Difference between revisions of "Martial Arts (Apath)"
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=== Way of the Void === | === Way of the Void === | ||
− | Also know as the weirding way or the path of spirit, the way of the void is a mystic form of defense. The practitioner merges his consciousness with the universe and moves in just the right way to deflect or avoid an attack, seemingly without effort. This is based on wisdom and insight | + | Also know as the weirding way or the path of spirit, the way of the void is a mystic form of defense. The practitioner merges his consciousness with the universe and moves in just the right way to deflect or avoid an attack, seemingly without effort. This is based on wisdom and insight. Monks practice this style. It requires the utmost balance and ease of movement, and is thus incompatible with wearing armor or a shield of any kind. |
When unarmored and unencumbered, the disciple of the void adds his Wisdom bonus (if any) to his AC and his CMD. These bonuses to AC apply even against touch attacks or when the disciple of the void is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. Classes and archetypes that adhere to the Way of the Void generally grant greater armor class bonuses as you advance in levels. | When unarmored and unencumbered, the disciple of the void adds his Wisdom bonus (if any) to his AC and his CMD. These bonuses to AC apply even against touch attacks or when the disciple of the void is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. Classes and archetypes that adhere to the Way of the Void generally grant greater armor class bonuses as you advance in levels. | ||
− | Practitioners of void fight using martial arts strikes and monk weapons. They can use other weapons at a penalty. | + | Practitioners of void generally fight using martial arts strikes and monk weapons. They can use other weapons at a penalty. |
'''Design Notes:''' This is the strongest of the martial arts defenses, as it always applies. Its weakness lies in the relatively obscure attribute used. | '''Design Notes:''' This is the strongest of the martial arts defenses, as it always applies. Its weakness lies in the relatively obscure attribute used. |
Revision as of 12:41, 9 October 2013
Unofficial rules compendium | |
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The monk class portraits one style of martial artist - the mystic warrior seeking enlightenment and gaining weird powers trough asceticism and study. But there are other ways to study martial arts, and not all martial artists are as esoteric as the monk. Here is a presentation of how martial arts work in Pathfinder and the general rules that apply to each martial art. This is just a general introduction - the actual rules are given in each class or archetype and can differ from what is presented here.
Martial Arts Defense
As any master of combat will teach you, defense is the basis of everything, for without defense there can be no time for an offense. There are six schools of martial arts defense, each based around different principles, methods, and abilities. They are described here, in order of how esoteric they are, from the most spiritual to the most physical.
As a general rule, you can only add your Dexterity modifier and one additional attribute modifier to your armor class. If you could add several ability scores to your armor class, you only get to add the best one. If you would apply the same ability score several times, you cannot.
Static armor class bonuses-those not provided or limited by ability scores-do stack.
Way of the Void
Also know as the weirding way or the path of spirit, the way of the void is a mystic form of defense. The practitioner merges his consciousness with the universe and moves in just the right way to deflect or avoid an attack, seemingly without effort. This is based on wisdom and insight. Monks practice this style. It requires the utmost balance and ease of movement, and is thus incompatible with wearing armor or a shield of any kind.
When unarmored and unencumbered, the disciple of the void adds his Wisdom bonus (if any) to his AC and his CMD. These bonuses to AC apply even against touch attacks or when the disciple of the void is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. Classes and archetypes that adhere to the Way of the Void generally grant greater armor class bonuses as you advance in levels.
Practitioners of void generally fight using martial arts strikes and monk weapons. They can use other weapons at a penalty.
Design Notes: This is the strongest of the martial arts defenses, as it always applies. Its weakness lies in the relatively obscure attribute used. Practitioners of the Way of the Void generally get bracers of armor as they advance in levels. This balances the cost of their defense against the magic armor normal warriors get. The escalating armor class bonus they get is there to make up for their lack of shields.
Way of Life
Also known as the animal form or fighting panache, this energetic path is based on awe and movement. Some disciples channel the energy of life to fight like an animal does, with constant acrobatic moves and antics. Others develop a kind of aura of invincibility instead, walking slowly and deliberately trough danger that makes most people cringe. Not quite as demanding as the Way of the Void, the Way of Life still demands that you refrain from using armor or shields. Mystic dancers practice this style.
The disciple of life adds her Charisma bonus to her Dexterity modifier when calculating armor class and CMD. She loses this bonus when she wears armor, uses a shield, when she carries a medium or heavy load, or when she is denied her Dexterity bonus to armor class. Classes and archetypes using this style generally grant some kind of uncanny dodge as they advance in level, as well as an increase in armor class.
Practitioners of life tend to fight using martial arts strikes and light weapons.
Design Notes: Another strong defense, the obvious disadvantage here is the danger of getting flat footed. Even after learning the uncanny dodge ability, you can still get feinted. Like void, those who use the Way of Life generally get bracers of armor as they advance in levels and the escalating armor class bonus is there to make up for their lack of shields.
Way of the Mind
Also known as canny defense or fencing, this style uses trained reflexes and cunning guile for defense, concealing the practitioner in a web of feints and tricks. This style allows some armor and some classes can use it with bucklers and small shields, but never with large or tower shields. It also adds to combat maneuver defense.
When wearing light or no armor and not using a large or tower shield, the way of the mind adds 1 point of Intelligence bonus (if any) per class level as a dodge bonus to Armor Class and CMD while wielding a melee weapon. If a fencer is caught without a melee weapon or is flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus. A character with the Improved Unarmed Combat feat is never considered unarmed for this ability.
Way of the Mind can be used with any weapon. Practitioners often favor Weapon Finesse and either a one-handed or two weapons, but this is not definite - some practitioners fight with pole arms or other heavy weapons. Some fencers have developed a one or two weapon style that grants additional defensive abilities when not using shields. Their need to always be armed with a melee weapon limits their use of two-handed missile weapons, but thrown weapons and one-handed missile weapons such as hand crossbows or even pistols are popular.
Design Notes: Way of the Mind has the flat-footed weakness as the Way of Life, only more so as they can be disarmed and generally lack uncanny dodge. It gives armor class slower than those of void or life, but allows the use of shields and some armor, potentially making this a very strong defense suitable for main fighting classes. Their option to use shields means they do not generally get additional armor bonuses at higher levels.
Way of Force
This is the magician's way of defending himself, with protective force fields or other spell effects. Mage armor is the most common spell of this path. Many practitioners of other paths combine their style with bracers of armor that are based on the way of force. As mystical means of fighting develop, we are sure to see more fighter using this means of mystic defense.
Classes and archetypes using the Way of Force tend to have the ability to erect force armor, either as a spell, spell-like, or supernatural ability. Not constantly up and possible to dispel, such armor still offers very good protection to those who can use it. It works as worn armor in most ways and does not benefit CMD, but it does offer protection from incorporeal touch attacks. Specialists at this path are able to combine such defenses with that provided by bracers of armor, and often gain additional mystic shields or defenses as they advance in level.
Force warriors use the same weapons as normal warrior - that is any weapon at all. Many combine this with spells for a very volatile style mixing magic and melee.
Design Notes: Mage armor is a very good but static defense - it provides the same amount of armor regardless of level. This is a big help for low-level casters, but generally phased out at higher level. To be competitive for a fighting class, the armor bonus needs to increase somehow. The reason to combine class defenses with bracers of armor is to allow these classes to spend resources on improving their armor class, just like most other classes do. If this defense increased naturally over levels, it would give those using them more resources to spend in other areas while not letting them focus on defensive gear if they want to do so. Level-dependent bonuses are, as usual, there to compensate for the lack of a shield and generally require a free hand. An earlier version of the way of force allowed the use of two sets of bracers of armor rather than having a level-based parry bonus, but this ended up too complex and counter-intuitive.
Way of the Body
This is the most earthly of the martial arts defense styles. Gladiators, boxers, and sumotori follow this path. It is based on long and punishing training where the student builds ligaments, muscle, and fat into an armored screen that protects from blows. This often makes them big and heavy, with large calloused hands and lots of scars. Practitioners of this style deflect some blows, and due to their high constitution they can take immense punishment even from the blows they fail to deflect.
As long as he is not wearing any armor, a disciple of the body gains a circumstance bonus to natural armor equal to her Constitution bonus. He can use shields normally and the bonus stacks with both natural armor and with enchantment bonuses to natural armor. At higher levels, classes and archetypes using this method often grant damage reduction, additional armor bonus, or allows the practitioner to apply the defense against incorporeal attacks.
Those of the Way of the Body tend to be big and strong and favor either martial arts strikes or big two-handed weapons. A few sacrifice agility and use large shields for a very defensive combat style.
Design Notes: Way of the Body has a very attractive defensive attribute - Constitution - making this a very solid choice. Unlike more advanced paths, they do not improve their touch armor class or combat maneuver defense. Like Way of the Void and Way of Life, practitioners of the Way of Body generally get bracers of armor as they advance in levels.
Way of Armor
Encasing the body in armor of leather or steel is a kind of martial art, and certainly not one to be scoffed at. Some call it the path of strength, as it takes great strength to carry heavy armor without encumbrance. In many places, wearing armor marks you as either a noble, soldier, or outlaw, making its use impractical if you are or pretend to be nobody special. The way of armor is usually the strongest, in terms of pure armor class. It is also very magically versatile, tough always at a cost. Its main weakness is the armor check penalty armor gives, and it is also vulnerable to touch attacks.
Martial Arts Strikes
Not all martial artists fight unarmed, see each the specific archetype. Here are the general rules for those who do.
A martial artist gains Improved Unarmed Strike as a bonus feat. A 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.
Usually a martial artist's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead 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 strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A martial artist also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Martial Arts Strike. A Small martial artist deals less damage, while a Large martial artist deals more damage.
Base Attack Bonus | Martial Arts Strike (Small) | Martial Arts (Medium) | Martial Arts (Large) |
Non martial-artist | 1d2 | 1d3 | 1d4 |
0-3 | 1d4 | 1d6 | 1d8 |
4-7 | 1d6 | 1d8 | 1d10 |
8-11 | 1d8 | 1d10 | 2d6 |
12-15 | 1d10 | 2d6 | 2d8 |
16-19 | 2d6 | 2d8 | 2d10 |
20 | 2d8 | 2d10 | 4d6 |
Some classes and archetypes using martial arts strikes use it differently, as described in each case. The monk is specialized in martial arts in a way few other classes are; their damage progression is based on monk level rather than on base attack bonus. A multiclass monk can base his damage either on his monk level or on his base attack bonus, whichever is better.
Weapons and Martial Arts
Not all martial artists fight unarmed. Many use normal weapons or a combination of weapon and unarmed strikes.
Monk Weapons
Some weapons are noted in the weapon tables as monk weapons. These are especially suited to be used with martial arts and often allow more maneuver and special abilities to be used, like the monk's flurry of blows. Their damage compares poorly with martial arts strikes, but it is generally easier to find enchanted weapons than to enchant unarmed attacks.
Light Weapons
Preferred by those who use the Way of Life, light weapons can be used in their wild stunts and maneuvers. Fencers of the way of the mind often use either light weapons or rapiers.
One-Handed and Two-Handed Weapons
Many martial artists fight with ordinary weapons, using martial arts for defense but normal weapons for offense. This is particularly true of the less spiritual styles. Many such warriors forgo martial arts strikes altogether and focus on using brutal weapons in combat.