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Advanced Martial Arts

The advanced martial arts system was first introduced in the 1st Edition Oriental Adventures book. Unfortunately for us all, Oriental Adventures was dropped completely when 2nd Edition arrived. With the release of the Complete Ninja's Handbook, we were reintroduced to advanced martial arts. I highly recommend this book to anyone interested in a 2nd Edition oriental campaign. The following list of maneuvers is taken directly from the Complete Ninja's Handbook and has been expanded with information taken from Dragon #164 as well as a bit of my own editting.

Maneuver Effects
Blocks
1. Basic Parry Blocks 1 melee attack.
2. Parry All Costs 2 attacks; blocks all melee attacks; +2 with sai or jitte
3. Grappling Block Blocks 1 melee attack; pins weapon
4. Arrow Parry Costs 2 attacks; blocks all missle attacks.
Kicks
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.
4. Leg Sweep Costs 2 attacks; opponent save vs. dexterity or fall prone
5. Double Kick Attack two opponents with same foot; roll vs. best AC
6. Scissors Kick Kick two opponents simultaneously; -2 to each attack
Locks
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; saving throw applies
4. Immobilizing Victim immobilized; -6 to break free
5. Crushing Hug 3-30hp/rnd; -6 to break free; min. 16 STR
Movement
1. Feint Costs extra attack; +3 to hit
2. Prone Fighting Suffer no kneel/ sit/ prone penalties
3. Immovability Save vs. paralization to not budge
4. Charge 1d4 +STR damage; opponent save vs.DEX to avoid; +2 to hit and damage with shield
5. Leap Leap 4 feet high, 3 feet forward; add 1 foot per level
Movement 2
1. Quick Strike +1 bonus to initiative
2. Speed Check Dexterity; result/4=extra attacks; once per day
3. Slow resistance Immune to Slow Spells
4. Flowing Water -2AC through speed, agility, evasion
5. Feather Walk 1/2 Move; move in complete silence; -25% to Tracking
6. Great Shield Block 3 att +1/lvl; lasts 1/rnd per 3 exp. levels
Push
1. Concentrated Push Push foe 1'/site/level; knockdown if push over 3'; save vs. paralyzation
2. Sticking Touch While touching, +2 to hit, -2 AC
3. One Finger Push Concentrated push at range
4. Reflection Make normal attack roll to reflect damage to opponent
Strike
1. Iron Fist 1d6 hp damage plus STR bonuses w/ blows
2. Crushing blow Break inanimate objects; 1 attack round; must be bludgeoning weapon
3. Eagle Claw 1d8 hp damage plus STR bonuses; 1 att/rnd
4. Double-fist Punch Two hits vs. one opponent; -1 to hit; save vs paralyzation if both hit; stunned 2d6 rnds
5. Thunderpunch 1 attack; triple damage; save vs. breath; stunned 1d6 rnds
6. Thunderclap Loud clap creates elemental air burst; glass & pottery save vs. crushing in 10' rad
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'/site/lvl; 2Xbase damage
5. Crushing Drop Throw target 1d2'; save vs. paralyzation; unconscious 2d4 rnds
Vital Area
1. Pain Touch victim -2 to hit, +2 AC, for 1d3 rounds; save vs. paralization
2. Stunning Touch Save vs. paralyzation or be stunned for 1d4 rounds
3. Paralyzing Touch -4 to hit spine, save vs. paralyzation -2; paralyzed 2d4 rnds
4. Distance Death 1'/site/lvl; pain touch; stun, -2 save; paralyse, -4 save; 2Xbase damage no save
5. Shatter Touch save vs. paralyzation to break inanimate object; suffer 2d8 damage
Weapon
1. Weapon Breaker Automatically breaks normal weapons
2. Similar Weapon Use non-proficient weapons in broad groups as if proficient
3. Arrow Cutting save vs. paralyzation to deflect arrow, weapon required
4. Throwing mastery Throw: fang, jitte, jo stick, kiseru, nunchaku, sai, siangkam, and tonfa with dagger range.
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 vs. mental attacks
4. Ch'i Attacks Attack as magical weapons; equivalent +1/5 lvls; max +4
5. Blind Fighting No penalty for fighting in darkness
6. Ironskin -2AC when not wearing armor
7. Levitation Float 5'/site/rnd/exp lvl
8. Slowed Aging slow age as if wearing a phylactery of long years
Mental and Physical Training 2
1. Stillness 80% undetectable
2. Balance 20%+5%/lvl walk tightrope; 1 rnd concentrate= 100% balance for 1d4+1 rnds
3. Pause and Silence all attacks; successful attack grants +1 for remainder of combat
4. Controlled Breathing +2 save vs. fear; permanent effect: endure heat/cold
5. Summon Strength concentrate 1 rnd; STR=18/00 for 1d4 rnds; rest for 1 turn
6. Contortion 90% escape bonds; move through 12" dia. hole; fit into 4 cubic ft. of space
7. Resuscitation Revive stunned with DEX check; revive incapacitated with DEX-2 check
8. Suppressed Desire Suppress need for food and water 2day/lvl


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Original content ©1999–2001 Brian D Swedorski. New content ©2025–2026 Jeff. User-submitted material remains the property of its respective authors.