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Origen
05-16-2007, 05:45 AM
1. The general feats in chapter two are out:

Analytical Combat, Banter, High Pain Threshhold, Leadership, Poise.

The following feats are out: Shadow (remove it from the prereqs for the Ninja PrC).

2. The following feats are in:

Krav Maga
Martial Arts Style

Prerequisites: Combat Martial Arts or Defensive Martial Arts.
Effect: You are proficient in punching attacks and are considered armed when making such attacks. You also provoke no attacks of opportunity from grapple or disarm attacks. This feat adds Escape Artist, Sense Motive and Tumble to your permanent list of class skills. Krav Maga attacks are modified by Strength and cannot be finessed. Krav Maga is an adaptable, non-aesthetic style.

Style Maneuvers: Any (adaptable).

-

Improvised Weapons
You are a walking disaster area. Anything you touch is likely to be used in a fight.
Prerequisite: Brawl
Effect: You may use any improvised weapon with no penalty to-hit. You must learn how to use items designed as weapons in the normal way.

3. The following maneuvers are now grouped as tactical feats.

- Axe Kick, Heel Kick, Snap Kick.
- Back Kick, Jump Kick, Circle Kick.
- Joint Lock, Nerve Strike, Numbing Strike.
- Ridgehand, Kidney Punch, Uppercut.
- Leg Sweep, Groin Kick, Instant Stand.
- Heart Punch, Block, Choke Hold.
- Block, Body Blow, Haymaker,
- Hook, Jab, Uppercut

Each tactical feat is one feat.

I would like to thank Dai Oni for combing through the maneuvers and grouping them. I looked through your list, Dai Oni, and your choices seemed perfect to me, so I have posted them without changes.

In order to access these tactical feats, a person must have either Offensive or Defensive Martial Arts, and one Style Feat. I have listed two styles already. People curious about how a particular real world martial arts style translates into Blood & Fists can PM me and I will post the style in question.

4. Jab is a style maneuver for Boxing. Duh.

Paulypalooza
05-16-2007, 07:29 AM
Improvised Weapons
You are a walking disaster area. Anything you touch is likely to be used in a fight.
Prerequisite: Brawl
Effect: You may use any improvised weapon with no penalty to-hit. You must learn how to use items designed as weapons in the normal way.

So I couldn't use an unfamiliar object or one that I'd never used before as a weapon. Is that correct?

Mouser
05-16-2007, 10:04 AM
<rubs hands together>

Oh HELL yeah!!

Collateral Club Scene (http://www.youtube.com/watch?v=CePA2hwUjbk)

Joe Kickass
05-16-2007, 12:37 PM
So I couldn't use an unfamiliar object or one that I'd never used before as a weapon. Is that correct?

I think it means that anything that really is a weapon, you need the proficiency for.

Origen
05-16-2007, 01:46 PM
So I couldn't use an unfamiliar object or one that I'd never used before as a weapon. Is that correct?

Joe has it right.

It means that anything that requires a weapon proficiency is not covered by this feat.

Pens, chairs, playing cards, shards of broken glass, broken bottles, toothpicks and anything else that isn't intended to be a weapon falls under this feat.

BattleNymph
05-16-2007, 02:04 PM
You know, I have a feat slot not filled yet... Improvised weapon would do nicely!

Mouser
05-16-2007, 02:25 PM
Joe has it right.

It means that anything that requires a weapon proficiency is not covered by this feat.

Pens, chairs, playing cards, shards of broken glass, broken bottles, toothpicks and anything else that isn't intended to be a weapon falls under this feat.

How do you figure out what the damage is?

Origen
05-16-2007, 03:05 PM
You know, I have a feat slot not filled yet... Improvised weapon would do nicely!

Is there a martial arts style or something else that appeals to you?

There is plenty of material in the book. I'm just posting these, specifically, by request.

Origen
05-16-2007, 03:06 PM
How do you figure out what the damage is?

By the size of the implement. It's a DM call.

I'd let someone fling playing cards, but they are going to do 1 point of damage and not be reuseable, and strength wouldn't apply to damage.

BattleNymph
05-17-2007, 10:17 PM
Is there a martial arts style or something else that appeals to you?

There is plenty of material in the book. I'm just posting these, specifically, by request.

Drunken Master. The more stoned she is, the better she fights. :D

Mouser
05-22-2007, 08:42 PM
3. The following maneuvers are now grouped as tactical feats. The only limitation is that one one maneuver can be performed per round from any given tactical feat with two exceptions: Instant Stand, and Block. Characters may, by expending an Action Point, perform an additional one additional maneuver per round.

- Axe Kick, Heel Kick, Snap Kick.
- Back Kick, Jump Kick, Circle Kick.
- Joint Lock, Nerve Strike, Numbing Strike.
- Ridgehand, Kidney Punch, Uppercut.
- Leg Sweep, Groin Kick, Instant Stand.
- Heart Punch, Block, Choke Hold.

Each tactical feat is one feat.


I don't understand what these are or how to use them.

Origen
05-22-2007, 09:09 PM
I don't understand what these are or how to use them.

The PDF is $11.

http://www.rpgnow.com/product_info.php?products_id=6972&

I'm willing to type out a small number of feats, but I'm not going to type out the whole damn thing.

Mouser
05-30-2007, 03:52 PM
The PDF is $11.

http://www.rpgnow.com/product_info.php?products_id=6972&

I'm willing to type out a small number of feats, but I'm not going to type out the whole damn thing.

<puts on eyepatch and puts a parrot on his shoulder>

Aargh?

:D

Origen
05-30-2007, 03:58 PM
<puts on eyepatch and puts a parrot on his shoulder>

Aargh?

:D

If you do that, at least make sure you get the Master Edition, because the previous (1st) edition isn't going to work.

Mouser
05-30-2007, 04:02 PM
If you do that, at least make sure you get the Master Edition, because the previous (1st) edition isn't going to work.

You mean you don't have it?

I thought you had it.

Origen
05-30-2007, 04:06 PM
You mean you don't have it?

I thought you had it.

I have the Master Edition, and the PDF of the 1st Edition.

Here is one for sale on Ebay:

http://cgi.ebay.com/Blood-and-Fists-Master-Edition-d20-Modern-Martial-Arts_W0QQitemZ220095694882QQihZ012QQcategoryZ1183Q QrdZ1QQssPageNameZWD1VQQcmdZViewItem

Mouser
05-30-2007, 04:25 PM
I just bought it for 12 bucks on PDF.

Mouser
05-30-2007, 05:05 PM
The following maneuvers are now grouped as tactical feats. The only limitation is that one one maneuver can be performed per round from any given tactical feat with two exceptions: Instant Stand, and Block. Characters may, by expending an Action Point, perform an additional one additional maneuver per round.

Axe Kick, Heel Kick, Snap Kick.

Axe Kick
An Axe Kick is a vicious kick in which you bring your leg up above your head, then bring your heel down on your target.
Prerequisite: One specific martial arts style (see style maneuver list in the martial arts style feat).
Effect: Your kick damage is increased by one die size (e.g. from 1d6 to 1d8), and you add one-and-a-half times your Strength modifier to your damage. You may only use this feat once per round, but you may make additional, non-Axe kick attacks, provided that you have the ability to make multiple attacks.

Heel Kick
You bring your heel straight down on your opponent. If he is standing, this attack is inflicted on his foot, but if he is prone, the attack can be inflicted on any part of his body, making it especially deadly.
Prerequisite: One specific martial arts style (see style maneuver list in the martial arts style feat).
Effect: You increase your kick damage by one die size (e.g. from 1d4 to 1d6). If the target of this attack is prone, you increase your kick damage by three die sizes (e.g. from 1d4 to 1d10). You may only perform this maneuver once per round.

Snap Kick
You have learned how to snap your leg forward with blinding speed in a kick that is very hard to block or evade.
Prerequisite: One specific martial arts style (see style maneuver list in the martial arts style feat).
Effect: You make a kick attack at normal damage, but you gain a +2 bonus to hit. You may perform this maneuver more than once per round.

Mouser
05-30-2007, 05:09 PM
The following maneuvers are now grouped as tactical feats. The only limitation is that one one maneuver can be performed per round from any given tactical feat with two exceptions: Instant Stand, and Block. Characters may, by expending an Action Point, perform an additional one additional maneuver per round.

Back Kick, Jump Kick, Circle Kick.

Back Kick
The Back Kick gives you the ability to kick an opponent behind you, which is a very useful tool for deterring multiple attackers.
Prerequisite: One specific martial arts style (see style maneuver list in the martial arts style feat).
Effect: You cannot be flanked.

Jump Kick
You can execute a deadly, beautiful jumping attack.
Prerequisite: Jump 5 ranks and one specific martial arts style (see style maneuver list in the martial arts style feat).
Effect: You increase your kick damage by one die size (e.g. from 1d6 to 1d8) and add +1 damage per 5 ranks in the Jump skill. You may only use this maneuver once per round, but you may make additional, non-Jump kick attacks, provided that you have the ability to make multiple attacks.

Circle Kick
By spinning your entire body, you increase the damage from your kick attacks.
Prerequisite: One specific martial arts style (see style maneuver list in the martial arts style feat).
Effect: Your kick damage is increased by one die size (e.g. from 1d4 to 1d6). You may perform this maneuver multiple times per round.

Mouser
05-30-2007, 05:13 PM
The following maneuvers are now grouped as tactical feats. The only limitation is that one one maneuver can be performed per round from any given tactical feat with two exceptions: Instant Stand, and Block. Characters may, by expending an Action Point, perform an additional one additional maneuver per round.

Joint Lock, Nerve Strike, Numbing Strike.

Joint Lock
After grabbing an opponent a sensitive area of the body is locked painfully, allowing the attacker to inflict tremendous pain.
Prerequisite: One specific martial arts style (see style maneuver list in the martial arts style feat).
Effect: All damage inflicted by a successful grapple is increased to the second larger die (from 1d4 to 1d8 for example). In addition, you add 1.5 times your Strength modifier to all grappling damage. This maneuver may only be performed once per round but you may make other non-joint lock attacks, provided you have the ability to make multiple attacks.

Nerve Strike
You inflict an extremely painful attack through your advanced knowledge of the anatomy and pressure points of your target.
Prerequisite: Pressure Points 5 ranks and one specific martial arts style (see style maneuver list in the martial arts style feat).
Effect: You increase the damage inflicted by the Pressure Points skill by +1d6. This bonus is cumulative with any bonuses gained from the Pressure Points Mastery ability. This feat does not allow Pressure Points to be used any more often than normal.

Numbing Strike
You actually numb one your target’s limbs with a precision strike.
Prerequisite: Pressure Points 10 Ranks, Nerve Strike.
Effect: This attack inflicts no added damage from the Pressure Points skill. Rather, if the skill check is made (DC equal to the target’s Defense), the target must make a Fortitude save (DC 15 + your Wisdom modifier) or suffer one of the following penalties: a –2 to attack rolls if you choose to numb one of the target’s hands, a –2 to melee damage rolls if you choose to numb one of the target’s arms, or a –2 to Defense if you choose to numb one of the target’s legs.
If you have the ability to use Pressure Points more than once per combat (from the Pressure Points Mastery ability), this attack may be performed more than once, but it must be used on a different body part each time.

Mouser
05-30-2007, 05:19 PM
The following maneuvers are now grouped as tactical feats. The only limitation is that one one maneuver can be performed per round from any given tactical feat with two exceptions: Instant Stand, and Block. Characters may, by expending an Action Point, perform an additional one additional maneuver per round.

Ridgehand, Kidney Punch, Uppercut.

Ridgehand
This is an open-hand attack where the hand is held open and straight, and attacks are made with the edge of the hand. Colloquially known as the “Karate Chop,” this maneuver is in fact used by many eastern styles.
Prerequisite: One specific martial arts style (see style maneuver list in the martial arts style feat).
Effect: Your punch damage is increased by one die size (e.g. from 1d6 to 1d8), and you add one-and-a-half times your Strength modifier to the damage. You may only use this feat once per round, but you may make additional, non-Ridgehand attacks provided that you have the ability to make multiple attacks.

Kidney Punch
This is an extremely painful and dangerous attack, illegal even in most full-combat fighting sports.
Prerequisite: One specific martial arts style (see style maneuver list in the martial arts style feat) or Streetfighting
Effect: This feat increases your punch damage by one die size (e.g. from 1d6 to 1d8). In addition to suffering normal punching damage, the target of this attack must succeed at a Fortitude save (DC 15 + your strength modifier) or be stunned for 1 round. You may only use this feat once per combat.

Uppercut
By bringing your fist up directly under the chin of your opponent, snapping his head back with the blow, you can often fell a formidable opponent in one swift, unexpected punch.
Prerequisite: One specific martial arts style (see style maneuver list in the martial arts style feat).
Effect: Your punch damage is increased by one die size (e.g. from 1d6 to 1d8) when using this maneuver. If a character makes a critical hit with an uppercut, then the attack is treated as a Knockout Blow in addition to inflicting normal damage on the target. You may only use this feat once per round, but you may make additional, non-Uppercut attacks, provided that you have the ability to make multiple attacks.

Mouser
05-30-2007, 05:22 PM
The following maneuvers are now grouped as tactical feats. The only limitation is that one one maneuver can be performed per round from any given tactical feat with two exceptions: Instant Stand, and Block. Characters may, by expending an Action Point, perform an additional one additional maneuver per round.

Leg Sweep, Groin Kick, Instant Stand.

Leg Sweep
You have learned how to deprive your opponent of his footing.
Prerequisite: One specific martial arts style (see style maneuver list in the martial arts style feat).
Effect: You make a normal kick attack. If this attack hits, you get to make a Trip attack against the target as an attack of opportunity in addition to inflicting normal kick damage on him. You may only perform this maneuver once per round.

Groin Kick
Illegal in tournament fighting, this attack sees much use in actual combat. Many martial arts stances which have an attacker face his opponent from the side, rather than head on were designed specifically to protect against groin kicks.
Prerequisite: One specific martial arts style (see style maneuver list in the martial arts style feat) or Streetfighting.
Effect: This feat increases your kick damage to the next larger die (for example from 1d4 to 1d6). If the target of this attack is caught flat-footed, he must make a Fortitude save (DC 15+ your strength modifier) or be stunned for 1 round. If you spend an action point when making an attack roll with this maneuver, your target is flat-footed against this attack.

Instant Stand
Your body control and athletic ability are so finely attuned that you can instantly recover from a fall or throw.
Prerequisite: Tumble 8 Ranks and any one specific martial arts style (see style maneuver list in the martial arts style feat).
Effect: Once per round, you may instantly stand from any attack that renders you prone (e.g. Leg Sweep, Trip, Combat Throw).

Mouser
05-30-2007, 05:26 PM
The following maneuvers are now grouped as tactical feats. The only limitation is that one one maneuver can be performed per round from any given tactical feat with two exceptions: Instant Stand, and Block. Characters may, by expending an Action Point, perform an additional one additional maneuver per round.

Heart Punch, Block, Choke Hold.

Heart Punch
You strike your target right over the heart, an attack that inflicts a great deal of pain and shock.
Prerequisite: One specific martial arts style (see style maneuver list in the martial arts style feat).
Effect: This feat raises your punch damage by one die (from 1d6 to 1d8, and so on). If the target of this attack is caught flat-footed, he must make a Fortitude save (DC 15+ your Strength modifier) or be stunned for 1 round. If you spend an action point when making an attack roll with this maneuver, your target is flat-footed against this attack.

Block
You have mastered the basic art of intercepting incoming melee attacks.
Prerequisite: BAB 1+
Effect: You may block one attack each round as an attack of opportunity. This allows you to block while taking a full round of attacks and/or movement. This feat does not allow you more attacks of opportunity than you are normally entitled to, and you may only block one attack each round in this fashion. If you wish to block multiple attacks you must use a full-round action as described in the normal blocking rules.
Normal: Characters may normally only block attacks as an attack or full-round action.

Choke Hold
You have advanced training in choking your target, either as a means of subduing him, or quietly eliminating him.
Prerequisite: One specific martial arts style (see style maneuver list in the martial arts style feat).
Effect: You can inflict a strangulation attack on a grappled target without provoking an attack of opportunity. If the target of this attack is flat-footed, you may immediately begin strangling him, without first having to engage in a Grapple attack.
Special: Choke Hold is a “submission hold.” If you use this maneuver against an ordinary (i.e. non-heroic, non-player, supporting character) in tournament combat, the ordinary must make a Will save (DC 15) or submit, tapping out and ceding the match to you.

Origen
05-30-2007, 05:36 PM
There will be some changes to the save-based combat manuevers for martial arts based on size (large, huge, etc.) and non-human anatomy.

Obviously, anything which is immune to critical hits or sneak attacks will also be immune to those maneuvers.

Chimaera
11-25-2008, 11:24 AM
I was wondering what the status was on maneuvers from B&F -- in Archie's game, we've clustered them somewhat, instead of making each one a feat. In essence, you take a feat (I don't know if we settled on a name -- something like Maneuver Mastery or somesuch) and you get to take three maneuvers that you're eligible for. Obviously, you have to still meet the relevant prerequisites and suchlike. I'm not sure how that fits with the above that Mouser wrote...

Origen
11-25-2008, 11:46 AM
I was wondering what the status was on maneuvers from B&F -- in Archie's game, we've clustered them somewhat, instead of making each one a feat. In essence, you take a feat (I don't know if we settled on a name -- something like Maneuver Mastery or somesuch) and you get to take three maneuvers that you're eligible for. Obviously, you have to still meet the relevant prerequisites and suchlike. I'm not sure how that fits with the above that Mouser wrote...

I grouped the maneuvers in blocks, like Tactical Feats from the Complete Warrior.

Chimaera
11-25-2008, 11:52 AM
I grouped the maneuvers in blocks, like Tactical Feats from the Complete Warrior.

Is the list Mouser posted above exhaustive? It seems to me that instead of making pre-fab blocks of three, letting them be selected makes the styles more relevant and allows a little more flexibility in defining one's fighting style.

Origen
11-25-2008, 12:10 PM
Is the list Mouser posted above exhaustive? It seems to me that instead of making pre-fab blocks of three, letting them be selected makes the styles more relevant and allows a little more flexibility in defining one's fighting style.

Nope. It's not exhaustive. Do you have that material you made for the CCB style you developed? I just realized I hadn't responded to that.

Chimaera
11-25-2008, 12:22 PM
Nope. It's not exhaustive. Do you have that material you made for the CCB style you developed? I just realized I hadn't responded to that.

Still tweaking it a little, but I'll fire it off to you tonight. It's at home.

Chimaera
11-25-2008, 12:33 PM
The main emphasis of the style, BTW, is to be flexible in terms of ranging, primarily reflected in the ability to shift focus between melee and close-range gun combat, either without provoking AOOs or at least mitigating them. Also, the ability to mix HTH/melee attacks and ranged attacks (i.e. being able to perform a block/takedown kind of a thing, pistol in hand, with a nice little double-tap finisher -- that sort of thing). I'm hopefully avoiding the obvious Gun Kata excesses while still allowing a generous helping of Delta Force goodness...

Mouser
11-25-2008, 12:54 PM
I would add, if it's okay, that in our discussions, the CQB style was meant to be a "Close Quarters" combat style as contrasted with the Sniper, a "long distance" combat style.

Sorry. My brain is a bit addled by cold medicine.

Does this even make sense?

Chimaera
11-25-2008, 12:58 PM
I would add, if it's okay, that in our discussions, the CQB style was meant to be a "Close Quarters" combat style as contrasted with the Sniper, a "long distance" combat style.

Sorry. My brain is a bit addled by cold medicine.

Does this even make sense?

That's kind of the fundamental premise we're working with, right? I've arbitrarily chosen 30' as the hard outer limit of CQB for the purposes of what I'm doing in terms of bonuses and benefits that are contingent upon being in a CQB situation. I could even see it brought down to 20' or even 15'...

Mouser
11-25-2008, 01:30 PM
That's kind of the fundamental premise we're working with, right? I've arbitrarily chosen 30' as the hard outer limit of CQB for the purposes of what I'm doing in terms of bonuses and benefits that are contingent upon being in a CQB situation. I could even see it brought down to 20' or even 15'...

30' is the golden standard for "close range" for to-hit and damage bonuses.

Point Blank Shot is the feat that most immediately comes to mind...

Chimaera
11-25-2008, 01:32 PM
That was what I gathered as well.

Mouser
11-25-2008, 01:40 PM
That was what I gathered as well.

<salutes>

"Captain Obvious, reporting for duty."

*sigh*

I hate colds.