Atemi

If you've ever hit the "funny bone" in your elbow or knee then you already know what Atemi is all about. A proper strike in the right area can paralyze a limb, disrupt the nervous system or knock someone out altogether. These vulnerable points that can be used to affect the body and mind in numerous ways. Once unlocked, Atemi can be used in any form.  

Blinding Strike (Ex)

A precise two-fingered strike aimed at a point just below the eyes, Blinding strike can cause complete and temporary blindness for a foe. This strike does not damage the eyes themselves, but causes them to cease functioning for the duration.
  You can use 1 attack to make an Unarmed Attack against a target at a -6 penalty. On hit, the target must make a Fortitude Save with DC equal to 10 plus your character level or be Blinded for 1 hour. On a successful save, they are instead Blinded for 1 round. This attack may only be used once per round on any given target.
 

Chirigi, Blood Flow Atemi (Ex)

A master of Chirigi can pinpoint parts of the body with vital organs and arteries close to the surface, where a strike can do the most damage. For a Chirigi master, the impenetrable skin or hide of an opponent is no more than an inconvienence to be overcome with pricise strikes.
  Whenever an Unarmed Attack hits with a natural roll of 11 or higher, you can choose to have the attack deal Precision Damage that bypasses all DR instead. The amount of damage dealt is not changed by this ability.
 

Chi Block (Su)

Rather than blocking certain aspects of a foe's Chi, a Chi Block serves to cut them off completely from it. Any character capable of channeling Chi or Psionics does so through a specific part of the body. By striking that exact spot in just the right way, it can cut off their access to it temporarily. Since this location varies from person to person (and creature to creature), and Atemi expert must first observe their opponent to determine the correct location.
  You can disrupt an opponent's access to their own Chi or Psionics. To target a foe, you must first find the location on their body through which they channel their energy. For a target actively using their Chi or Psionics, this requires one round and a DC 10 Perception check made as a Free Action (take a -10 penalty to the check if you are engaged in strenuous activity or combat while observing). If they are not, you must passively observe them for at least 10 minutes to find it.
  Once spotted, you can make one attempt per round to properly strike the spot. This attack is considered a one handed Unarmed Attack made at a -4 penalty to hit. on hit, the target must make a Fortitude Save with a DC equal to 10 plus your character level or lose access to all Chi based abilities and Psionics for 1d4 rounds. On a successful save, or if the target is already blocked by this power, the target instead loses 2d6 Chi/Power Points or 20% of their maximum, whichever is higher. This lost Chi is returned after 2d4 rounds. Lost Chi/Power Points from multiple hits stack, and the duration for all lost Chi/Power Points is extended to match the duration of the newest hit.
 

Dim Mak (Su)

A highly secretive technique, Dim Mak is only available to the few select forms that exclusively allow for it. Other Martial Arts forms are forbidden from or do not know the secrets of Dim Mak. While few know of the technique, its effects are legendary. Known also as "The Wasting Death", a creature afflicted with Dim Mak has had their fate sealed. They will slowly waste away until Dead. Dim Mak is considered by all to be an insidious corruption of the principles of Atemi, and no character of good Alignment would ever willingly use this technique.
  You can make an Unarmed Attack as a Full Attack action that deals one damage on hit (there are no bonuses to the damage of Dim Mak; it always deals one damage). If hit, the target must make a Fortitude Save with DC equal to 10 plus your character level, or slowly waste away and die. Dim Mak can be dodged, parried, or blocked as normal, and any creature who avoids the damage of this attack also avoids the effects of it.
  A character afflicted by Dim Mak finds they cannot recover Chi by any means, and slowly loses all their Chi over the course of two weeks. A creature fully drained of Chi in this way cannot recover hit point loss through any means, and loses one hit point per day until they are Dead (this hit point loss cannot be prevented by any means). While some myths circulate of legendary cures for this affliction, none have proven true, and there are no known accounts of any who have actually survived a successful blow from Dim Mak.
 

Enlightening Strike (Su)

This move allows one to manipulate Chi in order to clear a target's head. In a two handed move, a practitioner pushes their palms towards the target, pulling their hands apart an instant before they would make contact with their face. The resulting force of Chi channeled through the target's head expels any foreign entities or control.
  As a full round action, you can make a 2 handed Unarmed Attack as a melee Touch Attack. On hit, this ability does no damage, but removes any and all possession, mind control, domination, or other forms of mental control over them. Against a controlling entity with Power Resistance, you must make a manifestor level check to overcome it. Your manifestor level is your character level for this check.
 

Finger Snap Atemi (Su)

To the untrained this Atemi seems like nothing more than the snap of the fingers, but the effects can be devastating. An affected creature has their inner ear and all sense of balance disrupted, leaving them severely debilitated. They may feel entirely fine, but the moment they try to move, stand on their own, walk, turn or make any sudden movements, a wave of dizziness comes over them and they immediately lose their balance and fall. In order to effect a target, this snap must be made in close range, within a foot of the target's ear.
  You can make an Unarmed Attack as a melee Touch Attack with a -6 to hit. If successful, the target must make a Fortitude Save with a DC of 10 + your character level or they can no longer stand on their own. If they sit, lie on the ground or lean against a wall they can act as normal, but any attempt to stand unassisted, walk, turn, or make any sudden movements, they immediately lose their balance and fall to the ground. Regardless of their position they are considered flat footed and cannot kick, move, dodge, or turn around without falling over and losing the rest of their actions for the turn. While affected they can make attacks with light weapons or unarmed punches with a -4 penalty. This effect lasts for 2d6 rounds.
  Finger Snap Atemi has no effect on creatures who are Deafened, have their ears plugged, or are in the middle of a particularly noisy situation (in hurricane force winds, at the base of a waterfall, in the middle of a pitched large scale battle, etc).
 

Kansetsu Waza, Grasping Hand Atemi (Ex)

Kansetsu Waza is the art of dislocating an opponent's joints. These bone locking techniques are forbidden by many of the more "honorable" Martial Arts forms, but are undeniably effective.
  Against any opponent on which you have a lock or pin on either an arm, leg, or body, you may expend one attack to automatically deal 2d6 plus your Strength modifier damage to your opponent. You can use this move as many times as you have spare attacks in a round.
 

Duatsau, Healing Atemi (Su)

Through extensive study of the body, including acupuncture, a master of Duatsau learns the right points where Chi can become blocked in the body. With this knowledge, they can unblock the flow of Chi, reversing the effects of other Atemi and effects that temporarily shock the body.
  Touch the target to remove Stunned, Paralyzed, Dazed, Blinded, or any other temporary shock from an ally. Costs 1 attack. This ability cannot cure permanent effects.
 

Kyosho, Neutral Atemi (Su)

Kyosho is the ability to strike pressure points on the body to block the flow of Chi, inflicting localized or even total Paralysis on an opponent.
  Choose a limb, then make a successful unarmed Melee Attack (-4 to hit). The attack does no damage, but paralyzes the limb for 2d4 rounds on a hit unless the target makes a Fortitude Save. The save DC is equal to 10 plus half your character level plus your Intelligence modifier. If a character is simultaneously affected by three instances of Kyosho, then their entire body becomes paralzyed for 2d4 rounds (no save).
 

Tien Hsueh Amnesia (Su)

Tien Hsueh Amnesia is the ability to temporarily or permanently block or wipe out the memories of a target. While powerful, this ability can only be used against a willing or Unconscious target, and can be a time consuming process. This ability can be used to cause a target to forever lose the last several minutes of memory, temporarily forget the moral codes by which they normally live by, or be given full and temporary amnesia.
  Against an Unconscious or willing target, you can place your hands on their head and channel for one round to cause one of three forms of amnesia.
  Short Term Amnesia: The target forgets the last 1d6+5 minutes of their life, permanently. This memory cannot be recovered without powerful interventions (in the form of a Wish, Miracle, or equivalent level power).
  Alignment Amnesia: The target remembers everything about themselves but their Alignment or moral code in life for 1d6 days. They can often piece this back together through their own memories fairly quickly, but for the duration their Alignment is undetectable by any means short of the highest level magics or supernatural powers (Wish, Miracle, or equivalent level power). The duration of this effect is not known to the user or subject.
  Full Amnesia: The target remembers nothing about their life up until this point. They retain all of their attributes, skills, and abilities (all of which seem to come naturally to them), but have no knowledge of who they are or how they are capable of any of these things. During this time, they are particularly succeptible to others "filling in" their missing memories as they see fit. You can afflict this form of amnesia for 1 hour per your character level, and can be dispelled as a psionic power with manifestor level equal to your character level.
 

Iken Hisatsu, Withering Blow Atemi (Su)

Practitioners of Iken Hisatsu can direct their blows to strip off the protections of an enemy rather than damage them directly. This attack works to actually compromise the physical integrity of a creature's protections, be it armor, shields, or a toughened hide. While the effects are temporary, they can leave a near invincible foe no better protected than a commoner in rags.
  You can make an unarmed melee Touch Attack against a foe that deals no damage. On a hit, it reduces their Armor Class by 1d4+1 for 1 minute. This reduction can be stacked, up to a total penalty of -10 to AC. This penalty cannot reduce a creature's Armor Class below their Touch Armor Class. Against creatures with Power Resistance, a manifester level check is required to overcome it. Your manifester level is your character level for this check.

Contents


Comments

Please Login in order to comment!
Powered by World Anvil