clsage Posted June 15, 2008 Report Share Posted June 15, 2008 As the subject line says, here's an initial attempt at a martial art build: ---The Pathfinders Way--- Cost Martial Arts Maneuver 4 1) Body Shift: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 3) Pattern Strike: 1/2 Phase, +2 OCV, +2 DCV, Weapon +2 DC Strike, Must Follow Block 4 4) Punch: 1/2 Phase, +0 OCV, +2 DCV, +2d6 Strike 4 5) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 4 6) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND 5 7) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 10 STR to take weapon away 3 8) Takedown: 1/2 Phase, +1 OCV, +1 DCV, Weapon Strike; Target Falls 0 9) Weapon Element: Empty Hand 1 10) Weapon Element: Blades 1 11) Weapon Element: Clubs 1 12) Weapon Element: Staffs Cost: 35 I am considering using it for a package deal for a group of "scout/courier" types so my philosophy behind the build is that the maneuvers are of a type to "clear the way" as it were. Most of it is a combo of Escrima and Krav Maga ....It's a bit pricey and I suspect that I have some redundant maneuvers in it so any input and or recommendations would be welcome. I'm attaching a copy of my current HD3 prefab for this as well...... Thanks. -Carl- Quote Link to comment Share on other sites More sharing options...
tkdguy Posted June 15, 2008 Report Share Posted June 15, 2008 Re: Martial Art For Review Not bad. I don't see any redundant maneuvers offhand. Quote Link to comment Share on other sites More sharing options...
bubba smith Posted June 15, 2008 Report Share Posted June 15, 2008 Re: Martial Art For Review a great addition to HERO Quote Link to comment Share on other sites More sharing options...
Ogmios Posted June 15, 2008 Report Share Posted June 15, 2008 Re: Martial Art For Review The Choke Hold clashes with the "clear the way" philosophy a bit, IMHO - it forces the pathfinder to stay in one place choking his opponent instead of clearing him out of the way and moving on. Quote Link to comment Share on other sites More sharing options...
clsage Posted June 15, 2008 Author Report Share Posted June 15, 2008 Re: Martial Art For Review The Choke Hold clashes with the "clear the way" philosophy a bi' date=' IMHO - it forces the pathfinder to stay in one place choking his opponent instead of clearing him out of the way and moving on.[/quote'] Hmmmm......Interesting point. -Carl- Quote Link to comment Share on other sites More sharing options...
tkdguy Posted June 15, 2008 Report Share Posted June 15, 2008 Re: Martial Art For Review True, but it comes in handy at times, so I'd keep it. And perhaps add a kick maneuver as well. Quote Link to comment Share on other sites More sharing options...
clsage Posted June 16, 2008 Author Report Share Posted June 16, 2008 Re: Martial Art For Review True' date=' but it comes in handy at times, so I'd keep it. And perhaps add a kick maneuver as well.[/quote'] Something I have (and still am) definitely considering. And speaking of thing that come in handy....Anyone have any thoughts on skills that should accompany the martial arts maneuvers ? Obvious ones are such things as: WF: Blades, Clubs, Staffs Breakfall But given the nature of the package I am thinking that there should be some more esoteric skills too.....Just not sure what.....Maybe some sort of Physiology skill to account for knowledge of the nerve clusters from the NND attacks ? I mean, the scout package will include Navigation and such... More thoughts ? And thanks for the input so far. It's much appreciated. -Carl- Quote Link to comment Share on other sites More sharing options...
Susano Posted June 19, 2008 Report Share Posted June 19, 2008 Re: Martial Art For Review Considering that scouts and couriers are usually lightly armored, you might want to make the Block and the Strike Defensive (i.e. +1 OCV, +3 DCV) instead. Quote Link to comment Share on other sites More sharing options...
Jachra Posted June 20, 2008 Report Share Posted June 20, 2008 Re: Martial Art For Review Block uses OCV to be defensive. Every little bit helps. (It is, also, perhaps the most vital martial maneuver there is, since block is pretty potent.) Is there any restriction about making a move-by martial maneuver? Cuz that could really come in handy. frankly, the creation process of Martial Arts always seemed a little non-transparent compared to much about Hero. Quote Link to comment Share on other sites More sharing options...
BlackSword Posted June 20, 2008 Report Share Posted June 20, 2008 Re: Martial Art For Review The Choke Hold clashes with the "clear the way" philosophy a bit' date=' IMHO - it forces the pathfinder to stay in one place choking his opponent instead of clearing him out of the way and moving on.[/quote'] True' date=' but it comes in handy at times, so I'd keep it. And perhaps add a kick maneuver as well.[/quote'] I tend to agree that the choke hold clashes with the 'quick' theme of the style. I don't believe there is a neck break type manuver, but that would probably fit better. Quote Link to comment Share on other sites More sharing options...
1EyedJack Posted June 20, 2008 Report Share Posted June 20, 2008 Re: Martial Art For Review I would consider adding a throw. Quote Link to comment Share on other sites More sharing options...
Bloodstone Posted June 20, 2008 Report Share Posted June 20, 2008 Re: Martial Art For Review I tend to agree that the choke hold clashes with the 'quick' theme of the style. I don't believe there is a neck break type manuver' date=' but that would probably fit better.[/quote'] Joint Break... or Killing Throw. Quote Link to comment Share on other sites More sharing options...
Nolgroth Posted June 22, 2008 Report Share Posted June 22, 2008 Re: Martial Art For Review Something I have (and still am) definitely considering. And speaking of thing that come in handy....Anyone have any thoughts on skills that should accompany the martial arts maneuvers ? With the "clearing the way" philosophy, perhaps some CSLs with the Sweep maneuver. Maybe buy Rapid HtH. Defense Maneuver (any amount), Combat Sense. Instead of, or perhaps in addition to the Sweep, the Follow Through Attack Talent might be useful. Quote Link to comment Share on other sites More sharing options...
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