Hi...
I've been working on a kung-fu/wushu/wuxia class, however you want to call it.
It has a couple of odd characteristics, I like the flavor it has, however I'd love to hear everybody's opinion on whether they like the flavor as it is, but most especially whether the class is balanced with others or not (haven't playtested it yet).
So here it goes... sorry... no formatting at all.
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WUXIA (or wushu fighter)
"Train both Internal and External. External training includes the hands, the eyes, the body and stances. Internal training includes the heart, the spirit, the mind, breathing and strength."
---
CLASS TRAITS
Role: Defender or Striker, depending on your build. You are extremely skilled at different styles of combat that allow you to dominate and control your opponents. You have great flexibility compared to other classes.
Power Source: Chi. You have learned to focus the power within your own body to allow perfect strikes and balanced defenses. You can even use it to create near-magical effects.
Key Abilities: Dexterity, Wisdom, Strength, Constitution.
Armor Proficiencies: Cloth, Leather.
Weapon Proficiencies: Special (Eighteen Arms of Wushu, see below)
Bonus to Defense: Add your Wis modifier to all your defenses
Hit Points: 12 + Constitution Score
Hit Points per Level Gained: 5
Healing Surges per Day: 10 + Constitution Modifier
Trained Skills: Four, with one based on the Wuxia path chosen at character creation, plus Acrobatics, and two other from the following: Athletics , Stealth, Religion, Perception, History
Build Options: Neijia Wuxia (Defender), Waijia Wuxia (Striker)
Class Features: Combat Stance, Wuxia Path, Inner Strength, Iron Fist
---
Wuxia are warrior/philosophers, seeking to attain inner perfection through self-discipline and endless training.
CREATING A WUXIA
You can choose any wuxia powers you like for your character. However, you will belong to either the Neijia build or the Waijia build. Additionally, you must choose a wuxia path, which will determine how some of your powers work. All paths and builds need good Dexterity. If you are a Neijia, your powers and abilities rely more on Wisdom, whereas Waijia powers use Strength. Constitution is always good to keep you alive. None of your powers or class features depend on Intelligence or Charisma.
Neijia Wuxia
You are a defender, but you are not a tank like your fellow fighter. Instead, using your chi and swift combat moves, you can hinder and prevent enemy attacks on you and your physically weaker allies. The principles of neijia are:
1. An emphasis on the use of the mind to coordinate the leverage of the relaxed body as opposed to the use of brute strength.
2. The internal development, circulation, and expression of chi.
Most of your powers depend on Wisdom and Dexterity. Make those your best scores. You will still be fighting in melee, so Strength should be your third best score. Good Constitution will always be good for you too.
Neijia Wuxia should choose the Tai Chi Chuan or Bagua Zhang Wuxia Path (see "Class Features").
Suggested Feats: Combat Reflexes, Defensive Mobility
Suggested Skills: Acrobatics, Stealth
Suggested At-Will Powers:
Suggested Encounter Power:
Suggested Daily Power:
Waijia Wuxia
You are a striker, specialized in dealing great damage through the use of highly precise blows targeting nerves and energy points. In addition to dealing damage, your attacks usually also hinder or penalty your foes in some way. Your best score should be Strength, followed by Dexterity and Constitution.
Waijia Wuxia should choose the Shaolin Quang or Wing Chung Wuxia Path (see "Class Features").
Suggested Feat: Fast Runner, Surprise Knockdown
Suggested Skills: Acrobatics, Athletics
Suggested At-Will Powers:
Suggested Encounter Power:
Suggested Daily Power:
Wuxia Class Features
You have the following class features.
Inner Strength
All Wuxia can use the Inner Strength Encounter Power (See below). This is on top of the normal power progression (p. 29).
Wuxia Path
The wuxia path represents the fighting style taught to you by your tutor or master. Your wuxia path determines one of your trained skills, which combat stances you can use, and how some of your powers work. Choose one of the following paths:
- Tai Chi Chuan (Supreme Ultimate Fist)
- Bagua Zhang (Eight Trigrams Palm)
- Shaolin Quan (Young Forest Fist)
- Wing Chung (Eternal Spring)
Tai Chi Chuan
- Additional skill: Heal
- Combat Stances: Monkey (D), Longspider (D), Dragon (D)
- Special: Increase any DEF bonus you gain from being in a Combat Stance to +4
Bagua Zhang
- Additional skill: Endurance
- Combat Stances: Monkey (D), Snake (D), Leopard (O)
Shaolin Quan
- Additional skill: Intimidate
- Combat Stances: Spreadswing (O), Dragon (D)
- Special: Gain +(Level/10) +1 Damage with your Unarmed Attack
Wing Chung
- Additional skill: Insight
- Combat Stances: Spreadswing (O), Cat (O), Leopard (O)
Combat Stances
All Wuxia know the basic, Riding Horse stance. This is the default fighting stance you use whenever entering combat. You can enter a different stance as a minor action at the end of your turn. You must sustain your stance with a minor action at the beginning of your turn or fall back again to your Riding Horse stance.
Your current stance alters the way many of your powers work. Combat stances are either defensive or offensive, except for the Riding Horse stance, which is neither. While being on a defensive stance you cannot perform attacks on your turn. Instead, defensive stances allow you to react to enemy moves and reposition yourself. On the other hand, offensive stances allow you to perform explosive attacks and deal great damage. Additionally, each stance provides a specific benefit, as follows.
Since you can't attack on your turn while on a Defensive stance, all your Defensive powers are immediate actions or options for Opportunity Attacks. As a special feature of the Neijia build, you may treat immediate actions as opportunity actions when determining how many actions you can perform on others' turns. See p. 259.
Riding Horse: Gain +2 DEF(Fort).
Leopard (Offensive): Gain +1d6 to Damage when attacking with one of the Eighteen Arms of Wushu.
Spreadswing (Offensive): Gain +5 to any Acrobatics or Athletics checks you make before or after you perform an attack.
Cat (Offensive): Gain Combat Advantage against any targets you can see.
Snake (Defensive): Gain +4 AC vs. Opportunity Attacks.
Dragon (Defensive): Gain +2 DEF(Will). Enemies shifting away from you grant you Opportunity Attacks.
Longspider (Defensive): Gain +2 AC. Treat every square as difficult terrain.
Monkey (Defensive): Gain +2 DEF(Ref). You may shift even into difficult terrain.
Eighteen Arms of Wushu
You are proficient with the following weapons:
* Dao, or Falchion
* Qiang, or Spear
* Jian, or Longsword
* Halberd
* Throwing Axe
* Battle Axe
* Hook Sword *
* Scythe
* Chain whip *
* Mace
* Warhammer
* Talon *
* Ring *
* Quarterstaff
* Longspear
* Great Sword
* Spiked Chain
* Meteor Hammer *
* Unarmed Attack
* New weapon (see below)
Special: You may choose "Eighteen Arms of Wushu" as a weapon group (for example, when gaining the Weapon Focus feat)
Iron Fist
You are trained in unarmed combat. Your unarmed attacks can damage armored foes as if you were wielding a weapon.
* You gain +3 Proficiency bonus to attack rolls with your Unarmed Attack.
* Your Unarmed Attack damage increases to 1d6
* Your hands and legs are considered "Melee weapons" for all purposes
* When fighting unarmed, or with a one-handed weapon, you can use feats or powers that you have that activate 'while holding a weapon in each hand'
* Your Unarmed Attack is considered like a +(level / 5) Magical weapon for all purposes
Wuxia Powers
Your powers are known as Exploits. Wuxia powers offer you great flexibility depending on your chosen path and current stance. Choose your powers carefully.
Many powers are classified as Offensive (O) or Defensive (D). You can only use Defensive powers while in a Defensive combat stance. You can only use Offensive powers while in an Offensive combat stance. Unclassified powers are identified by the (any) keyword and can be used with any stance.
You cannot use any Wuxia power with the Melee Weapon keyword unless you are wielding one of the Eighteen Arms of Wushu.
Level 1 At-Will Exploits
Glorious Lightning Feint Wuxia (D) Attack 1
At-Will - Chi
Immediate Reaction Melee weapon
Trigger: You or an adjacent ally are the target of a bull rush or charge attack that misses
Target: Charging creature (you must be able to reach him)
Attack: Dexterity +2 vs. Reflex
Hit: 1[W] AND slide the target 1 square following the direction of his charge
Neijia: You slide the target a number of squares equal to your Wisdom modifier
Double Wind Justice Wuxia (D) Attack 1
At-Will - Chi
Immediate Reaction Melee weapon
Trigger: A creature flanking you attacks you and misses
Target: Attacking creature
Attack: Dexterity vs. Reflex
Hit: Shift one square AND slide the attacking creature into the vacant square AND target the other flanking creature with the original attack
Neijia: When targeting the other flanking creature, you may reroll the attack if you don't like the original roll
Dancing Monkey Strike Wuxia (D) Attack 1
At-Will - Chi, Weapon
Immediate Interrupt Melee Weapon
Trigger: A creature within reach attacks you or an adjacent ally
Target: Attacking creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage
Neijia: You can swap squares with the attacking creature
Roaring Wind Attack Wuxia (O) Attack 1
At-Will - Chi, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage AND target is dazed until the end of his next turn
Increase damage to [2W] at 21st level.
Waijia: You can use this power with the Charge attack move.
Crescent Moon Strike Wuxia (any) Attack 1
At-Will - Chi, Nerve, Unarmed Attack
Standard Action
Target: One creature
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier damage
Waijia: If your attack is enough to also hit the target's AC defense, add 2[W] damage.
Increase damage to [2W] at 21st. level
Special: You can use this power as an Opportunity Attack
Level 1 Encounter Exploits
Inner Strength Wuxia (special) Feature
You gather and focus your chi to perform a great exploit
Encounter - Chi
Minor Action Personal
Effect: Gain +2 to your following unarmed attack roll or defense score when you are attacked next.
While in any defensive stance: Gain an additional +1 to your next defense score (you lose it if your next roll is an attack roll)
Neijia: The extra bonus to your defense score is equal to your Wis modifier
While in any offensive stance: Gain an additional +1 to your next attack roll (you lose it if you are attacked before attacking)
Waijia: The extra bonus to your attack roll is equal to your Con modifier
Shining Eagle Dive Wuxia (O) Attack 1
Encounter - Chi, Weapon
Standard Action Melee Weapon
Requirement: You must move at least three squares with a succesful Jump check before using this power
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage + Wisdom modifier damage AND Target is stunned until the end of his next turn
Deceptive Tiger Rake Wuxia (any) Attack 1
Encounter - Chi, Weapon
Standard Action OR Immediate Interrupt (Trigger: A creature within reach hits you or an ally) Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage
Standard Action: Gain +2 AC against this target until the end of your next turn
Immediate Interrupt: The target must target you instead with his attack
Leaping Grasshopper Assault Wuxia (O) Attack 1
Encounter - Chi, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage
Special: If you performed a Jump or Acrobatics Stunt before your attack, you knock the target prone
Waijia: If target is prone it gives you an Opportunity Attack
Iron Turtle Shield Wuxia (D) Attack 1
Encounter - Chi, Weapon
Immediate Reaction Melee Weapon
Trigger: A creature within reach attacks you or an ally and misses
Target: Attacking creature
Attack: Wisdom vs. Will
Hit: 2[W] + Wisdom modifier damage AND slide the target 1 square
Neijia: You slide the target a number of squares equal to your Wisdom modifier
Effect: Gain +2 AC until the end of your next turn
Level 1 Daily Exploits
Whirling Demon Fury Wuxia (O) Attack 1
Daily - Chi, Weapon
Standard Action Melee Weapon - Close Blast 1
Target: Each enemy in blast
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and push the target 2 squares
Miss: Push the target 1 square
Weijia: Increase damage to 3[W]
Mystic Storm Defense Wuxia (D) Attack 1
Daily - Chi, Reliable, Weapon
Immediate Interrupt Melee Weapon
Trigger: An enemy within your speed in squares hits you or an ally
Effect: As a free action, perform a charge attack against attacking enemy.
Hit with charge attack: add 2[W] damage
Neijia: You grab the target
Miss with charge attack: you don't spend the use of this power
Piercing Nerve Strike Wuxia (O) Attack 1
Daily - Chi, Nerve, Unarmed Attack
Standard Action
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage + Wisdom modifier damage AND Followup
Followup: Wisdom vs. Fortitude
Hit: Target is stunned (save ends)
Miss, Weijia: Half damage, no followup
Miss, Neijia: No damage, attempt followup
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NEW FEATS
Nerve Stun [Wuxia]
Prerequisites: Wuxia, Dex 13, Wis 13
Benefit: Add "Stunned until the end of your next turn" whenever hitting a critical with a Wuxia power with the Nerve keyword
Soul Armor [Wuxia]
Prerequisites: Wuxia, Wis 13
Benefit: Gain +2 to all your defenses
Splendorous Fist Agility
Prerequisites: Wuxia, Dex 13
Benefit: Increase the number of times per round you can attack an opponent with Opportunity Attacks and Immediate Actions from 1 to 2
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NEW WEAPONS
Hook Sword
This weapon has a blade similar to that of the jian, though possibly thicker or unsharpened, with a prong or hook (similar to a shepherd's crook) near the tip. Guards are substantial, in the style of butterfly swords. Often used in pairs, the hooks of the weapons may be used to trap or deflect other weapons.
One-Handed, Prof: +2 Damage: 1d8 Range: - Price: 35 gp Weight: 7 lb. Group: Heavy blade Properties: High crit, versatile, off-hand
Chain whip
The chain whip consists of several metal rods, which are joined end-to-end by rings to form a flexible chain. Generally, the whip has a handle at one end and a metal dart, used for slashing or piercing an opponent, at the other. A cloth flag is often attached at or near the dart end of the whip, and a second flag may cover the whip's handle. The flag or flags enhance a wushu performance by adding visual appeal, and by producing a rushing sound as the whip swings through the air. They also help stabilize the whip, enhancing the performer's control. This reduces the performer's risk of inadvertently striking himself/herself.
One-Handed, Prof: +3 Damage: 1d10 Range: - Price: 35 gp Weight: 10 lb. Group: Flail Properties: Versatile, Reach
Talon
The talon is made of iron in the shape of an eagle claw. The iron-brush talon is shaped so that the middle finger and forefinger are straightforward while the thumb, ring finger and little finger stay on the iron brush. It uses the tips of the nails or the iron brush to hit acupuncture points or crucial points on the enemy's body. Tied with a long cord, it can be used to attack people and horses.
Two-handed, Prof: +2 Damage: 1d8 Range: - Price: 20 gp Weight: 7lb. Group: Flail Properties: Reach 4
Special: Can use as a hook & rope to climb (5 metres)
Ring
The ring is circular in shape, about 30 cm in diameter, and made of metal with sharp blades around the outer rim. Each hand could hold one ring and use them as twin weapons. Like a bracelet, it has different shapes including round and oblate ones with saw-teeth around the outside rim. In practice you throw it and make it turn and turn around to hurt the opponent.
One-handed, Prof: +3 Damage: 1d8 Range: 5 Price: 30 gp Weight: 5lb. Group: Axe Properties: Off-hand, light thrown
Meteor Hammer
The meteor hammer consists of a melon-shaped hammer tied at the end of a five-meter rope. The other end is tied to a hand to wield the weapon. In practice, you may put the rope around your neck, back, shoulder, elbow, wrist, thigh, shank, foot or waist. After the hammer is released, it moves as fast as a meteor.
Two-handed, Prof: +3 Damage: 1d10 Range: - Price: 20 gp Weight: 8lb. Group: Hammer Properties: Reach 2
I've been working on a kung-fu/wushu/wuxia class, however you want to call it.
It has a couple of odd characteristics, I like the flavor it has, however I'd love to hear everybody's opinion on whether they like the flavor as it is, but most especially whether the class is balanced with others or not (haven't playtested it yet).
So here it goes... sorry... no formatting at all.
---
WUXIA (or wushu fighter)
"Train both Internal and External. External training includes the hands, the eyes, the body and stances. Internal training includes the heart, the spirit, the mind, breathing and strength."
---
CLASS TRAITS
Role: Defender or Striker, depending on your build. You are extremely skilled at different styles of combat that allow you to dominate and control your opponents. You have great flexibility compared to other classes.
Power Source: Chi. You have learned to focus the power within your own body to allow perfect strikes and balanced defenses. You can even use it to create near-magical effects.
Key Abilities: Dexterity, Wisdom, Strength, Constitution.
Armor Proficiencies: Cloth, Leather.
Weapon Proficiencies: Special (Eighteen Arms of Wushu, see below)
Bonus to Defense: Add your Wis modifier to all your defenses
Hit Points: 12 + Constitution Score
Hit Points per Level Gained: 5
Healing Surges per Day: 10 + Constitution Modifier
Trained Skills: Four, with one based on the Wuxia path chosen at character creation, plus Acrobatics, and two other from the following: Athletics , Stealth, Religion, Perception, History
Build Options: Neijia Wuxia (Defender), Waijia Wuxia (Striker)
Class Features: Combat Stance, Wuxia Path, Inner Strength, Iron Fist
---
Wuxia are warrior/philosophers, seeking to attain inner perfection through self-discipline and endless training.
CREATING A WUXIA
You can choose any wuxia powers you like for your character. However, you will belong to either the Neijia build or the Waijia build. Additionally, you must choose a wuxia path, which will determine how some of your powers work. All paths and builds need good Dexterity. If you are a Neijia, your powers and abilities rely more on Wisdom, whereas Waijia powers use Strength. Constitution is always good to keep you alive. None of your powers or class features depend on Intelligence or Charisma.
Neijia Wuxia
You are a defender, but you are not a tank like your fellow fighter. Instead, using your chi and swift combat moves, you can hinder and prevent enemy attacks on you and your physically weaker allies. The principles of neijia are:
1. An emphasis on the use of the mind to coordinate the leverage of the relaxed body as opposed to the use of brute strength.
2. The internal development, circulation, and expression of chi.
Most of your powers depend on Wisdom and Dexterity. Make those your best scores. You will still be fighting in melee, so Strength should be your third best score. Good Constitution will always be good for you too.
Neijia Wuxia should choose the Tai Chi Chuan or Bagua Zhang Wuxia Path (see "Class Features").
Suggested Feats: Combat Reflexes, Defensive Mobility
Suggested Skills: Acrobatics, Stealth
Suggested At-Will Powers:
Suggested Encounter Power:
Suggested Daily Power:
Waijia Wuxia
You are a striker, specialized in dealing great damage through the use of highly precise blows targeting nerves and energy points. In addition to dealing damage, your attacks usually also hinder or penalty your foes in some way. Your best score should be Strength, followed by Dexterity and Constitution.
Waijia Wuxia should choose the Shaolin Quang or Wing Chung Wuxia Path (see "Class Features").
Suggested Feat: Fast Runner, Surprise Knockdown
Suggested Skills: Acrobatics, Athletics
Suggested At-Will Powers:
Suggested Encounter Power:
Suggested Daily Power:
Wuxia Class Features
You have the following class features.
Inner Strength
All Wuxia can use the Inner Strength Encounter Power (See below). This is on top of the normal power progression (p. 29).
Wuxia Path
The wuxia path represents the fighting style taught to you by your tutor or master. Your wuxia path determines one of your trained skills, which combat stances you can use, and how some of your powers work. Choose one of the following paths:
- Tai Chi Chuan (Supreme Ultimate Fist)
- Bagua Zhang (Eight Trigrams Palm)
- Shaolin Quan (Young Forest Fist)
- Wing Chung (Eternal Spring)
Tai Chi Chuan
- Additional skill: Heal
- Combat Stances: Monkey (D), Longspider (D), Dragon (D)
- Special: Increase any DEF bonus you gain from being in a Combat Stance to +4
Bagua Zhang
- Additional skill: Endurance
- Combat Stances: Monkey (D), Snake (D), Leopard (O)
Shaolin Quan
- Additional skill: Intimidate
- Combat Stances: Spreadswing (O), Dragon (D)
- Special: Gain +(Level/10) +1 Damage with your Unarmed Attack
Wing Chung
- Additional skill: Insight
- Combat Stances: Spreadswing (O), Cat (O), Leopard (O)
Combat Stances
All Wuxia know the basic, Riding Horse stance. This is the default fighting stance you use whenever entering combat. You can enter a different stance as a minor action at the end of your turn. You must sustain your stance with a minor action at the beginning of your turn or fall back again to your Riding Horse stance.
Your current stance alters the way many of your powers work. Combat stances are either defensive or offensive, except for the Riding Horse stance, which is neither. While being on a defensive stance you cannot perform attacks on your turn. Instead, defensive stances allow you to react to enemy moves and reposition yourself. On the other hand, offensive stances allow you to perform explosive attacks and deal great damage. Additionally, each stance provides a specific benefit, as follows.
Since you can't attack on your turn while on a Defensive stance, all your Defensive powers are immediate actions or options for Opportunity Attacks. As a special feature of the Neijia build, you may treat immediate actions as opportunity actions when determining how many actions you can perform on others' turns. See p. 259.
Riding Horse: Gain +2 DEF(Fort).
Leopard (Offensive): Gain +1d6 to Damage when attacking with one of the Eighteen Arms of Wushu.
Spreadswing (Offensive): Gain +5 to any Acrobatics or Athletics checks you make before or after you perform an attack.
Cat (Offensive): Gain Combat Advantage against any targets you can see.
Snake (Defensive): Gain +4 AC vs. Opportunity Attacks.
Dragon (Defensive): Gain +2 DEF(Will). Enemies shifting away from you grant you Opportunity Attacks.
Longspider (Defensive): Gain +2 AC. Treat every square as difficult terrain.
Monkey (Defensive): Gain +2 DEF(Ref). You may shift even into difficult terrain.
Eighteen Arms of Wushu
You are proficient with the following weapons:
* Dao, or Falchion
* Qiang, or Spear
* Jian, or Longsword
* Halberd
* Throwing Axe
* Battle Axe
* Hook Sword *
* Scythe
* Chain whip *
* Mace
* Warhammer
* Talon *
* Ring *
* Quarterstaff
* Longspear
* Great Sword
* Spiked Chain
* Meteor Hammer *
* Unarmed Attack
* New weapon (see below)
Special: You may choose "Eighteen Arms of Wushu" as a weapon group (for example, when gaining the Weapon Focus feat)
Iron Fist
You are trained in unarmed combat. Your unarmed attacks can damage armored foes as if you were wielding a weapon.
* You gain +3 Proficiency bonus to attack rolls with your Unarmed Attack.
* Your Unarmed Attack damage increases to 1d6
* Your hands and legs are considered "Melee weapons" for all purposes
* When fighting unarmed, or with a one-handed weapon, you can use feats or powers that you have that activate 'while holding a weapon in each hand'
* Your Unarmed Attack is considered like a +(level / 5) Magical weapon for all purposes
Wuxia Powers
Your powers are known as Exploits. Wuxia powers offer you great flexibility depending on your chosen path and current stance. Choose your powers carefully.
Many powers are classified as Offensive (O) or Defensive (D). You can only use Defensive powers while in a Defensive combat stance. You can only use Offensive powers while in an Offensive combat stance. Unclassified powers are identified by the (any) keyword and can be used with any stance.
You cannot use any Wuxia power with the Melee Weapon keyword unless you are wielding one of the Eighteen Arms of Wushu.
Level 1 At-Will Exploits
Glorious Lightning Feint Wuxia (D) Attack 1
At-Will - Chi
Immediate Reaction Melee weapon
Trigger: You or an adjacent ally are the target of a bull rush or charge attack that misses
Target: Charging creature (you must be able to reach him)
Attack: Dexterity +2 vs. Reflex
Hit: 1[W] AND slide the target 1 square following the direction of his charge
Neijia: You slide the target a number of squares equal to your Wisdom modifier
Double Wind Justice Wuxia (D) Attack 1
At-Will - Chi
Immediate Reaction Melee weapon
Trigger: A creature flanking you attacks you and misses
Target: Attacking creature
Attack: Dexterity vs. Reflex
Hit: Shift one square AND slide the attacking creature into the vacant square AND target the other flanking creature with the original attack
Neijia: When targeting the other flanking creature, you may reroll the attack if you don't like the original roll
Dancing Monkey Strike Wuxia (D) Attack 1
At-Will - Chi, Weapon
Immediate Interrupt Melee Weapon
Trigger: A creature within reach attacks you or an adjacent ally
Target: Attacking creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage
Neijia: You can swap squares with the attacking creature
Roaring Wind Attack Wuxia (O) Attack 1
At-Will - Chi, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage AND target is dazed until the end of his next turn
Increase damage to [2W] at 21st level.
Waijia: You can use this power with the Charge attack move.
Crescent Moon Strike Wuxia (any) Attack 1
At-Will - Chi, Nerve, Unarmed Attack
Standard Action
Target: One creature
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier damage
Waijia: If your attack is enough to also hit the target's AC defense, add 2[W] damage.
Increase damage to [2W] at 21st. level
Special: You can use this power as an Opportunity Attack
Level 1 Encounter Exploits
Inner Strength Wuxia (special) Feature
You gather and focus your chi to perform a great exploit
Encounter - Chi
Minor Action Personal
Effect: Gain +2 to your following unarmed attack roll or defense score when you are attacked next.
While in any defensive stance: Gain an additional +1 to your next defense score (you lose it if your next roll is an attack roll)
Neijia: The extra bonus to your defense score is equal to your Wis modifier
While in any offensive stance: Gain an additional +1 to your next attack roll (you lose it if you are attacked before attacking)
Waijia: The extra bonus to your attack roll is equal to your Con modifier
Shining Eagle Dive Wuxia (O) Attack 1
Encounter - Chi, Weapon
Standard Action Melee Weapon
Requirement: You must move at least three squares with a succesful Jump check before using this power
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage + Wisdom modifier damage AND Target is stunned until the end of his next turn
Deceptive Tiger Rake Wuxia (any) Attack 1
Encounter - Chi, Weapon
Standard Action OR Immediate Interrupt (Trigger: A creature within reach hits you or an ally) Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage
Standard Action: Gain +2 AC against this target until the end of your next turn
Immediate Interrupt: The target must target you instead with his attack
Leaping Grasshopper Assault Wuxia (O) Attack 1
Encounter - Chi, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage
Special: If you performed a Jump or Acrobatics Stunt before your attack, you knock the target prone
Waijia: If target is prone it gives you an Opportunity Attack
Iron Turtle Shield Wuxia (D) Attack 1
Encounter - Chi, Weapon
Immediate Reaction Melee Weapon
Trigger: A creature within reach attacks you or an ally and misses
Target: Attacking creature
Attack: Wisdom vs. Will
Hit: 2[W] + Wisdom modifier damage AND slide the target 1 square
Neijia: You slide the target a number of squares equal to your Wisdom modifier
Effect: Gain +2 AC until the end of your next turn
Level 1 Daily Exploits
Whirling Demon Fury Wuxia (O) Attack 1
Daily - Chi, Weapon
Standard Action Melee Weapon - Close Blast 1
Target: Each enemy in blast
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and push the target 2 squares
Miss: Push the target 1 square
Weijia: Increase damage to 3[W]
Mystic Storm Defense Wuxia (D) Attack 1
Daily - Chi, Reliable, Weapon
Immediate Interrupt Melee Weapon
Trigger: An enemy within your speed in squares hits you or an ally
Effect: As a free action, perform a charge attack against attacking enemy.
Hit with charge attack: add 2[W] damage
Neijia: You grab the target
Miss with charge attack: you don't spend the use of this power
Piercing Nerve Strike Wuxia (O) Attack 1
Daily - Chi, Nerve, Unarmed Attack
Standard Action
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage + Wisdom modifier damage AND Followup
Followup: Wisdom vs. Fortitude
Hit: Target is stunned (save ends)
Miss, Weijia: Half damage, no followup
Miss, Neijia: No damage, attempt followup
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NEW FEATS
Nerve Stun [Wuxia]
Prerequisites: Wuxia, Dex 13, Wis 13
Benefit: Add "Stunned until the end of your next turn" whenever hitting a critical with a Wuxia power with the Nerve keyword
Soul Armor [Wuxia]
Prerequisites: Wuxia, Wis 13
Benefit: Gain +2 to all your defenses
Splendorous Fist Agility
Prerequisites: Wuxia, Dex 13
Benefit: Increase the number of times per round you can attack an opponent with Opportunity Attacks and Immediate Actions from 1 to 2
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NEW WEAPONS
Hook Sword
This weapon has a blade similar to that of the jian, though possibly thicker or unsharpened, with a prong or hook (similar to a shepherd's crook) near the tip. Guards are substantial, in the style of butterfly swords. Often used in pairs, the hooks of the weapons may be used to trap or deflect other weapons.
One-Handed, Prof: +2 Damage: 1d8 Range: - Price: 35 gp Weight: 7 lb. Group: Heavy blade Properties: High crit, versatile, off-hand
Chain whip
The chain whip consists of several metal rods, which are joined end-to-end by rings to form a flexible chain. Generally, the whip has a handle at one end and a metal dart, used for slashing or piercing an opponent, at the other. A cloth flag is often attached at or near the dart end of the whip, and a second flag may cover the whip's handle. The flag or flags enhance a wushu performance by adding visual appeal, and by producing a rushing sound as the whip swings through the air. They also help stabilize the whip, enhancing the performer's control. This reduces the performer's risk of inadvertently striking himself/herself.
One-Handed, Prof: +3 Damage: 1d10 Range: - Price: 35 gp Weight: 10 lb. Group: Flail Properties: Versatile, Reach
Talon
The talon is made of iron in the shape of an eagle claw. The iron-brush talon is shaped so that the middle finger and forefinger are straightforward while the thumb, ring finger and little finger stay on the iron brush. It uses the tips of the nails or the iron brush to hit acupuncture points or crucial points on the enemy's body. Tied with a long cord, it can be used to attack people and horses.
Two-handed, Prof: +2 Damage: 1d8 Range: - Price: 20 gp Weight: 7lb. Group: Flail Properties: Reach 4
Special: Can use as a hook & rope to climb (5 metres)
Ring
The ring is circular in shape, about 30 cm in diameter, and made of metal with sharp blades around the outer rim. Each hand could hold one ring and use them as twin weapons. Like a bracelet, it has different shapes including round and oblate ones with saw-teeth around the outside rim. In practice you throw it and make it turn and turn around to hurt the opponent.
One-handed, Prof: +3 Damage: 1d8 Range: 5 Price: 30 gp Weight: 5lb. Group: Axe Properties: Off-hand, light thrown
Meteor Hammer
The meteor hammer consists of a melon-shaped hammer tied at the end of a five-meter rope. The other end is tied to a hand to wield the weapon. In practice, you may put the rope around your neck, back, shoulder, elbow, wrist, thigh, shank, foot or waist. After the hammer is released, it moves as fast as a meteor.
Two-handed, Prof: +3 Damage: 1d10 Range: - Price: 20 gp Weight: 8lb. Group: Hammer Properties: Reach 2