Martial Arts Master Class

Martial Arts Masters devote themselves not only to perfecting a single style of fighting, but also to expanding their knowledge to encompass several martial arts forms. They learn not only the individual techniques but also the philosophy and history behind the styles. They can switch styles quickly in the middle of combat and can improvise new styles by seamlessly combining elements of several forms into one.

Some masters are so skilled at their chosen styles that they can execute the moves as second nature, making them among the fastest combatants alive. True masters hone their reflexes to such an extent that they can execute practiced motions almost by instinct.

Martial Arts Masters are among the most deadly warriors in the galaxy. They are blindingly fast and need no weapons beyond their own hands, feet, tentacles, hooves, or whatever.

To qualify to become a Martial Arts Master, a character msut fulfill the following criteria.
Base Attack Bonus: +8
Feats: Advanced Martial Arts, Improved Martial Arts, Martial Arts, at least two martial arts expertise feats (Echani Expertise, K’tara Expertise, K’thri Expertise, Stava Expertise, Teräs Käsi Expertise, Wrruushi Expertise)
Teräs Käsi Expertise
Game Rule Information
Vitality: Martial Arts Masters gain 1d8 vitality points per level. The character’s Constitution modifier applies.

Class Skills
The Martial Arts Master’s Class skills, and the key abilities for each skill, are as follows.
Balance (Dex), Bluff (Cha), Climb (Str), Craft* (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge* (Int), Move Silently (Dex), Profession* (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex)
*This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at Each Level: 6 + Int modifier.

Class Features
The following are features of the Martial Arts Master prestige class.

Starting Feats
The Martial Arts Master gains the following feats.
Weapon Group Proficiency (Primitive Weapons)
Weapon Group Proficiency (Simple Weapons)
Weapon Group Proficiency (Vibro Weapons)

Uncanny Dodge
Starting at 1st level, the Martial Arts Master gains the extraordinary ability to react to danger before her senses would normally allow her to do so. At 1st level and above, the Martial Arts Master retains her Dexterity bonus to Defense (if any) regardless of being caught flat-footed or struck by a hidden attacker. (She still loses her Dexterity bonus to Defense if immobilized.) This aspect of uncanny dodge does not negate flank attacks.

At 7th level, the Martial Arts Master can no longer be flanked, since he can react to opponents on opposite sides of himself as easily as he can react to a single attacker. This ability denies bounty hunters the ability to use flank attack to sneak attack the Martial Arts Master.

This ability stacks with the Scout version.

Bonus Feat
At 3rd, 6th, and 9th levels the Martial Arts Master gains a bonus feat that compliments her martial arts talents. The bonus feat must be drawn from the following list, provided she meets the prerequisites.
Combat Expertise, Combat Reflexes, Improve Critical (Unarmed), Improved Disarm, Improved Trip, Power Attack, Weapon Finesse (Unarmed), Weapon Focus (Unarmed), Whirlwind Attack

Dodge Blasters
Starting at 4th level, the Martial Arts Master gains the ability to react quickly to incoming blaster bolts, avoiding the damage they would normally deal. Once per round, the Martial Arts Master may make a Reflex save (DC 20) to avoid a blaster bolt. If the save is successful, the Martial Arts Master takes half damage from the attack, round down (minimum of 1). At 8th level, the Martial Arts Master may use this ability to avoid all damage from the attack with a successful save. To sue this ability, the Martial Arts Master must not be denied her Dexterity bonus to Defense.

A Martial Arts Master becomes adept at creating her own unique fighting style based on the training she has gained over the course of her studies. Starting at 5th level, the Martial Arts Master may improvise attacks by combining the effects of two martial arts feats from different martial art styles in the same round. The following feats classify as martial arts style feats.
Echani, Echani Expertise, Echani Mastery, K’tara, K’tara Expertise, K’tara Mastery, K’thri, K’thri Expertise, K’thri Mastery, Stava, Stava Expertise, Stava Mastery, Teräs Käsi, Teräs Käsi Expertise, Teräs Käsi Mastery, Wrruushi, Wrruushi Expertise, Wrruushi Mastery

Grand Master
Beginning at 10th level, a Martial Arts Master is considered a Grand Master. For any martial arts feat that is limited to a certain number of uses over a certain period (per day, per gaming session, or other limit), she gains a single additional use of that feat during the given time period.

Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus
1 +1 +1 +2 +1 Uncanny Dodge (Dex Bonus) +1 +1
2 +2 +2 +3 +2 +2 +1
3 +3 +2 +3 +2 Bonus Feat +2 +1
4 +4 +2 +4 +2 Dodge Blasters (Half Damage) +3 +2
5 +5 +3 +4 +3 Improvisation +4 +2
6 +6 +3 +5 +3 Bonus Feat +4 +2
7 +7 +4 +5 +4 Uncanny Dodge (Can’t Be Flanked) +5 +3
8 +8 +4 +6 +4 Dodge Blasters (Full Damage) +6 +3
9 +9 +4 +6 +4 Bonus Feat +6 +3
10 +10 +5 +7 +5 Grand Master +7 +4
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