User:ZZuuM/Martial Artist

Introduction

 * The Martial Artist is a profession that relies on using the open hands and feet/legs to combat opponents rather than using weapons. Many try to master this technique throughout the world, but only few can achieve a legendary status. The title of Master could take a lifetime to obtain, but fortunately most are able to obtain it within a timespan of 35 years of their life. It is difficult to learn, and requires much intense training and extreme patience. Through long-span meditation, a Martial Artist learns to cleanse his soul of all worries, thus strengthening willpower. By practicing in a Dojo, one gains massive physical strength with which to fight his enemies. By examining nearby terrain, a Martial artist can master his environment, giving him the advantage in battle. The Martial Artist, when trained correctly, can achieve massive damage to most foes.

General Information

 * The Martial Artist has only an Armor Level (AL) of 60. To compensate for this disadvantage, the martial artist has a base energy pool of 40, and an energy regeneration of 4. Though not directly using weapons, the Martial Artist must obtain Hand and feet straps(which come in 1 set), to protect the hands and feet from major damage (and to point out the obvious reason that no weapons equals lots of money saved). Hand Straps are two handed weapons that deal blunt damage, but rarely one may fine brass knuckles, which do not deal more damage but deal piercing damage instead. They can be upgraded with straps, leathers, and insignias. These weapons have a base damage of 4-20, and attack as fast as daggers.


 * A Martial Artist trains until he becomes a master, achieved at level 20.


 * Martial Artists have 4 attributes in which to spend points in.
 * Meditation (Primary):With each point in meditation, damage you receive is decreased by 1%, and conditions you suffer from expire 2% faster. Some skills, especially those relating to cleansing the soul, become stronger with each point invested in this attribute.
 * Awareness:No inherent effect. Some skills, especially those relating to examining foes and the environment, become stronger with each point invested in this attribute.
 * Lower Body Combat:With each point invested in this attribute, you deal more damage with your lower body attacks. Some skills, especially those related to dealing damage through the legs and feet, become stronger with each point invested in this attribute.
 * Upper Body Combat:With each point invested in this attribute, you deal more damage with your upper body attacks. Some skills, especially those related to dealing damage through the hands, arms, and head, become stronger with each point invested in this attribute.

Meditation

 * Clear Mind:Skill. You are healed for 40...88 health and lose 1 condition. If a condition was removed, you are healed for an additional 15...42 health. Energy:5 Activation:1 Recharge:15
 * Mental Stability {E}:Elite Enchantment Spell. For 8...18 seconds, whenever you receive a hex or condition, they expire 50% faster, and you are healed for 15...27 health. Energy:15 Activation:1 Recharge:30
 * Mind Over Pain:Enchantment Spell. For 10 seconds, the next time you would take physical damage, you gain 1...7 energy instead. Energy:5 Activation:1/4 Recharge:20
 * State of Deep Thought:Enchantment Spell. All of your attack skills are disabled for 10 seconds. For 1...13 seconds, you gain +1...5 health regeneration, +20...50 armor, and +1 energy regeneration. Energy:5 Activation:1 Recharge:30
 * Signet of Teaching:Signet. For 8 seconds, all new conditions target other ally receives expire 31...55% quicker. You lose 2 energy for each condition affected this way. Activation:1 Recharge:20
 * Signet of Vivacity:Signet. If you are attacking, you gain 3...13 energy. Recharge:18

Awareness

 * Observe Surroundings:Stance. You move 33% faster and are unaffected by tar and ice for 5...15 seconds. Energy:5 Recharge:20
 * Quick Scan:Hex Spell. For 3...9 seconds, you attack 25% faster and deal +0...12 damage against target foe. Energy:5 Activation:1/2 Recharge:30
 * Sound of the Winds {E}:Elite Stance. For 1...7 seconds, you have a 75% chance to block incoming attacks. Whenever you block an incoming projectile, you gain 1 energy and this stance is refreshed. Energy:10 Recharge:30
 * "I sense... a Disturbance...":Shout. For each foe in the area, all party members receive +3...10 armor (maximum 60) for 10 seconds. Energy:5 Recharge:45
 * Friendly Territory:Ward spell. For 8...18 seconds, allies within the ward gain +50...130 maximum health and + 3...10 maximum energy. Energy:10 Activation:1 Recharge:30
 * Master's Request:Stance. For 3...9 seconds, you attack 33% faster. This stance ends if your attacks are blocked. Energy:5 Recharge:20

Lower Body Combat

 * Spin Kick:Leg Attack. Strike target foe and up to 3 adjacent foes for +15...30 damage three times. Energy:5 Recharge:10
 * Jaw Lunge:Leg Attack. You strike target in the jaw, making it Dazed for 3...8 Seconds. Energy:15 Recharge:24
 * Knee Buster:Leg Attack. Target foe is struck for +10...34 damage and receives a Deep Wound for 5...17 seconds. Adrenaline:6
 * Mantis Kick {E}: Elite Leg Attack. Target foe is struck for +15...40 damage and becomes crippled for 5...17 seconds. Adrenaline:3 Recharge:2
 * Foot Lock: Enchantment Spell. For 30 seconds, Your next 1...5 Leg Attacks deal 8...20 damage to foes. Energy:5 Activation:2 Recharge:15
 * Disrupting Swipe:Leg Attack. Interrupt target foe's action. If the action interrupted was a spell or chant, all the target's skills are disabled for 5 seconds. (75% chance of failure with Lower Body Combat 7 or less) Energy:5 Activation:1/2 Recharge:20
 * Critical Kick:Leg Attack. If this attack hits, it results in a critical hit. Adrenaline:3

Upper Body Combat

 * Flat Hand Jab:Arm Attack. You strike for +7...17 damage. Adrenaline:2
 * Elbow Smash:Arm Attack. Target foe is struck for 22...44 damage. If Target foe is already suffering from a condition, it is weakened for 5...17 seconds. Energy:10 Recharge:15
 * Jagged Fist:Melee Attack. Target foe is struck for +15...27 damage and begins bleeding for 5...17 seconds. Energy:5 Recharge:5
 * Wild Punch:Arm Attack. Lose all adrenaline. Target foe is struck for +30...54 damage and any stance being used by it is removed. Adrenaline:7 Recharge:2
 * Tighten Fists {E}:Stance. All of your Upper Body Combat skills cannot be blocked, and you attack 33% faster for7...17 seconds. This stance ends if you cast a spell. Energy:5 Recharge:30
 * Zealous Chop:Arm Attack. Strike target for for +10...22 damage and gain 7 energy. Adrenaline:8
 * Uppercut of the Fox:Arm Attack. Strike for +5...25 damage. This attack cannot be blocked. Adrenaline:5
 * Winding Punch {E}:Elite Arm Attack. Target foe is struck for +5...25 damage. If target foe is suffering from a condition, it takes and additional 16...42 damage and suffers from exhaustion. Adrenaline:8

No Attribute

 * Is That All You've Got? {E}:Elite Shout. If target foe is below 50% health, it suffers from cracked armor and deep wound for 10 seconds. Energy:5 Recharge:25

Example Build:
"ITAYG?" Spiker

Master's Request,Foot Lock,Spin Kick,Jaw Lunge,Critical Kick,"Is That All You've Got?",Clear Mind,Resurrection Signet