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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.
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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