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1 Codex Martialis Core Rules Version 25.2 1

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Codex Martialis Core Rules Version 25.2

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C o d e x M a r t i a l i sCore rulebook version 25.2, by Jean Chandler

Credits

Author: Jean Henri Chandler

Editor: Ian Plumb, Lenny Zimmermann

Original Artwork: Reynard Rochon, Ramon Estevez

Public Domain Art: Viktor Vasnetsov, Ivan Bilibin, Urs Graf Hergsell M.S. Talhoffer 1467

Layout: Jean Chandler Original version layout: Ian Plumb Proofreaders: Fraser Ronald, Patricia Plumb, Lenny Zimmermann

Additional Material: Fabrice Cognot: Shield Grab and Shield Slap, Ubergrieffen and Assistance with Images. Sammy Grimes: Dynamic Criticals rule Lenny Zimmermann: Martial Feats from Italian Fencing, Mezzo Tempo and Contra Tempo etc.Thom Jason: FMA Martial Feats Albert “Lord Trevejo”: OGL “Power Attack” rule. Additional Mounted Combat Rules, Dressage and Born to the Saddle MF’s: Michael Curl

Additional Artwork: “Chapter Illumination” by Grace D. Palmer. Copyright Griffin Grove Gaming, used with permission., “Dog Attack” by Ramon Estevez.

Playtesters and Beta Testers: Mike “Musashi” Zenzer, Reynard Rochon, Walter “Cinder” Claiborne, Fabrice Cognot, Marjorie “Maeve” Dalton, Thom Jason, John “Luxor” Lehon, Stacy “Synne” Molinary, Frank “Bismark” Otillio, Christian Trosclair, Michael Zenzer, Lenny Zimmermann, Tim “Camaro Nova” Kelly

With special thanks to Jake Norwood, creator of “The Riddle of Steel”, the first game to bring Western Martial Arts to the world of RPGs, to Matt Easton of Schola Gladiatoria for letting me use his forum as a laboratoryfor the game.

Codex Martialis Version 2.5.011 copyright © 2007, 2008, 2009, 2010, 2011, 2012, 2013 Jean Henri Chandler

“And five times, for my honour, I have had to fight in unfamiliar places without relatives and without friends, not trusting anyone but God and my art and myself, Fiore, and my sword. And by the grace of God, I, Fiore,kept my honour and I did not injure myself.”

--Maestro Fiore dei Liberi, from the introduction to the Flos Duellatorum,1409 AD

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Quotations Scattered throughout this text you’ll find quotations from contemporary documents detailing personal accounts of martial combat.

Below are the sources for these quotes:

Extract from the Volsunga Saga (Old Norse / Germanic Saga 12th Century). Extract from Kormak’s Saga aka ‘The Life and Death of Cormac the Skald’ (Icelandic Saga, 12th Century).The diary of the German knight Jorg von Ehingen, who fought with the Portuguese in 1467. Extract from Grettir’s Saga aka ‘The Saga of Grettir the Strong’ (Icelandic Saga, 12th Century). Extract from Joachim Meyer’s “Kunst des Fechtens”, 1570 version (Germany 1570). Extract from the Laxdela Saga (Icelandic Saga, 12th Century). Extract from Saxo Grammaticus ‘Gesta Danorum’ aka ‘History of the Danes’. Extract from Go Rin No Sho aka “Book of the Five Rings”, Miyamoto Musashi (Japan, 1645). Extract from the Fechtbuch of Sigmund Ringeck MS Dresd. C 487 (Germany, 15th Century).

Codex Website Codex Martialis has an active website where user feedback has a real impact on the development of this project. Many Codex fans have become credited contributors to the Codex or one of the Codex supplements. For moreinformation about the Codex, as well as free extras and additional material:

www.codexmartialis.com

Introduction . ....................................................................................................................................................9 Codex Martialis Combat Rules System. .....................................................................................................9

The Martial Pool . ........................................................................................................................................... 11 Changing Range ..................................................................................................................................... 11 Weapon Characteristics . ....................................................................................................................... 11 Reach To Hit Bonus . ............................................................................................................................. 11 Speed To Hit Bonus . ............................................................................................................................. 11 Weapon Defense Bonus . ...................................................................................................................... 11 Damage Rating ...................................................................................................................................... 11 Armor Piercing Bonus . .......................................................................................................................... 11 Attack Types . .......................................................................................................................................... 11 Primary Attack ........................................................................................................................................ 11 Martial Pool . ........................................................................................................................................... 11 Natural 20 and Natural 1 . .................................................................................................................... 12 Saving Throws ........................................................................................................................................ 12 Martial Pool and the Full Attack Option . .............................................................................................. 12 Martial Pool and Movement . ................................................................................................................ 12

Basic Combat . ............................................................................................................................................... 14 Initiative . ................................................................................................................................................ 14 Reach and Measure . ............................................................................................................................ 14 Attack . .................................................................................................................................................... 14 Using Multiple Die Rolls for One Attack . .............................................................................................. 14 Multiple Attacks ..................................................................................................................................... 14 Combat Ranges: Onset, Melee, Grapple . ............................................................................................ 14 First Attack . ............................................................................................................................................ 14 Follow-up Attacks and Melee Range . .................................................................................................. 14 Maintaining Range . ............................................................................................................................... 14

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Grapple Range ....................................................................................................................................... 15 Fighting in Grapple Range . ................................................................................................................... 15 Attacks of Opportunity . ......................................................................................................................... 15 Defense . ................................................................................................................................................. 15 Counterattacks ...................................................................................................................................... 15 Defense Bonus per BAB . ...................................................................................................................... 15 Active Defense ....................................................................................................................................... 15 Desperation Defense . ........................................................................................................................... 16 The Tie that Binds .................................................................................................................................. 16 Passive Defense .................................................................................................................................... 16 Undefended Targets . ............................................................................................................................ 16 Shields . .................................................................................................................................................. 16 Extra (Active) Defensive Die Roll for Shields. . ..................................................................................... 16 Defense against Missiles . ..................................................................................................................... 16 Shield Damage....................................................................................................................................... 17 Damage . ................................................................................................................................................. 17 Critical Hits . ............................................................................................................................................ 17 Dynamic Criticals ................................................................................................................................... 17 Attack Types and Critical Hits . .............................................................................................................. 17 Bludgeon Damage and Bludgeon Critical Hits .................................................................................... 17 Nonlethal Damage . ............................................................................................................................... 17 Knock Out Threat (Optional Alternative) . ............................................................................................. 17 Fumble . .................................................................................................................................................. 17 Armor . .................................................................................................................................................... 17 Armor Bypass . ........................................................................................................................................ 18 Attacking Armor ..................................................................................................................................... 18

Advanced Rules . ............................................................................................................................................ 19 Attack Types vs. Armor . ......................................................................................................................... 19 Hit Point Ceiling ...................................................................................................................................... 19 Disengagement ...................................................................................................................................... 19 Grappling from a Distance . ................................................................................................................... 19 Shield Hook . ........................................................................................................................................... 19 Seizing Weapons .................................................................................................................................... 19 Pommel Strike ........................................................................................................................................ 20 Disarm Weapons .................................................................................................................................... 20 Slash the Hand ...................................................................................................................................... 20 Twist the Blade ...................................................................................................................................... 20

Optional Rules . .............................................................................................................................................. 21 Initiative Bonus by BaB (Optional) . ..................................................................................................... 21 Armor vs Spellcheck (Optional) ............................................................................................................. 21 Damage to Weapons During Binds (Optional) . .................................................................................... 21 Forcing Criticals (Optional) . ................................................................................................................... 21 Reach Init Bonus for Ready Weapon (Optional) .................................................................................. 21 Weapon breakage (Optional) . ............................................................................................................... 21 Repairing Weapons (Optional) .............................................................................................................. 21 Fighting indoors (Optional). ................................................................................................................... 21

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Martial Feats . ................................................................................................................................................ 23 Basic Martial Feats .................................................................................................................................... 23

Abzug . ................................................................................................................................................... 23

Contra Tempo ....................................................................................................................................... 24

Cooperative Fighting . ........................................................................................................................... 24

Counterstroke ....................................................................................................................................... 24

Danse De La Rue . ................................................................................................................................ 24

Distance-Fighting . ................................................................................................................................ 24

Fühlen (‘Feeling’) . ................................................................................................................................ 24

False-edge Cutting . .............................................................................................................................. 25

Feint . ..................................................................................................................................................... 25

Formation Fighting . .............................................................................................................................. 25

Frenzied Attack ..................................................................................................................................... 25

Half-staff . .............................................................................................................................................. 25

Half-sword Fighting . ............................................................................................................................. 26

Improvised Defense . ............................................................................................................................ 26

Inscrutable Countenance . ................................................................................................................... 26

Lunge . ................................................................................................................................................... 26

Main Gauche ......................................................................................................................................... 27

Meisterhau (‘Master Cut’) . ................................................................................................................... 27

Mezzo Tempo ........................................................................................................................................ 27

Missile Parrying ..................................................................................................................................... 27

Mutieren / Duplieren (‘Mutate’): ......................................................................................................... 28

Nukitsuke (‘the Flowing Cut’) ............................................................................................................... 28

Point Control ......................................................................................................................................... 28

Poll-axe Fighting .................................................................................................................................... 29

Ringen (‘Grappling’) . ............................................................................................................................ 29

Riposte . ................................................................................................................................................. 29

Rollout . .................................................................................................................................................. 29

Sidestep . ............................................................................................................................................... 30

Situational Awareness . ........................................................................................................................ 30

Shield Fighting ...................................................................................................................................... 30

Shield Grab . .......................................................................................................................................... 31

Shield Slap . ........................................................................................................................................... 31

Shield Smash ........................................................................................................................................ 31

Shield Wrench ....................................................................................................................................... 31

Slip-thrust . ............................................................................................................................................. 31

Steal Initiative ....................................................................................................................................... 31

Unflinching . ........................................................................................................................................... 32

Volley Firing . ........................................................................................................................................... 32 Advanced Martial Feats . ........................................................................................................................... 35

Advanced Cooperative Fighting ........................................................................................................... 35

Advanced Half-sword Fighting ............................................................................................................. 35

Advanced Point Control . ...................................................................................................................... 35

Advanced Poll-axe Fighting . ................................................................................................................. 35

Advanced Distance Fighting ................................................................................................................ 35

Bind and Batter ..................................................................................................................................... 36

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Bind and Strike ..................................................................................................................................... 23

Durchlauffen (‘Passing through’) . ....................................................................................................... 36

Niten Ichi (‘Two Swords as One’) . ....................................................................................................... 37

Gioco Stretto (‘The Tight Game’) . ....................................................................................................... 37

Graceful Rush ....................................................................................................................................... 37

Grapple and Pin .................................................................................................................................... 38

Kampfringen (‘War-Grappling’) ............................................................................................................ 38

Missile Catching .................................................................................................................................... 38

Versetzen . ............................................................................................................................................. 37

Morstrosse (‘Murder Strikes’) .............................................................................................................. 39

Mounted Ringen (Mounted Grappling) . .............................................................................................. 39

Nachreisen . ........................................................................................................................................... 39

Pugilism (Boxing) . ................................................................................................................................ 40

Ringen Am-Schwert . ............................................................................................................................. 40

Winden (‘Winding’) . .............................................................................................................................. 40

Tactical Movement . ............................................................................................................................. 40

Zucken (‘Twitch Cut’) . .......................................................................................................................... 41

The Sucker Punch (Special) . ................................................................................................................. 41 Martial Feats from the FMA . ..................................................................................................................... 44

Defanging The Snake. .......................................................................................................................... 44

Gunting (Scissors) (Advanced Martial Feat) ...................................................................................... 44

Hand Checking ...................................................................................................................................... 44

Limb Destruction (Unarmed) ............................................................................................................... 45

Two Weapon Disarm . ........................................................................................................................... 45

Scabbard Break ..................................................................................................................................... 45 Appendices . ................................................................................................................................................... 46

Appendix I: Magic Rules. ........................................................................................................................... 47 Rules for Certain Spells in Combat . ..................................................................................................... 47 The Spell Failure Rule . .......................................................................................................................... 47

Appendix II: Weapons Tables . ................................................................................................................... 48 Melee Weapons . ........................................................................................................................................ 49

Simple Weapons .................................................................................................................................... 49 Simple weapons, continued. ................................................................................................................. 50 Martial Weapons .................................................................................................................................... 51 Martial Weapons continued. ................................................................................................................. 52 Exotic Weapons...................................................................................................................................... 52 Exotic weapons, continued . .................................................................................................................. 53 Using weapons two handed vs one handed table ............................................................................... 53 Base speed for animals by size table . ................................................................................................. 53 K/ O Results Table: . .............................................................................................................................. 53

Missile Weapons ........................................................................................................................................ 54 Missile To Hit and Armor Bypass Modifications by Range Table: ....................................................... 57 Readying Missile Weapons . .................................................................................................................. 57 Self Bows, Javelins, and Indirect Fire . ................................................................................................. 57 A Note on Throwing Weapon Ranges . ................................................................................................. 57 Special Ammunition . ............................................................................................................................. 57 Cover and Missile Weapons . ................................................................................................................ 57

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Using missile weapons with the Martial Pool . ..................................................................................... 57 Piercing Critical Hits and Missile Weapons (Optional). ....................................................................... 58

Shields . ...................................................................................................................................................... 60 Shield Construction. .............................................................................................................................. 60

Appendix III: Mounted Combat . ................................................................................................................ 61 The Deluxe Warhorse Template............................................................................................................ 62 Destrier . ................................................................................................................................................. 63 Palfrey . ................................................................................................................................................... 63 Courser . ................................................................................................................................................. 63 Hobbie . ................................................................................................................................................... 63 Jennet . ................................................................................................................................................... 64

Appendix V: Armor ..................................................................................................................................... 67 Types of Armor ....................................................................................................................................... 67 Armor Tables . ......................................................................................................................................... 68

Appendix VI: Using OGL 3.5 Feats with the Codex .................................................................................. 71 Unchanged Feats ................................................................................................................................... 72 Modified Feats ....................................................................................................................................... 72 High Level Feats .................................................................................................................................... 74 Replaced Feats ...................................................................................................................................... 74 Incompatible Feats . .............................................................................................................................. 74 Incompatible weapons . ......................................................................................................................... 74 Animal Fighting Strategies. ................................................................................................................... 76 Closing the Range .................................................................................................................................. 76 Animals and Defense . ........................................................................................................................... 76 Monsters and Animals in Codex Rules . ............................................................................................... 76 Sample Animals ..................................................................................................................................... 78 1 Ape . ..................................................................................................................................................... 80 2 Bear, Brown ........................................................................................................................................ 80 3 Boar . ................................................................................................................................................... 81 4 Crocodile . ............................................................................................................................................ 81 5 Dog. ..................................................................................................................................................... 81 6 Eagle . .................................................................................................................................................. 82 7 Elephant. ............................................................................................................................................. 82 8 Horse (Warhorse- Heavy) . .................................................................................................................. 83 9 Leopard . .............................................................................................................................................. 83 10 Lion . .................................................................................................................................................. 84 11 Snake (Small Viper) . ........................................................................................................................ 84 13 Dire Rat. ............................................................................................................................................ 85

Appendix VIII: Characters in the Codex . ................................................................................................... 86 Sample Characters . .............................................................................................................................. 86

Character Sheet. .......................................................................................................................................... 104 Bibliography . ................................................................................................................................................ 107

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Introduction

Codex Martialis Combat Rules System

The Basic Philosophy The idea of the Codex Martialis is to slightly retool the basic 3.5

combat system in a way that enhances the immersive and

dynamic aspects of combat in a realistic way without adding

layers of complexity. Most other “realism” oriented RPG combat

systems tweak the damage model, but we wanted to take a

different approach. In Codex Martialis we have analyzed the

mechanics of real-world medieval martial combat in an attempt

to give players more tactical and strategic options.

Our goal is to make combat into more of a ‘game within the

game’ without having to rely on the elements of spells or

magical powers to make combat interesting. By borrowing

maneuvers from Historical European Martial Arts as well as

Budo (Samurai) traditions and other martial arts from around

the world, Codex Martialis imbues a more nuanced and

internally consistent feel to the fight. We believe this allows

players to more intuitively enjoy the combat experience while

contributing to a better feeling of immersion in the gaming

environment.

Combat in Codex Martialis is fast and bloody and often

unpredictable. The individual Player’s strategy has a major

impact on the outcome of any fight. Codex Martialis seeks to

promote player involvement in combat rather than increasing

the level of detail for its own sake. While Codex Martialis does

not create a more realistic wound or injury system it is designed

to be modular so that a variety of existing damage models can

be easily integrated.

Tactical options without the need for Magic or

Miniatures 3.5 allows for some combat options, such as fighting

Defensively or using feats such as Power Attack and Expertise.

Codex Martialis builds on this by adding a variety of basic

offensive and defensive combat options. With more combat

options available the player is able to take a more active role in

how their character fights. New Martial Feats are also designed

to be simple to understand and visualize without relying on

numerous charts or requiring the use of miniatures, cards,

chits, maps, or counters.

Thanks to the unique weapon characteristics the choice of

weapons becomes a major tactical consideration rather than a

cosmetic adornment for a character. Weapons are not just

rated for damage, but also for reach, defensive value, speed in

follow-up attacks, effectiveness against armor and suitability for

different types of attacks. The selection of weapons becomes

another major aspect of the basic combat strategy.

How to Use the Codex Martialis The Codex Martialis is a resource for people interested in

expanding their combat options. Many of the rules in the Codex

are deliberately listed as optional. This allows the DM and

players to choose those rules that best suit their campaign and

their playing style. Codex Martialis is designed to work both as a

self contained system and as a kind of a-la-carte menu of

crunchy combat options which you can use as you please in

your games.

With this approach in mind there may be balance issues if you

pick some options but decline to use others. Players who prefer

a tightly balanced system or do not like to adjust the rules may

not wish to take advantage of all this flexibility. If that is the

case for your gaming group then the best approach is to

implement the Codex Martialis in its entirety.

Dice Pool vs. D20 A Dice Pool lends a lot of flexibility to combat, but a 20 sided die

allows a wider range of probability. Codex Martialis gives you a

little of both by combining aspects of a dice pool with the 20

sided die. Multiple 20 sided dice can be rolled in a single attack

or defense roll, but only the highest die is counted. This keeps it

simple and allows players and DMs alike to overcome the

dreaded ‘flat curve’. This way you can make your own luck,

literally.

Do you prefer rolling defense against an attack or simply

requiring your attacker to defeat a target number? Codex

Martialis allows both options. Defense can be either Active or

Passive. Armor acts as Damage Reduction (DR) as in many

other systems now, but armor can also be bypassed or attacked

itself. Having trouble piercing that iron breast plate or those

tough dragon scales? Strike around the hard parts and into the

soft underbelly with a bypass attack. No luck piercing that

brigandine? Maybe it’s time to start taking it apart with a few

well placed cuts.

Character skills combine with choice of weapons to open up a

variety of tactical options and personal strategies. Do you select

a staff for its excellent defensive value, a military pick for its

enhanced armor piercing features, or a longsword for its

versatility in attack and defense? A spear or a pole-arm has a

terrific reach in the opening attack but it is relatively slow in the

followup attack. A dagger is a very dangerous weapon at close

range because it allows the wielder to perform rapid followup

attacks. To use it effectively, mount a cautious defense until

your opponent makes a mistake allowing you to rush in and

stab stab stab. Most beasts such as lions and wolves will

attempt to engage in close-fighting or grappling by preference.

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Martial Feats allow personal combat strategies to take on

considerable depth. For example, a spear–fighter may take the

Stop Thrust Martial Feat which makes it easier to impale folks

with daggers attempting to rush into close range. A Samurai will

usually choose the Nukitsuke Martial Feat allowing a sheathed

weapon to be instantly deployed into a cut or a flowing block

which confers a bonus to defense and opportunities for

counterattack.

The possibilities are actually limitless. Codex Martialis allows

combat to feel like combat; you can try out ideas you see in

movies, know from martial arts, or think up yourself. This

system is designed to allow you to have fun with the fight

without getting bogged down in it. Precision vs. speed, strength

vs. finesse, attack vs counterattack… the outcome of combat is

decided by each Character’s specific abilities and each

individual Player’s personal style.

Our goal is to present the player and DM with a range of new

tactics which bring a far more dynamic feel to combat, by

adding numerous options without adding a great deal of

complexity. We invite you to try the system out and let us know

what you think of it.

A note about the period artwork or “what is with

those funny pants?” Throughout this document,

particularly in the Martial

Feats section, you will find

artwork from the 15th

Century fencing manual of

Hans Talhoffer, one of the

Fencing Masters of the

Liechtenauer tradition from

whom the techniques in

this book are derived. I

have made extensive use

of the Talhoffer prints

because they are one of

the only fencing manuals in

the public domain with

artwork good enough for

the techniques to be clear.

The men (and occasionally women) in these illustrations are

dressed in what appears to be an odd manner to the modern

eye. They wear either pourpoint and hose, a standard 15th

Century attire, or specialized leather body suits used for judicial

combat. The men also usually wear a ‘codpiece’, which is both

something like a modern athletic cup, and serves for modesty

since the hose is very thin material like a ballet leotard. The

skin-tight Judicial Combat uniforms are even more odd looking,

but if you can get past that, some very interesting historical

techniques are well illustrated in this artwork, and therefore I

have included it in it’s original, slightly odd looking format rather

than recreating it in trendy ‘dungeonpunk’ or standard fantasy

attire, because this way you can interpret the original artwork as

the Master himself intended.

Parco Di Monstri, Bomarzo Italy, built 1552

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The Martial Pool

Changing Range

You can change range one step (from grapple to melee or

melee to onset or vice versa) for the expenditure of one

Martial Pool Dice. Move equivalent actions (any actions

which could draw an Attack of Opportunity) may require

expenditure of one to two Martial Pool Dice at the GMs

discretion. Entering or leaving Grapple range may trigger an

Attack of Opportunity, though some Martial Feats trump

this (See Martial Feats).

Weapon Characteristics

The characteristics of the weapon you wield plays a role in

the strategy you use in a fight. Large weapons have better

reach, small weapons are faster. Piercing weapons are

more effective against armor, while slashing weapons are

better against unarmored opponents.

Reach To Hit Bonus

Each melee weapon has a Reach To Hit Bonus (RTHB)

which comes into play in all opening attacks. Longer

weapons such as spears, staves, lances, and pikes all have

excellent reach. Initial attacks use the RTHB. See Basic

Combat, Attack.

Speed To Hit Bonus

Each melee weapon has a Speed To Hit Bonus (STHB)

which comes into play in all follow-up attacks. Daggers,

hatchets, knives and short-swords have good speed.

Weapons balanced by an iron pommel, such as

broadswords or arming swords, have better speed than

those which don’t, such as a hatchet or a mace. With

certain Martial Feats, double-edged weapons can have a

speed advantage as well. Any time you attack for the

second and subsequent times in a given round, and any

time you make a Counterattack or an Attack of Opportunity,

you use the STHB of your weapon. See Basic Combat,

Attack.

Weapon Defense Bonus

Each melee weapon is rated for defense. Shields and

weapons which are of a substantial size but well balanced

have a good Weapon Defense Bonus (WDB). Most swords,

maces, and certain daggers have good defensive

characteristics, as do staves, spears, and pole arms when

used with two hands. Weapons with extra hand protection

also have a higher WDB. See Basic Combat, Defense.

Damage Rating

The Damage Rating value represents the normal damage

done for any attack.

Armor Piercing Bonus

Certain weapons are designed specifically to pierce armor.

These weapons receive an Armor Piercing Bonus. This

bonus lowers the Damage Reduction value from your

opponent’s Armor (see Armor).

Attack Types

Each weapon has one or more Attack Types. The different

Attack Types are Chop, Slash, Bash, and Pierce.

Primary Attack

The Primary Attack is the Attack Type which is used for

Critical Hits. For example a dagger may be able to Slash

and Pierce but the Pierce Attack Type is considered the

Primary Attack type as it is the one that may cause a

Dynamic Critical (see Critical Hit).

Martial Pool

In the Codex Martialis you don’t get a fixed number of

attacks per round. Instead you have a Martial Pool (MP)

which consists of a number of dice. These dice may be

used to make multiple attacks, to enhance the

effectiveness of one or more attacks, or for Active Defense

(see Basic Combat). The value of the MP reflects the

number of 20 sided dice you can use in combat in one

round. You can literally hold your MP in your hand at the

beginning of each round.

The Martial Pool accrues at the rate of one die per Base

Attack Bonus or BAB. The minimum is 1, the maximum MP

is 4. For example a 3rd Level Fighter has a BAB of 3 and

therefore 3 MP. A 12th level fighter has a BAB of 12 and an

MP of 4 (the maximum). A first level Wizard with a BAB of 0

would have an MP of 1.

How you spend the dice in your Martial Pool is part of your

individual strategy. Assuming you have an MP of 4 (BAB of

4 or better), do you make 4 separate attacks? Do you make

one enhanced attack with all four dice (see Basic Combat,

Attack)? Do you use one die for attack and save three dice

for Active Defense, or use one and save the rest for a

counter-attack? It’s up to you to decide. You create your

own strategy to suit your Character’s fighting style and the

circumstances of the moment.

If you prefer not to use the Martial Pool, you can substitute

a +4 To Hit bonus for each Free Dice or Extra Dice

recommended for a Martial Feat or a Counterattack.

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Natural 20 and Natural 1

When rolling multiple dice a natural 1 is ignored so long as

another higher die roll was also rolled, and a natural 20 is

always considered a hit since you take the best die roll.

When rolling only one die a natural 1 is always considered

an automatic fumble.

Saving Throws

Dice in the Martial Pool may be applied to Saving Throws as

well as attacks or Active Defense. They are used the same

way except that any Pool dice expended on a Saving Throw

are pooled with the normal Saving Throw roll. In other

words you always get at least one die for any Saving Throw;

adding MP dice gives you a way to improve your odds

Martial Pool and the Full Attack Option

If you use Martial Pool, it takes the place of Fighting

Defensively and using a Full Attack option. When using the

Pool it’s simply a matter of choosing how many MP dice you

wish to put into moving, attacks, and Active Defense, and

this can be all attack or all defense or anything in between

as you see fit.

Martial Pool and Movement

Using the Martial Pool also requires a slight change to the

standard 3.5 movement rules. We allow one free

movement per round up to each PC or NPC’s movement

rate (i.e. 15’-30’). Each subsequent movement after the

initial move requires the expenditure of 1 MP, up to a

maximum of 3 movements (this is separate from changing

combat range in a fight, for that see Changing Range). To

Run (4 movements) the PC must expend all available MP

(i.e. none can be assigned for Attack or Active Defense)

Entering or exiting combat range (anywhere threatened by

an Attack of Opportunity) also costs 1 MP. This makes PCs

and NPCs (and Monsters) a bit more mobile than low level

NPCS which should be kept in mind, it also allows more

natural range from no movement / total combat (the Full

Attack option) to all movement / no combat.

Viktor Vasnetsov “Bogatyrs” (Boyas) 1898

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Ivan Bilibin, The Merchants visit Tsar Saltan, 1905

Thorstein the Black and Svein, son of Alf o’ Dales, stood before the door. The rest of the company were tearing the roof off the dairy. Hunbogi the Strong and the sons of Armod took one end of the beam, Thorgils, Lambi, andGudrun’s sons the other end. They now pull hard at the beam till it broke asunder in the middle; just at this Hardbein thrust a halberd out through where the door was broken, and the thrust struck the steel cap of Thorsteinthe Black and stuck in his forehead, and that was a very great wound. Then Thorstein said, as was true, that therewere men before them. Next Helgi leapt so boldly out of the door so that those nearest shrunk aback. Thorgilswas standing near, and struck after him with a sword, and caught him on the shoulder and made a great wound.Helgi turned to meet him, and had a wood-axe in his hand, and said, “Still the old one will dare to look at and faceweapons,” and therewith he flung the axe at Thorgils, and the axe struck his foot, and a great wound that was. And when Bolli saw this he leapt forward at Helgi with Footbiter in his hand, and thrust Helgi through with it, andthat was his deathblow. Helgi’s followers leapt out of the dairy forthwith, and Hardbein with them. Thorleik Bollison turned against Eyjolf, who was a strong man. Thorleik struck him with his sword, and it caught him on the legabove the knee and cut off his leg, and he fell to earth dead. Hunbogi the Strong went to meet Thorgils, and dealta blow at him with an axe, and it struck the back of him, and cut him asunder in the middle. Thord Cat wasstanding near where Hardbein leapt out, and was going to set upon him straightway, but Bolli rushed forwardwhen he saw it, and bade no harm be done to Hardbein. “No man shall do a dastard’s work here, and Hardbein shall have life and limbs spared.” -Volsunga Saga

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Basic Combat

Initiative

Initiative determines who strikes first in a fight, a critical

factor in any fight and in the strategy a Player implements

in combat. This works like normal. (However for more on

initiative and options see the optional rules.)

Reach and Measure

In real life, a longer reach gives a major advantage in the

opening stages of a fight. To represent this, grant a Free

Dice during any initiative roll to whoever has the longest

weapon or reach To Hit bonus. This overlaps with the

Initiative Bonus by BAB optional rule if you are using that.

Attack

Codex Martialis gives the PC and DM alike several new

options for the Attack. The To Hit bonus is based on the

BAB plus either a Reach or a Speed bonus from the

weapon itself. An unarmed attacker is considered to have a

Reach bonus of 0 and Speed bonus of 6.

Using Multiple Die Rolls for One Attack

You can use two or more dice from your Martial Pool on the

same attack in order to increase your odds of a hit or a

critical hit. To do this simply roll all the dice selected; keep

the highest roll and discard the rest. For example, you may

choose to use all four dice in a single attack. You roll a 4,

an 11, a 6 and a 17. You would keep the 17 as your roll

and discard the others, and you have now expended your

entire MP for this round.

Multiple Attacks

Alternately you can split your Martial Pool into multiple

attacks, in any combination you like. For example you could

put 3 dice on one attack and save one for a follow-up

attack, do two attacks of 2 dice each, or four single-die

attacks. You can also keep dice in reserve for Active

Defense, for a counterattack, and for an Attack of

Opportunity. In fact it is often wise to do so.

Combat Ranges: Onset, Melee, Grapple

We can think of combat as taking place at three ranges:

onset, melee, and grapple. All missile combat takes place

in the onset range. The first melee attack of a round also

takes place in the onset range. All attacks made in the

onset range gain a To Hit bonus based on weapon reach.

Attacks in the melee range are based on speed.

Subsequent attacks in the same round are considered at

melee range unless you are Maintaining range (see below):

First Attack

Your first attack in a fight is almost always in the onset

range. In the Onset Range, your weapons to hit bonus is

based on reach.

Follow-up Attacks and Melee Range

Your second and subsequent attacks in the same round

are usually considered to be in the Melee Range. Weapon

bonus is based on speed. All counterattacks are also based

on speed.

The various ranges used in the codex system are clearly apparent in this

15th Century painting depicting the brutal reality of Medieval combat. In

the center of the painting, one knight in bronzed plate harness kills

another similarly equipped with a lance strike, attacking at onset range.

At the top, cavalry fight with swords at melee range. At the bottom,

dismounted knights fight desperately on foot with daggers at grapple

range.

Maintaining Range

As long as you make no followup-attacks or counterattacks

you are considered to still be in Onset Range at the

beginning of each round. Once either combatant has made

a second attack in the same round you are considered in

melee (or grapple range). The only exception to this rule is

that it is possible to execute two attacks while maintaining

range by committing two dice to each attack (thus leaving

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none for Active Defense). Normally this would mean that

you will have no MP remaining for Active Defense.

Many fights start at a distance with long, fancy weapons, but endclose up on the ground with daggers… the dagger is a fight-finisher(from Talhoffer 1467)

Grapple Range

To enter Grapple range one must make a successful attack

either unarmed or with a size S or T weapon. Once the PC

announces their attack and intention to enter Grapple, their

opponent may first make an Attack of Opportunity (AoO) if

they have dice remaining in their Martial Pool. If there is no

AoO or the PC survives the AoO and the PC hits with their

attack, they are now in Grapple range. Note: it is possible

to be at grapple range with one opponent and onset or

melee with another.

While at Grapple Range, Weapon Defense Bonus no longer

applies for active defense and Weapon Reach does not

apply to attacks, but Speed does. Being at Grapple range

does not mean that grappling is necessarily taking place.

Exiting from Grapple range requires the expenditure of one

die from the Martial Pool, and provokes a potential AoO.

Fighting in Grapple Range

Once in Grapple Range, there are four special effects:

1) The Weapon Defense Bonus no longer applies.

2) Weapons sized M or larger cannot be used to

attack (except for special cases).

3) Shields confer passive defense only (see Shields).

4) All weapons receive their Speed To-Hit Bonus

instead of their Reach To-Hit Bonus.

Attacks of Opportunity

Are not automatic extra attacks in Codex Martialis.

Executing an Attack of Opportunity requires that dice be

available in your Martial Pool.

Defense

You can engage in Active or Passive Defense with the

Codex Martialis.

The fencer on the left has very effectively displaced an attack from thefencer on the right with his buckler and his counterattacking with athrust. From Talhoffer 1467.

Counterattacks

Any time the Defender rolls a natural 20 in Active Defense

then they may perform an immediate counterattack with

any remaining dice in their Martial Pool (see Defense). In

the event that you roll a 20 in Active Defense and the

attacker also rolls a 20 you can still Counterattack. Any

resulting hit would be considered to have occurred

simultaneously with the attacker’s hit. A Counterattack is

also triggered if the attacker rolls a natural 1 against any

Active Defense. A natural 1 against a passive defense is a

fumble (usually meaning a dropped weapon or equivalent

mistake at GM’s discretion)

Defense Bonus per BAB

Your Base Defense value is equal to your BAB plus your

Dexterity bonus. Both Active and Passive Defense are

based on your Base Defense value. All PCs and NPCs

receive a Defense Bonus (DB) based on their Base Attack

Bonus. For example a third level fighter with a BAB of +3

also gets a Defense Bonus of +3.

Active Defense

Active Defense means that you are paying special attention

to actively trying to defend yourself. When you are attacked

any dice available in your Martial Pool can be used for

Active Defense. You roll a d20 and add that to all of your

defensive bonuses for Dexterity, Weapon Defense, BAB,

Feats, and so on where applicable. If you roll a natural 20

you are eligible for an immediate Counterattack if you have

dice remaining in your MP (see Counterattack).

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Generally speaking the odds are slightly better for Active

Defense. Also you have extra opportunities for a

Counterattack with an Active Defense. However there is

also considerably more risk.

Desperation Defense

If you are attacked while using Active Defense, and your

opponent scores a hit, you may expend any remaining MP

you have to make another Active Defense roll. If you have

the initiative advantage you must then swap initiative

values with your enemy (effective next round). If you do not

have the Initiative, you lose one MP on your next round.

These fencers fighting with sword and buckler have just entered abind. From Talhoffer 1467

The Tie that Binds

A tie on any die roll that counts is considered a “Bind”, and

can trigger certain Martial Feats (See Martial Feats) as well

as opportunities to seize or disarm your opponents weapon.

This means the physical die roll, not the modified die roll. If

you are using the optional rule Damage to Weapons During

Binds the attacker has potentially damaged the defenders

weapon. (On the other hand the Fuhlen MF confers

immunity from your weapon being damaged in a bind.)

If you re rolling a multi-dice attack, you may choose which

die roll to pick as your die that counts (it doesn't have to be

the highest number) so it is possible to pick the die roll

which gives you a tie and therefore a bind. (It would also be

possible to pick a natural 1 if for example you wanted to

intentionally lose a fight for some reason.) If both attacker

and defender are using multiple dice, the person with the

initiative decides who declares first.

If two opponents both have MF triggered by a Bind, such as

for example if the attacker has Mutieren MF but the

defender has Bind & Strike MF, these attacks take place

simultaneously. Alternately if you prefer a less ‘bloody’

system you can allow the person with the initiative to go

first.

Binds do not count when the defender has elected to ‘void’

in their active defense (i.e., there is no bind if they did not

count their weapon or shields defensive value).

Passive Defense

Passive Defense means you are relying on your reflexes,

distance and training to react appropriately to enemy

attacks. For Passive Defense you simply add 8+ all

applicable defensive bonuses. The attacker must roll higher

than your Passive Defense score. For example an unarmed

1st level fighter (BAB 1) with a 13 Dex (+1) would have a

Passive Defense of 2+8= 10. Normally weapon defense

does not apply to Passive Defense (some Martial Feats

trump this, see Martial Feats), but Shield Defense always

does apply.

Undefended Targets

Undefended targets have a Passive Defense value of 2 vs

melee weapons (roll dice for Critical) and are considered to

have a Passive Defense value of 8 against missile

weapons.

Shields

Shields are treated like special defensive weapons; they

have a Defense Bonus like weapons do which can be

applied to Active or Passive Defense. Some feats allow

shields to be used offensively as well. Normally when

fighting with a shield, either the weapon’s defense value OR

the shields defense value is used to calculate Active

Defense (whichever is higher). Keep in mind that a shield

always gains a “Free Dice” in any Active Defense roll. The

DB of a shield is also automatically added to Passive

Defense, unlike the weapon’s DB. Certain Martial Feats

allow you to combine the DB of your shield with that of your

weapon (see Martial Feats).

Extra (Active) Defensive Die Roll for Shields.

If used for Active Defense shields automatically generate

an extra defensive die roll every time they are used, but this

must also be matched by at least one die from the shield

bearer’s Martial Pool. This can be combined with any other

Active Defense die rolled normally. It does not have any

effect on passive defense. Using a shield Actively always

forces the allocation of at least one MP die.

Defense against Missiles

Your weapons Defense bonus does not apply in Active

Defense against Missiles (unless you have the Missile

Parrying MF), but your shields Defense bonus does. When

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defending against missile attacks cover may also play ar

role (one Free Dice for Active Defense for every 25% cover)

Other than that your defense against Missiles is the same

as defending against a melee attack.

Shield Damage

On any bind (tie roll) against an Active Defense roll with a

shield the shield has been potentially damaged. Roll

damage for the attacking weapon, subtract Toughness

value as a DR, and apply damage to the shield

appropriately. A shield used for Passive Defense may also

be targeted for attack like Armor (see Attacking Armor).

Damage

This is the standard damage inflicted by this weapon during

a normal attack. Basic damage is sometimes lower for

weapons which can cause multiple forms of critical hits.

Bludgeon weapons tend to have higher basic damage since

Bludgeon critical hits do not cause extra killing damage,

and because it (arguably) takes less finesse to cause

damage with a blunt instrument than with an edge or a

point.

Critical Hits

Critical Hits represent extraordinary damage caused by any

attack. A natural 20 is always considered a hit, but is only a

Critical Hit if the modified roll is higher than the defenders

roll (if any). So for example if you are at -5 to hit, and roll a

natural 20, and your opponent is at +5 and rolls a 19, it’s a

hit, but it’s not a Critical Hit. Critical Hit damage is special

for Bludgeon Weapons (see below). Crit Damage is a D6 for

Bludgeon and Piercing, a D8 for Chop attacks, and D10 for

Slash attacks, regardless of the weapon. Basic damage and

Critical Hit damage is always combined for purposes of

Damage Reduction. Alternately, if you prefer a simpler

system simply make all critical hits cause D10 damage or

double damage.

“Take two aspirin and call me in the morning.”

Dynamic Criticals

When attacking with the Primary attack type for your

weapon, and using multiple attack dice in a single attack,

damage is one die per MP rolled. So a Critical Hit scored in

a 3 dice slash attack with a Katana would cause 3d10

damage, a 2 dice chop attack 2d8 etc. (Note: it is only a

Critical Hit if you meet the criteria above, i.e. it has to not

only be a natural 20 but also higher than the defenders roll,

if any.)

Attack Types and Critical Hits

The Primary Attack type(s) listed by weapon represent the

types of attacks for which the weapon is most suitable and

the only means by which the weapon can cause a Dynamic

Critical. For example, a sidesword is capable of the attack

types Slash, Chop, and Pierce but only Pierce and Slash are

listed as the Primary Attack types. So you can Chop with

this weapon but if you make a multi-die Chop attack and a

natural 20 is rolled your Critical Hit will only cause 1D8

Damage. If a Critical Hit is indicated in a Piercing attack

however, it is considered a Dynamic Critical.

Bludgeon Damage and Bludgeon Critical Hits

Bludgeoning weapons are more likely to cause basic

damage as less finesse is required to break bones or crush

organs than to properly cut or pierce an opponent. Critical

Hits from bludgeoning weapons are handled differently. A

Critical Hit from a Bash attack is treated as a potential

Knock Out (KO). This can be handled one of two ways:

Nonlethal Damage

Critical Hit damage is rolled normally, and is applied as

nonlethal Damage per standard OGL rules.

Knock Out Threat (Optional Alternative)

Critical Hit damage is added to Basic Damage and the two

values are combined into a Knock Out threat. This becomes

the TN for a Will save (see KO Table, Appendix II: Weapons)

If the target fails the save they may be knocked out or

stunned.

Fumble

A natural 1 on an attack die roll is automatically considered

a fumble and may indicate a counterattack by your

opponent. (see counterattack). A natural 1 on an Active

Defense die roll means an automatic hit by the attacker.

The only time a natural 1 can be ignored is if you rolled

multiple dice in the same roll (using the Martial Pool), in

which case it can be discarded in favor of a higher die,

unless all dice in the pool come up 1 of course.

Armor

Armor works as Damage Reduction. Armor does not affect

Defense except detrimentally by reducing the Maximum

Dexterity bonus (Max Dex).

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Armor Bypass

Armor can either be penetrated (by overcoming Damage

Reduction) or bypassed. Bypassing an opponent’s armor

means striking them in such a way that the blow slips past

their armor. To bypass armor the attacker must apply the

Bypass Penalty for the particular armor type. Depending on

the type of armor this can be anywhere from -2 to -10.

Natural Armor is always -10 to bypass. If a hit is scored in

spite of the Bypass Penalty no Damage Reduction is

applied for the armor. See Armor for more information on

the Bypass Penalty.

Attacking Armor

In some cases, when using certain types of weapons

against certain types of armor, armor which cannot be

penetrated can be ablated. You simply announce your

intent to attack the armor instead of the person or creature

wearing it. This can be done against natural armor as well.

Any hit does damage to the armor. Hardness is deducted as

Damage Reduction and any remaining damage is applied

against the armor’s Hit Points. Once the armor has been

reduced to 0 or less hit points it offers no further DR until it

is repaired. Repair requires the skill of someone with

suitable expertise and equipment.

Viktor Mikhailovich Vasnetsov, “A Knight at the Crossroads” 1878

"Tóla had this stone raised in memory of her son Haraldr, Ingvarr's brother. They travelled valiantly far for gold, and in the east gave to the eagle. Died in the south in Serkland."

- Gripsholm Runestone, 11th Century,Sweden

“These brothers were the best of men in the land and abroad in the retinue, held their huskarls well. He fell in battle in the east in Garðar commander of the retinue, the best of landholders.” - Turinge Runestone, 11th Century, Estonia

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Advanced Rules The following rules are part of the core system but are a bit

more advanced in concept or in terms of detail, and may be

layered in to your game after you are familiar with the basic

Codex rules.

Attack Types vs. Armor

Bludgeon and Piercing weapons cause damage vs armor

normally. Chop weapons suffer double the normal DR and

hardness, and Slash weapons triple (unless vs all-textile

armor). So for example A brigandine doublet (DR 4) would

remain a DR 4 vs Bludgeon or Piercing, would be DR 8 vs

Chop, and DR 12 vs slash.

Hit Point Ceiling

Codex Martialis can be adapted to high level play, but it was

originally designed to be a grim system; combat is meant to

be dangerous and never routine. To this end a Hit Point

ceiling is recommended; 3x constitution for fighters,

rangers, and paladins and 2x constitution for all other

classes or multi-classed characters. For example a fighter

with a 15 constitution would have a maximum of 45 hit

points, whereas a cleric with a 15 constitution would have a

maximum of 30 HP.

Disengagement

Under Codex movement rules you may move one range

category or one movement (normally up to 30’ depending

on your Move rate) per MP expended. If at the end of your

round you have sufficient MP to move out of Onset range of

any and all enemies, and you are not currently under threat

from any prepared missile weapon, you are considered

‘Disengaged’. You may then re-roll initiative effective if and

when you then re-enter combat distance.

The fencer on the right is about to trip the fencer on the left with theback-spike of his pollaxe which is hooked around his knee. Notice heis not telegraphing with his eyes. From Talhoffer 1467

Grappling from a Distance

Each Weapon has a Grapple Bonus which takes effect

during any attempt to grapple using the weapon (either at

short range or from a distance) including making Trip

attacks and Disarm attempts or pulling someone off of a

horse for example. Any weapon with a Grapple Bonus may

be used to Grapple from a Distance.

Shield Hook

Another way you can use Grappling from a distance is the

shield hook. This is a common tactic with polearms that

you even see used in modern re-enactment groups like the

SCA. If you have a weapon with a grapple bonus like a

halberd or a bill, you can make a grapple attack at your

opponents shield (which they can resist with a normal

Active Defense roll). If you “hit”, the shield doesn’t count

for their defense in your next attack.

The fencer on the left has seized the sword of the fencer on the rightafter a bind, trapping it against his body, and is now about to strikehim. From Talhoffer 1467.

Seizing Weapons

Any time you are at grapple range, or get into a bind (tied

die roll on Active Defense), you may attempt to seize your

opponent’s weapon. If your opponent still has MP

remaining they may interrupt you with an AoO when you try

this; after which you simply roll a contested Grapple Check

to grab the weapon (or your Grapple vs. their Base Defense

if they have no MP remaining). Of course the Ringen MF

gives you a free dice on any roll to initiate or avoid Grapple

which applies here for either party. This also works for

Natural weapons (grabbing a monsters paw or throat to

keep them from biting, etc.)

If you have grabbed a weapon it cannot be used against

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you either this round or the next round or thereafter until it

has been freed (which will require another contested

grapple check.) If your weapon is being held you can let it

go yourself as a "free action" and do something else (like

seize their weapon, or draw a dagger, or go to grapple or

whatever).

If you have grabbed your opponents weapon and are

wielding a Hand and a Half (HH) Weapon you may still

attack them in this round (only) with no penalty /

adjustments for one-handed use, and their own weapon will

not apply to their defense.

The fencer on the right is making a perfect pommel-strike to the chin ofthe fencer on the left, who was attempting a half-sword thrust. He willsoon be missing teeth. From Talhoffer 1467AD

Pommel Strike

If you are carrying a sword, or any other weapon with a

significant pommel or metal haft, and find yourself in

grapple distance where the blade perhaps cannot be used

(if it is size M or L) you can still strike with the pommel as a

formidable weapon. The pommel on a sword is almost

equivalent to a light mace. Damage for a sword pommel is

D6 B/B. This can also be done with some daggers and

shorter swords where a bludgeon attack is desirable, such

as for a KO.

Having transitioned from a bind, the fencer on the left is in the processof taking the sword away from the fencer on the right. If the hisopponent continues to hold on to his sword the fencer on the left willuse his leverage and he will be thrown to the ground. Talhoffer 1467.

Disarm Weapons

Once you have seized a weapon, if you have any MP

remaining, you may make a second contested Grapple

check to take it away (Disarm). If your opponent has no MP

remaining this is against their Base Defense per above. If

neither of you have any MP remaining you can still hold on

to their weapon and they will not be able to attack you with

that weapon next round until they manage to free it ...

unless the weapon is a sword or a dagger (see below).

Slash the Hand

If at the start of your round your weapon is still being held

and is a sword, knife or dagger of some kind with an S

(Slashing) attack type, you may automatically cut them with

a Slashing attack (you must expend at least one MP but no

to-hit die roll is necessary - you automatically cut them for

full Slashing damage). The only defense for this are

gauntlets or mail-lined gloves (which is why mail lined

gloves became very popular during the Renaissance.) This

makes it dangerous to grab a sword and try to take it, but

still tempting so long as you don't hold on too long! These

rules make it considerably more tempting to grab any kind

of hafted weapon if you are close enough or have the

opportunity due to a bind. And this is one of the real

advantages a sword has over an axe or a mace. Just like in

real life.

Twist the Blade

Any time you score a Piercing critical hit with a weapon

capable of P primary attack type, you may throw one or

more extra MP to cause one extra die of Crit damage for

each MP you expend. This makes thrusting weapons a bit

more deadly!

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Optional Rules The following rules are optional. They may enhance your

combat experience but they may also make it more bloody,

and can require a bit more book-keeping.

Initiative Bonus by BaB (Optional)

Individuals more experienced in combat tend to have a

better sense of timing which can trump faster reflexes. You

can reflect this by granting a Free Dice on initiative rolls to

the player (or NPC) with the highest BAB.

Armor vs Spellcheck (Optional)

The Armor Check penalty can be applied against spellcraft

checks if using the Spell Failure / Success rule (see

Appendix I: Magic Rules).

Damage to Weapons During Binds (Optional)

During Active Defense if a tie is rolled the defending weapon

has been solidly hit and may suffer damage. Apply attack

damage normally and deduct weapon hardness. An attacker

may also intentionally target an opponent’s weapon. The

attack is conducted normally and a hit means damage is

done to the target weapon. A tie in this case however means

the attacker’s weapon is damaged.

Forcing Criticals (Optional)

A player can ‘force’ a critical by announcing the attempt

before their attack roll and applying a -10 To Hit penalty. If

they are successful they have scored an automatic Critical

Hit in all respects. Furthermore Forced Criticals can cause

Critical hits for any attack type the weapon is capable of, not

just primary attacks. The penalty for Armor Bypass and the

penalty for Forcing a Critical stack.

Reach Init Bonus for Ready Weapon (Optional)

Add the reach bonus of your weapon to your init roll. This

bonus is based upon the Reach Bonus of the individual

weapon type and it is also circumstantial. In advance of

combat being initiated the Player must announce that their

character is readying their weapon. For example, “I ready my

sword and prepare to cut the head off the first thing which

comes through that hole!” or “I knock an arrow to my bow

and enter the chamber, and I’m ready to shoot…” However,

the bonus is not awarded automatically. If the opponent also

has their weapon ready and is expecting combat then

neither combatant gains the bonus. If used with Reach and

Measure both rules stack.

Weapon breakage (Optional)

Any weapon with a hardness of less than 8 takes damage

when it makes a multi-dice critical hit, and any time a

weapon with any hardness makes a multi-dice critical hit

against armor with a higher DR than the weapons hardness

(including natural armor) unless making a bypass attack.

Damage is equal to the critical hit damage caused by the

weapon. You may also want to degrade the effectiveness of

a damaged weapon with a damage step-down (D6 becomes

D4 etc.), up to the GM’s discretion.

Repairing Weapons (Optional)

A broken sword must be re-forged, requiring a swordsmith

and costing about as much as making a new one. A broken

spear, halberd or axe can be simply re-hafted which is a

fairly simple process any blacksmith and most ordinary

soldiers could do in theory – provided suitable material and

tools are available. It would still be advisable to get a

professional woodworker to rehaft the weapon, Swiss

arsenals had specialized ‘woodsmiths’ to haft weapons.

Intermediate levels of damage can be repaired at the GM’s

discretion, some damage to a sword blade can be ground

away with a whetstone, more serious problems require a

visit to the forge. Another alternative is that a broken sword

can be somewhat more easily (less expensively) made into a

smaller sword.

This is actually what apparently happened with many

Scottish weapons, which started out as two-handed

Claymores (claidheamh mòr) and were later reforged (or re-

ground) into single handed swords, with or without a

baskethilt and also called claymores, then remade again into

dirks (long daggers) and then finally into skein dubhs

(knives) sometimes three or four hundred years later. No

point in letting good steel go to waste even if you aren’t

Scottish.

Fighting indoors (Optional)

Keep in mind cutting with an axe or a greatsword is not

something easily done indoors, in a castle or a church, in a

cave or a catacomb, in the forest, on a ship etc. where

shorter weapons generally have a big advantage. To

simulate this you can set a “reach ceiling” of a certain

weapon size, and take one or more MP away from anyone

wielding a weapon that size or larger. On the other hand,

thrusting can work just fine in some circumstances,

depending on the layout of a given space, a thrusting

weapon with a reach advantage can dominate a tight spot

like a corridor, so you may want to add a Free Dice for

thrusting attacks only. You have to give some thought to

when to apply the penalty and when not to so there is always

some subjective aspect to this

.

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The infidel threw his shield in front of him, and laying

his spear on his arm he ran swiftly at me, uttering a

cry. I approached, having my spear at the thigh, but as

I drew near I couched my spear and thrust at his

shield, and although he struck at me with his spear in

the flank and forearm, I was able to give him such

mighty thrust that horse and man fell to the ground.

But his spear hung in my armor and hindered me, and I

had great difficulty in loosing it and alighting from my

horse. By this time he also was dismounted. I had my

sword in my hand; he likewise seized his sword, and we

advanced and gave each other a mighty blow. The

infidel had excellent armour, and though I struck him

by the shield he received no injury. Nor did his blows

injure me. We then gripped each other and wrestled so

long that we fell to the ground side by side. But the

infidel was a man of amazing strength. He tore himself

from my grasp, and we both raised our bodies until we

were kneeling side by side.

I then thrust him from me with my left hand in order to

be able to strike at him with my sword, and this I was

able to do, for with the thrust his body was so far

removed that I was able to cut at his face, and

although the blow was not wholly successful, I

wounded him so that he swayed and was half-blinded. I

then struck him a direct blow in the face and hurled

him to the ground, and falling upon him I thrust my

sword through his throat, after which I rose to my feet,

took his sword, and returned to my horse. The two

beasts were standing side by side. They had been

worked hard the whole day, and were quite quiet.

When the infidels saw I had conquered they drew off

their forces. But the Portuguese and Christians

approached and cut off the infidel’s head, and took his

spear, and placed the head upon it, and removed his

armour. It was a costly suit, made in the heathen

fashion, very strong and richly ornamented...

-from the diary of the German knight Jorg von Ehingen, whofought with the Portuguese in 1467.

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Martial FeatsMartial Feats are a new type of Feat introduced in the

Codex Martialis. Martial Feats confer specific tactical

options for combat. It is recommended that Martial Feats

be conferred to players at a rate of one Martial Feat per

BAB. It is up to the DM’s discretion as to whether to apply

Martial Feats at the same rate to NPCs or Monsters.

Martial Feats can be used as another way to distinguish

the unique abilities of PCs and/or special NPCs, or they can

be viewed as being universal.

Martial Feats allow players to customize the fighting style

of their character and take full advantage of the nuances

of different types of weapons. Players are given a greater

range of tactical options in order to balance the increased

lethality of the system (especially if the recommended Hit

Point Ceiling option is used).

Most Martial Feats have prerequisites including key normal

feats such as Dodge, Combat Expertise, Mobility, and so

on.

Free Dice Many Martial Feats confer a special advantage in the form

of Free Dice. This means from one or sometimes two dice

added to a single attack or defense roll without any cost to

your Martial Pool. For example, a fighter with 4 dice in his

MP decides to execute a Counterstroke. He waits for his

opponent to attack and then strikes with a 2 die attack.

Due to the Counterstroke Feat he gains a bonus third die

for his roll. Thus he retains 2 dice in his MP while rolling 3

dice for his Counterstrike.

Free Dice must be used in the same round and in the same

action which invokes the Feat. They cannot be held in

reserve or used later.

Basic Martial Feats

Absetzen Prerequisites: Dodge and Counterstroke MF

Benefit: Designate a Dodge target, when they attack you

with a slash, chop or a bludgeon attack, and your Active

Defense is successful, you may then spend one MP to

immediately counterattack with a thrusting-attack only, and

your attack applies against their original Attack die-roll. If

you only attack with one die they may only defend with one

die.

You may throw in more dice but if you spend more than

one MP they may also throw in additional Active Defense

dice to defend with.

Useful in cases where your opponent rolled low in their

attack.

Abzug

You are skilled at the art of exiting Melee range.

Prerequisites: Sidestep

Benefit: Any time you are performing Active Defense with your

last die in the round you may make a ‘free’ move from melee

to Onset range.

Bind and Strike

Prerequisite: Dodge, Fuhlen

Benefit: Declare a Dodge target on your initiative. When they

attack you and you get a Bind or generate an automatic

counter-attack (from natural 20 on Active Defense roll) with

your shield, buckler, or off-hand weapon, you can attack

them immediately and they gain no defensive bonus for their

weapon.

A mercenary displaces a spear thrust and prepares to strike

with his sword. From a 15th Century Illumination.

Works in conjunction with counterstroke, but you don't get

the penalty effect (removing weapon defense bonus) unless

you generated the counterattack automatically or got a Bind

(tie die roll). Works in conjunction with sprechfenster (you

must seek the bind with your shield)

Born to the Saddle Type: Mounted

Prerequisites: Dex 12, Mounted Combat feat.

Benefit: Once per round you get a bonus die that may be

used for Ride checks, or for movement on horseback.

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Contra Tempo

Contra Tempo is kind of a reverse feint or spoiling attack in

which you threaten to quickly wound your opponent to keep

them from effectively attacking. It can be a particularly

good option if you have lost initiative.

Prerequisites: Weapon Finesse or Weapon focus with the

weapon in question, Sense Motive Skill 3 ranks, weapon

speed bonus at least 3.

Benefits: Any time you are attacked in onset range, once

per round you may expend a single Martial Pool die (only)

to make a special attack of opportunity. This is considered

a ‘spoiling attack’ which takes place before their attack is

executed, but stepped down one die in damage, (so that

D8 becomes D6 etc.)

If your opponent chooses to they can change their attack

die-roll to an Active Defense die-roll on the spot, or they can

opt to just continue with their attack anyway in which case

your ‘spoiling attack’ is rolled against their passive

defense. If they have announced a multi-die attack they

must switch all committed dice to Active Defense or keep

all of them in the Attack. (See also Mezzo Tempo)

Cooperative Fighting

Exploit the assistance of your allies to defeat your enemy.

Prerequisites: Situational Awareness MF, must have fought

along side partner through the entire period since attaining

the previous level. Partner must gain the same feat.

Benefit: Gain a Free Dice once per round when attacking

any single opponent that their partner has attacked in the

same round. This feat is only effective if two or moreparticipating attackers have the feat.

Counterstroke

Interrupt the attacks of your opponent with an immediate

counterattack.

Prerequisites: Dodge, Weapon Focus with weapon to be

used

Benefits: Gain an automatic counter attack against a

designated opponent. You must announce that you are

using Counterstroke and designate an opponent as your

Dodge target. Once attacked by the selected target

(assuming you survive the attack) you may immediately

counter attack as a special Attack of Opportunity. Only the

first attack can be responded to in this way. Once the

Counterstroke is executed if the original attacker survives

the Counterstroke then they may continue their attacks for

the round. This can be very useful when you have lost

initiative.

Special: If you generate a Counterattack when executing a

Counterstroke you gain a Free Dice for your counter attack,

even if you have no pool remaining.

This feat can be used in conjunction with Nukitsuke,

Riposte, or the Main Gauche MF. In this case the off-hand

weapon can still be used to defend.

Danse De La Rue

Use your feet to make unarmed attacks. Danse De La Rue

means literally “dance of the street” and was one of the

slang terms for a French underworld unarmed combat

system which was one of the predecessors of Savate.

Needless to say this art of fighting with your feet also exists in

Japanese, Chinese, Korean, and Filipino Martial Arts systems

as well (among many others).

Prerequisites: Movement 20’, Dexterity 12+

Benefits: You can spend two dice to make a long-range

unarmed attack at Onset range, with a reach bonus of +4 To

Hit and a minimum damage of 1-4. To make the kick you

must be at onset range and you must have at least two MP

remaining. Iron-shod or spiked boots or shoes confer +1

damage. This MF does work with the Bind and Batter MF,

Morstrosse MF, and the Sucker Punch MF. The +4 reach

bonus also applies to init roles.

Distance-Fighting

You may make a 5’ step away from your opponent to void

(dodge) your enemies attacks more effectively.

Prerequisites: Sidestep feat, Movement 20’

Benefits: Whenever you are attacked in Onset range, you

receive a Free Dice for any void. A void means an Active

defense using no weapon or shield bonus (only your Base

Defense). This MF can be used with the Nachreisen MF.

Special: you must make a five foot step either sideways,

diagonally, or backward relative to your opponent each time

you use this MF. You can use it over and over as long as you

have space to move. The five foot step is ‘free’ and does not

cost any extra MP but you must have room to move. This MF

does not work unless you are at Onset range.

Dressage Type: Mounted

Prerequisites: Born in the Saddle, Ride bonus of 6.

Benefit:

1) Whenever a mounted opponent closes with you in order to

attack, you may use a die to force another contested Ride

check (which you must also spend a die on). If you succeed

then you pull away from your opponent again. If you

opponent doesn’t have dice to oppose this, or doesn’t want

to use a die, then you just have to beat DC 15.

2) When an opponent on foot closes in to strike you, you may

use a die to move away sideways. (Horses have ½ speed for

this movement.)

Fühlen (‘Feeling’) “Next time with fuhlen!”

This is the ability to sense pressure of your opponents

weapon during a bind so that you can react accordingly.

Prerequisites: Charisma or Wisdom 12 or better.

Benefits:

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1) You may add your Charisma bonus or your Wisdom

bonus (whichever is higher) to any die roll related to

executing or opposing any MF triggered by a bind, including

but not limited to Winden, Mutierin, and Sprechfenster.

2) Your weapon is not damaged by Binds unless explicitly

attacked.

3) (Special): If you have the Steal Initiative MF you may

Steal Initiative any time you enter a Bind.

The fencer on the left missed his vertical cut, and the fencer on theright is making a zwerchau (‘cross strike’) as a counterattack with thefalse-edge to his ear. From Talhoffer 1467.

False-edge Cutting

This Martial Feat allows the character to cut with both the

true and the false edges of the sword without rotating the

blade. This in turn allows faster follow-up attacks.

Prerequisites: Weapon Focus with the weapon in question,

only works with double-edged swords, large daggers,

sword-like weapons with a partial false edge, and staff-like

bludgeon weapons with a speed of at least 3.

Benefit: +2 to the speed bonus for cutting attacks only

from hand-and-a-half or two-handed weapons with full

double edges (longsword, jian, greatsword, bastard sword,

zweihander etc), +1 to the speed bonus for the weapon for

single-handed two-edged weapons (arming sword,

katzbalger, akinakes, gladius, broadsword, and so on),

clubs, bata or other light bludgeon weapons (those with a

speed of at least 3), or for two-handed weapons with a

partial false edge (falchion, langen messer, bagua dao, and

so on), thus improving the To Hit bonus for follow-up

attacks.

Feint

Prerequisites: Bluff or Intimidation skill 2 levels.

Benefit: You expend one or more MP to roll a contested

skill check, your Bluff or Intimidation vs. your target’s

Sense Motive. If you succeed you draw off one of your

opponents Martial Pool, plus 1 per MP expended. If you

roll a natural 20, you draw off all their MP. This can be used

in conjunction with many other maneuvers.

Special: A Feint can draw off a Counterstroke or Meisterhau-

counterstroke.

Formation Fighting

You and your mates are trained to protect one another when

you fight.

Prerequisites: Profession Soldier skill 1 rank

Benefit: +4 to Defense when fighting in formation with at

least 4 other allies who also have this Martial Feat.

Frenzied Attack

Prerequisite: None

Benefit: Make one extra attack if you make no Active

Defense. Gain a Free Dice for attack only but you may make

no Active Defense die rolls in the round.

Grappling from the half-staff guard using a pollaxe, from Talhoffer 1467

Half-staff

Prerequisites: Poll-axe Fighting MF if using a spear or pole-

arm, or Weapon Focus: Staff if using a staff of any kind.

Benefits:

1) Weapon Defense Bonus (including bonus for Poll Axe

fighting if applicable) applies even when in Grapple, unless

pinned or prone.

2) While in Grapple range your weapon can still be used to

make Piercing, Grappling and Slash attacks only but not

Chop or Bludgeon attacks. Your weapon gains no speed

bonus but grapple bonus does apply.

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Two fencers face each other in half-sword guards, from Talhoffer 1467

Half-sword Fighting

Special sword fighting technique for use with most swords

which allow the weapon to be used in close combat (that is,

at Grapple range). The technique involves grabbing your

sword blade with your free hand

Prerequisites: Weapon Focus with any sword which can

cause Piercing damage (or equivalent sized staff weapon).

Thrusting from the half-sword guard, Talhoffer 1467

Benefits:

1) Gain +2 AP (for thrusting attacks only) with your sword.

2) While in Grapple your weapon can still be used to make

thrusting (piercing), Bludgeon, and Slash attacks but not

Chop attacks, regardless of the weapons size. Bash

damage of a sword pommel is equivalent to a light mace.

Restrictions:

1) You lose your Reach To Hit Bonus (RTHB) while

halfswording.

2) Rolling a natural 1 while using half sword techniques

without heavy gauntlets or mail lined gloves causes you to

injure yourself (D4 Damage) and you must roll a Reflex

Save DC (15) or drop the weapon.

Improvised Defense

This is the ability to utilize mundane objects for defense.

Prerequisites: Situational Awareness.

Benefit: May use a variety of mundane objects for defense. A

shield bonus of +1 or +2 is conferred, depending on the

DM’s judgment as to the nature of the object used. A cloak,

hat, or dinner knife would confer a +1 bonus while a stool,

candelabra, fireplace poker, or torch would confer a +2

bonus. The object is held in the off-hand. Just about any

object may be used (a hat, a cloak, a chair, a candlestick,

and so on). This technique was taught in many historical

fencing schools going back to the Middle Ages.

Inscrutable Countenance

Prerequisites: Charisma or Wisdom 12+.

You have a fantastic game face or poker face. Your excellent

control over your facial expressions and body language

enable you to mask your intentions and trick your opponents

in combat. In Iaido this is perhaps best expressed by the

concept of chakugan, or eye contact. Chakugan is a critical

feature of basic combat training. The wise fencer uses what

is known as enzan no metsuke, or “distant mountain sight”

to watch their opponent slightly out of focus, taking in their

eyes, their stance, their hands and the position of their

weapon simultaneously, without giving away intentions or

reactions.

Benefits: Gain a Free Dice on all Bluff Checks and the ability

to Bluff or Intimidate with the eyes (without speaking).

Lunge

A special thrusting attack developed for the rapier or cut-and-

thrust sword during the Renaissance. A leap forward is made

in coordination with the thrust. This enabled the attacker to

reach an opponent who thought he was out of attack range.

It also allowed the attacker to concentrate power and energy

and to attack with remarkable speed. Once gained the

technique can be applied to any finesse weapon.

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Prerequisites: Weapon Finesse or Weapon Focus with the

weapon in question (must be a sword or staff with a speed

of 3 or better, capable of P or B attacks.)

Benefit: You may conduct a single thrusting attack, and

gain a Free Dice on the attack. You can take an additional

5’ step in your attack if necessary.

Restrictions: A Lunge attack cannot be initiated unless you

are in Onset range. It cannot be executed as a followup

attack. Can only be used once per round. You may not

perform an Active Defense on the same round as a Lunge.

That is, all of your Martial Pool dice must be applied to

attack(s).

Main Gauche

Two weapon fighting style which allows the off-hand

weapon to be used defensively.

Prerequisites: Weapon focus with both weapons, off-hand

weapon must be a Size S or T weapon.

Benefit: Add the off-hand weapon’s full Weapon Defense

Bonus to Defense against melee attacks for the entire

round (max combined +8).

Restriction: The off-hand weapon may not be used to

attack for the entire round.

The fencer on the left is executing a shielhau (squinting strike) with hisfalse-edge against the fencer on the right, plunging his point into hisopponents chest while he remains in contact with his opponentssword and is covered on his left. From Talhoffer 1467.

Meisterhau (‘Master Cut’)

Another ancient fencing technique for two-handed swords,

this was taught in Japan, in Europe, and in the Philippines.

A Meisterhau (master-cut) is a cut in which the fencer

simultaneously defends against any attack as they cut their

opponent. This is done either by cutting through the

opponent’s potential avenue of attack (a single time

counter, in effect defense through complete concentration

on attack) or by controlling the opponents weapon to set up

a rapid follow-up attack (double time counter).

Prerequisites: Weapon Focus feat with two-handed cutting

weapon.

Benefit: Once per round when you have a higher initiative roll

than your opponent you may attempt to make one ‘perfect’

strike. You make a single focused cut against your opponent

(Chop or Slash attacks only). Whether you hit or miss, your

modified Attack roll is used in place of your Defense roll

against the next attack from this same opponent if that

attack is made within one round. For example, a Meisterhau

is attempted with a die roll of 17 including all modifiers.

When the defender attacks next they must roll 17 or better to

get a hit. All Meisterhau must be made with at least 2 dice

from your Martial Pool.

Mezzo Tempo

A mezzo tempo attack is a often a pre-emptory quick strike or

half-attack that does not often cause much damage, but

does allow you to maintain distance.

Prerequisites: Weapon finesse or Weapon Focus with the

weapon in question, weapon speed and reach at least 3

Benefits: You get an extra quick slashing or piercing attack

once per round during your own initiative with a single Free

Dice, at onset only, but you can’t throw any other dice into it.

This attack does not put you out of Onset range even if it is

your second attack. Damage for these attacks is stepped

down one die, so D8 becomes D6, D6 becomes D4 etc.

Special: Stacks with Contra Tempo. If you have both Contra

Tempo and Mezzo Tempo MS, you can use up to two dice in

your Contra Tempo spoiling attack.

The fencer in this armored judicial combat on the left has just thrown aspear, the fencer on the right parried it with his own spear and swordtogether. Talhoffer 1467.

Missile Parrying

Prerequisites: Dexterity of 12+.

Benefit: Bat spears, javelins and darts out of the air with your

weapon or your hand. May apply your Weapons Defense

Bonus to Defense against thrown missile weapons. Does not

apply against crossbows, slings, bows, or firearms.

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The fencer on the right has transitioned from a cut into a thrust and has

run the fencer on the left through his stomach. Talhoffer 1467

Mutieren / Duplieren (‘Mutate’): “Be like water making its way through cracks. Do not be assertive, but adjust to the object, and you shall find a way round or through it. Ifnothing within you stays rigid, outward things will disclosethemselves”. - Bruce Lee

Prerequisite: Weapon Finesse or Weapon focus with any

type of sword or staff with a speed of 2 or better, Fuhlen

MF.

Benefits: Can be used either offensively or defensively.

1) On any bind (tie roll) in an attack, you can throw another

die in for a second attack against their original Active

Defense die roll, except that your new attack must be a

different type from the last, so a thrust (piercing) is

followed by a cut (chopping) or a cut with a slice (slashing).

2) On any automatic counterattack, your Attack die roll will

be applied to their previous attack die roll instead of a new

roll (similar to Meisterhau). You can do any type of attack

except the type you already made (so a cut must be

followed by a thrust or a slash or a bash, a thrust by a cut,

etc.)

Nukitsuke (‘the Flowing Cut’)

Cut your enemy or defend from a blow as you draw your

weapon in a single movement. This is a fundamental

principle of the martial arts practiced by the Samurai of

Japan. It is also similar to the Guardia Prima of Italian

Renaissance fencing.

Prerequisites: Quickdraw feat. Can only be used with a

sword or other cutting weapon capable of causing Slash

Critical Hits.

Benefits:

1) Attack your opponent or defend yourself as you draw

your weapon. Gain a Free Dice for your initial attack or

defense (or mastercut / meisterhau) when you start with a

sheathed weapon. The attack (if any) is always a Slash. For

defense your weapon is considered instantly deployed and

can be applied to your Active Defense (against the next

attack only) with your Free Dice.

2) Before rolling Initiative, if your sword is still sheathed you

may announce your intention to make a Nukitsuke attack

and you gain a +1 bonus to your Initiative roll.

Special: Curved, single-edged swords have an advantage in

Nukitsuke attacks. With strait swords you may only gain a +2

bonus to either Slashing Attack To Hit rolls or Active Defense

instead of the Free Dice. This is called Ukenagashi – “Flowing

Block” in Iaido, and is very similar to the opening guards in

German and Italian fencing, often used as the precursor to a

counterattack in all three systems.

Even if you are attacked unexpectedly, with a successful

Reflex Save vs. DC 15 you can draw your weapon and still

receive a Free Dice (or +2 bonus) for the first attack only.

The Nukitsuke technique is often used in combination with

other feats such as Meisterhau, Meisterhau-Countercut,

Steal Initiative, Riposte, Sucker-Punch, and Counterstroke,

with many possible variations. It is also frequently used in

attempts to force Slash Critical Hits.

It is worth noting that in cultures where the Nukitsuke are

known and prevalent, people are naturally highly aware of

the potential danger posed by a sheathed sword and a

careful etiquette is established over which way the blade is

facing, whether blades are tied with ‘peace knots’ etc. If

there are any such strictures in place and you adhere to

these stricture the Reflex Save DC to instantly draw your

weapon for defense is raised to DC 20.

Point Control

Improved Attacks of Opportunity with a thrusting weapon.

Prerequisites: Combat Reflexes, Dodge

This feat can be used with any weapon with a primary attack

type ‘P’ and a Speed of at least 3

Benefits:

1) By keeping the thrusting weapon’s point leveled at your

target you prevent a single opponent who has been

designated as your Dodge target (see the Dodge feat) from

rushing you and entering into Grapple range. You gain a Free

Dice for all Attacks of Opportunity against a single designated

opponent when using a thrusting weapon.

2) Also gain an Attack of Opportunity against any designated

opponent which attempts to close to Grapple but has

Improved Grab, Improved Grapple, or some other feat which

normally confers immunity from AoO when initiating Grapple.

This feat works with any primarily thrusting weapon but not

with weapons with a secondary thrusting capability. The AoO

is always considered a thrusting (Pierce) attack.

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The fencer on the left delivers a killing thrust with the cue (butt) of hispollaxe. Talhoffer 1467.

Poll-axe Fighting

Special pole arm technique in which the user wields a

hafted weapon such as a spear, pole-arm, or staff,

attacking from both ends at the half-staff and utilizing

defensive techniques.

Prerequisites: Weapon Focus with pole arm or staff.

Benefits:

1) +2 Weapon Defense Bonus (max 6)

2) +1 Weapon Speed Bonus (max 6).

Executing a throw. Talhoffer 1467.

Ringen (‘Grappling’)

Ringen is the German term for no-holds barred grappling,

called jujitsu in Japanese fencing or “abrazare’ (Grips) in

Renaissance Italian fencing, it was known as Pankration by

the ancient Greeks, and by many other names in many

other cultures around the world. This is an unarmed

martial art involving striking, wrestling, grappling, throws,

arm locks and grips. This MF represents the basic skill

level and is the gateway to many other specific techniques.

Prerequisites: Weapon Focus: Grappling

Benefit: This is a grappling / unarmed combat feat.

1) Add a Free Dice to any attempt to initiate or avoid Grapple

once per round.

2) Once at grapple range, you may attempt a throw (Trip

attack) without incurring an Attack of Opportunity.

3) Gain the ability to strike with hands or feet for 1d3

Damage.

Riposte

You may counter attack by thrusting when your opponent

makes a mistake.

Prerequisite: Dodge, Weapon Finesse or Weapon Focus with

the weapon in question. Can only be used with a single

handed weapon with a primary attack type of P or B and a

minimum speed of 3.

Benefit: At the beginning of the round, on your initiative, you

must designate a Dodge target for counterattack. If your

Dodge target attacks and you score a counterattack or they

fumble, you gain a Free Dice in your counterattack. If you

have not already attacked in this round then your

counterattack is still considered to be at Onset range.

Special: Can be used in conjunction with the Counterstroke

and Steal Initiative feats. The Free Dice effects stack.

Rollout

Prerequisites: Mobility

You can recover from Prone status more quickly than normal.

Benefit: You can recover from Prone status as a move-

equivalent action, drawing no Attack of Opportunity.

Recovering from prone does require using up one Martial

Pool die.

Schnappen (‘Snapping’) “When you strike an Underhau from the right side, if he drops with

his sword on top of yours do that you cannot come up with it, so go

swiftly with the pommel over his sword and cut with powerfulmovement with the long edge against the head. Or if he drops onto

your sword towards your left side, so cut him with the short edge.” -Joachim Meyer 1570

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Snapping. This is similar to Zucken, when you cut around to

another opening, but you use pressure at the bind to make

a very powerful counterattack.

Prerequisites: Fuhlen MF, Counterstroke MF

Benefits:

1) You may use the pressure from your enemies weapon in

a bind to attack him at another opening, usually alternating

between true and false edges. To do this you must commit

at least two MP to defense; if you succeed at defense you

make an immediate counterattack. If you achieve a bind

(tie roll) or if you roll a natural 20 (automatic counter) you

may then apply half of the dice that your opponent used in

their attack against you, rounded down, to attack them (as

Free Dice). So for example if you are attacked with 4 dice,

you defend with 2 and achieve a bind, you then gain 2 Free

Dice for your counterstroke in addition to your remaining

pool and any other MF.

2) If you enter into a bind and do not want to be in one, you

gain a Free Dice for any attempt to avoid exploitation of the

bind by your opponent (only), including but not limited to

active defense rolls against Winden or Mutierin, with the

restriction that you yourself may not then make any

aggressive action or MF from the bind.

Sea Legs

Prerequisites: Skill Profession (Sailor) 1

Benefits:

Normally people will suffer from -1 to -3 Martial Pool during

combat and for all other activities during heavy seas, but

not if you have the Sea Legs MF, in which case this penalty

is reduced by 1 MP.

Sidestep

Step aside as your opponent attacks, avoiding

engagement.

Prerequisites: Movement 20’, Dodge.

Benefits:

1) Evade by moving aside instead of making an Attack of

Opportunity. You have the option of expending one die from

your Martial Pool and taking a five-foot step instead of

making an Attack of Opportunity. This feat can be used to

move multiple 5’ steps.

2) Gain a Free Dice for any Grapple check for purposes of

avoiding Grapple only. The Sidestep Feat can be used

multiple times against the same opponent. Each Sidestep

requires spending one die from your MP. If your MP is

empty, you may not Sidestep.

A fencer contends with two opponents. Talhoffer 1467.

Situational Awareness

You are not distracted by the chaos of battle.

Prerequisites: Combat Reflexes or Charisma 12,

Benefit: You may defend against multiple attackers. Gain a

Free Dice for Active Defense or Reflex Saves only when

attacked by two or more opponents in the same round.

Situational Awareness kicks in with the second attack but

can be used in any subsequent attack in the round, including

by missile weapons, spells, magic items or magical effects. It

can be used only once per round.

The fencer on the right uses both his blade and his buckler to defendagainst a cut here, setting himself up for a bind and a lethalcounterattack. From the Talhofffer 1467.

Shield Fighting

Prerequisites: Shield proficiency, Weapon Focus: shield

Benefit: The Defense Bonus of the shield can be combined

with the Weapon Defense Bonus of any S to M sized weapon

(including axes, maces, and so on), for a maximum combined

Defense Bonus of +8.

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Shield Grab

Grab the opponent’s shield and tear it our of their hand or

twist it and the attached arm. Your opponent loses their

shield bonus for the rest of the fight.

Prerequisites: Shield Fighting MF

Benefit: Make a grapple attempt (this draws an Attack of

Opportunity if not already in Grapple). For center-grip

shields a success indicates their shield is twisted out of

their hand. For strapped shields a success indicates that

they will be thrown and must make a contested reflex save

against your grapple roll or be prone.

Shield Slap

In a fight where both you and your opponent have a shield,

you may attempt to strike their shield with your own in an

attempt to get it out of the way. This is the Shiltschlach

from the famous I.33 manuscript.

Prerequisites: Shield Smash MF

Benefit: Attack their shield with no weapon bonus. If you

hit, your opponents Defense (Active or Passive) does not

benefit from their shield Defense Bonus for the remainder

of the round as you have pushed it aside with yours. On a

critical hit (a natural 20) you have either knocked the

shield out of their hand (if it is a center-grip shield), or

knocked it so far out of the way that it is useless for the

next round as well.

Shield Smash

Prerequisite: Shield proficiency, Shield Fighting MF

Strike your enemy with the boss or edge of your shield. On

any melee round in which you are in Grapple range with an

opponent but not currently pinned or grappled, you may

attempt to strike your opponent with your shield as if it

were a club as a move equivalent action.

Benefit: Attack with the shield at +2 To Hit in Grapple range

only. Bash damage is 1 for wicker or leather shields, 1-4 for

wooden shields, 1-6 for iron or bronze shields. Shields with

a spike can also attack for 1-6 Pierce damage with a D6

Pierce critical.

Shield Wrench

Prerequisites: Shield proficiency, Shield Fighting MF

Benefit: This was a technique often employed by the

Vikings. Catch your opponent’s cutting or thrusting weapon

in your shield, and then wrench it out of their hands by

twisting the shield. Designate a single attacker using a

thrusting or chopping melee weapon. If your opponent

attempts to strike your shield but fails to destroy it, if you

enter a Bind (tie roll), or if you roll a natural 20 in defense,

then you may immediately make a contested strength

check with a Free Dice. If you win the strength check then

they are disarmed.

Slip-thrust

A special thrusting attack, similar to the Lunge, but used with

two-handed hafted thrusting weapons (only) which are not

normally reach weapons, including most spears, staves and

pole-arms. This technique allows the wielder to attack targets

normally out of range, and to concentrate power and energy

while attacking with remarkable speed. Functionally, the

wielder pushes the weapon forward with one hand while

letting it slip through the other.

Prerequisites: Weapon Specialization with the weapon in

question.

Benefits:

1) This technique allows the weapon to function as if it were

a reach weapon in the attack, Attack any target within 10’

(i.e. outside of normal range), instead of the normal 5’.

2) Gain a free dice in your attack once per round against any

target at onset range.

Special: Once gained, this technique can be applied to any

applicable weapon for which the user has the Weapon

Specialization Feat.

Restrictions: Attack must be made from Onset range. Slip-

thrust requires at least 2 dice be used from the Martial Pool.

This technique can only be used by two-handed thrusting

hafted weapons which are not normally reach weapons. A

slip–thrust cannot be used in an Attack of Opportunity.

Sprechfenster (‘Speaking Window’) The “speaking window”. This is a technique by which you can

intentionally seek the bind.

Prerequisite: Fuhlen MF

Benefit: You may expend one MP to make an attack, which, if

successful, automatically results in a Bind, which can trigger

various other feats including but not limited to Winden,

Mutierin, Bind and Strike, and Bind and Bash., as well as

attempts to seize your opponents weapon.

Steal Initiative

Take the momentum in a fight.

Prerequisites: Combat Reflexes, Dexterity 12+

Benefits: At the beginning of the round, on your initiative,

designate a Dodge target. If you generate a counterattack

against this opponent, or they fumble (they roll a natural 1)

you may immediately swap initiative values with your

attacker. All subsequent attacks by this enemy in this round

and hereafter take place at your former initiative turn. So if

they rolled a 16 and you rolled a 6, you are now considered

to have rolled a 16 initiative and they a 6 (effective on the

beginning of the next turn). Can be used in conjunction with

Counterstroke or Meisterhau Counterstroke, but it is only

triggered by a ‘natural’ counterattack (i.e. generated by your

20 or their 1 die-roll).

Special: If you have the Fuhlen MF you may Steal Initiative

any time you enter a Bind.

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Unflinching

Prerequisites: Inscrutable Countenance, Wisdom 12+.

Due to your hardened nature and combat experience you

are insusceptible to feints, bluffing, or intimidation.

Benefit: Gain a Free Dice on any Sense Motive rolls vs.

Bluff or Intimidate attempts and when making skill checks

versus all Feint attempts. Gain a Free Dice on all Saving

Throws vs. any Fear effect, magical or mundane. Stacks

with Inscrutable Countenance and the various

counterattacking feats.

Volley Shooting

You are trained to fire missile weapons at area targets.

Prerequisites: Formation Fighting

Benefit: Gain +4 To Hit when firing missile weapons in unison

in a group containing at least 4 other marksmen. Targets

must be at a distance of 2 or more range-categories away.

Only half the number of missiles fired get to attack. The

others are assumed to hit the ground harmlessly near the

target area.

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Viktor Mikhailovich Vasnetsov “The fight of the Scythians and the Slavs” - 1888

“...At that moment Grettir returned, and taking his halberd in both hands he thrust it right through Thorir’s body just as he was about to descend the steps. Theblade was very long and broad.

Ogmund the Bad was just behind pushing him on, sothat the spear passed right up to the hook, came outat his back between the shoulder blades and enteredthe breast of Ogmund. They both fell dead, pierced bythe spear. Then all the others dashed down as theyreached the steps. Grettir tackled them each in turn,now thrusting with the spear, now hewing with thesword, while they defended themselves with logs lyingon the ground or with anything else which they couldget. It was a terrible trial of a man’s prowess to deal with men of their strength, even unarmed.

Grettir slew two of the Halogaland men there in thenclosure. Four of the serving-men then came up. Theyhad not been able to agree upon which arms eachshould take, but they came out to the attack directlythe berserks were running away; when these turnedagainst them they fell back on the house. Six of theruffians fell, all slain by Grettir’s own hand; the other six then fled towards the landing place and took refugein the boat-house, where they defended themselveswith oars. Grettir received a severe blow from one ofthem and narrowly escaped a serious hurt.

The serving-men all went home and told great storiesof their own exploits. The lady wanted to know whathad become of Grettir, but they could not tell her.Grettir slew two men in the boat-house, bu tthe otherfour got away, two in one direction, two in another. Hepursued those who were nearest to him. The nightwas very dark. They ran to Vindheim, the placespoken of before, and took refuge in a barn, where

they fought for a long time until at last Grettir killed them.By this time he was terribly stiff and exhausted. The nightwas far spent; it was very cold and there were drivingsnow-storms. He felt little inclination to go after the two whoyet remained, so he went back home...” The Saga of Grettir the Strong (Icelandic Saga, 12th Century).

But when he was on the way back again, out came Bersiand Halldor to meet him. Bersi had a halberd in one handand a staff in the other, and Halldor had Whitting. As soonas Vali saw them he turned and hewed at Bersi. Halldorcame at his back and fleshed Whitting in his hough-sinews.Thereupon he turned sharply and fell upon Halldor. ThenBersi set the halberd-point betwixt his shoulders. That washis death-wound.

Then they set his shield at his feet and his sword at hishead, and spread his cloak over him; and after that got onhorseback and rode to five homesteads to make known thedeed they had done and then rode home. Men went andburied Vali, and the place where he fell has ever sincebeen called Vali’s fall. Halldor was twelve winters old when these doings came to pass. -Kormak’s Saga (Icelandic Saga, 12th Century).

We swung our sword;

that was ever so long ago

when we walked in Gautland

to the murder of the dig-wulf.

Then we received Þóra;

since then

(at that battle when I killed the heather-fish)

people called me Furry-pants.

I stabbed the spear

into the loop of the earth

-Ragnar Lodbrocks death-poem, Lay of Kraki

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“...Fencing is based on two prerequisite parts, namely first on the Strikes which you initially put against youropponent, with the other being displacement, which ishow you judge and work off of your opponent’s Strikes, and you do not do this weakly. How youaccomplish the Strikes and the elements of strivinghas already been sufficiently clarified, becausedisplacing, or how one properly meets every opposingstrike with your weapon and therewith put them awayat need so as not to have your body injured, cannot belearned without first learning the Strikes.

Because you have now learned the Strikes you canapproach the subject of how you displace thoseStrikes, and come to learn and understand these justas the Strikes have now been heeded and cannot bedismissed, and will be solidified from noting andtreating the basics with special care. Be first awarethat the parries are twofold, the first is without anyparticular advantage and is resorted to only forblocking parries from which you cannot do more withyour weapon in that you oppose your opponent’s

strike to avoid being damaged, but then seek not todamage him, but only to withdraw as you wish withoutbeing injured by him.’

The second Art of displacing is when you parry and injureyour opponent with one strike, which the ancientsundertook with special praise, from which these spokenwords grew: a proper fencer parries not, as his opponentstrikes so he too strikes, as his opponent steps so he toosteps, as his opponent stabs so he too stabs.’

Place yourself into the Wrathful Guard, if you are thenstruck from above, then step with the right foot forwardagainst your opponent’s side, and strike with a traverse to that side, short cut a high traverse to close in with it, thusthat you take his strike onto the strong of your blade,catching it near your quillons and, with the farther end ofyour sword, hit his left ear, thus have you thus closelydisplaced and hit with a second...”

Joachim Meyer’s Kunst des Fechtens, 1570 version (Germany

1570).

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Advanced Martial Feats The following feats all have the additional prerequisite of a

BAB of 6 or better (if you are playing using E6 rules, change

this to a BAB of 4 or better).

Advanced Cooperative Fighting

Prerequisites: Cooperative Fighting MF, BAB of 6 or better

Benefit: When attacking any single opponent that the fighter’s

partner has already attacked in the same round the attacker

receives a Free Dice for their first attack on the same

opponent. This Martial feat is only effective if two or more

participating attackers have the feat.

Halfsword fighting techniques, including the dreaded Morstshlag. Talhoffer 1467.

Advanced Half-sword Fighting

Use the full repertoire of half-swording techniques, including

special defensive guards and locks within the grapple.

Prerequisites: Half-Sword Fighting MF, BAB of 6 or better

Benefits:

1) You gain a Free Dice when halfswording which can be used

once per round for Defense, or for any Grapple check, or any

attack you make with your weapon while in grapple range.

2) You retain your weapons Defense Bonus while in Grapple.

3) Morstshlag “Murder Stroke”. While in Melee or Onset

range you have the ability to make one strike with your

sword’s quillions as with the beak on a war-pick. The attack is

at +2 AP for D6 Damage, Pierce Critical, Grapple bonus +2

(allows grappling from a distance).

4) Gain the ability to grapple with the cross or pommel of your

sword in a ‘mortshlag’ guard, with a Grapple Bonus of +2 (this

stacks with Ringen Am Schwert).

Restrictions: You lose your RTHB (Reach To Hit Bonus) while

halfswording. Rolling a natural 1 while using half-sword

techniques without heavy or mail-lined gauntlets causes you

to suffer an injury (D4 Damage) and you must roll a Reflex

Save DC (15) or drop your weapon

Advanced Point Control

Prerequisites: Dodge, Point Control MF, BAB of 6 or better

Benefit: Designate a Dodge opponent at the beginning of the

round, on your initiative. Whenever you start in Onset range

with the longer weapon (based on weapon reach bonus), and

your opponent has moved into or attempts to make any

attack that would move them into Melee range, you may

make a special Attack of Opportunity against their first attack

only.

By defending with the cue (butt) of his pollaxe, the fencer on the right hasentered a bind which will allow him to decisively counterattack with thebusiness end of his weapon. Talhoffer 1467.

Advanced Poll-axe Fighting

Prerequisites: Poll-Axe Fighting MF, BAB of 6 or better

Benefit: Gain a Free Dice for a single extra attack once per

round when attacking with a pole arm at any range. To qualify

the weapon must have a beak or spike (1-6 piercing damage,

+2 AP) weapon haft (1-4 bludgeon damage) counterweight*

(1-6 bludgeon Damage) or butt-spike (1-6 piercing damage,

+1 AP) depending on what extra attacks are available with

the given weapon. The normal speed penalty applies (as

modified by the Poll-axe Fighting feat where applicable).

* if counterweight exists on weapon type, such as with a

counterbalanced spear.

Advanced Distance Fighting

By backing away to maintain distance you enhance your

defense.

Prerequisites: Distance Fighting, Mobility

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Benefits: Free dice for any Active Defense while at Onset

range.

Special: you must make a five foot step either sideways,

diagonally, or backward relative to your opponent each time

you use this MF. You can use it over and over as long as you

have space to move. The Five foot step does not cost any

extra MP but you must have room to move in order to execute

it. This MF does not work unless you are at Onset range. If

you are at Melee range for example you will have to expend

an MP to move to Onset before making your Active Defense

roll.

Having displaced a cut and achieved a bind, the fencer on the right kicksthe fencer on the left in his stomach, knocking off his hat. Talhoffer 1467.

Arrow Flurry Prerequisites: Dex 13, Point Blank Shot, Rapid Shot, BAB +6.

Benefit: By holding arrows ready in your hand, you shoot very

quickly at the expense of accuracy and power. You may

reduce the prep time of any bow by 1 for the duration of the

number of arrows you are holding at the ready (max 8). You

suffer a -10 penalty to range increment, and a decrease of

one step on damage (d8 becomes d6 and so on).

Bind and Batter

Make a special attack or counterattack with a punch or a

kick.

Prerequisites: Ringen OR Weapon Focus: Unarmed feat, BAB

6 or better.

Benefits:

1) If you are in melee range, just made your final attack on an

opponent (i.e. used the last die in your Martial Pool), and your

opponent actively defends and blocks your attack, you may

gain a ‘Free’ additional attack die with your fist or foot, for

normal open-hand damage, (+2 damage if in full armor due to

gauntlets).

2) When you have expended the last die of your MP in active

defense, but scored a counterattack (natural 20), you may

gain a Free Dice with your fist or foot, per above.

Can be used in conjunction with shield smash for an attack

with the shield instead of the fist, can be used in conjunction

with the Morstrosse MF or the Dance De La Rue MF..

Special: With Dance De La Rue this MF may be initiated at

onset range (with a kick).

Durchlauffen (‘Passing through’)

Durchlauffen, a German term meaning “passing through” or

“running through” is a basic principle which was frequently

cited in the German 14th-16th century Fechtbuchs. It simply

means to pass beside or through your enemies’ attack, and

can be an excellent way to cope with an aggressive closing

opponent by using timing to bypass their defense as you

counterattack. A similar principle was discussed by Musashi

in the Five Rings, related to the concept of “Suki” or a gap in

the opponent’s concentration.

Prerequisites: Dodge, Sidestep MF, BAB of 6 or better. At

least two dice remaining in your Martial Pool.

Benefit: This is a means to attack while passing through

grapple range.

1) After a successful Active Defense against any attack from

your designated Dodge target while in melee or grapple

range, you may immediately change range (including entering

or exiting grapple range without provoking any Attack of

Opportunity). You may change one range category (from onset

to melee to grapple etc.) for every MP you expend in your

Active Defense. So for example if you spent one MP on

Defense you could move from melee to grapple without any

further cost. If you spent two MP you could move from melee

to grapple to melee again (or grapple to melee to onset)

2) Attack with your weapon Speed bonus while at grapple

range even if your weapon is sized M or L. This can be very

deadly since at grapple range most opponents have no

weapon defensive value (unless they have half-swording or

half-staff MF) and may not be able to attack with their own

weapons.

Musashi, Self Portrait, 1640 AD

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Niten Ichi (‘Two Swords as One’)

The Nitchen Ichi is a two-weapon fighting style which allows

both weapons to be used defensively, together. This is

named after Musashis system for fighting with a Wakizashe

and a Katana simultaneously.

Prerequisites: Combat Expertise, BAB of 6 or better. One of

the two weapons must be size S or smaller.

Benefit: You may combine the Defense Bonus of both

weapons being used for a combined maximum of +8 to

Defense while still attacking with both weapons if you wish to

do so (though you gain no extra attacks or MP). This stacks

with Combat Expertise. The combined defensive bonusremains in effect even at grapple range.

The fencer on the right has achieved a bind while displacing a cut and isstepping toward his opponent…

…and as he steps in he traps his opponents weapon arm while cuttinghis forearm with his messer. As he lifts his left arm up his now woundedopponent will be disarmed. Talhoffer 1462.

Gioco Stretto (‘The Tight Game’)

These are arm-locks and disarms, part of the system of

abrazare or ‘grips’, usually with the goal of seizing your

controlling your opponents weapon. This concept is from the

Italian Master Marozzo (1536) though it first appears in Italy

with Fiore (1410) and it’s also all over the German manuals,

it was called “Ubergriffen” (overgrabbing) by Meyer and

Schwertnemen (“Sword taking”).by Tallhoffer, and was part of

Japanese fencing as well.

Prerequisites: Dodge, ringen, must be at Grapple or Melee

range.

Benefits: Designate a Dodge target at the beginning of the

round, on your initiative. You gain a Free Dice in any Grapple

check related to seizing or disarming their weapon, or in

resisting disarming or seizing attempts from that opponent.

See Seizing Weapons and Disarming Weapons.

Special: If you have the Gioco Stretto MF and are attacked

with a Gioco Stretto you can attempt to take your opponents

weapon as they are attempting to take yours, with a

contested Grapple Check. If you both succeed you have both

disarmed the other. If you both get a Critical hit, you have

taken each others weapons.

Graceful Rush

The Graceful Rush is the art of slipping in past an opponent’s

defenses and reaching Grapple range without being

effectively counterattacked. Also known as ‘shooting’ in some

martial arts circles. Many animals do this by instinct.

Prerequisites: Dodge, Base move 30’ or better, Weapon

Focus: Grapple or Improved Grapple, BAB of 6 or better.

Benefit: One opponent is designated as a Dodge opponent.

Gain a Free Dice for Active Defense against any Attack of

Opportunity from this opponent only when you charge or

attempt to close for grapple. This works with any bonus from

Spring Attack. Graceful Rush can be used in conjunction with

Nachreisen.

The fighter on the right has his semi-conscious opponent in a ‘sleeper’ hold. Talhoffer 1467

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Grapple and Pin

These extremely powerful wrestling techniques allow the

dominant wrestler to cripple an opponent and/or render them

unconscious by using joint locks and holds which cut off the

circulation of the blood.

Prerequisite: Kampfringen MF, BAB of 6 or better.

Benefits:

1) Pin to Submission. Once you have had an opponent in a

pin for at least 2 rounds you may make a new contested

Grapple check. A success by a margin of four points or more

means that you are inflicting excruciating pain and may

attempt to force a surrender or some other concession (at the

DM’s discretion). To attempt this your opponent must make a

Will Save with the DC equal to your modified Grapple roll.

Failure means at least temporary submission from pain

followed by unconsciousness in 1-4 more rounds (for

creatures susceptible to falling unconscious). Once

unconscious any creature with a susceptible physiology must

make a Fort Save vs continued Grapple rolls or suffocate.

2) Pin to Maim. Once you have had an opponent in a pin for

at least 3 rounds, you may make a new contested grapple

check. A success by a margin of four points or more means

that you are causing permanent damage to joints, bones, or

muscles. Your opponent must make a Reflex Save with the

DC equal to your modified Grapple roll. Failure triggers the

permanent loss of one point of Strength, Dexterity, orConstitution (determine randomly).

The fencer on the right dodged a Mortschlag and is attempting to throwhis opponent. From Talhoffer 1467.

Kampfringen (‘War-Grappling’)

This is the martial art of wrestling to kill both unarmed and

with weapons, an ancient tradition going back aeons. It is the

equivalent of Jujitsu in Japanese fencing. This art was taught

formally in fencing Guilds, monasteries and warrior

fraternities in many cultures. The Kampfringen MF allows you

to make more effective use of grappling techniques by

entering a grapple more quickly and causing fatal injuries by

the means of throws and joint-locks. This feat is also the

prerequisite to the extremely powerful Grapple and Pin feat.

Prerequisites: Ringen MF, BAB of 6 or better.

Benefits:

1) If you achieve a Bind, you may move into Grapple Range

and / or initiate Grapple without triggering an AoO.

2) Defensive Throw. When an opponent attempts to enter into

a Grapple, you may attempt a throw (trip attack) as Active

Defense with a grapple check. Success means the attacker

is thrown: they take 1d4 damage and are now prone. They

are considered to be 5’ away in the same direction they had

been moving (depending on surroundings) and not in contact

with the defender.

Armlocks used with throws. Talhoffer 1467.

3) Crippling Throw. These are throws designed to cause

maximum damage, breaking joints, breaking backs, putting

your enemy onto their head etc. Your throw attempt is

treated as a Primary attack type B for a Dynamic Critical. Crit

Damage is 1D6 per MP used. Stacks with Morstrosse MF.

Missile Catching

Prerequisites: Missile Parrying MF, at least one free hand,

BAB of 6 or better

Benefit: Catch javelins and other thrown weapons with your

hand. Roll a contested Dexterity check against the To Hit roll

of any one opponent attacking with a thrown missile weapon.

If the Dexterity check roll is equal to or higher than the

opponent’s To Hit roll then the weapon has been caught. Can

only be used against one thrown missile attack per round.

Does not apply against crossbows, slings, or bows.

Versetzen

Prerequisites: Meisterhau MF, Counterstroke MF with two-

handed cutting weapon. At least 2 dice remaining in your

Martial Pool.

Benefit: A Meisterhau (master-cut) can also be used as a

counter attack. In this case, as with the Counterstroke feat,

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you must wait for the designated Dodge target to attack you.

With the Versetzen your counter is simultaneous, your

defense is also your attack roll, and you attack immediately

(whether they have MP remaining or not). When using this

feat you must commit at least two dice to your attack. As with

the Mastercut, your modified die roll is used as your Active

Defense against the attack, with both attacks taking place

concurrently. Whoever has the higher roll has actually hit. If

the modified die rolls are equal, both attacker and defender

are hit simultaneously.

Special: A Versetzen can be defeated by a successful feint. If

a feint is successful and you no longer have enough dice in

your Martial Pool to execute the attack, the Versetzen is used

up and cannot be executed this round. This MF replaces the

Counterstroke feat. If used in conjunction with Steal Initiative

feat, a successful hit in your Countercut attack allows you to

Steal Initiative.

Morstrosse (‘Murder Strikes’)

Murder Strikes. Blows with the hand or feet used to stun or

cripple an opponent, often deployed before a grapple. These

strikes are based on a knowledge of human anatomy

Prerequisite: Improved Unarmed Strike, BAB of 6 or better.

Benefit: Cause D6 Damage (or gain primary attack B for KO

threat) or damage increases by one step (D4 to D6, D6 to D8

etc.) when making a special unarmed strike with at least two

MP. Stacks with pugilism, dance de la rue, sucker punch,

and bind and batter MFs.

Rossfechten (Mounted Grappling)

Prerequisites: Ringen, Mounted Combat Feat, BAB 6 or

better.

Benefits: You may apply Ringen techniques, including

disarms, pins, submissions and throws, from horseback. You

may add your Riding Skill bonus to your defense rolls.

The fencer on the right has made a ‘wrath-cut’ but was out of range, thefencer on the left is stepping forward in the Nach (after) and cutting with a false-edge Nachreisen. Talhoffer 1467.

Nachreisen

From a German term used in the Fechtbuchs meaning

“following after”.

Prerequisite: Dodge, BAB of 6 or better, base movement of

30’.

Benefit: First one designates a Dodge opponent. You must

defend against their next attack by dodging (voiding) only,

without any Defense bonus applied from shields or weapons

(that is, use your Base Defense value). If the designated

opponent misses in their attack you can make an immediate

counter attack and receive a Free Dice for this attack only. If

you score a natural 20 in your defense you gain 2 Free Dice. A

risky gambit which can be very deadly. Useful for very agile

fighters, well armored fighters, and those wielding weapons

with poor defensive characteristics. Nachreisen can be also

used to initiate a Grapple, but does not bypass the defenders

Attack of Opportunity.

Roman pugilists, from a Tunisian mosaic, circa 2nd Century AD

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Pugilism (Boxing)

You are an expert at the ancient art of fighting with your fists.

Prerequisite: Bab of 6 or better, Weapon Focus: Unarmed or

Ringen MF

Benefit: Your unarmed damage goes up by one die category

(D3 to D4, or D4 to D6, D6 to D8 etc.) and you gain a Free

Dice for every unarmed striking attack, and for every Active

Defense roll you make against an unarmed strike. Stacks

with Bind-and-Batter, Mostrosse, Sucker Punch, and Dance

De La Rue MFs.

The fencer on the left has displaced a ‘mortshlag’ and hooked his pommel behind the neck of the fencer to the right, who will be thrown tothe ground and dispatched with a cut to the back of his head. Talhoffer1467.

Ringen Am-Schwert (‘Grappling with

Swords’). Prerequisites: Ringen, Half-Swording, BAB 6 or Better.

Benefit: You may use your sword as leverage in grappling,

therefore your Reach to To Hit bonus becomes a Grapple

bonus while you are at Grapple range. This stacks with the

Advanced Half Sword MF.

The fencer on the right is controlling the hand of the fencer on the left,and is pushing his blade into his armpit for (painful) leverage to execute a

throw. Notice the position of his right hand. The fencer on the left isalready off balance. Talhoffer 1467.

Winden (‘Winding’)

You are trained to control the bind by attacking your opponent

with point or edge.

Prerequisite: Mutieren MF, BAB 6 or better, weapon with P

(piercing) primary attack type.

Benefits:

1) You gain a Free Dice for any action triggered by a bind such

as Mutierin.

2) If you enter a Bind while attacking or defending, or are

attacked with a Meisterhau, Meisterhau-Countercut, Mutieren

attack, and you have MP remaining you may immediately

counter your opponents attack (even if it is itself a counter) by

making a Winden attack. If you hit, it means they also missed,

if you tie you both hit each other simultaneously. When you

announce a Winden attack your opponent can roll Active

Defense if they have MP remaining or attempt another

Versetzen or Mutieren etc. if they still have MP remaining.

So for example, if your opponent tries to cut you, rolls a 10,

you defeat him rolling an 11 Active Defense. He attempts a

Mutieren and rolls a 14 which qualifies as a hit against your

original 11. You still have 2 MP remaining however so you

throw in two die as a counter, rolling a 12 and a 16. If he has

MP remaining he can try to beat your 16, if he doesn’t he has

been hit and must take damage.

3) If you have Winden, in the event of a tie when both parties

roll a natural 20, you may attempt this action immediately.

Tactical Movement

Prerequisites: Sidestep

Benefit: You have the option of expending a movement point

every time someone moves into your range, or changes a

range category relative to you. So for example, if someone

moves into Onset to attack you, you may expend and MP to

move out of range. This is like Sidestep except without the

AoO trigger as a requirement. If someone moves from Onset

to Melee you may expend an MP to move back to Onset,

immediately. If someone moves from Melee to Onset, you

may expend an MP to move back to Melee again. Stacks with

the SRD Feat Mobility, works well with Distance Fighting.

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The fencer on the left is executing a zwerchau (‘cross-strike’) diagonallyto the right, cutting with the false-edge. Talhoffer 1467.

Zucken (‘Twitch Cut’)

Prerequisites: False-edge Cutting MF, a two handed cutting

weapon, BAB of 6 or better.

This is a method known as zucken in German. It was taught in

14th -16th century Long Sword Fencing manuals. The fencer

follows up a long-edge cutting attack immediately with a

second false-edge cut (or vice versa), normally at the opposite

side of the body. For this reason the technique only works

with double-edged swords, or swords with at least a partial

false-edge. This technique requires some training and

practice to master, but properly executed it allows extremely

rapid follow-up attacks. For example, a cut to the right side of

the head might be instantly followed with a cut to the left side

of the head. A cut to the top of the head might be followed

with a cut to the groin or lower legs, or a cut to the left

shoulder might be followed with a cut to the right knee. Very

experienced fighters can execute rapid combinations of

several true-edge / false edge cuts.

Benefit: Gain a +3 Speed Bonus for cutting (Chop or Slash)

attacks only with double-edged swords. Gain a +2 Speed

Bonus for partial false-edge weapons. Effectively there is no

bonus for the initial attack but quite a bit on all subsequent

attacks. This feat does not confer extra attacks. Effects

replace and do not stack with False-edge Cutting.

The Sucker Punch (Special)

The Sucker Punch feat is essentially a Bluff / Attack with

gains the attacker a Free Dice. This is a feat which Thieves (or

“Rogues” to the weak kneed) and streetwise Fighters, Bards,

Monks and Rangers use for initiating a surprise attack when

still standing face to face with an opponent. A player

possessing this feat may initiate a Sucker Punch attack by

first moving to within 5’, and making a contested Bluff Skill

Check, against the defenders Wisdom Bonus.

It is considerably harder to successfully fool someone into

relaxing their guard for a sucker punch if carrying a weapon in

hand, therefore if the attacker is armed the defender gets a

+4 to their die roll. If the attacker places a weapon in easy

reach first, the defender gets a +2 to their die roll. If however

a weapon happens to be in easy reach but was not recently

placed there by the attacker there is no die roll bonus. It is

possible therefore to have an accomplice place a weapon

nearby.

If the attacker loses the original die roll then the defender

senses something suspicious and may act by either moving

away, taking some other action, or attacking. The defender

may make a Sense-Motive roll to determine that the attacker

intended them harm. If the defender chooses to attack at that

point initiative is rolled normally. If the attacker wins the

contested die roll then the Defender must make a contested

reflex saving throw against the Attacker’s Reflex saving throw.

If the Defender wins the roll then normal combat begins and

no surprise has occurred. If the Defender fails the save then

the Sucker Punch has been successful and the attacker gains

a Free Dice. The Attacker then has several choices, some of

which are based on other class features, skills, or feats.

Prerequisite: Dex 13, Wis 10, 2 ranks in Bluff Skill, BAB of 6

or better.

Thief Surprise Attack

A thief may attack unarmed causing his bonus attack

damage as nonlethal damage. An experienced thief can often

ensure a knockout in this way.

Strike With an Object Or WEAPON

An attacker may use a beer mug, a bottle, a helmet, a rock, a

lantern, a frying pan, or any other suitable hard or heavy

object at hand to attack the defender. The DM must decide

damage but the base Damage range will be from (1d3)-4 (a

light tin cup) to (1d6)+1 (a heavy iron bar). A Thief’s surprise

attack damage bonus would be added to any successful

attack. If a weapon was in reach or in hand, the attacker may

attack normally. A Thief’s surprise attack damage bonus

would be added to any successful attack.

Concealed Weapon and Quickdraw

If the attacker concealed a Tiny weapon such as a strait razor

or a sap it can be used to attack the defender. A Thief’s

surprise attack damage bonus would be added to any

successful attack (as either nonlethal or normal damage

depending on the weapon used). An attacker with the

Quickdraw feat may draw their weapon normally and attack. A

Thief’s surprise attack damage bonus would be added to any

successful attack.

Trip Attack and Grapple

After a successful Sucker Punch the attacker can attempt a

trip at +4 on the die roll. A trip is the Attacker’s strength

opposed by the defender’s Strength or Dexterity mod roll

(whichever is better). Once Prone (tripped) the victim gets –4

To Hit and may be attacked at +4 To Hit. After a successful

Sucker Punch the attacker can attempt a Grapple at +4 on

the die roll

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‘Thorstein the Black and Svein, son of Alf o’ Dales, stood before the door. The rest of the company weretearing the roof off the dairy. Hunbogi the Strong and thesons of Armod took one end of the beam, Thorgils,Lambi, and Gudrun’s sons the other end. They now pullhard at the beam till it broke asunder in the middle; justat this Hardbein thrust a halberd out through where thedoor was broken, and the thrust struck the steel cap ofThorstein the Black and stuck in his forehead, and thatwas a very great wound. Then Thorstein said, as wastrue, that there were men before them. Next Helgi leaptso boldly out of the door so that those nearest shrunkaback. Thorgils was standing near, and struck after himwith a sword, and caught him on the shoulder and madea great wound. Helgi turned to meet him, and had awood-axe in his hand, and said, “Still the old one will dare to look at and face weapons,” and therewith he flung the axe at Thorgils, and the axe struck his foot,

and a great wound that was. And when Bolli saw this heleapt forward at Helgi with Footbiter in his hand, andthrust Helgi through with it, and that was his deathblow.Helgi’s followers leapt out of the dairy forthwith, and Hardbein with them. Thorleik Bollison turned againstEyjolf, who was a strong man. Thorleik struck him withhis sword, and it caught him on the leg above the kneeand cut off his leg, and he fell to earth dead. Hunbogi theStrong went to meet Thorgils, and dealt a blow at himwith an axe, and it struck the back of him, and cut himasunder in the middle. Thord Cat was standing nearwhere Hardbein leapt out, and was going to set upon himstraightway, but Bolli rushed forward when he saw it, andbade no harm be done to Hardbein. “No man shall do a dastard’s work here, and Hardbein shall have life andlimbs spared.”’ -Laxdela Saga

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The shield maiden Hervor dying after battle with the Huns, Peter Nicolai Arbo, 1852

...Meanwhile, the Jutes and Skanians were kindled with an

unquenchable fire of sedition; they disallowed the title of

Ragnar, and gave a certain Harald the sovereign power.

Ragnar sent envoys to Norway, and besought friendly

assistance against these men; and LadgerÞa, whose early love

still flowed deep and steadfast, hastily sailed off with her

husband and her son. She brought herself to offer a hundred

and twenty ships to the man who had once put her away. And

he, thinking himself destitute of all resources, took to

borrowing help from folk of every age, crowded the strong and

the feeble all together, and was not ashamed to insert some

old men and boys among the wedges of the strong. So he first

tried to crush the power of the Skanians in the field which in

Latin is called Laneus (Woolly); here he had a hard fight with

the rebels. Here, too, Iwar, who was in his seventh year, fought

splendidly, and showed the strength of a man in the body of a

boy. But Siward, while attacking the enemy face to face, fell

forward upon the ground wounded. When his men saw this, it

made them look round most anxiously for means of flight; and

this brought low not only Siward, but almost the whole army on

the side of Ragnar. But Ragnar by his manly deeds and

exhortations comforted their amazed and sunken spirits, and,

just when they were ready to be conquered, spurred them on

to try and conquer.

LadgerÞa, who had a matchless spirit though a delicate frame,

covered by her splendid bravery the inclination of the soldiers

to waver. For she made a sally about, and flew round to the

rear of the enemy, taking them unawares, and thus turned the

panic of her friends into the camp of the enemy. At last the

lines of Harald became slack, and Harald himself was routed

with a great slaughter of his men. LadgerÞa, when she had

gone home after the battle, murdered her husband.... in the

night with a spear-head, which she had hid in her gown. Then

she usurped the whole of his name and sovereignty; for this

most presumptuous dame thought it pleasanter to rule

without her husband than to share the throne with him...

-from Saxo Grammaticus ‘Gesta Danorum’ aka ‘History of the Danes’. 9th Century

There was a hill between them and Grettir, who had turned back

along the footpath. Now he had no others to reckon with in

making the attack. He drew his sword Jokulsnaut and tied a loop

round the handle which he passed over his wrist, because he

thought that he could carry out his plans better if his hand were

free. He went along the path. When the bear saw a man coming,

he charged savagely, and struck at him with the paw that was on

the side away from the precipice. Grettir aimed a blow at him with

his sword and cut off his paw just above the claws. Then the

creature tried to strike him with his sound paw, but to do so he

had to drop on the stump, which was shorter than he expected,

and over he fell into Grettir’s embraces. Grettir seized the beast

by the ears and held him off so that he could not bite. He always

said that he considered this holding back the bear the greatest

feat of strength that he ever performed. The beast struggled

violently; the space was very narrow, and they both fell over the

precipice. The bear being the heavier came down first on the

beach; Grettir fell on the top of him, and the bear was badly

mauled on the side that was down. Grettir got his sword, ran it

into the heart of the bear and killed him. Then he went home,

after fetching his cloak which was torn to pieces. He also took

with him the bit of the paw which he had cut off.

-from the saga of Grettir the Strong 12th Century

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Martial Feats from the FMAFilipino Martial Arts MF from Arnis, Kali, and Escrima.

Developed by Thom Jason.. These should all be considered

optional.

The Medieval German equivalent of ‘Defanging the Snake’, an unterhau with a messer as a counter against a cut…

…and the inevitable sad conclusion. Talhoffer 1467.

Defanging The Snake

Prerequisites: Weapon Focus with the weapon in question,

Restrictions: Requires at least two dice remaining in Martial

Pool. You are aiming at the hands or wrists, so effectively

this means you must make a bypass attack if they are

wearing any armor. This attack must be made at Melee

range, if you want to make a ‘Defanging the Snake’ attack

and are at Onset range, this must be part of a counterattack

or your second attack in the round.

Benefits: You make a targeted multi-die attack which may

cause your opponent to drop their weapon. Damage from a

Defanging the Snake attack is stepped down one die, so

D10 becomes D8, D8 becomes D6 etc. If you cause any

damage however, your target must make a Fort save vs. your

To Hit die roll or drop their weapon.

If you score a critical hit during an attempt at Defanging the

Snake, in addition to normal critical hit damage you cause

1d4 permanent Dexterity damage, and they automatically

drop their weapon. Defanging the Snake may be used in

conjunction with the Counterstroke MF or with automatically

generated counterattacks.

Gunting (Scissors) (Advanced Martial Feat)

Prerequisites: BaB 6 or better, Two-weapon Fighting feat,

Defanging the Snake MF, Meisterhau MF or Versetzen MF,

weapon speed 3 or better and weapon capable of Slashing

or Chopping primary attack. Attack must be made at melee

range.

Benefits: May attack with each of two weapons

simultaneously in an attempt to do a Meisterhau against an

opponent’s attacking limb. If the attack hits, both weapons

do damage to the limb. This may sever the limb if using at

least one cutting weapon or disable it if using blunt weapons

or empty hands.

You must attempt two- simultaneous Meisterhaus, so this

uses up an entire four-die pool. The attack has to be done at

Melee range and must be a bypass attempt if they are

wearing any armor or have natural armor.

If you hit with both weapons, it is counted as an automatic

critical hit and your opponent is automatically disarmed. If

your opponent is reduced to zero or fewer hit points, you

have permanently severed their hand or equivalent limb. If

you scored two natural 20’s (with both Meisterhau) you

sever their hand automatically regardless of their remaining

hit points.

Hand Checking

Prerequisite: Weapon Focus: Unarmed. This feat only works

at Melee Range.

Benefits: If you are not using a weapon in your offhand you

may use it to check your opponents weapon when in close

range, giving you a special ‘Free Dice’ to any Active Defense

rolls any time your opponent attempts a counterattack or

counterstroke feat. If you roll a 1 during this Active Defense

roll you were automatically hit (in your off hand) regardless

of any other defense die you rolled. If you have the MF Limb

Destruction or Morstrosse you may make an immediate

attack of opportunity with your off-hand instead of an Active

Defense roll.

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Limb Destruction (Unarmed)

Prerequisite: Morstrosse, Weapon Focus: Unarmed, ability to

cause at least 1d4 unarmed damage.

Benefits: You are proficient in striking your opponents limbs

to disable them. You attempt to strike your opponents limbs

(if they are wearing armor this requires a bypass attempt).

Any successful unarmed attack which causes maximum

damage (the highest possible on your die roll) forces your

opponent to make a Fortitude save vs. your modified attack

dice or lose 1 die from their dice pool (cumulative) for the

rest of the fight. May be used in conjunction with the

counterstroke feat.

Two Weapon Disarm

May use an offhand weapon in the second hand in

conjunction with your primary weapon to disarm an

opponent without drawing an attack of opportunity.

Prerequisites: Main gauche Martial Feat.

Restrictions: requires at least two dice remaining in Martial

Pool, you must be at Melee Range to attempt this.

Benefits: If you have two weapons and your opponent only

has one, you may attempt a Two-weapon disarm. Attack with

your first weapon, if your opponent successfully makes an

Active Defense roll, you may attempt to disarm with your

offhand weapon without drawing any Attack of Opportunity.

Scabbard Break

Prerequisites: Special scabbard

Benefits: Your weapon is kept in a loosely tied wooden

scabbard that is designed to break open and free the blade

the first time you strike the opponent. This is an alternative

to the Nukitsuke Feat.

If you hit with the scabbard it causes 1d4 bludgeoning

damage and then the weapon is considered drawn.

The 13th Century Crusader Fortress, “Crak Des Chevaliers”, built by the Knights Hospitaller, Homs Syria, today

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Appendices

The previous sections cover the complete Codex Martialis combat rules system. From here on out, the Appendixes

which follow contain information and resources designed to ease integration of your game into Standard Third Edition

OGL, and also as the basis for integrating with a variety of other RPG systems. The following Appendix sections contain

information primarily oriented toward integrating the Codex with OGL systems.

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Appendix I: Magic RulesThese rules will be expanded further in another supplement,

they are not part of the combat system per se but may be

helpful to make this combat system work, so they have been

included strictly as an option. Feel free to take any elements

of the Magic rules outlined below to adapt to your own

campaign, or ignore them.

Rules for Certain Spells in Combat

Shield provides +4 bonus to both Active and Passive Defense.

Mage Armor acts as Damage Reduction.

Barkskin acts as Damage Reduction.

TrueStrike confers +10 to attack rolls. It can be used in

attempts to bypass armor or force critical hits, but remember

penalties for forcing criticals and bypassing armor stack.

Ivan Bilibin, Illustration to Alexander Pushkin's Ruslan and Lyudmilacirca

1898

The Spell Failure Rule

DC for casting spells

10 + 3 x spell level memorized spells

10 + 4 x spell level reading spells out of a prepared scroll

10 + 5 x spell level reading spells out of a book or notes

10 + 6 x spell level spells over level

This is an optional rule for spell success / failure based on

a Spellcraft or Concentration check (depending on DM’s

preference) for casting each spell. If the skill check is a

success, the spell works, if not it fails (or optionally,

backfires.) This rule is included here because it can be

used in conjunction with the Armor Check penalty for

casting spells while in Armor (apply the Armor Check

penalty to the Spellcraft or Concentration skill roll).

Level Memorized

Casting DC

Reading

from Scroll

Reading

from Book

or Notes

Casting

Spells Over

Level

0 10 14 15 16

1 13 14 15 16

2 16 18 20 22

3 19 22 25 28

4 22 26 30 34

5 25 30 35 40

6 28 34 40 46

7 31 38 45 52

8 34 42 50 58

9 37 46 55 64

When wearing armor, the Armor-check penalty applies to

the casting DC of all spells with somatic components.

Memorized Casting DC

This is the DC for casting a spell which has been

memorized normally.

Reading out of Book

In the Codex system it is possible to read a spell that was

not prepared directly out of a book, this just has a higher

chance of failure.

Casting Spells Over Level

This is the DC for casting a spell which has been

memorized but is over the normal casting level allowed

for this Character or NPC. In the Codex system is also

possible to cast a spell over the normal casting level

allowed for this Character or NPC, but you must make two

Spellcheck rolls, one when memorizing (which the GM

keeps secret) and one when casting. If either roll is a

failure the spell fails and may backfire. Not

recommended for Demon Summoning.

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Appendix II: Weapons Tables

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Melee Weapons

Simple Weapons

Weapon Size

Reach /Speed /Defence

BaseDamage

AttackTypes /Primary

AP Bonus

GrappleBonus

Hardness/ HitPoints

Cost

Razor T 0/6/0 F 1-2 S/S - - 3/1 1 sp Knuckleduster T 0/6/0 F 1-2 B/B* - - 10/3 1 sp

Sap Gloves T 0/6/0 F 1 B/B** - - 5/1 5 bp Small Knife T 0/6/0 F 1-2 SP/- - - 6/2 1 sp Misericorde / Poniard T 0/6/0 F 1-4 P/P +2 - 7/3 1 sp

Large Knife T 1/6/0 F 1-4 SP/P - - 5/3 2 sp Small Dagger T 0/6/0 F 1-6 SP/P +2 - 10/3 5 sp

Stiletto S 1/5/1 F 1-4 P/P +4 - 9/3 7 sp Mace, Light S 2/3/2 1-6 B/B - - 5/5 3 sp Sickle S 1/3/1 F 1-4 SP/- - +2 5/3 2 sp

Sax Knife S 1/5/1 F 1-6 SCP/SC - - 9/4 7 sp Cutlass S 2/3/4 1-6 SCP/C - - 10/6 12 sp

Sword, Pian Dao S 2/4/2 1-6 SCP/S - - 9/3 10 sp Stick, Heavy S 2/2/1 1-2 B/- - - 2/4 1 bp

Small Club S 2/4/2 1-4 B/B - - 4/2 2 bp Waihaka Club S 1/3/1 1-6 B/B - - 8/4 2 sp Hatchet S 1/3/1 1-6 C/C - +1 5/3 3 sp

Hand Axe S 1/4/1 1-6 C/C - +2 6/4 4 sp Tomahawk S 2/4/2 1-6 CB/CB +2 +2 7/4 5 sp

Tomahawk, Stone S 2/2/1 1-8 B/B +1 +! 5/3 1 sp Woodsman’s Axe (HH) S 2/-2/1 1-8 CB/C - +1 7/5 2 sp Half Spear S 4/2/1 F 1-6 SCP/P +2 - 6/3 3 sp Sword, Long Sax S 2/4/2 F 1-8 SCP/C - - 8/4 10 sp Bauernwehr S 2/5/2 F 1-8 SCP/SP - - 10/4 Sp Mace, Heavy M 3/1/2 1-10 B/B - - 12/20 3 sp Mace, Flanged M 3/2/2 1-10 B/B +2 - 14/20 12 sp Mace, Stone M 3/1/2 1-10 B/B - - 5/3 1 sp Bata / Sail-Éille M 4/5/3 F 1-4 B/B - +1 6/3 5 bp War Club M 3/3/2 1-6 B/B - - 5/4 10 bp Protosword M 4/3/2 1-6 S/S - - 5/3 5 bp Protosword, Two Handed L 5/2/3 1-8 S/S - - 5/4 10 bp Bill M 2/0/2 1-8 C/C - +2 5/3 5 sp Mattock M 2/-4/1 1-6 CPB/P +2 +2 6/3 1 sp Wooden Mallet M 2/1/3 1-4 B/B - +1 4/3 2 sp Iron Maul M 2/-6/1 2-12 B/B +2 - 6/3 3 sp

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Simple weapons, continued

Weapon Size Reach /Speed /Defence

BaseDamage

Attack Types /Primary

AP Bonus

GrappleBonus

Hardness / HitPoints

Cost

Sword, Dussack S 2/5/3 1-6 CSP/SC - - 10/4 5 sp Sword, Messer M 3/4/3 F 1-8 SCP/C - - 10/4 15 sp Falchion M 3/1/2 1-12 SC/C - - 12/5 12 sp Pitch Fork L 4/0/2 1-6 P/P - - 4/3 1 sp Shovel / Spade L 3/-2/2 1-6 CBP/C - +1 4/3 1 sp Small Staff L 6/5/5 F 1-4 B/B - - 5/3 5 bp Kern Axe L 4/1/2 1-10 SCP/CP - +2 6/3 5 sp Godendag (TH) L 5/0/2 1-12 BP/BP +2 - 6/7 10 sp Morgenstern (TH) L 5/0/2 2-12 (BP)/- +2 - 6/5 8 sp Scythe (TH) L 3/-2/1 1-8 SCP/- - +3 4/3 5 sp Great Club (TH) L 5/0/1 1-8 B/B - - 6/5 1 sp Taiaha L 6/2/4 1-6 B/B - - 7/5 2 sp Quarterstaff (TH) VL 7/2/5 1-6 B/B - - 5/5 1 sp Iron Bound Staff (TH) VL 6/0/5 1-8 B/B - - 7/6 2 sp Spear (TH) VL 7/1/3 1-8 SCP/P +2 - 6/3 6 sp Spear VL 8/0/2 1-8 SCP/P +2 - 6/3 6 sp

(HH) indicates Hand and a Half weapon(TH) indicates Two Handed weapon F indicates a Finesse weapon * Or +1 Damage for anyone capable of causing unarmed damage D3 or greater ** Roll an extra D6 for Bludgeon Crit Damage

A word on money

Prices here have been adjusted to roughly equal the prices in late medieval (14th -15th Century) Western andCentral Europe. If you want to switch back very simply to something more like standard SRD prices, just changesilver pieces to gold pieces.

Bp = bronze piece, equivalent to a bronze dinari (or a much smaller silver dinari, of the same value). This is the“1 dollar bill” of medieval Europe, principle currency for minor daily purchases such as food and drink, a visit tothe bath house, tips, minor tolls etc. 20 bp = 1 sp.

Sp= Silver piece, equivalent to a silver kreuzer. This is the “20 dollar bill” of medieval Europe, principle currency for significant purchases such as weapons and equipment, and lodging during travel, fancy dinners and so on. This is the coin that player characters will probably use most often. 60 sp = 1 gp.

Gp= Gold piece, equivalent to a gold florin or gulden (or the Polish zloty), which is equal to a pound (16 ounces) of pure silver. Also equivalent to the Lire in Italy, the Livre in France and the pound sterling in England. This isthe major currency used by governments and armies, also used by individuals for major expenses such as payingrent, buying horses, paying for ship travel, paying major fines and so on. Gulden also historically existed as verylarge silver coins or silver bars.

For a larger denominations you can use the ducat, which is 4 florins or gulden. (i.e. 4 gp). Another commondenomination historically is the mark which is worth 12 ounces of silver, (sometimes exchanged as 12 ouncesilver bars called grivna in Eastern Europe). Common smaller denominations include the groat (half a kreuzer),and the thaler (4 kreuzer).

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Martial Weapons

Weapon Size Reach /Speed /Defence

BaseDamage

AttackTypes /Primary

AP Bonus

GrappleBonus

Hardness/ HitPoints

Cost

Jambiya T 0/5/0 F 1-6 SP/S - - 8/3 10 sp Rondel Dagger S 1/5/1 F 1-6 P/P +4 - 12/4 8 sp

Broad Dagger S 1/5/0 F 1-8 SCP/P - - 10/5 6 sp Long Dagger S 1/5/2 F 1-6 SCP/P +3 - 10/4 10 sp War Hammer S 2/3/2 1-8 BP/P +4 +2 7/4 4 sp

War Pick S 2/3/2 1-8 BP/P +6 +4 14/12 5 sp Sword, Akinakes S 2/4/1 F 1-6 SCP/P - - 6/2 10 sp

Sword, Short S 2/5/2 F 1-6 SCP/P +2 - 9/3 5 sp Sword, Gladius S 2/3/1 1-8 SCP/CP - - 8/5 6 sp Sword, Cinquedea S 2/5/2 F 1-8 SCP/P - - 9/3 12 sp

Sword, Katzbalger S 2/3/3 1-8 SCP/C - - 12/4 10 sp Sword, Leaf Blade M 3/1/1 1-10 SCP/C - - 8/4 7 sp

Sword, Spatha M 3/2/1 1-8 SCP/C - - 9/4 9 sp Sword, Broad M 3/4/2 F 1-8 SCP/C - - 10/4 12 sp

Sword, Arming M 3/3/3 F 1-8 SCP/CP - - 10/4 15 sp Sword, Cut-Thrust M 3/3/4 F 1-8 SCP/P - - 11/3 20 sp Sword, Sidesword M 4/4/4 F 1-6 SCP/SP - - 10/3 22 sp

Sword, Backsword M 3/2/4 1-10 SCP/C - - 10/5 18 sp Sword, Schiavona / Palasz L 4/2/5 1-8 SCP/C - - 11/5 20 sp Sword, Liuye dao M 3/4/2 F 1-8 SCP/S - - 9/3 10 sp Sword, Yanmao Dao M 3/3/2 1-8 SCP/SP - - 9/3 12 sp Sword, Sabre M 3/5/1 1-6 SCP/S - - 10/3 9 sp Sword, Shamshir / Tulwar M 2/4/2 1-8 SCP/S - - 10/3 8 sp

Morning Star (HH) M 3/1/2 1-10 (BP)/(BP) +2 - 16/15 3 sp Axe, Battle (HH) M 3/1/2 1-12 C/C - +2 7/5 6 sp

Sword, Hand & Half (HH) M 4/4/3 F 1-8 SCP/CP +1 - 10/3 25 sp Axe, Bearded L 4/1/2 1-10 C/C - +2 7/5 4 sp

Axe, Great (TH) L 4/0/2 2-12 C/C - +2 7/5 5 sp Poll Hammer (TH) L 6/1/5 1-10 BP/BP +4 +3 8/6 8 sp Pollaxe (TH) L 6/1/5 1-12 BCP/CP +2 +2 8/6 8 sp

Sword, Longsword (HH) L 5/3/4 F 1-10 SCP/CP - - 10/4 40 sp Sword, Federschwert (HH) L 5/4/4 F 1-2 B/- - - 9/3 6 sp

Sword, Bastard (HH) L 4/4/4 F 1-10 SCP/CP +1 - 10/4 35 sp Kriegsmesser (HH) L 5/2/4 F 1-12 SCP/SC - - 10/5 20 sp Schwiesersabel (HH) L 4/3/5 F 1-10 SCP/SC - - 11/3 55 sp

Sword, Greatsword, (HH) L 5/2/4 F 2-12 SCP/C - - 10/6 30 sp

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Martial Weapons continued

Weapon Size Reach /Speed /Defence

BaseDamage

AttackTypes /Primary

AP Bonus

GrappleBonus

Hardness/ HitPoints

Cost

Light Lance VL 8/-1/1 1-6 P/P +2 - 5/3 5 sp Ahlespiess (TH) VL 7/0/3 1-8 P/P +4 - 10/9 8 sp

Balanced Spear (TH) VL 6/2/4 1-8 BP/BP +2 +1 6/4 10 sp Hewing Spear (TH) VL 7/1/3 1-10 CP/CP - +2 7/6 7 sp Halberd (TH) VL 7/0/3 2-12 CP/CP +3 +3 8/6 8 sp

Volgue (TH) VL 7/-1/3 2-16 CP/C +1 +2 7/6 6 sp Bill-Guisarme (TH) VL 7/0/3 1-10 CP/C +2 +5 8/5 8 sp

Exotic Weapons

Weapon Size Reach /Speed /Defence

BaseDamage

AttackTypes /Primary

AP Bonus

GrappleBonus

Hardness/ HitPoints

Cost

Sap T 0/5/1 1-2 B/B - - 5/2 1 sp

Balisong T 0/6/0 F 1-4 SP/- - - 9/3 5 sp Tanto Dagger T 0/5/0 F 1-6 SCP/SP +1 - 10/2 12 sp

Katar Dagger T 0/7/0 F 1-6 SP/P +2 - 10/3 5 sp Kurkri Knife S 1/5/1 F 1-8 SC/C - - 10/3 8 sp Main Gauche S 1/5/4 F 1-6 SP/P +2 - 12/3 18 sp

Keris S 1/5/1 F 1-4 SP/P - - 9/2 or 7/2 12 sp Moro Kris / Kalis S 3/3/1 1-6 SPC/S - - 10/3 14 sp

Barong S 2/3/1 F 1-8 SPC/C - - 10/3 8 sp Sword, Wakizashe S 2/5/1 F 1-8 SCP/S - - 11/2 15 sp Sword, Falcata S 2/2/1 1-10 SCP/C - - 10/4 8 sp

Bokken M 3/3/2 F 1-4 B/- - - 7/6 3 sp Sword, Smallsword M 3/6/2 F 1-6 P/P +2 - 6/3 16 sp

Sword, Colichemarde M 3/5/3 F 1-6 P/P +2 - 9/4 15 sp Sword, Jian (HH) M 4/4/3 F 1-8 SCP/S - - 9/4 24 sp

Sword, Kopis M 3/1/1 1-12 SCP/C - - 10/4 14 sp Flail, Heavy M 4/4/1 1-12 B/B - +1 10/2 12 sp Flail, Heavy, Spiked M 4/4/1 2-12 (BP)/- - +1 10/2 13 sp

Sword, Katana (HH) M 3/4/2 F 1-12 SCP/S - - 11/3 60 sp Sword, Executioners (TH) L 4/-1/3 F 2-16 SC/C - - 12/7 30 sp

Sword, Niuweidao (HH) L 4/0/2 1-10 SPC/C - - 9/5 50 sp Trident (HH) L 6/0/1 2-8 P/P +2 +2 7/4 4 sp Flail, Light (TH) L 5/6/1 1-6 B/B - - 5/2 6 sp

Sword, Tachi L 4/3/2 F 2-12 SCP/S - - 11/4 30 sp Sword, Khanda L 4/2/3 1-10 SCP/C - - 12/5 18 sp

Kampilan L 4/1/2 1-10 SCP/C - - 9/4 10 sp Sword, Rapier L 5/3/2 F 1-6 SP +2 - 8/3 70 sp

Sword, Estoc L 5/2/3 1-8 BP/P +4 - 14/6 20 sp

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Exotic weapons, continued

Weapon Size Reach /Speed /Defence

BaseDamage

AttackTypes /Primary

AP Bonus

GrappleBonus

Hardness/ HitPoints

Cost

Sword, Claymore (TH) L 6/0/4 2-14 SCP/C - - 12/5 50 sp Sparth Axe (TH) L 6/-1/1 3-18 CP/C - - 10/5 8 sp

Falx (TH) L 5/0/2 2-12 SC/S - - 9/5 10 sp Dha (HH) L 4/3/2 1-10 SC/S - - 12/5 25 sp Bhuj L 5/-1/2 2-12 SCP/C - - 12/3 15 sp Flegel (TH) L 7/4/1 2-12 (BP)/(BP) +2 +1 8/3 15 sp Bullwhip VL 7/4/0 1-2 BS/B - +2 6/3 5 sp Sword, Zweihander (TH) VL 7/0/4 2-16 CP/C - +1 14/6 80 sp

Sword, Flammard (TH) VL 6/0/4 2-16 SCP/SC - +1 14/6 100 sp Glaive VL 8/0/2 2-16 CP/C - +2 9/6 5 sp Spetum / Ranseur VL 7/1/4 1-10 CP/CP +2 +3 9/6 8 sp

Pike VL 9/-4/0 1-6 P/P +2 - 9/5 5 sp Heavy Lance VL 9/-2/0 1-8 P/P +4 - 5/3 7 sp

Yari VL 7/1/2 1-10 SCP/SP +2 - 10/3 9 sp Najinata VL 7/2/4 2-12 SCP/S - - 7/3 3 sp

Using weapons two handed vs one handed table

Used Type 1H HH TH One handed - +1 reach -1 Speed /

Defense -2 Speed / Defense

Two Handed -1 reach +1 damage - -

Base speed for animals by size table

Very Small 10Small 8 Medium 6 Large 4 Very Large 2

K/ O Results Table:

Save made: no effect Save failed: Stunned 1-4 rounds

Save failed by 4 or more: Unconscious 1-6 turns(KO Saves are at +2, +3 or +4 for victims wearinghelmets)

Ġgantija temple, Malta, circa 3,500 BC

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Missile Weapons

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Ivan Bilibin, “Nikolai Muromets and the Nightingale Robber”

Simple MissileWeapons

Cost Weight ReadyBonus

RangeIncrement

MaxRange

PrepTime

AP BasicDamage

AttackType

STRBonus

Rock, Thrown (T) **** - 1 lb 0 10’ 60’ 0 - 1-4 B Y

Throwing Stick (S) - 3 lb 0 5’ 50’ 0 - 1-2 B Y

Throwing Wood (S) - 2 lb 0 10’ 100’ 0 - 1-3 B Y

Throwing Club (S) - 4 lb 0 5’ 80’ 0 - 1-4 B Y

Throwing Hammer (S) - - 0 10’ 60’ 0 - 1-6 B Y

Thrown Mace (S) - - 0 5’ 20’ 0 - 1-8 B Y

Throwing Dagger (T) 3 sp 1 lb 0 5’ 20’* 1 - 1-3 P Y

War- Dart (S) 5 sp 1 lb 0 20’ 180’ 0 - 1-2 P (Y)

War -Dart, Plumbata (S) 8 sp 2 lb 0 40’ 240’ 0 +2 1-3 P (Y)

Hurlbat (S) 6 sp 2 lb 0 10’ 30’ 0 +2 1-6 C (Y)

Crossbow, Balestrino (S) 200 sp 2 lb +2/ +4 5’** 20’* 2 - 1-3 P N

Crossbow, Light (M) 20 sp 4 lb +2/ +4 10’** 40’* 2 - 1-6 P N

Crossbow, Hunting (M) 50 sp 5 lb +2/ +4 15’** 60’* 3 +2 1-8 P N

Javelin, Light (M) 5 sp 1 lb 0 20’** 120’ 0 - 1-6 P (Y)

Javelin (M) 10 sp 2 lb 0 15’ 90’ 0 +2 1-6 P (Y)

Half-Spear, Thrown (M) - 3 lb 0 5’ 20’ 0 +1 1-8 P (Y)

Spear, Thrown - 4 lb 0 5’ 30’ 0 +2 1-8 P (Y)

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Martial Missile Weapons Cost Weight ReadyBonus

RangeIncrement

MaxRange

PrepTime

AP BasicDamage

AttackType

STR Bonus

Javelin, Pilum (M) 5 sp 1 lb 0 15’ 90’ 0 +2 1-6 P (Y)

Javelin, Heavy Pilum (M) 8 sp 2 lb 0 10’ 60’ 0 +4 1-6 P (Y)

Javelin, Thong (M) 2 sp 3 lb 0 15’ 90’ 1 +2 1-8 P Y

Short Bow (M) 10 sp 1 lb +1/ +3 30’ 180’ 1 - 1-6 P N

Recurve Bow (M) 50 sp 2 lb +1/ +3 25’ (300’)*** 1 +2 1-8 P Y

Crossbow, Slurbow 90 sp 5 lb +1/ +3 30’** 120’ 2 - 1-6 B N

Crossbow, Repeating 50 sp 8 lb +2 20’ 250’ 0 - 1-3 P N

Crossbow, Heavy (M) 100 sp 5 lb +2/ +4 40’** 300’ 3 +2 1-8 P N

Long Bow 45 sp 2 lb +1/ +3 20’ (360’) 1 +2 1-8 P Y

Staff Sling 3 sp 4 lb - / - 5’ 200’ 1 - 1-6* B (Y)

Exotic Missile Weapons Cost Weight ReadyBonus

RangeIncrement

Max Range PrepTime

AP BasicDamage

AttackType

STRBonus

Thrown Dagger, Small (T) - 1 lb 0 5’ 20’* 0 - 1-4 P (Y)

Thrown Dagger, Large (T) 0 2 lb 0 5’ 10’* 0 - 1-6 P (Y)

Chakrum / Quoit (T) 5 sp 1 lb 0 10’ 60’ 0 - 1-4 S (Y)

Axe, Throwing (S) 8 sp 2 lb 0 15’ 45’ 0 - 1-8 C (Y)

Fransica Axe, Thrown (S) 10 sp 2 lb 0 20’ 60’ 0 - 1-8 C (Y)

Hatchet or Hand Axe, Thrown (S) - - 0 5’ 30’ 0 - 1-6 C (Y)

Atlatl (M) 5 sp 5 lb +1 10’ 80’ 2 +2 1-6 P (Y)

Crossbow, Arbalest (M) 150 sp 7 lb +2/ +4 50’** 600’ 4 +4 1-10 P N

Crossbow, Arbalest, Heavy (M) 180 sp 8 lb +2/ +4 60’** 660’ 5 +4 1-12 P N

Crossbow, Gastrophetes (L) 100 sp 10 lb +2/ +4 30’ 300’ 3 +4 1-10 P N

Flat Bow (L) 40 sp 6 lb +1 / +3 20’ (150’) 1 +2 1-6 P Y

Yumi Bow (L) 20 sp 7 lb +1 /+3 30’ (300’) 1 +1 1-6 P Y

Heavy Composite Bow (M) 80 sp 6 lb +1/ +2 25’ (600’) 2 +4 1-6 P Y

English War Bow (L) 60 sp 8 lb +1/ +3 20’ (500’) 2 +4 1-8 P Y

Sling (S) - - 0 30’**** (400) 0 - 1-4 B (Y)

AP = Armor piercing bonus (Y)= Strength Bonus applies at melee, close,and short range only.

** +4 To Hit if readied beforehand (or Cocked and loaded). \: *** Fistsized, hard, heavy rock (granite, obsidian)**** 10’ radius required for throwing

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Missile To Hit and Armor Bypass Modifications by Range Table:

Ranges Melee (0) Close (1) Short (2) Med (3) Long (4) Very Long (5) Extreme (6) Damage +2 +1 - - - -1 -1 To Hit -2 +4 +2 0 -2 -4 -6 AP +2 +2 - - -2 -4 -6

Readying Missile Weapons

Prep Time Prep time is the number of MP required to prepare

another shot. Weapons with 0 Prep time can be shot once

per MP, but only if they are already held in the off hand.

Normally only 3 javelins can be held in one hand for example.

Weapons with prep time of 1 or more require extra MP to

reload. So for example a Bow takes 1 MP to shoot, 1 to

reload, 1 to shoot again, costing 3 MP for two shots. A Heavy

Crossbow with a Prep time of 3 can effectively shoot one bolt

per round, whereas an Arbalest can effectively only shoot

once every other round.

Bow and Crossbow Attack Bonus and Initiative Bonus

Bows, meaning self bows as opposed to crossbows, may be

prepared in advance for use in a fight. If a bow has an arrow

nocked, the bonus is +1 To Hit and +1 to Init. If a bow is

readied, i.e. pulled back to fire, the bonus is +3 / +3.

Bows can only be readied for a number of rounds equal

to 2 times the STR bonus of the wielder. Crossbows gain

+2 To Hit / Initiative when loaded before combat, and +4

To Hit / Initiative when aimed at a target for at least one

round before firing. Unlike bows, crossbows can remain

cocked indefinitely.

Self Bows, Javelins, and Indirect Fire

Self bows and javelins can shoot at up to double their

maximum range as indirect / area attack, range is

considered Extreme.

A Note on Throwing Weapon Ranges

To keep it in perspective, top Olympic javelin throwers

manage a range of about 240 feet, that’s a 40’ range

increment in the game. That’s throwing for distance only,

not accuracy.

Special Ammunition

Special Ammunition Cost Wt Range To Hit AP Damage Light Bolt 1 bp 10= 1lb - - - -

Light Hunting Bolt 2 bp 10 = 1lb ½ - -1* +1

Light armor Piercing Bolt 1 sp 10=1lb - - +1 -

Heavy Bolt 2 bp 4=1lb - - - +1

Heavy Hunting Bolt 5 bp 4=1lb ½ - -1 +2

Heavy Armor Piercing Bolt 1 sp 4=1lb - - +2 -

Arrow 1 bp 20=1lb - - - -

Hunting Arrow 2 bp 20=1lb ½ - -1* +2

Fowling Arrow 2 bp 20=1lb - +2 -2* -

Armor Piercing Arrow 5 bp 20=1lb - - +2 -

Pebble Rock - 25=1lb ½ - - -

Stone Bullet (small) 1 bp 20=1lb - - +1 -

Stone Bullet (Large) 2 bp 15=1lb ½ - - +1

Lead Bullet (small) 3 bp 5=1lb - - +1 +1

Lead Bullet (large) 5 bp 2=1lb ½ - +2 +1

Cover and Missile Weapons

Cover confers Free Dice for Active Defense. This can be

between 1-4 Free Dice, 1 die (for every attack) for 25%

cover, 2 die for 50% cover, and etc. The equivalent is +2

for Passive Defense per 25% of cover. Active Defense

makes much better use of cover, but you don’t get the

benefit unless you spend at least one MP of your own.

Using missile weapons with the Martial Pool

If you have read through the Codex so far you probably

have a decent grasp of how to use the Martial Pool in

melee. You may not have thought much about using your

MP with a bow or some javelins.

The MP works essentially the same way with ranged

weapons. If you have played paintball you know one of the

key dynamics is suppression, people hide behind cover, then

emerge to take shots. People under fire or potential fire will

behave much more cautiously, people taking a shot without

themselves being under threat can take more time to aim

etc.

Using Martial Pool, if you are under threat of attacks by other

missiles, you use more dice for Active Defense (to duck

behind cover etc.) if you aren't facing this threat, you can use

more dice to attack with or move. Like when your enemy is

pinned down because your pal is shooting at him.

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So you also use dice to scurry from cover to cover. Each

die you expend from your pool allows you to move your

normal rate, so for example if your move rate is 30' you

could shoot, use two dice to move 60', then one die for

defense when you get shot at as you arrive at your next

tree. If you use all four dice you are running flat out but

can't attack or defend.

You can also move around in a melee the same way of

course, and from melee to ranged fire ranges etc.

Mounted Archery Ride Checks (Optional) Carrying a bow or any missile weapon on horseback is

tricky, using one effectively even more so. Whenever a

ride check is required (due to tactical movement of the

mount (turning suddenly), dealing with terrain (jumping a

fence) or performing some other type of action while

carrying a missile weapon, you must expend 1 or more MP

for the roll. You may also expend multiple MP for a single

roll just as when attacking or defending.

To Hit Penalty while mounted Instead of the default value in the SRD, use this table

based on the weapons size. Smaller weapons are easier

to handle on horseback (especially when it comes to

firearms or bows)

Ride check and To Hit penalty for missile

weapons:

Weapon

Size

Ride

Check

To Hit

Thrown

Weapon

To Hit

Bow

To Hit

Crossbow

or Firearm

T -1 0 - -1

S -1 0 -2 -2

M -1 -1 -4 -4

L -2 -2 -8 -6 Note that the Japanese Yumi bow and the Flatbow, due to their unusual

construction, count as a size M bow for purposes of this penalty.

Mounted Archery feat The Mounted Archery feat improves the ability to use all

missile weapons from horseback, it halves the To Hit

penalty (round down), and confers a Free Dice on all ride

skill checks made when using a missile weapon.

Volley Fire Volley fire is a way to reduce the To Hit penalties for range

and various other factors, by having several archers aim

at the same general target. This can only be done with

bows, javelins, darts, or other weapons capable of long

range indirect area fire, it is not effective with crossbows

except for the Chinese repeating crossbow.

To conduct volley fire, at least eight weapons must be

shooting or (in the case of firearms) firing in the same round,

though they do not have to shoot simultaneously. If the

archers in question are capable of shooting more than once

in the round they may count ‘double’ or ‘triple’ for purposes

of counting as volley fire (so conceivably three horsemen

throwing three javelins each in a round would qualify). To

qualify as volley fire, all eight or more weapons must be

targeting one or more individuals within the same ten foot

diameter.

When volley fire is established, the To Hit penalty for all

factors cannot be more than -4, but the total number of

attacks made is reduced by half. So for example, ten Mongol

archers shoot two arrows each at the same group of 3

knights 150’ away, for a total of twenty arrows, instead of

each of them suffering a – 8 TH (-6 for Extreme range plus -2

for shooting from horseback with the Mounted Archery Feat)

their TH penalty is reduced to -4 but only ten of the twenty

arrows may attack.

You can make bypass attempts when shooting in volley fire,

this represents the natural tendency of a certain number of

the missiles to land in unarmored locations and to some

extent, the factor of aim even at long range

Volley fire is how many weapons including recurve bows, long

bows, and javelins were typically employed in battle

historically, and for exactly the same reasons as in the game.

The Cathars are expelled from Carcassonne, 1209 AD

It is also possible to Feint using missile weapons. Just

pointing a weapon at someone can keep their head down

(cause a Bluff check to force them to expend an MP on Active

Defense).... another way to feint is to feign vulnerability, stick

your head out to lure a shot, (or put a helmet on a stick) and

get them to loose an arrow at you ineffectively....

Piercing Critical Hits and Missile Weapons

(Optional)

A normal hit from a missile weapon is considered to have

bounced off. A critical hit by a missile weapon has an

additional effect. The defender who has been hit with a

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piercing critical hit or a bludgeon critical hit from a sling,

firearm or crossbow bullet must contend with the impaling

projectile still in their body. This effect can also be caused

by a ‘double critical’ from a melee weapon.

Removal

Once a missile weapon successfully impales a target, it must

be removed. Removing the missile may cause extra damage.

A Character with the Heal skill can remove an arrow or other

impaled missile without causing extra damage if they make

the DC check. Consult the table below:

Removing impaled missiles

Action DC Damage caused by failure

Remove spear or javelin 20 1-10

Remove barbed javelin 25 2-12

Remove arrow or crossbow bolt 15 1-10

Remove barbed arrow or crossbow bolt 20 2-12

Remove bullet or sling stone 25 1-10

If an impaled missile weapon is left inside the body of a victim

there is a 5% cumulative chance per day that the victim will

contract gangrene. Once gangrene is contracted the victim will

lose 1 point of constitution per day. Each day they may attempt

to make 3 fortitude saving throws (DC 20). The disease will

progress unless the victim makes 3 consecutive fortitude

saving throws or dies, or until someone casts a Cure Disease

spell upon them. Impalement by a missile weapon also

effectively incapacitates the victim. Any violent action

such as engaging in combat, running, climbing, jumping,

dodging, etc., requires that the Impaled individual must

make a Reflex saving throw (DC 15) or suffer an

additional D10 of damage for each attempt.

Carcassone, Langedoc, France, today.

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Shields Shields are treated as an off-hand defensive weapon. Anyone with the shield proficiency can make an extra Active

Defense die roll for their shield. A success means the shield was hit instead of its owner.

Historical Shield Types Materials Size Cost DefenseBonus

ArmorCheck

Weight Toughness HP MinimumStrength

Hand Buckler Iron T 10 sp 1 -1 1 lb 8 9 - Buckler Wood Composite S 5 sp 2 -1 3 lb 4 4 - Buckler Metal Composite S 10 sp 2 -1 2.5 lb 6 6 4 Buckler Iron S 20 sp 2 -1 4.5 lb 8 16 7 Scottish Targe Leather Composite S 15 sp 3 -2 5 lb 3 6 7 Pelta Hide Composite M 3 sp 4** -2 1.5 lb 1 5 7 Greek Aspis Metal Composite M 100 sp 3* -5 6 lb 6 15 11 Roman Scutum Wood Composite L 60 sp 5** -6 3.5 lb 4 18 10 Zulu Shield Hide Composite M 5 sp 5** -5 2 lb 2 5 7 Viking Roundshield Wood Composite M 20 sp 4** -5 3 lb 3 10 8 Norman Kyte Shield Wood Composite L 25 sp 5** -6 3.5 lb 4 12 10 Small Heater Iron S 20 sp 3** -4 6 lb 6 30 9 Rotella Iron M 50 sp 4** -4 7 lb 6 30 12 Mazzo Scudo Iron S 30 sp 3 -1 5 lb 6 25 10 Medium Heater Iron M 40 sp 4** -5 9 lb 6 36 14 Ottoman Bullet Proof Shield Tempered Steel M 240 sp 4** -5 9 lb 10 36 14

** +1 Defense vs. Missiles *** Minimum Strength is the optional minimum strength required for a character to wield this type of shield in combat.The Aspis and the Scutum are always considered masterwork shields

Shield Construction

All-wood and all-metal shields were very rare historically.

Though role playing and computer games often depict

shields made of wooden planks like picnic tables, or

inch thick sheets of iron like manhole covers, most

shields actually used in real life from the Classical

(Greek and Roman) period though the dark ages and

into the Renaissance, from one end of the planet to the

other, were made of very light materials such as wicker,

hide, bamboo, bone, horn, antler, leather, and cloth.

In some places like Europe, Persia, India, and China

where heavier weapons and armor were often used,

more substantial shields made of thin wood laminate,

and incorporating metal bosses and sometimes rims

were popular. In the Renaissance in Europe and South

Asia some all-metal shields were designed. Most were

bucklers but there were some larger examples such as

the bullet-proof steel shields used by elite Ottoman

Turkish infantry.

Hide Composite hese shields are made of leather or

animal hide, with a wooden, bone, horn, wicker, or

metal frame, and sometimes a wicker structure. Most

very early era shields (such as during classical times) were

made this way.

Wood Composite These shields are made of thin layers of

light wood with a total thickness of roughly ¼” -3/8”,

usually with iron or bronze fixtures, notably a boss and

sometimes a rim, reinforced with some hardwood struts,

and often with a layer of linen or leather over the outside.

Most European shields dating from the Classical era

through the dark ages and well into the middle ages were

made this way.

Metal Composite Sheet metal over laminated wood, metal

rim, and metal grip Shield

Defense & Melee Weapons The defensive bonus conferred by a shield in melee

replaces and does not stack with that of any weapon

carried, unless the carrier has the Shield Fighting Martial

Feat.

In the latter case the shields defensive value can be

combined with that of any S to M sized weapon also carried

by the shield bearer (see Shield Fighting Martial Feat).

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Appendix III: Mounted Combat

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-Guido Cavalcanti “La brigata godereccia” (Minitature) 15th CenturyAD

“By this time the vanguard of the Frankish horsemen had

reached me, so I retired before them, turning back my

lance in their direction and my eyes toward them lest

some one of their horse should prove too quick for me and

pierce me with his lance. In front of me were some of our

companions, and we were surrounded by gardens with

walls as high as a sitting man. My mare hit with its breast

one of our companions, so I turned its head to the left and

applied the spurs to its sides, whereupon it leaped over

the wall. I so regulated my position until I stood on a level

with the Franks. The wall only separated us. One of their

horsemen hastened to me, displaying his colors in a green

and yellow silk tunic, under which I thought was no coat of

mail. I therefore let him alone until he passed me. Then I

applied my spurs to my mare, which leapt over the wall,

and I smote him with the lance. He bent sideways so

much that his head reached the stirrup, his shield and

lance fell off his hand, and his helmet off his head. By

that time we had reached our infantry. He then resumed

his position, erect in the saddle. Having had linked mail

under his tunic, my lance did not wound him. His

companions caught up to him, all returned together, and

the footman recovered his shield, lance, and helmet.” -An Arab-Syrian Gentleman and Warrior in the period of theCrusades. Usamah Ibn-Minqidh, 12th Century AD

Mounted combat requires a trained mount. The Codex

introduces a new type of Warhorse to meet this need.

3.5 OGL SRD lists three types of horse: a heavy and a light

warhorse, and a war pony.

The Heavy Warhorse costs 400 gp, 4 HD, Str 18, Dex 13,

Con 17, Base Speed 50', attacks with the Hoof for +6 TH

and 1d6+4 Damage

The Light Warhorse costs 150 gp, 3 HD, Str 16, Dex 13,

Con 17, Base Speed 60', attacks with the Hoof for +4 TH

and 1d4+3 Damage

The War Pony costs 100 gp but I can't find any stats for it.

The Charger Template

The standard OGL Light and Heavy Warhorse do not quite

live up to the reality of a real warhorse, for this reason we

have included the Charger and Warhorse templates, and

given five specific examples here though there were many

other types historically. You can also use these as the

basis for creating other types of historical or fantasy

mounts. All Deluxe Warhorses have three special traits:

Acceleration

All 'Deluxe' warhorses can move to charge speed as a free

action, and confer a +1 initiative bonus to their rider.

Strength

Another thing a really good charger seems to have been

able to do historically, is deliver its strength into your

attacks, particularly with a spear or a lance. All 'Deluxe'

Warhorses confer their own strength bonus into the To Hit

and Damage rolls for any attack made by a rider during a

charge. This makes it more valuable to have a stronger

horse. This strength bonus would normally be instead of

the strength of the rider, if the horse is stronger… but as an

optional rule you could make the two bonuses stack.

The Warhorse Template All Chargers automatically qualify as Warhorses

Courage

All Warhorses (and war-ponies) receive a Free Dice on

Saves vs. Fear effects.

Agility

Warhorses were agile and could be made by their riders to

perform all kinds of tricky moves, for example when Robert

the Bruce so famously split the head of Henry De Bohun, he

avoided Henry's lance thrust by spurring his horse into a

sideward leap. Any 'Deluxe' class warhorse can allow a

rider who has the Mounted Combat feat to use a Ride skill

check to negate a hit to his or herself and not just on the

mount.

A warhorse was a very valuable commodity in real-life,

these small improvements make Warhorses equally

valuable in the game.

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Destrier

Cost: 500 GP,

Type: Charger

Strength: 20, Dex 15, Con 17.

Base Speed: 50’

The word Destrier does not refer to a breed, but to a type

of horse: this is a charger. It is the drag-racer of the

warhorse world. The strongest warhorse available, these

horses were usually stallions, bred and raised from

foalhood specifically for war. The Destrier was ideally

suited to the joust or the battlefield lance charge; coursers

seem to have been preferred for other types of warfare.

They had powerful hindquarters, able to easily coil and

spring to stop, spin, turn or sprint forward. They also had a

short back and well-muscled loin, strong bone, and a well-

arched neck. From medieval art, the head of the Destrier

appears to have had a straight or slightly convex profile,

strong, wide jaw, and good width between the eyes.

A strong horse but not a huge one like a draft horse (which

is a common misconception)

Palfrey

Cost: 150 GP

Type: Heavy Warhorse

Strength: 18, Dex 14, Con 18

Base Speed: 60’

The Palfrey was a type of horse and not a breed. It was a

strong, agile and tough horse with good endurance. One

significant characteristic of the palfrey was that, rather

than trotting, it usually possessed a smooth, ambling gait.

The amble was the name given to a group of smooth, four-

beat gaits faster than a walk, but slower than a canter or

gallop.

Special: Can do the "Ambling" gait, this is twice normal

movement rate but does not require any ride checks to

maintain.

Courser

Cost 75 GP

Type: Charger

Strength: 18, Dex 14, Con 16

Base Speed: 70’

A courser was a special type of horse which was known for

a running gait, swift and strong, though lighter than a

Destrier, it was highly sought after by knights and European

aristocrats.

Image from a Medieval bestiary depicting a knight on a courser hunting a

‘Tiger’

Hobbie

Cost 50 GP

Type: Light Warhorse

Str 14, Dex: 17, Con 18

Base Speed: 70'

The Hobby is a now extinct breed which was the favorite

mount of a type of Irish cavalry called Hobelars who rode

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without saddles or bridles. It was the ancestor of many

famous breeds such as the Irish draft horse and the

Conemara Pony, and it was probably one of the ancestors

of the English Thoroughbred. A quick breed noted for its

agility and sturdiness.

Jennet

Cost 50 GP

Type: Light Warhorse

Str: 15, Dex: 16, Con 15

Base Speed: 80'

Like most of the others, this is a type of horse not a breed,

though it appears to have become a breed over time. The

jennet was a type of horse found in Spain, known for

having a natural ambling gait, related to the Iberian Barb

and derived from the Arab racing horse, which was the

ancestor of several American horse breeds. Very fast and

known for a smooth ride, it was thought ideal for light

cavalry (Caballeros).

Other types and breeds

These five types of horses represent only a tiny fraction of

the various mounts used throughout Europe, North Africa,

the Middle East, Central Asia and East Asia during pre-

industrial times. We will probably be adding more types in

the future but you may also feel free to add horses with

which you are familiar or have discovered through

research (or made up yourself) using these templates as a

guideline.

Sidebar: Some things to remember for Knight Characters

Remember that if you are wearing armor, your warhorse shouldalso have some kind of barding, if your horse is killed or seriously

wounded you will lose your greatest asset. In standard OGL a

fighter is allowed very few skill points. If you use this rule keep inmind the most important one here will be the Ride skill. At 4th

level you he'd be limited to 4 skill ranks, but that should bemaxed out. The most important standard OGL feats for a knight

are Mounted Combat, Spirited Charge, Ride by Attack, WeaponFocus: Lance, and Weapon Specialization: Lance.

The lance gets x2 damage in a charge which is good. With the

Spirited Charge feat that becomes x3 damage which is evenbetter. The Lance is also a reach weapon too which means the

Knight can attack most Large sized or smaller creatures without

being in range for a counterattack, which is potentially interesting.This works even better with the Ride By Attack Feat which allows

them to move (charge), attack, then move again. In the Codexsystem this makes a mounted Knight very dangerous indeed.

With the Mounted Combat feat the Knight can also make RideSkill Checks to avoid their mount being hit by an enemy attack.

(with the Codex ‘Deluxe’ warhorse template this can also be used to protect the rider from attack) With these Feats alone a 4th level

knight is capable of hitting enemies for 6-27 damage with reachattacks then taking off on their warhorses with their base speed of

50', and wheeling back around to attack again.

Riding Tasks

Guide with Knees DC 5

Leap (varies, Base DC 15) DC 15-30

Spur mount DC 15

Fast mount/dismount DC 20

Cover DC 20

Fast Stop DC 20

Fast Turn DC 15-30

Jump onto occupied horse DC 35

Guide with Knees: If you fail then you have to use one hand

to control your horse.

Leap: Make horse jump obstacle. DC is 5 plus 10 per 5’ of

jumping required, both vertically and horizontally.

Spur mount: Can increase speed of horse by +10ft. for one

round, horse takes 1 point of nonlethal damage, each

following round horse takes double the nonlethal damage,

2, 4, 8, 16, 32, etc.

Fast mount/dismount: If you succeed at this role you get 1

dice back. If you fail you still mount/dismount, but it took

you time.

Cover: Drop behind horse for cover.

Fast Stop: Success on this roll decreases the horse speed

by 2 movement speeds. Failure means it only slows by one.

Fast Turn: To make a sharp turn when going at 2X speed or

greater, DC starts at 15 and increases for every speed

increase.

Jump…: Must be at melee range with horse.

Falling from a

horse. Speed

Damage Ride or

Acrobatic DC to

negate

Slow 1d6 DC 15

Charging 2d6 DC 20

Running 3d6 DC 30

Jump

onto

moving

horse

DC

Acrobatics

Walking DC 20

Running DC 30

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Mounted Duel with swords, Talhoffer 1467.

Jousting: must roll a special free dice to see if you can make your horse charge another, DC 15, if failed, your horse shied away

and is major embarrassment, you have 2 chances, after those, automatic loss.

Roll Result Points scored

Attack misses by shield value Lance strikes shield 1

Attack hits Lance strikes character, roll ride

check vs. damage* to see if you

fall.

2

You are hit and fall from your

horse

You lost your roll. Automatic loss, unless you

unhorsed your opponent, in

which case whoever gets up

first wins. Fort Save vs. Fort

save. If tied, whoever has more

points wins, if tied, ride again.

Mounted Combat Rules *Movement: Every change in horse movement requires

one of your die. At speeds above x1, it costs 2 dice a

round to maintain the speed, as soon as you stop

spending maintenance die the horse is considered to be

walking (x1).

*The Chase: In order to catch up with someone else on

horseback, you will have to get up to the speed they are

traveling. So if for example person A starts behind you

and uses 5 dice to run, even if they are only 50’ ahead

of you at end of their turn, you still have to use 5 dice to

represent getting up to speed, and their simultaneous

movement. If your dice result in you going faster, then

you can attempt to attack them while riding by (if you have

the ride-by-attack feat).

*Melee: Once you have caught up to someone you have to

make a contested ride check (unless both combatants are

willing to fight) to get into onset range, otherwise they are

just outside of range. To pull away, another contested

check must be made. The faster mount gets a Free Dice in

this roll.

*Shooting: Moving targets are hard to hit with ranged

weapons. For every 50’ a target has moved in this round (or

the last round if they haven’t moved yet this round),

attackers take a -1 to their attack rolls.

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*Attacking with the horse: In order for a horse to attack,

it must be standing still. If you are trying to command

your horse to attack, and it is a warhorse, then you have

to spend a die, and the horse will spend one of its own

to attack the target you want. If it is not a warhorse, you

must succeed at a ride check DC 15 (doesn’t cost an

extra die, but failure means your die is lost).

*Lance Rest: Certain equipment is ideally suited to

mounted combat. Any plate armor harness or cuirass can

be fitted with a lance rest. Charging (moving at x3) with a

lance rest gives you a +2 To Hit on your rolls with a lance.

Any plate harness for cavalry comes with a lance rest

automatically, and any cuirass can be fitted with one.

Additionally, Brigandine can be fitted with lance rests if so

desired.

Giving the Horse its head xxx

Ride check and To Hit penalty for missile weapons:

Weapon

Size

To Hit

Thrown

Weapon

To Hit

Bow

To Hit

Crossbow

or Firearm

T 0 - -1

S 0 -2 -2

M -1 -4 -4

L -2 -8 -6

Crossbow vs. Lance on the battlefield, Talhoffer 1467.

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Appendix V: Armor

Types of Armor

Partial Armor

Normally covers the torso only. Small (S) or smaller

opponents gain a +2 to bypass rolls against partial armor

worn by (M) or larger targets, because it has no leg

protection. Partial Armor also includes components which

can be added to Partial, Half or Medium armor, such as

helmets, greaves, or gauntlets. Partial Armor usually has a

bypass of 2. With additions like a helmet, coif, greaves,

gauntlets and so on it can go up to 4 (that is, Half Armor).

Half Armor

Covers the torso (chest, shoulders, and back) and head

only. No arm, leg or foot protection. Small (S) or smaller

opponents gain a +2 to bypass rolls against half armor

worn by (M) or larger targets, because it has no leg

protection. Boots, helmet and / or arming jack can be

worn in combination with other types of Half armor to

enhance protection. If worn with other Partial Armor DR,

Armor Check Penalty and weight are cumulative. Half

armor takes one turn per Armor Check penalty to don. Half

Armor has a bypass of 4.

Medium Armor

Covers the torso, upper arms, upper thighs, and head. It

includes an open or partially open helmet, a padded

undergarment such as an arming doublet or a gambeson,

and in some cases puttees or heavy leather boots worn as

lower leg protection. No other armor can be worn with

Medium armor. Small (S) or smaller opponents gain a +1 to

bypass attempts against medium armor worn by (M) or larger

opponents. Medium armor takes one round per armor check

penalty to don. It can be donned in two stages, however. In

one round the wearer can be considered in gambeson and

helm. Medium Armor has a bypass of 6.

Full Armor

Covers the whole body leaving no area exposed. In addition

to full armor covering torso, arms and legs, it includes a full

helmet, mail coif, gauntlets, and a padded gambeson worn

underneath the primary armor. Full armor takes three rounds

per Armor Check penalty to don. It can be donned in three

stages. In 2 rounds, the wearer is in gambeson. At the end of

the 2 rounds per armor check penalty the wearer is in

‘Medium’ Armor (i.e. Bypass 6).

To complete putting on Full Armor requires the assistance of

at least one other person.

At the end of 3 rounds per armor check penalty the wearer is

in ‘Full’ armor. For example, Partial Plate armor with an

Armor Check Penalty of –6, takes 18 melee rounds to don

fully. In the 1st round the wearer can be in Gambeson, after

18 rounds the wearer is in a complete suit of partial plate

armor. Each assistant can speed the donning process by one

round per Dexterity bonus. Full Armor has a bypass of 8-10.

Armored judicial combat with pollaxes

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Armor Tables

Components Component* Cost Stand-Alone

DR Bypass Bonus Armor

Check Speed Weight

Leather Cap 1 sp 2-3 + ½ - - 1 lb Iron Cap / Cervelliere 3 sp 6 ½ -1 - 2 lb Iron Kettle hat 5 sp 6 +1 -1 - 3 lb Iron Helmet, visored 10 sp 8 +1 -1 - 3-5 lb Iron Full Helmet or Helm 12 sp 8 +1 ½ -1 or -2 - 4-6 lb Ion Face Mask (face) 5 sp 6 + ½ - - 2 lb Iron Bevor (face) 5 sp 8 + ½ - - 2 lb Iron Greaves, pair (shins) 10 sp 8 + ½ -1 -5’ 3 lb Iron Shin Splints, pair 3 sp 7 + ½ -1 -5’ 2 lb Iron Poleyns, pair (knees) 15 sp 8 + ½ -1 -5’ 1 lb Iron Couters, pair (elbows) 10 sp 7 + ½ - - 1 lb Leather Bracers(forearm) 2 sp 2 + 1 - - 1 lb Splint Bracers (forearm) 5 sp 4 +1 - - 2 lb Iron Bracers (forearm) 8 sp 8 + 1 - - 2 lb Iron Half-Gauntlets 4 sp 6 + ½ -1 - 1 lb Iron Gauntlets 15 sp 6 +1 -2 - 1 lb Iron Plackart (abdomen) 12 sp 6 +1 -1 -5’ 5 lb Arming Cap 1 sp 2 + ½ - - 1 lb Mail Coif 10 sp 6 +1 - - 3 lb Iron Gorget (throat) 3 sp 6 +1 - - 3 lb

*Bronze or Brass can be substituted for iron here *DR bonus is limited to a maximum of DR 10 ** Bonus granted for armor with a DR lower than 8DR / HP Bonus only applies to the DR and HP of your armor, not your Character!

Partial or Half Armor (Bypass 2-4) . You an add bypass +1 to any breastplate by adding pauldrons for +10 sp

Armor Cost DR Pierce / Cut /Slash

Bypass ArmorCheck

Max Dex

Speed Weight Hardness DR

HP Min Str

Medium Clothing * 1 / 2 / 1 4 -1 +4 30 * 1 2 - Heavy Clothing * 2 / 4 / 2 4 -2 +3 25 * 1 4 - Felt Coat 2 sp 3 / 6 / 2 4 -2 +3 30 2 lb 1 3 - Buff Coat 8 sp 3 / 6 / 3 4 -2 +3 30 5 lb 2 5 - Light Coat Armor 10 sp 2 / 4 / 2 3 -1 +4 30 5 lb 1 8 - Coat Armor 15 sp 3 / 6 / 3 3 -1 +4 30 5 lb 2 10 - Light Gambeson 7 sp 3 / 6 / 3 4 -1 +4 30 3 lb 2 10 - Heavy Gambeson 15 sp 4 / 8 / 4 4 -2 +3 30 6 lb 2 12 - Arming Doublet 10 sp 3 / 6 / 6 3 -1 +4 30 10 lb 3 12 - Leather Doublet 15 sp 2 / 4 / 2 2 -3 +2 30 8 lb 2 6 - Heavy Leather Doublet 20 sp 3 / 6 / 3 2 -3 +2 30 12 lb 3 10 - Leather Lamellar Jack 25 sp 4 / 8 / 4 2 -2 +3 30 10 lb 2 5 - Dō-maru 60 sp 5 / 10 / 15 3 -2 +3 30 10 lb 3 5 - Arming Jack 50 sp 5 / 10 / 15 3 -3 +2 30 15 lb 2 10 6 Light Mail Corslet 30 sp 5 / 10 / 15 3 -2 +3 30 10 lb 5 4 - Scale Corslet 20 sp 4 / 8 / 12 3 -3 +2 30 18 lb 2 4 6 Lorica Plumata 50 sp 6 / 12 / 18 3 -2 +3 30 25 lb 4 6 7 Iron Lamellar Jack 12 sp 6 / 12 / 18 3 -3 +2 30 20 lb 3 10 6 Brigandine Doublet 15 sp 7 / 14 / 21 3 -2 +3 30 15 lb 4 10 4 Iron Cuirass 15 sp 9 / 20 / 30 3 -3 +2 30 25 lb 8 15 7 Steel Cuirass (‘proofed’) 80 sp 11/ 22 / 33 3 -3 +2 30 20 lb 12 15 6 Mail Shirt (Byrnie) 30 sp 8 / 16 / 24 3 -3 +2 30 20 lb 6 5 4 Heavy Iron Cuirass 40 sp 10 / 20 / 30 3 -4 +1 25 30 lb 8 15 7 Peascod Cuirass 80 sp 12 / 24 / 36 3 -3 +2 30 25 lb 8 15 7 Peascod Cuirass “proofed” 160 sp 14 / 28 / 42 3 -3 +2 30 20 lb 12 15 6

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Medium Armor (Bypass 5-7)

This is combination armor consisting of different types of armor worn as a panoply, enough to cover most of the body. Medium armor always includes a helmet or a helm Type Cost DR

Pierce/ Cut /Slash

Bypass Armor Check

MaxDex

Speed Weight HardnessDR

HP Min Str

Gambeson & Helmet 30 sp 5 / 5 / 5 5 -2 +3 25 8 lb 1 5 5 Leather Armor & Helmet 40 sp 3 / 3 / 3 5 -3 +2 25 15 lb 1 6 5 Cuir Boilli Armor & Helmet 60 sp 4 / 8 / 16 5 -4 +1 30 15 lb 3 12 5 Cuir Boilli Lamellar Panoply 80 sp 5 / 10 / 5 6 -3 +2 30 10 lb 3 6 5 Dō-maru Panoply 200 sp 5 / 10 / 15 6 -3 +2 30 10 lb 3 5 - Brigandine & Gambeson 50 sp 6 / 12 / 18 6 -3 +1 25 25 lb 4 5 6 Lorica Segmentata 60 sp 7 / 14 / 21 5 -3 +2 25 30 lb 7 6 8 Light Mail Haubergeon 100 sp 5 / 10 / 15 5 -1 +4 30 20 lb 5 3 6 Tatami Do 120 sp 4 / 8 / 12 6 -2 +3 25 20 lb 4 4 5 Brigandine & Mail 250 sp 10 / 20 / 30 6 -3 +2 25 45 lb 6 6 10 Bakharets Panoply 200 sp 7 / 14 / 21 6 -3 +2 25 25 lb 5 6 12 Klibanion 300 sp 10 / 20 / 30 7 -4 +1 20 50 lb 6 8 12 Mail Haubergeon & Helmet 60 sp 8 / 16 / 24 5 -2 +3 25 30 lb 6 5 8 Mail Hauberk & Helmet 80 sp 8 / 16 / 24 6 -3 +2 25 35 lb 6 5 10 Doubled Mail Hauberk 150 sp 10 / 20 / 30 6 -5 0 15 50 lb 8 7 12 Half Armor 55 sp 10 / 20 / 30 5 -2 +3 25 35 lb 10 10 10 Half Armor “Proofed” 200 sp 12 / 24 / 36 5 -2 +3 25 30 lb 12 10 9 Three Quarters Harness 70 sp 10 / 20 / 30 6 -3 +2 20 45 lb 10 10 10 Ō-Yoroi 300 sp 7 / 14 / 21 7 -4 +1 20 65 lb 4 10 8 Toudei-Gusoku 350 sp 8 / 16 / 24 7 -3 +2 25 40 lb 5 8 6

Full Armor (Bypass 8-12) includes helmet, textile component, and limb protection

Type Cost DR Pierce / Chop/ Slash

Bypass Armor Check

Max Dex

Speed Weight HardnessDR

HP MinStr

Mail Panoply 300 sp 8 / 16 / 24 10 -3 +2 20 50 lb 6 5 12 Heavy Backhterets 400 sp 9/ 18 / 27 9 -5 0 20 45 lb 5 10 10 Brigandine Panoply 350 sp 10 / 20 / 30 8 -4 +1 20 55 lb 6 8 10 Partial Plate Harness 200 sp 10 / 20 / 30 8 -4 +1 15 60 lb 10 8 12 Plate Harness 250 sp 10 / 20 / 30 10 -4 +1 15 55 lb 10 10 12 Gothic (Light) Harness 210 sp 9 / 18 / 27 9 -3 +2 25 40 lb 9 10 10 Gothic Harness “Proofed” 500 sp 11 / 22 / 33 9 -3 +2 25 35 lb 11 10 10 Milanese Harness 300 sp 12 / 24 / 36 15* -4 +1 15 60 lb 10 12 12 Milanese Harness “Proofed” 600 sp 14 / 28 / 42 15* -4 +1 15 55 lb 12 12 12 Maximillian Harness 2400 sp 12 / 24 / 36 12* -3 +2 25 45 lb 12 10 12 Field Harness 6000 sp 14/ 28 / 42 14* -4 +1 20 50 lb 12 12 12 Kings Harness 12000 sp 15 / 30 / 45 15* -2 +3 20 45 lb 12 12 12

* can only be bypassed with a thrusting / piercing attack

Sleeping in Armor The armor check penalty for Armor is also the amount of nonlethal damage sustained from each night spent sleeping in it.

Cost is somewhat arbitrary, since many of these types of armor existed in radically different economies sometimesthousands of miles and hundreds of years apart. DR is Damage Reduction. If you are not using the “Attack Types vs. Armor” optional rule only the first bolded number counts, otherwise use the second number for DR vs. Chop attacks, the third number for DR vs. Slash attacks.Bypass is the To Hit penalty for bypassing a person (or thing… buahahahah) wearing this type of armor. Armor Check is the die roll penalty for Dex based skill checks when wearing this armor, Max Dex is the ceiling for your Dexterity bonus to AC and missile weapons or Weapon Finesse etc. Weight is self explanatory

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Hardness is the DR of the armor itself if the armor is attacked HP is the amount of damage the armor can take before being rendered ineffectiveMin Str is the minimum strength required to wear the armor

Heavy Armor Effect on Martial Pool

Any armor with a Max Dex of +1 or less also causes the wearer to lose 1 martial pool (for a minimum of 1 MP per round)

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Appendix VI: Using OGL 3.5 Feats with the CodexFeats Status

ARMOR PROFICIENCY (LIGHT) [GENERAL] Unchanged ARMOR PROFICIENCY (MEDIUM) [GENERAL] Unchanged BLIND FIGHT [GENERAL] Incompatible CLEAVE [GENERAL] Incompatible COMBAT CASTING [GENERAL] Modified COMBAT EXPERTISE [GENERAL] Modified COMBAT REFLEXES [GENERAL] Modified DEFLECT ARROWS [GENERAL] Replace with Missile Parrying MF DODGE [GENERAL] Modified (pre-req only) EXOTIC WEAPON PROFICIENCY [GENERAL] Modified FAR SHOT [GENERAL] Unchanged GREAT CLEAVE [GENERAL] Incompatible GREATER TWO-WEAPON FIGHTING [GENERAL] High-Level GREATER TWO-WEAPON FIGHTING [GENERAL] High-Level GREATER TWO-WEAPON FIGHTING [GENERAL] High-Level GREATER WEAPON SPECIALIZATION [GENERAL] High-Level IMPROVED BULL RUSH [GENERAL] Replace with Graceful Rush MF IMPROVED CRITICAL [GENERAL] Modified IMPROVED DISARM [GENERAL] Incompatible** IMPROVED FEINT [GENERAL] Modified IMPROVED GRAPPLE [GENERAL] Replace with Ringen MF IMPROVED OVERRUN [GENERAL] Replace with Graceful Rush MF IMPROVED PRECISE SHOT [GENERAL] High-Level IMPROVED SHIELD BASH [GENERAL] Replace with Shield Smash MF IMPROVED TRIP [GENERAL] Unchanged IMPROVED TWO-WEAPON FIGHTING [GENERAL] Modified IMPROVED UNARMED STRIKE [GENERAL] Modified MANYSHOT [GENERAL] Incompatible MARTIAL WEAPON PROFICIENCY [GENERAL] Unchanged MOBILITY [GENERAL] Modified MOUNTED COMBAT [GENERAL] Unchanged* POWER ATTACK [GENERAL] Modified PRECISE SHOT [GENERAL] Unchanged QUICK DRAW [GENERAL] Unchanged RAPID RELOAD [GENERAL] Modified RAPID SHOT [GENERAL] Modified RIDE-BY ATTACK [GENERAL] Unchanged* RUN [GENERAL] Unchanged SHIELD PROFICIENCY [GENERAL] Modified SHOT ON THE RUN [GENERAL] Incompatible (Redundant) SIMPLE WEAPON PROFICIENCY [GENERAL] Unchanged SNATCH ARROWS [GENERAL] Replace with Missle Catching MF SPIRITED CHARGE [GENERAL] Unchanged* SPRING ATTACK [GENERAL] Modified STUNNING FIST [GENERAL] Modified TRAMPLE [GENERAL] Unchanged* TWO-WEAPON DEFENSE [GENERAL] Replace with Main Gauche MF TWO-WEAPON FIGHTING [GENERAL] Replace with the Main Gauche MF WEAPON FINESSE [GENERAL] Modified WEAPON FOCUS [GENERAL] Modified WEAPON SPECIALIZATION [GENERAL] Modified WHIRLWIND ATTACK [GENERAL] Incompatible

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Unchanged Feats

The following Feats work the same using Codex

as they do in the SRD.

ARMOR PROFICIENCY (LIGHT) [GENERAL]

ARMOR PROFICIENCY (MEDIUM) [GENERAL]

FAR SHOT [GENERAL]

IMPROVED INITIATIVE [GENERAL]

IMPROVED SUNDER [GENERAL]

IMPROVED TRIP [GENERAL]

MARTIAL WEAPON PROFICIENCY [GENERAL]

MOUNTED COMBAT [GENERAL]

PRECISE SHOT [GENERAL]

QUICK DRAW [GENERAL]

RUN [GENERAL]

RIDE-BY ATTACK [GENERAL]

TRAMPLE [GENERAL]

SIMPLE WEAPON PROFICIENCY [GENERAL]

SPIRITED CHARGE [GENERAL]

Modified Feats

The following Feats from the SRD should be

modified as described for use with the Codex.

COMBAT CASTING [GENERAL]

Benefit: You get a Free Dice for use on Concentration

checks (only) made to cast a spell or use a spell-like ability

while on the defensive or while you are grappling or pinned.

COMBAT EXPERTISE [GENERAL]

Prerequisite: Int 13.

Benefit: If you forgo all attacks during your own initiative for

the entire round, you gain a Free Dice that can be applied

to any Active Defense, Attack of Opportunity or

Counterattack roll (either automatically generated or due to

Counterstroke or Miersterhau-Countercut MFs) but not for

changing Combat range or for movement (see Mobility

Feat). This Free Dice stacks with any Free Dice gained for

defensive or counterattacking MFs, including but not

limited to Nukitsuke, Nachreisen etc.) and other SRD Feats

such as Combat Reflexes.

COMBAT REFLEXES [GENERAL]

Benefit: Gain a Free Dice once per round for use in Attacks

of Opportunity only. You may add other MP dice to this

Free Dice but you only get the Free Dice for one AoO per

round.

DODGE [GENERAL]

The Dexterity pre-requisite is lowered to 8

EXOTIC WEAPON PROFICIENCY [GENERAL]

Applies to multiple weapons in the same way as Weapon

Focus (see Weapon Focus). Also which weapons are

considered Exotic can vary in some by culture. For example

in a European setting, a Katana is an exotic weapon, whereas

in a Japanese setting, a Katana would be considered a

Martial weapon. This is up to GM discretion.

IMPROVED CRITICAL [GENERAL]

Choose one type of weapon.

Prerequisite: Proficient with weapon, Weapon Specialization

with Weapon

Benefit: When using the weapon you selected for this Feat,

any time you score a Critical Hit your damage is stepped up

one die, as follows:

Piercing or Bludgeon Critical: D8

Chop: D10

Slash: D12

Special: You can gain Improved Critical multiple times. The

effects do not stack. Each time you take the feat, it applies to

a new type of weapon (but a given weapon type may be

considered equivalent to some other weapon types, this Feat

follows the same rule as Weapon Focus, see below).

IMPROVED FEINT [GENERAL]

Prerequisite: Int 13, Combat Expertise, Feint MF

Benefit: You may Feint at any time during the round, whether

it is your initiative or not.

IMPROVED TWO-WEAPON FIGHTING [GENERAL]

Prerequisites: Dex 17, Main Gauche MF, base attack bonus

+6.

Benefit: Gain a Free Dice once per round for a single extra

attack with one of your two-weapons (your choice, probably

depending on range).

A 6th-level ranger who has chosen the two-weapon combat

style is treated as having Improved Two-Weapon Fighting,

even if he does not have the prerequisites for it, but only

when he is wearing light or no armor.

IMPROVED UNARMED STRIKE [GENERAL]

Benefit: Gain the ability to cause 1d4 damage striking with

hands and feet, and the ability to make unarmed strikes at

Melee range instead of Grapple range (thus without triggering

an Attack of Opportunity.)

Normal: Without this feat, any unarmed strike has to be

made at Grapple Range (and therefore draws an AoO) and

you deal only 1d2 damage.

Special: A monk automatically gains Improved Unarmed

Strike as a bonus feat at 1st level. She need not select it.

A fighter may select Improved Unarmed Strike as one of his

fighter bonus feats.

MOBILITY [GENERAL]

Prerequisites: Dex 13, Dodge.

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Benefit: You gain an additional MP once per round for the

purposes of movement only, to be used either moving

between range categories (Onset to Melee to Grapple etc)

or taking a Move Action (moving your Move rate). This

does not increase the maximum amount of Movements you

can do in a round (for this, see the Run Feat). This does

not directly confer extra protection against attacks of

opportunity as per the SRD Mobility Feat, but by getting an

‘free’ move you can use your remaining MP for additional

Active Defense or an extra attack, counterattack, etc.

POWER ATTACK [GENERAL]

Benefit: Spend an extra die to step your damage up one

category, i.e. D8 becomes D10, D10 becomes D12 etc.

RAPID RELOAD [GENERAL]

Works for any type of Crossbow

Prerequisite: Weapon Proficiency (crossbow type chosen).

Benefit: The Prep time required for you to reload your

chosen type of crossbow is reduced by one MP. If you have

selected this feat for hand crossbow or light crossbow, you

may fire that weapon as many times in a full attack action

as you could attack if you were using a bow.

RAPID SHOT [GENERAL]

Prerequisites: Dex 13, Point Blank Shot.

Benefit: You can get a Free Dice for one extra attack per

round with a ranged weapon. You may only use this Free

Dice for an extra attack and may not combine any other MP

dice with this attack.

A 2nd-level ranger who has chosen the archery combat

style is treated as having Rapid Shot, even if he does not

have the prerequisites for it, but only when he is wearing

light or no armor.

SHIELD PROFICIENCY [GENERAL]

Shield proficiency can apply to either bucklers (which also

includes small shields) or to Shields (which includes small,

medium or large shields but not bucklers)

SPRING ATTACK [GENERAL]

Moving, attacking and moving again is made redundant by

the Martial Pool and the codex movement rules. However

you can use this feat to allow a Tumble skill check to be

used as an Active Defense roll (i.e. use your Tumble Skill

modifier instead of your Base Defense or Weapon based

Defense modifiers). An Active Defense using Spring Attack

would count as a void for purposes of the Nachreisen MF

and other MFs.

STUNNING FIST [GENERAL]

Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike

Feat or Ringen MF, Weapon Focus: Unarmed

Benefits:

Gain primary attack type of B for unarmed strikes (allows

multi die attacks to cause multi-die crits using Dynamic

Criticals rule). Critical hit damage is stepped up one die roll

(from D6 to D8, stacks with Improved Critical) for purposes of

nonlethal damage or KO threat (see Basic Combat, Bash

Damage and Bash Critical Hits, and also Appendix 3:

Weapons Tables, KO Results Table for more information on a

KO threat.)

Normal: Unarmed Strikes have no primary attack type

Special: A monk may select Stunning Fist as a bonus feat at

1st level, even if she does not meet the prerequisites. A

monk who selects this feat may attempt a stunning attack a

number of times per day equal to her monk level, plus one

more time per day for every four levels she has in classes

other than monk.

WEAPON FINESSE [GENERAL]

The same as the SRD except this feat applies to a wider

variety of weapons (indicated on the Codex Weapon Tables,

Appendix 3 of the Codex)

WEAPON FOCUS [GENERAL]

Weapon Focus, Weapon Specialization, and all Simple, Shield

or Martial Proficiency feats can ‘overlap’ for other weapons

which meet the following criteria:

1) Same size category (S to M, M to L etc.)

2) Within the same weapon category (Simple

melee, Martial melee, etc,)

3) Has at least one of the same Primary attack

types (Pierce, Slash, Chop or Bludgeon)

4) Is of the same ‘family’ per below:

Light blade (Dagger, Knife, Short sword etc.)

One-handed blade*

Two-handed blade *

Light hafted weapon

One-handed hafted weapon

Two-handed hafted weapon

Thrown Missile Weapon (only Martial or Simple Proficiencies)

Bow

Crossbow

Buckler / Small shield

Medium / Large Shield

*HH weapons can be considered either one or two handed

for this purpose.

So for example Weapon Focus: arming sword would also

apply to a leaf blade sword, a cut-thrust Sword, a sidesword,

a backsword, a schiavona, or a yanmao dao, but not a saber

(incompatible Primary attack type S) or a gladius (different

Size) or a great axe (different weapon ‘family’, i.e. hafted

weapon)

WEAPON SPECIALIZATION [GENERAL]

Applies to multiple weapons in the same way as Weapon

Focus

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High Level Feats

The following Feats are designed for high level

play that the Codex hasn’t yet been tested for,

they may be incorporated into later documents.

GREATER TWO-WEAPON FIGHTING [GENERAL]

GREATER WEAPON SPECIALIZATION [GENERAL]IMPROVED PRECISE SHOT [GENERAL]

GREATER TWO-WEAPON FIGHTING [GENERAL]

Replaced Feats

The following Feats are replaced by an MF from the Codex

(indicated below)

IMPROVED BULL RUSH [GENERAL]

Replace with Graceful Rush MF

IMPROVED GRAPPLE [GENERAL]

Replace with Ringen MF

IMPROVED OVERRUN [GENERAL]

Replace with Graceful Rush MF

IMPROVED SHIELD BASH [GENERAL]

Replace with Shield Smash MF

TWO-WEAPON FIGHTING [GENERAL]

Replace with the Main Gauche MF.

Designers Note on fighting with two weapons: in the SRD,

the main reason to use multi-weapon fighting is that using

a second weapon gives you an extra attack. But in the

Codex, while you can use a second weapon, it does not

necessarily confer any extra attacks or any other

advantages, unless you have certain martial feats.

So if you have say, a sword in your right hand and an axe in

your left, you still have your same pool of 4 (or less). It's up

to you if you want to alternate attacks between weapons or

do all with one or whatever.

If you have the second tier feat Improved Two Weapon

fighting then you do get one extra attack. Otherwise you

have to have one of the martial feats like Main Gauche or

Niten Ichi to get any benefit out of the second weapon.

But conversely the standard SRD penalties do not apply.

TWO-WEAPON DEFENSE [GENERAL]

Replace with Main Gauche MF

DEFLECT ARROWS [GENERAL]

Replace with Missile-Parrying MF (doesn’t work for arrows)

SNATCH ARROWS [GENERAL]

Replace with Missile-Catching MF (doesn’t work for arrows)

Incompatible Feats

The following Feats are not recommended for use with the

Codex combat system. All that actually means is that we

couldn’t figure out how to integrate them with the Codex. Feel

free to make up your own guidelines for using them, and let

us know if you come up with something clever.

BLIND-FIGHT [GENERAL]

CLEAVE [GENERAL]

GREAT CLEAVE [GENERAL]

POWER ATTACK [GENERAL]

This is made redundant by the Dynamic Criticals rule (see

Basic Combat, Dynamic Criticals). If you are using that rule

then do not use this Feat, otherwise (or optionally) use it as

written in the SRD.

MANYSHOT [GENERAL]

SHOT ON THE RUN [GENERAL]

Made redundant by the Martial Pool and Codex movement

rules. How many MP you assign to shooting vs. moving is up

to the player.

TOWER SHIELD PROFICIENCY [GENERAL]

Tower shields are not meant to be carried on ones arm like a

regular shield.

WHIRLWIND ATTACK [GENERAL]

Incompatible weapons

The entire concept of a ‘double weapon’ is redundant when

using Codex rules, particularly the Poll Axe fighting MF and

Half Staff MF. The Double Sword, the Urgosh, the Spiked

Chain, the Dire Flail, Spiked Armor, the Orc Double Axe, and

the Gnome hooked-hammer are not included here or in the

Codex itself because we have no historical sources to base

them on and no idea how they could function within the laws

of physics or even in a cinematic fashion. If you want to use

these weapons with the Codex feel free to make up your own

house rules for them.

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Appendix VII: When Animals Attack!

Animal Fighting Strategies

Closing the Range

Most predatory animals will not stand back and exchange blows

like a prize fighter. Instead they prefer to close to Grapple range,

often in a leaping pounce, as soon as possible, to make better

use of their natural weapons like teeth and claws. This does

make them susceptible to Attacks of Opportunity wherever

applicable.

Cats of all kinds tend to grapple and attempt to bite in a vital

area (bypass attempt) and engage their rear claws for raking

attacks. Canines often seize their prey with a biting attack and

then grapple from the bite, frequently attempting to shake to

cause catastrophic damage, while pulling their prey to the

ground. Bears either enter into grapple with a ‘hug’, only to bite

and claw murderously, or hang back and swipe with their huge

paws. Herbivorous and omnivorous creatures like bulls and pigs

tend to hit and run, moving in to bite or butt, and then moving

out of range again. They may rely on a Charge or something like

the Spring Attack feat.

Apes like to grapple opponents to take advantage of their

incredible strength, and will also bite and attack vital areas like

the face and genitals (bypass attack). Venomous snakes tend to

hold their ground and strike out at opponents, sometimes

aiming for hot spots which indicate blood vessels (bypass

attack) while constrictors will bite and simultaneously envelop

an enemy in one violent attack. Arachnids such as

spiders, and predatory insects like preying mantis,

centipedes, and scorpions tend to pounce on and seize

prey animals to control them while using their mouth

parts, claws and / or stingers if any.

Animals and Defense

Animals are at something of a disadvantage against

weapons since most of their natural weapons do not have

very good reach, and most animals don’t understand the

concept of parrying, but most animals dodge very well.

Defense is based on BAB, animal size and Dexterity.

Natural Armor is treated as damage reduction (that is, in

the same way as armor) with a bypass of –10.

Monsters and Animals in Codex Rules

The Table below includes conversion rules for using

monsters or Animals in the Codex system.

The Norse Queen Aslaug, in disguise as one of her alter egos, Krakathe orphan, sits with her pet wolf contemplating her answer to theriddled summons of Ragnar Lodbrok. Saga of Ragnar Lodbrockpainting by Mårten Eskil Winge 1862

Animals As Pets Fully trained animals other than dogs or horses were

unusual and considered very valuable in pre-industrial

times. (Trained hunting dogs and horses were also very

valuable, especially the latter). Domesticated animal

breeds which were easy to train were not as common then

as they are now. Dogs used for guarding or hunting were

often dangerous semi-feral beasts which were only partly

in control. Trained animals such as bears, monkeys or

wolves were highly valuable commodities. Trained

elephants could be major Strategic military assets.

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Standardized animal attack types

Animal Attacks Reach

To Hit

Bonus

Speed

To Hit

Bonus

Grapple

To Hit

Bonus

Str

To Hit

Bonus?

Str Damage

Bonus?

Basic

Damage

Damage Type Primary

Attack Type

AP

Bite, Tiny, Slashing 0 6 4 N N 1-4 Slash - - Bite, Tiny, Grasping 0 5 5 N N 1-2 Piercing - - Bite, Tiny, Piercing 0 6 6 Y N 1 Piercing - - Claws, Tiny 0 6 6 N N 1 Slash - - Bite, Small, Slashing 0 5 4 N Y 1-6 Slash - - Bite, Small, Grasping 0 5 6 N Y 1-4 Piercing - - Bite, Small, Piercing 1 5 6 Y N 1-2 Piercing - - Slam, Small 0 6 4 Y Y 0-1 Bludgeon B - Claws, Small 1 6 6 Y N 1-2 Slash - - Bite, Medium, Slashing 0 5 4 Y N 1-8 Slash S - Bite, Medium, Grasping 0 4 6 N Y 1-6 Piercing - - Bite, Medium, Piercing 2 3 6 Y N 1-4 Piercing P +2 Slam, Medium 1 6 4 Y Y 1-2 Bludgeon B - Claws, Medium 2 6 6 ½ N 1-4 Slash - - Bear Hug, Medium - - 6 Y Y 1-6 Bludgeon B - Bite, Large, Slashing 0 5 4 N Y 1-10 Slash S - Bite, Large, Grasping 0 3 6 N Y 1-8 Piercing P - Bite, Large, Piercing 3 2 6 N Y 1-6 Piercing P +4 Slam, Large 2 5 4 ½ Y 1-4 Bludgeon B - Claws, Large 3 5 6 ½ Y 1-6 Slash S - Back-Claw Rake, Medium - - 6 Y Y 1-8 Slash S - Back-Claw Rake, Large - - 6 Y Y 1-10 Slash S - Bear Hug, Large - - 6 Y Y 1-8 Bludgeon B -

To Hit represents the To Hit bonus due to reach or inherent

speed, it does not include BAB + Str bonus. etc.

Slashing Bites are those of creatures like sharks and

piranhas with teeth designed for tearing chunks of flesh

from their victims. Some insects and arachnids etc. have

slashing bites, as do some reptiles, and many fish. The

beaks of some birds make slashing bites.

Grasping Bites include most warm blooded carnivores like

dogs, wolves, bears, big cats, and etc., as well as many

reptiles such as alligators and crocodiles, and some fish.

These are bites designed primarily to grasp and hold prey

while it is subdued, and secondarily to cause pierce and

cut injuries. A grasping bite, once made, can be maintained

to do damage automatically (without a To Hit roll) every

round until the creature is forced to release its jaws.

Slam includes tail slap, unarmed striking with fists and feet

etc.

Grappling from a Bite: Once a grasping bite attack is

successful, the animal is considered in Grapple range. The

animal may then make a free contested grapple check to

attempt to pull its enemy to the ground (Prone) which is a

favorite strategy of many beasts of the gloomy forest glade.

Shaking and Rolling: Once in grapple, it is also possible for

an animal with this kind of bite to attempt a special critical

hit, representing an attempt to sever a limb or chunk of

flesh, or break underlying bones. Once in grapple, an

animal with a grasping bite (like a canine or a crocodilian)

which has successfully bitten its enemy may attempt to

shake or roll by making a second contested grapple check.

If this grapple fails, the enemy is released, if it is successful,

it counts as a critical hit for an extra full dice of damage.

Piercing Bites are from very large fangs such as a snakes

fangs, a spiders fangs, or the exaggerated teeth of a saber-

toothed tiger, the latter being considered oversized, with

teeth (and damage etc.) a full size category larger than the

creature itself. These bites are designed to kill by puncturing,

either by injecting venom or more rarely, by simply piercing

internal organs, the central nervous system or major blood

vessels. Most creatures with this attack type bite and then

immediately release their victim, to be ready to bite again.

Rake Attacks are attacks with the hind claws. They are

considered claw attacks one size category higher than the

size of the animal in question. Rake attacks can only be

attempted at Grapple range.

Large Claws can also cause KO like a bludgeon weapon.

Allow some large animals like bears to attempt this as an

alternate tactic against armored opponents.

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Sample Animals

This document includes the 13 animals which havebeen converted to Codex rules:

1 Ape 2 Bear, Brown 3 Boar 4 Crocodile 5 Dog 6 Eagle 7 Elephant 8 Horse (Warhorse) 9 Leopard 10 Lion 11 Snake (Small Viper) 12 Snake (Constrictor)

13 Dire Rat

Converting Monsters in Seven Steps:

1) Consult the SRD entry for the Monster or Animal in

question.

2) Make note of the BaB and the number of Attacks and

then consult tables 1.2 and 1.3 from this document to

determine the Martial Pool. Make note of this. Remember

to check the SRD for the multi-attack Feat and the

Monsters base speed because these affect the MP.

Remember to check if the animal has feats like Weapon

Finesse or Weapon Focus. Also note: normally a bite and a

claw attack counts as 3 attacks (two claws, one bite.)

3) Make note of the Monsters Str and Dex and their

appropriate modifiers.

4) Consult the “Standard Animal Attack Types” Table above

to determine the animals attack types. Make note of the

To Hit bonus at each range (onset, melee and grapple), if

the Str Bonus applies for To Hit and Damage, and note the

Damage and attack types.

To make it easier to understand the process I put these in

a little table when I was converting each monster for this

document. You can make a determination at this point

whether to make any changes such as assigning a larger or

smaller size category for a specific attack for example, or

any unique special attacks that aren’t covered in the codex

(Squid tentacles or probiscus or whatever).

5) Combine the appropriate modifiers to determine the To

Hit bonus for each attack at Onset, Melee, and Grapple

range (including Strength or Dex bonus where applicable),

and the Damage for each attack (including Strength Bonus

where applicable). Don’t forget to make note of any AP ability

the monster may have.

6) Use the BaB and Dex bonus to determine the Monsters

Active Defense modifier and Passive Defense value.

Remember to check for other modifiers such as for size.

7) Make note of the Natural Armor, if any, included in the AC

statblock within the SRD entry.

Ability Score Modifiers (from Sovelior SRD)

Table 1.1 Score Modifier

1 -5

2-3 -4

4-5 -3

6-7 -2

8-9 -1

10-11 0

12-13 +1

14-15 +2

16-17 +3

18-19 +4

20-21 +5

22-23 +6

24-25 +7

26-27 +8

28-29 +9

30-31 +10

32-33 +11

34-35 +12

36-37 +13

38-39 +14

40-41 +15

42-43 +16

44-45 +17

Monster BaB by HD

http://www.d20srd.org/srd/typesSubtypes.htm#types

Table 1.2 Martial Pool by BaB and Total Number of Natural

attacks: BAB: Total No of

Attacks: 1 2 3 4 5+

1 1 2 3 4 5 2 2 3 4 5 6

3 3 4 5 6 7 4 4 5 6 7 8

5-8 4 6 7 7 8 9+ 5 7 7 8 8

Table Formula= BAB (max 4) + Total Number of NaturalAttacks -1

Claw attacks are usually paired (two claws, one bite = threeattacks total)

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Table 1.3 Speed modifiers to Martial Pool: Speed Mod 15’ -1 (min 1)

20’ 0 30’ 0

40’ +150’ -60’ +2

70’+ +3

Multiattack Feat= +1 Martial Pool

Table 1.4 Size modifiers to Martial Pool (Min 1, Max 8) Size Mod

VS +2 S +1

M - L -1

Huge -2

Animal Type (from SRD) An animal is a living, nonhuman creature, usually avertebrate with no magical abilities and no innatecapacity for language or culture.

Features An animal has the following features (unless otherwisenoted in a creature’s entry). 8-sided Hit Dice. Base attack bonus equal to ¾ total Hit Dice (as cleric). Good Fortitude and Reflex saves(certain animals have different good saves, for instance dire animals have good Fortitude, Reflex, and Willsaves). Skill points equal to (2 + Int modifier, minimum 1) per HitDie, with quadruple skill points for the first Hit Die.

Traits An animal possesses the following traits (unlessotherwise noted in a creature’s entry). Intelligence score of 1 or 2 (no creature with an Intelligence score of3 or higher can be an animal).

Low-light vision. Alignment: Always neutral. Treasure: None. Proficient with its natural weapons only. A noncombative herbivore uses its natural weapons as asecondary attack. Such attacks are made with a -5 penaltyon the creature’s attack rolls, and the animal receivesonly ½ its Strength modifier as a damage adjustment. Proficient with no armor unless trained for war. Animals must eat, sleep, and breathe to remain living

Level Base Attack Bonus

1st +02nd +13rd +24th +35th +36th +47th +58th +6/+19th +6/+1

10th +7/+211th +8/+312th +9/+43th +9/+4

14th +10/+515th +11/+6/+116th +12/+7/+217th +12/+7/+218th +13/+8/+319th +14/+9/+420th +15/+10/+5

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1 Ape

BAB 3 (HD)

Martial Pool 4 (3 Bab +2 attacks -1 size)

Init + 2

Natural Armor 1 (Bypass -10) HP 29

Dex bonus +2 Str bonus +5 (half rounded up =+3)

Codex Attack Stats:

Attack Onset Melee Grapple Damage

Claws +6 (0+3 Bab +3 Str) +11 (6+3 Bab +3 Str) +11 (6+3 Bab+3 Str) 1-4 (S)

Bite +3 (0+3 Bab) +7 (4+3 Bab) +9 (6+3 Bab) 1-6 +5 (P)

Grapple 0 0 +15 (6+3 Bab +5 Str) Special

Active Defense: +7

Passive Defense: 14 Special: Weapon focus: Grappling

Tactics: This animal likes to get an opponent in close wherethey will use their grappling ability to seize and hold for

repeated bites. Unlike many animals an Ape will not hold it’s

pretty down with its bite, but rather bite repeatedly, using it’s

powerful arms to control it’s opponent. Don’t forget the +5 Str bonus in all Grapple checks

Designers Notes: Added weapon focus: Grappling as an extrabonus for grappling due to the use of the feet and innate

grappling skill. I don’t think the Ape I’m thinking of is a whole

lot larger than man sized so I treated the Apes claw and Bite

attacks as Medium sized.

2 Bear, Brown

BAB 4 (HD)

Martial Pool 6 (Bab 4 + 2 for 3 attacks + 1 due to 40’ Speed bonus -1 size)Init + 1

Natural Armor 2 (Bypass -10) HP 51

Dex bonus +1 Str bonus +8 (half =+4)

Codex Attack Stats:

Attack Onset Melee Grapple Damage

Claw +10 (2 +4 Bab +4 Str) +13 (+5+4 Bab +4 Str) +14 (+6+4 Bab +4) 1-6 +8 SB

Bite +4 (0 +4 Bab ) +7 (+3+4) +10 (+6+4) 1-8 +8 P

Bear-Hug - - +18 (+6+4+8) 1-8 +8 B

Active Defense: + 7 Passive Defense: 15

Special: Improved Grab (Ex): To use this ability, a brown bear

must hit with a claw attack. It can then attempt to start agrapple as a free action without provoking an attack of

opportunity.

Tactics: Bears are cunning and may attempt to bypass armor

after the first time damage is absorbed by it.

Designers Notes: As you can clearly see from the stats, thisis a VERY dangerous animal. Just as in real life, a bear in the

Codex world is not something to be messed with lightly. It’s bad enough if you are at onset range, if you let it get you into

a grapple you are in serious, serious trouble. With 27 Strengththis is a beast you don’t’ want to wrestle with – especially

while it’s biting you, clawing you and breaking your ribs in abear hug. During their famous expedition Louis and Clarke

used to shoot Grizzly bears and then still have to climb uptrees and watch helplessly while their mules were eaten before

their eyes. This is an animal you don’t want to fight on footclose up if you can help it.

Even plate armor isn’t much protection against a full grown

brown bear.

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3 Boar

Boar (or warthog)

BAB 2 (HD)

Martial Pool 3 (Bab 2 + Speed Bonus)

Init + 0 Natural Armor 3 (Bypass -10)

HP 25 Dex bonus 0

Str bonus +2 (half = +1)

Codex Attack Stats:

Attack Onset Melee Grapple Damage

Tusk Gore +3 (0+2 Bab +2 Str) +8 (5+2 Bab +1 Str) +8 (4+2 Bab+1 Str) 1-8 S

Bite +2 (0+2 Bab) +6 (4+2 Bab) +8 (6+2 Bab) 1-6 +2 P

Active Defense: +2

Passive Defense: 10 Special: Ferocity

Tactics: Boars will hit and run by charging and using theirslashing attack at Melee range if possible, their normal agenda

being to drive away any potential threat with an injury. But if

sufficiently irritated (for example a sow defending her young)

they will move in for the bite and fight to the death.

Designers Note: I treated the slashing attack of the boarstusk as a slashing bite.

4 Crocodile

BAB 2 (HD) Martial Pool 2

Init + 1

Natural Armor 3 HP 22

Dex bonus +1 Str bonus +4 (half =+2)

Codex Attack Stats:

Attack Onset Melee Grapple Damage Bite +2 (0+2 Bab) +5 (3+2 Bab) +9 (6+3 Bab) 1-8 +4 P

Tail +9 (3+2 Bab +2 Str) +9 (3+2 Bab +2 Str) +9 (3+2 Bab +2 Str) 1-6 +4 B

Active Defense: + 3 Passive Defense: 11

Special: Improved Grab, Roll

Tactics: Crocodiles are mainly ambush predators but they willalso Charge. Their preferred attack will be a bite from

concealment in an attempt to catch their target flat-footed ifpossible. If they get a bite in they will roll on the next round,

this causes automatic bite damage plus a reflex save againstthe gators Strength Ability check roll (D20 +4) or face an

automatic critical hit and be pulled prone. If the Crocodile is inthe water they will also have to check for drowning. Crocodiles

will drag prey into the water if possible (contested strengthcheck is applicable)

Designers Note: Even though it is a medium animal I ruled

that it has a particularly big and powerful mouth so I gave it aLarge Grasping bite.

5 Dog

BAB 1 (HD) Martial Pool 2

Init + 2 Natural Armor 1

HP 13 Dex bonus: +2

Str bonus: +2 (Half = +1)

Codex Attack Stats:

Attack Onset Melee Grapple Damage

Bite +1 (0+1 Bab) +5 (4+1 Bab) +7 (6+1 bab) 1-6 +2 P

Paw +3 (1+1 Bab +1 Str) +8 (6+1 +1 Str) +8 (6+1+1) Trip attempt only

Active Defense: + 3

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Passive Defense: 11

Special: Trip, Situational Awareness MF, Cooperative fighting MFTactics: They will use the free dice they get from Cooperative

fighting to make a 2 dice attack while saving one die for activedefense. This represents their darting in and nipping and then

jumping back out of range. At any point though the dog maydecide to go into for the kill by entering grapple range to seize

their target. At this point if they hit with a bite they willcontinue to bite (automatic damage) while grappling to pull

their victim to the ground (contested Str check or grapplecheck) Bite damage is automatic while grappling from a bite.

Designers Notes: I don’t know what a riding dog is supposed

to be exactly to be honest. This entry here is meant torepresent a medium / large sized dog like a German Shepherd

or a Rottwieller. Dogs have the situational awareness andcooperative fighting Martial Feats from the Codex. The latter

gives them a free dice to attack any opponent their partner(any other pack member or human companion) has attacked in

the same round. Most hunting or war dogs tend to beexceptionally brave and will often fight to the death, which

can’t be said for most wild animals.

6 Eagle

BAB 1 (HD) 1

Martial Pool 1 (4 when flying due to speed)Init + 2

Natural Armor: 0 HP: 5

Dex bonus: +2 Str bonus 0

Codex Attack Stats:

Attack Onset Melee Grapple Damage

Talons +4 (1+1 Bab+2 Dex) +9 (6+1 Bab +2 Dex) +9 (6+1 Bab +2 Dex) 1-4 S

Beak +1 (0+1 Bab) +7 (6+1 Bab) +5 (4+1 Bab) 1-4 S

Active Defense: + 3 Passive Defense: 11

Special: Will grab tiny prey and carry them off.Tactics: Will fly down (counts as a charge) and do two 2 dice

Talon (claw) attacks. Will attempt to attack by surprise ifpossible. Against a dangerous opponent it will stay at onset

range, strike and fly off. Against a prey animal or any othervulnerable looking target (magically shrunken characters?) it

will seize them and carry them off.

Designers Note: Even though it is a small animal I made the

talons medium claws because talons on birds of prey areparticularly formidable. The high flying speed gives it an

enhanced Martial Pool in spite of its low HD. Weapon finesseonly applies to the talons.

* Str bonus not applicable for Talons due to Weapon Finesse

7 Elephant

BAB 8 (HD 11) Martial Pool 6 (Max from HD and speed etc. but -2 for Size)

Init + 0 Natural Armor 3

HP 104 Dex bonus 0

Str bonus +10 (half = +5)

Codex Attack Stats:

Attack Onset Melee Grapple Damage AP

Tusks +15 (2 +8Bab +5 Str) +17 (4+8+5) +13 (0+8+5) 1-8+10 P +2

Slam (foot) +13 (0 +8Bab +5 Str) +17 (4+8+5) +17 (4+8+5) 1-8+10 B -

Trunk +13 (0 +8Bab +5 Str) +16 (3+8+5) +19 (6+8+5) See below -

Trample - - +17 (4+8+5) 2-12+10 B -

Active Defense: + 6 (8 Bab -2 Size)

Passive Defense: 14 Special: Trunk acts a bit like a constrictor snake. It is used

for grappling, and can squeeze for 1-8 HP Bludgeon damagewhile in grapple. It will also snatch weapons away from

opponents, trip opponents etc. An Elephant can only attackopponents it is facing. When flanked it must choose one

opponent to attack at a time.

Tactics: Charging is popular, attacking with tusks and trample

primarily, so is going in for a good close fight with foot slamsand trunk grappling. Trample includes a head-crush (pressing

the opponent with the elephants skull). Designers Note: I treated the slam attack as being a Huge

Claw that did bludgeon damage instead of slash, and reducedthe Reach to zero.

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8 Horse (Warhorse- Heavy)

BAB 3 (HD 4)

Martial Pool 6

Init + 1

Natural Armor 1 HP 30

Dex bonus +1 Str bonus +4 (Half =+2)

Codex Attack Stats:

Attack Onset Melee Grapple Damage

Front Hooves +7 (2+ 3 Bab + 2 Str) +10 (5 + 3Bab + 2Str) +9 (4+3 Bab + 2 Str 1-4+4 B

Bite +3 (0+3 Bab) +8 (5+ 3 Bab) +7 (4 + 3 Bab) 1-4 S

Back Kick* +8 (3+3+2) +10 (5+3+2) +9 (4+3+2) 1-6+4 B

* Back Kick works against flanking enemies only (rear attack only)

Active Defense: + 4Passive Defense: 12

Tactics: A warhorses tactics is normally dictated by its rider,

but they can instinctively rear up toward dangerous targetsand strike with their front hooves, and kick back at anything

attacking them from behind.

Designers Note: I ruled the bite was a tiny bite since horses

don’t have very strong jaws or sharp teeth, but can still do some damage.

9 Leopard

Leopard BAB 3 (HD) Martial Pool 6 (3 BAB + 2 “extra” attacks +1 Speed)

Init +4 Natural Armor 1

HP 19 Dex bonus +4

Str bonus +3

Codex Attack Stats:

Attack Onset Melee Grapple Damage

Claws +8 (1+3bab +4 Dex) +13 (6+3 bab+4 Dex) +13 (6+3+4) 1-4 (slash)

Bite +3 (0+3bab) +11 (4+3 bab+4 Str) +12 (6+3+3) 1-6+3 (pierce)

Rake - - +12 (6+3+3) 1-8+3 (slash)

* Weapon finesse on claw attacksActive Defense: +7 Passive Defense: 15

Special: Pounce (allows him to charge for the cost of only 1

MP), Improved Grab (Codex rules version allows this to workwith claws if he hits with both claw attacks, as well as with the

bite)

Tactics: Leopards will attack from surprise by preference,closing to melee for a lethal bite, this is called a punch, all the

MP dice would be expended in such an attack for a single bite.

Against a non-surprised opponent the Leopard will useimproved grab with claw attacks to go in for a bite, but always

leaving at least one MP for active Defense.

Designers Note: None

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10 Lion

BAB 3 (HD 5) Martial Pool 5 (3 BAB + 2 “extra” attacks +1 Speed -1 Large size)

Init + 3

Natural Armor 2

HP 32 Dex bonus +3

Str bonus +5 (Half = +3 rounded up)

Codex Attack Stats:

Attack Onset Melee Grapple Damage

Claw +8 (2+3 Bab+3 Str) +11 (5+3+3) +11 (6+3+3) 1-6+5 S

Bite +6 (0+3 Bab +3 Str) +9 (3+3+3) +11 (6+3+3) 1-8+5 P

Rake - - +14 (6+3+5) 1-10+5 S

Active Defense: +6

Passive Defense: 14 Special: Pounce, Situational Awareness MF, Cooperative

Fighting MF, Improved Grab Tactics: Lions attack from surprise or ambush by preference,

usually at night. Sometimes they will be more blatantly

aggressive and they are not afraid to go toe-to-toe with even

large prey or rival predators. Due to their status as apexpredators, they are as likely to take food from rival species as

to catch it themselves. They almost always attack in groups

and are extremely cunning, essentially like highly flexible 600

pound dogs with three inch claws.

Designers Notes: Add the Cooperative Fighting Martial Feat

and Situational Awareness Martial Feat to this animal. The

animal depicted here is an adult female Lion. A male would be

HD 7 Str bonus +7.

11 Snake (Small Viper)

BAB 1 (HD)Martial Pool 1

Init + 7Natural Armor 0

HP 4 Dex bonus +3

Str bonus -2

Codex Attack Stats:

Attack Onset Melee Grapple Damage

Bite +4 +6 +7 1-2 P *

* Poison Active Defense: + 5

Passive Defense: 13 Special: Poison

Tactics: Attacks primarily from ambush, uses camouflage tohide.

Designers Note: This would be an exceptionally large snake

by real world standards. Poison type would vary by type,some have nerve poison, some blood poison etc. ranging

widely in potency by species.

12 Snake (Constrictor) BAB 3 (HD)Martial Pool 2

Init + 3Natural Armor 1

HP 19 Dex bonus +3

Str bonus +3

Codex Attack Stats:

Attack Onset Melee Grapple Damage

Bite 0 +5 +6 1-2 P

Constrict - - +9 1-6+3 B

Active Defense: + 2Passive Defense: 10

Special: Constriction. Tactics: Once a hit is made with a bitean automatic attempt to

constrict will be made. Once there is a successful grapple roll

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it will have enveloped the target and begin squeezing.

Constriction damage is automatic after that and the snake willexpend both MP from that point on to constrict its target until

it is dead.

Designers Notes: Give it improved grab from the bite.

Snakes do not have very strong jaws and constrictors don’t have the kind of large teeth vipers do, so I made his bite a

small piercing bite. It’s more of a nuisance.

13 Dire Rat

BAB 1 (HD)

Martial Pool 3Init + 3

Natural Armor 1HP 5

Dex bonus +3Str bonus 0

Codex Attack Stats:

Attack Onset Melee Grapple Damage

Bite +3 +8 +9 1-4 P Active Defense: + 4

Passive Defense: 12 Tactics: Dire rats are aggressive and resourceful. They will

normally retain at least one die for active defense, if they

generate a counterattack they will often charge. They are

opportunistic and good at acting in a group when they havethe chance to.

Designers Notes: Martial pool enhanced due to speed and

size.

The proverbial gloomy forest glade…

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Appendix VIII: Characters in the Codex

Sample Characters To help with integration into 3.5 OGL, six sample characters

have been converted here to act as a guideline. Each of

these characters is 4-6th Level (one is 9th), and represent

different relatively common fantasy and historical

archetypes.

Sir Fulrad Von Ulm Male Human Knight

Hijikata Toshizo Male Human Ronin Samurai Redmond O’Hanlon Male Human Outlaw / Bandit

Aife The Wanderer Female Elf Fighter (caravan leader) / Stafffighter

Ard Bruig Male Dwarf Fighter (mercenary) / Axe and Shield fighter Le Tranche Grouiller Male Human Rogue (thief) / Dagger fighter

Augustin Staidt Male Human Fighter / Expert

These characters were initially generated from the website

http://www.pathguy.com/cg35.htm using standard 3.5

rules only, then converted to Codex rules.

The German knight, named Ernst von Baden. No seriously.

The famous Free Imperial Knight Götz von Berlichingen, by Holzstich,von Emil Eugen Sache

Sir Fulrad Von Ulm is a no frills 15th Century German knight.

He was not born a knight but rose through the ranks as asoldier. Unsatisfied with his fathers career as a cobbler, he

joined the Imperial Army as a spearman at the age of 16. Hegot lucky in his second battle during a skirmish with the

Swabian League, and ransomed a wealthy captive, earningenough thereby to buy a horse. In his second battle during

the same campaign, he acquired armor and two horses. Afterfighting as a man at arms and distinguishing himself in a

difficult campaign in Pomerania, he was granted knighthood byhis patron, the town of Ulm. Still a young man, Sir Fulrad is

big, mean and aggressive, as well as highly ambitious. Hetakes a serious, no-nonsense approach to fighting, and will

crush anyone who stands in his way.

Sir Fulrad owns a Courser and two amblers.

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Depiction of Nasu no Yoichi, archery legend of the Battle of Yashima1184. From a hanging scroll, Watanabe Museum, Tottori Prefecture,Japan

Hijikata Toshizo is a 16th Century Japanese Samurai turned

Ronin. When his lord was defeated in battle he was forced totake employment where he could, eventually finding work as

the bodyguard of a Yakuza chieftain. Respected for hisconsiderable fighting skills, Hijikata is not accustomed to

mincing words, he’d rather mince people if they mouth off. Hijikata also has a sensitive side however, and enjoys poetry

and music. He hopes one day to hire on with another Lord andleave the criminal underworld behind him, find a wife and

settle down. Until then, he makes sure to jealously guard hismost valuable possession: his honor.

Walter Scott of Harden, by Tom Scott

Redmond O’Hanlon was born of a noble family, fought as asoldier and distinguished himself in battle. But when his

people were defeated by a foreign invader and his familieslands were confiscated he was forced to flee to the hills and

turn outlaw. He now runs several lucrative protection rackets,shaking down foreign officials, and has a side business in

waylaying enemy military caravans, particularly supplyshipments and payroll for the local garrison, both of which he

uses to arm, equip and maintain his own men who are

gathering in the hills, waiting for the right moment to reclaim

their lands. He stages ambushes and evades pursuit with an

effortless ease, preferring to bluff than to fight when possible. He actually dislikes killing and has earned a reputation as

something of a ‘gentleman bandit’, but he has a fanatic dedication to his cause and a fierce temper which sometimes

gets the better of his considerable discretion, and is adangerous man when provoked. Redmond O’ Hanlon owns a

Hobbe horse, not depicted on his Character sheet.

Sandro Botticelli, Pallas Athena and the Centaur, 1482

Aife the Wanderer was born the daughter of a famous Elvenwarrior and a notorious witch. As a young woman she was put

in charge of an important supply caravan being sent to lift asiege. Before she left her worried father gravely presented her

with a silver-bound staff with which to defend herself on theroad. During her journey through the Bohuslan forest to

relieve the distant city, she found the lifestyle of the caravanharsh and dangerous compared to the luxurious existence she

had known, but she also enjoyed the adventure andexcitement of the trail.

After the mission was complete, she used her pay to buy into

one of the trade caravans which travel to the distant humantrading towns every spring, and was eventually appointed its

security chief. With bandits, goblins, robber knights and worselurking in every forest and behind every hill, caravanning is

perilous enterprise, but Aife was well prepared and remainedcool under fire: her strategic acumen was sharp, and she

protected her caravan well. Calling upon childhood training,she also achieved personal expertise with her staff. Her

fighting skill became legendary in the rough taverns of theHanse cities along the trade routes, more than one “tough

guy” learned the hard way not to bother the strange red headed Elf maid or touch her pretty walking stick.

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Dwarves fighting Cranes, Olaus Magnus, Sweden 1555 AD

Ard Bruig is a Dwarven mercenary. Humans think his name

means “Hard Brig” for the brigantine armor he wears and the

hard edge of his battle axe. He does not bother to tell them

that his name actually means “Tall Hill” for the mountain he once called home. He has not seen that mountain for a long

time, and prefers not to think about it now. Instead he makeshis living by the edge of his axe, fighting among humans in a

company of the famous Condottieri Malatesta, he receivesdouble pay as a sapper and a heavy skirmisher. The pay is

good, the Company is well run, and slowly Ard socks awaymoney so that he can one day return to his home.

Le Tranche Grouiller grew up on the mean streets of the

seaside city of Ramatuelle where a man’s reputation is his life. A slippery character known as an able second story man,

Grouiller has an easy smile and a hearty laugh, and is knownto appreciate a friendly drink and a good story. People say he

is openhanded after a score, gallant with the girls, loyal to hisfriends, and a generally honorable man… for a thief. But he’s

not known as “the slice” for nothing, and questioning his honor for whatever reason is something best carefully considered,

because this is a man who does not suffer a slur or bandyinsults, preferring to let his knives do that kind of talking. He

first achieved notoriety when rumors surfaced that he hadventured into certain bandit-haunted ruins and stole away with

valuable treasures. But his nickname was earned on the dayhe was challenged on a city street in broad daylight by a

belligerent Landsknecht feldweibel named Connor, armed with

a bastard sword. Feinting twice, Grouiller rushed in with his

dagger and cut the mans throat before he struck a singleblow… then calmly watched him fall dead at his feet.

Augustin Staidt, a native of Prague, is a scribe by trade, buthis greatest passion in life is fencing. Augustin is a member of

a fencing brotherhood which defines his life; the free-fencersguild called the Federfechter. As a member of the Taborite

religious sect, and a Bohemian, Augustins greatest rivals arethe members of the German fencing school, the Marx Bruder.

Like many Bohemians, Augustin has occasionally worked as a

soldier of fortune. As a youth he did a stint with a GermanLandsknecht company in Italy, where he participated in a siege

and several skirmishes, and more recently he fought as a(paid) volunteer for the Polish in the Battle of Orsha and picked

up some valuable loot from the defeated Muscovite army, allsquandered on wine and women during his trip home.

Since returning to Prague he has made an effort to moderate

the dissipated habits he picked up as a mercenary and hasapplied himself with vigor toward advancing the cause of his

faction, and as he sees it, protecting his home and hisneighborhood from outside aggressors. Augustin likes to fight,

but having had a few brushes with the law, he is careful tostay within the letter of the municipal code, and will only do so

under circumstances which will allow him impunity, unless hehas no other choice.

Due to some recent political events however, tensions are

currently high on the streets of Prague, if you walk down thecobblestone alleys late at night in certain neighborhoods, you

might run into Augusitn and some of his mates, or a group ofhis rivals among the Marxbruder. In either case if you can’t

call them Friends, it would be a good idea to stay polite andavoid eye contact.

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Sir Fulrad Von Ulm, Knight Male Human Fighter 4 (Knight) Neutral

Strength 17 (+3)Dexterity 16 (+3)Constitution 16 (+3)Intelligence 11 (+0)Wisdom 8 (-1)Charisma 14 (+2)

Size: MediumHeight: 6' 2"Weight: 240 lbSkin: PaleEyes: Gray

Hair: Dark Brown; Straight; Beardless

Total Hit Points: 38Speed: 20’ [in armor] or 30’ Initiative modifier: +7 = +3 [dexterity] +4 [improved initiative] Fortitude save: +7 = 4 [base] +3 [constitution]

Reflex save: +4 = 1 [base] +3 [dexterity] Will save: +0 = 1 [base] -1 [wisdom]

Attack (handheld): +7 = 4 [base] +3 [strength] Attack (unarmed): +7 = 4 [base] +3 [strength]

Attack (missile): +7 = 4 [base] +3 [dexterity] Grapple check: +7 = 4 [base] +3 [strength]

Languages: Common

Martial Pool: 4 BaB: 4Base Defense: +7 Passive Defense: 15

Melee Weapons: Weapon Onset Melee Grapple Defense Damage AP

Lance +17 (9+4 Bab +3 Str+1 WF)

+6 (-2+4 Bab +3 Str) - +7 (0+7) 1-8+3 P +4

Longsword +13 (5+4 Bab +3Str, +1 WF)

+12 (4+4 Bab +3 Str +1WF)

+ 9 (0+4 Bab +3 str +1 WF) +11(4+7) 1-10 +3 SCP/ CP -

Warhammer +9 (3+4 Bab +3 Str) +9 (3+4 Bab +3 Str) +9 +9 (2+7) 1-8+3 P +4 Rondel Dagger +7 (1+4 Bab +3 Str) +11 (4+4 Bab +3 Str) +11 +8 (1+7) 1-6+3 P +4

Armor DR

Pierce /

Blunt

DR

Chop

DR

Slash

Bypass Armor

Check

Hardness HP

Gothic Harness 8 16 24 7 -4 8 10 Gambeson 2 4 6 5 -2 1 5

Kit: Under normal civilian circumstances Sir Fulrad does not wear armor and only carries his dagger. When travelling in a moderately

dangerous area (including a bad neighborhood in town) he will wear his gambeson and carry his longsword. In warfare or whentravelling with the expectation of violence he will wear his gothic harness (platemail), and all his weapons. Note that Sir Fulrads False

Edge cutting MF confers a +2 to Speed for his longsword.

Feats: Improved Initiative, Mounted Combat, Rideby Attack, Spirited Charge, Weapon Focus: Lance, Weapon Focus: Longsword

Note: Spirited Charge confers x3 damage in lance charges, Rideby Attack allows charge, attack, and move again, Mounted Combat allows ride check tosave horse from attacks.

Martial Feats: Miesterhau, False-Edge Cutting, Half Sword Fighting, Ringen

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Skill Name Key

Ability

Skill

Modifier

Ability

Modifier Ranks

Misc.

Modifier

Appraise Int 0 = +0

Bluff Cha 3 = +2 +1

Climb Str* 3 = +3

Concentration Con 3 = +3

Diplomacy Cha 3 = +2 +1

Disguise Cha 2 = +2

Escape Artist Dex* 3 = +3

Gather Information Cha 2 = +2

Handle Animal Cha 4 = +2 +2

Heal Wis -1 = -1

Hide Dex* 3 = +3

Intimidate Cha 4 = +2 +2

Jump Str* -3 = +3 -6 [speed 20]

Knowledge (nobility) Int 1 = +0 +1

Listen Wis -1 = -1

Move Silently Dex* 4 = +3 +1

Ride Dex 8 = +3 +5

Sense Motive Wis 0= -1 +1

Spot Wis 0= -1 +1

Swim Str** 3 = +3

Use Rope Dex 3 = +3

* = check penalty for wearing armor

Tactics: Sir Fulrad is primarily a heavy cavalry fighter. In warfare he will fight in full armor from horseback, using Spirited Chargeand Rideby Attack, to hit and run with his lance, remaining out of range of most enemies (because the lance is a reach weapon, see

SRD). Normally he will fight until his lance breaks, then move in closer for hit and run attacks with his warhammer whenoutnumbered, or dismount and fight with his longsword in any relatively even fight.

Due to Spirited Charge Feat, lance does 3d8+3 damage in a Charge. Note that the lance automatically breaks on any roll of natural 20

or any tie roll. Keep in mind the Lance is a ‘reach’ weapon meaning it can be used to attack outside of normal melee range of mostweapons. Sir Fulrad can still use his Longsword at Grapple range due to his Half-Sword MF, but gets no speed bonus at that range

due to the weapons size. At grapple range he can only make Slicing, Piercing or Bludgeoning attacks.

When in a one-one one fight in harness (armor) Sir Fulrad will seek the opportunity to enter grapple and finish off his opponents withhis rondel dagger. Unless it is a one-on-one situation however he will avoid grapple and use his Ringen MF skills to fend off grapple

attempts.

In civilian attire Sir Fulrad fights by much the same tactics. If he has his longsword he will attack aggressively, normally opening with a two-dice attack. If he is in a one-on-one fight he will then follow with a two-die Miesterhau (3 dice in total counting the Free Dice…

keep in mind this means that whatever his Miesterhau roll was is also counted as his first Active Defense roll against that same

opponent). If outnumbered he will attempt to kill his enemies one at a time, starting with the weakest and moving on to the strongest.

If necessary he will use Ringen and Half Swording MF’s to finish off an opponent who tries to grapple.

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Hijikata Toshizo, Ronin Samurai Male Human Fighter 4 / Rogue 1 (Ronin Samurai) Lawful Neutral

Strength 15 (+2)Dexterity 17 (+3)Constitution 11 (+0)Intelligence 15 (+2)Wisdom 15 (+2)Charisma 14 (+2)

Size: MediumHeight: 5' 7"Weight: 170 lbSkin: PaleEyes: BlackHair: Black; Straight; Beardless

Total Hit Points: 33* Maxed out at 3 x ConSpeed: 30 feet [in armor or unarmored] Initiative modifier: +3 = +3 [dexterity] Fortitude save: +3 = 3 [base]

Reflex save: +6 = 3 [base] +3 [dexterity] Will save: +3 = 1 [base] +2 [wisdom]

Attack (handheld): +6 = 4 [base] +2 [strength] Weapon Finesse: +7 = 4 [base] +3 [dexterity]

Attack (unarmed): +6 = 4 [base] +2 [strength] Attack (missile): +7 = 4 [base] +3 [dexterity] Grapple check: +6 = 4 [base] +2 [strength]

Languages: Common (? 2 more)

Martial Pool: 4 BaB: 4Base Defense: +7 Passive Defense: 15

Melee Weapons:

Weapon Onset Melee Grapple Defense Damage AP Spear +13 (7+4 Bab +2

Str) +7 (1+4 Bab +2 Str) - +10 (3+7) 1-8+2 SP / P +2

Katana +11 (3+4 Bab+3Dex +1 WF)

+12 (4+4 Bab +3 Dex +1WF)

- +10 (2+7+1WF)

1-12 +2 SCP/ SC -

Wakizashi +9 (2+4 Bab +3 Dex) +11 (4+4 Bab +3 Dex) +11 +8 (1+7) 1-8+2 SCP/ SC -

Tanto +8 (1+4 Bab +3 Dex) +12 (5+4 Bab +3 Dex) +12 +7 (0+7) 1-6+2 SP -

Missile Weapons:

Missile Weapon To Hit Ready

Bonus

Range Prep

Time

Damage AP

Yumi Bow +8 +1 / +3 30’/60’/90’/120’/150’/180- 1 1-6+2 P +2 Armor:

Armor DR Pierce / Blunt DRChop

DRSlash

Bypass Armor Check Hardness HP

Tatami Do 4 8 12 6 -3 4 4

Kit: Under normal civilian circumstances Hijikata does not wear armor but always carries his Katana and Wakizashi. While travellinghe will carry his spear and his Tanto as well. In warfare or when travelling with the expectation of violence he will wear his Tatami-Do

and carry his Yumi bow. Max range is 240’. Note Hijikata receives a Dex bonus with his Katana, Wakizashi and Tanto rather than hisStr bonus, due to his Weapon Finesse feat. If he has lost initiative, Hijikata prefers not to parry with his katana, preferring to do a

two-die defense as a void followed by a Nukitsuke / Nachreisen.

Feats: Combat Expertise, Dodge, Quick Draw, Weapon Finesse, Weapon Focus: KatanaMartial Feats: Nukitsuke, Mutierin, Inscrutable countenance, Nachreisen

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Special Abilities (Rogue): Sneak Attack +1d6 (A Nukitsuke Attack counts as a Sneak Attack for thisextra D6 damage bonus), Trapfinding

Skill Name Key

Ability

Skill

Modifier Ability Modifier Ranks Misc.Modifier

Appraise Int 4 = +2 +2

Balance Dex* 3 = +3

Bluff Cha 6 = +2 +4

Climb Str* 2 = +2

Concentration Con 1 = +0 +1

Diplomacy Cha 6 = +2 +4

Disguise Cha 2 = +2

Escape Artist Dex* 3 = +3

Forgery Int 2 = +2

Gather Information Cha 5 = +2 +3

Heal Wis 2 = +2

Hide Dex* 5 = +3 +2

Intimidate Cha 6 = +2 +4

Jump Str* -4 = +2 -6 [speed 20]

Knowledge (history) Int 3 = +2 +1

Knowledge (nature) Int 3 = +2 +1

Knowledge (nobility) Int 3 = +2 +1

Listen Wis 4 = +2 +2

Move Silently Dex* 5 = +3 +2

Ride Dex 3 = +3

Search Int 4 = +2 +2

Sense Motive Wis 6 = +2 +4

Sleight of Hand Dex* 5 = +3 +2

Spot Wis 4 = +2 +2

Survival Wis 2 = +2

Swim Str** 2 = +2

Use Rope Dex 3 = +3

* = check penalty for wearing armor

Tactics: Hijikata remains calm under any threat, and under civilian circumstances when he decides to act he will do so decisively,

normally attacking suddenly from a sheathed weapon with his Nukitsuke MF, deploying his Katana instantly in a decisive two dice cut(2 die attack+ a free dice from the MF = 3 dice total) followed by another one-die cut, and yet another using Mutierin MF if possible

(whenever his opponent blocks an attack with a low roll), or alternately saving his last die for an Active Defense roll as seemsappropriate. One of his favorite tactics is to let his opponent attack first, he will then use his Nachreisen to void initially with a two-

die Active Defense (without parrying), followed by a four die Nukitsuke (gaining the bonus for both Nukitsuke and Nachreisen)

The Nukitsuke MF can be used both to initiate surprise attacks and for defense from initial attacks (conferring a Free Dice in eithercase), The Mutierin MF will be used whenever a defender blocks with a relatively low roll. Inscrutable Countenance MF gives

relative immunity from feints.

In warfare Hijikata will use his bow as his primary weapon, then his spear and finally deploy his Katana as soon as any fight reachesmelee range. Due to his Quickdraw feat he can switch from Spear to Katana without any cost in MP, and gain the benefits of his

Nukutsuki MF in the process.

Unless he has his spear, Hijikata will normally attempt to bypass armor rather than cut through it, since his swords use primarilyslashing attacks. Alternately he will go to grapple using his Tanto knife to pierce.

Note: when an enemy enters grapple Hijikata will use his Nukitsuki feat to draw his Tanto and attack…

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Redmond O'Hanlon, Rapparee (outlaw) Male Human Fighter 2 / Rogue 2 / Aristocrat 1Chaotic Neutral

Strength 14 (+2)Dexterity 13 (+1)Constitution 11 (+0)Intelligence 14 (+2)Wisdom 12 (+1)Charisma 15 (+2)

Size: MediumHeight: 5' 8"Weight: 200 lbSkin: Ruddy

Eyes: Green

Hair: Red

Total Hit Points: 30 Speed: 30 feet Martial Pool: 3 Bab: 3Base Defense: +4 Passive Defense: 12

Initiative modifier: +1 = +1 [dexterity] Fortitude save: +3 = 3 [base]

Reflex save: +4 = 3 [base] +1 [dexterity] Will save: +3 = 2 [base] +1 [wisdom]

Attack (handheld): +5 = 3 [base] +2 [strength] Attack (unarmed): +5 = 3 [base] +2 [strength] Attack (missile): +4 = 3 [base] +1 [dexterity]

Grapple check: +5 = 3 [base] +2 [strength]

Languages: Common Elven Sylvan

Melee Weapons:

Weapon Onset Melee Grapple Defense Damage AP Sidesword +10 (4+3 Bab +2 Str

+1 WF) +10 (4+3 Bab +2 Str+1 WF)

- +9 (4+4 Def+1 WF) 1-6+2 SCP / SP -

Dirk +6 (1+3 Bab+2 Str) +10 (4+3 Bab +3 Str) +10 +4 (1+4 Def ) 1-6 +2 SP/ P -

Targe (shield)* - - - +7* (3+4 Def) - - *Keep in mind the Targe confers a free dice on every defense roll.

Missile Weapon To Hit ReadyBonus

Range PrepTime

Damage AP

Arbalest +6 (+8) +2 / +4 15’/30’/45’/60’/75’/90’- 4 1-10 +2* P +4

* Redmond uses heavy hunting bolts for his crossbow, +2 damage / ½ range

Armor DR Pierce / Blunt DR

Chop

DR

Slash

Bypass Armor

Check

Hardness HP

Mail Byrnie + padded vest 6 12 18 3 -3 5 5

Kit: Redmond wears his mail corselet all the time, secretly under his clothing. He carries his targe within him on his belt. His primary

weapon is actually his crossbow, usually carried on his horse unless he is expecting trouble. He will threaten enemies with hiscrossbow and try to wound our kill with a 3 die attack in the prelude to any fight. Keep in mind if he has time to aim he gets his ready

bonus (+8 to hit instead of +6) and he can keep the crossbow readied indefinitely. If he is expecting a fight he’ll have his Crossbow inone hand and his sidesword in the other. Though he would generally prefer to shoot an opponent and then leave, he will fight bravely

with his sidesword and targe when pressed.

Feats: Deceitful, Dodge, Mobility, Persuasive, Quick DrawSpecial Abilities (Rogue): Sneak Attack +1d6, TrapfindingMartial Feats: Feint, Counterstroke, Sidestep

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Skill Name Key

Ability

Skill

Modifier

Ability

Modifier Ranks

Misc.

Modifier

Appraise Int 4 = +2 +2

Balance Dex* 1 = +1

Bluff Cha 8 = +2 +4 +2 [persuasive]

Climb Str* 2 = +2

Concentration Con 0 = +0

Diplomacy Cha 6 = +2 +4

Disguise Cha 6 = +2 +2 +2 [deceitful]

Escape Artist Dex* 3 = +1 +2

Forgery Int 5 = +2 +1 +2 [deceitful]

Gather Information Cha 6 = +2 +4

Handle Animal Cha 4 = +2 +2

Hide Dex* 5 = +1 +4

Intimidate Cha 9 = +2 +5 +2 [persuasive]

Jump Str* 2 = +2

Knowledge (arcana) Int 3 = +2 +1

Knowledge (architecture) Int 3 = +2 +1

Knowledge (geography) Int 4 = +2 +2

Knowledge (history) Int 3 = +2 +1

Knowledge (local) Int 6 = +2 +4

Knowledge (nature) Int 4 = +2 +2

Knowledge (nobility) Int 3 = +2 +1

Knowledge (religion) Int 3 = +2 +1

Listen Wis 2 = +1 +1

Move Silently Dex* 2 = +1 +1

Ride Dex 5 = +1 +4

Search Int 3 = +2 +1

Sense Motive Wis 3 = +1 +2

Spot Wis 7 = +1 +6

Survival Wis 2 = +1 +1

Swim Str** 2 = +2

Use Rope Dex 1 = +1

* = check penalty for wearing armor

Tactics: Redmond is a cautious fighter, preferring to stay alive than make a quixotic display. He will bluff or threaten and intimidatehis enemies into avoiding a fight if possible. If he decides he needs to kill someone his preferred method is to shoot from ambush with

his crossbow using a 3 die attack (keep in mind also that any hit in a surprise situation also triggers his Rogue sneak attack damage foran extra 1d6). Redmond has a temper however and he will fight if sufficiently provoked. If possible he prefers to shoot his crossbow

once, then engage with targe and sidesword. If he has the initiative he will use his Feint MF to draw off his opponents first attack,

then slowly back away using his targe for defense (making use of the free dice for using a shield) and Counterstroke MF after each of

his enemies attacks (attacking after they do with another free dice), while using his Sidestep MF to avoid grapplers or flanking attackswhenever possible.. Redmond will attempt to conserve his MP for defense / counterattacks and will rely on his feats rather than

committing to multi-dice attacks. If the fight is going against him, he will run if he believes he has a chance to escape, if not he willfight to the death rather than allowing himself to be captured.

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Aife the Wanderer Female Elf Fighter 4 / Aristocrat 1Chaotic Good

Strength 9 (-1)Dexterity 18 (+4)Constitution 10 (+0)Intelligence 14 (+2)Wisdom 13 (+1)Charisma 15 (+2)

Size: MediumHeight: 5' 7"Weight: 105 lbSkin: TanEyes: Green Hair: Red; Wavy

Total Hit Points: 30 Speed: 30 feet Martial Pool: 4 BaB: 4Base Defense: +8Passive Defense: 16

Initiative modifier: +4 = +4 [dexterity]

Fortitude save: +4 = 4 [base]

Reflex save: +5 = 1 [base] +4 [dexterity]

Will save: +4 = 3 [base] +1 [wisdom]

Attack (handheld): +3 = 4 [base] -1 [strength]

Weapon Finesse: +8 = 4 [base] +4 [dexterity]

Attack (unarmed): +3 = 4 [base] -1 [strength]

Attack (missile): +8 = 4 [base] +4 [dexterity]

Grapple check: +3 = 4 [base] -1 [strength]

Light load:

Medium load:Heavy load:

Lift over head:Lift off ground:

Push or drag:

30 lb. or less

31-60 lb.61-90 lb.

90 lb. 180 lb.

450 lb.

Languages: Common Elven Goblin Sylvan

Codex Weapon Stats: Weapon Onset Melee Grapple Defense Damage AP

Darkwood Staff* +1 +16 (6+4 Bab +4 Dex +1WF, +1 MW)

+12 (2+4 Bab +4Dex +1 WF +1 MW)

+8** (0+4 Bab + 4Dex +1 WF +1 MW)

+16 (6+8 Def+1WF +1 MW)

1-8+1 SCP / SP -

Dagger +6 (1+4 Bab+2 Str) +10 (5+4 Bab

+3 Str)

+10 +4 (1+4 Def

)

1-6 -1 SP/ P +2

*This is a quarterstaff made of darkwood bound in silver. Treated as an iron-bound staff. Because of its lightness the Darkwood staff isconsidered a finesse weapon. It is also a +1 Masterwork weapon.

** Staff can be used in grapple range due to Half-Staff MF.

Missile Weapon To Hit Ready Bonus Range Prep Time Damage AP Short Bow +9 (+12) +1 / +3 30’/60’/90’/120’/150’/180- 1 1-6 P -

Armor DR Pierce

/ Blunt

DR

Chop

DR

Slash

Bypass Armor

Check

Hardness HP

Gambeson 2 4 2 3 -1 1 8

Feats: Dodge, Mobility, Weapon Finesse, Weapon Focus: Staff, Weapon Specialization: StaffMarshal Feats: Poll-Axe Fighting, Slip Thrust, Half Staff, Sidestep Traits: Farsighted, Polite

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Elf: +2 dexterity / -2 constitution (already included), Immune to magical sleep, +2 racial bonus to savesvs. enchantments, Low-light vision, Proficient with longsword, rapier, longbow & shortbow, +2 racial bonuson listen, search, and spot checks, Notice secret doors

Skill Name Key

Ability Skill

Modifier Ability

Modifier Ranks

Misc.Modifier

Appraise Int 4 = +2 +2

Balance Dex* 4 = +4

Bluff Cha 2 = +2

Climb Str* -1 = -1

Concentration Con 0 = +0

Diplomacy Cha 5 = +2 +2 +1 [polite]

Disable Device Int 3 = +2 +1

Disguise Cha 4 = +2 +2

Escape Artist Dex* 4 = +4

Forgery Int 2 = +2

Gather Information Cha 2 = +2

Handle Animal Cha 4 = +2 +2

Heal Wis 2 = +1 +1

Hide Dex* 5 = +4 +1

Intimidate Cha 0 = +2 -2 [polite]

Jump Str* -1 = -1

Knowledge (nature) Int 6 = +2 +4

Knowledge (nobility) Int 6 = +2 +4

Knowledge (planes) Int 4 = +2 +2

Listen Wis 5 = +1 +2 +2 [elf]

Move Silently Dex* 5 = +4 +1

Ride Dex 7 = +4 +3

Search Int 2 = +2 +2 [elf] -2 [farsighted]

Sense Motive Wis 1 = +1

Spot Wis 6 = +1 +2 +1 [farsighted] +2 [elf]

Survival Wis 1 = +1

Swim Str** 0 = -1 +1

Tumble Dex* 5 = +4 +1

Use Magic Device Cha 3 = +2 +1

Use Rope Dex 5 = +4 +1

= check penalty for wearing armor

Aife's Equipment:

18 lb

3 lb2 lb

5 lb1 lb

2 lb5 lb

1 lb

1 lb1 lb

8 lb1 lb

Weapons / Armor / Shield (from above)

Arrows (quiver of 20) x1 Backpack

Bedroll Case (for map or scroll)

Ink vial Ink pen

Lantern (hooded) Rope (50', silk) x1

Signet ring Soap

Spyglass Whetstone

Disguise kit Healer kit

Jewelers Loupe

1 lb

1 lb _____

50 lb

Scale, merchant's

Thieves' tools

Total

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Árd Bruig Male Dwarf Fighter 5 Align: Lawful Good

Strength 15 (+2)

Dexterity 17 (+3)

Constitution 11 (+0)

Intelligence 11 (+0)

Wisdom 14 (+2)

Charisma 10 (+0)

Size: Medium

Height: 4' 4"

Weight: 190 lb

Skin: Tan

Eyes: Dark Brown

Hair: Gray; Wavy; Thick Beard / Hirsute

Total Hit Points: 33 Speed: 30 feet [quick] Martial Pool: 4 Bab: 5Base Defense: +8 Passive Defense: 16

Initiative modifier: +3 = +3 [dexterity]

Fortitude save: +4 = 4 [base]

Reflex save: +4 = 1 [base] +3 [dexterity]

Will save: +3 = 1 [base] +2 [wisdom]

Attack (handheld): +7 = 5 [base] +2 [strength]

Attack (unarmed): +7 = 5 [base] +2 [strength]

Attack (missile): +8 = 5 [base] +3 [dexterity]

Grapple check: +7 = 5 [base] +2 [strength]

Light load:Medium load:Heavy load:Lift over head:Lift off ground:Push or drag:

66 lb. or less67-133 lb.134-200 lb.200 lb. 400 lb.1000 lb.

Languages: Common Dwarven

Codex Weapon Stats: Weapon Onset Melee Grapple Defense Damage AP

Battle Axe +11 (3+5 Bab +2 Str +1WF)

+9 (1+5 Bab +2 Str +1 WF) - +10* (1+8 Def+1 WF) 1-12+3 C -

Hand Axe +8 (1+5 Bab+2 Str) +12 (4+5 Bab +3 Str) +10 +10 (1+8 Def +1 WF ) 1-8 +3 C -

VikingShield**

- - - +14* (4+8 Def +1 WF +1Axe*)

- -

*Due to Shield Fighting MF, defensive values of Battle Axe and Shield are combined.

**Shield has toughness 3 HP 10

Missile Weapon To Hit ReadyBonus

Range PrepTime

Damage AP

Throwing Axe +8 0 5’/10’/15’/20’/30’ 1 1-8+3 C -

Armor DR Pierce/ Blunt

DR Chop

DR Slash

Bypass ArmorCheck

Hardness HP

Brigantine Doublet +Helmet

8 16 24 5 -2 4 10

Feats: Dodge, Track, Weapon Focus: Axe, Weapon Focus: Shield, Weapon Specialization: Axe

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Martial Feats: Shield Fighting, Shield Wrench, Counterstroke, Steal Initiative, FeintTraits: Abrasive, Honest, Quick

Skill Name Key

Ability Skill

Modifier Ability

Modifier Ranks

Misc.Modifier

Appraise Int 1 = +0 +1

Balance Dex* 4 = +3 +1

Bluff Cha -2 = +0 -1 [abrasive] -1 [honest]

Climb Str* 2 = +2

Concentration Con 0 = +0

Diplomacy Cha 0 = +0 +1 [honest] -1 [abrasive]

Disguise Cha 0 = +0

Escape Artist Dex* 3 = +3

Forgery Int 0 = +0

Gather Information Cha 0 = +0

Heal Wis 2 = +2

Hide Dex* 3 = +3

Intimidate Cha 1 = +0 +1 [abrasive]

Jump Str* 2 = +2

Knowledge (architecture) Int 1 = +0 +1

Knowledge (dungeoneering) Int 2 = +0 +2

Listen Wis 2 = +2

Move Silently Dex* 3 = +3

Ride Dex 3 = +3

Search Int 1 = +0 +1

Sense Motive Wis 2 = +2 +1 -1 [honest]

Spot Wis 3 = +2 +1

Survival Wis 3 = +2 +1

Swim Str** 2 = +2

Use Rope Dex 3 = +3

* = check penalty for wearing armor

Dwarf: +2 constitution / -2 charisma (already included in stats), Can move 20 feet even if in heavy armor, Darkvision (see 60 feet

in pitch-dark), Stonecunning (+2 on searching stone, intuit depth), +2 racial bonus on saves vs. poison, +2 racial bonus on saves

vs. spells / spell-like abilities, +1 racial bonus to hit orcs and goblinoids, +4 dodge bonus against giants, +4 stability bonus to

avoid being tripped/bull rushed standing on ground, +2 racial bonus on appraise checks if stone/metal, Fighter: Bonus Feats

(already included)

Bruig's Equipment:

51 lb

_____ 51 lb

Weapons / Armor / Shield (from above)

Total

Tactics: Ard Bruig is a cunning fighter, he prefers to attack last and will forfeit initiative to most opponents, his favorite tactic isto stay at long range with his battle axe and shield, designate his Dodge target make one die Active Defense with hisshield (which becomes a two-die defense) and using his Counterstroke ability to counterattack with vicious cuts of hisaxe. He will keep this up unless he feels seriously threatened, in which case he will try to gain the momentum usingFeint and Steal Initiative and try to finish his foe with two-die axe attacks. If anyone tries to intentionally damage hisshield he will use his Shield-Wrench MF.

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Le Tranche Grouiller Male Human Rogue 6Chaotic Neutral

Strength 13 (+1)

Dexterity 15 (+2)

Constitution 12 (+1)

Intelligence 14 (+2)

Wisdom 11 (+0)

Charisma 16 (+3)

Size: Medium

Height: 5' 7"

Weight: 145 lb

Skin: Pale

Eyes: Dark

Hair: Black

Total Hit Points: 24 *maxed out based on 2x Con score Speed: 30 feet Martial Pool: 4 BaB: 4 Base Defense: +6 Passive Defense: 14

Initiative modifier: +6 = +2 [dexterity] +4 Improved Initiative

Fortitude save: +3 = 2 [base] +1 [constitution]

Reflex save: +7 = 5 [base] +2 [dexterity]

Will save: +2 = 2 [base]

Attack (handheld): +5 = 4 [base] +1 [strength]

Attack (unarmed): +5 = 4 [base] +1 [strength]

Attack (missile): +6 = 4 [base] +2 [dexterity]

Grapple check: +5 = 4 [base] +1 [strength]

Light load:Medium load:Heavy load:Lift over head: Lift off ground:Push or drag:

50 lb. or less51-100 lb.101-150 lb.150 lb. 300 lb. 750 lb.

Languages: Common (? 2 more)

Codex Weapon Stats: Weapon Onset Melee Grapple Defense Damage AP Large Dagger +7 (1+4 Bab +2 Dex) +11 (5+4 Bab +2 Dex) +11 +7 (1+6 Def) 1-6+1* SP / SP +2

Small Dagger +6 (0+4 Bab +2 Dex) +12 (6+4 Bab +2 Dex)

+12 +6 (0+6 Def) 1-6+1 *SP / P +2

Razor +6 (0+4 Bab +2 Dex) +12 (6+4 Bab +2 Dex ) +12 +6 (0+6 Def) 1-2+1* S / S

Sap +7 (1+4 Bab+2 Dex) +11 (5+4 Bab +2 Dex) +11 +6 (1+8 Def +1 WF ) 1 +1** B -

* Surprise or Flanking attacks +3d6 damage ** Sap will be used to cause KO threat via critical hits (using forced critical)

Missile Weapon To Hit ReadyBonus

Range PrepTime

Damage AP

Throwing Dagger +6 0 5’/10’ 0 1-3+1 P -

Armor DR Pierce/ Blunt

DR Chop

DR Slash

Bypass ArmorCheck

Hardness HP

Gambeson 2 4 6 5 -2 1 5

Feats: Dodge, Mobility, Improved Initiative, Weapon FinesseMartial Feats: Feint, Sidestep, Situational Awareness, Riposte

Traits: Cautious, Skinny

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Skill Name Key

Ability

Skill

Modifier

Ability

Modifier Ranks

Misc.

Modifier

Appraise Int 6 = +2 +4

Balance Dex* 4 = +2 +2

Bluff Cha 10 = +3 +7

Climb Str* 6 = +1 +5

Concentration Con 1 = +1

Decipher Script Int 6 = +2 +4

Diplomacy Cha 7 = +3 +2 +2 [bluff]

Disable Device Int 10 = +2 +8

Disguise Cha 5 = +3 +2

Escape Artist Dex* 7 = +2 +4 +1 [skinny]

Forgery Int 4 = +2 +2

Gather Information Cha 7 = +3 +4

Heal Wis 0 = +0

Hide Dex* 2 = +2

Intimidate Cha 6 = +3 +1 +2 [bluff]

Jump Str* 5 = +1 +4

Knowledge (local) Int 4 = +2 +2

Listen Wis 5 = +0 +5

Move Silently Dex* 6 = +2 +4

Open Lock Dex 6 = +2 +4

Ride Dex 3 = +2 +1

Search Int 9 = +2 +7

Sense Motive Wis 4 = +0 +4

Sleight of Hand Dex* 9 = +2 +5 +2 [bluff]

Spot Wis 9 = +0 +9

Survival Wis 2 = +0 +2

Swim Str** 2 = +1 +1

Use Magic Device Cha 4 = +3 +1

Use Rope Dex 4 = +2 +2

* = check penalty for wearing armor

Bluff >=5 ranks gives +2 on disguise checks to act in character.

Search >=5 ranks gives +2 on survival checks while tracking. Cautious trait: +1 dodge bonus on AC when fighting defensively; -1 saves vs. fear.

Skinny trait: -2 on strength checks to avoid being overrun / bullrushed. Human: Extra feat at first level (already included) Four extra skill points at first level (already included)

One extra skill point at each additional level (already included)

Rogue: Sneak Attack +3d6, Trapfinding, Evasion (level 2), Trap Sense (level 3), Uncanny Dodge (level 4)

Tactics: If his life is threatened or his honor seriously compromised, he prefers to avoid confrontation and take out his enemy in an

ambush using his razor or his dagger, thereby taking advantage of his stealth skills and gaining his Sneak Attack bonus.

If he must fight directly, Le Tranche relies on his Improved Initiative to get the drop on his opponent, preferably with a bluff

beforehand to allay suspicion, after which he likes to aggressively use his Feint ability twice with his excellent Bluff skill (+7) to

draw off his opponents MP, then make a dagger attack in an attempt to reach grapple range where his daggers will have the

greatest advantage. If he succeeds he will make a second dagger attack. If his opponent is also armed with a knife, he will make

an impromptu shield out of a cloak or a tunic or a blanket for his off-hand (Defense +2, +8 total)

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Augustin Staidt "Who despises me and my praiseworthy craft, I'll hit on the head that it resound in his heart."

-Augustin Staidt, Federfechter Male Human Fighter 8 / Expert 2

Chaotic Neutral

Strength 12 (+1)

Dexterity 14 (+2)Constitution 11 (+0)

Intelligence 17 (+3)Wisdom 12 (+1)Charisma 15 (+2)

Size: Medium

Height: 6' 1"Weight: 170 lb

Skin: PaleEyes: HazelHair: Light Brown; Straight; Light Beard

Total Hit Points: 33 Speed: 30 feet Martial Pool: 4 BaB: 9Base Defense: +11 Passive Defense: 19

Initiative modifier: +8 = +2 [dexterity] +4 [improved initiative] +2 [aggressive]

Fortitude save: +6 = 6 [base] Reflex save: +4 = 2 [base] +2 [dexterity] Will save: +6 = 5 [base] +1 [wisdom]

Attack (handheld): +10/+5 = 9 [base] +1 [strength] Weapon Finesse: +11/+6 = 9 [base] +2 [dexterity]

Attack (unarmed): +10/+5 = 9 [base] +1 [strength] Attack (missile): +11/+6 = 9 [base] +2 [dexterity] Grapple check: +10/+5 = 9 [base] +1 [strength]

Light load: Medium load:Heavy load:Lift over head:Lift off ground:Push or drag:

43 lb. or less44-86 lb.87-130 lb.130 lb. 260 lb. 650 lb.

Languages: Common (? 3 more)

Codex Weapon Stats: Weapon Onset Melee Grapple Defense Damage AP

Bastard Sword +16 (4+9 Bab +2Dex, +1 WF)

+16 (4+9 Bab +2 Dex,+1 WF)

+12* +15 (4+11 Def) 1-10+1* SCP / CP +1

Federsword +18 (6 +9 Bab +2Dex +1 WF

+17 (5+9 Bab +2Dex +1 WF

+12* +15 (4+11 Def) 1-2+1 B / - -

Messer +15 (3+9 Bab +2 Dex+1 WF)

+17 (5+9 Bab +2 Dex/ WF)

+12* +14 (3+11 Def) 1-8+3 *SCP / C -

Large Dagger +7 (1+5 Bab +2 Dex) +17 (6+9 Bab +2 Dex) +17 +12 (1+11 Def) 1-6+1* SP / P +2

Buckler - - - +14 ** (2+ 11) - -

* due to half-swording feat he can still use his longsword and his messer, ** Buckler grants a Free Dice with Active DefenseThe speed of his dagger, messer and Bastard Sword are increased by his False-Edge cutting MF

Armor DR Pierce

/ Blunt

DR

Chop

DR

Slash

Bypass Armor

Check

Hardness HP

Light Gambeson 2 4 6 5 -2 1 5

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Feats: Acrobatic, Combat Expertise, Combat Reflexes, Dodge, Mobility, Improved Initiative, WeaponFinesse, Weapon Focus: Longsword, Weapon Focus: Messer, Weapon Specialization: Messer

Martial Feats: Abzug, Fuhlen, False-Edge Cutting, Half-Sword fighting, Miesterhau, Winden, Ringen, Giocco

Stretto, Sprechfenster

Traits: Aggressive

Skill Name KeyAbility

SkillModifier

AbilityModifier Ranks Misc.

Modifier Appraise Int 5 = +3 +2

Balance Dex* 4 = +2 +2

Bluff Cha 7 = +2 +5

Climb Str* 4 = +1 +3

Concentration Con 0 = +0

Craft Document Int 8 = +3 +5

Craft Pamphlet Int 3 = +3

Craft Drawing Int 3 = +3

Diplomacy Cha 5 = +2 +1 +2 [bluff]

Disguise Cha 2 = +2

Escape Artist Dex* 3 = +2 +1

Forgery Int 3 = +3

Gather Information Cha 4 = +2 +2

Handle Animal Cha 6 = +2 +4

Heal Wis 4 = +1 +3

Hide Dex* 4 = +2 +2

Intimidate Cha 8 = +2 +4 +2 [bluff]

Jump Str* 4 = +1 +1 +2 [acrobatic]

Knowledge (architecture) Int 4 = +3 +1

Knowledge (geography) Int 4 = +3 +1

Knowledge (history) Int 3.5 = +3 +0.5

Knowledge (local) Int 6 = +3 +3

Knowledge (nature) Int 4 = +3 +1

Knowledge (nobility) Int 4 = +3 +1

Listen Wis 3 = +1 +2

Move Silently Dex* 4 = +2 +2

Perform Poetry Cha 2 = +2

Perform Singing Shantys Cha 2 = +2

Perform Dancing Jig Cha 2 = +2

Profession Scribe Wis 3 = +1 +2

Ride Dex 4 = +2 +2

Search Int 3 = +3

Sense Motive Wis 4 = +1 +3

Spot Wis 3 = +1 +2

Survival Wis 3 = +1 +2

Swim Str** 1 = +1

Tumble Dex* 4 = +2 +2 [acrobatic]

Use Rope Dex 3 = +2 +1

* = check penalty for wearing armor

Bluff >=5 ranks gives +2 on disguise checks to act in character. Craft_1 >=5 ranks gives +2 on related appraise checks.

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Human: Extra feat at first level (already included) Four extra skill points at first level (already included) One extra skill point at each additional level (already included) Fighter: Bonus Feats (already included)

Augustin Staidt's Equipment:

28 lb

1 lb10 lb

_____ 39 lb

Weapons / Armor / Shield (from above)Flint and steel Ink vial Ink pen Pouch x2 Rope (50', silk) x2 Signal whistle Signet ring

http://en.wikipedia.org/wiki/Federfechter

Tactics: Augustin does not usually travel openly with his bastard sword in town, though it’s not unusual for it to be nearby wherever

he is (like behind the counter in a pub). As a member of a fencing guild, he has a right to carry his federschwert so he frequently

does, it is a good weapon defensively and he can defend himself with it quite well, and it can also be used to inflict wounds on an

antagonist. On some other occasions he has an excuse to carry his messer, with which he is almost as dangerous as he is with

his bastard sword, and he always carries his dagger which will be used for any life and death struggle.

Augustin is an aggressive but intelligent fighter. He will use his skills appropriately to face a given situation. If outnumbered or

facing a crowd, he will use Abzug, and Miesterhau to make the most of his range, keep his distance from opponents and fight with

the greatest economy of movement. In an exhibition with federswords or in a one-on-one fight against an inferior opponent, he

will use Sprechfenster to get a bind, and then quickly close to disarm using Giocco Stretto.

.

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Character Sheet

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“The Four Guards

There are only four basic positions which are useful in combat, this areOchs, Alber, Pflug, and Vom Tag.

The first guard: Ochs

Stand with your left foot forward, hold your sword at the right side ofyour head, your point directed at his face.

The second guard: Pflug

Stand with the left foot forward and hold your sword at your rightside above your knee, with your hands crossed, your point directed athis face.

The third guard: Alber

Stand with your right foot forward and hold your sword in front ofyou with your arms extended, your point directed at the ground.

The fourth guard: Vom Tag

Stand with your left foot forward and hold your sword at the side ofyour right shoulder or above your head with your arms extended.

And in this book, you’ll find written down how to fence from these guards.

The Four Versetsen

You have heard previously, that you shall fight only froMFur guards.Now, you shall get to know the four displacements, which are fourstrikes.

The first strike is the Krumphau . It breaks the guard ochs.

The second strike is the Zwerchhau. It counters the guard Vom Tag.

The third strike is the Schielhau. It counters the guard Pflug.

The fourth strike is the Scheitelhau. It counters the guard Alber.

The Nachreissen (“Traveling After”):

There are two kinds of Nachreissen, and you should learn both. Use thefirst against an Oberhau. If he raises the sword to strike, travel afterhim with a strike or a thrust and hit him in the upper opening before hecan complete the strike. Or fall on his raised arms with the long edgeand push him away from you.”

- Sigmund Ringeck MS Dresd Circa 1442 AD

“All things entail rising and falling timing. You must be able to discernthis.”...

“There is no fast way of wielding the long sword. The long sword should be wielded broadly, and the companion sword closely. This is the firstthing to realize.

According to this Ichi school, you can win with a long weapon, and yetyou can also win with a short weapon. In short, the Way of the Ichischool is the spirit of winning, whatever the weapon and whatever itssize.”...

“There is a time and a place for use of weapons. The best use of the companion sword is in a confined space, or when you are engaged closelywith an opponent. The long sword can be used effectively in allsituations. The halberd is inferior to the spear on the battlefield. With the spear you can take the initiative; thehalberd is defensive. In the hands of one of two men of equal ability, thespear gives a little extra strength. Spear and halberd both have their uses,but neither is very beneficial in confined spaces.”...

“You win in battles with the timing in the Void born of the timing of cunning by knowing the enemies’ timing, and this using a timing which the enemy does not expect.”...

“The gaze should be large and broad. This is the twofold gaze “Perception and Sight”. Perception is strong and sight weak. In strategy it is important to see distant things as if they were close and to take adistanced view of close things. It is important in strategy to know theenemy’s sword and not to be distracted by insignificant movements of his sword. You must study this. The gaze is the same forsingle combat and for large-scale combat.”...

“Grip the long sword with a rather floating feeling in your thumb and forefinger, with the middle finger neither tight nor slack, and with thelast two fingers tight. It is bad to have play in your hands. When youtake up a sword, you must feel intent on cutting the enemy. As you cut anenemy you must not change your grip, and your hands must not “cower”. When you dash the enemy’s sword aside, or ward it off, or force it down, you must slightly change the feeling in your thumb and forefinger. Aboveall, you must be intent on cutting the enemy in the way you grip thesword.”...

-Miyamoto Musashi Go Rin No Sho – 1645 AD

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OGL Document

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and isCopyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)“Derivative Material” means copyrighted material including derivativeworks and translations (including into other computer languages),potation, modification, correction, addition, extension, upgrade,improvement, compilation, abridgment or other form in which anexisting work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publiclydisplay, transmit or otherwise distribute; (d) “Open Game Content”

means the game mechanic and includes the methods, procedures,processes and routines to the extent such content does not embodythe Product Identity and is an enhancement over the prior art and anyadditional content clearly identified as Open Game Content by theContributor, and means any work covered by this License, includingtranslations and derivative works under copyright law, but specificallyexcludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including tradedress; artifacts, creatures, characters, stories, storylines, plots,thematic elements, dialogue, incidents, language, artwork, symbols,designs, depictions, likenesses, formats, poses, concepts, themesand graphic, photographic and other visual or audio representations;names and descriptions of characters, spells, enchantments,personalities, teams, personas, likenesses and special abilities;places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphicdesigns; and any other trademark or registered trademark clearlyidentified as Product identity by the owner of the Product Identity, andwhich specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used bya Contributor to identify itself or its products or the associatedproducts contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material ofOpen Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content thatcontains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such anotice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by theLicense itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3. Offer and Acceptance: By Using the Open Game Content Youindicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use thisLicense, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License toUse, the Open Game Content.

5. Representation of Authority to Contribute: If You are contributingoriginal material as Open Game Content, You represent that YourContributions are Your original creation and/or You have sufficientrights to grant the rights conveyed by this License.

6. Notice of License Copyright: You must update the COPYRIGHTNOTICE portion of this License to include the exact text of the

COPYRIGHT NOTICE of any Open Game Content You are copying,modifying or distributing, and You must add the title, the copyright date,and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity,including as an indication as to compatibility, except as expresslylicensed in another, independent Agreement with the owner of eachelement of that Product Identity. You agree not to indicate compatibilityor co-adaptability with any Trademark or Registered Trademark inconjunction with a work containing Open Game Content except asexpressly licensed in another, independent Agreement with the owner ofsuch Trademark or Registered Trademark. The use of any ProductIdentity in Open Game Content does not constitute a challenge to theownership of that Product Identity. The owner of any Product Identityused in Open Game Content shall retain all rights, title and interest inand to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearlyindicate which portions of the work that you are distributing are OpenGame Content.

9. Updating the License: Wizards or its designated Agents may publishupdated versions of this License. You may use any authorized version ofthis License to copy, modify and distribute any Open Game Contentoriginally distributed under any version of this License.

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12. Inability to Comply: If it is impossible for You to comply with any ofthe terms of this License with respect to some or all of the Open GameContent due to statute, judicial order, or governmental regulation thenYou may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail tocomply with all terms herein and fail to cure such breach within 30 daysof becoming aware of the breach. All sublicenses shall survive thetermination of this License.

14. Reformation: If any provision of this License is held to beunenforceable, such provision shall be reformed only to the extentnecessary to make it enforceable.

15. COPYRIGHT NOTICE

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document. Copyright 2000. Wizards of the Coast, Inc;Authors Jonathan Tweet, Monte Cook, Skip Williams, based on materialby E. Gary Gygax and Dave Arneson.

Codex Martialis. Copyright 2008, Jean Chandler; Author: Jean Chandler.

NOTICE OF OGC and PRODUCT IDENTITY

The main documents pages 1-34 are considered Product Identity ,all ofthe Appendixes (page 35-96) including the weapons and armor tables,spell casting rules, character sheet and animal combat rules are OGC

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Bibliography By no means complete, but not a bad start. For more information on historical martial arts, historical weapons, fencingmanuals from the European Renaissance and the martial arts of ancient Japan:

Academic Publications Records of the Medieval Sword Ewart Oakeshott, Boydell Press, (May 2007) ISBN: 0851155669

The Archeology of Weapons Ewart Oakeshott, Dover Publications (October 18, 1996) ISBN: 0486292886

The Armourer and his Craft, Ffoulkes, Charles, Dover Publications, Inc., New York, 1988 (original printing 1912)

Armour from the Battle of Wisby, Thordeman, Bengt, Almquist & Wiksells, Boktryckeri, 1939

The Complete Encyclopedia of Arms & Weapons, Leonid Tarassuk and Claude Blair

Knight and the Blast Furnace, Alan Williams, Brill Academic Publishers (February 1, 2003) ISBN: 9004124985

Arms and Armor from Iran: The Bronze Age to the End of the Qajar Peroid Manouchehr Moshtagh Khorasani Legat Verlag

(November 3, 2006) ISBN: 3932942221

Academic Journals, Papers, and Articles Ballistic Resistance of Personal Body Armor, National Institute of Justice, Law enforcement and Corrections Standards and Testing

Program, #0101.04, June 2001

Stab Resistance of Personal Body Armor, National Institute of Justice. Law Enforcement and Corrections Standards and Testing

program, #0115.00, September 2000

The Journal of the Mail Research Society Schmid, Eric

Mary Rose, The Mary Rose Trust, Old Porstmouth 1985

Metalurgy Fundamentals: Ferrus and Non-Ferrous Daniel A. Brandt., Goodheart-Willcox Co; 5th edition (January 15, 2009), ISBN:

978-1605250793

Women in the military: Scholastic Arguments and Medieval Images of Female Warriors, James M. Blythe, University of Memphis

2004

The Birka Warrior: The Material Culture of a Martial Society, Charlotte Hedenstierna-Jonson, Stockholm University 2006

Violence and Local Society in Late Medieval Bavaria: A look at the Evidence Clif Hubby, 2004

Bullet Penetration: For Show or Safety? Arms and Armor Volume 3, No. 2, 2006, Sylvia Leever, Delft University of Technology

2006

Primary Sources-Classical The Histories Herodotus

Anabasis / The 10,000 Xenophon

Peloponnesian Wars Thucydides

Gallic Wars Julius Caesar

The Wars of Justinian and The Secret History Procopius

The Jewish War Josephus

The Germania, The Agricola Tacitus

The 12 Caesars, Suetonius

Primary Sources-Victrorian The Book of the Sword, Sir Richard Burton, Dover Publications (July 1, 1987) ISBN: 0486254348

The Civilization of the Renaissance in Italy, Joseph Burkhardt

First Footsteps in East Africa, Sir Richard Burton, ISBN 9781161431506

Primary Sources- Medieval / Renaissance Alexiad Ana Komnene

Beowulf Seamus Heaney

The Saga of Grettir the Strong, Anonymous, Bernard Scudder (Translator), Penguin Classics (November 2009) ISBN: 0140447733

Njals Saga, Anonymous, Penguin Classics, ISBN: 0140447695

Laxdala Saga, Anonymous

Volsunga Saga, Anonymous

Ragnars Saga, Anonymous

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Hrolk Krakis Saga, Anonymous

Saga of Eric the Red, Anonymous

Egils Saga, Anonymous

An Arab-Syrian Gentleman and Warrior in the Period of the Crusades: Memoirs of Usamah Ibn-Munqidh, Usamah Ibn-Munqidh, ISBN:

0691022690

Il-Principe (“The Prince”) Niccolò Machiavelli

The Story of the Mongols Whom We Call the Tartars, Friar Giovanni DiPlano Carpini, Brandon Publishing Company (1996), ISBN:

0-8283-2017-9

Chronicles of the Crusades, Jean de Joinville, Digireads.com publishing (2010), ISBN: 978-1-4209-3487-8

Medieval Russias Epics, Chronicles, and Tales (includes numerous excerpts from the Russian Primary Chronicle), Meridian Books,

(1974) ISBN: 0-452-01086-1

Chinese Military Texts: The Art of War, Thirty-Six Stratagems, Huolongjing, Wujing Zongyao, Seven Military Classics, Ji Xiao Xin Shu

(Paperback), Books LLC (2010), ISBN: 978-1155663012

The Conquest of New Spain Bernal Diaz

The 1001 Nights, aka The Book of A Thousand Nights and a Night aka The Arabian Nights Sir Richard Burton (translator /

compiler)

Military History Medieval Warfare: History of the Art of War, Volume III (History of the Art of War, Vol 3) , Hans Delbruck, University of Nebraska

Press (1990) ISBN: 0803265859

Medieval Warfare Source Book: Warfare in Western Christendom David Nicolle

The Northern Crusades, Eric Christiansen, Penguin Books (1997) ISBN: 978-0-14-026653-5

Viking Weapons and Combat Techniques, William R. Short, Westholme Publishing (2009) ISBN: 978-1-59416-076-9

The Great Warbow Matthew Strickland, The History Press (2005), ISBN: 978-0750931670

Popular Military History Arms and Armour of the Medieval Knight by David Edge and John Miles Paddock, ISBN: 978-0517103197

Medieval Warfare Source Book: Warfare in Western Christendom David Nicolle

Warfare in the Classical World, John Gibson Wary, University of Oklahoma Press, (October 1995) ISBN: 0806127945

Longbow- A Social and Military History Hardy, Robert, Patrick Stephens Limited, Great Britain, originally printed 1976

The Crooked Stick: A History of the Longbow* Hugh D. H. Soar, Westholme Publshing LLC, (2004) ISBN: 978-1-59416-090-5

The Medieval Archer, Jim Bradbury, The Boydell press, (1985), ISBN: 978-085115675-0

A Glossary of the Construction, Decoration, and Use of Arms and Armor in All Countries and in All Times, George Cameron Stone

Penguin Historical Atlas of the Vikings, John Haywood, Penguin Books (1995) ISBN: 978-0-140-51328-8

Osprey Military Boooks The Swiss at War 1300-1500 (Men-At-Arms Series, 94) Douglas Miller, Osprey Press, (November 1979) ISBN: 0850453348

The Scandinavian Baltic Crusades 1100-1500, David Lindholm and David Nicolle, Osprey Press, (2007) ISBN: 978 1 84176

Landsknechts (Men-At-Arms Series, 58), Douglas Miller, Osprey Press, (March 31, 1994) ISBN: 0850452589

Viking Hersir 793-1066 AD, Mike Harrison, Osprey Press, (July 29, 1993), ISBN: 1855323184

The Hussite Wars 1419-36, Stephen Turnbull, Osprey Press, 2004, ISBN: 1 84176 665 8

Teutonic Knight 1190-1561, David Nicolle, Osprey Press 2007, ISBN:978-1-84603-075-8

Samurai 1550-1600*, Anthony J Byrant, Osprey Press 1994, ISBN: 978 1 85532 345 2

English Longbowman 1330-1515, Clive Bartlett, Osprey Press 1995, ISBN: 978 1 85532 491 6

Popular History Dungeon Fire and Sword, the Knights Templar in the Crusades, John J Robinson, M. Evans and Company, Inc. (April 2005) ISBN

1590771427

Barbarians Terry Jones, BBC Books (2007) ISBN: 978-0563539162

Big Chief Elizabeth, Giles Milton (2001)

Samurai William, Giles Milton (2003)

Nathaniels Nutmeg, Giles Milton

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Historical Fencing Primary Sources The Martial Arts of Renaissance Europe, Sydney Anglo, Yale University Press (2000) ISBN 0300083521 The Art of Combat: A German Martial Arts Treatise of 1570, Joachim Meyer (Jeffery Forgeng, Translator), PalgraveMacmillan (2006), ISBN: 1403970920 The Medieval Art of Swordsmanship: A Facsimile & Translation of Europe’s Oldest Personal Combat Treatise, Royal Armouries MS I.33 (Royal Armouries Monograph), Jeffery Forgeng, Translator, Chivalry bookshelf 2002, ISBN: 1891448382Book of Five Rings, Miyamoto Musashi, Shambhala (1994) ISBN: 0877739986

The Hergsell / Talhoffer 1467http://www.archive.org/details/talhoffersfechtb00talhuoft

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Recommended Films Reclaiming the Blade (2009) The Deluge (Potop), (2004) based on the novel by Henryk Sienkiewicz With Fire and Sword, (1999) Jerzy Hoffman, based on the novel by Henryk SienkiewiczColonel Wolodyjowski, (1969) Jerzy Hoffman, based on the novel by Henryk SienkiewiczThe Old Fairy Tale: When the Sun Was a god Pathfinder (the original Finnish version, not the retarded Hollywood version) Krzyzacy NTSC "Knights of the Teutonic Order" (1960) Alexander Ford Yojimbo, (1961) Akira Kirosawa The Seven Samurai, (1954) Akira Kirosawa The Name of the Rose (1986) The Duelists (1977) Rob Roy, (1995) The Vikings, (1958)

Recommended Fiction

Fantasy Novels The Dying Earth, Jack Vance Lyonesse, Jack Vance The Coming of Conan the Cimmerian: The Original Adventures of the Greatest Sword and Sorcery Hero of All Time!, RobertE Howard Bard Kieth Taylor The Swords of Lankhmar, 1968 Fritz Leiber The Drawing of the Dark, Tim Powers, Del Rey (November 16, 1999) ISBN 0345430816 Hammer and Cross, Harry Harrison

Historical Novels The Name of the Rose Umberto Eco The Walking Drum Louis L’Amour The Deluge, Henryk Sienkiewicz With Fire and Sword, Henryk Sienkiewicz Colonel Wolodyjowski, Henryk Sienkiewicz The Adventurer Mika Waltari (1950) (aka Michael the Finn)The Wanderer Mika Waltari Nicolo Rising Dorothy Dunnet

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Phryné devant l'Areopage, Jean-Léon Gérôme 1861

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Codex Martialis

The Codex Martialis is a sourcebook of new combat options for 3.5, based on medieval andrenaissance era martial-arts manuals. This is not another complex damage system or aspreadsheet of tables and formulae, it is a fast-paced, cinematic variation on 3.5 combat, basedon the historical martial arts of Europe and Asia. The emphasis is on action, combat maneuversand the deadly interplay of attack and defense, with a minimum of hassle. The Codex isdesigned to make combat fluid, dynamic and intuitive, in order to bring a greater level ofimmersion and excitement to your gaming session by introducing new tactical options.

Optional innovations range from a new way to roll attack and defense dice to special MartialFeats that open up unique historically based combat techniques to your character. New weaponstats make the choice of fighting kit relevant to your individual fighting style rather than acosmetic adornment. Do you pick a staff for its defensive qualities and reach, a dagger for itsclose range lethality, or a military pick for its armor piercing value? The choice is yours, thepossibilities are wide open. With this system, your fighter character needn’t be the same old tank, nor must a Wizard be a wimp once her spells run out.

Special new Martial Feats allow you to integrate the unique qualities of different weapons into apersonal fighting style based on actual fighting techniques from the middle ages. Tapping intothe real fighting strategies written down by the ancients when they still lived by the sword, theCodex can breathe new life (and death) to the combat in your game,

Based on five hundred year old combat manuals penned by the true Masters of the ancientmartial arts such as Hans Talhoffer, Sigmund Ringeck, Johannes Liechtenauer, Joachim Meyer,Jud Lew, Miyamoto Musashi, Fiore Dei Liberi, Filippo Vadi, and Achille Marozzo, the CodexMartialis is a window from your game into the lethal reality of combat in the ancient world.

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