Post by Head Moderator on Aug 28, 2012 17:14:32 GMT -5
After purchasing these techniques, your character can assume that they've been learned. We are leaving the actual descriptions and wording of these techniques up to each individual unarmed fighter, so it fits perfectly with your personal character.
LEARNING TECHS FROM TECH SCROLLS:
You may learn a tech from a tech scroll crafted by someone with CMI (Craft Magic Item) who has taken the type of crafting called Craft Unarmed Tech Scrolls. Once the crafter has created the scroll and delivered it to your character, it is understood that you have read and learned the tech. Once a tech scroll is read, then the magic is gone and it is useless. To learn the same tech again, you must have another scroll.
USING TECHS:
Each tech is treated like a weapon or armor. You may enchant attack techs with up to 5 points of enchantments, and armor techs can be enchanted up to 5 points of enchantments as well.
You may have as many unarmed techs as you like, since they are merely techniques that you put together into an unarmed fighting style. Switching from one to another in combat does not take up a turn.
UNARMED MONK ATTACK TECHNIQUES
You must be a Monk to "learn" these techniques. Those marked with a star * can be used for the Double Tech Skill.
*Eagle Claw [1d4] 1500gp
*Tiger Thunder [1d6] 2500gp
*Golden Leopard [1d8] 3500gp
Dancing Cobra [2d5] 4000gp
Whirling Mantis [2d7] 6000gp
Rising Storm [2d10] 10,000gp
UNARMED BRAWLER ATTACK TECHNIQUES
You must be a Brawler to learn these techniques. Those marked with a star * can be used for the Double Tech Skill.
*Buzz Kill [1d4] 1500gp
*Rock Bottom [1d6] 2500gp
*Guillotine [1d8] 3500gp
Jackhammer [2d5] 4000gp
R.I.P. [2d7] 6000gp
Dominator [2d10] 10,000gp
UNARMED NATURAL WEAPON ATTACK TECHNIQUES
You must be a race that has natural weapons (Lycan, Vampire for example) to "learn" these techniques or have the Shapeshifting skill. Those marked with a * can be used for the Double Tech skill.
*Rend [1d4] 1500gp
*Hack N' Slash [1d6] 2500gp
*Feral Lunge [1d8] 3500gp
Drive the Prey [2d5] 4000gp
Hunter's Mercy [2d7] 6000gp
Eviscerate [2d10] 10,000gp
GENERAL UNARMED ATTACK TECHNIQUES
These are unarmed attack techniques for the general populace, such as an Unarmed Fighter, or Unarmed Vindicator. Those marked with a * can be used for the Double Tech skill.
*Axe Kick [1d3] 1000gp
*Hammer Fist [1d4] 1500gp
*Crushing Blow [1d5] 2000gp
Sucker Punch [2d3] 2000gp
Scourge [2d5] 4000gp
Nightmare [2d7] 6000gp
SPECIALTY UNARMED ITEMS
These unarmed items fill the slot listed. They cannot be enchanted like weapons, they are merely pieces of gear that assist your unarmed attacks.
Holy Ki Handwraps 10,000gp
Woven from spidersilk, these beautiful handwraps are naturally attuned to any wearer who dons them and meditates upon them, filling and harmonizing them with their ki. They give an extra +3 to all unarmed damage and are naturally holy.
[Slot: Hands]
[CMI Crafting: Clothing / Must be able to craft "holy" items.]
Ki Straps 5,000gp
These leather straps, when wrapped around both hands, grant the wearer a +2 to all unarmed damage.
[Slot: Hands]
[CMI Crafting: Leatherworking]
Spiked Gloves 3,000gp
These leather gloves have spikes protruding from the knuckles and cause your unarmed attacks to do piercing damage, instead of bludgeoning.
[Slot: Hands]
[CMI Crafting: Leatherworking]
Toxic Gloves 3,000gp
Enables a person with unarmed attacks to use poisons without poisoning themselves.
[Slot: Hand]
[CMI Crafting: Clothing]
Weighted Gloves 8,000gp
These gloves have a thick padding of material over the knuckles and backhand forming a void in between which is typically filled with sand. These gloves add +3 to all unarmed damage.
[Slot: Hands]
[CMI Crafting: Leatherworking]
UNARMED ATTACK TECH ENHANCEMENTS (ARTISAN)
These are special mundane enhancements or unique characteristics you can have placed on any tech you own to develop a special style all your own, some work through combat and others are once per certain events so please pay attention. Improvements work on the point system. Any one tech can have up to five (☼ ☼ ☼ ☼ ☼) points of improvements/enchantments on it. Each improvement is marked with how many points it is worth.
Battering Hand 4,000gp | 1000gp | 8CP
☼
You have treated your hand like a tool, your palm can act as a whetstone, your fist can drive nails, your fingernails can pry them back out. For all intent and purposes your hand's are treated as adamantine when bypassing damage resistance and breaking objects (+5 to Strength Roll).
Brawn 2,000gp | 500gp | 4CP
☼
This improvement allows you to add a +5 to any Strength Rolls to break mundane objects.
Counter Boost 4,000gp | 1,000gp | 8CP
☼☼
This enchantment gives a bonus ONLY when you are making a counterattack through use of one of the counter skills, giving an extra +2 DMG if a successful counter attack is made.
Crushing 3,000gp | 750gp | 6CP
☼☼
A crushing weapon bypasses all defenses of a subject if a natural 20 is rolled, as long as the strike allows a hit. It is defeated by the "Fortified" armor/tech enchantment.
Deflecting 4,000gp | 1,000gp | 8CP
☼☼
If you're wielding a deflecting tech, you can try to knock projectiles aimed at you out of the air. Once per combat, when you would normally be hit by a ranged weapon, you may make a DC 20 Acrobatics Save. If you succeed, the ranged weapon or projectile deflects away harmlessly. You must be aware of the attack and not stunned in any way.
Disruption 3,000gp | 750gp | 6CP
☼☼
The body has a natural flow and rhythm, one that can be disrupted by those that know the places to strike. Those with an unarmed tech with Disruption that strikes an opponent causes wounds that cannot be self-healed.
Ferocious 6,000gp | 1,500gp | 12CP
☼☼
If its wielder is willing to forgo the opportunity to evade foes, a ferocious weapon can land tremendous blows. It allows the wielder to transfer some or all of his Quickness bonus to damage rolls (reducing his Defense DC that round by the same amount). As a free action, the wielder chooses how to allocate his Quickness bonus at the start of his turn, and the effect lasts until his next turn. For instance, someone with a Quickness Bonus of 6, with a Defense DC16, could allocate 5 points to extra damage that round. For that round, their Defense DC is DC11.
Flurry of Blows 10,000gp | 2,500gp | 20CP
☼☼☼
Flurry of Blows is an improvement for unarmed that allows you to hit up to 2 other opponents with half the damage you've rolled WITH COMBAT DICE, ONCE per combat. You may still roll your unarmed tech dice, but you only use the combat dice dmg to figure out your extra half dmg.
Flying Kick 6,000gp | 1,500gp | 12CP
☼☼
This is an improvement to your technique that you can use once per combat, and add 1d5 extra damage.
Impact 8,000gp | 2,000gp | 16CP
☼☼
Any tech enhanced by this improvement scores a critical hit on 19-20 instead of only on a natural 20. Critical hits allow you to double your rank dice damage.
Improved Strike 6,000gp | 1,500gp | 12CP
☼☼
You learn, through repetitive success how to most effectively strike an opponent and guides itself to weak points. This enchantment gives the tech no bonuses to attack or damage until after a successful hit is scored. After a successful hit is scored, the wielder receives an inherent +1 bonus to his Strike against the subject he is fighting (only). If he scores another hit, he adds another inherent bonus of +1 that stacks to his previous one. This continues up until +5. The inherent bonuses last for 1 combat against that particular creature. Once per combat.
Iron Fist 6,000gp | 1,500gp | 12CP
☼☼
This is an improvement to your technique that you can use once per combat, and add 1d5 extra damage.
Merciful Hand 2,000gp | 500gp | 4CP
☼
All damage done by this tech on command deals non-lethal damage, even if you hit beyond a person's hit points. The enchantment can be suppressed at will by the weapon's owner.
Mighty Wallop 8,000gp | 2,000gp | 16CP
☼☼☼
This is an improvement to your technique that you can use once per combat, it adds 1d5 extra damage and stuns the target (1 rd lose turn) if they fail their Willpower DC15.
Phantom 2,000 | 500gp | 4CP
☼
This allows your attack technique to hit incorporeal creatures.
UNARMED TECH ENCHANTMENTS (CMI Craft Magic Item)
These are special enchantments or unique characteristics you can have placed on your unarmed attack techniques to develop your own special style, some work through combat and some are one-time uses. Enchantments and improvements work on the point system. Any one tech can have up to five (☼ ☼ ☼ ☼ ☼) points of enchantments on it. Each enchantment or improvement is marked with how many points it is worth.
Cost to Buyer | Cost to Crafter | CP Cost
Acidic Fist 2,000gp | 500gp | 4CP
☼
Upon command, a corrosive tech becomes slick with a thick layer of acidic slime. The acid does not harm the wielder. The effect remains until another command is given. Corrosive techs do extra damage to creatures with a weakness to acid.
Acidburst Fist 6,000gp | 1,500gp | 12CP
☼ ☼
An acidburst tech releases a burst of acid for extra damage once per combat. The acid does not harm the wielder or allies. This tech deals an extra 1d5 points of acid damage on a successful hit.
Arcane Focus 10,000 | 2,500gp | 20CP
☼ ☼
This improvement is designed for those who can blend magical and martial arts into a single entity. It allows an unarmed combatant to add any non-regged spell bonus to their unarmed tech damage. This means any extra damage for non-regged spells NOT Intelligence. You would still use STR for melee damage for added damage.
Baneful 4,000gp | 1,000gp | 8CP
☼ ☼
A baneful tech is enchanted against one type of creature, and against that creature it deals an extra 1d5 damage. For example, it could be enchanted against drow, dragons, undead, elves, constructs, outsiders, etc. You must state what baneful creature type it is enchanted against when purchasing.
Binding 3,000gp | 750gp | 6CP
☼ ☼
This tech prevents extra-dimensional movement by those it hits. Once per day, the wielder of a binding tech may make a binding strike. On a successful attack, the target of the binding strike cannot move extra-dimensionally by any means (including shadow, umbra, teleporation, ethereal, dimension door, etc). This effect lasts for 1d3 rounds. If you fail your strike, the binding strike for that day is wasted.
Brilliant Fist 2,000gp | 500gp | 4CP
☼
Upon command, a brilliant tech is sheathed in bright prismatic light. The light does not harm the wielder. The effect remains until another command is given. Brilliant techs do extra damage to creatures with a weakness to radiant energy
Blinding Fist 6,000gp | 1,500gp | 12CP
☼ ☼
A blinding tech functions as a brilliant tech that also explodes with radiant light once per combat. The radiance does not harm the wielder. In addition to being sheathed with bright light (See Brilliant Enchantment), a blinding tech causes the target to be blinded for one round of combat, if the target does not have blindfight they lose a turn of combat.
Counter Boost 4,000gp | 1,000gp | 8CP
☼ ☼
This enchantment gives a bonus ONLY when you are making a counterattack through use of one of the counter skills, giving an extra +2 DMG if a successful counter attack is made.
Crushing 3,000gp | 750gp | 6CP
☼ ☼
A crushing weapon bypasses all defenses of a subject if a natural 20 is rolled, as long as the strike allows a hit. It is defeated by the "Fortified" armor/tech enchantment.
Deflecting 4,000gp | 1,000gp | 8CP
☼ ☼
If you're wielding a deflecting tech, you can try to knock projectiles aimed at you out of the air. Once per combat, when you would normally be hit by a ranged weapon, you may make a DC 20 Acrobatics Save. If you succeed, the ranged weapon or projectile deflects away harmlessly. You must be aware of the attack and not stunned in any way.
Dessicating Fist 2,000gp | 500gp | 4CP
☼
A dessicating tech destroys the water in a living creature that it strikes. Upon command, a dessicating tech is surrounded by a glow like the desert sun. The glow does not harm the wielder. The effect remains until another command is given. Bows, crossbows, and slings so crafted bestow the dessicating energy upon their ammunition. Dessicating techs do extra damage to plants, and water-based creatures.
Dessicating Burst Fist 6,000gp | 1,500gp | 12CP
☼ ☼
A dessicating burst tech functions as a dessicating tech, and releases a dehydrating blast for extra damage once per combat. The burst does not harm the wielder or allies. This tech deals and extra 1d5 points of dessication damage on a successful hit.
Disruption 3,000gp | 750gp | 6CP
☼ ☼
The body has a natural flow and rhythm, one that can be disrupted by those that know the places to strike. Those with an unarmed tech with Disruption that strikes an opponent causes wounds that cannot be self-healed.
Earth Fist 2,000gp | 500gp | 4CP
☼
Your unarmed strike counts as cold iron, which deals extra damage to some creatures.
Earthburst Fist 6,000gp | 1,500gp | 12CP
☼ ☼
An earthen burst tech functions as an earth tech that also explodes with earth for extra damage once per combat. The earth does not harm the wielder. In addition to being sheathed with the earth element (See Earth Enchantment), an earth burst tech deals an extra 1d5 points of earth damage on a successful hit.
Ferocious 6,000gp | 1,500gp | 12CP
☼ ☼
If its wielder is willing to forgo the opportunity to evade foes, a ferocious weapon can land tremendous blows. It allows the wielder to transfer some or all of his Quickness bonus to damage rolls (reducing his Defense DC that round by the same amount). As a free action, the wielder chooses how to allocate his Quickness bonus at the start of his turn, and the effect lasts until his next turn. For instance, someone with a Quickness Bonus of 6, with a Defense DC16, could allocate 5 points to extra damage that round. For that round, their Defense DC is DC11.
Fiery Fist 2,000gp | 500gp | 4CP
☼
This allows your fists to become sheathed in flames. The flames do not harm the wielder. The effect remains until another command is given. Fire techs do extra damage to creatures with a weakness to fire.
Flameburst Fist 6,000gp | 1,500gp | 12CP
☼ ☼
A flaming burst tech functions as a flame tech that also explodes with flame for extra damage once per combat. The fire does not harm the wielder. In addition to being sheathed with flames (See Fire Enchantment), a flaming burst tech deals an extra 1d5 points of fire damage on a successful hit.
Flying Blows 10,000gp | 2,500gp | 20CP
☼ ☼ ☼
Flying Blows is an improvement for unarmed that allows you to hit up to 2 other opponents with half the damage you've rolled WITH COMBAT DICE, ONCE per combat. You may still roll your unarmed tech dice, but you only use the combat dice dmg to figure out your extra half dmg.
Flying Kick 6,000gp | 1,500gp | 12CP
☼ ☼
This is an improvement to your technique that you can use once per combat, and add 1d5 extra damage.
Frosty Fist 2,000gp | 500gp | 4CP
☼
This allows your fists to become sheathed in frost. The frost does not harm the wielder. The effect remains until another command is given. Frosty techs do extra damage to creatures with a weakness to ice/cold.
Frostburst Fist 6,000gp | 1,500gp | 12CP
☼ ☼
A frostburst tech functions as a frost tech that also explodes with frost for extra cold damage once per combat. The cold does not harm the wielder. In addition to being sheathed with frost (See Frost Enchantment), a frostburst tech deals an extra 1d5 points of cold damage on a successful hit
Holy or Unholy 1,500gp | 375gp | 3CP
☼
Your unarmed attacks can be holy or unholy, which will deal extra damage to some types of creatures.
Impact 8,000gp | 2,000gp | 16CP
☼ ☼
Any tech enhanced by this improvement scores a critical hit on 19-20 instead of only on a natural 20. Critical hits allow you to double your rank dice damage.
Improved Strike 6,000gp | 1,500gp | 12CP
☼ ☼
You learn, through repetitive success how to most effectively strike an opponent and guides itself to weak points. This enchantment gives the tech no bonuses to attack or damage until after a successful hit is scored. After a successful hit is scored, the wielder receives an inherent +1 bonus to his Strike against the subject he is fighting (only). If he scores another hit, he adds another inherent bonus of +1 that stacks to his previous one. This continues up until +5. The inherent bonuses last for 1 combat against that particular creature. Once per combat.
Iron Fist 6,000gp | 1,500gp | 12CP
☼ ☼
This is an improvement to your technique that you can use once per combat, and add 1d5 extra damage.
Jester 2,000gp | 500gp | 4CP
☼
A jester weapon is blessed by the gods of humor. Any time a person rolls a Strike of 1, he is healed of 1d6 points of damage as the gods of laughter and joy bless him for lightening up their day. You cannot attack if you use this ability, it is a miss.
Limning Fist 3,000gp | 750gp | 6CP
☼ ☼
When a limning tech is used, a pale glow outlines it. On a successful strike against a creature affected by a means of magical concealment, the tech outlines the creature in a pale, yellowish glow for 1 round. Magical means of concealment include blur, displacement, invisibility, and similar effects, whether from a spell, spell-like ability, or supernatural means . A limning tech has no special effect against creatures merely hiding or concealed by non-magical means.
Lucky Bamboo 5,000gp | 1,250gp | 10CP
☼ ☼
A lucky weapon allows you to re-roll your tech damage once per combat, but you must take the second roll whether it is better or worse than the original.
Magebane 4,000gp | 1,000gp | 8CP
☼ ☼
A magebane tech is enchanted against spellcasters, and against such creatures it deals an extra 1d5 damage each time it is used.
Merciful Hand 2,000gp | 500gp | 4CP
☼
All damage done by this tech on command deals non-lethal damage, even if you hit beyond a person's hit points. The enchantment can be suppressed at will by the weapon's owner.
Midas Fist 2,000gp | 500gp | 4CP
☼
Your unarmed strike counts as a golden attack, which deals extra damage to some creatures.
Mighty Wallop 8,000gp | 2,000gp | 16CP
☼ ☼ ☼
This is an improvement to your technique that you can use once per combat, it adds 1d5 extra damage and stuns the target (1 rd lose turn) if they fail their Willpower DC15.
Ominous Fist 5,000gp | 1,250gp | 10CP
☼ ☼ ☼
An ominous tech trails a shadowy haze behind every stroke, and moans a menacing dirge in battle. It gives a +3 to Intimidate checks during combat, and on a successful hit, causes the creature to be stricken with fear for one round if they fail a Willpower Save of DC15. This power can be used once per target during any given combat.
Passage 5,000gp | 1,250gp | 10CP
☼ ☼
Once per day, a passage enchantment on a tech can slice open a portal to any place the wielder has been before. This creates a portal that remains open for 5 minutes and then closes. Any creature can pass through the portal, in either direction, while it is open, but once it closes it cannot be opened again.
Phantom 2,000gp | 500gp | 4CP
☼
This allows your attack technique to hit incorporeal creatures.
Shocking Fist 2,000gp | 500gp | 4CP
☼
This allows your fists to become sheathed in crackling electricity. The electricity does not harm the wielder. The effect remains until another command is given. Shocking techs do extra damage to creatures with a weakness to lightning/electricity.
Shockburst Fist 6,000gp | 1,500gp | 12CP
☼ ☼
A shockburst tech functions as a lightning tech that also explodes with electricity for extra damage once per combat. The electricity does not harm the wielder. In addition to being sheathed with lightning (See Lightning Enchantment), a shockburst tech deals an extra 1d5 points of electric damage on a successful hit
Silver Fang 2,000gp | 500gp | 4CP
☼
Your unarmed strike counts as a silver attack, which deals extra damage to some creatures.
Spiderkissed 3,000gp | 750gp | 6CP
☼
Once per combat, webbing shoots out upon a successful hit. The target must succeed on a DC15 Acrobatics Save or become entangled for 1d3 rounds as a mass of webbing covers its body. The webbing cannot be removed and lasts for the duration of the effect.
You may only have one "kissed" improvement.
Thunderclap 4,000gp | 1,000gp | 8CP
☼ ☼
A thunderclap tech releases a loud thundering sonic boom for extra damage once per combat. The thunderclap does not harm the wielder or allies. This tech deals an extra 1d5 points of sonic damage on a successful hit.