TEXT: 1
  CASTLES & CRUSADES™
  MARTIAL ARTIST CLASS
  OFFICIAL GAMING AID DESIGNED AND APPROVED FOR USE WITH
  CASTLES & CRUSADES®
  OGL
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  THE Martial Artist CLASS
  Martial Arts Schools 
   
   
   
   
   
   
  2
  Hide  
   
   
   
   
   
   
   
  2
  Move Silently 
   
   
   
   
   
   
   
  3
  Sixth Sense 
   
   
   
   
   
   
   
  3
  Unarmed Attack 
   
   
   
   
   
   
  3
  Unarmored Defense 
   
   
   
   
   
   
  3
  Weapon Focus  
   
   
   
   
   
   
  3
  Stunning Attack 
   
   
   
   
   
   
  3
  Ki Strike 
   
   
   
   
   
   
   
  3
  Battle Mind 
   
   
   
   
   
   
   
  4
  Fist of Fury 
   
   
   
   
   
   
   
  4
  Martial Artist Special Ability Table 
   
   
   
   
  4
  Martial Arts Weapons 
   
   
   
   
   
   
  5
  New Martial Arts Weapons Chart  
   
   
   
   
  7
  Author: James Mishler
  Cover & Interior Art: Peter Bradley
  Graphic Design: Peter Bradley
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  Open Gaming License v 1.0 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 
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  Martial Artist Class Copyright 2008, Adventure Games Publishing; Author James Mishler.
  
  2
  MARTIAL ARTIST (Strength)
  Martial Arts Schools
  Martial artists organize in schools, usually focused on 
  a single weapon style and attendant life philosophy/
  religion. These schools are led by a master martial 
  artist (usually 9th level or better if the master is the 
  founder, but of any level if the leader is of a subsequent 
  generation) and can have anywhere from one to hundreds 
  of students. Many schools also operate with monks and 
  clerics of similar philosophies. Some schools are hidden 
  in distant wilderness, others are found right downtown in 
  large cities. Most martial arts schools spring up in regions 
  where weapon use is restricted or has been historically, as 
  development of the body as a weapon is often a reaction 
  to the limitations on weapons.
  Martial arts schools have a history of being in 
  conflict, as much over proving to each other that 
  their own weapons styles are superior as any other 
  overwhelming aspect of their philosophy. Schools are 
  also often politically active, as many schools are havens 
  for dissidents who are not desirous of the complete 
  devotion required for the monastic lifestyle (though 
  many schools espouse a very ascetic lifestyle).
  Martial artists can also be found among thieves guilds, 
  where fallen and exiled martial artists train others in their 
  arts for money and fame. Some schools are little more 
  than lightly-disguised thieves’ guilds!
  Schools often have unusual descriptive names reflective 
  of their style, such as Drunken Monkey School, Soaring 
  Crane Brotherhood, or Pouncing Tiger School. Others are 
  named after colors, philosophies, or even the whims of the 
  founder, such as Golden Blade Brotherhood, Silver Spear 
  Sisterhood, The Invisible Alliance, or Brother Lou’s Posse.
  Most schools have additional special abilities that 
  their members can gain, either by expending experience 
  points or spending time and money in training. Most 
  of these special abilities are based on the properties of 
  the school’s focus weapon. Several suggested examples 
  are included below, along with several new weapons 
  traditionally associated with martial arts. Consult your 
  Judge to find out what schools and special abilities 
  might be available for you to choose from.
  SPECIAL: Martial artists do not normally wear armor, 
  as it distracts them from complete concentration on the 
  practice of their art. A martial artist may wear armor if 
  the occasion demands, but the character suffers several 
  penalties when using class abilities and wearing armor. The 
  martial artist gains no benefit from his unarmored defense 
  ability; his base AC is reduced to 10, and he gains no bonus 
  to his AC from any wisdom bonus. Additionally, any use of 
  hide, move silently, and sixth sense suffers a -1 penalty for 
  each point of armor class the armor confers. Helmets and 
  shields each cause the martial artist to suffer an additional 
  -1 penalty to these abilities. All penalties are cumulative. For 
  example, a martial artist wearing chainmail, which confers a 
  15 armor class, suffers a -5 penalty. The same martial artist 
  using a large shield suffers a total -6 penalty, and if the same 
  martial artist also wore a great helm, the total penalty would 
  be -7. These penalties apply even if the armor is magical.
  HIDE (Dexterity): Martial artists use this ability to 
  conceal themselves from others. A successful check 
  means that the martial artist is hidden so well as to be 
  almost invisible. The martial artist can move up to one-
  half normal speed and remain hidden. Hide checks suffer 
  no penalty in this circumstance. At more than one-half 
  and up to full speed, the character suffers a -5 penalty to 
  the check to remain hidden. It’s practically impossible (-
  20 penalty) to hide while running or charging. 
  If the character is being observed, even casually, they 
  cannot hide. If observers are momentarily distracted, though, 
  the character can attempt to hide. While the observer averts 
  its attention from the character, the character can attempt 
  to get to a hiding place. This check, however, is at a –10 
  penalty because the character has to move quickly to the 
  hiding place. A martial artist cannot hide if there is nothing 
  to hide behind or conceal oneself with. Deep shadows can 
  count as concealment at the Judge’s discretion. 
  Martial artists cannot hide and move silently at the same 
  time until they reach 3rd level. At this level and beyond, a 
  martial artist can attempt both but must make a successful 
  hide and move silently check at-5. In this case, movement is 
  reduced to one quarter the normal movement rate. 
  MOVE SILENTLY (Dexterity): This ability 
  allows a martial artist to move so silently that others 
  cannot hear the movement. The martial artist can 
  use this ability both indoors and outdoors. A martial 
  artist can move up to one-half  the character’s normal 
  
  3
  speed at no penalty. At more than one-half  and up 
  to the character’s full speed, the character suffers a 
  -5 penalty. It’s practically impossible (-20 penalty) to 
  move silently while running or charging. To move 
  silently and hide, see the hide ability.
  SIXTH SENSE (Wisdom): A martial artist has 
  a sixth sense that enables him to detect danger. Any 
  time the martial artist is surprised, or is ambushed, 
  especially through use of  the rogue or assassin’s 
  stealth ability, through the use of  magic such as 
  invisibility, or through a trap, mechanical or otherwise, 
  the martial artist may make a sixth sense check. The 
  CL is equal to the level or hit dice of  the attacking 
  being (with modifiers as the Judge might require). If  
  the sixth sense roll succeeds, the surprise is negated 
  for the martial artist (but not his allies).
  UNARMED ATTACK: A martial artist specializes 
  in unarmed, hand-to-hand combat. Martial artists gain 
  attacks and improve in unarmed combat damage as 
  shown on the Martial Artist Special Abilities table. The 
  martial artist may choose whether the attacks inflict 
  normal damage or subdual damage.
  The martial artist also gains the ability to make a 
  special off-hand attack at 6th level. When martial 
  artists gain the extra off-hand attack, they do not 
  incur penalties to their ‘to hit’ die rolls provided both 
  attacks are unarmed attacks or the weapon or weapons 
  used are the martial artist’s focus weapon. A martial 
  artist fighting with a one-handed weapon other than 
  his focus weapon can make an unarmed attack as an 
  off-hand attack, but suffers the standard penalties for 
  two-weapon fighting. Likewise, a martial artist wielding 
  a weapon in his off-hand gets an extra attack with that 
  weapon, but suffers the usual penalties for two-weapon 
  fighting if the weapon is not his focus weapon.
  UNARMORED DEFENSE: A martial artist knows 
  how to use his or her body for defense, and gains an 
  armor class bonus that increases with experience as 
  indicated on the Martial Artist Special Abilities table. 
  This armor class is modified by dexterity as normal, 
  and is also modified positively by any wisdom bonus the 
  martial artist might possess. [NOTE: It is suggested by 
  this author that you add this wisdom-based modifier to 
  the armor class of the monk as well.]
  WEAPON FOCUS: A martial artist focuses his studies 
  on a single weapon, melee or missile, spiritually melding 
  with that weapon such that it becomes an extension of 
  his body and soul. With this weapon the martial artist 
  gains a bonus to hit and to damage as outlined on the 
  Martial Artist Special Abilities table. At 3rd level and 
  every three levels thereafter, the martial artist can pick 
  one additional weapon in which to gain proficiency 
  (though these weapons never count as a focus weapon). 
  When using any other weapon the martial artist suffers 
  the standard penalty to hit for non-proficiency.
  The martial artist can also use his focus weapon in 
  combination with an unarmed attack to perform a 
  “special style strike.”  A foe successfully struck by the 
  martial artist’s special style strike suffers both normal 
  weapon damage and the martial artist’s unarmed attack 
  damage, plus double his normal strength bonus (if 
  applicable). The martial artist can use this ability once 
  per round, and no more than once per day per level. 
  The martial artist must declare its use before making an 
  attack roll, and the attack must be with the martial artist’s 
  focus weapon. A missed attack roll ruins the attempt and 
  counts against the martial artist’s daily limit.
  STUNNING ATTACK: A martial artist has the 
  ability to make a stunning attack. A foe successfully 
  struck by the martial artist’s stunning attack must make 
  a constitution saving throw or be stunned and unable 
  to act for 1d4 rounds. Those struck by a stunning 
  attack also suffer normal unarmed attack damage, i.e., 
  subdual damage (even if  the martial artist is using his 
  focus weapon). The martial artist can use this ability 
  once per round, and no more than once per day per 
  level. The martial artist must declare its use before 
  making an attack roll, and the attack must be with an 
  unarmed attack or the martial artist’s focus weapon. A 
  missed attack roll ruins the attempt and counts against 
  the martial artist’s daily limit.
  A martial artist can combine a stunning attack with a 
  special style strike; if successful, the foe must make his 
  constitution save against stun against double the normal 
  CL, and suffers subdual damage for the weapon, the 
  unarmed strike, and double normal strength bonus.
  KI STRIKE: At 3rd level, a martial artist’s unarmed 
  attack and focus weapon attack is empowered with ki. 
  This attack can deal damage to a creature as if from a 
  +1 magic weapon. This ability improves as the martial 
  artist rises in levels as follows: +2 at 6th, +3 at 9th, +4 
  at 14th and +5 at 19th. The attack does not gain any 
  bonus to hit or to damage; the ability merely enables 
  the martial artist to hit the creature.
  
  4
  This ability also enables the martial artist to turn a disarm 
  attack into a weapon-breaking attack at the cost of one daily 
  stunning attack; if the attack is successful, the martial artist 
  destroys the opponent’s weapon. Magical weapons are immune 
  to this attack, unless the martial artists’ ki strike is equal to the 
  weapon’s bonus; in such cases, the wielder of the target weapon 
  must make a strength saving throw, with a bonus equal to the 
  bonus of the weapon, or the magical weapon is shattered.
  BATTLE MIND: At 5th level the mere presence of a 
  martial artist in battle can alter the mood of allies and change 
  the tide of combat. This gives the martial artist the ability to 
  inspire companions and followers. Any person friendly to a 
  martial artist’s immediate endeavor gains a bonus to hit equal 
  to the martial artist’s charisma bonus (minimum +1). This 
  ability can be used once per day and lasts a number of rounds 
  equal to the martial artist’s level. Fellow martial artists of the 
  same school add this bonus to damage as well as to hit. The 
  number of persons that are affected increases as the martial 
  artist gains levels. At 5th level, the martial artist can affect 
  up to 12 creatures. The ability affects up to 25 creatures at 
  7th level, up to 50 creatures at 9th level, up to 100 creatures 
  at 11th level, up to 250 creatures at 13th level, up to 500 
  creatures at 16th level and 1,000 creatures at 20th level.
  FIST OF FURY: At 9th level, the martial artist causes 
  fear and dread in the ranks of foes and enemy forces. 
  Enemies to the martial artist’s immediate endeavor 
  suffer a penalty of -4 to charisma checks. In addition, 
  the affected foes must successfully save versus fear at a -4 
  penalty or suffer a -1 penalty to hit, martial artists of an 
  enemy/opposition school additionally suffer a -1 penalty 
  to damage. This ability can be used once per day and lasts 
  a number of rounds equal to the martial artist’s level. The 
  number of creatures that can be affected increases as the 
  martial artist gains levels. At 9th level, the knight can affect 
  up to 25 creatures. The ability affects up to 50 creatures 
  at 11th level, up to 100 creatures at 13th level, up to 250 
  creatures at 16th level and 500 creatures at 20th level.
  MARTIAL ARTIST SPECIAL ABILITIES 
  Level
  Unarmored 
  Armor 
  Class
  Primary 
  Unarmed 
  Attack
  Secondary 
  Unarmed 
  Attack
  Focus 
  Weapon 
  Bonus
  1
  10
  1d4
  —
  +2
  2
  11
  1d6
  —
  +2
  3
  11
  1d6
  —
  +2
  4
  12
  1d6
  —
  +2
  5
  12
  1d8
  —
  +2
  6
  13
  1d8
  1d4
  +3
  7
  13
  1d8
  1d4
  +3
  8
  13
  1d8
  1d4
  +3
  9
  14
  1d10
  1d6
  +3
  10
  14
  1d10
  1d6
  +3
  11
  14
  1d10
  1d6
  +4
  12
  15
  1d10
  1d6
  +4
  13
  15
  1d10
  1d6
  +4
  14
  15
  2d6
  1d8
  +4
  15
  16
  2d6
  1d8
  +4
  16
  16
  2d6
  1d8
  +5
  17
  16
  2d6
  1d8
  +5
  18
  17
  2d6
  1d8
  +5
  19
  17
  2d6
  1d8
  +5
  20
  17
  2d8
  1d10
  +5
  PRIME ATTRIBUTE: Strength
  HIT DIE: d10
  ALIGNMENT: Any
  WEAPONS: See Weapon Specialization, above
  ARMOR: None
  ABILITIES: Hide, move silently, sixth sense, unarmed 
  attack, unarmored defense, weapon focus, stunning 
  attack, ki strike, battle mind, fist of fury
  Level
  HD
  BtH
  EPP
  1
  d10
  +0
  0
  2
  d10
  +1
  2,001
  3
  d10
  +2
  4,001
  4
  d10
  +3
  8,001
  5
  d10
  +4
  16,251
  6
  d10
  +5
  32,501
  7
  d10
  +6
  65,001
  8
  d10
  +7
  130,001
  9
  d10
  +8
  275,001
  10
  d10
  +9
  550,001
  11
  +4 HP
  +10
  825,001
  12
  +4 HP
  +11
  1,100,001
  +1
  +275,000
  
  5
  Martial Arts Weapons
  While martial artists can focus in the use of any weapon, 
  the weapons listed herein are those most commonly used. 
  The martial arts styles and schools all vary depending 
  on the style and requirements of the Judge’s campaign 
  setting. The listed special abilities available to specially-
  trained martial artists are merely suggestions; your Judge 
  will determine if any such abilities are actually available, 
  and if and how your martial artist can acquire them.
  Note: Many of the abilities below include disarming 
  or entangling opponents; in the hands of martial arts 
  experts with the requisite training, it is suggested that 
  such special attacks are in addition to normal attacks, 
  rather than instead of the normal attacks.
  It is also suggested that the use of most special abilities 
  the Judge develops require the use of a daily special style 
  strike and/or a stunning attack.
  Arrow/Bolt: Some martial artists focus on use of 
  the bow, more rarely, crossbow. A martial artist can 
  still use his abilities with these ranged weapons. Special 
  abilities tend to focus on trick shots, such as knocking 
  a weapon out of the hands of the target or pinning a 
  target to a wall using an arrow or bolt. Some schools 
  that focus on bows have developed special abilities 
  with shooting multiple arrows at once, shooting arrows 
  rapidly in succession, or even rebounding arrows off 
  obstructions to strike a specific target.
  Chakram: This flat, hooped throwing disk ranges from 
  six inches to one foot in diameter, with a sharp metal 
  edge. Most of the time, it is a one-shot weapon, thrown 
  once and retrieved after battle. Martial artists who focus 
  in this weapon, however, have developed special abilities, 
  such as enabling it to return after a successful strike 
  and catching it (a very dangerous action), bouncing the 
  chakram off of obstructions, or even causing it to spin 
  and twist in midair as though controlled by thought.
  Chigiriki: This is a spear with a length of weighted chain on 
  the end. It is used as both a spear and a short-range entangling 
  weapon. Unlike most spears, the chigiriki cannot be thrown 
  unless the chain is detached, and even then it only has a base 
  range of 10 ft. due to its lack of proper balance.
  Flails: Both the heavy and light flails, with special 
  training, can be used to negate the AC bonus of  a 
  shield, and can even be used to capture and tear a 
  shield away from a target.
  Flatchet: This weapon is positively devastating in the 
  hands of an expert martial artist. The hooked end of the 
  slicing blade can be used to trip and disarm opponents, 
  while the chopping axe-blade can be flipped to provide a 
  devastating subdual attack with the flat of the blade. The 
  serrated edge, with the right training, can easily destroy 
  hafted weapons, while the filed edge can be used for 
  grinding attacks that cause permanent charisma damage. 
  The spiked end can be used to impale opponents and 
  even staple them to the wall, while the corkscrew can 
  deliver a gut-wrenching twist attack. Master martial 
  artists can use the magnifying glass creatively to make fire 
  attacks, and the legendary uses masters put to the bottle 
  opener, toothpick, and tweezers are, well, legendary.
  Fork, Military: Special training with a military fork 
  enables the wielder to capture, hold, and possibly even 
  break an enemy’s blade, or capture and hold an enemy’s 
  arm, leg, or even neck.
  Glaive: Special training in use of a glaive enables 
  the wielder to attack two adjacent opponents at once, 
  bouncing the flat of the blade off one and onto the 
  other (though this attack deals only subdual damage). 
  Experts with the glaive can also use it to keep enemies 
  with shorter weapons at bay.
  Glaive-Guisarme: The glaive-guisarme combines all 
  the benefits of a glaive and a guisarme.
  Guisarme: This long spear with a hook can be used to 
  dismount horsemen and trip infantry; the long spear tip is 
  also excellent for impaling targets and holding them in place.
  Hammer, War: Experts with the war hammer are able to 
  use it to knock opponents back or down, controlling their 
  movement. Some schools have also developed stunning 
  attacks above and beyond the usual stunning attack abilities, 
  or developed armor-crushing styles that eliminate the armor 
  benefits from metal-armored opponents.
  Hook Sword: Martial artists use this hooked blade to 
  capture and hold opponents and their weapons; some 
  schools have also developed tripping attacks with the hook, 
  dangerous as it is a relatively short weapon.
  Jitte: This small poniard has a single tine upon the side, 
  used as much for special stunning attacks and for hooking 
  and holding opponents as for capturing, holding, and 
  disarming blades. Some schools develop special throwing 
  attacks, granting the weapon a base range of 5 ft.
  Katana: This single-bladed sword is regarded by 
  
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  many as the ultimate development in blade technology. 
  Folded over many times for the finest, sharpest, hardest 
  edge, katana special abilities enable the wielder to slice 
  opponent’s weapons and armor to bits, cause extensive 
  bleeding, or even remove limbs with precise strikes. Some 
  schools are trained to dual-wield a katana with a wakizashi; 
  these samurai schools often forgo use of their stealth skills 
  and unarmored defenses in favor of heavy armors.
  Knife: See shuriken, below, for maneuvers possible with a 
  throwing knife.
  Kusarigama: This weapon is a sickle with a small 
  chain attached to the end of the handle. Martial artists 
  have developed numerous special maneuvers with both 
  weapons, primarily entangling and disarming attacks.
  Main Gauche: This weapon was designed to be as 
  much a defensive item as a weapon, and even non-
  martial artists can use it in this way. Martial artists 
  with special training in the main gauche can use it to 
  capture, hold, and break opponent’s blades, or can 
  make it dance in their hands like magic, applying the 
  whole of  their focus bonus to their AC, in addition to 
  the normal AC bonus of  the weapon.
  Man Catcher: Many warriors laugh at martial artists who 
  focus on the use of the man catcher; they do not laugh once 
  they see the advanced use of this weapon. So skilled are 
  masters of this weapon they can turn and use the trapped 
  enemy as a weapon against other opponents, switching 
  places without warning such that enemies attacks fall upon 
  their ally, or maneuvering the trapped enemy in such a way 
  that his own attacks fall upon his own allies!
  Manriki-Gusari: This is a long length of  chain, 
  five to 10 feet in length, with weights at both ends. 
  Sometimes the weights are sharp, like a small blade, 
  other times they are dull. Experts with this weapon 
  can make it dance like it were alive, striking multiple 
  opponents with a single attack, entangling opponents 
  and their weapons, tripping opponents and their 
  steeds, or even grabbing and pulling to the wielder 
  weapons and items held by the opponent. The longer 
  examples of  these weapons can be used as dual-wield 
  weapons or single, at the whim of  the wielder.
  Maul: See war hammer, above.
  Nine Ring Broad Sword: This variant of the 
  classic dao blade has nine rings on the flat side of 
  the blade. Special maneuvers with this fantastic blade 
  include standard weapon capture, hold, and breaking; 
  frightening attacks that demoralize the opponent; 
  special benefits against having one’s own blade be 
  captured, disarmed, or broken; and when facing 
  opponents armed with spears, a man-catcher effect that 
  allows the sword wielder to not only capture and hold 
  the spear, but move the spear-wielder like a rag-doll 
  until he successfully drops the spear. Note: The nine 
  ring broad sword is actually a two-handed weapon!
  Nunchaku: Perhaps the most definitive martial 
  arts weapon, these two simple sticks connected by a 
  short string or chain extend the reach of  the wielder 
  and can transform him into a whirling dervish of  
  death. Experts in their use can be trained to suffer 
  no penalty at attacking opponents to the sides and 
  rear; can use them to disarm opponents; learn special 
  additional stunning maneuvers; and can even learn 
  the infamous Dragon Fury Attack, in which all 
  adjacent opponents are attacked in a single around!
  Partisan/Ranseur: These weapons are excellent for 
  parrying, capturing, and disarming enemy weapons. Some 
  schools create double-bladed weapons of this sort, the 
  most famous being the lajatang, which dispenses with the 
  central blade entirely in favor of crescent-shaped blades. 
  Sai: Essentially a poniard with two small tangs on 
  either side, this is a parrying weapon, much like the 
  main gauche. However, experts are able to use these 
  as throwing weapons, with a base range of 10 ft. Many 
  experts dual-wield these weapons.
  Shuriken: Throwing stars are an archetypal martial 
  arts weapon; however, few schools specialize in their 
  use. Those that do develop abilities whereby the 
  throwing star can be made to bounce off obstructions, 
  twist and spin in midair, or even hover while awaiting 
  a victim to walk into it! Also, most specialists are able 
  to throw multiple stars as a single attack, at a single 
  or multiple opponents. These weapons are favored by 
  schools associated with thieves’ and assassins’ guilds.
  Sickle: This simple farmer’s tool is a terrible weapon in 
  the hands of a martial arts expert. 
  Sleeve Tangler: Also known as a sodegarami, this variant 
  of the man catcher operates in much the same fashion, 
  though it is designed to catch and hold onto clothing 
  rather than the body of the target itself.
  Spear: The simple spear is a very popular weapon among 
  martial artists, as it is easy to make and has many uses. It 
  can be used to trip opponents, impale them, keep them at 
  
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  bay, attack multiple opponents at once, knock horsemen 
  off their steed, trip horses, perform sweeping attacks, pole 
  vault, and can be used as a dual-wield weapon, with one 
  end the spear and the other acting as a staff (some schools 
  develop a double-ended spear with a sharp spear head at 
  each end) It has additional uses as a thrown weapon, with 
  the most infamous attack the Pinwheel Spear Throw, in 
  which the spear is spun like a pinwheel and released down 
  a narrow corridor, striking everyone in range with either a 
  slashing spear attack or a blunt staff attack.
  Staff: The staff is as useful as the simple spear, and 
  is preferable by those schools whose philosophy prefers 
  a non-bladed weapon. In addition to the many special 
  maneuvers (the same essentially as those available with 
  a spear), the staff can easily be used to hide other 
  weapons, such as a spear point in one end and a chain in 
  the other. Some staffs are designed to break down into 
  two, three, or more sectioned flails; all useable under the 
  same training as the base staff.
  Tessen: The tessen is a war fan, with spokes made of sharp 
  iron or steel. It originally was designed for use as a secondary 
  weapon, but some schools focus on it as a primary weapon 
  (especially those associated with rogues and assassins). The 
  points of the spokes can be used as a cutting weapon, while 
  the folded fan makes an excellent small club. In either form, 
  with special training, it can be used in defense, with the open 
  fan able to capture, hold, and even shatter blades. The silk fan 
  itself can also be used to block arrows and throwing stars.
  Tonfa: These specialized clubs can, in the hands of an 
  expert, be used in defense as well as for attack.
  Wakizashi: This weapon is to the short sword as the 
  katana is to the long sword.
  Whip: See manriki-gusari, above. Recall however that 
  whips are far less resilient than chains, and can easily be 
  cut or snapped by strong opponents.
  NEW MARTIAL ARTS WEAPONS CHART
  WEAPON
  COST
  DMG
  RNG
  WGT
  EV
  Chakram
  6 gp
  1d8
  10 ft.
  2 lbs.
  3
  Chigiriki
  6 gp
  1d6
  6 lbs.
  3
  Jitte
  2 gp
  1d4
  1 lb.
  1
  Katana
  60 gp
  2d6
  6 lbs.
  3
  Kusarigama
  3 gp
  1d6
  3 lbs.
  2
  Manriki-Gusari
  5 sp
  1d6
  3 lbs.
  2
  Nunchaku
  1 gp
  1d6
  3 lbs.
  2
  Sai
  5 gp
  1d6
  2 lbs.
  1
  Tessen
  3 gp
  1d4
  3 lbs.
  1
  Shuriken
  5 sp
  1d4
  10 ft.
  0.1 lb.
  1/10
  Tonfa
  3 sp
  1d6
  2 lbs.
  2
  Wakizashi
  40 gp
  2d4
  4 lbs.
  2
  
SOURCE: textdata/thevault/Castles & Crusades Siege Engine/Castles & Crusades Classes/Castles & Crusades Martial Artist Class.pdf