Quote:
Originally Posted by evileeyore
However... if the GM is onboard and not deliberately bent on running in such a manner as to nullify the Martial Artist, they are incredible skirmish fighters and are the masters at dungeon parkour. They also have surprising utility outside of combat for a 'fighter class'. Honestly, absent a few specific thievery skills and ranged combat (and outdoors skills), they make excellent 'Thieves' and 'Scouts'.
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My game has a martial artist in it and she does fine. We had no Thief or Scout for the longest time and her Stealth and Wall Walking covered scouting duties to great effect. Because we had no real tank (a Barbarian and a Wrestler (it's a Nordlond campaign) - high HP but moderate DR) I didn't have a lot of heavy hitter bad guys and we have a good Cleric so when non-fodder actually got a hit past her 16 parry, it wasn't the end of the world.
Also uses a staff, so that helps.
If I had someone wanting an unarmed MA, I'd probably allow a Vow against using weapons to ignore Disad max.