After the initial training, you may also use this table any time you level up in lieu of one (just one) of your normal advancement rolls.
You get nothing. Maybe this Kung Fu stuff is bullshit after all.
You get better at fighting: +1 to hit in melee only.
You toughen up: +1 on all saves.
You learn the art of being punched and not flinching: +1d6 hit points.
You get some basic weapon training. Roll d6 for the particular weapon.
53-54 Under a situation where you can save for half damage and dodging could be the reason why, you instead take one quarter damage when you save. If you roll this again, a save now indicates no damage. Rolled a third time and a failed save does only half damage to you. Reroll if this item comes up a fourth time.
55 The inner machinations of your mind have been transformed into a beautiful lotus jewel, dazzling to others. Any time someone tries to read your mind or use any psionic funny stuff on you, there is a flat 50% chance it will fail. Reroll this result if it comes up again.
56-58 Any time you make a successful unarmed attack against a foe with a functional brain and the to hit roll is 19 or better, they are stunned for d6 rounds. Every time you roll this, the stun range becomes one wider, going to 18+, then 17+, etc.
59-60 You reflexes become catlike. When the surprise dice indicate the baddies have the drop on you, you get a Wisdom roll to act anyway. Reroll this result if it comes up again.
61-62 Crouching Tiger, Hidden Parkour. One a successful Dex check you may run up to 30' straight up a wall and over obstacles and junk. Reroll this result if it comes up again.
63 Hadoken! You can now summon and shoot blue balls of kung fu energy. The range is 60' and they do 2d6 damage to one target. It takes a full round of spellcaster-like concentration to summon one and you have to roll to-hit. +1d6 damage for each subsequent reroll of this item.
64-65 You so regulated your metabolism that neither
haste nor
slow spells affect you any more.
66 The next time you score a critical hit (or natural 20 to-hit if your DM doesn't use crits) you may opt to rip out your opponent's heart and show it to them before they die. You may do this only once. Obviously, this will only work on certain kinds of creatures.
67-68 Mr. Miyagi hands. You may heal yourself or someone else once per day for d6 hit points, though critical strikes and other special effects are not cured. Subsequent rolls increase the die size of the healing to d8, d10, d12, d20. Reroll this result after that.
69-79 Ki shout. Once per session you may begin a combat by shouting "Hi-YAH!" or some other nonsense. The enemy must make an immediate morale check. The roll is at -1 if you have just charged them. Reroll this result if it comes up again.
80 Elegant Step. When you opt to exit melee no one gets any sort of back attack as you withdraw. Reroll this result if it comes up again.
81-82 Now you are the sensei. You may train all your henchmen in any one other thing you have rolled on this chart. Reroll if you are rolling on this chart for the first time or otherwise have nothing to pass on.
83-85 Trip and throw specialist. Any time you roll the exact number you needed to hit a foe in melee, they are also thrown to the ground, provided they are no larger than man-sized. If there is a ledge or vat of acid or something handy, you can make a Dex roll to drop them into it. Roll this result again and you can throw anything ogre-sized or smaller. A third roll allows you to throw any foe smaller than the universe. Reroll after that.
86 Pick an object, any object that is not normally thought of as a weapon and wouldn't normally do a lot of damage. A quill, for instance. Or a spoon. That kind of object now does d8 damage in your hands. Pick another object if you roll this again.
87-88 Shattering strike. Once per session you can punch any single, non-magical wooden object to a gazillion splinters. Great for that one dungeon door no one can open. Roll again and you can also do that with non-magical metal or stone. Rolled a third time and you can affect magical objects as well. Reroll this result after that.
89 Stooge Fu: Once per combat you can do the ol' double eyepoke. If you hit the foe takes normal unarmed damage and is incapacitated for d4 rounds. Doesn't work on anything you can't eyepoke, either due to lack of eyes, too many eyes, or too widely spaced eyes. Reroll this result if it comes up again.
90-92 You may bat away normal non-magical thrown and missile attacks by saving versus petrification. If you roll a 20 for the save, you snatch the weapon out of the air and throw it back for an immediate counter-attack. Cool! One a second roll of this item, you can also bat away stuff like catapult stones and cannonballs. Reroll this result if it comes up again after that.
93 Kip Up. Any time you are prone you may make a Dex check to stand up and still act in that round. Reroll this result if it comes up again.
94 Inner Peace. By meditating you can rest and recuperate twice as fast as normal.
95-97 You get better at dodging blows. Your AC is +1 when unarmored. Each subsequent roll you can opt for another point of AC or expand it to include leather, then chain, then plate. By multiple rolls you can eventually end up with +5 unarmored, +3 in leather, +2 in chain, or +1 in platemail. Past that, reroll if this result comes up again.
98 Omae Wa Mou Shindeiru. After any successful unarmed strike you may declare the foe "already dead." They then take your choice of the worse (higher) of two d20 rolls in damage or your pick from two throws on your DM's handy crit chart. You may do this just once.
99 Crane Strike. Once per combat you can spend a whole round entering the Crane Stance. Your next unarmed strike is against Ac9 [10], no matter what sort of armor or Dex the foe possesses. Only Ac bonuses from cover or concealment apply.