The Complete Martial Artist

If you wish to create a character who is principally a Martial Artist, you ought to take other Weapon and Nonweapon Proficiencies which are appropriate to the classic martial-arts hero.

Almost all Weapon Proficiencies are appropriate for the character, including all swords, bows, and polearms, and especially proficiencies with the Samurai weapons from the Equipment chapter of this book.

Nonweapon Proficiencies which are especially appropriate include: (General) Dancing, Direction Sense, (Warrior) Blind-fighting, Endurance, Running, (Rogue, double slots) Jumping, Tightrope Walking, and Tumbling.

In campaigns with more classical and oriental elements to the martial artists, Nonweapon Proficiencies such as (General) Artistic Ability, (Priest, double slots unless Paladin) Ancient History, Astrology, Healing, Herbalism, Local History, Musical Instrument, Reading/Writing, Religion, (Wizard, double slots unless Ranger) Ancient History, Astrology, Herbalism, Reading/Writing, Religion.

Fighting Style Specializations, from this chapter, are also very appropriate for the character.

Naturally, you won't be able to afford all these things for your Martial Artist character, even if your DM does allow you the Intelligence bonus for extra Proficiencies mentioned earlier in this chapter. Think not about having all these abilities, but about taking specific abilities to make the character unique, different from all the other PCs—even if they, too, are principally Martial Artists.

For instance, one character could be a Paladin/Swashbuckler who takes Weapon Proficiency with all Fencing Blades (two slots), Specialization with the Sabre (one slot), and Specialization with Punching (one slot). Another character could be a Ranger/Beast-Rider who takes Weapon Proficiency with all Bows (two slots) and Proficiency and Specialization with Martial Arts (two slots). This way, no two Martial Artists are likely to be even remotely alike.

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