martial arts: advanced hand to hand combat maneuvers.   Posted by Astraeus.Group: 0
 GM, 107 posts
Tue 31 Aug 2010
at 22:31
martial arts: advanced hand to hand combat maneuvers
Martial arts are refined hand to hand combat techniques developed over generations or even centuries. Like all combat skills martial arts require focus dedication and strong mental discipline to master. When the martial artist reaches the stage of master he is truly a force to be reckoned with and may become legend long after his death.
       Martial arts attacks allow a wide range of maneuvers no matter what the art, while some focus on specific maneuvers and attacks others are flexible and have little form or structure. In either case they can provide a great advantage in up-close and personal combat.

Martial arts maneuvers: Usable by anyone with Weapons Training: Unarmed

Strike the standard kick or punch used for dealing damage balancing offensive power, accuracy and defense. Strikes offer no advantage or disadvantage in combat.

Kick: a more powerful kick than the standard strike. The kick allows the combatant to deliver mre power with greater range than a standard strike however it costs mobility limiting him to a 5ft free step when delivering a Kick.
       Practitioner add 1.5 times his strength modifier and 1 pt per level of technique to his kicks damage. 5ft move only

Sacrifice strike: the character sacrifices his safety to land the strike, or deal more damage: he may reduce his AC 1 pt per level of technique, to increase his damage, or attack roll. This can be used in conjunction with a power attack.

Defensive strike: the character favors caution over dealing damage allowing him to drop 1pt of his attack damage, per level of his technique, to increase his dodge bonus.

Haymaker: a massive all or nothing attack it is slow, inaccurate but packs an impressive punch. The character educes his initiative 4 pts, and his attack bonus 4 pts to deliver and extra die of damage with his attack. He may spend one action point to double the damage but this reduces his initiative to 1 and imposes and additional -2 to his attack.
           This is an attack best suited for easy to hit, dazed or stunned targets. This attack can be combined with a power attack, but the characters attack bonus may become a negative number f he tries to get too much power out of his punch.

Spinning backhand: a viscous punch that adds the power of the characters movement to the attack, it increases damage by +4 but reduces his AC and initiative by 2 pts each. Using a spinning backhand requires he use of 5ft of movement. Although the character does not move the momentum is used to power the punch. maybe used with a power attack

Spinning kick: the same as a spinning backhand but used with a kick. The kick requires that the practitioner can not move and des not receive his 5ft free move. May be combined with a power attack

Snap Kick: a quick precise kick usually used to deliver damage faster than the enemy can respond: reduces damage by 2pt but increases initiative by 2pts.

Block: a martial artist may use an attack action if he has one readied or if he has nt attacked yet. He makes an opposed attack roll with a -2 penalty, if he rolls equal to or higher than the incoming attack the attack is locked and deals no damage. Blocking an armed attack unarmed may cause injury to the hand or arm. Wearing some form of armor over the hand and forearm protect the hands otherwise half the attacks damage is dealt to the blocking limb, if can not be used with other maneuvers other than
     Shields can be used to block an attack gaining a +4 to the opposed attack roll.

Parry: the defender elects to deduct from his attack bonus up to 1 rank per level of technique this is applied as a negative modifier to a number of attacks equal to the number of attacks the defender has  a round.

Bind, entangle. This maneuver allows an opposed attack roll between combatants, the attacker ( the person attempting to bind or entangle) suffers a -4 to his roll. if the attackers roll is higher the defenders weapon or limb is entangled and can not be used until he succeeds in an opposed roll using strength, dexterity, or escape artist to free his weapon.
          Flexible weapons do not suffer the -4 to the opposed roll, such items as a cloak, jacket, or even a blanket can be used to bind a weapon.
         If successfully bound or entangled the next round the attacker can attempt a disarm, if he fails he can not be disarmed in return instead the opponents weapon is automatically freed.

Evade: using his agility and movement a defender attempts to stay just out of reach of his attacker. If he succeeds and an opposed reflex, or tumbling check vs. reflex save, he stays jut out of reach and can not be attacked hand to hand or with a melee weapon. If flanked or surrounded the defender suffers a -2 to his rolls per person he is being attacked by.

Close: this is an attempt to get in close to an opponent usually as a preface to another attack r maneuver. If the character succeeds in an opposed reflex save, or a tumbling check DC (opponents reflex save, or tumbling check.) he steps into the opposing characters fighting space, this imposes a -4 on any weapon other than a light weapon.  Characters of a size category smaller than the creature or character they are trying to close with receive their size modifier as a bonus to their rolls to close.
     If a creature two size categories smaller than its opponent closes the larger creature can not attack with any attack other than a natural or unarmed attack.

Display: a martial artist attempts to impress frighten or intimidate an opponent or spectator.
         Intimidate: an opposed will save v the character technique check, if failed the viewer is shaken and fights at -2 o hit and damage for 1d4 rounds.
         Impress or entertain: treat the characters technique check as a perform check, using the perform skill to determine the results of his display.

           Opposed displays: if agreed upon by all characters two or more martial artists may make a technique check comparing results. The highest total check is considered the winner of the contest. All contestants must accept the outcome or face ridicule and or hostility by the spectators. If the loser of a display contest attacks any participant that rolled a higher check than his, he is at -2 to attack and damage if he fights them within 24 hrs of the contest.
         A successful perform or intimidate check dc 12 grants a +2 synergy bonus to a display check.

Psychic duel: a staple of samurai/martial arts movies and westerns, the Psychic duel is a test of wills where each contestant sizes up the other using his knowledge of skills and techniques to determine the others competence.  The contestants must be willing to engage in a psychic duel and are bound to the results.
        Unlike a display neither contestant moves or takes any action, instead they watch and study their opponent. After 1d4 minutes they make an opposed technique check the contestant with the higher roll gains a +2 competence bonus against the losers, or losers in any combat within the next 24 hrs.
       If agreed to ahead of time any conditions, requirements or penalties that were agreed on must be adhered to as a matter of honor. Failing to live up to the agreements of a psychic duel can have serious consequences in certain circumstances and will definitely affect a characters reputation in a negative manner.

Specific styles
Ina addition to the general unarmed combat maneuvers certain martial arts grant unique abilities to the practitioner. When using a specific martial art the practitioner must use his normal unarmed ranks unless using a maneuver or ability specific to the style. If using the styles maneuvers or abilities the practitioner uses his ranks in that specific style for attacks and checks.
              A character may not have ranks higher than his unarmed weapons training skill in any specific style. Although he may devote ranks to multiple styles if he wishes. But if tw or more styles have the same ability or maneuver he must chose one style when making the attack to determine how many ranks he may use in a check or attack.

Simple brutal, destructive. An ancient hand to hand technique that combines powerful strikes with joint locks and breaks. A Pancrata uses close combat moves to disarm, trip and grapple his opponent then once disarmed and grappled deliver a bone crushing break to the targets limbs.
       Pancrata is seldom used in competitive contest due to itís unrelenting destructive nature. Those who do compete are often involved in unlicensed or illegal arena or pit fights that result in frequent injuries and occasional deaths.
          To use Pancrata the character must initiate make a successful trip attack, if the trip is successful then the character must immediately initiate a grapple attack. If he can pin his opponent a break is applied. This requires a called attack versus a limb or body location. If the attack is successful The target must make a fort save, grapple check, or escape artist check vs. the characters Pancrata technique check. If the save is failed the targeted limb is temporarily disabled, for 1d10 minutes. N a roll of a natural 20 the target must make a fort save DC total roll of the attack or the limb Is broken.
        If both characters or creatures posses ranks in Pancrata then the check is an opposed Pancrata Technique check. If the result is a tie then no damage is dealt and the next round the check must be attempted again.

Aikido: a martial art that uses an opponents movements and momentum against him. The form is remarkably fluid and to an observer the movements are almost efforts. The practitioner uses his agility, and carefully controlled movements to force an opponent to the ground, apply holds that immobilize the target or force the opponent into a vulnerable position.
            When using aikido the practitioner uses his dexterity modifier for his attack bonus, instead of his strength. If an opponent has a negative wisdom or intelligence bonus the negative modifier becomes a bonus to the practitioners defense modifiers.
Lvl 1
While in hand to hand combat, wearing light armor or reinforced clothing only, on a successful technique check DC 12 the practitioner may apply the targets size and strength modifier to his defensive bonus.

Lvl II
On a successful technique check DC 14 the practitioner may apply the enemies strength bonus to his attack rolls when attempting a trip or disarm attack.

Lvl III the practitioner may make a technique check DC 14, if successful a single target attacking him must apply his strength bonus as a negative modifier to his own AC, or grapple modifier, on the next attack made against him by the practitioner. The practitioner must use his next available attack to attack the target. He may chooses to make a trip, disarm or grapple attack vs. the target.

Lvl IV the practitioner applies hs wisdom modifier in addition to his dexterity to attacks while in hand to hand combat with an opponent. If the practitioner has some other ability fat or talent that allow him to apply his wisdom to his attack rolls then he receives an addition +2 to those rolls instead.

Ninjitsu: a controversial art that some believe to be a fiction created to capitalize on movies and fiction involving the mythical shadow warriors. In reality it is a lethal, art that encompasses movement, weapons, and nerve strikes to disable or kill an opponent as quickly and effortlessly as possible with minimum risk to the practitioner.
             While there are many schools and dojoís that teach a crude form of the art that is little more than a mixture of martial arts and weapons training, the true masters of Ninjitsu are skilled in more than hand to hand combat. They can execute nerve strikes, choke holds, utilize chemicals and poisons as well as make use of almost any object as a weapon or tool.

(requirements, 3 ranks stealth, 3 ranks climb, jump, 5 ranks treat injury and weapons training sword and unarmed combat.)
Level I
The practitioner may increase his damage with a sword +1 die if he strikes an unaware opponent.
           Using a chemical powder the Practitioner may attempt to temporarily blind his opponent. The target must make a Fort or reflex save DC (12 +1 per level of technique) or be blinded for 1d4 rounds.
            The practitioner may use his technique ranks as his attack bonus with short sword (to) sickle ( Kama) Chain, or weighted chain.

Lvl II
The practitioner may attempt a bluff vs. sense motive check to strike the enemy flatfooted during the first round of combat even if the target would normally receive his dex bonus to his defense.
        The practitioner receives +1 to strike an unaware target with his surprise attack.

 Lvl III
          Increase surprise damage to +2 die
       the practitioner may make a called shot to a limb or body location that I not covered with armor, if successful the target must make an opposed Fort vs. technique check, if he fails that limb or body location is temporarily disabled ( disabled for 1d4 rounds)
           The practitioner can craft poisons, noisemakers, and distraction devices from common ingredients. Making a craft check using his technique ranks instead of the skill. He may apply poisons to any melee or projectile weapon including arrows, knives and bullets.

Distraction device:
Size fine;
Construction cost in resources 5 for 10 devices
Effect:  as a flash bang grenade radius one five foot square.

Noise maker: if a target fails a will save DC (8 plus level of technique) he suffers a -4 on spot and listen checks and may move to investigate the noise.

Toxic projectile Purchase Dc +2 to cost of  ammunition. -2 to damage, but target must save vs. poison or drug.

Lvl IV the practitioner may disable an opponent with a called shot to head neck or spine, the target is reduced to 1 hit point and 0 health points and is unable to act for 1d10 minutes.

The practitioner becomes skilled at delivering his surprise attack with ranged weapons he may use any muscle powered archaic or projectile weapon to deliver a surprise attack vs. an unaware target.

Lvl IVb increase surprise attack damage to +3 die.

Lvl IVc practitioner may attempt to make a stealth check if he can move to cover with a 10f move. To do this target must be distracted or under the effects of a shaken, dazed or stunned condition.  He can attempt this maneuver even if plain sight of the viewer with only a -4 penalty to his check.
      If the practitioner has any feat ability or talent that allows him to hide n plain sight he receives an additional +4 to his stealth check instead.

A martial art developed over generation using knivs, hand, and sticks in close combat. Escrima practitioners may use their technique ranks as their attack bonus with either club, unarmed or knife, or Bolo, ( use machete stats) .

Flurry of strikes: an escrima practitioner may make one additional strike per level of the techniques he possesses each strike suffers cumulative -2 penalty after the first strike. If the escrima has any other ability, talent of feat that allows additional strikes he may use them in combination gaining his escrima strikes after he uses up his other additional attacks. However they suffer the penalties for all combined strikes.

Relentless practice and training makes an escrima practitioner a master of attack exposed limbs. He receives a +1 attack bonus to negate penalties for called shots per each level of the technique he learns. He receives this bonus only when using a knife, stick, or Bolo knife.

An art emphasizing the use of the feet in combat. The practitioner develops a number of kicks and trips that are confusing and surprising to the uninitiated. when using Savate the practitioner gains +1 per level of technique to his attack rolls when kicking, or attemting a trip.  He also gains this bonus when using a can typically associated with the art.