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Martial Arts Mayhem Preview

by Rich Redman
Editing: JD Wiker
Layout and Typesetting: Marc Schmalz

This page contains sample material from Martial Arts Mayhem, which started out as a series of free publications on this website. With the release of the Martial Arts Mayhem product PDFs, we've cleaned up the free material to match the final publications.

Introduction

Martial Arts Mayhem is a supplement for the d20 Modern Roleplaying Game by Wizards of the Coast. There are three parts to the supplement.

  1. Schools: Heroes who develop certain skills and learn certain feats may be students of particular martial arts schools. When they meet the requirements of a school, they gain its benefits.
  2. Feats: These new martial arts feats complement those found in the d20 Modern Roleplaying Game. They generally add to class bonus feat lists.
  3. Secret Techniques: These are secret, powerful blows, grips, holds, and other techniques taught only to the most dedicated students. Their prerequisites and restrictions balance them against other feats, and characters learn them just like feats.

Using This Material

Unarmed combat feats like Brawl, Combat Martial arts, and Defensive Martial arts assume that heroes with the feats have some training and experience in hand-to-hand combat.

Heroes who dedicate themselves to a particular style of unarmed fighting are assumed to have joined a school that teaches that style.

 A martial arts school is a collection of abilities derived from feats and skills. The Deft Touch School, for instance, emphasizes knowledge of anatomy and precise strikes to pressure points. This supplement provides example schools while not claiming to duplicate any particular real world martial art.

Martial arts schools are not feats, nor are they prestige classes. When heroes meet the prerequisites for a school, they gain the school's benefit and may use it within the restrictions of the rules. Schools have several degrees of mastery, with more benefits for more dedicated students. Heroes may master as many schools as they wish, provided they meet all the prerequisites for each school.

Rule 0

I wrote the original combat and equipment rules for the d20 Modern Roleplaying Game, and participated in all aspects of its design, development, and testing. I made my best effort to balance the rules in Martial Arts Mayhem between being cool and being reasonable. This material is not official, and GMs may choose to disallow some or all of it.

I. Schools

Heroes who dedicate themselves to a particular style of unarmed fighting are assumed to have joined a school that teaches that style.

Martial arts schools are neither feats nor prestige classes. When heroes meet the prerequisites for a school, they gain the school's benefit and may use it within the restrictions of the rules. Schools have several degrees of mastery, with more benefits for more dedicated students. Heroes may master as many schools as they wish, provided they meet all the prerequisites for each school.

Unless otherwise specified, the abilities granted by mastery of a school are extraordinary abilities.

Note: Prerequisites marked with an asterisk (*) are new feats that appear later in this publication. Detailed descriptions of Secret Techniques appear after the Feats section.

Ballistic Fist

Ballistic Fist is an entirely fictional martial arts style that focuses on firearms similar to the way other styles focus on swords. Students of this school learn to anticipate the movement of opponents and calculate their fields of fire from moment to moment, ensuring that the Ballistic Fist practitioner can emerge from a firefight virtually unscathed.

Through the mastery of Ballistic Fist, the master is able to predict, and even sense, an opponent's next action. This allows him to react accordingly, which in turn decreases the likelihood that he'll be wounded in battle.

Note: When a hero takes a level in Gunslinger, she may choose not to take a class ability and instead take a feat that is a prerequisite for mastery of Ballistic Fist, or a Ballistic Fist secret technique.

1st Degree Mastery--Ballistic Fist

Prerequisites: Dex 13, Int 13, Wis 13, base attack bonus +1, Advanced Firearms Proficiency, Burst Fire, Combat Expertise, Combat Martial Arts, Dodge, Double Tap, Improved Initiative, Personal Firearms Proficiency, Point Blank Shot, Quick Draw, Knowledge (tactics) 6 ranks, Sleight of Hand 6 ranks, Tumble 6 ranks, Close Combat Shot class ability, Evasion class ability, Uncanny Dodge class ability, Weapon Focus class ability.

Benefit: You gain a +2 bonus to initiative, but you must draw the firearm with which you have Weapon Focus and attack an opponent with it in the first round of combat. Otherwise, you move to the end of the initiative order for the rest of the encounter. (You can, as always, change your place in the initiative order by delaying or readying.)

When you use the firearm you selected for your Weapon Focus ability, the threat range for that weapon increases by one. For example, a Colt M1911 normally threatens a critical only on a natural 20. In the hands of a 1st Degree Master of Ballistic Fist who selected the M1911 for his Weapon Focus ability, the threat range increases to 19-20.

You gain a +2 bonus on all attack rolls and a +2 bonus on all damage rolls when either pistol whipping or using a rifle butt in melee.

2nd Degree Mastery--Ballistic Fist

Prerequisites: 1st Degree Mastery of Ballistic Fist, Dex 13, Int 13, Wis 13, base attack bonus +1, Advanced Firearms Proficiency, Burst Fire, Combat Expertise, Combat Martial Arts, Dodge, Double Tap, Improved Combat Expertise*, Improved Dodge*, Improved Initiative, Personal Firearms Proficiency, Point Blank Shot, Quick Draw, Knowledge (tactics) 8 ranks, Sleight of Hand 6 ranks, Tumble 6 ranks, Close Combat Shot class ability, Evasion class ability, Uncanny Dodge class ability, Weapon Focus class ability.

Benefit: If you draw the firearm with which you have Weapon Focus and attack with it in combat, treat the opponent you attack as if he or she was flat-footed, regardless of whether or not that opponent has acted already in this combat encounter.

If either pistol whipping or using a rifle butt in melee, you gain the benefits of any unarmed combat feats and you add the weapon damage to your unarmed strike. For example, a hero with Combat Martial arts and 2nd Degree Mastery of Ballistic Fist who pistol whips an opponent does 2d4 points of damage plus Strength modifier, and chooses whether that damage is lethal or nonlethal. A hero with Advanced Combat Martial arts, Combat Martial arts, Improved Combat Martial arts, and 2nd Degree Mastery of Ballistic Fist who uses a rifle butt does 2d4 points of damage plus Strength modifier, chooses whether the damage is lethal or nonlethal, threatens a critical on a 19-20, and has a critical multiplier of ×3.

Available Secret Technique: Tactical Training.

3rd Degree Mastery--Ballistic Fist

Prerequisites: 2nd Degree Mastery of Ballistic Fist, Dex 13, Int 13, Wis 13, base attack bonus +1, Advanced Firearms Proficiency, Burst Fire, Combat Expertise, Combat Martial arts, Dodge, Double Tap, Greater Dodge*, Improved Combat Expertise*, Improved Dodge*, Improved Initiative, Personal Firearms Proficiency, Point Blank Shot, Quick Draw, Knowledge (tactics) 10 ranks, Sleight of Hand 6 ranks, Tumble 6 ranks, Close Combat Shot class ability, Evasion class ability, Uncanny Dodge class ability, Weapon Focus class ability.

Benefit: You gain the benefit of Supreme Dodge (see Chapter Three: Feats in this book).

You gain a +2 bonus on attack rolls and damage rolls with the firearm selected for your Weapon Focus ability. This bonus stacks with the previous bonus from Weapon Focus and with the bonus from Greater Weapon Focus (also a class feature of the Gunslinger advanced class) if the hero also possesses that ability.

When you use the firearm you selected for your Weapon Focus ability, the threat range for that weapon increases by one. This increases stacks with the increase from 1st Degree Mastery. For example, a Colt M1911 normally threatens a critical only on a natural 20. In the hands of a 3rd Degree Master of Ballistic Fist who selected the M1911 for his Weapon Focus ability, the threat range increases to 18-20.

Available Secret Technique: Combat Analysis.

The Deft Touch School

The Deft Touch School developed in countries with detailed medical systems, such as the Vedic knowledge of India and the Taoist medicine of China. Many of the masters of this and similar schools are doctors of traditional medicine. They expect their students to learn their traditional medical knowledge and techniques in order to treat the training injuries of junior students.

Deft Touch combat techniques use precise fingertip strikes to specific pressure points and nerve clusters. It is a gentle-looking art that relies on education and accuracy rather than brute strength.

1st Degree Mastery--Deft Touch

Prerequisites: Dex 13, Wis 13, base attack bonus +4, Defensive Martial Arts, Stunning Fist*, Medical Expert, Craft (Pharmaceutical) 8 ranks, Treat Injury 8 ranks.

Benefits: You may make three additional stunning attacks per day.

2nd Degree Mastery--Deft Touch

Prerequisites: 1st Degree Mastery of Deft Touch, Dex 17, Wis 15, base attack bonus +8, Nauseating Punch*, Blinding Punch*, Craft (Pharmaceutical) 10 ranks, Treat Injury 10 ranks.

Benefits: You may use Stunning Fist, Nauseating Punch, and Blinding Punch on a number of additional creature types equal to your Intelligence modifier (minimum 0). You must choose which additional types when you attain 2nd Degree Mastery of Deft Touch. If your Intelligence modifier decreases, you lose creature types of your choice until your Intelligence recovers. If your Intelligence modifier permanently increases (for example, because you gain levels and increase your Intelligence ability score), you must choose additional creature types when the increase occurs. This benefit applies to Paralyzing Strike when you learn it; and to the 3rd Degree Mastery benefit when you gain it.

Constructs, elementals, oozes, plants, and undead cannot be chosen as additional creature types. Available Secret Technique: Reincarnated Crane.

3rd Degree Mastery--Deft Touch

Prerequisites: 2nd Degree Mastery of Deft Touch, base attack bonus +10, Paralyzing Strike*, Surgery, Craft (Pharmaceutical) 12 ranks, Treat Injury 12 ranks.

Benefits: You may make an unarmed melee attack to do 1d4 points of temporary Strength damage to your opponent for every 4 character levels you have (maximum 5d4). This counts as one of your stunning attacks. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. Creatures that are immune to stunning attacks are also immune to this ability, as are any creatures that are more than one size category larger than the feat user.

Available Secret Technique: Sleeping Immortal.

The Drunken Fighting School

A great deal of folklore surrounds the origin of the Drunken Fighting School. One story tells of a monk who observed constables attempting to arrest a drunkard. He was so loose and relaxed they had difficulty keeping a hold on him, and no matter how often or hard the drunkard fell, he never injured himself. Another story suggests the monk and the drunkard were the same person, but that may be sour grapes from those defeated by Drunken Fighters.

Drunken Fighting emphasizes surprise and deception, constantly falling and rolling so that the opponent never knows when the Drunken Fighter is balanced well enough to attack. It requires intense leg conditioning to perform the ground and close-to-the-ground techniques. Students learn how to fall on most surfaces without harming themselves, and how to use whatever implements are available as weapons. The Chinese art of choi li fut is an example of this school.

1st Degree Mastery--Drunken Fighting

Prerequisites: Dex 13, Int 13, base attack bonus +4, Acrobatic, Combat Expertise, Combat Martial Arts, Deceptive, Dodge, Drunken Stance*, Balance 4 ranks, Bluff 4 ranks, Tumble 4 ranks.

Benefits: As a move action, you may make a Bluff check to feint in combat (see the d20 Modern Roleplaying Game, Chapter Two: Skills, Bluff) or as part of the Drunken Stance feat. (Normally, using Bluff to feint in combat is an attack action.)

2nd Degree Mastery--Drunken Fighting

Prerequisites: 1st Degree Mastery of Drunken Fighting, Dex 13, Int 13, base attack bonus +6, Acrobatic, Combat Martial Arts, Deceptive, Dodge, Mobility, Drunken Stance*, Balance 6 ranks, Bluff 6 ranks, Tumble 6 ranks.

Benefits: As an attack action, you may make a Bluff check (see the d20 Modern Roleplaying Game, Chapter Two: Skills, Bluff). Instead of using the result of your check as a feint, use it as your Defense until your next action. You may not take 10 or 20 with this check.

Available Secret Technique: Unicorn Steps.

3rd Degree Mastery--Drunken Fighting

Prerequisites: 2nd Degree Mastery of Drunken Fighting, Dex 13, Int 13, base attack bonus +8, Acrobatic, Combat Martial Arts, Deceptive, Dodge, Improvised Weapon Proficiency*, Mobility, Redirect Attack*, Drunken Stance*, Balance 8 ranks, Bluff 8 ranks, Tumble 8 ranks.

Benefits: You gain a +10 competence bonus to Balance and Tumble checks. Available Secret Technique: Eight Drunken Immortals.

The Northern Leg School

Folklore has it that the Northern Leg School developed on open, undulating plains where the people were accustomed to walking and riding horses over great distances. Their strong legs became their main weapons of attack and defense. While obviously not literally true, the story points out the great lower body strength developed by masters of this school.

Northern Leg combat techniques involve constant movement, often leaping vertically or horizontally. They combine low and high kicks, and depend on an excellent sense of balance. Northern Leg does teach punches and arm blocks, but emphasizes the use of the legs. Numerous styles of kung fu and karate exemplify Northern Leg, and even the French art of savate can be modeled using Northern Leg.

1st Degree Mastery--Northern Leg

Prerequisites: Str 13, Dex 13, base attack bonus +2, Acrobatic, Combat Martial Arts, Crane Kick*, Power Attack, Balance 6 ranks, Jump 6 ranks, Tumble 6 ranks.

Benefits: You gain a +10 competence bonus on your Balance and Jump checks.

2nd Degree Mastery--Northern Leg

Prerequisites: 1st Degree Mastery of Northern Leg, Str 13, Dex 13, base attack bonus +4, Acrobatic, Combat Martial Arts, Crane Kick*, Improved Combat Martial Arts, No-Shadow Kick*, Power Attack, Balance 8 ranks, Jump 8 ranks, Tumble 8 ranks.

Benefits: Designate an opponent against which you could make a charge attack. Make a normal Jump check. If the result indicates you could jump to the designated opponent, you can make a normal charge attack against that opponent as part of the same action. If your charge attack is successful, you inflict normal damage, plus your Strength modifier multiplied by 2. If the Jump check fails, you cannot charge that opponent nor can you make any other attack on your action.

Normal: Because charge attacks are normally full round actions, you cannot make both a charge attack and a Jump check in the same action.

Available Secret Techniques: Light Body I.

3rd Degree Mastery--Northern Leg

Prerequisites: 2nd Degree Mastery of Northern Leg, Str 13, Dex 13, base attack bonus +8, Acrobatic, Advanced Combat Martial Arts, Combat Martial Arts, Crane Kick*, Endurance, Improved Combat Martial Arts, No-Shadow Kick*, Power Attack, Run, Balance 8 ranks, Jump 8 ranks, Tumble 8 ranks.

Benefit: When you make a successful charge attack, you do +1 point of damage per 5-feet of your charge, up to a maximum of +8 points of damage.

Available Secret Techniques: Light Body II.

Professional Wrestling

A uniquely Western form of combat entertainment particularly popular in both the United States and Mexico, professional wrestling relies on a combination of acting, raw charisma, and brute athleticism. Professional wrestling has its roots in Greco-Roman wrestling, with the addition of acrobatics, aerial maneuvers, and improvised weapons.

Professional Wrestling combat techniques vary sharply from those used for entertainment. The emphasis is on grappling and pinning, overpowering the opponent with raw physical power and using anything at hand to inflict lethal damage.

1st Degree Mastery--Professional Wrestling

Prerequisites: Str 17, Cha 15, base attack bonus +4, Brawl, Improved Damage Threshold, Improved Grapple*, Mat

Techniques*, Streetfighting, Intimidate 4 ranks, Perform (Act) 4 ranks, Second Wind class ability. Benefits: You suffer a -2 penalty when using improvised weapons, instead of the normal -4 penalty.

2nd Degree Mastery--Professional Wrestling

Prerequisites: 1st Degree Mastery of Professional Wrestling, Str 17, Cha 15, base attack bonus +6, Brawl, Frightful Presence, Improved Damage Threshold, Improved Feint, Improved Grapple*, Mat Techniques*, Renown, Streetfighting, Second Wind class ability, Intimidate 6 ranks, Perform (Act) 6 ranks.

Benefits: Designate an opponent. If you can make a charge attack against this opponent, make a normal Jump check as part of a charge. If the result indicates you could jump to the designated opponent, you can make a grapple check against that opponent as part of the charge. If your grapple check succeeds, both you and your opponent are prone. If your grapple check fails, you are prone and your opponent is not. If the Jump check fails, you cannot charge that opponent, nor can you make any other attack on your action.

Normal: Charge attacks are normally full round actions, so you could not make both a charge attack and a Jump check in the same action. Charge attacks end with melee attacks rather than grapple checks.

Available Secret Techniques: Irish Whip.

3rd Degree Mastery--Professional Wrestling

Prerequisites: 2nd Degree Mastery of Professional Wrestling, Str 17, Cha 15, base attack bonus +8, Advanced Grapple, Brawl, Defensive Martial Arts, Combat Throw, Frightful Presence, Improved Combat Throw, Improved Damage Threshold, Improved Feint, Improved Grapple, Mat Techniques*, Power Attack, Renown, Streetfighting, Intimidate 8 ranks, Perform (Act) 8 ranks, Second Wind class ability.

Benefits: You can climb any object up to five feet high (for example, a corner stanchion of a wrestling ring, a dumpster, or part way up a ladder) as a free action if you start your action next to the object. It costs you no movement to do so. Any attack you make on an opponent below you receives a +4 circumstance bonus on your attack roll and a +2 bonus on your damage roll.

Normal: A height advantage normally grants you a +2 bonus on your attack rolls. Available Secret Techniques: Top Rope.

The School of the Dance

The Dance involves constant movement. "Dancers" move back and forth, shifting their weight and constantly moving their feet. Their hands make graceful, flickering gestures. They fight well standing or prone, and more advanced practitioners can fight as easily standing on their hands as on their feet!

Rhythm is at the heart of the Dance. All dancers learn to perform traditional instruments associated with their art. The music calls dancers to perform acrobatic feats and to remind them of their art's traditions and history. The Dance is one way to model the Brazilian martial art of capoiera.

Making maximum use of available weapons is also part of the Dance. Various schools emphasize different weapons. The example used here is the straight razor.

Special: Dancers cannot wear armor heavier than light armor, or they lose any benefits from this school.

1st-Degree Mastery--School of the Dance

Prerequisites: Base attack bonus +3, Acrobatic, Combat Martial Arts, Defensive Martial Arts, Dodge, Perform 4 ranks (must be with percussion instruments, string instruments, or wind instruments), Tumble 7 ranks, Evasion class ability.

Benefits: You receive Exotic Melee Weapon Proficiency: Straight Razor as a bonus feat. You also gain a +4 competence bonus on Balance, Jump, and Tumble checks. You no longer suffer a -4 penalty to Defense against melee attacks for being prone.

2nd-Degree Mastery--School of the Dance

Prerequisites: 1st Degree Mastery of the Dance, base attack bonus +4, Acrobatic, Combat Martial Arts, Defensive Martial Arts, Dodge, Improved Combat Martial Arts, Mobility, Perform 4 ranks (must be with percussion instruments, string instruments, or wind instruments), Tumble 9 ranks, Evasion class ability, Uncanny Dodge I class ability, and Uncanny Dodge II class ability.

Benefits: Before attacking your opponent, make a Tumble check opposed by your opponent's Sense Motive check. This is a move action. Whether you succeed or fail you move to any unoccupied space around your opponent from which you can still make melee attacks against that opponent. If your Tumble check succeeds, your opponent loses any Dexterity bonus to his Defense against your attacks. This benefit only lasts until just before your next action.

You also gain Weapon Focus: Straight Razor as a bonus feat. Available Secret Techniques: Steps.

3rd-Degree Mastery--School of the Dance

Prerequisites: 2nd Degree Mastery of the Dance, Base attack bonus +8, Acrobatic, Advanced Combat Martial Arts, Combat Martial Arts, Defensive Martial Arts, Dodge, Improved Combat Martial Arts, Mobility, Perform 4 ranks (must be with percussion instruments, string instruments, or wind instruments), Tumble 11 ranks, Defensive Roll class ability, Evasion class ability, Opportunist class ability, Uncanny Dodge I class ability, and Uncanny Dodge II class ability.

Benefits: You gain Weapon Specialization: Straight Razor. You get a +2 bonus on damage rolls with straight razors. Your competence bonus to Jump and Tumble checks increases to +10. You retain your Dexterity bonus to Defense when grappling.

Available Secret Techniques: Sweeps.

The Southern Fist School

The Southern Fist School teaches that it developed in terrain crosscut by a huge network of waterways, along which the people traditionally lived. Rowing and poling themselves from place to place, they developed great strength in the arms and thus used the fist as their main martial weapon. While this is obviously not literally true, it demonstrates the great upper body strength developed by masters of this school.

Southern Fist combat techniques vary from short punches to sweeping blows and circular blocks. They rely on circular hip movements to develop power for the blows and to evade incoming attacks. Southern Fist does teach kicks and leg blocks, but emphasizes the use of hands and arms. Numerous styles of kung fu and karate can be modeled using Southern Fist, as can Indonesian martial arts like pentjak silat.

1st Degree Mastery--Southern Fist

Prerequisites: Str 13, Dex 13, Wis 13, base attack bonus +3, Alertness, Combat martial Arts, Combat Reflexes, Genshin Awareness*.

Benefits: You may double your Strength bonus to damage (if any) with an unarmed attack. You must declare the use of this technique before making your attack roll (thus a missed attack roll is a failed attempt). You may do this a number of times per day equal to your character level divided by four (rounded down).

2nd Degree Mastery--Southern Fist

Prerequisites: 1st Degree Mastery of Southern Fist, Str 13, Dex 13, Wis 13, base attack bonus +4, Alertness, Combat Martial Arts, Combat Reflexes, Genshin Awareness*, Hands without Shadow*, Improved Combat Martial Arts.

Benefits: If an opponent makes a melee or melee touch attack against you while you are fighting defensively or using the total defense action, you can immediately make an unarmed melee attack against that opponent. Both attacks occur simultaneously so you and the opponent both suffer damage and any other effects. You gain no benefit against an opponent that does not attack you. This counts against your total number of attacks of opportunity for the round, and you cannot use this technique if you cannot make an attack of opportunity (for example, you have used all your available attacks of opportunity or you are flat-footed).

Available Secret Techniques: Hammer Fist.

3rd Degree Mastery--Southern Fist

Prerequisites: 2nd Degree Mastery of Southern Fist, Str 13, Dex 13, Wis 13, base attack bonus +9, Advanced Combat Martial Arts, Agile Riposte, Alertness, Combat Martial Arts, Combat Reflexes, Dodge, Genshin Awareness*, Hands without Shadow*, Improved Combat Martial Arts.

Benefits: When you attack an opponent's melee weapon or firearm you ignore its hardness. You may do this a number of times per day equal to your character level divided by four (rounded down).

Available Secret Techniques: Crane Fist.

The Sticky Hands School

The Sticky Hands School was developed by female monks. It emphasizes staying close to an opponent, keeping one hand on the opponent at all times to control the opponent's movement. The strikes are designed to redirect the opponent's force, unbalancing or knocking down the opponent.

Sticky Hands combat techniques combine short punches, low kicks, and circular blocks. They use subtle hip movements to develop attacking power and to redirect the opponent's attacks. The Chinese arts of tai chi and wing chung can both be modeled with the Sticky Hands School.

1st Degree Mastery--Sticky Hands

Prerequisites: Int 13, base attack bonus +4, Combat Expertise, Combat Martial Arts, Improved Combat Martial Arts, Defensive Martial Arts, Three-Conflicts Stance*, Unbalance Opponent.

Benefits: Double your Strength bonus on opposed Strength checks to resist bull rush attacks, grapple checks, pin attempts, and swallow attacks.

2nd Degree Mastery--Sticky Hands

Prerequisites: 1st Degree Mastery of Sticky Hands, Int 13, base attack bonus +6, Combat Exper tise, Combat Martial Arts, Defensive Martial Arts, Improved Combat Martial Arts, Improved Disarm, Improved Trip, Three-Conflicts Stance*, Unbalance Opponent.

Benefits: As a free action, you may make a grapple attempt against an opponent no more than one size category larger than you. If you succeed, you may interpose the grabbed opponent between you and any incoming attacks during the subsequent round. The interposed character counts as three-quarters cover. An attack that misses you because it hits the cover damages the grabbed character (See Striking the Cover Instead of a Missed Target in Chapter Five: Combat in the d20 Modern Roleplaying Game.). If you have cover from more than one source, the GM decides which cover the incoming attack hits. An opponent grabbed by a hero with 2nd Degree Mastery of Sticky Hands can attempt to break free as if escaping from a grapple.

You may only do this once per round. This counts as one of your attacks of opportunity for the round, and you cannot use this technique if you cannot make an attack of opportunity (for example, you have used all your available attacks of opportunity or you are flat-footed). On following rounds, you may attempt to pin the grappled opponent as a free action. If you succeed, you may continue using the opponent as a shield. If you fail, the opponent is no longer grappled.

Available Secret Techniques: Thousand-League Eye.

3rd Degree Mastery--Sticky Hands

Prerequisites: 2nd Degree Mastery of Sticky Hands, Str 15, Int 13, base attack bonus +8, Advanced Combat Martial Arts, Combat Expertise, Combat Martial Arts, Combat Throw, Defensive Martial Arts, Improved Combat Martial Arts, Improved Combat Throw, Improved Disarm, Improved Trip, Three-Conflicts Stance*, Unbalance Opponent.

Benefits: When an opponent makes a move action that grants you an attack of opportunity (including attacks of opportunity granted by Three-Conflicts Stance) or tries to withdraw (which would not normally grant you attacks of opportunity), you may attempt to prevent the move action before it actually occurs by making an unarmed attack. If you succeed, you deal damage normally and the opponent must succeed at a Reflex save (DC 10 + half your character levels + your Strength modifier) or be unable to move into or out of the area you threaten. This prevents a foe from either closing or fleeing. This counts as one of your attacks of opportunity for the round, and you cannot use this technique if you cannot make an attack of oppor tunity (for example, you have used all your available attacks of opportunity or you are flat-footed).

Available Secret Techniques: Repulse the Monkey.

II. Feats

Brawl, Combat Martial Arts, and Defensive Martial Arts are good general feats, and are the building blocks for the material in this chapter. They lack detail, however. The feats provided below add detail and support the schools described above.

Acquiring Martial Arts Feats

Your heroes take these feats just as they would any others. When a feat adds to a class bonus feat list, we noted that in the feat description and on the table at the end. A GM who wishes to de-emphasize martial arts in his or her campaign may remove some or all of them from class bonus feat lists. A GM who wishes to emphasize martial arts in his or her campaign may add more of them to more class bonus feat lists!

Feats

Below is the full description for each of the new Feats included in the Schools section.

Blinding Punch

You have mastered striking the vital points that blind a humanoid opponent. Prerequisites: Dex 13, Wis 13, base attack bonus +8, Defensive Martial Arts, Stunning Fist*, Nauseating Punch*.

Benefit: Against a humanoid opponent, you can use one of your stunning attempts (see Stunning Fist) to make an unarmed attack that has a chance of blinding your target. If your attack is successful, your target must attempt a Fortitude saving throw (DC 10 + 1/2 your character level + your Wisdom bonus). If the target fails this saving throw he is blinded, rather than stunned, for 1 round per character level you possess. (See the d20 Modern Roleplaying Game, Chapter 5, Character Condition Summary for the consequences of being blinded.)

Creatures that are immune to stunning attacks are also immune to this feat, as are any creatures that are more than one size category larger than the feat user.

Bonus feat: Blinding Punch is a bonus feat for the Fast hero and Martial Artist classes.

Crane Kick

You kick multiple opponents with the same attack action. Prerequisites: Str 13, Dex 13, base attack bonus +2, Combat Martial Arts, Power Attack.

Benefit: As a full attack, you may make a single unarmed melee attack after a successful melee attack. This second attack must be against a different opponent within the area you threaten. The second attack uses the same attack bonus as the successful melee attack.

Bonus feat: Crane Kick is a bonus feat for the Strong hero and Martial Artist classes.

Drunken Stance

You train in deceptive techniques that fool your opponent into thinking you are off-balance, unprepared, or unaware of his presence.

Prerequisites: Base attack bonus +2, Combat Martial Arts, Deceptive, Bluff 4 ranks.

Benefit: If you make a successful Bluff check against your opponent, you may make an unarmed attack of opportunity against him the next time he makes a melee attack against you. The Bluff check is an attack action that does not provoke an attack of opportunity, and only works against opponents with Intelligence of 3 or higher. The target of your attack of opportunity loses any Dexterity bonus to Defense against your attack of opportunity.

You may also attempt to use this feat with any Tiny or Small melee weapon with which you are proficient, but you incur a -2 penalty to your Bluff check for a Tiny weapon, and a -6 penalty for a Small weapon.

Using this feat counts as making an attack of opportunity. This feat does not grant you more attacks of opportunity than you are normally allowed in a round.

Bonus feat: Drunken Stance is a bonus feat for the Charismatic hero and Martial Artist classes.

Genshin Awareness

Your superior awareness and compassion help you read the intentions of others and negate the effects of flanking.

Prerequisites: Wis 13, base attack bonus +3, Alertness, Combat Martial Arts, Combat Reflexes.

Benefit: Attackers do not gain the usual +2 attack bonus when flanking you. This feat grants no effect whenever you are without your Dexterity bonus to Defense, such as when you are flat-footed.

Normal: When you are flanked, the flanking opponents receive a +2 attack roll bonus against you.

Bonus feat: Genshin Awareness is a bonus feat for the Dedicated hero and Martial Artist classes.

Greater Dodge

Your skill at dodging attacks is preternatural.

Prerequisites: Dexterity 13, Dodge, Improved Dodge*.

Benefit: Your skill with the Dodge feat improves such that you now receive a +3 dodge bonus to Defense against subsequent attacks from your chosen opponent.

Special: 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.

Bonus feat: Greater Dodge is a bonus feat for the Fast Hero and the Martial Artist advanced class.

Hands without Shadow

You throw a series of blindingly fast blows.

Prerequisites: Dex 15, base attack bonus +4, Combat Martial Arts, Improved Combat Martial Arts.

Benefit: When you make a full attack action, you can make two additional unarmed attacks in a round at your highest base attack. All attacks made this round suffer a -5 attack penalty.

Bonus feat: Hands without Shadow is a bonus feat for the Strong hero and Martial Artist classes.

Improved Combat Expertise

You have mastered the art of defense in combat

Prerequisites: Int 13, base attack bonus +6, Combat Expertise.

Benefit: When you use the attack action or the full attack action in melee, you may take a penalty of up to your base attack bonus on your attack roll and add the same number to your Defense. The changes to attack rolls and Defense last until your next action. The bonus to your Defense is a dodge bonus (and as such it stacks with other dodge bonuses you may have).

Normal: Without this feat the maximum bonus to your Defense from Combat Expertise is +5.

Bonus feat: Improved Combat Expertise is a bonus feat for the Fast Hero, the Smart Hero, and the Martial Artist advanced class.

Improved Dodge

You excel at dodging attacks.

Prerequisites: Dexterity 13, Dodge.

Benefit: Your skill with the Dodge feat improves such that you now receive a +2 dodge bonus to Defense against subsequent attacks from your chosen opponent.

Special: 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.

Bonus feat: Improved Dodge is a bonus feat for the Fast Hero and the Martial Artist advanced class.

Improvised Weapon Proficiency

You can use furniture, farm implements, or nearly anything else at hand to attack your foes.

Prerequisites: Base attack bonus +8.

Benefit: You can use an improvised weapon with no penalty to your attack roll. Long items (such as ladders) have reach according to their length, and items with many protrusions (such as chairs) give you a +2 equipment bonus on Disarm attempts. (See the d20 Modern Roleplaying Game, Chapter Four, Improvised Weapons for examples and damage.) Note that this only applies to improvised weapons; you still suffer a -4 penalty on your attack roll when attacking with a weapon with which you are not proficient.

Normal: Characters without this feat suffer a -4 penalty on their attack roll when attacking with improvised weapons.

Bonus feat: Improvised Weapon Proficiency is a bonus feat for the Martial Artist class.

Know Your Enemy

By studying a certain fighting style, you are better able to combat it. Prerequisite: Knowledge (history) 2 ranks, Knowledge (tactics) 2 ranks.

Benefit: When you take this feat, choose a specific martial arts school. When fighting a master of that school, you gain a +2 competence bonus to attack, damage, or defense. Only one of these categories gains the bonus, but you may change categories from round to round.

Special: You may take this feat multiple times. Each time you must apply it to a different martial arts school.

Mat Techniques

You attack from a prone position without penalty.

Prerequisites: Base attack bonus +2, Brawl.

Benefit: You can make a melee attack from the prone position and suffer no penalty on your attack roll. If your attack roll is successful, you may regain your feet immediately as a free action.

Normal: Normally an attacker who is prone takes a -4 penalty on melee attack rolls. He gains a +4 bonus to his Defense against ranged attacks, but takes a -4 penalty to his Defense against melee attacks.

Bonus feat: Mat Techniques is a bonus feat for the Strong hero, Tough hero, and Martial Artist classes.

Nauseating Punch

Your stunning attacks leave your humanoid opponents nauseated. Prerequisites: Dex 13, Wis 13, base attack bonus +6, Defensive Martial Arts, Stunning Fist*.

Benefit: When you make a successful stunning attack (see Stunning Fist), your opponent is nauseated for 1 round following the round in which he is stunned. (See the Character Condition Summary in Chapter Five: Combat, in the d20 Modern Roleplaying Game, for the consequences of being nauseated.)

Creatures that are immune to stunning attacks are also immune to this feat, as are any creatures that are more than one size category larger than the feat user.

Bonus feat: Nauseating Punch is a bonus feat for the Fast hero and Martial Artist classes.

No-Shadow Kick

You can follow up on a particularly powerful unarmed attack with an equally powerful kick.

Prerequisites: Str 13, base attack bonus +4, Power Attack, Combat Martial Arts, Improved Combat Martial Arts.

Benefit: If your unarmed attack successfully scores a critical hit, you can immediately make an additional unarmed attack against the same opponent at the same base attack bonus as the attack that scored the critical hit. Scoring a critical hit with the unarmed attack generated by this feat does not allow you to use this ability again; but scoring a critical with another unarmed attack during the same round does.

For example, Russell has a base attack bonus of +11/ +6/+1, and scores a critical hit against an ogre with his first attack. He uses this feat to immediately make an additional unarmed attack against the same ogre, again with a +11 base attack bonus. He scores a second critical hit, but it does not trigger the use of this feat. The ogre is weak in the knees but still standing, and Russell continues attacking, now with a +6 base attack bonus. If he were to miraculously score a third critical hit, it would trigger the use of this feat a second time.

Bonus feat: No-Shadow Kick is a bonus feat for the Strong hero and Martial Artist classes.

Paralyzing Strike

You can paralyze a humanoid opponent with a stunning attack.

Prerequisites: Dex 13, Wis 13, base attack bonus +10, Defensive Martial Ar ts, Stunning Fist*, Nauseating Punch*, Blinding Punch*.

Benefit: Against a humanoid opponent, you can use one of your stunning attempts (see Stunning Fist) to make an unarmed attack that deals no damage but has a chance of paralyzing your target, rather than stunning it. If your attack is successful, your target must attempt a Fortitude saving throw (DC 10 + 1/2 your character level + your Wisdom bonus). If the target fails this saving throw, he is paralyzed for 1d4+1 rounds. (See the Character Condition Summary in Chapter Five: Combat, in the d20 Modern Roleplaying Game, for the consequences of being paralyzed.)

Creatures that are immune to stunning attacks are also immune to this feat, as are any creatures that are more than one size category larger than the feat user.

Bonus feat: Paralyzing Strike is a bonus feat for the Fast hero and Martial Artist classes.

Stunning Fist

You have learned blows to vital areas, or atemi, that stun humanoid opponents.

Prerequisites: Dex 13, Wis 13, base attack bonus +4, Defensive Martial Ar ts.

Benefit: Declare that you are using this feat before you make your attack roll (thus a missed attack roll ruins the attempt). Make an unarmed melee attack. A successful attack does damage normally and forces your opponent to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wisdom bonus). If the opponent fails his saving throw, he is stunned for 1 round (until just before your next action). (See the d20 Modern Roleplaying Game, Chapter Five: Combat, Character Condition Summary for the consequences of being stunned.)

You may attempt a stunning attack once per day for every four levels you have attained, and no more than once per round.

Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. Creatures that are immune to stunning attacks are also immune to this feat, as are any creatures that are more than one size category larger than the feat user.

Bonus feat: Stunning Fist is a bonus feat for the Fast hero and Martial Artist classes.

Note: Stunning Fist is adapted from the feat of the same name in the 3rd Edition Player's Handbook.

Three-Conflicts Stance

You train to fight at close range and to resist grapple attacks.

Prerequisites: Base attack bonus +4, Combat Reflexes, Combat Martial Arts, Improved Combat Martial Arts.

Benefit: When an enemy attempts to enter your fighting space, you are entitled to make an attack of opportunity even if the attacking creature has an ability that would ordinarily prevent an attack of opportunity (such as the improved grab ability, Improved Grapple, or Improved Bull Rush).

Using this feat counts as making an attack of opportunity. This feat does not grant you more attacks of opportunity than you are normally allowed in a round.

Bonus feat: Three-Conflicts Stance is a bonus feat for the Fast hero and Martial Artist classes.

III. Secret Techniques

When a member of a martial arts school reaches a certain level of expertise and earns his master's trust, he may learn secret techniques of his school. These techniques are passed down from master to master, taught only to the students most closely approaching their schools' ideals.

Acquiring Secret Techniques

Secret techniques are feats. Heroes may learn a secret technique any time they could learn a feat, provided they are masters of the appropriate school and meet the secret technique's prerequisite.

For example, Eight Drunken Immortals requires a hero to meet all the prerequisites of Third Degree Mastery of the Drunken Fighting School before she can learn it. She can learn Unicorn Steps after gaining Second Degree Mastery, but it is not a prerequisite for Eight Drunken Immortals.

Secret techniques are never on class bonus feat lists.

Unless a hero has some ability that allows her to spend multiple action points in a single round, she cannot combine secret techniques that require the expenditure of more than one action point.

When a technique requires that you spend an action point, do not roll dice for that action point unless the technique calls for it.

Secret Techniques

Below is the full description for each of the secret techniques listed in the Schools section.

Schools by Secret Technique
Secret Technique School Mastery
Combat Analysis Ballistic Fist 3rd Degree
Crane Fist Southern Fist 3rd Degree
Eight Drunken Immortals Drunken Fighting 3rd Degree
Hammer Fist Southern Fist 2nd Degree
Irish Whip Professional Wrestling 2nd Degree
Light Body I Northern Leg 2nd Degree
Light Body II Northern Leg 3rd Degree
Reincarnated Crane Deft Touch 2nd Degree
Repulse the Monkey Sticky Hands 3rd Degree
Sleeping Immortal Deft Touch 3rd Degree
Steps The School of the Dance 3rd Degree
Sweeps The School of the Dance 2nd Degree
Tactical Training Ballistic Fist 2nd Degree
Thousand-League Eye Sticky Hands 2nd Degree
Top Rope Professional Wrestling 3rd Degree
Unicorn Steps Drunken Fighting 2nd Degree
Secret Techniques by School
School Secret Techniques Mastery
Ballistic Fist Combat Analysis 3rd Degree
Tactical Training 2nd Degree
Deft Touch Reincarnated Crane 2nd Degree
Sleeping Immortal 3rd Degree
Drunken Fighting Eight Drunken Immortals 3rd Degree
Unicorn Steps 2nd Degree
Northern Leg Light Body I 2nd Degree
Light Body II 3rd Degree
Professional Wrestling Irish Whip 2nd Degree
Top Rope 3rd Degree
School of the Dance Steps 3rd Degree
Sweeps 2nd Degree
Southern Fist Crane Fist 3rd Degree
Hammer Fist 2nd Degree
Sticky Hands Repulse the Monkey 3rd Degree
Thousand-League Eye 2nd Degree
Combat Analysis

You can predict opponents' positions and reactions.

Prerequisites: Third Degree Mastery of Ballistic Fist.

Benefits: Any time you surprise your opponents, you may take a full attack action during the surprise round.

Crane Fist

You can make an unarmed melee attack as a touch attack.

Prerequisites: Third Degree Mastery of Southern Fist.

Benefits: You may spend an action point to make a single unarmed melee attack as a touch attack. This is a full attack action.

Eight Drunken Immortals

Your skill with Drunken Fighting techniques makes you harder to hit.

Prerequisites: Third Degree Mastery of Drunken Fighting.

Benefits: You may spend an action point at the beginning of your action to gain a +2 dodge bonus to all attacks made against you, both ranged and melee, before your next action. If you take an action that provokes an attack of opportunity (other than moving) or if you attack, you lose this bonus.

Hammer Fist

Your hands and feet are conditioned to be capable of terrible blows to objects.

Prerequisites: Second Degree Mastery of Southern Fist.

Benefits: As a full attack action, you may spend an action point to make a single unarmed attack against an object. When you deal damage to the object, you ignore its hardness.

Irish Whip

You can rebound off stationary objects to make charge attacks.

Prerequisites: Second Degree Mastery of Professional Wrestling.

Benefits: You may change direction while making a charge attack. Opponents make attacks of opportunity against you normally, so if you leave a threatened area they may attack you before you complete your charge.

Light Body I

You jump greater distances than normal.

Prerequisites: Second Degree Mastery of Nor thern Leg.

Benefits: You may spend an action point when you make a Jump check to jump a maximum distance equal to twice your speed, but your normal movement counts against this distance.

For example, a hero with this secret technique has a movement of 30 feet. If he moves 20 feet in a straight line (the minimum move that doesn't double the DC of a jump), he can still jump 40 feet (DC 45).

Normal: You cannot make a horizontal long jump that covers a distance greater than your normal speed.

Light Body II

You can run up or along walls for short distances.

Prerequisites: Third Degree Mastery of Northern Leg.

Benefits: You may spend an action point when you move so that part of your move is on a wall. You must begin and end your move on a relatively horizontal surface (such as a floor, ramp, or staircase), and can reach any height within this movement restriction. Changing from horizontal to vertical, or vice versa, is the equivalent of 5 feet of movement along a normal floor. For example, a normal human with this secret technique who starts at the base of a 20-foot wall could move straight up the wall, then move on to the top of the wall (total move of 30 feet). You may double move using this secret technique, and you may combine it with Spring Attack or Shot On the Run, but you cannot run.

Treat the wall as a normal floor for purposes of determining movement distance. For example, if you move both up and along a wall, you move diagonally. If you fail to reach a horizontal surface at the end of your move, you fall prone and take damage according to how far you fall. Opponents on the floor still get attacks of opportunity if they threaten a part of the wall on which you move.

You can combine moving on a wall with other types of move actions. For example, you can tumble along a wall to avoid an attack of opportunity, or you could charge someone at the top of a wall provided you did not have to turn (other than changing from horizontal to vertical movement). However, if you are somehow prevented from completing your move, you fall.

Reincarnated Crane

Your precision blows can negate an opponent's agility.

Prerequisites: Second Degree Mastery of Deft Touch.

Benefits: Choose an opponent you threaten, spend an action point, and make an unarmed melee attack. If you succeed, you do no damage but your opponent loses any Dexterity bonus to Defense until the start of your action on the next round. You must declare the use of this feat before you make your attack roll; thus, a failed attack ruins the attempt--though you still spend the action point.

Repulse the Monkey

You are adept at defending yourself against charging attacks.

Prerequisites: Third Degree Mastery of Sticky Hands.

Benefits: You may spend an action point to ready an action and set yourself against a charge. When the charging opponent enters a square you threaten, you may make an unarmed attack against that opponent. If your attack succeeds, you do double damage. This effect lasts until you make an attack roll, or stop readying the action. This counts against your total number of attacks of opportunity for the round, and you cannot use this technique if you cannot make an attack of opportunity (for example, you have used all your available attacks of opportunity or you are flat-footed).

Sleeping Immortal

Your unarmed attacks drain your target's internal energy.

Prerequisites: Third Degree Mastery of Deft Touch.

Benefits: As a full round action, spend an action point and make a single unarmed melee attack. If successful, your attack does no damage. Instead, the target of your attack loses 1d4 action points permanently. Sleeping Immortal cannot reduce action points below zero. Characters affected by Sleeping Immortal gain action points normally when they increase levels.

Steps

You can perform an involved series of dance steps to make yourself a harder target.

Prerequisites: Third Degree Mastery of the Dance.

Benefits: You may spend an action point at the beginning of your action to gain a +4 dodge bonus to Defense against all melee attacks made against you before your next action.

Sweeps

You can sweep your opponent's legs out from underneath him.

Prerequisites: Second Degree Mastery of the Dance.

Benefits: You may spend an action point to trip an opponent. This attack does not provoke an attack of opportunity. If you successfully trip your opponent, both you and the opponent are prone, and your opponent is considered grabbed: You may make a grapple check against that opponent to establish a hold.

Tactical Training

Your training makes opponents predictable.

Prerequisites: Second Degree Mastery of Ballistic Fist.

Benefits: Make a Knowledge (tactics) check (DC 15 + number of opponents) as a free action. If you succeed, you gain a +2 dodge bonus to Defense and a +2 circumstance bonus on attack rolls. This bonus lasts a number of rounds equal to your ranks in Knowledge (tactics) +2, or until the end of the encounter, whichever comes first.

Thousand League Eye

Your keen perceptions give you insight into your opponent's defenses.

Prerequisites: Second Degree Mastery of Sticky Hands.

Benefits: As a move action, you may spend an action point to make a single Spot check against an opponent who is within 30 feet of you. The result of your check determines how much you learn about your opponent. You gain the information for your result and any results lower than yours:

Spot Check Result Information Gained
5+ Whether or not the opponent is a normal
character without action points.
10+ Opponent's total Defense bonus
15+ Opponent's Dexterity bonus, class bonus to Defense, equipment bonus to Defense, and any situational modifiers (such as dodge bonuses or cover).
20+ Opponent's current number of action points.
Top Rope

You jump with greater ease than normal. Prerequisites: Third Degree Mastery of Professional Wrestling.

Benefits: You may spend an action point when you make a Jump check to halve the DC of that check (round up). Alternatively, you can make a Jump check at the normal DC without first making a 20-foot movement in a straight line first. For example, you may spend an action point to lower the DC for a 15-foot running long jump to DC 10, or you can make a 5-foot long jump without a 20-foot straight-line movement at DC 10.

Unicorn Steps

You move with extraordinarily sinuous grace, confounding those who want to attack you.

Prerequisites: Second Degree Mastery of Drunken Fighting.

Benefits: You may spend an action point at the beginning of your action to gain a +4 dodge bonus to Defense against all melee attacks made against you before your next action. If you take an action (other than moving) that provokes an attack of opportunity, or if you attack, you lose this bonus.


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