When writing GRIT & VIGOR, I wanted to include some martial arts. You can’t very well have manly adventures without a few face kicks and quivering palms. To that end, there is a sub-class of fighter called the boxer which is, essentially, the monk class without the supernatural abilities.
Since the game uses feats, I decided to create several feats to simulate different styles of martial arts. All of them have prerequisites, of course, but could probably be taken by 6th level or so. Here’s a little preview of the martial arts master feats. You might find them handy in your game if it uses feats or something similar, or perhaps you could adapt them as special abilities for a martial artist class in your game.
Prerequisites: Int 13+, Pugilist (or Boxer), Dodge, Expertise
An aikido master can sacrifice his own attacks against a grappled opponent to lock them into combat. Each round, the aikido master makes an attack roll, noting the total. To break the lock, the aikido master’s opponent must make an attack roll with a result higher than the aikido master’s Armor Class and higher than the aikido master’s attack roll. If he fails, he may not move or attack anyone else. If he succeeds, he may either count the attack towards the aikido master and deal damage as normal, or instead move or attack another.
Prerequisites: Con 13+, Pugilist (or Boxer Class), Great Fortitude, Iron Will
The baguazhang master adds his Constitution bonus to his Armor Class and to Reflex saving throws. This is in addition to his Dexterity modifier, not in place of it.
Prerequisites: 13+, Pugilist (or Boxer), Dodge, Look Smart
When the bartitsu master gets his opponent into a grapple, the opponent must pass an Endure task check each round the grapple is maintained or succumb to pain and fall unconscious for 1d4 rounds.
Prerequisites: Dex 13+, Pugilist (or Boxer Class), Brawler, Lightning Reflexes
When fighting three or more opponents, a capoeira master may make one free trip attack per round, in addition to his normal attack, against one of those opponents.
Prerequisites: Int 13+, Pugilist (or Boxer), Expertise, Trip
When using the throw or trip combat maneuvers, a jujutsu master adds his opponent’s strength bonus to his own strength bonus when rolling his attack roll.
Prerequisites: Str 13+, Pugilist (or Boxer Class), Cleave, Power Attack
Karate masters deal triple damage with critical hits when making an unarmed attack. Items rolling a saving throw to avoid being destroyed by a karate master do so at a -2 penalty.
Prerequisites: Str 13+, Pugilist (or Boxer Class), Brawler, Power Attack
When a savate master makes a successful unarmed attack against an opponent and rolls a critical hit, the opponent is stunned for one round or knocked prone (player’s choice) in addition to suffering damage.
Prerequisites: Attack bonus +2 or higher, Pugilist (or Boxer Class), Flying Kick
You can make an unarmed attack against an opponent that is behind you at no penalty, or strike two flanking opponents by rolling an attack against each and splitting your attack bonus between them.
T’ai Chi Ch’uan Master
Prerequisites: Dex 13+, Pugilist (or Boxer), Dodge, Iron Will
When a t’ai chi ch’uan master is attacked in combat and missed, he may force his opponent to pass a Reflex saving throw or be grappled, or a Fortitude saving throw or be pushed back 5 feet.
Wing Chun Master
Prerequisites: Dex 13+, Pugilist (or Boxer Class), Dodge, Great Fortitude
Wing chun masters may re-roll failed saving throws made to resist combat maneuvers.
Xing Yi Quan Master
Prerequisites: Str 13+, Pugilist (or Boxer Class), Look Smart, Power Attack
When a xing yi quan master uses his power attack feat against an opponent at +3 to damage and -3 to hit and successfully attacks, he stuns his opponent for 1 round.