The hermetic mbatsu dwells in an untamed, remote realm far removed from the still ponds and serene gardens found in the traditional monastery.

He lives in the vast reaches of the grasslands, in isolated fields well beyond the reach of even the most ambitious nomadic warlord. His shaggy, bestial appearance leads observers to believe that he is a savage feral child that miraculously survived to reach adulthood, yet the uncouth exterior conceals a fearsome warrior with a complex philosophical outlook of the world. He believes that animals are the gatekeepers to a primeval source of mystical energy greater than any that the most learned minds could possibly imagine. Within this unspoiled domain, the mbatsu carefully studies and mimics the motions of the beasts that live alongside him. To him, their subtle movements and instinctual behaviors are vestiges of a bygone age when the first living creatures emerged from primordial slime and walked in harmonious unison with Nature itself. Though he emulates the actions of wild animals and appears unfettered by any type of structure or rules, the mbatsu actually adheres to a rigid daily schedule. His activities coincide with those of the animals that he emulates. Throughout the day, the mbatsu studies the activities of numerous species in a carefully prescribed order. After completing his rounds for the day, the mbatsu then puts into practice all that he observed, transforming his body and spirit into a whirlwind of animalistic destruction.


An mbatsu gains Handle Animal, Knowledge (nature) and Survival as class skills.

Bonus Feat

At 1st level, 2nd level and every four levels thereafter, an mbatsu may select a bonus style feat from the following list of styles: Crane Style, Mantis Style, Monkey Style, Panther Style, Snake Style, Snapping Turtle Style and Tiger Style. He does not have to meet the prerequisites of that feat. Alternatively, an mbatsu may choose a feat in that style’s feat path (such as Mantis Wisdom) as one of these bonus feats if he already has the appropriate style feat (such as Mantis Style). The mbatsu does not need to meet any other prerequisite of the feat in the style’s feat path.

This ability replaces a monk’s standard bonus feats.

Instinctual Understanding (Ex)

At 3rd level, an mbatsu may use his Wisdom modifier instead of his Strength modifier on melee attack rolls when making an unarmed strike or natural attack.

This ability replaces maneuver training.

Wild Empathy (Ex)

At 3rd level, an mbatsu gains this ability, which functions as the druid’s wild empathy, but using the mbatsu’s monk level in place of the druid class level.

This ability replaces still mind.

Wild Fury (Ex)

At 4th level, an mbatsu may spend 1 point from his ki pool as a swift action to gain a +4 morale bonus to Strength and take a –2 penalty to Armor Class for 1 round.

This ability replaces slow fall.

Wild Understanding (Ex)

At 5th level, an mbatsu adds his level to all Handle Animal checks. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on wild empathy checks made to influence animals for 1 minute.

This ability replaces high jump.

Furious Powers (Ex)

At 5th level, an mbatsu that spends 1 point from his ki pool to enter a wild fury may spend 1 additional point from his ki pool to apply one of the following barbarian rage powers to his wild fury ability: intimidating glare, low-light vision, night vision, no escape, raging climber, raging leaper, raging swimmer and scent. At 11th level, he may spend 2 additional points from his ki pool to add the following barbarian rage powers to those that he may apply to his wild fury ability: clear mind, internal fortitude, terrifying howl and unexpected strike. At 17th level, he may spend 3 additional points from his ki pool to add the following barbarian rage powers to those that he may apply to his wild fury ability: fearless rage and mighty swing, He may have only one rage power in effect at any time.

This ability replaces purity of body, diamond body and timeless body.

Wild Charge (Ex)

At 12th level or higher, a monk can spend 2 ki points from his ki pool as a swift action to move at 10 times his normal speed when he makes a charge and is treated as if he had the pounce ability.

This ability replaces abundant step.

Section 15: Copyright Notice

Fields of Blood © 2015 Frog God Games, LLC. Author: Tom Knauss

scroll to top