Martial Artist, Variant (3.5e Class)

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Martial artist[edit]

Alignment: Any lawful.

Starting Age: Complex.

Table: The Martial artist

Hit Die: d8

Level BAB Saving Throws Special Flurry of Blows Attack Bonus Unarmed
Damage1
AC Bonus Unarmored Speed Bonus
Fort Ref Will
1st +0 +2 +2 +2 Ability, Flurry of Blows, Unarmed Strike, Bonus feat –2/–2 1d6 +0 +0 ft.
2nd +1 +3 +3 +3 Ability, Evasion –1/–1 1d6 +0 +0 ft.
3rd +2 +3 +3 +3 Bonus feat +0/+0 1d6 +0 +10 ft.
4th +3 +4 +4 +4 Ability +1/+1 1d8 +0 +10 ft.
5th +3 +4 +4 +4 +2/+2 1d8 +1 +10 ft.
6th +4 +5 +5 +5 Ability, Leap of the clouds, Bonus feat +3/+3 1d8 +1 +20 ft.
7th +5 +5 +5 +5 QiGong +4/+4 1d8 +1 +20 ft.
8th +6/+1 +6 +6 +6 Ability +5/+5/+0 1d10 +1 +20 ft.
9th +6/+1 +6 +6 +6 Improved Evasion, Bonus feat +6/+6/+1 1d10 +1 +30 ft.
10th +7/+2 +7 +7 +7 Ability +7/+7/+2 1d10 +2 +30 ft.
11th +8/+3 +7 +7 +7 Greater Flurry +8/+8/+8/+3 1d10 +2 +30 ft.
12th +9/+4 +8 +8 +8 Ability, Bonus feat +9/+9/+9/+4 2d6 +2 +40 ft.
13th +9/+4 +8 +8 +8 +9/+9/+9/+4 2d6 +2 +40 ft.
14th +10/+5 +9 +9 +9 Ability +10/+10/+10/+5 2d6 +2 +40 ft.
15th +11/+6/+1 +9 +9 +9 Bonus feat +11/+11/+11/+6/+1 2d6 +3 +50 ft.
16th +12/+7/+2 +10 +10 +10 Ability +12/+12/+12/+7/+2 2d8 +3 +50 ft.
17th +12/+7/+2 +10 +10 +10 +12/+12/+12/+7/+2 2d8 +3 +50 ft.
18th +13/+8/+3 +11 +11 +11 Ability, Bonus feat +13/+13/+13/+8/+3 2d8 +3 +60 ft.
19th +14/+9/+4 +11 +11 +11 +14/+14/+14/+9/+4 2d8 +3 +60 ft.
20th +15/+10/+5 +12 +12 +12 Ability, Perfect Self +15/+15/+15/+10/+5 2d10 +4 +60 ft.

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (any one) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

All of the following are class features of the monk.

Weapon and Armor Proficiency: Martial artists are proficient with all simple weapons and any special monk weapons.

Martial artists are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a Martial artist loses his AC bonus, as well as his fast movement, flurry of blows, and his combat abilities.

AC Bonus: When unarmored and unencumbered, the martial artist adds his Wisdom bonus (if any) to her AC. In addition, a martial artist gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five martial artist levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the martial astist is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows: When unarmored, a martial artist may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Martial artist. This penalty applies for 1 round, so it also affects attacks of opportunity the martial artist might make before her next action. When a martial artist reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A martial artist must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons. He may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a martial artist applies his Strength bonus (not SRD:Strength|Str bonus × 1-1/2 or ×1/2) to her damage rolls for all successful attacks, whether he wields a weapon in one or both hands. The martial artist can’t use any weapon other than a special monk weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a martial artist may still intersperse unarmed strikes with quarterstaff strikes, assuming that he has enough attacks in her flurry of blows routine to do so.

When a martial artist reaches 11th level, his flurry of blows ability improves. In addition to the standard single extra attack he gets from flurry of blows, he gets a second extra attack at her full base attack bonus.

Unarmed Strike: At 1st level, a martial artist gains Improved Unarmed Strike as a bonus feat. A martial artist's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a martial artist may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a martial artist striking unarmed. A martial artist may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a martial artist’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A martial artist’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A martial artist also deals more damage with his unarmed strikes than a normal person would, as shown on Table: The martial artist. The unarmed damage on this table is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see below.

Ability (Ex): At first level level, and every even level there after, a martial artist gains an Ability. He may choose one ability from the list below, or he may create his own, although he should be careful that his new Ability is not more powerful then the ones I present.

There are four types of Abilities: Stances, Maneuvers, Powers, and Constants. Stances are Abilities that bestow a containt effect for a set period of time, entering or exiting a stance costs a move action, and you may always choose to end it prematurely. Maneuvers are one shot attacks or effects, the number of daily uses is given in the maneuver's description. Powers are spell-like or ki related effects, they usualy last for a set period of rounds, laid down in the power's description. A constant ability always effects you.

Blue Demon; Requries: -, Type: Stance

Benifit: While this Stance is active, you may increse your critical threat range by taking a penalty to your attack rolls. you may take a minus 2 penalty to all attack rolls that you make this round to increase your threat range by one. The bonus to your threat range cannot excede your base attack bonus. Also, increse your critical damage multiplier by x1. This Stance lasts for a number of rounds equal to your Martial artist level. you may use this stance once per day.

Red Demon ; Requries: Blue Demon, Type: Maneuver

Benifit: At the start of your turn, you may choose to take a penalty to all your attacks this round, this includes your attacks of oppritunity this round. for every -3 you took, you increase your critical damage modifier by 1 on your next Attack ONLY. You may use this Manuver a number of times per day equal to your INT modifier (mimimum 1). you may not use the blue and red demon Abilities at the same time.

White Demon ; Requries: Blue Demon, Red Demon, Type: Constant

Benifit: You may use the blue and red demon Abilities simultainiously.

Gloom Fist ; Requries: -, Type: Power

Benifit: A number of times per day equal to your Wisdom mod. you may make a gloom fist attack. A gloom fist attack Forces an opponent to make a fortitude save (DC= 15 + your wisdom mod.)or lose 1d4 points of temporary Con. damage.

Gloom Blade ; Requries: -, Type: Power

Benifit: A number of times per day equal to your Wisdom mod. you may make a gloom Blade attack. A gloom blade attack Forces an opponent to make a fortitude save (DC= 15 + your wisdom mod.)or lose 1d4 points of temporary Con. damage. Special: You may use this power with any metal weapon that you are proficient with.

Happy Melon; Requries: - , Type: Power

Benifit: Your QiGong class feature heals extra damage equal to your Wisdom modifier.

Glided Cucumber; Requries: Happy Melon, Type: Power

Benifit: Once per day, as a full round action, you may use a non-magical Restoration on yourself.

Healing Qi ; Requries: Happy Melon, Type: Power

Benifit: By touching another crature with an anatomy simaler to a humanoid's, you may use your Qi gong class feature to give themm hit points, or you may use your Guilded Cucumber ability to Restore it.

Twin Heavens; Requries: BAB +4, Type: Stance

Benifit: You enter the Twin Heavens Stance, this stance lasts for a number of rounds equal to twice your Martial artist level.

Thunder Palm; Requries: Twin Heavens, Type: Maneuver

Benifit: While you are in the Twin Heavens Stance, you may, as a full round action, unlease the fury of the skies with a palm thrust. This mighty blow deals 5d6 Sonic damage to all creatures in a 20ft. Cone. Targets are allowed a Fortitude save (DC 15+ your CON mod.) For half damage.

Yoroi; Requries: -, Type: Constant

Benifit: You become proficient with Yoroi armour. you may wear Yoroi Armour and still use all of your Martial Artist class features as though you were unarmoured. Special: This Ability may only be taken at first level. When you take this Ability, you lose your flurry of blows class feature.

Yoroi armour Armour Bonus: +3 Maximum Dexterity Bonus: +2 Armor Check Penalty: -3 Arcane Spell Failure: 30% Speed: 20/15ft. Cost: 155 gp


Iajutsu; Requries: Yoroi, Quick Draw (feat), Type: Constant

Benifit: You may use Iajutsu, the art of drwing a blade and striking in one motion. You add Iajusu Focus to your repritore of skills.

Iaijutsu Focus (Cha)

This skill allows you to channel your chi more effectively when making an attack. Whenever you are making an attack roll immediately after drawing a weapon and your target is flat-footed, you may make an Iaijutsu Focus check as a free action. The results of the roll determine the amount of additional damage done, as shown on the following table:

Iaijutsu Focus Check
d% Additional Damage
≤9 +0d6
10-14 +1d6
15-19 +2d6
20-24 +3d6
25-29 +4d6
30-34 +5d6
35-39 +6d6
40-44 +7d6
45-49 +8d6
50+ +9d6

This damage is not cumulative with sneak attack damage or similar abilities if your character has them.

Action: Not applicable; Iaijutsu Focus checks are made at the beginning of a surprise round or as part of an attack, and are therefore not actions in and of themselves.

Retry: Against inanimate objects, yes. In a formal duel or combat situation, generally not, unless the requirements for using the skill (sheathed weapon, flat-footed opponent) somehow come about again.

Special: You may also use this ability when making an attack against an inanimate object. This is the technique martial arts masters use to break boards or bricks with their bare hands. If engaged in a formal iaijutsu duel, you may use your total Iaijutsu Focus modifier in place of your standard initiative if it is higher.

You gain a +2 bonus to Iaijutsu Focus checks if you have the Balance feat.


In addition, you may make Iajutsu Focus checks when your opponent Loses his Dex bonus to AC, or when he is flanked by you. Special: Your unarmed damage becomes normal for your size and stops advancing.

Bajutsu; Requries: Iajutsu, Type: Constant

Benifit: You gain Mounted combat as a bonus feat. Additionaly, you trade your tumble skill and all its ranks for the ride skill, which gains an amount of ranks equal to the amount of ranks you had in tumble. You may use Iajutsu while mounted at no penalty.

Knife Hand Requries: -, Type: Constant

Benifit: When making an unarmed attack, you may choose weather the damage you deal is Blundgeoning, piercing or slashing.

Palm of Guan Yin; Requries: Knife Hand, Cleave (feat) Type: Maneuver

Benifit: You can cut through even the toughest materials with a hand-chop. As a full round action, you may attempt a special chopping attack that deals slashing damage. this attack ignores hardness, natural armour, and force effects simaler to mage armour.

Ninjutsu; Requries: - Type: Constant

Benifit: You gain the Sneak attack class feature. You sneak Attack as a rouge of one-half your martial artist level, Sneak attack bonuses gained from multiple classes stack.  Special:

Requries: Type: Benifit: Special:

Requries: Type: Benifit: Special:

Requries: Type: Benifit: Special:

Requries: Type: Benifit: Special:

Requries: Type: Benifit: Special:

Requries: Type: Benifit: Special:

Requries: Type: Benifit: Special:

Requries: Type: Benifit: Special:


Bonus Feat (Ex): A Martial Artist may select any feat from the Fighters list of bonus feats, or any Monk feat, provided that he meets the prerequisites for it.

Evasion (Ex): At 2nd 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, he instead takes no damage. Evasion can be used only if a Martial Artist is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex): At 3rd level, a Martial Artist gains an enhancement bonus to his speed, as shown on his class table. A Martial Artist in armor or carrying a medium or heavy load loses this extra speed.

Qi Gong (Su): At 7th level or higher, a Martial Artist can heal his own wounds. He can heal a number of hit points of damage equal to twice his current Martial Artist level each day, and he can spread this healing out among several uses.

Improved Evasion (Ex): At 9th level, a Martial Artist’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against some attacks, but henceforth he takes only half damage on a failed save. A helpless Martial Artist does not gain the benefit of improved evasion.



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