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Yet Another Kung-fu Class
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<blockquote data-quote="alvrod" data-source="post: 4316589" data-attributes="member: 70408"><p>Hi...</p><p></p><p>I've been working on a kung-fu/wushu/wuxia class, however you want to call it.</p><p></p><p>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).</p><p></p><p>So here it goes... sorry... no formatting at all.</p><p>---</p><p></p><p>WUXIA (or wushu fighter)</p><p></p><p>"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."</p><p></p><p>---</p><p>CLASS TRAITS</p><p>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.</p><p>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.</p><p>Key Abilities: Dexterity, Wisdom, Strength, Constitution.</p><p></p><p>Armor Proficiencies: Cloth, Leather.</p><p>Weapon Proficiencies: Special (Eighteen Arms of Wushu, see below)</p><p>Bonus to Defense: Add your Wis modifier to all your defenses</p><p></p><p>Hit Points: 12 + Constitution Score</p><p>Hit Points per Level Gained: 5</p><p>Healing Surges per Day: 10 + Constitution Modifier</p><p></p><p>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</p><p></p><p>Build Options: Neijia Wuxia (Defender), Waijia Wuxia (Striker)</p><p>Class Features: Combat Stance, Wuxia Path, Inner Strength, Iron Fist</p><p>---</p><p></p><p>Wuxia are warrior/philosophers, seeking to attain inner perfection through self-discipline and endless training.</p><p></p><p>CREATING A WUXIA</p><p>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.</p><p></p><p>Neijia Wuxia</p><p>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:</p><p></p><p> 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.</p><p> 2. The internal development, circulation, and expression of chi.</p><p></p><p>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.</p><p></p><p>Neijia Wuxia should choose the Tai Chi Chuan or Bagua Zhang Wuxia Path (see "Class Features").</p><p></p><p>Suggested Feats: Combat Reflexes, Defensive Mobility</p><p>Suggested Skills: Acrobatics, Stealth</p><p>Suggested At-Will Powers:</p><p>Suggested Encounter Power:</p><p>Suggested Daily Power:</p><p></p><p>Waijia Wuxia</p><p>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.</p><p></p><p>Waijia Wuxia should choose the Shaolin Quang or Wing Chung Wuxia Path (see "Class Features").</p><p></p><p>Suggested Feat: Fast Runner, Surprise Knockdown</p><p>Suggested Skills: Acrobatics, Athletics</p><p>Suggested At-Will Powers:</p><p>Suggested Encounter Power:</p><p>Suggested Daily Power:</p><p></p><p>Wuxia Class Features</p><p>You have the following class features.</p><p></p><p>Inner Strength</p><p>All Wuxia can use the Inner Strength Encounter Power (See below). This is on top of the normal power progression (p. 29).</p><p></p><p>Wuxia Path</p><p>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:</p><p> - Tai Chi Chuan (Supreme Ultimate Fist)</p><p> - Bagua Zhang (Eight Trigrams Palm) </p><p> - Shaolin Quan (Young Forest Fist)</p><p> - Wing Chung (Eternal Spring)</p><p></p><p>Tai Chi Chuan</p><p> - Additional skill: Heal</p><p> - Combat Stances: Monkey (D), Longspider (D), Dragon (D)</p><p> - Special: Increase any DEF bonus you gain from being in a Combat Stance to +4</p><p></p><p>Bagua Zhang</p><p> - Additional skill: Endurance</p><p> - Combat Stances: Monkey (D), Snake (D), Leopard (O)</p><p></p><p>Shaolin Quan</p><p> - Additional skill: Intimidate</p><p> - Combat Stances: Spreadswing (O), Dragon (D)</p><p> - Special: Gain +(Level/10) +1 Damage with your Unarmed Attack</p><p></p><p>Wing Chung</p><p> - Additional skill: Insight</p><p> - Combat Stances: Spreadswing (O), Cat (O), Leopard (O)</p><p></p><p>Combat Stances</p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Riding Horse: Gain +2 DEF(Fort).</p><p>Leopard (Offensive): Gain +1d6 to Damage when attacking with one of the Eighteen Arms of Wushu.</p><p>Spreadswing (Offensive): Gain +5 to any Acrobatics or Athletics checks you make before or after you perform an attack.</p><p>Cat (Offensive): Gain Combat Advantage against any targets you can see.</p><p>Snake (Defensive): Gain +4 AC vs. Opportunity Attacks.</p><p>Dragon (Defensive): Gain +2 DEF(Will). Enemies shifting away from you grant you Opportunity Attacks.</p><p>Longspider (Defensive): Gain +2 AC. Treat every square as difficult terrain.</p><p>Monkey (Defensive): Gain +2 DEF(Ref). You may shift even into difficult terrain.</p><p></p><p>Eighteen Arms of Wushu</p><p>You are proficient with the following weapons:</p><p></p><p> * Dao, or Falchion</p><p> * Qiang, or Spear</p><p> * Jian, or Longsword</p><p> * Halberd</p><p> * Throwing Axe</p><p> * Battle Axe</p><p> * Hook Sword *</p><p> * Scythe</p><p> * Chain whip *</p><p> * Mace</p><p> * Warhammer</p><p> * Talon *</p><p> * Ring *</p><p> * Quarterstaff</p><p> * Longspear</p><p> * Great Sword</p><p> * Spiked Chain</p><p> * Meteor Hammer *</p><p> * Unarmed Attack</p><p></p><p>* New weapon (see below)</p><p></p><p>Special: You may choose "Eighteen Arms of Wushu" as a weapon group (for example, when gaining the Weapon Focus feat)</p><p></p><p>Iron Fist</p><p>You are trained in unarmed combat. Your unarmed attacks can damage armored foes as if you were wielding a weapon.</p><p></p><p> * You gain +3 Proficiency bonus to attack rolls with your Unarmed Attack.</p><p> * Your Unarmed Attack damage increases to 1d6</p><p> * Your hands and legs are considered "Melee weapons" for all purposes</p><p> * 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'</p><p> * Your Unarmed Attack is considered like a +(level / 5) Magical weapon for all purposes</p><p></p><p></p><p>Wuxia Powers</p><p>Your powers are known as Exploits. Wuxia powers offer you great flexibility depending on your chosen path and current stance. Choose your powers carefully.</p><p></p><p>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.</p><p></p><p>You cannot use any Wuxia power with the Melee Weapon keyword unless you are wielding one of the Eighteen Arms of Wushu.</p><p></p><p>Level 1 At-Will Exploits</p><p></p><p>Glorious Lightning Feint Wuxia (D) Attack 1</p><p>At-Will - Chi</p><p>Immediate Reaction Melee weapon</p><p>Trigger: You or an adjacent ally are the target of a bull rush or charge attack that misses</p><p>Target: Charging creature (you must be able to reach him)</p><p>Attack: Dexterity +2 vs. Reflex</p><p>Hit: 1[W] AND slide the target 1 square following the direction of his charge</p><p>Neijia: You slide the target a number of squares equal to your Wisdom modifier</p><p></p><p>Double Wind Justice Wuxia (D) Attack 1</p><p>At-Will - Chi</p><p>Immediate Reaction Melee weapon</p><p>Trigger: A creature flanking you attacks you and misses</p><p>Target: Attacking creature</p><p>Attack: Dexterity vs. Reflex</p><p>Hit: Shift one square AND slide the attacking creature into the vacant square AND target the other flanking creature with the original attack</p><p>Neijia: When targeting the other flanking creature, you may reroll the attack if you don't like the original roll</p><p></p><p>Dancing Monkey Strike Wuxia (D) Attack 1</p><p>At-Will - Chi, Weapon</p><p>Immediate Interrupt Melee Weapon</p><p>Trigger: A creature within reach attacks you or an adjacent ally</p><p>Target: Attacking creature</p><p>Attack: Dexterity vs. AC</p><p>Hit: 1[W] + Dexterity modifier damage</p><p>Neijia: You can swap squares with the attacking creature</p><p></p><p>Roaring Wind Attack Wuxia (O) Attack 1</p><p>At-Will - Chi, Weapon</p><p>Standard Action Melee Weapon</p><p>Target: One creature</p><p>Attack: Strength vs. AC</p><p>Hit: 1[W] + Strength modifier damage AND target is dazed until the end of his next turn</p><p>Increase damage to [2W] at 21st level.</p><p>Waijia: You can use this power with the Charge attack move.</p><p></p><p>Crescent Moon Strike Wuxia (any) Attack 1</p><p>At-Will - Chi, Nerve, Unarmed Attack</p><p>Standard Action </p><p>Target: One creature</p><p>Attack: Strength vs. Reflex</p><p>Hit: 1[W] + Strength modifier damage</p><p>Waijia: If your attack is enough to also hit the target's AC defense, add 2[W] damage.</p><p>Increase damage to [2W] at 21st. level</p><p>Special: You can use this power as an Opportunity Attack</p><p></p><p>Level 1 Encounter Exploits</p><p></p><p>Inner Strength Wuxia (special) Feature</p><p>You gather and focus your chi to perform a great exploit</p><p>Encounter - Chi</p><p>Minor Action Personal</p><p>Effect: Gain +2 to your following unarmed attack roll or defense score when you are attacked next.</p><p>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)</p><p> Neijia: The extra bonus to your defense score is equal to your Wis modifier</p><p>While in any offensive stance: Gain an additional +1 to your next attack roll (you lose it if you are attacked before attacking)</p><p> Waijia: The extra bonus to your attack roll is equal to your Con modifier</p><p></p><p>Shining Eagle Dive Wuxia (O) Attack 1</p><p>Encounter - Chi, Weapon</p><p>Standard Action Melee Weapon</p><p>Requirement: You must move at least three squares with a succesful Jump check before using this power</p><p>Target: One creature</p><p>Attack: Strength vs. AC</p><p>Hit: 1[W] + Strength modifier damage + Wisdom modifier damage AND Target is stunned until the end of his next turn</p><p></p><p>Deceptive Tiger Rake Wuxia (any) Attack 1</p><p>Encounter - Chi, Weapon</p><p>Standard Action OR Immediate Interrupt (Trigger: A creature within reach hits you or an ally) Melee Weapon</p><p>Target: One creature</p><p>Attack: Strength vs. AC</p><p>Hit: 1[W] + Strength modifier damage</p><p>Standard Action: Gain +2 AC against this target until the end of your next turn</p><p>Immediate Interrupt: The target must target you instead with his attack</p><p></p><p>Leaping Grasshopper Assault Wuxia (O) Attack 1</p><p>Encounter - Chi, Weapon</p><p>Standard Action Melee Weapon</p><p>Target: One creature</p><p>Attack: Dexterity vs. Reflex</p><p>Hit: 2[W] + Dexterity modifier damage</p><p>Special: If you performed a Jump or Acrobatics Stunt before your attack, you knock the target prone</p><p>Waijia: If target is prone it gives you an Opportunity Attack</p><p></p><p>Iron Turtle Shield Wuxia (D) Attack 1</p><p>Encounter - Chi, Weapon</p><p>Immediate Reaction Melee Weapon</p><p>Trigger: A creature within reach attacks you or an ally and misses</p><p>Target: Attacking creature</p><p>Attack: Wisdom vs. Will</p><p>Hit: 2[W] + Wisdom modifier damage AND slide the target 1 square</p><p>Neijia: You slide the target a number of squares equal to your Wisdom modifier</p><p>Effect: Gain +2 AC until the end of your next turn</p><p></p><p>Level 1 Daily Exploits</p><p></p><p>Whirling Demon Fury Wuxia (O) Attack 1</p><p>Daily - Chi, Weapon</p><p>Standard Action Melee Weapon - Close Blast 1</p><p>Target: Each enemy in blast</p><p>Attack: Dexterity vs. AC</p><p>Hit: 2[W] + Dexterity modifier damage, and push the target 2 squares</p><p>Miss: Push the target 1 square</p><p>Weijia: Increase damage to 3[W]</p><p></p><p>Mystic Storm Defense Wuxia (D) Attack 1</p><p>Daily - Chi, Reliable, Weapon</p><p>Immediate Interrupt Melee Weapon</p><p>Trigger: An enemy within your speed in squares hits you or an ally</p><p>Effect: As a free action, perform a charge attack against attacking enemy.</p><p>Hit with charge attack: add 2[W] damage</p><p>Neijia: You grab the target</p><p>Miss with charge attack: you don't spend the use of this power</p><p></p><p>Piercing Nerve Strike Wuxia (O) Attack 1</p><p>Daily - Chi, Nerve, Unarmed Attack</p><p>Standard Action </p><p>Target: One creature</p><p>Attack: Dexterity vs. Reflex</p><p>Hit: 2[W] + Dexterity modifier damage + Wisdom modifier damage AND Followup</p><p> Followup: Wisdom vs. Fortitude</p><p> Hit: Target is stunned (save ends)</p><p>Miss, Weijia: Half damage, no followup</p><p>Miss, Neijia: No damage, attempt followup</p><p></p><p>-------------------------------------------------------------------------------</p><p></p><p>NEW FEATS</p><p></p><p>Nerve Stun [Wuxia]</p><p>Prerequisites: Wuxia, Dex 13, Wis 13</p><p>Benefit: Add "Stunned until the end of your next turn" whenever hitting a critical with a Wuxia power with the Nerve keyword</p><p></p><p>Soul Armor [Wuxia]</p><p>Prerequisites: Wuxia, Wis 13</p><p>Benefit: Gain +2 to all your defenses</p><p></p><p>Splendorous Fist Agility</p><p>Prerequisites: Wuxia, Dex 13</p><p>Benefit: Increase the number of times per round you can attack an opponent with Opportunity Attacks and Immediate Actions from 1 to 2</p><p></p><p>-------------------------------------------------------------------------------</p><p></p><p>NEW WEAPONS</p><p></p><p>Hook Sword</p><p>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.</p><p>One-Handed, Prof: +2 Damage: 1d8 Range: - Price: 35 gp Weight: 7 lb. Group: Heavy blade Properties: High crit, versatile, off-hand</p><p></p><p>Chain whip</p><p>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.</p><p>One-Handed, Prof: +3 Damage: 1d10 Range: - Price: 35 gp Weight: 10 lb. Group: Flail Properties: Versatile, Reach</p><p></p><p>Talon</p><p>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.</p><p>Two-handed, Prof: +2 Damage: 1d8 Range: - Price: 20 gp Weight: 7lb. Group: Flail Properties: Reach 4</p><p>Special: Can use as a hook & rope to climb (5 metres)</p><p></p><p>Ring</p><p>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.</p><p>One-handed, Prof: +3 Damage: 1d8 Range: 5 Price: 30 gp Weight: 5lb. Group: Axe Properties: Off-hand, light thrown</p><p></p><p>Meteor Hammer</p><p>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.</p><p>Two-handed, Prof: +3 Damage: 1d10 Range: - Price: 20 gp Weight: 8lb. Group: Hammer Properties: Reach 2</p></blockquote><p></p>
[QUOTE="alvrod, post: 4316589, member: 70408"] 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. --- 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 ------------------------------------------------------------------------------- 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 ------------------------------------------------------------------------------- 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 [/QUOTE]
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