Tuesday, June 26, 2018

Oriental Adventures Styles in your AD&D campaign

So, I like the martial arts styles created in Oriental Adventures (and, subsequently, in the Complete Ninja's Handbook). While the Complete Fighter/Combat and Tactics styles are fine, they're also very generic, and don't add neat special abilities to warriors, like wizards and clerics get at higher levels. So, I started thinking about using the old OA styles in a non-Asian-flavored campaign setting. This uses the mechanics of OA Martial Arts, but presumes that practically everyone serious about combat will have a martial arts style. If your fighter favors a longsword, he might have a Weapon style that focuses on its use... or he may use a style that focuses on Blocks, and takes full advantage of his shield. Or a style that focuses on movement, unlocking feints, leaps, and superhuman speed.





To design a style, you must choose a Form and a Principle Method, then decide up to 11 maneuvers available to the style, and 4 or 5 weapons available to the style. Your first weapon proficiency gives you the AC, movement rate, and basic damage of the style. Any special maneuvers of a style require additional weapon proficiencies, as do any weapons associated with the style. Obviously, fighters are frequent masters of martial arts styles, having more weapon proficiencies to work with, but many other classes will learn the basics of a style that suits their own needs.


FormAC ModAttack ModDamage Mod
Hard112
Soft400
Hard/Soft21/21
Principal MethodAC ModAttack ModDamage ModBody Part
Block211Hand
Kick112Foot
Lock111Body
Movement211Legs
Push211Hand
Strike112Hand
Throw111Body
Vital Area212Hand and Foot
Weapon111Hand and Arm

Hard Styles emphasize power from muscle and bone; movements are usually straight and often attacks. Soft styles are fluid and sweeping, emphasizing redirection of your opponent's power. Hard/Soft styles are a compromise; Hard styles which incorporate sweeping defenses, or soft styles that sometimes meet strength with strength.

The Principal Method helps to determine what special manuevers are available to the style, as well as the body part that must be free to make use of the style; while most forms will use several body parts, restraining the principle body part will prevent use of the form; not every attack from a Strike form will be from the hand, but if the artist cannot use at least one of their hands, they cannot fight in that form.

To determine the basic statistics of the form, add the AC Mod from the Form and Principle method. That is what is subtracted from AC 10 when the form is in use (when not surprised). Likewise, add the Attack Mod from Form and Principle Method to determine number of attacks, and the Damage Mods to determine which die is used for damage from the form; 1d1, 1d2, 1d3, or 1d4. Weapon Styles only use their damage modifiers for unarmed attacks.

Martial Arts are created with up to 8 Special Maneuvers from their Principal Method List and/or the Physical or Mystic Training Lists, as well as up to 3 Maneuvers from any other list.

To learn a special maneuver, a character must know at least one maneuver of that style from a lower level (except for level 1), find a teacher for the maneuver in that style, and spend a weapon proficiency. Masters know 1d12 maneuvers of a style, chosen by the DM.

Without special Training, Martial Arts attacks made without a weapon are unarmed; attacking an armed opponent with martial arts inflicts the usual penalties. Likewise, without special training, Martial Arts attacks inflict 25% real damage and 75% temporary damage; temporary damage heals with 1 turn of rest.

Martial Arts styles each only have a small number of weapons available to them; no more than 4 (5 if "Weapon" is the Principal method). Using weapons allowed to a martial arts form requires proficiency with those weapons, gained normally. Weapons may or may not be involved in various maneuvers; the Iron Fist maneuver doesn't work well with a weapon, but there's no reason you cannot use Tiger Claw or

Fighters (and subclasses) may not specialize in a style using Weapon Specialization. However, at 7th and 13th level, they do add 1/2 an attack to their attacks from martial arts. If specialized in a weapon allowed by the style, they may also use the bonuses of weapon specialization.

  
Maneuvers by Principal Method


Block Maneuvers
1. Basic Parry
2. Blocking Hand
3. Parry All
4. Grappling Block
5. Arrow Parry.

Basic Parry
The martial artist may make an attack against an opponent. If this attack succeeds, the next attack that opponent makes against the martial artist will fail. This is only effective against melee attacks, and consumes one of the martial artist's attacks. If using a shield, the martial artist receives a +2 to all block attempts

Blocking Hand
The martial artist has trained so blocks may now be only semi-conscious actions; so long as one hand is free, the martial artist is considered to have a shield. If she is already using a shield, then she may increase her armor class by 1, or use her shield against one additional opponent that round.

Parry All
This maneuver requires up to two attacks from the martial artist; those with only one attack may perform it with their one attack, while those with more than two attacks may use those extra attacks for other things. For each melee attack directed at a martial artist using this maneuver, the martial artist may attempt an attack roll against the attacker. If successful, that attack will not hit. This is only effective against melee attacks. If using a shield, the martial artist receives a +2 to all block attempts

Grappling Block
A more advanced version of a parry, a successful Grappling Block traps the opponent's weapon. While the weapon is trapped, the martial artist may not use one of her hands. The blocked character may not use his weapon, and all attacks against them are at +2 while they wrestle for the weapon. Freeing the weapon requires the character so trapped to make a successful attack roll against the martial artist, though he may simply let go of the weapon if he chooses. This maneuver requires one attack from the martial artist.

Arrow Parry
This maneuver requires up to two attacks from the martial artist; those with only one attack may perform it with their one attack, while those with more than two attacks may use those extra attacks for other things. For each missile attack directed at a martial artist using this maneuver, the martial artist may attempt an attack roll against the attacker. If successful, that attack will not hit. This is only effective against missile attacks the martial artist is aware of. If using a shield, the martial artist receives a +2 to all block attempts


Kick Maneuvers
1. Circle Kick
2. Backward kick
3. Flying Kick
4. Sweep Kick
5. Roundhouse Kick
Circle Kick
In this dramatic kick, the attacker builds up momentum by spinning in a complete circle before landing the kick. This adds +2 to damage if successful, but causes a 2 point penalty to AC for one round if unsuccessful.

Backward Kick
As one of her attacks, the martial artist may kick someone behind her without needing to change facing or turn away from other opponents. The attack does normal damage, and there is no additional ill effect for failing.

Flying Kick
This maneuver requires at least 5 feet of running space. The martial artist leaps 5'-6' in the air, and up to 12' forward, landing a powerful kick at approximately head level on a human. If the attack is successful, it does +4 damage, and the martial artist lands adjacent to her target. If the attack fails, the martial artist falls down adjacent to the target; unless she has other skills, the martial artist will require a round to stand up. If the martial artist knows the Leap maneuver from Movement, she may make a flying kick from a standing or running start, using the distances for the Leap maneuver

Sweep Kick
By swinging a low kick at her opponent's ankles, the martial artist tries to knock over her opponent. If the attack is successful, the target takes damage, and must make a saving throw v. breath weapon. If the save is failed, the target is knocked prone. If the attack fails, the martial artist takes a -2 penalty to her next attack.

Roundhouse Kick
For one attack in a round, the martial artist may swing her leg wide, hitting two opponents with a single kick. The first attack is made as normal, and the second attack is made at a -2 to hit. Both attacks will cause normal damage if they succeed. For each attack that fails, however, the martial artist receives a -1 to attack and +1 to AC until the next round.


Principal Method: Lock
1. Choke Hold
2. Locking Block
3. Incapacitator
4. Immobilizing

Choke Hold
This maneuver teaches the correct way of applying pressure to render an opponent unconscious. To initiate a choke hold, the martial artist must make a successful attack roll. For the maneuver to work as intended, the martial artist must maintain the choke hold until the end of the next melee round. During that times he can take no other action and cannot attack again; she is entirely occupied in gripping and holding his opponent. The opponent can attempt to escape by making a successful attack roll with a -2 penalty. The escape attempt can be tried as many times as the opponent has attacks for the round. If the opponent fails to escape, they fall unconscious at the end of that round and remain unconscious for 1d3 rounds. During the time the choke hold is in effect, the opponent cannot cry out for help or cast spells requiring verbal components.

Locking Block
A locking block may be used against armed or unarmed attacks (though, if used against a weapon, it will draw the normal penalties if the martial artist is not skilled in fighting against armed opponents). If the martial artist makes a successful attack roll against her opponent, she have captured his arm, leg, or weapon in a scissors arm-lock so it cannot be used for attacks. Furthermore, while so locked, the attacks against the opponent are made at +4 to hit. The opponent may free himself by dropping his weapon or making a successful attack roll against the martial artist. Neither the lock, nor the attempts to break free, cause any damage. If the martial artist attempts to lock a weapon and fails, they suffer normal weapon damage (but not strength or skill-based bonuses to damage)

Incapacitator
By gripping and twisting an opponent's joints, the martial artist seeks to render one arm, leg, or finger useless for 24 hours. If the attack roll is successful, the martial artist inflicts her normal damage +2, and the opponent must make a saving throw v. paralyzation. If that saving throw fails, the limb or digit so afflicted is paralyzed for 24 hours. If the saving throw is successful, then there is no paralysis, but the damage remains. Paralyzed limbs can be restored by a cure wounds spell or remove paralysis.

Immobilizing
With one hand the martial artist grips and holds an opponent in such a way that the opponent cannot take any action. The martial artist is still able to make attacks (using either her feet or other hand), and even apply an immobilizing lock on another opponent. A successful attack roll must be made to initiate the immobilization, but the attack does no damage. Immobilized characters can attempt to escape by spending a melee attack to break the hold. However, that attack roll is at -6. If an attempt at an immobilizing attack fails, the martial artist suffers a -4 on her next attack.



Principal Method: Movement
1. Feint
2. Prone Fighting
3. Immovability
4. Leap
5. Swiftness
6. Speed

Feint
The martial artist begins an attack in one direction, but at the last moment, changes it to another direction or attack. This costs the martial artist's next attack, but gives them a +3 to attack on this attack. If the attack roll fails, the only penalty is the lost second attack.

Prone Fighting
The martial artist suffers no penalties for fighting while sitting, kneeling, or prone. However, she cannot use any special maneuvers while down, save Instant Stand.

Immovability
Through careful positioning, balance, and movement, the martial artist can avoid being lifted, knocked down, or thrown off her feet. Any time an attack would result in one of these conditions, the martial artist receives a saving throw v. paralyzation, in addition to whatever is allowed by the attack.

Leap
The martial artist has trained herself to leap great distance through a combination of muscular power, technique, and inner strength. From a standing start, she can leap 4 feet forward and 3 feet up, plus one foot forward and up per level of experience. If she is able to run at least 10 feet before the leap, the distance is 10 feet forward and 8 feet up, plus one foot forward and up per level of experience. Each leap requires an attack, but the martial artist may land with any facing she chooses. Successfully landing the leap requires an attack roll against AC 10; if that attack fails, the martial artist falls prone where she chose to land.

Swiftness 
Through days of sprinting and running, the martial artist improves her base movement rate by 1".

Speed
Once per day, the martial artist can draw on reserves of stamina and speed to move very quickly. For up to five rounds, she may make double the normal attacks and move at twice the normal speed. At the end of that time, however, the martial artist must make a saving throw v. spell, with a minus one per round she maintained the speed. Failure on that saving throw results in a penalty to strike and AC equal to the number of rounds for which she maintained the speed until the martial artist rests for an entire turn.


Principal Method: Push
1. Shove
2. Concentrated Push
3. Sticking Touch
4. One-finger Push

Shove
The martial artist gives her opponent a hard shove, doing normal damage and unbalancing them. The opponent takes a 2 point penalty to armor class, may only move half the normal distance next round, and, if he was charging or running when shoved, must save vs. breath weapon or stop movement immediately.

Concentrated Push
The martial artist focuses her energy and times her opponent's balance to get great results from even a small push. On a successful attack, the target takes damage and is pushed back 1 foot per level of the martial artist. If this distance is greater than 3 feet, the target must make a saving throw v. paralyzation to avoid being knocked down. If the target hits a solid object of their own weight or greater, they also suffer damage as if they they fallen that distance. Those who know the Immovability maneuver (from Movement) may resist movement with this power. If the attack roll fails, opponents receive a +2 to hit the martial artist for the rest of the round.

Sticking Touch
The martial artist is able to lightly place her hand on her opponent, and thus sense through touch his upcoming moves. So long as she maintains contact, she has a +2 to attack and her armor class improves by two against him. The touch can only be broken if the opponent is able to move away faster or in a way that the martial artist cannot follow, or if he can use some skill or power to force her to move. Initiating the touch requires an attack roll and does no damage; failure mean the touch does not stick, and the opportunity is wasted.

One-Finger Push
Through concentration and training, the martial artist learns to extend her power outside herself, until she is able to execute a Concentrated Push, even at a range. This is the only action that can be taken that round, but allows the use of Concentrated Push against a target up to 1 foot away per level of the martial artist. There is no penalty (save lost actions) if the attack roll fails.


Principal Method: Strike
1. Iron Fist
2. Tiger Claw
3. Raven's Beak
4. Crushing Blow

Iron Fist
By toughening her hands, the martial artist is able to do 1d6 (plus bonuses) damage per martial arts attack if her style's principal attack mode uses the hands, and the maneuver is not from a non-hands method. If her style's principle attack mode does not involve the hands, she may do 1d6 (plus bonuses) damage on one attack per round (again, not using a maneuver from a non-hands attack method; Iron fist does you no good on a Circle Kick).

Tiger Claw
A swift, accurate strike, the Tiger Claw is a bonus attack, made at +2 to hit. Any round in which the martial artist starts within reach of an opponent, she may make one extra attack before any other attack is made in the round, regardless of her usual order in initiative. However, using Tiger Claw prevents the use of any other maneuver that round, save for Iron Fist.

Raven's Beak
A swift, hard strike to the head, either directly to the eyes or the temple will blind the opponent who fails a saving throw v. paralysis. He will be blinded for a turn, unless he can spend a full round doing nothing (including defense) but clearing his eyes. The attack is made at a -4 to strike, but does normal damage whether the save is made or not.

Crushing Blow
The martial artist has trained break objects through concentrated will and sharp strikes. The martial artist can break through one half-inch of wood or one quarter inch of brittle stone per level; the DM may modify this based on the shape, hardness, or age of the object. If used against a living target, the character causes normal damage plus her experience level. In all cases, this is the only attack that can be made in the round, and an attack roll must be made (objects will have an AC based on their hardness and size). If the attack rolls fails against a hard object, the martial artist takes damage equal to her own normal martial arts strike, and her hand is unusable for 24 hours, unless the damage is completely healed. If a weapon was used for the strike, the weapon must make a save v. crushing blow if the attack roll fails; failure indicates that the weapon breaks.


Principal Method: Throw
1. Fall
2. Instant Stand
3. Hurl
4. Defensive Throw
5. Great Throw

Fall
The martial arts student learns to fall and roll correctly taking the impact of the fall on the safest areas of the body, able to fall one foot per level without damage, and only half damage thereafter. Once learned, the maneuver is constantly in effect.

Instant Stand
After learning to fall, the student learns how to gain her feet quickly, either by rolling up to a standing position, or by using an acrobatic jump. This negates the requirement to spend one round standing up.

Hurl
This type of throw relies a great deal on strength and less on leverage. The martial artist can attempt to pick up an opponent and throw him to the ground 1d4 feet away. The attack adds +2 damage to the basic damage of the martial arts style. The attacker must make a successful attack roll for the hurl maneuver to work. If she fails her attack roll, she loses all remaining attacks and automatically loses initiative for the next round.

Defensive Throw
In accepting the attack of her opponent, the martial artist is able to redirect him as she wishes. When struck by an attack, the martial artist may attempt an attack of her own. If successful, she receives only half damage from the attack (round down), but inflicts her own damage, plus any damage her opponent's attack did not inflict upon her. So, if a fighter with an 18/00 strength and a +3 longsword attacks her, rolling a 5 on the weapon damage, she will take 7 damage (6+3+5 divided by two), and inflict her martial arts damage plus seven. In addiion, the attacker is placed adjacent to the martial artist, and must make a saving throw vs. breath weapon or fall down.

Great Throw
Using leverage and her opponent's momentum, the martial artist is able to throw her enemy a great distance. The character must make a normal attack roll. If the opponent is charging, the character can throw him 6 feet, plus one foot per level. If they are not charging, the distance is one foot per level. The opponent suffers double the normal damage for the martial arts style, and their own attack is foiled. If the Great Throw fails, the martial artist is subject to the opponent's attack, knocked off her feet, and loses initiative for the next round.


Principal Method: Vital Area
1. Pain Touch
2. Healing Touch
3. Stunning Touch
4. Paralyzing Touch
5. Curing Touch
6. Distance Death

Pain Touch
Simply by pressing her finger on specific points of the body, the martial artist can cause great pain to her opponent. This can be done in place of a normal attack. The touch causes no damage, but if the attack roll is successful, the opponent feels as though he were on fire. For 1d3 rounds, he will suffer a -2 penalty on his attack rolls and a +2 penalty to his AC.

Healing touch
By spending a turn carefully tending to and touching a character's wounds, the martial artist is able to heal them of one point of hit point damage per level of the martial artist. This may be done on another person or the martial artist herself. Each martial artist may only do this once per day.

Stunning Touch
With a light slap of the fingers in the correct place, the martial artist can stun and daze her opponent. This can be done in place of a normal attack and causes no damage, but if the attack roll is successful, the opponent is allowed a saving throw vs. paralyzation. The opponent who fails to save is stunned for 1d4 rounds, unable to take any action (but still able to defend himself).

Paralyzing Touch
By placing pressure on specific nerve junctions, the martial artist can paralyze her opponent, leaving him unable to move for 2d4 rounds. The character must make a normal attack roll, but the attack does no other damage. The opponent is allowed a saving throw v. paralyzation at -2 penalty.

Curing touch
Through careful manipulation of one's internal energies, guided by a simple touch, the martial artist may abate one condition afflicting a person for one turn. While the curing touch will not heal damage caused, it will abate ongoing penalties for that turn. If the condition is temporary, and ends before the turn is up, it is completely healed. If it is of longer term, then the condition returns in full force at the end of the turn. The curing touch requires great concentration; it is the only action that may be done in the round, and any interruption, including being successfully attacked, will spoil that touch. This touch may be done as many times as the martial artist wishes.

Distance Death
Also known as the dim mak attack or "death touch", this ultimate skill of the vital area method requires great practice and concentration. To learn this maneuver, the martial artist must practice at a pool of water, driving her finger at the surface without touching it. As she does so, she concentrates on her ch'i power, trying to extend it from her fingertip. When she can hear the echo of her thrust rebound from the water, she has mastered the maneuver. Distance death requires great concentration and is the only action the character can make during a melee round. It has a range of 1 foot per experience level. The martial artist must make a normal attack roll. If the attack is successful, she can choose to apply one of the following effects:

Pain: The opponent is not allowed a saving throw. The effect is identical to pain touch.

Stunning: The opponent is allow a saving throw v. paralyzation with a -2 penalty; the effect is identical to the stunning touch.

Paralyzation: The opponent is allowed a saving throw v. paralyzation with a -2 penalty. The effect is identical to the paralyzing touch

Double Damage: The character does two times the basic damage for his martial arts style. No saving throw is allowed.


Principal Method: Weapon
1. Improvised Weapons
2. Disarm
3. Armed Defense
4. Weapon Breaker
5. Steel Cloth

Improvised Weapons
By spending a round searching, the martial artist may locate an effective, if temporary, weapon from the surrounding area. This weapon will have the statistics of a knife, a club, or a quarterstaff, depending on the surroundings and the will of the DM. If several options are available, the DM may allow the player to choose; if no options are available, there may be no weapons at all. These weapons are fragile and unsuited to long combats; after one turn of use, they must make a save v. crushing blow; failure indicates that they can no longer function as a weapon. Improvised weapons cannot be used for maneuvers.

Disarm
The martial artist has trained to relieve an opponent of his weapon. The martial artist makes an attack roll which, if successful, forces the opponent to make a save vs. paralyzation or lose control of their weapon; two-handed weapons provide a +3 to save against this attack. The martial artist may accept a penalty on her attack roll to force her opponent to have an equal penalty on his saving throw.

Armed Defense
The martial artist has trained to face armed opponents, even when unarmed herself. When facing an armed opponent, the martial artist is considered armed. She gains no advantage over unarmed opponents, however.

Weapon Breaker
With a swift blow or twist of her weapon, the martial artist can break her opponent's weapon. This maneuver is only effective against melee weapons, not against unarmed fighters. The martial artist must make a normal attack roll; if successful, the enemy's weapon must make a saving throw v. crushing blow, with a +2 bonus for every +1 of the weapon, but a -2 penalty for every +1 of the martial artist's weapon.

Steel Cloth
With this maneuver, the martial artist need never be without a weapon. If the character has a 6-10 foot long piece of cloth, she can whirl it and snap it tight, keeping it in constant motion and giving it the rigidity of a spear. The cloth is treated as a spear; if you use multiple types of spears, a 6-8 foot piece of cloth is a short spear, while an 8-10 foot piece of cloth is a long spear. The steel cloth cannot be thrown, but the user of this maneuver is always proficient in that cloth. The steel cloth may be used for martial arts maneuvers that don't otherwise forbid combining with other maneuvers.


Physical Training
1. Blind-Fighting
2. Vital Strikes
3. All-Around Sight
4. Ironskin
5. Final Blow
6. Great Shout
Blind-fighting
Under her master's guidance, the martial artist has trained for long periods while wearing a blindfold or in darkened rooms, gaining the ability to detect foes with sense other than sight. The character suffers only a -1 penalty when fighting in the darkness, when blinded, or when faced by multiple opponents. For each additional sense restricted, however, the penalty climbs by 1 point, so a martial artist who is also deafened will suffer a -2, one unable to smell AND deafened would suffer a -3, and one restricted from touch, scent, and sound would suffer the full -4.

Vital Strikes
The martial artist has trained to make her attacks deadly; from now on, all attacks may inflict normal damage instead of the usual mix of normal and temporary damage.

All-Around Sight
The martial artist's training makes her more attuned to her immediate surroundings. She is able to detect opponents on all sides, provided they are not invisible or otherwise hidden. The character can never be struck from behind or suffer a penalty from a back or flank attack. This maneuver is constantly in effect.
Ironskin
Rigorous physical training has toughened the martial artist's muscles to the strength of iron. The Armor Class of the character is improved by 2, but only when she is not wearing any other type of armor.

Final Blow
Once per day, the martial artist may make announce a final blow. If successful, this attack will inflict maximum damage, and any saving throws resulting from that attack will be at -3. If the attack is missed, the opportunity is lost for the day. This maneuver may be combined with any maneuver in its style that doesn't disallow other maneuvers, or with a normal attack.

Great Shout
By steeling herself and entering battle with a mighty shout, the martial artist may temporarily gain a +1 to hit and 2d4 temporary Hit Points. Damage is taken from the temporary hit points first; they and the bonus to hit last only one turn. This maneuver may be used once per day.


Mystic Training
1. Meditation
2. Mental Resistance
3. Ch'i Attacks
4. Slow Resistance
5. Magic Resistance
6. Levitation

Meditation
This ability allows the martial artist to enter a mental state in which she can focus and regain her energies. For each hour the character spensd in uninterrupted meditation, she gets as much rest as two hours of sleep. While meditating, the character is obvlivious to hunger, thirst, heat, and cold (but she can still take damage from heat- and cold-based attacks). She remains conscious and aware of her surroundings, and suffers no penalties on surprise or initiative. If a spellcaster seeks to meditate instead of sleep, six hours of meditation are necessary to regain spells.

Mental Resistance
The mental exercises and ordeals of the martial artist's training have toughened and strengthened her will. She receives a +2 on all saving throws against mental attacks, including charm, illusion, and hold spells. This ability is constantly in effect. If psionics are in effect, the character is considered to have the Mind Blank defense (but is not granted any other psionic abilities, nor PSPs).

Ch'i Attacks:
With this ability, the martial artist summons her ch'i and can use martial arts attacks to hit monsters that could otherwise be hit only by magic. If using a magical weapon, they may use either the level dictated by this ability, or the level of enchantment of the weapon; they do not stack.
Level 1-4: Magical weapon
Level 5-9: +1 magical weapon
Level 10-14: +2 magical weapon
Level 15-19: +3 magical weapon
Level 20+: +4 magical weapon

Slow Resistance 
Having developed her body and disciplined her mind, the Martial Artist is immune to slow effects.

Magic Resistance
Secure in her own strength, the martial artist may resist magic to a limited degree. Once per day, she may reduce the effect of a magical attack by half; half damage, half duration, or otherwise halving the effect. This is in addition to any other resistance she may receive; if she declares half damage from a fireball, she will receive only one-quarter damage if she is successful on her saving throw.

Levitation
This is perhaps the rarest of all the martial arts maneuvers because it requires the utmost concentration and mental discipline. Daily, the martial artist practice at making her body feel lighter, using mental power to negate her own weight. Finally, the character succeeds at overcoming all her weight and can levitate for a number of rounds equal to her experience level. This maneuver requires one turn of concentration before it takes effect. Thereafter, the character can move up, down, or sideways at a rate of 5 feet per round. She can take no actions while levitating and will fall to the ground if her concentration is broken. On completion of the levitation, the character must rest for one round before taking any other action.

Edit: Slight update: It occurred to me there was no reason a Hard/Soft style COULDN'T result in 1/2 attack bonus, making them 3/2 at 1st level.

No comments:

Post a Comment