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Martial Arts System

Copyright Tim Dugger ©2001

A d20 System Licensed Product

Introduction

The subject of martial arts in roleplaying games is rarely delved into with any detail. Mostly this is because combat systems often combine a multitude of small moves, dodges, feints and actual attacks into a single attack action. Sometimes this is enough, but when dealing with the Martial Arts it often falls short of the spectacular moves seen in the movies and other media.

The purpose of this system is to expand upon the Martial Arts in a manner that will provide a variety of manoeuvres and special abilities without disrupting the system, or unbalancing it. It is important to remember that even though this system presents specific manoeuvres, they still encompass those small movements, feints, dodges, and other small actions that make up what is called an attack.

Overview

This system consists of several Feats that give the character access to the manoeuvres and abilities. The number gained is initially based on the character's Wisdom modifier. The character can then add more manoeuvres through the use of other Feats, also listed below. It is important to point out that many of the manoeuvres and abilities in this system also have their own prerequisites, in addition to those required by the initial Feats.

 

New Feats

Basic Martial Arts
[General]
Prerequisites: Improved Unarmed Strike, Dex 13+, Wis 13+
Benefits: When this Feat is taken, the character is allowed to select a number of manoeuvres and/or abilities equal to his current Wisdom modifier. If the character's Wisdom modifier is 0 or less he is still allowed to select one manoeuvre or ability. The abilities/abilities selected must come from the Basic lists, and the character must also meet any prerequisites required by the manoeuvres and/or abilities selected.

Note: This Feat may be taken more than once, with different manoeuvres and/or abilities selected each time.

Advanced Martial Arts
[General]
Prerequisites: Basic Martial Arts
Benefits: When this Feat is taken, the character is allowed to select a number of manoeuvres and/or abilities equal to his current Wisdom modifier. If the character's Wisdom modifier is 0 or less he is still allowed to select one manoeuvre or ability. The abilities/abilities selected must come from the Advanced lists, and the character must also meet any prerequisites required by the manoeuvres and/or abilities selected.

Note: This Feat may be taken more than once, with different manoeuvres and/or abilities selected each time.

Improved Weapon Finesse
[General]
Prerequisites: Weapon Finesse, BAB 3+, Expertise
Benefits: This Feat allows a character with the Feat Weapon Finesse to apply his Dexterity modifier to the damage he deals instead of his Strength modifier. Because this Feat represents being able to move and accurately place his strikes where they will do the most good, the Dexterity modifier is adjusted according to the Armour Check Penalty of the armour/shield of the character. This Feat does not stack with itself, but may be taken multiple times and applied to any one weapon that the character has Weapon Finessed. Since this Feat represents the ability to make a hit where it will do the most good, this Feat cannot be used against any foe who is not subject to critical hits.
Normal: The character uses his Strength modifier to adjust the amount of damage dealt.

Note on Martial Arts

Normally, Martial Arts are not separated out into individual attacks or manoeuvres. One point of this system is to divide these manoeuvres into one of several discrete types of manoeuvres. Each of these types already has a basic attack upon which they are normally based. These are known as the Core Manoeuvres and they are as follows:

  • Strike: This is the most common attack of all. It can be performed by almost any body part.
  • Sweep: The basic Trip manoeuvre is the most basic Sweep type of attack. Other sweeps may use a normal type of attack in order to perform the same effect.
  • Locking Hold: The Grappling manoeuvre is the most basic of the Locking Holds. Like the Sweep various Locking Holds may use mechanics other than the Grappling mechanics for certain manoeuvres.
  • Nerve Strike: The Feat Stunning Fist fills this niche. Again certain manoeuvres may use slightly different mechanics.

The Martial Arts abilities are then divided into two basic categories, Extraordinary and Supernatural.

It is extremely important to note that many of the following manoeuvres give modifiers to both a character's attack bonus and/or his Armour Class. In regards to attack bonus modifiers, if a given modifier will reduce the character's attack bonus to zero or less, then the character loses that attack for that round.

Basic Manoeuvres

Fast Strike
Type: Strike
Prerequisites: 1 rank in Concentration
Benefits: By making a single attack, as a full round action, the character may strike as if he had an initiative of 4 points higher than normal. In doing so, the character receives a -2 modification to both his attack bonus and armour class for the round. This manoeuvre must be declared at the beginning of the round, and the initiative bonus only lasts for this one round.

Grappling Throw
Type: Sweep
Prerequisites: 1 rank in Balance
Benefits: The character makes a single attack, as a full round action. If the attack succeeds, and results in a critical, only normal damage is done (the character does not get an extra die to roll for critical damage as normal), and the foe may be knocked prone. In order to avoid being knocked prone, the foe must make a Reflex Saving Throw (DC = 10 + 1/2 character's level + Wis bonus).

Note: This manoeuvre may not be used on any foe more than one size category larger than the character or foes more than 2 size categories smaller. Foes with 4 or more legs receive a special +4 to their AC for the purpose of determining whether or not the attack was a critical.

Killing Strike
Type: Nerve Strike
Prerequisites: Stunning Fist
Benefits: When making a Stunning Fist attack, as a full round action, the character may decide to make the attack harder to resist. By taking a -4 modifier to his attack bonus for the round, he gains a +2 modifier to the DC of his Stunning Fist attack. This manoeuvre does count against the total number of Stunning attacks allowed per day.

Legsweep
Type: Sweep
Prerequisites: 1 rank in Balance
Benefits: By using this manoeuvre, as a full round action, the character takes a -2 modifier to his attack bonus, and a +2 modifier to his AC for the round. If the attack results in a critical strike, the foe takes only normal damage instead of critical damage. In addition, the foe must make a Reflex Saving Throw (DC 10 + 1/2 character's level + Wisdom bonus), or be knocked prone.

Note: This manoeuvre may not be used on any foe more than one size category larger than the character, nor can it be used on those who are two or more size categories smaller than the character. Foes with 4 or more legs receive a special +4 to their AC for the purpose of determining whether or not the attack was a critical.

Martial Dodge
Type: Defensive
Prerequisites: 5 ranks in Tumbling
Benefits: This manoeuvre can be declared at any time during the round, either before or after the character has taken his normal actions. If declared before taking his normal actions, he receives a bonus of +6 to his Armour Class, and forfeits all actions and attacks of opportunities that round, except for a 5 feet step. If declared after taking his normal actions, and before his foe makes his attack rolls, this ability still grants a bonus of +6 to his Armour Class for that round, but forfeits all actions and attacks of opportunities the round following, except for a 5 foot step.

Martial Escape
Type: Defensive
Prerequisites: 3 ranks in Escape Artist
Benefits: The character has been trained to more effectively escape bonds and grapple attacks. By temporarily dislocating an arm or other appendage, the character receives a +4 to his Escape Artist skill, but in doing so the character also takes 5 points of subdual damage.

Martial Grab
Type: Locking Hold
Prerequisites: 1 rank Tumbling
Benefits: By taking a -2 modifier to both attack bonus and Armour Class, the character may deliver normal unarmed damage in the same round that he successfully performs a grapple attack. Please note that this damage does not bypass any Special Qualities such as Damage Resistance.

Martial Strike
Type: Strike
Prerequisites: 1 rank of Tumbling
Benefits: The character using this manoeuvre, as a full round action, can take modifier of -2 to his attack bonus to gain a +2 modifier to Armour Class. These modifiers apply for the entire round, from the point at which the Martial Strike is declared.

Martial Throw
Type: Sweep
Prerequisites: 1 rank Balance
Benefits: By making a single trip attack, as a full round action, the character gains a +2 modifier his attack bonus for the trip.

Root
Type: Defensive
Prerequisites: 3 ranks in Balance
Benefits: By using this manoeuvre, which is a full round action, the character gains a special +4 modifier to the opposed Strength check when he is the recipient of a Bull Rush attack. This manoeuvre cannot be used against a foe more than one size category larger than the character.

Sacrifice Throw
Type: Sweep
Prerequisites: 3 rank Balance
Benefits: The character makes a single attack, as a full round action. If the attack results in a critical, the character deals normal damage, and both the character and his foe are knocked prone. This manoeuvre cannot be used against a foe more than one size category larger than the character.

Shove
Type: Sweep
Prerequisites: 1 rank Concentration
Benefits: This manoeuvre is a special form of the Bull's Rush manoeuvre. It can only be used as a full round action, and cannot be combined with a charge like the normal Bull's Rush can. When used, it gives the character a +4 to the opposed Strength check for shoving the foe back.

Sudden Strike
Type: Nerve Strike
Prerequisites: Stunning Fist, Fast Strike
Benefits: By taking a special -2 modifier to his attack bonus and Armour Class for the round, the character may make his Stunning Fist attacks for the round as if his initiative were 4 points higher than it actually is. This manoeuvre must be declared at the beginning of the round and the initiative bonus lasts for only that one round.

Basic Abilities

Balance of the Tiger
Type: Extraordinary
Prerequisites: 5 ranks in Balance
Benefits: The character receives only half of the normal penalties for trying to fight or manoeuvre on unstable footing (ice, snow, loose gravel, the deck of a ship, etc.....)

Blood of the Dragon
Type: Supernatural
Prerequisites: 1 rank Heal
Benefits: Once per day, the character may heal an amount of damage to himself equal to one half of his total level, rounded down.

Body Control


Type: Extraordinary

Prerequisites: Meditation
Benefits: By using this ability, the character may ignore extremes in temperature, from 0 to 110 degrees, for a number of hours equal 1/2 the character's level (rounded down). This does not have to be used all at once, but may be spread out across the day, so long as the total number of hours does not exceed 1/2 the character's level (rounded down).

Claw of the Crab
Type: Extraordinary
Prerequisites: 3 ranks Concentration
Benefits: The character gains a special modifier of +2 to all Disarm a foe.

Cobra Strike
Type: Extraordinary
Prerequisites: Killing Strike
Benefits: By making a single attack, as a full round action, the character may increase his normal critical range by +1 for that strike.

Crane Stance
Type: Extraordinary
Prerequisites: 1 rank in Balance
Benefits: As long as the character is not wearing any armour, and is not more than lightly encumbered, he gains a special +1 to his Armour Class

Grace of the Crane
Type: Extraordinary
Prerequisites: 5 ranks in Tumble
Benefits: Using this ability, the character may reduce the distance of any fall he takes by 10' so long as he is within 10' of a wall during the fall. This ability may be combined with the reduction of a fall offered by a successful Tumbling check as well as other methods of slowing one's fall.

Iron Palm
Type: Extraordinary
Prerequisites:
Benefits: With this ability, a character's unarmed damage is increased to 1d4. If the character already does 1d4 damage or greater with unarmed attacks, then his damage dice is increased by 1 step.

Lash of the Dragon
Type: Extraordinary
Prerequisites: 3ranks in Balance, 3 ranks in Tumble
Benefits: This ability allows the character to take a length of cloth and turn it into a melee weapon by spinning and snapping it, keeping it constantly in motion. The length of the cloth determines the amount of subdual damage it deals. A cloth with a length of 1 to 2 feet in length will do 1 point of damage. A cloth with a length of 2 to 3 feet in length will deal 1d2 points of damage. A cloth with a length of 3 to 4 feet in length will deal 1d3 points of damage. A cloth with a length 4 to 5 feet in length will deal 1d4 points of damage. A cloth with a length of 6 to 8 feet in length will deal 1d6 points of damage. A cloth with a length of 8 feet or greater will deal 1d8 points of damage. A cloth with a length of 10 or greater still deals only 1d8 points of damage, but it is also considered a reach weapon. All attacks made using this ability are subject to a special modifier of -2 and deal only subdual damage.

Mantis Stance
Type: Extraordinary
Prerequisites: 5 ranks in Balance, Crane Stance
Benefits: As long as the character is not wearing armour, and is no more than lightly encumbered, he gains a special +2 to his Armour Class. This ability does not stack with the Crane Stance; it replaces it.

Mantis Strike
Type: Extraordinary
Prerequisites: Stunning Fist
Benefits: This is a special form of the Stunning Fist attack. By making a single attack, as a full round action, the character may strip his foe of his Dex bonus to his Armour Class. If the attack succeeds, it does normal damage and the foe must make a Fortitude Saving Throw (DC = 10 + 1/2 character's level + Wis modifier) or lose any positive Dex modifiers to his Armour Class until the end of the round following the one in which the attack was made. Successful use of this ability can allow character to flank a foe that normally cannot be flanked (such as a character with Uncanny Dodge). This ability counts against the number of Stunning Fist attacks allowed per day.

Meditation
Type: Extraordinary
Prerequisites: 5 ranks in Concentration
Benefits: This ability allows the character to rest and regain his energies at an accelerated rate. For each uninterrupted hour spent in the meditative trance, the character gets as much rest as 2 full hours of sleep. While in the trance, the character is unaware of what is going on around him, but he may be roused from the trance as if from normal sleep.

Might of the Tiger
Type: Extraordinary
Prerequisites: 5 ranks in Concentration
Benefits: By making a single attack, as a full round action, the character may ignore a portion of an object's Hardness for this one attack. The amount of Hardness ignored is equal to the character's level.

One Hundred Eyes
Type: Extraordinary>
Prerequisites: 5 ranks in Spot
Benefits: The character may use this ability each round as a Move Equivalent Action. When using this ability, the character makes a Spot check (DC 20). If successful, the character is aware of all visible foes, and is unable to be flanked by them this round.

Pounce of the Tiger
Type: Extraordinary
Prerequisites: 1 rank in Tumble
Benefits: The character makes a single Bull's Rush attack, as a full round action, and gains a special +4 to the opposed Strength check against his foe. This ability may not be used on any foe that is more than one size category larger or more than two size categories smaller than the character.

Steel Fist
Type: Extraordinary
Prerequisites: Iron Palm, BAB 3+
Benefits: With this ability, a character's unarmed damage is increased to 1d6. If the character already does 1d6 damage or greater with unarmed attacks, then his damage dice is increased by 1 step.

Silver Fist
Type: Supernatural
Prerequisites: Cobra Strike, Killing Strike
Benefits: This Ability is a specialized, lesser form of the Ki Strike. By focusing his Ki into a single attack, as a full round action, the character's unarmed attack may cause normal damage to creatures that may only be damages by silver weapons, such as lycanthropes. This attack does not provide any bonuses to hit or damage.

Speed of the Leopard
Type: Extraordinary
Prerequisites: 5 ranks in Tumble
Benefits: By using this ability, the character may temporarily increase his base speed by 10'. This ability may be used a number of rounds per day equal to 1/2 the character's level (rounded down). This does not have to be used all at once, but may be spread out across the day, so long as the total number of rounds does not exceed 1/2 the character's level (rounded down).

Wading in the Reeds
Type: Extraordinary
Prerequisites: 5 ranks in Balance, 5 ranks in Tumble
Benefits: In order to use this ability, the character must wait until after his foe has attacked him. If that attack was unsuccessful and completely missed the character, the character is then able to make a single attack, as a full round action, as if he were Flanking his foe. The character gains all of the benefits of Flanking without requiring a second person. Thus he could also gain the benefit of a Rogue's sneak attack ability if he possessed it.

Way of the Grasshopper
Type: Extraordinary
Prerequisites: 5 ranks in Jump
Benefits: Using this ability, the character jumps twice the normal distance rolled, upon a successful Jump check. This ability does not allow a character to exceed normal maximums due to height of the character.

Way of the Snake
Type: Extraordinary
Prerequisites: 1 rank in Tumble
Benefits: With this ability, the character receives only half of the normal penalties associated with fighting from a prone position.

Wind in the Reeds

Type: Extraordinary
Prerequisites: 1 rank in Tumble, Light or No Armour, lightly encumbered
Benefits: Once per round, the character is allowed to stand up from a prone position as a free action.

Advanced Manoeuvres

Death Strike
Type: Nerve Strike
Prerequisites: Stunning Fist, Killing Strike
Benefits: This manoeuvre is a special form of the Stunning Fist attack. By making a single attack, as a full round action, the character takes a -4 to his attack bonus. If the attack is successful, the foe must make a Fortitude Saving Throw (DC = 10 1/2 character's level + Wisdom modifier). If the saving throw fails, the foe is Stunned for 2 rounds instead of the normal one. This manoeuvre counts against the total number of Stunning Fist attacks allowed per day.

Defensive Block
Type: Defensive
Prerequisites: Martial Block
Benefits: This manoeuvre can be declared at any time during the round, either before or after the character has already taken his normal actions. If declared before taking his normal actions, he receives a bonus of +6 to his Armour Class, and forfeits all actions during the round, except for a 5 feet step and attacks of opportunities (made with a -4 modifier). If declared after taking his normal actions, and before his foe makes his attack rolls, this ability still grants a bonus of +6 to his Armour Class for that round, but forfeits all actions the round following, except for a 5 foot step and attacks of opportunities (made with a -4 modifier).

Defensive Strike
Type: Strike
Prerequisites: Martial Strike
Benefits: By making a single attack, as a full round action, the character receives a -6 modifier to his attack bonus, and a +4 modifier to his Armour Class for the round.

Killing Throw
Type: Sweep
Prerequisites: Grappling Throw
Benefits: By making a single attack, as a full round action, the character receives a -2 modifier to both his attack bonus and Armour Class. If the attack is successful, the character does double normal Strength damage. The foe must them make a Reflex Saving Throw (DC = 10 + 1/2 character's level + Wisdom modifier) or be knocked prone. Please note that this manoeuvre cannot be used on a foe that is more than one size category larger than the character.

Martial Block
Type: Defensive
Prerequisites: 5 ranks Tumbling
Benefits: This manoeuvre can be declared at any time during the round, either before or after the character has already taken his normal actions. If declared before taking his normal actions, he receives a bonus of +3 to his Armour Class and a -4 modifier to attacks of opportunity. The only other action allowed during the round is a 5 foot step. If declared after taking his normal actions, and before his foe makes his attack rolls, this ability still grants a bonus of +3 to his Armour Class for that round, but forfeits all actions the round following, except for a 5 foot step and attacks of opportunities (made with a -4 modifier).

Offensive Strike
Type: Strike
Prerequisites: Martial Strike
Benefits: By making a single attack, as a full round action, the character gains a+2 modifier to his attack bonus and a -2 modifier to his Armour Class.

Power Strike
Type: Strike
Prerequisites: Killing Strike
Benefits: By making a single attack, as a full round action, the character receives a -4 modifier to his attack bonus in order to deliver double Strength damage if the attack succeeds.

Shove Takeaway
Type: Sweep
Prerequisites: Shove
Benefits: By using this Manoeuvre, the character makes a Disarm attempt, as a full round action. For this Disarm attempt, no modifiers are used due to weapon size differences. If the Disarm attempt is successful, the foe is disarmed as normal and also shoved back a number of feet equal to the amount by which the character won the opposed roll.

Takedown
Type: Strike
Prerequisites: Grappling Throw
Benefits: The character makes a single attack, as a full round action. If the attack results in a critical, the foe only receives normal damage, not critical damage, and is automatically knocked prone, with no saving throw.

Weapon Bind
Type: Locking Hold
Prerequisites:
Benefits: By using this Manoeuvre, the character makes a single attack as a full round action. If this attack results in a critical, the foe takes only normal damage, not critical damage. In addition, the character has entangled the foe in such a manner that the foe cannot use his currently held weapon for a minimum of one round. The foe is free to release the weapon and perform other actions normally, he just cannot use the weapon that he is holding. If the foe wishes to get his weapon free on the round following the Weapon Bind, he and the character must make opposed Dexterity rolls.

Advanced Abilities

Breath Stealing
Type: Supernatural
Prerequisites: Breath of the Dragon
Benefits: Once per day, by using this Ability, the character makes a single attack, as a full round action. If the attack is successful, the character may heal an amount of damage to himself equal to the amount of damage he just dealt with his attack. This cannot heal him or give him hit points above his normal total hit points.

Cobra Stance
Type: Extraordinary
Prerequisites: 10 ranks in Balance, Mantis Stance
Benefits: So long as the character is not wearing any armour, and is not more than lightly encumbered, he gains a +3 to his Armour Class. This ability does not stack with the other stances.

Distance Strike
Type: Supernatural
Prerequisites: Stunning Fist, Death Strike
Benefits: By using this Ability, the character makes a single unarmed attack at a distance, as a full round action. The maximum range for this attack is 5' per level of the caster, and the range increment for this attack is equal to the level of the character.

Feather Step
Type: Extraordinary
Prerequisites: 5 ranks in Balance, 5 Ranks in Concentration
Benefits: The character gains the ability to use the Druid ability Pass without Trace for a number of rounds each day equal to 1/2 the character's level (rounded down). This ability may be spread out across several different uses during the day so long as the total number of rounds does not exceed the daily total.

Flying Dragon Claw
Type: Extraordinary
Prerequisites: Iron Palm, Steel Fist, BAB 6+
Benefits: With this ability, a character's unarmed damage is increased to 1d8. If the character already does 1d8 damage or greater with unarmed attacks, then his damage dice is increased by 1 step.

Ghost Fist
Type: Supernatural
Prerequisites: Invincible Eagle Talon
Benefits: By making a single attack, as a full round action, with a -4 modifier to his attack bonus, the character may strike foes that are ethereal, or insubstantial for any reason.

Ghost Step
Type: Supernatural
Prerequisites: Feather Step, Step of the Crane
Benefits: Using this ability, as a full round action, the character is able to turn himself ethereal. He may use this ability a total number of rounds per day equal to 1/4 of his level (rounded down). This ability may be used any number of times per day so long as the total number of rounds does not exceed the maximum number of rounds.

Greater Balance of the Tiger
Type: Extraordinary>
Prerequisites: 5 ranks in Balance, Balance of the Tiger
Benefits: The character receives no penalties for trying to fight or manoeuvre on unstable footing (ice, snow, loose gravel, the deck of a ship, etc.....)

Greater Body Control
Type: Extraordinary
Prerequisites: Body Control, 10 ranks Concentration
Benefits: This ability works exactly like Body Control except that the character is not limited by duration.

Greater Elemental Fist
Type: Supernatural
Prerequisites: Lesser Elemental Fist
Benefits: By focusing his Ki, the character envelopes his hands in pure elemental energy to make a single attack, as a full round action. If the attack is successful, the character does an additional 1d6 of elemental damage for every two levels that he has (round down) up to a maximum of 10d6. The character must select what elemental force he can use at the time that this Ability is selected. Although the character is allowed to select this Ability more than once, selecting a different elemental force each time, he is still required to have Lesser Elemental Fist of the same elemental type as a prerequisite. Please note that this element damage is NOT figured into any extra damage done by a critical.

Invincible Eagle Talon
Type: Extraordinary
Prerequisites: Iron Palm, Steel Fist, Flying Dragon Claw, BAB 9+
Benefits: With this ability, a character's unarmed damage is increased to 1d10. If the character already does 1d10 damage or greater with unarmed attacks, then his damage dice is increased by 1 step.

Lesser Elemental Fist
Type: Supernatural
Prerequisites: Invincible Eagle Claw
Benefits: By focusing his Ki, the character envelopes his hands in pure elemental energy to make a single attack, as a full round action. If the attack is successful, the character does an additional 1d4 of elemental damage for every two levels that he has (round down) up to a maximum of 10d4. The character must select what elemental force he can use at the time that this ability is selected. This ability may be selected more than once, with a different element selected each time. Please note that this element damage is NOT figured into any extra damage done by a critical.

Monkey's Leap
Type: Extraordinary
Prerequisites: Way of the Grasshopper
Benefits: Using this ability, the character jumps triple the normal distance rolled, upon a successful Jump check. This ability does not allow a character to exceed normal maximums due to height of the character.

Phoenix Fist
Type: Extraordinary
Prerequisites: Invincible Eagle Claw, Plum Blossom Fist
Benefits: By making a single attack, as a full round action, the character's critical multiplier for unarmed damage is increased by +2, becoming x4 for this one round.

Plum Blossom Fist
Type: Extraordinary
Prerequisites: Invincible Eagle Claw
Benefits: By making a single attack, as a full round action, the character's critical multiplier for unarmed damage is increased by +1, becoming x3 for this one round.

Poison the Spirit
Type: Supernatural
Prerequisites: Stunning Fist, Touch of Paralysation
Benefits: This ability is a special form of the Stunning Fist attack, and counts against the total number of Stunning Fist attacks allowed per day. The character makes a Stunning Fist attack as normal. If the attack is successful, the foe must make a Fortitude Saving Throw (DC = 10 + 1/2 character's level +Wisdom modifier) or lose 1 point of Constitution. If this first saving throw fails, the foe must then make another saving throw every 24 hours (at the same DC) or lose another point of Constitution. This will continue until the character makes a save, is healed by use of the Heal skill (DC 25, DC 15 if the character doing the Healing knows this ability), is healed by any of the appropriate Restoration spells, or the character reaches zero Constitution and dies. One the stat loss has been halted, it is treated as Temporary Stat Loss for the purposes of recovery. Please note that the casting of a Restoration spell on the target of this ability will only halt the stat loss. It will take further castings to actually heal any of the damage.

Scorpion's Sting
Type: Supernatural
Prerequisites: Poison the Spirit<
Benefits: This ability is a special form of the Stunning Fist attack, and counts against the total number of daily uses of Stunning Fist allowed. The character makes a normal attack, declaring this attack prior to the attack. If the attack is successful, the character does normal damage, and the foe is required to make a Fortitude Saving Throw (DC = 10 + 1/2 character's level + Wisdom modifier) or take 1d4 points of Temporary stat damage to a stat. If this saving throw fails, the foe must then make a second saving throw the next day, at the same DC, or else the stat damage becomes permanent. This ability may be taken more than once, and each time it is taken the character must select which stat will be affected by this attack. This ability may only affect one single stat per attack.

Step of the Crane
Type: Extraordinary
Prerequisites: Balance of the Tiger, Feather Step
Benefits: The character is trained in making his step extremely light. Using this ability, he is able to move at a minimum of x2 base speed over water, quicksand, etc. This ability will also allow a character to grass glide, run on top of the grass without ever really touching it. This ability may be used a total number of rounds per day equal to 1/2 of the character's level (rounded down). This ability may be used any number of times per day so long as the total number of rounds does not exceed the daily total allowed.

Torrent of Ki
Type: Supernatural
Prerequisites: Distance Strike, Invincible Eagle Talon
Benefits: This is the most advanced form of the Stunning Fist attack, thus its use counts against the total number of Stunning Fist attacks allowed per day. By making a single ranged attack, as a full round action, the character focuses his Ki into a devastating bolt of mystical energy. This blast of energy does 1d6 of mystical damage every two levels that the character has. This attack has a range of 5' per character's level, and has no range modifiers within this range.

Touch of Paralysation
Type: Extraordinary
Prerequisites: Stunning Fist, Death Strike
Benefits: This is a special form of the Stunning Fist attack, and as such counts against the number of Stunning Fist attack uses allowed per day. The character makes a single attack, as a full round action. If the attack is successful, the foe must make a Fortitude Saving Throw (DC = 10 + 1/2 character's level + Wisdom modifier) or be paralysed for one round.

Ultimate Stance
Type: Extraordinary
Prerequisites: 15 ranks in Balance, Cobra Stance
Benefits: So long as the character is not wearing any armour, and is no more than lightly encumbered, he gains a special +4 to his Armour Class. This ability does not stack with the other stances.

Way of the Crab
Type: Supernatural
Prerequisites: Con15+
Benefits: By using this ability as a Move Equivalent Action, the character gains DR5 against the selected type of weapon damage for the round. The character is allowed to use this ability a total number of times per day equal to 1/2 his level (rounded down), and this may be split up in any manner during the day so long as the total number of rounds does not exceed the maximum daily number allowed. The type of weapon damage (bludgeoning, slashing, puncture, etc.) must be selected at the time that this ability is gained, and this ability may be gained more than once in order to gain a DR against different types of damage.

Way of the Dragon
Type: Supernatural
Prerequisites: Way of the Crab
Benefits: By using this ability as a Move Equivalent Action, the character gains DR 5 against the selected type of energy damage for the round. The character is allowed to use this ability a total number of times per day equal to 1/2 his level (rounded down), and this may be split up in any manner during the day so long as the total number of rounds does not exceed the maximum daily number allowed. The type of energy damage (fire, cold, electrical, acid, etc.) must be selected at the time that this ability is gained, and this ability may be gained more than once in order to gain a DR against different types of damage.

 

Appendix A

This article: "Martial Arts System", Copyright © 2001 by Tim Dugger, is a d20 System Licensed Product.

'd20 System' and the 'd20 System' logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 1.0. Copies of this License can be found at www.wizards.com and www.opengamingfoundation.org. This article is covered by the Open Gaming License. The title "Martial Arts System" is Product Identity, all other material in this article is Open Gaming Content. Portions of this work are derived from the d20 System Reference Document, Copyright © 1999, 2000 by Wizards of the Coast, and are used with permission.

[Begin Open Gaming License]

THIS LICENSE IS APPROVED FOR GENERAL USE. PERMISSION TO DISTRIBUTE THIS LICENSE IS MADE BY WIZARDS OF THE COAST!

OPEN GAME LICENSE Version 1.0

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

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2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

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4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

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10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICE

Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document v1.0 Copyright (C) 1999,2000 Wizards of the Coast, Inc, "Martial Arts System", Copyright © 2001 by Tim Dugger.

[ end of License ]