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
Martial artists are experts at unarmed combat.
Martial artists can be any alignment.
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.
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.
Martial artists tend to get along badly with most others but primarily this because of the races different perspective
Game Rule info
Hit Die: d8
AC: +1 per 2 levels
Table: Monk PHB p 38.
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)
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
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
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
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.
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.
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
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
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.
A character may attempt to catch a melee weapon that is used against them.
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.
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
The character with Dodge Mastery has the ability to better prevent damage when using his martial arts.
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
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.
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.
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.
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.
Prerequisites: Tumble 4+, ThralisJal
Immediately upon being knocked prone, a Tumbling check v. DC 15 allows you to instantly stand up.
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.
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.
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
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)
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)
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
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
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.
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.
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 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
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
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.
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.
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
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