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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.
Requirements
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, Ktara Expertise, Kthri Expertise, Stava Expertise, Ters Ksi Expertise,
Wrruushi Expertise)
Ters Ksi Expertise
Game Rule Information
Vitality: Martial Arts Masters gain 1d8 vitality points per level. The characters Constitution modifier
applies.
Class Skills
The Martial Arts Masters 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.
Improvisation
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, Ktara, Ktara Expertise, Ktara Mastery, Kthri, Kthri
Expertise, Kthri Mastery, Stava, Stava Expertise, Stava Mastery, Ters Ksi, Ters Ksi Expertise,
Ters Ksi 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

+2

+1

Uncanny
Dodge
(Dex
Bonus)

+1

+1

+2

+2

+3

+2

+2

+1

+3

+2

+3

+2

Bonus Feat +2

+1

+4

+2

+4

+2

Dodge
Blasters
(Half
Damage)

+3

+2

+5

+3

+4

+3

Improvisati +4
on

+2

+6

+3

+5

+3

Bonus Feat +4

+2

+7

+4

+5

+4

Uncanny
Dodge
(Cant Be
Flanked)

+5

+3

+8

+4

+6

+4

Dodge
Blasters
(Full
Damage)

+6

+3

+9

+4

+6

+4

Bonus Feat +6

+3

10

+10

+5

+7

+5

Grand
Master

+4

+7

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