User:Leziad/Black Belt
Black Belt[edit]
WIP
Making a Black Belt[edit]
WIP
Abilities: WIP
Races: WIP
Alignment: WIP
Starting Gold: As Fighter.
Starting Age: Moderate.
Class Features[edit]
All of the following are class features of the Black Belt.
Weapon and Armor Proficiency: A Black Belt is proficient with all simple and martial weapon as well as all special monk weapon. She is not proficient with any armor or shield.
Art of the Belt (Ex): Not all Black Belts feel and fight the same, especially on the mental level. At 1st level a Black Belt choose a single mental ability score which grant her a special ability and determine which mental ability score is used to determine the DCs of her her ability.
Intelligence: The Black Belt is capable of judging the strength and style of her opponents, as a swift action she select an opponent within 30 feet she line of sight to as the subject of her keen observation. She take a -2 penalty on AC and Attack Rolls against every other opponents, but each round she maintain her observation she gain a +1 cumulative bonus to attack rolls and +1 cumulative dodge bonus to AC against her selected opponent (minimum of +1, maximum of +3). This end whenever she change the target of this ability, her opponent leave her line of sight for more than 1 minute or if she fall unconscious or die.
Wisdom: The Black Belt can react at a moment notice, she use her Wisdom instead of her Dexterity on initiative.
Charisma: The Black Belt exude power and moxie, whenever she attack or take other aggressive action against a creature it must make a Will save (DC 10 +1/2 Class + Charisma modifier) or become At Bay from the Black Belt. This effect last 3 rounds or until the creature successfully damage the Black Belt. Once a creature make it Will save it is immune to further attempts for 24 hours.
Basic Technique (Ex): A 1st level Black Belt know quite a few simple technique she can apply in combats. Once per round she can perform a technique, some may require specific action while others do not. Unlike the later Advanced Technique the Black belt know all of her Basic Techniques. The DCs of her technique, both basic and advanced is 10 + 1/2 Class Level +her Art of the Belt's ability modifier. Unless specified otherwise, a Technique may only be used with either Unarmed Strikes, Improvised Weapon, Special Monk Weapon and any weapon the Black Belt has Weapon Focus in. Once a technique has been used it cannot be used again for 1 round.
Arm Twist: As a standard action you may make an unarmed attack which deal non-lethal damage, if it hit the target must make a Fortitude save or drop it weapon or any other object it is holding.
Quick Step: As a swift action you may move 10 feet in any direction.
Shove: As part of making an attack, you may declare it a shove. If you hit you make a Bull Rush check which does not provoke an attack of opportunity, although unless you have movement left you are unable to move alongside the creature.
Black Belt's Flurry (Ex): A 1st level Black Belt is capable of striking with unerring speed. The Black Belt gain an extra attack whenever she make a full-attack, although it must be made with either Unarmed Strikes, Improvised Weapon, Special Monk Weapon and any weapon the Black Belt has Weapon Focus in. The extra attacks granted by Black Belt's Flurry stack with extra attacks granted by Two-Weapon Fighting. Black Belt's Flurry count as Flurry of Blows for the purpose of meeting prerequisites and interacting with feat and equipment.
At 11th level she gain an additional extra attack through Black Belt's Flurry with the same limitation, this attack suffer a -5 penalty. Finally at 17th level she gain a third additional attack, this one at a -10 penalty.
Improved Speed (Ex): The Black Belt is very quick, gaining a +10 untyped bonus to her movement speed as long as she is unarmored and unencumbered. She also gain the benefits of the Run feat while unarmored and unencumbered. She count as having the Run for the purpose of prerequisites,
Stunning Fist (Ex): A 1st level Black Belt receive Stunning Fist as a bonus feat, it uses her Art of the Belt's ability to determine her DCs as normal.
Unarmed Mastery (Ex): A Black Belt is a master of unarmed fighting and trained her body furiously, she possess the Unarmed Strike ability of a Monk of her class level and the Masterwork Body as a bonus feat.
She count her Black Belt's class level as both Fighter and Monk levels for the purpose of prerequisites and interacting with feats and equipment (such as Stunning Fist). Additionally if any Monk's feat or ability have a DC or prerequisites based on Wisdom the Black Belt use the ability score chosen in Art of Belt instead.
Bonus Feat: At 2nd level, 4th level and each 4 level thereafter, a Black belt receive a [Fighter] bonus feat she meet the prerequisites for. Alternatively she may also select any feat which are granted as Monk Bonus feats, although she must meet the prerequisites unlike the monk.
Expert Dodge (Ex): A 2nd level a Black Belt is capable of dodging incoming attacks with ease as long as she wear no armor and is carrying only a light load, adding her Art of the Belt's chosen ability score modifier as a dodge bonus to her AC.
At 5th level the Black Belt gain an additional +2 dodge bonus to her AC. This increase by +1 at 9th level and each 4 level thereafter.
Advanced Technique (Ex): A 3rd level Black Belt learn a single Advanced Technique, which behave much like her Basic Techniques. At 6th level and each 3 levels thereafter she may choose an addition advanced technique and retrain a single advanced technique she previously learned for another. The Black belt must meet the minimum level prerequisites on certain Techniques if present.
Adrenaline Boost: As a swift action the black belt may place herself under an extraordinary haste effect for 1 round. A Black Belt must be 6th level or higher to select this Advanced Technique.
Aggressive Takedown: As a full-round action the black belt may make a charge with an unarmed strike attack, this attack benefits from Improved Grab.
Axe Kick: As full-round action you make a 'kick' unarmed strike attack with a +2 bonus to hit, if this attack hit it ignore 1 point of DR and hardness per class level and deal 1d6 extra damage per class level.
Backflip Counter: As an immediate action the Black belt may grant herself a +4 dodge bonus to AC against a single attack. If the attack miss she can immediately move 10 feet away from the attacker.
Bullet Fist: As an attack action the black belt make a single 'punch' unarmed strike attack, the attack is resolved as a touch attack.
Dashing Sprint: As a move action the Black Belt can take a Run action. The speed increase from running that way count for the purpose of determining your Jump check.
Elbow Strike: After successfully making an attack against a creature the black belt may make another attack as a free action against another creatures within her reach with her highest attack bonus, this new attack must be an unarmed strike.
Hamendo: As an immediate action the Black Belt can make a single attack as another creature is about to attack her, this attack deal an additional 2d6 damage and is resolved before the striking creature's attack is made. A Black Belt must be 9th level or higher to select this Advanced Technique.
Jawbreaker: The black belt can make a single attack at her highest attack bonus with a -4 penalty as an attack action. If it hit it deal an additional 1d6 damage and the struck creature must make a Fortitude save. On a failed save the target is unable to vocalize and cannot use it bite attack. This last until the target has healed back the damage inflicted by the technique naturally (such as by rest or fast healing) or has received at least 5 points of magical healing.
Low Kick: As an attack action the black belt make a single 'kick' unarmed strike attack, it deal an extra 2d6 damage and benefit from the Wolf's Trip ability.
Gutwrencher: As an attack action the black belt make a single attack, if it hit the struck creature must make a Fortitude save or become nauseated for 1 round. On a successful save the target is only sickened for 1 round instead.
Head-Butt: As an attack action you make a single unarmed attack, if it hit the struck creature must make a Fortitude save or become Staggered for 1 round. If the attack roll was a Natural 20 the target is Dazed on a failed save and Staggered on a successful save, both for 1 round. If you rolled a natural 1 on this attack you are Dazed for 1 round.
High Jump Kick: As a standard action the black belt may make a Jump check whose DC is equal to the creature' AC alongside a 'kick' unarmed attack. For the purpose of this Jump check, the AC bonus and penalties given by size is reversed. If either fail the Black Belt fall prone and the attack miss, if both miss the black belt take her unarmed strike damage. If both succeed, the attack deal an extra 1d6+1 damage per class level and her foe must make a Fortitude save or fall Prone after it is resolved.
Mach Punch: As a standard action the black belt may make a single 'fist' unarmed strike, unless the target possess uncanny dodge the attack is resolved as if the target was flat-footed against this attack. If the attack hit a flat-footed creature it deal an additional 1d6 damage per class level.
Mighty Uppercut: As a standard action the black belt make a single unarmed strike, if this attack hit it deal an extra 1d6 damage per black belt level. If the target was flat-footed (or otherwise denied it dexterity) against this attack, it must also make a Fortitude save or be Stunned for 1 round.
One-Inch Strike: As an attack action, the black belt make a single attack. If the attack hit it deal normal damage and allow the Black belt to make a single Bull Rush check with a +8 bonus. If the Bull Rush is successful the Black belt does not move alongside it target and it must make a DC 15 Balance check or fall Prone.
Reactive Kick: As an attack or immediate action the Black Belt make a single 'kick' unarmed strike, unless the target possess uncanny dodge the attack is resolved as if the target was flat-footed against this attack.
Rocksplinter: As an attack action make a single unarmed strike, this attack ignore hardness less than 10 and deal double damage to undead or constructs. If it used to strike at a creature it must also make a Fortitude save or become Stunned for 1 round.
Spin to Win: As an attack action, the black belt make a single unarmed strike attack against all adjacent foes, she use the same attack and damage roll against each target.
Tiger Palm: As an attack action the black belt make an unarmed strike attack, this attack deal an extra point of damage per black belt level and deal both bludgeoning and slashing damage. On a natural 20, the Black Belt may leave her target blinded permanently. The struck target is allowed a Fortitude save to reduce the duration of the blindness to 1 round. A Black Belt must be 6th level or higher to select this Advanced Technique.
Unbreakable Guard: As a move action the Black Belt enter total defense and her DR/- double for 1 round. If a creature attack and miss her while using this ability it provoke from all adjacent creature except the Black Belt.
Windup Punch: As an attack action the black belt may make a single 'fist' unarmed strike attack, if it hit it deal an extra 2d6 damage and force the creature to make a Fortitude save or have the wind knocked out of them, making them Exhausted for 1 round and Fatigued for 1 minute.
Damage Reduction (Ex): A 3rd level Black Belt's body is so tough that she gain Damage Reduction 2/-. At 7th level and each 4 levels thereafter, the Black Belt's DR/- increase by 2.
Body of Stone (Ex): A black belt must be tough, touch as stone! At 7th level a black belt gains light fortification, and immunity to the fatigued, shaken, sickened, staggered, and stunned conditions.
Mettle (Ex): At 7th level the black belt gains the mettle ability. If you are affected by a spell that would normally have a reduced effect on a successful Fortitude or Will saving throw, it instead has no effect at all upon you if you save successfully.
Hardened Stance (Ex): A good fighting stance is paramount to being a successful fighter. A 8th level Black Belt who is not flat-footed gain her class level as a bonus on checks made against being Bull Rushed, Tripped or otherwise moved or made prone against her will.
Fighting Spirit (Ex): A 10th level Black Belt's fighting spirit is fearsome. Firstly if she is made Cowering, Frightened or Panicked she is instead made At Bay from the source of the effect for the same duration.
Secondly, as long as the Black Belt is under 50% hit points she may gain a +2 morale bonus to attack roll and a +4 morale bonus to damage roll.
Body of Iron (Ex): A black belt must be tougher, touch as iron! At 14th level a black belt gains moderate fortification, and immunity to the death effects, energy drained, exhausted, frightened, nauseated, and panicked conditions.
Solid Steel (Ex): A 19th level black belt's body is harder than iron, and those who strike at her quickly realize it. If a creature strike the black belt with an unarmed attack or natural weapon it take an amount of damage equal to twice the amount resisted by her Damage Reduction class features. If the the attack against the black belt dealt non-lethal damage then the backlash damage is also non-lethal. The backlash damage ignore damage reduction and damage resistance.
This damage is also dealt to the weapon of attacking foes as well, ignoring 10 points of hardness.
Absolute Perfect Technique (Ex): A 20th level Black Belt is able to use her best techniques, perfected after years worth of training. Once per encounter as a move action, she may declare any use of one of her Advanced Technique as an Absolute Perfect Technique. An Absolute Perfect Technique never miss as long as it aimed at the correct square and is always a confirmed critical hit no matter the dice roll.