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.
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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.
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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.
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How to read the [P7.1] Martial Arts Styles table:
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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.
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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.
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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.
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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:
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