Martial Arts Sampler


Level


KXP

1

0

2

2

3

4

4

8

5

16

6

32

7

64

8

128

9

256

10

500

11

750

12

1000

13

1250

14

1500

15

1750

16

2000

17

2250

18

2500

19

2750

20

3000

21

3250

22

3500

23

3750

24

4000

25

4250

26

4500

27

4750

28

5000

29

5250

30

5500

31

5750

32

6000

33

6250

34

6500

35

6750

36

7000

Requisites:

Str 14, Dex 14, Con 16

Alignment:

any

HD/level:

4d2

Weapon Prof.:

4+level/2

To Hit Table:

War

Save Table:

Rogue

Groups:

Warrior, Rogue, Futureshifted

Complexity:

CF=3, GF=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.

 

 

 

 

 

 

 

 

Martial Arts Sampler Styles

 

Style

Att

dmg

AT

Type

Blunt

Kick

Lock

M/P

Move

Push

Slash

Strike

Throw

Vital

Wpn

Boxing (Rocky Balboa)

2/1

d+6

+2

h

2

1

1

1

1

1

 

5

1

1

 

MMA (UFC Hybrid)

3/2

d+5

+3

h/s

1

2

3

1

1

1

1

2

2

1

1

Lightsaber Form II – Makashi (Count Dooku)

2/1

d+7

+6

s

 

 

1

2

3

 

3

2

1

3

4

Lightsaber Form V – Djem So (Vader)

2/1

d+9

+2

h

3

 

 

1

1

1

3

4

1

1

3

Drunken Fist (Jackie Chan)

3/2

d+3

+5

h/s

1

3

1

1

3

1

1

2

2

1

 

Gun Kata (Equilibrium)

3/1

d+8

+10

ALL

 

 

2

6

3

2

3

3

1

5

8

Wakandan Panther Style (T’Challa)

2/1

d+5

+8

h/s

1

2

2

4

3

2

2

4

2

2

3

Saiyan Martial Arts (DBZ)

3/1

d+10

+7

ALL

2

4

2

3

5

3

2

5

3

4

3

Krav Maga (Bourne / Batman Begins)

2/1

d+6

+3

h

3

1

3

1

2

2

1

3

2

2

 

CQC (Metal Gear Solid)

3/2

d+5

+4

h/s

1

2

3

1

2

1

2

2

3

2

1

Hiten Mitsurugi-Ryu (Rurouni Kenshin)

3/1

d+9

+6

h/s

 

 

1

2

4

1

5

3

2

2

5

Waterbending (Avatar)

2/1

d+4

+7

s

 

2

2

5

5

3

 

1

2

2

 

Firebending (Avatar)

2/1

d+8

+3

h

 

3

1

3

3

2

 

4

1

3

 

Earthbending (Avatar)

1/1

d+12

+0

h

5

1

2

1

1

4

1

2

1

1

 

Airbending (Avatar)

3/2

d+2

+10

s

 

1

1

5

7

4

 

1

1

3

 

Witcher Sword Style (Geralt)

3/2

d+6

+5

h/s

1

1

1

3

2

1

3

3

1

2

4

Shaolin Monk (Classic Film)

3/2

d+4

+6

h/s

1

2

1

3

3

1

2

3

1

2

1

Gun-Fu (John Wick)

3/1

d+7

+8

ALL

 

1

2

5

3

2

1

5

1

2

6

Viking Berserker Rage

1/1

d+12

−2

h

4

1

 

1

1

 

4

5

 

1

2

 

Martial Arts Sampler Maneuvers

 

Maneuver

Type

Method

#Act

Notes

Iron Uppercut

h

Blunt

1P/1V

Blow x3 dmg; victim stunned 1r (save)

Ground Break

h

Blunt

1P/1V

Blow x2 dmg; prone victim cannot stand 1r (save=TH-2)

Crush Riposte

h

Blunt

1P/1V

Blow x4 dmg; victim pushed 5′ (save)

Impact Burst

ALL

Blunt

1P/1V

x5 dmg; 1d4 targets within 5′ (save=TH-2)

Combustion Palm

h

Blunt

1P/1V

x4 dmg; target ignites 1d4r (1 hp/r)

Stone Crash

h

Blunt

1P/1V

Blow x5 dmg; victim knocked down (save)

Skull Breaker

h

Blunt

1P/1V

x5 dmg; victim unc. (save=TH-4)

Disarm Twist

h/s

Lock

1att/1M

Weapon lost (save=TH-2); victim stunned 1r

Drunken Spirit

h/s

M/P Tr. 2

1M

+1 TH, +2 AC 1d4r; −1 TH next r (fatigue)

Breath Focus

s

M/P Tr. 2

1M

+1 AC, +1 Init for 2r

Inner Harmony

s

M/P Tr. 2

1M

Recover 1d4 hp & +1 save for 2r

Battle Howl

h

M/P Tr. 2

1P/1M

Fear within 15′ (save) 1r; +2 dmg this r

Champion’s Breath

h

M/P Tr. 3

1M

+1 TH & +1 dmg for 1d4r; cannot stack

Calm Focus

s

M/P Tr. 3

1M

+2 AC for 1r; if broken, next att auto-crit fails

Dark Determination

h

M/P Tr. 3

1M

Ignore stun/para. 1r; cost 1 HD fatigue

Heart of Bast

h/s

M/P Tr. 3

1M

+1 TH, +1 Init for 2r; glow w/ blue aura

Adrenal Trigger

h

M/P Tr. 3

1P/1M

Ignore pain 1r; continue below 0 hp (save)

Wind Memory

s

M/P Tr. 3

1M

Next 3 attacks gain +2 TH; cannot be interrupted

Heart Inferno

h

M/P Tr. 3

1P/1M

+2 TH & dmg 1r; save=TH or stun self 1r

Mountain Calm

h

M/P Tr. 3

1M

Immune to fear & slow 1d4r

Signs of Focus

h/s

M/P Tr. 3

1M

Cast 1 Sign as free 1/r (no Verbal req.)

Resolute Core

h/s

M/P Tr. 3

1M

+2 TH vs. robots/droids 1d4r

Fight Instinct

h/s

M/P Tr. 4

1M

+1 Initiative & +1 AC for 2r

Mathematical Trance

ALL

M/P Tr. 4

1M

All ranged TH +4 1r; cannot move

Ki Charge

ALL

M/P Tr. 4

1P/1M

+3 TH 1r; glows aura; if hit, save or dmg self x1

Focus Kill Zone

h/s

M/P Tr. 4

1M

+2 TH; next miss becomes glancing hit

Flowing Mind

s

M/P Tr. 4

1M

Ignore 1 mental save failure this r

Iron Nerve

ALL

M/P Tr. 4

1M

Immune to fear/panic 1r; +1 TH if bloodied

Slip & Counter

h/s

Movement

1V

TH+3 vs. next melee; attacker TH−2 next r

Spiral Parry

s

Movement

1V

Negate 1 melee att; attacker −1 TH next r

Momentum Flow

h

Movement

1V

+1P next r; dmg x2 if stationary before striking

Reeling Dodge

h/s

Movement

1V

+4 AC vs. 1 melee att this r

Reflex Cascade

ALL

Movement

1V

May retaliate 1 attack per r auto after hit

Shadow Step

h/s

Movement

1V

Move 10′ pre/post attack; +2 AC this r

Aerial Rush

ALL

Movement

1V

Fly up 15′ & dive attack next r at +3 TH

Defensive Flow

h/s

Movement

1V

AC +3 vs. next attack this r

Dragon Step

h/s

Movement

1V

Move behind target w/out AoO; next TH+2

Mist Veil

s

Movement

1V

Concealed 1r; TH+2 vs. next melee (save)

Flame Leap

h

Movement

1V

Move 20′ w/fire trail; 1 hp/r burn in path

Earthen Stand

h

Movement

1V

Immovable; +4 AC vs. push/pull this r

Weightless Step

s

Movement

1V

Move vertically 5′ this r; no sound

Wolf Guard

h/s

Movement

1V

AC +3 1r; negates next flank penalty

Tiger Balance

h/s

Movement

1V

Stand or leap 10′ ignoring terrain

Spin Cover

ALL

Movement

1V

Move ½ speed; negate AoO 1r

Blood March

h

Movement

1V

Move 10′ free; +2 TH this r

Armor Slide

h/s

Movement

1V

Negate 1 ranged attack (save=TH)

Tidal Sweep

s

Push

1att/1M

Pushed 10′; save=TH to resist fall

Vacuum Palm

s

Push

1att/1M

Target pushed 15′; fall (save)

Precision Riposte

h/s

Slash

1att/1V

TH+3; dmg x2 if countering a miss

Flash Draw

h/s

Slash

1att

TH+3; if 1st attack this r, x4 dmg

Twin Arc Cut

h/s

Slash

1att/1V

Two hits same roll; x3 dmg if both land

Flowing Slap

h/s

Strike

1att

TH+2; may choose direction of push (save=TH)

Vibranium Strike

h/s

Strike

1P/1V

Blow x3 dmg; stun 1r (save)

Elbow Spike

h

Strike

1att/1M

Blow x3 dmg; bleed 1 hp/r (save)

Palm Comet

h/s

Strike

1P/1V

x3 dmg; save=TH or stun 1r

Takedown Roll

h/s

Throw

1att

Throw x3 dmg; victim prone 1d4r

Jet Crash

h/s

Throw

1att

Throw x3 dmg; victim knocked 20′ (save)

Silent Finish

h/s

Vital

1att

Victim unc. 1d2r (save)

Kill Zone Projection

ALL

Weapon

1P/1V

All targets in 10′ cone TH–4 (save)

Center Mass Pair

ALL

Weapon

1att/1M

2 shots same target; x3 dmg (save)