The material below is Open Game Content from The Modern Path
MARTIAL ARTIST
Skill Points per Level: 4+ Int modifier
Hit Dice per Level: d8
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save |
|---|---|---|---|---|
| 1st | +0 | +2 | +2 | +2 |
| 2nd | +1 | +3 | +3 | +3 |
| 3rd | +2 | +3 | +3 | +3 |
| 4th | +3 | +4 | +4 | +4 |
| 5th | +3 | +4 | +4 | +4 |
| 6th | +4 | +5 | +5 | +5 |
| 7th | +5 | +5 | +5 | +5 |
| 8th | +6/+1 | +6 | +6 | +6 |
| 9th | +6/+1 | +6 | +6 | +6 |
| 10th | +7/+2 | +7 | +7 | +7 |
| 11th | +8/+3 | +7 | +7 | +7 |
| 12th | +9/+4 | +8 | +8 | +8 |
| 13th | +9/+4 | +8 | +8 | +8 |
| 14th | +10/+5 | +9 | +9 | +9 |
| 15th | +11/+6/+1 | +9 | +9 | +9 |
| 16th | +12/+7/+2 | +10 | +10 | +10 |
| 17th | +12/+7/+2 | +10 | +10 | +10 |
| 18th | +13/+8/+3 | +11 | +11 | +11 |
| 19th | +14/+9/+4 | +11 | +11 | +11 |
| 20th | +15/+10/+5 | +12 | +12 | +12 |
TRAINING
ANCESTOR TRAINING
Prerequisite: Inner Power
Benefit: The Martial Artist gains access to the Monk class features.
DODGE
Prerequisite: None
Benefit: The Martial Artist can avoid damage from many area-effect attacks. If a Martial Artist makes a successful Reflex saving throw against an attack that normally deals damage on a successful save, he instead takes no damage.
Dodge can be used with any type of armor. A helpless Martial Artist does not gain the benefit of Dodge.
EXPERT IN YOUR FIELD
Prerequisite: None
Benefit: The Martial Artist is considered to be a master of her particular art, whether this is as a scholar with a detailed knowledge of the art’s history, or as a practitioner, such as a professional MMA fighter.
The Martial Artist uses his level in place of his base attack bonus when calculating his Combat Maneuver.
FLURRY OF BLOWS
Prerequisite: None
Benefit: A Martial Artist can make a flurry of blows as a full-standard action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a martial arts weapons, (same as Monk weapons, see the Pathfinder Role Playing Game Chapter 3 - kama, nunchaku, quarterstaff, sai, shuriken, and siangham), as if using the Two-Weapon Fighting feat (even if the Martial Artist does not meet the prerequisites for the feat).
For one Hero Point spent, the Martial Artist can make one additional attacks when he uses flurry of blows.
A Martial Artist applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A Martial Artist may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A Martial Artist cannot use any weapon other than an unarmed strike or a special martial arts weapon as part of a flurry of blows.
HIGH JUMP
Prerequisite: None
Benefit: The Martial Artist adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps.
In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 Hero Point as a swift action, a Martial Artist gains a +20 bonus on Acrobatics checks made to jump for 1 round.
IMBUE WEAPON
Prerequisite: Inner Power and Stunning Arm
Benefit: The Martial Artist may use any martial art weapons, (same as Monk weapons - kama, nunchaku, quarterstaff, sai, shuriken, and siangham), and may channel his Inner Power in a new weapon ability. Choose one of the following powers:
Crushing Fall: When you succeed at a trip or disarm combat maneuver, you may spend 1 Hero Point from as a swift action to deal damage to your opponent.
Stunning Mark: You may spend 1 Hero Point as a swift action to execute your Stunning Arm attack as a free attack rather than a normal melee attack.
Winds of Change: You may spend 1 Hero Point as an immediate action to deflect one missile weapon that round.
Zen Combat: You may spend 1 Hero Point as a swift action to substitute your Wisdom score for your Strength or Dexterity for all melee or ranged attacks you make that round.
INNER POWER
Prerequisite: Living Weapon
Benefit: A Martial Artist can use his Hero Points the same as a Monk’s Ki pool class feature.
IRON FIST
Prerequisite: Inner Power
Benefit: The Martial Artist may use an unarmed attack to overcome damage reduction. For one Hero Point spent, the Martial Artist can overcome one point of damage reduction type (Bludgeoning, piercing, or slashing).
LIVING WEAPON
Prerequisite: None
Benefit: The Martial Artist’s attacks may be with fist, elbows, knees, and feet. This means that a Martial Artist may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a Martial Artist striking unarmed. A Martial Artist may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
A Martial Artist’s unarmed attacks can deal lethal or nonlethal damage, with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A Martial Artist’s unarmed attack is treated as both a manufactured weapon and a natural weapon for the purpose of effects that enhance or improve either manufactured weapons or natural weapons.
A Martial Artist also can deal more damage with his unarmed strikes than a normal person would.
For every Hero Point spent, the Martial Artist can increase his unarmed base damage by 1 dice.
| Hero Points | Damage |
|---|---|
| 1 | 1d4 |
| 2 | 1d6 |
| 3 | 1d8 |
| 4 | 1d10 |
| 5 | 2d6 |
| 6 | 2d8 |
This effect lasts for 1 round per level of the Hero and is a move action to initiate but not maintain.
STUNNING ARMS
Prerequisite: Inner Power
Benefit: The Martial Artist can use this Training ability with unarmed strikes or attacks with a special martial art weapons, (same as Monk weapons - kama, nunchaku, quarterstaff, sai, shuriken, and siangham),
The Martial Artist must declare that you are using this ability before you make your attack roll (thus, a failed attack roll ruins the attempt).
Stunning Arms forces a foe damaged by your attack to make a Fortitude saving throw, and the Martial Artist can increase the save difficulty by adding Hero Points to the DC. For one Hero Point spent increase the DC by 1 Point.
DC 10 + 1/2 your character level + Hero Points Spent
This is in addition to dealing damage normally.
A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC.
You may attempt a stunning attack once per day for every four levels you have attained, and no more than once per round.