Monk
Base Class: Monk

Panzer Kunst (also known as "armor art") is the first fighting style developed to accommodate construct combat beyond simple warfare. It emphasizes combat against both unarmed and armed opponents, including those wielding ranged weapons. Its foundation is fighting using the momentum that can be generated by the movement of a body made from solid materials, and essentially requires the monk to be a Warforged or a creature with a similar body. Panzer Kunst seems to emphasize speed as well as the use of vibration-based attacks to bypass an opponent's armor and directly cause damage to limbs or internal organs. The art is also quite effective against larger foes, or foes that foolishly allow room to move. Panzer Kunst also provides a definitive tactical advantage, since it gives its user the ability to retaliate to an opponent's strikes. Therefore, a Kunstler will rarely be defeated in combat with an enemy that lashes out carelessly.

A Panzer Kunstler can progress through nine ranks:

Anfanger (Beginner - Level 3-4)
Tzereter (Enthusiast - Level 5-6)
Lehrling (Apprentice - Level 7-8)
Geselle (War Artisan - Level 9-10)
Krieger (Warrior - Level 11-12)
Hoher Krieger (High Warrior - Level 13-14)
Meister (Master - Level 15-16)
Adept (Licensed Master - Level 17-18)
Altmeister (Elder - Level 19-20)

There is no specific test or ceremony to progress in rank, only increased expectations of performance.  Kunstlers rarely express any sentiment regarding rank, but simply note it as a tool to organize.  Even so, teachings are not restricted by one's ranking and each artist is expected to develop in a way that is uniquely efficient.  To the mind of the Kunstler, rank is not a badge of pride or honor, but merely a measure of capability.

Much of the history regarding the art has been lost. However it is known that training begins relatively early in the construct's life, as most began as Anfanger shortly after awakening. The actual implementation and recruitment process is unknown, although those not trained upon awakening were often Warforged approached by established Kunstlers after significant battles.  Practitioners who cannot remember where they originally learned the art are alarmingly not uncommon. 

Training sessions in unusual environments are not uncommon, especially when trying to quickly train junior kunstlers. Most practitioners receive training from the leaders of the groups they belong to, but are expected to develop their own techniques and interpretations of the art. Taught and developed techniques are engraved within the Kunstler's psyche and can still be recalled many decades or even centuries later if left unused. A practitioner of Panzer Kunst could flawlessly execute the art as if it were second nature, even after being dormant for extended periods of time.

Created as a homage to Yukito Kishiro's great creation Battle Angel Alita (aka Gunnm).  All credit due to his concept of cyborg martial arts and the incredible story he told with it.

Pfad des Panzer Kunstler

When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain techniques.  This path also includes an individual technique that is unique based on your own body's construction. You gain the following benefits.

Einzug Rustungen.  By attuning their rhythm of movement to the opponent's, the monk then strikes when the opponent's guard is weakest.  If an opponent has attacked you on their last turn, your first attack against that opponent on your subsequent turn has advantage.

Verscharft Angreifen.  The monk has learned how to best use built up momentum to enhance an attack.  If the monk moves at least 10 feet in a straight line immediately before a successful attack, the monk either gains a +5 bonus to the attack's damage roll or, if using the shove action, push the target an additional 10 feet away.

Schatten Folgen.  A basic skill used primarily as a training exercise which teaches a monk to stay in their target's blind spot.  Whenever the monk is directly behind an opponent or directly across from an ally engaged with the same opponent (flanking), attacks by that opponent against the monk suffer disadvantage.  Whenever an opponent misses an attack against the monk while engaged with in melee range the monk can freely move to a flanking position against that opponent.

Seinerweisen.  An individual technique created by the monk that is unique based on their own body's construction, and thus unteachable.  Create with the DM an action that is had evolved from the monk's personal wisdom regarding the functions of their body.  This action cannot be duplicated or imitated by another creature, though they may develop a similar action inspired by the monk's technique.  This action may even allow other characters to positively identify the monk.

Geschoss Schlag

At 6th level, you gain the ability to strike with supersonic punches that adds electromagnetism to the impact, delivering more force to the strike. Whenever you hit a creature you can spend 1 ki point to add 1 dice of thunder damage and 1 dice of lightning damage to the damage roll.  The dice used for this additional damage is based on your martial arts die.  The damage dice granted by this feature doubles at 11th level and triples at 17th level.

Ausser Stosse

Beginning at 11th level, whenever you are attacked you can expend 2 ki points to twist into an attack made by an opponent as a reaction an redirect that energy against them, resulting in a kicking counterattack that is stronger than would normally be launched.  You roll an attack roll opposed to the attack roll made against you, and if your roll is higher you counterattack imposing the damage of the attacker added to your own back against your opponent.  If your attack roll is lower you reduce the damage you would normally take by the value of your own attack damage.

Hertza Haeon

At 17th level, you gain the ability to set up lethal vibrations in an object or someone’s body. When you hit a creature or object with an unarmed strike, you can spend 3 ki points to start these imperceptible high-frequency vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to detonate them. To do so, you and the target must be on the same plane of existence. When you use this action, the target must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 12d12 thunder damage.  Objects reduced to 0 hit points by these vibrations shatter, imposing 6D6 thunder damage in a 5 foot radius.

You can have only one target under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action. A monk who can utilize this technique can nullify this ability by using it on the same target and choosing to end the vibrations harmlessly.

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