combined martialist

Combine Martialist (Combine 1, Fighter 2, Thief 2, HD1) Requires a minimum Strength, Dexterity, and Constitution of 9.

(7 powers, trade 1 at 1st for 1 at 4th and 10th level)

Combine(d) are humans from an alternate world who have been altered by bioengineering and cybernetic implantation.  With increased cybernetic implantation comes a greater ability to control and access the divine power of law.  Combine(d) racial levels stack with divine levels at a rate of Racial Value -1 (e.g. 1 level of divine at Combine(d) level 2).

Combine(d) are also specifically altered to improve their combat abilities.  Combine(d) Racial levels stack with Fighter levels at a rate of Racial Value/2 rounded up (e.g. 1 level of fighter at Combine(d) level 1).

Increased alteration comes at the cost of a person’s humanity, creativity, and the ability to cast arcane magics. 

Combine(d) Level 1 – Additional implants and training allow all Combine(d) levels to stack with levels of fighter at a rate of racial level/2 (rounded up).  At this level there are visible ports on the chest and upper arms, but they are easily covered by clothing.  (Fighter 1 + 5 custom powers (one at 60 xp) rounded up)

  • Durable – they may roll twice on the mortal wounds table and choose the result. 
  • Brutal – Combine(d) vocal chords have been altered and changes are made to the aggression centers of their brain.  This gives them a +2 for all reaction rolls involving threats or intimidation (intimidation proficiency). 
  • Poison Immunity – Combine(d) have built in blood and lung filters.  As a result, they are immune to all forms of poison.
  • Longevity – Combine(d) live three times as long as humans
  • Fearless – Combine(d) have had the ‘fear center’ of their brain removed

Combined Martialists are very skilled combatants, being bio-engineered for combat. They advance as monsters, increasing chance to hit almost every level (as monsters).  They may fight with any weapon, with any weapon style, except with a weapon and a shield. 

The class gains +1 to damage rolls at level 1, and an additional +1 at 3rd, 6th, and 9th level.  They have also studied the weak points in human physiology, so they gain an additional +1 damage to humans, elves, and dwarves at 1st level, increasing to +2 at 7th level and +3 at 12th level.   The class may perform one cleave attack per level.  They save as fighters of the same level. 

Combined Martialists are trained in unarmed combat and can punch even armored foes for 1d3 damage, and kick for 1d4 damage at -2 to hit.  They gain an additional level of unarmed combat at 4th level and another at 10th level (For every additional level of unarmed combat they take, that may and increase the die of damage to kick and punch by one – d3,d4,d6,d8). 

Combined Martialists have had their flesh infused with ceramic armor materials.  As such they may not wear any armor.  At 1st level, the character gains a +2 bonus to AC and decrease the damage from any non-magical attacks by 1 point per die. At 7th level, this protection increases to +4 AC and 2 points per die. At 13th level, the protection increases to +6 AC and 3 points per die. The damage reduction is applied per die. Damage can be reduced to 0, but not less than 0, on each die. The AC bonus from flesh-runes stacks with potions of invulnerability, rings of protection, and similar effects. Attacks from monsters of 5 HD or more are considered magical attacks due to the monster’s ferocity (counts as 3 custom powers).

 

They have learned to take advantage of any drop in an opponent’s guard, so they have learned may backstab as a thief of equal level.   They also Naturally Stealthy and opponents suffer a -1 penalty to surprise rolls when encountering the character.

 

At 9th level, a Superior Master can establish a school and attract 2d6 level 0 followers and 1d6 level 1-3 mystics.  They cannot attract combined martialists unless they locate a portal to their world of origin. 

CLASS Proficiencies: Acrobatics, Alertness, Berserkergang, Blind Fighting, Combat Reflexes, Combat Trickery (disarm, force back, knock down, overrun, sunder), Command, Craft, Endurance, Fighting Style, Goblin Slaying, Intimidation, Leadership, Martial Training, Manual of Arms, Military Strategy, Performance, Precise Shooting, Riding, Running, Skirmishing, Swashbuckling, Weapon Finesse, Weapon Focus

 

 

Experience

Title

Lvl

Hit Dice

Damage

AC

DamRed

HTH Dam

BTH

0

Initiate

1

1d6 (6)

+1 (+2)

+2

-1

d3/d4

0

3200

Novice

2

2d6 (9)

+1 (+2)

+2

-1

d3/d4

+1

6400

Initiate

3

3d6 (12)

+2(+3)

+2

-1

d3/d4

+2

12800

Disciple

4

4d6 (15)

+2 (+3)

+2

-1

d4/d6

+3

25600

Martialist

5

5d6 (18)

+2 (+3)

+2

-1

d4/d6

+4

51200

Suoerior Martialist

6

6d6 (21)

+3 (+4)

+2

-1

d4/d6

+5

105000

Expert

7

7d6 (24)

+3 (+5)

+4

-2

d4/d6

+6

210000

Master

8

8d6 (27)

+3 (+5)

+4

-2

d4/d6

+7

330000

Superior Master

9

9d6 (30)

+4(+7)

+4

-2

d4/d6

+7

450000

Grandmaster

10

9d6+2 (32)

+4(+7)

+4

-2

d6/d8

+8

570000

Grandmaster 11th level

11

9d6+4 (34)

+4(+7)

+4

-2

d6/d8

+8

700000

Grandmaster 12th level

12

9d6+6 (36)

+5(+9)

+6

-3

d6/d8

+9

combined martialist

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