Lvl|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Unarmed Damage|AC Bonus
1| +1| +2| +2| +0| Unarmed Strike, Surge 1/day| 1d6| +1
2 |+2| +3| +3| +0| Finishing Move +1d6| 1d6| +2
3| +3| +3| +3| +1| Martial Secret| 1d8| +2
4| +4| +4| +4| +1| Iron Palm| 1d8| +2
5| +5| +4| +4| +1| Bonus Feat, Can take the Stunning Fist feat| 1d8| +2
6| +6/+1| +5| +5| +2| Finishing Move +2d6| 1d10| +3
7| +7/+2| +5| +5| +2| Martial Secret| 1d10| +3
8| +8/+3| +6| +6| +2| Surge 2/day| 1d10| +3
9| +9/+4| +6| +6| +3| Bonus Feat| 1d12| +3
10| +10/+5| +7| +7| +3| Finishing Move +3d6| 1d12| +4
11| +11/+6/+1| +7| +7| +3| Martial Secret| 1d12| +4
12| +12/+7/+2| +8| +8| +4| Steel Palm| 2d8| +4
13| +13/+8/+3| +8| +8| +4| Bonus Feat| 2d8| +4
14| +14/+9/+4| +9| +9| +4| Finishing Move +4d6| 2d8| +5
15| +15/+10/+5| +9| +9| +5| Martial Secret| 2d10| +5
16| +16/+11/+6/+1| +10| +10| +5| Surge 3/day| 2d10| +5
17| +17/+12/+7/+2| +10| +10|+5| Bonus Feat| 2d10| +5
18| +18/+13/+8/+3| +11| +11| +6| Finishing Move +5d6| 3d8| +6
19| +19/+14/+9/+4| +11| +11| +6| Martial Secret| 3d8| +6
20| +20/+15/+10/+5| +12| +12| +6| No fatigue after using Surge| 3d8| +6
Weapons and armor proficiency: Martial artists are proficient with all simple weapons, nunchaku, kama, siangham, and the shuriken. They are not proficient with armor or shields.
A martial artist gains a dodge bonus to AC determined by his level (see Table 1-1, the Martial Artist). These bonuses are lost whenever the martial artist loses his Dexterity modifier due to being caught flat-footed, stunned, or immobilized. This modifier stacks with other dodge bonuses, and represent the martial artist’s superior ability to avoid being hit by dodging and rolling with blows.
Wearing any armor, using a shield, or using a non-finessable weapon (see boxed text to the left) prevents a martial artist from gaining his level bonuses to AC and from using his finishing move ability, and may prevent the use of other abilities.
Unarmed Strike (Ex): A martial artist fighting unarmed gains the benefits of the Improved Unarmed Strike feat and thus does not provoke attacks of opportunity from armed opponents that he attacks. Any part of his body can be used as a weapon, and there is no “off-hand” for unarmed attacks by a martial artist. When fighting with any one-handed weapon, the martial artist may make an unarmed attack with his off-hand, but must follow the rules for two-handed fighting. Also, he can make an off-hand attack with a weapon after making an unarmed attack, also suffering penalties for two-weapon fighting.
Martial artists have no special unarmed attack bonus progression like monks. They use their base attack bonus for all attacks, just like other classes.
Flurry of Blows: Martial artists may use the monk’s flurry of blows ability with unarmed strikes or with any light or monk weapons (See boxed text to the left). When making a flurry of blows, you make one extra attack in a round at your highest base attack bonus, but that attack and all of your other attacks suffer a –2 penalty each (See PHB, Chapter 3, Monk, Unarmed Strike for details.).
Unarmed Damage: At 1st level, the martial artist uses 1d6 for his base unarmed strike damage if Medium sized, or 1d4 if Small. This damage progresses as listed on Table 1-1 or 1-2, respectively. The martial artist usually does normal damage with his unarmed strikes or grappling but may also choose to deal his damage as subdual damage with no penalty to the attack.
Table 1-2, Small Martial Artist Damage
Surge (Ex): As a free action you can focus your mind and body to enter a natural state of perfect coordination, resulting in a surge of speed increasing adrenaline. Your base speed increases by +20ft. (up to a maximum of 50ft.), you gain a +2 haste bonus to AC, and your attack roll penalties when using flurry of blows or lightning flurry are reduced by one. These bonuses last for up to three rounds plus your Constitution bonus, if any. After the surge is over, you lose these bonuses and are fatigued (-2 to Strength and Dexterity, cannot run or charge) until the end of the encounter. You can only surge once per encounter, and only a number of times per day determined by your level (see Table 1-1, the Martial Artist). You may only surge when not wearing armor and carrying no more than a light load.
You must surge on your turn, and cannot surge in response to an event. For example, if you attack with a flurry of blows and miss by one point, you couldn't begin to surge to cause the attack to hit.
At 20th level, you are no longer fatigued after surging.
Finishing Move (Ex): Starting at 2nd level, once per round you can make a powerful and precise melee attack called a finishing move. By giving up your Dexterity bonus to AC and all other dodge bonuses to AC for one round, including your dodge bonus to AC for your martial artist level, you may use the attack action to make a single finishing move. A finishing move is a standard melee attack action made with an unarmed strike or finessable weapon (see boxed text on page 4) that targets vital areas of your opponent’s anatomy. If successful, your attack causes additional bonus damage determined by your martial artist level (see Table 1-1 on page 5). This damage is added last, after adding other damage bonuses for Strength or critical hits.
Other feats and abilities can be used to enhance or modify a finishing move. For instance, an unarmed finishing move can also be used with the Stunning Fist or Eagle Strike feats, and a finishing move may also be a sneak attack.
Creatures immune to critical hits and items suffer no extra damage from a finishing move. You cannot make a finishing move with a non-finessable weapon, while in a grapple, or while wearing armor or using a shield.
Iron Palm (Ex): Through conditioning and practice, at 4th level you learn to break objects efficiently. You can use the full attack action to make a single unarmed attack against an object. If your attack roll succeeds, it causes double damage. This ability cannot be used with finishing moves or sneak attacks, or against held or worn items. Using Iron Palm provokes an attack of opportunity.
Steel Palm (Ex): At 12th level, using Iron Palm (see above) takes only a standard action.
Bonus Feats (Ex): The martial artist gains bonus feats at various levels, as listed on Table 1-1, The Martial Artist. These bonus feats must be drawn from Table 1-4 on page 9.
Stunning Fist (Ex): At 5th level or higher, martial artists are eligible to use any available feat slot to take the Stunning Fist feat without meeting any of the feat’s prerequisites. You can use a martial secret to gain this feat as well, see below.
Martial Secret: Martial secrets are talents that help define a martial artist’s style. Choose from the following secrets at the levels indicated on Table 1-1, the Martial Artist. Unless otherwise noted below, you may only take a particular martial secret once:
- Aggressive Charge (Ex): Your fighting style emphasizes offense. Whenever charging with an unarmed strike you may gain an additional +1 bonus to your attack roll in exchange for taking an additional –2 penalty to your AC for one round. You may take this secret more than once and the modifiers stack.
- Agile Mind (Ex): You gain 4 skill points. These may only be used to buy ranks in skills with the key abilities of Strength, Dexterity or Constitution. You may take this martial secret more than once.
- Air Advocate (Ex): Your style of combat has a strong foundation of mental strength. You may add your Wisdom bonus to melee attack rolls (but not damage rolls) instead of your Strength bonus. To take this martial secret, you must have at least seven feats from the Mental Feats section of the martial artist’s bonus feat list on page 9.
- Blade Form (Ex): Because of your specialized training, the bastard sword, two-bladed sword, or katana is now a finessable weapon for you, and can now be used with the finishing move ability (but not with flurry of blows or lightning flurry). You must have the appropriate Exotic Weapon Proficiency feat to take this secret. You can take this secret multiple times. Each time it is taken, it applies to one of the above
weapons for which you have the Exotic Weapon Proficiency feat.
- Chain Form (Ex): You may use flurry of blows (or lightning flurry if you have that ability) with the dwarven war grapple (see page 60), the kusari-gama (see DMG, Chapter 5, Building a Different World, Asian Weapons), or the spiked chain. You must have the proper Exotic Weapon Proficiency feat to take this secret. You may take this secret multiple times. Each time, it applies to one of the above weapons.
- Cheetah Speed (Ex): As long as you are unarmored and carry no more than a light load, your base speed is increased by +10ft up to a maximum of 50ft.
- Crippling Strike (Ex): Whenever you successfully hit with a finishing move (see page 5), you cause one point of Strength damage. Creatures immune to critical hits are also immune to this ability. You must be a 15th level martial artist to gain this secret.
- Crush of the Bear (Ex): Using the full attack action, you can make a single powerful unarmed strike with a +1 bonus to damage. You may take a single 5ft. step before this attack. This secret can be taken multiple times. Each time it is taken, your damage bonus increases by +1.
- Deep Meditation (Su): Once per day, you may recover up to twice your martial artist level in hit points by slipping into a deep trance. Deep meditation requires 10 minutes to use, during which you are unconscious and helpless. You must have the Meditation feat and a Wisdom of 13 or higher to take this secret.
- Dragon’s Scale (Ex): You have trained your mind and body to defend against any threat. You gain a +1 bonus to all of your saving throws. To take this martial secret, you must have one of the following feats: Great Fortitude, Iron Will, or Lightning Reflexes.
- Earth Advocate (Ex): Your style is heavily focused on grapples and throws. You do not provoke an attack of opportunity when starting a grapple and gain a +4 bonus to opposed rolls when attempting to trip an opponent or when someone attempts to trip you. You must have at least seven feats from the Hard/Soft Feats section of the martial artist’s bonus feat list (see page 9) to take this martial secret.
- Evasion (Ex): While wearing light or no armor, if you make a successful saving throw against an attack that normally deals half damage on a successful save, you take no damage. You must be at least a 7th level martial artist to take this secret.
- Fire Advocate (Ex): Your style is exceptionally hard, making you a fearsome combatant. You gain a +1 competence bonus to your unarmed strike damage. You must have at least seven feats from the Hard Feats section of the martial artist’s bonus feat list (see page 9) to take this secret.
- Full Circle (Ex): You have a well-rounded, synergetic style. You gain one bonus feat from the mental or ki feats section of the martial artist bonus feat list that you have the prerequisites for. You must already have at least two feats each from the hard, soft and hard/soft sections on the martial artist’s bonus feat list on page 9 to take this martial secret.
- Improved Evasion (Ex): When wearing light or no armor, you still take no damage when making a Reflex save against attacks such as a fireball or dragon’s breath, and now take only half damage if you fail. To take this secret you must be a 15th level martial artist, and must have the evasion class ability or martial secret.
- Improved Surge (Ex): You can surge (see surge special ability on page 5) one additional time per day. You must have the Run feat and cheetah speed secret to take this martial secret.
- Kama Form (Ex): Your critical threat multiplier with a kama is now x3.
- Ki Strike (Su): Your unarmed strikes can damage a creature with damage reduction as if the attack were made using a weapon with a +1 enhancement bonus. You must be a 15th level martial artist to take this secret.
- Leap of the Clouds (Su): While you are unarmored, your jumping distance is no longer limited by your height. You must be at least an 11th level martial artist and your Wisdom must be 13 or higher to take this secret.
- Lightning Flurry (Ex): When unarmored, you can use flurry of blows to make two extra attacks, instead of just one, with unarmed strikes or with monk or light weapons. Instead of a –2 penalty to your attack rolls, all of your attacks have a –4 penalty. You must use the full attack action when using this secret.
- Mercurial Fencing (Ex): You can use a rapier with flurry of blows (or lightning flurry, if you have that ability) as if it were a light weapon. You must have the Weapon Finesse: Rapier feat to take this martial secret.
- Monkey Footwork (Ex): By studying the evasive tactics of monkeys and other animals, you gain a +1 dodge bonus to AC. This bonus is lost whenever you lose your Dexterity modifier due to being unprepared, ambushed, stunned, immobilized and so on. This modifier represents the martial artist’s superior ability to avoid being hit by dodging and rolling with blows. Wearing armor or using a shield prevents you from using monkey footwork. You may take this martial secret multiple times.
- Nunchaku Form (Ex): You are skilled at using a nunchaku for defense. Whenever wielding a nunchaku, you gain an additional +2 dodge bonus to AC when fighting defensively.
- Raptor’s Wing (Ex): Like a bird of prey, you prefer to attack from the air. You can use the full attack action to make a single extra-high, leaping unarmed strike. Your attack roll has a +1 competence bonus for every 5 ranks you have with the Jump skill. You may not move while using this secret, except for a 5ft. step before attacking. You must have the Jump skill with at least 5 ranks and a base attack bonus of
+6 or higher to take this secret.
- Rhino Hide (Ex): You gain the Toughness feat as a free bonus feat, plus an additional hit point, for a total of +4 hit points. You may take this martial secret multiple times.
- Shuriken Expert (Ex): You throw shuriken with accuracy. You gain the benefits of the Point Blank Shot and Precise Shot feats when throwing shuriken.
- Siangham Form (Ex): You are skilled at finding the gaps in armor with a siangham. You gain a +2 bonus to your attack rolls when using a siangham against opponents wearing medium or heavy armor.
- Skill Specialist (Ex): Choose a martial artist class skill that you have 5 or more ranks in. You gain the Skill Focus feat as a free bonus feat with that skill, plus an additional +2 bonus when using that skill for a total bonus of +4.
- Spear Form (Ex): You are proficient with halfspears, javelins, shortspears and longspears, and they are finessable weapons for you. Additionally, you can choose to wield a shortspear as a bludgeoning/piercing double weapon (1d6/1d6, crit x2).
- Staff Form (Ex): For you, the quarterstaff is considered a monk weapon, as well as finessable. Also, whenever wielding a quarterstaff, you gain a +2 competence bonus to Balance, Jump, and Tumbling skill checks. You must have the Weapon Focus: Quarterstaff feat to take this martial secret.
- Stick Fighting (Ex): When wielding a light club in each hand, you gain a +1 dodge bonus to AC. A Small club does 1d4 damage (crit x2), and a Tiny club does 1d3 damage (crit x2).
- Stunning Fist (Ex): You gain the Stunning Fist feat as a free bonus feat, without meeting any of the feat’s prerequisites. You must be at least a 7th level martial artist to take this secret.
- Tiger Spirit (Su): You gain three additional stunning attacks per day. You may take this martial secret multiple times to gain more stunning attacks per day. You must have the Stunning Fist feat or stunning attacks ability to take this martial secret.
- Water Advocate (Ex): You prefer a passive style of combat and are at your best if your foe makes the first move. You may ready full attack actions to take place later in the round, instead of just partial actions. You must have at least seven feats from the Soft Feats section of the martial artist’s bonus feat list (see page 9) to take this martial secret.
- Weapon Threat (Ex): You are good at fending off unarmed foes with a weapon. When you are wielding a weapon you have the Weapon Focus feat with, unarmed strikes against you provoke an attack of opportunity. This secret is effective even if your opponent has the Improved Unarmed Strike feat or is a martial artist or monk. Opponents with a higher base attack bonus are unaffected by this secret.