I had a little notion this morning about a different way to run combat in d20-esque games. This is a departure from normal combat, but can be done pretty easily.
Here's the plan:
Damage is not based on the weapon, but on the success at the attack roll. There are a variety of ways you can do this. The most simple would be something like:
Roll < AC = no damage (obviously)
Roll = AC = 1d3 damage ('tis but a scratch)
Roll = AC +1 = 1d4 damage
Roll = AC +2 to +3 = 1d6 damage
Roll = AC +4 to +5 = 1d8 damage
Roll = AC +6 to +7 = 1d10 damage
Roll = AC +8 to +9 = 2d6 damage
And so on, adding +1d6 to damage each time. You can adjust the ranges and damages to suit yourself, of course.
So what good is a weapon in this system?
Weapons in this system would add to AC based on their length. If your weapon is longer than your opponent's weapon, it is harder for the opponent to get close and strike. We could say for every foot difference in the length of the weapons, you get a +1 to AC, up to a max. of +3. We don't want the weapon's length to completely overshadow actual armor in the AC calculation. We might also want to factor in the size of the combatants, with maybe every 2' of height (or length) equaling a +1 bump to AC, up to +3. The combination of height and weapon length, therefore, would give a max. bump to AC of +6.
Weapons also add to damage based on their stated damage in the rule books, as follows:
1 to 1d3 damage = +0 to damage
1d4 damage = +1 to damage
1d4+1 and 1d6 damage = +2 to damage
1d6+1, 1d8 and 2d4 damage = +3 to damage
1d10 damage = +4 to damage
1d12 and 2d6 damage = +5 to damage
Strength also adds to damage, as normal, and dexterity adds to AC.
Example Combat: Halfling Fighter vs. Ogre
We'll pit two combatants against one another.
The first is a 5th level halfling fighter with a +1 Dex bonus and platemail and a short sword. The halfling (using Blood & Treasure rules) has a total bonus to hit of +5 (for level, no strength bonus). Her armor class is 18 (+7 armor, +1 Dex). She has 28 hit points.
The second is a 4 HD ogre with no armor and a spear. The ogre has a +4 bonus to hit (based on his HD) and AC 16. He has 17 hit points.
We'll impose the following adjustments, based on the above rules:
The ogre is 8 feet tall, vs. the halfling's 3 feet of height. This is a 4' difference, so the ogre gets a +2 bonus to AC. The ogre is also using a 6-foot long spear, vs. the halfling's 3-foot long short sword, which gives the ogre another +3 bonus to AC. This gives the ogre a total AC of 21 in this fight.
The halfling's short sword gives her a +2 bonus to damage. The ogre's spear gives him the same.
We'll give the halfling initiative ... her first attack roll is a 17, +5 for her attack bonus, equals 22. This beats the ogre's AC by 1 point, and thus scores 1d4+2 damage. In this case, 4 points of damage. This reduces the ogre to 13 hit points.
The ogre rolls a 19+4 = 23. This beats the halfling's AC by 5, which translates into 1d8+2 damage. The ogre rolls 5 points of damage, reducing the halfling to 23 hit points.
In the next round, the halfling rolls a 23, beating the ogre's AC by 2, and scoring 1d6+2 damage. The halfling rolls another 4 points of damage, reducing the ogre to 9 hit points.
The ogre responds with an attack roll of 5, missing the halfling.
And so on ... it is likely that the halfling will win the fight, though the ogre has a slightly better chance to score more damage, and he is slightly harder to hit.
Final Thoughts
I don't think this is a better way to run combat, just different. If it has any advantage, it is that it takes into account the reach of a creature and weapon in a way that normal combat rules do not. Further development of the idea might lead to a better system, or might suggest alterations to the existing combat system that might make it better.
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Thursday, January 21, 2016
Friday, January 15, 2016
THIS JUST IN - GRIT & VIGOR ON SALE NOW
Well, it took 5 years of starting, stopping, and starting over again, but GRIT & VIGOR is now real. I put it up for sale last night on Lulu.com and rpgnow.com. So, what is GRIT & VIGOR? I'm glad you asked ...
GRIT & VIGOR is the game of bold ventures for rugged fellows. Roll up a character, buy some gear, and get down to business. G&V is rules lite and options heavy. In its 200 pages, you'll find everything from monsters to machine guns, with advice on running all sorts of modern campaigns, from gentlemanly mysteries to espionage to explorations into the unknown. It also includes a timeline of adventure, covering the years 1880 to 1939, with important events of those years as well a selection of the firearms, cars, planes and military vehicles of those years. Future supplements will expand that coverage back to the Golden Age of Piracy and forward into the far future.
GRIT & VIGOR is compatible with most old school games, including BLOOD & TREASURE.
What do you get for $10.99? I mean, beside my blood, sweat and tears ...
In the future, I'm going to produce some supplements that will highlight other time periods, or delve into sci-fi, post-apocalyptic and other kinds of play.
I'm also going to try to make Mystery Men! and Space Princess as broadly compatible as possible with G&V, to give people a nice toolbox to work with.
Give it a chance, if it piques your interest. Print versions will be up for sale in a couple weeks.
$10.99 for a 200 page PDF
LULU
RPGNOW
GRIT & VIGOR is the game of bold ventures for rugged fellows. Roll up a character, buy some gear, and get down to business. G&V is rules lite and options heavy. In its 200 pages, you'll find everything from monsters to machine guns, with advice on running all sorts of modern campaigns, from gentlemanly mysteries to espionage to explorations into the unknown. It also includes a timeline of adventure, covering the years 1880 to 1939, with important events of those years as well a selection of the firearms, cars, planes and military vehicles of those years. Future supplements will expand that coverage back to the Golden Age of Piracy and forward into the far future.
GRIT & VIGOR is compatible with most old school games, including BLOOD & TREASURE.
What do you get for $10.99? I mean, beside my blood, sweat and tears ...
- A system you know and know how to run, that is broadly compatible with BLOOD & TREASURE and pretty much every OSR clone and D&D rules set that popped up before 4E - six ability scores, d20 to attack, etc.
- Lots of classes and sub-classes
- Random character backgrounds instead of fantasy races - roll d% thrice, ladies and gents, and nail down those formative experiences of your misbegotten youth
d% Youthful Experience
01 Collected trading cards (Appraise Value knack)
02 Won big game at school (Athletics knack)
03 Escaped from jail (Bend Bars knack)
04 Worked as a volunteer fireman (Break Down Doors knack)
05 Ran with a gang of toughs (Cant knack)
06 Received a chemistry set for birthday (Chemistry knack)
07 Climbed the tallest tree in your neighborhood (Climb Sheer Surfaces knack)
08 Grew up in a city with many immigrants (Communicate knack)
09 Invented a cipher for you and your pals (Crack Code knack)
10 Played with firecrackers (Demolitions knack)
11 Burned the midnight oil studying (Display Knowledge knack)
12 Participated in the amateur theatrics (Don Disguise knack)
13 Got first place in the soapbox derby (Drive Car knack)
14 Built your own crystal radio set (Electronics knack)
15 Rowed crew in school (Endure knack)
16 Escaped from kidnappers (Escape Bonds knack)
17 Received a fine home training (Etiquette knack)
18 Forged parents signatures on report card (Forge Documents knack)
19 Played cards with the boys (Gamble knack)
20 Always had an ear cocked for gossip (Gather Intelligence knack)
21 Ran away and joined the circus (Acrobatics knack)
22 Grew up on a farm (Handle Animals knack)
23 Pulled pranks on Halloween or Guy Fawkes Day (Hide in Shadows knack)
24 Ordered a book on hypnosis from the back of a comic magazine (Hypnotize knack)
25 Fleeced the marks at a sideshow (Influence People knack)
26 Jumped over the creek on a dare (Jump knack)
27 Was a nosy little cuss (Listen at Doors knack)
28 Helped out in the garage (Mechanics knack)
29 Sneaked out for beer and girls (Move Silently knack)
30 Learned from an amateur cracksman (Open Locks knack)
31 Spent time in vaudeville or music halls (Perform knack)
32 Befriended pilots at the aerodrome (Pilot Aircraft knack)
33 Had to help support the family (Practice Vocation knack)
34 Raced a bike down Dead Man’s Hill (Ride Bike knack)
35 Hunted with the lads – Tally Ho! (Ride Mount knack)
36 Worked summers on a boat (Seamanship knack)
37 Spied on the girls at summer camp (Search knack)
38 Spent your afternoons in pool halls (Shoot Billiards knack)
39 Wintered in the mountains (Ski knack)
40 Jumped off a roof using a blanket for a parachute … and survived (Sky Dive knack)
41 Worked the crowds as a pick pocket (Sleight of Hand knack)
42 Explored an abandoned mine (Spelunk knack)
43 Summered in California or Hawaii (Surf knack)
44 Spent a week on a deserted island (Survive Outdoors knack)
45 Raised by the water (Swim knack)
46 Got ventriloquist dummy for birthday (Ventriloquism knack)
47 Learned to hunt from an old scout (Track knack)
48 Took care of little cousins and siblings (Treat Injury knack)
49 Helped an older relation in the shop (Woodworking knack)
50 Caught frogs in the black of night (Blindfight feat)
51 Looked out for the little kids (Bodyguard feat)
52 Never said “uncle” (Diehard feat)
53 Interested in everything, never took a rest (Dilettante feat)
54 Shot at while trespassing (Dodge feat)
55 Learned the sweet science (Expertise feat)
56 Worked as a prize fighter (Exploit Weakness feat)
57 Took up archery (Far Shot feat)
58 Stole home base or racked up the runs (Fast feat)
59 Lived off the land for weeks (Great Fortitude feat)
60 Raised in poverty (Improvise feat)
61 Learned to trust your instincts (Intuition feat)
62 Stood up to the class bully (Iron Will feat)
63 Formed a gang as a kid (Leadership feat)
64 Narrowly escaped death (Lightning Reflexes feat)
65 Kept your head on swivel (Look Smart feat)
66 Studied physics (Modern Archimedes feat)
67 Played lots of football (Nip-Up feat)
68 Hunted rabbits as a kid (Point Blank Shot feat)
69 Felled a bully with one blow (Power Attack feat)
70 Had to learn to fight dirty because you were small for your age (Rough & Tumble feat)
71 Made many daring escapes after stealing apples (Run feat)
72 Always had a big mouth (Taunt feat)
73 Scrapped with the fellas (Toughness feat)
74 Took fencing lessons from an old master (Two-Weapon Fighting feat)
75 Worked on the docks (Workhorse feat)
76 Lots of hard labor (+1 to Strength)
77 Studied advanced mathematics (+1 to Intelligence)
78 Spent time hunting in the wilderness (+1 to Wisdom)
79 Was excellent with a slingshot (+1 to Dexterity)
80 Always ate your vegetables and drank your milk (+1 to Constitution)
81 Had to talk yourself out of many scrapes (+1 to Charisma)
82 Raised a stray pup (gain a dog as a free sidekick)
83 Lived with a gypsy family (+5% chance of psychic powers; See Appendix A)
84 Went abroad for the summer (learn one foreign language)
85 Worked hard, lived simply (double normal starting money)
86 Escaped from a burning house (+2 save vs. fire)
87 Never sick a day in your life (+2 save vs. disease)
88 Kept yourself morally straight (+2 save vs. temptation)
89 Wrestled with the big kids (no penalty when grappling with creatures up to one size larger)
90 Spent the night in a real haunted house (+2 save vs. fear)
91 Stood lookout for friends (only surprised on 1 on 1d8)
92 Worked as cowpuncher (+2 save vs. being trappled)
93 Dove for pearls (hold breath for twice as long as normal)
94 Well versed in the classics (+1 reaction with scholars)
95 No stranger to the saloon (+2 save vs. alcohol)
96 Inherited money (bonus $100 to start game)
97 Studied meditation from a master (+2 save vs. psychic powers and magic spells)
98 Trained to run a marathon (+2 save vs. fatigue)
99 Born under a lucky star (re-roll one failed roll per adventure)
100 Roll again, and take bonus roll
- A simple skill system
- Firearms and vehicles
- Rules for intoxicants and radiation sickness
- Animals, humans and monsters to fight
- Supernatural stuff in the appendices, so you can ignore it or use it as you like
- Advice on working in different genres - Crime, Mystery/Suspense, Kung-fu, War, Sieges, Horror, and Explorations into the Unknown
- A timeline of adventure from 1880 to 1939 - that goes year-by-year presenting major events that might inspire or inform your adventures, and provides stats for firearms and vehicles, such as:
1939 The Big Sleep by Raymond Chandler introduces Philip Marlowe, Hewlett-Packard founded, Francisco Franco comes to power in Spain, King Faisal II (Iraq), Slovak-Hungarian War ends, Italy invades Albania, New York World’s Fair opens, Batman makes first appearance in comic books, Pan-Am begins transatlantic flights, Tientsin incident, last public guillotining (France), Siam changes name to Thailand, Molotov-Ribbentrop pact signed, first turbojet-powered jet Heinkel He 178 takes maiden flight, Germany invades Poland, World War II begins, u-boots sink SS Athenia, HMS Courageous and HMS Royal Oak, Soviet Union invades Poland, Stewart Menzies appointed head of MI6, Soviet Union invades Finland
Arisaka Type 99 LMG (Japan): CAL 30, DMG 2d4, ROF 150, SHOTS 30 (Magazine), RNG 1320 ft, WT 23 lb
BSA Welrod “Assassin’s Pistol” Silenced Pistol (UK): CAL 35, DMG 1d6, ROF 1, SHOTS 9 (Magazine), RNG 40 ft, WT 3 lb
DS-39 MMG (Russia): CAL 30, DMG 1d10, ROF 200, SHOTS 250 (Belt), RNG 3280 ft, WT 32 lb
MP 40 SMG (Germany): CAL 35, DMG 1d6, ROF 80, SHOTS 32 (Magazine), RNG 330 ft, WT 9 lb
Oerlikon 20mm Autocannon (Switzerland): CAL 79, DMG 5d6, ROF 75, SHOTS 100 (Belt), RNG 3000 ft, WT 150 lb | Anti-aircraft
Pistolet Mitrailleur MAS Modele 38 SMG (France): CAL 22, DMG 1d6, ROF 100, SHOTS 32 (Magazine), RNG 300 ft, WT 6 lb
Type 97 20mm Anti-Tank Rifle (Japan): CAL 79, DMG 3d8, ROF 1, SHOTS 7 (Magazine), RNG 900 ft, WT 114 lb
Bedford OB Bus (UK): Huge Construct, HD 22 (77 hp), AC 14 , SPD 40 mph, ACC 10 mph, MVR -5, CP 1/29, WT 7.2 tons
Bentley Mark V Compact (UK): Large Construct, HD 9 (32 hp), AC 15, SPD 97 mph, ACC 35 mph, MVR +0, CP 1/3, WT 1.2 tons
Chevrolet 1/2 Ton Streamliner “Woody” (USA): Large Construct, HD 10 (35 hp), AC 15, SPD 85 mph, ACC 30 mph, MVR +1, CP 1/7, WT 1.5 tons
Ford DeLuxe Coupe Roadster (USA): Large Construct, HD 9 (32 hp), AC 15, SPD 87 mph, ACC 35 mph, MVR +1, CP 1/1, WT 1.4 tons
Lincoln Continental Full-Size (USA): Large Construct, HD 11 (39 hp), AC 15, SPD 115 mph, ACC 40 mph, MVR -1, CP 1/5, WT 2 tons
Royal Enfield WD/RE Scooter (UK): Medium Construct, HD 1 (4 hp), AC 16, SPD 45 mph, ACC 10 mph, MVR +1, CP 1/0, WT 130 lb
Fiat M11/39 Tank (Italy): Huge Construct, HD 30 (105 hp), AC 16 (Steel 1), SPD 20 mph, ACC 4 mph, MVR -4, ATK 1 x 37mm gun, and 2 x light machine guns, CP 3/0, WT 12.3 tons
Kliment Voroshilov Tank (USSR): Gargantuan Construct, HD 59 (207 hp), AC 18 (Steel 3.5), SPD 22 mph, ACC 4 mph, MVR -4, ATK 1 x 76mm gun, and 4 x light machine guns, CP 5/0, WT 49.6 tons
Panzer IV Tank (Germany): Gargantuan Construct, HD 47 (165 hp), AC 20 (Steel 3.5), SPD 26 mph, ACC 5 mph, MVR -4, ATK 1 x 75mm gun, and 2 x light machine guns, CP 5/0, WT 27.6 tons
Sd.Kfz 250 Armored Car (Germany): Huge Construct, HD 20 (70 hp), AC 16 (Steel 0.5), SPD 47 mph, ACC 10 mph, MVR -4, ATK 2 x light machine guns, CP 2/4, WT 6.4 tons
Boeing 314 Clipper Seaplane (USA): Gargantuan Construct, HD 44 (154 hp), AC 13, SPD 210 mph, MVR +1, CEILING 19k ft, CLIMB 250 fpr, CP 11/74, WT 24.2 tons
Brewster F2A Buffalo (USA): Large Construct, HD 12 (42 hp), AC 20, SPD 321 mph, MVR +5, CEILING 33k ft, CLIMB 410 fpr, CP 1/0, WT 2.4 tons
Junkers Ju 88 Bomber (Germany): Huge Construct, HD 18 (63 hp), AC 15, SPD 317 mph, MVR +1, ATK 5 x light machine guns, and bombs (3,100 lb), CEILING 30k ft, CLIMB 130 fpr, CP 4/0, WT 5 tons
Lisunov Li-2 Bomber (USSR): Huge Construct, HD 25 (88 hp), AC 14, SPD 186 mph, MVR +0, ATK 3 x light machine guns, 1 x heavy machine gun, and bombs (4,400 lb), CEILING 25k ft, CLIMB 200 fpr, CP 6/24, WT 8.7 tons
Admiral Hipper-class Cruiser (Germany): Gigantic Construct, HD 120 (420 hp), AC 3 (Steel 3), SPD 37 mph, MVR -2, ATK 8 x 8” guns, 12 x 4.1” guns, 12 x 1.5” guns, 8 x medium machine guns, and 6 x 21” torpedo tubes, AIR 3 x Arado Ar 196A-3, CP 1372/0, WT 15,900 tons
MS St. Louis Passenger Liner (Germany): Titanic Construct, HD 130 (455 hp), AC 2, SPD 18 mph, MVR -6, CP unknown/973, WT 16,700 tons | Undertook the unsuccessful “Voyage of the Damned” to deliver people from persecution by the Nazis
Scharnhorst-class Battleship (Germany): Titanic Construct, HD 130 (455 hp), AC 25 (Steel 14), SPD 35 mph, MVR -5, ATK 9 x 280mm guns, 12 x 150mm guns, 14 x 4.1” guns, 16 x 37mm, 10 x 20mm, and 6 x 21” torpedo tubes, AIR 3 x Arado Ar 196A-3, CP 1669/0, WT 32,100 tons
In the future, I'm going to produce some supplements that will highlight other time periods, or delve into sci-fi, post-apocalyptic and other kinds of play.
I'm also going to try to make Mystery Men! and Space Princess as broadly compatible as possible with G&V, to give people a nice toolbox to work with.
Give it a chance, if it piques your interest. Print versions will be up for sale in a couple weeks.
$10.99 for a 200 page PDF
LULU
RPGNOW
Until then - stay gritty!
Tuesday, January 5, 2016
Six Dandy Daggers
Nothing fancy today, just six magic daggers you might find useful in your game.
Koroth's Crippling Blade
This +1 dagger, when it strikes on a critical hit, buries itself in the victim's body, assuming the victim is not killed by the blow. The dagger continues to deal 1 point of damage each round, and the victim is considered to be crippled (per the condition). The dagger can only be removed by its owner, after a remove curse or dispel magic is cast, or by making a Bend Bars/Lift Gates task check. If the dagger is pulled out, it deals a final 1d4 points of damage on the way out.
The Blade of Avarice
This +1 dagger, when balanced on left pointer finger (requires a Balance task check), will point towards the largest mass of gold (be it coins, ore, etc.) within 500 feet.
Knife of the Mason
This +2 dagger deals double damage against stone, be it ordinary stone or animated stone, such as a stone golem or caryatid column. Against flesh, wood or metal, it deals half damage.
The Hungry Blade of Inzo-Khan
This +2 dagger can absorb one spell of up to 6th level cast in the presence of the dagger. When it does, the pommel glows first a tepid pink (as bright as a candle), then 10 minutes later a rosy red (as bright as a torch), then an hour after that a brilliant yellow (as bright as a lantern). The spell energy must be discharged from the blade to make the glow stop. The energy can either be channeled into a free spells (already prepared or known) of 1st to 3rd level if the dagger's wielder is an arcane spell caster, or by making a hit with the dagger that beats an opponent's AC by an amount equal to the level of the spell absorbed. After 12 hours of glowing yellow, the dagger finally leaps from the wielder's hands and dances, attacking the wielder with an attack bonus equal to 5 + the level of the absorbed spell for 10 rounds.
The Resurrection Blade
When this +1 dagger is used to make a backstab attack against a humanoid, and that humanoid dies, it is immediately animated as a zombie under the control of the holder of the dagger. The dagger can only control one zombie at a time, and the animation lasts for 24 hours.
The Crusader's Blade
This +2 dagger practically leaps from one's hands in the presence of Chaotic (Evil) creatures, it is so eager to attack them. The holder, if he or she does not wish to attack, must pass a Will saving throw each round to avoid giving into the dagger's wishes. If the dagger does kill a Chaotic (Evil) creature, the creature is immediately resurrected with a Lawful (Good) alignment. Neutrals just stay dead. Lawful (Good) creatures killed by the dagger are not reborn, but the dagger's owner's alignment immediately changes to Chaotic (CE) and the dagger teleports elsewhere. The owner can only be changed back to their original alignment if they are slain by the Crusader's Blade.
Image found HERE |
Koroth's Crippling Blade
This +1 dagger, when it strikes on a critical hit, buries itself in the victim's body, assuming the victim is not killed by the blow. The dagger continues to deal 1 point of damage each round, and the victim is considered to be crippled (per the condition). The dagger can only be removed by its owner, after a remove curse or dispel magic is cast, or by making a Bend Bars/Lift Gates task check. If the dagger is pulled out, it deals a final 1d4 points of damage on the way out.
Image found HERE |
The Blade of Avarice
This +1 dagger, when balanced on left pointer finger (requires a Balance task check), will point towards the largest mass of gold (be it coins, ore, etc.) within 500 feet.
Image found HERE |
Knife of the Mason
This +2 dagger deals double damage against stone, be it ordinary stone or animated stone, such as a stone golem or caryatid column. Against flesh, wood or metal, it deals half damage.
Image found HERE |
The Hungry Blade of Inzo-Khan
This +2 dagger can absorb one spell of up to 6th level cast in the presence of the dagger. When it does, the pommel glows first a tepid pink (as bright as a candle), then 10 minutes later a rosy red (as bright as a torch), then an hour after that a brilliant yellow (as bright as a lantern). The spell energy must be discharged from the blade to make the glow stop. The energy can either be channeled into a free spells (already prepared or known) of 1st to 3rd level if the dagger's wielder is an arcane spell caster, or by making a hit with the dagger that beats an opponent's AC by an amount equal to the level of the spell absorbed. After 12 hours of glowing yellow, the dagger finally leaps from the wielder's hands and dances, attacking the wielder with an attack bonus equal to 5 + the level of the absorbed spell for 10 rounds.
Image found HERE |
The Resurrection Blade
When this +1 dagger is used to make a backstab attack against a humanoid, and that humanoid dies, it is immediately animated as a zombie under the control of the holder of the dagger. The dagger can only control one zombie at a time, and the animation lasts for 24 hours.
Image found HERE |
The Crusader's Blade
This +2 dagger practically leaps from one's hands in the presence of Chaotic (Evil) creatures, it is so eager to attack them. The holder, if he or she does not wish to attack, must pass a Will saving throw each round to avoid giving into the dagger's wishes. If the dagger does kill a Chaotic (Evil) creature, the creature is immediately resurrected with a Lawful (Good) alignment. Neutrals just stay dead. Lawful (Good) creatures killed by the dagger are not reborn, but the dagger's owner's alignment immediately changes to Chaotic (CE) and the dagger teleports elsewhere. The owner can only be changed back to their original alignment if they are slain by the Crusader's Blade.
Saturday, January 2, 2016
Your Kung-Fu Could be Better ...
When writing GRIT & VIGOR, I wanted to include some martial arts. You can't very well have manly adventures without a few face kicks and quivering palms. To that end, there is a sub-class of fighter called the boxer which is, essentially, the monk class without the supernatural abilities.
Since the game uses feats, I decided to create several feats to simulate different styles of martial arts. All of them have prerequisites, of course, but could probably be taken by 6th level or so. Here's a little preview of the martial arts master feats. You might find them handy in your game if it uses feats or something similar, or perhaps you could adapt them as special abilities for a martial artist class in your game.
Aikido Master
Prerequisites: Int 13+, Pugilist (or Boxer), Dodge, Expertise
An aikido master can sacrifice his own attacks against a grappled opponent to lock them into combat. Each round, the aikido master makes an attack roll, noting the total. To break the lock, the aikido master’s opponent must make an attack roll with a result higher than the aikido master’s Armor Class and higher than the aikido master’s attack roll. If he fails, he may not move or attack anyone else. If he succeeds, he may either count the attack towards the aikido master and deal damage as normal, or instead move or attack another.
Bagyazhang Master
Prerequisites: Con 13+, Pugilist (or Boxer Class), Great Fortitude, Iron Will
The baguazhang master adds his Constitution bonus to his Armor Class and to Reflex saving throws. This is in addition to his Dexterity modifier, not in place of it.
Bartitsu Master
Prerequisites: 13+, Pugilist (or Boxer), Dodge, Look Smart
When the bartitsu master gets his opponent into a grapple, the opponent must pass an Endure task check each round the grapple is maintained or succumb to pain and fall unconscious for 1d4 rounds.
Capoeira Master
Prerequisites: Dex 13+, Pugilist (or Boxer Class), Brawler, Lightning Reflexes
When fighting three or more opponents, a capoeira master may make one free trip attack per round, in addition to his normal attack, against one of those opponents.
Jujutsu Master
Prerequisites: Int 13+, Pugilist (or Boxer), Expertise, Trip
When using the throw or trip combat maneuvers, a jujutsu master adds his opponent’s strength bonus to his own strength bonus when rolling his attack roll.
Karate Master
Prerequisites: Str 13+, Pugilist (or Boxer Class), Cleave, Power Attack
Karate masters deal triple damage with critical hits when making an unarmed attack. Items rolling a saving throw to avoid being destroyed by a karate master do so at a -2 penalty.
Savate Master
Prerequisites: Str 13+, Pugilist (or Boxer Class), Brawler, Power Attack
When a savate master makes a successful unarmed attack against an opponent and rolls a critical hit, the opponent is stunned for one round or knocked prone (player’s choice) in addition to suffering damage.
Taekwondo Master
Prerequisites: Attack bonus +2 or higher, Pugilist (or Boxer Class), Flying Kick
You can make an unarmed attack against an opponent that is behind you at no penalty, or strike two flanking opponents by rolling an attack against each and splitting your attack bonus between them.
T’ai Chi Ch’uan Master
Prerequisites: Dex 13+, Pugilist (or Boxer), Dodge, Iron Will
When a t’ai chi ch’uan master is attacked in combat and missed, he may force his opponent to pass a Reflex saving throw or be grappled, or a Fortitude saving throw or be pushed back 5 feet.
Wing Chun Master
Prerequisites: Dex 13+, Pugilist (or Boxer Class), Dodge, Great Fortitude
Wing chun masters may re-roll failed saving throws made to resist combat maneuvers.
Xing Yi Quan Master
Prerequisites: Str 13+, Pugilist (or Boxer Class), Look Smart, Power Attack
When a xing yi quan master uses his power attack feat against an opponent at +3 to damage and -3 to hit and successfully attacks, he stuns his opponent for 1 round.
Since the game uses feats, I decided to create several feats to simulate different styles of martial arts. All of them have prerequisites, of course, but could probably be taken by 6th level or so. Here's a little preview of the martial arts master feats. You might find them handy in your game if it uses feats or something similar, or perhaps you could adapt them as special abilities for a martial artist class in your game.
Aikido Master
Prerequisites: Int 13+, Pugilist (or Boxer), Dodge, Expertise
An aikido master can sacrifice his own attacks against a grappled opponent to lock them into combat. Each round, the aikido master makes an attack roll, noting the total. To break the lock, the aikido master’s opponent must make an attack roll with a result higher than the aikido master’s Armor Class and higher than the aikido master’s attack roll. If he fails, he may not move or attack anyone else. If he succeeds, he may either count the attack towards the aikido master and deal damage as normal, or instead move or attack another.
Bagyazhang Master
Prerequisites: Con 13+, Pugilist (or Boxer Class), Great Fortitude, Iron Will
The baguazhang master adds his Constitution bonus to his Armor Class and to Reflex saving throws. This is in addition to his Dexterity modifier, not in place of it.
Bartitsu Master
Prerequisites: 13+, Pugilist (or Boxer), Dodge, Look Smart
When the bartitsu master gets his opponent into a grapple, the opponent must pass an Endure task check each round the grapple is maintained or succumb to pain and fall unconscious for 1d4 rounds.
Capoeira Master
Prerequisites: Dex 13+, Pugilist (or Boxer Class), Brawler, Lightning Reflexes
When fighting three or more opponents, a capoeira master may make one free trip attack per round, in addition to his normal attack, against one of those opponents.
Jujutsu Master
Prerequisites: Int 13+, Pugilist (or Boxer), Expertise, Trip
When using the throw or trip combat maneuvers, a jujutsu master adds his opponent’s strength bonus to his own strength bonus when rolling his attack roll.
Karate Master
Prerequisites: Str 13+, Pugilist (or Boxer Class), Cleave, Power Attack
Karate masters deal triple damage with critical hits when making an unarmed attack. Items rolling a saving throw to avoid being destroyed by a karate master do so at a -2 penalty.
Savate Master
Prerequisites: Str 13+, Pugilist (or Boxer Class), Brawler, Power Attack
When a savate master makes a successful unarmed attack against an opponent and rolls a critical hit, the opponent is stunned for one round or knocked prone (player’s choice) in addition to suffering damage.
Taekwondo Master
Prerequisites: Attack bonus +2 or higher, Pugilist (or Boxer Class), Flying Kick
You can make an unarmed attack against an opponent that is behind you at no penalty, or strike two flanking opponents by rolling an attack against each and splitting your attack bonus between them.
T’ai Chi Ch’uan Master
Prerequisites: Dex 13+, Pugilist (or Boxer), Dodge, Iron Will
When a t’ai chi ch’uan master is attacked in combat and missed, he may force his opponent to pass a Reflex saving throw or be grappled, or a Fortitude saving throw or be pushed back 5 feet.
Wing Chun Master
Prerequisites: Dex 13+, Pugilist (or Boxer Class), Dodge, Great Fortitude
Wing chun masters may re-roll failed saving throws made to resist combat maneuvers.
Xing Yi Quan Master
Prerequisites: Str 13+, Pugilist (or Boxer Class), Look Smart, Power Attack
When a xing yi quan master uses his power attack feat against an opponent at +3 to damage and -3 to hit and successfully attacks, he stuns his opponent for 1 round.