The only way to get Combat Martial Arts at first level is to take either Strong Hero or Tough Hero.
Actually it's only strong hero because you need the BAB +1 to take Combat Martial Arts. Remove the prereq as a house rule. It's not unbalancing and while you won't be Jackie Chan at first level you'll be on your way.
I suspect, but a better move would simply be to forget the Strong Hero path all together and just resign yourself to taking four levels of Fast
Four levels of Fast will make for a better martial artist character than three of Strong. You lose the +2 damage from melee smash but you get a much better Defense bonus, better feats to choose from, better skills (Tumble, the be all-end all of martial arts), Evasion, and Uncanny Dodge (Fast Movement is a good bet too if the campaign involves a lot of guns; closing distance fast
helps).
especially considering how much more effective guns are than martial arts.
I'll take a 4th level Fast Hero/1st level Martial Artist with Imrpoved Disarm against a 3rd level Fast Hero/10th level Gunslinger any day. All those cool gun bonuses don't mean




if you don't have a gun. Just be sure to close the distance (hence Jump, Balance, and Tumble).
Nip Up: Daredevil. WTF? This is a mid-level kung fu move, but martial artists need to know how to stunt-drive to learn it?
Actually this is one of the implied uses of Tumble (though I recall seeing it in print somewhere). The DC should be 15, 20 if the GM's a hardass.
The martial arts are some of the hardest skills in the world to master; guns are easier. This is why armies use guns. However, a focused martial artist is far more likely to win in a straight fight with a gun nut because his Defense and BAB are so high while the gun nut is going to be medium in both. Focusing in martial arts takes time, though, as represented by feats, and d20 Modern has some kick ass feats for martial artists. So does Oriental Adventures. In fact, Oriental Adventures has a kick ass martial arts system where certain feats represent the sum of a martial art. I've adapted that system to d20 Modern. Here it is (new feats are at the end):
Table 1: Martial Arts Feats
Hard Form: Power Attack
Kick Method: Roundabout Kick, Flying Kick
Strike Method: Advanced Combat Martial Arts, Brawl, Combat Martial Arts, Eagle Claw Attack, Fists of Iron, Improved Brawl, Improved Combat Martial Arts, Improved Knockout Punch, Knockout Punch, Sunder
Strength Training: Athletic, Endurance, Heroic Surge, Improved Damage Threshold, Streetfighting, Toughness
Hard/Soft Form:
Lock Method: Improved Grapple, Choke Hold, Grappling Block, Earth’s Embrace
Soft Form: Combat Expertise
Evasion Method: Defensive Martial Arts, Elusive Target, Unbalance Opponent
Tactics Method: Agile Riposte, Improved Disarm, Improved Trip, Whirlwind Attack
Movement Method: Acrobatic, Dodge, Mobility, Prone Attack, Run, Spring Attack, Superior Combat Expertise
Throw Method: Combat Throw, Improved Bullrush, Improved Combat Throw, Improved Trip
Vital Area Method: Pain Touch, Stunning Fist, Freezing the Lifeblood, Falling Star Strike
Push Method: Unbalancing Strike
Mental Training:
Blind Fight, Combat Reflexes, Focused, Great Ki Shout, Iron Will, Ki Shout, Remain Conscious
Weapons Training:
Advanced Two-Weapon Fighting, Archaic Weapons Proficiency, Exotic Melee Weapon Proficiency, Improved Two-Weapon Fighting, Two-Weapon Fighting, Weapon Finesse, Weapon Focus
The Martial Artists described in the D20 Modern book are the principal practitioners of unarmed martial arts in D20 Modern, while Soldiers (and to an extent Body Guards) are the experts in armed martial arts. Characters of all classes (and advanced classes), however, can learn at least some of the techniques of martial arts – and in a D20 Modern campaign, they do so in the context of well-defined schools and traditions. Learning a martial art is more than selecting a couple of interesting feats. It involves commitment to a particular style of fighting – one that emphasizes kicks over blows with the hand, for example, or one that teaches throws rather than strikes.
A martial arts style is a collection of feats that practitioners of that style learn to enhance their prowess in combat – armed or unarmed. The class-based selection of bonus feat that may be learned are broad martial arts styles, generally emphasizing certain techniques of armed combat. The Strong Hero, for example, emphasizes physical strength and stamina by teaching feats such as Brawl and Power Attack. The Fast Hero, by contrast, emphasizes speed and skill by teaching the Dodge and Combat Expertise feats.
Similarly, schools of unarmed combat have certain styles reflected in the specific feats they teach. One fundamental difference between styles is the distinction between hard forms and soft forms. Hard forms emphasize the use of muscles and bones for power, relying on direct movements and offensive focus. Hard styles often build on the Power Attack feat. Soft forms rely more on inner power, utilizing fluid and circular motions and redirecting an attackers movements with a more defensive approach. Soft styles often build on the Combat Expertise feat. Many styles use a combination of hard and soft forms, and may or may not make use of Power Attack and Combat Expertise.
Within each form, styles make use of certain methods of attack and defense. These methods, and the feats associated with them, are listed in Table 2: Martial Arts Styles.
No style makes use of only one method. Table 2: Martial Arts Styles illustrates sample styles for the world of D20 Modern based on real life martial arts styles (such as Aikido, Muay Thai kick boxing, and Kung Fu) including armed styles (such as Kenjitsu and Kung Fu). The feats of a style can be learned in any order, except in the case of feats with prerequisites.
Following the path of a martial arts style has certain benefits. A character who masters the feats with a style gains a mastery ability related to the techniques of that style. Some styles have one mastery ability; others have multiple abilities that a character gains as she masters different aspects of that style. Mastery abilities are a bit like the synergy bonuses a character gains if she has several ranks in certain skills: characters who learn certain combinations of feats gain an extra edge for doing so.
A Martial Artist may select a feat instead of a class ability in order to continue progressing towards a style mastery. If a Martial Artist selects a feat instead of a class ability and the class ability is a higher die of damage, the next time she gains increased unarmed damage as a class ability it is only one die increase (i.e. if Roxanne chooses Combat Throw instead of Living Weapon d6, when she gets Living Weapon d8 she only gains the benefit of Living Weapon d6). A Martial Artist may also select any feat from Table 1 or Table 2 as a bonus feat.
Martial Arts Styles
Mastery Ability Name
Basic description of the style.
Prerequisites: Feats and (in some cases) skills or other abilities required for a character to master the style.
Benefits: The benefit a character gains for mastering the style.
Aikido
You have mastered Aikido (IE-kee-doe), a soft style which aims to disable attackers rather than hurting them. To this end Aikido utilizes a series of throws, trips, and disarming techniques.
Prerequisites: Agile Riposte, Combat Throw, Dodge, Defensive Martial Arts, Grappling Block, Improved Disarm, Improved Grapple, Unbalance Opponent, 6 or more ranks in Balance and Tumble.
Benefits: Once per day, you can make yourself unmovable. You automatically win an opposed Strength check when an opponent attempts to bull rush you. A creature with the improved grab ability must move into your space to grapple you, since it cannot pull you into its space. No spell or other effect can force you to move. If you become frightened or panicked, you suffer the full effect of the feat but do not run away. You cannot move, even to make a 5-foot step, while this ability is in effect. T his ability lasts for 1 round per level, but you can end it at any time.
British Bareknuckle Boxing
Oft neglected as a fighting style, Bareknuckle Boxing is a seamless blend of finesse and brutal, dirty fighting techniques
Prerequisites: Brawl, Combat Martial Arts, Improved Brawl, Improved Combat Martial Arts, Improved Feint, Improved Knockout Punch, Knockout Punch, Street Fighting.
Benefit: The bonus die of damage from Streetfighting is increased to a d6. Also, you can use brawl and martial arts techniques together without penalty.
Capoeira
You have mastered Capoeria (Kap-OH-air-uh), an Brazilian martial art that involves music, movement, and elements of practical philosophy. One experiences the essence of Capoeira by "playing" a physical game called jogo de capoeira (game of Capoeira) or simply jogo. During this ritualized combat, two capoeiristas (players of Xapoeira) exchange movements of attack and defense in a constant flow while observing rituals and proper manners of the art. Both players attempt to control the space by confusing the opponent with feints and deceptive moves.
Prerequisites: Brawl, Combat Martial Arts, Defensive Martial Arts, Dodge, Improved Feint, Mobility, Spring Attack, Streetfighting, 6 or more ranks in Bluff and Perform (Dance).
Benefits: You can make a Bluff or Perform (Dance) check to feint in combat; if the attack is successful you may immediately follow up with a second attack (at a –5 penalty) against the same opponent. This counts against your allowed attacks of opportunity for the round.
Choy Li Fut
You have mastered Choi Li Fut (chow lee fue), also known as “Drunken Boxing.” By moving around as if half drunk you are able to dodge attacks with greater – and often unexpected – precision and launch attacks from seemingly awkward stances.
Prerequisites: Combat Expertise, Defensive Martial Arts, Dodge, Elusive Target, Mobility, Spring Attack, Unbalance Opponent, Dex 14+.
Benefits: When using Combat Expertise gain an additional +1 bonus to Defense (i.e. if you take a –2 penalty to attack you get a +3 bonus to Defense). You must take at least a –1 penalty to attack to use this ability.
Judo
You have mastered Judo (JUE-doe), a modern version of the ancient Japanese martial art Jujitsu developed by Dr. Jigoro Kano in 1882. Judo is most well known for its throwing, grappling, and wrestling techniques.
Prerequisites: Brawl or Combat Martial Arts, Choke Hold, Combat Throw, Defensive Martial Arts, Earth’s Embrace, Improved Combat Throw, Improved Grapple, 5 or more ranks of Escape Artist.
Benefits: When you deal damage while grappling, if you choose to deal non-lethal damage you may add your wisdom modifier to the damage.
Karate
You have mastered Karate (kah-rah-TAE), a hard form fighting method involving a variety of techniques, including blocks, strikes, evasions, throws, and joint manipulations. Karate masters are most well known for their Karate shouts and katas (forms).
Prerequisites: Combat Martial Arts, Combat Throw, Defensive Martial Arts, Fists of Iron, Flying Kick, Greater Ki Shout, Ki Shout, Stunning Fist.
Benefits: Your Ki shouts can effect opponents with Hit Dice equal to or less than your level (normally Ki shouts can only effect opponents with fewer hit dice than you have levels). Also, if before entering combat you spend an hour practicing your katas you gain a +1 to attack rolls and to your defense for the first 3 rounds of combat.
Kenjitsu
You have mastered Kenjitsu (ken-jet-SUE), the direct descendant of samurai katana techniques. It has been made into kendo – a sport using wooden bamboo swords (called shinai) to practice the martial techniques used hundreds of years ago. Kendo students may gain the benefits of Kenitsu.
Prerequisties: Archaic Weapon Proficiency, Combat Expertise, Exotic Melee Weapon Proficiency (Katana), Power Attack, Superior Combat Expertise, Weapon Focus (Katana)
Benefits: You are adept at wielding a weapon for both attacking and defense. When you wield a melee weapon you have selected as the beneficiary of Weapon Focus you gain an additional +1 to attacks and gain a +1 dodge bonus to Defense against melee attacks.
Krav Maga
You have mastered Krav Maga, a modern hard martial art stressing combat preparedness and physical fitness was developed in the 1940’s for use by the Israeli Defense Force (I.D.F.). Krav Maga includes techniques utilized in Aikido, Karate, boxing, Judo, and Jujitsu, adapted for use in modern combat situations.
Prerequisites: Athletic, Combat Martial Arts, Defensive Martial Arts, Combat Expertise, Improved Combat Martial Arts, Improved Disarm, Improved Initiative, Streetfighting, Base Attack Bonus +6 or higher.
Benefits: Your initiative bonus from Improved Initiative increases to +8.
Special: Soldiers may take any of the prerequisite feats for Krav Maga as bonus feats or in place of Soldier special abilities if a member of a military force that teaches Krave Maga (i.e. I.D.F., Mosad, Israeli Police Forces, and various allied military forces).
Kung Fu
You have mastered Kung Fu – a hard/soft form emphasizing weapon use and strikes to pressure points.
Prerequisites: Archaic Weapon Proficiency, Combat Martial Arts, Falling Star Strike, Fists of Iron (or the Martial Artist’s Iron Fist ability), Freezing the Lifeblood, Improved Combat Martial Arts, Stunning Fist, 6 or more ranks in Jump and Tumble.
Benefits: The saving throw DC of your stunning attack and other pressure point attacks is increased by 2. You also gain Weapon Focus as a bonus feat; you must already have proficiency with the weapon and you must select one of the following weapons for the feat to apply to: chain, cleaver, club, knife, nunchaku, quarterstaff , shortsword, spear, three section staff tonfa, unarmed strike.
Muay Thai Kickboxing
You have mastered Muay Thai (MWUE-ie-tie), a hard form emphasizing empty strikes with the hand and quick kicks.
Prerequisites: Advanced Combat Martial Arts, Combat Martial Arts, Fists of Iron (or the Martial Artist’s Iron First ability), Flying Kick (Or Martial Artist’s Flying Kick Ability), Improved Combat Martial Arts, Roundabout Kick, Weapon Focus (Unarmed Strike), Living Weapon d6.
Benefits: Your unarmed damage increases by one die type, as if you were one size category larger than you are.
Old Damage (each)-----------New Damage
1d2----------------------------------1d3
1d3----------------------------------1d4
1d4----------------------------------1d6
1d6----------------------------------1d8
1d8----------------------------------1d10
1d10---------------------------------2d6
1d12---------------------------------2d8
1d20---------------------------------4d6
Tai Chi Chuan
You have mastered Tai Chi Chuan (tie chee chwan), an ancient Chinese martial art known for its health benefits and high level of effectiveness in combat.
Prerequisites: Alertness, Combat Throw, Defensive Martial Arts, Dodge, Endurance, Focused, Great Fortitude, Improved Initiative, 6 or more ranks of Concentration.
Benefits: You gain a +2 training bonus to Constitution.
Tae Kwon Do
You have mastered Tae Kwon Do (TIE kwahn doe), a hard style emphasizing kicks and placing great speed and power in those kicks.
Prerequisites: Agile Riposte, Combat Martial Arts, Dodge, Flying Kick (Or Martial Artist’s Flying Kick Ability), Improved Combat Martial Arts, Power Attack, Roundabout Kick, Living Weapon d6.
Benefits: When you make your Agile Riposte attack you gain +1 to your attack and damage rolls.
New Feats
Choke Hold
You have learned the correct way to apply pressure to render an opponent unconscious.
Prerequisites: Combat Martial Arts, Improved Grapple, Stunning Fist.
Benefit: If you pin your opponent while grappling and maintain the pin for 1 full round, at the end of the round your opponent must make a Fortitude saving throw (DC 10 +1/2 your level + your wisdom modifier). If the saving throw fails, your opponent falls unconscious for 1d3 rounds.
Eagle Claw Attack
Your unarmed attacks shatter objects.
Prerequisites: Base attack bonus +2 or higher, Combat Martial Arts, Sunder, Dex 15+.
Benefit: You can strike an opponent’s weapon or shield with an unarmed strike.
Special: Weapon hardness and hit point ratings are given on table 5-10 on page 150 of the D20 Modern book.
Normal: A character can normally only attack an opponent’s weapon with a slashing or bludgeoning weapon.
Earth’s Embrace
You can crush opponent’s when you grapple them. This feat is called Ashi Gatame in Judo.
Prerequisites: Combat Martial Arts, Improved Grapple, Str 15+.
Benefit: While grappling, if you pin your opponent, you deal critical damage (double normal damage, or triple damage if you have Advanced Combat Martial Arts) each round that you maintain the pin. You hold your opponent immobile as normal, but you must also remain completely immobile, giving opponents (other than the one you’re pinning), a +4 bonus on attack rolls against you (but you are not helpless).
Falling Star Strike
You have mastered the art of striking a nerve that blinds a humanoid opponent.
Prerequisites: Wis 17+, Combat Martial Arts, Stunning Fist, base attack bonus +4 or higher.
Benefit: Against a humanoid opponent you can make an unarmed attack that has a chance of blinding your target. If your attack is successful, your target must attempt a Fortitude saving throw (DC 10 +1/2 your level + your wisdom modifier). If the target fails this saving throw, he is blinded for 1 round per level you possess. In addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to Defense, grants a +2 bonus on attackers’ attack rolls (they are effectively invisible), moves at half speed, and suffers a –4 penalty on most Strength and Dexterity based skills.
Fists of Iron
You have learned the secret of imbuing your unarmed attacks with extra force.
Prerequisite: Base attack bonus +2 or higher, Combat Martial Arts.
Benefit: Declare that you are using this feat before your attack roll (thus, a missed attack roll ruins the attempt). You deal an extra 1d4 points of damage when you make a successful unarmed attack. You may use this feat a number of times per day equal to three + your wisdom modifier.
Special: This feat may not be used in conjunction with Brawl. Fists of Iron may be used in conjunction with the extra damage from the Martial Artist’s Iron First ability.
Flying Kick
You literally leap into battle, dealing devastating damage.
Prerequistie: Str 13+, Combat Martial Arts, Power Attack, Jump (4 ranks).
Benefit: When fighting unarmed and using the charge action, you deal double damage with your unarmed attack. The damage is doubled before the extra damage from the Martial Artist’s Flying Kick ability is added.
Freezing the Lifeblood
You can paralyze an opponent with an unarmed attack.
Prerequisite: Wis 17+, Combat Martial Arts, Stunning Fist, base attack bonus +5 or higher.
Benefit: Against a humanoid opponent, you can make an unarmed attack that deals no damage, but has a chance of paralyzing your target. If you attack is successful, you target must attempt a Fortitude saving throw (DC 10 +1/2 your level + your wisdom modifier). If the target fails this saving throw, he is paralyzed for 1d4+1 rounds. A paralyzed character stands rigid and helpless, unable to move or act physically. He has effective strength and dexterity scores of 0 but may take purely mental actions (including manifesting Constitution, Intelligence, Wisdom, and Charisma based psionic powers).
Grappling Block
You can catch and pin an opponent’s weapon with your bare hands.
Prerequisites: Combat Expertise, Combat Reflexes, Combat Martial Arts, Defensive Martial Arts, Improved Disarm, Int 13+.
Benefit: You must have both hands free or be holding weapons designed to catch other weapons (such as the sai or jitte) to use this feat. Once per round when you would normally be hit by a melee weapon, you may make a special disarm attempt against your opponent. This attempt counts against your allowed attacks of opportunity this round. You make an opposed attack roll (with your unarmed strike, sai, or jitte) against the attack roll that hit you. The opponent’s attack roll is not modified by the size of the weapon. If you succeed, you grab the weapon away from your opponent (if you are unarmed) or knock the weapon to the ground (if you are armed). You may only use this feat against weapons up to two sizes larger than you.
Great Ki Shout
Your ki shout can panic your opponents.
Prerequisites: Cha 13+, Ki Shout, base attack bonus +9 or higher.
Benefits: When you make a ki shout, your opponents are panicked for 2d6 rounds unless they succeed at their Will saves (DC 10 + 1/2 your character level + your charisma modifier). Panicked characters suffer a –2 morale penalty on attack rolls, saves, and checks, they have a 50% chance to drop what they’re holding, and they run away from you as quickly as possible. They effects of being panicked supersede the effects of being shaken.
Improved Grapple
You are skilled in martial arts that emphasize holds and throws.
Prerequisite: Combat Martial Arts.
Benefit: If you hit with an unarmed strike, you deal normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.
Ki Shout
You can bellow forth a ki-empowered shout that strikes terror into your enemies.
Prerequisites: Base attack bonus +1 or higher, Cha 13+.
Benefit: Making a ki shout is a standard action. Opponents who can hear your shout and who are within 30 feet of you may become shaken for 1d6 rounds. The ki shout affects only opponents with fewer Hit Dice or levels than you have. An affected opponent can resist the effects with a successful Will save against a DC of 10 + 1/2 your character level + your Charisma modifier. You can use Ki Shout once per day.
Shaken characters suffer a –2 penalty on attack rolls, saves, and checks.
Pain Touch
You cause intense pain in an opponent with a successful stunning attack.
Prerequisites: Base attack bonus +2 or higher, Stunning Fist, Wis 19+.
Benefit: Victims of a successful stunning attack are subject to such debilitating pain that they are nauseated for 1 round following the round they are stunned. Nauseated creatures are unable to attack, cast spells or manifest powers, concentrate on spells or powers, or do anything else requiring attention. The only action such a character can take is a single move (or move-equivalent) action per turn.
Creatures that are immune to stunning attacks are also immune to this feat, as are any creatures that are more than one size category larger than the feat user.
Remain Conscious
You have a tenacity of will that supports you even when you are disabled or dying.
Prerequisites: Base attack bonus +2 or higher, Endurance, Iron Will, Toughness.
Benefit: When your hit points are reduced to 0, you may take one partial action on your turn every round until you reach –10 hit points, or your hit point total returns to 0 or higher. If stabilized, you can continue to take partial actions, but the first partial action you take revokes the stabilization. If you reach –10 hit points, you die. In addition, this feat gives you a +1 bonus to Fortitude saves to resist massive damage.
Roundabout Kick
You can follow up on a particularly powerful unarmed attack with a mighty kick, spinning in a complete circle before landing the kick.
Prerequisites: Str 15+, Combat Martial Arts, Power Attack.
Benefit: If you strike a successful critical hit with an unarmed attack, you can immediately make an additional unarmed attack against the same opponent, as if you hadn’t use your attack for the critical hit. You use the same attack bonus that you used for the critical hit. For example, Russell can make three unarmed attacks in a round, at base attack bonuses of +11, +6, and +1. If he gets a critical hit on his second attack, he can make an additional attack using his +6 base attack bonus. He then makes his third attack (+3) as normal.
Stunning Fist
You know how to strike opponents in vulnerable areas.
Prerequisites: Dex 13+, Wis 13+, Combat Martial Arts, base attack bonus +8 or higher.
Benefit: Declare that the character is using the feat before making an attack roll (thus, a missed attack roll ruins the attempt). It forces a foe damaged by the character's unarmed attack to make a Fortitude saving throw (DC 10 + one-half the character's level + Wis modifier), in addition to dealing damage normally. If the defender fails his saving throw, he is stunned for 1 round (until just before the character's next action). A stunned character can’t act and loses any Dexterity bonus to Armor Class. Attackers get a +2 bonus on attack rolls against a stunned opponent. The character may attempt a stunning attack once per day for every four levels attained, and no more than once per round.
Superior Combat Expertise
You have mastered the art of defense in combat.
Prerequisites: Int 13+, Combat Expertise, base attack bonus +6 or higher.
Benefit: When you use the Expertise feat to improve your Defense, the number you subtract from your attack and add to your Defense can be any number that does not exceed your base attack bonus. (Without this feat, the number cannot be greater than +5)