Newsgroup: it.hobby.giochi.gdr.dnd
Titolo: [LONG] Monaci OA. ( era : Re: [3.5] Il nuovo Druido ...)

 mi dici come funzionano i monaci di OA?
I monaci di OA hanno :
Tutto come nel manuale del giocatore tranne che :
"Conoscenza Religioni" come abilità di Classe.
Competenza nelle armi : 
Spada a farfalla, mazza (club), Balestra (leggera o pesante), pugnale,
giavellotto, jitte, kama, nunchaku, bastone, sai, shuriken, tonfa.
Può usare il suo BAB disarmato per gli attacchi con armi come : 
spada a farfalla, mazza, jitte, kama, lajatang, nekode,  nunchaku,
bastone, sai, tonfa e bastone a 3 sezioni. 
Al 1°, 2°, 6° livello può sacrificare un'abilità di classe ( attacco
stordente, deviare frecce, sblianciare migliorato) per prendere un
talento nella lista di stili di combattimento.
- - - 
The monks described in the Player's Handbook (and
expanded in Chapter 2: Classes of this book) are the principal
practitioners of unarmed martial arts in the DUNGEONS
&DRAGONS game, while fighters (and, to an extent,
samurai) are the experts in armed martial arts . Characters
of all classes, however, can learn at least some of the techniques
ofmartial arts-and in an Oriental Adventures campaign,
they do so in the context of well-defined schools
and traditions . Learning a martial art is more than selecting
a couple of interesting feats. It involves commitment
to a particular style of fighting-one that emphasizes
kicks over blows with the hand, for example, or one that
teaches throws rather than strikes.
A martial arts style is a collection offeats that practitioners
of that style learn to enhance their prowess in combatarmed
or unarmed. The clan-based selection of bonus feats
and traditions . Learning a martial art is more than selecting
a couple of interesting feats. It involves commitment
to a particular style of fighting-one that emphasizes
kicks over blows with the hand, for example, or one that
teaches throws rather than strikes.
MARTIAL ARTS FEATS
Hard Form: Power Attack
Kick Method : Roundabout Kick, Flying Kick
Strike Method: Fists of Iron, Eagle Claw Attack
Hard/Soft Form:
Lock Method: Improved Grapple, Choke Hold,
Grappling Block, Earth's Embrace
Soft Form: Expertise
Movement Method: Dodge, Mobility, Prone Attack,
Superior Expertise
Throw Method: Improved Trip, Defensive Throw,
Great Throw
Vital Area Method: Pain Touch, Stunning Fist,
Freezing the Lifeblood, Falling Star Strike
Push Method : Unbalancing Strike
Mental Training :
Blind Fight, Combat Reflexes, Great Ki Shout, Iron
Will, Ki Shout, Remain Conscious
Il manuale dice anche che ogni stile di combattimento ha dei talenti sia
offensivi che difensivi e consiglia i vari talenti per ogni stile di
combattimento..
- - - - - 
Similarly, schools of unarmed combat have certain styles
reflected in the specific feats they teach. One fundamental
difference between styles is the distinction between hard
forms and soft forms. Hard forms emphasize the use of muscles
and bones for power, relying on direct movements and
offensive focus. Hard styles often build on the Power Attack
feat . Soft forms rely more on inner power, utilizing fluid and
circular motions and redirecting an attacker's movements
with a more defensive approach. Soft styles often build on
the Expertise feat . Many styles use a combination of hard
and soft forms, and may or may not make use of Power
Attack and Expertise.
Within each form, styles make use of certain methods of
attack and defense. These methods, and the feats associated
with them, are listed in Table 6-1 : Martial Arts Feats.
No style makes use of only one method. Table 6-2: Martial
Arts Styles illustrates sample styles for the world of Oriental
Adventures . The feats of a style can be learned in any order,
except in the case offeats with prerequisites .
Following the path of a martial arts style has certain benefits.
A character who masters the feats within a style gains a
mastery ability related to the techniques of that style. Some
styles have one mastery ability; others have multiple abilities
that a character gains as she masters different aspects of the
style. Mastery abilities are a bit like the synergy bonuses a
character gains if she has several ranks in certain skills : characters
who learn certain combinations of feats gain an extra
edge for doing so .
Sample mastery abilities, linked to the sample martial arts
styles listed on Table 6-2, are described here in the following
format :
MASTERY ABILITY NAME
TABLE 6-2: MARTIAL ARTS STYLES
[Empty Hand]
Bluff skill (for feinting)
Improved Unarmed Strike; Power Attack; Fists of Iron; Sunder ; Eagle
Claw Attack; Roundabout Kick.
[Mighty Works] 
Improved Unarmed Strike, Improved Grapple, Expertise, Choke Hold,
Earth's Embrace, Deflect Arrows, Improved Disarm, Combat Reflexes
Grappling Block, Power Attack, Fists of Iron, Eagle Claw Attack, Flying
Kick,
[ Foot and Fist]
 Improved Unarmed Strike, Power Attack, Roundabout Kick, Flying Kick
Fists of Iron, Great Throw.
Tumble and jump skill
[The Gentle Way]
Expertise Improved Trip, Defensive Throw, Dodge, Combat Reflexes ,Great
Throw, Prone Attack, Pain Touch, Stunning Fist, Iron Will
Tumble and Bluff skill
[Meditation of  War]
 Improved Unarmed Strike, Power Attack, Fist of Iron, Stunning Fist,
Pain Touch, Freezing the Lifeblood,Falling Star Strike, Blind Fight,
Iron Will
Tumble and jump Skill.
Weapons Proficiency : 
bastard sword, dagger, short sword, spear, quarterstaff, heavy mace
- - - - - - - - -
EMPTY HAND MASTERY
You have mastered the martial arts style of "Empty Hand"- a
hard form emphasizing strikes with the hand.
Prerequisites : Improved Unarmed Strike, Power Attack,
Fists of Iron, Sunder, Eagle Claw Attack, Ki Shout, 4 or more
ranks in Bluff.
Benefit: Your unarmed damage increases by one die type, as
if you were one size category larger than you are.
Old Damage (each)       New Damage
1d2		1d3
1d3		1d4
1d4		1d6
1d6		1d8
1d8 or 1d10		2d6
1d12		2d8
1d20		4d6
MIGHTY WORKS MASTERY I
You have mastered the initial secrets of the "Mighty Works"
martial arts style-a hard/soft form emphasizing locks and
hand strikes.
Prerequisites : Improved Unarmed Strike, Improved Grapple,
Stunning Fist (or monk's stunning attack), Choke Hold,
Fists of Iron, Deflect Arrows.
Benefit: When you make an attack or full attack action
using an unarmed strike, you gain a +2 dodge bonus to your AC
for that round.
MIGHTY `WORKS MASTERY II
You have mastered the deeper secrets of the "Mighty Works"
martial arts style.
Prerequisites : Mighty Works Mastery I, Improved Trip,
Earth's Embrace, Ki Shout, Iron Will.
Benefit: When you make a stunning attack, you may choose
to inflict 1d4 points of temporary Strength damage instead of
stunning your target.
FOOT AND FIST MASTERY
You have mastered the martial arts style of "Foot and Fist"-
a hard form emphasizing strikes with the hands and feet.
Prerequisites: Improved Unarmed Strike, Power Attack,
Roundabout Kick, Flying Kick, Fists of Iron, Deflect Arrows, 5
or more ranks in jump and Tumble .
Benefit : You gain a +10 competence bonus on Balance,
lump, and Tumble checks .
THE GENTLE WAY MASTERY
You have mastered the martial arts style of"The Gentle Way"-
a soft form emphasizing throws and movement.
Prerequisites: Improved Unarmed Strike, Dodge, Improved
Trip, Defensive Throw, Combat Reflexes, GreatThrow, 6 or more
ranks in Tumble
Benefits : Once per day, you can make yourself unmovable
You automatically win an opposed Strength check when an opponent
attempts to bull rush you. A creature with the improved grab
ability must move into your space to grapple you, since it
cannot pull you into its space No spell or other effect can force
you to move. If you become frightened or panicked, you suffer the full
effect of the fear but do not run away. You cannot move, even to make a
5-foot step, while this ability is in effect . This ability lasts for 1
round per level, but you can end it at any time .
MEDITATION OF WAR MASTERY
You have mastered the martial arts style of "Meditation of
War"-a hard/soft form emphasizing weapon use and strikes
to pressure points .
Prerequisites : Improved Unarmed Strike, Stunning Fist (or
monk's stunning attack ability), Fists of Iron, Freezing the
Lifeblood, Falling Star Strike, 6 or more ranks in Jump andTumble
Benefits : The saving throw DC of your stunning attack and
other pressure-point attacks is increased by 2. You also gain
Weapon Focus as a bonus feat ; you must already have proficiency
with the weapon and you must select one of the following
weapons for the feat to apply to : bastard sword, dagger,
shortsword, spear, quarterstaff, or heavy mace.
--
"Fly, my Ufo Robot in the sky  
because the adventure's in my mind  
my Ufo Robot in the sky, my Ufo Robot in the sky"
IHGGerD #83
Membro n°1 della Gilda AntiHalfling di Ihggd
Uno dei master senza PX.

 I monaci di OA hanno :
grazie
--
"Se hai un nemico siediti sul fiume e aspetta.....
Vedrai il suo cadavere passare"
Play di Gemini IHGGDER #99
Membro Staff 
www.gdritalia.org
---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (
http://www.grisoft.com
).
Version: 6.0.483 / Virus Database: 279 - Release Date: 19/05/2003