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Martial Artist

A DCC class based on Iron Monkey, New Legend of Shao Lin, Once Upon a Time in China, The East is Red, Bride with White Hair, Chinese Ghost Story, etc. So Monk is not what I would call it. But it is definitely a Warrior The martial artists of these films were Warrior/ Wizards. The secrets of their martial arts are guarded by schools and masters. Martial knowledge could be found in ancient tomes and scrolls. Attaining great martial power may require sacrifice and transform the body.   Can burn and heal Personality before the roll to add to attack or damage. Has an extra action die that can only be used for a special kung fu move or an unarmed attack.   This is Warrior/Wizard in another way. Instead of being able to cast spells the martial artist can learn martial powers. In the world they are like spells in that they have to be quested for. This adds more fun and control for the DM while giving the player a more complex character if they want.   As Warrior except   The Martial Artist may burn Personality to increase action or damage rolls prior to rolling.   HD 1d8   No Lucky Weapon   Proficiency only staff and 0-level weapons. The martial artist must be trained to use new weapons.
Thief Skills Sneak Silently Hide in Shadows Climb Sheer Surfaces
Unarmed Attacks Unarmed attacks cause damage with the die listed below + Strength and Personality modifiers.
Kung Fu Action Kung Fu actions can be amazing feats similar to magic called Martial Powers or simple actions which may require an Agility check. Agility check kung fu actions may not require a roll.   Mechanically the action can: Perform an action similar to a mighty deed Pick a pocket Reduce the AC of opponents for a round. Increase your own AC for a round Increase damage to a follow up attack Allow for more attacks   At higher DCs the action can: Remove your opponent’s armor Steal your opponent’s weapon Tie their shoelaces together
Kung Fu Agility checks: Agility - Armor check   With this die you can attempt all kinds of acrobatic moves which may give you a strategic advantage in combat. Usually combined with movement to jump off walls and gain high ground. You could use a table as a shield or jump up from a prone position.   Examples:   Handstand on a plate as you slide across a table and use you other action die for an attack as you pass an opponent. DC 10: failure means you end next to your opponent.   Swing from a beam to attack from high ground with extra damage. DC 10: failure means hit the floor and attack from low ground.   Use an umbrella to increase AC by 3 for ranged attacks until next round. DC 10: Failure means raise your AC by 1.   Fling a pot of boiling water to blind 4 opponents for a round. DC 10: failure means only blind one.   Flip a table to increase your AC by 2 for a round. DC 5.   The success of the following kung fu actions would be dependent on the target’s reflex save.   Perform a feint throwing four opponents off balance for a round. They attack at -2d1 if they do not save.   Use an umbrella to hook an opponent’s limb. -1 AC and -d1 action next round.   Use a chair to force your opponent to sit down. +d1 damage and increased crit range for your next attack.   Kung Fu Saving throw   Kung Fu die + attack. This die may be used as a save against a single attack even if it is a complete surprise. Before the attack is rolled the martial artist may choose to defend against the attack by beating the DC of the attack roll including modifiers. If the martial artist chooses to defend after the attack roll, the save is for half damage. This expends the kung Fu die for the artist's next round.
Martial Powers Martial Powers are varied. Some are static conditions. Some are simply activated without penalty. Some require a roll like a spellcheck. Some allow the target a Reflex save.   Martial knowledge must be acquired in game. And even then, you need the experience to wield it. Martial powers do not come without a price. The martial artist may only learn one power per level. At least not without paying a grave price.

Career

Career Progression

Level Attack Crit. Die/ Table Action Die Unarmed Attacks Kung Fu Action Die Ref Fort Will Martial Powers
1 +1 1d10/KF 1d20 1d4 d16 +2 +1 +1 Lotus Mind, Focused Strike, Wire Work, Drunken Master 1, and others
2 +2 1d12/KF 1d20 2d3 d16 +2 +1 +1 Dislocate Limb, Iron Skin, Disarm Opponent, Drunken Master 2, and others
3 +2 1d14/KF 1d20 2d4 d16 +2 +2 +1 Monkey Style, Crane Style Tiger Style, Tai Chi, Lightning Strikes, Serpent's Choke Hold, and others
4 +3 1d16/KF 1d20 2d5 d16 +3 +2 +2 Chi Expression, Kung Fu Medicine, Chi Field, and others
5 +4 1d20/KF 1d20+1d14 3d4 d20 +3 +3 +2 Bat's Awareness, Jaguar's Speed, Offensive Medicine, and others
6 +5 1d24/KF 1d20+1d16 3d5 d20 +3 +4 +2 Venom Styles: Toad, Lizard, Snake, Scorpion, Spider; God of War, and othes
7 +5 1d30/KF 1d20+1d20 4d4 d20 +4 +4 +3 Bhudda's Palm, and others
8 +6 1d30/KF 1d20+1d20 1d16+8 d20 +4 +5 +3 Martial Medicine, Camouflauge, and thers
9 +7 2d20/KF 1d20+1d20 1d20+10 d20 +4 +5 +3 Haduken and others
10 +8 2d20/KF 1d20+1d20+1d14 1d30+12 d24 +5 +6 +4 Earth Energy, HuBlock Chi, Poison Body, and others

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