The idea that one’s own body is the best weapon is central to the martial artist’s philosophy they make a very convincing argument when they break a wall with their bare fists. Products of rigorous training and discipline, martial artists are masters of unarmed combat, achieving with punches and kicks what others need weapons to do, and they are much flashier. A martial artist is protective of his abilities, treasuring his or her master’s teachings and upholding the honor of their fighting school against any opponent, particularly against other martial artists.
Martial artists do not need a weapon to inflict grievous bodily harm on their enemies. The best martial artists can even punch holes through armor. Coupled with such talent for hurting, martial artists also learn to avoid being hurt either by deflecting attacks or simply by not being there. As they become skilled at harnessing their inner energies, they acquire special attacks that can strike foes at a distance, suck the breath out of opponents, ignite flammable materials, and other effects that border on the magical. Their mystical awareness also allows them to fight under the most adverse conditions.
Although martial artists respect a samurai’s discipline and a ninja’s prowess, they still see their methods as inferior. Gun bunnies, hot rods, mecha pilots, and tech geniuses are beneath their notice, since they abuse tools and ignore their inner strength. Monster trainers are similar in this regard. They see an echo of their pursuit for perfection in the magical girl’s and dynamic sorcerer’s struggle to master their powers. Adventurers are somewhat of an annoyance, while students and shapechangers are either allies to be protected or bullies and monsters to be defeated.
Hit Die d10.
Ability Scores A pairing of high Abilities is important for a martial artist: at least one physical (Strength, Dexterity, or Constitution) and one social (Intelligence, Wisdom, or Charisma). The martial artist is a combatant that endeavors to balance him or herself both spiritually and physically.
The martial artist’s class skills (and the key Ability for each) are: Balance (Dex), Climb (Str), Controlled Breathing (Con), Craft (Int), Escape Artist (Dex), Jump (Str), Knowledge: Cultural Arts (Int), Knowledge: Occult (Int), Listen (Wis), Medical (Wis), Move Silently (Dex), Perform (Cha), Pick Pocket (Dex), Search (Int), Sense Motive (Wis), Speak Languages (Int), Spot (Wis), Tumble (Dex).
Melee Attack, Melee Defense, Special Ranged Attack, Unarmed Attack, and Unarmed Defense.
Skill Points at 1st Level = (2 + Int Modifier) x 4
Skill Points at Each Additional Level = 2 + Int modifier
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|+1||+1||+0||+2||+2||Unarmed Attack Skill +2, Unarmed Defense Skill +2|
|+2||+2||+0||+3||+3||Massive Damage (Unarmed Strikes) +1|
|+3||+3||+1||+3||+3||Improved Initiative Feat|
|+4||+4||+1||+4||+4||Judge Opponent Feat|
|+6||+6/+1||+2||+5||+5||Special Attack +1|
|+7||+7/+2||+2||+5||+5||Massive Damage (Unarmed Strikes) +1|
|+8||+8/+3||+2||+6||+6||Defense Combat Mastery +1|
|+9||+9/+4||+3||+6||+6||Special Attack +1|
|+10||+10/+5||+3||+7||+7||Improved Initiative Feat|
|+11||+11/+6/+1||+3||+7||+7||+2 Character Points|
|+13||+13/+8/+3||+4||+8||+8||Massive Damage (Unarmed Strikes) +1|
|+14||+14/+9/+4||+4||+9||+9||Special Attack +1|
|+16||+16/+11/+6/+1||+5||+10||+10||+2 Character Points|
|+17||+17/+12/+7/+2||+5||+10||+10||Special Attack +1|
|+18||+18/+13/+8/+3||+6||+11||+11||+2 Character Points|
|+19||+19/+14/+9/+4||+6||+11||+11||Massive Damage (Unarmed Strikes) +1|
|+20||+20/+15/+10/+5||+6||+12||+12||+1 Character Point, Defense Combat Mastery +1|