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Thread: [G4] Cathay - Martial Skills

  1. #1
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    Default [G4] Cathay - Martial Skills

    Martial Skills function similar to other Skills. You have a number of skill points to purchase Martial Skills based on your Hit Dice type and amount. Humans gain additional Martial Skills points, as they do normal Skill points. Martial Skill ranks have a maximum rank equal to character level, plus three. The following table indicates the number of Martial Skill points gained at a particular level. At first level, this value is doubled. No ability scores affect the number of skill points gained.

    Code:
    HD | Ranks
    d4 | 6
    d6 | 6
    d8 | 7
    d10 | 8
    d12 | 8


    Martial Skill Benefits
    Most Martial Skills provide a Synergy Bonus based on the number of ranks you have in a Martial Skill. At 5 Ranks, the Martial Skill provides a +1 Synergy Bonus to the stated effect, which is often tied to the Combat Action of the similar name. Each 5 Ranks thereafter improves the Synergy Bonus by an additional +1, to a maximum Synergy Bonus of +5 at 25 Ranks. Few Martial Skills (Martial Arts) are purchased seperately, much in the manner of Craft


    Activate an Item
    [Synergy Bonus to Armor Class on Attacks of Opportunity provoked during Item Activation]

    Aid Another
    [Synergy Bonus to Aid Another check]

    Attack (Melee)
    [Synergy Bonus to Confirm Critical Threat rolls on Melee Attacks]

    Attack (Ranged)
    [Synergy Bonus to Confirm Critical Threat rolls on Ranged Attacks]

    Attack of Opportunity
    [Synergy Bonus to Attack Roll on Attacks of Opportunity]

    Bull Rush
    [Synergy Bonus to Opposed Rolls made for Bull Rush]

    Cast a Spell / Manifest a Power
    [Synergy Bonus to Concentration Checks made for Spellcasting]

    Charge
    [Synergy Bonus to Damage on a Charge Special Attack]

    Coup de Grace
    [to Fortitude Save DC provided by Coup de Grace]

    Defensive
    [Synergy Bonus to Armor Class Bonus for Total Defensive or Fighting Defensively Actions]

    Disarm
    [Synergy Bonus to Opposed Rolls for Disarm Action]

    Feint
    [Synergy Bonus to Bluff or Sense Motive Check used during a Feint Action]

    Grapple
    [Synergy Bonus to Grapple Check Opposed Rolls]

    Martial Arts
    [Like Craft, Knowledge, Perform, and Profession - Martial Arts is actually a number of separate skills.
    You could have several Martial Arts Martial Skills, each with its own ranks, each purchased as a separate Martial Skill.]

    Mounted Combat
    [Synergy Bonus to Ride Checks made during Combat]

    Overrun
    [Synergy Bonus to Opposed Rolls for the Overrun Action]

    Run
    [Synergy Bonus to Constitution Checks made to continue running]

    Shield Bash
    [Synergy Bonus on Shield Bash Attack Roll]

    Sunder
    [Synergy Bonus to Opposed Rolls for the Sunder Action]

    Trip
    [Synergy Bonus to Opposed Rolls for the Trip Action]

    Turn/Rebuke Undead
    [Synergy Bonus to Turning Check and Turning Damage rolls]

    Withdraw
    [Synergy Bonus to Armor Class until next action when the withdraw full-round action is used]
    Last edited by Mithral·Dragon; 20th June 2008 at 22:20.

  2. #2
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    Default [G4] Cathay - Martial Arts

    Martial Arts [Various Ability Scores]
    - This skill relates to a system of codified practices and traditions of training for combat. Though studied for various reasons, broadly speaking, martial arts share a single objective: to defeat a person physically or to defend oneself from physical threat. Some martial arts are linked to spiritual or religious beleifs/philosophies and even codes of honor. While there are many stylized versions, each with its unique facets which makes it different from other martial arts, a common characteristic is the systemization of fighting techniques.

    This skill is seperated into multiple segements of subskills known collectively as Maneuvers, each of which contains multiple related techniques (Block Maneuvers, Locks/Push/Throw Maneuvers, Mental & Physical Maneuvers, Strike Maneuvers, Vital-area Maneuvers, and Weapon Maneuvers) Some techniques duplicate the effects of a feat or feature, but require a Skill Check to perform; others provide a synergy bonus based on the number of ranks taken in the skill.

    Skill Checks - a Martial Arts skill check is a roll of 1d20 + Ranks in the Maneuver Group + Ability Modifier + Synergy Bonuses, if any + Racial Bonuses, if any + a Penalty of -1 per five pounds of weight carried over the Light Load noted for the Character + Armor Check Penalty. Martial Arts skill checks are a free action, though the related Martial Arts maneuver may require more time. Martial Arts skill checks can occur multiple times in a single round, though the effects varying according to the skill check and the events. Though Martial Arts, as a Martial Skill, can be used Untrained (without Ranks), the DC an untrained Martial Artist is limited to is 20; the untrained Martial Artist would be incapable of performing maneuvers which require a DC of 21 or higher to complete.

    Emulation - When a Skill emulates the effects of a Feat or Class Feature, the user gains those effects until the beginning of their next round, unless stated otherwise. Only one feat or feature can be emulated at a time, the latest application overriding prior Skill Uses. At no time does emulation of a feat or feature qualify as a requirement for any feat or prestige class. Many maneuvers which emulate a feat provide additional effectiveness for a person with the noted feat. If a skill check is required to emulate the feat, the skill check is still required to gain the synergistic effects.

    Weapons, Improved Unarmed Strike, and Unarmed Strikes - Unless a Martial Artist possesses a weapon, the Improved Unarmed Strike feat, or another ability such as a natural weapon or spell, which enabled them to deal lethal damage; the damage from Martial Arts maneuvers are nonlethal. Iron Strike martial skill provides the ability for a Martial Artists to emulate the Improved Unarmed Strike feat, and is often selected to bypass the need for the feat. Distance Death is always lethal, as noted in the description. Weapons noted as granting benefits to combat maneuvers stack with the benefits of the Martial Skill.

    Reflexive and Non-reflexive - A Martial artist generally possesses several martial skills which are both reflexive (occuring automatically without the need of a stated action from the Martial Artist) and non-reflexive (completed as a part of an action) and noted as such at the end of the detailed Martial Arts Skill. Only a single non-reflexive martial arts maneuver can be performed at a single time, with each new non-reflexive maneuver overriding the previously performed maneuver. Thus, while it is possible to perform an Iron Strike Crushing Blow Maneuver (with seperate skills checks for each), it's not possible to perform a Ch'i Crushing Blow maneuver, as each maneuver is non-reflexive.


    Block Maneuvers [DEX]
    Arrow Parry
    The martial artist can emulate the Deflect Arrows feat by making a skill check against DC15. Unlike the feat, the martial artist can attempt to block more than one missile attack per round, the DC for subsequent attacks increasing by 5 cumulatively. Each missile attack is checked against individually. Enchanted Weapons increase the DC by one, per +1 of enchantment. Ranged attacks must be physical in nature (not spells), and must be within 1 size category of the Martial Artist, or smaller. (A Small martial artist would be unable to block Large Missles). This skill check is reflexive and does not override the application of other Martial Arts maneuvers.

    Basic Parry
    This maneuver prevents melee attacks from hitting the martial artist. It does not work against missile attacks. A Martial Artist with five ranks in Basic Parry gains a +2 Synergy Bonus to AC when using the Attack on the Defensive or Total Defensive actions. This bonus increases by one for each additional five ranks and stacks with the benefits from the Tumble Skill. By succeeding at a Skill Check (DC30), the Martial Artist can emulate the Dodge Feat, gaining a +1 Dodge AC bonus. This skill check is not reflexive and does override the application of other non-reflexive Martial Arts maneuvers.

    Grapple Block
    With this advanced maneuver, the Martial Artist who is either benefitting from the Total Defense or Attack on the Defensive action can make a special Attack of Opportunity against the attacker. This Attack of Opportunity is a Grapple Action and is resolved normally prior to the effects of the attack which generated the Attack of Opportunity. Normal rules for Attacks of Opportunity apply, including the limit of Attacks of Opportunity per round, and per opponent. Unlike the normal Grapple action, the Grapple roll is based on the number of Ranks in this skill in stead of Base Attack Bonus, if desired. This maneuver can be used in conjunction with a Weapon, Improved Unarmed Strike, or while Unarmed. This skill check is not reflexive and does override the application of other non-reflexive Martial Arts maneuvers.



    Lock, Push, and Throw Maneuvers [CON]

    Choke Hold
    This maneuver teaches the correct way of applying pressure to render an opponent unconscious. Choke Hold is an additional action while performing a Grapple Action; the target must first be pinned. By making an opposed roll, using this skill in lieu of Base Attack Bonus, if desired, the martial artist can cut off the airsupply of the target, forcing a Fortitude Save (DC = 10+STR+Ranks) or be Dazed for one round and begin suffocating. The hold must be held for consecutive rounds to complete suffocation, but all times for holding one's breath are halved. This maneuver can be used in conjunction with a Weapon, Improved Unarmed Strike, or while Unarmed. This skill check is not reflexive and does override the application of other non-reflexive Martial Arts maneuvers.

    Concentrated Push
    By focusing his inner energy into his hands, the martial artist can attempt a special Bull Rush or Trip action. This maneuver requires a standard action which does not provoke an attack of opportunity. The martial artist must succeed at a Skill check (DC20), success allowing the martial artist to initiate either a Trip or Bull Rush attack action as a Touch Attack. Concentrated Push does not require the martial artist to move with the target of the Bull Rush, nor can the target react to a failed opposed roll for a Trip Effect. Further, the opposed roll for the martial artist is based on the Ranks in this skill instead of the Base Attack Bonus, if desired. This maneuver can be used in conjunction with a Weapon, Improved Unarmed Strike, or while Unarmed. This skill check is not reflexive and does override the application of other non-reflexive Martial Arts maneuvers.

    Fall
    Learning how to take a fall and roll correctly is a crucial element to many martial arts. A successful skill check, with a DC equal to 15 plus 2 for each five feet of falling distance, halves the damage. If the check exceeds the DC by more than 10, no damage is taken from the fall. This skill check is reflexive and does not override the application of other Martial Arts maneuvers.

    Great Throw
    Using leverage and his opponent's momentum, the martial artist is able to throw his enemy a great distance. As a standard action which does not provoke an attack of opportunity, the martial artist can attempt a Touch Attack. Success means the Martial Artist has thrown the target. The distance of the throw is then based on a Skill Check, with a Base DC of 15 to throw the opponent five feet. For each two points the DC is exceeded, the opponent is thrown an additional five feet. For each ten feet travelled, the opponent takes 1d6 damage. If the opponent strikes an object which prevents the full flight of the throw, the opponent is Dazed for one round. This maneuver can be used in conjunction with a Weapon, Improved Unarmed Strike, or while Unarmed. This skill check is not reflexive and does override the application of other non-reflexive Martial Arts maneuvers.

    Hurl
    This type of throw relies a great deal on strength, and less on leverage. The martial artist can attempt to pick-up an opponent and throw him to the ground as an attack action which may provoke an attack of opportunity. By making a successful skill check (DC20), the attack of opportunity is prevented. The Hurl technique is otherwise resolved as a Trip Attack action, except that the target lands in any adjacent square and takes 1d6+STR damage from the fall. A martial artist with the Improved Trip feat gains a special +4 Synergy Bonus on either Trip or Hurl attack actions. This maneuver can be used in conjunction with a Weapon, Improved Unarmed Strike, or while Unarmed. This skill check is not reflexive and does override the application of other non-reflexive Martial Arts maneuvers.

    Incapacitator
    By gripping the opponent and twisting his joints, the martial artist can emulate the effects of the Stunning Fist feat, while grappling as a Grapple Action. This technique requires a Skill Check (DC20) to achieve. A martial artist with the Stunning Fist feat can attempt the same Skill Check to increase the save DC by 1 for each 5 ranks in this skill. This maneuver can be used in conjunction with a Weapon, Improved Unarmed Strike, or while Unarmed. This skill check is not reflexive and does override the application of other non-reflexive Martial Arts maneuvers.

    Instant Stand
    The are numerous ways a martial artist can regain his footing, from flipping or rolling, or even a kip-up. No matter the process, the martial artist can attempt to regain his footing as a Free Action by making a successful skill check (DC15), which does not provoke an attack of opportunity. This skill check is reflexive and does not override the application of other Martial Arts maneuvers.

    Locking Block
    During a grapple, the martial artist can either prevent an opponent from using their own weapons (whether natural or manufactured), by making an opposed grapple check with a grapple bonus based on the number of ranks in this skill rather than Base Attack Bonus, if desired; Or, the martial artist can attempt to use the locked weapon to attack a grappled opponent with the same modified Grapple Check above. This maneuver can be used in conjunction with a Weapon, Improved Unarmed Strike, or while Unarmed. This skill check is not reflexive and does override the application of other non-reflexive Martial Arts maneuvers.


    One Finger Push
    This skill requires long and difficult practice. It is said that the student first learns how to push a suspended heavy bell with the touch of a single finger. He concentrates then on touching it more and more lightly while making the bell swing even more. Finally, he reaches the point where he can make the bell move without actually touching it. His inner power extends out his finger and pushes the bell. At this point, he has mastered the one finger push technique.
    As a full-round action, the martial artist can make a single attack action from a distance. Each rank in this skill increases the distance by one foot. Thus, five ranks in this skill enables the martial artist to target an opponent ten feet from his position, much like a reach weapon. At the option of the martial artist, the attack roll made with a One Finger Push maneuver can use Wisdom or Dexterity as the attack roll modifier. Damage is resolved normally. This maneuver can be used in conjunction with an Improved Unarmed Strike, or while Unarmed. This skill check is not reflexive and does override the application of other non-reflexive Martial Arts maneuvers.


    Sticking Push
    Having attuned his sense of touch to an acute level, the martial artist is able to emulate the Improved Grapple feat. A successful skill check (DC20) is required to achieve the effects of the feat. If the martial artist has the Improved Grapple feat, or Improved Grab feature, he can attempt the same Skill Check to gain a +4 Synergy Bonus to the Grapple Opposed Roll. Regardless, the martial artist may substitute his Base Attack Bonus for his Ranks during any Grapple Opposed Roll. This maneuver can be used in conjunction with a Weapon, Improved Unarmed Strike, or while Unarmed. This skill check is not reflexive and does override the application of other non-reflexive Martial Arts maneuvers.




    Mental and Physical Maneuvers [WIS]

    Blind-Fighting
    Under his master's guidance, the martial artist has trained for long period wearing only a blindfold or in darkend rooms, gaining the ability to detect foes with senses other than sight. With a Skill Check, the characted can emulate the effects of the Blind-Fighting feat (DC15). This skill is reactive and checked as a free action in situations in which the character would benefit from the ability. If the Martial Artist has the Blind-Fighting Feat, he can attempt the same Skill Check to gain Blind Sense with a range of 5 feet per five ranks. This skill check is reflexive and does not override the application of other Martial Arts maneuvers.

    Feint
    Many martial artists attempt to catch their opponent unaware of the next incoming attacks be remaining constantly moving, with many feints performed in the course of combat. The martial artist can emulate the Improved Feint feat with a successful skill check (DC20). A martial artist who already has the Improved Feint feat can can attempt the same Skill Check to perform a Feint as a Swift Action instead of a Move Action. This skill check is not reflexive and does override the application of other non-reflexive Martial Arts maneuvers.

    Immovability
    By carefully positioning his feet and learning to tense and relax various muscles, the martial artist can avoid being knocked down, lifted, or thrown off his feet. By making a skill check (DC15), the martial artist gains a +4 Stability Bonus on Bull Rush, Grapple, and Trip opposed rolls. A martial artist already benefitting from Stability (usually from a racial ability, such as dwarves/korobokuru), can attempt the same Skill Check to gain a +4 synergy bonus to their Stability feature. This skill check is reflexive and does not override the application of other Martial Arts maneuvers.

    Ironskin
    Rigorous physical training has toughend the martial artist's muscles to the strength of iron. As an Immediate Action, the martial artist can attempt to prepare himself to be struck. To do so, he must succeed at a skill check with a DC of 25. Success grants him a Synergy Bonus to armor class equal to +1 per five ranks until his next round. Failure, however, leaves the martial artist vulnerable and the next attack prior to his round is an automatically confirmed critical. This skill check is reflexive and does not override the application of other Martial Arts maneuvers.

    Ki (Ch'i or Qi)
    With this ability, the martial artist summons his life force energy (commonly known as Ki, Ch'i, or Qi), and can use his unarmed strikes to bypass certain types of Damage Reduction or even affect incorporeal targets, based on his skill check as follows:
    21-25: Magic Weapon
    26-30: Adamantine Weapon
    31-35: Aligned Weapon
    36-++: Ghost Touch Weapon
    This skill check is not reflexive and does override the application of other non-reflexive Martial Arts maneuvers.

    Leap
    The martial artist is able to perform extraordinary feats of springing and leaping by channeling his inner power, mentally making himself as light as a feather. By making a successful skill check (DC20), the martial artist can emulate the Leap of the Heavens feat. A martial artist with the Leap of the Heavens feat can attempt the same Skill Check to gain a +4 synergy bonus to Jump Checks. This skill check is reflexive and does not override the application of other Martial Arts maneuvers.

    Levitation
    This is perhaps the rarest of all the martial arts maneuvers because it requires the utmost concentration and mental discipline. Daily, the martial artist practices at making his body feel lighter, using his mental power and inner energy to negate his own weight. By making a skill check (DC30), the martial artist can levitate for one round. Each round, the martial artist must succeed at a new skill check to maintain the levitation, with a cumulative increase to the DC by 1 for each additional round. His caster level for this extraordinary effect is equal to his Ranks in the skill. This skill check is not reflexive and does override the application of other non-reflexive Martial Arts maneuvers.

    Martial Form
    Whether a Kata, Taolu, or Tangsudo; the Martial Form is a skill of preparation. Many Martial Artists begin a fight with a display of their abilities, often 108 different strikes and maneuvers; honing the mind, body, and spirit like a weapon. The Martial Artist takes a full round action to complete a Martial Form maneuver. A successful Skill Check (DC20) allows the Martial Artist to gain a +2 Synergy Bonus on all Opposed Rolls and Martial Arts skill checks for one minute. If the DC is exceeded by 20, the Martial Artist gains the Frightful Presence feature during the execution of the Full Round action for the Martial Form skill. The DC for the Will Save of this Extraordinary Effect is 10 + 1/2 Hit Die + CHA Modifier + 2 from Martial Form.

    Meditation
    This ability enables the martial artist to enter a mental state in which he can focus and regain his energies. By succeeding at a skill check (DC15), the martial artist can spend an hour in a meditative trance, during which he benefits from four hours of sleep. The martial artist remains aware of events occuring around him. Meditation can only occur during the same parameters as those required of a Spellcaster requiring 'rest'. A martial artist can retain his meditative trance for prolonged periods, assuming he succeeds at the skill check. Doing so gains the benefits of sleep many times over in the course of a single day, if desired. This skill check is not reflexive and does override the application of other non-reflexive Martial Arts maneuvers.

    Mental Resistance
    The mental exercises and ordeals of the martial artist's training have toughend and strengthend his will. He receives a +1 synergy bonus to WILL saves per five ranks in this skill. Further, by making a skill check (DC20), the martial artist can emulate the Slippery Mind feature, gaining a new save against an existing effect. This can be attempted only once per effect. This skill check is reflexive and does not override the application of other Martial Arts maneuvers.

    Prone Fighting
    Adept at remaining effective even while prone, the martial artist can emulate the effects of the Prone Attack feat by making a successful Skill check (DC20). A martial artist with the Prone Fighting feat can attempt the same Skill Check to gain a +2 synergy bonus to Armor Class and Attack rolls made while prone. This skill check is reflexive and does not override the application of other Martial Arts maneuvers.

    Speed
    Fleet of feet, the Martial Artist is able to move incredibly fast. With a successful skill check (DC20), the martial artist can take one extra Move-Action in a round. Only one additional Move-Action can be gained by use of this Martial Arts technique. Furthermore, the Martial Artist can virtually sprint across water or even atop the boughs of trees. To do so, the Martial Artist must succeed at a skill check (DC30), as a full-round action. Success allows the Martial Artist to move a single Move Action across water, quicksand, or even the tops of trees. If the martial artist does not end his move on solid ground, he sinks. This skill check is not reflexive and does override the application of other non-reflexive Martial Arts maneuvers.

    Ubiquitous Vision
    The martial artist's training makes him more attuned to his immediate surroundings. He is able to detect opponents on all sides and remain an effective threat against each. By making a skill check at DC20, the martial artist can negate flanking bonuses and effects. Furthermore, the Martial Artist gains a +1 Synergy Bonus on search and spot checks for every five ranks in the skill. This skill check is reflexive and does not override the application of other Martial Arts maneuvers.



    Strike Maneuvers [STR]
    Backward Strike
    This seemingly innocuous strike is extremely difficult to master. The martial artist attempts a normal attack at any creature in any adjacent square, usually behind him, either kicking his foot straight up with his toe ending up behind his own head to connect with the enemy, or lashing out straight backward. This attack requires a Standard Action, which does not provoke attacks of opportunity. By making a skill check (DC25), the martial artist can deny the target DEX bonus to Armor Class as apart of a single attack made during the standard action. This maneuver can be used in conjunction with a Weapon, Improved Unarmed Strike, or while Unarmed. This skill check is not reflexive and does override the application of other non-reflexive Martial Arts maneuvers.

    Circle Strike
    In this dramatic strike, the attacker builds up power and momentum by spinning in a complete circle, striking all those adjacent to him. This emulates the Whirlwind Attack feat with a successful Skill Check (DC20). A Martial Artist with the Whirlwind Attack feat can attempt the same skill check to increase the effective reach of the Whirlwind Attack by five feet. This maneuver can be used in conjunction with a Weapon, Improved Unarmed Strike, or while Unarmed. This skill check is not reflexive and does override the application of other non-reflexive Martial Arts maneuvers.

    Crushing Blow
    Through intense training, the martial artist has learned how to imbue his strikes with extra force. The base damage of the martial artists' unarmed strikes is increased by one die for each five ranks he has in this skill, as appropriate to his size. A Martial Artist with the Improved Natural Weapon feat can attempt a skill check (DC25) to emulate the Power Attack feat. A Martial Artist with both Improved Natural Weapon and Power Attack feats can attempt the same skill check to increase his Critical Threat Range by 1 step. This maneuver can be used in conjunction with an Improved Unarmed Strike, or while Unarmed. This skill check is not reflexive and does override the application of other non-reflexive Martial Arts maneuvers.

    Eagle Claw
    Superior insight enables the martial artist to strike objects with incredible accuracy, focusing stikes on a weak spot of the object. With a successful skill check (DC25), the martial artist can emulate the Eagle Claw Attack and Improved Sunder feats. A martial artist with the Eagle Claw Attack feat can apply his WIS modifier on all unarmed strikes as a Synergy Bonus which stacks with the normal STR bonus to damage. A Martial Artist with both the Eagle Claw Attack and Improved Sunder feat can ignore the Hardness of an object by succeeding at the same skill check (DC25). This maneuver can be used in conjunction with a Weapon, Improved Unarmed Strike, or while Unarmed. This skill check is not reflexive and does override the application of other non-reflexive Martial Arts maneuvers.

    Flying Strike
    This spectacular strike requires at least five feet of running space. The martial artist leaps high into the air, and leads with a powerful strike to the head or upper body. If the strike connects, the martial artist is able to emulate the Flying Kick feat (Skill Check DC20), adding +1d12 damage to the next strike attempted during the Martial Artists' current round. A five foot step is sufficient to qualify for the running space. This maneuver can be used in conjunction with a Weapon, Improved Unarmed Strike, or while Unarmed. This skill check is not reflexive and does override the application of other non-reflexive Martial Arts maneuvers.

    Iron Strike
    Conditioning himself by hardening the striking points of his body, the martial artist has learned how to cause lethal damage with his unarmed strikes. The Martial Artist can attempt a skill check (DC15) to emulate the Improved Unarmed Strike feat. A Martial Artist with the Improved Unarmed Strike feat can attempt the same skill check to increase Critical Multiplier by one step. This maneuver can be used in conjunction with an Improved Unarmed Strike, or while Unarmed. This skill check is reflexive and does not override the application of other Martial Arts maneuvers.

    Lightning Strike
    Lightning-fast reflexes enable the martial artist to gain additional attacks during a full-round attack action. The additional attacks are made at the highest Base Attack Bonus, though all attacks suffer a -2 penalty to the attack roll. A Skill check is needed to determine the number of additional attacks the martial artist is able to employ, as follows:
    20-29: +1 Attack
    30-39: +2 Attacks
    40-49: +3 Attacks
    50+: +4 Attacks.
    This maneuver can be used in conjunction with a Weapon, Improved Unarmed Strike, or while Unarmed. This skill check is not reflexive and does override the application of other non-reflexive Martial Arts maneuvers.



    Vital-area Maneuvers [INT]
    Pain Touch
    Simply by pressing his finger against specific points of the body, the martial artist can cause great pain in his opponent. As a standard Action which does not provoke an attack of opportunity, the martial artist can make a Touch Attack in an attempt to cause significant pain. This causes no damage, but forces a Fortitude or Will Saving throw (Martial Artist's Choice), with a DC equal to the Skill Check for the Pain Touch maneuver. Failure causes the opponent to become nauseated for one round. A Martial Artist with the Pain Touch gets a +2 Synergy Bonus to the Save DC. This maneuver can be used in conjunction with a Weapon, Improved Unarmed Strike, or while Unarmed. This skill check is not reflexive and does override the application of other non-reflexive Martial Arts maneuvers.

    Stunning Touch
    With a light slap of the fingers in the correct place, the martial artist can daze or even stun his opponent. The Martial Artist can emulate the Stunning Fist feat, by making a successful Skill check (DC20). The martial artist may attempt a Stunning Touch once per day per four levels attained. Even if the target of the Stunning Touch succeeds on its Save to avoid stunning, it is still Dazed for one round. A Martial Artist with the Stunning Fist feat gets a +2 Synergy Bonus to the Save DC. This maneuver can be used in conjunction with a Weapon, Improved Unarmed Strike, or while Unarmed. This skill check is not reflexive and does override the application of other non-reflexive Martial Arts maneuvers.

    Paralyzing Touch
    By placing pressure on specific nerve junctions, the martial artist can paralyze his opponent, leaving him stunned or even helpless. To succeed, the martial artist must take a Full Round Action which does not provoke an attack of opportunity. If the attack is successful, the target must make a Fortitude Save with a DC equal to 10+1/2Ranks+WIS Modifier, or be rendered Stunned for 1 round. If a critical is scored on the attack roll, the target is instead helpless for 1 round and fatigued for the remainder of the encounter. This maneuver can be used in conjunction with a Weapon, Improved Unarmed Strike, or while Unarmed. This skill check is not reflexive and does override the application of other non-reflexive Martial Arts maneuvers.

    Distance Death
    Also known as the Dim Mak attack or 'death touch', this ultimate skill of the vital area method requires great practice and concentration. To learn this maneuver, the martial artist must practice at a pool of water, driving his finger at the surface without touching it. As he does so, he concentrates on his inner power, trying to extend it from his fingertip. When he can hear the echo of his thrust rebound from the water, he's mastered the maneuver.
    Distance Death requires great concentration and is a Full-round Action to perform. The range of Distance Death is equal to one foot per 2 Ranks in the skill. A ranged touch attack roll which does not provoke and attack of opportunity is necessary. Success enables the martial artist to utilize either the Pain, Paralyzation, or Stunning touch maneuvers. As an alternative, the martial artist can deal double unarmed damage which is always lethal and bypasses all Damage Reduction. This maneuver can be used in conjunction with an Improved Unarmed Strike, or while Unarmed. This skill check is not reflexive and does override the application of other non-reflexive Martial Arts maneuvers.



    Weapon Maneuvers [INT]

    Steel Cloth
    With this maneuver, the martial artist need never be without a weapon. With a whip, length of rope, or even strip of cloth from five to fifteen feet in length, he can whirl it and snap it tight, keeping it in constant motion and giving it the rigidity of a spear. The length of the cloth determines the type of spear (5 feet = Shortspear, 10 feet = Spear, 15 feet = Longspear), and has typical statistics for a weapon of that type. Note that the cloth cannot be thrown or set to receive a charge. Furthermore, the martial artist uses Dexterity Modifier on the attack roll, as though it were a ranged weapon and can target adjacent squares upto the reach of the weapon. The martial artist can even threaten squares for Attacks of Opportunity, but only by succeeding at a Skill Check (DC20). This maneuver can be used in conjunction with a Weapon (Whip only), Improved Unarmed Strike, or while Unarmed. This skill check is not reflexive and does override the application of other non-reflexive Martial Arts maneuvers.

    Weapon Breaker
    Just as martial arts weapons are designed to catch and deflect the weapons of others, they are also capable of breaking them. The breaking action is a swift blow or twist with the weapon. The martial artist need not be wielding a martial arts weapon but can use this maneuver only against melee weapons, not against natural weapons.
    By making a successful skill check (DC20), the martial artist can emulate the Improved Sunder feat. For every five ranks the martial artist has in this skill, he gains a +2 Synergy Bonus on the attack roll to sunder the target. If the martial artist has the Improved Sunder feat, he can attempt the same skill check to substitute his ranks in this skill for his Base Attack Bonus on the opposed roll, if desired. This maneuver can be used in conjunction with a Weapon, Improved Unarmed Strike, or while Unarmed. This skill check is not reflexive and does override the application of other non-reflexive Martial Arts maneuvers.

    Weapon Disarm
    Just as a martial artist can more readily break a weapon, so too can he more readily disarm an opponent. By succeeding at a skill check (DC20), the martial artist can emulate the Improved Disarm feat. For every five ranks the martial artist has in this skill, he gains a +2 Synergy Bonus on the attack roll to disarm the target. If the martial artist possesses the Improved Disarm feat, he can attempt the same skill check to substitute his ranks in this skill for his Base Attack Bonus on the opposed roll, if desired. This maneuver can be used in conjunction with a Weapon, Improved Unarmed Strike, or while Unarmed. This skill check is not reflexive and does override the application of other non-reflexive Martial Arts maneuvers.
    Last edited by Mithral·Dragon; 20th June 2008 at 19:14.

  3. #3
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    Default

    Martial Arts Martial Skills:

    Code:
    Maneuver		Ability	Untrain	MIN-DC	MAX-DC	NOTE
    Arrow Parry		DEX	YES	15	None	1
    Backward Strike		STR	NO	25	25	1
    Basic Parry		DEX	NO	30	30	1,2
    Blind-Fighting		WIS	YES	15	15	1
    Choke Hold		CON	YES	None	None	3
    Circle Strike		STR	YES	20	20	1
    Concentrated Push	CON	YES	20	20	1,4
    Crushing Blow		STR	YES	None	25	1,2
    Distance Death		INT	NO	None	None	5
    Eagle Claw		STR	NO	25	25	1
    Fall			CON	YES	15	None	1
    Feint			WIS	YES	20	20	1
    Flying Strike		STR	YES	20	20	1
    Grapple Block		DEX	NO	None	None	4
    Great Throw		CON	YES	15	None	1
    Hurl			CON	YES	20	None	1
    Immovability		WIS	YES	15	15	1
    Incapacitator		CON	YES	20	20	1,3
    Instant Stand		CON	YES	15	15	1
    Iron Strike		STR	YES	15	15	1
    Ironskin		WIS	NO	25	25	1,2
    Ki			WIS	NO	21	36	5
    Leap			WIS	YES	20	20	1
    Levitation		WIS	NO	30	None	1
    Lightning Strike	STR	YES	20	50	1
    Locking Block		CON	NO	None	None	4
    Martial Form		WIS	YES	20	40	1
    Meditation		WIS	YES	15	15	1
    Mental Resistance	WIS	YES	20	20	1,2
    One Finger Push		CON	NO	None	None	5
    Pain Touch		INT	YES	0	None	1
    Paralyzing Touch	INT	NO	None	None	3
    Prone Fighting		WIS	YES	20	20	1
    Speed			WIS	YES	20	30	1
    Steel Cloth		INT	YES	20	20	1
    Sticking Push		CON	YES	20	20	1
    Stunning Touch		INT	YES	20	20	1
    Ubiquitous Vision	WIS	YES	20	20	1,2
    Weapon Breaker		INT	YES	20	20	1,2
    Weapon Disarm		INT	YES	20	20	1,2

    1. Ranks purchased increase the probability of success in the Martial Arts Martial Skill.

    2. Ranks purchased sets a Variable Bonus, often of +1 per 5 ranks, as a synergy bonus to a stated effect.

    3. Ranks purchased sets a Variable Save DC for the effect.

    4. Ranks purchased are used instead of Base Attack Bonus or Similar core-value

    5. Ranks purchased are used to determine Range/Distance, or similar variable effect not otherwise codified.
    Last edited by Mithral·Dragon; 24th June 2008 at 22:09.

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