Martial Arts Maneuvers

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    MARTIALARTSFEATSAND MANEUVERS

    Martial Arts use a similar system as Force Powers and Starship Maneuvers. Each selection of a

    specific Martial Arts feat gains you 1+Wisdom modifier Martial Arts maneuvers (minimum one) to

    add to your Martial Arts suite. The same maneuver may be selected more then once. Some

    Martial Arts Training feats are of limited availability, while others may require a character be of or

    like a certain species. Teras Kasi is a secretive Martial Art, while only races built like Wookiees

    can fully utilize Wrruushi.

    MARTIALARTSTRAININGFEATS:

    EchaniTraining

    You have been trained in the ancient Echani Martial Arts, forms emphasizing agility, grace, and

    hard-hitting power.

    Prerequisites: Dex 14+, Martial Arts II, Weapon Finesse

    Benefit: You may select from the following maneuvers: Double Strike, Flying Kick, Knockdown

    Disarm, Roundhouse, Uppercut.

    Ktara Training

    You have been trained in Ktara, a Martial Art that focuses on stealth, hidden attacks, and taking

    an opponent out in abosulte silence.

    Prerequisites: Martial Arts II, Skill Focus: Stealth, Power Attack

    Benefit: You may select from the following maneuvers: Choke Hold, Daze Fist, Double Strike,

    Knockdown Disarm, Steel Hand Strike, Throat Jab, Uppercut.

    Kthri

    You have been trained in Kthri, a showy martial art popularized by public tournaments and noted

    for its flamboyance.

    Prerequisites: Dex 16+, Strength 14+, Martial Arts II, Weapon Finesse, Double Attack (Unarmed)Benefit: You may select from the following maneuvers: Double Strike, Flying Kick, Knockback

    Strike, Knockdown Disarm, Roundhouse, Triple Strike, Uppercut

    Stava

    You have been trained in Stava, the Noghri martial art.

    Prerequisites: Dex 16+, Trained in Stealth, Martial Arts II.

    Benefit: You may select from the following maneuvers: Choke Hold, Daze Fist, Knockback Strike,

    Snap Kick, Steel Hand Strike

    TerasKasi

    You have been trained in Teras Kasi, the rare and esoteric art of steel hands.

    Prerequisites: Strength 16+, Martial Arts IIIBenefit: You may select from the following maneuvers: Bare-Hand Block, Double Strike,

    Knockback Strike, Knockdown Disarm, Penetrating Strike, Roundhouse, Steel Hand Strike,

    Uppercut

    Wrruushi

    You have been trained in the Wookiee martial art of Wrruushi

    Prerequisites: Wookiee, Strength +16, Power Attack

    Benefit: You may select from the following maneuvers: Choke Hold, Daze Fist, Knockback Strike,

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    Steel Hand Strike, Throat Jab, Uppercut

    MARTIALARTSMANEUVERS:

    These moves may be taken by selecting the appropriate Martial Arts Training feat. A maneuver

    may be taken multiple times, granting multiple uses of it in your Martial Arts suite. Martial Arts

    maneuvers may be recovered in one of three ways. If you roll a natural 20 on an unarmed attack(but not any other attack roll) you regain all spent Martial Arts maneuvers. A Force Point may be

    spent to return one Martial Arts maneuver to your Martial Arts suite. After spending one minute of

    rest, all spent Martial Arts maneuvers are recovered.

    ChokeHold

    This maneuver allows the character to incapacitate an opponent by choking them. Time: Full-

    round action. Target: One opponent.

    Make a Pin attack. If the Pin check succeeds, you may, in addition to dealing damage, begin

    choking your opponent (see the rules for holding breath, SWSE Rulebook, page 66.)

    Bare-HandBlock

    This maneuver allows you to use your fists and feet to deflect incoming melee attacks. Time:Reaction. Target: One successful melee attack.

    Make an Initiative Check. If this check exceeds the roll by which the melee attack hit, you negate

    the attack.

    DazeFist

    A rapid punch to your opponents head dazes him for a moment. Time: Standard action. Target:

    One opponent.

    Make an unarmed attack. If this attack succeeds, your opponent becomes dazed for 1d4 rounds.

    A dazed opponent takes a 2 penalty to all Defenses.

    DoubleStrike

    You hit your opponent with rapid blows. Time: Standard action. Target: One opponent.

    Make an unarmed attack. If this attack beats your targets Reflex defense, you may immediately

    roll a second attack check, at a 5 penalty. This is treated as a completely separate attack.

    FlyingKick

    You leap into the air, hitting your opponent with your foot and all your momentum. Time: Standard

    action. Target: One opponent.

    Make an unarmed attack roll as part of a Charge attack. If this attack succeeds, you may add

    your Jump skill modifier to your damage.

    KnockbackStrike

    A hard punch or kick that knocks your opponent away from you. Time: Standard action. Target:

    One opponent.

    Make an unarmed attack roll. If this attack succeeds, you move your opponent as though you hadthe Bantha Rush feat. If you have the Bantha Rush feat, you may move your opponent two

    squares instead of one.

    KnockdownDisarm

    This maneuver allows a character to knock down an opponent while seizing his weapon. Time:

    Standard Action. Target: One opponent.

    Make an attack roll to disarm your opponent. You do not take a 5 penalty if the weapon is held in

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    two hands. If your attack roll succeeds, you have your opponents weapon. If your attack roll also

    beats their Fortitude Defense, they are knocked prone.

    PenetratingStrike

    This maneuver allows you to punch through your opponents protection. Time: Standard action.

    Target: One opponent.

    Make an attack roll. If this attack succeeds, your opponents damage threshold is treated as 5points lower, and you ignore any equipment bonuses to Fortitude defense for determining

    Damage Threshold.

    Roundhouse

    This kick deals significant damage, but leaves you open to a return strike. Time: Standard action.

    Target: One opponent.

    Make an unarmed attack roll. When you use Power Attack for this attack, subtracted points come

    not from your to-hit roll, but from your Reflex defense.

    SnapKick

    This low, lightning-fast quick is hard to defend against. Time: Standard action. Target: One

    opponent.Make an unarmed attack roll. You ignore your targets Dexterity bonus to Reflex defense for this

    attack.

    Steel HandStrike

    This is a highly damaging hand-to-hand combat maneuver. Time: Standard action. Target: One

    opponent.

    Make an unarmed attack roll. If your attack succeeds, add two dice to the attacks damage.

    ThroatJab

    A punch to your opponents throat renders him unable to talk, and possibly unable to breathe.

    Time: Standard action. Target: One opponent.

    Make an unarmed attack roll. If this attack succeeds, your opponent cannot speak for 2d4 rounds

    his Constitution modifier. If the damage done by the attack exceeds your opponents Damage

    Threshold, he cannot breathe for 2d6 rounds his Constitution modifier (see the rules for holding

    breath, SWSE Rulebook, page 66.)

    Triple Strike

    Your fists blur together as you pummel your opponent. Time: Standard action. Target: One

    opponent.

    Make an unarmed attack. If this attack hits, you may roll a second attack, at a 5 penalty. If the

    second attack hits, you may roll a third attack at a 10 penalty. These are considered separate

    attacks.

    Uppercut

    Slamming your fist into your opponents chin from below, you knock him backwards. Time:

    Standard action. Target: One opponent.

    Make an unarmed attack roll. This attack deals one additional die of damage. If the attack does

    not beat your targets damage threshold, you move him one step down the condition track.