Martial Arts Talents

Once a character is proficient in at least one martial arts style, she can acquire, with the DM’s approval, a variety of additional skills that reflect her advanced mental and physical training. Only a martial artist can learn the skills presented here. They can be purchased with either weapon or nonweapon proficiency slots.

Flying Kick (1 slot/3 CP) Strength/Muscle

Groups: Warrior Initial rating: 5

The character can leap high into the air, leading with a powerful kick that can strike opponents up to three squares away. The character can land in any square adjacent to the target, as long as it is within two squares of the attacker s starting position. If the character is not proficient in style B, this maneuver is the only attack she can make in the round, and the kick inflicts 2d4 points of damage. Strength bonuses to the attack and damage rolls apply, but specialization and mastery bonuses from another marital arts style do not.

If the character is proficient in style B, this maneuver can replace one kick attack each round, and the kick inflicts 2d6 points of damage. Strength bonuses apply to the attack and damage rolls. If the character is a style B specialist or master, the appropriate bonuses also apply.

If the character has at least one square of running room and declares a half move action, no ability check is required. If the character has no running room or declares a no move action, a Strength/Muscle check is required. If the ability check fails, the attack automatically misses as the character falls down in her landing square.

Backward Kick (1 slot/ 3 CP) N/A

Groups: Warrior, Priest, Rogue

The character can attack an opponent standing in one of her rear squares either by lashing backward or kicking over her own head. This maneuver does not provoke attacks of opportunity (but deliberately turning one’s back on an opponent does). This maneuver works best for characters proficient in style B, similar to the flying kick described above.

Spring (1 slot/3 CP) Dexterity/Balance

Groups: Warrior, Rogue Initial rating: 5

The character can make astonishing jumps and leaps with blinding speed. At the cost of a half move or an attack, the character can spring into the air, attaining a height of five feet and landing up to two squares away in any direction. The character can flip and twist while airborne to achieve any facing when he lands. If the character has a 2-square running start, he can double his springing distance, landing up to four squares away and leaping 10 feet in the air, but the running start is a half-move action. For every additional slot spent on this skill, the character can add five feet and one square to the distance achieved.

For example, a character who as spent two slots on this skill could leap 10 feet into the air and land up to three squares away from a standing start. If the character’s Dexterity/Balance roll fails, the character falls down in his landing square; he can get up during his next action phase, but can take no other actions until the following round. If the ability check succeeds, the character can finish the round normally after landing.

Crushing Blow (1 slot/3 CP) N/A

Groups: Warrior, Priest, Rogue

The character can break hard objects with her hands (or feet if she uses style B). Under ideal conditions, the character can break a wooden board 1/2” thick per level or 1/4” slab of stone or brick per level. Objects that are exceptionally strong, reinforced, supported by other objects (such as bricks in a wall), or not shaped like boards receive a saving throw roll vs. crushing blow to avoid breakage. When used against a creature, the crushing blow does normal damage plus 1 point per level. A crushing blow requires intense concentration. It is a no-move action, and the character can take no other actions during the round when she uses the crushing blow.

Instant Stand (1 slot/3 CP) Dexterity/Balance

Groups: Warrior, Priest, Rogue Initial rating: 7

The character can instantly regain his feet after falling down. If the ability check succeeds, the character can ignore the effects of knockdowns or failed spring attempts. If the ability check fails, the character can get up during his next action phase, but cannot take any further actions until the next round. Characters cannot use this skill while pinned, locked, held, or grappled.

Missile Deflection (1 slot/3 CP) N/A

Groups: Warrior, Priest, Rogue

The character can perform block maneuvers (see
Chapter Two) against normal missiles fired at her from the front. The character can use her free change of facing (see Chapter One) to turn toward an attacker firing missiles from her flank or rear, but this counts as her change of facing for the round.

Normal missiles include mundane and enchanted arrows, axes, bolts, javelins, small stones, and spears. Large or magical missiles, such as ballista bolts, hurled boulders, and magic missile spells, cannot be deflected.

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