Difference between revisions of "Test Page 2"

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{| class="collapsible" width="98%" cellpadding="1" cellspacing="0" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! colspan="10;" style="background:#000000;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Voidchild</font></div>
+
! 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="7"|&nbsp;
+
|width="7%"|'''Level'''
| colspan="3"|'''-------- [[#VD|Void Debt]] --------'''
+
|width="12%" align="left"|'''BAB'''
 +
|width="12%"|'''Fort'''
 +
|width="12%"|'''Ref'''
 +
|width="12%"|'''Will'''
 +
|width="15%"|'''Unarmed Damage'''
 +
|width="15%" align="left"|'''Special'''
 +
|width="15%"|'''Techniques Known'''
 
|-
 
|-
|width="5%"|'''Level'''
+
|1 || align="left"|+0 || +2 || +2 || +2 || 1d6 || align="left"|&nbsp; || 3
|width="10%" align="left"|'''BAB'''
+
|width="10%"|'''Fort'''
+
|width="10%"|'''Ref'''
+
|width="10%"|'''Will'''
+
|width="16%" align="left"|'''Special'''
+
|width="12%"|'''Max Nihil Level'''
+
|width="9%"|'''Threshold'''
+
|width="9%"|'''Overflow'''
+
|width="9%"|'''Sublimation'''
+
 
|-
 
|-
|1 || align="left"|+0 || +1 || +0 || +2 || align="left"|&nbsp; || 1 || 1 || 2 || 4
+
|2 || align="left"|+1 || +3 || +3 || +3 || 1d6 || align="left"|&nbsp; || 4
|- style="background:#CCCCCC;"
+
|2 || align="left"|+1 || +2 || +0 || +3 || align="left"|Void Appearance || 1 || 2 || 4 || 8
+
 
|-
 
|-
|3 || align="left"|+2 || +2 || +1 || +3 || align="left"|&nbsp; || 2 || 3 || 6 || 12
+
|3 || align="left"|+2 || +3 || +3 || +3 || 1d8 || align="left"|&nbsp; || 5
|- style="background:#CCCCCC;"
+
|4 || align="left"|+3 || +2 || +1 || +4 || align="left"|&nbsp; || 2 || 4 || 8 || 16
+
 
|-
 
|-
|5 || align="left"|+3 || +3 || +1 || +4 || align="left"|&nbsp; || 3 || 5 || 11 || 22
+
|4 || align="left"|+3 || +4 || +4 || +4 || 1d8 || align="left"|&nbsp; || 7
|- style="background:#CCCCCC;"
+
|6 || align="left"|+4 || +3 || +2 || +5 || align="left"|Bodyless || 3 || 7 || 14 || 28
+
 
|-
 
|-
|7 || align="left"|+5 || +4 || +2 || +5 || align="left"|&nbsp; || 4 || 8 || 17 || 34
+
|5 || align="left"|+3 || +4 || +4 || +4 || 1d8 || align="left"|&nbsp; || 8
|- style="background:#CCCCCC;"
+
|8 || align="left"|+6/+1 || +4 || +2 || +6 || align="left"|&nbsp; || 4 || 10 || 21 || 42
+
 
|-
 
|-
|9 || align="left"|+6/+1 || +4 || +3 || +6 || align="left"|&nbsp; || 5 || 12 || 25 || 50
+
|6 || align="left"|+4 || +5 || +5 || +5 || 1d8 || align="left"|&nbsp; || 9
|- style="background:#CCCCCC;"
+
|10 || align="left"|+7/+2 || +5 || +3 || +7 || align="left"|Embody the Void || 5 || 14 || 29 || 58
+
 
|-
 
|-
|11 || align="left"|+8/+3 || +5 || +3 || +7 || align="left"|&nbsp; || 6 || 17 || 34 || 68
+
|7 || align="left"|+5 || +5 || +5 || +5 || 1d10 || align="left"|&nbsp; || 11
|- style="background:#CCCCCC;"
+
|12 || align="left"|+9/+4 || +6 || +4 || +8 || align="left"|Mindless || 6 || 18 || 39 || 78
+
 
|-
 
|-
|13 || align="left"|+9/+4 || +6 || +4 || +8 || align="left"|&nbsp; || 7 || 22 || 44 || 88
+
|8 || align="left"|+6/+1 || +6 || +6 || +6 || 1d10 || align="left"|&nbsp; || 12
|- style="background:#CCCCCC;"
+
|14 || align="left"|+10/+5 || +6 || +4 || +9 || align="left"|Void Conduit || 7 || 25 || 50 || 100
+
 
|-
 
|-
|15 || align="left"|+11/+6/+1 || +7 || +5 || +9 || align="left"|&nbsp; || 8 || 28 || 56 || 112
+
|9 || align="left"|+6/+1 || +6 || +6 || +6 || 1d10 || align="left"|&nbsp; || 13
|- style="background:#CCCCCC;"
+
|16 || align="left"|+12/+7/+2 || +7 || +5 || +10 || align="left"|&nbsp; || 8 || 31 || 62 || 124
+
 
|-
 
|-
|17 || align="left"|+12/+7/+2 || +8 || +5 || +10 || align="left"|&nbsp; || 9 || 34 || 69 || 138
+
|10 || align="left"|+7/+2 || +7 || +7 || +7 || 1d10 || align="left"|Karateka Talent || 15
|- style="background:#CCCCCC;"
+
|18 || align="left"|+13/+8/+3 || +8 || +6 || +11 || align="left"|Soulless || 9 || 38 || 76 || 152
+
 
|-
 
|-
|19 || align="left"|+14/+9/+4 || +8 || +6 || +11 || align="left"|&nbsp; || 9 || 41 || 83 || 166
+
|11 || align="left"|+8/+3 || +7 || +7 || +7 || 2d6 || align="left"|&nbsp; || 16
|- style="background:#CCCCCC;"
+
|20 || align="left"|+15/+10/+5 || +9 || +6 || +12 || align="left"|Voidling || 9 || 45 || 90 || 180
+
|}
+
 
+
&nbsp;
+
 
+
<div id="Void_Debt">
+
'''Void Debt (Vo):''' A voidchild calls upon the power of the void, using the nothingness that surrounds and permeates all of creation to modify herself and the world to her liking. Calling upon this power is dangerous, however; the void cares no more for those who call upon it than it does for any other thing that exists.
+
 
+
{| class="collapsible" align="right" width="50%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="21;" style="background:#000000;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Threshold Rating Bonus</font></div>
+
 
|-
 
|-
| colspan="1"|'''Cha'''
+
|12 || align="left"|+9/+4 || +8 || +8 || +8 || 2d6 || align="left"|Karateka Talent || 17
| colspan="20"|'''Level'''
+
 
|-
 
|-
|width="5%"|'''Mod'''
+
|13 || align="left"|+9/+4 || +8 || +8 || +8 || 2d6 || align="left"|&nbsp; || 19
|width="4%"|'''1'''
+
|width="4%"|'''2'''
+
|width="4%"|'''3'''
+
|width="4%"|'''4'''
+
|width="4%"|'''5'''
+
|width="5%"|'''6'''
+
|width="5%"|'''7'''
+
|width="5%"|'''8'''
+
|width="5%"|'''9'''
+
|width="5%"|'''10'''
+
|width="5%"|'''11'''
+
|width="5%"|'''12'''
+
|width="5%"|'''13'''
+
|width="5%"|'''14'''
+
|width="5%"|'''15'''
+
|width="5%"|'''16'''
+
|width="5%"|'''17'''
+
|width="5%"|'''18'''
+
|width="5%"|'''19'''
+
|width="5%"|'''20'''
+
 
|-
 
|-
| +0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0
+
|14 || align="left"|+10/+5 || +9 || +9 || +9 || 2d6 || align="left"|Karateka Talent || 20
|- style="background:#CCCCCC;"  
+
| +1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 2 || 2 || 2 || 2 || 2
+
 
|-
 
|-
| +2 || 0 || 0 || 0 || 1 || 1 || 1 || 1 || 2 || 2 || 2 || 2 || 3 || 3 || 3 || 3 || 4 || 4 || 4 || 4 || 5
+
|15 || align="left"|+11/+6/+1 || +9 || +9 || +9 || 2d8 || align="left"|&nbsp; || 21
|- style="background:#CCCCCC;"  
+
| +3 || 0 || 0 || 1 || 1 || 1 || 2 || 2 || 3 || 3 || 3 || 4 || 4 || 5 || 5 || 5 || 6 || 6 || 7 || 7 || 7
+
 
|-
 
|-
| +4 || 0 || 1 || 1 || 2 || 2 || 3 || 3 || 4 || 4 || 5 || 5 || 6 || 6 || 7 || 7 || 8 || 8 || 9 || 9 || 10
+
|16 || align="left"|+12/+7/+2 || +10 || +10 || +10 || 2d8 || align="left"|Karateka Talent || 23
|- style="background:#CCCCCC;"  
+
| +5 || 0 || 1 || 1 || 2 || 3 || 3 || 4 || 5 || 5 || 6 || 7 || 7 || 8 || 9 || 9 || 10 || 11 || 11 || 12 || 13
+
 
|-
 
|-
| +6 || 0 || 1 || 2 || 3 || 3 || 4 || 5 || 6 || 6 || 7 || 8 || 9 || 9 || 10 || 11 || 12 || 12 || 13 || 14 || 15
+
|17 || align="left"|+12/+7/+2 || +10 || +10 || +10 || 2d8 || align="left"|&nbsp; || 24
|- style="background:#CCCCCC;"  
+
| +7 || 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 7 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 14 || 15 || 16 || 17
+
 
|-
 
|-
| +8 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 16 || 17 || 18 || 19 || 20
+
|18 || align="left"|+13/+8/+3 || +11 || +11 || +11 || 2d8 || align="left"|Karateka Talent || 25
|- style="background:#CCCCCC;"  
+
| +9 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 17 || 18 || 19 || 20 || 21 || 22
+
 
|-
 
|-
| +10 || 1 || 2 || 3 || 5 || 6 || 7 || 8 || 10 || 11 || 12 || 13 || 15 || 16 || 17 || 18 || 20 || 21 || 22 || 23 || 25
+
|19 || align="left"|+14/+9/+4 || +11 || +11 || +11 || 2d10 || align="left"|&nbsp; || 27
 +
|-
 +
|20 || align="left"|+15/+10/+5 || +12 || +12 || +12 || 2d10 || align="left"|Karateka Talent || 28
 
|}
 
|}
  
Whenever you use a nihil, you accrue an amount of void debt, equal to the level of the nihil used. Void debt begins at 0, and generally resets to 0 after a night's rest.
+
&nbsp;
  
So long as your void debt is between 0 and your Threshold rating, you suffer no ill effects when you use a nihil. In addition, so long as your void debt is between 0 and your Threshold rating, your void debt decreases by your Voidchild level every minute, starting from when you last used a nihil.
+
=Karateka=
 +
[[Image:Trinity-Karateka.jpg|thumb|375px|right|A karateka]]
 +
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.
  
Whenever using a nihil would push your void debt over your Threshold rating, you have called too much upon the void in too little a timespan; the Void itself has noticed an opening in the fabric of reality, and seeks to exert itself through it - that hole being you. When you first go over your Threshold rating, an ''entropic shard'' immediately spawns within a random distance of you; you do not control it, nor are you aware of where it is. The shard created by this effect is treated as the highest level ''entropic shard'' nihil you can use, but the number of dice it uses for damage is equal to the amount of void debt over your Threshold rating you are.
+
'''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.
  
Your Threshold, Overflow, and Sublimation ratings improve based upon your Charisma modifier. Use the tables on the right for increasing your Threshold and Overflow ratings, and use [http://www.d20srd.org/srd/psionic/classes/index.htm#tableAbilityModifiersandBonusPowerPoints this table] for your Sublimation rating.
+
'''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.
  
If you continue to accrue void debt once you are over your Threshold rating, new ''entropic shards'' spawn for each nihil you use, with damage dice equal to the level of the nihil you used.
+
'''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.
  
While you are between your Threshold and Overflow ratings, your void debt does not naturally decrease. A night's rest removes void debt equal to your Voidchild level; if this would reduce your void debt to lower than your Threshold rating, all of your void debt is removed upon the end of the rest. In addition, while between your Threshold and Overflow ratings, your class-based resistances to Divine and Nature are increased to 10 + your nihilist level.
+
'''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.
  
{| class="collapsible" width="50%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
'''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.
! colspan="21;" style="background:#000000;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Overflow Rating Bonus</font></div>
+
 
|-
+
'''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.
| colspan="1"|'''Cha'''
+
 
| colspan="20"|'''Level'''
+
'''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.
|-
+
 
|width="5%"|'''Mod'''
+
==Game Rule Information==
|width="4%"|'''1'''
+
Karateka have the following game statistics.
|width="4%"|'''2'''
+
 
|width="4%"|'''3'''
+
'''[[The_Forces#Force_Alignment | Force Alignment]]:''' None.
|width="4%"|'''4'''
+
 
|width="4%"|'''5'''
+
'''[[The_Forces#Force_Resistance | Force Resistances]]:''' None.
|width="5%"|'''6'''
+
 
|width="5%"|'''7'''
+
'''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.
|width="5%"|'''8'''
+
 
|width="5%"|'''9'''
+
'''Hit Die:''' d8.
|width="5%"|'''10'''
+
 
|width="5%"|'''11'''
+
'''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).
|width="5%"|'''12'''
+
 
|width="5%"|'''13'''
+
'''Skill Points at Each Level:''' 4 + Int.
|width="5%"|'''14'''
+
 
|width="5%"|'''15'''
+
'''Alignment:''' Any.
|width="5%"|'''16'''
+
 
|width="5%"|'''17'''
+
'''Starting Age:''' As a rogue.
|width="5%"|'''18'''
+
 
|width="5%"|'''19'''
+
'''Starting Gold:''' 4d4.
|width="5%"|'''20'''
+
 
|-
+
'''Favored By:''' [[Lunari | Lunari]], [[Race:_Zora|Zora]].
| +0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0
+
 
|- style="background:#CCCCCC;"
+
==Class Features==
| +1 || 0 || 0 || 1 || 1 || 1 || 1 || 1 || 2 || 2 || 2 || 2 || 3 || 3 || 3 || 3 || 4 || 4 || 4 || 4 || 5
+
All of the following are class features of the karateka core class.
|-
+
 
| +2 || 0 || 1 || 1 || 2 || 2 || 3 || 3 || 4 || 4 || 5 || 5 || 6 || 6 || 7 || 7 || 8 || 8 || 9 || 9 || 10
+
'''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 maneuvers gained via the Technique skill.
|- style="background:#CCCCCC;"
+
 
| +3 || 0 || 1 || 2 || 3 || 3 || 4 || 5 || 6 || 6 || 7 || 8 || 9 || 9 || 10 || 11 || 12 || 12 || 13 || 14 || 15
+
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.
|-
+
 
| +4 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 16 || 17 || 18 || 19 || 20
+
Karateka are not proficient with any armor or shields.
|- style="background:#CCCCCC;"
+
 
| +5 || 1 || 2 || 3 || 5 || 6 || 7 || 8 || 10 || 11 || 12 || 13 || 15 || 16 || 17 || 18 || 20 || 21 || 22 || 23 || 25
+
'''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.
|-      
+
| +6 || 1 || 3 || 4 || 6 || 7 || 9 || 10 || 12 || 13 || 15 || 16 || 18 || 19 || 21 || 22 || 24 || 25 || 27 || 28 || 30
+
|- style="background:#CCCCCC;"
+
| +7 || 1 || 3 || 5 || 7 || 8 || 10 || 12 || 14 || 15 || 17 || 19 || 21 || 22 || 24 || 26 || 28 || 29 || 31 || 33 || 35
+
|-     
+
| +8 || 2 || 4 || 6 || 8 || 10 || 12 || 14 || 16 || 18 || 20 || 22 || 24 || 26 || 28 || 30 || 32 || 34 || 36 || 38 || 40
+
|- style="background:#CCCCCC;"
+
| +9 || 2 || 4 || 6 || 9 || 11 || 13 || 15 || 18 || 20 || 22 || 24 || 27 || 29 || 31 || 33 || 36 || 38 || 40 || 42 || 45
+
|-      
+
| +10 || 2 || 5 || 7 || 10 || 12 || 15 || 17 || 20 || 22 || 25 || 27 || 30 || 32 || 35 || 37 || 40 || 42 || 45 || 47 || 50
+
|}
+
  
A voidchild with void debt between her Threshold and Overflow ratings reduces all DCs to identify her as a voidchild by 5. Any features that changed by virtue of the Void Appearance feature become more exaggerated and much more noticeable; a voidchild of 1st level who is between her Threshold and Overflow ratings acquires the physical features she will gain upon reaching her second level of voidchild (without being unusually pronounced).
+
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.
  
If you use a nihil while over your Threshold rating, and the void debt accrued would push you over your Overflow rating, the Void has found the gap in reality and is seeking to enlarge it, by making the voidchild herself into a gateway to the Void.
+
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.
  
While you are between your Overflow and Sublimation ratings, your void debt does not naturally decrease, and in addition to suffering the same side-effects of using nihils as while between Threshold and Overflow, you accrue additional void debt equal to her voidchild level at the end of her turns (outside of combat, this means every six seconds). In addition, while between your Overflow and Sublimation ratings, your class-based resistances to Divine and Nature are increased to 15 + your nihilist level.
+
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.  
  
While between your Overflow and Sublimation ratings, as a full-round action, you may make a Concentration check, with a DC equal to 15 + your nihilist level, to attempt to bring yourself back under control. If you succeed, you do not accrue any void debt that round; if you beat the DC, your void debt is reduced by the amount by which you overcame the DC.
+
A karateka wearing any sort of armor loses the benefits of this ability.
  
Once a voidchild's void debt has reached her Sublimation rating, she must make a Will save against DC 12 + her nihilist level each round, or else immediately and irrevocably die, becoming a Nihimental with hit dice equal to her nihilist level. Each round you make the Will save, the DC for the next round increases by 2.
+
'''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.
  
While above her Sublimation rating, your class-based resistances to Divine and Nature are increased to 20 + your nihilist level. In addition, you accrue double your voidchild level in void debt at the end of each round.
+
'''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.
  
While above your Sublimation rating, as a full-round action, you may make a Concentration check with a DC equal to 20 + your nihilist level, to attempt to maintain cohesion and bring your power back under control. If you succeed, you do not accrue any void debt that round; if you beat the DC, your void debt is reduced by the amount by which you overcame the DC.
+
* ''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.
</div>
+
* ''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).
 +
* ''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.

Revision as of 18:46, 29 July 2009

The Karateka
Level BAB Fort Ref Will Unarmed Damage Special Techniques Known
1 +0 +2 +2 +2 1d6   3
2 +1 +3 +3 +3 1d6   4
3 +2 +3 +3 +3 1d8   5
4 +3 +4 +4 +4 1d8   7
5 +3 +4 +4 +4 1d8   8
6 +4 +5 +5 +5 1d8   9
7 +5 +5 +5 +5 1d10   11
8 +6/+1 +6 +6 +6 1d10   12
9 +6/+1 +6 +6 +6 1d10   13
10 +7/+2 +7 +7 +7 1d10 Karateka Talent 15
11 +8/+3 +7 +7 +7 2d6   16
12 +9/+4 +8 +8 +8 2d6 Karateka Talent 17
13 +9/+4 +8 +8 +8 2d6   19
14 +10/+5 +9 +9 +9 2d6 Karateka Talent 20
15 +11/+6/+1 +9 +9 +9 2d8   21
16 +12/+7/+2 +10 +10 +10 2d8 Karateka Talent 23
17 +12/+7/+2 +10 +10 +10 2d8   24
18 +13/+8/+3 +11 +11 +11 2d8 Karateka Talent 25
19 +14/+9/+4 +11 +11 +11 2d10   27
20 +15/+10/+5 +12 +12 +12 2d10 Karateka Talent 28

 

Karateka

A karateka

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.

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.

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.

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.

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.

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.

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.

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.

Game Rule Information

Karateka have the following game statistics.

Force Alignment: None.

Force Resistances: None.

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.

Hit Die: d8.

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).

Skill Points at Each Level: 4 + Int.

Alignment: Any.

Starting Age: As a rogue.

Starting Gold: 4d4.

Favored By: Lunari, Zora.

Class Features

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 maneuvers gained via the Technique skill.

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.

Karateka are not proficient with any armor or shields.

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.

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.

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.

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.

A karateka wearing any sort of armor loses the benefits of this ability.

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.

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.

  • 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.
  • 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).
  • 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.