Martial Arts (CGH)

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Martial arts is defined here as any fighting style that makes attacks with the bare hand, or with weapons designed for close fighting, such as the dagger or cestus. By this definition, it also includes the Punching and Wrestling skills, at which the gladiator excels. The Complete Fighter's Handbook includes a system of Oriental-style martial arts, which is studied and taught by a select few on Athas. This means that the DM may allow or disallow this style. In addition, if the DM so allows, the gladiator may also use the gladiator's ability to add +4 to attacking unarmed combatants as a modifier for Martial Arts.
The arts of Punching, Wrestling, and Martial Arts are not the exclusive province of gladiators. However, the specializations that follow are exclusive. Just as gladiators are more accomplished with weaponry than the average adventurer, so are they more accomplished with the fighting styles presented in this book. Only gladiator PCs may use the options presented hereafter unless the DM permits otherwise. A word of caution to the DM: Do not give this option to every PC who wants it. Make them pay for it Make them explain plausibly how they came by this knowledge. All other classes have their benefits; the gladiator devotes himself to fighting, and it pays off in this respect
The most important aspect of fighting with martial arts is that the gladiator no longer need make a random roll when determining what sort of bare-handed attack he has made against his opponent. The element of randomness exists only in general attacks; if the gladiator wants to make a specific shot, or if he is fighting another barehanded gladiator, he may make his attacks at various penalties. The table on page 127 shows the various attacks and defenses allowable, and the modifiers given for the combinations.
==Using the Tables==
A normal, low-level gladiator attacking with martial arts has two attacks per round. One, both, or none of these can be defensive moves, declared before initiative is rolled. The loser of initiative can convert one of his attacks to a defense if he so desires, but no more than one. The declaration of defenses does not mean that the PCs have to reveal their attacks and defenses before the combat; they simply must state how many of their attacks are being converted to defenses. It is best for both sides if they write down what maneuvers they wish to attempt before the combat round actually begins.
: Example: Naryas and Friyan are fighting in the arena. Naryas's player wants him to make two attacks, while Friyan s wants one attack and one defense. Friyan wins the initiative, and Naryas decides he'll need at least one defense against the dangerous Friyan.
Next, the combatants must decide the specific attacks they are going to attempt with which limb. Note that in martial arts fighting, the two combatants do not face each other directly (toe to toe); they fight alongside each other so that both their right arms (or left arms) would brush each other if each took a step forward.
If the attacker uses the same limb to attack as the defender uses to protect himself, then the column consulted should be SS for Same Side. If one uses the right side and the other uses the left, it is an OS, or Other Side attack/defense, which is generally far more effective. After consulting the proper row and column, the attacker uses the given modifier to make his attack roll. There are other modifiers for the roll and number of attacks listed in this section.
Specializing in Martial Arts is not as easy as specializing in Punching and Wrestling. Everyone has some idea how to Punch and Wrestle, but Martial Arts is another matter entirely. It, like every other potent weapon, requires an initial slot just to become proficient. After the initial slot is bought, the gladiator may spend another to become specialized. A player may not spend more than 2 slots on Martial Arts when creating a 3rd- to 5th-level gladiator, nor may he take more than 1 available slot of continuing Martial Arts at any level thereafter.
Higher-level and specialized gladiators gain more attacks, as shown on the table below. If a PC gladiator is both high-level and specialized in the attacks, he can have as many as 5 attacks per round with his martial arts ability. Of course, this means he would have to devote most of his available slots to earning the additional martial arts specializations; while he would be a true barehanded fighting master, he might not be good with weapons.
 Level and Specialization Modifiers Table
Level	No./AT	Devoted	No./AT
1-6 	2/1 	2 	0
7-12 	5/2 	3-4 	1/2
13-18	3/1 	5 	1
19+ 	7/2 	6 	3/2
Many martial artists attack with weapons in hand, to maximize the effect of their attacks. However, not all weapons are appropriate for martial arts attacks. Though most weapons can be held while the martial artist attacks with his feet or off-hand, few of them can actually play a part in the martial arts. Most of these weapons are size Small, though there are a few notable exceptions.
Permitted martial arts weapons include the forearm axe, talid, puchik, and singing sticks. There are, of course, many more that might fit the bill, but the DM must determine if these fit the unique flavor of the campaign. As a general rule, only weapons that carry the natural motion of the body (such as the talid or puchik, which use a natural punching motion) or those that are well balanced and easily maneuvered (such as singing sticks) should be allowed as martial arts weapons.
When used offensively, the weapons take the place of hand maneuvers. However, because of the extra weight in the hand, all bonuses to hit on the Martial Arts/Punching/Wrestling tables are reduced by 2. This cannot carry the modifier below zero; a maneuver with +1 to hit becomes 0, not —1. On the other hand, this penalty Joes apply to modifiers that are already negative; for example, a modifier of —1 would become a penalty of—3 to hit.
Any time the gladiator fights an opponent unfamiliar with these styles, the gladiator's attack roll receives a +2 bonus. His opponent is assumed to have the None defense if the defender holds a weapon. If he is unarmed himself, the opponent attacks the gladiator using the usual martial arts tables, not those listed here.
Unless the gladiator specifically wishes to knock his opponent out with martial arts, the only time knockout occurs is when the opponent reaches 0 hit points or less. The gladiator may, however, attempt to knock out his opponent using the Sap rules described earlier.
All damage taken from martial arts is temporary, unless that damage was caused by a martial arts weapon. Only 'A of it is real; the other three-quarters wear off in a few hours.
A gladiator who specializes in any of the martial arts can gain a bonus of +1 to hit and damage for each slot devoted to that type of martial arts. This bonus applies only when using the tables below, not when using the tables in the Player's Handbook. The PC can specialize in as many slots as he wishes.
An important note about these fighting styles: Martial arts are effective only against Small, Medium, or Large size humanoids. They are never effective against creatures or humanoids larger than this, with certain exceptions. The gladiator may spend a Weapon Proficiency slot for each type of nonhumanoid creature he wishes to affect with his Martial Arts ability.
For example, Martial Arts are ordinarily ineffective against a gaj, but a character could devote a slot to the gaj. In this case, he would know its sensitive points and where to strike. Although he might not be exceptionally effective, he would certainly be more effective than someone who has no knowledge of these things. Likewise, a gladiator who takes Martial Arts devoted to giants can use his abilities against full giants as well as the normal class of creatures.
There is a limit to how far Martial Arts can go. These skills are largely ineffective against creatures with natural AC of—2 or better and any creatures greater than Huge in size. Martial Arts are effective against size Huge creatures only v/hen the PC has taken the time and effort to devote a slot to attacking that specific creature type.
Against armor, Martial Arts is less effective than against an unarmored foe. If the defender is wearing armor, the player must determine where the armor covers the PC's body by consulting the Piecemeal Armor Table. For example, leather armor usually covers the chest and two arms, while plate mail covers the chest, both arms, and both legs. If the attacker strikes one of the areas where his opponent is armored, he takes a penalty commensurate with the bonus the armor confers to AC. For example, a chest attack on a defender who is wearing a plate armor breastplate is made with a —4 penalty to the attack. This is to reflect the protection the armor offers.