Echani Epic

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**Species Traits**

• • Armor Aversion: Echani, while not incapable of wearing Armor, prefer light flexible outfits that grant greater freedom of movement and feel uncomfortable in anything heavier than light armor and suffer an additional -2 check penalty when wearing any armor above medium.

• • +2 to Fort Saves made to resist cold weather conditions.

• • Skill Bonus: Echani gain a +2 species bonus to Listen, Spot, and Sense Motive.

• • Human Subtype: This trait means that Echani are considered human for purpose of determining whether the character is susceptible to certain diseases that only effect humans. Additionally, Echani are considered human for purpose of determining whether the character qualifies for racial templates that require the character to be human, and Advanced Classes that require the character to be human.

**Class Abilities**

• • Living Weapon 1d8: The Martial Artist attacks with either fist interchangeably, or even with elbows, knees, and feet. This means that the Martial Artist may even make unarmed strikes when his or her hands are full, and there is no such thing as an off-hand attack for a Martial Artist striking unarmed.

The Martial Artist also deals more damage with unarmed strikes. At 1st level, the martial artist deals 1d6 points of damage with an unarmed strike. At 7th level, damage increases to 1d8. At 16th level, it increases to 1d10.

This is an increase to Combat Martial Arts damage; this has no effect on Brawl.

• • Damage Reduction 1/-: The Athlete ignores 1 point of damage from melee and ranged weapons.

• • Unarmed Weapon Finesse: At 2nd level, a martial artist gains the Unarmed Weapon Finesse class ability, providing the benefits of the Weapon Finesse feat specifically to unarmed attacks.

The martial artist may use his Dexterity modifier instead of his Strength modifier on unarmed attack rolls.

• • Uncanny Dodge 2: At 2nd level, the martial artist gains the Uncanny Dodge 1 class ability, providing the benefits of the Fast hero talent of the same name.

The martial artist retains his Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (He still loses his Dexterity bonus to Defense if he is immobilized.)

If the martial artist already has the Uncanny Dodge 1 ability as a class ability, he instead gains the benefits of Uncanny Dodge 2.

• • Damage Reduction 2/-: The Athlete ignores an additional 1 point of damage from melee and ranged weapons (DR 2/- total). *Prerequisites:* Damage Reduction 1/-, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.

• • Flying Kick: Starting at 4th level, a Martial Artist can use a charge to deliver a devastating flying kick to an opponent. At the end of this charge, the martial artist adds his or her class level as a bonus to the damage he or she deals with an unarmed strike.

• • Damage Reduction 3/-: The Athlete ignores an additional 1 point of damage from melee and ranged weapons (DR 3/- total). *Prerequisites:* Damage Reduction 1/-, damage reduction 2/-, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.

• • *Increased Speed:* The Athlete’s base speed increases by 1 meter.

• • *Improved Increased Speed:* The Athlete’s base speed increases by 1 meter. This talent stacks with increased speed (2 meters total). *Prerequisites:* Increased speed.

• • Iron Fist: At 10th level, a Martial Artist gains the ability to spend 1 action point to increase the damage he or she deals to a single opponent with a single unarmed strike. The martial artist declares the use of the action point after making a successful unarmed strike. The result of the action point roll is added to the damage roll for that attack.

At 19th level, this ability improves. The Martial Artist now adds the result of the action point roll to all successful attacks he or she makes in a round.

• • At Arm’s Length: At 11th level, the martial artist masters the art of maneuvering himself to avoid melee attacks. Whenever an opponent moves into range of his or her melee attack, the martial artist may make an opposed Reflex save. If the martial artist wins the contest, he may take a 1-meter step to keep his opponent at bay. The opponent may then continue his or her turn.

The martial artist may not make a 1-meter step into a square that is threatened by an opponent. If no legal 1-meter step is available, the martial artist may not move.

• • *Advanced Increased Speed:* The Athlete’s base speed increases by 1 meter. This talent stacks with increased speed (3 meters total). *Prerequisites:* Increased speed, improved increased speed.

• • Melee Smash: The Athlete receives a +1 bonus on melee damage.

• • Flurry of Blows: At 13th level, a Martial Artist gains the ability to strike with a flurry of blows at the expense of accuracy. The Martial Artist must be unarmored to use this ability, and he or she must make unarmed strikes to gain the benefit. With a flurry of blows, the Martial Artist may make one extra attack in a round at his or her highest base attack bonus. This attack and each other attack made in the round take a –2 penalty. This ability can only be used when taking the full attack action. The penalty applies to all attacks for one full round, including attacks of opportunity.

• • Hard to Hold: At 14th level, the martial artist learns how to more effectively defend against an opponent who attempts to grapple him. If he is resisting a grapple attack (when the opponent attempts to get a hold or maintain a grapple), the martial artist may use his Dexterity modifier instead of his Strength modifier when rolling his grapple check.