Difference between revisions of "Class: Karateka"

From Trinity Wiki
Jump to: navigation, search
(Class Features)
(Design Notes)
 
(10 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! colspan="8;" style="background:#D0BD9B;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">The Karateka</font></div>
+
! colspan="13;" style="background:#D0BD9B;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">The Karateka</font></div>
 
|-
 
|-
|width="7%"|'''Level'''
+
| colspan="2"|&nbsp;
|width="12%" align="left"|'''BAB'''
+
| colspan="4" style="background:#DFCBA5;"|'''Maneuvers'''
|width="12%"|'''Fort'''
+
|width="12%"|'''Ref'''
+
|width="12%"|'''Will'''
+
|width="15%"|'''Unarmed Damage'''
+
|width="15%" align="left"|'''Special'''
+
|width="15%"|'''[[D20_Mechanic:_Techniques|Techniques]] Known'''
+
 
|-
 
|-
|1 || align="left"|+0 || +2 || +2 || +1 || 1d6 || align="left"|Martial Art || 3
+
|width="10%"|'''Level'''
 +
|width="30%" align="left"|'''Special'''
 +
|width="15%"|''Vigor''
 +
|width="15%"|''Max Maneuver Grade''
 +
|width="15%"|''Schools''
 +
|width="15%"|''Maneuvers Known''
 
|-
 
|-
|2 || align="left"|+1 || +3 || +3 || +2 || 1d6 || align="left"|Combat Awareness || 4
+
|1 || align="left"|Zen || 2 || Basic || 1 || 4
 +
|-style="background:#EED8AE;"
 +
|2 || align="left"|Chakra || 3 || Basic || 1 || 6
 
|-
 
|-
|3 || align="left"|+2 || +3 || +3 || +2 || 1d8 || align="left"|&nbsp; || 5
+
|3 || align="left"|&nbsp; || 4 || Lesser || 1 || 7
 +
|-style="background:#EED8AE;"
 +
|4 || align="left"|Chakra || 5 || Lesser || 1 || 8
 
|-
 
|-
|4 || align="left"|+3 || +4 || +4 || +2 || 1d8 || align="left"|&nbsp; || 7
+
|5 || align="left"|&nbsp; || 5 || Lesser || 2 || 10
 +
|-style="background:#EED8AE;"
 +
|6 || align="left"|Chakra || 6 || Lesser || 2 || 11
 
|-
 
|-
|5 || align="left"|+3 || +4 || +4 || +3 || 1d8 || align="left"|&nbsp; || 8
+
|7 || align="left"|&nbsp; || 7 || Lesser || 2 || 12
 +
|-style="background:#EED8AE;"
 +
|8 || align="left"|Chakra || 8 || Expert || 2 || 14
 
|-
 
|-
|6 || align="left"|+4 || +5 || +5 || +3 || 1d8 || align="left"|&nbsp; || 9
+
|9 || align="left"|&nbsp; || 9 || Expert || 2 || 15
 +
|-style="background:#EED8AE;"
 +
|10 || align="left"|Karateka Talent || 10 || Expert || 2 || 16
 
|-
 
|-
|7 || align="left"|+5 || +5 || +5 || +4 || 1d10 || align="left"|&nbsp; || 11
+
|11 || align="left"|&nbsp; || 10 || Expert || 3 || 18
 +
|-style="background:#EED8AE;"
 +
|12 || align="left"|Karateka Talent || 11 || Expert || 3 || 19
 
|-
 
|-
|8 || align="left"|+6/+1 || +6 || +6 || +4 || 1d10 || align="left"|&nbsp; || 12
+
|13 || align="left"|&nbsp; || 12 || Greater || 3 || 20
 +
|-style="background:#EED8AE;"
 +
|14 || align="left"|Karateka Talent || 13 || Greater || 3 || 22
 
|-
 
|-
|9 || align="left"|+6/+1 || +6 || +6 || +4 || 1d10 || align="left"|&nbsp; || 13
+
|15 || align="left"|&nbsp; || 14 || Greater || 3 || 23
 +
|-style="background:#EED8AE;"
 +
|16 || align="left"|Karateka Talent || 15 || Greater || 3 || 24
 
|-
 
|-
|10 || align="left"|+7/+2 || +7 || +7 || +5 || 1d10 || align="left"|Karateka Talent || 15
+
|17 || align="left"|&nbsp; || 15 || Greater || 3 || 26
 +
|-style="background:#EED8AE;"
 +
|18 || align="left"|Karateka Talent || 16 || Master || 3 || 27
 
|-
 
|-
|11 || align="left"|+8/+3 || +7 || +7 || +5 || 2d6 || align="left"|&nbsp; || 16
+
|19 || align="left"|&nbsp; || 17 || Master || 3 || 28
|-
+
|-style="background:#EED8AE;"
|12 || align="left"|+9/+4 || +8 || +8 || +6 || 2d6 || align="left"|Karateka Talent || 17
+
|20 || align="left"|Karateka Talent || 18 || Master || 3 || 30
|-
+
|13 || align="left"|+9/+4 || +8 || +8 || +6 || 2d6 || align="left"|&nbsp; || 19
+
|-
+
|14 || align="left"|+10/+5 || +9 || +9 || +6 || 2d6 || align="left"|Karateka Talent || 20
+
|-
+
|15 || align="left"|+11/+6/+1 || +9 || +9 || +7 || 2d8 || align="left"|&nbsp; || 21
+
|-
+
|16 || align="left"|+12/+7/+2 || +10 || +10 || +7 || 2d8 || align="left"|Karateka Talent || 23
+
|-
+
|17 || align="left"|+12/+7/+2 || +10 || +10 || +8 || 2d8 || align="left"|&nbsp; || 24
+
|-
+
|18 || align="left"|+13/+8/+3 || +11 || +11 || +8 || 2d8 || align="left"|Karateka Talent || 25
+
|-
+
|19 || align="left"|+14/+9/+4 || +11 || +11 || +8 || 2d10 || align="left"|&nbsp; || 27
+
|-
+
|20 || align="left"|+15/+10/+5 || +12 || +12 || +9 || 2d10 || align="left"|Karateka Talent || 28
+
 
|}
 
|}
  
Line 55: Line 56:
  
 
=Karateka=
 
=Karateka=
[[Image:Trinity-Karateka.jpg|thumb|375px|right|A karateka]]
+
[[Image:Trinity-Karateka.jpg|thumb|375px|right|Maraxus, iconic karateka]]
 
: ''"Your steel is no match for my flesh."''
 
: ''"Your steel is no match for my flesh."''
  
There are those in the world who choose to forego standard methods of combat, whether it be a personal or cultural belief that such weapons are dishonorable or simply inferior to the weapon that are fists and feet. Honing their bodies into rigorous killing machines, they are never unarmed; their specialization is in unarmed combat. Regardless of their martial discipline, they are - as a whole - known as the karateka.
+
Not all warriors take up the sword and shield, and not all believe in hiding behind plates of wood or metal: some choose to put their faith in the strength of their body and the force of their will, using naught but their hands and feet to protect themselves and visit harm to those they feel deserve it. Those who dedicate themselves to mastering their bodies are known as karateka, and though they do not strike as nearly as imposing a figure as other combatants, they are no less dangerous - and in some ways, more so, as many unfamiliar with this combat style may underestimate someone who is effectively armed every waking moment.
  
'''Adventures:''' Karateka are prone to adventuring, as venturing into the world gives them a broader look into the martial disciplines. Whether they seek to become a master of a single fighting style, or to produce a new fighting style, all karateka recognize the importance of being aware of other fighting styles: one can more easily combat what one knows.
+
Sometimes associated with Psionics for their devotion to perfection of self, karateka do not have a Force alignment, though their mastery of themselves can sometimes seem to be supernatural in nature. Regardless of their outward appearance - some are loud and boisterous; others, calm and quiet even in the heat of battle; yet others may even seem to be ''drunk'' when fighting - all karateka share an appreciation for self-improvement and the importance of constant practice.
  
'''Characteristics:''' Karateka are unusually resourceful, capable of turning their environment or their enemies to their advantage. They are usually capable of incredible focus, absurd resiliance, and unending patience. Karateka who specialize in a single fighting style usually take on the personality quirks of that style's home culture; those who seek diversity usually have an open mind regarding others.
+
While many karateka are students of some particular style, those who grow in personal power and learn to delve deeper in their self reflections often find themselves piecing together new styles of their own devising, reflecting their own needs and specific abilities and affinities. These unique combinations are incredibly diverse in their capabilities: while all karateka engage their enemies at extremely close distances, some are able to withstand an onslaught of blades by simply batting away lethal blows, while others can harness their inner focus and keep fighting even while suffering grievous injuries, seemingly unscathed by what would be mortal wounds for other, lesser beings.
  
'''Alignment:''' While the martial arts require discipline and patience, not all styles fit this mold. As such, a karateka may be of any alignment; though most are prone to lawful outlooks, this is by no means a requirement.
+
==Game Rule Information==
 +
Karateka have the following game statistics.
  
'''Religion:''' Karateka have a humanoid-centric outlook - after all, they are seeking to perfect themselves so that they may master a fighting style, and while they may not be arrogant, they are certainly optimistic regarding their capabilities. Some karateka are religious, while others are completely and utterly irreverent. A karateka's religious preference is just that: a preference.
+
'''[[The_Forces#Force_Alignment | Force Alignment]]:''' None.
  
'''Background:''' Some karateka are raised in cloistered monasteries, taught the ways of their style from an incredibly young age; others are orphans, raising themselves in the rough streets of a large city, teaching themselves a personalized fighting style that makes the most of their own quirks; others are somewhere between these two extremes. Regardless, all karateka have, at some point, found value in the idea of never being unarmed.
+
'''[[The_Forces#Force_Resistance | Force Resistances]]:''' None.
  
'''Races:''' Few of the smaller races, such as the moogles or gremlins, take to the lifestyle of the karateka - they are simply not built for such vicious personal combat. The larger races, such as the thri-kreen or the ancelari, take to the ideals of the karateka with the patience and endurance required. Of all the races, the lunari are most likely to practice the ways of the karateka, practicing a martial art that is rather similar to ninjitsu, their race's claim to fame.
+
'''Abilities:''' A karateka's maneuvers require moderate physical abilities, but their ''stances'' can be used with any ability score of the karateka's choice - as such, any (and all) ability scores are important to karateka, while an individual karateka may only be concerned with three or four of their choice.
  
'''Other Classes:''' Karateka get along well with most other classes - any additional advantage that they can use in a fight is more than welcome. Some karateka may view the use of magic or other forces as unfair or downright dishonorable. Many karateka may feel uncomfortable working with other melee-oriented classes that rely on weapons or armor, though often a karateka is capable of holding his ground against or in conjunction with such folk.
+
'''Hit Points at 1st Level:''' 15 + Con score.
  
==Game Rule Information==
+
'''Hit Points at Each Additional Level:''' 9 + Con modifier.
Karateka have the following game statistics.
+
  
'''[[The_Forces#Force_Alignment | Force Alignment]]:''' None.
+
'''Healing Surges:''' 10 + Con modifier.
  
'''[[The_Forces#Force_Resistance | Force Resistances]]:''' None.
+
'''Starting Age:''' Simple.
  
'''Abilities:''' All physical attributes - strength, dexterity, and constitution - are key to the karateka. With strength, he can hit his foes harder; with dexterity, he can better avoid attacks; and with constitution, he has more health to withstand being struck.
+
==Class Features==
 +
All of the following are class features of the karateka.
  
'''Hit Die:''' d8.
+
<div id="Proficiencies">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#D0BD9B;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Proficiencies</font></div>
 +
|}
 +
'''Weapons:''' Glove, knuckle, unarmed, any two.
  
'''Class Skills:''' The karateka’s class skills are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Per), Move Silently (Dex), Profession (Wis), Swim (Str), and Tumble (Dex).
+
'''Armor:''' Cloth, leather.
  
'''Skill Points at Each Level:''' 4 + Int.
+
'''Implements:''' None.
  
'''Alignment:''' Any.
+
<div id="Maneuvers_Feature">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#D0BD9B;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Maneuvers</font></div>
 +
|}
 +
Karateka are warriors, and as such make use of ''maneuvers'', specific attacks or other abilities attained through rigorous training.
  
'''Starting Age:''' As a rogue.
+
To use maneuvers, a karateka must build at least one ''style'' from his maneuvers known.  
  
'''Starting Gold:''' 4d4.
+
&nbsp;
  
'''Favored By:''' [[Lunari | Lunari]], [[Race:_Zora|Zora]].
+
{| class="collapsible" width="80%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="57;" style="background:#D0BD9B;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Karateka Schools</font></div>
 +
|-
 +
|width="15%"|'''School'''
 +
|width="15%"|'''Secondary Ability'''
 +
|width="70%" align="left"|'''Description'''
 +
|-
 +
|Evasion || Dex || align="left"|You focus on flowing movements and avoiding confrontation, turning power against itself.
 +
|-style="background:#EED8AE;"
 +
|Meditation || Con || align="left"|Your attention is on focusing your internal energies and maximizing their effects.
 +
|-
 +
|Power || Str || align="left"|You believe in hitting hard, fast, and first: if you must fight, you fight to win.
 +
|}
  
==Class Features==
+
&nbsp;
All of the following are class features of the karateka core class.
+
  
'''Weapon and Armor Proficiency:''' Karateka are proficient with three of the following weapons: baton, claw, nunchaku, kama, pole, quarterstaff, sai, shuko, siangham, and rug. Weapons the karateka has chosen proficiency for, as well as her unarmed strike, count as martial arts weapons for purposes of her techniques.
+
Maneuvers are almost universally completely physical in nature and have no Force components; they are expressions of the mortal body pushed to its limits. Maneuvers are divided into ''schools'', which represent particular thoughts and approaches to combat, training, and martial abilities. The ''style cost'' and minimum secondary ability needed to use a maneuver are indicated on the table to the right.  
  
These selected weapons (along with unarmed) constitute a karateka's preferred weapons - when using them, she uses her unarmed damage, or the weapon's damage, whichever is higher.
+
{|class="collapsible" width="20%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="4;" style="background:#D0BD9B; text-align:center;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Maneuver Stats by Grade</font></div>
 +
|-
 +
! width="33%"|Grade
 +
! width="40%"|Minimum Secondary Ability
 +
! width="27%"|Style Cost
 +
|-
 +
| Basic || 10 || 1
 +
|-style="background:#EED8AE;"
 +
| Lesser || 11 || 2
 +
|-
 +
| Expert || 12 || 3
 +
|-style="background:#EED8AE;"
 +
| Greater || 13 || 5
 +
|-
 +
| Master || 14 || 8
 +
|}
  
Karateka are not proficient with any armor or shields.
+
The karateka must build ''styles'', combinations of karateka maneuvers that he has combined into a personalized approach to martial arts. To build a ''style'', give it a name and list maneuvers for it; each maneuver has a ''style cost'' based on its grade, and the total ''style cost'' of a given ''style'' cannot exceed your ''style size''.
  
'''Unarmed Strike:'''  A karateka is proficient with unarmed strikes. A karateka’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a karateka may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a karateka striking unarmed. A karateka may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
+
When you build a ''style'', choose one ability score that you have not used for a ''style'' you have already built. That ability score is the ''key ability'' for that ''style''. You gain a bonus to that style's ''style size'' equal to its ''key ability'' modifier; this bonus is limited to half your class level, rounded down.
  
Usually a karateka’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
+
When combat is joined, you can immediately declare yourself to be in a given ''style''. Changing your ''style'' requires a full round action; outside of combat, you can use any maneuver you know.
  
A karateka’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
+
To use a maneuver, you simply declare that you are using the maneuver and spend the appropriate action. Karateka maneuvers all have a subtype of either ''active'' or ''passive'': ''active'' maneuvers are those that require an action, while you gain the benefits of ''passive'' maneuvers whenever that ''style'' is active.
  
A karateka also deals more damage with her unarmed strikes than a normal person would, as shown on the table above. The damage listed is for a karateka of medium size; adjust the damage dealt accordingly for karateka of smaller or larger sizes.  
+
The karateka begins with four known maneuvers. He gains knowledge of additional maneuvers each level, as per the class table, above. At fourth level and every four levels after, he can trade out up to two maneuvers for new maneuvers from any school he can access, of any grade he can access.
 +
 
 +
If you would gain access to a school, you can choose to instead gain a bonus feat, which must be a feat for which you qualify. If you would gain access to a school and already have access to three schools, you gain a bonus feat instead.
 +
 
 +
The karateka's key ability for his ''physical attacks'' is dependent upon his current ''style''; when using a maneuver, if his primary ability score for the ''style's key ability'' is greater than the ability score he would use for his weapon, he can use that instead.
 +
 
 +
<div id="Unarmed Mastery">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#D0BD9B;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Unarmed Mastery</font></div>
 +
|}
 +
All karateka are adept at fighting using only their body as a weapon.
 +
 
 +
Increase the damage of your ''glove'', ''knuckle'', and ''unarmed'' attacks by 2 potency.
 +
 
 +
=Maneuvers=
 +
The following is the karateka maneuver list, ordered by school, then by grade.
 +
 
 +
==Evasion School==
 +
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="4;" style="background:#D0BD9B;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Evasion Basic Maneuvers</font></div>
 +
|-
 +
! width="10%"|Maneuver Name
 +
! width="8%"|Subtype
 +
! width="10%"|Action
 +
! width="72%"|Effect
 +
|-style="background:white;" align="left"
 +
|Block || Active || Reaction || When you are attacked with a melee weapon, make an attack roll; if you hit, you prevent the attack.
 +
|- style="background:#EED8AE;"
 +
|Catch || Active || Reaction || When you are attacked with a ranged weapon, make an attack roll; if you hit, you prevent the attack.
 +
|-
 +
|Elusive Dance || Passive || --- || Whenever you are hit, you gain a +1 power bonus to defenses; this bonus stacks with itself, but is lost when you are next missed.
 +
|- style="background:#EED8AE;"
 +
|Featherfoot || Active || Move || Gain a +2 power bonus to defenses for a short time.
 +
|-
 +
|Push || Active || Standard || Make an attack that deals damage and ''pushes'' the target.
 +
|- style="background:#EED8AE;"
 +
|Roll || Active || Standard || You can move up to your speed without provoking opportunity attacks.
 +
|-
 +
|Stagger || Passive || --- || Whenever you take damage, you take only half and going ''ongoing damage'' for 5 rounds.
 +
|- style="background:#EED8AE;"
 +
|Situational Awareness || Passive || --- || You gain an additional ''brave action'' each round.
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
==Meditation School==
 +
Not yet.
 +
 
 +
&nbsp;
 +
 
 +
==Power School==
 +
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="4;" style="background:#D0BD9B;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Power Basic Maneuvers</font></div>
 +
|-
 +
! width="10%"|Maneuver Name
 +
! width="8%"|Subtype
 +
! width="10%"|Action
 +
! width="72%"|Effect
 +
|-style="background:white;" align="left"
 +
|Bootshine || Active || Standard || Deal weapon damage; if target grants ''combat advantage'', deal +4 ''potency''.
 +
|- style="background:#EED8AE;"
 +
|Focus || Active || Standard || Build up internal power, giving you a +2 power bonus to the ''potency'' of your next attack.
 +
|-
 +
|Power Fist || Active || Standard || Make an attack with the ''penetrating'' trait.
 +
|- style="background:#EED8AE;"
 +
|Pummel || Active || Standard || Make two attacks against a single creature.
 +
|-
 +
|Roundhouse || Active || Standard || Make one attack against two creatures.
 +
|- style="background:#EED8AE;"
 +
|Sweep || Active || Standard || Make an attack that knocks the target ''prone''.
 +
|-
 +
|Tiger Palm || Active || Standard || Deal weapon damage with +2 ''potency''.
 +
|- style="background:#EED8AE;"
 +
|Unscarred || Passive || --- || While you are at full hit points, gain a +1 power bonus to all damage ''potency''.
 +
|}
 +
 
 +
&nbsp;
  
A karateka wearing armor with an armor check penalty loses the benefits of this ability.
+
=Design Notes=
 +
Full rebuild, t20 v3.
  
'''Martial Art:''' At first level, choose one of the following ability scores - Strength, Dexterity, or Constitution. You use that ability score for determining your technique check bonus.
+
The original karateka was based on using AoOs as a resource. As interesting a concept as that was, I don't think that's really doable, from a mechanics perspective - while we can certainly have maneuvers that key off of opportunity attacks, having the entire resource management scheme for karateka built around it just doesn't hold water, I think. That said, I definitely plan on giving them a lot of offensive and utility reactions compared to other classes.
  
'''Combat Awareness:''' At second level, the karateka has trained sufficiently to have know to keep a constant vigil when in combat. You gain additional attacks of opportunity each round equal to the number of attacks granted by your base attack bonus.
+
Karateka can now theoretically tank (evasion tanking), but don't presently have a good threat management mechanic; I think they will primarily wind up using soft aggro mechanics, rather than hard, as hard aggro doesn't make a whole lot of sense here.
  
'''[[D20_Mechanic:_Techniques|Techniques]] Known:''' A karateka is more than just proficient with her body as a weapon; she is trained in numerous unarmed combat techniques. As she progresses in her training, she gains knowledge of more advanced combative methods. The list of techniques can be found [[D20_Mechanic:_Techniques|here]].
+
I am sorely tempted to implement some vaguely supernatural maneuvers, but that might move us a little too much into the wuxia camp, which would very definitely put this class into Force alignment territory. We'll see how it goes.
  
'''Karateka Talent:''' At 10th level, the karateka has become a master of unarmed combat in her own right. At 10th and every even level beyond, she can select one of the following talents.
+
{{Class_Breadcrumb}}
  
* ''Gun-Fu:'' The karateka has learned how to use a firearm and her mastery of martial arts in eerie tandem. Choose a light firearm with which you are proficient; that weapon is considered a martial arts weapon for purposes of techniques.
+
[[category:Base Classes]]
* ''Iron Fist:'' The karateka has focused on improving her stopping power with her attacks. Increase the damage she deals with unarmed attacks by one step (ie, if she normally deals 2d6, she now deals 2d8).
+
[[category:Martial]]
* ''Evasion:'' The karateka has improved her agility and reflexes, granting her the ability to evade area effects. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the karateka is wearing light armor or no armor. A helpless karateka does not gain the benefit of evasion.
+
[[category:Mechanics]]

Latest revision as of 07:48, 20 November 2017

The Karateka
  Maneuvers
Level Special Vigor Max Maneuver Grade Schools Maneuvers Known
1 Zen 2 Basic 1 4
2 Chakra 3 Basic 1 6
3   4 Lesser 1 7
4 Chakra 5 Lesser 1 8
5   5 Lesser 2 10
6 Chakra 6 Lesser 2 11
7   7 Lesser 2 12
8 Chakra 8 Expert 2 14
9   9 Expert 2 15
10 Karateka Talent 10 Expert 2 16
11   10 Expert 3 18
12 Karateka Talent 11 Expert 3 19
13   12 Greater 3 20
14 Karateka Talent 13 Greater 3 22
15   14 Greater 3 23
16 Karateka Talent 15 Greater 3 24
17   15 Greater 3 26
18 Karateka Talent 16 Master 3 27
19   17 Master 3 28
20 Karateka Talent 18 Master 3 30

 

Karateka

Maraxus, iconic karateka
"Your steel is no match for my flesh."

Not all warriors take up the sword and shield, and not all believe in hiding behind plates of wood or metal: some choose to put their faith in the strength of their body and the force of their will, using naught but their hands and feet to protect themselves and visit harm to those they feel deserve it. Those who dedicate themselves to mastering their bodies are known as karateka, and though they do not strike as nearly as imposing a figure as other combatants, they are no less dangerous - and in some ways, more so, as many unfamiliar with this combat style may underestimate someone who is effectively armed every waking moment.

Sometimes associated with Psionics for their devotion to perfection of self, karateka do not have a Force alignment, though their mastery of themselves can sometimes seem to be supernatural in nature. Regardless of their outward appearance - some are loud and boisterous; others, calm and quiet even in the heat of battle; yet others may even seem to be drunk when fighting - all karateka share an appreciation for self-improvement and the importance of constant practice.

While many karateka are students of some particular style, those who grow in personal power and learn to delve deeper in their self reflections often find themselves piecing together new styles of their own devising, reflecting their own needs and specific abilities and affinities. These unique combinations are incredibly diverse in their capabilities: while all karateka engage their enemies at extremely close distances, some are able to withstand an onslaught of blades by simply batting away lethal blows, while others can harness their inner focus and keep fighting even while suffering grievous injuries, seemingly unscathed by what would be mortal wounds for other, lesser beings.

Game Rule Information

Karateka have the following game statistics.

Force Alignment: None.

Force Resistances: None.

Abilities: A karateka's maneuvers require moderate physical abilities, but their stances can be used with any ability score of the karateka's choice - as such, any (and all) ability scores are important to karateka, while an individual karateka may only be concerned with three or four of their choice.

Hit Points at 1st Level: 15 + Con score.

Hit Points at Each Additional Level: 9 + Con modifier.

Healing Surges: 10 + Con modifier.

Starting Age: Simple.

Class Features

All of the following are class features of the karateka.

Proficiencies

Weapons: Glove, knuckle, unarmed, any two.

Armor: Cloth, leather.

Implements: None.

Maneuvers

Karateka are warriors, and as such make use of maneuvers, specific attacks or other abilities attained through rigorous training.

To use maneuvers, a karateka must build at least one style from his maneuvers known.

 

Karateka Schools
School Secondary Ability Description
Evasion Dex You focus on flowing movements and avoiding confrontation, turning power against itself.
Meditation Con Your attention is on focusing your internal energies and maximizing their effects.
Power Str You believe in hitting hard, fast, and first: if you must fight, you fight to win.

 

Maneuvers are almost universally completely physical in nature and have no Force components; they are expressions of the mortal body pushed to its limits. Maneuvers are divided into schools, which represent particular thoughts and approaches to combat, training, and martial abilities. The style cost and minimum secondary ability needed to use a maneuver are indicated on the table to the right.

Maneuver Stats by Grade
Grade Minimum Secondary Ability Style Cost
Basic 10 1
Lesser 11 2
Expert 12 3
Greater 13 5
Master 14 8

The karateka must build styles, combinations of karateka maneuvers that he has combined into a personalized approach to martial arts. To build a style, give it a name and list maneuvers for it; each maneuver has a style cost based on its grade, and the total style cost of a given style cannot exceed your style size.

When you build a style, choose one ability score that you have not used for a style you have already built. That ability score is the key ability for that style. You gain a bonus to that style's style size equal to its key ability modifier; this bonus is limited to half your class level, rounded down.

When combat is joined, you can immediately declare yourself to be in a given style. Changing your style requires a full round action; outside of combat, you can use any maneuver you know.

To use a maneuver, you simply declare that you are using the maneuver and spend the appropriate action. Karateka maneuvers all have a subtype of either active or passive: active maneuvers are those that require an action, while you gain the benefits of passive maneuvers whenever that style is active.

The karateka begins with four known maneuvers. He gains knowledge of additional maneuvers each level, as per the class table, above. At fourth level and every four levels after, he can trade out up to two maneuvers for new maneuvers from any school he can access, of any grade he can access.

If you would gain access to a school, you can choose to instead gain a bonus feat, which must be a feat for which you qualify. If you would gain access to a school and already have access to three schools, you gain a bonus feat instead.

The karateka's key ability for his physical attacks is dependent upon his current style; when using a maneuver, if his primary ability score for the style's key ability is greater than the ability score he would use for his weapon, he can use that instead.

Unarmed Mastery

All karateka are adept at fighting using only their body as a weapon.

Increase the damage of your glove, knuckle, and unarmed attacks by 2 potency.

Maneuvers

The following is the karateka maneuver list, ordered by school, then by grade.

Evasion School

Evasion Basic Maneuvers
Maneuver Name Subtype Action Effect
Block Active Reaction When you are attacked with a melee weapon, make an attack roll; if you hit, you prevent the attack.
Catch Active Reaction When you are attacked with a ranged weapon, make an attack roll; if you hit, you prevent the attack.
Elusive Dance Passive --- Whenever you are hit, you gain a +1 power bonus to defenses; this bonus stacks with itself, but is lost when you are next missed.
Featherfoot Active Move Gain a +2 power bonus to defenses for a short time.
Push Active Standard Make an attack that deals damage and pushes the target.
Roll Active Standard You can move up to your speed without provoking opportunity attacks.
Stagger Passive --- Whenever you take damage, you take only half and going ongoing damage for 5 rounds.
Situational Awareness Passive --- You gain an additional brave action each round.

 

Meditation School

Not yet.

 

Power School

Power Basic Maneuvers
Maneuver Name Subtype Action Effect
Bootshine Active Standard Deal weapon damage; if target grants combat advantage, deal +4 potency.
Focus Active Standard Build up internal power, giving you a +2 power bonus to the potency of your next attack.
Power Fist Active Standard Make an attack with the penetrating trait.
Pummel Active Standard Make two attacks against a single creature.
Roundhouse Active Standard Make one attack against two creatures.
Sweep Active Standard Make an attack that knocks the target prone.
Tiger Palm Active Standard Deal weapon damage with +2 potency.
Unscarred Passive --- While you are at full hit points, gain a +1 power bonus to all damage potency.

 

Design Notes

Full rebuild, t20 v3.

The original karateka was based on using AoOs as a resource. As interesting a concept as that was, I don't think that's really doable, from a mechanics perspective - while we can certainly have maneuvers that key off of opportunity attacks, having the entire resource management scheme for karateka built around it just doesn't hold water, I think. That said, I definitely plan on giving them a lot of offensive and utility reactions compared to other classes.

Karateka can now theoretically tank (evasion tanking), but don't presently have a good threat management mechanic; I think they will primarily wind up using soft aggro mechanics, rather than hard, as hard aggro doesn't make a whole lot of sense here.

I am sorely tempted to implement some vaguely supernatural maneuvers, but that might move us a little too much into the wuxia camp, which would very definitely put this class into Force alignment territory. We'll see how it goes.


Back to Main Page d20 Mechanics Classes