Eberron's Martial Arts

Post/Author/DateTimePost
#1

Elton74

Nov 20, 2010 10:39:22
Here's a challenge for you to convert to 4th Edition.  With the Design Philosophy of 4th Edition, this should be difficult if not impossible.  While refining my conversion of Eberron to another game system, I noticed there was an area that wasn't expounded upon much in Eberron so I turned myself loose.

The Martial Arts.

An Art of the War God Mars is simple enough, it's learned techniques in which you can hurt another person.  Thanks to D&D's design philosophy, you can't learn dozens of techiniques to hurt someone except through feats.  And even then, the feats favor weapon arts instead of unarmed arts.

Here are a few that I came up with.  Note that these are built with Rolemaster in mind.  So Adrenal Toughness is toughening yourself to withstand blows, Adrenal Defense is instinctual dodge and mobility.  Every martial art is treated as a skill -- Basic martial arts are normal skills, Advanced martial arts are restricted skills.


Martial Arts of Llhazaar Principalities


Llhazaarian Swordfighting
Basic Weapon Style [25 style points]
The Llhazaar Principalities was the first place for Man to set foot in Khorvaire, fleeing Sarlona. Here, pilgrims and pioneers from Sarlona developed their martial arts from techniques brought with them from Sarlona. Llhazaarian Swordfighting diverged from Techniques that were developed in what would become Riedra later. This style, which is very basic, eventually gave rise to Llhazaarian Fencing during the Kingdom of Galifar. Its this style that human warriors would learn and use in duels for honor and in war against other nations.
Recommended Skills: Broadsword weapon skill
Weapon Style Abilities [Core]: —- Broadsword melee attack [5 points]; Shield Training [20 points]


Llhazaarian Short Bow Archery
Basic Weapon Style [15 style points]
When humanity came here, they did not have guns to sharpshoot with. Instead, they concentrated on using the short bow as a way to provide for their families. While the basic short bow archery is effective in hunting, masters of the skill quickly developed a martial art which they passed down to their pupils during war. The short bow became an effective weapon until the development of the Long Bow in the Eldeen Reaches.
Recommended Skills: Short bow weapon skill
Weapon Style Abilities [core] —- Short bow attack [5 points]; -1 to fumble range [10 points]


Llhazaarian Fencing
Basic Weapon Style [30 points]
In later years, as the culture of the Llhazaar Principalities became refined despite being a part of the Nation of Karrnath, the Llhazaarians perfected the art of fencing using the rapier, foil, eppee, and small sword. Llhazaarian Fencing became such a hit that some of the Karrnathi nobility learned the art and as a result, still teach it in Rekkenmark Academy. During the last war, however, there was divergence and several nations that claimed finesse (such as Cyre and Breland) developed their own fencing techniques; and the Karrns refined their style. The Llhazaarian method, however, is a family of fencing specializing in the use of a cloak as an off hand weapon.
Recommended Skills Rapier weapon skill, short sword weapon skill, Adrenal Defense
Weapon Style Abilities Related weapons attack (rapier, foil, epee, short sword) [10 points]; Defensive Ward (fencing cloak) [10 points]; Adrenal Defense, Lesser [10 points]


Llhazaarian Knife Fighting
Basic Weapon Style [25 style points]
Knife fighting is a technique that is developed by cutthroats and vagabonds that plow the seas as well fight in the streets. If you can't afford a rapier, short sword, or broadsword; you typically fought with your dagger or knife. A good knife fighter can defend himself in a street fight. In the Llhazaar Principalities, a good sailor and knife fighter are often welcome among smugglers, pirates, and on the ships owned by merchant princes.
Recommended Skills: Dagger weapon skill, Adrenal Speed
Weapon Style Abilities [core] Dagger knife attack [5 points]; +2 to initiative rolls [10 points]; +5 bonus to Adrenal Speed [10 points]


Martial Arts of Karrnath


Karrnathi Pankration
Basic Martial Arts Style [25 points]
In Karrnath, a good swordsman learned Pankration - or grappling - before he was trained in swordsmanship. While the the people of the Llhazaar Principalities brought the first Khorvarian weapon art used by humanity into being; the Karrns perfected the art. However, before a Karrn can learn how to use the longsword he is trained in pankration or grappling so that he could defend himself unarmed and in armor if he could. A man is conditioned to fight without and with his armor on. He is trained in armor conditioning, making him strong and agile enough to maneuver and grapple in full armor. Karrn knights and those wealthy enough to afford a full suit of armor is trained in that armor. However, Karrns not wealthy are trained in Gambesons or jerkins. A fully trained Karrn is expected to defeat his foes. When a Karrnathi Zombie or Skeleton is created, they retain this knowledge of grappling.
Recommended Skills: Wrestling, Boxing, Martial Arts Sweeps and Throws, Locking Holds, Armor group
Martial Arts Abilities [core]: Adrenal Defense, Lesser [10 points]; Degree 3 Martial Arts sweeping attack, Degree 2 Locking Holds attack, Degree 2 Martial Arts striking attack [10 points]; +5 OB to Disarm Foe (armed) [5 points]


Karrnathi Swordsmanship
Basic Weapon Style [20 points]
Developed from Llhazaarian Swordfighting, the Karrns were the first to perfect the art enough to make it into swordsmanship. The Karrn Swordsman is taught the dagger, the longsword, and the two-handed sword in this style. This is the style of the Karrn knight, and was taught to everyone during the Kingdom of Galifar. As a result, their are thousands of different swordsmanship styles — about as many as there are masters — scattered around Khorvaire. This style is taught to the Knights of the Five Nations; with some variation among nations. There is a more advanced style, though, taught at Rekkenmark Academy. As usual, the Karrnathi skeletons and zombies retain their skills in this martial art.
Related skills: Dagger attack skill, Longsword attack skill, Broadsword Attack Skill, Two-handed Sword skill, Adrenal Strength
Weapon Art Abilities: [core] Related weapons [Dagger, longsword, broadsword, two-handed sword] melee attack [10 points]; -1 to fumble range [5 points]; +5 bonus to Adrenal Strength [5 points]
Half-Swording: A man trained in this style is able to use his longsword, broadsword, or two-handed sword as a staff to defend himself and attack. The attack is resolved on the appropriate weapon table using Krush Criticals as an alternate critical at -5; but +5 to DB as a defense bonus.


Rekkenmark Swordsmanship
Advanced Weapon Style [55 points]
This is the more advanced version above, taught to Knights and noblemen around Khorvaire. About ten percent of Karrnathi skeletons retain knowledge in this martial art. The Zombies don't have this skill.
Related skills: Dagger attack skill, Longsword attack skill, Broadsword Attack Skill, Two-handed Sword skill, Adrenal Defense
Weapon Art Abilities [core]: Related weapons [Dagger, longsword, broadsword, two-handed sword] melee attack [10 points]; -1 to fumble range [5 points]; Adrenal Defense, Lesser [15 points]; Shield Training [20 points]; +10 bonus to Jousting [5 points]


Knights of the Emerald Claw Swordsmanship
Advanced Weapon Art [50 points]
Although an arm of the Karrnathi government during the reigns of most of the Kaian Dynasty, they were formally disbanded when King Kaius the Third came to power. The Knights of the Emerald Claw, however, were trained in Karrnathi using Karnnathi training methods therefore their style is considered Karrnathi. Since their formal disbandment, the Knights of the Emerald Claw changed their training somewhat. The Knights have turned from a prestigious Karrnathi knighthood to a terrorist organization in which the Grandmaster of the order answers only to the lich Erandis Vol (which has been from the start). The Knights of the Emerald Claw depend on group tactics, and as a result their swordsmen are trained to fight as a group.
Related Skills: Longsword skill, Frenzy, Brawling
Weapon Art Abilities [core]: Longsword melee attack [5 points]; +2 to Initiative rolls [10 points]; +5 bonus to Frenzy [10 points]; +15 bonus to Brawling [10 points]; Weapon-breaker [10 points]; Shield Training [20 points]
Special Abilities:
Half-swording: A man trained in this style is able to use his longsword as a staff to defend himself and attack. The attack is resolved on the appropriate weapon table using Krush Criticals as an alternate critical at -5; but +5 to DB as a defense bonus.


REKKENMARK FENCING
Advanced Weapon Style [35 Style Points]
Description —- Rekkenmark Fencing was developed at the Rekkenmark Academy as a gentleman's martial art. Meaning that the fencing art is taught to nobles of the 5 nations and the Dragonmark Houses. There are several styles of Rekkenmark Fencing, and the style is used in Gang Warfare as well as personal duels of honor. People taught can be dashing rogues or rough and tumble fighters. The art has spread to all of Khorvaire, except for the Demon Wastes and Breland; where they have developed their own style of fencing.


Existing Styles from the Martial Arts Companion: Use Classic Fencing, page 41 of the Martial Arts Companion.


Karrnathi Archery
Basic Weapon Style [30 points]
With the development of the Longbow in the Eldeen Marches during the Kingdom of Galifar, the knowledge of making the Longbow and its training has spread throughout the Kingdom of Galifar. The Karrnathi Archery style is the base style of the Longbow, with Brellish, Cyran, and Aundair styles having descended from it. Karrn longbowmen are considered the best in the world, although the premiere school for teaching longbow archery has moved to the Eldeen Reaches. This style also teaches the short sword as a personal, upclose defense.
Related Skills: Longbow skill, short sword skill
Weapon Art Abilities: Longbow ranged attack [5 points]; short sword melee attack [5 points]; -10 to range penalties [longbow] [10 points]; Movement [10 points]


Martial Arts of Breland


Citadel Swordsmanship
Advanced Weapon Style [45 points]
The Knights of the Citadel are trained differently than the Karrns. In short, during the Last War, the Brellish kings wanted a force that could deal with the Knights of the Emerald Claw quickly and decisively. As a result, the Citadel was founded. In order to keep the Citadel loyal to the King, the Citadel was founded out of the Brellish Royal Guard and was designed to be small. As a result, a knight of the Citadel is trained to handle many foes at once. Citadel Swordsmanship is like the Eberron version of Aikido. A citadel knight trained in this advanced style is trained in dagger, longsword, and broadsword.
Related Skills: Dagger skill, longsword skill, broadsword skill, Adrenal Speed, Feinting
Weapon Art Abilities [core]: Related weapons (dagger, longsword, broadsword) melee attack [10 points]; +2 to Initiative Rolls [10 points]; +5 bonus to Adrenal Speed [10 points]; +5 bonus to Feinting [5 points]; All-around Defense [15 points]; +10 bonus to Disarm Foe (armed) [5 points]
Special Abilities:
Half-swording: A man trained in this style is able to use his longsword or broadsword as a staff to defend himself and attack. The attack is resolved on the appropriate weapon table using Krush Criticals as an alternate critical at -5; but +5 to DB as a defense bonus.


Citadel Sniping
Advanced Weapon Style [50 points]
Sniping was instituted by Breland, and is taught to Citadel Yeomen. Again, this group was formed out of the Royal Guard to insure loyalty to the King of Breland. Sniping, which uses a crossbow instead of a longbow or short bow, is the art of killing someone while concealed. Citadel Snipers are assassins in the best sense, and they are trained to take down enemies of the state decisively and quickly. Whereas the Knights are trained to handle many opponents, snipers are trained to kill one opponent. Many high ranking members of the Order of the Emerald Claw were killed during the Last War because of sniping. Also, Breland did send their snipers against other nations during the Last War. Toward the end of the War, Boranel would send his group of Snipers to assassinate those who were becoming petty small tyrants in other nations in order to bring a conclusion to the war. This makes being a Citadel Yeoman an honored position indeed, even though they have to keep their membership a secret.
Related Skills: Crossbow Attack skill, Hiding, Stalking
Weapon Style Abilities [core]: Crossbow ranged attack [5 points]; +2 to Initiative rolls [15 points]; -20 to range penalties [20 points]; +10 bonus to Hiding [5 points]; +10 bonus to stalking [5 points]


Brellish Swordsmanship
Basic Weapon Style [30 points]
At the beginning of the Last War, Breland had to train its own troops in the arts of Swordsmanship. Brellish swordsmen depended on the broadsword rather than the two handed sword. Also, they were trained in the use of pole-arms in order to melee with Thranish and Cyran armies. Brellish swordsmen were some of the best trained warriors during the Last War, second only to Cyran swordsmen and footsoldiers.
Related Skills: Broadsword, Dagger, two-handed weapons, Adrenal Strength
Weapon Style Abilities [core]: Broadsword melee attack [5 points], Pole-arms attack [10 points]; -1 to fumble range [5 points]; +5 bonus to Adrenal Strength [10 points]


Brellish Fencing
Advanced Weapon Style [40 points]
Description — During the Last War, while Breland was advancing the ideas of Democracy and Personal Freedom; it would trade alliances with Karrnath every ten years or so. Sometimes Breland would be allied with Cyre, other times Thrane or Aundair. During those times, Breland was unable to send its nobles to study at the Rekkenmark Academy. As a result, Breland developed it's own Fencing art that reflected personal freedom and democracy. Brellish fencing is beloved by Brellish noblemen in most every house. It's a quick, fluid style where wearing no armor counts for something as attacks are avoided rather than mitigated. Typically, the art includes the fine art of taunting your opponent, which adds a psychological edge to a Brellish fencer's attacks. The Brellish Fencing Method depends on strength rather than agility.
Recommended Skills: Adrenal Defense, Rapier skill, Duping, Feinting, Adrenal Strength
Weapon Style Abilities [core]: Adrenal Defense, lesser [10 points]; Rapier melee attack [5 points]; -1 to fumble range [5 points]; +5 bonus to Adrenal Strength [10 points]; +5 bonus to Feint [5 points]; +5 bonus to Duping [5 points]


Martial Arts of Cyre


Cyre had the most beautiful Martial Arts in all of Khorvaire, balanced by the Warforged unarmed art of Brute fighting. Cyre's swordsmen and fencers were beautiful to admire when you aren't fighting them; this is because Cyre trained their human swordsmen to avoid attacks while the Warforged, at first thought to be frontline fodder; were trained in the most profane arts.



Basic Weapon Art [30 points]
The melee, the art of using pole-arms, were taught to Warforged when they came out of the Creation Forges. The melee specializes in two handed weapons like the Bardiche and the Glaive. They are pole arms, and the melee was the art of engaging and parrying pole-arm attacks. Since the Warforged was manufactured to be put on the frontlines, and Cyre bought most of them to deal with the threat of Karrnathi's undead armies; they were taught the melee. Like most Cyran arts, the melee was beautiful and wonderful to behold.
Recommend skills: All pole-arms (including the War Pitch Fork and Mancatcher), Adrenal Speed, Feinting
Weapon Style abilities [core]: Related weapons [Pole-arms] melee attack [10 points]; +1 to initiative rolls [5 points]; +5 bonus to Adrenal Speed [10 points]; +10 bonus to Feinting [5 points]


Cyran Fencing


Cyran Fencing is the most beautiful form of Defence in all of Khorvaire. To see a Cyran fencer fight against his foe, its breathtaking. The Cyran Method depends on quickness and speed, rather than strength, as a result of studying fencing techniques from Breland, Karrnath, and the Llhazaar Principalities during the Last War. Cyrans are trained to feint and disarm their opponents, fighting to make sure that their enemies are morally broken and defenseless. They are also trained to end the fight quickly. Cyrans do not use two weapons, like the Lhazaarians or the Aundairese do, grace and quickness are their real weapons — the rapier is just an instrument to bring about the defeat of their enemies.

#2

m4kitsu

Dec 11, 2010 0:34:33
Fantastic idea, and this looks fairly well executed based on what little I know of Rolemaster. However, the presentation is quite dry. 

It might be worth it to highlight the strengths and weaknesses of each style, and focus on the development and place in the world of the various schools. While there may be slight differences taught from one master to another, the basic techniques and tactics of the same school should remain consistent -otherwise it's a different school.

In addition, the descriptions as they are tell us very little about the feel of the school -what do it's practitioners look like in a fight? How do they act? 

Taking a page from AEG's playbook, for example, your Cyran fencing school might become:

Wynarn Dueling (fencing school)
Originating in the noble courts of old Galifar, the Wynarn school is a lightning-fast rapier style that favors dazzling lunges and breathtaking ripostes to bring swift end to a duel. As much showmanship as fighting, the school eschews the heavier sabres and backswords favored by Karrn and Lhazaarite fencers to exploit the speed of the rapier fully. Wynarn duelists are taught to fight with their off-hand empty, which they can use to deliver taunts and waves -or catch roses tossed by swooning maidens in the crowd that a Wyrnan Duelist inevitably attracts. The school's greatest weakness is a student's tendency to play to the crowd -canny opponents can strike with little fear of reprisal when the student's attention is on his audience.

When Galifar dissolved into war, the Wynarn school fell out of style in favor of more practical battlefield combat systems, but in the wake of the Thronehold Treaty, the school is gaining popularity again, particularly among the expatriates of dead Cyre, who see the school as one of the few things they can still call their own.

#3

Ogiwan

Dec 11, 2010 11:23:50
Tangent: Am I the only person who misses the Argent Fist PrC? I mean, I never even played a character who could eventually get it, and to even get into it was ridiculous, but....it was so cool, what with the silver fire on your body and whatnot.
#4

tallric_kruush

Dec 27, 2010 13:32:19
Tangent: Am I the only person who misses the Argent Fist PrC? I mean, I never even played a character who could eventually get it, and to even get into it was ridiculous, but....it was so cool, what with the silver fire on your body and whatnot.




I had to share after reading this. My PC in our fresh Eberron campaign is an Avenger of the Silver Flame that has just that -- hands wreathed in silver flames.

Naturally, this required a little homebrewing, but that's the beauty of DnD, right? I wanted an unarmed warrior, but also wanted an Avenger. My unarmed strikes started out equivalent (in every fashion that matters) to a Falchion. I've since spent a feat to bring it up to par with a Fullblade. (These were the weapons I've had wielded had my DM nixed the homebrew unarmed variant).

A little extra background with ECG spoilers


Thalin Koravastar d'Orien began the first adventure a normal human (minus the dragonmark). We played through the introductory "Mark of Prophecy" storyline in the ECG and were told to advance our characters 4 years and one level for the mid-adventure interim. Something dramatic happened to Thalin in Xen'drik during those four years (which I won't go into), and he's now been reskinned as a Deva (though roleplayed as an altered human).

He now experiences glimpses into lives not his own from the distant past (Memory of a Thousand Lifetimes), has experienced some subtle physical changes, and can now draw upon the power of the Silver Flame seemingly from within himself.

That last bit is made possible mechanically by a homebrew weapon enhancement (our Flametouched Iron homebrew) reapplied to my unarmed strikes.

I'm really looking forward to playing this character for quite a while. He's still part of House Orien, so I'm sure his faith will at some point (perhaps often) conflict with the demands of the House. The whole party is full of amazing stories, I think.