Origin:
    Philosophy:
    Alternate names:
    Monkey Style Weapons: Quarterstaff, Scimitar, Spear, Shortspear, Nunchaku

    Initiate An initiate of the monkey style can choose to dual-wield their unarmed strike as though it were two light weapons. Both attacks share the same base damage, attack bonuses, damage bonuses, and special enchantments. In addition, you gain two-weapon fighting as a bonus feat, even if he does not meet the prerequisites.
    Learner While dual-wielding unarmed strikes or monkey style weapons, the penalty to attack rolls from two-weapon fighting is reduced by one.
    Disciple A monkey style disciple gains improved two-weapon fighting as a bonus feat, even if he does not meet the prerequisites.
    Warrior A monkey style warrior gains greater two-weapon fighting as a bonus feat, even if he does not meet the prerequisites.
    Master While dual-wielding unarmed strikes or monkey style weapons, the penalty to attack rolls from two-weapon fighting is reduced by two.
    Grand Master: A monkey style grand master has learned the ultimate technique of the monkey style, the hundred-limbed strike. As a full-round action, you make a single attack with your unarmed strike or a monkey style weapon. If this attack is successful, you can make an additional attack at a -1 penalty with the same weapon. If this attack is successful, you can make an additional attack at a -2 penalty with the same weapon. With each successful attack, you can make an additional attack with the same weapon, but the penalty to attack increases by 1 each time. If you miss, the attack ends immediately.


    Crane
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    Basic description
    Theme:
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    Initiate A crane style initiate gains the Combat Expertise feat as a bonus feat. When taking an attack penalty from the combat expertise feat, if an opponent misses you with a non-reach melee attack, you can probe through their defenses an immediate action with a swift, sharp Peck, dealing damage equal to ½ your class level (minimum 1)
    Learner A crane style learner gains a +1 dodge bonus to AC. This bonus increases by 1 at 8th level and every four levels thereafter. In addition, they gain the Combat Reflexes feat, even if they do not meet the prerequisites.
    Disciple A crane style disciple does not take an attack penalty from Combat Expertise when making attacks of opportunity.
    Warrior When using their Peck ability, a crane style warrior deals damage equal to their class level.
    Master A crane style master gains a bonus to attack rolls equal to the AC bonus received from Combat Expertise when making attacks of opportunity.
    Grand Master: A crane style grand master can strike hard at opponents that fail to hit their mark. When using their Peck ability, a crane style grand master can choose to deal damage with an unarmed strike or a crane style weapon instead.


    Snake
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    Basic description
    Theme:
    Origin:
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    Initiate The snake style initiate gains Improved Feint as a bonus feat, even if they do not meet the prerequisites. In addition, a serpent style initiate gains Sneak Attack +1d6, as described in the rogue entry.
    Learner The snake style learner gains Combat Expertise as a bonus feat, even if they do not meat the prerequisites. While taking an attack penalty from Combat Expertise, if your opponent misses you with a non-reach melee attack, he provokes an attack of opportunity from you. In addition, your sneak attack damage increases to +2d6.
    Disciple A snake style disciple gains the Greater Feint feat as a bonus feat, even if they do not meet the prerequisites. In addition, your sneak attack damage increases to +3d6
    Warrior A snake style warrior can feint in combat as a swift action. In addition, your sneak attack damage increases to +4d6.
    Master A snake style master can target nerves, joints, and muscles instead of vital points. When making a sneak attack, you can choose to sacrifice any number of sneak attack damage die to deal two points of strength or dexterity damage to the target for each die sacrificed in this way. The target must make a fortitude save (DC 10+½ martial artist level+dex mod) to avoid this damage. In addition, your sneak attack damage increases to +5d6.
    Grand Master: A snake style grand master making a sneak attack can choose to deal strength or dexterity damage in addition to their sneak attack damage, one point of ability damage for each sneak attack die rolled. In addition, your sneak attack damage increases to +6d6.


    Mantis (WIP)
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    Basic description
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    Initiate A mantis style initiate gains improved grapple as a bonus feat, even if they do not meet the prerequisites. A mantis style initiate dealing damage with their unarmed strike or a mantis-style weapon in a grapple adds one-half their class level to damage rolls.
    Learner
    Disciple
    Warrior
    Master
    Grand Master:


    Dragon
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    The dragon style martial artist utilizes qi energy and carefully-trained techniques to accomplish feats that most would regard as supernatural, impossible without the aid of magic.
    Theme: A dragon stylist’s focus is on wisdom. Understanding the body and mind allows one to unlock the secrets of energy and, indeed, life itself. Dragon stylists can heal wounds, teleport, and kill foes with a single touch, all without the aid of any true magic.
    Origin: Dragon style was the first style of martial art, and it was taught first to a young preist. In his meditation, he sought the source of all wisdom, and in his mind he saw a dragon that led his spirit to a cave. When he woke, he sought out the cave, and there he saw the dragon from his meditation. Over the years, the monk learned much from the dragon, and came out as the first martial artist. From then on the link between physical training and spiritual enlightenment spread through China, and soon after other forms of martial arts came into existence.
    Philosophy:
    Alternate names:

    Initiate A dragon style initiate gains Stunning Fist as a bonus feat, even if they do not meet the prerequisites. You can use this feat a number of times per day equal to your martial artist level, plus one more time per day for ever four levels they have in classes other than martial artist.
    Learner A dragon style learner gains a ki pool with a maximum equal to ½ their martial artist level plus their wisdom modifier. While a martial artist has at least one point of ki left in their ki pool, their unarmed strike counts as a magic weapon for the purposes of overcoming damage reduction. As a swift action, a dragon style learner can spend one ki point to do one of the following:
    • Gain a +4 bonus to attack rolls with your unarmed strike or dragon style weapons for one round.
    • Gain a +4 dodge bonus to AC for one round.
    • Increase your base land speed by 20 feet for one round.
    • Gain a +1d6 bonus to damage with your unarmed strike or dragon style weapons for one round.

    Disciple A dragon style disciple can heal their own wounds with the power of ki. By spending two points of ki as a standard action, he can heal himself a number of hit points equal to his martial artist level.
    Warrior A dragon style warrior can step between spaces, as though using the spell Dimension Door. Using this ability is a move action and costs two points of ki. You cannot bring any other creatures with you when using this ability.
    Master A dragon style master can kill a target with a single touch. As a standard action costing two points of ki, the martial artist uses their unarmed strike to make a melee touch attack. If the attack hits, the target’s ki is under the martial artist’s control. From that point on, the dragon style master simply needs to will the target to die (a free action). The target may make a fortitude save (DC 10+½ martial artist level+wis mod) to resist dying. If the save is successful, the target is not affected, but can be affected by another. A dragon style master can use this ability as many times as they desire, but can only affect one target at a time.
    Grand Master: A dragon style grand master can shed their physical form to become ethereal for a time. As a move action that costs three points of ki, the dragon style grandmaster can go ethereal for one minute, as with the spell etherealness. The dragon style grand master cannot use this abilities to make other creatures ethereal, only themselves.


    New World Styles
    Bear: Passive defense. Heavy strikes, natural armor.
    Porcupine: Active defense. Parries and anti-grapple maneuvers.
    Wolf: Trip focused. Prone and flanking abilities.
    Cougar: Stealth focused. Sneak attack, camouflage
    Raven: Mobility focused. Acrobatics, special movement abilities.
    Thunderbird: Elemental focused. Ki powers, dealing damage

    Bear
    Spoiler
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    Bear is a relatively simple style, lacking a great deal of complicated maneuvers and movements, but the practitioners make up for this simplicity with extreme body training. Practitioners emulate the bear’s powerful strikes and incredible toughness.
    Theme: The bear style is composed of relatively few motions and stances, but these simple tactics can be endlessly adapted into a wide variety of circumstances. The most important aspect of bear style is physical training. Bear style rewards physical strength and toughness, and so most of their bear practitioner’s training revolves around building muscle and hardening the body.
    Origin: Bear style was created in Fusang by a man named Hong Kwan. He had been trained in martial arts from a young age by his father, but his large frame and slow feet held him back from true greatness in his father’s style. One day he had gone into the woods for some firewood when he saw two bears fighting. The two hulking creatures traded massive blows, and Hong Kwan watched, transfixed. Inspired by the battle, Hong began to seek the ideal of strength and toughness through physical training, and, after many years, created what is now recognized as bear style.
    Philosophy: Bear style philosophy is centered around the body. The body is a temple, and that through which one interacts with the world. A weak body distracts the mind from greatness with it’s failings. Through dedication and training the body becomes strong, and once the body is strong the mind can truly be free to expand.
    Alternate names: Mountain style, Iron Body style

    Initiate: A bear style initiate gains a natural armor bonus equal to their constitution modifier. This bonus cannot exceed ½ your martial artist level (minimum 1).
    Learner: A bear style learner can make a single powerful attack, called a Decisive Blow, with an unarmed strike or a bear style weapon as a full-round action. This attack deals double its normal damage, and the target must make a fortitude save (DC 10+½ martial artist level+str mod) or be dazed for one round.
    Disciple: A bear style disciple fighting defensively can tighten their muscles, hardening their body against blows. When fighting defensively, your damage reduction from martial artist levels is increased by ½ it‘s usual value.
    Warrior: A bear style warrior’s Decisive Blow ability now deals triple the attack’s normal damage, and if the target fails their save, they are stunned instead of dazed.
    Master: By utilizing their entire body in their attack, a bear style master can deal terrible damage with an unarmed strike. When using their unarmed strike, a bear style master deals damage as though using a two-handed weapon.
    Grand Master: A bear style grand master’s Decisive Blow ability now deals quadruple the attack’s normal damage, and if the target fails their save, they are stunned for 1d4 rounds.


    Porcupine
    Spoiler
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    Basic description
    Theme:
    Origin:
    Philosophy:
    Alternate names:

    Initiate An initiate of the porcupine style gains Combat Expertise as a bonus feat, even if they do not meet the prerequisites. In addition, while taking an attack penalty from combat expertise, you can parry attacks targeted at you. When a non-reach melee attack is initiated against you, and before it is rolled, you can declare your intent to parry. You roll an attack roll using an unarmed strike or any porcupine-style weapon you have ready. The result of this roll effectively becomes your AC against this specific attack. This attack roll does not take a penalty from the use of the combat expertise feat, and gains a bonus equal to the AC bonus the feat grants. The attacker rolls his attack normally against your new AC. If the attack is successful, you take damage normally. You cannot parry attacks made by creatures that are more than one size category larger than you. You cannot parry more than once per round.
    Learner A porcupine learner is trained in a variety of anti-grapple techniques to encourage their grappler to release them. Each time you start the round grappled, you deal damage equal to your monk level to the grappler.
    Disciple You can attempt to parry two attacks per round. You must take a penalty from combat expertise equal or greater than the number attacks you want to parry.
    Warrior When you attempt to parry an attack, you roll damage as though making a normal attack with an unarmed strike or whatever porcupine-style weapon you have in your hands. If the attack fails to beat your AC, the attacker takes the damage rolled.
    Master There is no longer a size limitation for parrying an attack.
    Grand Master: You can attempt to parry an unlimited number of attacks per round.


    Wolf (WIP)
    Spoiler
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    Basic description: The wolf style is a mixture of extreme aggression tempered with cunning. It focuses on trips and throws to place an opponent in a state of vulnerability with devastating follow up attacks once an opponent is down. The style is also known for stacking the odds in the favor of the fighter through the use of group tactics and the exploitation of weaknesses the the opponent already has.
    Theme: The Wolf style is about exploitation of disadvantages already present and creating disadvantages where none exist. Practitioners are known to harry an opponent with joint strikes, trips and throws so that no defense is available when the final blow is performed. Practitioners are also taught to use allies to their advantage and to strike when the opponent is otherwise occupied.
    Origin: The initial creator of the style now simply known as Yín láng or Silver Wolf was actually the leader of a small mercenary unit and a practitioner of the Tiger Style. After being defeated on a winter battlefield he watched a pack of wolves take down loose horses and wounded soldiers that had wandered away. Inspired by how they selected their prey and their use of teamwork to defeat large foes he began to develop the style with the help of those who survived his unit.
    Philosophy: An opponent is prey, they are not meant to provide challenge their only purpose is defeat for the betterment of the pack. Wolf practitioners take advantage of opportunity and are merciless to their enemies but incredibly loyal to their allies and pack. Generally nomadic by nature they are best suited as traveling mercenaries or bandits however, they are also seen in performance troupes as well. Their striking of weakened or disadvantaged opponents tends to cause them to be labeled as dishonorable and their constant "sizing up" of others makes them somewhat off putting at times. However their loyalty tends to make them prized bodyguards and soldiers.
    Alternate names: Tīchú ruò or "Cull the Weak"
    Favored Weapons: Fighting Claws, Katars, Barbed Whip, Rope Dart, Butterfly Knives, Hook Swords

    Initiate: A Wolf Initiate gains improved trip as a bonus feat regardless as to whether or not they have the prerequisites for it. A Wolf initiate also does +1d6 extra damage when attacking prone opponents. This bonus damage applies when making an attack of opportunity on an opponent that is rising from prone.
    Learner: When the wolf learner is flanking an opponent, all allies flanking that opponent increase the bonus to attack rolls from flanking by +2. In addition, when the wolf learner is flanking an opponent, they deal an additional 1d6 points of damage when attacking that opponent with an unarmed strike or a wolf style weapon
    Disciple: A wolf disciple's damage bonus against prone targets and targets the wolf disciple flanks increases to +2d6.
    Warrior:
    Master: The damage bonus against prone targets and targets the wolf master flanks is increased to +3d6.
    Grand Master:


    Cougar (WIP)
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    Basic description
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    Initiate
    Learner
    Disciple
    Warrior
    Master
    Grand Master:


    Raven
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    Basic description
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    Initiate
    Learner
    Disciple
    Warrior
    Master
    Grand Master:


    Thunderbird
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    Basic description
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    Initiate
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    Grand Master:
    Last edited by Admiral Squish; 2014-01-10 at 01:12 PM.
    My Homebrew
    Five-time champion of the GITP monster competition!

    Current Projects:
    Crossroads: the New World: A pathfinder campaign setting about an alternate history of North America, where five empire collide in a magical land full of potential. On the road to publication!

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    Default Re: Martial Artist [Base Class, Crossroads]

    Reserved for techniques
    My Homebrew
    Five-time champion of the GITP monster competition!

    Current Projects:
    Crossroads: the New World: A pathfinder campaign setting about an alternate history of North America, where five empire collide in a magical land full of potential. On the road to publication!

    Epic Avatar and Sigitar by AlterForm
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    Ettin in the Playground
     
    Admiral Squish's Avatar

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    Default Re: Martial Artist [Base Class, Crossroads]

    Hey guys, I'm posting what I have so far on this one because the work on it's been slowed down to a crawl. I'm still not certain what I'm gonna do with the techniques, how they're gonna work mechanically.

    I suppose the goal for this class is sort of wuxia. Somewhere between a heavily reworked monk and swordsage. I want a class that fills the role of a monk from martial arts movies.

    So, here's a couple things that need doing:
    I need to come up with two more styles for the new world. They need to be based on animals that can be found in the fusang area, which consists of British Colombia, Washington, and California, and they need to provide interesting new takes on combat. I've been considering Ram, and possibly Orca, but I can't think how I would extrapolate an entire style out of them and their movements.
    Techniques, obviously. I want something sort of like maneuvers, but there should be ones that are specific to certain styles and others that are just general to all martial artists. I'm also still trying to figure out if they should be /encounter like maneuvers, or if they should be at-will, or even dependent on circumstances.
    I'm also trying to figure out what to do with wolf style, I really have no idea what it's fighting style would be like. Trip-based, maybe?
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    Default Re: Martial Artist [Base Class, Crossroads]

    Well, I'm upset because, in a lot of ways, you basically did what I wanted to do with the Grandmaster in my "advanced classes" thread. There's no power points, obviously, but a lot of the other stuff is there.

    Quote Originally Posted by Admiral Squish View Post
    I'm also trying to figure out what to do with wolf style, I really have no idea what it's fighting style would be like. Trip-based, maybe?
    I see the wolf style as vicious and ruthless, exploitative of opponents' weaknesses, and, when possible, preferring to fight single opponents with the assistance of allies.
    Last edited by Ziegander; 2013-12-29 at 01:15 PM.
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    Default Re: Martial Artist [Base Class, Crossroads]

    Really? I've never actually looked into your advanced classes thread. I do apologize if you feel I've stepped on your toes, but nothing here was stolen. I suppose it's an example of convergent design.

    Hmm. Good themes to keep in mind for the wolf, certainly. But I don't really have an image of how I would make the mechanics support that vision. I suppose I could throw something to do with flanking in there.
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    Default Re: Martial Artist [Base Class, Crossroads]

    Hmmm... Congrats on how well Crossroads is going, first of all. Second, I'm wondering if there aren't really some hidden dead levels in the class. I know that getting a bonus to Wis/Con/Dex/Str is pretty cool, but that doesn't seem like something that fills up an entire level. Perhaps you can allow them to choose a second style as an "alternate" way of doing things?
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    Default Re: Martial Artist [Base Class, Crossroads]

    Well thanks! I'm really glad it's working out, though sometimes it feels like I'm forcing it.
    I was initially concerned that kung fu would be too powerful, so I may have adjusted down to compensate. I don't know about a second style, though. It seems like it might be an option, but including it in the class forces a martial artist to dual-specialize.
    Though, keep in mind, we're gonna add in techniques later, so the power level's not quite where it's gonna be.
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    Default Re: Martial Artist [Base Class, Crossroads]

    Raven Style: Movement focused. Short ranged teleports, spring attack, etc.

    Alligator Style: Aquatic stuff, maybe?
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    Default Re: Martial Artist [Base Class, Crossroads]

    Quote Originally Posted by TroubleBrewing View Post
    Raven Style: Movement focused. Short ranged teleports, spring attack, etc.

    Alligator Style: Aquatic stuff, maybe?
    Maybe Alligator Style could be focused on more aggressive and violent throws and holds than mantis given how the death roll is the alligators favored method of killing.

    But do Alligator's live in the Fusang's neck of the woods?
    Last edited by Lizard Lord; 2013-12-29 at 10:59 PM.

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    Default Re: Martial Artist [Base Class, Crossroads]

    It seems alligators don't extend any further west than texas. Crocodiles come closer, but they don't get any further north than Mexico, unfortunately. So, neither exists in the fusang area. Shame, a brutal grappling style would be pretty cool. Bone breaks and stuff.

    Raven... Hmm. I'm not sure about teleports, as dragon already has a teleport thing. They do feature prominently in northwestern tribe mythology. I do like movement ideas, though. Tumble, jump, and the like. Maybe skirmish?
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    Default Re: Martial Artist [Base Class, Crossroads]

    Since the Old World styles has Dragon, a mythlogical creature, perhaps New World styles could have Thunderbird style. It could take the qi energy and focus it more aggressively than that of dragon style.

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    Default Re: Martial Artist [Base Class, Crossroads]

    Hmm. It's possible, but thunderbirds are only of approximately animal intelligence. Dragon style was actually taught by a dragon, whereas a thunderbird can't really teach anything. You can learn movements from a regular animal, but the manipulation of internal energy might be a bit much to learn from observation.

    Still, I do like the idea of a qi user unleashing elemental fury upon his foes...
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    Default Re: Martial Artist [Base Class, Crossroads]

    Erm..... skills and HP maybe....?

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    Default Re: Martial Artist [Base Class, Crossroads]

    *facepalm*
    I feel quite foolish now.
    Fixed.
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    Default Re: Martial Artist [Base Class, Crossroads]

    Much better! If you like, feel free to raid my Open Palm mercilessly for ideas (check my Sig, it's a monk 'fix' I did...)
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    Default Re: Martial Artist [Base Class, Crossroads]

    I think I'm going to have to go over a bunch of different monk fixes and monk ACFs to cannibalize ideas for techniques.
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    Default Re: Martial Artist [Base Class, Crossroads]

    Alright, I've decided that the last two new world schools will be thunderbird, focused on external use of qi power, energy attacks, ranged strikes, and such, and raven, which is a mundane school focused on mobility and possibly skirmish damage. Jump, acrobatics, and such. Not exactly sure how to pull that one off, but I'm sure I'll figure it out.

    Also, I have figured out that techniques are all going to be active abilities, things you use rather than just have. Usable at-will, though they may have requirements for positioning or activation conditions, such as a mantis technique that requires you to be grappling the target. There will be general techniques that all martial artist can learn from, and techniques only ones from certain styles can use. I am taking suggestions for techniques, and I'm working on a list on my computer. Still not certain how to spread them out over the levels, and how many you end up getting.
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    Default Re: Martial Artist [Base Class, Crossroads]

    Hey all Im new but I am a friend of SuperDaves and have been working with him off line for a while I did some work on the Wolf Style and have more Ideas if people would like to see them

    Wolf
    Basic description: The wolf style is a mixture of extreme aggression tempered with cunning. It focuses on trips and throws to place an opponent in a state of vulnerability with devastating follow up attacks once an opponent is down. The style is also known for stacking the odds in the favor of the fighter through the use of group tactics and the exploitation of weaknesses the the opponent already has.
    Theme: The Wolf style is about exploitation of disadvantages already present and creating disadvantages where none exist. Practitioners are known to harry an opponent with joint strikes, trips and throws so that no defense is available when the final blow is performed. Practitioners are also taught to use allies to their advantage and to strike when the opponent is otherwise occupied.
    Origin: The initial creator of the style now simply known as Yín láng or Silver Wolf was actually the leader of a small mercenary unit and a practitioner of the Tiger Style. After being defeated on a winter battlefield he watched a pack of wolves take down loose horses and wounded soldiers that had wandered away. Inspired by how they selected their prey and their use of teamwork to defeat large foes he began to develop the style with the help of those who survived his unit.
    Philosophy: An opponent is prey, they are not meant to provide challenge their only purpose is defeat for the betterment of the pack. Wolf practitioners take advantage of opportunity and are merciless to their enemies but incredibly loyal to their allies and pack. Generally nomadic by nature they are best suited as traveling mercenaries or bandits however, they are also seen in performance troupes as well. Their striking of weakened or disadvantaged opponents tends to cause them to be labeled as dishonorable and their constant "sizing up" of others makes them somewhat off putting at times. However their loyalty tends to make them prized bodyguards and soldiers.
    Alternate names: Tīchú ruò or "Cull the Weak"
    Favored Weapons: Fighting Claws, Katars, Barbed Whip, Rope Dart, Butterfly Knives, Hook Swords

    A Wolf practitioner gains a +1 to hit insight bonus to opponents that have lost a quarter of their health. This bonus increases to +2 at half health and so on as their opponent weakens. They can also make a DC 15 wisdom check to identify the weak link when fighting a group. They receive a +2 to hit bonus when attacking this opponent.

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    Default Re: Martial Artist [Base Class, Crossroads]

    Hmm, that's certainly an interesting take on wolf. I was initially thinking a more buff/debuff kinda guy, but I do like this take on it too. I'll see what I can come up with for the rank abilities.

    Also, I've got the basic template for techniques down now, I'll be posting something in that empty space quite soon.
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    Hey All

    I understand that a template for techniques is still coming however having worked on this for a little bit I kinda wanted to get it out here. Below are some technique ideas and broken down by "level" all techniques are designed for the Wolf Style.

    Techniques
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    Zhēteng dào dìmiàn (Toss to Ground): A wolf initiate engaged in a grapple can throw their opponent to the ground with a successful opposed grapple check. Their opponent takes 1d6+Str damage and is prone.

    Jiā jiǎogēn (Nip the Heel): In lieu of normal combat damage a initiate can choose to perform a strike to the opponents heel. If successful the opponent must make a Fort Save DC 10+1/2 martial artist level or suffer a -2 penalty to trip attempts and their speed is reduced by 5 feet. Subsequent strikes of this nature reduce the opponents speed by 5 feet and incur an additional -1 penalty to trips.

    Fēiyuè hé tuìshǎi (Leap and fade): The wolf initiate performs a leaping strike from 10 ft and then moves 10 feet away without incurring attacks of opportunity similar to a Spring Attack.

    Yǎo (Bite): Tapping into their animal side they perform a bite attack for 1d4+str an opponent must make a DC15 will save or suffer a -1 penalty to attack due to being rattled for 1d4 rounds. This strike can be performed while engaged in a grapple

    Ná de (Take to Ground): This technique allows the practitioner to perform a leaping tackle on an opponent at the end of a charge. If they successfully hit they can imediately make an opposed grapple check which if successful pins drives their opponent to the ground with them in control.


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    Shénme shì nǐ de jiùshì wǒ de (Whats your is mine): With a twist of the hands and hip a Wolf practitioner can steal and retain a weapon from the hands of their opponent with an successful disarm attempt.

    Qiǎngduó tuǐ (Snatch the Leg): With a snarl the practitioner grips the leg of their opponent and wrenches it upwards dealing 1d6+Str and leaving them prone with at successful trip attempt.

    Bù qǐchuáng (Don't get up): Attacking the hamstring of a downed opponent the victim stuggles to rise to their feet. In lieu of normal combat damage a Wolf practioner can perform a strike to a downed opponent who must make a Fort Save DC 10+1/2 Marital artist level+Str. Failure results in the opponent needing to make a DC 14 fort save to stand or else fall back to prone. Subsequent strikes of this nature result in a +4 increase to the DC and a -2 penalty to avoiding trips. Success results in 1D6+Str damage.

    Duìyú bāo (For the Pack): Striking while the opponent is engaged a Wolf practitioner targets the soft tissues of the opponent dealing additional damage of 1d6+1/2 martial artist level+Str after the opponent attacks an ally.

    Láng tī (Wolf Kick): The Practitioner leaps at the opponent being held by their ally striking with both feet simultaneously. This technique can be performed on an opponent being grappled by an ally dealing double the normal damage + 1/2 Martial artist level + Strength.

    (Lock Down): By entwining an opponents arms and legs with their own the practitioner keeps them from making any actions while sacrificing their own ability to act as well. When engaged in grapple the Martial Artist can choose to place the opponent into a pin with a successful grapple check. While pinned in this way the opponent cannot make any actions other than attempting to break free with a grapple. The Martial artist cannot deal damage or make any actions either as their full attention is devoted to holding the opponent down.


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    Xióng zài dìshàng (Bear to the Ground): With a shake of the neck and shoulders an opponent is driven to the earth by the grip of your bite. After making a sucessful bite attack the practitioner can perform a free trip knocking the opponent prone. An additional 2d6+Str damage is dealt for each round the bite is maintained.

    Xuēruò fāng (Cripple the Fang): The practitioner leaps upon the arm of the prone or grappled opponent landing with their full weight. The opponent must make a Fort Save DC15+1/2 Marital artist level+Str or lose the use of the arm and 2D6+Str Non Lethal Damage. A successful save results in a -2 circumstance penalty when using the damaged limb and the Fort save increases by 4 when defending the same attack in addition they receive 1D6+Str non lethal damage.

    Tuǐ jīn (Hamstring): The practitioner performs a sweeping blow to the back of the leg severely damaging the muscles and tendons which support it. With a successful strike the opponent is forced to make a Fort Save DC10+1/2 Marital artist level+Str success results in normal combat damage failure results in crippling damage to the limb. The opponent is only able to move 10ft per round and can no longer charge. They also must make a Fort Save DC 10+1D6+Str each round that they stand or fall to the ground prone.

    (Destroy the Joint): A wolf practitioner can destroy the joint of an attacking opponents missed strike. When an opponent fails to hit the martial artist they can take a free grapple check to initiate a joint lock. If the lock is maintained the second round then the joint of the opponent is broken. The limb associated with the joint is rendered unusable unless healed or splinted and subsequent rounds that the lock is maintained result in 1D4+½ Str Strength or Dex Damage.


    Master:
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    (Exploit Weakness): A Master can attack an opponent based off their already present disadvantage (hitting from the side of their non-dominant eye, forcing them to block with a weaker limb). This attack gains a +4 to hit circumstance bonus and deals additional damage equal to 3D6+1/2 Marital artist level. Additional strikes of this nature require a Fort Save DC10+1/2 Marital artist level+Str lest they suffer a -2 circumstance to their AC and to hit as they overcompensate for damage taken.

    (Pack Feast): With a flurry of movement the Martial artist sweeps all enemies before him to the ground leaving none standing before him. The Master is able to perform a trip attempt on all enemies within his range of reach. If this is part of a full attack he can still finish the rest of the attack after his trip attempts.
    Last edited by KungFuLobster; 2014-01-10 at 05:04 PM.

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    Default Re: Martial Artist [Base Class, Crossroads]

    I just wanted to say that even though this level of class-design is WAY over my head, I'm really loving what you guys have done so far. The idea of New World kung-fu schools makes me drool with anticipation.

    Personally, I think this is a class which really cries out for a nice illustration. If I might make some suggestions?

    KungFuLobster: I completely agree with your assessment of the Wolf school's philosophy: wolves don't care about honor, they care about survival. They're pragmatists. In a literal sense, martial arts are a military discipline, and they're designed to kill people (like, for example, the mugger who wants your wages, the soldier who wants to burn your crops, or the man who murdered your wife)

    I'm curious about your plans for the Thunderbird school you told me about the other day. I think you were thinking about giving them a special strike that deals several kinds of elemental damage at once, if I remember correctly. That sounds pretty rad. But what would happen if you strike someone who's damaged by one type of energy and healed by another?

    While I like the fact that you actually found real Chinese names for each of the techniques, I think that most gaming-tables are probably not going use them in-practice, since most players will probably not speak Chinese. Though they definitely add a lot of flavor to the various schools.
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    Default Re: Martial Artist [Base Class, Crossroads]

    Quote Originally Posted by SuperDave View Post
    I
    I'm curious about your plans for the Thunderbird school you told me about the other day. I think you were thinking about giving them a special strike that deals several kinds of elemental damage at once, if I remember correctly. That sounds pretty rad. But what would happen if you strike someone who's damaged by one type of energy and healed by another?
    That tends to be the risk one takes when using elemental damage on an opponent in D&D. However, the big thing to remember is that while many creatures are healed by or immune to one element ,very few are immune to all of them. The idea behind attacking with multiple elements is that something will get through.

    For Example
    You are healed by fire but are vulnerable to other elements. If I were to hit you for 1d6 fire 1d6 ice and 1d6 shock in addition to normal combat damage you would calculate damage like so (Ice+shock+normal-fire=damage).

    But we should still remember the overall creation of the various martial arts was to fight humans or human like creatures. Like many classes this one will be weaker against oozes or constructs because they don't have the vital areas that the player was trained to attack.

    I think that there is however, room for prestige classes later down the line that focus on fighting more bizarre enemies especially in the jungle where they might be more common.

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    Level BAB Fort Ref Will Special Tech.
    1st +1 +2 +2 +2 Kung Fu, Fast Movement, Initiate
    2nd +2 +3 +3 +3 Uncanny Dodge
    3rd +3 +3 +3 +3 Kung Fu, Evasion
    4th +4 +4 +4 +4 Learner
    5th +5 +4 +4 +4 Kung Fu, Flawless Stride
    6th +6 +5 +5 +5 Improved Uncanny Dodge
    7th +7 +5 +5 +5 Kung Fu
    8th +8 +6 +6 +6 Disciple
    9th +9 +6 +6 +6 Kung Fu, Blindsense 30
    10th +10 +7 +7 +7 Improved Evasion
    11th +11 +7 +7 +7 Kung Fu
    12th +12 +8 +8 +8 Warrior
    13th +13 +8 +8 +8 Kung Fu
    14th +14 +9 +9 +9 Blindsense 60
    15th +15 +9 +9 +9 Kung Fu
    16th +16 +10 +10 +10 Master
    17th +17 +10 +10 +10 Kung Fu
    18th +18 +11 +11 +11 Free Movement
    19th +19 +11 +11 +11 Kung Fu, Blindsight 30
    20th +20 +12 +12 +12 Grand Master
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