There is a Legacy version
here.
Martial ArtistSource Player Core 2 pg. 206You have trained in the martial arts, making your unarmed strikes lethal. You seek neither mysticism nor enlightenment, and you don't view this training as some greater path to wisdom. Yours is the way of the fist striking flesh, the hand turning aside the blade, and the devastating kick taking your enemy down. Your training is focused and practical, and since you have turned every part of your body into a weapon, you never find yourself without one. While you might have learned your techniques in a dojo or school focused on training the body, you might just as easily have learned them in street brawls and bar fights, combining instincts with intense athleticism for a deadly combination.
Regardless of your origins, your path is one of iron, transforming your body into a deadly weapon. The techniques available are many, but the results are all the same. Whether you attack with your fist, fang, or foot, your prowess is undeniable. Many martial artists seek to master a stance to put form to their flurry of attacks. Such techniques allow one to channel their strength. However, some prefer freedom in form and reject stances altogether. You may find your own style or master one of the forms used by legendary martial artists.
Additional Feats
Source Player Core pg. 215 2.0Some archetypes include a list of “Additional Feats” that appear in other sources. The list includes each feat’s level, which might be different than normal when gained from the archetype. You can take the feat as an archetype feat of that level, meaning it counts toward the number of feats required by the archetype’s dedication feat. When selected this way, a feat that normally has a class’s trait (such as the fighter trait) doesn’t have that class trait.
Click here for the full rules on Additional Feats.
Archetype Dedication Source Player Core 2 pg. 206Archetype Martial Artist
You have trained to use your fists as deadly weapons and can deliver devastatingly powerful blows with them. The damage die for your
fist unarmed attacks becomes 1d6 instead of 1d4. You don’t take the –2 circumstance penalty for making a lethal attack with your
nonlethal unarmed attacks.
This Feat may contain spoilers from the Outlaws of Alkenstar Adventure Path
Legacy Content
Uncommon Archetype Stance Source Pathfinder #178: Punks in a Powderkeg pg. 79Archetype Martial ArtistPrerequisites Martial Artist DedicationAccess You're from Alkenstar or the Mana Wastes.
You infuse your handwraps with
black powder. On your first melee Strike each round with an
unarmed attack,
knuckle duster, or
black powder knuckle duster, you deal an additional 1 fire damage. If you critically succeed at an attempt to
Shove while in this stance, the target is pushed back an additional 5 feet.
Black Powder Feats
Source Pathfinder #178: Punks in a Powderkeg pg. 55
If the characters agree to Nixbrix's challenge to defeat Bitey or otherwise impress the gang leader, he offers to teach them a few tricks. The characters gain access to the feats in the Black-Powder Berserkers section on page 79, even if they aren't from Alkenstar or the Mana Wastes, though they still must meet the feats' other prerequisites to take them.
Related Feats: Black Powder Flash, Inured to Alchemy, Pain Tolerance, Thunder Clap Monk Stance Source Player Core 2 pg. 118Archetypes Martial Artist,
Wild MimicRequirements You are unarmored.
* This version of the Crane Stance feat is intended for use with an Archetype and has a different level for access than the
original feat.
Your arms flutter like a crane's wings. You gain a +1 circumstance bonus to AC, but the only Strikes you can make are crane wing attacks. These deal 1d6 bludgeoning damage; are in the
brawling group; and have the
agile,
finesse,
nonlethal, and
unarmed traits.
While in Crane Stance, reduce the DC for
High Jump and
Long Jump by 5, and when you
Leap, you can move an additional 5 feet horizontally or 2 feet vertically.
Monk Stance Source Player Core 2 pg. 118Archetype Martial ArtistRequirements You are unarmored.
* This version of the Dragon Stance feat is intended for use with an Archetype and has a different level for access than the
original feat.
You enter the stance of a dragon and make powerful leg strikes like a lashing dragon's tail. You can make dragon tail attacks that deal 1d10 bludgeoning damage. They are in the
brawling group and have the
backswing,
nonlethal, and
unarmed traits.
While in Dragon Stance, you can ignore the first square of
difficult terrain while Striding.
Monk Stance Source Player Core 2 pg. 118Archetype Martial ArtistRequirements You are unarmored and touching the ground.
* This version of the Mountain Stance feat is intended for use with an Archetype and has a different level for access than the
original feat.
You enter the stance of an implacable mountain—a technique created by
dwarven monks—allowing you to strike with the weight of an avalanche and block blows with your garments. The only Strikes you can make are falling stone unarmed attacks. These deal 1d8 bludgeoning damage; are in the
brawling group; and have the
forceful,
nonlethal, and
unarmed traits.
While in Mountain Stance, you gain a +4 item bonus to AC and a +2 circumstance bonus to any defenses against
Reposition,
Shove,
Trip, and other
forced movement effects. You have a Dexterity modifier cap to your AC of +0, meaning you don't add your Dexterity to your AC, and your Speeds are all reduced by 5 feet. The item bonus to AC from Mountain Stance is cumulative with
armor potency runes on your
explorer's clothing,
mystic armor, and
bands of force.
Monk Stance Source Player Core 2 pg. 119Archetype Martial ArtistPrerequisites trained in
Deception* This version of the Stumbling Stance feat is intended for use with an Archetype and has a different level for access than the
original feat.
You enter a seemingly unfocused stance that mimics the movements of the inebriated—bobbing, weaving, leaving false openings, and distracting your enemies from your true movements. While in this stance, you gain a +1 circumstance bonus to
Deception checks to
Feint. The only Strikes you can make are stumbling swing unarmed attacks. These deal 1d8 bludgeoning damage; are in the
brawling group; and have the
agile,
backstabber,
finesse,
nonlethal, and
unarmed traits. If an enemy hits you with a melee Strike while in this stance, it becomes
off-guard against the next stumbling swing Strike you make against it before the end of your next turn.
Monk Stance Source Player Core 2 pg. 119Archetypes Martial Artist,
Wild MimicRequirements You are unarmored.
* This version of the Tiger Stance feat is intended for use with an Archetype and has a different level for access than the
original feat.
You enter the stance of a tiger and can make tiger claw attacks. These deal 1d8 slashing damage; are in the
brawling group; and have the
agile,
finesse,
nonlethal, and
unarmed traits. On a critical success with your tiger claws, if you deal damage, the target takes 1d4
persistent bleed damage.
As long as your Speed is at least 20 feet while in Tiger Stance, you can Step 10 feet.
Monk Stance Source Player Core 2 pg. 119Archetypes Martial Artist,
Wild MimicRequirements You are unarmored.
* This version of the Wolf Stance feat is intended for use with an Archetype and has a different level for access than the
original feat.
You enter the stance of a wolf, low to the ground with your hands held like fangs. You can make wolf jaw unarmed attacks. These deal 1d8 piercing damage; are in the
brawling group; and have the
agile,
backstabber,
finesse,
nonlethal, and
unarmed traits.
If you're flanking a target while in Wolf Stance, your wolf jaw unarmed attacks also gain the
trip trait.
Archetype Flourish Source Player Core 2 pg. 206Archetype Martial ArtistPrerequisites Martial Artist DedicationRequirements Your last action was a missed
Strike with a melee unarmed attack.
You have trained rigorously to use all parts of your body as a weapon, and when you miss with an attack, you can usually continue the attack with a different body part and still deal damage. Make another
Strike with a melee unarmed attack, using the same
multiple attack penalty as the missed Strike, if any.
Legacy Content
Archetype Sonic Source Pathfinder #178: Punks in a Powderkeg pg. 79Archetype Martial ArtistPrerequisites Powder Punch StanceRequirements You're in Powder Punch Stance.
You slam your hands together to unleash a deafening blast. Creatures in a 15-foot cone take 3d6 sonic damage, with a
basic Fortitude save against your class DC. Creatures that critically fail their save are also
deafened for 1 minute. You can't use this ability again for 1d4 rounds as your hands recover from the thunderous vibrations.
At 8th level, and every 2 levels thereafter, the damage from Thunder Clap increases by 1d6.
Black Powder Feats
Source Pathfinder #178: Punks in a Powderkeg pg. 55
If the characters agree to Nixbrix's challenge to defeat Bitey or otherwise impress the gang leader, he offers to teach them a few tricks. The characters gain access to the feats in the Black-Powder Berserkers section on page 79, even if they aren't from Alkenstar or the Mana Wastes, though they still must meet the feats' other prerequisites to take them.
Related Feats: Black Powder Flash, Inured to Alchemy, Pain Tolerance, Powder Punch Stance Monk Source Player Core 2 pg. 121Archetypes Martial Artist,
Wild MimicPrerequisites Crane StanceTrigger You are targeted with an attack by an observed attacker.
Requirements You are in Crane Stance.
* This version of the Crane Flutter feat is intended for use with an Archetype and has a different level for access than the
original feat.
You interpose your arm between yourself and your opponent. Your circumstance bonus to AC from Crane Stance increases to +3 against the triggering attack. If the attack misses you and the attacker is within your reach, you can immediately make a crane wing Strike against the attacker at a –2 penalty.
Auditory Emotion Fear Mental Monk Source Player Core 2 pg. 121Archetype Martial ArtistPrerequisites Dragon StanceRequirements You are in Dragon Stance.
* This version of the Dragon Roar feat is intended for use with an Archetype and has a different level for access than the
original feat.
You bellow, instilling fear in your enemies. Enemies within a 15-foot emanation must succeed at a Will save against your
Intimidation DC or be
frightened 1 (frightened 2 on a critical failure). When a creature frightened by the roar begins its turn adjacent to you, it can't reduce its frightened value below 1 on that turn. Your first attack that hits a frightened creature after you roar and before the end of your next turn gains a +4 circumstance bonus to damage.
After you use Dragon Roar, you can't use it again for 1d4 rounds. Its effects end immediately if you leave Dragon Stance. Creatures in the area are then temporarily immune for 1 minute.
Archetype Flourish Source Player Core 2 pg. 206Archetype Martial ArtistPrerequisites Martial Artist Dedication
You know how to deliver focused, powerful blows that bypass your enemies’ resistances. Make an
unarmed melee
Strike. If this Strike hits, it deals two additional weapon damage dice and ignores an amount of
resistance to physical damage (or to a specific physical damage type) equal to your level. This Strike counts as two attacks when calculating your
multiple attack penalty.
If you are at least 18th level, increase the additional damage to three weapon damage dice.
Monk Source Player Core 2 pg. 122Archetype Martial ArtistPrerequisites Mountain StanceRequirements You are in Mountain Stance.
* This version of the Mountain Stronghold feat is intended for use with an Archetype and has a different level for access than the
original feat.
You focus on your connection to the earth and call upon the mountain to block attacks against you. You gain a +2 circumstance bonus to AC until the beginning of your next turn.
Special If you have this feat, the Dexterity modifier cap to your AC while you're in Mountain Stance increases from +0 to +1.
Monk Source Player Core 2 pg. 123Archetypes Martial Artist,
Wild MimicPrerequisites Tiger StanceRequirements You are in Tiger Stance.
* This version of the Tiger Slash feat is intended for use with an Archetype and has a different level for access than the
original feat.
You make a fierce swipe with both hands. Make a tiger claw Strike. It deals two extra weapon damage dice (three extra dice if you're 14th level or higher), and you can
push the target 5 feet away as if you had successfully
Shoved them. If the attack is a critical success and deals damage, add your Strength modifier to the
persistent bleed damage from your tiger claw.
Wolf Drag [two-actions] Feat 8*
Monk Source Player Core 2 pg. 123Archetypes Martial Artist,
Wild MimicPrerequisites Wolf StanceRequirements You are in Wolf Stance.
* This version of the Wolf Drag feat is intended for use with an Archetype and has a different level for access than the
original feat.
You rip your enemy off their feet. Make a wolf jaw Strike. Your wolf jaw gains the
fatal d12 trait for this Strike, and if the attack succeeds, you knock the target
prone.
Legacy Content
Archetype Visual Source Pathfinder #178: Punks in a Powderkeg pg. 79Archetype Martial ArtistPrerequisites Powder Punch StanceRequirements You're in Powder Punch Stance.
You ignite a pinch of black powder in a foe's face. Choose an adjacent creature. It must attempt a Fortitude save against your class DC.
Critical Success The creature is unaffected.
Success The creature is
dazzled for 1 round.
Failure The creature is
blinded for 1 round and dazzled for 1 minute. The creature can rub its eyes as an Interact action to end this blinded condition.
Critical Failure The creature is blinded for 1 round and dazzled for 1 hour.
Black Powder Feats
Source Pathfinder #178: Punks in a Powderkeg pg. 55
If the characters agree to Nixbrix's challenge to defeat Bitey or otherwise impress the gang leader, he offers to teach them a few tricks. The characters gain access to the feats in the Black-Powder Berserkers section on page 79, even if they aren't from Alkenstar or the Mana Wastes, though they still must meet the feats' other prerequisites to take them.
Related Feats: Inured to Alchemy, Pain Tolerance, Powder Punch Stance, Thunder Clap Archetype Flourish Source Player Core 2 pg. 206Archetype Martial ArtistFrequency once per minute
Prerequisites Martial Artist Dedication
With a burst of effort and speed, you weave a nimble path through your many enemies, striking each in turn as you move past them. You
Stride; this movement doesn’t trigger reactions. You can attempt a melee
Strike up to three times at any point during your movement, each against a different enemy. Each attack counts toward your
multiple attack penalty, but your multiple attack penalty doesn’t increase until you have made all your attacks.
Monk Source Player Core 2 pg. 126Archetype Martial ArtistPrerequisites Mountain StrongholdRequirements You are in Mountain Stance.
* This version of the Mountain Quake feat is intended for use with an Archetype and has a different level for access than the
original feat.
You stomp, shaking the earth beneath you. Creatures on the ground within a 20-foot emanation take damage equal to your Strength modifier (minimum 0), with a
basic Fortitude save against your class DC. On a failure, they also fall
prone. After you use this action, you can't use it again for 1d4 rounds.
Special If you have this feat, the Dexterity modifier cap to your AC while using Mountain Stance increases from +1 to +2.