Eclipse d20 – Elemental Martial Arts

And for today it’s a selection of dexterity-base martial arts – in this case, some of the exotic specialties of HuSung, the realm of the five elements on Atheria. There, where every child has at least minor inherent elemental powers, the martial arts are both tools of battle and lessons in magic, for they can help discipline unruly elemental powers. In this case, each technique in each of the arts is getting a name, just for that florid feeling.

Or, of course, you can tweak them slightly to use them for characters from other settings. This is Eclipse, and it works either way.

Wuxing Shadow Palm (Dex)

The elemental Ki flows in a dance of creation and destruction, each attack belonging to one or another element. Know that dance, feel the flow of power – and you may both sense attacks and use the opposing elemental echo to block them or strike back. The elegant, twisting, circular footwork and whirling motions of the style seem to trail echoing images behind them, an illusion enhanced by the flowing sleeves of the courtiers robes its students favor. A true master of this unarmed style will never be caught off guard as they are warned by the angry, focused, Ki of an incoming attack.

While no one of the Elemental Birthright of HuSung is ever truly disarmed, there has been treachery enough in the last four or five millennia to inspire the realms envoys, couriers, and legalists to wish to be able to defend themselves against sudden physical attacks – even in situations where they may not carry weapons. This “Soft” style focuses on deflecting and avoiding attacks, buying time for an escape. It’s users often supplement their art with Earth Magic – increasing their defensive abilities, scaling walls, and increasing their strength.

  • Requires: Access to both Combat Reflexes (or point-buy equivalent) and Earth Magic.
  • Basic Techniques: Strike 1(Shadow Palm), Power 2 (Shattering The Trigram), Defense 4 (Ghosting Technique), Attack 2 (Iron Strike), and Synergy/Earth Magic Skill (Stance Of Stone).
  • Advanced/Master Techniques: Prone Combat (Whirling Stone Method), Blind Fight (The Inward Eye), Mind Like Moon (Ki Awareness), and Improved Disarm (Iron Palm Technique).
  • Occult Techniques: Inner Strength II, Ki Block (Thousand Ton Stance), and Vanishing (Earth Meld).

Cherry Petal Wind Kung Fu (Dex)

As the tornado hurls mere bits of straw through oaken trunks, a master of the Cherry Petal Wind turns mere “leaves” of metal into deadly missiles – often concealing a small arsenal in plain sight as a mail shirt, series of bangles, or badges on a vest. Advanced masters practice breathing exercises to focus their Ki into their “Petals”, greatly increasing their capabilities – including allowing them to strike at spirits and injure creatures resistant to mundane weapons.

This form revolves around the use of the Petal Blade – small hiltless throwing knives – often flung so rapidly that they resemble a swarm of wind-blown petals. Indeed, stronger elemental masters are often able to use their wind powers to fling clouds of petal blades to attack an area. While the style offers few defensive benefits, it is a powerful offensive technique. It’s users sometimes supplement their abilities with minor air spells, greatly increasing their effective range, increasing the number of missiles they can hurl at once, or sending their missiles tumbling through an area to attack several targets at once.

Petal Blades are finger-sized leaf-shaped throwing blades, usually with a hole near the tip through which a thread can be tied – allowing a batch of them to be hung ready for use from a sash or disguised as ornaments. Using Pathfinders weapon design system: Thrown Martial Weapon: Expanded Range Increment (20′ Base, 1), Ammunition (are basically treated like Shuriken, 3), and Improved Damage (1). Net: Martial, 1d4 Piercing, Crit 20/x2, Thrown with a 20′ Range Increment, 1 GP for Two, each weighing 1/8’th of a pound.

  • Requires: Access to Air Magic, Dex 14+.
  • Basic Techniques: Power 2 (Shrieking Hawk Throw), Attack 4 (Winds Eye Technique), Toughness 1 (Breath Control), Synergy/Air Magic Skill (The Wind Dance), Synergy/Tumble (Zephyr Stance), and Synergy/Flight (+4 on Atheria) (Wings Of The Hummingbird).
  • Advanced/Master Techniques: Sneak Attack II (Vital Points Strike), Rapid Shot (Hurricane Fist), Imbuement/Petal Blades (Blossoming Ki Technique).
  • Occult Techniques: Inner Strength II, Wrath (Force) (Wind Blades), and Paralyze (Ki Disruption).

Thousand Leaping Flames Style:

In the hands of a master, the blade of a a Naginata (use Glaive or Halberd statistics, but the choice is permanent once made) twirls and flashes like the flickering flames of a bonfire, lashing out to strike at any enemy who comes too close even as the wielder remains firmly rooted, blocking and deflecting with his or her weapons haft while shifting and swaying only as much as is absolutely necessary to evade incoming attacks.

This polearm form is a favorite of guardians who seek to delay attackers or hold them back; it’s strong defense, multiple tripping options, extended reach, and ability to reach a defensible point in an instant allows the user to hold a position against an advancing enemy quite well. Masters of Fire Magic often simply augment their weapons, but also often boost their reflexes and speed or enchant their weapons to twist like true flames, allowing them to use or ignore their reach (if any) as needed.

  • Requires: Access to Fire Magic and Combat Reflexes.
  • Basic Techniques: Attack 3 (Fire Blade Mastery), Defense 4 (Dazzling Steel Maze), Power 1 (Burning Blade Technique), Synergy/Fire Magic Skill (As Within, So Without), and Synergy/Jump (+6 on Atheria due to use of Tiered Skills) (may use polearm to pole-vault) (Mount The Winds).
  • Advanced/Master Techniques: Improved Trip (Snapping Branch Style), Mighty Blow (Detonating Touch), Reach (Reaching Fire), and Whirlwind Attack (Blazing Glory Stance).
  • Occult Techniques: Inner Strength x2, Iron Skin (Burning Shield), and Vanishing (Flickering Spark Leap).

Shining Waters Kenjitsu:

Life is movement. The pumping lungs, the flowing blood, the beating heart. Stillness brings death. Where an enemy strikes, flow away. Where an enemy blocks, flow around. Where an enemy seeks to restrain or guide, if one route is blocked, a thousand others lie open. Where you need advance, draw your enemies into your whirlpool and none shall stand. Ride the currents of battle, whether to victory or retreat, there is no use in attempting to contest the tide. The softest strikes will erode the most obdurate defense. Let your spirit flow through your blade, for where it is vulnerable, the spirit is not. To emulate flowing water is a path to victory.

This art focuses on any one of the (several) “oriental” variants of the Bastard Sword, and is actually fairly straightforward and well-rounded as such styles go – providing some defense, an extremely strong offense (focusing on taking enemies down as quickly and efficiently as possible), and a few special tricks – in this case the ability to resist having the weapon sundered or disarmed and a limited ability to launch ranged strikes. Masters of water magic often use it to add qualities such as Toxic or Corrosive to their weapons or to allow them to lash out at greater ranges – or to simply create a blade of ice to use in emergencies.

  • Requires: Access to Water Magic and Occult Sense / Danger.
  • Basic Techniques: Attack 4 (Tsunami Strike), Defense 3 (Read The Currents), Power 1 (Tidal Bore Technique), Synergy/Water Magic Skill (Pulse Of The Seas), and Synergy/Tumble (Flowing Waters).
  • Advanced/Master Techniques: Quick Draw (Darting Blade Technique), Reach (Cresting Wave Strike), Unity Of Steel* (Slowing Soul Infusion), and Whirlwind Attack (Whirlpool Strike).
  • Occult Techniques: Inner Strength x2, Ki Focus (+4 Sacred Bonus to BAB) (Raging Storm Rising), and One Finger (Ice Lance).

*Unity Of Steel: Immunity/the distinction between weapons and the user (Common, Minor, Major, 6 CP). For practitioners of this school their weapons are truly extensions of themselves; attempts to sunder or disarm them are simply treated as normal attacks against them and any touch-based powers or similar enhancements which they may possess operate through their blades.

Unity Of Divine Wind

It is not mere strength or skill that brings victory, for what use are either if you are unwilling to stand against a foe? It is the martial spirit that wins battles. Many a duel has been decided by the clash of wills well before any blow is struck. The will to stand against your foes is your greatest weapon, When it is developed and expressed… you may lay low your foes with the divine wind of your spirit alone.

Students of the Divine Wind begin their studies with the composite longbow – but advanced students will learn to transcend it, forging their spiritual armament of will and magic. While this inward focus somewhat reduces the effectiveness of the style in simple physical combat, skilled users of spirit magic can easily add properties such as Bane, or Holy/Unholy, or other special functions to their spiritual weapons, enhance their own durability, and make their arrows effective against various spirits.

  • Requires: Access to Spirit Magic, Wisdom 14+
  • Basic Techniques: Power 2 (Will to Victory), Toughness 4 (QiGong), Synergy/Spirit Magic Skill (The Inward Way), Synergy/ Heal (+4 on Atheria due to use of Tiered Skills) (Acupuncture), Synergy/Intimidate (+4 on Atheria due to use of Tiered Skills) (Will of the Warrior), and Synergy/Knowledge; Religion (Spiritual Awareness),
  • Advanced/Master Techniques: Spirit Weapon I (may create a “bow” of spiritual energy) (Yin of the Moon) and II (may also create arrows of spiritual energy, and cause them to inflict either stun or lethal damage) (Yang Focus), Imbuement (“Unarmed” version applied to the spirit weapon) (Purified Intent), and Battlecry (The Lions Roar).
  • Occult Techniques: Inner Strength x2, Resist Pain (Meditations On Eternity) and Wrath (Holy or Unholy, depending on the practitioner) (Vessel of the Divine).

As often happens with advanced styles some of these stretch the definition of a “martial art” a bit – but in a setting where the equivalent of a Rabbi wields vast magical powers instead of learned advice… stretching a martial art into the realms of myth is actually pretty normal.