Echani Intermediate

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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 1d6: 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 1: 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.