TEXT: 46
  F
  rom the Rakshas enslaved to the 
  Black Circle to the unfathomable 
  masters of far Khitai, a handful 
  of Hyborian age warriors eschew 
  armour and weapons in favour of esoteric 
  disciplines.  These strange arts, pre-Atlantean 
  or perhaps pre-human, give them strength 
  and speed beyond the limits of ordinary men.  
  Some say they are more akin to sorcery than 
  swordplay; certainly in their mysticism – and, 
  often, their madness – these martial disciples 
  share much with the dread scholars of the 
  dark arts.
  Adventures: Who can say what drives a man 
  to dedicate his life to the mastery of body and 
  soul, or what drives such a master to traverse 
  the dark places of the world?  Most martial 
  disciples are shackled, either by their strange 
  masters or by their own will, to a monastery 
  or cult.  When they wander the world it is 
  generally on the business of their superiors.  A 
  few come into possession of ancient secrets 
  by other means, either stumbling across the 
  same inventions that ﬁ red the ﬁ rst masters by 
  strange chance or ﬁ nding manuals from the pre-
  cataclysmic age.  These martial disciples are 
  far more likely to travel and adventure.  Martial 
  disciples are an alien breed to the Hyborian 
  races, however, and when they join a band of 
  adventurers it is generally for their own esoteric 
  purposes, little understood by other folk.
  Characteristics: Most martial disciples are 
  immediately recognisable while travelling the 
  Hyborian nations or their immediate neighbours, 
  as by far the greatest number hail from the 
  distant east.  Martial disciples not enslaved to 
  some dread order are generally self-sufﬁ cient 
  and self-contained, speaking little and sagely.  
  They are more likely to be mistaken for scholars 
  than any other warrior class.  The martial 
  disciple’s most formidable skills revolve around 
  unarmed combat, and so most travel lightly 
  armed, if armed at all.
  Religion: Martial disciples often follow the 
  strange gods of distant climes, often dedicating 
  themselves to a particular idol or efﬁ gy that 
  represents an aspect of their ﬁ ghting style.  
  Some literally worship the terrible masters 
  of their order as some of those masters seem 
  more akin to gods than mortals.  Other martial 
  disciples scorn the gods entirely; like corrupt 
  and decadent sorcerers, they prize their own arts 
  above all else, natural or supernatural.  A few, 
  often multiclass scholar-disciples, seek to further 
  The Martial Disciple
  Martial Artists for Conan  
  The Roleplaying Game
  Joshua Cole
  Yasmina, watching, did not see by what roguery of movement or illusion the 
  man in the green turban avoided the terrible disembowelling thrust.  But the keen 
  blade whickered between side and lifted arm, and to Yasmina it seemed that Khemsa 
  merely brushed his open palm lightly against Conan’s bull-neck.  But the Cimmerian 
  went down like a slain ox.
  Robert E. Howard, ‘Th e People of the Black Circle’
  
  47
  47
  47
  their mental and martial prowess by trucking 
  with black things from the outer dark.  These last 
  are often the deadliest martial disciples of all; 
  they are certainly the most terrible.
  Background: Depending on the method by 
  which they acquired their arts, martial disciples 
  may hail from almost any background.  Khitans 
  comprise the majority of martial disciples, for 
  many temples in that land preserve some dim 
  memory of ancient styles.  The black seers of 
  Yimsha, in the Himelians, also trained their 
  apprentices in strange martial arts.  Elsewhere 
  in the world, lost manuals of body and mind 
  await only an intrepid or foolish adventurer to 
  The Martial Disciple
  Level
  Base Attack Bonus
  Base 
  Dodge 
  Bonus
  Base 
  Parry 
  Bonus
  Magic 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1
  +0
  +0
  +0
  +0
  +0
  +2
  +2
  Improved Unarmed Strike
  2
  +1
  +1
  +1
  +1
  +0
  +3
  +3
  Martial Discipline
  3
  +2
  +2
  +2
  +1
  +1
  +3
  +3
  Acrobatics +5, Disciplined Defence
  4
  +3
  +3
  +3
  +2
  +1
  +4
  +4
  Uncanny Dodge
  5
  +3
  +3
  +3
  +2
  +1
  +4
  +4
  Mobility
  6
  +4
  +4
  +4
  +3
  +2
  +5
  +5
  –
  7
  +5
  +5
  +5
  +3
  +2
  +5
  +5
  Improved Martial Discipline
  8
  +6/+1
  +6
  +6
  +4
  +2
  +6
  +6
  Improved Uncanny Dodge
  9
  +6/+1
  +6
  +6
  +4
  +3
  +6
  +6
  Acrobatics +10, Disciplined Blow
  10
  +7/+2
  +7
  +7
  +5
  +3
  +7
  +7
  Improved Mobility, Damage Reduction 1/-
  11
  +8/+3
  +8
  +8
  +5
  +3
  +7
  +7
  Speed of the Hare
  12
  +9/+4
  +9
  +9
  +6
  +4
  +8
  +8
  –
  13
  +9/+4
  +9
  +9
  +6
  +4
  +8
  +8
  Damage Reduction 2/-
  14
  +10/+5
  +10
  +10
  +7
  +4
  +9
  +9
  Greater Martial Discipline
  15
  +11/+6/+1
  +11
  +11
  +7
  +5
  +9
  +9
  Greater Mobility, Acrobatics +15
  16
  +12/+7/+2
  +12
  +12
  +8
  +5
  +10
  +10
  Damage Reduction 3/-
  17
  +12/+7/+2
  +12
  +12
  +8
  +5
  +10
  +10
  Speed of the Wind
  18
  +13/+8/+3
  +13
  +13
  +9
  +6
  +11
  +11
  –
  19
  +14/+9/+4
  +14
  +14
  +9
  +6
  +11
  +11
  Damage Reduction 4/-
  20
  +15/+10/+5
  +15
  +15
  +10
  +6
  +12
  +12
  Master Martial Discipline
  
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  return their secrets to the world of the living in 
  the form of new varieties of martial disciple.  All 
  martial disciples display a level of detachment 
  and discipline rare outside of sorcerous circles, 
  if, indeed, they are themselves outside those 
  circles.
  Game Rule Information
  Abilities: The martial disciple needs a high 
  Wisdom to get best use from many of his class 
  features, particularly if he pursues one of the 
  more mystical martial disciplines.  A high 
  Dexterity helps him survive unarmoured in a 
  world of mailed warriors, and also to ﬁ nesse 
  an unarmed strike through kinks in that mail.  
  Strength increases the damage dealt by a martial 
  disciple, Constitution his own ability to survive.  
  Finally, many martial disciple class skills 
  are based off of Intelligence.
  Hit Dice: d8 (average)
  Class Skills
  The martial disciple’s class skills (and 
  the key ability for each skill) are Balance 
  (Dex), Climb (Str), Concentration 
  (Con), Craft (alchemy) (Int), Craft 
  (herbalism) (Int), Craft (any mundane) 
  (Int), Decipher Script (Int), Escape Artist 
  (Dex), Heal (Wis), Intimidate (Cha), 
  Jump (Str), Knowledge (arcane) (Int), 
  Knowledge (history) (Int), Knowledge 
  (religion) (Int), Listen (Wis), Move 
  Silently (Dex), Sleight of Hand (Dex), 
  Spot (Wis), Swim (Str), Tumble (Dex) 
  and Use Rope (Dex).
  Skill Points at 1st Level: (4 + Int 
  modiﬁ er) x4
  Skill Points at Each Additional Level: 
  4 + Int modiﬁ er
  Class Features
  All of the following are class features of the 
  martial disciple.
  Weapon and Armour Proﬁ ciency: A martial 
  disciple is proﬁ cient with all simple weapons.  
  Note that armour check penalties for wearing 
  medium or heavy armour apply to the skills 
  Balance, Climb, Escape Artist, Hide, Jump, 
  Move Silently, Sleight-of-Hand and Tumble.  
  Also, Swim checks suffer a –1 penalty for every 
  5 pounds of armour and equipment carried.
  Improved Unarmed Strike: At 1st level, the 
  martial disciple gains Improved Unarmed Strike 
  as a bonus feat.
  Martial Disciple: Upon attaining his 2nd level 
  in this class, the disciple chooses one (and only 
  one) martial discipline to which he dedicates his 
  training.  He cannot later change his discipline, 
  nor can he acquire another.  Many characters, 
  particularly those who do not begin their 
  adventuring careers as disciples, have little 
  choice in the discipline they practice – they must 
  accept whatever teachings esoteric writings or 
  venerable teachers deign to grant them.
  At the games master’s option, other martial 
  disciplines may be available in addition to, or in 
  place of, those listed below.
  Fell Hand Discipline – Strike the Soul (Su): The 
  disciple may add his magic attack bonus to his 
  unarmed attacks in place of his base attack 
  bonus.  If he does so, his opponent must use 
  his own magic attack bonus for defence, rather 
  than his parry or dodge defence.
  While using this technique with a full-attack 
  action, the disciple may make as many 
  iterative attacks as his base attack bonus would 
  allow, at the usual penalties.
  Flesh of Mountains Discipline – Surmount the 
  Dagger (Ex): While unarmoured, the disciple 
  gains damage reduction 2/-.  This is identical 
  to the damage reduction provided by armour, 
  and stacks with that provided by this class or 
  the barbarian class.
  Iron-Banded Discipline – Snapping Mongoose 
  Strike (Ex): The disciple can initiate a grapple 
  attempt whenever he deals damage with 
  an unarmed strike.  If the disciple does not 
  possess the Improved Grapple feat, he still 
  provokes an attack of opportunity normally.
  Mighty Blows Discipline – Dread Blow (Ex): 
  The disciple may sacriﬁ ce any additional 
  
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  attacks he may be entitled to in order to make 
  a single, deadly unarmed strike, as a full-round 
  action.  Should it hit, this blow is automatically 
  treated as a critical threat.
  Thousand Blows Discipline – Second Hand 
  (Ex): The disciple gains Two-Weapon Combat 
  Proﬁ ciency as a bonus feat, even if he does not 
  meet the prerequisites.
  While ﬁ ghting unarmed, the disciple is treated as 
  ﬁ ghting with two weapons.
  Acrobatics: By 3rd level, the martial disciple 
  learns to push his body in ways ordinary men 
  would consider impossible.  He gains a +5 bonus 
  to jump, tumble and balance checks.  This is an 
  extraordinary ability.
  At 9th level, this bonus increases to +10.
  At 15th level, this bonus increases to +15.
  Disciplined Defence: At 3rd level, the disciple 
  learns how to turn his preternatural awareness 
  of self and surroundings into defence.  While 
  unarmoured or wearing light armour, he gains a 
  bonus to Defence equal to his Wisdom modiﬁ er 
  (if positive).  This is an extraordinary ability.
  Mobility: From 5th level onwards, the martial 
  disciple gets a +4 bonus to Dodge Defence 
  against attacks of opportunity caused when he 
  moves out of or within a threatened area.  If the 
  disciple already has Mobility from some other 
  source, such as being a 5th level nomad already, 
  he instead gains Improved Mobility (see below).  
  Note that Mobility does not apply if the disciple 
  is mounted.  This is an extraordinary ability.
  Improved Martial Discipline: At 7th level, the 
  disciple masters a more advanced technique 
  associated with his martial discipline.  He must 
  select this technique from the same tree as his 
  ﬁ rst martial discipline.
  Fell Hand Discipline – Blows Undreamt (Su): 
  The disciple adds his magic attack bonus to the 
  armour piercing rating of his unarmed strikes.
  Flesh of Mountains Discipline – Scorn the Blade 
  (Ex): While unarmoured, the disciple gains 
  damage reduction 4/-, superseding that provided 
  by the Surmount the Dagger discipline.  This is 
  identical to the damage reduction provided by 
  armour, and stacks with that provided by this 
  class or the barbarian class.
  Iron-Banded Discipline – One Hundred Hands 
  (Ex): The disciple is treated as a Large creature 
  for purposes of grappling.  He gains a +4 bonus 
  on grapple checks and may become immune to 
  the improved grab ability of certain creatures.
  Mighty Blows Discipline – Stunning Blow 
  (Ex): Any critical hit the disciple lands with an 
  unarmed strike automatically stuns his target 
  for 1d4-1 rounds.  The target gets a Fortitude 
  save (DC 10 + ½ the disciple’s class level + the 
  disciple’s Wisdom modiﬁ er) to resist this effect.
  Thousand Blows Discipline – Forest of Fists 
  (Ex): When multiple enemies attack the disciple, 
  they do not gain the usual cumulative bonuses to 
  their attacks.  The disciple can still be ﬂ anked, 
  however.
  Disciplined Blow: At 9th level, the disciple 
  learns how to better focus the energy of his body 
  and mind.  He adds his Wisdom modiﬁ er (if 
  positive) to attack rolls in addition to either his 
  Strength or Dexterity modiﬁ er.
  Damage Reduction: Starting at 10th level, the 
  martial disciple gains the extraordinary ability 
  to shrug off some amount of injury from each 
  blow or attack.  Subtract 1 from the damage the 
  disciple takes each time he is dealt damage.  At 
  13th level, this damage reduction rises to 2.  At 
  16th, it rises to 3.  At 19th, it rises to 4.  Damage 
  reduction can reduce damage to 0 but not below 
  0.
  Improved Mobility: From 10th level onwards, 
  the disciple never provokes attacks of 
  opportunity, whatever he does, so long as he 
  moves at least 10 feet during the combat round.  
  If the disciple somehow already has Improved 
  Mobility, such as for already having had 
  Mobility from another source before reaching 
  5th level and so gaining Improved Mobility at 
  5th level instead of Mobility, then he instead 
  gains Greater Mobility (see below).  Note that 
  Improved Mobility does not apply if the disciple 
  is mounted.  This is an extraordinary ability.
  
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  Speed of the Hare: An 11th-level disciple moves 
  at speed ordinary men struggle to match.  His 
  base speed increases by 30 feet.  This is an 
  extraordinary ability.
  Greater Martial Discipline: At 14th level, the 
  disciple nears full mastery of his esoteric art, 
  and can execute a new technique derived from 
  those he already learned.  He must select this 
  technique from the same tree as his ﬁ rst martial 
  discipline.
  Fell Hand Discipline - Clasp the Mind (Su): 
  When the disciple damages an opponent with an 
  unarmed strike, he also drains 1d6 power points 
  from his target.  If the victim has no further 
  power points, or never had any to begin with, he 
  instead suffers one point of temporary Wisdom 
  damage.
  Flesh of Mountains Discipline – Defy the 
  Hammer (Ex): While unarmoured, the disciple 
  gains damage reduction 6/-, superseding that 
  provided by the Scorn the Blade discipline.  This 
  is identical to the damage reduction provided 
  by armour, and stacks with that provided by this 
  class or the barbarian class.
  Iron-Banded Discipline – Cage of Limbs (Ex): 
  The disciple is treated as a Huge creature for 
  purposes of grappling.  He gains a +8 bonus on 
  grapple checks and may become immune to the 
  improved grab ability of certain creatures.
  Mighty Blows Discipline – Tree-Fell Strike (Su): 
  The disciple strikes with such overwhelming 
  force that his critical hits deal extra damage even 
  to objects or creatures normally immune to such 
  effects, such as plants.
  Thousand Blows Disciple – One Thousand As 
  One (Ex): The disciple adds together the damage 
  he dealt his target in that round.  Damage 
  reduction is applied to the total damage, rather 
  than the individual blows.
  Greater Mobility: From 15th level onwards, the 
  disciple may move up to his speed as part of a 
  full attack action, rather than merely taking a 
  ﬁ ve-foot step.  He may move and attack in any 
  order, so he might for example move ﬁ ve feet, 
  attack once, move another ﬁ ve feet, attack twice 
  more and then move again for the remaining 50 
  feet of his movement.  Note that greater mobility 
  does not apply if the disciple is mounted or 
  wearing heavy armour.  This is an extraordinary 
  ability.
  Speed of the Wind: A 17th level disciple 
  possesses remarkable quickness, and often 
  seems to move faster than the eye can see.  His 
  base speed increases by an additional 30 feet.  
  This stacks with the Speed Of The Hare class 
  feature.  This is an extraordinary ability.
  Master Martial Discipline: Upon attaining 20th 
  level, the martial disciple reaches the pinnacle 
  of his achievement as he is inducted into the 
  master technique of his chosen discipline, the 
  most terrible secret of his art.  Many of these 
  strange and esoteric manoeuvres rely as much 
  upon sorcery as sinew, for the disciple has now 
  achieved a state almost akin to that of a mystical 
  being.  The disciple must select this technique 
  from the same tree as his ﬁ rst martial discipline.
  Fell Hand Discipline – Blind God’s Eye (Su): 
  The disciple can make unarmed strikes at 
  a distance while using his Strike the Soul 
  technique.  He effectively adds 15 feet to his 
  reach.  He can make attacks of opportunity, grant 
  or beneﬁ t from ﬂ anking bonuses, trip, disarm, 
  sunder or even grapple any opponent within his 
  expanded reach, just as if he were within a few 
  feet of his target.  This is not a ranged attack and 
  does not provoke attacks of opportunity from 
  nearby enemies.
  Flesh of Mountains Discipline – Dream the 
  Mountain (Su): The disciple applies his damage 
  reduction even to magical and energy attacks 
  that would otherwise affect him normally.
  Iron-Banded Discipline – Iron God’s Grasp 
  (Ex): The disciple is treated as a Gargantuan 
  creature for purposes of grappling.  He gains a 
  +16 bonus on grapple checks and may become 
  immune to the improved grab ability of certain 
  creatures.
  The disciple has the option to conduct a grapple 
  normally or to hold the opponent one-handed.  
  If he chooses to do the latter, he takes a –20 
  penalty on grapple checks, but is not considered 
  grappled himself.
  Mighty Blows Discipline – Dread God’s 
  Hammer (Ex): The disciple automatically 
  conﬁ rms a critical threat, including one dealt by 
  his Dread Blow class feature.
  Furthermore, any creature that fails its save 
  against his Stunning Blow technique is stunned 
  for 1d4-1 minutes.
  Thousand Blows Disciple – Storm of Wrath (Ex): 
  The disciple gains Whirlwind Attack as a bonus 
  feat, even if he does not meet the prerequisites.
  The disciple may make a Whirlwind Attack 
  as an attack, rather than a full-attack action, 
  allowing him to use it as part of his normal 
  attack routine.  As such, he can make multiple 
  Whirlwind Attacks in a round, take a move 
  action and use a Whirlwind Attack, or combine a 
  Whirlwind Attack with other attacks.
  
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