Creating a New Style: Basics (CNH)

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In addition to the styles listed previously, the DM can create new styles for use in his campaign. These should be styles unique to the campaign world—some common, some mysterious and little known.
The DM creates a style by choosing its general characteristics, special maneuvers, and allowed weapons.
==Hard, Soft, or Hard/Soft==
The DM first decides whether the style is hard, soft, or a combination of the two.
Hard styles emphasize the use of the muscles and bones for power. They usually use direct movements and are generally offensive, stressing the attack.
Soft styles rely more on the inner power of the character to provide the necessary energy, although they too require conditioning of the muscles. Their movements are more fluid and circular and are generally considered more defensive. These movements divert the attacker, using his own force against him, responding only after the enemy has committed himself. The training is more mentally oriented, showing the student how to focus and use his inner power.
Styles that combine both hard and soft aspects attempt to use the best practices from each. Circular and gentle defensive movements are combined with swift and direct attacks. Physical training is balanced with mental training.
===Principal Method===
Next, the DM must choose the principal method, the fighting method most commonly used by the style. When a character attacks, he uses the principal method of the style more often than not.
Each principal method describes the most common means of attack. Those with kicking method use many kicks; those with throwing rely on grappling and leverage, etc.
However, every style incorporates moves from other methods, because reliance on a single form would certainly mean defeat.
===Martial Style Combinations (Basics)===
Table 18 lists all the different choices available for creating the basics of a style. As the DM makes selections, his choices determine the Armor Class, number of attacks, damage, and principal attack form used most commonly by the style.
 Table 18: Martial Style Combinations
Form 	#AT Mod	AC Mod	Dmg Mod
Hard 	+1 	-1 	2
Soft 	+1 	–3 	0
Hard/Soft	+1 	-2 	1
PrincipalMethod	DmgMod 	PrincipalAttack
Block 	1 	Hand
Kick 	2 	Foot
Lock 	1 	Body
Movement 	1 	Legs
Push 	1 	Hand
Strike 	2 	Hand
Throw 	1 	Body
Vital Area 	2 	Hand/Foot
Weapon 	By Weapon	Hand/Arm
Form/Principal Method: The DM must select one form and one principal method for each style.
#AT Mod: All martial arts styles add 1 to the number of attacks per round the character can perform when fighting unarmed. If he uses the martial arts style with a weapon, he receives only his usual number of attacks.
AC Mod: Add this modifier to the character's Armor Class.
Dmg Mod: Total the Dmg Mod from the form and the principal method. Round this number up to the nearest die size used in the game. Thus, a total Dmg Mod of 5 equals 1d6; a total of 4 equals 1d4. This die roll constitutes the basic amount of damage done when fighting unarmed in the style.
Principal Attack: This part of the body is most commonly used with the listed principal method. Kicking relies on the feet, while throwing makes use of the whole body. So long as a character has the listed body part unbound or free to move, the character can still attack effectively with that principal method.
===Examples of Martial Arts===
The basics of the martial arts described earlier were built this way:
Aikijutsu: Soft: #AT +1, AC –3, Dmg Mod 0). Throw: Dmg Mod 1, Body.
Atemi: Hard: #AT +1, AC –1, Dmg Mod 2. Vital Area: Dmg Mod 2, Hand/Foot.
Jujutsu: Hard/Soft: #AT +1, AC –2, Dmg Mod 1. Lock: Dmg Mod 1, Body.
Karate: Hard: #AT +1, AC –1, Dmg Mod 2). Strike: Dmg Mod 2, Hand.
Kung fu: Hard/Soft: #AT +1, AC –2, Dmg Mod 1. Strike: Dmg Mod 2, Hand.
Ninjutsu: Hard/Soft: #AT +1, AC –2, Dmg Mod 1. Movement: Dmg Mod 1, Legs.
Sumo Wrestling: Hard/Soft: #AT +1, AC –2, Dmg Mod 1. Push: Dmg Mod 1, Hand. Tae Kwon Do: Hard: #AT +1, AC –1, Dmg Mod 2. Kick: Dmg Mod 2, Foot.
==Creating a New Style: Weapons==
Most styles incorporate the use of melee weapons. However, not all styles use all weapons. The weapons that can be used with a style are listed in the "Weapons Allowed" section of Table 17.
In order to use a weapon with a martial arts style, a character must spend a weapon proficiency slot on the tight group that includes that weapon. Earlier, the character must have spent a slot for proficiency with the weapon if he wants use the weapon tight group with his martial arts style.
When the character spends his proficiency slot to use the tight group of weapons with his style, he can use any weapon he knows from the group with any special maneuver that permits it. The description of each special maneuver indicates the weapons that can be used with that maneuver
When the character uses a weapon with a special maneuver, he may choose whether he uses the damage for the maneuver or the damage for the weapon. Normally he chooses the one that is higher. In addition, he receives any benefits from the special maneuver. Additionally, on the rare occasions when it matters, the character using a weapon with his martial arts style gains any benefits arising from the size of the weapon and may suffer penalties for the speed factor of the weapon.
The special maneuvers listed under "Principal Method: Weapon" can be used only with weapons.
==Creating a New Style: Special Maneuvers==
Special maneuvers are actions and abilities that require intensive study and skill to learn. In return, they give the user greaterthannormal results. Some maneuvers are actions that the character can attempt during the course of a fight (flying kick, one finger push, etc.). Others are constant abilities that, once learned, are always in effect (ironskin, blind-fighting, etc.).
Combat maneuvers are risky; failure often leaves the character in an exposed or dangerous position. A combat maneuver costs the character one or more of his attacks for the melee round. A movement maneuver counts as movement, preventing the character from making any attack that round (unless the maneuver notes otherwise).
 Table 19: Special Maneuvers
Maneuver 	Effects
Principal Method: Block 	Principal Method: Block
1. Basic Parry 	Blocks 1 melee attack
2. Parry All 	Costs 2 attacks; blocks all melee attacks
3. Grappling Block 	Blocks 1 melee attack; pins weapon
4. Arrow Parry 	Costs 2 attacks; blocks all missile attacks
Principal Method: Kick 	Principal Method: Kick
1. Circle Kick 	Add 1d2 hp to basic damage
2. Flying Kick 	Leap; add 1d4 hp to basic damage
3. Backward Kick 	Kick person behind; basic damage
Principal Method: Lock 	Principal Method: Lock
1. Choke Hold 	Takes, +1 round; victim passes out
2. Locking Block 	Pins weapon/limb; +4 to hit with other attacks
3. Incapacitator 	Add 1d4 hp to basic damage; limb useless
4. Immobilizing 	Victim immobilized
Principal Method: Movement 	Principal Method: Movement
1. Feint 	Costs extra attack; +3 to hit
2. Prone Fighting 	Suffer no kneel/sit/prone penalties
3. Immovability 	Save vs. paralyzation to not budge
4. Leap 	Leap great distances
5. Speed 	Check Dexterity; result/4-extra attacks
6. Slow Resistance 	Immune to slow spells
Principal Method: Push 	Principal Method: Push
1. Concentrated Push 	Push foe 1'/level; knockdown if push over 3"
2. Sticking Touch 	While touching, +2 to hit, -2 to AC
3. One Finger Push 	Concentrated push at range
Principal Method: Strike 	Principal Method: Strike
1. Iron Fist 	1d6 hp damage plus Strength bonuses with blows
2. Crushing Blow 	Break inanimate objects; 1 attack/round
3. Eagle Claw 	1d8 hp damage plus Strength bonuses; 1 attack/round
Principal Method: Throw 	Principal Method: Throw
1. Fall 	Take half damage from falls
2. Instant Stand 	Stand quickly (negates 1-round penalty)
3. Hurl 	Throw target 1d4; add 1d4 hp damage
4. Great Throw 	Throw target 1'/level; 2x base damage
Principal Method: Vital Area	Principal Method: Vital Area
1. Pain Touch 	Victim -2 to hit, +2 to AC, for 1d3 rounds
2. Stunning Touch 	Save or be stunned for 1d4 rounds
3. Paralyzing Touch 	Save at-2 or be paralyzed for 2d4 rounds
4. Distance Death 	Pain, stunning, paralyzation, or 2x base damage at range
Principal Method: Weapon 	Principal Method: Weapon
1. Weapon Breaker 	Automatically breaks normal weapons
2. Steel Cloth 	Wield 6'-10' cloth as normal spear
Mental and Physical Training	Mental and Physical Training
1. Meditation 	1 hour meditation-2 hours sleep
2. All-Around Sight 	Aware of attacks from all around
3. Mental Resistance 	+2 on saving throws against mental attacks
4. Ch'i Attacks 	Can hit as if a magical weapon
5. Blind Fighting 	Only -1 when fighting in darkness
6. Ironskin 	-2 to AC when not wearing armor
7. Levitation 	Float 5'/round/experience level
===Principal Method Lists===
Each special maneuver belongs to a list corresponding to one of the principal methods of fighting. For example, the principal method Kick has one set of special maneuvers, while that of Weapons has another.
In addition to the maneuvers grouped under the principal method, there is the additional category of Mental and Physical Training. These special maneuvers can be learned in any style through the practice and discipline of the training.
===Number of Maneuvers In a Style===
The DM determines the number of special maneuvers taught by the style. He can choose any maneuver from any of the lists, with one restriction: There cannot be more maneuvers from any list than there are from the list corresponding to the principal method of the style.
There should be no fewer than six special maneuvers in a martial arts style, and more than 15 is not recommended; the style becomes too unwieldy and characters have little chance of learning a majority of the special maneuvers.
When choosing maneuvers from one of the principal method lists, the DM does not have to choose a consecutive sequence starting at the #1 maneuver and progressing numerically from there. For example, when choosing from the Mental and Physical Training group, he might choose #1, #3, #5, and #6 for his martial arts style.
===Order of Learning Maneuvers===
The special maneuvers of each method are ranked according to the difficulty of each maneuver. The lower the number of the maneuver, the easier it is to learn and execute.
Characters must learn available maneuvers from a principal method list in the order in which they are presented.
: Example: Kazuhiro is studying ninjutsu, which incorporates the special maneuvers Kick 1 (circle kick) and Kick 3 (backward kick). Before learning the backward kick, Kaz must learn the circle kick. (He does not have to learn Kick 2, the flying kick, and cannot learn it, unless he studies a different martial arts that includes this maneuver.)
This restriction still allows characters learning the same martial art to develop very personal, individual forms of the art.
For example, Akira has decided to concentrate on the principal method of ninjutsu, learning all the movement maneuvers before learning anything else.
Koichi, however decides to learn all the basics first, picking up the maneuvers rated "1" before progressing on to any rated "2." Koichi will not have the movement expertise of Akira but will have a much better grounding in the overall art.
===Principal Method: Block===
Basic Parry: The basic parry maneuver prevents melee attacks from hitting the martial artist.
It does not work against missile attacks.
A character can perform the basic parry if he has not used both his martial arts attacks for that round. Even if his opponent has initiative, the martial artist can announce that he's using one of his attacks to parry. The martial artist rolls an attack against his opponent, taking into account all normal adjustments to his opponent's AC and the "Unarmed vs. Armor" conditions described later this chapter. If the attack hits, the martial artist has parried the first blow struck at him this round by his opponent.
When the Attack Roll Fails: The incoming attack hits.
Weapons Allowed: Any. Characters using sai or jitte weapons receive a +2 bonus to hit with the basic parry maneuver.
Parry All: The parry all maneuver is a more advanced form of the basic parry. It requires two of the character's attacks for the round (the total number of attacks for most characters). With this expenditure, the martial artist gets to roll a block against every melee attack aimed at her this round, so long as she is aware of the attacks. She makes a separate attack roll against each oncoming blow.
When the Attack Roll Fails: The opponent's blow hits.
Weapons Allowed: Any. Characters using sai or jitte weapons receive a +2 bonus to hit with the parry all maneuver.
Grappling Block: With this advanced maneuver, the martial artist parries an incoming weapon attack and is able to grab the weapon, making it harder for the attacker to use it against him. If the martial artist is unarmed, the grappling block requires both his hands to perform; if he is armed, it requires his weapon hand.
The grappling block takes one of the martial artist's attacks, just like the basic parry. If it is successful, the martial artist and the attacker both have a grip on the weapon. The grip is never a dangerous one for the martial artist. For example, the grappling block allows the unarmed martial artist to clap the blade of a sword-wielding opponent between his palms, preventing it from striking.
In order to strike the martial artist with the weapon, the attacker must get it free. To do this, the attacker rolls 1d20 and compares the number rolled to his Strength score. If the attacker succeeds in his Strength check, he recovers his weapon. If he loses his roll by 4 or more, he loses his weapon (it is now in the martial artist's hand). Any other result leaves the two combatants still grappling for the weapon. The attacker may make as many Strength checks per round as he has attacks available, and can release the weapon voluntarily at any time.
The martial artist can make further attacks on his opponent with a +2 to his chance to hit, if the grappling block maneuver has left his principal body part free to make the attack. For example, if he used a chain to catch his opponent's attack, and his principal attack method is the kick, he can attack with a leg. But if he used a two-handed sword to catch his opponent's attack and his principal attack method is a fist strike, he has no hands free to attack. Additionally, any other character making an attack against either of the two combatants grappling for the weapon gets +2 to hit.
When the Attack Roll Fails: The martial artist has managed to foul his own weapon on that of his opponent. If his opponent can then make a normal attack roll against him—requiring no time and not costing him an attack—the opponent yanks his weapon free, leaving the character disarmed.
Weapons Allowed: Any. Characters using chain or rope weapons receive a +2 bonus to hit with the grappling block maneuver.
Arrow Parry: With this maneuver, the martial artist is able to parry thrown and missile weapons. This maneuver requires two attacks for the round and applies to all attacks that the martial artist is aware of.
When the Attack Roll Fails: The weapon strikes the martial artist.
Weapons Allowed: Any. Characters using shields receive a +2 bonus to hit with the arrow parry maneuver.
===Principal Method: Kick===
Circle Kick: In this dramatic kick, the attacker builds up power and momentum by spinning in a complete circle before landing the kick (usually on the upper body). The maneuver can also be performed as a snap or thrust kick.
A successful kick (requiring a normal attack roll) adds 1d2 hp to the character's normal martial arts damage.
When the Attack Roll Fails: As she tries to recover his balance, the martial artist loses the next attack she would ordinarily be allowed. Her Armor Class is worsened by 2 points until the next round.
Weapons Allowed: None.
Flying Kick: This spectacular kick requires at least 5 feet of running space. The character leaps high into the air (4–6 feet upward, 5–12 feet forward) and leads with a powerful kick to the head or upper body. If the kick connects, the character adds 1d4 hp to the normal martial arts damage.
When the Attack Roll Fails: The attacker falls to the ground adjacent to the intended target and must spend one round getting back to his feet (unless he knows the prone fighting or instant stand maneuvers).
Weapons Allowed: None.
Backward Kick: This seemingly innocuous kick is extremely difficult to master. The character attempts a normal attack at any creature directly behind him, either kicking his foot forward and straight up (like a Radio City Music Hall Rockette), with his toe ending up behind his own head to connect with the enemy, or lashing out straight backward. He does not have to turn around and face his attacker. The kick does normal damage.
When the Attack Roll Fails: The attacker suffers no ill effects. Weapons Allowed: None.
===Principal Method: Lock===
Locking is the art of gripping an opponent in a way that prevents him from acting: twisting an arm so the joint is locked, applying pressure to choke off breathing and blood flow, etc.
Choke Hold: This maneuver teaches the correct way of applying pressure to render an opponent unconscious. To initiate a choke hold, the martial artist must make a successful attack roll. For the maneuver to work as intended, the martial artist must maintain the choke hold until the end of the next melee round. During that time he can take no other action and cannot attack again; he is entirely occupied in gripping and holding his opponent. The opponent can attempt to escape by making a successful attack roll with a –2 penalty. The escape attempt can be tried as many times as the opponent has attacks for the round.
If the opponent fails to escape, he falls unconscious at the end of that round and remains unconscious for 1d3 rounds. During the time the choke hold is in effect, the opponent cannot cry out for help or cast spells requiring verbal components.
When the Attack Roll Fails: The attacker suffers no ill effects.
Weapons Allowed: Chain weapons, rope weapons, lash weapons, axes (using shafts), clubbing weapons, flails, karate weapons (using shafts), picks (using shafts), sickles, staves, bladed poles (using shafts), and spears (using shafts) tight groups.
Locking Block: This action can be attempted instead of a normal attack. It can be used against unarmed fighters or attackers using melee weapons.
The martial artist makes a normal attack roll. If successful, the attacker has trapped her opponent's weapon, arm, or leg in a scissors arm-lock; the trapped element cannot be used to make attacks. In addition, so long as the opponent is so trapped, the attacker can make other attacks (using the feet only) with a +4 to her chance to hit. The opponent can break the lock by expending an attack and making a normal attack roll for success. This attempt to break free does no damage. The locking block maneuver also causes no damage.
When the Attack Roll Fails: When used against an unarmed opponent, an unsuccessful locking block causes no ill effects except for the loss of an attack. However, when used against a weapon, an unsuccessful locking block results in damage to the martial artist: In attempting to make the block, the character is hit by the weapon. She takes normal damage for the weapon, not modified by the Strength bonus of the weapon wielder.
Weapons Allowed: medium blades, oriental blades, short blades, chain weapons, rope weapons, lash weapons, axes, clubbing weapons, flails, karate weapons, picks, sickles, staves, and spears tight groups. Characters using sai or jitte weapons receive a +2 bonus to hit with the locking block maneuver.
Incapacitator: By gripping the opponent and twisting his joints, the martial artist can render one finger, arm, or leg useless for 24 hours and cause 1d4 hp damage in addition to his normal martial arts damage.
If the incapacitator's attack roll is successful, the maneuver does the damage noted above and the opponent must make a saving throw vs. paralyzation. If he fails the saving throw, the appropriate limb is rendered useless. If he makes the saving throw, the damage remains but there is no paralysis.
Application of a cure wounds or remove paralysis spell will eliminate the paralyzing effects of this attack.
When the Attack Roll Fails: The martial artist suffers no ill effects.
Weapons Allowed: chain weapons, rope weapons, lash weapons, clubbing weapons, karate weapons, staves, and spears (using shaft) tight groups.
Immobilizing: With one hand the martial artist grips and holds an opponent in such a way that the opponent cannot take any action. The martial artist is still able to make attacks (using either his feet or his other hand), and even apply an immobilizing lock on another opponent. A successful attack roll must be made to initiate the immobilization, but the attack does no damage.
Immobilized characters can attempt to escape by spending a melee attack to break the hold.
However, the chance of success is modified by –6 to the die roll.
When the Attack Roll Fails: The martial artist suffers a –4 modifier on his next attack. Weapons Allowed: chain weapons, rope weapons, and lash weapons tight groups.
===Principal Method: Movement===
This method requires training to control and position the martial artist's own body—posture, stance, and reflexes. From this method, students learn the importance of speed, sudden changes of direction, and footwork. It is seldom very offensive, but when combined with other styles creates a dangerous and deadly fighter.
Feint: The martial artist begins an attack in one direction and at the last moment changes it to another direction. Or he begins an attack but does not follow through, in order to draw his opponent off balance or make the opponent commit to a futile defense.
The martial artist makes a regular attack but adds the feint, which costs an extra attack and gives him a +3 to hit.
When the Attack Roll Fails: The martial artist's attack does not hit, but he suffers no other ill effects.
Weapons Allowed: Any.
Prone Fighting: Prepared for any circumstance, the martial artist who knows this special maneuver is able to fight effectively even sitting, kneeling, prone, or supine. This special maneuver requires no time and is always in effect; it applies any time the character is knocked from her feet or falls down. However, the character can perform no other special maneuver (except instant stand) when on the ground. She can still use her weapons and the basic damage from her martial arts style, and suffers no Armor Class penalty for being on the ground.
A character without this skill who fights from the ground is easier to hit than a standing character. Attacks against a kneeling character receive a +1 to hit; against a sitting character, +2 to hit; against a character who is flat on the ground, +4 to hit. The character who is down suffers equivalent penalties to hit when attacking someone who is standing: –1 to hit if the attacker is kneeling, –2 if he is sitting, –4 if he is lying flat. The character who knows prone fighting suffers none of these penalties.
Weapons Allowed: Any. Fighters are even trained to use two-handed and long weapons effectively from positions on the ground.
Immovability: By carefully positioning his feet and learning to tense and relax various muscles, the martial artist can avoid being knocked down, lifted, or thrown off his feet. Any time an attack would result in one of these consequences, the character is automatically allowed a saving throw vs. paralyzation. If the save is successful, the character remains standing.
Weapons Allowed: Any. The character using immovability does not attack with these weapons, but uses them to brace himself. They confer no bonus to his immovability.
Leap: The martial artist is able to perform extraordinary feats of springing and leaping by channeling his ch'i, or inner power, mentally making himself as light as a feather.
From a standing start, the character can leap 4 feet into the air and 3 feet forward, plus 1 foot up and forward for each experience level the character possesses. (Thus a 10th-level character with this special maneuver could leap 14 feet into the air and 13 feet forward.) He can also flip in midair to automatically change his facing.
Standing-start leaps do not take an entire melee round, costing instead only one attack allowed during the round. Thus a character could flip over an opponent, land behind him, and execute an attack from the rear with his next melee attack.
From a running start, the character can leap 8 feet upward and 10 feet forward plus 1 foot up and forward for each experience level the character possesses. The character must have room to run at least 10 feet before making such a leap.
With either a standing start or running start leap, the character must make a normal attack roll vs. AC 10 to land safely. If the roll is successful, the leap is successful.
When the Attack Roll Fails: The character leaps the full distance but falls to the ground on landing. See the prone fighting maneuver described earlier for penalties to fighting from the ground.
Weapons Allowed: The character can carry any weapon when using the leap maneuver.
Speed: The martial artist has developed lightning-fast reflexes and powerful muscles. Once per day, the character can make a Dexterity check. For every four points by which she makes the roll (round fractions to the nearest whole number), she receives one extra attack, which may be used with weapons or martial arts. Such extra attacks last only one round.
: Example: Tamako has the speed ability and a Dexterity score of 13. In the midst of a deadly battle, she makes a Dexterity check and rolls a 4. Her check succeeds by 9 points. The result (rounded) of 9 divided by 4 is 2. In this round only, Tamako gets two extra attacks.
This special maneuver is difficult and tiring. Once the battle is done, the martial artist must rest one turn per extra attack she has made, or be reduced to half her normal movement until she is able to rest.
Weapons Allowed: Any.
Slow Resistance: Having developed his body and disciplined his mind, the martial artist is automatically immune to slow effects. This condition is in effect all the time; it does not have to be activated like a combat maneuver.
Weapons Allowed: Not applicable.
===Principal Method: Push===
Pushing is a soft form of combat, relying on the character's understanding of the forces of motion. Many pushing techniques turn the opponent's own force against him, deflecting his attack, throwing him off balance, or knocking him backward with a single touch. Learning this art takes great mental discipline but does not require great strength.
Concentrated Push: The character focuses his inner energy into his hands, giving great results even from a gentle push. On a successful attack roll, the opponent is knocked back 1 foot per level of the martial artist. If the distance is greater than 3 feet, the opponent must make a successful saving throw vs. paralyzation to remain on his feet. If the opponent hits a solid object, he suffers damage as if he had fallen the same distance. Those who know the immovability maneuver can resist being knocked back.
When the Attack Roll Fails: For the remainder of the round, all of the martial artist's opponents get a +2 bonus to their attack rolls.
Weapons Allowed: clubbing weapons, staves, bladed poles (using shaft), pole spears (using shaft), and spears (using shaft) tight groups.
Sticking Touch: The martial artist has so attuned her sense of touch that by lightly placing her hand on an opponent she can follow that person's every move. A normal attack roll must be made, and the touch does no damage. However, so long as the martial artist remains in contact, she gains +2 on all subsequent attack rolls and her Armor Class improves by 2, because she is able to feel the impending moves of her opponent before they happen.
The touch can be broken only by the opponent moving in a way or at a speed beyond the abilities of the character. Thus, an opponent who knows the leap maneuver can use it to break contact. However, if both combatants know that maneuver, the martial artist can automatically choose to leap at the same time as her opponent, keeping the contact unbroken (unless the opponent's leap is longer than the character's).
When the Attack Roll Fails: The touch does not "stick."
Weapons Allowed: None; this is an unarmed maneuver only.
One Finger Push: This skill requires long and difficult practice. It is said that the student first learns to push a suspended heavy bell with the touch of a single finger. He concentrates then on touching it more and more lightly while making the bell swing even more. Finally, he reaches the point where he can make the bell move without actually touching it. His inner power extends out from his finger and pushes the bell. At this point he has mastered the one finger push.
One finger push gives the martial artist the power of concentrated push without having to touch the target. The character simply concentrates and points his finger at the opponent. The range is equal to 1 foot per character experience level. One finger push requires great concentration and is the only action that can be taken in the melee round regardless of the number of attacks the character can normally make. A normal attack roll must be made. If successful, the opponent is affected as if hit by a concentrated push.
When the Attack Roll Fails: The one finger push does not take effect.
Weapons Allowed: None; this is an unarmed maneuver only.
===Principal Method: Strike===
Iron Fist: Through various toughening exercises, the martial artist hardens his hands so much that they feel like steel. The character does 1d6 hp damage from each attack (plus bonuses for Strength) if the principal attack uses the hands. If the principal attack is not the hands, the character does 1d6 hp damage on only one attack per melee round.
When the Attack Roll Fails: The blow does not land.
Weapons Allowed: Any melee weapon.
Crushing Blow: The martial artist is able to shatter or break hard objects-wood, ceramics, and masonry, but not metal—with a blow of the hand. The character can break a half-inch of wood or a quarter-inch of brittle stone per experience level. The DM can modify this based on the shape, hardness, and age of the object. If used against a living target, the character causes normal damage plus hit points equal to half his experience level (rounded down); Strength damage bonuses do not apply. (Example: An 11th-level character who normally does 1d4 hp damage with his martial arts attack would do 1d4+5 hp damage per crushing blow.)
The crushing blow requires great concentration and is the only action the character can take in a round regardless of the number of attacks normally allowed. In all cases a normal attack roll must be made. The DM must determine the number needed to hit a stationary object (assigning AC based on its hardness).
When the Attack Roll Fails: If the martial artist attempts to strike a hard object (such as stone) and the attack roll fails, he seriously injures his hand, suffering damage equal to what he would do on a normal attack. The hand is unusable for 24 hours, even if healed before that time has elapsed.
Weapons Allowed: None.
Eagle Claw: Through physical exercise and concentration, the martial artist can summon immense crushing strength into his hands. On a successful attack roll, he can shatter objects (snap spear shafts, crush stones, etc.), crush metal items, and cause 1d8 hp damage (plus damage bonuses for Strength) per attack. This ability requires great concentration and is the only action the character can take during the round.
When the Attack Roll Fails: The attacker does not damage anything but suffers no ill effects.
Weapons Allowed: None.
===Principal Method: Throw===
Fall: The martial arts student learns to fall and roll correctly, taking the impact of the fall on the safest areas of the body. Once learned, this maneuver is constantly in effect. Thereafter, the character suffers only half normal damage from any fall (if she is conscious and able to move).
Weapons Allowed: The character can carry any weapon when performing this maneuver.
Instant Stand: After learning to fall, the student learns how to gain her feet quickly, either by rolling up to a standing position or using an acrobatic jump. Normally, one round is required for a character to gain her feet, but a character knowing this maneuver can regain her feet automatically instead of making an attack. She may then perform other actions in the round if she has attacks available.
Weapons Allowed: The character can carry any weapon when performing this maneuver.
Hurl: This type of throw relies a great deal on strength and less on leverage. The martial artist can attempt to pick up an opponent and throw him to the ground 1d4 feet away. The attack adds 1d4 hp to the basic damage of the martial arts style. The attacker must make a successful attack roll for the hurl maneuver to work.
When the Attack Roll Fails: The attacker loses all remaining attacks for the round and automatically loses initiative for the next round.
Weapons Allowed: None.
Great Throw: Using leverage and his opponent's momentum, the martial artist is able to throw his enemy a great distance. The character must make a normal attack roll. If the opponent is stationary, the character can throw him 1 foot per experience level of the martial artist. If the opponent is charging, the distance thrown is 6 feet plus 1 foot per experience level of the martial artist. The opponent suffers double normal damage for the martial arts style.
When the Attack Roll Fails: The opponent counters the move and knocks the martial artist off his feet; the character automatically loses initiative the next round.
Weapons Allowed: chain weapons, rope weapons, lash weapons, staves, bladed poles (using shaft), pole spears (using shaft), and spears (using shaft) tight groups.
===Principal Method: Vital Area===
This method relies on a blow for effect, much like a strike or kick. However, the strength of the blow is not as important as the location where it lands. The vital area method teaches the martial artist where and how to strike at the weak spots on his opponent's body—throat, ears, foot, nerve points, and other places.
Because the training requires a knowledge of anatomy, the special maneuvers listed can be used against only human and humanoid opponents, unless the practitioner has bought a nonweapon proficiency related to the anatomy of a category of monsters (dragons, equines, etc.).
Pain Touch: Simply be pressing his finger against specific points of the body, the martial artist can cause great pain in his opponent. This can be done in place of a normal attack. The touch causes no damage, but if the attack roll is successful, the opponent feels as though he were on fire. Thereafter, he will suffer a –2 penalty to attack rolls and a +2 penalty to his AC. The effect lasts for 1d3 rounds.
When the Attack Roll Fails: There is no adverse effect on the opponent, and the attacker suffers no ill effects.
Weapons Allowed: Clubbing weapons tight group.
Stunning Touch: With a light slap of the fingers in the correct place, the martial artist can stun and daze her opponent. This can be done in place of a normal attack and causes no damage. The attacker must make a normal attack roll. If the attack is successful, the opponent is allowed a saving throw vs. paralyzation. The opponent who fails to save is stunned for 1d4 rounds, unable to take any action.
When the Attack Roll Fails:  If the attack roll fails or the opponent makes the saving throw, the attack has no effect.
Weapons Allowed: Clubbing weapons tight group.
Paralyzing Touch: By placing pressure on specific nerve junctions, the martial artist can paralyze her opponent, leaving him unable to move for 2d4 rounds. The character must make a normal attack roll, but the attack does no other damage. The opponent is allowed a saving throw vs. paralyzation at a –2 penalty.
When the Attack Roll Fails: If the attack fails or the opponent makes a successful saving throw, no damage is done.
Weapons Allowed: Clubbing weapons tight group.
Distance Death: Also known as the dim mak attack or "death touch," this ultimate skill of the vital area method requires great practice and concentration. To learn this maneuver, the martial artist must practice at a pool of water, driving his finger at the surface without touching it. As he does so, he concentrates on his ch'i power, trying to extend it from his fingertip. When he can hear the echo of his thrust rebound from the water, he has mastered the maneuver.
Distance death requires great concentration and is the only action the character can make during a melee round. It has a range of 1 foot per experience level of the character.
To use this maneuver, the martial artist must make a normal attack roll. If the attack is successful, the character can choose to apply one of the following effects:
Pain: The opponent is not allowed a saving throw. The effect is identical to pain touch.
Stunning: The opponent is allowed a saving throw vs. paralyzation with a –2 penalty. The effect is identical to stunning touch.
Paralyzation: The opponent is allowed a saving throw vs. paralyzation, with a –4 penalty. The effect is identical to paralyzing touch.
Double Damage: The character does two times the basic damage for his martial arts style. No saving throw is allowed.
When the Attack Roll Fails: No special effects occur. The opponent takes no damage.
Weapons Allowed: None.
===Principal Method: Weapon===
The martial arts often include training in a number of standard and unusual weapons. The maneuvers described below can be applied only when using weapons. They are exclusive to practitioners of the martial arts.
Weapon Breaker: Just as martial arts weapons are designed to catch and deflect the weapons of others, they are also capable of breaking them. The breaking action is a swift blow or twist with the weapon. The martial artist must be wielding a martial arts weapon and can use this maneuver only against melee weapons, not against unarmed fighters.
The character must make a normal attack roll. If the roll is successful, the opponent's weapon is broken (magical weapons are unharmed). This maneuver does no damage to living creatures or monsters.
When the Attack Roll Fails: The weapon is unharmed.
Weapons Allowed: Any melee weapon.
Steel Cloth: With this maneuver, the martial artist need never be without a weapon. If the character has a 6–10 foot piece of cloth, she can whirl it and snap it tight, keeping it in constant motion and giving it the rigidity of a spear.
The cloth is treated as a spear. If you own The Complete Fighter's Handbook, the cloth's length determines what type of spear it is. If it is 6–8 feet, it is a normal spear; above 8 feet, it is a long spear. Note that the steel cloth cannot be thrown. The instant it leaves the attacker's hands, it becomes a normal piece of cloth.
This maneuver is automatically successful. The martial artist does not need to make any sort of roll to turn a cloth into a weapon.
Weapons Allowed: One 6–10 foot length of cloth, or rope weapons tight group.
===Mental and Physical Training===
The following abilities are gained by the martial artist in the course of training. They reflect superb control over mind and body. They do not belong to the categories of principal methods as they can be learned by practitioners of any method or style.
Meditation: This ability allows the martial artist to enter a mental state in which he can focus and regain his energies. For each hour the character spends in uninterrupted meditation, he gets as much rest as two hours of sleep. While meditating, the character is oblivious to hunger, thirst, heat, and cold (but he can still take damage from heat- and cold-based attacks). He remains conscious and aware of his surroundings, and suffers no penalties on surprise or initiative die rolls.
All-Around Sight: The martial artist's training makes him more attuned to his immediate surroundings. He is able to detect opponents on all sides, provided they are not invisible. The character can never be struck from behind or suffer a penalty from a back attack. This maneuver is constantly in effect.
Mental Resistance: The mental exercises and ordeals of the martial artist's training have toughened and strengthened her will. She receives a +2 on all saving throws against mental attacks, including charm, illusion, and hold spells. This ability is constantly in effect.
Ch'i Attacks: With this ability, the martial artist summons his ch'i (life force energy) and can use unarmed martial arts attacks to hit monsters that could otherwise be hit only by magic. See Table 20. This ability is constantly in effect.
 Table 20: Ch'i Attacks
XP Level	Character Hits As A
1–4 	magical weapon
5–9 	+1 magical weapon
10–14 	+2 magical weapon
15–19 	+3 magical weapon
20 	+4 magical weapon
Blind-fighting: Under his master's guidance, the martial artist has trained for long periods while wearing a blindfold or in darkened rooms, gaining the ability to detect foes with senses other than sight. The character suffers only a –1 penalty when fighting in darkness, when blinded, or when faced by invisible opponents. However, any of these in combination with a silence spell renders the character effectively blind. This ability is constantly in effect.
Ironskin: Rigorous physical training has toughened the martial artist's muscles to the strength of iron. The Armor Class of the character is improved by 2, but only when he is not wearing any other type of armor.
Levitation: This is perhaps the rarest of all the martial arts maneuvers because it requires the utmost concentration and mental discipline. Daily the martial artist practices at making her body feel lighter, using mental power to negate her own weight. Finally, the character succeeds in overcoming all her weight and can levitate for a number of rounds equal to her experience level. This maneuver requires one turn of concentration before it takes effect. Thereafter the character can move up, down, or sideways at a rate of 5 feet per round. She can take no actions while levitating and will fall to the ground if her concentration is broken. On completion of the levitation, the character must rest for one round before taking any other action.