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7/29/2019 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.