Martial Arts Sampler


Level KXP Spells
TH
10(none)+0
22(none)+1
34(none)+2
48(none)+3
516(none)+4
632(none)+5
764(none)+6
8128(none)+7
9256(none)+8
10500(none)+9
11750(none)+10
121000(none)+11
131250(none)+12
141500(none)+13
151750(none)+14
162000(none)+15
172250(none)+16
182500(none)+17
192750(none)+18
203000(none)+19
213250(none)+20
223500(none)+21
233750(none)+22
244000(none)+23
254250(none)+24
264500(none)+25
274750(none)+26
285000(none)+27
295250(none)+28
305500(none)+29
315750(none)+30
326000(none)+31
336250(none)+32
346500(none)+33
356750(none)+34
367000(none)+35
Requisites:Str 14, Dex 14, Con 16
Alignment:any
HD/level:4d2
Weapon Prof.:4+level/2
To Hit Table:War
Save Table:Rogue
Reference:RDM
Groups:Warrior, Rogue, Futureshifted
Complexity:CF=3
Gets Str or Dex bonus to hit and dmg.
Bonus specialization in one named martial arts style.
Each level this class gets one fighting style from each of two sources in pop culture that get converted into a martial arts style. A sample list follows.
Style Att dmg AT Type Blunt Kick Lock M/P Move Push Slash Strike Throw Vital Wpn
Boxing (Rocky Balboa)2/1d+6+2h211111511
MMA (UFC Hybrid)3/2d+5+3h/s12311112211
Lightsaber Form II – Makashi (Count Dooku)2/1d+7+6s12332134
Lightsaber Form V – Djem So (Vader)2/1d+9+2h311134113
Drunken Fist (Jackie Chan)3/2d+3+5h/s1311311221
Gun Kata (Equilibrium)3/1d+8+10ALL263233158
Wakandan Panther Style (T’Challa)2/1d+5+8h/s12243224223
Saiyan Martial Arts (DBZ)3/1d+10+7ALL24235325343
Krav Maga (Bourne / Batman Begins)2/1d+6+3h3131221322
CQC (Metal Gear Solid)3/2d+5+4h/s12312122321
Hiten Mitsurugi-Ryu (Rurouni Kenshin)3/1d+9+6h/s124153225
Waterbending (Avatar)2/1d+4+7s22553122
Firebending (Avatar)2/1d+8+3h31332413
Earthbending (Avatar)1/1d+12+0h5121141211
Airbending (Avatar)3/2d+2+10s11574113
Witcher Sword Style (Geralt)3/2d+6+5h/s11132133124
Shaolin Monk (Classic Film)3/2d+4+6h/s12133123121
Gun-Fu (John Wick)3/1d+7+8ALL1253215126
Viking Berserker Rage1/1d+12-2h41114512
Maneuver Type Method #Act Notes
Iron UppercuthBlunt1P/1VBlow x3 dmg; victim stunned 1r (save)
Ground BreakhBlunt1P/1VBlow x2 dmg; prone victim cannot stand 1r (save=TH-2)
Crush RipostehBlunt1P/1VBlow x4 dmg; victim pushed 5′ (save)
Impact BurstALLBlunt1P/1Vx5 dmg; 1d4 targets within 5′ (save=TH-2)
Combustion PalmhBlunt1P/1Vx4 dmg; target ignites 1d4r (1 hp/r)
Stone CrashhBlunt1P/1VBlow x5 dmg; victim knocked down (save)
Skull BreakerhBlunt1P/1Vx5 dmg; victim unc. (save=TH-4)
Disarm Twisth/sLock1att/1MWeapon lost (save=TH-2); victim stunned 1r
Drunken Spirith/sM/P Tr. 21M+1 TH, +2 AC 1d4r; −1 TH next r (fatigue)
Breath FocussM/P Tr. 21M+1 AC, +1 Init for 2r
Inner HarmonysM/P Tr. 21MRecover 1d4 hp & +1 save for 2r
Battle HowlhM/P Tr. 21P/1MFear within 15′ (save) 1r; +2 dmg this r
Champion’s BreathhM/P Tr. 31M+1 TH & +1 dmg for 1d4r; cannot stack
Calm FocussM/P Tr. 31M+2 AC for 1r; if broken, next att auto-crit fails
Dark DeterminationhM/P Tr. 31MIgnore stun/para. 1r; cost 1 HD fatigue
Heart of Basth/sM/P Tr. 31M+1 TH, +1 Init for 2r; glow w/ blue aura
Adrenal TriggerhM/P Tr. 31P/1MIgnore pain 1r; continue below 0 hp (save)
Wind MemorysM/P Tr. 31MNext 3 attacks gain +2 TH; cannot be interrupted
Heart InfernohM/P Tr. 31P/1M+2 TH & dmg 1r; save=TH or stun self 1r
Mountain CalmhM/P Tr. 31MImmune to fear & slow 1d4r
Signs of Focush/sM/P Tr. 31MCast 1 Sign as free 1/r (no Verbal req.)
Resolute Coreh/sM/P Tr. 31M+2 TH vs. robots/droids 1d4r
Fight Instincth/sM/P Tr. 41M+1 Initiative & +1 AC for 2r
Mathematical TranceALLM/P Tr. 41MAll ranged TH +4 1r; cannot move
Ki ChargeALLM/P Tr. 41P/1M+3 TH 1r; glows aura; if hit, save or dmg self x1
Focus Kill Zoneh/sM/P Tr. 41M+2 TH; next miss becomes glancing hit
Flowing MindsM/P Tr. 41MIgnore 1 mental save failure this r
Iron NerveALLM/P Tr. 41MImmune to fear/panic 1r; +1 TH if bloodied
Slip & Counterh/sMovement1VTH+3 vs. next melee; attacker TH−2 next r
Spiral ParrysMovement1VNegate 1 melee att; attacker −1 TH next r
Momentum FlowhMovement1V+1P next r; dmg x2 if stationary before striking
Reeling Dodgeh/sMovement1V+4 AC vs. 1 melee att this r
Reflex CascadeALLMovement1VMay retaliate 1 attack per r auto after hit
Shadow Steph/sMovement1VMove 10′ pre/post attack; +2 AC this r
Aerial RushALLMovement1VFly up 15′ & dive attack next r at +3 TH
Defensive Flowh/sMovement1VAC +3 vs. next attack this r
Dragon Steph/sMovement1VMove behind target w/out AoO; next TH+2
Mist VeilsMovement1VConcealed 1r; TH+2 vs. next melee (save)
Flame LeaphMovement1VMove 20′ w/fire trail; 1 hp/r burn in path
Earthen StandhMovement1VImmovable; +4 AC vs. push/pull this r
Weightless StepsMovement1VMove vertically 5′ this r; no sound
Wolf Guardh/sMovement1VAC +3 1r; negates next flank penalty
Tiger Balanceh/sMovement1VStand or leap 10′ ignoring terrain
Spin CoverALLMovement1VMove ½ speed; negate AoO 1r
Blood MarchhMovement1VMove 10′ free; +2 TH this r
Armor Slideh/sMovement1VNegate 1 ranged attack (save=TH)
Tidal SweepsPush1att/1MPushed 10′; save=TH to resist fall
Vacuum PalmsPush1att/1MTarget pushed 15′; fall (save)
Precision Riposteh/sSlash1att/1VTH+3; dmg x2 if countering a miss
Flash Drawh/sSlash1attTH+3; if 1st attack this r, x4 dmg
Twin Arc Cuth/sSlash1att/1VTwo hits same roll; x3 dmg if both land
Flowing Slaph/sStrike1attTH+2; may choose direction of push (save=TH)
Vibranium Strikeh/sStrike1P/1VBlow x3 dmg; stun 1r (save)
Elbow SpikehStrike1att/1MBlow x3 dmg; bleed 1 hp/r (save)
Palm Cometh/sStrike1P/1Vx3 dmg; save=TH or stun 1r
Takedown Rollh/sThrow1attThrow x3 dmg; victim prone 1d4r
Jet Crashh/sThrow1attThrow x3 dmg; victim knocked 20′ (save)
Silent Finishh/sVital1attVictim unc. 1d2r (save)
Kill Zone ProjectionALLWeapon1P/1VAll targets in 10′ cone TH–4 (save)
Center Mass PairALLWeapon1att/1M2 shots same target; x3 dmg (save)