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Fantasy Class: Martialist
© 2009 The Fantasy Cartographic
Cover and Interior Illustrations © 2008 VShane
DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D, PLAYER’S
HANDBOOK, PLAYER’S HANDBOOK 2, DUNGEON MASTER’S GUIDE, MONSTER MANUAL, MONSTER
MANUAL 2, and ADVENTURER’S VAULT are trademarks of Wizards of the Coast in the USA and other countries
and are used with permission. Certain materials, including 4E References in this publication, D&D core rules
mechanics, and all D&D characters and their distinctive likenesses, are property of Wizards of the Coast, and are used with permission under the Dungeons & Dragons 4
th
Edition Game System License. All 4E References are listed in the 4E System Reference Document, available at
www.wizards.com/d20.
DUNGEONS & DRAGONS 4th Edition PLAYER’S HANDBOOK, written by Rob Heinsoo, Andy Collins, and James Wyatt; DUNGEON MASTER’S GUIDE, written by James Wyatt; and MONSTER MANUAL, written by Mike Mearls, Stephen Schubert and James Wyatt; PLAYER’S
HANDBOOK 2, written by Jeremy Crawford, Mike Mearls, and James Wyatt; MONSTER MANUAL 2, written by Rob
Heinsoo, and Chris Sims; Adventurer’s Vault, written by Logan Bonner, Eytan Bernstein, and Chris Sims. © 2008,
2009 Wizards of the Coast. All rights reserved.
We at the Fantasy Cartographic hope that you find Fantasy Class: Martialist useful and enjoyable. If you like what you’ve seen here, please let us know. If you dislike it, have suggestions, or have questions, please contact us. As with the best in roleplay gaming, fan feedback will only improve this product. Help us to make the martialist as good as it can be. [email protected]
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Credits
Fantasy Class: Martialist
Written By Nicholas Kristof
Edited By Alexander Mont
Nicholas Kristof
Michael Garfield
Graphic Design & Layout Nicholas Kristof
Cover Illustration & Internal Art VShane
Radiant SpearTM Logo Will Peters Productions
Special Thanks To Michael Potter
David Kristof
Matt Kristof
Brian DiGennaro
Greg DiGennaro
Michael Strane
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Table of Contents
The Martialist
Contents
Table
Contents 4
History 5
The Martialist 6
Exploits 9
Paragon Paths 25
Battlefield Sprinter 26
Defender of the Five Rivers 27
Dwarven Hammer Hand 28
Granite Grappler 29
Iron Fist 30
Tail Lasher 31
Thin One 32
Wave Knight 33
Epic Destinies 34
Eternal Striker 35
Grappler of the Gods 35
Wave Ruler 36
New Feats 37
Heroic Tier Feats 37
Paragon Tier Feats 39
Epic Tier Feats 40
Multiclass Feats 41
Equipment 42
Armor 42
Weapons 43
Hand Slot Items 43
Head Slot Items 44
Appendices 46
Appendix A: Table of Exploits by Type and Usage 46
Appendix B: Table of Exploits by Name (Alphabetically) 49
Appendix C: Optional Rules for the Using Equipment 52
Appendix D: Martialist Equipment Categories for
Assorted Items from Other Sources
54
Appendix E: Power Cards for all Martialist Powers 56
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The Martialist
History
History During the Reign of the Twenty-Second, in the fifty-seventh year of the Empire’s Third Conquests, the Keep at Horrdren Vale was converted to a prison. The military advisors to the Emperor convinced him of the need for a prison from which escape would be impossible and, for its eventual inhabitants, more dangerous than their imprisonment. As Horrdren Vale no longer sat at a crucial crossroads at the Empire’s western boundary, it provided a perfect location.
Initially, Horrdren Vale housed only Dragonborn and Tiefling prisoners. With the Empire ascendant, and the realms of the dracs and devilkin locked in check-mated struggle, the generals that served the Twenty-Second believed, rightfully, that holding these blood-sworn enemies in the same prison would aid in breaking their spirits. Soon, however, the opportunity to house prisoners of other races proved too much temptation to bear. The Keep was soon filled to capacity. Military prisoners, and then political prisoners, those who had personally slighted the Twenty-Second, then the Twenty-Third and Twenty-Fourth and their closest advisors, and others were all housed in its dizzying heights. The towers full, the prisoners were then set to work mining into the base of Mount Aatos, not for ore or gem, but merely for space to house themselves and the ever-growing stream of prisoners.
During the Reign of the Twenty-Fifth, six years following the end of the Third Conquests, violence erupted within Horrdren’s Claw, as the Keep had by then come to be known. The prisoners, united in spite of racial enmities and distrust, took control of the lower tunnels and the bases of the Three Spires. Antallan the Weak claimed control of Horrdren’s Claw in the name of all its prisoners. His “reign” lasted for seven weeks, during which time he laid siege to the upper levels of the Three Spires. Black Spire and East Spire fell to his forces, but as with all alliances forged in desperation, his quickly dissolved as first the Tieflings, then the Dragonborn, demanded a greater share of the spoils. Unfortunately for the prisoners, Great Spire did not fall, and the only spoils gained were shackles for all and death for most. The Rose Warden was able to request reinforcements, who arrived at the Claw two weeks after Antallan was betrayed. The forces sent by the Twenty-Fifth included Varadruin warriors, three regiments of Flayed Spears, and one company of the Twenty-Fifth’s Own.
Within three days of their arrival at the gates of the Claw, the Imperial forces were able to subdue the entire rebellion. Although records were not kept, it was said that fully half of the prisoners were killed at that time. The Rose Warden was also summarily executed for losing control of the Claw. Norsuul, Adjutant to the Knight Commander of the Silver Spears, was placed in command of the Claw. He instituted a series of reforms that eventually led to the development of the fighting styles in use by martialists today. The most significant of which was the outlawing of all wooden and metal implements within the confines of the prison. As the prisoners that rose up in rebellion had used knives and forks, cooking and mining implements, and even more mundane objects as weapons to take control of the Claw, Norsuul removed all such objects. He replaced them all with objects crafted from crumblestone; objects crafted of the material would literally crumble if forcibly struck against another object—even the flesh and bone of a living creature. The guards
under his command, of course, retained their weapons and armor. For many long years, the prisoners were under the complete control of Norsuul and his corps of guards.
As the implements to do so were no longer present, mining within the lower tunnels of the Claw ceased. The lack of readily available weapons, however, did not stop the prisoners from plotting escape. Nor did it prevent violence within the Claw, which was as much as ever a cruel and inhospitable place. Gangs of prisoners formed; factions grew strong, split or dissolved and reformed anew; death was common—by the blade or hammer of the guards or by the hand of other prisoners. Norsuul grew complacent, believing that crumblestone solved the problems of prisoner violence. Thinking that his armed guards were far superior in combat to his prisoners, he took to touring the tunnels with but two henchmen to protect him. Shortly after this foolishness was noted by the prison population, Norsuul and his two aides were found dead. He had been Warden for twenty-two years, and during that time studied every aspect of those whose lives he owned, yet he never fully understood the fundamental change that occurred within the prison population wrought by his own decisions. In the end, that ignorance cost him his life.
The Claw remained a prison for more than three hundred years after the death of Norsuul. Throughout that time, crumblestone ensured that the prisoners had only the use of their bodies to inflict pain, and death, upon each other. It also ensured that those who spent any time within the prison became experts in unarmed combat; survival required it. It is possible that the martial traditions developed in the Claw would have stayed within its walls forever. During those three hundred years, the Claw came close to being shuttered at least eight times. And each time, the intention of the Empire was to kill all of the prisoners rather than loose them upon the populace. But for various reasons the Claw remained in service, and each passing year allowed the combat styles of the prisoners held within to strengthen, to develop, to be perfected. As time marched onward, and Emperors came and went, surely it would happen that an Emperor would make a decision, a decision to either annihilate or free the wretched inhabitants of the Claw.
The Fifty-Eighth took possession of the Radiant Spear fourteen years into what is now called the Third Peace. It is said that he was a follower of the Dove Queen. While there is no proof to substantiate such a claim, his edicts seemed to indicate an understanding of her gentle teachings, for unlike the majority of his recent predecessors, he cared not for war or conquest. Nor did he develop personal grudges easily. With no wars or personal whim to feed the insatiable appetite of the Claw, its population began to decline. Seven years after possessing the Spear, the Fifty-Eighth ordered the closing of the Claw. In all, over eleven hundred prisoners were freed. They took with them, to every corner of the Empire, their unique knowledge of combat, of muscle and bone, momentum and balance. It was these eleven hundred men, dwarves, elves, dragonborn and tiefling, that became the first Martialists.
- From the writings of Delic the Steady-Handed Historian to the Wielder of the Radiant Spear, The Sixty-Seventh
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The Martialist
The Martialist
The Martialist
“I am the fighter who carries no sword, the rogue who carries no dagger, and the ranger who carries no bow. With my hands and my feet, I will defeat you.”
CLASS TRAITS
Role: Striker
Power Source: Martial.
Key Abilities: Strength, Dexterity, Constitution
Armor Proficiencies: Cloth, Leather.
Weapon Proficiencies: See Implement of Doom
class feature
Bonus to Defense: +1 Fortitude, +1 Reflex
Hit Points at First Level: 12 + Constitution Score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Endurance. From the class skills
list below, choose three more trained skills at 1st
level. Class skills: Acrobatics (Dex), Athletics (Str),
Intimidate (Cha), Stealth (Dex), Streetwise (Cha),
Insight (Wis).
Build Options: Brawler, Brutal Grappler, Dextrous
Grappler
Class Features: Armor of My Being, Expert
Grapple, Implement of Doom, Martialist Approach
As a martialist, you have complete control of your body,
and you use it to best advantage. You have practiced the
use of force, balance, and momentum, and you are an expert
at destroying joints, breaking bones, and crushing internal
organs. You carry no visible weapons, but that does not
mean that you aren’t armed. In the proper circumstance,
you can use your foot, your fist, your elbow, or even your
head.
Your reasons for choosing this unusual path are your own,
but those who come into contact with you will learn that
sometimes the best weapon is no weapon at all. You might
be a freedom fighter standing up to the well-armed troops of
an oppressive baron, a street tough who guards your
neighborhood from the chaos of the wider city, a wandering
pilgrim seeking your destiny, or maybe even the local thug
or the bodyguard of a sinister crime lord.
Those who don’t know any better see your empty hands and
take you for an easy mark. They would be well-served to
pay attention to the manner in which you move, the strength
of your fists, and the confidence with which you carry
yourself. Their contempt doesn’t bother you; in fact, it is to
your advantage.
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The Martialist
The Martialist
Creating a Martialist
The three martialist builds are the Brawler, the Brutal
Grappler, and the Dextrous Grappler. Each of these builds
make use of strength and dexterity; they are by far your
most important attributes.
Brawler You fight, and you fight hard. You punch, you kick, you
claw, you gouge. Most of your powers rely on your fists
and your feet for powerful punches and kicks. Strength is
the most important ability score for you. Select the striker
technique martialist approach.
Suggested Feat: Toughened Fist (Human feat: Sturdy
Strike)
Suggested Skills: Athletics, Endurance, Intimidate,
Streetwise
Suggested At-Will Powers: Combination Strike,
Weaponless Does Not Equal Weak
Suggested Encounter Power: Throat Strike
Suggested Daily Power: The Scythe
Brutal Grappler You squeeze your enemy, you lock him, you shove him to
the ground. You use momentum—your own—to punish
your enemies. Strength should be your highest ability score
as most of your attacks rely upon it. Select the wrestler
technique martialist approach.
Suggested Feat: All-Powerful Lock (Human feat: Power
Attack)
Suggested Skills: Acrobatics, Endurance, Stealth, Insight
Suggested At-Will Powers: Grab and Hold, Forceful Shove
Suggested Encounter Power: Forge the Vulnerability
Suggested Daily Power: One on One
MARTIALIST OVERVIEW
Characteristics You are capable of dealing massive amounts of damage
with your fist and foot and specialize in leaving your foes
confused, down, and hurting. You thrive in melee
combat but have almost no ranged abilities. You can
withstand a powerful blow but much prefer attacking
your foes and moving on.
Religion Martialists are known to worship all of the gods. Those
who are good aligned will often worship the gods of
adventure, protection, civilization, and battle while those
with an evil bent favor the god of war.
Races Each of the major peoples of the world count martialists
among their numbers. Dragonborn and humans make
capable brawlers and brutal grapplers; eladrin, elves, and
halflings prove to be effective dextrous grapplers.
Dextrous Grappler You are nimble on your feet, and combat to you is almost a
dance. You use your enemies’ momentum against them, to
trip and confound. Your attacks rely on Dexterity, so it
should be your highest ability score. Select the wrestler
technique martialist approach.
Suggested Feat: Counter Embrace (Human feat: Combat
Reflexes)
Suggested Skills: Acrobatics, Endurance, Stealth, Insight
Suggested At-Will Powers: Dance of Death, Attack to
Defend
Suggested Encounter Power: Bloodied Embrace
Suggested Daily Power: Gliding Assault
Martialist Class Features
You have the following class features.
Armor of My Being. You are tough, your body
hardened, your bones and muscles resistant to physical
damage.
You gain a bonus to your Armor Class as a result of your
continuing martial training. Additionally, you gain some
resistance to normal damage. These advantages increase as
your level increases.
Level Bonus to AC Resistance 1 – 5 Nil Nil
6 – 15 + 1 Nil
15 – 25 + 2 Resist 1 normal
26 – 30 + 3 Resist 2 normal
Expert Grapple. As an expert in close-quarters combat,
you are skilled at grabbing opponents and controlling them.
When you attempt to grab a target (See chapter 9 of the
D&D 4E PLAYER’S HANDBOOK), the following paragraphs
apply. For those aspects of grabbing not addressed herein,
use the rules presented in the D&D 4E Player’s Handbook.
Strength Attack: A grab requires a Strength attack vs.
Reflex. If you have one hand free, make a Strength attack
+2 vs. Reflex. If you have both hands free, make a Strength
attack +3 vs. Reflex.
Effects of the Grab: As long as you have an opponent
grabbed, you gain a +3 bonus to hit using any exploit that
has the Grapple keyword; you gain a +2 bonus to hit using
any exploit with the Fist, Weak-Hand, or Head keyword. If
an enemy attempts to escape from you, you have a +3 bonus
to your defense.
Moving a Grabbed Target: Make a Strength attack +2 vs.
Fortitude to move the target.
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The Martialist
The Martialist
Implement of Doom. As a Martialist, you have
molded your body into a weapon, or more accurately, a
collection of weapons. The following table summarizes the
‘weapons’ that you have at your disposal at all times; they
are the Crux (your body itself), Fist (including open hand,
forearm, and elbow attacks), Weak-Hand (same as Fist),
Foot (including stomp and knee attacks), and Head. All
Martialists are proficient with their Crux and Fist and
receive the proficiency bonus accordingly. As part of the
Implement of Doom (IoD) class feature, you are able to
select two additional ‘weapons’ with which to be proficient,
whether it is your Foot, Head, or Weak-Hand. (Further
selecting the respective Proficiency feat would enable you
to be proficient in all five.) In all cases, whether or not you
are proficient with a particular weapon, you do cause the
damage listed in the table when conducting an attack.
Weapon Proficiency Damage Crux +2 1d8
Fist +3 1d8
Weak-Hand +2 1d6
Foot +2 1d10
Head +3 1d6
The damage dice listed above are only the starting
possibilities; various feats and exploits can increase the
damage done by you with a particular Implement of Doom.
Damage dice will always follow the progression below:
1d6 → 1d8 → 1d10 → 1d12 →
2d6 → 2d6+1 → 2d8 → 2d10
Finally, additional feats allow you to take special advantage
of your racial characteristics.
Example: Rithaig Mithril-Toe is a 25th
level dwarven
martialist who has taken the hardened foot, toughened foot,
and adamantine foot feats. He attacks and hits an opponent
with mighty reave using his foot. The attack deals 5[W] +
Strength modifier damage and slows the target. His foot
does 2d6 + 1 damage (1d10 for the Implement of Doom and
then three steps along the damage progression table above
due to the three feats). The total damage from this attack
would be 10d6 +10 [(5 x (2d6 + 1)) + 5 (strength modifier)].
Martialist Approach. Martialists approach combat
using a wide range of techniques. There are those that
prefer to keep their enemies at arms length, at the far end of
a clenched fist. Other martialists strive for full body
contact, to squeeze, twist, or crush their foes. Choose one of
the following techniques:
Striker Technique: Because of the skill with which you
wield your fists, you gain Unarmed Brutality as a bonus
feat. Additionally, you gain the benefit of the Potent Strike
as detailed below:
Potent Strike. Once per round, when you have
combat advantage against an enemy and are
attacking with an exploit that has the Fist, Weak-
Hand, Foot, or Head keyword (See below), the
attack deals extra damage if the attack hits. You
decide whether to apply the extra damage after
making the damage roll. The extra damage is based
on your level.
Level Potent Strike Extra Damage 1
st-10
th +1d6
11th
-20th
+2d6
21st-30
th +3d6
Wrestler Technique: You enjoy drawing your enemy
close and causing him to suffer; you gain Hold Tight as a
bonus feat. You are also able to Power Lock your
opponents; see below.
Power Lock. Once per round, if you attack an
opponent with an exploit that has the Grapple
keyword or attack an opponent that you hold in a
grab at the start of the attack, the attack deals extra
damage if it hits. You decide whether to apply the
extra damage after making the damage roll. This
extra damage increases as you advance in level.
Level Power Lock Extra Damage 1
st-10
th +1d6
11th
-20th
+2d6
21st-30
th +3d6
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The Martialist
Martialist Exploits
Exploits
Your powers are exploits that rely on physical prowess. For
many, Strength is the most important attribute; for others it
is Dexterity. Choose those that help you fulfill your
conception of your character. Martialist exploits make use
of several new keywords. An explanation of each follows:
Crux and Fist: When determining damage for an exploit
that uses one of these keywords, use your Implement of
Doom ‘Crux’ or ‘Fist’ damage. Also, there are several feats
and paragon paths that affect exploits with these keywords.
Foot, Head, and Weak-Hand: When determining damage
for an exploit that uses one of these keywords, use your
Implement of Doom ‘Foot’, ‘Head’ or ‘Weak-Hand’
damage. When attacking with one of these, you only
receive a proficiency bonus if you selected that IoD as part
of the class feature or have the appropriate Proficiency feat.
Also, there are feats and paragon paths that affect exploits
with this keyword.
Grapple: This keyword denotes a specific type of attack.
Typically, only those exploits with this keyword can have
Power Lock damage applied to them. The primary damage
caused by these exploits is determined by the other
keyword(s) listed. There are feats and paragon paths that
affect exploits with this keyword.
Humanoid: Exploits that contain this keyword can only be
used against ‘humanoid’ targets, i.e. targets that have two
arms, two legs, and a head in roughly human proportions,
and that are smaller, the same size or one size category
larger than you. Various feats and paragon paths expand
upon these powers.
For those exploits that list only Weapon, the Martialist shall
choose whichever Implement of Doom he desires for this
attack and roll damage accordingly. Additionally, you may
use actual melee weapons with exploits with this keyword.
Finally, some exploits list a keyword followed by a second
or third in parentheses, such as Fist (Foot) or Crux (Fist).
In those cases, the exploit has either one or the other
keyword. When initially selecting the exploit, you must
decide which version you are choosing. This will be yours
for the length of your life unless you choose to retrain. For
the purposes of selecting powers as you advance in level,
you may only learn one version of any given exploit at a
time.
Level 1 At-Will Exploits
Attack to Defend Martialist Attack 1 The strength of your attack prevents your foe from retaliating.
At-Will • Martial, Weapon
Standard Action Melee Target: One creature
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage.
Effect: The target suffers a -1 penalty to attack rolls when
attacking you until the end of your next turn.
Increase damage to 2[W] + Strength modifier damage at 21st
level. Additionally at 21st level, the target’s attack penalty
increases to -2.
Combination Strike Martialist Attack 1 Your fists strike your opponent almost as if one.
At-Will • Martial, Fist, Weak-Hand
Standard Action Melee Target: One creature
Attack: Strength vs. AC, two attacks
Hit: 1[W] damage (Fist) for first attack. 1[W] damage (Weak-
Hand) for second attack.
Increase damage to 2[W] at 21st level.
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