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Seven Sacred Mountains School
by Rich Redman
Editing: JD Wiker
Layout and Typesetting: Marc Schmalz
Seven Sacred Mountains School is a free publication offered in promotion of Martial Arts Mayhem. It details a new martial arts school, its masteries, and its secret techniques.
Martial Arts Mayhem introduces a broad variety of martial arts schools that give characters additional benefits for achieving certain prerequisite feats, skills, or class abilities. "Secret techniques" presented in that book are feats only available to masters of specific schools.
The majority of the schools presented in Martial Arts Mayhem were inspired by real-world styles of martial arts, from archery to tae-kwon doe. This web enhancement presents an entirely new school for use with those rules and the magic FX rules, including new secret techniques for its masters.
Seven Sacred Mountains School
In a world where the devout can accomplish miraculous things through faith alone, martial arts styles incorporating faith-based enhancements will develop. Seven Sacred Mountains School teaches such a style of "divine martial arts." While many enroll in the school, only those capable of casting divine spells achieve mastery and learn the schools secrets.
1st Degree MasterySeven Sacred Mountains
Prerequisites: Dex 13, Wis 15, Defensive Martial Arts, Combat Throw, Concentration 6 ranks, Knowledge (theology and philosophy) 6 ranks, Spellcraft 4 ranks, ability to cast 1st-level divine spells, ability to turn or rebuke undead.
Benefit: You may choose to turn (or rebuke) undead as a full-round action that provokes an attack of opportunity. During that round, you perform a series of movements designed to focus your will, so you cannot use this ability if entangled, grappled, pinned, or otherwise prevented from moving freely. If you suffer an attack of opportunity, you must make a Concentration check (see Concentration in Chapter Two: Skills of the d20 Modern Roleplaying Game). If you succeed, then you gain a +2 bonus to both your turning check and your turning damage. If you fail, your attempt to turn (or rebuke) also fails. These bonuses last a number of rounds equal to your Charisma bonus (minimum 1).
Normal: A turn (or rebuke) check is normally an attack action that does not provoke an attack of opportunity.
2nd Degree MasterySeven Sacred Mountains
Prerequisites: 1st Degree Mastery of Seven Sacred Mountains School, Dex 13, Wis 15, Defensive Martial Arts, Combat Throw, Elusive Target, Concentration 8 ranks, Knowledge (theology and philosophy) 8 ranks, Spellcraft 6 ranks, ability to cast 2nd-level divine spells, ability to turn or rebuke undead.
Benefit: You may attempt to turn or rebuke undead two additional times per day. When checking to see if you destroy undead you would normally turn, treat yourself as if you had two more of the appropriate class levels. You gain a +2 bonus on any saving throw to resist energy drain and fear effects. You gain a +2 bonus to melee attack rolls when attempting to deliver a spell with a range of touch.
Available Secret Technique: Divine Armor
3rd Degree MasterySeven Sacred Mountains
Prerequisites: 2nd Degree Mastery of Seven Sacred Mountains School, Dex 13, Wis 15, base attack bonus +6, Defensive Martial Arts, Dodge, Unbalance Opponent, Concentration 10 ranks, Knowledge (theology and philosophy) 10 ranks, Spellcraft 8 ranks, ability to cast 3rd-level divine spells, ability to turn or rebuke undead.
Benefit: You may attempt to turn of rebuke undead two additional times per day.
Your bonus to saving throws to resist energy drain and fear effects increases to +3. Your bonus to melee attack rolls increases to +3 when attempting to deliver a spell with a range of touch.
Available Secret Technique: Purifying Touch
Secret Techniques
Secret techniques, as mentioned, are feats. Characters that meet the prerequisites (always some degree of mastery in a particular school) may learn a secret technique instead of learning some other feat.
Divine Armor
Your faith protects you in combat.
Prerequisite: Second Degree Mastery of Seven Sacred Mountains School
Benefit: As a move action, you may voluntarily lose a divine spell to gain a dodge bonus to Defense equal to twice the spells level. A condition that makes you lose your Dexterity bonus to Defense also makes you lose dodge bonuses. Also, dodge bonuses, stack with each other, unlike most other types of bonuses. This dodge bonus lasts a number of rounds equal to your Wisdom bonus.
Purifying Touch
Your faith is so strong that your touch drives out forces of opposing allegiances.
Prerequisite: Third Degree Mastery of Seven Sacred Mountains School
Benefit: Your unarmed strikes deal lethal or nonlethal damage (your choice) equal to 1d6 plus your Strength modifier. Your unarmed attacks provoke attacks of opportunity normally and you cannot use this technique to make unarmed attacks of opportunity.
As a move action, you may voluntarily lose a divine spell to increase the damage of your next unarmed strike. You gain a bonus to damage equal to the spells level unless your targets allegiance is the opposite of yours (for example, if you have an allegiance to good and your opponent has an allegiance to evil, or if your allegiance is to law and the opponents is to chaos) in which case the bonus is equal to twice the spells level. This bonus lasts until your next unarmed strike. If that strike misses, you still lose the damage bonus. You may choose to "charge" your unarmed strike outside of combat and carry the charge until you need it. If you do, you must make a Concentration check each round (see Concentration in Chapter Two: Skills of the d20 Modern Roleplaying Game). You may maintain the charge a number of rounds equal to your Wisdom bonus (minimum 1). Sacrificing more than one spell has no additional effect.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
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13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
- Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
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- Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
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- Martial Arts Mayhem, Copyright 2003, The Game Mechanics, Inc.; Author: Rich Redman
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- Seven Sacred Mountains School, Copyright 2004, The Game Mechanics, Inc.; Author: Rich Redman
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