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Class: Martial Artist

Initial Hit Points: 25
Initial Spell Points: 0

Weapons: Hands and Feet (d7/d7)
Missile Weapons: Shurikens

To Hit: 11+ on a 20 sided die.
Critical Hit: 20 hits for double damage.
To Save: 16+ on a 20 sided die.
To Cast: Cannot cast spells.
[Init Die]: d6

Description

Martial Artists have a fair chance to hit (50%). They are skilled at weaponless combat, and strike twice per round at melee range with their hands and feet. They may only use shurikens (throwing stars) at missile range. They have poor saving throws (25%). They can use talismans and potions, but not papers or scrolls.

Most special maneuvers employed require a special, tactical saving throw which any character makes on a 12 or higher. Though non-magical, the effects are similar enough to allow saving throw bonuses to this score from spells and special items.

Martial Artists can gain only hit points when they win a match.

Advancement

+1 to hit: 10 hp trade after reaching 50 hit points
+2 to hit: 10 hp trade after reaching 80 hit points
+3 to hit: 10 hp trade after reaching 110 hit points

Pluses To Hit: 20 rank points each
Conversion Ratio: n/a

Special Maneouvres

Sweep (gained at Apprentice): To sweep, your character must win INIT and be at melee range with the opponent. It is not effective if the opponent is unable to act the same round. If your character's roll to hit succeeds, his opponent must roll a 12 or better to save or be swept, losing his balance and falling prone at the end of the round. The opponent must spend the next round standing back up. If the opponent happens to be retreating, your character "wins" INIT but, if successful, the opponent will recover at missile range. Sweep can replace one of your two melee attacks in any given round, but not both. It automatically fails if your character ties or loses INIT.

Parry (gained at Apprentice): To parry, your character must win INIT. He will then attempt to block the first successful attack directed at him in the same round. You must roll a 12 or better to save, or the attack will slip by your character's defenses. Both melee and missile weapons can be parried, but maneuvers and spells cannot. It has no effect if the opponent misses. Parry can replace one of your character's two melee attacks in any given round, but not both. It automatically fails if your character ties or loses INIT.

Running Jump Kick (gained at Journeyman): The running jump kick allows your character to advance from missile range and attack in the same round. If the roll to hit is successful, your character kicks the opponent for 1d7 damage (crits apply), and lands at melee range. Unless critically missed, a failed attempt lands at melee range with the opponent, but inflicts no damage. On a critical miss, your character is left at missile range, and loses the next round (as usual). Because your character must cover a great distance, no INIT roll is permitted for a running jump kick; your character always goes last in the round with it (effectively making his initiative roll 0). This cannot be combined with other attacks. It can only be attempted from missile range.

Knife Hand (gained at Craftsman): The knife hand may only be attempted from melee range, and inflicts 1d7 points of damage on a successful hit (crits apply). If your character wins INIT, the opponent must additionally roll a 12 or better to save or be stunned and unable to attack the following round. Stun is not effective if the target character is unable to act the same round. Retreating targets cannot be stunned this way, although they will take damage (as usual). Knife hand may not be combined with other moves.

Spinning Roundhouse (gained at Master): Your character leaps into the air, spins 360 degrees, and kicks the opponent for 3d7 damage. It may only be attempted from melee range, and your character is penalized 4 points to hit. There is no damage bonus for a critical hit. However, if your character misses, he will be thrown off-balance and loses the next round recovering, just as if he critically missed. (There is no additional penalty for rolling a 1 to hit.)

Updated: 11/02/03

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