From IronShadow1977 on the WOTC message bord
Punch Arts Punch arts are special techniques developed by ancient martial art masters
to enhance the striking power of practitioners. Those who develop strong hand attacks also develop martial techniques that
take advantage of their superior punching power.
Dragon Punch A leaping punch that travels vertically, striking
flying or jumping opponents, and also effective against charging enemies. Prerequisites Base Attack Bonus: +2 Jump:
3 ranks Balance: 3 ranks Benefit: When an enemy attacks the character as a part of a jump, charge, or fly-by attack,
the opponent provokes an attack of opportunity from the character in the form of this attack. The dragon punch deals normal
unarmed damage. Vertical range of the dragon punch is 10ft. This increases by 5ft. every 3 levels of experience. Note:
A dragon punch need not be a punch. Though damage remains the same, the attack may be a kick, knee, elbow, etc.
Greater
Dragon Punch A dragon punch enhanced by ki to deal energy damage as well as unarmed damage. Prerequisites Base
Attack Bonus: +4 Jump: 6 ranks Balance: 6 ranks Special: Must already possess the Dragon Punch feat. Benefit:
The characters pre-selected energy type is included in the damage. For example, Delarion has chosen lightning as his primary
energy. A successful greater dragon punch deals standard unarmed damage according to his level + 1d6 lightning damage.
Charging
Punch Your ki propels you forward and simultaneously charges your fist with greater damaging power. Prerequisites Base
Attack Bonus: +2 Balance: 3 ranks Tumble: 3 ranks Benefit: Charging punch delivers standard unarmed damage +1/per
2 levels. Use of a charging punch is always considered a charge attack. The +2 attack bonus and 2 AC penalty apply. Note:
A charging punch need not be a punch. A charging punch may be an elbow, shoulder, etc.
Greater Charging Punch
Your charging punch attack now deals energy damage in addition to normal unarmed damage. Prerequisites Base Attack
Bonus: +4 Balance: 6 ranks Tumble: 6 ranks Benefit: The charging punch delivers an additional 1d6 damage according
to the energy type previously selected.
Kick Arts Kick arts, like punch arts, are martial techniques. Rather
than focus on punches, kick arts emphasize the power of the leg and foot. Spinning kicks, aerial maneuvers, etc. are all trademarks
of a master of this path.
Hurricane Kick Harnessed ki allows the character to leap forwards, kicking multiple
times. Prerequisites Base Attack Bonus: +2 Balance: 3 ranks Jump: 3 ranks Benefit: As a full round action,
the character may leap forward, spinning in the air, and deliver a number of spinning kicks towards the same target equal
to his total number of attacks +1. Each successful strike drives the victim back 5ft. While this does not provoke attacks
of opportunity from the characters opponent, it does provoke attacks of opportunity against enemies adjacent to the character
as he passes them. Successful attacks of opportunity cancel hurricane kick.
Greater Hurricane Kick Your kick
attacks are now charged with energy. Prerequisites Base Attack Bonus: +4 Balance: 6 ranks Jump: 6 ranks Benefit:
The hurricane kick now deals an additional 1d6 damage of the previously selected energy type. This extra damage is not multiplied
on critical hits.
Lightning Kick Your ki focus allows you to deliver several powerful kicks in rapid succession.
Prerequisites Base Attack Bonus: +3 Balance: 4 ranks Tumble: 4 ranks Benefit: As with the flurry of blows
ability. As a full round action, you may strike an opponent a number of times equal to your total number of attacks +1. All
attacks are at your highest base attack bonus, but all kicks suffer a 2 penalty to strike. You may not move while performing
the lightning kick.
Charging Kick Your ki propels you forward and simultaneously charges your foot with greater
damaging power. Prerequisites Base Attack Bonus: +2 Balance: 4 ranks Jump: 4 ranks Benefit: Charging kick delivers
standard unarmed damage +1/per 2 levels. Use of a charging kick is always considered a charge attack. The +2 attack bonus
and 2 AC penalty for charges apply. Note: A charging kick need not be a kick. Though damage remains unchanged, the attack
may be a knee.
Greater Charging Kick Your charging kick is now enhanced by ki to deal energy damage as well
as unarmed damage. Prerequisites Base Attack Bonus: +6 Balance: 8 ranks Jump: 8 ranks Benefit: The characters
pre-selected energy type is included in the damage. For example, Delarion has chosen fire as his primary energy. A successful
greater charging kick deals standard unarmed damage according to his level + 1d6 fire damage. This energy damage is not multiplied
on critical strikes.
Grappling Arts Grappling arts take wrestlers and other close-combat fighters and make
them even more dangerous. Special techniques developed to heighten reflexes, increase power, and inflict the maximum amount
of pain possible all find their home here.
Ki Grappling Your grappling skills are executed faster. Prerequisites Base
Attack Bonus: +2 Balance: 3 ranks Tumble: 3 ranks Benefit: Attempting to grapple an opponent does not provoke an
attack of opportunity. All grapple attempts also receive a +2 competence bonus.
Greater Ki Grappling Your
grappling skills are now charged with ki energy. Prerequisites Base Attack Bonus: +4 Balance: 6 ranks Tumble:
6 ranks Benefit: All successful locks and throws include an additional 1d6 damage of the previously selected energy. This
extra damage is not multiplied on critical hits.
Charge Tackle Your ki propels you forward, allowing you
to grapple at the end of a charge. Prerequisites Base Attack Bonus: +6 Balance: 8 ranks Tumble: 8 ranks Benefit:
The character may attempt a grapple at the end of a charge. The usual +2 bonus to strike and 2 penalty to AC apply.
Force
Arts Force arts focus on the manipulation of ambient energy, allowing skilled practitioners to project bolts of force
and enhance their own techniques with force energy.
Ki Sphere Harnessed ki is released in the shape of a
sphere that deals energy damage to a single object. Prerequisites Base Attack Bonus: +3 Balance: 3 ranks Concentration:
3 ranks Benefit: As a standard action, the character may mold his ki into a ball of energy, which he thrusts from himself
towards an opponent. The ki forceball deals 1d6/+1 per 2 levels damage to a single opponent. The range is 10ft., and increases
by 5ft. every 2 levels of experience.
I Have made one change on this on my game in that after doing this you are stuned same
as if the monk has stunned you.
Greater Ki Sphere Harnessed ki is focused to a greater extent, and
released to deal more damage than before. Prerequisites Base Attack Bonus: +6 Balance: 6 ranks Concentration:
6 ranks Special: Must already possess the Ki forceball feat. Benefit: The characters ki forceball now deals 1d8/+1 per
2 levels, rather than 1d6.
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