Proficiencies: Martial Arts Base Forms and Special Maneuvers
Base Forms
Each martial art has its own requirements regarding character class and traits. The proficiency type used to learn the base form of a martial art depends on its primary maneuver type.
Special Maneuvers
The proficiency slot type required for special maneuvers varies by maneuver. When a maneuver may be learned varies by martial art (see Martial Arts: Overview). A maneuver that is already known may be used with any other known martial art that includes that maneuver as long as the martial artist has reached the required degree in that art (see Martial Arts: Overview).
Each martial art has its own requirements regarding character class and traits. The proficiency type used to learn the base form of a martial art depends on its primary maneuver type.
Primary | Slot Type |
---|---|
Kick | Athletic |
Lock | Athletic |
Movement | Athletic or as Secondary |
Push | Athletic |
Strike | Athletic |
Throw | Athletic |
Vital | Athletic |
Weapon | Weapon |
Internal | Intellectual or as Secondary |
Equestrian | Physical or as Secondary |
Naval | Physical or as Secondary |
Special Maneuvers
The proficiency slot type required for special maneuvers varies by maneuver. When a maneuver may be learned varies by martial art (see Martial Arts: Overview). A maneuver that is already known may be used with any other known martial art that includes that maneuver as long as the martial artist has reached the required degree in that art (see Martial Arts: Overview).
.....Type..... | Level | ..Maneuver.. | Mode | Proficiency Slot Type | Effect |
---|---|---|---|---|---|
Kick | 1 | Circle Kick | H | Athletic | see Oriental Adventures |
Kick | 2 | Flying Kick | H | Athletic | see Oriental Adventures |
Kick | 3 | Backwards Kick | H/S | Athletic | see Oriental Adventures |
Lock | 1 | Choke Hold | H/S | Athletic | see Oriental Adventures |
Lock | 2 | Locking Block | S | Athletic | see Oriental Adventures |
Lock | 3 | Incapacitator | H/S | Athletic | see Oriental Adventures |
Lock | 4 | Immobilizing Lock | H/S | Athletic | see Oriental Adventures |
Movement | 1 | Feint | S | Physical | see Oriental Adventures |
Movement | 2 | Prone Fighting | S | Physical | see Oriental Adventures |
Movement | 3 | Immovability | S | Physical | see Oriental Adventures |
Movement | 4 | Missile Deflection | S | Physical | see Oriental Adventures |
Movement | 5 | Leap | S | Athletic | see Oriental Adventures |
Movement | 6 | Speed | H/S | Physical | see Oriental Adventures |
Movement | 7 | Slow Resistance | H/S | Physical | see Oriental Adventures |
Push | 1 | Concentrated Push | S | Athletic | see Oriental Adventures |
Push | 2 | Sticking Finger | S | Athletic | see Oriental Adventures |
Push | 3 | One Touch | S | Athletic | see Oriental Adventures |
Strike | 1 | Iron Fist | H | Athletic | see Oriental Adventures |
Strike | 2 | Crushing Blow | H | Athletic | see Oriental Adventures |
Strike | 3 | Eagle Claw | H | Athletic | see Oriental Adventures |
Throw | 1 | Fall | H/S | Athletic | see Oriental Adventures |
Throw | 2 | Instant Stand | H/S | Athletic | see Oriental Adventures |
Throw | 3 | Hurl | H | Athletic | see Oriental Adventures |
Throw | 4 | Great Throw | S | Athletic | see Oriental Adventures |
Vital Area | 1 | Pain Touch | S | Athletic | see Oriental Adventures |
Vital Area | 2 | Stunning Touch | S | Athletic | see Oriental Adventures |
Vital Area | 3 | Paralysing Touch | S | Athletic | see Oriental Adventures |
Vital Area | 4 | Distance Death | S | Athletic | see Oriental Adventures |
Vital Area | 5 | Quivering Palm | S | Athletic | as Monk ability (see Player's Handbook) |
Weapon | 1 | Weapon Catch | H/S | Weapon | see Oriental Adventures |
Weapon | 2 | Weapon Breaker | H/S | Weapon | see Oriental Adventures |
Weapon | 3 | Steel Cloth | S | Weapon | see Oriental Adventures |
Weapon | 4 | Bullseye | H/S | Weapon | on one ranged attack/turn, score automatic critical hit; this is the only attack allowed in the round it is executed |
Weapon / Equestrian | 5 | Piercing the Heart | H/S | Weapon | on one ranged or melee attack/turn, treat opponent as AC 10; can use while mounted or in motion without penalty |
Weapon | 6 | Clearing the Path | H | Weapon | 1/round, use any Blunt or Polearm weapon to knock down all adjacent enemies, then move up to half max. Roll once for damage: all struck enemies will receive the same damage plus 1 for being knocked down (unless they have Fall skill). |
Weapon | 7 | Cut of 100 Heads | H | Weapon | Use any dismembering weapon (of the MA style) to strike all adjacent enemies at once, striking automatically with a 15% chance of a critical hit (17 or better on d20) and 2x chance of dismemberment. This may be attempted 1/turn. Instead of usual dismemberment chart, use the following: 1-4 Left Hand [1d6 1-4=fingers,5-6=hand]; 5-8 Right Hand; 9 Left Elbow; 10 Right Elbow; 11-12 Left Knee; 13-14 Right Knee; 15-17 Trunk; 18-20 Head. Critical hit rolls are made for each enemy struck, but roll once only for dismembered body part: all affected enemies will receive the same injury. |
Internal | 1 | Meditation | S | Intellectual | see Oriental Adventures |
Internal | 2 | All-Around Sight | S | Physical or Wilderness | see Oriental Adventures |
Internal | 3 | Mental Resistance | S | Intellectual | see Oriental Adventures |
Internal | 4 | Blind Fighting | S | Physical or Wilderness | see Oriental Adventures |
Internal | 5 | Ironskin | H | Athletic | see Oriental Adventures |
Internal | 6 | Levitation | S | Intellectual | see Oriental Adventures |
Internal | 7 | Heal Self | S | Intellectual | heal self 1d4+1 through 1 hour of meditation, 1/day |
Internal | 8 | Psionic Power Boost | S | Intellectual | one-time achievement: Doubles Psi points or bestows Psi powers if not already Psionic |
Internal | 9 | Astral Attunement | S | Intellectual | Allows Astral Projection (as MU Spell) or a bonus Psionic ability, depending on art (if random: 1d4, 1=Def, 2=Att, 3=Minor, 4=Major) |
Equestrian | 1 | Mounted Melee | H/S | Physical or Practical | as Physical proficiency |
Equestrian | 2 | Mounted Missiles | H/S | Physical or Practical | as Physical proficiency |
Equestrian | 3 | Saddle Vault | S | Athletic or Practical | With or without an actual saddle, may leap into riding position as Cavalier. May also leap from one saddle to another. |
Equestrian | 4 | Invisible Rider | S | Athletic or Practical | Hide on side of moving horse. Light armour only. |
Equestrian | 6 | Field Vet | S | Wilderness | quadruple the speed of mount's recovery with first aid supplies |
Naval | 1 | Advanced Sea Legs | S | Physical or Practical | no penalties for shipboard fighting, even in choppy waters |
Naval | 2 | Submerged Fighting | S | Physical | as Physical proficiency |
Naval | 3 | Leapboard | S | Athletic | jump out of water and land on deck in one motion |
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