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| wolfie-kun01-01-06, 12:36 AM | Just wanted to know if this class is balanced or not--I'm having trouble coming to a conclusion about it. If it isn't, please give suggestions on how to fix it. Unarmed Strike Progressions and new feats can be found at the bottom. Martial Artist Hit Die: d8 Level BAB Fort Ref Will 1st +0 +2 +2 +0 AC Bonus, Style Choice, Unarmed Strike 2nd +1 +3 +3 +0 3rd +2 +3 +3 +1 4th +3 +4 +4 +1 5th +3 +4 +4 +1 Swift Strike +1 (1/4) 6th +4 +5 +5 +2 7th +5 +5 +5 +2 8th +6/+1 +6 +6 +2 9th +6/+1 +6 +6 +3 10th +7/+2 +7 +7 +3 Swift Strike +2 (1/3) 11th +8/+3 +7 +7 +3 12th +9/+4 +8 +8 +4 13th +9/+4 +8 +8 +4 14th +10/+5 +9 +9 +4 15th +11/+6/+1 +9 +9 +5 Swift Strike +3 (1/2) 16th +12/+7/+2 +10 +10 +5 17th +12/+7/+2 +10 +10 +5 18th +13/+8/+3 +11 +11 +6 19th +14/+9/+4 +11 +11 +6 20th +15/+10/+5 +12 +12 +6 Master of Mind and Body, Swift Strike +4 (1/1) Class Skills (4+Int modifier, ×4 at 1st level): Balance, Climb, Concentration, Escape Artist, Jump, Listen, Move Silently, Sense Motive, Spot, and Tumble Making a Martial Artist As a martial artist, you are a very specialized melee, or close range, fighter. You will be relied on as backup for either the heavy melee fighters in the party or the spellcasters, though you may be able to become one of those heavy melee combatants. Abilities: A martial artist benefits most from high Dexterity and Wisdom scores, both of which can improve her AC, which she can’t augment with armor. Also, a good Constitution helps out with hit points. Races: Martial artists come from all sorts of different races, though xephs, elves, humans, and halflings are the most commonly seen. Alignment: Though martial artists generally tend toward lawful and neutral alignments, they can be of any alignment from any background. Class Features Weapon and Armor Proficiency: At 1st level all martial artists choose one weapon from their list of style weapons. This weapon is the martial artist’s weapon of choice, and martial artists may take Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization for it and unarmed strikes. Martial artists may never wear armor of any sort. AC Bonus: All martial artists add their Wisdom bonus (if any) to their unarmored AC. This AC bonus functions the same way the monk’s does, though does not stack with AC bonuses similar to a monk’s. In addition, a martial artist gains dodge bonuses to AC based on her style and level. Style Choice: No martial artist fights exactly like another one does. Different people learn to fight with different weapons, with different forms of attack or defense. At 1st level, a martial artist must choose the style he wants to fight with. This choice determines a number a class features and when they are gained. The choices are: Counter, Evasion, Nullification, and Speed. Unarmed Strike: All martial artists gain Improved Unarmed Strike as a bonus feat at 1st level. The damage for a martial artist’s unarmed strikes is greater than usual, and increases based on her style and level. Style Feats: Each style has a list of bonus feats available to its followers at different levels. These feats are usually restricted to one style merely because the necessary prerequisites are nearly impossible to meet outside of the style the feat is meant for, though many higher-level characters attempt to attain at least basic knowledge of other styles. Swift Strike (Ex): At 5th level a martial artist begins moving with such speed that she gains a bonus on all melee damage rolls with unarmed strikes and her weapon of choice. This bonus starts at +1, and increases by +1 at every level divisible by five (+2 at 10th, +3 at 15th, +4 at 20th). If a ranged weapon is her weapon of choice, she gains an extra attack with it at her highest bonus: every fourth round at 5th level, every third round at 10th, every other round at 15th, and every round at 20th. Master of Mind and Body (Su): By 20th level, the martial has surpassed even the laws of physics. Thanks to the speed with which she has learned to move, she gains DR 5/—. Counter Style The counter style is based on seeing an opponent’s attack, dodging it, and delivering crushing counterattacks. A practitioner of the counter style is called a silver fist. Style Weapons: A silver fist is proficient with the dagger, handaxe, kama, kusari-gama, longbow, nunchaku, quarterstaff, sai, scimitar, shortbow, shortspear, short sword, siangham, sickle, and sling. Unarmed Strike Progression (Ex): Silver fists use the Strong unarmed strike progression. AC Bonus (Ex): At 4th level, silver fists gain a +1 dodge bonus to AC. This AC bonus increases by +1 every four levels thereafter (+2 at 8th, +3 at 12th, +4 at 16th, and +5 at 20th). Whenever she is denied her Dexterity bonus to AC, a silver fist loses this dodge bonus. Uncanny Dodge (Ex): A silver fist gains uncanny dodge at 7th level and improved uncanny dodge at 15th level. Style Feats: At 1st level, silver fists gain Counterattack as a bonus feat (they don’t need to meet the prerequisites). They gain Dodge at 2nd level, and additional bonus feats every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th). The feats may be chosen from the following list: Combat Expertise, Combat Reflexes, Deflect Arrows, Defensive Throw, Double Counter, Freezing the Lifeblood, Graceful Trip, Improved Combat Expertise, Improved Dodge, Improved Grapple, Improved Trip, Pressure Points, Sidestep Charge, Snatch Arrows, Stunning Fist, Swift Counter, and Trance. Evasion Style The evasion style centers, quite simply, on not getting hit at all. A practitioner of the evasion style is called an acrobat. Style Weapons: An acrobat is proficient with the longbow, longstaff, nunchaku, quarterstaff, shortbow, shuriken, and three-section staff. Unarmed Strike Progression (Ex): Acrobats use the Weak unarmed strike progression. AC Bonus (Ex): At 1st level, acrobats gain a +1 dodge bonus to AC. At 4th level and every four levels thereafter, this bonus improves by +1 (+2 at 4th, +3 at 8th, +4 at 12th, +5 at 16th, +6 at 20th). Whenever she is denied her Dexterity bonus to AC, an acrobat loses this dodge bonus. Evasion (Ex): An acrobat gains evasion at 2nd level and improved evasion at 6th level. Uncanny Dodge (Ex): An acrobat gains uncanny dodge at 4th level and improved uncanny dodge at 8th level. Style Feats: 1st level: Dodge, and a feat from the following list every four levels after 1st (5th, 9th, 13th, 17th): Acrobatic, Agile, Combat Expertise, Counterattack, Eyes in the Back of Your Head, Improved Combat Expertise, Improved Dodge, Mobility, Prone Attack, Sidestep Charge Defensive Roll (Ex): Acrobats can use defensive roll 1/day at 10th level, and 2/day at 16th level. Nullification Style (This is one I'm having trouble balancing) The nullification style focuses on eliminating a threat as soon as possible. This is often done by grappling, dealing ability damage (and they learn ways to do this), and stunning attacks. A practitioner of the nullification style is called a speed grappler. Style Weapons: A speed grappler is proficient with all simple weapons. Unarmed Strike Progression: Speed grapplers use the Average unarmed strike progression. AC Bonus (Ex): At 4th level, speed grapplers gain a +1 dodge bonus to AC. Every four levels thereafter, this bonus improves by +1 (+2 at 8th, +3 at 12th, +4 at 16th, and +5 at 20th). Whenever she is denied her Dexterity bonus to AC, a speed grappler loses this dodge bonus. Fast Movement (Ex): A speed grappler’s base land speed increases by +10ft every four levels (+10ft at 4th, +20ft at 8th, +30ft at 12th, +40ft at 16th, +50ft at 20th). Uncanny Dodge (Ex): Speed grapplers gain uncanny dodge at 6th level and improved uncanny dodge at 11th level. Twisting (Ex): A speed grappler adds her Wisdom modifier in place of her Strength modifier to the first grapple check she makes in any grapple (only the first check, no subsequent rounds). An opponent grappled in this way may not make an opposed grapple check as normal, he or she must make an Escape Artist check to get out. No spells, powers or effects (such as the freedom of movement spell) will let an opponent automatically pass this check. If a speed grappler damages an opponent she is grappling, she may end the grapple immediately and force the opponent to make a Fortitude save (DC 10+ ½ speed grappler’s class level+ her Wisdom modifier). If the save fails, the speed grappler may cause the opponent to fall prone, or force the opponent to drop everything he or she is holding at that moment. If the opponent passed the save, he or she takes 1d6 damage instead. This option is only available immediately after the first grapple check made in any one grapple (when the speed grappler is able to add her Wisdom bonus to the check). Improved Twisting (Ex): At 12th level, a victim who passes his saving throw takes 1d12 damage (instead of 1d6) when a speed grappler is twisting. Style Feats: 1st level: Improved Grapple, bonus feat every four levels thereafter (5th, 9th, 13th, 17th) from the following list: Counterattack, Freezing the Lifeblood, Improved Disarm, Improved Trip, Pain Touch, Pressure Points, Stunning Fist (usable once per day per class level, as a monk), Weakening Touch Speed Style The speed style focuses on finishing as quick as possible. Practitioners of the speed style are called jet strikers. Style Weapons: A jet striker is proficient with the handaxe, kama, katana (one-handed), kusari-gama, nunchaku, quarterstaff, rapier, sai, scimitar, shuriken, spiked chain, three-section staff, two-bladed sword. Unarmed Strike: Jet strikers use the Weak unarmed strike progression. AC Bonus (Ex): At 5th level, jet strikers gain a +1 bonus to AC. Every five levels thereafter, this bonus improves by +1 (+2 at 10th, +3 at 15th, +4 at 20th). Unlike other martial artists who gain dodge bonuses to AC, this bonus acts the same way that a monk’s AC bonus does. Fast Movement (Ex): A jet striker’s base land speed increases by +10ft every three levels (+10ft at 3rd, +20ft at 6th, +30ft at 9th, +40ft at 12th, +50ft at 15th, +60ft at 18th). Evasion (Ex): Jet strikers gain evasion at 9th level. Uncanny Dodge (Ex): Jet strikers gain uncanny dodge at 6th level and improved uncanny dodge at 11th level. Flurry of Blows (Ex): Jet strikers use the flurry of blows just as a monk of equal level would be able to, and can use their weapon of choice in a flurry if it can be used with Weapon Finesse. Ambidexterity (Ex): At 7th level, the attack penalties for a jet striker fighting with two weapons are reduced by 1 (to -3/ -3, or -1/ -1 if off-hand weapon is light). At 10th level, the penalties are lessened by another one (-2/ -2, or +0/ +0). Style Feats: A 1st level, a jet striker gains Two-weapon Fighting as a bonus feat. At 2nd level and every four levels thereafter (6th, 10th, 14th, 18th) she gains another bonus feat chosen from the following list: Dominance, Dual Strike, Greater Two-Weapon Defense, Greater Two-Weapon Fighting, Improved Two-Weapon Defense, Improved Two-Weapon Fighting, Two-Weapon Defense, Weapon Finesse. Strong Progression 1-3 d6 4-6 d8 7-9 d10 10-12 2d6 12-14 2d8 15-17 2d10 18-20 2d12 Average Progression (as a monk) Level Damage 1-3 d6 4-7 d8 8-11 d10 12-15 2d6 16-19 2d8 20 2d10 Weak Progression Level Damage 1-3 d4 4-7 d6 8-11 d8 12-15 d10 16-19 2d6 20 2d8 Counterattack Prerequisites: BAB +3, Dex 13, Dodge Benefit: If an opponent who is the current target of your Dodge feat misses you by 5 or more in melee combat (his melee attack roll was at least five lower than your AC), you may take an attack of opportunity against him. This counts against your normal number of A/Os for the round (usually one). Special: A 1st level silver fist must choose his target for this feat until he gains Dodge at 2nd level. Dominance [Style] You juggle your weapons in a deadly dance, allowing you to wield a double weapon and another weapon in your off hand. Prerequisites: Martial Artist level 15th, Dex 19, Flurry of blows, Dual Strike, Greater Two-Weapon Fighting Benefit: As long as you are wielding a staff, chain, or two-bladed sword, you may wield that weapon one-handed and still gain extra attacks as if you were using the double weapon normally. You may also wield a light weapon in your off-hand, though all attack rolls made while wielding a double weapon in one hand and a light weapon in your off hand suffer a -4 penalty. Extra attacks from TWF apply only to the secondary attack with the double weapon or the light weapon. Double Counter [Style] You’ve learned to use both weapons in a counter move. Prerequisites: Martial Artist level 6th, Dex 16, Counterattack, Combat Reflexes, Two-Weapon Fighting Benefit: Whenever you have the opportunity to make a counterattack, you may make an extra attack with your off-hand weapon at a -5 penalty. You may only use this feat if you have not made an attack with your off-hand weapon yet this round. Even though you are making two attacks instead of the single attack a normal A/O would grant you, you only use one A/O for that round by using this feat. Graceful Trip Prerequisites: Dex 17, Improved Trip, Improved Unarmed Strike Benefit: As long as you are not wielding a shield that weighs more than a buckler, you may use your Dexterity modifier in place of your Strength modifier when making trip attempts unarmed. Your opponent must make a Dexterity check to resist being tripped (he or she may not make a Strength check to do so). You still receive the free attack from Improved Trip when you use this feat. Improved Dodge Prerequisites: Dex 16, Dodge Benefit: You may name an additional target when you use the Dodge feat. Pressure Points [Style] You know just the spots to tap to weaken your opponent. Prerequisites: Martial Artist level 8th, Dex 16, Wis 19, Stunning Fist Benefit: By spending one stunning attack for the day, you deal 2 point of Strength, Dexterity, or Constitution damage to your target, in addition to dealing the minimum damage with an unarmed strike (as if you had rolled 1s on all damage dice). You must declare you are using this feat before making the attack roll. This ability damage only applies against humanoid creatures with discernable anatomies that are not immune to critical hits. Swift Counter [Style] You counter so quickly that your opponent is caught way off guard. Prerequisites: Martial Artist level 12th, Dex 16, Wis 13, Counterattack, Combat Reflexes Benefit: Whenever you make a counterattack and your opponent missed your AC by 10 or more, you catch your opponent flat-footed. Trance Prerequisites: Dex 16, Wis 16, Concentration 8 ranks, Combat Reflexes, Counterattack, Dodge, Weapon Finesse Benefit: As a full-round action that provokes an A/O, you may enter a “trance”. Upon doing so, you no longer take your turn on your initiative as you normally would (basically, you skip your turn each round you are in a trance). Each time an opponent provokes an A/O from you while you’re in a trance you may use a full attack action for the A/O (instead of just one attack at your highest bonus). The trance lasts for a number of rounds equal to 3+ your Wis modifier, and you may enter a trance a number of times each day equal to your character level divided by five (1/day at 5th, 2/day at 10th, 3/day at 15th, 4/day at 20th). Regardless of the number of attacks you actually use for each one, each A/O taken only counts as one A/O. |
| Seerow01-01-06, 12:50 AM | ...correct me if Im wrong, but a Speed Monk with Dominance can have a Two Bladed Sword in his off hand, and any weapon he wants (probably a katana or something similar) in the other hand. Does this mean his attacks per round look something like... +15(normal)/+15(second attack from double)/+15(Extra attack from off hand)/+15(flurry)/+15(flurry)/+10(normal)/+10(second attack from double)/+10(extra attack from offhand)/+5(normal)/+5(second attack from double)/+5(Second attack from offhand) giving 11 attacks in a round, every round? God forbid someone read your Dominance ability to allow a Double Weapon in each hand.... |
| wolfie-kun01-01-06, 01:04 AM | ...correct me if Im wrong, but a Speed Monk with Dominance can have a Two Bladed Sword in his off hand, and any weapon he wants (probably a katana or something similar) in the other hand. Does this mean his attacks per round look something like... +15(normal)/+15(second attack from double)/+15(Extra attack from off hand)/+15(flurry)/+15(flurry)/+10(normal)/+10(second attack from double)/+10(extra attack from offhand)/+5(normal)/+5(second attack from double)/+5(Second attack from offhand) giving 11 attacks in a round, every round? God forbid someone read your Dominance ability to allow a Double Weapon in each hand.... Okay, this seems extremely ridiculous, and I didn't even notice it. I think this feat might need some adjustment. |
| Seerow01-01-06, 01:08 AM | 9 attacks in a round is normal for a monk with GTWF and Flurry, that's not the problem here. The problem is that you're saying you can weild a Double Weapon in one hand as if you had it in two hands, which I interpreted as you could use both ends (otherwise, why give a feat for it? You could use it as a single weapon without a feat) The strangeness comes up when you have essentially 3 weapons that you're applying TWF to, which is what your Dominance Style gives. |
| wolfie-kun01-01-06, 01:25 AM | Hopefully editing it so that it TWF only applies once helps that. I tried figuring out the real number of attacks you'd get if it stacked for the secondary attack from the two-bladed sword and the extra attack from the light weapon you're allowed to have. The number is unbelievable, and completely ridiculous. Here's the attack rundown: +11/+11/+11/+11/+11/+6/+6/+1/+1 (9 in total) One at +11 norm, two from flurry, one from the secondary attack from the double weapon, one from the light weapon. One at +6 norm, one from the second off-hand attack. One at +1 norm, one from the third off-hand attack. Someone tell me if I'm off. |
| Seerow01-01-06, 01:37 AM | Okay, Im not sure if you realize how a two bladed sword works, and that may be the problem here. Holding a two bladed sword in one hand, you can use it as a long sword, attacking with one end at your full BAB. So with 15 BAB it would go 15/10/5 Now, if you have that as a monk special weapon and can flurry with it, you can make that 15/15/15/10/5 Now, the way a Two Bladed Sword normally works is it works as if you are holding two light weapons in two hands. The only difference is in Flavor, and that you're getting the damage as a longsword as opposed to a short sword. So you would use the double sword as if it were two weapons, thus applying the TWF feats to it. This means it's going to look like this if you use it with the feats 15/15/10/10/5/5 Now if we add Flurry into the equation, it looks like this. 15/15/15/15/10/10/5/5 That alone is plenty. But what your last feat essentially said is, you hold the double sword in one hand, and use it as if holding it in two hands, with another weapon in your off hand. Then what you get as a result is what I posted in my other post above, because in addition to having the last set I posted, you have ANOTHER weapon in your off hand now, that can be used just the same. I think what you're trying to allow for is a single extra attack from the other side of the double sword, rather than a full extra progression of attacks... Im still not sure how good that is, because no matter how great a martial artist you are, weilding a double sword and another weapon is going to be tricky. I'd say just forget that and realize flurrying with a Double weapon for 9 attacks per round is fine. Unless you want to mess with epic stuff, then allow that feat as an epic feat, and another one that lets you weild a second double weapon in your offhand. That could be fun for that kind of high level play. Edit: Looking at your above progression, I notice you have a -4 penalty to all attacks, why? I realize there's a -2 I should be taking off for TWF, but it looks like you're taking another -2 for Flurry... but if you're following monk progression, that's gone by level 9. Also it seems I was correct in thinking you just wanted to add one extra attack instead of a whole extra progression of attacks from the double weapon. Oh, and here's something fun, since your requirements for that feat are level 15 in monk, after level 15 take the Tempest Prestige Class, another +3 to AC, and eliminate those pesky TWF penalties, while getting full BAB. It should end something like 16/16/16/16/16/11/11/6/6/1, with |
| wolfie-kun01-01-06, 01:49 AM | Okay, Im not sure if you realize how a two bladed sword works, and that may be the problem here. Holding a two bladed sword in one hand, you can use it as a long sword, attacking with one end at your full BAB. So with 15 BAB it would go 15/10/5 Now, if you have that as a monk special weapon and can flurry with it, you can make that 15/15/15/10/5 Now, the way a Two Bladed Sword normally works is it works as if you are holding two light weapons in two hands. The only difference is in Flavor, and that you're getting the damage as a longsword as opposed to a short sword. So you would use the double sword as if it were two weapons, thus applying the TWF feats to it. This means it's going to look like this if you use it with the feats 15/15/10/10/5/5 Now if we add Flurry into the equation, it looks like this. 15/15/15/15/10/10/5/5 That alone is plenty. But what your last feat essentially said is, you hold the double sword in one hand, and use it as if holding it in two hands, with another weapon in your off hand. Then what you get as a result is what I posted in my other post above, because in addition to having the last set I posted, you have ANOTHER weapon in your off hand now, that can be used just the same. I think what you're trying to allow for is a single extra attack from the other side of the double sword, rather than a full extra progression of attacks... Im still not sure how good that is, because no matter how great a martial artist you are, weilding a double sword and another weapon is going to be tricky. I'd say just forget that and realize flurrying with a Double weapon for 9 attacks per round is fine. Unless you want to mess with epic stuff, then allow that feat as an epic feat, and another one that lets you weild a second double weapon in your offhand. That could be fun for that kind of high level play. Edit: Looking at your above progression, I notice you have a -4 penalty to all attacks, why? I realize there's a -2 I should be taking off for TWF, but it looks like you're taking another -2 for Flurry... but if you're following monk progression, that's gone by level 9. Also it seems I was correct in thinking you just wanted to add one extra attack instead of a whole extra progression of attacks from the double weapon. Oh, and here's something fun, since your requirements for that feat are level 15 in monk, after level 15 take the Tempest Prestige Class, another +3 to AC, and eliminate those pesky TWF penalties, while getting full BAB. It should end something like 16/16/16/16/16/11/11/6/6/1, with The -4 comes from wielding the light weapon in your off-hand. I copied the feat from a Word file, and it didn't fully copy. Past that, the Speed Style also gets rid of TWF penalties--the reason that it's a -4, not -6. The way I have the feat worded (I did edit it in the original post), it should allow the full attacks with the double weapon, the extra two from flurry, and a single extra attack from the off-hand weapon. |
| Seerow01-01-06, 01:58 AM | No... the two weapon fighting feats reduce those penalties. If you take TWF and weild a light weapon in your primary hand and offhand (or weild a double weapon) the penalty is only -2. The penalty of -6 is only for fighting with two weapons without the feat. *rereads the dominance feat* OH that takes an additional -4 penalty afterwards. I see now. Still... taking the tempest class with this could reduce that -4 penalty another 2 to a -2... but that definitely makes more sense now. |
| wolfie-kun01-01-06, 02:11 AM | No... the two weapon fighting feats reduce those penalties. If you take TWF and weild a light weapon in your primary hand and offhand (or weild a double weapon) the penalty is only -2. The penalty of -6 is only for fighting with two weapons without the feat. *rereads the dominance feat* OH that takes an additional -4 penalty afterwards. I see now. Still... taking the tempest class with this could reduce that -4 penalty another 2 to a -2... but that definitely makes more sense now. Okay, that -4 penalty for the off-hand isn't supposed to be part of TWF... BUT...Ambidexterity generally reduces any and all TWF penalties by 1. Problem there is, the Dominance feat requires Martial Artist lvl 15 (monk doesn't cut it--this is not a variant class) and flurry of blows. The only style that grants flurry is Speed, and by 15th lvl the style itself has already reduced the TWF penalties to +0/+0. Reducing them further is no good, thought the AC bonuses from Tempest are still better than the style grants. |
| wolfie-kun01-01-06, 03:01 AM | So, other than that one feat, is this class (all four styles) actually balanced? On that note, is it worth taking all 20 levels in any of the four styles? |