Martial Artist Class: A Different take on Monk+Fighter (criticism welcome)


Homebrew and House Rules

Grand Lodge

I don't really care for the brawler, and I was looking at the Class Building Guide yesterday, so I whipped this up. I think it manages to be essentially a monk without the spiritual elements, forgoing ki for weapon training, and allowing weapon focus/specialization feats to be chosen as bonus feats. The big thing I was looking for is balance, let me know what you guys think.

There is a table for this, but I don't know if there is a way to upload images, and excel formatting probably doesn't translate all too well into PHP.

Class: Martial Artist
Parent Class(es): Fighter and monk.
Alignment: Any
Hit Die: d10
Starting Wealth: Who actually uses this?

Class Skills: The Martial Artist’s class skills are: Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Profession (Wis), Knowledge (local), Perception (Wis), Survival (Wis), and Swim (Str).

Skill Points at each Level: 4 + Int modifier.

BAB = Martial Artist’s level

Good saves: Fortitude and Reflex

Weapon and Armor Proficiency:
A Martial Artist is proficient with all weapons in the monk weapon group
A Martial Artist is not proficient with any armors 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 and flurry of blows abilities. If a martial artist gains proficiency with a shield, he may carry and use it without losing their AC bonus or fast movement abilities. He will still lose his flurry of blows ability.

AC Bonus (Ex): When unarmored and unencumbered, the martial artist adds his Consitution bonus (if any) to his AC and his CMD. This bonus also applies to his flat-footed AC.
In addition, a martial artist gains a +1 dodge bonus to AC and CMD at 3rd level. This bonus increases by 1 for every three martial artist levels thereafter, up to a maximum of +6 at 18th level.
He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield without proficiency, or when he carries a medium or heavy load.

Flurry of Blows (Ex): Starting at 1st level, a martial artist can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination weapons in the monk weapon group as if using the Two-Weapon Fighting feat (even if the martial artist does not meet the prerequisites for the feat). The base attack bonus for these attacks is the same as it would be for a monk of equivalent level. For all other purposes, such as qualifying for a feat or a prestige class, the martial artist uses his normal base attack bonus.

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

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

A martial artist 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 martial artist may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A martial artist cannot use any weapon other than an unarmed strike or a special weapon in the monk weapon group as part of a flurry of blows. A martial artist 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.

Unarmed Strike: At 1st level, a martial artist gains Improved Unarmed Strike as a bonus feat. A martial artist's attacks may be with fist, elbows, knees, and feet. This means that a martial artist may 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 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 martial artist also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Martial artist. The unarmed damage values listed on Table: Martial artist is for Medium martial artists. A Small martial artist deals less damage than the amount given there with his unarmed attacks, while a Large martial artist deals more damage; see Small or Large Martial artist Unarmed Damage on the table given below.

Level Damage (Small Martial artist) Damage (Large Martial artist)
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 martial artist may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Weapon Focus, and Throw Anything. At 6th level, the following feats are added to the list: Weapon Specialization, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Improved Weapon Focus, Snatch Arrows, and Spring Attack. A martial artist need not have any of the prerequisites normally required for these feats to select them, except those prerequisites that appear on this list.
At 14th and 18th level any combat feat may be chosen as a bonus feat, but if it does not appear in the above list the martial artist must meet all prerequisites.
The martial artist may use his martial artist levels as if he were monk or fighter levels for the purposes of qualifying for feats.

Stunning Fist (Ex): At 1st level, the martial artist gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the martial artist 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 martial artist 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 3rd level or higher, a martial artist can avoid damage from many area-effect attacks. 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 martial artist does not gain the benefit of evasion.

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

Martial Arts Training (Ex): At 5th level, a gains a +1 weapon training bonus on attack and damage rolls with weapons in the monk weapon group. These bonuses increase by 1 every four levels thereafter, for a maximum of +4 at 17th level.

Purity of Body (Ex): At 4th level, a martial artist gains immunity to all diseases, including supernatural and magical diseases.
Menacing Stance (Ex): At 7th level, a brawler constantly harries and distracts his enemies. While adjacent to the brawler, enemies take a –1 penalty on attack rolls and a –4 penalty on concentration checks. These penalties increase by 1 for every six levels after 7th level (to a maximum of –3 on attack rolls and –6 on concentration checks at 19th level). Creatures do not take these penalties if the brawler is dazed, helpless, staggered, stunned, or unconscious.

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 attacks, but henceforth he takes only half damage on a failed save. A helpless martial artist does not gain the benefit of improved evasion.

Diamond Body (Su): At 11th level, a martial artist gains immunity to poisons of all kinds.
Resilient Body (Ex): At 15th level, a martial artist gains a +3 enhancement bonus his existing natural armor bonus. This bonus increases to +5 at 20th level.

Timeless Body (Ex): At 17th level, a martial artist no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the martial artist still dies of old age when his time is up.

Living Weapon (Ex): At 20th level, a martial artist chooses one weapon from the monk weapon group. Any attacks made with that weapon automatically confirm all critical threats and have his damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he gains the benefits of the Improved Critical feat while wielding a weapon of this type.

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