Post by Robot on Nov 5, 2017 21:53:29 GMT
Introduction
Anyone remember the good old days of 1.04 Martial Artist? Back when off-list tutoring was still a thing for a lot of classes? How many of you played 1.04 Martial Artist, raise your hands. Okay, now how many of you played 1.04 Martial Artist to tutor Punch and Kick moves onto Pokemon that lack limbs? If you kept your hand raised, you're an honest person. If you lowered it you're a dirty liar and may now go play the crying game. Dishonor on your famiry. That said, this Martial Artist isn't that Martial Artist. This Martial Artist isn't even a BRANCH class. Martial Artist is the class for people who live their lives as hammers, and everything starts looking like a nail. Oh sure, Fighting gets good coverage, and they came up with a ton of great witty Feature names like they do with Sage later. Welcome to hit things for fighting damage, the class.
Pros
-Good Type Coverage against types that commonly resist Normal, your other major attack type as a non-special snowflake trainer.
-Excellent Ability choices.
-Stat Tag versatility.
-Cohesive themes.
Cons
-Not a branch class.
-Number of unwanted/throwaway/consolation Features.
-Standard Action dependent.
-Moves locked to specific disciplines, mainstream moves not ideal. Ability choice will usually depend on character flavoring or move access. Not all MA's equal.
Base Feature
For Novice Combat, and burning an Edge on Rock Smash, you get to choose an ability out the gate. Choose wisely though, this ability will determine your path going forward! Will you Crit fish with the awful Inner Focus, try to play a denial tank with Guts? Probably not. Let's be honest. Most people go Reckless for the absolutely brutal recoil-less High Jump Kick, or Technician for the DB 10 Triple Kicks and DB 8 Rock Smashes. The odd person will go Guts and grab Storm Throw, then spam it forever. Limber doesn't even -get- a unique tier 3. Come on Limber, step up your game.
Martial Training
Shy of some oddball tricks like Focus Energy, Acupressure, or Power Trick, picking two moves each time you take this feature is pretty straightforward. Have some fighting damage, have somemore fighting damage. Did you want fighting damage? You're getting fighting damage. Added effects? Maaaybe a speed drop or knock back. Enjoy your damage. Power Trick pairs well with elementalist builds on the opposite end of the spectrum.
My Kung Fu is Stronger
Your DB 5 AC 3(?) Struggles become DB 4 or 6 with STAB Rock Smashes that lower defense on a decent range. Really good with Technician and/or a high attacking stat (Technician is a Speed class, so that doesn't work out well). Pairs well enough with Hunter for the extra AoOs, but as a trainer dishing out damage you're more likely to get turned on and dunked unless your GM is nice.
Second Strike
Provoc gets improved economy for Manipulates. Rogue gets improved economy with Dirty Tricks. Martial Artist gets... consolation prizes. Admittedly, Combat Maneuvers have better frequencies then once per target per encounter, but their feature relies on trying a maneuver, hitting with it, but then failing the opposed skill roll. So the feat either triggers all the time or never, the rock smash consolation is a little boring. An At-Will Fighting Move would give this more value then a DB 4 attack that debuffs some of the time. I don't generally bother with combat maneuvers unless I have Bind/Wrap/Clamp or ring out rules in effect.
Martial Achievement
Most of these selections really gel the class with the themes of each martial discipline. Bend Like a Willow and Wrestlemania are kind of eeeeh.... but the rest are strong enough options as AP spenders go. Whirlwind Kicks grants nice AoE if you have STAB, Soft Landing saves you from High Jump Kick breaking your legs. Free Action Focus Energy is strong on crit builds Pummeling Momentum is decent for evasion/tank options.
Anyone remember the good old days of 1.04 Martial Artist? Back when off-list tutoring was still a thing for a lot of classes? How many of you played 1.04 Martial Artist, raise your hands. Okay, now how many of you played 1.04 Martial Artist to tutor Punch and Kick moves onto Pokemon that lack limbs? If you kept your hand raised, you're an honest person. If you lowered it you're a dirty liar and may now go play the crying game. Dishonor on your famiry. That said, this Martial Artist isn't that Martial Artist. This Martial Artist isn't even a BRANCH class. Martial Artist is the class for people who live their lives as hammers, and everything starts looking like a nail. Oh sure, Fighting gets good coverage, and they came up with a ton of great witty Feature names like they do with Sage later. Welcome to hit things for fighting damage, the class.
Pros
-Good Type Coverage against types that commonly resist Normal, your other major attack type as a non-special snowflake trainer.
-Excellent Ability choices.
-Stat Tag versatility.
-Cohesive themes.
Cons
-Not a branch class.
-Number of unwanted/throwaway/consolation Features.
-Standard Action dependent.
-Moves locked to specific disciplines, mainstream moves not ideal. Ability choice will usually depend on character flavoring or move access. Not all MA's equal.
Base Feature
For Novice Combat, and burning an Edge on Rock Smash, you get to choose an ability out the gate. Choose wisely though, this ability will determine your path going forward! Will you Crit fish with the awful Inner Focus, try to play a denial tank with Guts? Probably not. Let's be honest. Most people go Reckless for the absolutely brutal recoil-less High Jump Kick, or Technician for the DB 10 Triple Kicks and DB 8 Rock Smashes. The odd person will go Guts and grab Storm Throw, then spam it forever. Limber doesn't even -get- a unique tier 3. Come on Limber, step up your game.
Martial Training
Shy of some oddball tricks like Focus Energy, Acupressure, or Power Trick, picking two moves each time you take this feature is pretty straightforward. Have some fighting damage, have somemore fighting damage. Did you want fighting damage? You're getting fighting damage. Added effects? Maaaybe a speed drop or knock back. Enjoy your damage. Power Trick pairs well with elementalist builds on the opposite end of the spectrum.
My Kung Fu is Stronger
Your DB 5 AC 3(?) Struggles become DB 4 or 6 with STAB Rock Smashes that lower defense on a decent range. Really good with Technician and/or a high attacking stat (Technician is a Speed class, so that doesn't work out well). Pairs well enough with Hunter for the extra AoOs, but as a trainer dishing out damage you're more likely to get turned on and dunked unless your GM is nice.
Second Strike
Provoc gets improved economy for Manipulates. Rogue gets improved economy with Dirty Tricks. Martial Artist gets... consolation prizes. Admittedly, Combat Maneuvers have better frequencies then once per target per encounter, but their feature relies on trying a maneuver, hitting with it, but then failing the opposed skill roll. So the feat either triggers all the time or never, the rock smash consolation is a little boring. An At-Will Fighting Move would give this more value then a DB 4 attack that debuffs some of the time. I don't generally bother with combat maneuvers unless I have Bind/Wrap/Clamp or ring out rules in effect.
Martial Achievement
Most of these selections really gel the class with the themes of each martial discipline. Bend Like a Willow and Wrestlemania are kind of eeeeh.... but the rest are strong enough options as AP spenders go. Whirlwind Kicks grants nice AoE if you have STAB, Soft Landing saves you from High Jump Kick breaking your legs. Free Action Focus Energy is strong on crit builds Pummeling Momentum is decent for evasion/tank options.