Martial Arts Strikes

Punches

Basic Punch

Type: Strike (Punch)
Damage: 1d4
Use: 1 attack
Successive Penalty: -5
Description: Conventional clenched-fist punch.
Special: -
 

Backhand

Type: Strike (Punch)
Damage: 1d4
Use: -
Successive Penalty: -
Description: Follow a punch with a backhanded strike to an opponent at your rear. Can be used after a successful punch on a target not adjacent to the target of your punch.
Special: Can only be used once per round.
 

Bell Ringer

Type: Strike (Punch)
Damage: 2d8
Use: 2 attacks
Successive Penalty: -
Description: A high power punch directly to the top of the head.
Special: -4 to hit, Can only be used once per round. Target must make a Fortitude Save (DC = damage dealt) or be Dazed for 1 round.
 

Chuk

Type: Strike (Punch)
Damage: 2d4 physical and 4d6 chi/pp
Use: 1 attack
Successive Penalty: -5
Description: A sudden, violent thrust into some soft part of the body where chi can be released, simultaneous with a painful punch or grip.
Special: Can only use on creatures with chi or outsiders. Requires a DC 15 spot check to find an effective target (can attempt once each round as a Free Action). When used against outsiders, instead deals 4d6 damage and bypasses any DR inherent to the creature.
 

Claw Hand

Type: Strike (Punch)
Damage: 1d8
Use: 1 attack
Successive Penalty: -5
Description: Hand is held in a claw position and used to rake the flesh of an opponent. Deals slashing damage.
Special: -
 

Crane Fist

Type: Strike (Punch)
Damage: 1d8
Use: 1 attack
Successive Penalty: -5
Description: Beak-like formation of thumb and fingertips pointed together, striking with a forward and down pecking motion.
Special: -
 

Double-Fist Punch

Type: Strike (Punch)
Damage: 1d6 (x2)
Use: 1attack & 1 defense
Successive Penalty: -5
Description: Both fists strike simultaneously. Deals double damage on hit (including damage modifiers).
Special: Costs 1 attack and 1 defensive maneuver (or 2 attacks) to perform.
 

Double-Knuckle Fist

Type: Strike (Punch)
Damage: 2d4
Use: 1 attack
Successive Penalty: -5
Description: Clenched fist with the fore-finger and index finger knuckles protruding.
Special: -
 

Dual Claw Strike

Type: Strike (Punch)
Damage: 1d8 (x2)
Use: 1 attack & 1 defense
Successive Penalty: -5
Description: Two claw strikes made simultaneously.
Special: Deals double damage on hit (including damage modifiers). Costs 1 attack and 1 defensive maneuver (or 2 attacks) to perform.
 

Eagle Claw Hand

Type: Strike (Punch)
Damage: 1d12
Use: 1 attack
Successive Penalty: -
Description: More powerful form of claw hand attack.
Special: Can only be used once per round.
 

Fore-Knuckle Fist

Type: Strike (Punch)
Damage: 1d6
Use: 1 attack
Successive Penalty: -5
Description: Clenched fist with the first joint of the fore-finger sticking out.
Special: -
 

Hammer Strike

Type: Strike (Punch)
Damage: 2d6
Use: 1 attack
Successive Penalty: -5
Description: Closed fist downward strike on your opponent's head or shoulders.
Special: -
 

Haymaker

Type: Strike (Punch)
Damage: 2d4
Use: 1 attack
Successive Penalty: -5
Description: A wild punch thrown with more brute force than technique.
Special: -4 to hit. Any parry, block, or dodge made against the attack is made at a +4 bonus.
 

Open Hand Push

Type: Strike (Punch)
Damage: 1d4
Use: 1 attack
Successive Penalty: -
Description: Open hand knockback strike.
Special: Can only be used once per round. On hit, attacker can perform a Bull Rush as part of the attack against the target (you do not move with the target).
 

Overhead Fore-Knuckle Fist

Type: Strike (Punch)
Damage: 1d12
Use: 1 attack
Successive Penalty: -5
Description: Clenched fist with the first joint of the fore-finger sticking out, delivered down on an opponent's head.
Special: -4 to hit.
 

Palm Strike

Type: Strike (Punch)
Damage: 1d6
Use: 1 attack
Successive Penalty: -5
Description: An open hand strike done with the heel of the palm.
Special: -
 

Power Punch

Type: Strike (Punch)
Damage: 1d12
Use: 1 attack
Successive Penalty: -
Description: Winding out from the waist, this punch corkscrews out from the body for extra power.
Special: Can only be used once per round.
 

Roundhouse Strike

Type: Strike (Punch)
Damage: 1d8
Use: 1 attack
Successive Penalty: -5
Description: A punch from the side of the body in an exaggerated circular motion towards the target.
Special: Cannot be parried.
 

Uppercut

Type: Strike (Punch)
Damage: 1d6
Use: 1 attack
Successive Penalty: -5
Description: A punch that travels along a vertical line up into an opponents head.
Special: -4 to parry and block attempts vs this strike.
   

Kicks

Basic Kick

Type: Strike (Kick)
Damage: 1d6
Use: 1 attack
Successive Penalty: -5
Description: A conventional kick made by bringing up a knee, leg folded, then extending the foot out.
Special: -
 

Axe Kick

Type: Strike (Kick)
Damage: 2d8
Use: 1 attack
Successive Penalty: -5
Description: A high kick that goes up and over the opponent, coming down hard on their neck or shoulder.
Special: Can only be used on a Prone enemy or one you have a height advantage on.
 

Crescent Kick

Type: Strike (Kick)
Damage: 2d6
Use: 1 attack
Successive Penalty: -5
Description: A swivel-hipped kick that sends the foot out in a sweeping arc.
Special: -
 

Drop Kick

Type: Strike (Kick)
Damage: 2d8
Use: 1 attack
Successive Penalty: -5
Description: A jump and kick with the soles of both feet.
Special: You go Prone after performing the kick.
 

Leg Hook

Type: Strike (Kick)
Damage: -
Use: 1 attack
Successive Penalty: -5
Description: A sweep of the opponent's legs, dealing no damage but tripping them.
Special: Used as Trip Combat Maneuver. Cannot be parried, blocked, or dodged.
 

Mounted Kick

Type: Strike (Kick)
Damage: 1d8
Use: 1 attack
Successive Penalty: -5
Description: Specialized kick delivered from atop a mount.
Special: Must be mounted. If mount is moving when delivered, deals double damage.
 

Snap Kick

Type: Strike (Kick)
Damage: 1d4
Use: 1 attack
Successive Penalty: -5
Description: A short, fast kick, delivered low. Ideal for use in confined spaces or grapples, but low damage.
Special: Can be used with a hold or while in a Grapple (use a Combat Maneuver Check in place of an attack in this case).
 

Spinning Ground sweep

Type: Strike (Kick)
Damage: -
Use: 1 attack
Successive Penalty: -5
Description: A spinning sweep of one or more opponent's legs, dealing no damage but tripping them.
Special: Used as Trip Combat Maneuver. Cannot be parried, blocked, or dodged. Must be Prone to use. Targets up to two opponents in reach (roll for each opponent).
 

Roundhouse Kick

Type: Strike (Kick)
Damage: 2d6
Use: 1 attack
Successive Penalty: -
Description: By turning the body and swiveling the hips, there's tremendous power packed into this kick.
Special: Must be the only kick used that round.
 

Wheel Kick

Type: Strike (Kick)
Damage: 2d4
Use: 1 attack
Successive Penalty: -5
Description: A damaging kick that involves sweeping the leg completely around the body.
Special: Cannot be used immediately before or after another kick.
 

Other

Headbutt

Type: Strike (Other)
Damage: 1d6
Use: 1 attack
Successive Penalty: -5
Description: A forceful thrust with the top of the head into the face or body of an opponent.
Special: Can be used with an arm or body hold or in a Grapple (use a Combat Maneuver Check in place of an attack in this case). On a miss, attacker takes 1d4 damage.
 

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