Martial Artist
March 18th, 2008
Designed by Jay “johnnyputrid” Main. Editted by Matthew “Tao” Myers.
Hand to hand fighting is the oldest form of combat in the galaxy. While any being can throw a punch or kick, only a select few can harness the focus and discipline required to truly master the unarmed fighting arts. Relying on their physical ability, mental discipline and spiritual fortitude, martial artists are capable of performing astounding feats of prowess that transcend the limits of what the body is capable of achieving. Some martial artists are warriors, defending others with their abilities or using their skills to dominate their enemies. Others seek enlightenment through relentless training of their minds and bodies. Others still seek to fulfill their spiritual needs by channeling their inner energy into a tangible discipline. Regardless of their motives or styles, martial artists are some of the galaxy’s deadliest combatants.
Examples of Martial Artists in Star Wars
Phow Ji, Arden Lyn, Handmaiden, Anoon Bondara, Bultar Swan
Requirements
To qualify to become a martial artist, a character must fulfill the following criteria.
Minimum Heroic Level: 7th.
Feats: Martial Arts I, Melee Defense, Weapon Focus (unarmed)
Talents: At least one talent from the Brawler talent tree.
Game Rule Information
Martial Artists have the following game statistics.
Hit Points
At each level, martial artists gain 1d10 hit points + their Constitution modifier.
Force Points
Martial Artists gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.
Class Features
The following are the class features of the martial artist prestige class.
Defense Bonuses
At 1st level, you gain a +4 class bonus to your Reflex Defense and a +2 class bonus to your Fortitude Defense.
Talents
At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be selected from the Unarmed Combat talent tree (presented below), the Brawler talent tree (Saga Edition Core Rulebook, page 52), or the Weapon Specialist talent tree (Sage Edition Core Rulebook, page 53). You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.
Mighty Blow
Starting at 2nd level, you gain a bonus on damage rolls equal to one-half your class level (rounded down) when making an unarmed attack. This damage is in addition to the character’s usual level bonus to damage. This damage is doubled on a successful critical hit, as normal.
Base Attack Bonus: Full (+1 per level)
1st – Defense bonuses, talent
2nd – Mighty Blow +1
3rd – Talent
4th – Mighty Blow +2
5th – Talent
6th – Mighty Blow +3
7th – Talent
8th – Mighty Blow +4
9th – Talent
10th – Mighty Blow +5
UNARMED COMBAT TALENT TREE
You have expanded your knowledge of unarmed fighting techniques to encompass a vast array of styles and forms.
Close Quarters Combat: You may reroll a failed attack roll when using the Grapple action.
Prerequisites: Expert Grappler
Echani: When fighting unarmed, you may spend a swift action to add your Wisdom modifier as an insight bonus to your Reflex Defense for your next turn. You do not gain the Wisdom bonus if you are flat-footed or otherwise denied your Dexterity bonus to your Reflex Defense.
Hijkata: When you damage an opponent with an unarmed attack and your attack roll exceeds the target’s Will Defense, you knock the target prone in addition to dealing normal damage. You can’t use this talent to knock down targets two or more size categories larger than you.
K’tara: When making a disarm attempt, you no longer take the -5 penalty on your attack roll if your opponent is holding a weapon with more than one hand.
K’thri: Whenever you make multiple attacks while fighting unarmed as a full attack action, you reduce the penalty on your attack rolls by 2.
You can take this talent multiple times; each time you take this talent, you reduce the penalty on your attack rolls by an additional 2.
Stava: When using the charge action, you can charge through obstructed terrain and your charge does not need to be in a straight line.
Teras Kasi: When making an unarmed attack, you ignore all damage reduction.
Prerequisites: Penetrating Attack (Unarmed)
Wrruushi: When you damage an opponent with a successful unarmed attack and your attack roll exceeds the target’s damage threshold, your opponent may only take a single swift action during his next turn.
Prerequisites: Wookiee
Fighting Style Descrpitions
Close Quarters Combat (CQC) – A military fighting style focusing on grapples, throws, joint locks and rapid take down techniques. Skilled practitioners can render an opponent immobile and helpless within seconds. CQC instruction is generally less formal than most martial arts and consists mainly of full-contact sparring and muscular strengthening exercises. There dozens of different variants of CQC, but all involve many of the same proven techniques and tactics. Though not a requirement, most CQC instructors include advanced pistol and knife-wielding training as part of the style’s regimen.
Echani – A martial arts style focusing on form, discipline and balance. The Echani style is very formal, possessing several increasingly demanding tiers of instruction, to include the etiquette and courtship rituals associated with the Echani culture. Echani masters are said to be able to predict the outcome of a battle by minutes, hours, and even weeks. By reading body language and intent, the Echani forms allow a skilled user to predict his opponent’s moves and better defend himself against attacks. Some military special forces units are trained in the basics of the Echani forms, particularly the fast and precise attacks the style is known for.
Hijkata – An ancient martial art utilized by the Old Republic’s Senatorial Guard. Hijkata is a striking style, not unlike Teras Kasi, but focuses more on using an opponent’s own attacks against him than Teras Kasi’s raw power. Hijkata has been a foundation for many styles of unarmed fighting over the millenia and is considered one of the ‘classical’ martial arts, along with Echani, K’thri and Teras Kasi.
K’tara – A martial arts style often used by military forces in order to quickly and efficiently render an opponent weaponless or unconscious within seconds. K’tara focuses on short, quick motions centered between the shoulders and hips. The style contains many disabling techniques that quickly incapacitate opponents and reduce the noise of an attack. K’tara is the preferred martial art of covert operators and infiltration specialists.
K’thri – A flashy style of fighting that dates back to the early days of the Old Republic. It has since become a popular form of entertainment, but still remains an effective discipline. K’thri stylists use precise footwork, quick jabs and wide sweeping motions to attack rapidly and fluidly. Since many modern practitioners of K’thri are also entertainers, many of the style’s movements have become greatly exaggerated versions of the style’s original techniques, in effect transforming the original style into more of a sport than a combat art.
Stava – A Noghri fighting style that focuses on charging tackles, powerful throws and full-arm punches. Stava is a very physical style emphasizing full contact and brutal strikes over finesse. Stava stylists prefer to bring the fight directly to an opponent, and many of the style’s techniques are most effective when delivered after charging an opponent at high speed. Unlike most species-specific fighting styles, the Stava martial arts can be readily learned by most races.
Teras Kasi – One of the galaxy’s oldest fighting disciplines, Teras Kasi means “Steel Hands” and has its origins on the planet Bunduki in the Pacanth Reach. Mastery of the Teras Kasi style is generally a long and difficult process, as masters of the form are few and far between in modern times. Many of Teras Kasi’s signature moves are based upon the movements of animals and beasts, lending them unqiue and colorful names. Teras Kasi focuses on pure strength and raw physical power.
Wrruushi – A style unique to Wookiees, Wrruushi combines their prodigious strength with precise, controlled motions. The main focus of Wrruushi is to disable, not to kill an opponent. Wrruushi attacks typically consist of only a few strikes at a time, using mostly the upper body. Since the style was created by and for Wookiees, it is virtually impossible to teach Wrruushi to other species. Even species with great physical strength have extreme difficulty learning the style’s precision-based striking techniques.
Entry Filed under: Prestige Class


9 Comments
Add your own1. Koheleth | March 23rd, 2008 at 4:32 pm
((Mighty Blow
Starting at 2nd level, you gain a bonus on damage rolls equal to one-half your class level (rounded down) when making an unarmed attack. This damage is in addition to the character’s usual level bonus to damage. This damage is doubled on a successful critical hit, as normal.))
I’m sorry, would you explain this? as well as the additions after each incremental level? Does this mean that instead of half your level to damage you add the full level + the respective… addition (+5 max)?
Or does this mean that you previously didn’t gain a level benifit to damage when fighting unarmed? And if that’s the case, what’s the point of the +? Could you give an example for that?
chrisjcrane@gmail.com
2. Tao | March 23rd, 2008 at 5:18 pm
Normally you would add 1/2 your character level as a bonus on all damage rolls. This allows you to add an additional amount of damage equal to 1/2 your (Martial Artist) class level (a value ranging from +1-5) to unarmed damage rolls. This is effectively the same as the Gunslinger prestige class feature “Trusty Sidearm”.
3. Koheleth | March 24th, 2008 at 10:23 am
Oh… Class level… wow. I’m sorry. Thank you. That makes sense… wow. Well, you take care ^_^
4. Neandrew | April 2nd, 2008 at 3:46 am
“Hijkata: When you damage an opponent with an unarmed attack, you knock the target prone in addition to dealing normal damage. You can’t use this talent to knock down targets two or more size categories larger than you.”
Is it me, or does that seem a bit too powerful?
I’d give it a condition along the lines of “if the attack roll exceeds the target’s damage threshold/fortitude reflex” ?
If there is something I overlooked, or I’m just not talking sense, please do notify me
5. Tao | April 2nd, 2008 at 5:19 am
Good catch. I had actually errata-ed it for my own use, but I guess it never got updated on the official file. Thanks for pointing that out.
The attack is actually compared to Will Defense, as the knockdown effect is more an issue of leverage rather than brute strength similar to Judo or Aikido.
6. Alt F4 | April 3rd, 2008 at 4:41 pm
A couple of typos I noticed. In the Talents section of the prerequisties, you’ve got “At least ON talent from…” instead of ONE. All the PrCs on the site that I looked at have this same typo.
The other one is is in the description of the Teras Kasi style. “Mastery of the Teras Kasi style is generally a long and dif×××ult…”
7. Damoz | May 12th, 2008 at 7:45 am
Other than the points already made above, I really like this class.
Good job.
8. Baythan | August 18th, 2008 at 7:06 am
I like this. I don’t suppose that it would be viable to add the Teras Kasi talent tree from Threats of the Galaxy book to this Prestige Class, would it?
I’m actually running a Synth Droid that is/was going for that tree… but this looks like it might be better, and I dont have to take Point Blank Shot for Elite Trooper.
9. Tao | August 18th, 2008 at 1:05 pm
Yes, the Tars Kasi talent tree from TotG would be a very good fit. However, there is a bit of overlap between this PrC and the TotG talents (as well as the Echani feat in KotOR). It will definitely need an update in the next couple of weeks to keep it viable.
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