Asking for Martial Arts styles/feats....

zdanboy

First Post
Welcome!!!

And lemme get strait to the point.....being a martial artist (albeit a beginner) I came up with the idea of martial arts styles being included in my recent campaign......they would work like the martial art styles from OA, but they would touch real life martial arts.

Imagine kung-fu elves or muay thai half-orcs......:D

But I do not wanna go overboard with those and came here for help.....anybody cares to give a shoot at those styles??? I would be very grateful.....of course I'll prolly come up with some of my own stuff, but I would really like to see your ideas.....

Also looking for some new feats designed torwards martial arts....if ya have some/know a good book with some i'll be glad to see them....

Here is a small list (not all) of martial arts I'm trying to cover:

1. Kung fu (generally,....I know there are many substyles of kung fu....I myself do Hung Gar...)
2. Muay thai
3. Karate
4. Aikido
5. Jiu-jitsu
6. Viet Vo Dao (vietnamese martial art.....if some of you know it, would be extremly happy to see it...)
7. Kick-boxing
8. Capoeira

Thanx in advance.....
 
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Silly me.....forgotten Taekwondo......(sound of a hand slapping into a forehead).....

If some of you go Taekwondo be my guest and let's see those kicking feat's eh??
 

zdanboy said:
Welcome!!!

Imagine kung-fu elves or muay thai half-orcs......:D
I can easily see elves doing Tai Chi. Orcs might also like something like pankration, though Muy Thai is a suitable brutal style as well.

6. Viet Vo Dao (vietnamese martial art.....if some of you know it, would be extremly happy to see it...)
Reminds me alot of kung fu, though obviously it's not the same. Good striking, some impressive kicks, some throws and grappling. I've seen it with broadsword, I'm sure there are other weapons that work with it as well.
 

If you want some good ideas for general martial arts feats & the like, check out the Spycraft core book and the Pan-Asian Collective suppliment. Probably one of the best systems I've seen for breaking down martial arts styles into feat chains.
 

Muay thai can have some feats that give you a "toughness related" AC- bonus and maybe (at high levels) some DR. Maybe some crippling strikes (if you aim a low kick two inches below the allowed level, you hit the kneecap). Muay thai also have many close combat moves, like elobow strikes, knee strikes and basic grappling.
 

IMO real world martial arts do not translate well into the abstract nature of D&D combat....alot of the feats would also translate exactly the same for many styles.
 

Re: Re: Asking for Martial Arts styles/feats....

Black Omega said:

I can easily see elves doing Tai Chi.

Agreed. Tai Chi takes so long to master... IRL, 90 year old masters complain that they still have a lot to learn. A 400 year old elf who's been practicing Tai Chi since the tender age of 100 would be a marvel.

Oh yeah, then there's the slow, graceful, soft, aspect of Tai Chi practice. Elves dig that stuff.
 
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Some martial arts feats from my campaign (and one-liners for feats borrowed from official sources)

Martial Arts Feats
The following feats are available across Kyri to those who study the martial arts without undertaking the strict regime of monks.

Close Combat [General]
You are skilled at fighting when grappling
Pre: BAB 1+
Benefit: You gain +4 to all grappling checks and trip checks whether on the offensive or the defensive

Nerve Strike [martial arts]
You can make especially painful attacks.
Prerequisites: INT 13+
Benefit: You have studied timing and spiritual meridians, and know how to increase the effect of a stunning fist attack. Any of your stunning attacks will stun the opponent for 1d3 rounds instead of 1 round. The DC for resisting the stun remains the same.

Instant Stand [martial arts]
Prerequisites: DEX 13+
Benefit: Allows you to regain you feet from prone position as a free action on your turn.

Unarmed Combat [martial arts]
The standard unarmed combat feat additionally allows the user to do 1d6 damage (subdual) with open hand strikes

Iron Fist [martial arts]
Prerequisites: imp unarmed cbt, base attack +4
Benefit: Base open hand damage becomes 1d8

Eagle Claw[martial arts]
Prerequisites: Iron Fist, base attack +8
Benefit: Base open hand damage becomes 1d10

Dragon Claw[martial arts]
Prerequisites: Eagle Claw, base attack +12
Benefit: Base open hand damage becomes 1d12

Plum Blossum Fist [martial arts]
Prerequisites: Dragon Claw, base attack +16
Benefit: Base open hand damage becomes 1d20

Flurry Of Blows [martial arts]
Prerequisites: imp. unarmed cbt
Benefit: Allows the character to use the "flurry of blows" technique, getting an extra attack at base chance, but all attacks are -2 to hit.

Circle Kick [martial arts]
Pre: Unarmed Combat
Benefit: when taking more than one attack against a single target in a full attack, if the first attack hits then all of your subsequent attacks that round get a +2 bonus to hit.

Jump Kick [martial arts]
Pre: Unarmed Combat
Benefit: You can make a "charge attack" without having to run in a straight linee by leaping and snapping out a vicious kick. You get +2 to hit and -2 to your AC for the following round.

Scissors Kick [martial arts]
Pre: Unarmed Combat, Jump Kick, Base attack 4+
Benefit: If you have two opponents near you, you can make a jumping kick where you do the splits, kicking both simultaneously. Your first two attacks, if you have multiple attacks, are both made at your highest bonus.

High Sidekick [martial arts]
Pre: Unarmed combat
Benefit: A lightning fast kick to the upper body of the opponent allows you to make a knockdown attack with no penalty to your own AC. In addition, you can roll your unarmed damage and add that to your Str check.

Roundabout Kick [martial arts]
You can follow up on a particularly powerful unarmed attack with a mighty kick, spinning in a complete circle before landing the kick. (taken from oriental adventures)


Flying Kick [martial arts]
You literally leap into battle, dealing devastating damage. (taken from oriental adventures)


Zen Defence [martial arts]
Pre: Unarmed Combat, Wis 13+
Benefit: When wearing no armour, you are able to add your Wisdom bonus to your AC. The Wisdom bonus represents a preternatural awareness of danger, and you do not lose it even in situations when you lose your Dexterity modifier due to being unprepared, ambushed, stunned, and so on. (You do lose this AC bonuses when immobilized.)

Zen Archery [martial arts]
Pre: Zen Defence, Wis 13+
Benefit: You can use you Wisdom bonus instead of your Dex bonus for missile attacks.

Zen Weaponry [martial arts]
Pre: Weapon Focus, Wis 13+
Benefit: You can use your Wisdom bonus instead of your Str bonus for striking in Melee

Blindsight 5' radius [martial arts]
Pre: Blindfighting, Wis 15+
Benefits: Within a 5' radius you can act unhindered by light conditions, able to precisely locate things by sound, scent and intuition.

Blindshot [martial arts]
Pre: Blindfighting, Zen archery
Benefits: Like Blindfighting, but it reduces the miss chance when using ranged weapon attacks within 30'

Defensive Strike [martial arts]
You can turn a strong defence into a powerful offence. (taken from oriental adventures)

Defensive Throw [martial arts]
You can use your opponents strength, weight and momentum against her, deflecting her attack and throwing her to the ground. (taken from oriental adventures)
 
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MarauderX said:
Tae Kwon Do of course! Lots o' kicking feats, perhaps combined with acrobatics. Take it from there!

You might want to think about a 'Power' aspect to this art as well. Not like power attack, more like sunder but unarmed & more varied. Breaking (boards or what have you) is one of the aspects of the art, as a display of TKD's power.

Such as;
- misc feats to ignore object hardness when kicking or punching.
(different feats for diff. materials... wood, stone, iron, mythical metals.)


You could break the martial arts thing out as separate 10-lvl Prestige classes, 1 each for the various art forms. It would probably give you a better over all feel of the specific styles.
 
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