Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Hosted Forums
Creature Catalog Forums
General Monster Talk
Converting Oriental Adventures creatures
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Cleon" data-source="post: 7438876" data-attributes="member: 57383"><p>Incidentally, regarding the original martial abilities</p><p></p><p></p><p></p><p>For reference, here are the original descriptions of those abilities:</p><p></p><p><strong>Pain Touch:</strong> Simply by pressing his finger against specific points of the body, the character can cause great pain in his victim. This can be done in place of a normal attack. It causes no damage, but if the to hit roll is successful, the victim feels as if he is on fire. Thereafter, he will be -2 on his chance to hit and +2 on chance of being hit. The effect lasts for 1-3 rounds. There is no adverse effect on the victim if the to hit roll is failed.</p><p></p><p><strong>Prone Fighting:</strong> Prepared for any circumstance, the character is able to fight effectively even when lying on the ground. This special maneuver is constant—it applies any time the character is knocked from his feet. The only limitation is that the character can perform no other special maneuver (except Instant Stand) when prone.</p><p></p><p><strong>One Finger:</strong> This skill requires long and difficult practice. It is said that the student first learns to push a heavy bell with the touch of a single finger. He concentrates then on touching it lighter and lighter while making the bell swing even more. Finally, he reaches the point where he can make the bell move without actually touching it. His inner power extends from his finger and pushes the bell. At this point he has mastered One Finger.</p><p></p><p>One Finger gives the character the power of Concentrated Push without having to touch the target. The character simply concentrates and points his finger at the victim. The range is equal to one foot per character level. One Finger requires great concentration and is the only action that can be taken in the melee round regardless of the number of attacks the character has. A normal to hit roll must be made. If successful, the victim is affected as if hit by a Concentrated Push. If unsuccessful, the attack misses and has no effect.<p style="margin-left: 20px">Note: 'Concentrated Push' is</p> <p style="margin-left: 20px"><strong>Concentrated Push:</strong> The character focuses his inner energy into his hands, giving him great results even from a gentle push. On a successful to hit roll the opponent is knocked back one foot per level of the character. If the distance is greater than three feet, the victim must make a successful saving throw vs. paralyzation to remain on his feet. If the victim hits a solid object, he suffers damage as if he had fallen the same distance. Note that those with Immovability can resist being knocked back. If the Concentrated Push attack is unsuccessful, all attacks made against the character for the remainder of the round have a + 2 on their chance to hit.</p> <p style="margin-left: 20px"></p><p></p><p><strong>Fall:</strong> The first maneuver any student of this style learns is how to fall correctly. He learns to fall and roll, taking the impact of the fall on the safest areas of his body. Once learned this maneuver is constantly in effect. Thereafter he suffers only 1/2 the normal amount of damage from any fall.</p><p></p><p><strong>Missile Deflection:</strong> Relying on the speed of his reflexes and the nimbleness of his footwork, the character is sometimes able to avoid non-magical missile attacks (including magical arrows and bolts). This ability is constant although the character must be aware of the attack. The character is allowed a saving throw vs. paralyzation against each attack. If the save is successful, the character has dodged the missile; if not, the missile hits normally.</p><p></p><p><strong>lronskin:</strong> Rigorous physical training has toughened the character’s muscles to the point where he can harden them like iron. The armor class of the character is improved by 2, but only when he is not wearing any other type of armor.</p><p></p><p><strong>Speed:</strong> The character has developed lightning-fast reflexes and powerful muscles mainly by concentrating and learning how his body controls its movements. The character gains twice the normal amount of melee attacks he is normally allowed (both with the martial arts and normal combat) and moves at double the normal combat movement rate (only). The increase in movement rate does not apply to normal movement nor can the movement speed be maintained for more than five rounds. This special maneuver is difficult and tiring. It can only be done once per day and can only be maintained for five rounds. At the end of this time, the character must rest for 1-3 rounds.</p></blockquote><p></p>
[QUOTE="Cleon, post: 7438876, member: 57383"] Incidentally, regarding the original martial abilities For reference, here are the original descriptions of those abilities: [B]Pain Touch:[/B] Simply by pressing his finger against specific points of the body, the character can cause great pain in his victim. This can be done in place of a normal attack. It causes no damage, but if the to hit roll is successful, the victim feels as if he is on fire. Thereafter, he will be -2 on his chance to hit and +2 on chance of being hit. The effect lasts for 1-3 rounds. There is no adverse effect on the victim if the to hit roll is failed. [B]Prone Fighting:[/B] Prepared for any circumstance, the character is able to fight effectively even when lying on the ground. This special maneuver is constant—it applies any time the character is knocked from his feet. The only limitation is that the character can perform no other special maneuver (except Instant Stand) when prone. [B]One Finger:[/B] This skill requires long and difficult practice. It is said that the student first learns to push a heavy bell with the touch of a single finger. He concentrates then on touching it lighter and lighter while making the bell swing even more. Finally, he reaches the point where he can make the bell move without actually touching it. His inner power extends from his finger and pushes the bell. At this point he has mastered One Finger. One Finger gives the character the power of Concentrated Push without having to touch the target. The character simply concentrates and points his finger at the victim. The range is equal to one foot per character level. One Finger requires great concentration and is the only action that can be taken in the melee round regardless of the number of attacks the character has. A normal to hit roll must be made. If successful, the victim is affected as if hit by a Concentrated Push. If unsuccessful, the attack misses and has no effect.[INDENT]Note: 'Concentrated Push' is [B]Concentrated Push:[/B] The character focuses his inner energy into his hands, giving him great results even from a gentle push. On a successful to hit roll the opponent is knocked back one foot per level of the character. If the distance is greater than three feet, the victim must make a successful saving throw vs. paralyzation to remain on his feet. If the victim hits a solid object, he suffers damage as if he had fallen the same distance. Note that those with Immovability can resist being knocked back. If the Concentrated Push attack is unsuccessful, all attacks made against the character for the remainder of the round have a + 2 on their chance to hit. [/INDENT] [B]Fall:[/B] The first maneuver any student of this style learns is how to fall correctly. He learns to fall and roll, taking the impact of the fall on the safest areas of his body. Once learned this maneuver is constantly in effect. Thereafter he suffers only 1/2 the normal amount of damage from any fall. [B]Missile Deflection:[/B] Relying on the speed of his reflexes and the nimbleness of his footwork, the character is sometimes able to avoid non-magical missile attacks (including magical arrows and bolts). This ability is constant although the character must be aware of the attack. The character is allowed a saving throw vs. paralyzation against each attack. If the save is successful, the character has dodged the missile; if not, the missile hits normally. [B]lronskin:[/B] Rigorous physical training has toughened the character’s muscles to the point where he can harden them like iron. The armor class of the character is improved by 2, but only when he is not wearing any other type of armor. [B]Speed:[/B] The character has developed lightning-fast reflexes and powerful muscles mainly by concentrating and learning how his body controls its movements. The character gains twice the normal amount of melee attacks he is normally allowed (both with the martial arts and normal combat) and moves at double the normal combat movement rate (only). The increase in movement rate does not apply to normal movement nor can the movement speed be maintained for more than five rounds. This special maneuver is difficult and tiring. It can only be done once per day and can only be maintained for five rounds. At the end of this time, the character must rest for 1-3 rounds. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Hosted Forums
Creature Catalog Forums
General Monster Talk
Converting Oriental Adventures creatures
Top