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| Phoenix Knight07-05-06, 12:26 PM | While thinking about a new class system, I came across another idea, sort of inspired by Szatany's Ultimate Fighter and tiluvias99's Bando Warrior. What if, instead of Weapon Groups, characters choose fighting styles. This would help distinguish them, and also allow for customization of a new warrior class. For example, the Eskrima style would give proficiency with clubs, knives, and shortswords. A Fencing style could give swords and knives - or an ambitious DM could split the fencing schools based on his countries or actual schools (like we have the Italian school, German School, and Spainish school). The good old Sword & Shield style would be great for a kight character, while a swashbuckler would favor Fencing. A samurai would likely want Archery and Kenjutsu. There are tons of styles for unarmed fighters, as well. Any style should list the weapon proficiencies, philosophy, and recommended feats. I welcome experts (which I do not claim to be) on fighting styles to submit sample styles for this. Of course, a DM can also create completely original styles for his world, too. For simplicity's sake, very similar styles might be folded into one style. Anyway, feedback and submissions are welcomed. |
| tryco07-05-06, 01:40 PM | this sounds like the lightsaber fighting styles from star wars. There was something about fighting styles for monks in UA. i think it should look something like this: Name fighting style proficiency with Weapons ... bonus feat for style. optional: bonus to skill. discription |
| Darth Sephiroth07-05-06, 02:16 PM | I'd also look at the Martial Arts styles from Oriental Adventures. |
| Phoenix Knight07-05-06, 03:24 PM | I had forgotten that Unearthed Arcana had that, thanks, tryco. It's kind of what I'm looking for, though I was actually leaning towards something beyond simply unarmed combat for monks. I do remember the OA stuff, too, Darth, and I think it gives a decent place to start. But what I'm actually mainly looking at here is replacing Weapon Groups (which of course replaced proficiencies) with Fighting Styles. i think it should look something like this: Name fighting style proficiency with Weapons ... bonus feat for style. optional: bonus to skill. discription Yeah, that sounds like a fair format. I could see the optional section being other things than a skill bonus: like advantages and disadvantages of a style. Some styles claim to be good for fighting multiple opponents, others good at putting down opponents without harming them, etc. The problem with a static skill bonus is I see people having secondary styles they may have learned, and I think it becomes a problem if people are picking up styles just for skill benefits. I think the benefits should usually be things that apply only when using the style. What I was thinking was also a list of feats that fit the style well, such as TWF going well with fencing, eskrima, and a few others. Weapon Finesse it a good feat for several styles, as well. Shield Bash obviously fits Sword & Shield. Whirlwind attack fits a style designed to hold off many foes. |
| Phoenix Knight07-05-06, 03:37 PM | Escrima Escrima is a style of sword and stick fighting from the Phillipines. The basics were taught to villagers to defend their homes, while masters hone more complex techniques. It is primarily weapon-based, though advanced techniques involve empty-hand attacks. Practioners also learn first-aid and team fighting. Weapons: rattan (light club), dagger, shortsword, unarmed strike, nunchaku, spear Appropriate Feats:Shield Proficiency, Two Weapon Fighting, Two Weapon Defense, Weapon Finesse, Improved Unarmed Strike, Combat Expertise Special:I can't think of anything right now. Since I am no expert, I can only link to Wikipedia (http://en.wikipedia.org/wiki/Eskrima). Those more versed should feel free to offer correction to an errors you see. |
| Ranger REG07-05-06, 06:10 PM | Anyway, feedback and submissions are welcomed. Well, considering that D&D is fundamentally d20... I'd look into Martial Arts Mayhem (despite it is writen for d20 Modern) which alternatively suggest offering weapon proficiencies based on schools or disciplines. |
| scienceman4707-06-06, 05:29 AM | Tome of Battle...9 sublime ways...july preview...maneuvers... go look at that srry, kinda tired, don want to type out sentacnes for all that rot. |
| Phoenix Knight07-06-06, 10:05 AM | Well, considering that D&D is fundamentally d20... I'd look into Martial Arts Mayhem (despite it is writen for d20 Modern) which alternatively suggest offering weapon proficiencies based on schools or disciplines. Thanks Ranger, I bought the pdf and I'll check it out in just a bit. Tome of Battle...9 sublime ways...july preview...maneuvers... go look at that It looks like it has potential, but to be usuable I'd need the whole book, which won't come out until August (probably mid-to-late August if trends hold). I'd like to be able to work on something in the immediate future. Still, I'll keep an eye out. |
| Phoenix Knight07-06-06, 01:25 PM | Looked at Martial Arts Mayhem. It was helpful and gave me some ideas for new styles. Unfortunately, almost all the styles were unarmed combat, but I think they could still be adapted. Their project is kind of similar to monk fighting styles in UA. Also, like Weapon Groups, I was thinking that style choice would replace weapon choice for any feat that requires you to choose a weapon. I.e. STYLE FOCUS Choose a fighting style you know. Prereq: +1 BAB Benefit: +1 bonus on attacks when fighting using the chosen style. STYLE SPECILIAZATION Choose a fighting style you know for which you have the Style Focus feat. Prereq: +4 BAB, Style Foucs Benefit: +2 bonus on damage when fighting usng the chosen style. While I'm working on this partly because I think it more realist than weapon proficiencies (and it's cooler), one of the main reasons for all this is for my work on a new Warrior class. I think many have looked at the Fighter and said that you should be able to take the class and make a Sword & Shield guy, or a Swashbuckler, or a Samurai, or whatever. Fighting style is one thing that would really distinguish different fighters, even if it is more fluff than crunch. Rather than give a bonus feat of choice every other level, I expect my warrior to grant up to 10 style benefits (probably one each level since I expect it to be a 10 level class, but that's another topic, and it could be spread out over 20 if need be). I think I might start listing them with styles. I suppose a truly exotic weapon might require its own style. I envision learning new styles to be either a function of class, or roleplaying training, but a DM could charge feats if he was so inclined. |
| Phoenix Knight07-06-06, 01:35 PM | Sword and Shield The style of fighting with a one-handed sword and a shield to guard is popular among knights, foot soldiers, and many other warriors, especially in Europe. Weapons: longsword, shortsword, bastard sword, all shields Appropriate Feats: Bastard Sword (exotic), Tower Shield Proficiency, Improved Shield Bash, Two Weapon Fighting, Shield Charge, Shield Slam Special: ? Style Benefit 1: Style Focus 2: Improved Shield Bash 3: Shield Charge 4: Style Speciliazation 5: Shield Slam 6: ? 7: ? 8: Greater Style Focus 9: Shield bonus improves by +1 10: Greater Style Specilization |
| Phoenix Knight07-06-06, 01:47 PM | Fencing The style of those that prefer swordplay over other forms of combat. This could be broken down into several different styles if desired. It is primarily designed for European styles; Asian styles should probably be represented by a different style (such as Kenjutsu). Weapons: bastard sword, longsword, scimitar, dagger, rapier, shortsword, main gauche, arming glove Appropriate Feats: Two Weapon Fighting, Two Weapon Defense, Combat Expertise, Improved Disarm, Weapon Finesse, Improved Feint, Exotic Weapon (bastard sword) Special: ? Kenjutsu The swordfighting style of feudal Japan. It uses draw-cuts, rather than traditional cut attacks. Weapons: katana, wakizashi, nodachi, tanto Appropriate Feats: Draw Cut (this should be a new feat or special ability), Power Attack, Cleave, Combat Expertise, Quick Draw Special: ? Kenjutsu: Daisho Popularized by folk-hero Musashi, this style uses both the katana and wakizashi. Weapons: katana, wakizashi Appropriate Feats: Draw Cut (this should be a new feat or special ability), Quick Draw, Two Weapon Fighting, Improved TWF, Two Weapon Defense Special: ? Heavy Weapons The favored style of many tank-characters. Weapons: Greataxe, bastard sword, greatsword, falchion, great falchion, greatclub, warmace, mattock, warhammer, maul Appropriate Feats: Power Attack, Cleave, Improved Bull Rush, Improved Sunder Special: ? |
| Phoenix Knight07-06-06, 01:57 PM | Kobujutsu This style originated in Okinawa when citizens were not allowed to carry weapons and thus learned to use ordinary tools. Weapons: nunchaku, quarterstaff, tonfa, kama, knuckle duster, sai, hatchet (battleaxe), club, whip, spear, three-section staff Appropriate Feats: ? Special: ? Capoiera This style originated in Brazil. Practioners use rythmic movements to constantly shift balance, unarmed attacks, and can fight effectively from almost any position. Weapons: unarmed strike, ? Appropriate Feats: Improved Unarmed Strike, Dodge, Mobility, Prone Attack, Improved Trip, Combat Expertise, Improved Feint Special: ? Gatka This Indian style makes use of many available weapons. Weapons: tulwar (scimitar), lathi (bamboo club), whip, chain, scimitar (kharda), spiked chain Appropriate Feats: ? Special: ? |
| Ranger REG07-06-06, 06:30 PM | Looked at Martial Arts Mayhem. It was helpful and gave me some ideas for new styles. Unfortunately, almost all the styles were unarmed combat, but I think they could still be adapted. Almost all? You got the Clothyard Shaft School, which focus on bow. Kobujutsu, which focus on implementing [Okinawan] farming tools as weapons. Swordplay school, which focus on swordfighting, whether is Kendo/Kenjitsu, Fencing, etc. If you want, you can take a Weapon Proficiency [School] feat, and use any of the weapons (plural) associated with that school without the nonproficiency penalty. |
| Phoenix Knight07-06-06, 06:43 PM | Almost all? You got the Clothyard Shaft School, which focus on bow. Kobujutsu, which focus on implementing [Okinawan] farming tools as weapons. Swordplay school, which focus on swordfighting, whether is Kendo/Kenjitsu, Fencing, etc. If you want, you can take a Weapon Proficiency [School] feat, and use any of the weapons (plural) associated with that school without the nonproficiency penalty. Yeah, those were the most notable exceptions. I'll certainly have an Archery style. As you can see above, I used the book to add Kobujutsu. I seperated swordfighting because I see the distinction as more important in ancient times, than it would be in modern when most combatants focus on guns. There are, in fact, two Martials Arts Mayhem books. I got both. The first was best, but the second did have some good stuff, too. Yeah, the Weapon Proficiency [School] idea is pretty much what I intended, except that each character would get 'X' styles instead of weapon proficiencies, without having to spend feats on them (much like weapon groups in UA). |
| Ranger REG07-07-06, 02:15 AM | There are, in fact, two Martials Arts Mayhem books. I got both. The first was best, but the second did have some good stuff, too. Actually, there are three volumes. I just happened to pick up the printed version that compiled all three of them in one softbook. |
| theblindman07-07-06, 09:35 AM | I was thinking of doing something very similar recently. I was initially thinking of replacing Weapon and Armour Proficiencies with particular Style Proficiencies that would be limited to only one or two weapons, and one or two sets of armour. Fighters and barbarians get three, rangers and paladins get two, clerics and rogues and bards get one, wizards and sorcerors get none. Each Style Proficiency has a bonus feat attached to it that can only be used when fighting in that style. In my mind Style Proficiencies looked something like this. Phalanx Spear and Shield Style You are proficient in the use of a spear and shield together. A character who is fighting in a style with which he is not proficient suffers a -4 penalty to attack, and applies his armour check penalty to attack rolls and to all skill checks that involve moving, including Ride. Weapons: Shortspear Armour: Scale Mail; Chain Mail Shield: Shield, Heavy Wooden; Shield, Heavy Steel Bonus Feat: Hold the Line I know that's not quite the direction you were thinking of going in, but I thought I'd bounce this off you and see where it ended up. Another way of doing this might be to build a feat similar to Vow of Poverty, that seriously restricts the character's options while giving them extensive bonuses in a very specialized area to compensate. |
| Phoenix Knight07-07-06, 01:16 PM | I think that could work fine, theblindman. It gives me a new idea for a style, though I might make it more general to include several weapons that could be used in phalanx fighting. I wouldn't limit it to armor types, but I can see why you might. Do you mean you get a bonus feat just for taking the style? Ranger, the site I ordered from only listed volumes I & II. Anything particularly special in Vol. III that it should be worth hunting around, or do you not know which material was in which volume if you got a compiled version. Anyway, thanks for the idea. I've been thinking about this idea more, after having worked on my Warrior class (who specializes in a particular style). I think each style needs 3 levels of mastery (much like Martial Arts Mayhem) that grant special benefits when you meet the requirements. Warriors automatically get the benefits at certain levels, too, even if they do not meet the requirements. For example, a saber/scimitar style might allow you to Weapon Finesse them at the first level mastery, even though they are One-handed weapons. Anyway, I'll update styles when I have more time. I do need to decide how many styles each character starts with. I was thinking three. That gives everyone (theoretically) a melee style, a ranged style, and a backup style. Nothing compared to having all martial weapons, but hopefully the benefits of the style outway the loss in flexibility. |
| Ranger REG07-07-06, 05:20 PM | Ranger, the site I ordered from only listed volumes I & II. Anything particularly special in Vol. III that it should be worth hunting around, or do you not know which material was in which volume if you got a compiled version. Anyway, thanks for the idea. My mistake. The print compiled just the two volumes. There is no third. Anyhoo, just google "The Game Mechanics." |
| Phoenix Knight07-18-06, 11:00 AM | I posted this to the new boards, but since they are unavailable, I'm putting it here, too. I've refined my ideas about the role of such styles a bit. Of course the question remains about whether this is too complicated, or worth it. Rather than weapon proficiencies, one option is to use fighting styles. If using the new Warrior class, this option is recommended. Each region has many fighting styles which are taught in it. A fighting style determines what weapons you know how to use. To use a weapon that is not part of your fighting style, you receive a -4 non-proficient penalty. Shields are considered weapons for these purposes. You begin knowing 3 fighting styles. You can learn additional fighting styles by spending feats, or, if the DM allows, through roleplaying training with a master. Each style lists feats that are appropriate for that style. A warrior’s bonus feats must come from his style’s list. Any feat that you would normally choose a weapon with, such as Weapon Focus, you now choose a Fighting Style and it applies to all attacks while you use that style. In addition, each fighting style has several special mastery benefits that you receive once you meet the requirements or attain the appropriate Warrior level. Sample styles follow. You may create new styles with your DM’s permission. ARCHERY Archery is the art of using the bow. Emphasis and technique varies from one nation to the next, but the style is present in most countries. Weapons: all bows and crossbows Feats: Crossbow Sniper (PHB2), Deadeye Shot (PHB2), Far Shot, Improved Mounted Archery (CW), Improved Precise Shot, Improved Rapid Shot (CW), Manyshot, Mounted Archery, Precise Shot, Point Blank Shot, Ranged Disarm (CW), Ranged Pin (CW), Rapid Reload, Rapid Shot, Ready Shot (HoB), Shot on the Run, Zen Archery (CW) 1st Mastery: requirements: Base Attack +4, Concentration 4 ranks, Spot 6 ranks, Style Focus (Archery), Point Blank Shot. Benefit: If you fight defensively, attacks using this style do not provoke an attack of opportunity. 2nd Mastery: requirements: Base Attack +7, Concentration 8 ranks, Spot 10 ranks, Style Focus (Archery), Point Blank Shot, Precise Shot, Rapid Shot. Benefit: You can apply your Dexterity bonus to damage with ranged attack rolls within 30 feet when using this style. 3rd Mastery: requirements: Base Attack +12, Concentration 10 ranks, Spot 14 ranks, Style Focus (Archery), Improved Precise Shot, Point Blank Shot, Precise Shot, Rapid Shot. Benefit: Your precision with the bow allows you to deal an extra 1d6 points of damage to targets within one range increment when using this style. This bonus damage does not apply to creatures immune to critical hits. BANDO This form of fighting was developed in southern Guiyu, evolving out of more ancient martial arts techniques. While principally an unarmed fighting style, more experienced practitioners learn to use many weapons as a part of their body. Practitioners are taught to avoid combat, but fight without holding back when they must fight. They hone their bodies into deadly weapons, using brutal martial arts. They rely on evasion and counters, surprise, and skilled attacks. They remain relaxed until the last moment then spring into powerful attacks. A Bando fighter uses his whole body in every strike, adding force. While training always begins with unarmed combat, more advanced techniques called Banshay utilize weapons. Weapons: unarmed strike, club, quarterstaff, butterfly sword Feats: Combat Expertise, Combat Reflexes, Dodge, Improved Feint, Improved Unarmed Strike, Intuition, Mobility, Sneak Attack, Weapon Finesse 1st Mastery: requirements: Base Attack +3, Style Focus (Bando), Improved Feint, Improved Unarmed Strike, Sneak Attack, Weapon Finesse. Benefit: When making a sneak attack, you receive +1d6 extra damage. 2nd Mastery: requirements: Base Attack +6, Balance 6 ranks, Style Focus (Bando), Combat Reflexes, Improved Feint, Improved Unarmed Strike, Sneak Attack, Weapon Finesse. Benefit: You can apply the Weapon Finesse feat to any weapon you use when fighting in this style. 3rd Mastery: requirements: Base Attack +11, Balance 10 ranks, Style Focus (Bando), Combat Reflexes, Dodge, Improved Feint, Improved Unarmed Strike, Sneak Attack, Weapon Finesse. Benefit: When unarmored and fighting in this style, you receive a +2 dodge bonus to AC CAPOEIRA This unarmed combat style focuses on rhythmic movements which constantly shift the user’s balance, throwing off his opponents. Practitioners can fight on the ground, and even on their hands. The style focuses on kicks and acrobatics. Any armor or load which lowers your speed prevents use of this style. Weapons: unarmed strike Feats: Acrobatic, Acrobatic Charge, Combat Expertise, Defensive Roll, Dodge, Improved Feint, Improved Trip, Improved Unarmed Strike, Kip Up, Mobility, Prone Attack (CW), Roundabout Kick (CW) 1st Mastery: requirements: Base Attack Bonus +3, Tumble 6 ranks, Perform (dance) 6 ranks, Style Focus (Capoeira), Improved Trip, Improved Unarmed Strike. Benefit: You receive an additional +2 bonus on trip checks with this style. 2nd Mastery: requirements: Base Attack Bonus +6, Tumble 9 ranks, Perform (dance) 9 ranks, Style Focus (Capoeira), Improved Feint, Improved Trip, Improved Unarmed Strike. Benefit: You can use Perform (dance) in place of bluff to make a feint check. You receive a +2 bonus to feint checks. 3rd Mastery: requirements: Base Attack Bonus +11, Tumble 13 ranks, Perform (dance) 13 ranks, Style Focus (Capoeira), Acrobatic, Improved Feint, Improved Trip, Improved Unarmed Strike. Benefit: You can perform a feint as a swift action CHAIN This style emphasizes use of a whip or chain to its full potential. It is often impractical in confined quarters. Weapons: whip, whip dagger, flail, chain, spiked chain, kawanaga, kusari-gama, kau sin ke, nunchaku, scourge, three-section staff Feats: Combat Expertise, Dodge, Improved Combat Expertise (CW), Improved Disarm, Improved Feint, Improved Trip, Mobility, Weapon Finesse, Whirlwind Attack 1st Mastery: requirements: Base Attack Bonus +4, Balance 3 ranks, Style Focus (Chain), Combat Expertise, Weapon Finesse. Benefit: You can apply Weapon Finesse to any weapon with this style. 2nd Mastery: requirements: Base Attack Bonus +8, Balance 5 ranks, Style Focus (Chain), Combat Expertise, Dodge, Improved Disarm, Improved Feint, Weapon Finesse. Benefit: +2 bonus to opposed attack rolls. 3rd Mastery: requirements: Base Attack Bonus +12, Balance 7 ranks, Heal 4 ranks, Style Focus (Chain), Combat Expertise, Dodge, Improved Combat Expertise, Improved Disarm, Improved Feint, Weapon Finesse. Benefit: +1d6 sneak attack damage with this style. ESCRIMA Escrima is a style of sword and stick fighting from Bana. The basics are taught to villagers to defend their homes, while masters hone more complex techniques. It is primarily weapon-based, though advanced techniques involve empty-hand attacks. Practitioners also learn first-aid and team fighting. Weapons: rattan (club), dagger, nunchaku, shortsword, spear, unarmed strike, kabit (chain) Feats: Combat Expertise, Greater Two Weapon Defense (CW), Greater Two Weapon Fighting, Improved Feint, Improved Two Weapon Defense (CW), Improved Two Weapon Fighting, Improved Unarmed Strike, Shield Proficiency, Two Weapon Defense, Two Weapon Fighting, Weapon Finesse 1st Mastery: requirements: Base Attack Bonus +3, Balance 5 ranks, Heal 5 ranks, Tumble 5 ranks, Style Focus (Escrima), Two Weapon Defense, Two Weapon Fighting. Benefit: When using this style, your penalty to attack rolls for fighting with two weapons is reduced by 2, if both weapons are light. 2nd Mastery: requirements: Base Attack Bonus +7, Balance 8 ranks, Heal 8 ranks, Tumble 5 ranks, Style Focus (Escrima),Improved Two Weapon Fighting, Two Weapon Defense, Two Weapon Fighting, Weapon Finesse. Benefit: Flurry of Blows: When making a full attack with this style you can elect to gain an additional attack at your highest bonus. If you do, all your attacks this round suffer a -2 penalty. 3rd Mastery: requirements: Base Attack Bonus +12, Balance 10 ranks, Heal 10 ranks, Tumble 7 ranks, Style Focus (Escrima), Greater Two Weapon Fighting, Improved Two Weapon Fighting, Two Weapon Defense, Two Weapon Fighting, Weapon Finesse. Benefit: You can gain a bonus off-hand attack for Flurry of Blows, but then the attack penalty is doubled (-4 to all attacks). Additionally, when your base attack becomes +16 or higher, you also receive a fourth off-hand attack at -15. FENCING The style of those that prefer swordplay over other forms of combat. It is primarily designed for western Midgardian styles; other styles of swordsmanship also exist (such as Kenjutsu). Weapons: bastard sword, longsword, scimitar, dagger, rapier, shortsword, arming glove (gauntlet) Feats: Combat Expertise, Improved Critical, Improved Disarm, Improved Feint, Quick Draw, Riposte, Two Weapon Defense, Two Weapon Fighting, Weapon Finesse 1st Mastery: requirements: Base Attack Bonus +3, Style Focus (Fencing), Combat Expertise, Weapon Finesse. Benefit: You may apply the Weapon Finesse feat to any weapon for this style. 2nd Mastery: requirements: Base Attack Bonus +7, Style Focus (Fencing), Combat Expertise, Improved Disarm, Improved Feint, Weapon Finesse. Benefit: You receive a +2 bonus on feint and disarm checks. 3rd Mastery: requirements: Base Attack Bonus +14, Combat Expertise, Improved Critical (Fencing), Style Focus (Fencing), Quick Draw, Riposte. Benefit: Master Riposte: When use the Riposte feat you can make an opposed attack roll against the target that provoked an attack of opportunity. If you win, he is caught flat-footed against your attack of opportunity. GATKA This Kirahran fighting style makes use of whatever weapons are on hand. It is designed to allow warriors to instantly leap into action. Some in Ahlia have also picked up this style. It is the style most commonly practiced by most Kirahran soldiers and peasantry when they need to. The style emphasizes complex footwork. Practitioners use wide, circular arm movements. Weapons: club, mugdar (club), chain, scimitar, spiked chain, whip, sickle, bagh nakh, tabar Feats: Combat Expertise, Defensive Strike (CW), Dodge, Improved Combat Expertise (CW), Improved Disarm, Improved Feint, Improved Initiative, Melee Evasion (PHB2), Mobility, Power Attack, Quick Draw, Spring Attack, Throw Anything (CW), Weapon Finesse 1st Mastery: requirements: Base Attack Bonus +3, Style Focus (Gatka), Improved Feint, Improved Initiative. Benefit: Your footwork allows grants you a +2 bonus on feint checks. 2nd Mastery: requirements: Base Attack Bonus +7, Style Focus (Gatka), Combat Expertise, Dodge, Improved Feint, Improved Initiative. Benefit: When you use Combat Expertise (or Improved Combat Expertise), the benefit you gain is 1.5 times the penalty (for example, if you take -4 to hit, you gain +6 AC). 3rd Mastery: requirements: Base Attack Bonus +11, Style Focus (Gatka), Combat Expertise, Dodge, Improved Feint, Improved Initiative, Mobility. Benefit: You apply the benefits of your Dodge feat against all opponents of which you are aware, and its bonus increases to +2. HEAVY WEAPONS The favored style of many bruisers, this style emphasis using a large, powerful weapon, to its full destructive potential. Weapons: Greataxe, bastard sword, greatsword, greatclub, lucerne hammer, maul, warhammer Feats: Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder, Power Attack 1st Mastery: requirements: Base Attack +3, Style Focus (Heavy Weapons), Improved Sunder, Power Attack. Benefit: You receive +2 bonus damage when making a sunder attack. 2nd Mastery: requirements: Base Attack +8, Style Focus (Heavy Weapons), Cleave, Great Cleave, Improved Sunder, Power Attack. Benefit: You can take a 5-foot step between attacks when using the Cleave or Great Cleave feat. 3rd Mastery: requirements: Base Attack +13, Style Focus (Heavy Weapons), Cleave, Great Cleave, Improved Sunder, Power Attack. Benefit: When you use Power Attack with a weapon you use two-handed, the bonus damage 2.5 times the penalty you take. JUJUTSU This unarmed combat style is practiced exclusively in Terza. It is primarily a wrestling style, but includes sweep kicks, locks, and throws. Weapons: unarmed strike Feats: Clever Wrestling (CW), Combat Expertise, Defensive Throw (CW), Dodge, Earth’s Embrace (CW), Improved Grapple, Improved Trip, Improved Unarmed Strike, Kip Up, Prone Attack (CW) 1st Mastery: requirements: Base Attack Bonus +3, Style Focus (Jujutsu), Improved Grapple, Improved Unarmed Strike. Benefit: You receive an additional +2 bonus to grapple checks. 2nd Mastery: requirements: Base Attack Bonus +7, Heal 6 ranks, Style Focus (Jujutsu), Clever Wrestling, Improved Grapple, Improved Unarmed Strike. Benefit: Sleeper: When you pin an opponent for a full round he must make a Fort save (DC 10 + ½ your level + your Wis mod) or fall unconscious for 1d4 rounds. 3rd Mastery: requirements: Base Attack Bonus +11, Heal 8 ranks, Style Focus (Jujutsu), Clever Wrestling, Improved Grapple, Improved Unarmed Strike. Benefit: When you deal grapple damage, you deal an additional 1d6 points of damage. KAL-KARI One of the most ancient styles of the martial arts, the origins of this style are known to very few. It is one of the styles created by the encaran Kirran, the first martial artist. He later taught it to men settling in Kirahr, along with its sister style (Tal Zahn). The two styles spread through eastern Kishar, eventually giving rise to other martial arts styles. The style is still taught in Kirahr, in more-or-less its original form. Some monastic orders teach both styles, with most focus on one. Kal-kari focuses more on unarmed combat than its sister style. It teaches a similar degree of fluid motion, evasion, and athletic ability. Sometimes considered more defensive than other unarmed styles, in truth, it relies on parrying attacks until the perfect opportunity presents itself. Practitioners are taught to step inside the reach of those wielding weapons, and attempt to bring them down quickly. Some also learn pressure point techniques, though not in as much depth as styles that specialize in them. Weapons: unarmed strike, quarterstaff Feats: Body Control, Close-Quarters Fighting (CW), Combat Expertise, Combat Reflexes, Defensive Strike (CW), Defensive Throw (CW), Dodge, Evasion, Improved Combat Expertise (CW), Improved Disarm, Improved Grapple, Improved Trip, Improved Unarmed Strike, Intuition, Kip Up, Mobility, Spring Attack, Still Mind, Stunning Fist, Weapon Finesse, Whirlwind Attack 1st Mastery: requirements: Base Attack Bonus +4, Balance 4 ranks, Jump 4 ranks, Style Focus (Kal-kari), Improved Unarmed Strike. Benefit: When unarmed and unarmored you gain a +1 dodge bonus to AC. 2nd Mastery: requirements: Base Attack Bonus +8, Balance 6 ranks, Concentration 4 ranks, Heal 4 ranks, Jump 6 ranks, Style Focus (Kal-kari), Combat Expertise, Dodge, Improved Trip, Improved Unarmed Strike. Benefit: If you use Combat Expertise and an opponent misses you, attacks you make against him in the following round receive +1d4 damage. 3rd Mastery: requirements: Base Attack Bonus +14, Balance 8 ranks, Concentration 10 ranks, Heal 5 ranks, Jump 8 ranks, Style Focus (Kal-kari), Combat Expertise, Defensive Strike, Defensive Throw, Dodge, Improved Trip, Improved Unarmed Strike, Mobility. Benefit: While fighting in this style you enter a zone of perfect movement. Your dodge bonus to AC improves to +2, and any opponent that misses you with a melee attack provokes an attack of opportunity. You can take only one such attack per opponent, though Combat Reflexes allows you to take it against multiple opponents. KENJUTSU This is the sword style of Terza. It is practiced by samurai and other warriors, including ninja. Fighters in this style often favor an aggressive stance to quickly bring down opponents. The katana or nodachi is used two-handed, while the tanto or wakizashi are used only if a greater sword is unavailable. Weapons: katana, nodachi, tanto, wakizashi Feats: Cleave, Combat Expertise, Improved Critical (Kenjutsu), Improved Disarm, Power Attack, Quick Draw, Riposte 1st Mastery: requirements: Base Attack Bonus +3, Style Focus (Kenjutsu). Benefit: Draw Cut: Used with curved blades, the blade is drawn laterally across a wound rather than into it, making it effective against soft targets. This adds 1d4 damage to melee attacks using the weapon. However, if you attempt this maneuver against a target with an armor or natural armor bonus of +6 or better, you receive a -4 penalty to damage. 2nd Mastery: requirements: Base Attack Bonus +7, Concentration 7 ranks, Style Focus (Kenjutsu), Quick Draw. Benefit: Iaijutsu: If you draw your weapon an attack in the same round, you deal an additional 1d6 to flat-footed targets. 3rd Mastery: requirements: Base Attack Bonus +14, Concentration 10 ranks, Combat Expertise, Improved Critical (Kenjutsu), Style Focus (Kenjutsu), Quick Draw, Riposte. Benefit: Master Riposte: When use the Riposte feat you can make an opposed attack roll against the target that provoked an attack of opportunity. If you win, he is caught flat-footed against your attack of opportunity. KENJUTSU: DAISHO This rare style uses both the katana and wakizashi at the same time. Note that it is not possible to use this style with only one sword in hand. Weapons: katana, wakizashi Feats: Combat Expertise, Improved Disarm, Greater Two Weapon Defense (CW), Improved Two Weapon Defense (CW), Improved Two Weapon Fighting, Quick Draw, Two Weapon Defense, Two Weapon Fighting 1st Mastery: requirements: Base Attack Bonus +4, Style Focus (Kenjutsu: Daisho), Two Weapon Fighting. Benefit: Draw Cut: Used with curved blades, the blade is drawn laterally across a wound rather than into it, making it effective against soft targets. This adds 1d4 damage to melee attacks using the weapon. However, if you attempt this maneuver against a target with an armor or natural armor bonus of +6 or better, you receive a -4 penalty to damage. 2nd Mastery: requirements: Base Attack Bonus +7, Style Focus (Kenjutsu: Daisho), Improved Two Weapon Fighting, Two Weapon Fighting. Benefit: When using this style, your penalty to attack rolls for fighting with two weapons is reduced by 2. 3rd Mastery: requirements: Base Attack Bonus +12, Style Focus (Kenjutsu: Daisho), Improved Two Weapon Fighting, Two Weapon Defense, Two Weapon Fighting. Benefit: If you score a critical hit with one of your weapons, the critical threat range of the other improves by 1 this round (this effect is cumulative). KICKBOXING Popular in several lands, this unarmed martial art focuses on kick attacks to keep foes at range, with punches used when they least expect them. This style can represent any variant of unarmed combat specialized in kick attacks. Weapons: unarmed strike Feats: Combat Expertise, Dodge, Flying Kick (CW), Improved Critical, Improved Trip, Improved Unarmed Strike, Power Attack, Roundabout Kick (CW) 1st Mastery: requirements: Base Attack Bonus +3, Style Focus (Kick Boxing), Improved Unarmed Strike. Benefit: +1 bonus damage when making kick attacks. 2nd Mastery: requirements: Base Attack Bonus +7, Style Focus (Kick Boxing), Improved Unarmed Strike, Flying Kick, Power Attack. Benefit: You gain a +4 bonus to Jump checks. 3rd Mastery: requirements: Base Attack Bonus +11, Style Focus (Kick Boxing), Improved Trip, Improved Unarmed Strike, Flying Kick, Power Attack. Benefit: When you use Flying Kick or Power Attack with a kick for at least 5, anyone struck by your kick must make a Reflex save (DC = damage dealt) or fall prone. KNIFE FIGHTING This style is for those that specialize in fighting with one or two knives. It is most popular among inner-city thugs. On the battlefield, most warriors prefer larger weapons that can keep opponents farther at bay. Weapons: dagger, kukri Feats: Combat Expertise, Improved Critical, Improved Feint, Improved Two Weapon Defense (CW), Improved Two Weapon Fighting, Sneak Attack, Two Weapon Defense, Two Weapon Fighting, Weapon Finesse 1st Mastery: requirements: Base Attack Bonus +3, Style Focus (Knife Fighting), Improved Feint. Benefit: You can feint as a swift action by giving up a single attack (this may common from an off-hand attack). 2nd Mastery: requirements: Base Attack Bonus +7, Style Focus (Knife Fighting), Combat Expertise, Improved Feint. Benefit: Flurry of Blows: When making a full attack with this style you can elect to gain an additional attack at your highest bonus. If you do, all your attacks this round suffer a -2 penalty. 3rd Mastery: requirements: Base Attack Bonus +11, Style Focus (Knife Fighting), Combat Expertise, Improved Critical, Improved Feint. Benefit: Your critical range improves by an additional 1 (apply this before Improved Critical). KOBUJUTSU This style originated when farmers were disallowed to carry weapons. They learned to modify farm tools to suit their needs. It is primarily found in Terza and the surrounding isles, though it has started to spread to Guiyu. Weapons: nunchaku, quarterstaff, club, sickle, gauntlet, sai, battleaxe, whip, spear, three-section staff, suruchin (chain) Feats: Combat Expertise, Combat Reflexes, Defensive Strike (CW), Dodge, Improved Disarm, Improved Trip, Two Weapon Fighting, Weapon Finesse 1st Mastery: requirements: Base Attack Bonus +3, Style Focus (Kobojutsu), Combat Expertise, Dodge. Benefit: +2 bonus on opposed attack rolls 2nd Mastery: requirements: Base Attack Bonus +7, Style Focus (Kobojutsu), Combat Expertise, Defensive Strike, Dodge. Benefit: AC bonus for fighting defensively or total defense improves by +1. 3rd Mastery: requirements: Base Attack Bonus +11, Style Focus (Kobojutsu), Combat Expertise, Defensive Strike, Dodge, Improved Disarm. Benefit: You can deal non-lethal damage with only a -2 penalty to attack rolls (instead of -4). LANCE This style covers use of lances, though other thrusting polearms and spears can also be used as a make-shift lance. It is primarily a mounted style. Weapons: lance, shield Feats: Full Mounted Attack, Improved Critical, Improved Initiative, Mounted Combat, Ride By Attack, Spirited Charge, Tower Shield Proficiency, Trample 1st Mastery: requirements: Base Attack Bonus +3, Handle Animal 4 ranks, Ride 6 ranks, Style Focus (Lance), Mounted Combat. Benefit: +2 bonus on lance attack rolls when charging. 2nd Mastery: requirements: Base Attack Bonus +6, Handle Animals 6 ranks, Ride 9 ranks, Style Focus (Lance), Mounted Combat, Ride-By Attack. Benefit: When charging with a lance, you can bull rush in addition to dealing damage. 3rd Mastery: requirements: Base Attack Bonus +10, Handle Animal 8 ranks, Ride 13 ranks, Style Focus (Lance), Mounted Combat, Ride-By Attack, Spirited Charge. Benefit: When you charge with a lance, it deals quadruple instead of triple damage (counting the Spirited Charge feat). MASS WEAPON This style covers weapons that are heavy on the damaging end, rather than balanced. Such weapons include many clubs, axes, and flails. They are usually cheap enough for common men, while effective enough against armor that gentry use them as well. When using a one-handed version of these weapons, shields are almost always used. Using two of these weapons is uncommon in this style. Some heavier mass weapons are not covered with this style (see Heavy Weapons). Weapons: battleaxe, handaxe, greataxe, sickle, flail, heavy flail, club, greatclub, heavy mace, light mace, morningstar, sap, light hammer, heavy pick, light pick, warhammer, shield Feats: Brutal Strike (PHB2), Cleave, Combat Reflexes, Great Cleave, Improved Critical, Power Attack, Power Critical (CW), Tower Shield Proficiency 1st Mastery: requirements: Base Attack Bonus +3, Style Focus (Mass Weapon), Power Attack. Benefit: You ignore 1 point of opponents’ AC bonuses from armor. 2nd Mastery: Base Attack Bonus +7, Style Focus (Mass Weapon), Cleave, Power Attack, Power Critical. Benefit: You ignore 2 points of opponents’ AC bonuses from armor. 3rd Mastery: Base Attack Bonus +11, Style Focus (Mass Weapon), Cleave, Great Cleave, Power Attack, Power Critical. Benefit: You ignore 3 points of opponents’ AC bonuses from armor. PENTJAK SILAT Pentjak Silat (or just Silat) is a martial art found primarily in Sundaland. The art aims to build noble character and self-confidence. It is as much as art as a fighting style, sometimes combined with music. It involves punches, kicks, throws, sweeps, locks, and joint-breaking. Many schools also teach a limited number of weapons. Focus is often on short punches and circular blocks, and upper body power. Weapons: unarmed strike, kris, arbir (halberd), tjaluk (sickle sword), sickle, laingtjat, rante, quarterstaff, kris, lajatang, club. Some schools teach other weapons. Feats: Alertness, Combat Expertise, Defensive Throw (CW), Dodge, Improved Trip, Improved Unarmed Strike, Panache, Power Attack, Stunning Fist, Weapon Finesse 1st Mastery: requirements: Base Attack Bonus +3, Concentration 4 ranks, Perform (any) 4 ranks, Style Focus (Pentjak Silat), Combat Expertise, Improved Unarmed Strike. Benefit: Character training grants you a +2 bonus on Diplomacy checks. 2nd Mastery: requirements: Base Attack Bonus +7, Concentration 6 ranks, Perform (any) 6 ranks, Style Focus (Pentjak Silat), Combat Expertise, Improved Unarmed Strike, Power Attack. Benefit: When making an attack using a weapon of this style, apply 1.5 times your Str bonus as though the weapon were two-handed. 3rd Mastery: requirements: Base Attack Bonus +11, Concentration 9 ranks, Perform (any) 6 ranks, Style Focus (Pentjak Silat), Alertness, Combat Expertise, Improved Unarmed Strike, Power Attack. Benefit: Your training grants a +1 bonus on saving throws. PHALANX FIGHTING This style focuses on fighting as a unit. Each member of the unit is equipped with a large shield (or tower shield) and usually a spear or polearm. Weapons: longspear, shortspear, shortsword, spear, shield Feats: Active Shield Defense (PHB2), Block Arrow (Hob), Combat Reflexes, Endurance, Hold the Line (CW), Improved Shield Bash, Phalanx Fighting (CW), Shield Charge (CW), Shield Specialization (PHB2), Shield Wall (HoB), Tower Shield Proficiency, Veteran Knowledge (HoB) 1st Mastery: requirements: Base Attack Bonus +3, Style Focus (Phalanx Fighting), Endurance, Phalanx Fighting. Benefit: The bonuses granted by your Phalanx Fighting feat increase by 1. 2nd Mastery: requirements: Base Attack Bonus +7, Style Focus (Phalanx Fighting), Endurance, Phalanx Fighting, Shield Wall. Benefit: The bonus from your Shield Wall feat increases by 1. 3rd Mastery: requirements: Base Attack Bonus +11, Style Focus (Phalanx Fighting), Combat Reflexes, Endurance, Hold the Line, Phalanx Fighting, Shield Wall. Benefit: When you use aid another to improve an attack roll, the bonus is +4 instead of +2. POLEARM This style focuses on use of polearms to keep foes out of striking distance. The reach (and often speed) of the polearm grants users an advantage. Available polearms vary greatly from region to region, but a general skill is used for most polearm styles. Weapons: longspear, shortspear, spear, trident, glaive, guisarme, halberd, ranseur, scythe, mancatcher, sodegarami, sang kauw Feats: Combat Expertise, Combat Reflexes, Dodge, Hold the Line (CW), Improved Critical, Improved Disarm, Improved Trip, Mobility, Power Attack, Spring Attack, Whirlwind Attack 1st Mastery: requirements: Base Attack Bonus +4, Style Focus (Polearm), Combat Expertise. Benefit: When wielding a polearm (not a spear) you gain a +1 shield bonus to AC. 2nd Mastery: requirements: Base Attack Bonus +8, Style Focus (Polearm), Combat Expertise, Combat Reflexes, Improved Trip. Benefit: You can make trip checks with weapons of this style. 3rd Mastery: requirements: Base Attack Bonus +12, Style Focus (Polearm), Combat Expertise, Combat Reflexes, Improved Critical, Improved Trip, Power Attack. Benefit: When fighting using this style you receive a +2 shield bonus to AC. PUGILISM Pugilism is unarmed combat as most commonly practiced in western Midgard. It largely emphasizes punches, brawling, and boxing techniques. Kicks are sometimes used, but generally not high kicks. Weapons: unarmed strike, improvised weapons Feats: Combat Expertise, Dodge, Endurance, Improved Feint, Improved Grapple, Improved Unarmed Strike, Power Attack, Toughness, Stunning Fist, Two Weapon Fighting 1st Mastery: requirements: Base Attack Bonus +3, Style Focus (Pugilism), Improved Unarmed Strike, Power Attack. Benefit: +1 damage with unarmed attacks 2nd Mastery: requirements: Base Attack Bonus +7, Style Focus (Pugilism), Dodge, Improved Feint, Improved Unarmed Strike, Power Attack. Benefit: +2d6 sneak attack damage when you successfully feint. 3rd Mastery: requirements: Base Attack Bonus +11, Style Focus (Pugilism), Dodge, Improved Feint, Improved Unarmed Strike, Power Attack, Toughness. Benefit: Gain damage reduction 1/- against unarmed attacks. SABER This style specializes in the use of single-handed curved swords. It is commonly found in Ahlia and Kirahr, with some differences. Any area with a scimitar-like weapon has a similar style, as well. The style involves rapid whirling, quick slashes, and a focus on keeping many opponents in view. Weapons: scimitar. The style could also theoretically be performed with any curved, one-handed blade such as a katana, wakizashi, or curved knife. Feats: Combat Expertise, Dodge, Eyes in the Back of Your Head (CW), Improved Critical, Improved Disarm, Improved Feint, Mobility, Spring Attack, Weapon Finesse, Whirlwind Attack 1st Mastery: requirements: Base Attack Bonus +3, Perform (dance) 3 ranks, Style Focus (Saber), Weapon Finesse. Benefit: You can treat a scimitar or similar weapon as a light weapon. 2nd Mastery: requirements: Base Attack Bonus +7, Perform (dance) 5 ranks, Style Focus (Saber), Combat Expertise, Dodge, Weapon Finesse. Benefit: Draw Cut: Used with curved blades, the blade is drawn laterally across a wound rather than into it, making it effective against soft targets. This adds 1d4 damage to melee attacks using the weapon. However, if you attempt this maneuver against a target with an armor or natural armor bonus of +6 or better, you receive a -4 penalty to damage. 3rd Mastery: requirements: Base Attack Bonus +11, Perform (dance) 7 ranks, Style Focus (Saber), Combat Expertise, Dodge, Mobility, Spring Attack, Weapon Finesse, Whirlwind Attack. Benefit: You can use Whirlwind Attack as a standard action. SCORPION STING This unarmed style focuses on precision strikes to pressure points which leave the opponent reeling. It is very effective against humanoid targets, but many of its techniques will not work as well on monsters. Weapons: unarmed strike Feats: Combat Expertise, Fists of Iron (CW), Improved Critical, Improved Unarmed Strike, Pain Touch (CW), Sneak Attack, Stunning Fist, Weakening Touch (CW) 1st Mastery: requirements: Base Attack Bonus +3, Heal 6 ranks, Style Focus (Scorpion Sting), Improved Unarmed Strike. Benefit: When attacking a humanoid or human-shaped fey your unarmed strikes deal an additional 1d4 damage. Those immune to critical hits are not affected. 2nd Mastery: requirements: Base Attack Bonus +8, Heal 10 ranks, Style Focus (Scorpion Sting), Improved Unarmed Strike, Sneak Attack, Stunning Fist. Benefit: Your bonus damage against humanoids improves to 1d8. 3rd Mastery: requirements: Base Attack Bonus +13, Heal 16 ranks, Style Focus (Scorpion Sting), Combat Expertise, Improved Unarmed Strike, Sneak Attack, Stunning Fist. Benefit: Your bonus damage against humanoids improves to 2d6. SLING An ancient weapon whose simplicity belies the skill its takes to wield, the sling is in use throughout Midgard. Weapons: sling, net Feats: Far Shot, Improved Critical, Improved Precise Shot (CW), Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Sneak Attack 1st Mastery: requirements: Base Attack Bonus +3, Style Focus (Sling), Point Blank Shot. Benefit: Your bonuses from Point Blank Shot increase to +2. 2nd Mastery: requirements: Base Attack Bonus +7, Style Focus (Sling), Improved Precise Shot, Point Blank Shot, Precise Shot. Benefit: When using this style, you gain +1d6 sneak attack damage. 3rd Mastery: requirements: Base Attack Bonus +11, Style Focus (Sling), Improved Critical, Improved Precise Shot, Point Blank Shot, Precise Shot. Benefit: Your critical range with a sling improves by 1 (apply this before Improved Critical). STAFF Staff fighting styles are common all over Kishar. In Terza, the specialized style is called Bojutsu, while in Gore it is called Jogo do Pau. Jogo do Pau is used for self-defense, as well as for the settling of disputes, and as a sport. Some claim it was adapted by staff-fighting learned in Kirahr. Bojutsu almost certainly was. This style can be used to represent any style specializing in a staff. Weapons: quarterstaff, short staff Feats: Combat Expertise, Combat Reflexes, Dodge, Endurance, Improved Disarm, Improved Trip, Two Weapon Defense, Two Weapon Fighting, Weapon Finesse 1st Mastery: requirements: Base Attack Bonus +3, Style Focus (Staff). Benefit: You can apply Weapon Finesse to weapons of this style. 2nd Mastery: requirements: Base Attack Bonus +6, Style Focus (Staff). Benefit: You can use a staff as a reach weapon, but then it does not count as a double weapon. You can change methods as a swift action. 3rd Mastery: requirements: Base Attack Bonus +11, Style Focus (Staff), Combat Reflexes. Benefit: You can make trip attacks using a quarterstaff and gain an additional +2 bonus when doing so. SWORD AND SHIELD The style of fighting with a one-handed sword and a shield to guard is popular among knights, foot soldiers, and many other warriors, especially in western Midgard. It is one of the oldest fighting styles in the world, equal parts offense and defense. Weapons: bastard sword, longsword, shortsword, shield Feats: Active Shield Defense (PHB2), Agile Shield Fighter (PHB2), Combat Expertise, Improved Critical, Improved Disarm, Improved Feint, Improved Shield Bash, Shield Charge (CW), Shield Slam (CW), Shield Sling (PHB2), Shield Specialization (PHB2), Shield Ward (PHB2), Tower Shield Proficiency, Two Weapon Fighting 1st Mastery: requirements: Base Attack Bonus +3, Style Focus (Sword and Shield), Active Shield Defense, Shield Specialization. Benefit: If an opponent attacks you with a melee attack and misses due to your shield bonus, you receive a +2 bonus on your next melee attack against him. 2nd Mastery: requirements: Base Attack Bonus +7, Style Focus (Sword and Shield), Active Shield Defense, Combat Expertise, Improved Shield Bash, Shield Specialization. Benefit: Your shield bonus increases by an additional 1. 3rd Mastery: requirements: Base Attack Bonus +12, Style Focus (Sword and Shield), Active Shield Defense, Combat Expertise, Improved Critical, Improved Shield Bash, Shield Specialization. Benefit: When you fight defensively, double your shield bonus. TAIJUTSU This unarmed fighting style is common in Terza. Less specialized than jujutsu, it involves more strikes, as well as throws and grapples. A favored art of bushi, ninja, and samurai warriors. It involves a balance of arm and leg techniques. Some advanced techniques also involve weapons. Practitioners generally study the history of the art. Weapons: unarmed strike, kama, sai, quarterstaff, club (jo) Feats: Body Control, Combat Expertise, Combat Reflexes, Dodge, Flying Kick (CW), Improved Grapple, Improved Trip, Improved Unarmed Strike, Kip Up, Mobility, Power Attack, Prone Attack (CW), Roundabout Kick (CW), Weapon Finesse 1st Mastery: requirements: Base Attack Bonus +4, Style Focus (Taijutsu), Improved Unarmed Strike. Benefit: +1 bonus damage for unarmed attacks. 2nd Mastery: requirements: Base Attack Bonus +8, Heal 3 ranks, Knowledge (history) 3 ranks, Style Focus (Taijutsu), Combat Expertise, Dodge, Improved Unarmed Strike. Benefit: +1 dodge bonus to AC when wearing light armor or no armor using this style. 3rd Mastery: requirements: Base Attack Bonus +12, Heal 5 ranks, Knowledge (history) 5 ranks, Style Focus (Taijutsu), Combat Expertise, Dodge, Improved Grapple, Improved Trip, Improved Unarmed Strike, Power Attack. Benefit: Bonus damage on unarmed attacks improves to +1d4. TAL ZAHN One of the most ancient styles of the martial arts, the origins of this style are known to very few. It is one of the styles created by the encaran Kirran, the first martial artist. He later taught it to men settling in Kirahr, along with its sister style (Kal-kari). The two styles spread through eastern Kishar, eventually giving rise to other martial arts styles. The style is still taught in Kirahr, in more-or-less its original form. Some monastic orders teach both styles, with most focus on one. While the favored weapons of encarans was the katana, most Kirahrans focus on the quarterstaff or other native weapons. This style focuses on armed and unarmed combat. It teaches students to treat weapons as an extension of their own form. It relies on lightning-speed attacks, perfect fluidity, and mobility. Weapons: unarmed strike, club, bastard sword, katar, quarterstaff, scimitar, shuriken, longsword Feats: Combat Expertise, Combat Reflexes, Dodge, Eyes in the Back of Your Head (CW), Improved Critical, Improved Disarm, Improved Grapple, Improved Trip, Improved Unarmed Strike, Kip Up, Mobility, Power Attack, Quick Draw, Spring Attack, Weapon Finesse, Whirlwind Attack 1st Mastery: requirements: Base Attack Bonus +4, Balance 4 ranks, Jump 4 ranks, Style Focus (Tal Zahn), Combat Expertise, Improved Unarmed Strike. Benefit: Flurry of Blows: When making a full attack with this style you can elect to gain an additional attack at your highest bonus. If you do, all your attacks this round suffer a -2 penalty. 2nd Mastery: requirements: Base Attack Bonus +8, Balance 8 ranks, Concentration 5 ranks, Jump 8 ranks, Style Focus (Tal Zahn), Combat Expertise, Dodge, Improved Grapple, Improved Unarmed Strike. Benefit: You can grapple with one-hand as though you had the Multi Grab feat (take a -10 penalty the grapple to not count as grappling, and thus continue to fight without penalty). 3rd Mastery: requirements: Base Attack Bonus +14, Balance 10 ranks, Concentration 8 ranks, Jump 10 ranks, Style Focus (Tal Zahn), Combat Expertise, Combat Reflexes, Dodge, Improved Grapple, Improved Trip, Improved Unarmed Strike, Mobility. Benefit: Greater Flurry of Blows: When using Flurry of Blows, you can elect to take two extra attacks, but in this case your attack penalty is -4. THROWING This style specializes in thrown weapons. While knife throwers are the most common, some regions specialize in other forms of thrown weapons. Weapons: dagger, javelin, dart, bolas, barbed bolas, chakram, net, shuriken, throwing axe Feats: Improved Critical, Improved Precise Shot (CW), Improved Rapid Shot (CW), Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Sneak Attack 1st Mastery: requirements: Base Attack Bonus +3, Style Focus (Throwing), Point Blank Shot, Quick Draw. Benefit: Your bonuses from Point Blank Shot increase to +2. 2nd Mastery: requirements: Base Attack Bonus +7, Style Focus (Throwing), Improved Precise Shot, Point Blank Shot, Precise Shot, Sneak Attack. Benefit: When using this style, you gain +1d6 sneak attack damage. 3rd Mastery: requirements: Base Attack Bonus +13, Style Focus (Throwing), Improved Critical, Improved Precise Shot, Point Blank Shot, Precise Shot, Sneak Attack. Benefit: Your critical range with this style improves by 1 (apply this before Improved Critical). WRESTLING Wrestling is the art of grappling. It is practiced in almost every culture, both for self-defense and for sport. While poorly suited to combating armed opponents or monsters, it is excellent for dealing with unarmed foes and urban conflicts. Wrestling is especially popular in Ersony. Weapons: unarmed strike Feats: Clever Wrestling (CW), Close-Quarters Fighting (CW), Combat Expertise, Dodge, Earth’s Embrace (CW), Improved Grapple, Improved Trip, Improved Unarmed Strike, Prone Attack (CW) 1st Mastery: requirements: Base Attack Bonus +3, Style Focus (Wrestling), Improved Grapple, Improved Unarmed Strike. Benefit: You receive an additional +2 bonus to grapple checks. 2nd Mastery: requirements: Base Attack Bonus +7, Style Focus (Wrestling), Clever Wrestling, Improved Grapple, Improved Unarmed Strike. Benefit: Your additional grapple bonus increases to +4. 3rd Mastery: requirements: Base Attack Bonus +11, Style Focus (Wrestling), Clever Wrestling, Improved Grapple, Improved Unarmed Strike. Benefit: When you deal grapple damage, you deal an additional 1d6 points of damage. WUSHU This unarmed fighting style is common in Guiyu. It emphasizes self-discipline, precise timing, and the motivation to excel. Arm moves are more common than kicks, but balance is important, both in terms of attacks, and balance between offense and defense. Weapons: unarmed strike, quarterstaff, shortsword, nunchaku, three-section staff, longsword, dagger, bisento, butterfly sword Feats: Combat Expertise, Defensive Throw (CW), Deflect Arrows, Dodge, Fist of Iron (CW), Improved Disarm, Improved Feint, Improved Grapple, Improved Trip, Improved Unarmed Strike, Power Attack, Stunning Fist, Two Weapon Fighting 1st Mastery: requirements: Base Attack Bonus +4, Balance 3 ranks, Concentration 5 ranks, Heal 3 ranks, Jump 3 ranks, Style Focus (Wushu), Improved Unarmed Strike. Benefit: +1 bonus damage for attacks in this style. 2nd Mastery: requirements: Base Attack Bonus +8, Balance 5 ranks, Concentration 8 ranks, Heal 5 ranks, Jump 5 ranks, Style Focus (Wushu), Combat Expertise, Dodge, Improved Grapple, Improved Unarmed Strike. Benefit: +1 dodge bonus to AC when unarmored 3rd Mastery: requirements: Base Attack Bonus +13, Balance 7 ranks, Concentration 10 ranks, Heal 7 ranks, Jump 7 ranks, Style Focus (Wushu), Combat Expertise, Dodge, Improved Disarm, Improved Grapple, Improved Trip, Improved Unarmed Strike. Benefit: +2 bonus on opposed attack rolls when using this style. |
| Phoenix Knight07-20-06, 04:29 PM | Lately I have been thinking I want to use the d20 Modern classes. I think I will use some of my own classes as Advanced Classes. I might still want to use all this, but I remain unsure if it is balanced, and if it is worth changing rules for. When changing a rule I always have to wonder whether the benefit is worth the learning of new rules, which can make learning a setting harder. My main intent was to a create a Warrior class as a specialist in one fighting style. The idea would be this would allows him to apply Weapon Focus/Specialization to several weapons (within the style), much like one does with Weapon Groups from UA (which were a step in the right direction). For example, I don't really want a martial artist to have to just select "unarmed strike" for all that, when one would learn several weapons used in that style. However, those feats currently provide a mechanical reason not to use weapons, or more than one type of weapon. |
| laxrulz707-22-06, 10:22 PM | You might also get some ideas from the old basid D&D Master lvl book... it had a whole section on specializing in different weapons and weird abilities that each weapon would get (skewer for the trident, knockout for the blackjack, etc.) |
| Phoenix Knight07-23-06, 01:36 AM | I've never heard of it, but I'll see if I can come up with an electronic copy. I really doubt on finding hardcopies of old books. I still remain ambivilant as to whether or not I really want to introduce all this. I think it cool and more realistic, but I wonder how many players would rather just use the simpler weapon groups. |