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339 lines
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Plaintext
339 lines
17 KiB
Plaintext
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-----=====Earth's Dreamlands=====-----
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(313)558-5024 {14.4} - (313)558-5517
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A BBS for text file junkies
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RPGNet GM File Archive Site
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.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
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By: Lord Dynthian
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----------------------------------------------------------------------
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Martial Artist Kit
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Ever since I bought the Complete Fighters Handbook, I had been enticed by the
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martial arts additions. To that end, I created a Fighter Kit for the complete
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Martial Artist.
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Special Benefits: Of course, there are the normal benefits for
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specialization in weaponless combat. With the kit, however, the fighter is
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allowed to add his Martial Arts bonus (the number of points devoted to the
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weapon proficiency after the initial one) to his armor class. The true martial
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artist does not wear armor, but his quick reflexes and defensive training make
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him far more difficult to hit. This bonus may be added to the dexterity bonus
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as well, so a fighter using this kit can have a low armor class while wearing
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no armor (as such would interfere with his combat style).
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Special Restrictions: In combat, the Martial Artist cannot wear armor
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(including helmets and shields, but excluding bracers), cloaks, boots, or
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gauntlets (although gloves are acceptable). He also cannot use weapons in his
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off hand, as Martial Arts use both hands and feet. The DM might also want to
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add a code of honor or conduct to these restrictions, as Martial Arts require a
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great deal of discipline.
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Recommended Proficiencies: Jumping, Tumbling, and one I created, Anatomy. This
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proficiency allows the MA to have specific knowledge about vulnerable points of
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the body. One slot allows the study of one species (or very closely related
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ones, such as human, elf, and half-elf. The same proficiency will not work on
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orcs or halflings...they must have their own slots). When fighting that type
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of creature, the MA is allowed +1/slot devoted on the martial arts table. This
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is NOT added to the to hit roll or the damage adjustment...it only increases
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the range on the table. Thus a MA fighting a species with which he is familiar
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will be more likely to get a KO (as reflected by the table modification).
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All other restrictions for MA apply, including the limitation on initial
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proficiency slots. A fighter may not devote all four slots to MA. 2 must be
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placed on other weapons (I specialized in thrown daggers...a very effective
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combination).
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I used this kit in a Dark Sun campaign. It was very effective in a realm where
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armor is too hot to wear and metal is so rare.
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* Origin: Deltona Lakes BBS * Deltona, Fl * HST * (407) 574-9246 (1:3618/0)
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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
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-----=====Earth's Dreamlands=====-----
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(313)558-5024 {14.4} - (313)558-5517
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A BBS for text file junkies
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RPGNet GM File Archive Site
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.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
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From: BRUCE NORMAN
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---------------------------------------------------------------------------
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Martial-Priest Kit:
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Starts off with 0 weapon profs. Three non-weapon
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profs. These profs are restricted because of the time
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spent learning martial arts. Martial priests attack using
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the priest THAC0 table, and may make physical attacks with
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their hands and feet for greater than normal damage.
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Damage against large creatures is at -1. Damage against
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non-human creatures is at -1hp. Minimum damage from an
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attack is 1 hp. Strength bonuses *do* apply (all this
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garbage about strength not mattering when you're punching
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or kicking someone is rediculous).
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In additon, knowing martial arts lowers your armor
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class. When fighting someone who is also using martial
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arts, knowing martial arts allows you to add a further
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bonus of +1 to your AC for ever 3 levels of experience.
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Dex bonuses do apply in full when calculating your armor
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class. When wearing armor heavier than leather, no AC
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bonus applies (hey, we have to keep these guys from being
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too tough :)
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Level Damage AC Bonus.
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1-2 1-3 1
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3-4 1-4 2
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5-6 1-4+1 2
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7-8 1-6+1 3
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9-10 1-6+2 3
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11-12 1-8+2 4
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13-15 1-8+3 4
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16+ 1-8+4 5
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Other classes: Other classes may use this martial arts system. It costs
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2 weapon profs and one non-weapon prof to "purchase". Once
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purchased, the purchasor uses the table as if he was level
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1. However, the purchases will advance at *double normal
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rate* until such time as he "catches up". Lets give an
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example.....
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Boris the mage is 7th level. He did not spend his *innitial* weapon prof
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and now gains his second. He spends both of them, and 1
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non-weapon prof, to learn this simple martial arts system.
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Boris now attacks using the level 1 table, making one
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attack for 1-3 points of damage, and gaining an AC bonus of
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1. Boris gains one level. He now attacks as using the 3rd
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level table, as he is progressing in martial arts at double
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normal rate. When Boris is 13th level he will fight using
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the 13th level table, and will have completely "caught up".
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He now progresses *normally*, so at 15th level, he'll
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still be in the 13-15 level bracket.
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I realize this martial art is somewhat "boring"
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compared to the Oriental- Adventures "Eagles Claw, 3-30hp
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of damage" type, but so what? I think its more realistic.
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* Origin: CrossRoads II Kingston, ON <HST> (613)545-1374 (1:249/132)
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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
|
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-----=====Earth's Dreamlands=====-----
|
||
(313)558-5024 {14.4} - (313)558-5517
|
||
A BBS for text file junkies
|
||
RPGNet GM File Archive Site
|
||
.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
|
||
|
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Martial Artist
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Ability Requirements: Strength 14
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Dexterity 14
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Constitution 11
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Wisdom 13
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Prime Requisites: Strength, Dexterity
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Races Allowed: Human, Half-elf
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Martial Artists are men and women who practice rigorous mental and
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physical training and discipline in order to become superior through
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the martial arts. There are many ways Martial Artists put their
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talents to work; some fight for causes, some act as body-guards, some
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just wander from place to place, trying to fit in.
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Although there are few examples of Martial Artists of this sort in
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medieval history, the Shaolin Monks of China, and the Karate masters
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of Japan and Okinawa, are good role models. Caine, from the television
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series, ``Kung Fu'' is a Martial Artist.
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A Human or a Half-elf can become a Martial Artist. He must have
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minimum ability scores of Strength 14, Dexterity 14, Constitution 11,
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and Wisdom 13. A Martial Artist with Strength and Dexterity of 16 or
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better gains a 10 percent bonus to the experience points he earns.
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Martial Artists are masters of armed and unarmed combat. A Martial
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Artist may learn to use any weapon, however he must learn the bo staff
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before learning others. Since this is the traditionally preferred
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weapon of the Martial Artist, he gains a +1 onto his ``to-hit'' rolls
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when it is used.
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A Martial Artist's empty hand attacks consist of a combination of
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kicks and punches. When he fights an opponent more than one and a half
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times his size, his open hand attacks do only half damage. Starting at
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fourth level, Martial Artists get multiple empty hand attacks. This
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differs from other Warriors, who do not get multiple attacks until
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seventh level.
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A Martial Artist has a special armor class. The armor class represent
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the Martial Artist's evading, blocking, and parrying ability. This
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only works when the Martial Artist can defend himself and is aware of
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the imminent attack. A high dexterity can further improve a Martial
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Artist's armor class.
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A Martial Artist has the following special benefits:
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A Martial Artist can run very fast. The Martial Artist's movement rate
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is listed in Experience Table.
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A Martial Artist is good at stealth. A Martial Artist has the
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following Rogue skills: Move Silently, Hide in Shadows, and Climb
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Walls. These skills are listed in Martial Artist Abilities Table.
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A Martial Artist has special combat maneuvers. Martial Artists have
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combat options not available to other character classes. These are
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listed in Manuever Table. Each maneuver uses up one weapon proficiency
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slot. The special maneuvers are classifed by the method used and the
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difficulty of each maneuver. The lower the number of the maneuver, the
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easier it is to perform. When selecting maneuvers from a method, there
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must be a progression from 1 on up, i.e. a maneuver can be learned
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only when all of the easier ones from that method are known.
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A Martial Artist can heal himself. The amount of damage which can be
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healed is two hit points per level. This self-healing ability can be
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used twice a day, requiring only a moment of concentration, and can
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therefore be used without withdrawing from melee.
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A Martial Artist can feign death. At fourth level, a Martial Artist
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gains the ability to use self-induced catelepsy to appear dead. This
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can be done perfectly, as the Martial Artist is able to lower his or
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her body temperature and heart rate. The Martial Artist is able to
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maintain this state for twice the number of turns as his level. He is
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fully aware of his surroundings while in this state and can revive
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himself within one turn.
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A Martial Artist can use Ki power. At seventh level, the Martial
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Artist gains the ability to give a powerful Ki --- a fierce battle cry
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that channels the Martial Artist's energy and gives him a +2 bonus to
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his strength (e.g. a 17 strength becomes an 18/10) for that round and
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a +1 for the next one. A Martial Artist can use this Ki twice a day.
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At 17th level, the Ki ability gains the additional effect of the
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4th-level Wizard spell, Shout usable once per day.
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A Martial Artist has special immunities. At 10th level, the Martial
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Artist gains immunity to diseases, haste, and slow spells. At 14th
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level, the Martial Artist becomes immune to poisons. At 17th level, he
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becomes immune to all mind-controlling spells such as Geas and Quest.
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A Martial Artist can attract students. This occurs when the Martial
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Artist reaches 10th level. These students have heard of the Martial
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Artist's reputation and seek to benefit from his expertise. They will
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obey his orders with great loyalty. To attract students, the Martial
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Artist must have a school or temple.
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A Martial Artist ages slowly for his race. At 12th level, the Martial
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Artist enjoys slower aging --- he ages at one half the normal rate for
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his race.
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A Martial Artist can blur his form in combat. The Martial Artist gains
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the ability to Blur, twice a day starting at 13th level, as the
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2nd-level Wizard spell.
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A Martial Artist can wound and cure with his hands. At 19th level, the
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Martial Artist can Cause or Cure Critical Wounds, as the Priest spell,
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each usable once per day. No spell casting is required; the Martial
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Artist need only touch the recipient for the latter or hit his victim
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for the former - in which case, the damage inflicted from the strike
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is added to the total.
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A Martial Artist has the following restrictions:
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A Martial Artist can not wear armor. This includes all armors,
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including magical and elven ones.
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A Martial Artist must give away part of his treasure. Martial Artists
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must tithe 10 of all treasure gained to their home temple, or to
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another temple of the same order. Furthermore, Martial Artists may not
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own more wealth than that which they can carry with them. Excess money
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or equipment must be gotten rid of in any way the Martial Artist deems
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fit.
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Martial Artist Abilities Table
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--------------------------------------------------------------------
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Empty hand Empty hand Hide in Move Climb *
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Level AC attacks/round damage Shadows Silently Walls *
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1 7 1 1-6 (1d6) 10 15 65 *
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2 7 1 1-6 (1d6) 15 21 71 *
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3 6 1 1-6 (1d6) 20 27 77 *
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4 6 3/2 1-6 (1d6) 25 33 83 *
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5 5 3/2 2-8 (2d4) 31 40 89 *
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6 5 3/2 2-8 (2d4) 37 47 95 *
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7 5 3/2 2-8 (2d4) 43 55 -- *
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8 4 2 2-8 (2d4) 49 62 -- *
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9 4 2 3-9 (2d4+1) 56 70 -- *
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10 4 2 3-9 (2d4+1) 63 78 -- *
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11 3 2 3-9 (2d4+1) 70 86 -- *
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12 3 5/2 3-9 (2d4+1) 77 95 -- *
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13 3 5/2 3-9 (2d4+1) 85 -- -- *
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14 2 5/2 3-9 (2d4+1) 95 -- -- *
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15 2 5/2 3-9 (2d4+1) -- -- -- *
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16 2 3 3-9 (2d4+1) -- -- -- *
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17 1 3 3-9 (2d4+1) -- -- -- *
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18 1 3 3-9 (2d4+1) -- -- -- *
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19 1 3 3-9 (2d4+1) -- -- -- *
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20 0 7/2 3-9 (2d4+1) -- -- -- *
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EXPERIENCE POINTS
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Hit Dice
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Level Experience (d10) Move *
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1 0 1 12" *
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2 2,500 2 12" *
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3 5,000 3 13" *
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4 10,000 4 13" *
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5 20,000 5 14" *
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6 40,000 6 14" *
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7 80,000 7 15" *
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8 160,000 8 15" *
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9 320,000 9 16" *
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10 640,000 9+3 17" *
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11 1,280,000 9+6 18" *
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12 1,580,000 9+9 19" *
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13 1,800,000 9+12 20" *
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14 2,100,000 9+15 21" *
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15 2,400,000 9+18 22" *
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16 2,700,000 9+21 23" *
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17 3,000,000 9+24 24" *
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18 3,300,000 9+27 25" *
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19 3,600,000 9+30 26" *
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20 3,900,000 9+33 27" *
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MANEUVERS (see Oriental Adventures, pp 103 -- 105)
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Kick Movement Strike Weapon *
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1. Circle kick 1. Prone fighting 1. Feint 1. Weapon catch *
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2. Flying kick 2. Immovability 2. Iron fist 2. Weapon break *
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3. Backward kick 3. Missile Deflect 3. Crushing Blow 3. Leap *
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4. Leap 4. Eagle claw *
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5. Speed *
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Lock Throw Training Vital Areas *
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1. Choke hold 1. Fall 1. Meditation 1. Pain touch *
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2. Locking block 2. Instant stand 2. All sight 2. Stunning touch *
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3. Incapacitator 3. Hurl 3. Ironskin 3. Paralyzing touch *
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4. Immobilizing 4. Great throw 4. Levitation 4. Distance death *
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Sweeps *
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1. Foot sweep *
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2. Scissor sweep *
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3. Drop sweep. *
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Sweeps: The following is a description of the sweeps. These is a five
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percent chance per sweep level of stunning an opponent on a successful
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sweep.
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Foot Sweep. Using the lead or rear foot, the Martial Artist attempts
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to make the opponent fall to the ground. If a successful attack is
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made, the opponent must make a successful dexterity fall or the ground
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and lose his next round of attacks. Whether or not he makes the check,
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he still suffers a penalty of 2 to his armor class for the rest of the
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round and the next. In any of the above cases, the Martial Artist
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suffers a penalty of 4 to his armor class during the round in which he
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makes the sweep.
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Scissor Sweep. The Martial Artist drops to the floor, scissoring the
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opponent's legs out from under him. If a successful attack is made,
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the opponent must make a dexterity check or fall to the ground ---
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face up or face down, depending on the Martial Artist's whim. If face
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up, the opponent takes 2d4 hit points damage from the fall, but can
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fight or get up the next round. If face down, the opponent takes no
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damage, but must take an extra round turning over before attempt to
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fight or getting up, and additionally suffers a armor class penalty of
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2. No matter what happens, the Martial Artist falls to the ground,
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too, but in such a way that he sustains no damage.
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Drop Sweep. The Martial Artist drops to his hands, and swings his rear
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leg around to sweep the opponent's legs out from under him, sending
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him crashing to the floor. If the Martial Artist makes a successful
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attack at -2 to hit, the opponent falls to the floor and takes 2d4 hit
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points of damage. If the monk makes a successful dexterity check ---
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whether or not he hits --- he can choose to remain standing after the
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maneuver.
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