Base Class: Monk
-Martian Martial Art:
Learning this practice makes you a Künstler (german for Artist).
As you learn & grow stronger, you evolve through the ranks:
.Lvl 3-4: Anfänger (Beginner) .Lvl 5-6: Tzereter (Enthusiast) .Lvl 7-8: Lehrling (Apprentice)
.Lvl 9-10: Geselle (War Artisan) .Lvl 11-12: Kriger (Warrior) .Lvl 13-14: Hoher Krieger (High Warrior)
.Lvl 15-16: Meister (Master) .Lvl 17-18: Adept (Licensed Master) .Lvl 19-20: Altmeister (Elder)
Art of the Tank
3rd-level Way of the Panzer Kunst feature
The base of this art is based on space-aged context, as in robotics & its features.
You add electromagnetism/plasma, metal or sound waves to your techniques.
-Ellbogen Blatt (Elbow Blade):
Künstlers are often equipped with a single or a pair of one-edge blades attached from the elbows.
It takes 1 action to equip or remove them.
You replace each Unarmed Strike with 1d4 slashing damage during your Flurry of Blows.
-Schwingung Einfluss (Oscillation Impact): (1 Ki Point)
You deliver a kick/punch that will shake the struck point.
You roll 1d6 thunder damage with your initial or single Unarmed Strike.
-Leichte Klauen (Claws of Light): (1 Ki Point)
With open hands, you generate needles of plasma from your fingertips.
Replacing Unarmed Strikes with lightning & piercing damage.
It lasts 3 rounds before it is depleted.
Marsianer Verfahren
6th-level Way of the Panzer Kunst feature
Deadly but beautiful, similar to the beauty of a razor-sharp blade, you learn techniques of warfare.
-Hertza Haeon (Heart Strike): (1 Ki Point)
A singular palm strike onto the target, 1d4 of Unarmed Strike.
The target is then hit by a sequence of vibrations from the struck point.
If they fail their Con save, they are Stunned.
-Hertza Haeon Doppelt (Double Heart Strike): (lvl 11, 2 KP)
You use both of your arms to strike a dual shockwave in the target.
2d4 of Unarmed Strikes.
If they fail their Con save, they are Prone.
-Kugel Keit (Speed Ball): (2 KP)
In a Reaction, you use a Dex save to counter ranged projectiles with your own.
You fire military bullets like throwing darts against arrows & similar projectiles.
Nothing heavier than arrows though, your swift throw is the main factor, as you still need light ammunitions.
-Schatten Forgen (Shadow Tracking): (1 KP)
You move quickly but silently, to stay out of your target's eyesight, most of the time behind them.
You cannot attack while moving, it is a purely evasive technique that last as long as you want.
You react by rolling a Dexterity save (easy difficulty) each time your target moves, to stay out of sight.
Fortgeschrittene Kenntnisse
11th-level Way of the Panzer Kunst feature
While some moves are modern additions, this completes your list of conventional warfare.
-Ausser Stosse (Outer Thrust): (1 Ki Point)
When your target initiate a melee attack, you use your Reaction to deflect & counter.
You roll an additional 1d4 of AC, then 1d6 of Unarmed Strike.
-Geschoss Schlag (Missile Blow): (2 KP)
You wrap your entire arm in electricity, to then dash & strike hard.
16 ft/5 m linear reach & 2d8 lightning damage.
The recoil repels nearby creatures 3 ft/1 m back.
-Plasma Bissen (Bite of Plasma): (2 KP)
Holding your thumb & index in a hook, you form an electrical arc that can cut arm-thick matter.
Both in 1 Action or Reaction, 2d6 slashing damage.
-Shaped-Charge Palm/Kick: (3 KP)
By focusing ring-shaped plasma onto your strike, you add a small violent shock.
3d6 thunder damage. Targets are stunned on Critical Hits.
Geheimnis
17th-level Way of the Panzer Kunst feature
German for "mystery", these moves are considered the "secret techniques" of PK.
-Einzug Rüstungen (Armor Penetration): (3 Ki Points)
By attuning your rythm of movement to the opponent's, you strike when their guard is at it's weakest.
1d12 bludgeoning damage with advantage. 2d12 when it is an Opportunity Attack.
-Einsatzrhythmen (Rhythms Insertion): (3 KP)
The pinnacle of countering technique.
You offset the target's rhythm by blocking any action they partake.
You add 2d8 of AC to your own, for 3 turns.
-Panzer Zittern (Trembling Tank): (3 KP)
You focus your entire body to shake & spread the vibrations around you.
2d12 thunder damage in a 12 ft/4 m radius.
-Hertzer Fahren (Heart Driver):
A 2-turn combination attack.
.Verschlag (Box or Partition): (2 KP)
The 1st turn, an initial Hertza Haeon strike.
You focus the oscillations into a fierce shockwave, actually damaging the target's body.
The target is automatically hit with 2d6 thunder damage & stunned.
.Hertzer Nadel (Heart Needle): (2 KP)
The 2nd turn, driving a Verschlag into the focal point of the shockwave, which causes the charge to implode.
The target is hit by 4d6 thunder damage.
If they fail their Con save, they are deafened & paralyzed.
Previous Versions
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