|Deadly even with nothing in her hands, a black belt eschews using the fighter’s heavy armor and the monk’s mysticism, focusing instead on perfecting many styles of brutal unarmed combat. Versatile, agile, and able to adapt to most enemy attacks, a black belt’s body is a powerful weapon.|
|Role: Black belts are maneuverable and well suited for creating flanking situations or dealing with lightly armored enemies, as well as quickly adapting to a rapidly changing battlefield.|
|Hit Die: d10|
|Parent Classes: Fighter and Monk.|
|Starting Wealth: 3d6 × 10 gil (average 105 gil.) In addition, each character begins play with an outfit worth 10 gil or less.|
The black belt’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).
|Skill Points Per Level: 4 + Int modifier|
Table: Black Belt
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||AC Bonus|
|1st||+1||+2||+2||+0||Martial Cunning, Martial Flexibility, Martial Training, Unarmed Strike, AC Bonus, Limit Breaks||+0|
|2nd||+2||+3||+3||+0||Shrug It Off, Master’s Flurry (Two-Weapon Fighting)||+0|
|3rd||+3||+3||+3||+1||Maneuver Training 1||+0|
|5th||+5||+4||+4||+1||Shrug It Off (+5), Master’s Strike, Close Weapon Mastery||+1|
|6th||+6/+1||+5||+5||+2||Martial Flexibility (Swift), Focus||+1|
|7th||+7+2||+5||+5||+2||Maneuver Training 2||+1|
|8th||+8/+3||+6||+6||+2||Shrug It Off (+10), Master’s Flurry (Improved Two-Weapon Fighting)||+2|
|9th||+9/+4||+6||+6||+3||Master’s Strike (Cold Iron and Silver)||+2|
|10th||+10/+5||+7||+7||+3||Martial Flexibility (Free), Knockout (2/day)||+2|
|11th||+11/+6/+1||+7||+7||+3||Shrug It Off (+15), Opportunist, Maneuver Training 3||+2|
|12th||+12/+7/+2||+8||+8||+4||Master’s Strike (Alignment), Martial Flexibility (Immediate)||+3|
|14th||+14/+9/+4||+9||+9||+4||Shrug It Off (+20)||+3|
|15th||+15/+10/+5||+9||+9||+5||Master’s Flurry (Greater Two-Weapon Fighting), Maneuver Training 4||+3|
|17th||+17/+12/+7/+2||+10||+10||+5||Shrug It Off (+25), Master’s Strike (Adamantine)||+4|
|18th||+18/+13/+8/+3||+11||+11||+6||Five Point Palm Exploding Heart Technique||+4|
|19th||+19/+14/+9/+4||+11||+11||+6||Maneuver Training 5||+4|
|20th||+20/+15/+10/+5||+12||+12||+6||Shrug It Off (+30), Martial Flexibility (any number), Improved Awesome Blow||+5|
The following are the class features of the black belt.
Weapon and Armor Proficiency
Limit Breaks (Su)
At 1st level, the black belt receives the Limit Breaks (Hundred Fists and Unstoppable).
Hundred Fists (Su): This Limit Break allows the black belt to unleash a secret martial technique. For a duration of 1 round + 1 round per four black belt levels after 1st, every attack the black belt makes (including attacks made with weapons), she may make a separate unarmed attack at the same iterative attack bonus against the same target, provided they are valid targets for unarmed attacks. These additional attacks can be made any time a black belt rolls an attack roll that would result in direct damage. This includes attacks of opportunity or extra attacks from master’s flurry as well as haste effects that grant an additional attack. Attack rolls that would not directly result in damage, such as a touch attack to begin a grapple, do not allow for these extra attacks. This limit break requires only a swift action.
Unstoppable (Su): This Limit Break allows the black belt through sheer force of will to pull from a vast well of untapped energy, creating a nearly unstoppable force in battle. For a duration of 1 round + 1 round per four black belt levels after 1st, the black belt acts if under Freedom of Movement and becomes immune to all fear and charm effects as well as any spells or conditions which would limit the black belt’s actions, as defined by any state that limits her ability to take normal move, swift, and standard actions each round. If the black belt is already under an effect or spell which limits her movements or actions, those effects end as if they were immediately removed or expired. Ability score penalties and damage do not affect the black belt in this state, and movement penalties for difficult terrain are ignored. If a black belt drops to -1, she is considered to have the Diehard feat. If a black belt is dropped below negative hit points equal to her Constitution score during this duration, she may roll a Fortitude save equal to 10 + her negative hit point value to retain her ability to act normally. A new save is rolled each time damage is received using her new negative hit point value (IE: a black belt with a 10 Constitution is at -10 hit points must succeed on a DC 20 Fortitude save to remain standing, and if damaged again to -17 hit points, a DC 27 Fortitude save to stave off death once again). If Unstoppable ends with the black belt having negative hit points equal to her Constitution score, she immediately dies. This limit break requires only a swift action.
AC Bonus (Ex)
A black belt is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, the black belt adds her Wisdom bonus (if any) to her AC and her CMD. In addition, a black belt gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four black belt levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the black belt is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Martial Cunning (Ex)
If the black belt’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Martial Flexibility (Ex)
A black belt can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The black belt must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her black belt level (minimum 1). The black belt can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.
At 6th level, a black belt can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, a black belt can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 12th level, a black belt can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, a black belt can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.
Martial Training (Ex)
At 1st level, a black belt counts her total black belt levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Unarmed Strike (Ex)
At 1st level, a black belt gains Improved Unarmed Strike as a bonus feat. A black belt may attack with fists, elbows, knees, and feet. This means that a black belt may make unarmed strikes with her hands full. A black belt applies her full Strength modifier (not half) on damage rolls for all her unarmed strikes. Usually, a black belt’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A black belt’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons. A black belt also deals more damage with her unarmed strikes than others, as shown on the table below. The unarmed damage values listed on that table are for Medium black belts. A Small black belt deals less damage than the amount given there with her unarmed attacks, while a Large black belt deals more damage; see the following table.
Table: Small, Medium, or Large Black Belt Unarmed Damage
|Level||Damage (Small)||Damage (Medium)||Damage (Large)|
|1st – 3rd||1d4||1d6||1d8|
|4th – 7th||1d6||1d8||2d6|
|8th – 11th||1d8||1d10||2d8|
|12th – 15th||1d10||2d6||3d6|
|16th – 19th||2d6||2d8||3d8|
Shrug It Off (Ex)
At 2nd level, a black belt’s body are regularly subjected to punishment and stress from various and diverse sources. This training leads to the point where she can convert part of the damage she receives into nonlethal damage. At 2nd level, the amount of lethal damage equal to her black belt’s level plus her Constitution modifier from any source can be placed into their Shrug It Off damage pool. This damage counts as normal toward the black belt’s nonlethal damage accrual. Any time the black belt heals nonlethal damage, it is always healed from this pool first. If the black belt takes more damage than can be placed into their Shrug It Off pool, the runoff amount simply stays as lethal damage and is treated as normal. The total amount of damage that can be converted increases by 5 at 5th, 8th, 11th, 14th, 17th, and 20th levels.
Master’s Flurry (Ex)
Starting at 2nd level, a black belt can make a master’s flurry as a full-attack action. When doing so, a black belt has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes or one-handed weapons with the “monk” special feature. She does not need to use two different weapons to use this ability. A black belt applies her full Strength modifier to her damage rolls for all attacks made with master’s flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A black belt can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of master’s flurry. A black belt with natural weapons can’t use such weapons as part of master’s flurry, nor can she make natural weapon attacks in addition to her master’s flurry attacks.
At 8th level, the black belt gains use of the Improved Two-Weapon Fighting feat when using master’s flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using master’s flurry.
Maneuver Training (Ex)
At 3rd level, a black belt can select one combat maneuver to receive additional training. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver.
At 7th level and every 4 levels thereafter, the black belt becomes further trained in another combat maneuver, gaining the above +1 bonus combat maneuver checks and to CMD. In addition, the bonuses granted by all previous maneuver training increase by 1 each. (For example, if a black belt chooses grapple at 3rd level and sunder at 7th level, her bonuses to grapple are +2 and bonuses to sunder are +1. If she then chooses bull rush upon reaching 11th level, her bonuses to grapple are +3, to sunder are +2, and to bull rush are +1.)
At 4th level, once per day, a black belt can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the black belt hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC 10 + half of the black belt’s level + his Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. At 10th level, the black belt may use this ability twice per day; at 16th level, she may use it three times per day.
Master’s Strike (Ex)
At 5th level, a black belt’s unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction. At 9th level, her unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 12th level, she chooses one alignment component: chaotic, evil, good, or lawful; her unarmed strikes also count as this alignment for the purpose of overcoming damage reduction. (This alignment component cannot be the opposite of the black belt’s actual alignment, such as a good black belt choosing evil strikes.) At 17th level, her unarmed attacks are also treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
Close Weapon Mastery (Ex)
At 5th level, a black belt’s damage with close weapons increases. When wielding a close weapon, she uses the unarmed strike damage of a black belt four levels lower instead of the base damage for that weapon (for example, a 5th-level Medium black belt wielding a punching dagger deals 1d6 points of damage instead of the weapon’s normal 1d4). If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The black belt can decide to use the weapon’s base damage instead of her adjusted unarmed strike damage—this must be declared before the attack roll is made.
At 6th level, a black belt can clear her mind of all distractions to gain focus on the battle in front of her. Any time a black belt uses the Total Defense action in combat and is able to perceive at least one foe, she also gains the Focus status. This grants her a +5 insight bonus to her next attack roll. In addition to this bonus, the black belt’s next melee attack also deals double damage. This insight bonus stacks with itself and each application of Focus increases the damage multiplier by 1 (thus a black belt that uses focus two times before attacking will have a +10 insight bonus to her next attack roll and deal three times normal damage if it is a melee attack). This damage bonus is additive with all other damage multipliers as normal, such as from critical hits. Focus cannot stack with itself more than three times. The status remains until the black belt makes her next attack roll or combat ends. The Focus state is always expended on the black belt’s next attack, even if it misses or is interrupted.
At 11th level, once per round, the black belt can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. She cannot use this ability more than once per round, even if she has the Combat Reflexes feat or a similar ability. At 19th level, she can use this ability twice per round.
Awesome Blow (Ex)
At 13th level, the black belt can as a standard action perform an awesome blow combat maneuver against a corporeal creature of her size or smaller. If the combat maneuver check succeeds, the opponent takes damage as if the black belt hit it with the close weapon she is wielding or an unarmed strike, it is knocked flying 10 feet in a direction of the black belt’s choice, and it falls prone. The black belt can only push the opponent in a straight line, and the opponent can’t move closer to the black belt than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle. (Unlike the Awesome Blow monster feat, the black belt can be of any size to use this ability.)
Five Point Palm Exploding Heart Technique (Ex)
At 18th level, studying the anatomy and spiritual flow of living creatures to so much of an extent allows a black belt to kill opponents with a single, deadly blow, also known as the fabled dim mak. Once per day, as a full-round action, a black belt may use the Five Point Palm Exploding Heart Technique. The black belt makes a touch attack against her victim, and if successful, the target must make a Fortitude save (DC 10 + half of the black belt’s level + his Strength or Dexterity modifier). If a black belt is in the Focus state, the DC to save against this effect increases by 2. If the victim fails this save, its heart will explode once the victim willingly moves at least 25 feet, killing it instantly. This technique is considered a death effect and protection against such will negate it. Constructs, oozes, plants, undead, creatures without hearts, and creatures immune to critical hits cannot be affected. Forced movement does not trigger this and the movement does not have to be all at once or in the same direction, but instead is a cumulative total since the creature became afflicted. A creature suffering from this technique that has not yet died is in a state of extreme physical duress. This results in being exhausted as well as receiving one point of Constitution damage at the start of each turn (if a creature’s Constitution score reaches zero its heart is considered to have exploded). A black belt can remove another black belt’s Five Point Palm Exploding Heart Technique by expending her daily ability to reverse it as a standard action. A restored creature recovers any Constitution damage suffered because of the technique at a rate of one point per hour. There is no other known cure aside from magical protection against death effects, and there is no other way to remove this status once it is obtained. A black belt is incapable of using this technique on herself, either for harm or to reverse another black belt’s attempt. Anyone that sees the black belt perform this ability may use a Knowledge (History) check (DC 20) to recollect this mythical ability or a Heal check (DC 25) to spot and recognize the consequences of it.
Improved Awesome Blow (Ex)
At 20th level, the black belt can use her awesome blow ability as an attack rather than as a standard action. She may use it on creatures of any size. If the maneuver roll is a natural 20, the black belt can immediately attempt to confirm the critical by rolling another combat maneuver check with all the same modifiers as the one just rolled; if the confirmation roll is successful, the attack deals double damage, and the damage from hitting an obstacle (if any) is also doubled.
Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have archer as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.
- Bangaa: Add +1/3 to the black belt’s roll with it ability.
- Dwarf: Reduce the hardness of any object made from clay, stone, or metal by 1 whenever the object is struck by the black belt’s unarmed strike (minimum 0).
- Elvaan: Add 1 foot to the black belt’s base speed. In combat, this has an effect only for every five increases in the black belt’s base speed.
- Galka: Add 1/4 to the black belt’s effective level to determine her unarmed strike damage.
- Hume: Gain a +1 bonus to the black belt’s CMD when resisting two combat maneuvers of the black belt’s choice.
- Kojin: Add +1/2 to damage rolls made with unarmed attacks.
- Mithra: Add +1 to the black belt’s CMD when she’s resisting a trip or overrun combat maneuver.
- Moogle: Gain a +1 bonus to the black belt’s CMD when resisting a grapple or overrun combat maneuver.
- Orc: Add +1 to the black belt’s CMD when she’s resisting a trip or overrun combat maneuver.
- Roegadyn: Add 1/4 to the black belt’s effective level to determine unarmed strike damage.
- Tarutaru: Increase the number of times per day the black belt can use martial flexibility by 1/4.
- A complete list of black belt archetypes can be found here: Black Belt Archetypes