Martial Arts: Generic Monk Styles
Unearthed Arcana for D&D 3.5 has several monk variants to represent different fighting styles. Let's convert them to martial styles.
Cobra Strike – 3 points
Monks of the Cobra Strike School specialize in agility and defense. By making herself hard to pin down, the Cobra Strike monk forces the enemy to fight on her terms.
Skills: Acrobatics; Karate.
Techniques: Acrobatic Stand; Breakfall; Counterattack (Karate); Evade; Exotic Hand Strike; Eye-Poke; Feint (Karate).
Cinematic Techniques: Lethal Strike; Timed Defense.
Perks: Acrobatic Feints; Rapid Retraction (Punches); Sure-Footed (Uneven).
Optional Traits
Primary Characteristics: Increased DX.
Secondary Characteristics: Increased Basic Speed or Basic Move.
Advantages: Combat Reflexes; Enhanced Dodge; Striking ST.
Disadvantages: Overconfidence; Vow (Always fight unarmed).
Skills: Jumping.
Denying Stance – 2 points
The Denying Stance monk seeks to neutralize the opponent’s maneuvers, thwarting him at every turn until he becomes so frustrated that he makes a crucial error, allowing the monk to finish the fight with a lock.
Skills: Judo.
Techniques: Arm Lock; Choke Hold; Counterattack; Finger Lock; Targeted Attack (Judo Throw/Skull); Trip; Wrist Lock.
Cinematic Skills: Immovable Stance.
Cinematic Techniques: Hand Catch; Hand-Clap Parry; Timed Defense.
Perks: Armor Familiarity (Judo); Technique Mastery (Arm Lock); Technique Mastery (Judo Throw).
Optional Traits
Primary Characteristics: Improved ST and DX.
Secondary Characteristics: Improved Basic Speed.
Advantages: Enhanced Dodge; Enhanced Parry (Bare Hands); Flexibility.
Disadvantages: Disciplines of Faith (Ritualism); Pacifism.
Skills: Acrobatics.
Hand and Foot – 2 points
Students of the Hand and Foot style learn to use their appendages for both offense and defense.
Skills: Karate
Techniques: Aggressive Parry; Back Kick; Axe Kick; Exotic Hand Strike; Feint (Karate); Jam; Jump Kick; Kicking; Spinning Kick.
Cinematic Techniques: Flying Jump Kick; Lethal Kick; Lethal Strike.
Perks: Iron Hands; Iron Legs; Technique Mastery (Kicking).
Optional Traits
Primary Characteristics: Improved ST and DX.
Advantages: Enhanced Parry (Bare Hands); Striking ST.
Disadvantages: Overconfidence; Vow (Always fight unarmed).
Invisible Eye – 4 points
Monks of the Invisible Eye rely on their senses, particularly hearing, to aid them in combat.
Skills: Judo; Karate; Meditation.
Techniques: Arm Lock; Back Kick; Elbow Strike; Exotic Hand Strike; Feint (Karate); Hammer Fist; Jump Kick; Kicking; Spinning Kick; Spinning Punch; Stamp Kick; Sweep (Judo or Karate).
Cinematic Skills: Blind Fighting; Precognitive Parry; Sensitivity.
Cinematic Techniques: Flying Jump Kick; Grand Disarm (Judo); Lethal Kick; Lethal Strike; Pressure-Point Strike; Timed Defense; Whirlwind Attack (Karate).
Perks: Chi Resistance (Any); Special Exercises (Striking ST +1); Unusual Training (Sensitivity, Only while at least one hand is in physical contact with the opponent).
Optional Traits
Secondary Characteristics: Increased Per.
Advantages: Combat Reflexes; Danger Sense; Fit or Very Fit; Forceful Chi; Inner Balance.
Disadvantages: Disciplines of Faith.
Skills: Acrobatics; Jumping.
Overwhelming Attack – 2 points
A monk trained in the Overwhelming Attack style always presses the advantage, preferring a showy display of all-out offense to any form of defense.
Skills: Boxing.
Techniques: Feint (Boxing); Spinning Punch (Boxing); Uppercut.
Cinematic Skills: Breaking Blow; Power Blow.
Cinematic Techniques: Roll with Blow.
Perks: Focused Fury; Iron Arms; Iron Hands; Skill Adaptation (Spinning Punch based on Boxing); Special Exercises (Striking ST +1).
Optional Traits
Primary Characteristics: Improved ST.
Secondary Characteristics: Improved HP.
Advantages: Fit or Very Fit; Hard to Subdue; High Pain Threshold; Striking ST.
Disadvantages: Berserk; Bloodlust; Bully; On the Edge; Overconfidence.
Passive Way – 2 points
The Passive Way focuses on making your opponent overreach himself or underestimate your skill.
Skills: Judo.
Techniques: Evade; Feint (Judo); Head Lock; Judo Throw; Sweep; Targeted Attack (Judo Throw/Skull); Trip.
Cinematic Techniques: Roll with Blow.
Perks: Chi Resistance (Kiai); Iron Hands; Technique Master (Head Lock).
Optional Traits
Primary Characteristics: Improved DX.
Advantages: Enhanced Dodge; Enhanced Parry (Bare Hands).
Disadvantages: Pacifism.
Skills: Parry Missile Weapons.
Sleeping Tiger – 4 points
The Sleeping Tiger style mixes smooth motions with powerful strikes. It favors a quick, first-strike approach, preferably from a position of ambush.
Skills: Jumping; Karate; Stealth.
Techniques: Aggressive Parry; Attack from Above; Counterattack; Feint (Karate); Jam; Jump Kick; Kicking; Knee Strike.
Cinematic Techniques: Flying Jump Kick; Lethal Kick.
Perks: Technique Mastery (Jump Kick).
Optional Traits
Primary Characteristics: Improved ST and DX.
Secondary Characteristics: Improved Per or Basic Speed.
Advantages: Combat Reflexes; Flexibility.
Disadvantages: Overconfidence.
Skills: Camouflage; Climbing.
Undying Way – 2 points
Monks of the Undying Way believe in patience above all else. They work to outlast their opponents by means of superior endurance.
Skills: Wrestling.
Techniques: Arm Lock; Breakfall; Choke Hold; Ground Fighting; Head Lock; Leg Lock; Low Fighting;
Cinematic Skills: Immovable Stance.
Cinematic Techniques: Piledriver; Roll with Blow.
Perks: Ground Guard; Iron Body Parts (any); Power Grappling.
Optional Traits
Primary Characteristics: Increased ST or HT.
Secondary Characteristics: Increased HP or FP.
Advantages: Hard to Kill; Hard to Subdue; High Pain Threshold.
Disadvantages: Stubbornness.
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