Martial Artist

There are thousands of martial art forms though out the galaxy, almost every culture known displays a diverse range of hand to hand fighting techniques, often codified during their ancient past. The Martial Artist has chosen to walk a path many consider reserved for the Jedi or other Force Users. Of course a Force Using Martial Artist is an awesome warrior. He seeks mastery over himself and the perfection of his fighting spirit and combat technique. Some Martial Artists seek to master a single form and often remain within a monastic life style; others wander the worlds of the galaxy learning each new martial form that they encounter.

Era Notes: Martial Artists require a dedication and strength of commitment that few are willing to give. Many become confused with Force Users or Jedi and as a result many Martial Artists were hunted during the Jedi Purge. However their numbers have never fallen as low as the Jedi and anyone my chose to walk this path.

The Martial Artist
 
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Defence Bonus
Reputation
1st
+1
+2
+2
+1
Fighting Posture
+2
+1
2nd
+2
+3
+3
+2
Uncanny Dodge (Dex bonus)
+2
+1
3rd
+3
+3
+3
+2
Honed Body
+3
+1
4th
+4
+4
+4
+3
Uncanny Dodge (can't be flanked)
+3
+1
5th
+5
+4
+4
+3
Strike Fast
+4
+1
6th
+6
+5
+5
+4
Strike Hard
+4
+1
7th
+7
+5
+5
+4
Honed Body
+5
+1
8th
+8
+6
+6
+5
Combat Awarness
+5
+1
9th
+9
+6
+6
+5
Redirection
+6
+1
10th
+10
+7
+7
+6
Combo Techniques
+6
+1
 

Requirements: To qualify to become a Martial Artist, a character must fulfil all the following criteria:
Base Attack Bonus: +5
Feats: Dodge, Martial Arts

Game Rule Information
Vitality: 1d12 per level

Class Skills
The Martial Atist class skills are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Knowledge (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex)
Skills Points: 3+ Int modifier

Class Features
The following are features of the Martial Artist class:

Starting Feats
The Martial Artist gains from the following starting feats:
Combat Reflexes
Defensive Martial Arts
Improved Martial Arts

Fighting Posture
You always maintain a perfect fighting posture. You do not provoke attacks of opportunity, unless you choose to give up your fighting posture to perform another action, like accessing a computer terminal etc.

Uncanny Dodge
Beginning at 2nd level the Martial Artist gains the extraordinary ability to react faster than his senses normally allow. Form now on he can no longer be caught flat-footed and thus does not lose his Dex bonus to his Defence. At 4th level he can no longer be flanked.

Honed Body
The Martial Artist has spent years mastering himself, as a result at 3rd and then again at 7th level he main add +1 to anyone of his three physical attributes (Str, Dex or Con).

Strike Fast
At 5th level the Martial Artist is so fast his attacks can become like a blur. He may now expend Vitality Points to add to his initiative total.

Strike Hard
At 6th level the Martial Artist is capable breaking through solid objects or armour. The damage reduction (DR) of any armour worn by someone hit by the Martial Artist is halved (rounded up). The opponent is also knocked back a number of meters equal to the damage inflicted. Breaking through object depends on the thickness and type of the materials, this is not a way to break through blast doors this is a way of mangling personal equipment, breaking weapons that sort of thing, a DC may be assigned by the Games Master.

Combat Awareness
The Martial Artist is not only aware of where is opponents are but also how they are going to move and attack him. This permits the Martial Artist to enhance his defence or an attack with this Wis bonus. In any given combat round the Martial Artist may declare that his awareness is concentrated on either making an attack, in which case he gains his Wis bonus to any one attack this round, or defending himself, in which case his Wis bonus is added to his defence.

Redirection
The Martial Artist is not only adept at turning another’s attacks away from himself, any opponent who misses the Martial Artist when in close combat with him leaves his guard open to an attack of opportunity (remember their al limits to how many attacks of opportunity a character can take). This attack of opportunity can be immediately used as normal or it can be used to redirect your opponents attack against another target in close combat. Mack an attack roll as normal but if you score a hit damage is done by your opponents weapon (real nasty if your opponent has a lightsaber).

Combo Techniques
The Martial Artist has dedicated himself to his fighting art and mastered its many techniques. He is finally able to string several different attacks together into a devastating manoeuvre. Anytime he scores in the threat range of his Martial Art he may make an immediate extra action. This action need not be targeted at the same opponent but it must be an unarmed combat strike.