Vous êtes sur la page 1sur 4

Gand Findsman Martial Arts

Some Gand are trained in a specialized form of combat developed by a band of Findsmen centuries ago. The tenets of the
art are complex and misunderstood, but the few that have been described often make use of the unique Gand biology. [Five]
techniques are described below, their names translated from the Gand language; there are believed to be many more.
Techniques
Confusing Mist (confuse your opponent)
Difficulty: Difficult
Effect: A Findman creates a brief burst of biological feedback which confuses his opponent. By making a successful
physical attack, the Findsman uses chemicals transferred via touch to confuse his opponent for the remainder of the round,
causing him to suffer -1D to all rolls, and -2D to any Perception or related skill rolls.
Exoskeleton Shield (create a small shield out of their exoskeleton)
Difficulty: Moderate
Effect: If the character rolls successfully, by forsaking all other actions this round the Findsman may cross his arms in
front of him and encourage temporary exoskeleton growth, creating a shield that gives +4D vs. physical attacks, +2D vs.
energy. The shield dissolves at the end of one round, and may not be created again for an additional round.
Piercing Touch (can use his fist to puncture highly durable substances and materials)
Difficulty: Very Difficult
Effect: If the character rolls successfully (and is not parried or dodged), the strike does STR+2D damage and can
penetrate bone, chitin, and assorted armors.
Precise Strike (strike at weak points with ease)
Difficulty: Difficult
Effect: A Findsman can make a "called shot" with no penalty to his attack roll. Additionally, he may make a search roll
(at no multiple action penalty) to find chinks in armor, weak points, etc.
Striking Mist (sneak close enough to an opponent to prevent the victim from dodging or parrying the blow)
Difficulty: Difficult
Effect: If the character rolls successfully, and rolls a successful sneak versus his opponent's Perception, the
Findsman's strike cannot be dodged or parried. The Gand must declare whether they are striking to injure or immobilize the
victim prior to making an attempt.
Kelterek'dul: Sith Lightsaber Martial Arts (Unique Rules)
While both the Jedi and the Sith have long used lightsabers as their weapons of choice, both sides have also developed a
martial arts style intended for use while holding a weapon. Once Keldaeris became popularized among Sith Warriors, slowly a
second fighting style developed for use in the midst of lightsaber combat. Eventually, Kelterek'dul began to gain widespread
attention as an excellent compliment to the deadly lightsabers, and in some circles was even taught parallel to the tenets of
lightsaber combat.
Sith Kelterek'dul Martial Arts Kelterek'dul requires six months of training with a teacher or holocron before gaining the first
die in the skill. Character Point cost is equal to two times the number of "D," but training time is equal to one-half the number of
Character Points spent. Training time may be halved by spending a Force Point, but the character automatically gains a Dark
Side Point for doing so. Kelterek'dul may not be used in any round in which the character's lightsaber roll missed the target
number by more than 5, if the lightsaber was used. To use this martial arts skill, roll the skill dice as normal to determine
whether or not the attack was successful, and then Strength dice to determine damage. For every 2D of dice in the Martial
Arts: Kelterek'dul advanced skill, one use of the martial arts skill does not count towards the multiple action penalty when used
in the same round as a lightsaber.
Keldorek'dul: Sith Saberstaff Martial Arts
Keldorek'dul is a martial arts style similar to Kelterek'dul in that it is designed for use with a lightsaber. However,
Keldorek'dul involves the use of the saberstaff as the weapon of choice. This style was developed many years later, and most
Sith warriors with saberstaves, including Darth Maul, were proficient in this style. When the Emperor commissioned his Royal
Guard's training, he studied Darth Maul's journals and provided this fighting style as one of the bases of echani.
For every 1D that a character improves his or her Keldorek'dul martial arts skill, that character gains a special maneuver
described below. In addition to those listed below, the following martial arts skills are acceptable for selection by Keldorek'dul
combatants: Flying Kick, Foot Sweep, Instant Stand, Spinning Kick, and Weapon Block. Characters must declare which martial

arts technique they are attempting to use prior making the required skill roll unless otherwise indicated.
Backfist (hold the weapon with one hand, and hit an opponent with the back of the other fist)
Difficulty: Moderate
Effect: If the character makes the required skill roll, the character does Strength+2D damage to his opponent (provided
that it is not dodged or parried). When used in the same round as a saberstaff, it does not count towards the multiple action
penalty.
Double Sweep (follow a sweep using a saberstaff with a foot sweep)
Difficulty: Moderate
Effect: If the character makes the required skill roll, and has just executed a saberstaff sweep, he may attempt to
knock an opponent down using a foot sweep. That opponent remains prone for the remainder of the round, and any of his or
her lightsaber rolls are -1D.
High Kick (aim a kick at his opponent's chin)
Difficulty: Moderate
Effect: If the character makes the required skill roll, he delivers an upward-moving kick to the opponent's chin, doing
Strength+1D damage.
Hilt Blow (use the hilt of a lightsaber to strike a stunning blow)
Difficulty: Moderate
Effect: If the character makes the required skill roll, she may attempt to strike an opponent with the hilt of her
lightsaber, causing that character to be stunned for the remainder of the round.
Joint Kick (attack specific joints)
Difficulty: Moderate
Effect: By making the required skill roll, the character may attack a specific joint on the opponent's body without any
penalties for a "called shot." If the knee is targeted, the opponent is knocked to the ground; if the elbow is targeted, any items
in that arm's hand are dropped; if a shoulder is targeted, that arm suffers -2D to all rolls using that arm this round, etc.

Findsman [Primal version]


Normal Findsmen are Gand mystics, religious hunters (frequently bounty hunters) who find their prey through mystic rituals.
By-and-large, Gand Findsmen, while separated into competing sects, are very similar to each other. Gand Findsmen, while
vaguely accepting of Primal Findsmen as brethren, consider any which do not seek live, intelligent prey as somehow less.
Because of the dichotomy in viewpoints, and in light of their own traditions, Gand are unlikely to become Primal Findsmen.
The Primal version of Findsman differs greatly from the Gand in some ways, little in others; most basic being that Primal
Findsmen are an individual who arrived at the vocation from some epiphany while meditating on aspects of the Force. This
tends to produce Primals who Find things or information. Primal Findsmen who specifically seek people use the Gand
Findsman rules ("Ultimate Alien Anthology", p209). The Mist which plays such a dominant part in the Gand religion seems to
still have a strong, not-as-yet understood, relationship with Primal Finding.
REQUIREMENTS
Any Primal class; BAB: +3; skills: Astrogate: 5 ranks, Computer Use: 5 ranks, Knowledge (one specific to Finding) or Craft
(one specific to Finding): 5 ranks; feats: Force-Sensitive, Farseeing, one other Force feat (usually Battlemind or Meditation)
Vitality: 1d8 vitality points per level; Constitution modifier applies
CLASS SKILLS: Astrogate (Int), Bluff [Primal] (Cha) Computer Use (Int), Craft: various (Int), Gather Information (Cha),
Intimidate (Cha), Knowledge: various (Int); Perception (Int), Profession: various (Wis), Stealth (Dex), Sense Motive (Wis),
Survival [Gand] (Wis); all Force skills for which prerequisites are met are class skills (others become class skills as their
prerequisites are met)
Skill points per level: 4 + Intelligence modifier
CLASS FEATURES
Starting Feats: Findsmen start with the following feats: Armor Proficiency: light, Armor Proficiency: medium, Weapon
Group Proficiency: handguns, Weapon Group Proficiency: long guns, Sense Surroundings
Finder's Bonus: Using various meditative techniques, a Primal Findsman gains an uncanny mystical awareness of the

target of his interest. They are basically consulting the Force to find their way through the all-concealing Mist. This process is a
trance lasting 8 undisturbed hours (any disturbance requires he start over). From this he gains a +1 competence bonus on all
class skills when using them in pursuit of his target. At level 4 the bonus increases to +2, at level 7 it increases to +3, and
finally at level 10 it increases to +4.
Also gained is the probable location of, and information about, the target. Refining this into more than vague intuitions
requires at least one additional hour be spent in a trance (double the time to "take 10", double it again to "take 20"; checks are
against Perception) and some Force points are expended. This trance need not be concurrent with the original sensitization
trance, and may be applied more than one to further refine the knowledge. In many ways this second trance is similar to
Farseeing, but is specifically confined to the past, present, and future of things specifically related to the target. Owing to this
serious limitation the Force point cost is 1 for the present, 2 for the past, 3 for the future, and the ability may be used as
desired.
All effects and information gained from both trances remains until the Findsman selects a new target, this requiring another
8 hour sensitization trance. If the Findsman also possesses Farseeing, it may be used to supplement the knowledge gained,
but it does not substitute for either of the trances.
Moves in the Mist: One of the as-yet-not-understood overlaps between Gand Findsmen and their Primal brethren is the
ability of Primals to use most of the Gand Findsman martial art. Unlike the Gand, who employ biological means (and gain 5
techniques), Primals seem to get their ability from both the Force and the Mist (and only gain 4 techniques). Any or all known
techniques may be used in a single round.
CONFUSING MIST
Requires: Findsman level 1, Wisdom or Intelligence 15+
Effect: Use the all-concealing Mist to confuse your opponent. Expend 1 Force point while making a successful physical
attack to cause the Mist to clouds their mind and senses. If the opponent fails to make a Will save (DC: 10 + Findsman's class
level + Wisdom modifier), they suffer -10 to Perception checks and -5 to all other skill checks (not Force skills however). The
effect lasts for the Findsman's 2d4+2 rounds. This effect works on anything which possesses an awareness and is capable of
being attacked physically.
PRECISE STRIKE
Requires: Findsman level 4, Dexterity 15+
Effect: Parts the all-concealing Mist to determine precisely where an opponent will be for one strike. A Findsman
expends 1 Force point to gain a +20 insight bonus to their next attack roll (one attack only). This attack is also unaffected by
the miss chance that applies to attackers trying to strike a concealed target. Additionally, he may make a Perception roll (as a
free action) to find chinks in armor, weak points, etc. (virtually any single type of information available to the senses).
STRIKING MIST
Requires: Findsman level 7, Dexterity 17+
Effect: Momentarily shrouds the Findsman in the all-concealing Mist. If the Findsman succeeds on their Stealth check
(or Force Stealth), their next Sneak Attack cannot be dodged or parried (the target is flat-footed). The Findsman must declare
whether they are striking to injure or immobilize the victim prior to making an attempt.
PIERCING TOUCH
Requires: Findsman level 10, Strength or Dexterity 17+
Effect: The Findsman expends 1 Force point to allow their next successful strike to ignore DR.
Swirling Mists: Beginning at 2nd level, Primal Findsmen begin to further pierce the all-concealing Mist which clouds their
Finding to more greatly increase certain skills with respect to their target. By using a light trance for 10 minutes to center
themself, the Primal Findsman mentally immerses themself in the all-concealing Mist. While in this state they are helpless
("Star Wars, Revised", p.163), until they emerges from the Mist. This grants them a clarity which gives a competence bonus on
all their skills for 1 hour per class level (and which stacks with Finder's Bonus). The amount of the bonus and the number of
Swirling Mist trances also depend on the Findsman's class level.
Findsman's Class Level
Competence Bonus
Times / Day
2nd - 3rd
+1
1
4th - 5th
+1
2
6th - 7th
+2
2
8th - 9th
+2
3
10th
+3
3
Extra Farseeing: Beginning at 2nd level, the Findsman can use Farseeing skill one additional time per day. At 5th level, the

Findsman can use it two extra times per day; at 9th level this increases to three extra times per day. The usual Force point
costs apply.
Sneak Attack: Beginning at 3rd level, a Findsman can strike a off-guard or unaware opponent for extra damage. Any time
this opponent is denied their Dexterity bonus to Defense (even if they have none), if the Findsman flanks the opponent, or if
the Findsman's Stealth overcomes the opponent's Perception check. The extra damage is +1d6 at 3rd level, +2d6 at 6th level,
and +3d6 at 9th level.
The Findsman's Sneak Attack bonus damage is cumulative with any Sneak Attack damage from other classes. See the
Bounty Hunter prestige class (starts on p264, "Star Wars, Revised").
Locate Target: Beginning at 8th level, the Findsman becomes able use the Force to sense when their target or something
or someone related to it is near. As an attack action, the Findsman can discern the distance and direction of the target. As a
full-round action, the Findsman can discern the distance and direction of something related to the target. As might be
surmised, things related to the target are more frequently within range and can be used to draw closer-and-closer to the target.
Unlike Gand Findsmen, the distance and direction only become precise at 100 meters; however, vague distances and
directions can be sensed from much further away. At ranges of more than 100 kilometers, this ability will merely indicate the
direction of the planet or (star system at extreme distances).
If the target is concealed by the Force (or in a similar manner), the Findsman must succeed in an opposed See Force check
(bonuses from Findsman's Bonus and Swirling Mists apply). Sense Force may be used untrained; using it requires a full-round
action (so locating targets concealed by the Force requires 2 full-round actions).
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th

BAB
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10

Fort
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6

Ref
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4

Will
+2
+2
+3
+3
+4
+4
+5
+5
+6
+6

Class features
Starting Feats, Finder's Bonus (+1), Moves in the Mist
Swirling Mists, Extra Farseeing (1/day)
Sneak Attack (+1d6)
Finder's Bonus (+2), Moves in the Mist
Extra Farseeing (2/day)
Sneak Attack (+2d6)
Finder's Bonus (+3), Moves in the Mist
Extra Farseeing (3/day), Locate Target
Sneak Attack (+3d6)
Finder's Bonus (+4), Moves in the Mist

Defense
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6

Reputation
+0
+0
+0
+1
+1
+1
+1
+2
+2
+2

Pool
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10

F/T
F,T
T
F
T (s)
F
T
F
T (s)
F
T

Vous aimerez peut-être aussi