4E Martial Techniques

Garthanos

Arcadian Knight
Martial Techniques

Martial Techniques are generally the go to treasure of the Martial Artist (see also monk). The martial artists personal journeys often feature learning new techniques by way of new masters who see in them potentials and whom they impress with their worthiness and readiness (see karma rules). Techniques and associated rules allow the aesthetics of the ascetic monastic to be expressed nicely to donate wealth they do come upon and walk alongside the augmented might of their fellow heroes.

These techniques are an extension of Grand Master Training and include direct analogs to various weaponry and armor and enchantments which enhance them ( techniques also emulate other magic items and those typically do not require focus). For me flavor is important as is having things work in Character Builder. (so even though you can generally reflavor your war hammers as fists, it's much nicer if you can learn a technique called Herculean Fists). The monk too will be fully martial in Character builder (by way of CBloader).

Some techniques go beyond what might be enabled with even rampant reflavoring of current magic items, examples of this include the evasion techniques which introduce new armor types. Additionally these rules bring some structure to the flavor that isnt entirely free form nor constrained in the same fashion as item slots.

Martial Techniques by default require the same feat as for gaining Martial Practices (Now called
Martial Artistry). This limit is however for most techniques more about flavor than balance.

Supplemental rules include Karma Points and Martial Focus and Superiority Feats.

Karma Points

Karma points are an abstraction of alternative wealth, these may be gained directly over the course of adventure awarded by the DM and are numerically directly analogous to gold (many times other forms of wealth can be converted to Karma by making anonymous gifts to charity). Certain items cannot be safely given away (OoI can be used to convert some items to Karma and others may have to be Sequestered - Sequestering involves taking an item to some hidden hard to reach place often with a guardian assigned - this process will effectively convert the item to Karma, becoming this guardian may be a backstory for retiring a hero).

After all saving the village maiden isnt something less deserving of reward just because a King will reward you directly with gold.

Advanced Techniques Cost in Karma is as per a magic item in gold of the same level. (more mundane ones which cost similar to analogous weaponry or armor in karma)


A Few Relevant Practices.

*Martial Mastery/Art of the Sensei -- insight →Forge Weapon/Armor (Create Inherent Weaponry/Defense Abilities) and Create Martial Grandmaster Training. As a development practice those who learn it are reimbursed in Karma points.
*Oath of Independence / Riddle of Steel --Athletics , Endurance → Disenchant (Destroy magic item - converts to Karma Points). Learning this focus earns one an increase in your Martial Focus.

4E - List of Potential New Martial Practices

Gaining Martial Focus

Martial Focus is gained as one learns Martial Techniques in addition to that gained upon taking the Oath of Independence or Learning the riddle of steel. For each of the following increase your Maximum Martial Focus by 1.

The first Aggressive Technique
The first Evasion/Defensive Technique
The Second Aggressive Technique or a Blocking Technique.
The first Technique requiring Focus or learning the Practice "Oath of Independence/Riddle of Steel"


Aggressive techniques used in attacks
Most aggressive martial techniques can be swapped out using a minor action.


  • *Knife Hand Strike (Dagger needs replacement trait for light thrown)
  • Circular Knife hand and Spin Kicks (Analogous to a Battleaxe - versatile)
  • Lunging Knife hand (Rapier)
  • Elbow Smash or Jab(short sword or hammer?)
  • *Flying Kick (Glaive)
  • *Flying Spin Kick (Halberd)
  • Spin Kick (Greataxe)
  • Herculean or Hammer Fists --> Stamping/Jump Kick (Warhammer)
  • Lunge Knuckle Punch /Lunging Kick (Longsword)
  • Lunge Punch and Roundhouse Kick (Broad Sword)
  • Lunging Finger jab / Toe Kick (Spear?)
  • Finger Jab (Counts as a pick or dagger) - high crit? Core technique in Jit Kun Do?
  • Karate Strikes ( very versatile strength oriented art) mechanically a khopesh both kicks and hand strikes and spin moves and can be combined with deflections.
  • Scissor Strike - include kicks and leg/arm breakers and scissor hand attacks etc... it could be brutal two handed (Great axe - but using Superior Deadliness Feat becomes brutal like the executioner's axe)

Blocking
can be swapped out or dropped using a minor action.


  • Deflection
  • Sweeping Block

Evasions / Wearing of Woad / Martial Tattoos
these may take as long as 5 minutes of meditation or drawing or tracing time to attain the mental state and are lost if you are knocked unconscious. They are analogous to using leather or hide armor.


  • Reflexive (Int or Dex) + 2 , quick thinking or nervous response.
  • Focused Reflexive (Int or Dex) + 3 (-1 on checks)
  • Zen (Wis or Cha) + 2, deception / perception
  • Focused Zen (Wis or Cha) + 3 (-1 on checks)
  • Chi (Str or Con) + 2, deflecting with might (or life force or wild instinctive movement)
  • Focused Chi (Str or Con) + 3 (-1 on checks)


Superiority Feats

These are largely replacements for the vaguely distinguished superior weaponry and allow us to not have vaguely superior techniques, without completely prohibiting them. A superiority feat is not tied to a specific technique or weapon and can itself be swapped out as minor action. Only one superiority feat can be applied at a time to a given weapon or technique. A technique which is currently affected by these feats count as a superior weapon or technique.


  • Superior Proficiency while wielding any weapon or martial strike that is not a superior weapon you may increase the proficiency bonus by 1
  • Superior Prowess while wielding any weapon or martial strike that is not a superior weapon you may increase the dice size by 1.
  • Superior Defense while wielding any offhand weapon/martial technique that is not a superior weapon increase your effective armor class by 1.
  • Deadly Superiority while wielding any weapon or martial strike that is not a superior weapon and not high crit it gains the property of high crit.
  • Brutal Superiority while wielding any weapon or martial strike that is not a superior weapon you may increase or set brutality to 2 or increase property by+ 1

Readying a Technique
most techniques require readying (typically a minor action), there are limits as to how many total one can have readied. But unless the DM is very generous you are unlikely to reach those limits (10). Techniques with a focus requirement are however far more burdensome and generally one can only have 3 or 4 of these readied.

Complex techniques
These techniques involve multiple effects may take more actions to ready - and more than 1 focus.

Technique Ranks
Most techniques requiring focus may have as many as 6 ranks (a new rank available every 5 levels)

Technique and Magic Item Interactions
Some techniques may interact positively or negatively with magic items or other equipment, possessing an item may may make learning a technique easier or having an item donned may allow one to ready the technique with fewer actions. Or readying a technique may suppress other items or be unusable while the item is worn. (flavor text) Heated Blood for instance is said to damage you if are wearing magical armor as it turns the heat inward. Generally speaking technique bonuses do not stack with item bonuses.

Techniques (those requiring focus are analogous to the primary slot item enchantments)

Blood Control - your mastery over the blood flow of your body inures you to what might be critical harm if you are prepared at the moment of injury.

Giant Slayer if you are focused you can pick out the vulnerability of larger targets

Limber Joints (escape artistry) incompatible with physical armor

Sparking Strike - typically done with normal/non-magical weaponry rather than unarmed techniques. The sparks are often from metal splintering on the edges of the weapon - A greater charge can be released daily

Heated Blood - inspired by Cu Chulainn. Throughout the course of battle your body builds up inner heat after a protracted battle you may need bathed in copious amounts of cool water to make you safe for allies and human company.

When you are bloodied, you gain an aura of radiant heat. Any creature that starts its turn adjacent to you takes 2 fire damage. Technique requires focus - though technically what it does is forces out another item that takes focus .. rather like the brain overheating inducing loss of a minor action for a round and de-rezzing 1 technique using focus til the condition ends.

flavor - This technique is said to damage you if are wearing magical armor as it turns the heat inward (perhaps this only occurs if the magic armor has an enchantment).

The first rank is available at level 13. / focus 1

Allowing the beast to rise (aka Anger Mismanagement)

This technique allows one to access certain resources and abilities normally walled off by pain and fear and rage. Additionally your default critical hits are d8 per rank with this and critical hits while bloodied are d12. Once per encounter using minor action you count as bloodied for all purposes until the end of next turn. This technique is popular with Dragonborn, Shifters and some Orcs although any who have abilities triggered by bloodied conditions may find it useful.

The first rank is available at level 3. / focus 1

Awesome Physique

You may use your strength instead of charisma for diplomacy. This often involves in minor acts of impressive physical prowess (but can also include showing off your sinuous bulges at the right moment -- this latter may require you to not be wearing body obscuring things like most armor and some clothes even)

level 6, 1800 karma

Disarming Flourish

You may use your Strength or Dex in place of charisma, with intimidation for the standard in combat usage of intimidation. Using this technique your incredible display of prowess disarms your enemy (for those not using weapons this is a figurative disarm or those with weapons or implements it can be literal) and drives them into defeat. Your ability to communicate with the enemy has no impact on this check.

level 6, 1800 karma

Note in a world with many magic items that cling to hand or leap back to hand perhaps this ability is seen as quaint and old fashioned among the elites.

Humble Elocution

This technique is technically open to many (not just martial types) and is not actually that popular often due to personality reasons nor is it necessary that natural to most though some rogues really find it very potent alah Loki. This is a self deprecating verbal technique where humility becomes an ingratiating factor it can be sincere or deceptive and may be done in blatant fashion as part of humor.

The technique confers a technique bonus equal to your rank in it for both Diplomacy and Deception skills. Additionally Daily you may choose to re-roll a Diplomacy or Deception attempt using the second even if it is lower.

the rank 1 version is available at level 3.
This technique requires 1 focus

Perfected Disarm

If your Intimidate Battlefield Submission Power Fails to fully defeat your adversary, your astounding technique remains far from pointless. If your enemy is armed with a weapon or implement it is knocked to their feet - they spend an opportunity action to drop prone rearming themselves (but they are now prone) similarly an unarmed enemy is bowled over by your display and unable to respond to opportunities.

Trigger : your initimidate check to demand submission in combat fails.
Effet: Your enemy loses an opportunity action and is prone.

Karma 4200 , 1 focus and 1 preparation

Salmon Leap

It' relies on surprise as its pretty easy to hit a back that has been spun to you even when done with the grace of a leaping salmon, never the less I swear he must rip tendons in order to dive that far yet he manages often enough never the less.

You gain +2 technique bonus to athletic checks for jumping.
Encounter Power: Effect you jump to a square within 10 squares of you this jump does not provoke opportunity attacks.

Running On Spear Tips

You have reached beyond the limits and your enemies weapons do not impede your passage when they would most wish otherwise. Rushing directly on them they brace themselves expecting to bite deep but you run on their hafts and blades with acrobatic finesse and leave them impotently dumbfounded and occasionally that even involves movement right over their heads.

When you charge none of your movement as part of the charge provoke opportunity attacks.

Daily Power: Move Action. Shift 3 squares. This shift can move through enemies' spaces, though you must end your move in a legal space.

requires 1 focus. (2 preparations)
 
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Garthanos

Arcadian Knight
I suppose this is a organizational thread moving some ideas from the practices thread to thread for Techniques
 

Garthanos

Arcadian Knight
Allowing the beast to rise (aka Anger Management)

This technique allows one to access certain resources and abilities normally walled off by pain and fear and rage. Additionally your default critical hits while this is prepared are d8 per rank and critical hits while bloodied are d12. Once per encounter using minor action you count as bloodied for all purposes until the end of next turn. This technique is popular with Dragonborn, Shifters and some Orcs although any who have abilities triggered by bloodied conditions may find it useful.

The first rank is available at level 3.
 
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Garthanos

Arcadian Knight
Allowing the beast to rise (aka Anger Management)

This technique allows one to access certain resources and abilities normally walled off by pain and fear and rage. Additionally your default critical hits are d8 per rank with this and critical hits while bloodied are d12. Once per encounter using minor action you count as bloodied for all purposes until the end of next turn. This technique is popular with Dragonborn, Shifters and some Orcs although any who have abilities triggered by bloodied conditions may find it useful.

The first rank is available at level 3.
perhaps that should be anger mismanagement LOL
 

Garthanos

Arcadian Knight
Awesome Physique

You may use your strength in place of charisma for performing diplomacy, this generally requires you to not be wearing body obscuring things like most armor
 
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Garthanos

Arcadian Knight
Garthanos said:
Heated Blood - inspired by Cu Chulainn. Throughout the course of battle your body builds up inner heat after a protracted battle you may need bathed in copious amounts of cool water to make you safe for allies and human company.

When you are bloodied, you gain an aura of radiant heat. Any creature that starts its turn adjacent to you takes 2 fire damage. Technique requires focus - though technically what it does is forces out another item that takes focus .. rather like the brain overheating inducing loss of a minor action for a round and de-rezzing 1 technique using focus til the condition ends.

The first rank is available at level 13. / focus 1
This is more of a side effect than a technique... perhaps it would be appropriate to acquire it in combo with Warp Spasm or similar set of effects.

Hmmm Warp Spasm might include a bonus to Intimidate based on the rank of Technique and similarly bonus damage to melee attacks (the form distortion takes over arm slot items).
 

Garthanos

Arcadian Knight
Awesome Physique

You may use your strength in place of charisma for performing diplomacy, this generally requires you to not be wearing body obscuring things like most armor (and some clothes even). This often involves mixing in minor acts of physical prowess but can also include showing off your sinuous bulges at the right moment.
This technique inspired by Full Metal Alchemist
 
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Garthanos

Arcadian Knight
Salmon Leap and Running on Spear Tops

Salmon Leap
It' relies on surprise as its pretty easy to hit a back that has been spun to you even when done with the grace of a leaping salmon, never the less I swear he must rip tendons in order to dive that far yet he manages often enough never the less.

You gain +2 technique bonus to athletic checks for jumping.
Encounter Power: Effect you jump to a square within 10 squares of you this jump does not provoke opportunity attacks.

Running On Spear Tops
You have reached beyond the limits and your enemies weapons do not impede your passage when they would most wish otherwise. Rushing directly on them they brace themselves expecting to bite deep but you run on their hafts and blades with acrobatic finesse and leave them impotently dumbfounded and occasionally that even involves movement right over their heads.

When you charge none of your movement as part of the charge provoke opportunity attacks.

Daily Power:
Move Action. Shift 3 squares. This shift can move through enemies' spaces, though you must end your move in a legal space.

requires 1 focus. (2 preparations)
 

Garthanos

Arcadian Knight
Cu Cuhlainne aka Sétanta had Berserkergang that goes beyond any you probably have heard of and has a name all its own ríastrad (means warp or distort -aka warp spasm), additionally in the stories he learned it much as he did Salmon Leap and other feats.

Warp Spasm is a Grotesque Technique. Fairly certain an intimidation bonus is insufficient to describe this kind of visualization. I am also building the character as a Long Tooth Shifter with reflavoring. However... can your imagination wrap around this?

Massively muscled, lower legs twisted around backward, one eye sucked into his head, the other eye having fallen outward, cheeks peeled away from his mouth to reveal his jaw, his own internal organs visible in his mouth, hair stood up in massive spikes strong enough to skewer an apple, and blood spurting from his forehead.
or much more elaborately
Then took place the first twisting-fit and rage of the royal hero Cuchulain, so that he made a terrible, many-shaped, wonderful, unheard of thing of himself. His flesh trembled about him like a pole against the torrent or like a bulrush against the stream, every member and every joint and every point and every knuckle of him from crown to ground. He made a mad whirling-feat of his body within his hide. His feet and his shins and his knees slid so that they came behind him. His heels and his calves and his hams shifted so that they passed to the front. The muscles of his calves moved so that they came to the front of his shins, so that each huge knot was the size of a soldier's balled fist. He stretched the sinews of his head so that they stood out on the nape of his neck, hill-like lumps, huge, incalculable, vast, immeasurable and as large as the head of a month-old child.

He next made a ruddy bowl of his face and his countenance. He gulped down one eye into his head so that it would be hard work if a wild crane succeeded in drawing it out on to the middle of his cheek from the rear of his skull. Its mate sprang forth till it came out on his cheek. His mouth was distorted monstrously. He drew the cheek from the jaw-bone so that the interior of his throat was to be seen. His lungs and his lights stood out so that they fluttered in his mouth and his gullet. He struck a mad lion's blow with the upper jaw on its fellow so that as large as a wether's fleece of a three year old was each red, fiery flake which his teeth forced into his mouth from his gullet.

There was heard the loud clap of his heart against his breast like the yelp of a howling bloodhound or like a lion going among bears. There were seen the torches of the Badb, and the rain clouds of poison, and the sparks of glowing-red fire, blazing and flashing in hazes and mists over his head with the seething of the truly wild wrath that rose up above him. His hair bristled all over his head like branches of a redthorn thrust into a gap in a great hedge. Had a king's apple-tree laden with royal fruit been shaken around him, scarce an apple of them all would have passed over him to the ground, but rather would an apple have stayed stuck on each single hair there, for the twisting of the anger which met it as it rose from his hair above him.

The Lon Laith ('Champion's Light') stood out of his forehead, so that it was as long and as thick as a warrior's whetstone. As high, as thick, as strong, as steady, as long as the sail-tree of some huge prime ship was the straight spout of dark blood which arose right on high from the very ridge-pole of his crown, so that a black fog of witchery was made thereof like to the smoke from a king's hostel what time the king comes to be ministered to at nightfall of a winter's day.
The Warp Spasm has me wanting Techniques which are incompatible with other Techniques (Cu Cuhlaine in warp spasm is not the same being physically who runs on Spear tips and Leaps like a Salmon through enemy lines)
 
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Garthanos

Arcadian Knight
So [MENTION=82106]AbdulAlhazred[/MENTION] what do you suppose a Feat costs in Karma Points

It's sort of the step you took in merging things into boons ;)
 
So [MENTION=82106]AbdulAlhazred[/MENTION] what do you suppose a Feat costs in Karma Points

It's sort of the step you took in merging things into boons ;)
Well, maybe one option, that would start to resemble Major Boons, would be to allow an enhanced effect with the spending of a point. So feats could include an added component structured like "spend a Karma Point to..." This could also be a "point to guarantee a success" mechanism, which HoML likes to use a lot.
 

Garthanos

Arcadian Knight
Well, maybe one option, that would start to resemble Major Boons, would be to allow an enhanced effect with the spending of a point. So feats could include an added component structured like "spend a Karma Point to..." This could also be a "point to guarantee a success" mechanism, which HoML likes to use a lot.
Well I am referring to Martial Techniques not practices (practices arent actually much like feats anymore than rituals ummmm USUALLY) .

I was thinking what if we can compute a price tag for feats they effectively merge with magic items and these techniques as buyable learnable things
 
Well I am referring to Martial Techniques not practices (practices arent actually much like feats anymore than rituals ummmm USUALLY) .

I was thinking what if we can compute a price tag for feats they effectively merge with magic items and these techniques as buyable learnable things
Yeah, I just started from the opposite end of that, and decreed that items, feats, etc. WERE all one thing, and DID cost the same, and then went from there...
 

Garthanos

Arcadian Knight
Well, maybe one option, that would start to resemble Major Boons, would be to allow an enhanced effect with the spending of a point.
One of the practices allows one to reuse a daily... on a Technique or an Item. It is close to that enhanced effect bit.
 

Garthanos

Arcadian Knight
I am coming to the conclusion that while having premade Martial Techniques are important the supporting mechanics may actually be more so.
 

Garthanos

Arcadian Knight
Well, HoML certainly has been an exercise in reimagining how 4e mechanics fit together and work.
So far mine is still conforming very close derivations Focus and Prepared techniques are parallels for the 4 primary items and various periphery. Karma is money construct and even convertible between.
 
So far mine is still conforming very close derivations Focus and Prepared techniques are parallels for the 4 primary items and various periphery. Karma is money construct and even convertible between.
Well, as I understand it, you are working within the constraints of the old offline CB and its 'part' files. It makes sense that you'd do things in certain ways, beyond mere game design considerations. I crossed the bridge into "no longer 4e" a long while back...
 

Garthanos

Arcadian Knight
Changing out Awesome Physique and adding another

Awesome Physique

You may use your strength instead of charisma for diplomacy. This often involves in minor acts of impressive physical prowess (but can also include showing off your sinuous bulges at the right moment -- this latter may require you to not be wearing body obscuring things like most armor and some clothes even)

level 6, 1800 karma

Disarming Flourish

You may use your athletics or thieving for the in combat usage of intimidation. Using this technique you put on display of prowess so incredible you may even disarm your enemy and drive them into defeat

Secondary effect : perhaps on a failed check your enemy cannot respond to opportunities (make opportunity attacks). Also your enemy is considered prone (diving for their weapon or stumbling from your display).

level 6, 1800 karma

Note in a world with many magic items that cling to hand or leap back to hand perhaps this ability is seen as quaint and old fashioned among the elites. (such items making one immune to the secondary effects mentioned)
 
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Garthanos

Arcadian Knight
About Disarming Flourish
My reason for perhaps including the on a failed check function is to make this worthwhile even if the hero has initimidate which can very much already be presented as a disarm. AND since this doesnt allow non-combat benefits of intimidation that the nearest analog magic item does.

The effect is similar to being able to combine a minor AT-WILL power like knockdown assault with the intimidate action. This effect is arguably a real benefit where as the effect of using a different skill is somewhat flavor benefit.

Not certain if that is too powerful for a Technique.
 
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