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Martial Arts

This page details the rules for Martial Styles originally presented in the Oriental Adventures book. Below includes local changes for use in my homebrew game.

 

Martial Arts and Maneuvers

 

Form

AC Mod

#Attacks Mod

Damage Mod

Body Part

Hard

1

1

4

-

Soft

3

0

2

-

Mixed

2

1

3

-

Principal Method

Kick

1

1

4

Foot

Lock

1

1

2

Body

Movement

2

1

2

Legs

Push

2

1

1

Hand

Strike

1

1

4

Hand

Throw

1

1

2

Body

Vital Area

2

1

4

Hand and Foot

Weapon

1

1

By weapon

Hand and Arm

Notes :

1. AC Mod is used as the total to adjust from base AC 10.

2. Attacks Mod is used to total the number of attacks per round available to the selected style. This number supercedes any other Attacks/Round defined for the characters class.

3. Damage Mod is totaled to determine base damage die.

***NOTE : damage die is limited by level as follows :

1-3 : d6        4-6 : d8         7+ : d10

 

Characters spend one Talent point to obtain Martial Arts and they begin with 3 points to select maneuvers from the table below.

To begin, a character must define what type of style their arts fall under. Hard, Soft or Mixed.  When selecting skills 2 of the 3 must fall in to the style form and the last 1 can be of either.

Skills selected must be chosen by rank. A Rank 3 skill can not be chosen unless a rank 1 and 2 have already been selected. This method represents building of more advanced skills on more basic skills and forms the core of the martial art “style”.

Beyond the basic original 3 skills a character may add to their skill repertoire by spending earned character talent points on a 1 for 1 basis. A Martial Artist must find a teacher of either their style or one willing to teach the selected skill. Training for these skills requires twice the usual weapon training. 2 months must be dedicated to the learning of a new skill. Upon completion a character must receive ‘certification’ from their master the skill has been learned properly.

The skill certification test is a die roll that can be attempted once a week. The roll is a d20 rolled under against this formula : ((Wisdom + Intelligence) / 2 ) – Skill Rank

If the roll fails and the student chooses to leave a roll versus this number must be made each time the skill is attempted or they will fail the maneuver. This represents the figure being unsure of the skill.

 

Kick
Movement
Lock

1

Circle Kick MA (H)

1

Feint (Any)

1

Choke Hold (Any)

2

Flying Kick (H)

2

Prone Fighting (S)

2

Locking Block (S)

3

Backward Kick (Any)

3

Immovability(S)

3

Incapacitator (Any)

 

4

Missile Deflection (S)

4

Immobilizing (Any)

Strike

5

Leap (S)

1

Iron Fist MA (H)

6

Speed (Any)

Vital Area

2

Crushing Blow (H)

7

Slow Resistance (Any)

1

Pain Touch (S)

3

Eagle Claw MA (H)

 

2

Stunning Touch (S)

 

Mental and Physical Training

3

Paralyzing Touch (S)

Push

1

Meditation (Any)

4

Distance Death (S)

1

Concentrated Push (S)

2

All-Around Sight (Any)

2

Sticking Touch (s)

3

Mental Resistance (S)

Throw

3

One Finger (S)

4

Blind Fighting (S)

1

Fall (any)

 

5

Ironskin (H)

2

Instant Stand (Any)

Weapon

6

Levitation (S)

3

Hurl (H)

1

Weapon Catch (Any)

4

Great Throw (S)

2

Weapon Breaker (Any)

3

Steel Cloth (S)

 

 

KICKS

LOCKS

Art of griping in such a way as to prevent action – arm twist to lock joint, choke breathing, etc.

MOVEMENTS

Relies on movement and control of the body using speed, footwork and sudden direction changes.

PUSHES

Soft form of combat art using targets motion against them, deflecting, throwing or knocking back.

STRIKES

*Damage note : Damage dice are as per the level of the attacker as follows :

                                1 – 3 : d6   4 -6 : d8    7+ : d10

THROWS

VITAL AREA

Targeting of vital areas, not reliant on attackers strength. Only usable against Humans / Humanoid opponents.

WEAPONS

Applies strictly to martial (or marital derived) weapons (this is a DM discretion judgement). Figure must have trained in the use of it to apply these skills. Selecting this Method allows a figure to use a weapon while performing Martial Maneuvers. Without this Method a figure may not wield a weapon when performing Martial Maneuvers. Further, when wielding a weapon the base damage for the figure is the damage of the weapon and is not impacted by the form selected.

MENTAL AND PHYSICAL TRAINING

Independent of any category or style. Can be learned by any practitioner.

 

NOTES from conversations / emails….

Regarding DEX bonus for Martial Arts.

My ruling is that DEX bonuses DO NOT apply to lower AC in combination with the AC Modifier of the Martial Style selected. Should your AC mod be better than the base AC created by the Style that AC can be used as a base instead.

Example... A PC has chose the Form HARD and Method KICK. These offer only +2 in total to the AC Mod making the Base AC 8. If the character has a Dex of 18 they could substitute this bonus making their Base AC 6. They can NOT stack these to make their Base AC 4.

The same will hold true for spells that establish a new Base AC for a figure. If the new Base is lower than the Martial Arts Base then it can be used but it will not stack. Should the spell state it provides a bonus to the AC, for example a +2 to AC, it can stack with the Base AC provided by the Style. If it states a specific AC then whichever is better, Spell based or Style based, would apply.

If a figure has spent the points to learn a Martial Style then the Base AC modifiers will apply at ALL times regardless of actions.

Weapon Speed for Martial Attacks

Weapon speed for Martial Attacks will be speed 1 for the first and 7 for the second.

Bracers and their Effect on Armor Class

Regarding using Bracers in conjunction with a Martial Style. The use of Bracers will apply in the same manner as Dex bonus. If the Bracers provide a better Base AC the figure can opt to use that stat but the Base AC provided by Bracers will NOT stack with or improve the Base AC as determined by the Style. Aside from game balance issues here I am also using the definition for Bracers of Defense as listed in the DMG as reasoning... "...if armor is actually worn, the bracers will not be effective." I interpret the Base AC of the Style to be an effective armor.  Now.. for a permutation... Should a figure trained in Martial Arts be wearing Bracers AC 8 and have a DEX 16 using the same HARD/KICK style I mentioned earlier the figure would have a choice (an easy one in this example but it does demonstrate my points). He could use the MA Base AC of 8 or the Bracers + Dex effective AC of 6. BUT he could not stack the group to make the AC 4.

Side note regarding Bracers.... Aside from the Magical forms listed in a few locations there are NO formal rules around the use of non-magical bracers and their effects. We have assumed a simple improvement of the AC by 1 step should the figure not be wearing any armor that would negate the effect of the arm guards. This bonus would also not be applicable to a figure using the Martial Arts.

Damage Changes

The damage for Eagle Claw and Iron Fist damage will improve using the following table as determined by the level of the character using the dice listed in place of the base d10:  Level 1 : d6, Level 3 : d8, Level 5 : d10.

Learning These Skills

How will characters learn these new skills.... they will need to find a master to teach them. Time will need to be spent with this master to learn the beginning basics and the 3 chosen skills. Characters will be allowed to drop a spent point in order to have the point needed to become a Martial Artist. And further, drop any other talents to expand on their repertoire. But again... time spent learning and thus 'on the shelf'.

Last Notes

As a last note or notes.... Martial Arts REQUIRE the figure to be without armor in order to execute the maneuvers. This alone may deter many from pursuing this skill set. The availability of these is intended (at this time) to be a very special rollout. The skills are specific to the new area you have entered and as you have seen, it is very reclusive from the remainder of the continent. Therefore, the open knowledge of these skills will have been non-existent. Some ideas may have 'slipped out' and found themselves as the Talents we have now that overlap. But the art itself will have never been openly brought to the open continent. Learning skills is time consuming and requires the consent of a teacher. I will be placing teachers in the 'open world' you have been living in all this time so it will be possible to find teachers. Getting their consent....is another matter.

 

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This page and its contents are presented solely for the purpose of the RPG game events conducted by a private group. Any references to people or places is explicitly within the context of these RPG games and has no connection to any other similarly named source.

Bob Senkewicz / Howell, New Jersey / senk@optonline.net