Rules / Talents / Kung Fu Talents
Kung Fu Talents
Powerful Fist, flurries, the animal style stances and their signature moves, and deflecting missiles.
| Talent | Tier | Requirements | Benefit |
|---|---|---|---|
| Powerful Fist | 1 | 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 | 2 | Powerful Fist; 2+ ranks in Martial Arts | Once per round, make two unarmed strikes. Combine hits on the same creature before Soak and resistances. |
| Flurry of Blows II | 3 | Powerful Fist, Flurry of Blows; 5+ ranks in Martial Arts | As Flurry of Blows, but three strikes. |
| Flurry of Blows III | 4 | Powerful Fist, Flurry of Blows I & II; 10+ ranks in Martial Arts | As Flurry of Blows, but four strikes. |
| Crane Style | 2 | 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… |
| Crane Flutter | 3 | Powerful Fist, Crane Style; 5+ ranks in Martial Arts | 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 | 2 | 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. |
| Dragon Roar | 3 | 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. |
| Mountain Style | 2 | 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. |
| Mountain Stronghold | 3 | 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). |
| Tiger Style | 2 | 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. |
| Tiger Slash | 3 | 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. |
| Void Style | 2 | 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). |
| Soul Strike | 3 | 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. |
| Wolf Style | 2 | 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 | 3 | 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. |
| Deflect Arrow | 2 | Powerful Fist; 2+ ranks in Martial Arts | 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. |
| Deflect Arrow II | 3 | Powerful Fist, Deflect Arrow; 5+ ranks in Martial Arts | 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). |
| Deflect Bullets | 4 | Powerful Fist, Deflect Arrow I & II; 9+ ranks in Martial Arts | As Deflect Arrow II (2 RP) but reduce by 1d8 + bonus, and it also works against firearms. |
| Fist of Iron | 2 | 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. |
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.