Adventures
Martial artists adventure for many of the same reasons that a fighter
might adventure. Martial artists tend to keep an easy relationship
with some in the Thrallin lands
so that they can continue to learn their arts
Characteristics
Martial artists are experts at unarmed combat.
Alignment
Martial artists can be any alignment.
Background
Most martial artists spent quite a few years in the Thrallin military.
NonThrallin martial artists learned from one of the very few sources outside
the Thrallin lands and
can come from many different lifepaths. Though they tend to be more
monkly in feel. Far away from the public eye monastaries trying to
bring alive a new
knowledge constantly searching for new sources to learn and teach their
monastary. A nonThrallin martial artists has a duty to bring any
newly learned martial arts
skills to their monastary.
Races
Thrallin's are the only valid race for Martial Artist. A martial
artist might exist among other races but they would be more limited in
feats they would have access to
and the Thrallin consider them a major enemy and will target them if
they see them in battle.
Other Classes
Martial artists tend to get along badly with most others but primarily
this because of the races different perspective
Game Rule info
Abilities: Dexterity.
Hit Die: d8
AC: +1 per 2 levels
Table: Monk PHB p 38.
Class Skills
Martial Artists recieve (4 + Intelligence Modifier) x 4 skill points
at first level and (4 + Intelligence Modifier) at each additional level.
Martial artists use the monk's
skill list (PHB 38)
Class Features
Weapon and Armor Proficiency
Marital Artists have proficiency in using light armor. They also
have proficiency using short sword, long sword, dagger, kama, kukri, nunchaku,
siangham, spiked
chain , staff, jo stick, shirikens, shortbow, and crossbow.
Special Class Features
Martial Artists recieve both improved unarmed combat and martial
arts form feat for free at first level
They also gain an additional bonus feat at every even level (2nd, 4th,
6th, etc). These additional bonus feats can only be used for martial
arts feats (ambidexterity,
blind-fighting, expertise, improved critical, improved disarm, dodge,
improved initiative, improved trip, lightning reflexes, mobility, quick
draw, spring attack, stunning
fist, sunder, two-weapon fighting, weapon finesse and all the martial
arts listed in the martial arts text). The martial artist still gains
the normal feat every 3 levels.
Martial artists gain the following monk special abilities following
the monk chart (PHB p38). If a special ability would be gained at
a lower level the monk upon
gaining the other martial art area also gains the special abilities
reserved for that martial art at a rate of 1/month until all those abilities
are phased in.
Deflect Arrow Feat (ThralisJas practitioners
only)
Slow Fall (ThralisJas practitioners only)
Purity of Body (only Dajas Tres practitioners)
Leap of Clouds (ThralisJas practitioners only)
Evasion and Improved Evasion (ThralisJas practitioners
only)
Ki Strike (ThralisJal practitioners only)
Diamond Body (only Dajas Tres practitioners)
Timeless Body (only Dajas Tres practitioners)
Empty Body (only Dajas Tres practitioners)
Perfect Self (only Dajas Tres practitioners)
Unarmored speed (only Dajas Tres practitioners)
Still mind (only Dajas Tres practitioners)
Diamond Soul (only Dajas Tres practitioners)
The Martial Arts of the Thrallin
Introduction
The Thrallin have created fighting forms. These fighting forms allow them to be especially scary in combat.
There are 3 martial forms to purchase a particular martial form requires
a feat. Once the feat is purchased you may then purchase specialized
feats associated with
that martial form.
The Martial Arts
This is a list of special martial arts feats that allow for a martial
arts style manuevers. These are made primarily for the martial artist
class. The primary race that has
access to these feats are Thrallin. Each of these Feats require
a teacher and cannot be purchased without one. Despite the Thrallin's
best efforts to keep their
secrets battle forms secret there are a very few nonThrallin who have
the martial arts though they are considerably more limited in their ability
to find people to teach
them the feats. Also any nonThrallin who has the martial arts
automatically gains an enemy of the Thrallin nations and will be a primary
target once their abilities are
known.
ThralisJal Martial Arts Training Hard [General]
You have received training in the Thrallin martial arts in the harder
more damage doing martial styles. You can only gain this advantage
of this feat when in armor
lighter than leather armor and you are not using hand held weapons.
Prerequisites: Feat: Improved Unarmed Combat
Normal: A character possessing the hard martial arts training may purchase
the hard martial arts feats as well as the general martial arts feats.
Benefit: A possessor of the hard Martial Arts training has follows
the monk's unarmed damage chart with the first level they had the ThrallisJal
feat counted as first
level (p38 PHB) the character's damage is also normal instead of subdual
(though the character may chose to do subdual damage with no penalty).
The character
also does not provoke Attacks of Opportunity when fighting unarmed.
ThralisJas Martial Arts Training Soft [General]
You have received training in the Thrallin martial arts in the softer
more damage avoiding martial styles. . You can only gain this advantage
of this feat when in armor
lighter than leather armor and you are not using hand held weapons.
Prerequisites: Feat: Improved Unarmed Combat
Normal: A character possessing the soft martial arts training may purchase
the soft martial arts feats as well as the general martial arts feats.
Benefit: A possessor of the soft Martial Arts training gain a +2 to
Armor Class whenever Dexterity AC bonus can be used. The character
also does not provoke
Attacks of Opportunity when fighting unarmed.
ThralisDrasa Martial Weapons Training Weapon [General]
You have the been trained to use weapons and use armor while using
your Thrallin martial arts.
Prerequisites: Feat: Martial Arts Training (either soft or hard)
Normal: A character possessing the weapon martial arts training may
purchase the weapon martial arts feats as well as the general martial arts
feats.
Benefit: You have the ability to use martial arts training in while
wearing up to chain mail armor and using martial arts weapons. Martial
arts weapons are: staff, jo
sticks, chain, long sword, short sword, dagger, dirk, spear.
Dajas Meditation [General]
You can enter a state of deep concentration during which you focus
and recover your internal energies, clearing the mind and resting the body.
Prerequisite: Concentation
Benefit: To enter a meditative state, you must successfully roll your
Concentration score v. DC 10. One hour on uninterrupted meditation
provides as much rest for
the body and mind as two hours of sleep. Also, you do not feel the
pain and discomfort of hunger, thirst, heat, and cold, though you still
suffer damage from them.
You maintain some awareness of your surroundings while meditating.
Only a -4 penalty is applied to Spot and Listen checks while in this state.
While meditating, you perform mental exercises that cleanse the
mind and access the subconscious in a manner similar to dreams.
Dajas Tres Greater Meditations [General]
You can access even greater feats of mind over body. Each
greater meditation is a separate feat.
Prerequisite: Meditation
Requirement: The practitioner must enter a meditative trance
for at least 30 minutes to use the benefits of a greater meditation and
make a Concentration roll vs DC
15 to be able to use a greater meditation. If the character’s
concentration is broken (see concentration skill) the greater meditation
is broken and must be
reentered. The practitioner must have the meditation skill.
A character cannot remain in the meditative trance for more than 2 hours.
Enhanced Strength – Benefit – add +1 to strength while in the meditative
trance.
Enhanced Dexterity – add +1 to dexterity while in the meditative trance
Enhanced Speed – add +2 to initiative each round. Keep the same
attack order.
Enhanced Perception – add +2 to all perception rolls
Overcome the Flesh -- you may ignore the effects of not recieving water,
food and the effects of exhaustion. This state must be reentered
each morning to resist the
effects of longterm deprivation. The charcter still suffers all
the effects but can keep going until the literally dies. Each day of long
term privation adds +1 to the DC
to enter the meditative trance.
Special Martial Arts Feats
ThralisJal Feats
Block Mastery
A character with the Block Mastery feat has the ability to defend himself
with his hands and feet against normal melee weaponry and another's hands
Prerequisites: ThralisJal
Normal: The character can surrender one standard action and block
an enemies weapon. Note the character must be aware of the attacker.
Benefit: This adds +4 to the character's AC for that turn.
Catch Weapon
A character may attempt to catch a melee weapon that is used against
them.
Prerequisites: ThralisJal
Normal: The character may roll an attack roll to catch a weapon.
Benefit: .After catching the weapon the character may attempt to wrest
it from the enemies hands by rolling a strength check +2.
Dislocating Lock
Prerequisites: Enhanced Grapple, Lock
Normal: Dislocating lock functions exactly like a lock, until
your opponent tries to escape.
Benefit: Each time your opponent attempts to escape your lock roll
another grappling check. If the grappler succeeds the character
held is injured.and does not
escape. The character takes 1d4 additional damage and make a fortitude
save or the limb held is damaged and any actions requiring the use of that
limb is at -2 and
some may be impossible depending on circumstances for d4 rounds
Dodge Mastery
The character with Dodge Mastery has the ability to better prevent
damage when using his martial arts.
Prerequisites: ThralisJal
Normal: The character gains their benefit whenever they
are using the martial arts. This feat may be purchased more
than once but only adds +1 to AC for each
additional purchase. This feat can stack with Block Mastery
This addition requires the ability to know the attack is coming.
Benefit: This adds +2 to the character's AC
Enhanced Escape
Prerequisite: Thralis Jal
You gain a +4 bonus on grappling checks for the purpose of escaping
a hold. Any encumbrance penalties for armor or equipment subtract from
this bonus as well.
Grappling Expertise
Prerequisite: ThralisJal
You may initiate a grapple (or throw) without provoking an attack of
opportunity from your target. This maneuver can be performed while unarmed
if you know
unarmed combat expertise.
Ground
Prerequisite: ThralisJal
You have a more solid footing than others. You gain a +4 to resist
being tripped or moved. Also anytime you have 1 full round to prepare
you can set yourself in
place and gain a +8 all strength rolls to resist moving you.
Hold Mastery
Prerequisite: ThralisJal
You gain a +2 to strength whenever holding another. Also if you
gain a hold on another you may cut off the circulation of blood and cause
them to lose
consciousness. Your opponent then makes a Health Check DC 10
+2/round until they escape or lose consciousness. Slapping or wounding
a comotose character
wakens them but noise does not. The character is unconscious
until they make a Health Check DC 20 -2/round until the regain consciousness.
Roll a knowledge
roll with unfamiliar races to see if the character can accurately place
the hold to knock the character unconscious.
The character with hold mastery may also grab another in a hold as
an attack of opportunity whenever they escape a grapple or hold.
Instant Stand
Prerequisites: Tumble 4+, ThralisJal
Immediately upon being knocked prone, a Tumbling check v. DC 15 allows
you to instantly stand up.
Lock
Prerequisites: ThralisJal
While grappling (regardless of who started the grapple). You may immobilize
one of your opponent's limbs for each limb you are willing to have immobilized
yourself. (For instance, you could choose to immobilize both of your
opponent's arms by sacrificing an arm and a leg.) Your opponent's limbs
are immobilized until
the opponent performs a successful escape. You must roll an opposed
Strength check (double the strength bonus for the one using the lock).if
the character using
the lock is successful the opponent may attempt to escape 1/round.
Motion Master
Prerequisite: Grappling Expertise
The character gains several advantages with regards to controlling
anothers movements. The character gains a +4 to your ability to trip
an individual. Also if you fail
the attempt to trip you have been trained to avoid creating an attack
of opportunity.
Prone Fighting
Prerequisite: ThralisJas or ThralisJal
When prone you do not suffer a -4 to hit. Nor do you offer attacks
of opportunity while on the ground. Many types of attack will not be possible
when prone GM
decision.
Setup Block
The character has become so skilled at blocking that he can block
to set himself up for another action.
Prerequisites: Block Mastery
Normal: The character can block as part of another manuever..
Benefit: The character may use the Block Bonus and freely do any of
the following. Unarmed Strike, Grapple, Weapon Catch (requires additional
feat), Weapon
Break (requires additional feat), Disarm (requires additional feat)
Throwing Mastery
A character with Throwing Mastery has several abilities. The
character can throw another without provoking an Attack of Opportunity.
The character attempt to
resist damage from a throw or trip.
Prerequisites: ThralisJal. and Tumbling
Normal: The character can throw another with a successful grapple.
The character can also resist damage from a throw or trip
Benefit: Whenever the character is thrown or tripped roll Tumbling
DC 15 to resist damage (limit 2d6 of damage resisted)
ThralisJas Feats
Weapon Break
A character may attempt to break a melee weapon that is used against
them.
Prerequisites: ThralisJas, Catch Weapon
Normal: The character may break caught weapons.
Benefit: .After catching the weapon the character may attempt to break
it by rolling a strength check DC + 3/Size Class (Small,Medium,Large) +3/
magical +1
Crushing Blow
Prerequisite: ThralisJas.
This powerful offensive maneuver takes one full round.
By entering a preparatory stance, focusing your physical and spiritual
energy, and then striking, you inflict double damage.
Your feet must be firmly rooted to perform the crushing blow, so you
cannot move before or after the attack.
Flurry of Blows
Prerequisite: ThralisJas
This powerful maneuver allows the character to repeat a standard punch
over and over again. The first attack is at standard attack difficulty
but each additional
attack is at -2/additional attack (ie -2 for the second attack -4 for
the third attack etc). Using this option counts as a full action.
Kick Mastery
Prerequisite: ThralisJas
The character with this feat does +2 damage with their feet.
You may opt to use several alternative kicks. A flying kick that
requires a 10 foot running start but does
double damage. A swinging kick which does also may push the person
back or the standard kick for +2 damage.
Nerve Strikes
Prerequisite: ThralisJas
Many creatures are immune to nerve strikes. Also some unfamiliar
creatures may require a knowledge roll to attempt a nerve stike.
The character can strike specific nerves to cause sensory effects.
All nerve strikes have a -4 to hit the necessary area. A nerve strike
is full round action.
Pain -- The target rolls fortitude DC 15 if the target fails they are
in pain for d4 minutes. All concentration checks are at +3 difficulty
while under the pain.
Pleasure -- The target rolls fortitude DC 15 if the target fails they
feel incredible pleasure for d4 minutes. All concentration checks
are at +3 difficulty while under
the pleasure.
The character may also attempt to remove the effects of a nerve strike.
This is a DC 15 and requires a full round action.
Nerve Strike Sensory Deprivation
Prerequisite: Nerve Strikes
Many creatures are immune to nerve strikes. Also some unfamiliar
creatures may require a knowledge roll to attempt a nerve strike.
The character can strike specific nerves to remove a sense. All
nerve strikes have a -4 to hit the necessary area. A nerve strike
is a full round action.
The target rolls a fortitude check DC 15 if he fails one of his senses
(Nerve Striker's choice) is removed for d4 minutes
Nerve Strikes Disabling
Prerequisite: Nerve Strikes
Many creatures are immune to nerve strikes. Also som unfamilar
creatures may require a knowledge roll to attempt a nerve strike.
The character can strike specific nerves to disable another or stun
them outright. All nerve strikes have a -4 to hit the necessary area.
A nerve strike is a full round
action. The target rolls a fortitude check DC 15 to resist the
effect.
The strike may either stun the target or disable a particular limb
(limb is striker's choice).These effects last for d4 minutes.
Nerve Strike Resistance
Prerequisite: ThralisJas
The character the ability to resist the damage of nerve strikes by
bending the body slightly to miss the nerve. The character has a
+4 to resist the effects of a Nerve
Strike.
Prone Fighting
Prerequisite: ThralisJas or ThralisJal
When prone you do not suffer a -4 to hit you may also use your dexterity
and movement based AC defenses even when on the ground. You do not
offer attacks of
opportunity while on the ground. Many types of attack will not be possible
when prone GM decision.
Shattering Blow
Prerequisite: ThralisJas
The character may prepare himself for 1 full round and send an incredibly
powerful blow at an object. This blow does double damage and ignores
an objects
hardness. This blow can be used to crack metal armor. To use
this effect the character must roll a concentration check DC 15.
Magical armors recieve a saving
throw to resist being destroyed. This power can be used to shatter
bone but the target makes a fortitude check DC 15 to resist the effect.
Sticky Touch
Prerequisite: ThralisJas
The character can "stick" to a specific target by reaching out a hand
and maintaining a touch on the target. The character makes a standard
to hit roll against the
target. This attack does no damage but attaches the hand to the
target and allows the character to read subtle signals from the target
during battle. During that battle
the character has a +2 AC vs the target, and the target has a +2 to
the DC to hit the character. Also if the target may only escape by
making a reflexes check DC
20. Also escaping the Sticky Touch creates an attack of opportunity
for the character.
Thralis Drasa Feats
Iron Sash
Prerequisite: Thralis Drasa
The character can by quickly spinning and moving the sash becomes as
hard as iron and becomes a weapon. The weapon does d6 slashing damage,
critical damage
19-20 x2 damage. This takes one full action to prepare but thereafter
unless the character is stopped the effect continues for up to 5 rounds
while the character spins
and manuevers.