| 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 |