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| Martial arts Profiencys | |
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| Tweet Topic Started: Feb 25 2009, 01:55 AM (58 Views) | |
| Someone_haha | Feb 25 2009, 01:55 AM Post #1 |
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[This will compose a list of many differnt styles of martial arts for characters. By default your unarmed attacks deal 1d2 and have a attack of op when attacking or grappling if agasint a armed foe. Special abilities of a martial art can only be learned if you have *** slots. They cost 2 slots **. When debating which unarmed damage one should use they use which ever is greater but, bonuses still apply from all the arts. If one is a monk consider bonus unarmed damage to be +0 if 1d2 +1 if 1d3 and +2 if 1d4. if there is a bonus to that type of damage include it as well. As well Grappling damage by throws,joint locks ect are as unarmed striking damage but halved. How ever if your winning a grapple the foe has to fight your grapple while you make unarmed damage or even use small weapons for such. When acs and abs are said to apply to unarmed attacks and selection of weapons its mostly refering to the abs and initiative and damages. ac bonuses are allways active no matter what weapon or unarmed stance you take. The Animal Styles Dragon *- +1 ac and ab towards unarmed and a selection of weapons. Staffs/Polarms/Chinese Broadsword/stright swords/clubs. Unarmed attacks to deal 1d3 damage. This style provides some throws grapple,pins,disarms and trips and you get +1 to such abilities, that includes resisting them. Your considered armed with this style when unarmed. ***-+2 ac and ab as well +1 damage towards unarmed and a selection of weapons Staffs/Polarms/ Chinese Broadsword/stright swords/clubs. Unarmed attacks deal 1d3 damage. You also gain +2 to throws grapples,pins,disarms and trips, that includes resisting them. Your considered armed in this style when unarmed. Special Abilties Death grip- Make one dedicated attack towards the target; You have a -4 penalty to hit but, if you succeed your foe has a -4 to all actions while grabbed, and -2 afterwards until his wounds are healed. You may deal extra damage while gripping the target equivalent to your normal damage as if getting a free attack per round. And if you wish to end the, grab you deal double damage as if it were a crtical attack. Iron Bones- Your training had obscure methods of endurance that would seem to only damage you. How ever they proove useful in the long run and your granted 1 dr- permantly. You can increase the dr by 1 for ever 2 slots spent on this ability. Redirect blow- Once pur round round you make one parry sacreficing one of your attacks to redirect a attack and thus your foe damages him self Instead of you. How ever this needs to be done with a successful parry. You can spend 1 point for a extra redirect blow pur round after you spend two for the first one. You can have this skill for only as many you have attacks. Tiger *- Tiger grants the user + 1 ab and ac and damage as well a unarmed damage of 1d4. It provides trips, grapples, and pins with a +1 bonus, that includes resisting them. As well weapons that fall under tiger are Chinese broadsword/Katars/Needels/Cat claws/Panthar Claws/Kusamia/Polarms/Butterfly Swords. Your treated armed when unarmed with Tiger. ***-Tiger grants the user + 2 ab and ac and damage as well a unarmed damage of 1d4. It provides trips grapples and pins with a +2 bonus, that includes resisting them. As well weapons that fall under tiger are Chinese broadsword/Katars/Needels/Cat claws/Panthar Claws/Kusamia/Polarms/Butterfly Swords. Your treated armed when unarmed with Tiger. Special Abilities Death grip- Make one dedicated attack towards the target; You have a -4 penalty to hit but, if you succeed your foe has a -4 to all actions while grabbed, and -2 afterwards until his wounds are healed. You may deal extra damage while gripping the target equivalent to your normal damage as if getting a free attack per round. And if you wish to end the, grab you deal double damage as if it were a crtical attack. Iron Bones- Your training had obscure methods of endurance that would seem to only damage you. How ever they proove useful in the long run and your granted 1 dr- permantly. You can increase the dr by 1 for ever 2 slots spent on this ability. Sunder- A interesting method to break objects with the use of force or control. One must use there highest score out of the 3 Str,Wis,Int and roll under the score the score to break the object. The object that is to be broken decreases the ability scores chance being used depending on the martial. Ranging from 0-10 it also gains -1 pure enchantment bonus. In order to do this ability one must concerntrait thus the roll. If one wanted to do the attack instantly they gain a -4 for such allready. This can be used as a attack action thus the attack instantly rules apply. Also note distance applys as well as a modifier. If one is too close to do such a action it would mean a -2 to the roll. all modfiers stack for purposes of togeather for example if someone wanted to break a sheild in grapple thats enchanted +1 it would be as a attack instant action -4 -6 for steel -2 for close range and -1 for enchantment thus -13 to the roll and if the character has 15 wis for example then thats only 10% chance it would work. This ability can be bought more then once to increase its effectness for 1 point instead of two after its bought for 2. Examples of martial. Cheap wood- +2 Weak rock- +1 Wood- 0 Oak wood -1 Stone: -2 Iron wood or Copper: -3 Hard Rock or Bronze: -4 Iron: -5 Steel: -6 Mythril: -7 Diamond: -8 Admantium: -9 Something really really hard: -10 perhaps a PINGAS Crane *- + 1 ac and ab towards unarmed attacks and selection of weapons. One handed swords/Staff/Spear Unarmed Punchs deal 1d2 while unarmed kicks deal 1d4+1. You also gain +2 to trips/fients and being triped/fiented but, only + 1 to defend vs throws and grabs and pins. Your considered armed while performing unarmed attacks. ***-+ 2 ac and ab towards unarmed attacks and selection of weapons. One handed swords/Staff/Spear Unarmed Punchs deal 1d2 while unarmed kicks deal 1d4+2. You also gain +4 to trips/fients and being triped/fiented but, only + 2 to defend vs throws and grabs and pins. Your considered armed while performing unarmed attacks. Special abilities Flying Kick- Launch your self towards a foe with a unarmed kick that would deal a extra 2d6 damage. This could include as a charge attack. You may buy this ability again to make a extra attack upon a charge attack for 2 slots *think of lu kang* You can only make as many attacks as you could with the current unarmed attack. The extra attack does not deal Bonus damage its just a other unarmed attack. Inmoveable Stance- Gain 5 dr but you cannot move for that that whole turn and must make a concertration check using Ither Wis or Con. You also gain +4 to resist trips and grapples and throws. For 2 slots you may increase the dr by one and the resistance to trips and grapples and throws by 2. Sunder- A interesting method to break objects with the use of force or control. One must use there highest score out of the 3 Str,Wis,Int and roll under the score the score to break the object. The object that is to be broken decreases the ability scores chance being used depending on the martial. Ranging from 0-10 it also gains -1 pure enchantment bonus. In order to do this ability one must concerntrait thus the roll. If one wanted to do the attack instantly they gain a -4 for such allready. This can be used as a attack action thus the attack instantly rules apply. Also note distance applys as well as a modifier. If one is too close to do such a action it would mean a -2 to the roll. all modfiers stack for purposes of togeather for example if someone wanted to break a sheild in grapple thats enchanted +1 it would be as a attack instant action -4 -6 for steel -2 for close range and -1 for enchantment thus -13 to the roll and if the character has 15 wis for example then thats only 10% chance it would work. This ability can be bought more then once to increase its effectness for 1 point instead of two after its bought for 2. Examples of martial. Cheap wood- +2 Weak rock- +1 Wood- 0 Oak wood -1 Stone: -2 Iron wood or Copper: -3 Hard Rock or Bronze: -4 Iron: -5 Steel: -6 Mythril: -7 Diamond: -8 Admantium: -9 Something really really hard: -10 perhaps a PINGAS Monkey *- + 1 ab and damage with unarmed attacks and a selection of weapons, Clubs/hand held axes/Staffs. Monkey deals 1d3 unarmed paunch damage and 1d2 kick damage. Monkey also gains +2 to grapples,disarms and throws and resisting them but, only gain +1 to resist trips/pins/fients and performing them. Monkey style is considered armed when using unarmed attacks ***-+ 2 ab and damage and +1 ac with unarmed attacks and a selection of weapons, Clubs/hand held axes/Staffs. Monkey deals 1d3 unarmed paunch damage and 1d2 kick damage. Monkey also gains +3 to grapples,disarms and throws and resisting them but, only gain +2 to resist trips/pins/fients and performing them. Monkey style is considered armed when using unarmed attacks Special abilities Flying Leap- This is the type of attack in kung fu movies where you see the target do a acrobatic flying attack. This attack sacrefices all attacks to deal a extra 1d8 with +2 to hit. You may spend 1 extra slot to increase the damage by 1 point. Redirect blow- Once pur round round you make one parry sacreficing one of your attacks to redirect a attack and thus your foe damages him self Instead of you. How ever this needs to be done with a successful parry. You can spend 1 point for a extra redirect blow pur round after you spend two for the first one. You can have this skill for only as many you have attacks. Death grip- Make one dedicated attack towards the target; You have a -4 penalty to hit but, if you succeed your foe has a -4 to all actions while grabbed, and -2 afterwards until his wounds are healed. You may deal extra damage while gripping the target equivalent to your normal damage as if getting a free attack per round. And if you wish to end the, grab you deal double damage as if it were a crtical attack. Monkey grabs the peach. Snake *- +1 ac and ab and 0.5 attacks towards unarmed attacks and weapon selection. Longsword/shortsword/dagger/Knives/Katar/Sai/Kasumia. Unarmed damage is 1d2. +1 to trips/throws/grappels/pins and resisting them. +2 to feinting,disarms and resiting them. Your considered armed using unarmed attacks. ***- +2 ac and ab and 1.0 attacks towards unarmed attacks and weapon selection. Longsword/shortsword/dagger/Knives/Katar/Sai/Kasumia. Unarmed damage is 1d2. +2 to trips/throws/grappels/pins and resisting them. +4 to feinting,disarms and resiting them. Your considered armed using unarmed attacks. Special abilites Stunning blow- make a attack with a -4 penalty for it to become a stunning attack if it hits the target must make a saving throw vs Paralyzation or be stuned for 1d6 rounds + half your level. Spending 2 slots on this will allow you to make more then one stunning fist attack as well increase the time the target is stunned by 1 more round. Redirect blow- Once pur round round you make one parry sacreficing one of your attacks to redirect a attack and thus your foe damages him self Instead of you. How ever this needs to be done with a successful parry. You can spend 1 point for a extra redirect blow pur round after you spend two for the first one. You can have this skill for only as many you have attacks. Flurry of blows- -2 to all attacks for a extra attack before making your attack actions. You may spend 2 slots for a extra attack with a extra -2 penatly. Leopard *- +1 ac, ab and initiative with unarmed and selection of weapons. Clubs/Staffs/Butterfly swords/daggers/knives/cat claw/Katar/needles/Panthar Claw. Leopards unarmed attacks deal 1d3 damage. As well +1 to grapples, trips, fients, throws, disarms and pins as well resiting them. Leopard is considered armed when using unarmed attacks. ***- +2 ac, ab and initiative as well +1 damage and 0.5 attacks with unarmed and selection of weapons. Clubs/Staffs/Butterfly swords/daggers/knives/cat claw/Katar/needles/Panthar Claw. Leopards unarmed attacks deal 1d3 damage.As well +2 to grapples, trips, fients, throws, disarms and pins as well resiting them. Leopard is considered armed when using unarmed attacks. Special abilties Flurry of blows- -2 to all attacks for a extra attack before making your attack actions. You may spend 2 slots for a extra attack with a extra -2 penatly. Redirect blow- Once pur round round you make one parry sacreficing one of your attacks to redirect a attack and thus your foe damages him self Instead of you. How ever this needs to be done with a successful parry. You can spend 1 point for a extra redirect blow pur round after you spend two for the first one. You can have this skill for only as many you have attacks. Iron fist- -1 hp to use but deal a extra 2d6 damage on the attack. This attack can work as a sunder but with a -4 in effect. You can use this for the amount of number of attacks you have but, make sure you - 1 hp pure use. Primantis *- + 1 ac and ab and damage with unarmed attacks and weapon selection. One handed swords, One handed axes, Spears, Staffs, Polarms, and handed clubs. Unarmed damage is 1d4. +1 to trips/fients/throws and resisting them. +2 to towards pins/grapples and resiting them. Your considered armed when making unarmed attacks. ***- + 2 ac and ab and damage with unarmed attacks and weapon selection. One handed swords, One handed axes, Spears, Staffs, Polarms, and handed clubs. Unarmed damage is 1d4. +2 to trips/fients/throws and resisting them. +4 to towards pins/grapples and resiting them. Your considered armed when making unarmed attacks. Special Abilties Death grip- Make one dedicated attack towards the target; You have a -4 penalty to hit but, if you succeed your foe has a -4 to all actions while grabbed, and -2 afterwards until his wounds are healed. You may deal extra damage while gripping the target equivalent to your normal damage as if getting a free attack per round. And if you wish to end the, grab you deal double damage as if it were a crtical attack. Breaking Parry- When you parry the target you damage them at the same time as your unarmed damage. You may spend a extra 2 points to gain one extra parry but no more that you have attacks. Iron fist: -1 hp to use but deal a extra 2d6 damage on the attack. This attack can work as a sunder but with a -4 in effect. You can use this for the amount of number of attacks you have but, make sure you - 1 hp pure use. Japanese Arts Kenjitsu/Jujitsu *- +2 to grapples,throws,pins,disarms, +1 ac and ab with selection of weapons and unarmed attacks. Katana/Tanto/Ninjatoe/Clubs/Nigtania/Spear/Wakishakia I might of spelt some of the weapons wrongly You are considered armed with unarmed attacks. ***- +4 to grapples,throws,pins,disarms, +2 ac and ab with selection of weapons and unarmed attacks. And + 1 damage with only the selection of weapons. Katana/Tanto/Ninjatoe/Clubs/Nigtania/Spear/Wakishakia I might of spelt some of the weapons wrongly You are considered armed with unarmed attacks. Special Abilities Stunning blow- make a attack with a -4 penalty for it to become a stunning attack if it hits the target must make a saving throw vs Paralyzation or be stuned for 1d6 rounds + half your level. Spending 2 slots on this will allow you to make more then one stunning fist attack as well increase the time the target is stunned by 1 more round. Choke/Neck Snap- Make a attack roll at -4 to hit the targets neck no damage applys. Afterwords make a grapple contest with a -4 penalty. After such the target must make a save vs death or be knocked out the target can still try to escape the grapple while conscious. Every round the target succeed the save in a choke they get -1 to there grapple to escape and attacks/abilties and +1 to there saves to resist the choking thus the longer the choke the more hold it bares. If one were to neck snap treat it as a choke but when the target has to make a save let them make the save as normal but while the save is happening make them use a system shock check -minus your score str x 1.5 or die within 2d6 rounds inless healed. Deflect missle- Very much like the monk abilitie. This allows you to deflect one ranged attack of large size or smaller with a succesful Rod,staff,wand save. Only once a round however. The saves increases by +1 pure larger size then small and enchantment. This is only allowed to be used if you carry one of the kenjitsu weapons above. Taijitsu *- +1 ac and ab with unarmed attacks and selection of weapons. Clubs/One edged blades/Spear/staff/Knives. +2 to grapples/pins/fients/disarms/trips/throws and resisting them. Your unarmed damage increases to 1d3. You are considered armed when using unarmed attacks. ***- +1 ac, ab and damage with unarmed attacks and selection of weapons. Clubs/One edged blades/Spear/staff/Knives. +3 to grapples/pins/fients/disarms/trips/throws and resisting them. Your unarmed damage increases to 1d3. You are considered armed when using unarmed attacks. Special abilities Stunning blow- make a attack with a -4 penalty for it to become a stunning attack if it hits the target must make a saving throw vs Paralyzation or be stuned for 1d6 rounds + half your level. Spending 2 slots on this will allow you to make more then one stunning fist attack as well increase the time the target is stunned by 1 more round. Redirect blow- Once pur round round you make one parry sacreficing one of your attacks to redirect a attack and thus your foe damages him self Instead of you. How ever this needs to be done with a successful parry. You can spend 1 point for a extra redirect blow pur round after you spend two for the first one. You can have this skill for only as many you have attacks. Fumble balance- Fumble a target causing them to barely move and act. you make one dedicated towards the target at -2 and if you succed you put them at -4 for abilties and attacks -2 to saves and half movement for 1d6 rounds. You can spend 2 points to gain a extra fumble balance attack, however you cannot have more then your no of attacks. Ninjitsu *- +1 ac/ab and initiative with unarmed attacks and a selection of weapons. Ninja toe/Katana/staff/spear/Kusamia/Knives/Tanto/Whakaziki/Bow/Any throwing weapon/clubs/hand axe/Num chucks. +1 to grapples/pins/throws/fients/disarms +2 to resist them. You are considered armed when using unarmed attacks. ***- +2 ac/ab/initiative and 0.5 attacks with unarmed attacks and a selection of weapons. Ninja toe/Katana/staff/spear/Kusamia/Knives/Tanto/Whakaziki/Bow/Any throwing weapon/clubs/hand axe/Num chucks. +2 to grapples/pins/throws/fients/disarms +4 to resist them. Unarmed attacks increases to 1d3 damage. You are considered armed when using unarmed attacks. Special abilities Fumble balance- Fumble a target causing them to barely move and act. you make one dedicated towards the target at -2 and if you succed you put them at -4 for abilties and attacks -2 to saves and half movement for 1d6 rounds. You can spend 2 points to gain a extra fumble balance attack, however you cannot have more then your no of attacks. Deflect missle- Very much like the monk abilitie. This allows you to deflect one ranged attack of large size or smaller with a succesful Rod,staff,wand save. Only once a round however. The saves increases by +1 pure larger size then small and enchantment. Choke/Neck Snap- Make a attack roll at -4 to hit the targets neck no damage applys. Afterwords make a grapple contest with a -4 penalty. After such the target must make a save vs death or be knocked out the target can still try to escape the grapple while conscious. Every round the target succeed the save in a choke they get -1 to there grapple to escape and attacks/abilties and +1 to there saves to resist the choking thus the longer the choke the more hold it bares. If one were to neck snap treat it as a choke but when the target has to make a save let them make the save as normal but while the save is happening make them use a system shock check -minus your score str x 1.5 or die within 2d6 rounds inless healed. Judo *- +2 ac and + 1 initiative with unarmed attacks. +2 to throws/grapples/pins/disarms and resisiting them. +1 to fients and resiting them. you are considered armed when using unarmed attacks. ***- +3 ac and + 1 initiative with unarmed attacks. +4 to throws/grapples/pins/disarms and resisiting them. +2 to fients and resiting them. you are considered armed when using unarmed attacks. Special abilities Redirect blow- Once pur round round you make one parry sacreficing one of your attacks to redirect a attack and thus your foe damages him self Instead of you. How ever this needs to be done with a successful parry. You can spend 1 point for a extra redirect blow pur round after you spend two for the first one. You can have this skill for only as many you have attacks. Choke- Make a attack roll at -4 to hit the targets neck no damage applys. Afterwords make a grapple contest with a -4 penalty. After such the target must make a save vs death or be knocked out the target can still try to escape the grapple while conscious. Every round the target succeed the save in a choke they get -1 to there grapple to escape and attacks/abilties and +1 to there saves to resist the choking thus the longer the choke the more hold it bares. Brutal throw- your throws deal 1d4 damage now. You throw people so hard on the mats that dust that didnt seem to be there before flys. Kendo *- +1 ab/initiative/damage with the selection of weapons. Clubs/and any type of sword. +2 to disarms/trips.fients and resisting them. You are only considered armed with the unarmed attacks that disarm/trip. ***- +2 ab/initiative/damage and +1 ac with the selection of weapons. Clubs/and any type of sword. +2 to disarms/trips.fients and resisting them. You are only considered armed with the unarmed attacks that disarm/trip. Special abilities Kia shout- Make a loud yell with a succesfull charisma check if succesful foes must make a abiltiey check on wisdom -2 your success rate or have a -4 on attacks/actions agasint you. Iron blow- -1 hp to use but deal a extra 2d6 damage on the attack. This attack can work as a sunder but with a -4 in effect. You can use this for the amount of number of attacks you have but, make sure you - 1 hp pure use. Flurry of blows- -2 to all attacks for a extra attack before making your attack actions. You may spend 2 slots for a extra attack with a extra -2 penatly. Aikido *- +1 ac and + 2 initiative with unarmed attacks. +2 to throws/grapples/pins/disarms/Fients and resisiting them. Your considered armed when using unarmed attacks. ***- +3 ac and + 2 initiative with unarmed attacks. +3 to throws/grapples/pins/disarms/Fients and +4 resisiting them. Your considered armed when using unarmed attacks. Special abilities Fumble balance- Fumble a target causing them to barely move and act. you make one dedicated towards the target at -2 and if you succed you put them at -4 for abilties and attacks -2 to saves and half movement for 1d6 rounds. You can spend 2 points to gain a extra fumble balance attack, however you cannot have more then your no of attacks. Redirect blow- Once pur round round you make one parry sacreficing one of your attacks to redirect a attack and thus your foe damages him self Instead of you. How ever this needs to be done with a successful parry. You can spend 1 point for a extra redirect blow pur round after you spend two for the first one. You can have this skill for only as many you have attacks. Amazing throw- While not as direct as brutal throw this throw throws the target a extra 2d6 feet. the standard throw is 1d4+1 so in totel this throws the target 2d6+1d4+1 Iaido Since Iaido is not a full art in the sense of a machanic value it is offered as a upgrade to existing arts. **- +2 initiative/Damage/ab/ac on a fast draw in a encounter. It gains +2 bonus to disarm/fient as well on the fast draw. You can only use this when you draw out a bladed weapon. (( Next is likely chinese arts. )) |
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3:21 PM Jul 11