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COWBOYS & VIKINGSCompendium of the Wild Wastes

Rules / Talents / Kung Fu Talents

Kung Fu Talents

Powerful Fist, flurries, the animal style stances and their signature moves, and deflecting missiles.

TalentTierRequirementsBenefit
Powerful Fist11+ ranks in Martial ArtsYour unarmed strike damage die increases one size, and you may ignore the Subdual trait on unarmed strikes.
Flurry of Blows2Powerful Fist; 2+ ranks in Martial ArtsOnce per round, make two unarmed strikes. Combine hits on the same creature before Soak and resistances.
Flurry of Blows II3Powerful Fist, Flurry of Blows; 5+ ranks in Martial ArtsAs Flurry of Blows, but three strikes.
Flurry of Blows III4Powerful Fist, Flurry of Blows I & II; 10+ ranks in Martial ArtsAs Flurry of Blows, but four strikes.
Crane Style2Powerful Fist; 2+ ranks in Martial ArtsEnter only while unarmored or in armor with a minimum Might of 0. Unarmed strikes gain Backstabber, you get 1 Advantage on saves vs physical attacks, and your jump distance increases by +5 ft horizontal and +2 ft…
Crane Flutter3Powerful Fist, Crane Style; 5+ ranks in Martial ArtsIn Crane Style (1 RP): +1 Advantage on your save. If the attack misses, make an unarmed strike against the attacker at 1 Disadvantage, even beyond your reach.
Dragon Style2Powerful Fist; 2+ ranks in Martial ArtsEnter only while unarmored or in armor with a minimum Might of 0. Unarmed strikes deal sonic damage and gain Backswing.
Dragon Roar3Powerful Fist, Dragon Style; 5+ ranks in Martial Arts; 1+ ranks in IntimidationIn Dragon Style, each enemy within 15 ft makes an Intellect save vs your Intimidation: failure Frightened 1, critical failure Frightened 2.
Mountain Style2Powerful Fist; 2+ ranks in Martial ArtsEnter only while unarmored or in armor with a minimum Might of 0. Must be touching the ground.
Mountain Stronghold3Powerful Fist, Mountain Style; 5+ ranks in Martial ArtsIn Mountain Style, +2 circumstance Soak until your next turn (+1 per 3 Martial Arts ranks beyond 5).
Tiger Style2Powerful Fist; 2+ ranks in Martial ArtsEnter only while unarmored or in armor with a minimum Might of 0. Unarmed strikes gain Sweeping, deal slashing damage and add 1d4 persistent bleed.
Tiger Slash3Powerful Fist, Tiger Style; 5+ ranks in Martial ArtsIn Tiger Style, make an unarmed strike. On a hit it deals +2 weapon dice (+3 at 9+ ranks) and pushes the target 5 ft.
Void Style2Powerful Fist; 2+ ranks in Martial ArtsEnter only while unarmored or in armor with a minimum Might of 0. Unarmed strikes gain Ghost Touch and deal psionic damage (both physical and energy, so the target applies half Soak).
Soul Strike3Powerful Fist, Void Style; 5+ ranks in Martial ArtsIn Void Style, make an unarmed strike with Reach. On a hit the target makes a Charisma save vs DC 10 + half the damage taken (round up): failure Dazed until the end of your next turn, critical failure Stunned.
Wolf Style2Powerful Fist; 2+ ranks in Martial ArtsEnter only while unarmored or in armor with a minimum Might of 0. Unarmed strikes deal piercing damage and gain Backstabber, and your movement doesn't provoke Reaction Attacks.
Wolf Drag3Powerful Fist, Wolf Style; 5+ ranks in Martial ArtsIn Wolf Style, make an unarmed strike with Deadly. On a hit the target makes a Reflex save vs DC 10 + half the damage taken; failure: it falls Prone and is Grappled by you.
Deflect Arrow2Powerful Fist; 2+ ranks in Martial ArtsReduce the damage by 1d4 + your Martial Arts bonus (2 RP). If it drops to 0 and you have a free hand, you catch the missile.
Deflect Arrow II3Powerful Fist, Deflect Arrow; 5+ ranks in Martial ArtsAs Deflect Arrow (2 RP) but reduce by 1d6 + bonus. If you catch it, spend 1 Strain to throw it back (10-ft increment, unarmed die damage).
Deflect Bullets4Powerful Fist, Deflect Arrow I & II; 9+ ranks in Martial ArtsAs Deflect Arrow II (2 RP) but reduce by 1d8 + bonus, and it also works against firearms.
Fist of Iron2Powerful Fist; 5+ ranks in Martial ArtsYour unarmed strikes lose the Unarmed trait and count as melee weapons for any action that requires one.

Powerful Fist

Tier 1

Requires: 1+ ranks in Martial Arts

Your unarmed strike damage die increases one size, and you may ignore the Subdual trait on unarmed strikes.

Flurry of Blows

Tier 2 · 2 AP
Attack, Taxing, Maneuver

Requires: Powerful Fist; 2+ ranks in Martial Arts

Once per round, make two unarmed strikes. Combine hits on the same creature before Soak and resistances.

Push: take 1 Strain to use this for 1 AP instead of 2.

Flurry of Blows II

Tier 3 · 2 AP
Attack, Taxing, Maneuver

Requires: Powerful Fist, Flurry of Blows; 5+ ranks in Martial Arts

As Flurry of Blows, but three strikes.

Push: take 1 Strain to use this for 1 AP instead of 2.

Flurry of Blows III

Tier 4 · 2 AP
Attack, Taxing, Maneuver

Requires: Powerful Fist, Flurry of Blows I & II; 10+ ranks in Martial Arts

As Flurry of Blows, but four strikes.

Push: take 1 Strain to use this for 1 AP instead of 2.

Crane Style

Tier 2 · Stance
Stance

Requires: Powerful Fist; 2+ ranks in Martial Arts

Enter only while unarmored or in armor with a minimum Might of 0. Unarmed strikes gain Backstabber, you get 1 Advantage on saves vs physical attacks, and your jump distance increases by +5 ft horizontal and +2 ft vertical.

Crane Flutter

Tier 3 · Reaction
Reaction

Requires: Powerful Fist, Crane Style; 5+ ranks in Martial Arts

Trigger: You're targeted by a melee attack you can see.

In Crane Style (1 RP): +1 Advantage on your save. If the attack misses, make an unarmed strike against the attacker at 1 Disadvantage, even beyond your reach.

Dragon Style

Tier 2 · Stance
Stance

Requires: Powerful Fist; 2+ ranks in Martial Arts

Enter only while unarmored or in armor with a minimum Might of 0. Unarmed strikes deal sonic damage and gain Backswing. Each round ignore 5 × half your Martial Arts ranks (rounded up) feet of difficult terrain.

Dragon Roar

Tier 3 · 2 AP
Auditory, Emotion, Fear, Mental, Maneuver

Requires: Powerful Fist, Dragon Style; 5+ ranks in Martial Arts; 1+ ranks in Intimidation

In Dragon Style, each enemy within 15 ft makes an Intellect save vs your Intimidation: failure Frightened 1, critical failure Frightened 2. Recharges after 1d4 rounds. The effects end if you leave the stance; affected creatures are immune for 1 minute.

Push: take 1 Strain to use this for 1 AP instead of 2.

Mountain Style

Tier 2 · Stance
Stance

Requires: Powerful Fist; 2+ ranks in Martial Arts

Enter only while unarmored or in armor with a minimum Might of 0. Must be touching the ground. Unarmed strikes deal force damage and gain Deadly. You gain +4 status Soak and 1 Advantage on Might saves vs Shove and Trip, but −5 ft Speed and 2 Disadvantage on Dodge.

Mountain Stronghold

Tier 3 · 2 AP
Maneuver

Requires: Powerful Fist, Mountain Style; 5+ ranks in Martial Arts

In Mountain Style, +2 circumstance Soak until your next turn (+1 per 3 Martial Arts ranks beyond 5).

Push: take 1 Strain to use this for 1 AP instead of 2.

Tiger Style

Tier 2 · Stance
Stance

Requires: Powerful Fist; 2+ ranks in Martial Arts

Enter only while unarmored or in armor with a minimum Might of 0. Unarmed strikes gain Sweeping, deal slashing damage and add 1d4 persistent bleed. Each extra hit on the same target in a round raises the bleed die one size (max d12). +5 ft Speed.

Tiger Slash

Tier 3 · 2 AP
Combat, Attack, Maneuver

Requires: Powerful Fist, Tiger Style; 5+ ranks in Martial Arts

In Tiger Style, make an unarmed strike. On a hit it deals +2 weapon dice (+3 at 9+ ranks) and pushes the target 5 ft. On a critical hit, add Might or Reflex to the bleed.

Push: take 1 Strain to use this for 1 AP instead of 2.

Void Style

Tier 2 · Stance
Stance

Requires: Powerful Fist; 2+ ranks in Martial Arts

Enter only while unarmored or in armor with a minimum Might of 0. Unarmed strikes gain Ghost Touch and deal psionic damage (both physical and energy, so the target applies half Soak). You fall slowly and resist falling damage.

Soul Strike

Tier 3 · 2 AP
Attack, Maneuver

Requires: Powerful Fist, Void Style; 5+ ranks in Martial Arts

In Void Style, make an unarmed strike with Reach. On a hit the target makes a Charisma save vs DC 10 + half the damage taken (round up): failure Dazed until the end of your next turn, critical failure Stunned.

Push: take 1 Strain to use this for 1 AP instead of 2.

Wolf Style

Tier 2 · Stance
Stance

Requires: Powerful Fist; 2+ ranks in Martial Arts

Enter only while unarmored or in armor with a minimum Might of 0. Unarmed strikes deal piercing damage and gain Backstabber, and your movement doesn't provoke Reaction Attacks.

Wolf Drag

Tier 3 · 2 AP
Attack, Maneuver

Requires: Powerful Fist, Wolf Style; 5+ ranks in Martial Arts

In Wolf Style, make an unarmed strike with Deadly. On a hit the target makes a Reflex save vs DC 10 + half the damage taken; failure: it falls Prone and is Grappled by you.

Push: take 1 Strain to use this for 1 AP instead of 2.

Deflect Arrow

Tier 2 · Reaction
Combat, Reaction, Maneuver

Requires: Powerful Fist; 2+ ranks in Martial Arts

Trigger: You'd be hit by a thrown or missile weapon.

Reduce the damage by 1d4 + your Martial Arts bonus (2 RP). If it drops to 0 and you have a free hand, you catch the missile.

Push: take 1 Strain to use this reaction for 1 RP instead of 2.

Deflect Arrow II

Tier 3 · Reaction
Combat, Reaction, Maneuver

Requires: Powerful Fist, Deflect Arrow; 5+ ranks in Martial Arts

Trigger: You'd be hit by a thrown or missile weapon.

As Deflect Arrow (2 RP) but reduce by 1d6 + bonus. If you catch it, spend 1 Strain to throw it back (10-ft increment, unarmed die damage).

Push: take 1 Strain to use this reaction for 1 RP instead of 2.

Deflect Bullets

Tier 4 · Reaction
Combat, Reaction, Maneuver

Requires: Powerful Fist, Deflect Arrow I & II; 9+ ranks in Martial Arts

Trigger: You'd be hit by a thrown, missile or firearm attack.

As Deflect Arrow II (2 RP) but reduce by 1d8 + bonus, and it also works against firearms.

Push: take 1 Strain to use this reaction for 1 RP instead of 2.

Fist of Iron

Tier 2

Requires: Powerful Fist; 5+ ranks in Martial Arts

Your unarmed strikes lose the Unarmed trait and count as melee weapons for any action that requires one.