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Bone breakers excel at breaking things, especially people. The bone breaker is most capable as a one-on-one fighter. A few well-placed blows soften up an opponent and make him more susceptible to the bone breaker’s signature joint-breaking move.

The bone breaker is an archetype of the black belt class.

Archetype Main Ability Scores:
The bone breaker mainly focuses on STR/DEX for martial combat and STR/DEX and CON for his class features.

Archetype Feature Replacements:
1st Martial Flexibility, Tough Skin. 2nd – Aggression, Shrug it Off, Master Technique. 3rd – Maneuver Training. 4thKnockout, Master Technique. 6th – Aggressive Assault, Master Technique.  7th – Focus. 8th – Master Technique. 9thBurst of Aggression. 10th – Master Technique. 11th – Opportunist. 13thAwesome Blow. 14th – Master Technique. 19thImproved Awesome Blow.

Shattering Strike (Ex)

Beginning at 1st level, as a full-round action which does not provoke an attack of opportunity, the bone breaker can make a single powerful attack against either a person or an object. When using a shattering strike. the bone breaker ignores an amount of damage reduction, or hardness, equal to his black belt level. The bone breaker can use this ability with either unarmed attacks, or with bludgeoning weapons.

This ability replaces tough skin.

Demolish (Ex)

At 1st level, the bone breaker gains Improved Sunder as a bonus feat. In addition, when dealing damage to objects (including when using the sunder combat maneuver), he adds half his black belt level to the damage roll. If a bone breaker successfully breaks an object, he receives a +2 morale bonus on all attack rolls until the end of his next turn.

This ability replaces martial flexibility.

Break and Bend (Ex)

At 2nd level, whenever a bone breaker scores a critical hit against an opponent that is wielding a non-magical melee weapon, that opponent‘s weapon obtains the broken condition. The weapon can be repaired through any means that would allow an item to recover one hit point. If the opponent is wielding more than one weapon, the bone breaker may choose which one to affect.

This ability replaces aggression.

Shatter (Ex)

At 2nd level, a bone breaker gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four black belt levels beyond 2nd.

This ability replaces shrug it off.

Ricochet (Ex)

At 2nd level, as a standard action, the bone breaker can attack an adjacent wall or object with a sunder combat maneuver. On a hit, he creates a 15-foot-cone of rock shards or splinters that deals 2d6 points of damage to targets in the area of effect. A target can attempt a Reflex save (DC 10 + half the black belt’s level + his Strength modifier) to reduce this damage by half. At 9th level, the damage increases to 4d6, and the bone breaker can create this effect with a ranged weapon by targeting a wall or object within 30 feet.

This ability replaces a master technique gained at 2nd level.

Sunder Training (Ex)

At 3rd level, a bone breaker receives additional training in sunder combat maneuvers. He gains a +2 bonus when attempting a sunder combat maneuver checks and a +2 bonus to his CMD when defending against this maneuver. At 7th level, these bonuses increase by 1, and he gains a +2 bonus on disarm combat maneuver checks and a +2 bonus to his CMD when defending against a disarm maneuver. At 11th, 15th, and 19th levels, all of these bonuses increase by 1.

This ability alters maneuver training.

Scratch and Dent (Ex)

At 4th level, when a bone breaker hits an enemy who is wearing armor or a construct with natural armor, that enemy takes a -2 penalty to AC until the end of the bone breaker’s next turn. If that enemy is a construct, it also takes a -2 penalty to Fortitude saving throws until the end of bone breaker’s next turn. These penalties are not cumulative.

This ability replaces a master technique gained at 4th level.

Joint Breaker (Ex)

At 4th level, in place of a melee attack, the bone breaker can attempt a special combat maneuver to damage one of his opponent’s joints (or similar biological feature). This maneuver does not provoke an attack of opportunity and the bone breaker gains a +4 competence bonus to the attempt. The bone breaker can attempt this maneuver as an unarmed attack, or he may employ a bludgeoning weapon.

He may also choose whether to inflict lethal or nonlethal damage on a successful strike. If the maneuver is successful, roll for damage as for a normal attack, but if the bone breaker is inflicting lethal damage, the target takes only half damage.

The target of the maneuver must also succeed at a Reflex save, where the DC is 10 + half of the black belt’s level + his Strength modifier. If the target fails this save, they suffer ability damage to either Strength or Dexterity (the bone breaker may decide which ability is targeted). The amount of ability damage inflicted is equal to 1 + 1 for every three black belt levels after 4th. If the bone breaker’s combat maneuver check exceeded the CMD of the target by 10 or more, the ability damage increases an additional +2.

Alternatively, instead of inflicting ability damage, the bone breaker may choose to damage his opponent’s ability to move using natural appendages. If used in this way, the bone breaker chooses one of his opponents’ method of locomotion (burrowing, climbing, flying, swimming, walking) when beginning the maneuver. With a successful maneuver, the bone breaker deals half damage (full damage if non-lethal) and the opponent must make a successful Reflex save or suffer a reduction in their speed as it relates to the method of movement targeted by the bone breaker.

The reduction is equal to 5 ft. + 5 ft. for every three black belt levels after 4th. The chosen speed cannot be reduced below 5 feet using this attack. A flying creature drops one maneuverability category for every 10 feet of speed it loses, to a minimum of clumsy. If it drops below its minimum forward speed while in the air (or to less than half speed, if its maneuverability is average or worse), it immediately falls and takes damage as normal. Note that this effect reduces a target’s base speed as well as its speed after accounting for armor and encumbrance. The effects of this maneuver do not stack with other effects that reduce speed. The penalty to movement last until the creature receives magical healing or, as a standard action, makes a successful Constitution check where the DC is equal to 10 + the bone breaker’s Strength modifier.

Creatures who move without the aid of anatomical appendages (such as a black mage using a fly spell) are immune to this effect. Creatures who are immune to critical hits are immune to the Joint Breaker ability.

This ability replaces knockout.

Structural Insight (Ex)

At 6th level, when attempting to damage objects and structures, the bone breaker ignores the first 5 points of hardness.

At 8th level, the bone breaker gains a +2 insight bonus on attack rolls when attempting to sunder an item.

At 10th level, he can attempt a sunder combat maneuver check against a wall no more than 5 feet thick. If the damage from the sunder combat maneuver exceeds the wall’s hardness, the bone breaker creates a 5-foot opening in the wall, through which a Medium creature can easily pass.

This ability replaces aggressive assault.

Chink in the Armor (Ex)

At 6th level, when a bone breaker makes a successful sunder combat maneuver against an opponent, any successful attacks that he makes against that opponent until the start of his next turn deal 1 point of precision damage per black belt level.

This ability replaces a master technique gained at 6th level.

Severing Scissors (Ex)

At 7th level, whenever the bone breaker attempts a sunder maneuver and fail, he can immediately make another one as a swift action at a -2 penalty. He may use this ability a number of times per day equal to half his black belt level.

This ability replaces focus.

Mangle Mail (Su)

At 8th level, once per day, with a simple touch, the bone breaker can eradicate the defenses of a single opponent. The bone breaker must succeed at a melee touch attack against one target to negate any bonus to that target’s AC due to armor for one round per black belt level. If the target is a construct, the touch also negates natural armor and causes the construct to lose all elemental resistance for the duration of the effect.

This ability replaces a master technique gained at 8th level.

Improved Joint Breaker (Ex)

At 9th level, when the bone breaker has succeeded at a joint-breaking Combat Maneuver, he can now choose to inflict both Dexterity and Strength damage when his opponent fails their Reflex save.

Alternatively, if using the maneuver to reduce movement, the bone breaker can now inflict ability damage (either Dexterity or Strength) in addition to the movement reduction when the opponent fails their Reflex save. Those who suffer ability damage from this maneuver must also make a successful Will save, where the DC is equal to 10 + half of the black belt’s level + his Strength modifier, or be dazed for 1d4 rounds. Creatures immune to critical hits are immune to this effect.

This ability replaces burst of aggression.

Sunder Natural Attack (Ex)

At 10th level, the bone breaker can attempt touse the sunder combat maneuver on a foe’s natural attack, if successful, the creature suffers a -5 penalty to attack rolls and deals half damage with that natural attack for 1 minute.

This ability replaces a master technique gained at 10th level.

Smashing Chop (Ex)

At 11th level, when the bone breaker hits with an unarmed strike, once per encounter, he can attempt a sunder combat maneuver check against the target of his attack as an immediate action without provoking attacks of opportunity.

This ability replaces opportunist.

Shatter Vital Organ (Ex)

At 13th level, when the bone breaker has succeeded at a joint-breaking Combat Maneuver which would inflict Strength or Dexterity damage, or both, he can choose to instead inflict Constitution damage. The amount of ability damage inflicted is equal to 1 +1 for every three black belt levels after 4th. Those who suffer ability damage from this maneuver must also make a successful Will save, where the DC is equal to 10 + half of the black belt’s level + his Strength modifier, or be stunned for 1d4 rounds. Those who succeed at the Will save are instead dazed for 1 round. Creatures immune to critical hits are immune to this effect.

This ability replaces awesome blow.

Splitting Sunder (Ex)

At 14th level, when the bone breaker successfully makes a sunder combat maneuver, the target’s hardness (if any) is treated as half its hardness.

This ability replaces a master technique gained at 14th level.

Improved Shatter Vital Organs (Ex)

At 19th level, when the bone breaker attempts a joint-breaking combat maneuver, if the combat maneuver roll is a natural 20, the bone breaker may choose to inflict a massive amount of bludgeoning damage to his opponent in addition to the ability damage he would normally inflict. The opponent must succeed at a Reflex save, as normal, but if the Reflex save fails, in addition to ability damage inflicted, the opponent also suffers 10 points of bludgeoning damage per black belt level. If the target makes a successful save, they still suffer an additional 10d6 points of bludgeoning damage.

This ability replaces improved awesome blow.

Bone Breaker