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Martial Arts System

Rasyr

Banned
Banned
Here is a Martial Arts System that I posted a long time ago. Thought I would post it again to see what sort of responses I get to it this time...
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Martial Arts System version 2.01 alpha


Introduction

Martial Arts in roleplaying games is rarely delved into with any detail. Mostly this is because combat systems often entail a multitude of small moves, dodges, feints and actual attacks into a single attack action. Sometimes this is enough, but when dealing with the Martial Arts it often falls short of the spectacular moves seen in the movies and other media.

The purpose of this system is to expand upon the Martial Arts in a manner that will provide a variety of maneuvers and special abilities without disrupting the system, or unbalancing it. It is important to remember that even though this system presents specific maneuvers, they still encompass those small movements, feints, dodges, and other small actions the make up what is called an attack.


Overview

This system consists of several Feats that give the character access to the maneuvers and abilities. The number gains is initially based on the character's Wisdom modifier. The character can then add more maneuvers through the use of other Feats, also listed below. It is also important to point out that many of the maneuvers and abilities in this system also have their own prerequisites, in addition to those required by the initial Feats.


New Feats

Basic Martial Arts
[General]
Prerequisites: Improved Unarmed Strike, Dex 13+, Wis 13+
Benefits:When this Feat is taken, the character is allowed to select a number of maneuvers and/or abilities equal to his current Wisdom modifier, if the character's Wisdom modifier is 0 or less he is still allowed to select one maneuver or ability. The maneuvers/abilities selected must come from the Basic lists, and the character must also meet any prerequisites that the maneuvers or abilities required by the maneuvers and/or abilities selected.
Note: This Feat may be taken more than once, with different maneuver and/or abilities selected each time.

Advanced martial Arts
[General]
Prerequisites: Basic Martial Arts
Benefits: When this Feat is taken, the character is allowed to select a number of maneuvers and/or abilities equal to his current Wisdom modifier, if the character's Wisdom modifier is 0 or less he is still allowed to select one maneuver or ability. The maneuvers/abilities selected must come from the Advanced lists, and the character must also meet any prerequisites that the maneuvers or abilities required by the maneuvers and/or abilities selected.
Note: This Feat may be taken more than once, with different maneuver and/or abilities selected each time.

Improved Weapon Finesse
[General]
Prerequisites: Weapon Finesse, BAB 3+, Expertise
Benefits: This Feat allows a character with the Feat Weapon Finesse to apply his Dexterity modifier to the damage he deals instead of his Strength modifier. Because this Feat represents being able to move and agilely place his strike where they will do the most good, the Dexterity modifier is adjusted according to the Armor Check Penalty of the armor/shield of the character. This Feat does not stack with itself, but may be taken for multiple times and applied to any one weapon that the character has Weapon Finessed. Since this Feat represent the ability to make a hit where it will do the most good, this Feat cannot be used against any foe who is not subject to critical hits.
Normal: The character uses his Strength modifier to adjust the amount of damage dealt.


Note on Martial Arts

Normally, Martial Arts are not separated out into individual attacks or maneuvers. One point of this system is to divide these maneuvers into one of several discreet types of maneuvers. Each of these types of maneuvers already have a basic attack up which they are normally based. These are known as the Core Maneuvers and they are as follows:

Strike: This is the most common attack of all. It can be performed by almost any body part.
Sweep: The basic Trip maneuver represents the most basic Sweep type of attack. Other sweeps may use a normal type of attack in order to perform he same effect.
Locking Hold: The Grappling maneuver represents the most basic of the Locking Holds. Like the Sweep various Locking Holds may use mechanics other than the Grappling mechanics for certain maneuvers.
Nerve Strike: The Feat Stunning Fist fills this niche. Again certain maneuvers may use slightly different mechanics.

The Martial Arts abilities are divided into two basic categories, Extraordinary and Supernatural.

It is extremely important to note that many of the following maneuvers give modifiers to both a character's attack bonus and/or his Armor Class. In regards to attack bonus modifiers, if a given modifier will reduce the character's attack bonus to zero or less, then the character loses that attack for that round.


Basic Maneuvers

Fast Strike
Type:Strike
Prerequisites: 1 rank in Concentration
Benefits: By making a single attack, as a full round action, the character may strike as if he had an initiative of 4 points higher than normal. In doing so, the character receives a -2 modification to both his attack bonus and armor class for the round. This maneuver must be declared at the beginning of the round, and the initiative bonus only lasts for this one round.

Gappling Throw
Type:Sweep
Prerequisites: 1 rank in Balance
Benefits: The character makes a single attack, as a full round action. If the attack succeeds, and results in a critical, only normal damage is done (the character does not get an extra die to roll for critical damage as normal), and the foe may be knocked prone. In order to avoid being knocked prone, the foe must make a Reflex Saving Throw (DC = 10 + 1/2 character's level + Wis bonus).
Note:This maneuver may not be used on any foe more than one size category larger than the character or foes more than 2 size categories smaller. Foes with 4 or more legs receive a special +4 to their AC for the purpose of determining whether or not the attack was a critical.

Killing Strike
Type:Nerve Strike
Prerequisites: Stunning Fist
Benefits: When making a Stunning Fist attack, as a full round action, the character may decide to make the attack harder to resist. By taking a -4 modifier to his attack bonus(es) for the round, he gains a +2 modifier to the DC of his Stunning Fist attack. This maneuver does count against the total number of Stunning attacks allowed per day.

Legsweep
Type:Sweep
Prerequisites: 1 rank in Balance
Benefits: By using this maneuver, as a full round action, the character takes a -2 modifier to his attack bonus, and a +2 modifier to his AC for the round. If the attack results in a critical strike, the foe takes only normal damage instead of critical damage. In addition, the foe must make a Reflex Saving Throw (DC 10 + 1/2 character's level + Wisdom bonus), or be knocked prone.
Note:This maneuver may not be used on any foe more than one size category larger than the character, nor can it be used on those who are two or more size categories smaller than the character. Foes with 4 or more legs receive a special +4 to their AC for the purpose of determining whether or not the attack was a critical.

Martial Dodge
Type:Defensive
Prerequisites: 5 ranks in Tumbling
Benefits: This maneuver can be declared at any time during the round, either before or after the character has already taken his normal actions. If declared before taking his normal actions, he receives a bonus of +6 to his Armor Class, and forfeits all actions and attacks of opportunities that round, except for a 5 feet step. If declared after taking his normal actions, and before his foe makes his attack rolls, this ability still grants a bonus of +6 to his Armor Class for that round, but forfeits all actions and attacks of opportunities the round following, except for a 5 foot step.

Martial Escape
Type:Defensive
Prerequisites: 3 ranks in Escape Artist
Benefits: The character has been trained to more effectively escape bonds and grapple attacks. By temporarily dislocating an arm or other appendage, the character receives a +4 to his Escape Artist skill, but in doing so the character also takes 5 points of subdual damage.

Martial Grab
Type:Locking Hold
Prerequisites: 1 rank Tumbling
Benefits: By taking a -2 modifier to both attack bonus and Armor Class, the character may deliver normal unarmed damage in the same round that he successfully performs a grapple attack. Please note that this damage does not bypass any Special Qualities such as Damage Resistance.

Martial Strike
Type:Strike
Prerequisites: 1 rank of Tumbling
Benefits: The character using this maneuver, as a full round action, can take modifier of -2 to his attack bonus to gain a +2 modifier to Armor Class. These modifiers apply for the entire round, from the point at which the Martial Strike is declared.

Martial Throw
Type:Sweep
Prerequisites: 1 rank Balance
Benefits: By making a single trip attack, as a full round action, the character gains a +2 modifier his attack bonus for the trip.

Root
Type:Defensive
Prerequisites: 3 ranks in Balance
Benefits: By using this maneuver, which is a full round action, the character gains a special +4 modifier to the opposed Strength check when he is the recipient of a Bull Rush attack. This maneuver cannot be used against a foe more than one size category larger than the character.

Sacrifice Throw
Type:Sweep
Prerequisites: 3 rank Balance
Benefits: The character makes a single attack, as a full round action. If the attack results in a critical, the character deals normal damage, and both the character and his foe are knocked prone. This maneuver cannot be used against a foe more than one size category larger than the character.

Shove
Type:Sweep
Prerequisites: 1 rank Concentration
Benefits: This maneuver is a special form of the Bull's Rush maneuver. It can only be used as a full round action, and cannot be combined with a charge like the normal Bull's Rush can. When used, it gives the character a +4 to the opposed Strength check for shoving the foe back.

Sudden Strike
Type:Nerve Strike
Prerequisites: Stunning Fist, Fast Strike
Benefits: By taking a special -2 modifier to his attack bonus and Armor Class for the round, the character may make his Stunning Fist attacks for the round as if his initiative were 4 points higher than it actually is. This maneuver must be declared at the beginning of the round, and lasts for only that one round.


Basic Abilities

Balance of the Tiger
Type:Extraordinary
Prerequisites: 5 ranks in Balance
Benefits: The character receives only half of the normal penalties for trying to fight or maneuver on unstable footing (ice, snow, loose gravel, the deck of a ship, etc.....)

Blood of the Dragon
Type:Supernatural
Prerequisites: 1 rank Heal
Benefits: Once per day, the character may heal an amount of damage to himself equal to one half of his total level, rounded down.

Body Control
Type: Extraordinary
Prerequisites: Meditation
Benefits: By using this ability, the character may ignore extremes in temperature, from 0 to 110 degrees, for a number of hours equal 1/2 the character's level (rounded down). This does not have to be used all at once, but may be spread out across the day, so long as the total number of hours does not exceed 1/2 the character's level (rounded down).

Claw of the Crab
Type:Extraordinary
Prerequisites: 3 ranks Concentration
Benefits: The character gains a special modifier of +2 to all Disarm a foe.

Cobra Strike
Type:Extraordinary
Prerequisites: Killing Strike
Benefits: By making a single attack, as a full round action, the character may increase his normal critical range by +1 for that strike.

Crane Stance
Type:Extraordinary
Prerequisites: 1 rank in Balance
Benefits: As long as the character is not wearing any armor, and is not more than lightly encumbered, he gains a special +1 to his Armor Class

Grace of the Crane
Type:Extraordinary
Prerequisites: 5 ranks in Tumble
Benefits: Using this ability, the character may reduce the distance of any fall he takes by 10' so long as he is within 10' of a wall during the fall. This ability may be combined with the reduction of a fall offered by a successful Tumbling check as well as other methods of slowing one's fall.

Iron Palm
Type:Extraordinary
Prerequisites:
Benefits: With this ability, a character's unarmed damage is increased to 1d4. If the character already does 1d4 damage or greater with unarmed attacks, then his damage dice is increased by 1 step.

Lash of the Dragon
Type:Extraordinary
Prerequisites: 3ranks in Balance, 3 ranks in Tumble
Benefits: This ability allows the character to take a length of cloth and turn it into a melee weapon by spinning and snapping it, keeping it constantly in motion. The length of the cloth determines the amount of subdual damage it deals. A cloth with a length of 1 to 2 feet in length will do 1 point of damage. A cloth with a length of 2 to 3 feet in length will deal 1d2 points of damage. A cloth with a length of 3 to 4 feet in length will deal 1d3 points of damage. A cloth with a length 4 to 5 feet in length will deal 1d4 points of damage. A cloth with a length of 6 to 8 feet in length will deal 1d6 points of damage. A cloth with a length of 8 feet or greater will deal 1d8 points of damage. A cloth with a length of 10 or greater still deals only 1d8 points of damage, but it is also considered a reach weapon. All attacks made using this ability are subject to a special modifier of -2 and deal only subdual damage.

Mantis Stance
Type:Extraordinary
Prerequisites: 5 ranks in Balance, Crane Stance
Benefits: As long as the character is not wearing armor, and is no more than lightly encumbered, he gains a special +2 to his Armor Class. This ability does not stack with the Crane Stance, it replaces it.

Mantis Strike
Type:Extraordinary
Prerequisites: Stunning Fist
Benefits: This is a special form of the Stunning Fist attack. By making a single attack, as a full round action, the character may strip his foe of his Dex bonus to his Armor Class. If the attack succeeds, it does normal damage and the foe must make a Fortitude Saving Throw (DC = 10 + 1/2 character's level + Wis modifier) or lose any positive Dex modifiers to his Armor Class until the end of the round following the one in which the attack was made. Successful use of this ability can allow character to flank a foe that normally not be flanked (such as a character with Uncanny Dodge). This ability counts against the number of Stunning Fist attacks allowed per day.

Meditation
Type:Extraordinary
Prerequisites: 5 ranks in Concentration
Benefits: This ability allows the character to rest and regain his energies at an accelerated rate. For each uninterrupted hour spent in the meditative trance, the character gets as much rest as 2 full hours of sleep. While in the trance, the character is unaware of what is going on around him, but he may be roused from the trance as if from normal sleep.

Might of the Tiger
Type:Extraordinary
Prerequisites: 5 ranks in Concentration
Benefits: By making a single attack, as a full round action, the character may ignore a portion of an object's Hardness for this one attack. The amount of Hardness ignored is equal to the character's level.

One Hundred Eyes
Type:Extraordinary
Prerequisites: 5 ranks in Spot
Benefits: The character may use this ability each round as a Move Equivalent Action. When using this ability, the character makes a Spot check (DC 20). If successful, the character is aware of all visible foes, and is unable to be flanked by them this round.

Pounce of the Tiger
Type:Extraordinary
Prerequisites: 1 rank in Tumble
Benefits: The character makes a single Bull's Rush attack, as a full round action, and gains a special +4 to the opposed Strength check against his foe. This ability may not be used on any foe that is more than one size category larger or more than two size categories smaller than the character.

Steel Fist
Type:Extraordinary
Prerequisites: Iron Palm, BAB 3+
Benefits: With this ability, a character's unarmed damage is increased to 1d6. If the character already does 1d6 damage or greater with unarmed attacks, then his damage dice is increased by 1 step.

Silver Fist
Type:Supernatural
Prerequisites: Cobra Strike, Killing Strike
Benefits: This Ability is a specialized, lesser form of the Ki Strike. By focusing his Ki into a single attack, as a full round action, the character's unarmed attack may cause normal damage to creatures that may only be damages by silver weapons, such as lycanthropes. This attack does not provide any bonuses to hit or damage.

Speed of the Leopard
Type:Extraordinary
Prerequisites: 5 ranks in Tumble
Benefits: By using this ability, the character may temporarily increase his base speed by 10'. This ability may be use a number of rounds per day equal to 1/2 the character's level (rounded down). This does not have to be used all at once, but may be spread out across the day, so long as the total number of rounds does not exceed 1/2 the character's level (rounded down).

Wading in the Reeds
Type:Extraordinary
Prerequisites: 5 ranks in Balance, 5 ranks in Tumble
Benefits: In order to use this ability, the character must wait until after his foe has attacked him. If that attack was unsuccessful and completely missed the character, the character is then able to make a single attack, as a full round action as if he were Flanking his foe. The character gains all of the benefits of Flanking without requiring a second person. Thus he could also gain the benefit of a Rogue's sneak attack ability if he possessed it.

Way of the Grasshopper
Type:Extraordinary
Prerequisites: 5 ranks in Jump
Benefits: Using this ability, the character jumps twice the normal distance rolled, upon a successful Jump check. This ability does not allow a character to exceed normal maximums due to height of the character.

Way of the Snake
Type:Extraordinary
Prerequisites: 1 rank in Tumble
Benefits: With this ability, the character receives only half of the normal penalties associated with fighting from a prone position.

Wind in the Reeds
Type:Extraordinary
Prerequisites: 1 rank in Tumble, Light or No Armor, lightly encumbered
Benefits: Once per round, the character is allowed to stand up from a prone position as a free action.


Advanced Maneuvers

Death Strike
Type: Nerve Strike
Prerequisites: Stunning Fist, Killing Strike
Benefits: This maneuver is a special form of the Stunning Fist attack. By making a single attack, as a full round action, the character takes a -4 to his attack bonus. If the attack is successful, the foe must make a Fortitude Saving Throw (DC = 10 1/2 character's level + Wisdom modifier). If the saving throw fails, the foe is Stunned for 2 rounds instead of the normal one. This maneuver counts against the total number of Stunning Fist attacks allowed per day.

Defensive Block
Type: Defensive
Prerequisites: Martial Block
Benefits: This maneuver can be declared at any time during the round, either before or after the character has already taken his normal actions. If declared before taking his normal actions, he receives a bonus of +6 to his Armor Class, and forfeits all actions during the round, except for a 5 feet step and attacks of opportunities (made with a -4 modifier) . If declared after taking his normal actions, and before his foe makes his attack rolls, this ability still grants a bonus of +6 to his Armor Class for that round, but forfeits all actions the round following, except for a 5 foot step and attacks of opportunities (made with a -4 modifier) .

Defensive Strike
Type: Strike
Prerequisites: Martial Strike
Benefits: By making a single attack, as a full round action, the character receives a -6 modifier to his attack bonus, and a +4 modifier to his Armor Class for the round.

Killing Throw
Type: Sweep
Prerequisites: Grappling Throw
Benefits: By making a single attack, as a full round action, the character receives a -2 modifier to both his attack bonus and Armor Class. If the attack is successful, the character does double normal Strength damage. The foe must them make a Reflex Saving Throw (DC = 10 + 1/2 character's level + Wisdom modifier) or be knocked prone. Please note that this maneuver cannot be used on a foe who is more than one size category larger than the character.

Martial Block
Type:Defensive
Prerequisites: 5 ranks Tumbling
Benefits: This maneuver can be declared at any time during the round, either before or after the character has already taken his normal actions. If declared before taking his normal actions, he receives a bonus of +3 to his Armor Class and a -4 modifier to attacks of opportunity. he only other action allowed during the round is a 5 foot step. If declared after taking his normal actions, and before his foe makes his attack rolls, this ability still grants a bonus of +3 to his Armor Class for that round, but forfeits all actions the round following, except for a 5 foot step and attacks of opportunities (made with a -4 modifier) .

Offensive Strike
Type:Strike
Prerequisites: Martial Strike
Benefits: By making a single attack, as a full round action, the character gains a+2 modifier to his attack bonus and a -2 modifier to his Armor Class.

Power Strike
Type:Strike
Prerequisites: Killing Strike
Benefits: By making a single attack, as a full round action, the character receives a -4 modifier to his attack bonus in order to deliver double Strength damage if the attack succeeds.

Shove Takeaway
Type:Sweep
Prerequisites: Shove
Benefits: By using this Maneuver, the character makes a Disarm attempt, as a full round action. For this Disarm attempt, no modifiers are used due to weapon size differences. If the Disarm attempt is successful, the foe is disarmed as normal and also shoved back a number of feet equal to the amount by which the character won the opposed roll.

Takedown
Type:Strike
Prerequisites: Grappling Throw
Benefits: The character makes a single attack, as a full round action. If the attack results in a critical, the foe only receives normal damage, not critical damage, and is automatically knocked prone, with no saving throw.

Weapon Bind
Type:Locking Hold
Prerequisites:
Benefits: By using this Maneuver, the character makes a single attack as a full round action. If this attack results in a critical, the foe takes only normal damage, not critical damage. In addition, the character has entangled the foe in such a manner that the foe cannot use his currently held weapon for a minimum of one round. The foe is free to release the weapon perform other actions normally, he just cannot use the weapon that he is holding. If the foe wishes to get his weapon free on the round following the Weapon Bind, he and the character must make opposed Dexterity rolls.


Advanced Abilities

Breath Stealing
Type:Supernatural
Prerequisites: Breath of the Dragon
Benefits: Once per day, by using this Ability, the character makes a single attack, as a full round action. If the attack is successful, the character may heal an amount of damage to himself equal to the amount of damage he just dealt with his attack. This cannot heal him or give him hit points above his normal total hit points.

Cobra Stance
Type:Extraordinary
Prerequisites: 10 ranks in Balance, Mantis Stance
Benefits: So long as the character is not wearing any armor, and is not more than lightly encumbered, he gains a +3 to his Armor Class. This ability does not stack with the other stances.

Distance Strike
Type:Supernatural
Prerequisites: Stunning Fist, Death Strike
Benefits: By using this Ability, the character makes a single unarmed attack at a distance, as a full round action.. The maximum range for this attack is 5' per level of the caster, and the range increment for this attack is equal to the level of the character.

Feather Step
Type:Extraordinary
Prerequisites: 5 ranks in Balance, 5 Ranks in Concentration
Benefits: The character gains the ability to use the Druid ability Pass without Trace for a number of rounds each day equal to 1/2 the character's level (rounded down). This ability may be spread out across several different uses during the day so long as the total number of rounds does not exceed the daily total.

Flying Dragon Claw
Type: Extraordinary
Prerequisites: Iron Palm, Steel Fist, BAB 6+
Benefits: With this ability, a character's unarmed damage is increased to 1d8. If the character already does 1d8 damage or greater with unarmed attacks, then his damage dice is increased by 1 step.

Ghost Fist
Type: Supernatural
Prerequisites: Invincible Eagle Talon
Benefits: By making a single attack, as a full round action, with a -4 modifier to his attack bonus, the character may strike foes that are ethereal, or insubstantial for any reason.

Ghost Step
Type:Supernatural
Prerequisites: Feather Step, Step of the Crane
Benefits: Using this ability, as a full round action, the character is able to turn himself ethereal. He may use this ability a total number of rounds per day equal to 1/4 of his level (rounded down). This ability may be used any number of times per day so long as the total number of rounds does not exceed the maximum number of rounds.

Greater Balance of the Tiger
Type: Extraordinary
Prerequisites: 5 ranks in Balance, Balance of the Tiger
Benefits: The character receives no penalties for trying to fight or maneuver on unstable footing (ice, snow, loose gravel, the deck of a ship, etc.....)

Greater Body Control
Type: Extraordinary
Prerequisites: Body Control, 10 ranks Concentration
Benefits: This ability works exactly like Body Control except that the character is not limited by a duration.

Greater Elemental Fist
Type: Supernatural
Prerequisites: Lesser Elemental Fist
Benefits: By focusing his Ki, the character envelopes his hands in pure elemental energy to make a single attack, as a full round action. If the attack is successful, the character does an additional 1d6 of elemental damage for every two levels that he has (round down) up to a maximum of 10d6. The character must select what elemental force he can use at the time that this Ability is selected. Although the character is allowed to select this Ability more than once, selecting a different elemental force each time, he is still required to have Lesser Elemental Fist of the same elemental type as a prerequisite. Please note that this element damage is NOT figured into any extra damage done by a critical.

Invincible Eagle Talon
Type: Extraordinary
Prerequisites: Iron Palm, Steel Fist, Flying Dragon Claw, BAB 9+
Benefits: With this ability, a character's unarmed damage is increased to 1d10. If the character already does 1d10 damage or greater with unarmed attacks, then his damage dice is increased by 1 step.

Lesser Elemental Fist
Type: Supernatural
Prerequisites: Invincible Eagle Claw
Benefits: By focusing his Ki, the character envelopes his hands in pure elemental energy to make a single attack, as a full round action. If the attack is successful, the character does an additional 1d4 of elemental damage for every two levels that he has (round down) up to a maximum of 10d4. The character must select what elemental force he can use at the time that this ability is selected. This ability may be selected more than once, with a different element selected each time. Please note that this element damage is NOT figured into any extra damage done by a critical.

Monkey's Leap
Type: Extraordinary
Prerequisites: Way of the Grasshopper
Benefits: Using this ability, the character jumps triple the normal distance rolled, upon a successful Jump check. This ability does not allow a character to exceed normal maximums due to height of the character.

Phoenix Fist
Type:Extraordinary
Prerequisites: Invincible Eagle Claw, Plum Blossom Fist
Benefits: By making a single attack, as a full round action, the character's critical multiplier for unarmed damage is increased by +2, becoming x4 for this one round.

Plum Blossom Fist
Type:Extraordinary
Prerequisites: Invincible Eagle Claw
Benefits: By making a single attack, as a full round action, the character's critical multiplier for unarmed damage is increased by +1, becoming x3 for this one round.

Poison the Spirit
Type: Supernatural
Prerequisites: Stunning Fist, Touch of Paralyzation
Benefits: This ability is a special form of the Stunning Fist attack, and counts against the total number of Stunning Fist attacks allowed per day. The character makes a Stunning Fist attack as normal. If the attack is successful, the foe must make a Fortitude Saving Throw (DC = 10 + 1/2 character's level +Wisdom modifier) or lose 1 point of Constitution. If this first saving throw fails, the foe must then make another saving throw every 24 hours (at the same DC) or lose another point of Constitution. This will continue until the character makes a save, is healed by use of the Heal skill (DC 25, DC 15 if the character doing the Healing knows this ability), is healed by any of the appropriate Restoration spells, or the character reaches zero Constitution and dies. One the stat loss has been halted, it is treated as Temporary Stat Loss for the purposes of recovery. Please note that the casting of a Restoration spell on the target of this ability will only halt the stat loss. It will take further castings to actually heal any of the damage.

Scorpian's Sting
Type: Supernatural
Prerequisites: Poison the Spirit
Benefits: This ability is a special form of the Stunning Fist attack, and counts against the total number of daily uses of Stunning Fist allowed. The character makes a normal attack, declaring this attack prior to the attack. If the attack is successful, the character does normal damage, and the foe is required to make a Fortitude Saving Throw (DC = 10 + 1/2 character's level + Wisdom modifier) or take 1d4 points of Temporary stat damage to a stat. If this saving throw fails, the foe must then make a second saving throw the next day, at the same DC, or else the stat damage becomes permanent. This ability may be taken more than once, and each time it is taken the character must select which stat will be affected by this attack. This ability may only affect one single stat per attack.

Step of the Crane
Type: Extraordinary
Prerequisites: Balance of the Tiger, Feather Step
Benefits: The character is trained in making his step extremely light. Using this ability, he is able to move at a minimum of x2 base speed over water, quicksand, etc.. This ability will also allow a character to grass glide, run on top of the grass without ever really touching it. This ability may be used a total number of rounds per day equal to 1/2 of the character's level (rounded down). This ability may be used any number of times per day so long as the total number of rounds does not exceed the daily total allowed.

Torrent of Ki
Type: Supernatural
Prerequisites: Distance Strike, Invincible Eagle Talon
Benefits: This is the most advanced form of the Stunning Fist attack, thus its use counts against the total number of Stunning Fist attacks allowed per day. By making a single ranged attack, as a full round action, the character focuses his Ki into a devastating bolt of mystical energy. This blast of energy does 1d6 of mystical damage every two levels that the character has. This attack has a range of 5' per character's level, and has no range modifiers within this range.

Touch of Paralyzation
Type: Extraordinary
Prerequisites: Stunning Fist, Death Strike
Benefits: This is a special form of the Stunning Fist attack, and as such counts against the number of Stunning Fist attack uses allowed per day. The character makes a single attack, as a full round action. If the attack is successful, the foe must make a Fortitude Saving Throw (DC = 10 + 1/2 character's level + Wisdom modifier) or be paralyzed for one round.

Ultimate Stance
Type: Extraordinary
Prerequisites: 15 ranks in Balance, Cobra Stance
Benefits: So long as the character is not wearing any armor, and is no more than lightly encumbered, he gains a special +4 to his Armor Class. This ability does not stack with the other stances.

Way of the Crab
Type: Supernatural
Prerequisites: Con15+
Benefits: By using this ability as a Move Equivalent Action, the character gains DR5 against the selected type of weapon damage for the round. The character is allowed to use this ability a total number of times per day equal to 1/2 his level (rounded down), and this may be split up in any manner during the day so long as the total number of rounds does not exceed the maximum daily number allowed. The type of weapon damage (bludgeoning, slashing, puncture, etc...) must be selected at the time that this ability is gained, and this ability may be gained more than once in order to gain a DR against different types of damage.

Way of the Dragon
Type: Supernatural
Prerequisites: Way of the Crab
Benefits: By using this ability as a Move Equivalent Action, the character gains DR 5 against the selected type of energy damage for the round. The character is allowed to use this ability a total number of times per day equal to 1/2 his level (rounded down), and this may be split up in any manner during the day so long as the total number of rounds does not exceed the maximum daily number allowed. The type of energy damage (fire, cold, electrical, acid, etc...) must be selected at the time that this ability is gained, and this ability may be gained more than once in order to gain a DR against different types of damage.
 

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This has been read 27 times (when I post this message), and not a single person has a comment?

Do you like it?

Do you hate it?

Opinions, please.....
 

Well it does look really cool and well thought-out. However, its seems a bit overpowered. A human monk with a decent Wis (16) could take 6 basic manuvers, and they are each almost as good as a feat. While each one may not be powerful enough to warrent a feat, 3 or 4 certainly is.

This does its job but needs to be balanced. Cool though.
 

Romotre said:
Well it does look really cool and well thought-out. However, its seems a bit overpowered. A human monk with a decent Wis (16) could take 6 basic manuvers, and they are each almost as good as a feat. While each one may not be powerful enough to warrent a feat, 3 or 4 certainly is.

This does its job but needs to be balanced. Cool though.

Which IS why it takes a Feat to gain these abilities. It is also IMPORTANT to note that many of the abilities and maneuvers have their own prerequisites which must be met, in addition to the requirements of the two main feats of this system.

These extra prerequisites help to balance things out.


Also note that this system does NOT restrict this to only Monks (although Monks will be better at it), but is open to anybody who meets the requirements.........
 

The prerequisites are tough...martial arts characters will have most of them any way. I realize that you have to spend a feat, but it seems that you are getting a lot for your feat.

Ok 16 Wis, 1st lvl:

Crane Stance
Type:Extraordinary
Prerequisites: 1 rank in Balance
Benefits: As long as the character is not wearing any armor, and is not more than lightly encumbered, he gains a special +1 to his Armor Class

Iron Palm
Type:Extraordinary
Prerequisites:
Benefits: With this ability, a character's unarmed damage is increased to 1d4. If the character already does 1d4 damage or greater with unarmed attacks, then his damage dice is increased by 1 step.

Wind in the Reeds
Type:Extraordinary
Prerequisites: 1 rank in Tumble, Light or No Armor, lightly encumbered
Benefits: Once per round, the character is allowed to stand up from a prone position as a free action.

+1 AC, more damage AND kip up? With one feat? Easy prereq's? Too much.

Either scale down the manuvers/abilities or let them have less of them. I'd be inclined to make em take less cause they are cool and fit the idea/purpose.
 

The idea is for the DM to customize the list of available abilities according to different schools and/or styles......

Not all abilities should be available to every character.

Additionally, you can always adjust the number of abilties gained, and so forth....

This is a basic system. In many cases it will require customization, of that I do not deny, but I will not change the basic system itself as it does work very well...


Also, the Crane Stance is like a Fighter picking up a shield to go with his Chain Armor.

Iron Palm just moves up the damage advancement for a Monk a little faster. For non-monks, it makes it a little more monk like (note: for most monks, I would not allow them to take Iron Palm without a really good background story element involved. In my games, all things learned and/or gained must be accounted for in the character's history).

Wind in the Reeds: is NOT as powerful as a regular Feat. There is a feat in Sword & Fist that gives this same ability, along with something else (memory fails at the moment).

So, taken al together, I would say it makes for a powerful feat, but not more powerful than some I have seen in official D&D books, just more diverse.......
 

Characters taking this aren't going to wear armor. Or use shields. Maybe Fighter/Monks but mostly monks. So the no armor prereq is not a hinderance. Crance stance is way better than dodge. Iron palm is a very easy (and likely) thing for a character to rationalize. They punch bags full of ball bearings for hours to devolp an "Iron Palm." This is almost as good as weapon specialization, getting much better when you jump from d12 to d20. The feat in sword and fist lets you attack from prone and if you suceeds you get up for free. With wind in the reeds, you stand up automatically, without having to hit. So it is as good (if my memory of the feat serves).

Also (and i'm not sure how i feel about this) these feats make Wisdom by far the better stat for monks. Which is cool for some characters, but I fail to see why you need high wisdom to perform a leg sweep.

Find some other way to limit the amount of things they get.
 

Romotre said:
Characters taking this aren't going to wear armor. Or use shields. Maybe Fighter/Monks but mostly monks. So the no armor prereq is not a hinderance. Crance stance is way better than dodge.

Perhaps, perhaps not. But this is available to Wizards, Fighters, Rogues, etc.. Anybody who wants to take the feats can. For those other than the Monk, this is a hinderance. Also, using this system, the most you can add to your AC is four points total. That is not a lot.. For a Fighter, this is a BIG hinderence...

In the long run, the DM can balance this out by not giving away as many magic items..

Romotre said:
Iron palm is a very easy (and likely) thing for a character to rationalize. They punch bags full of ball bearings for hours to devolp an "Iron Palm." This is almost as good as weapon specialization, getting much better when you jump from d12 to d20.

So this is different from a Wizard casting a Maximized Firebal how? For Monks this only increases thier natural progression rate. The Monk cannot go higher than a d20. In fact the system helps balance out some of the restrictions that are on the monk without making him too powerful...

Romotre said:
The feat in sword and fist lets you attack from prone and if you suceeds you get up for free. With wind in the reeds, you stand up automatically, without having to hit. So it is as good (if my memory of the feat serves).

that's attack from proone with no penalties.... This only lets you stand up....

Romotre said:
Also (and i'm not sure how i feel about this) these feats make Wisdom by far the better stat for monks. Which is cool for some characters, but I fail to see why you need high wisdom to perform a leg sweep.

Wisdom is the the most important of the stats for the Monk. A majority of the abilities rely on the Wisdom (as defined in the wider sense) of the character to be able to use them, thus the system falls to Wisdom as the requirement.

As for the Legsweep, That has its own requirement of 1 rank in Balance. The prerequisite for the maneuver itself reflect more accurately what is required.

The Wisdom thing in the feats reflect being wise enough to use the information gained through the Feat to actually learn the special maneuvers.....

Romotre said:
Find some other way to limit the amount of things they get.

Kinda bossy aren't you? I love how folks who never post new ideas or alternative ways of doing things always say, "I don't like that, change it to my whim." Especially if they have never tried it out.

hehe

First, actually try using the system before attempting to tell me how to write. You may find that it actually works much better than you think at first glance.

Secondly, Just as with ANY optional rule, it comes with the unstated disclaimer "Use at your own risk", which means that as a DM, you may need to adjust things to suit your own campaign style.

I have also said in several places that the DM should use this system as a base, not use it as is. But create sub-lists of the abilities to reflect various schools and disciplines, to help make martial arts using characters that much more unique rather than the cardboard cut-outs of each other as the Monk is in the core rulebook.
 

Rasyr said:

Perhaps, perhaps not. But this is available to Wizards, Fighters, Rogues, etc.. Anybody who wants to take the feats can. For those other than the Monk, this is a hinderance. Also, using this system, the most you can add to your AC is four points total. That is not a lot.. For a Fighter, this is a BIG hinderence...

First of all, four points in the amount a 20th level monk gets to add. Second of all, no fighter is going to be a martial arts master in full plate.

Rasyr said:

In the long run, the DM can balance this out by not giving away as many magic items..

True. But this doesn't help. With less (or no) magical items, its the characters inate abilities that serve them. Like feats. Like these feats. So he (anyone with these feats) will become more powerful because their own innate abilites are more powerful.

Rasyr said:

note: for most monks, I would not allow them to take Iron Palm without a really good background story element involved

So this is different from a Wizard casting a Maximized Firebal how? For Monks this only increases thier natural progression rate. The Monk cannot go higher than a d20. In fact the system helps balance out some of the restrictions that are on the monk without making him too powerful...

Its good to make players rationalize thier powers, but all i'm saying is the background story for Iron Palm would be something like "I did exactly what 99% of other martial arts masters do, strength their hands and attcks" Not exactly a "good background story element"


Rasyr said:

that's attack from proone with no penalties.... This only lets you stand up....

Stand up for free, then attck with yours. Attack then stand up with theirs. Not much difference except that if you fail the attack with theirs, you're still prone. With yours you're already up.

Rasyr said:

Wisdom is the the most important of the stats for the Monk. A majority of the abilities rely on the Wisdom (as defined in the wider sense) of the character to be able to use them, thus the system falls to Wisdom as the requirement.

I agree.

Rasyr said:

As for the Legsweep, That has its own requirement of 1 rank in Balance. The prerequisite for the maneuver itself reflect more accurately what is required.

The Wisdom thing in the feats reflect being wise enough to use the information gained through the Feat to actually learn the special maneuvers.....

I understand the rationalization, but since it leads to, IMHO, too many abilities, it does not work in all cases.

Rasyr said:

Kinda bossy aren't you? I love how folks who never post new ideas or alternative ways of doing things always say, "I don't like that, change it to my whim." Especially if they have never tried it out.

NO I'M NOT BOSSY, CHANGE THIS OR DIE! What i meant to say (rush posting, sorry) was "I think the best way to fiz this IMHO is to do this"

Rasyr said:

Can't argue. Twice on Tuesday.

Rasyr said:

First, actually try using the system before attempting to tell me how to write. You may find that it actually works much better than you think at first glance.

I did use i system like this (adopted from 2nd edt Ninja handbook). I was much more powerful than the other characters.

Rasyr said:

Secondly, Just as with ANY optional rule, it comes with the unstated disclaimer "Use at your own risk", which means that as a DM, you may need to adjust things to suit your own campaign style.

Yes...

Rasyr said:

I have also said in several places that the DM should use this system as a base, not use it as is. But create sub-lists of the abilities to reflect various schools and disciplines, to help make martial arts using characters that much more unique rather than the cardboard cut-outs of each other as the Monk is in the core rulebook.

I'm just trying to help the "base." I saved this from going to the second page because I like the "base." But I think it needs changes. And just as any post in here, this is my opinion, for I am not god (yet)

Rather that ripping each other apart, and taking what we say out of context, do you have any opinions on maybe giving the players less things to choose per feat?
 

Like I said before, it is all up to the DM and his style of play. I have seen a number of uber-gamers, who do their best to create smackdown characters. But for the guy who wants to play just a plain ole monk, he is left out in the cold.

There are a number of ways to limit this, but I am leaving all that up to the DM to decide on a case by case basis as to how they want to put limits.....

Here are some possible suggestions:

1) reduce the number of abilities per feat to 1/2 Wis bonus (rounded up).

2) Use other amounts of abilities gained, that are not based on a stat bonus. Like a straight 2 abilities per time the Feat is taken.

3) create short lists, each short list represents a certain style

4) remove any abilities you do not like from the list.

5) require good explanations. NONE of these abilities are gained through "standard" techniques used by every martial artist. These are SPECIAL abilities, thus they require SPECIAL training. As a DM, veto the acquisition of an ability if the background for it is not sufficiently explained.


Due to the various power levels that people use when gaming, it is impossible to create a system that pleases everybody. This system comes close, because it is up to the DM to customize it before allowing its use. Some might add more abilities, some might cut half of them out, others might follow my suggestion and make only smoe of the abilities available to a specific school, and other available to a different one...

Choices! This is what this system reflects...
 

Into the Woods

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