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What can be done with the monk that will make the class more versatile?
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<blockquote data-quote="Rasyr" data-source="post: 301746" data-attributes="member: 2855"><p><strong>Martial Arts System</strong></p><p></p><p>One way of increasing their versatility is to use this Marital Arts System I came up with prior to the release of Oriental Adventures. It was posted on these boards a long time ago, but who knows where it went since then...........</p><p></p><p>I'll go ahead an post it in another thread again to elicit more comments..........</p><p>***********************************************</p><p></p><p><strong>Martial Arts System version 2.01 alpha</strong></p><p></p><p></p><p><strong>Introduction</strong></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p><strong>Overview</strong></p><p></p><p>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.</p><p></p><p></p><p><strong>New Feats</strong></p><p></p><p><strong>Basic Martial Arts</strong></p><p>[General]</p><p><strong>Prerequisites: </strong>Improved Unarmed Strike, Dex 13+, Wis 13+</p><p><strong>Benefits:</strong>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.</p><p><strong>Note:</strong> This Feat may be taken more than once, with different maneuver and/or abilities selected each time.</p><p></p><p><strong>Advanced martial Arts</strong></p><p>[General]</p><p><strong>Prerequisites: </strong> Basic Martial Arts</p><p><strong>Benefits:</strong> 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.</p><p><strong>Note:</strong> This Feat may be taken more than once, with different maneuver and/or abilities selected each time.</p><p></p><p><strong>Improved Weapon Finesse</strong></p><p>[General]</p><p><strong>Prerequisites:</strong> Weapon Finesse, BAB 3+, Expertise</p><p><strong>Benefits:</strong> 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.</p><p><strong>Normal:</strong> The character uses his Strength modifier to adjust the amount of damage dealt.</p><p></p><p></p><p><strong>Note on Martial Arts</strong></p><p></p><p>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:</p><p></p><p><strong>Strike:</strong> This is the most common attack of all. It can be performed by almost any body part.</p><p><strong>Sweep:</strong> 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.</p><p><strong>Locking Hold: </strong>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.</p><p><strong>Nerve Strike:</strong> The Feat Stunning Fist fills this niche. Again certain maneuvers may use slightly different mechanics.</p><p></p><p>The Martial Arts abilities are divided into two basic categories, Extraordinary and Supernatural.</p><p></p><p>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.</p><p></p><p></p><p><strong>Basic Maneuvers</strong></p><p></p><p><strong>Fast Strike</strong></p><p><strong>Type:</strong>Strike</p><p><strong>Prerequisites: </strong> 1 rank in Concentration</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Gappling Throw</strong></p><p><strong>Type:</strong>Sweep</p><p><strong>Prerequisites: </strong> 1 rank in Balance</p><p><strong>Benefits:</strong> 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). </p><p>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.</p><p></p><p><strong>Killing Strike</strong></p><p><strong>Type:</strong>Nerve Strike</p><p><strong>Prerequisites: </strong> Stunning Fist</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Legsweep</strong></p><p><strong>Type:</strong>Sweep</p><p><strong>Prerequisites: </strong> 1 rank in Balance</p><p><strong>Benefits:</strong> 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.</p><p>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.</p><p></p><p><strong>Martial Dodge</strong></p><p><strong>Type:</strong>Defensive</p><p><strong>Prerequisites: </strong> 5 ranks in Tumbling</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Martial Escape</strong></p><p><strong>Type:</strong>Defensive</p><p><strong>Prerequisites: </strong> 3 ranks in Escape Artist</p><p><strong>Benefits:</strong> 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. </p><p></p><p><strong>Martial Grab</strong></p><p><strong>Type:</strong>Locking Hold</p><p><strong>Prerequisites: </strong> 1 rank Tumbling</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Martial Strike</strong></p><p><strong>Type:</strong>Strike</p><p><strong>Prerequisites: </strong> 1 rank of Tumbling</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Martial Throw</strong></p><p><strong>Type:</strong>Sweep</p><p><strong>Prerequisites: </strong> 1 rank Balance</p><p><strong>Benefits:</strong> By making a single trip attack, as a full round action, the character gains a +2 modifier his attack bonus for the trip. </p><p></p><p><strong>Root</strong></p><p><strong>Type:</strong>Defensive</p><p><strong>Prerequisites: </strong> 3 ranks in Balance</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Sacrifice Throw</strong></p><p><strong>Type:</strong>Sweep</p><p><strong>Prerequisites: </strong> 3 rank Balance</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Shove</strong></p><p><strong>Type:</strong>Sweep</p><p><strong>Prerequisites: </strong> 1 rank Concentration</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Sudden Strike</strong></p><p><strong>Type:</strong>Nerve Strike</p><p><strong>Prerequisites: </strong> Stunning Fist, Fast Strike</p><p><strong>Benefits:</strong> 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.</p><p></p><p></p><p><strong>Basic Abilities</strong></p><p></p><p><strong>Balance of the Tiger</strong></p><p><strong>Type:</strong>Extraordinary</p><p><strong>Prerequisites: </strong> 5 ranks in Balance</p><p><strong>Benefits:</strong> 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.....)</p><p></p><p><strong>Blood of the Dragon</strong></p><p><strong>Type:</strong>Supernatural</p><p><strong>Prerequisites: </strong> 1 rank Heal</p><p><strong>Benefits:</strong> Once per day, the character may heal an amount of damage to himself equal to one half of his total level, rounded down.</p><p></p><p><strong>Body Control</strong></p><p><strong>Type:</strong> Extraordinary</p><p><strong>Prerequisites:</strong> Meditation</p><p><strong>Benefits:</strong> 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).</p><p></p><p><strong>Claw of the Crab</strong></p><p><strong>Type:</strong>Extraordinary</p><p><strong>Prerequisites: </strong> 3 ranks Concentration</p><p><strong>Benefits:</strong> The character gains a special modifier of +2 to all Disarm a foe.</p><p></p><p><strong>Cobra Strike</strong></p><p><strong>Type:</strong>Extraordinary</p><p><strong>Prerequisites: </strong> Killing Strike</p><p><strong>Benefits:</strong> By making a single attack, as a full round action, the character may increase his normal critical range by +1 for that strike.</p><p></p><p><strong>Crane Stance</strong></p><p><strong>Type:</strong>Extraordinary</p><p><strong>Prerequisites: </strong> 1 rank in Balance</p><p><strong>Benefits:</strong> 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</p><p></p><p><strong>Grace of the Crane</strong></p><p><strong>Type:</strong>Extraordinary</p><p><strong>Prerequisites: </strong> 5 ranks in Tumble</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Iron Palm</strong></p><p><strong>Type:</strong>Extraordinary</p><p><strong>Prerequisites: </strong> </p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Lash of the Dragon</strong></p><p><strong>Type:</strong>Extraordinary</p><p><strong>Prerequisites: </strong> 3ranks in Balance, 3 ranks in Tumble</p><p><strong>Benefits:</strong> 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. </p><p></p><p><strong>Mantis Stance</strong></p><p><strong>Type:</strong>Extraordinary</p><p><strong>Prerequisites: </strong> 5 ranks in Balance, Crane Stance</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Mantis Strike</strong></p><p><strong>Type:</strong>Extraordinary</p><p><strong>Prerequisites: </strong> Stunning Fist</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Meditation</strong></p><p><strong>Type:</strong>Extraordinary</p><p><strong>Prerequisites: </strong> 5 ranks in Concentration</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Might of the Tiger</strong></p><p><strong>Type:</strong>Extraordinary</p><p><strong>Prerequisites: </strong> 5 ranks in Concentration</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>One Hundred Eyes</strong></p><p><strong>Type:</strong>Extraordinary</p><p><strong>Prerequisites: </strong> 5 ranks in Spot</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Pounce of the Tiger</strong></p><p><strong>Type:</strong>Extraordinary</p><p><strong>Prerequisites: </strong> 1 rank in Tumble</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Steel Fist</strong></p><p><strong>Type:</strong>Extraordinary</p><p><strong>Prerequisites: </strong> Iron Palm, BAB 3+</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Silver Fist</strong></p><p><strong>Type:</strong>Supernatural</p><p><strong>Prerequisites: </strong> Cobra Strike, Killing Strike</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Speed of the Leopard</strong></p><p><strong>Type:</strong>Extraordinary</p><p><strong>Prerequisites: </strong> 5 ranks in Tumble</p><p><strong>Benefits:</strong> 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).</p><p></p><p><strong>Wading in the Reeds</strong></p><p><strong>Type:</strong>Extraordinary</p><p><strong>Prerequisites: </strong> 5 ranks in Balance, 5 ranks in Tumble</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Way of the Grasshopper</strong></p><p><strong>Type:</strong>Extraordinary</p><p><strong>Prerequisites: </strong> 5 ranks in Jump</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Way of the Snake</strong></p><p><strong>Type:</strong>Extraordinary</p><p><strong>Prerequisites: </strong> 1 rank in Tumble</p><p><strong>Benefits:</strong> With this ability, the character receives only half of the normal penalties associated with fighting from a prone position.</p><p></p><p><strong>Wind in the Reeds</strong></p><p><strong>Type:</strong>Extraordinary</p><p><strong>Prerequisites: </strong> 1 rank in Tumble, Light or No Armor, lightly encumbered</p><p><strong>Benefits:</strong> Once per round, the character is allowed to stand up from a prone position as a free action.</p><p></p><p></p><p><strong>Advanced Maneuvers</strong></p><p></p><p><strong>Death Strike</strong></p><p><strong>Type:</strong> Nerve Strike</p><p><strong>Prerequisites: </strong> Stunning Fist, Killing Strike</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Defensive Block</strong></p><p><strong>Type:</strong> Defensive</p><p><strong>Prerequisites: </strong> Martial Block</p><p><strong>Benefits:</strong> 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) . </p><p></p><p><strong>Defensive Strike</strong></p><p><strong>Type:</strong> Strike</p><p><strong>Prerequisites: </strong> Martial Strike</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Killing Throw</strong></p><p><strong>Type:</strong> Sweep</p><p><strong>Prerequisites: </strong> Grappling Throw</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Martial Block</strong></p><p><strong>Type:</strong>Defensive</p><p><strong>Prerequisites: </strong> 5 ranks Tumbling</p><p><strong>Benefits:</strong> 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) . </p><p></p><p><strong>Offensive Strike</strong></p><p><strong>Type:</strong>Strike</p><p><strong>Prerequisites: </strong> Martial Strike</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Power Strike</strong></p><p><strong>Type:</strong>Strike</p><p><strong>Prerequisites: </strong> Killing Strike</p><p><strong>Benefits:</strong> 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. </p><p></p><p><strong>Shove Takeaway</strong></p><p><strong>Type:</strong>Sweep</p><p><strong>Prerequisites: </strong> Shove</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Takedown</strong></p><p><strong>Type:</strong>Strike</p><p><strong>Prerequisites: </strong> Grappling Throw</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Weapon Bind</strong></p><p><strong>Type:</strong>Locking Hold</p><p><strong>Prerequisites: </strong> </p><p><strong>Benefits:</strong> 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.</p><p></p><p></p><p><strong>Advanced Abilities</strong></p><p></p><p><strong>Breath Stealing</strong></p><p><strong>Type:</strong>Supernatural</p><p><strong>Prerequisites: </strong> Breath of the Dragon</p><p><strong>Benefits:</strong> 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. </p><p></p><p><strong>Cobra Stance</strong></p><p><strong>Type:</strong>Extraordinary</p><p><strong>Prerequisites: </strong> 10 ranks in Balance, Mantis Stance</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Distance Strike</strong></p><p><strong>Type:</strong>Supernatural</p><p><strong>Prerequisites: </strong> Stunning Fist, Death Strike</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Feather Step</strong></p><p><strong>Type:</strong>Extraordinary</p><p><strong>Prerequisites: </strong> 5 ranks in Balance, 5 Ranks in Concentration</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Flying Dragon Claw</strong></p><p><strong>Type:</strong> Extraordinary</p><p><strong>Prerequisites: </strong> Iron Palm, Steel Fist, BAB 6+</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Ghost Fist</strong></p><p><strong>Type:</strong> Supernatural</p><p><strong>Prerequisites: </strong> Invincible Eagle Talon</p><p><strong>Benefits:</strong> 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. </p><p></p><p><strong>Ghost Step</strong></p><p><strong>Type:</strong>Supernatural</p><p><strong>Prerequisites: </strong> Feather Step, Step of the Crane</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Greater Balance of the Tiger</strong></p><p><strong>Type:</strong> Extraordinary</p><p><strong>Prerequisites:</strong> 5 ranks in Balance, Balance of the Tiger</p><p><strong>Benefits:</strong> The character receives no penalties for trying to fight or maneuver on unstable footing (ice, snow, loose gravel, the deck of a ship, etc.....)</p><p></p><p><strong>Greater Body Control</strong></p><p><strong>Type:</strong> Extraordinary</p><p><strong>Prerequisites:</strong> Body Control, 10 ranks Concentration</p><p><strong>Benefits:</strong> This ability works exactly like Body Control except that the character is not limited by a duration.</p><p></p><p><strong>Greater Elemental Fist</strong></p><p><strong>Type:</strong> Supernatural</p><p><strong>Prerequisites: </strong> Lesser Elemental Fist</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Invincible Eagle Talon</strong></p><p><strong>Type:</strong> Extraordinary</p><p><strong>Prerequisites: </strong> Iron Palm, Steel Fist, Flying Dragon Claw, BAB 9+</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Lesser Elemental Fist</strong></p><p><strong>Type:</strong> Supernatural</p><p><strong>Prerequisites: </strong> Invincible Eagle Claw</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Monkey's Leap</strong></p><p><strong>Type:</strong> Extraordinary</p><p><strong>Prerequisites: </strong> Way of the Grasshopper</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Phoenix Fist</strong></p><p><strong>Type:</strong>Extraordinary</p><p><strong>Prerequisites: </strong> Invincible Eagle Claw, Plum Blossom Fist</p><p><strong>Benefits:</strong> 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. </p><p></p><p><strong>Plum Blossom Fist</strong></p><p><strong>Type:</strong>Extraordinary</p><p><strong>Prerequisites: </strong> Invincible Eagle Claw</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Poison the Spirit</strong></p><p><strong>Type:</strong> Supernatural</p><p><strong>Prerequisites: </strong> Stunning Fist, Touch of Paralyzation</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Scorpian's Sting</strong></p><p><strong>Type:</strong> Supernatural</p><p><strong>Prerequisites: </strong> Poison the Spirit</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Step of the Crane</strong></p><p><strong>Type:</strong> Extraordinary</p><p><strong>Prerequisites: </strong> Balance of the Tiger, Feather Step</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Torrent of Ki</strong></p><p><strong>Type:</strong> Supernatural</p><p><strong>Prerequisites: </strong> Distance Strike, Invincible Eagle Talon</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Touch of Paralyzation</strong></p><p><strong>Type:</strong> Extraordinary</p><p><strong>Prerequisites: </strong> Stunning Fist, Death Strike</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Ultimate Stance</strong></p><p><strong>Type:</strong> Extraordinary</p><p><strong>Prerequisites: </strong> 15 ranks in Balance, Cobra Stance</p><p><strong>Benefits:</strong> 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.</p><p></p><p><strong>Way of the Crab</strong></p><p><strong>Type:</strong> Supernatural</p><p><strong>Prerequisites: </strong> Con15+</p><p><strong>Benefits:</strong> 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. </p><p></p><p><strong>Way of the Dragon</strong></p><p><strong>Type:</strong> Supernatural</p><p><strong>Prerequisites: </strong> Way of the Crab</p><p><strong>Benefits:</strong> 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.</p></blockquote><p></p>
[QUOTE="Rasyr, post: 301746, member: 2855"] [b]Martial Arts System[/b] One way of increasing their versatility is to use this Marital Arts System I came up with prior to the release of Oriental Adventures. It was posted on these boards a long time ago, but who knows where it went since then........... I'll go ahead an post it in another thread again to elicit more comments.......... *********************************************** [b]Martial Arts System version 2.01 alpha[/b] [b]Introduction[/b] 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. [b]Overview[/b] 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. [b]New Feats[/b] [b]Basic Martial Arts[/b] [General] [b]Prerequisites: [/b]Improved Unarmed Strike, Dex 13+, Wis 13+ [b]Benefits:[/b]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. [b]Note:[/b] This Feat may be taken more than once, with different maneuver and/or abilities selected each time. [b]Advanced martial Arts[/b] [General] [b]Prerequisites: [/b] Basic Martial Arts [b]Benefits:[/b] 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. [b]Note:[/b] This Feat may be taken more than once, with different maneuver and/or abilities selected each time. [b]Improved Weapon Finesse[/b] [General] [b]Prerequisites:[/b] Weapon Finesse, BAB 3+, Expertise [b]Benefits:[/b] 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. [b]Normal:[/b] The character uses his Strength modifier to adjust the amount of damage dealt. [b]Note on Martial Arts[/b] 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: [b]Strike:[/b] This is the most common attack of all. It can be performed by almost any body part. [b]Sweep:[/b] 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. [b]Locking Hold: [/b]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. [b]Nerve Strike:[/b] 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. [b]Basic Maneuvers[/b] [b]Fast Strike[/b] [b]Type:[/b]Strike [b]Prerequisites: [/b] 1 rank in Concentration [b]Benefits:[/b] 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. [b]Gappling Throw[/b] [b]Type:[/b]Sweep [b]Prerequisites: [/b] 1 rank in Balance [b]Benefits:[/b] 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. [b]Killing Strike[/b] [b]Type:[/b]Nerve Strike [b]Prerequisites: [/b] Stunning Fist [b]Benefits:[/b] 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. [b]Legsweep[/b] [b]Type:[/b]Sweep [b]Prerequisites: [/b] 1 rank in Balance [b]Benefits:[/b] 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. [b]Martial Dodge[/b] [b]Type:[/b]Defensive [b]Prerequisites: [/b] 5 ranks in Tumbling [b]Benefits:[/b] 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. [b]Martial Escape[/b] [b]Type:[/b]Defensive [b]Prerequisites: [/b] 3 ranks in Escape Artist [b]Benefits:[/b] 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. [b]Martial Grab[/b] [b]Type:[/b]Locking Hold [b]Prerequisites: [/b] 1 rank Tumbling [b]Benefits:[/b] 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. [b]Martial Strike[/b] [b]Type:[/b]Strike [b]Prerequisites: [/b] 1 rank of Tumbling [b]Benefits:[/b] 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. [b]Martial Throw[/b] [b]Type:[/b]Sweep [b]Prerequisites: [/b] 1 rank Balance [b]Benefits:[/b] By making a single trip attack, as a full round action, the character gains a +2 modifier his attack bonus for the trip. [b]Root[/b] [b]Type:[/b]Defensive [b]Prerequisites: [/b] 3 ranks in Balance [b]Benefits:[/b] 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. [b]Sacrifice Throw[/b] [b]Type:[/b]Sweep [b]Prerequisites: [/b] 3 rank Balance [b]Benefits:[/b] 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. [b]Shove[/b] [b]Type:[/b]Sweep [b]Prerequisites: [/b] 1 rank Concentration [b]Benefits:[/b] 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. [b]Sudden Strike[/b] [b]Type:[/b]Nerve Strike [b]Prerequisites: [/b] Stunning Fist, Fast Strike [b]Benefits:[/b] 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. [b]Basic Abilities[/b] [b]Balance of the Tiger[/b] [b]Type:[/b]Extraordinary [b]Prerequisites: [/b] 5 ranks in Balance [b]Benefits:[/b] 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.....) [b]Blood of the Dragon[/b] [b]Type:[/b]Supernatural [b]Prerequisites: [/b] 1 rank Heal [b]Benefits:[/b] Once per day, the character may heal an amount of damage to himself equal to one half of his total level, rounded down. [b]Body Control[/b] [b]Type:[/b] Extraordinary [b]Prerequisites:[/b] Meditation [b]Benefits:[/b] 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). [b]Claw of the Crab[/b] [b]Type:[/b]Extraordinary [b]Prerequisites: [/b] 3 ranks Concentration [b]Benefits:[/b] The character gains a special modifier of +2 to all Disarm a foe. [b]Cobra Strike[/b] [b]Type:[/b]Extraordinary [b]Prerequisites: [/b] Killing Strike [b]Benefits:[/b] By making a single attack, as a full round action, the character may increase his normal critical range by +1 for that strike. [b]Crane Stance[/b] [b]Type:[/b]Extraordinary [b]Prerequisites: [/b] 1 rank in Balance [b]Benefits:[/b] 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 [b]Grace of the Crane[/b] [b]Type:[/b]Extraordinary [b]Prerequisites: [/b] 5 ranks in Tumble [b]Benefits:[/b] 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. [b]Iron Palm[/b] [b]Type:[/b]Extraordinary [b]Prerequisites: [/b] [b]Benefits:[/b] 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. [b]Lash of the Dragon[/b] [b]Type:[/b]Extraordinary [b]Prerequisites: [/b] 3ranks in Balance, 3 ranks in Tumble [b]Benefits:[/b] 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. [b]Mantis Stance[/b] [b]Type:[/b]Extraordinary [b]Prerequisites: [/b] 5 ranks in Balance, Crane Stance [b]Benefits:[/b] 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. [b]Mantis Strike[/b] [b]Type:[/b]Extraordinary [b]Prerequisites: [/b] Stunning Fist [b]Benefits:[/b] 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. [b]Meditation[/b] [b]Type:[/b]Extraordinary [b]Prerequisites: [/b] 5 ranks in Concentration [b]Benefits:[/b] 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. [b]Might of the Tiger[/b] [b]Type:[/b]Extraordinary [b]Prerequisites: [/b] 5 ranks in Concentration [b]Benefits:[/b] 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. [b]One Hundred Eyes[/b] [b]Type:[/b]Extraordinary [b]Prerequisites: [/b] 5 ranks in Spot [b]Benefits:[/b] 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. [b]Pounce of the Tiger[/b] [b]Type:[/b]Extraordinary [b]Prerequisites: [/b] 1 rank in Tumble [b]Benefits:[/b] 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. [b]Steel Fist[/b] [b]Type:[/b]Extraordinary [b]Prerequisites: [/b] Iron Palm, BAB 3+ [b]Benefits:[/b] 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. [b]Silver Fist[/b] [b]Type:[/b]Supernatural [b]Prerequisites: [/b] Cobra Strike, Killing Strike [b]Benefits:[/b] 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. [b]Speed of the Leopard[/b] [b]Type:[/b]Extraordinary [b]Prerequisites: [/b] 5 ranks in Tumble [b]Benefits:[/b] 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). [b]Wading in the Reeds[/b] [b]Type:[/b]Extraordinary [b]Prerequisites: [/b] 5 ranks in Balance, 5 ranks in Tumble [b]Benefits:[/b] 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. [b]Way of the Grasshopper[/b] [b]Type:[/b]Extraordinary [b]Prerequisites: [/b] 5 ranks in Jump [b]Benefits:[/b] 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. [b]Way of the Snake[/b] [b]Type:[/b]Extraordinary [b]Prerequisites: [/b] 1 rank in Tumble [b]Benefits:[/b] With this ability, the character receives only half of the normal penalties associated with fighting from a prone position. [b]Wind in the Reeds[/b] [b]Type:[/b]Extraordinary [b]Prerequisites: [/b] 1 rank in Tumble, Light or No Armor, lightly encumbered [b]Benefits:[/b] Once per round, the character is allowed to stand up from a prone position as a free action. [b]Advanced Maneuvers[/b] [b]Death Strike[/b] [b]Type:[/b] Nerve Strike [b]Prerequisites: [/b] Stunning Fist, Killing Strike [b]Benefits:[/b] 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. [b]Defensive Block[/b] [b]Type:[/b] Defensive [b]Prerequisites: [/b] Martial Block [b]Benefits:[/b] 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) . [b]Defensive Strike[/b] [b]Type:[/b] Strike [b]Prerequisites: [/b] Martial Strike [b]Benefits:[/b] 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. [b]Killing Throw[/b] [b]Type:[/b] Sweep [b]Prerequisites: [/b] Grappling Throw [b]Benefits:[/b] 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. [b]Martial Block[/b] [b]Type:[/b]Defensive [b]Prerequisites: [/b] 5 ranks Tumbling [b]Benefits:[/b] 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) . [b]Offensive Strike[/b] [b]Type:[/b]Strike [b]Prerequisites: [/b] Martial Strike [b]Benefits:[/b] 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. [b]Power Strike[/b] [b]Type:[/b]Strike [b]Prerequisites: [/b] Killing Strike [b]Benefits:[/b] 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. [b]Shove Takeaway[/b] [b]Type:[/b]Sweep [b]Prerequisites: [/b] Shove [b]Benefits:[/b] 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. [b]Takedown[/b] [b]Type:[/b]Strike [b]Prerequisites: [/b] Grappling Throw [b]Benefits:[/b] 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. [b]Weapon Bind[/b] [b]Type:[/b]Locking Hold [b]Prerequisites: [/b] [b]Benefits:[/b] 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. [b]Advanced Abilities[/b] [b]Breath Stealing[/b] [b]Type:[/b]Supernatural [b]Prerequisites: [/b] Breath of the Dragon [b]Benefits:[/b] 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. [b]Cobra Stance[/b] [b]Type:[/b]Extraordinary [b]Prerequisites: [/b] 10 ranks in Balance, Mantis Stance [b]Benefits:[/b] 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. [b]Distance Strike[/b] [b]Type:[/b]Supernatural [b]Prerequisites: [/b] Stunning Fist, Death Strike [b]Benefits:[/b] 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. [b]Feather Step[/b] [b]Type:[/b]Extraordinary [b]Prerequisites: [/b] 5 ranks in Balance, 5 Ranks in Concentration [b]Benefits:[/b] 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. [b]Flying Dragon Claw[/b] [b]Type:[/b] Extraordinary [b]Prerequisites: [/b] Iron Palm, Steel Fist, BAB 6+ [b]Benefits:[/b] 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. [b]Ghost Fist[/b] [b]Type:[/b] Supernatural [b]Prerequisites: [/b] Invincible Eagle Talon [b]Benefits:[/b] 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. [b]Ghost Step[/b] [b]Type:[/b]Supernatural [b]Prerequisites: [/b] Feather Step, Step of the Crane [b]Benefits:[/b] 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. [b]Greater Balance of the Tiger[/b] [b]Type:[/b] Extraordinary [b]Prerequisites:[/b] 5 ranks in Balance, Balance of the Tiger [b]Benefits:[/b] The character receives no penalties for trying to fight or maneuver on unstable footing (ice, snow, loose gravel, the deck of a ship, etc.....) [b]Greater Body Control[/b] [b]Type:[/b] Extraordinary [b]Prerequisites:[/b] Body Control, 10 ranks Concentration [b]Benefits:[/b] This ability works exactly like Body Control except that the character is not limited by a duration. [b]Greater Elemental Fist[/b] [b]Type:[/b] Supernatural [b]Prerequisites: [/b] Lesser Elemental Fist [b]Benefits:[/b] 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. [b]Invincible Eagle Talon[/b] [b]Type:[/b] Extraordinary [b]Prerequisites: [/b] Iron Palm, Steel Fist, Flying Dragon Claw, BAB 9+ [b]Benefits:[/b] 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. [b]Lesser Elemental Fist[/b] [b]Type:[/b] Supernatural [b]Prerequisites: [/b] Invincible Eagle Claw [b]Benefits:[/b] 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. [b]Monkey's Leap[/b] [b]Type:[/b] Extraordinary [b]Prerequisites: [/b] Way of the Grasshopper [b]Benefits:[/b] 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. [b]Phoenix Fist[/b] [b]Type:[/b]Extraordinary [b]Prerequisites: [/b] Invincible Eagle Claw, Plum Blossom Fist [b]Benefits:[/b] 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. [b]Plum Blossom Fist[/b] [b]Type:[/b]Extraordinary [b]Prerequisites: [/b] Invincible Eagle Claw [b]Benefits:[/b] 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. [b]Poison the Spirit[/b] [b]Type:[/b] Supernatural [b]Prerequisites: [/b] Stunning Fist, Touch of Paralyzation [b]Benefits:[/b] 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. [b]Scorpian's Sting[/b] [b]Type:[/b] Supernatural [b]Prerequisites: [/b] Poison the Spirit [b]Benefits:[/b] 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. [b]Step of the Crane[/b] [b]Type:[/b] Extraordinary [b]Prerequisites: [/b] Balance of the Tiger, Feather Step [b]Benefits:[/b] 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. [b]Torrent of Ki[/b] [b]Type:[/b] Supernatural [b]Prerequisites: [/b] Distance Strike, Invincible Eagle Talon [b]Benefits:[/b] 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. [b]Touch of Paralyzation[/b] [b]Type:[/b] Extraordinary [b]Prerequisites: [/b] Stunning Fist, Death Strike [b]Benefits:[/b] 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. [b]Ultimate Stance[/b] [b]Type:[/b] Extraordinary [b]Prerequisites: [/b] 15 ranks in Balance, Cobra Stance [b]Benefits:[/b] 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. [b]Way of the Crab[/b] [b]Type:[/b] Supernatural [b]Prerequisites: [/b] Con15+ [b]Benefits:[/b] 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. [b]Way of the Dragon[/b] [b]Type:[/b] Supernatural [b]Prerequisites: [/b] Way of the Crab [b]Benefits:[/b] 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. [/QUOTE]
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What can be done with the monk that will make the class more versatile?
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