Martial Artist

Martial Artist (Monk Variant)

The martial artist pursues a mastery of pure martial arts without the monastic traditions. He is a master of form, but lacks the ability to harness his ki.

Alignment: A martial artist may be of any alignment.

Hit Die: d8.

Class Skills: The monk’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Skill Points: 4 + Int modifier.

Table: Monk

Level

BAB

Fort

Ref

Will

Special

Unarmed Damage

AC Bonus

Unarmored Speed Bonus

1st

+0

+2

+2

+2

Bonus Feat, Flurry of Blows, Unarmed Strike, AC Bonus, Stunning Fist

1d6

+0

+0 ft.

2nd

+1

+3

+3

+3

Bonus Feat, Evasion

1d6

+0

+0 ft.

3rd

+2

+3

+3

+3

Fast Movement, Maneuver Training, Pain Points

1d6

+0

+10 ft.

4th

+3

+4

+4

+4

Exploit Weakness, Martial Arts Master

1d8

+0

+10 ft.

5th

+3

+4

+4

+4

Extreme Endurance, High Jump

1d8

+1

+10 ft.

6th

+4

+5

+5

+5

Bonus Feat

1d8

+1

+20 ft.

7th

+5

+5

+5

+5

Physical Resistance

1d8

+1

+20 ft.

8th

+6

+6

+6

+6

-

1d10

+1

+20 ft.

9th

+6

+6

+6

+6

Improved Evasion

1d10

+1

+30 ft.

10th

+7

+7

+7

+7

-

1d10

+2

+30 ft.

11th

+8

+7

+7

+7

-

1d10

+2

+30 ft.

12th

+9

+8

+8

+8

Bonus Feat

2d6

+2

+40 ft.

13th

+9

+8

+8

+8

Defensive Roll

2d6

+2

+40 ft.

14th

+10

+9

+9

+9

-

2d6

+2

+40 ft.

15th

+11

+9

+9

+9

Quivering Palm

2d6

+3

+50 ft.

16th

+12

+10

+10

+10

-

2d8

+3

+50 ft.

17th

+12

+10

+10

+10

-

2d8

+3

+50 ft.

18th

+13

+11

+11

+11

-

2d8

+3

+60 ft.

19th

+14

+11

+11

+11

Greater Defensive Roll

2d8

+3

+60 ft.

20th

+15

+12

+12

+12

-

2d10

+4

+60 ft.

Class Features: All of the following are class features of the monk.

Weapon Proficiency: Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.

Armor and Shield Proficiency: Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk 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 (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action.

When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).

For the purpose of these attacks, the monk’s base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Table: Flurry of Blows

Level

Flurry of Blows Attack Bonus

1st

-1 / -1

2nd

+0 / +0

3rd

+1 / +1

4th

+2 / +2

5th

+3 / +3

6th

+4 / +4 / -1

7th

+5 / +5 / +0

8th

+6 / +6 / +1 / +1

9th

+7 / +7 / +2 / +2

10th

+8 / +8 / +3 / +3

11th

+9 / +9 / +4 / +4 / -1

12th

+10 / +10 / +5 / +5 / +0

13th

+11 / +11 / +6 / +6 / +1

14th

+12 / +12 / +7 / +7 / +2

15th

+13 / +13 / +8 / +8 / +3 / +3

16th

+14 / +14 / +9 / +9 / +4 / +4 / -1

17th

+15 / +15 / +10 / +10 / +5 / +5 / +0

18th

+16 / +16 / +11 / +11 / +6 / +6 / +1

19th

+17 / +17 / +12 / +12 / +7 / +7 / +2

20th

+18 / +18 / +13 / +13 / +8 / +8 / +3

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

Usually a monk’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 monk’s unarmed strike is treated as both 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 monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk are 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 Table: Small or Large Monk Unarmed Damage.

Table: Small or Large Monk Unarmed Damage

Level

Damage (Small Monk)

Damage (Large Monk)

1st – 3rd

1d4

1d8

4th – 7th

1d6

2d6

8th – 11th

1d8

2d8

12th – 15th

1d10

3d6

16th – 19th

2d6

3d8

20th

2d8

4d8

Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.

At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility.

At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack.

A monk need not have any of the prerequisites normally required for these feats to select them.

Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.

At 4th level, he can choose to make the target fatigued.

At 8th level, he can make the target sickened for 1 minute.

At 12th level, he can make the target staggered for 1d6+1 rounds.

At 16th level, he can permanently blind or deafen the target.

At 20th level, he can paralyze the target for 1d6+1 rounds.

The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Evasion (Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk 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 monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

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

Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Pain Points (Ex): At 3rd level, a martial artist’s advanced knowledge of humanoid anatomy grants a +1 bonus on critical hit confirmation rolls and increases the DC of his Stunning Fist and quivering palm by 1.

This ability replaces still mind.

Martial Arts Master (Ex): At 4th level, a martial artist may use his monk level to qualify for feats with a fighter level prerequisite when those feats are applied to unarmed strikes or weapons with the monk special quality.

This ability replaces slow fall.

Exploit Weakness (Ex): At 4th level, as a swift action, a martial artist can observe a creature or object to find its weak point by making a Wisdom check and adding his monk level against a DC of 10 + the object’s hardness or the target’s CR. If the check succeeds, the martial artist gains a +2 bonus on attack rolls until the end of his turn, and any attacks he makes until the end of his turn ignore the creature or object’s DR or hardness. A martial artist may instead use this ability as a swift action to analyze the movements and expressions of one creature within 30 feet, granting a bonus on Sense Motive checks and Reflex saves and a dodge bonus to AC against that opponent equal to 1/2 his monk level until the start of his next turn.

This ability replaces ki pool.

Extreme Endurance (Ex): At 5th level, a martial artist gains immunity to fatigue. At 10th level, he also gains immunity to exhaustion. At 15th level, he gains immunity to stunning. At 20th level, he gains immunity to death effects and energy drain.

This ability replaces purity of body, diamond body, and perfect self.

High Jump (Ex): At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics.

Physical Resistance (Ex): At 7th level, if a martial artist suffers any effect that causes ability damage, ability drain, or temporary ability score penalties, the effect is reduced by 1 point. This reduction increases by 1 for every three levels beyond 7th (to a maximum reduction of 5 at 19th level).

This ability replaces wholeness of body, timeless body, and tongue of sun and moon.

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

Bonus Feat: At 12th level, a martial artist gains a monk bonus feat.

This ability replaces abundant step.

Defensive Roll (Ex): At 13th level, a martial artist may use the defensive roll advanced rogue talent once per day, plus once per three levels beyond 13th (to a maximum of 3 times a day at 19th level).

This ability replaces diamond soul.

Quivering Palm: Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can use this quivering palm attack once per day, and he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. A monk can have no more than 1 quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous effect is negated.

A martial artist may use this ability one additional time per day per level above 15th, but may not have more than one in effect at a time.

Greater Defensive Roll (Ex): At 19th level, a martial artist suffers no damage on a successful defensive roll, and only half damage if the Reflex saving throw fails.

This ability replaces empty body.

Martial Artist

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