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Martialist

Depiction of a male zeol martialist holding a spear and wearing light armor The Martialist is a singularity among the classes. Unlike the other classes, the martialist does not bind their ki to an element. Instead, they manipulate and enhance the ki within their bodies in order to achieve astounding physical feats of skill and strength

Owing to the elusive nature of manipulating the ki wholly within ones own body, martialists pursue this path in a wide variety of ways. Some take a meditative, almost spiritual approach, while others use extreme physical training to focus the spirit. Martialists have even been known to use self-hypnosis to teach themselves new abilities

Martialists excel in melee and ranged combat, both with and without weapons. They are highly skilled in a wide range of disciplines. They can learn how to infuse their strikes with ki energy, blocking the movements of elemental opponents. They are adept at manuevering through the battlefield, but equally adept when competing in contests of skill

Art by R Milanis


Martial Class Level Table

LevelBAB*BDB*Talent PointsLevel Bonuses
1 0 0 6 Talent Points2 Talents, 1 Skill Focus, Movement Speed +5 feet
2 1 1 7 Talent Points1 Talent
3 1 1 8 Talent Points1 Feat
4 1 1 9 Talent Points1 Talent, 1 Ability Bonus
5 2 2 10 Talent Points1 Skill Focus
6 2 2 12 Talent Points1 Talent
7 2 2 12 Talent Points1 Feat
8 3 3 12 Talent Points1 Talent, 1 Ability Bonus
9 3 3 12 Talent Points1 Feat
10 3 3 12 Talent Points1 Talent
11 4 4 12 Talent Points1 Feat
12 4 4 12 Talent Points1 Talent, 1 Ability Bonus
13 4 4 12 Talent Points1 Feat
14 5 5 12 Talent Points1 Talent
15 5 5 12 Talent Points1 Feat
16 5 5 12 Talent Points1 Talent, 1 Ability Bonus
17 6 6 12 Talent Points1 Feat
18 6 6 12 Talent Points1 Feat
19 6 6 12 Talent Points1 Feat
20 6 6 12 Talent Points1 Feat, 1 Ability Bonus

* Base Attack Bonus, Base Defense Bonus


Talent tree

The Martialist class talent tree

Talent details

At level one you can choose from the from the following talents: Martial Attack, Empath, Bear's Strength, Ki Pool, Ki Projection, Critical Distance, Lightning Reflexes, Call of the Wild, and Acrobat

At level two, you may select any talent for which you meet the requirements (Talent Key)


Martial attack - Melee weapon

Action: Standard, Full
Requires: No requirements
Description: You train in the use of a melee weapon, gaining a graceful proficiency in its use. You can target an enemy, a hex, or defend against an incoming attack
Range: Determined by the weapon
Speed: 4H (4 hexes per segment)
Effect: Choose a melee weapon. When using the weapon, you may replace the Basic Attack with this attack
Offensive: Attack Bonus + Dex + 3d6
Defensive: Defense Bonus + Dex + 3d6
Damage: Strength x 2 + 3d6, Damage type depends on the weapon
Cooldown: 6 rounds
Special: Attacking with a standard action grants one attack which does not invoke the cooldown. Attacking with a full action grants two attacks which can be used in the same segment or separate segments. Using Martial Attack as a full action invokes the cooldown, which only prohibits using it as a full action
Talent Point Improvements:
□ Increase the speed by 1H. Maximum speed is 12H
□□ Increase the dice bonus of the offensive and defensive formulas by 1d6. (Cost increases)
□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round
□ You become proficient with an additional melee weapon


Martial attack - Ranged weapon

Action: Standard, Full
Requires: No requirements
Description: You train with a long range or short range weapon, gaining proficiency with the weapon
Range: Determined by the weapon
Speed: 16H
Effect: Choose a ranged weapon. When using the weapon, you may replace the Basic Attack with this attack
Offensive: Attack Bonus + Dex + 3d6
Defensive: Defense Bonus + Dex + 3d6
Damage: Strength x 2 + 2d6, Damage type depends on the projectile
Cooldown: 6 rounds
Special: Attacking with a standard action grants one attack which does not invoke the cooldown. Attacking with a full action grants two attacks which must be initiated in separate segments as if they were two standard attacks. Using Martial Attack as a full action invokes the cooldown, which only prohibits using it as a full action
Talent Point Improvements:
□ Add an additional 5 feet to the base range of your chosen weapon. Maximum bonus range is 30 feet
□ Increase the speed by 1H. Maximum speed is 30H
□□ Increase the dice bonus of the offensive and defensive formulas by 1d6. (Cost increases)
□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round
□ You become proficient with an additional ranged weapon


Martial attack - Unarmed strike

Action: Standard, Full
Requires: No requirements
Description: You train in the art of striking without a weapon, learning to use your hands, feet, heels, elbows, knees, and even your head to make your strikes
Range: 5 feet
Speed: 6H
Effect: You replace the Basic Attack with this attack
Offensive: Attack Bonus + Dex + 3d6
Defensive: Defense Bonus + Dex + 3d6
Damage: Strength x 2 + 2d6, [Bludgeoning]
Cooldown: 6 rounds
Special: Attacking with a standard action grants one attack which does not invoke the cooldown. Attacking with a full action grants two attacks which can be used in the same segment or separate segments. Using Martial Attack as a full action invokes the cooldown, which only prohibits using it as a full action. When dealing Non-lethal damage, you may roll your damage at advantage. This action includes a 5 foot step, which can be taken before or after the strike, but only once per attack
Talent Point Improvements:
□ Increase the speed by 1H. Maximum speed is 18H
□□ Increase the dice bonus of the offensive and defensive formulas by 1d6. (Cost increases)
□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round
□□ Increase the 5 foot step to a 10 foot step


Acrobat

Action: Passive, Free
Requires: One rank in the Acrobatics skill
Description: You learn to mimic the ki flow of the monkey, and acrobatic feats become second nature
Effect: You gain a passive 1d6 bonus to Acrobatics
Cooldown: Once per day
Special: Once per day, you may roll an Acrobatics check at advantage
Talent Point Improvements:
□□ Increase the passive bonus by 1d6. Maximum skill bonus is 3d6
□□ Increase the uses per day by 1. Maximum uses per day is 3


Bear's strength

Action: Passive, Swift
Requires: No requirements
Description: You develop unrivaled physical and mental stamina
Effect: You gain a passive 1d6 bonus to Athletics
Cooldown: 12 rounds
Special: As a Swift action you gain a +2 bonus to Strength or Resolve for 1 round. When you use this ability, you change the flow of your ki energy. To anyone within 60 feet, your ki gives projects a solid, dense aura. Additionally, once per day you may roll an Athletics check at advantage, as a free action
Talent Point Improvements:
□ Reduce the cooldown of the ability bonus by 1 round. Minimum cooldown is 6 rounds
□□ Improve the ability bonus from +2 to +4. Requires 8 levels in Martialist
□□ Improve the ability bonus from +4 to +6. Requires 12 levels in Martialist
□□ Increase the Athletics bonus by 1d6. Maximum bonus is 3d6
□□ Increase the uses of advantage per day by 1. Maximum uses per day is 3


Bounty hunter

Action: Standard
Requires: Panther Step, Hawkeye, Level 4
Description: Your skill set lends itself well to the tracking and apprehension of wanted persons
Effect: When dealing with humanoid or intelligent targets, you gain a passive 1d6 bonus to Wilderness Survival, Perception, Acrobatics, and Stealth
Cooldown: You may designate a new quarry once per day
Special: Standard action represents a brief moment of meditation as you visualize your quarry
Talent Point Improvements:
□□ Increase the passive bonus by 1d6. Maximum bonus is 3d6


Call of the wild

Action: Passive, Swift
Requires: One rank in the Wilderness Survival skill
Description: Your knowledge of the wild lands of the earth is unsurpassed. Nature itself seems to bend to your will. Your advice to allies in a pinch can make the difference in the hostile wilderness
Range: Auditory range
Effect: You gain a 1d6 bonus to Wilderness Survival
Cooldown: Once per day
Special: Once per day as a Swift action you may roll a Wilderness Survival check at advantage
Additional Points:
□ Reduce the required action to Free
□□ Increase the bonus by 1d6. Maximum bonus is 3d6
□□ Instead of rolling at advantage, you may instead grant an ally within auditory range your skill bonus to Wilderness Survival for their next skill check. This bonus expires after two minutes
□□ Increase the uses per day of advantage by 1. Maximum uses per day is 3


Crane stance

Action: Free
Requires: Critical Distance, Level 2
Description: You enter Crane Stance, your movements become swift and fluid, jabbing out in quick strokes at your opponent
Effect: You gain a 1d6 bonus on the Trip and Disarm combat maneuvers
Cooldown: Once per day (Darting Beak)
Special: The bonus is only for offensive maneuvers. You cannot gain the benefits of two stances at the same time. Switching stances is a free action. A successful maneuver made with this bonus must include a trip or a disarm. Additional maneuver points may be spent as desired
Darting Beak: Once per day, you gain advantage on a combat maneuver while in crane stance
Talent Point Improvements:
□□ Increase the maneuver bonus by 1d6. Maximum bonus is 4d6
□□ Unlock Darting Beak


Critical distance

Action: Free
Requires: No requirements
Description: You imitate an animal's ability to know exactly how far it should be from its opponent
Effect: You gain a 1d6 defensive bonus against all combat maneuvers
Special: Once per day, you may re-roll you may reroll any “1”s on a combat maneuver
Talent Point Improvements:
□□ Increase the Defensive bonus by 1d6. Maximum bonus is 4d6


Dash

Action: Swift
Requires: Fleet
Description: You surge your ki energy, allowing you a quick surge of movement
Range: Self
Speed: Your normal Dash speed
Effect: You take the Dash movement action
Cooldown: 6 rounds
Talent Point Improvements:
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round


Empath

Action: Passive, Swift
Requires: One rank in the Animal Handling skill
Description: You use your ki to project an assuring or commanding aura when handling animals
Effect: You gain a passive 1d6 bonus to Animal Handling
Cooldown: Once per day
Special: Once per day as a Swift action you may take advantage on an animal handling check. You must declare the re-roll before the results of the check are known
Talent Point Improvements:
□ Reduce the required action to Free
□ Increase the passive bonus by 1d6. Maximum bonus is 3d6
□□ Increase the uses per day by 1. Maximum uses per day is 3


Experience

Action: Free
Requires: Ki Sense
Description: Your experience in combat has honed your skills, allowing you to seize opportunities you might otherwise miss
Effect: You may spend 1 ki point to gain advantage on any offensive or defensive formula (hit), or on a skill check. You may not use this to gain advantage on a damage formula
Cooldown: 6 rounds
Special: You may declare that you wish to use this action after the result of the check is known
Talent Point Improvements:
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round


Fleet

Action: Passive
Requires: Lightning Reflexes, Level 2
Description: Your excellent physical condition lends you a light step
Effect: Your base movement speed increases by 5 feet
Talent Point Improvements:
□ The base movement speed bonus increases to 10 feet


Hawkeye

Action: Passive, Swift
Requires: Call of the Wild, 3 ranks in the Perception skill, Level 2
Description: Your experience in the wilderness has sharpened your vision. You learn to mimic the ki flow of the hawk, improving your vision dramatically
Effect: You gain a passive 1d6 bonus to Perception
Cooldown: Once per day
Special: As a Swift action, you may channel your ki and extend your senses for a brief moment. This grants you the ability to focus your vision, improving your visual acuity by 100 feet for up to 30 seconds. This improvement would allow a normal human being to see details 5 times farther than they normally would
Talent Point Improvements:
□ Reduce the required action to Free
□□ Increase the passive bonus by 1d6. Maximum bonus is 3d6
□□ Increase the uses per day by 1. Maximum uses per day is 3
□□□ You suffer no penalties for unfavorable conditions due to darkness


Ki aura

Action: Swift
Requires: Experience
Description: You emanate a terrifyingly powerful aura of ki energy, making it difficult for an enemy to make the choice to attack you
Range: 20 feet
Effect: Creatures that wish to attack you must make a Resolve vs Resolve Ability Check
Cooldown: 6 rounds
Special: Until the end of the round, creatures within the range must succeed against the ability check in order to attack you. If the creature fails, it cannot attack you for the next three segments
Talent Point Improvements:
□ Extend the range by 10 feet. Maximum range is 60 feet
□□ Increase the dice rolled on your Ability Check by 1d6. Maximum increase is 2d6
□□ Extend the duration by 1 segment. Maximum duration is 5 segments
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round


Ki pool

Action: Passive, Varies
Requires: No requirements
Description: Your control over your own ki is impressive. You are able to store up ki energy, releasing it when you have need, to accomplish impressive feats
Effect: You gain the Ki Pool feature, starting with 3 ki points
Cooldown: 6 rounds
Special: Your Ki Pool replenishes when you receive a full nights rest. Using advanced ki pool techniques must be unlocked via talent improvement points
Base Ki Pool Uses: Ki Pool points may spent in the following ways:

  • [Swift action] Add 2 hit dice to your Base Defense Bonus for 1 round. (1 ki point)
  • [Swift action] Gain a 3d6 bonus to any skill. (1 ki point)
  • [Swift action] Stop all wounds from bleeding using your ki. (1 ki point)
  • [Free action] Gain an additional Standard action for defensive actions. (2 ki points)

Advanced Ki Pool Uses:

  • [Move action] Reset the cooldown on any talent. (3 ki points)
  • [Swift action] Add 3 hit dice to your Base Defense Bonus for 1 round. (2 ki points)
  • [Swift action] Gain a 6d6 bonus to any skill. (2 ki points)
  • [Swift action] Gain advantage on a defensive Opposed Ability Check. (2 ki points)

Talent Point Improvements:
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round
□□ Unlock the Advanced Ki Pool uses
□□ Increase your Ki Pool by 1 ki point. Maximum size is 6 ki points


Ki projection

Action: Swift
Requires: Martial Attack - Unarmed Strike, or Martial Attack - Melee Weapon
Description: You unleash a burst of ki energy with your close range attack, projecting the force of your attack out towards your opponent
Range: 15 feet
Speed: 6H
Special: Replaces the range of a melee attack. The swift action cost is in addition to the Standard action required for your normal strike. The range is the maximum distance the projected force may travel. The damage dealt depends on the damage type of the weapon, and is not Ki damage. If the speed of the base attack is higher than the speed of Ki Projection, use the base attack's speed
Talent Point Improvements:
□ Reduce the required action to Free
□ Extend the range by 5 feet. Maximum range is 60 feet
□ Increase the speed by 1H. Maximum speed is 18H


Ki sense

Action: Passive
Requires: Ki Pool
Description: Your mastery over your ki allows you to sense shifts in the ki of creatures near you
Range: 30 feet
Effect: As long as you have at least 1 point in your Ki Pool, you sense shifts in ki in other creatures within range
Special: When creatures within the range make a ki binding, you are aware of it, even if you cannot see the creature. You know which direction it is coming from (Eight points of the compass), and whether it is closer or farther than the midpoint of your range
Talent Point Improvements:
□ Extend the range by 10 feet. Maximum range is 60 feet
□□ You also know which element is part of the binding, or the type of the binding if an element is not used


Ki strike

Action: Swift
Requires: Ki Projection, Level 4
Description: You infuse your unarmed strikes with ki resonance, blocking the ki energy of your opponent, rendering them temporarily unable to use their ki, and blocking their chakras
Range: Determined by the base attack
Effect: You can choose to apply a ki strike on any unarmed strike
Cooldown: 6 rounds
Special: Adds the damage type of your strike to Ki Damage. Your strike deals physical damage in addition to ki damage. A ki strike may be used defensively against an attack within range. A successful defensive ki strike made on an adjacent target conveys the same benefits as an offensive ki strike. The ki resonance penetrates any armor or clothing worn by your target
Talent Point Improvements:
□ Reduce the required action to Free
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round


Lightning reflexes

Action: Passive
Requires: No requirements
Description: Your ki flows freely throughout your body. You are ready to act at a moment's notice
Effect: You gain a 1d6 bonus to Initiative
Additional Points:
□ Increase the initiative bonus by 1d6. Maximum bonus is 6d6


Natural leaper

Action: Move
Requires: Bear's Strength
Description: You tirelessly train to develop your leg muscles, improving your natural jumping ability
Effect: When using Athletics or Acrobatics to jump, gain a 2d6 bonus
Cooldown: Once per day
Special: Once per day you gain advantage on jump checks for one round. You are always treated as having a running start when determining a jump's DC
Talent Point Improvements:
□ Increase the jump bonus by 2d6. Maximum bonus is 12d6
□□ Increase the uses per day of advantage by 1. Maximum uses per day is 3


Panther step

Action: Passive, Swift
Requires: Acrobat, 3 ranks in the Stealth skill, Level 2
Description: You learn to mimic the ki flow of a panther, making your steps soft and silent
Effect: You gain a passive 1d6 bonus to Stealth
Cooldown: Once per day
Special: Once per day as a Swift action, you may reroll “2”s when making a Stealth check
Talent Point Improvements:
□ Reduce the required action to Free
□□ Increase the passive bonus by 1d6. Maximum skill bonus is 3d6
□□ Increase the uses per day by 1. Maximum uses per day is 3


Tiger stance

Action: Free
Requires: Critical Distance, Level 2
Description: You enter Tiger Stance, your movements become calculated and powerful
Range: Self
Effect: You gain a 1d6 Bonus on the Grapple and Reposition combat maneuvers
Cooldown: Once per day (Powerful Swipe)
Special: The bonus only applies to offensive manuevers. You cannot gain the benefits two stances at the same time. Switching stances is a free action. A successful maneuver made with this bonus must include a Grapple or a Reposition. Additional maneuver points may be spent as desired
Powerful Swipe: Once per day, you gain advantage on an offensive Grapple or Reposition combat maneuver while in Tiger Stance
Talent Point Improvements:
□□ Increase the maneuver by 1d6. Maximum bonus is 4d6
□□ Unlock Powerful Swipe

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wiki/martial.txt · Last modified: 2019/07/18 21:24 by caleymccready