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Converting Oriental Adventures creatures
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<blockquote data-quote="Cleon" data-source="post: 8962725" data-attributes="member: 57383"><p>Here's the original text on the manoeuvres from <em>Oriental Adventures</em> (1985).</p><p></p><p style="text-align: justify"><strong>Lock</strong></p> <p style="text-align: justify"><strong> Incapacitator:</strong> By gripping the opponent and twisting the joints, the character can render one finger, arm, or leg useless for 24 hours and cause normal damage. The effect of incapacitating a limb are explained under the wu jen <em>withering palm</em> spell. A successful to hit roll must be made and the victim is allowed a saving throw vs. paralyzation. If the saving throw is failed, the appropriate limb is rendered useless. If the saving throw is made, the attack fails. An unsuccessful attack (either a failed to hit or a successful saving throw) has no effect on the attacker other than the waste of an attack and the lack of damage done. This maneuver is particularly useful to prevent opponents from escaping or making attacks.</p> <p style="text-align: justify"></p> <p style="text-align: justify"><strong>Movement</strong></p> <p style="text-align: justify"><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 style="text-align: justify"> <strong>Leap:</strong> The character is able to perform extraordinary feats of springing and leaping by channeling his inner power, mentally making himself as light as a feather. From a standing start the character can spring four feet into the air and three feet forward plus one foot for each level of the character. He can also flip in mid-air to automatically change his facing. Such springs do not take an entire melee round, costing instead only one attack allowed during the round. Thus a character could flip over an opponent, land behind him, and execute an attack from the rear with his next melee attack. From a running start, the character can spring eight feet upward and ten feet forward plus one foot for each level of the character. The character must have at least 10 feet of running space for springing. In both cases, the character must make a normal to hit roll to see if he lands safely. If the roll is made, the leap or spring is successful. If the roll is failed, the character makes the leap but falls to the ground upon landing.</p> <p style="text-align: justify"></p> <p style="text-align: justify"><strong>Push</strong></p> <p style="text-align: justify"><strong> Concentrated Push:</strong> The character focuses his inner energy into his hands, giving him great results even from a gently 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="text-align: justify"></p> <p style="text-align: justify"><strong>Mental and Physical Training</strong></p> <p style="text-align: justify"><strong> Blind Fighting:</strong> Under his master's guidance, the character has trained for long periods while wearing a blindfold or in darkened rooms. This has given the character the ability to detect his foes with his other senses. The character suffers only a -1 penalty when fighting in darkness, when blinded, or when facing <em>invisible</em> opponents. However, any of these in combination with a <em>silence</em> spell renders the character effectively blind again. This maneuver is constantly in effect.</p><p> [<span style="color: blue">In 3E terms this is simply the Blind-Fight feat</span>].</p></blockquote><p></p>
[QUOTE="Cleon, post: 8962725, member: 57383"] Here's the original text on the manoeuvres from [I]Oriental Adventures[/I] (1985). [JUSTIFY][B]Lock Incapacitator:[/B] By gripping the opponent and twisting the joints, the character can render one finger, arm, or leg useless for 24 hours and cause normal damage. The effect of incapacitating a limb are explained under the wu jen [I]withering palm[/I] spell. A successful to hit roll must be made and the victim is allowed a saving throw vs. paralyzation. If the saving throw is failed, the appropriate limb is rendered useless. If the saving throw is made, the attack fails. An unsuccessful attack (either a failed to hit or a successful saving throw) has no effect on the attacker other than the waste of an attack and the lack of damage done. This maneuver is particularly useful to prevent opponents from escaping or making attacks. [B]Movement 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]Leap:[/B] The character is able to perform extraordinary feats of springing and leaping by channeling his inner power, mentally making himself as light as a feather. From a standing start the character can spring four feet into the air and three feet forward plus one foot for each level of the character. He can also flip in mid-air to automatically change his facing. Such springs do not take an entire melee round, costing instead only one attack allowed during the round. Thus a character could flip over an opponent, land behind him, and execute an attack from the rear with his next melee attack. From a running start, the character can spring eight feet upward and ten feet forward plus one foot for each level of the character. The character must have at least 10 feet of running space for springing. In both cases, the character must make a normal to hit roll to see if he lands safely. If the roll is made, the leap or spring is successful. If the roll is failed, the character makes the leap but falls to the ground upon landing. [B]Push Concentrated Push:[/B] The character focuses his inner energy into his hands, giving him great results even from a gently 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. [B]Mental and Physical Training Blind Fighting:[/B] Under his master's guidance, the character has trained for long periods while wearing a blindfold or in darkened rooms. This has given the character the ability to detect his foes with his other senses. The character suffers only a -1 penalty when fighting in darkness, when blinded, or when facing [I]invisible[/I] opponents. However, any of these in combination with a [I]silence[/I] spell renders the character effectively blind again. This maneuver is constantly in effect.[/JUSTIFY] [[COLOR=blue]In 3E terms this is simply the Blind-Fight feat[/COLOR]]. [/QUOTE]
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