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CASTLES & C RUSADES ™

M ARTIAL A RTIST CLASSO FFICIAL GAMING A ID D ESIGNED AND A PPROVED FOR U SE W ITH

CASTLES & C RUSADES ®

OGL This book is published under the Open Game License (OGL) version 1.0a by permission of Wizards of the Coast, Inc. The Open GameContent appearing in this book is der ived from the 3.0 System Reference Document, copyrig ht 2000 Wizards of the Coas t, Inc. All contents,

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THE Martial Artist CLASS

Martial Arts Schools 2

Hide 2

Move Silently 3Sixth Sense 3

Unarmed Attack 3

Unarmored Defense 3

Weapon Focus

Stunning Attack 3

Ki Strike 3

Battle Mind 4

Fist of Fury 4

Martial Artist Special Ability Table 4

Martial Arts Weapons 5

New Martial Arts Weapons Chart 7

Author : James MishlerCover & Interior Art : Peter Bradley Graphic Design : Peter Bradley

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This book is published pursuant to a License from Troll Lord Games. The rules-based content appearing in this book is derived from theCastles & Crusades Player’s Handbook Copyright © 2004 Troll Lord Games. Castles & Crusades is property of and copyright 2004 Troll LordGames. All Rights Reserved. Castles & Crusades, C&C, Castle Keeper, the Castles & Crusades logo, SIEGE engine, and the SIEGE engine logoare Trademarks owned by Troll Lord Games. All Rights Reserved.

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15. COPYRIGHT NOTICE

Open Gaming License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, baoriginal material by E. Gary Gygax and Dave Arneson.

Castles & Crusades: Player’s Handbook Copyright 2004, Troll Lord Games; Authors Davis Chenault and Mac Golden.

Castles & Crusades: Monsters & Treasure Copyright 2005, Troll Lord Games; Authors Stephen Chenault and Robert Doyel.

Castles & Crusades: Player’s Handbook Copyright 2006, Troll Lord Games; Authors Davis Chenault and Mac Golden.

Martial Artist Class Copyright 2008, Adventure Games Publishing; Author James Mishler.

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M ARTIAL A RTIST (Strength)

Martial Arts Schools

Martial artists organize in schools, usually focused ona single weapon style and attendant life philosophy/religion. These schools are led by a master martialartist (usually 9th level or better if the master is the

founder, but of any level if the leader is of a subsequentgeneration) and can have anywhere from one to hundredsof students. Many schools also operate with monks andclerics of similar philosophies. Some schools are hiddenin distant wilderness, others are found right downtown inlarge cities. Most martial arts schools spring up in regions

where weapon use is restricted or has been historically, asdevelopment of the body as a weapon is often a reactionto the limitations on weapons.

Martial arts schools have a history of being in

con ict, as much over proving to each other thattheir own weapons styles are superior as any otheroverwhelming aspect of their philosophy. Schools arealso often politically active, as many schools are havensfor dissidents who are not desirous of the completedevotion required for the monastic lifestyle (thoughmany schools espouse a very ascetic lifestyle).

Martial artists can also be found among thieves guilds, where fallen and exiled martial artists train others in theirarts for money and fame. Some schools are little more

than lightly-disguised thieves’ guilds!

Schools often have unusual descriptive names re ectiveof their style, such as Drunken Monkey School, Soaring Crane Brotherhood, or Pouncing Tiger School. Others arenamed after colors, philosophies, or even the whims of thefounder, such as Golden Blade Brotherhood, Silver SpearSisterhood, The Invisible Alliance, or Brother Lou’s Posse.

Most schools have additional special abilities thattheir members can gain, either by expending experience

points or spending time and money in training. Mostof these special abilities are based on the properties of the school’s focus weapon. Several suggested examplesare included below, along with several new weaponstraditionally associated with martial arts. Consult your

Judge to nd out what schools and special abilitiesmight be available for you to choose from.

SPECIAL : Martial artists do not normally wear armor,as it distracts them from complete concentration on the

practice of their art. A martial artist may wear armor ifthe occasion demands, but the character suffers severalpenalties when using class abilities and wearing armor. Themartial artist gains no bene t from his unarmored defense

ability; his base AC is reduced to 10, and he gains no bonusto his AC from any wisdom bonus. Additionally, any use ofhide, move silently, and sixth sense suffers a -1 penalty foreach point of armor class the armor confers. Helmets andshields each cause the martial artist to suffer an additional-1 penalty to these abilities. All penalties are cumulative. Foexample, a martial artist wearing chainmail, which confers 15 armor class, suffers a -5 penalty. The same martial artistusing a large shield suffers a total -6 penalty, and if the samemartial artist also wore a great helm, the total penalty wouldbe -7. These penalties apply even if the armor is magical.

HIDE (Dexterity) : Martial artists use this ability tconceal themselves from others. A successful checkmeans that the martial artist is hidden so well as to bealmost invisible. The martial artist can move up to one-half normal speed and remain hidden. Hide checks sufferno penalty in this circumstance. At more than one-half and up to full speed, the character suffers a -5 penalty tothe check to remain hidden. It’s practically impossible (20 penalty) to hide while running or charging.

If the character is being observed, even casually, theycannot hide. If observers are momentarily distracted, though,the character can attempt to hide. While the observer avertsits attention from the character, the character can attemptto get to a hiding place. This check, however, is at a –10penalty because the character has to move quickly to thehiding place. A martial artist cannot hide if there is nothingto hide behind or conceal oneself with. Deep shadows cancount as concealment at the Judge’s discretion.

Martial artists cannot hide and move silently at the same

time until they reach 3rd level. At this level and beyond, amartial artist can attempt both but must make a successfulhide and move silently check at-5. In this case, movement isreduced to one quarter the normal movement rate.

MOVE SILENTLY (Dexterity) : This abilityallows a martial artist to move so silently that otherscannot hear the movement. The martial artist canuse this ability both indoors and outdoors. A martialartist can move up to one-half the character’s normal

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speed at no penalty. At more than one-half and upto the character’s full speed, the character suffers a-5 penalty. It’s practically impossible (-20 penalty) tomove silently while running or charging. To movesilently and hide, see the hide ability.

SIXTH SENSE (Wisdom) : A martial artist hasa sixth sense that enables him to detect danger. Any time the martial artist is surprised, or is ambushed,especially through use of the rogue or assassin’sstealth ability, through the use of magic such asinvisibility , or through a trap, mechanical or otherwise,the martial artist may make a sixth sense check. TheCL is equal to the level or hit dice of the attacking being (with modi ers as the Judge might require). If the sixth sense roll succeeds, the surprise is negatedfor the martial artist (but not his allies).

UNARMED ATTACK : A martial artist specializesin unarmed, hand-to-hand combat. Martial artists gainattacks and improve in unarmed combat damage asshown on the Martial Artist Special Abilities table. Themartial artist may choose whether the attacks in ictnormal damage or subdual damage.

The martial artist also gains the ability to make aspecial off-hand attack at 6th level. When martialartists gain the extra off-hand attack, they do notincur penalties to their ‘to hit’ die rolls provided bothattacks are unarmed attacks or the weapon or weaponsused are the martial artist’s focus weapon. A martialartist ghting with a one-handed weapon other thanhis focus weapon can make an unarmed attack as anoff-hand attack, but suffers the standard penalties fortwo-weapon ghting. Likewise, a martial artist wielding a weapon in his off-hand gets an extra attack with that

weapon, but suffers the usual penalties for two-weaponghting if the weapon is not his focus weapon.

UNARMORED DEFENSE : A martial artist knowshow to use his or her body for defense, and gains anarmor class bonus that increases with experience asindicated on the Martial Artist Special Abilities table.

This armor class is modi ed by dexterity as normal,and is also modi ed positively by any wisdom bonus themartial artist might possess. [ NOTE : It is suggested by this author that you add this wisdom-based modi er tothe armor class of the monk as well.]

WEAPON FOCUS : A martial artist focuses his studieson a single weapon, melee or missile, spiritually melding

with that weapon such that it becomes an extension of

his body and soul. With this weapon the martial artgains a bonus to hit and to damage as outlined on thMartial Artist Special Abilities table. At 3rd level every three levels thereafter, the martial artist can pione additional weapon in which to gain pro cien(though these weapons never count as a focus weapon

When using any other weapon the martial artist suffethe standard penalty to hit for non-pro ciency.

The martial artist can also use his focus weapon combination with an unarmed attack to perform “special style strike.” A foe successfully struck by martial artist’s special style strike suffers both norm

weapon damage and the martial artist’s unarmed attadamage, plus double his normal strength bonus (applicable). The martial artist can use this ability onper round, and no more than once per day per leve

The martial artist must declare its use before making attack roll, and the attack must be with the martial artis

focus weapon. A missed attack roll ruins the attempt ancounts against the martial artist’s daily limit.

STUNNING ATTACK : A martial artist has tability to make a stunning attack. A foe successfustruck by the martial artist’s stunning attack must maa constitution saving throw or be stunned and unablto act for 1d4 rounds. Those struck by a stunninattack also suffer normal unarmed attack damage, i.subdual damage (even if the martial artist is using focus weapon). The martial artist can use this abil

once per round, and no more than once per day pelevel. The martial artist must declare its use befomaking an attack roll, and the attack must be with aunarmed attack or the martial artist’s focus weapon.missed attack roll ruins the attempt and counts againthe martial artist’s daily limit.

A martial artist can combine a stunning attack withspecial style strike; if successful, the foe must make constitution save against stun against double the normCL, and suffers subdual damage for the weapon, th

unarmed strike, and double normal strength bonus.KI STRIKE : At 3rd level, a martial artist’s unarm

attack and focus weapon attack is empowered with k This attack can deal damage to a creature as if from+1 magic weapon. This ability improves as the martartist rises in levels as follows: +2 at 6th, +3 at 9th, +at 14th and +5 at 19th. The attack does not gain anbonus to hit or to damage; the ability merely enablthe martial artist to hit the creature.

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This ability also enables the martial artist to turn a disarmattack into a weapon-breaking attack at the cost of one daily stunning attack; if the attack is successful, the martial artistdestroys the opponent’s weapon. Magical weapons are immuneto this attack, unless the martial artists’ ki strike is equal to the

weapon’s bonus; in such cases, the wielder of the target weaponmust make a strength saving throw, with a bonus equal to thebonus of the weapon, or the magical weapon is shattered.

BATTLE MIND : At 5th level the mere presence of amartial artist in battle can alter the mood of allies and changethe tide of combat. This gives the martial artist the ability toinspire companions and followers. Any person friendly to amartial artist’s immediate endeavor gains a bonus to hit equalto the martial artist’s charisma bonus (minimum +1). Thisability can be used once per day and lasts a number of roundsequal to the martial artist’s level. Fellow martial artists of thesame school add this bonus to damage as well as to hit. Thenumber of persons that are affected increases as the martial

artist gains levels. At 5th level, the martial artist can affectup to 12 creatures. The ability affects up to 25 creatures at7th level, up to 50 creatures at 9th level, up to 100 creaturesat 11th level, up to 250 creatures at 13th level, up to 500creatures at 16th level and 1,000 creatures at 20th level.

FIST OF FURY : At 9th level, the martial artist causefear and dread in the ranks of foes and enemy forces.Enemies to the martial artist’s immediate endeavorsuffer a penalty of -4 to charisma checks. In addition,the affected foes must successfully save versus fear at a -4penalty or suffer a -1 penalty to hit, martial artists of anenemy/opposition school additionally suffer a -1 penaltyto damage. This ability can be used once per day and lasts

a number of rounds equal to the martial artist’s level. Thenumber of creatures that can be affected increases as themartial artist gains levels. At 9th level, the knight can affecup to 25 creatures. The ability affects up to 50 creaturesat 11th level, up to 100 creatures at 13th level, up to 250creatures at 16th level and 500 creatures at 20th level.

MARTIAL ARTIST SPECIAL ABILITIES

Level

Unarmored Armor

Class

PrimaryUnarmed Attack

SecondaryUnarmed Attack

Focus Weapon

Bonus

1 10 1d4 — +2

2 11 1d6 — +23 11 1d6 — +24 12 1d6 — +2

5 12 1d8 — +2

6 13 1d8 1d4 +3

7 13 1d8 1d4 +38 13 1d8 1d4 +3

9 14 1d10 1d6 +310 14 1d10 1d6 +3

11 14 1d10 1d6 +412 15 1d10 1d6 +4

13 15 1d10 1d6 +414 15 2d6 1d8 +4

15 16 2d6 1d8 +416 16 2d6 1d8 +5

17 16 2d6 1d8 +518 17 2d6 1d8 +5

19 17 2d6 1d8 +520 17 2d8 1d10 +5

PRIME ATTRIBUTE : Strength

HIT DIE : d10

ALIGNMENT : Any

WEAPONS : See Weapon Specialization, above

ARMOR : None ABILITIES : Hide, move silently, sixth sense, unarmed

attack, unarmored defense, weapon focus, stunningattack, ki strike, battle mind, st of fury

Level HD BtH EPP

1 d10 +0 02 d10 +1 2,0013 d10 +2 4,0014 d10 +3 8,001

5 d10 +4 16,2516 d10 +5 32,5017 d10 +6 65,0018 d10 +7 130,0019 d10 +8 275,00110 d10 +9 550,00111 +4 HP +10 825,00112 +4 HP +11 1,100,001+1 +275,000

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Martial Arts Weapons

While martial artists can focus in the use of any weapon,the weapons listed herein are those most commonly used.

The martial arts styles and schools all vary depending on the style and requirements of the Judge’s campaignsetting. The listed special abilities available to specially-trained martial artists are merely suggestions; your Judge

will determine if any such abilities are actually available,

and if and how your martial artist can acquire them.Note : Many of the abilities below include disarming

or entangling opponents; in the hands of martial artsexperts with the requisite training, it is suggested thatsuch special attacks are in addition tonormal attacks,rather than instead of the normal attacks.

It is also suggested that the use of most special abilitiesthe Judge develops require the use of a daily special stylestrike and/or a stunning attack.

Arrow/Bolt : Some martial artists focus on use of the bow, more rarely, crossbow. A martial artist canstill use his abilities with these ranged weapons. Specialabilities tend to focus on trick shots, such as knocking a weapon out of the hands of the target or pinning atarget to a wall using an arrow or bolt. Some schoolsthat focus on bows have developed special abilities

with shooting multiple arrows at once, shooting arrowsrapidly in succession, or even rebounding arrows off obstructions to strike a speci c target.

Chakram : This at, hooped throwing disk ranges fromsix inches to one foot in diameter, with a sharp metaledge. Most of the time, it is a one-shot weapon, thrownonce and retrieved after battle. Martial artists who focusin this weapon, however, have developed special abilities,such as enabling it to return after a successful strikeand catching it (a very dangerous action), bouncing thechakram off of obstructions, or even causing it to spinand twist in midair as though controlled by thought.

Chigiriki : This is a spear with a length of weighted chain onthe end. It is used as both a spear and a short-range entangling

weapon. Unlike most spears, the chigiriki cannot be thrownunless the chain is detached, and even then it only has a baserange of 10 ft. due to its lack of proper balance.

Flails : Both the heavy and light ails, with specialtraining, can be used to negate the AC bonus of ashield, and can even be used to capture and tear ashield away from a target.

Flatchet : This weapon is positively devastating in thands of an expert martial artist. The hooked end of thslicing blade can be used to trip and disarm opponent

while the chopping axe-blade can be ipped to providedevastating subdual attack with the at of the blade. Thserrated edge, with the right training, can easily destrhafted weapons, while the led edge can be used fgrinding attacks that cause permanent charisma damag

The spiked end can be used to impale opponents aneven staple them to the wall, while the corkscrew cdeliver a gut-wrenching twist attack. Master martartists can use the magnifying glass creatively to make attacks, and the legendary uses masters put to the bottopener, toothpick, and tweezers are, well, legendary .

Fork, Military : Special training with a military fenables the wielder to capture, hold, and possibly evbreak an enemy’s blade, or capture and hold an enemyarm, leg, or even neck.

Glaive : Special training in use of a glaive enabthe wielder to attack two adjacent opponents at oncbouncing the at of the blade off one and onto thother (though this attack deals only subdual damagExperts with the glaive can also use it to keep enemi

with shorter weapons at bay.

Glaive-Guisarme : The glaive-guisarme combines the bene ts of a glaive and a guisarme.

Guisarme : This long spear with a hook can be used

dismount horsemen and trip infantry; the long spear tip also excellent for impaling targets and holding them in plac

Hammer, War : Experts with the war hammer are able use it to knock opponents back or down, controlling themovement. Some schools have also developed stunninattacks above and beyond the usual stunning attack abilitior developed armor-crushing styles that eliminate the armbene ts from metal-armored opponents.

Hook Sword : Martial artists use this hooked blade capture and hold opponents and their weapons; somschools have also developed tripping attacks with the hoodangerous as it is a relatively short weapon.

Jitte : This small poniard has a single tine upon the sidused as much for special stunning attacks and for hookinand holding opponents as for capturing, holding, andisarming blades. Some schools develop special throwiattacks, granting the weapon a base range of 5 ft.

Katana : This single-bladed sword is regarded

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bay, attack multiple opponents at once, knock horsemenoff their steed, trip horses, perform sweeping attacks, pole

vault, and can be used as a dual-wield weapon, with oneend the spear and the other acting as a staff (some schoolsdevelop a double-ended spear with a sharp spear head ateach end) It has additional uses as a thrown weapon, withthe most infamous attack the Pinwheel Spear Throw, in

which the spear is spun like a pinwheel and released down

a narrow corridor, striking everyone in range with either aslashing spear attack or a blunt staff attack.

Staff : The staff is as useful as the simple spear, andis preferable by those schools whose philosophy prefersa non-bladed weapon. In addition to the many specialmaneuvers (the same essentially as those available witha spear), the staff can easily be used to hide other

weapons, such as a spear point in one end and a chain inthe other. Some staffs are designed to break down intotwo, three, or more sectioned ails; all useable under the

same training as the base staff. Tessen : The tessen is a war fan, with spokes made of sharp

iron or steel. It originally was designed for use as a secondary weapon, but some schools focus on it as a primary weapon(especially those associated with rogues and assassins). Thepoints of the spokes can be used as a cutting weapon, whilethe folded fan makes an excellent small club. In either form,

with special training, it can be used in defense, with the opfan able to capture, hold, and even shatter blades. The silk faitself can also be used to block arrows and throwing stars.

Tonfa : These specialized clubs can, in the hands of expert, be used in defense as well as for attack.

Wakizashi : This weapon is to the short sword as thkatana is to the long sword.

Whip : See manriki-gusari, above. Recall however t whips are far less resilient than chains, and can easilycut or snapped by strong opponents.

N EW M ARTIAL A RTS W EAPONS C HART

WEAPON COST DMG RNG WGT EV

Chakram 6 gp 1d8 10 ft. 2 lbs. 3

Chigiriki 6 gp 1d6 6 lbs. 3 Jitte 2 gp 1d4 1 lb. 1Katana 60 gp 2d6 6 lbs. 3Kusarigama 3 gp 1d6 3 lbs. 2Manriki-Gusari 5 sp 1d6 3 lbs. 2Nunchaku 1 gp 1d6 3 lbs. 2Sai 5 gp 1d6 2 lbs. 1

Tessen 3 gp 1d4 3 lbs. 1Shuriken 5 sp 1d4 10 ft. 0.1 lb. 1/10

Tonfa 3 sp 1d6 2 lbs. 2 Wakizashi 40 gp 2d4 4 lbs. 2