Martial Arts in d20

The_Gneech

Explorer
I haven't played it yet, but I'm putting together a game, and the main thing I notice is that the d20 system seems to hate martial artists, and unarmed combat generally. Don't try to do Enter the Dragon with this system, you'll be sadly disappointed.

In a RPG system, character balance isn't about how one type of character balances against a normal person, but instead how one PC balances against another PC, so that everybody has some cool things to do and nobody feels pointless. However, anybody who wants to create a martial artist in d20, it seems to me, is basically asking for lots of evenings of sitting around the gaming table watching everybody else accomplish anything.

Some ways that martial artists get screwed:

* Strong Hero? The only way to get Combat Martial Arts at first level is to take either Strong Hero or Tough Hero. However, martial arts is all about precision, not about power. That suggests the Fast Hero (who, unlike the Strong Hero, does have Balance and Tumble as class skills). The intended workaround for that is that budding martial artists should take the Athletic starting occupation to get Jump and Tumble, I suspect, but a better move would simply be to forget the Strong Hero path all together and just resign yourself to taking four levels of Fast and using a tonfa at first level (since you can't fight effectively unarmed, and being able to use nunchaku would burn a feat that could be more profitably used elsewhere).

On the Subject of Nunchaku... How about a "Martial Arts Weapons Proficiency?" Nope ... every different martial arts weapon requires that you burn a feat. Let's see ... Nunchaku proficiency, or Acrobatic? Nunchaku proficiency, or Defensive Martial Arts? Nunchaku proficiency, or Dodge? Weapon Finesse (Unarmed)? Improved Initiative? Expertise? Two-Weapon Fighting? Heroic Surge? (etc.) I realize that feats aren't as precious in d20 Modern as they are in D&D, but it does seem kinda rude to allow gun-based characters one feat to use all their weapons, while requiring martial artists to use five or six to get all theirs -- especially considering how much more effective guns are than martial arts.

* I'll Haaarrrrm Yoouuu! Okay, assuming you use the default stats and the Strong Hero route to martial arts (giving him 15 Str), a first level martial artist with Combat Martial arts has +3 to hit and does d4+2, with (assuming the 14 went to Dex) a DB of 13, a ref save of +2, and no tumbling ability to get into the thick of things (untrained +2). In the words of Crow T. Robot, "Not exactly Jackie Chan, is he?"

Compare this to a Fast Hero armed with a Baretta, who has +2 to hit (at range) and does 2d6, with a DB of 15 (16 if they slip on a leather jacket), a reflex save of +3, and, assuming they wanted it, a Tumble of up to +7 (or +9 with the Acrobatic feat). Yes, I know guns are more deadly than fists, but take a look at the illustration on page 76, "The Combat Martial Arts feat in action." Do you really see a scene like that taking place in this system? 'cos I sure don't.

* Nip Up: Daredevil. WTF? This is a mid-level kung fu move, but martial artists need to know how to stunt-drive to learn it? (And what does Nip Up have to do with stunt driving anyway?) Shouldn't this be a Martial Artist talent or possibly a feat?

Anyway ... I fully admit I'm biased towards martial artists, but as a GM, I like to think I can balance that bias with the needs of gameplay. However, in this case, martial artist characters (whose schtick is, after all, being able to jump around without getting hit and fight) get a definite hosing compared to other characters, especially at low levels. I'll probably implement some house rules to get around this (I'm leaning towards a "Martial Weapons Proficiency," making Nip Up a feat, and so forth), but I'm interested to hear what everyone else has to say on the subject.

-The Gneech :cool:

Edit: Some math boo-boos.
 
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The_Gneech said:
I haven't played it yet...

The battle cry of everyone who complains about one of D20M's rules. ;) Hehe, just teasing.



I realize that feats aren't as precious in d20 Modern as they are in D&D, but it does seem kinda rude to allow gun-based characters one feat to use all their weapons, while requiring martial artists to use five or six to get all theirs -- especially considering how much more effective guns are than martial arts.

Well, actually you need extra feats to use heavy and exotic firearms and even then you need feats for using the a gun's built-in burst and autofire abilities. That aside, pulling a trigger is pulling a trigger is pulling a trigger; However, using nunchaku is a lot different from using a katana or shuriken.

I will agree though, that becoming a competant martial artist in D20M is a long hard road.
Having said that, any punk can pull a trigger, but a 1st level PC is not going to be Bruce Lee 'right out of the box'. It's the same as me explaining to one of my fellow players that his PC isn't making tons of money at 1st level because he's not a master criminal, he's just a rookie.
 

Re: Re: Martial Arts in d20

Bran Blackbyrd said:


Well, actually you need extra feats to use heavy and exotic firearms and even then you need feats for using the a gun's built-in burst and autofire abilities. That aside, pulling a trigger is pulling a trigger is pulling a trigger; However, using nunchaku is a lot different from using a katana or shuriken.

Yes, it is ... but in game stats, nunchaku (for instance) are not good enough weapons to be worth burning a feat on -- they are a club that is size "small" instead of size "medium." If it wasn't for the fact that a tonfa is even more pathetic, nobody would look at nunchaku at all.

I will agree though, that becoming a competant martial artist in D20M is a long hard road.
Having said that, any punk can pull a trigger, but a 1st level PC is not going to be Bruce Lee 'right out of the box'. It's the same as me explaining to one of my fellow players that his PC isn't making tons of money at 1st level because he's not a master criminal, he's just a rookie.

Again, balance comes into play here. I made a Fast Hero with two-weapon fighting and point blank shot who gets two attacks per round at +1 / +1 within 30' and does 2d6+1 / 2d6+1 -- at first level! She's not just a little more powerful than my would-be martial artist, it isn't even a close contest! (Also read as Young Lara Croft plugs holes in Young Bruce Lee after one round of combat, film at eleven.)

How come the martial artist is a rookie and the gunner is a terror?

-The Gneech
 

The_Gneech said:
I haven't played it yet...

As has been said before, that's half your problem right there. I've found that many thing that look troublesome, are not, once you start playing.

The_Gneech said:
* Strong Hero? The only way to get Combat Martial Arts at first level is to take either Strong Hero or Tough Hero.

You need to re-read your rules, because this is blatently wrong.

At 1st level, everyone gets Simple Weapon Proficiency from their class, and that's it. You get two more feats (which can be any two feats) because you are a 1st level human. Finally, you may get one more bonus feat, depending on which occupation you choose. Finally, you get one Talent from your chosen class, not a bonus feat (that comes at second level).

Those who choose the Law Enforcement or Military occupations can pick CMA as their bonus feat at first level, but only if they take Strong Hero (CMA requires a BAB +1, and Strong Hero's are the only ones who get it at 1st level... unless those bonus feats don't require the pre-reqs)

The_Gneech said:
However, martial arts is all about precision, not about power. That suggests the Fast Hero (who, unlike the Strong Hero, does have Balance and Tumble as class skills). The intended workaround for that is that budding martial artists should take the Athletic starting occupation to get Jump and Tumble, I suspect, but a better move would simply be to forget the Strong Hero path all together and just resign yourself to taking four levels of Fast and using a tonfa at first level (since you can't fight effectively unarmed, and being able to use nunchaku would burn a feat that could be more profitably used elsewhere).

I'm not certain what you are getting at here.

No character is going to "kick ass" at first level, nor should they. You've got to start somewhere and work you way up. Otherwise, what's the fun of playing the game?

The_Gneech said:
On the Subject of Nunchaku... How about a "Martial Arts Weapons Proficiency?"

What's to prevent you from house ruling one?

The_Gneech said:
-- especially considering how much more effective guns are than martial arts.

Only at low levels. Melee and Martials arts can eventually gain ground on fire arms, damage-wise.

The_Gneech said:
* I'll Haaarrrrm Yoouuu! Okay, assuming you use the default stats and the Strong Hero route to martial arts (giving him 15 Str), a first level martial artist with Combat Martial arts has +3 to hit and does d4+2, with (assuming the 14 went to Dex) a DB of 13, a ref save of +2, and no tumbling ability to get into the thick of things (untrained +2). In the words of Crow T. Robot, "Not exactly Jackie Chan, is he?"

Do expect Jackie Chan is a 1st level Martial Artist? Neither did I. I suspect an Athletic, Strong 3/Martial Artist 1, might be something more like your average High-School Karate instructor.

* Nip Up: Daredevil. WTF? This is a mid-level kung fu move, but martial artists need to know how to stunt-drive to learn it? (And what does Nip Up have to do with stunt driving anyway?) Shouldn't this be a Martial Artist talent or possibly a feat?[/B][/QUOTE]

This I can't really argue with. Seems pretty silly to me too.

So, on making a Martial Artist, here's some ideas...

Strong 3 with Military or Law Enf.: CMA and DMA at 1st level, plus one extra feat at 1st, one at 3rd, and a Strong hero bonus feat at 2nd. Plus, two Strong Talents (Melee Smash & Improved Melee Smash, most likely). You take 3 ranks of Jump at 1st level, and then just wait until your BAB = +3, at 3rd level.

Any other class canget there by 5th or 6th level, depending on the BAB progression. You don't even need Jump as a class skill, you'll have enough cross-class ranks by the time your BAB is high enough. Just take DMA at 1st level, and CMA at 3rd. Fill in your other feats with other useful melee feats, for example...

Brawl, Cleave, Combat Expertise, Combat Throw, Imp. Brawl, Imp. Combat Throw, Imp. Disarm, Imp. Trip, Knockout Punch, Power Attack, Streetfighting, Weapon Finesse (unarmed), Weapon Focus (unarmed), or any Weapon or Armor Proficiency.

Don't forget Talents from other classes... The Fast Hero Defence Tree, the Tough Hero Damage Reduction and Unbreakable trees, the Smart Hero Strategy Tree, the Dedicated Hero Insightful Tree, the Charismatic Fsat-talk or Leadership Trees.

There are an awful lot of ways to make a worthwhile martial artist. It just depends on whether (eventually) you want Bruce Lee, Jackie Chan or Odd Job.
 

Pbartender said:
You need to re-read your rules, because this is blatently wrong.

At 1st level, everyone gets Simple Weapon Proficiency from their class, and that's it. You get two more feats (which can be any two feats) because you are a 1st level human. Finally, you may get one more bonus feat, depending on which occupation you choose. Finally, you get one Talent from your chosen class, not a bonus feat (that comes at second level).

You've got a point in that I had in mind that Tough Heroes also started with +1 BAB, which they don't. So your path is even more limited than I thought it was. Yay.

I never said anybody got a class bonus feat at first level; I'm not sure where you got that idea from.

No character is going to "kick ass" at first level, nor should they. You've got to start somewhere and work you way up. Otherwise, what's the fun of playing the game?

Most characters don't totally suck at their specialty at first level, either. Martial artists do.

What's to prevent you from house ruling one?

Nothing, and I intend to. However, that is irrelevant to a discussion of flaws in the rules as they are written.

So, on making a Martial Artist, here's some ideas...

Strong 3 with Military or Law Enf.: (snip)

Any other class canget there by 5th or 6th level, (snip)

There are an awful lot of ways to make a worthwhile martial artist. It just depends on whether (eventually) you want Bruce Lee, Jackie Chan or Odd Job.

I suppose I should have been clearer in my initial post. If I was making upper-level characters, it would be easy to make somebody with a wide variety of cool abilities. I'm talking about low-level characters being resigned to ineffectiveness while they wait to gain enough levels to do anything.

-The Gneech :cool:
 

The_Gneech said:
Most characters don't totally suck at their specialty at first level, either. Martial artists do.

Not actually true. In our game the combat people were all mediocre and really not much better then the non combat people. It was the people who depending on skills that really shined at the early levels.
 

Re: Re: Martial Arts in d20

Bran Blackbyrd said:
Well, actually you need extra feats to use heavy and exotic firearms and even then you need feats for using the a gun's built-in burst and autofire abilities. That aside, pulling a trigger is pulling a trigger is pulling a trigger; However, using nunchaku is a lot different from using a katana or shuriken.
Just like using a sword is much different than using a bow... oh wait, both are covered by the Archaic Weapons feat. Katanas and shuriken may be eastern weapons but they really aren't martial arts weapons anyway - martial arts weapons are more likely to include nunchaku, sais, kamas, tonfas, bo staves, etc. Katanas, being swords, would be covered by archaic weapons, and shuriken would be exotic even if there was a martial arts weapons feat.

My suggestion as far as house rules go would be to remove the +1 BAB prereq for Combat Martial Arts and go with a Fast Hero as your first level. Or, since there's no mention of needing to meet prerequisites for the bonus feats provided by your occupation, just go with one of the occupations that offers CMA. No house rules needed. It's not great that you need to jump through hoops to get what you want, but that's the way it goes...
 

There is a reason why the martial artist is an advanced class, cuz ya have to advance to it. It's something that takes time. Besides, it's d20 modern, not the movies. In real life ya can't dodge a bullet as easily as ya can in a movie. Don't get me wrong, I love martial arts, have for years and have even trained in several different martial arts, but not even Bruce Lee himself could dodge a bullet from anywhere within 120'. He might be able to from a distance greater then that but deffinately not anything within that range. I know that, and so do some other people I know. It takes time to develope the skills of a martial artist, years to become a master and yet still not completely be a master. I think that is reflected perfectly within the rules and I also think that is what the game designers had in mind.
 

The only way to get Combat Martial Arts at first level is to take either Strong Hero or Tough Hero.

Actually it's only strong hero because you need the BAB +1 to take Combat Martial Arts. Remove the prereq as a house rule. It's not unbalancing and while you won't be Jackie Chan at first level you'll be on your way.

I suspect, but a better move would simply be to forget the Strong Hero path all together and just resign yourself to taking four levels of Fast

Four levels of Fast will make for a better martial artist character than three of Strong. You lose the +2 damage from melee smash but you get a much better Defense bonus, better feats to choose from, better skills (Tumble, the be all-end all of martial arts), Evasion, and Uncanny Dodge (Fast Movement is a good bet too if the campaign involves a lot of guns; closing distance fast helps).

especially considering how much more effective guns are than martial arts.

I'll take a 4th level Fast Hero/1st level Martial Artist with Imrpoved Disarm against a 3rd level Fast Hero/10th level Gunslinger any day. All those cool gun bonuses don't mean :):):):) if you don't have a gun. Just be sure to close the distance (hence Jump, Balance, and Tumble).

Nip Up: Daredevil. WTF? This is a mid-level kung fu move, but martial artists need to know how to stunt-drive to learn it?

Actually this is one of the implied uses of Tumble (though I recall seeing it in print somewhere). The DC should be 15, 20 if the GM's a hardass.

The martial arts are some of the hardest skills in the world to master; guns are easier. This is why armies use guns. However, a focused martial artist is far more likely to win in a straight fight with a gun nut because his Defense and BAB are so high while the gun nut is going to be medium in both. Focusing in martial arts takes time, though, as represented by feats, and d20 Modern has some kick ass feats for martial artists. So does Oriental Adventures. In fact, Oriental Adventures has a kick ass martial arts system where certain feats represent the sum of a martial art. I've adapted that system to d20 Modern. Here it is (new feats are at the end):




Table 1: Martial Arts Feats
Hard Form: Power Attack
Kick Method: Roundabout Kick, Flying Kick
Strike Method: Advanced Combat Martial Arts, Brawl, Combat Martial Arts, Eagle Claw Attack, Fists of Iron, Improved Brawl, Improved Combat Martial Arts, Improved Knockout Punch, Knockout Punch, Sunder
Strength Training: Athletic, Endurance, Heroic Surge, Improved Damage Threshold, Streetfighting, Toughness
Hard/Soft Form:
Lock Method: Improved Grapple, Choke Hold, Grappling Block, Earth’s Embrace
Soft Form: Combat Expertise
Evasion Method: Defensive Martial Arts, Elusive Target, Unbalance Opponent
Tactics Method: Agile Riposte, Improved Disarm, Improved Trip, Whirlwind Attack
Movement Method: Acrobatic, Dodge, Mobility, Prone Attack, Run, Spring Attack, Superior Combat Expertise
Throw Method: Combat Throw, Improved Bullrush, Improved Combat Throw, Improved Trip
Vital Area Method: Pain Touch, Stunning Fist, Freezing the Lifeblood, Falling Star Strike
Push Method: Unbalancing Strike
Mental Training:
Blind Fight, Combat Reflexes, Focused, Great Ki Shout, Iron Will, Ki Shout, Remain Conscious
Weapons Training:
Advanced Two-Weapon Fighting, Archaic Weapons Proficiency, Exotic Melee Weapon Proficiency, Improved Two-Weapon Fighting, Two-Weapon Fighting, Weapon Finesse, Weapon Focus

The Martial Artists described in the D20 Modern book are the principal practitioners of unarmed martial arts in D20 Modern, while Soldiers (and to an extent Body Guards) are the experts in armed martial arts. Characters of all classes (and advanced classes), however, can learn at least some of the techniques of martial arts – and in a D20 Modern campaign, they do so in the context of well-defined schools and traditions. Learning a martial art is more than selecting a couple of interesting feats. It involves commitment to a particular style of fighting – one that emphasizes kicks over blows with the hand, for example, or one that teaches throws rather than strikes.

A martial arts style is a collection of feats that practitioners of that style learn to enhance their prowess in combat – armed or unarmed. The class-based selection of bonus feat that may be learned are broad martial arts styles, generally emphasizing certain techniques of armed combat. The Strong Hero, for example, emphasizes physical strength and stamina by teaching feats such as Brawl and Power Attack. The Fast Hero, by contrast, emphasizes speed and skill by teaching the Dodge and Combat Expertise feats.

Similarly, schools of unarmed combat have certain styles reflected in the specific feats they teach. One fundamental difference between styles is the distinction between hard forms and soft forms. Hard forms emphasize the use of muscles and bones for power, relying on direct movements and offensive focus. Hard styles often build on the Power Attack feat. Soft forms rely more on inner power, utilizing fluid and circular motions and redirecting an attackers movements with a more defensive approach. Soft styles often build on the Combat Expertise feat. Many styles use a combination of hard and soft forms, and may or may not make use of Power Attack and Combat Expertise.

Within each form, styles make use of certain methods of attack and defense. These methods, and the feats associated with them, are listed in Table 2: Martial Arts Styles.

No style makes use of only one method. Table 2: Martial Arts Styles illustrates sample styles for the world of D20 Modern based on real life martial arts styles (such as Aikido, Muay Thai kick boxing, and Kung Fu) including armed styles (such as Kenjitsu and Kung Fu). The feats of a style can be learned in any order, except in the case of feats with prerequisites.

Following the path of a martial arts style has certain benefits. A character who masters the feats with a style gains a mastery ability related to the techniques of that style. Some styles have one mastery ability; others have multiple abilities that a character gains as she masters different aspects of that style. Mastery abilities are a bit like the synergy bonuses a character gains if she has several ranks in certain skills: characters who learn certain combinations of feats gain an extra edge for doing so.

A Martial Artist may select a feat instead of a class ability in order to continue progressing towards a style mastery. If a Martial Artist selects a feat instead of a class ability and the class ability is a higher die of damage, the next time she gains increased unarmed damage as a class ability it is only one die increase (i.e. if Roxanne chooses Combat Throw instead of Living Weapon d6, when she gets Living Weapon d8 she only gains the benefit of Living Weapon d6). A Martial Artist may also select any feat from Table 1 or Table 2 as a bonus feat.

Martial Arts Styles
Mastery Ability Name
Basic description of the style.
Prerequisites: Feats and (in some cases) skills or other abilities required for a character to master the style.
Benefits: The benefit a character gains for mastering the style.

Aikido
You have mastered Aikido (IE-kee-doe), a soft style which aims to disable attackers rather than hurting them. To this end Aikido utilizes a series of throws, trips, and disarming techniques.
Prerequisites: Agile Riposte, Combat Throw, Dodge, Defensive Martial Arts, Grappling Block, Improved Disarm, Improved Grapple, Unbalance Opponent, 6 or more ranks in Balance and Tumble.
Benefits: Once per day, you can make yourself unmovable. You automatically win an opposed Strength check when an opponent attempts to bull rush you. A creature with the improved grab ability must move into your space to grapple you, since it cannot pull you into its space. No spell or other effect can force you to move. If you become frightened or panicked, you suffer the full effect of the feat but do not run away. You cannot move, even to make a 5-foot step, while this ability is in effect. T his ability lasts for 1 round per level, but you can end it at any time.

British Bareknuckle Boxing
Oft neglected as a fighting style, Bareknuckle Boxing is a seamless blend of finesse and brutal, dirty fighting techniques
Prerequisites: Brawl, Combat Martial Arts, Improved Brawl, Improved Combat Martial Arts, Improved Feint, Improved Knockout Punch, Knockout Punch, Street Fighting.
Benefit: The bonus die of damage from Streetfighting is increased to a d6. Also, you can use brawl and martial arts techniques together without penalty.

Capoeira
You have mastered Capoeria (Kap-OH-air-uh), an Brazilian martial art that involves music, movement, and elements of practical philosophy. One experiences the essence of Capoeira by "playing" a physical game called jogo de capoeira (game of Capoeira) or simply jogo. During this ritualized combat, two capoeiristas (players of Xapoeira) exchange movements of attack and defense in a constant flow while observing rituals and proper manners of the art. Both players attempt to control the space by confusing the opponent with feints and deceptive moves.
Prerequisites: Brawl, Combat Martial Arts, Defensive Martial Arts, Dodge, Improved Feint, Mobility, Spring Attack, Streetfighting, 6 or more ranks in Bluff and Perform (Dance).
Benefits: You can make a Bluff or Perform (Dance) check to feint in combat; if the attack is successful you may immediately follow up with a second attack (at a –5 penalty) against the same opponent. This counts against your allowed attacks of opportunity for the round.

Choy Li Fut
You have mastered Choi Li Fut (chow lee fue), also known as “Drunken Boxing.” By moving around as if half drunk you are able to dodge attacks with greater – and often unexpected – precision and launch attacks from seemingly awkward stances.
Prerequisites: Combat Expertise, Defensive Martial Arts, Dodge, Elusive Target, Mobility, Spring Attack, Unbalance Opponent, Dex 14+.
Benefits: When using Combat Expertise gain an additional +1 bonus to Defense (i.e. if you take a –2 penalty to attack you get a +3 bonus to Defense). You must take at least a –1 penalty to attack to use this ability.

Judo
You have mastered Judo (JUE-doe), a modern version of the ancient Japanese martial art Jujitsu developed by Dr. Jigoro Kano in 1882. Judo is most well known for its throwing, grappling, and wrestling techniques.
Prerequisites: Brawl or Combat Martial Arts, Choke Hold, Combat Throw, Defensive Martial Arts, Earth’s Embrace, Improved Combat Throw, Improved Grapple, 5 or more ranks of Escape Artist.
Benefits: When you deal damage while grappling, if you choose to deal non-lethal damage you may add your wisdom modifier to the damage.

Karate
You have mastered Karate (kah-rah-TAE), a hard form fighting method involving a variety of techniques, including blocks, strikes, evasions, throws, and joint manipulations. Karate masters are most well known for their Karate shouts and katas (forms).
Prerequisites: Combat Martial Arts, Combat Throw, Defensive Martial Arts, Fists of Iron, Flying Kick, Greater Ki Shout, Ki Shout, Stunning Fist.
Benefits: Your Ki shouts can effect opponents with Hit Dice equal to or less than your level (normally Ki shouts can only effect opponents with fewer hit dice than you have levels). Also, if before entering combat you spend an hour practicing your katas you gain a +1 to attack rolls and to your defense for the first 3 rounds of combat.

Kenjitsu
You have mastered Kenjitsu (ken-jet-SUE), the direct descendant of samurai katana techniques. It has been made into kendo – a sport using wooden bamboo swords (called shinai) to practice the martial techniques used hundreds of years ago. Kendo students may gain the benefits of Kenitsu.
Prerequisties: Archaic Weapon Proficiency, Combat Expertise, Exotic Melee Weapon Proficiency (Katana), Power Attack, Superior Combat Expertise, Weapon Focus (Katana)
Benefits: You are adept at wielding a weapon for both attacking and defense. When you wield a melee weapon you have selected as the beneficiary of Weapon Focus you gain an additional +1 to attacks and gain a +1 dodge bonus to Defense against melee attacks.

Krav Maga
You have mastered Krav Maga, a modern hard martial art stressing combat preparedness and physical fitness was developed in the 1940’s for use by the Israeli Defense Force (I.D.F.). Krav Maga includes techniques utilized in Aikido, Karate, boxing, Judo, and Jujitsu, adapted for use in modern combat situations.
Prerequisites: Athletic, Combat Martial Arts, Defensive Martial Arts, Combat Expertise, Improved Combat Martial Arts, Improved Disarm, Improved Initiative, Streetfighting, Base Attack Bonus +6 or higher.
Benefits: Your initiative bonus from Improved Initiative increases to +8.
Special: Soldiers may take any of the prerequisite feats for Krav Maga as bonus feats or in place of Soldier special abilities if a member of a military force that teaches Krave Maga (i.e. I.D.F., Mosad, Israeli Police Forces, and various allied military forces).

Kung Fu
You have mastered Kung Fu – a hard/soft form emphasizing weapon use and strikes to pressure points.
Prerequisites: Archaic Weapon Proficiency, Combat Martial Arts, Falling Star Strike, Fists of Iron (or the Martial Artist’s Iron Fist ability), Freezing the Lifeblood, Improved Combat Martial Arts, Stunning Fist, 6 or more ranks in Jump and Tumble.
Benefits: The saving throw DC of your stunning attack and other pressure point attacks is increased by 2. You also gain Weapon Focus as a bonus feat; you must already have proficiency with the weapon and you must select one of the following weapons for the feat to apply to: chain, cleaver, club, knife, nunchaku, quarterstaff , shortsword, spear, three section staff tonfa, unarmed strike.

Muay Thai Kickboxing
You have mastered Muay Thai (MWUE-ie-tie), a hard form emphasizing empty strikes with the hand and quick kicks.
Prerequisites: Advanced Combat Martial Arts, Combat Martial Arts, Fists of Iron (or the Martial Artist’s Iron First ability), Flying Kick (Or Martial Artist’s Flying Kick Ability), Improved Combat Martial Arts, Roundabout Kick, Weapon Focus (Unarmed Strike), Living Weapon d6.
Benefits: Your unarmed damage increases by one die type, as if you were one size category larger than you are.

Old Damage (each)-----------New Damage
1d2----------------------------------1d3
1d3----------------------------------1d4
1d4----------------------------------1d6
1d6----------------------------------1d8
1d8----------------------------------1d10
1d10---------------------------------2d6
1d12---------------------------------2d8
1d20---------------------------------4d6

Tai Chi Chuan
You have mastered Tai Chi Chuan (tie chee chwan), an ancient Chinese martial art known for its health benefits and high level of effectiveness in combat.
Prerequisites: Alertness, Combat Throw, Defensive Martial Arts, Dodge, Endurance, Focused, Great Fortitude, Improved Initiative, 6 or more ranks of Concentration.
Benefits: You gain a +2 training bonus to Constitution.

Tae Kwon Do
You have mastered Tae Kwon Do (TIE kwahn doe), a hard style emphasizing kicks and placing great speed and power in those kicks.
Prerequisites: Agile Riposte, Combat Martial Arts, Dodge, Flying Kick (Or Martial Artist’s Flying Kick Ability), Improved Combat Martial Arts, Power Attack, Roundabout Kick, Living Weapon d6.
Benefits: When you make your Agile Riposte attack you gain +1 to your attack and damage rolls.


New Feats

Choke Hold
You have learned the correct way to apply pressure to render an opponent unconscious.
Prerequisites: Combat Martial Arts, Improved Grapple, Stunning Fist.
Benefit: If you pin your opponent while grappling and maintain the pin for 1 full round, at the end of the round your opponent must make a Fortitude saving throw (DC 10 +1/2 your level + your wisdom modifier). If the saving throw fails, your opponent falls unconscious for 1d3 rounds.

Eagle Claw Attack
Your unarmed attacks shatter objects.
Prerequisites: Base attack bonus +2 or higher, Combat Martial Arts, Sunder, Dex 15+.
Benefit: You can strike an opponent’s weapon or shield with an unarmed strike.
Special: Weapon hardness and hit point ratings are given on table 5-10 on page 150 of the D20 Modern book.
Normal: A character can normally only attack an opponent’s weapon with a slashing or bludgeoning weapon.

Earth’s Embrace
You can crush opponent’s when you grapple them. This feat is called Ashi Gatame in Judo.
Prerequisites: Combat Martial Arts, Improved Grapple, Str 15+.
Benefit: While grappling, if you pin your opponent, you deal critical damage (double normal damage, or triple damage if you have Advanced Combat Martial Arts) each round that you maintain the pin. You hold your opponent immobile as normal, but you must also remain completely immobile, giving opponents (other than the one you’re pinning), a +4 bonus on attack rolls against you (but you are not helpless).

Falling Star Strike
You have mastered the art of striking a nerve that blinds a humanoid opponent.
Prerequisites: Wis 17+, Combat Martial Arts, Stunning Fist, base attack bonus +4 or higher.
Benefit: Against a humanoid opponent you can make an unarmed attack that has a chance of blinding your target. If your attack is successful, your target must attempt a Fortitude saving throw (DC 10 +1/2 your level + your wisdom modifier). If the target fails this saving throw, he is blinded for 1 round per level you possess. In addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to Defense, grants a +2 bonus on attackers’ attack rolls (they are effectively invisible), moves at half speed, and suffers a –4 penalty on most Strength and Dexterity based skills.

Fists of Iron
You have learned the secret of imbuing your unarmed attacks with extra force.
Prerequisite: Base attack bonus +2 or higher, Combat Martial Arts.
Benefit: Declare that you are using this feat before your attack roll (thus, a missed attack roll ruins the attempt). You deal an extra 1d4 points of damage when you make a successful unarmed attack. You may use this feat a number of times per day equal to three + your wisdom modifier.
Special: This feat may not be used in conjunction with Brawl. Fists of Iron may be used in conjunction with the extra damage from the Martial Artist’s Iron First ability.

Flying Kick
You literally leap into battle, dealing devastating damage.
Prerequistie: Str 13+, Combat Martial Arts, Power Attack, Jump (4 ranks).
Benefit: When fighting unarmed and using the charge action, you deal double damage with your unarmed attack. The damage is doubled before the extra damage from the Martial Artist’s Flying Kick ability is added.

Freezing the Lifeblood
You can paralyze an opponent with an unarmed attack.
Prerequisite: Wis 17+, Combat Martial Arts, Stunning Fist, base attack bonus +5 or higher.
Benefit: Against a humanoid opponent, you can make an unarmed attack that deals no damage, but has a chance of paralyzing your target. If you attack is successful, you target must attempt a Fortitude saving throw (DC 10 +1/2 your level + your wisdom modifier). If the target fails this saving throw, he is paralyzed for 1d4+1 rounds. A paralyzed character stands rigid and helpless, unable to move or act physically. He has effective strength and dexterity scores of 0 but may take purely mental actions (including manifesting Constitution, Intelligence, Wisdom, and Charisma based psionic powers).

Grappling Block
You can catch and pin an opponent’s weapon with your bare hands.
Prerequisites: Combat Expertise, Combat Reflexes, Combat Martial Arts, Defensive Martial Arts, Improved Disarm, Int 13+.
Benefit: You must have both hands free or be holding weapons designed to catch other weapons (such as the sai or jitte) to use this feat. Once per round when you would normally be hit by a melee weapon, you may make a special disarm attempt against your opponent. This attempt counts against your allowed attacks of opportunity this round. You make an opposed attack roll (with your unarmed strike, sai, or jitte) against the attack roll that hit you. The opponent’s attack roll is not modified by the size of the weapon. If you succeed, you grab the weapon away from your opponent (if you are unarmed) or knock the weapon to the ground (if you are armed). You may only use this feat against weapons up to two sizes larger than you.

Great Ki Shout
Your ki shout can panic your opponents.
Prerequisites: Cha 13+, Ki Shout, base attack bonus +9 or higher.
Benefits: When you make a ki shout, your opponents are panicked for 2d6 rounds unless they succeed at their Will saves (DC 10 + 1/2 your character level + your charisma modifier). Panicked characters suffer a –2 morale penalty on attack rolls, saves, and checks, they have a 50% chance to drop what they’re holding, and they run away from you as quickly as possible. They effects of being panicked supersede the effects of being shaken.

Improved Grapple
You are skilled in martial arts that emphasize holds and throws.
Prerequisite: Combat Martial Arts.
Benefit: If you hit with an unarmed strike, you deal normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.

Ki Shout
You can bellow forth a ki-empowered shout that strikes terror into your enemies.
Prerequisites: Base attack bonus +1 or higher, Cha 13+.
Benefit: Making a ki shout is a standard action. Opponents who can hear your shout and who are within 30 feet of you may become shaken for 1d6 rounds. The ki shout affects only opponents with fewer Hit Dice or levels than you have. An affected opponent can resist the effects with a successful Will save against a DC of 10 + 1/2 your character level + your Charisma modifier. You can use Ki Shout once per day.
Shaken characters suffer a –2 penalty on attack rolls, saves, and checks.

Pain Touch
You cause intense pain in an opponent with a successful stunning attack.
Prerequisites: Base attack bonus +2 or higher, Stunning Fist, Wis 19+.
Benefit: Victims of a successful stunning attack are subject to such debilitating pain that they are nauseated for 1 round following the round they are stunned. Nauseated creatures are unable to attack, cast spells or manifest powers, concentrate on spells or powers, or do anything else requiring attention. The only action such a character can take is a single move (or move-equivalent) action per turn.
Creatures that are immune to stunning attacks are also immune to this feat, as are any creatures that are more than one size category larger than the feat user.

Remain Conscious
You have a tenacity of will that supports you even when you are disabled or dying.
Prerequisites: Base attack bonus +2 or higher, Endurance, Iron Will, Toughness.
Benefit: When your hit points are reduced to 0, you may take one partial action on your turn every round until you reach –10 hit points, or your hit point total returns to 0 or higher. If stabilized, you can continue to take partial actions, but the first partial action you take revokes the stabilization. If you reach –10 hit points, you die. In addition, this feat gives you a +1 bonus to Fortitude saves to resist massive damage.

Roundabout Kick
You can follow up on a particularly powerful unarmed attack with a mighty kick, spinning in a complete circle before landing the kick.
Prerequisites: Str 15+, Combat Martial Arts, Power Attack.
Benefit: If you strike a successful critical hit with an unarmed attack, you can immediately make an additional unarmed attack against the same opponent, as if you hadn’t use your attack for the critical hit. You use the same attack bonus that you used for the critical hit. For example, Russell can make three unarmed attacks in a round, at base attack bonuses of +11, +6, and +1. If he gets a critical hit on his second attack, he can make an additional attack using his +6 base attack bonus. He then makes his third attack (+3) as normal.

Stunning Fist
You know how to strike opponents in vulnerable areas.
Prerequisites: Dex 13+, Wis 13+, Combat Martial Arts, base attack bonus +8 or higher.
Benefit: Declare that the character is using the feat before making an attack roll (thus, a missed attack roll ruins the attempt). It forces a foe damaged by the character's unarmed attack to make a Fortitude saving throw (DC 10 + one-half the character's level + Wis modifier), in addition to dealing damage normally. If the defender fails his saving throw, he is stunned for 1 round (until just before the character's next action). A stunned character can’t act and loses any Dexterity bonus to Armor Class. Attackers get a +2 bonus on attack rolls against a stunned opponent. The character may attempt a stunning attack once per day for every four levels attained, and no more than once per round.

Superior Combat Expertise
You have mastered the art of defense in combat.
Prerequisites: Int 13+, Combat Expertise, base attack bonus +6 or higher.
Benefit: When you use the Expertise feat to improve your Defense, the number you subtract from your attack and add to your Defense can be any number that does not exceed your base attack bonus. (Without this feat, the number cannot be greater than +5)
 

[qb]I'll take a 4th level Fast Hero/1st level Martial Artist with Imrpoved Disarm against a 3rd level Fast Hero/10th level Gunslinger any day. All those cool gun bonuses don't mean :):):):) if you don't have a gun. Just be sure to close the distance (hence Jump, Balance, and Tumble).
[/qb]
You'll lose. Your BAB is 3, versus the gunslinger's 9. You'll fail the disarm, and then he'll shoot you. Of course he IS CR13, versus a party level of about 1.

However - there's something which people are missing here. A gun does 2d6 damage, more on a critical. If you shoot someone, you're quite likely to push them out the far side of dead. Nonlethal combat in d20 modern is ineffective at best, and certainly not useful when the other guy is trying to kill you.

CMA is a nice middle ground.

And of course there's legality issues, the fact that cma is all-but silent etc.

Example: I just ran a 'first encounter with the shadow' episode. The one where the zombies attack the bus? I think one character, and only one character pulled out a gun and fired. And even then, they only fired a single shot.

Why? Because shooting people in the middle of the street is not the sort of thing that most people will do.

The gun-nut has a lot going against him at 1st level. The CMA also has a lot going against him.

Oh, and there's also the fact that buying those two pistols would set you back some 4d6 wealth bonus. Are you sure you could afford the second one?
 

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