[P7] Martial Arts


[P7.1] Martial Arts Basic Rules (CF=1)

At CF=1, Martial Arts has no styles or maneuvers. Instead, you get a simple set of bonuses, as follows:
AC +LVL (get +4 more if you wear non-bulky armor)
Unarmed number of attacks = 2/1 (doesn't stack with Punching proficiency); then +1/2 more every 6 levels
Unarmed damage +LVL
By default, these bonuses are lost at CF=2 and up in favor of styles and maneuvers. If you wish to use this system at CF=2 and up (and ignore the styles and maneuvers rules), feel free to do so.

[P7.2] Martial Arts Basic Rules (CF=2)

Each martial arts style costs 1 kit slot or 4 nonweapon proficiencies. You must also have "Ability to take Martial Arts" which is itself 1 kit slot. All powers are psionic in nature (of frequency 0), and are resisted using aWR (anti-Weapon Resistance). Normally you must have a style before you can pick maneuvers, however, some classes give maneuvers without a style.
 
Open-hand attacks use both hands, not just one. Exception: you may use a shield in one of the hands. If you are somehow forced to attack open-handed with only 1 hand, #Att = 1/1 and you cannot use any special maneuvers. Natural Fighting still uses one hand, so you can use a weapon in the off-hand.
 
Martial Arts To Hit, Damage, and # Attacks bonuses do not combine with Weapon Specialization. If you somehow have both, use only set of bonuses at a time.
 
How to read the [P7.1] Martial Arts Styles table:
 
Att: Lists the number of attacks in unarmed combat. It may be applied to weapons only if the "Increase Weapon Attack" power is gained. This is done by taking the "Att" number on the table, subtracting 1, and applying it as a bonus; e.g. a rate of "3/2" above would give +1/2 on number of attacks for weapons.
 
dmg: Lists the die type adjustment in unarmed combat or when using a grafted weapon. It may be applied to other weapons (including missile weapons) only if the "Increase Weapon Damage" power is gained.
 
AT: The character's new base AT. If the character already has another source of AT better than +0, take the best
of all sources and add 1 for each additional source; i.e. having ACs of +7, +6, and +3 yields an AT of +9.
 
Type: Lists "h" for "hard", "h/s" for "hard/soft", and "s" for "soft". Number of martial arts maneuver slots (weapon slots) to learn a maneuver is as follows:
 
Maneuver's
Type
Style's Type
h h/s s ALL
h ½ 1 ½
h/s 1 ½ 1 ½
s 1 ½ ½
 
Requirements: How many powers of each method you must learn before being able to take additional maneuvers. You may
break this rule by 1 power per level by spending double cost on it (in terms of proficiencies).
 
*: This style requires 2 kit slots instead of 1 to learn.
**: This style requires 3 kit slots and "Ability to take Martial Arts" 4 times.

[P7.3] Martial Arts Styles (CF=2)

Style Att dmg AT Type Blunt Kick Lock M/P Move Push Slash Strike Throw Vital Wpn
Egyptian Stick Fighting (new) 5/2 d+2 +0 h/s 3 1 2 2 1 3
Fists of Stone* 2/1 d+6 +2 h 2 2 3
Karate 2/1 d+1 +4 h/s 1 1 1 3
Kendo 2/1 d+3 +2 h 1 2 2 1 3
Kung-fu 3/2 d+4 +3 h/s 1 3 1 1 2
Sanshou / Sanda (new) 3/2 d+2 +4 h/s 1 1 1 1 1 3 1
Shoot Boxing (new) 2/1 d+5 +1 2 2 2 2 2
Sinanju** 3/1 d+9 +13 ALL 1 2 2 16 4 2 1 5 2 6 1
Sumo 3/2 d+5 +2 h/s 2 1 1 2

[P7.4] Martial Arts Maneuvers (CF=2)

1st Tier Maneuver Type Method #Act Notes
Heavy Blow h Blunt 2att Blow x3 dmg
Limb Paralysis h Blunt 2att/1M Blow x3 dmg;Limb useless(save)
Stunning Blow h Blunt 1att/1M Blow x2 dmg; stun 1d4r (save)
Circle Kick h Kick 2att/1V Kick x3 dmg
Double Kick h/s Kick 1att 1 Kick hits 2 targets
Hurricane Kick h/s Kick 1P/2V Gain 1 att;All use same roll+4
Choke Hold h/s Lock *P/*V Victim unc. 1d3r (save=TH-2)
Crushing Hug h Lock 1P+ 3d10 dmg/r (save=TH-4)
Locking Block s Lock 1att+ TH+4; Arm cannot att (save=TH)
Ironskin h M/P Tr. 1 0 +2 AC
Levitation s M/P Tr. 1 1M+ Levitate 5'/r
Mental Resistance s M/P Tr. 1 (none) +2 saves vs. mental attacks
Leap s Movement 1V Leap 4'high, 3'+1'/level long
Limb of the Snake s Movement 4V Loosens all joints; escape bonds, move through small area
Missile Deflection s Movement 1V Save to deflect missiles
Concentrated Push s Push 1att/1M Knocked off feet (save)
Reflection s Push 1P Victim's next attack hits self
Striking Touch s Push 1att/1M+ AC+2,TH+2 vs.Victim
Artery h/s Slash 0 TH-8: degenerate 3hp/r
Blind h/s Slash 0 TH-4; 25%: 1-eye blindness
Vein h/s Slash 0 TH-6; degenerate 1hp/r
Crushing Blow h Strike 1P/1M Hand +level dmg; shatter wood
Eagle Claw h Strike 1P/1M Hand 3d10 dmg; shatter stone
Monkey Grab Punch s Strike 1att Roll TH:if hit next att @+4 TH
Fall h/s Throw 0 1/2 dmg from falls
Hurl h Throw 2att Throw x2 dmg
Instant Stand h/s Throw 1att Can stand up immediately
Death Touch s Vital 1att/1M -1 to Str,Dex,or Con 1d6t
Pain Touch s Vital 1att Victim TH-2,AC-2 for 1d3r
True Target s Vital 0 1/s: 1 target's AC gets worse by 1 for 1r
Steel Cloth s Weapon 1M Can use cloth as melee spear
Strength Boost h/s Weapon 1V 2 dmg: +1 Str for 1 r (stacks w/itself if have mult. prof.)
Throwing Mastery h/s Weapon 1att Can throw non-throwing weapon