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Trinity:Karateka
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==Class Features== All of the following are class features of the karateka core class. '''Weapon and Armor Proficiency:''' Karateka are proficient with three of the following weapons: baton, claw, nunchaku, kama, pole, quarterstaff, sai, shuko, siangham, and rug. Weapons the karateka has chosen proficiency for, as well as her unarmed strike, count as martial arts weapons for purposes of maneuvers gained via the Technique skill. These selected weapons (along with unarmed) constitute a karateka's preferred weapons - when using them, she uses her unarmed damage, or the weapon's damage, whichever is higher. Karateka are not proficient with any armor or shields. '''Unarmed Strike:''' At 1st level, a karateka gains Improved Unarmed Strike as a bonus feat. A karateka’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a karateka may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a karateka striking unarmed. A karateka may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. Usually a karateka’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A karateka’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A karateka also deals more damage with her unarmed strikes than a normal person would, as shown on the table above. The damage listed is for a karateka of medium size; adjust the damage dealt accordingly for karateka of smaller or larger sizes. A karateka wearing any sort of armor loses the benefits of this ability. '''Meditation:''' The karateka can enter a meditative trance, which cleanses and rests the body. Entering the trance requires 2d6 minutes of mind-clearing exercises. At the end of this time, you perform a Concentration check; if you succeed, you enter the trance. If you fail, you can try again in 10 minutes. You can maintain the trance for a number of hours equal to your Wisdom score, plus any ranks you have in Concentration. The DC of the Concentration check depends upon your surroundings. If your surroundings are conducive to meditation, such as a temple or quiet forest, the DC is 10. In an area with many distractions, such as an inn, the DC is 15. If you are in physical discomfort, such as being trapped in a cramped cage, the DC is 20. One hour of uninterrupted meditative trance is as restful as two hours of sleep. Also, while you are meditating, you do not feel the effects of hunger, thirst, or physical discomfort, though you still suffer damage from these effects. While you are meditating, you have some awareness of your surroundings, and may perform Perception-based checks at a -4 penalty. If you engage in any sort of activity, even walking or conversation, the meditation trance ends. '''Bonus Feat:''' At 1st level, 2nd level, and every two levels thereafter, the karateka gains a bonus feat. This feat can be any Martial Arts feat chosen from [http://www.users.bigpond.net.au/falkayn/d20martialarts.pdf Ken Hood's guide]. [[category:Trinity]]
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