Protoss Combat Skills
(Version 1.00 - Last Modified: 08/14/2002)
Introduction
Over the centuries, the Templar Caste has developed several highly advanced forms of combat, which
are similar to the Martial Arts developed on Earth. Each member of the Templar caste is trained,
starting at an early age, to focus their minds and control their battle rage. This discipline
creates powerful warriors, not just in body, but in mind as well.
There are three different forms of combat that the Protoss has developed. The first one developed
by the Templar Caste is dedicated to the Zealot Warriors, and is only available to them. The second
one emphasizes creating mental discipline and is used by the Templar Pilots and the High Templar.
The Judicator Caste, for use with their special Conclave Enforcers, developed the final form of
combat. This final form emphasizes killing over mental and physical discipline. Very few Protoss
know that this form even exists, and most would be disturbed to learn that the Conclave’s
representatives use it. The leaders of the Templar Caste tolerate the existence of the Enforcers
only because the Conclave created them and rules them directly.
Path of the Warrior - Hand to Hand Combat: Zealot
"Bring swift death to the enemies of Aiur."
The Path of the Warrior is studied exclusively by the Zealot Warriors of the Templar Caste, all other
Protoss are forbidden to learn it. Since their creation, the Protoss have loved combat and many will
attack their enemies with almost reckless abandon. With the development of the Khala, the Protoss
warriors were taught how to control their bloodlust and to control it, not have it control them. As
this mental discipline developed, the Templar Caste further extended its use by incorporating physical
discipline. This combination has allowed the Zealot Warriors to become among the most skilled and
feared warriors ever known.
"There is nothing scarier then when a Protoss looks at you and you see nothing in his eyes but a
reflection of your death.”
- Pirate Captain Shaelzar, minutes before his execution on the colony of New Aiur
From an early age the Protoss are taught how to control their innate psychic powers, but those who are
chosen to become Zealots are given extra training in every area. These young warriors are given
extensive physical training in order to increase their strength, prowess, and speed. They are taught
mental exercises in order to relax their minds during combat and in stressful situations. But sometimes
even these exercises are not enough; during combat Zealots sometimes loses themselves and enter into the
frenzy, temporarily forgetting all of their training in their goal to kill the enemy.
"When it was over, I saw a young Zealot Warrior standing over the body of the Splugorth High Lord who
had killed his comrades. The young warrior was continuing to hack into the dead body, not to
desecrate it, but because he hadn’t noticed it was dead.”
- Witness to a Splugorth raid on the colony of New Aiur.
Entrance Requirements
Skill Cost:
Character Bonuses
- Add +1 to M.E. attribute
- Add +1 to P.S. attribute
- Add +2 to P.P. attribute
- Add +2 to P.E. attribute
- Add +1D4x10 to S.D.C.
- Add +1D4x10 to M.D.C.
- Add +20 to I.S.P.
Combat Skills
- Attacks per Melee: 3
- Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance, and Back Flip.
- Basic Defensive Moves: Parry, Dodge, and Automatic Parry.
- Advanced Defense Moves: Combination Parry/Attack and Disarm.
- Hand Strikes: Punch, Power Punch, Knife Hand, Palm Strike, Backhand, and Roundhouse Punch.
- Basic Foot Strikes: Kick Attack, Snap Kick, Tripping Leg Hook (Knockdown), and Thrust Kick.
- Special Attacks:
- Elbow, Knee, Head Butt, Critical Strike on a natural 20, Knockout on a natural
20, Death Blow on a natural 20, Critical Strike from behind, Pull Punch, Leap Attack, Grab, Entangle,
Body Flip/Throw, Body Block/Tackle, Combination Parry/Attack, and Combination Grab/Slash.
- Battle Frenzy: All Zealots are selected because of their psionic powers, their strength,
agility, and speed, and their lust for combat. It is evident from an early age which children
have the qualities to be Zealot Warriors, and these children are taught how to control their
battle frenzy. When zealots are trained to control the frenzy, they are also trained to
release it when it is needed. This provides the warriors with an incredible advantage during
combat, but also slows their mental capabilities. When under the effects of the battle frenzy,
a Zealot has the following bonuses: +2 attacks per melee, +6 to initiative, +4 to strike, +3
to dodge, +2 to parry, gains automatic dodge if it not already possessed, and inflicts double
damage from all personal attacks, including psionic abilities and magical spells. The zealot
also suffers the following penalties: cannot perform any Holds/Locks, cannot cast psionic
powers except those used in combat, such as Psi-Blades or Psi-Shield, must always attack an
enemy or run towards where the enemy is located, cannot perform any skills, and cannot identify
traps or ambushes. A zealot remains in a frenzy for 10 minutes (40 melees) before he is able to
come out of it and can only purposely go into a frenzy once every three hours. Traumatic events
can also cause a Zealot to enter into the battle frenzy automatically, such as the death of a
friend, and the zealot will attempt to kill all enemies that caused the event. The battle frenzy
does not prevent the Zealot from recognizing friends or enemies and while their mental
capabilities are slowed they do not attack completely blindly and will attack an enemy in an
obvious weak spot.
- Holds / Locks: Wrist Lock, Elbow Lock, Arm Lock, Arm Hold, Neck Hold, Leg Hold, and Body
Hold.
- Weapon Katas:
- W.P. Psi-Blade (same as W.P. Sword)
- W.P. Dagger
- W.P. Small Sword
- W.P. Large Sword
- W.P. Psi-Blade and Large Sword (paired)
- Pick two from the following list: W.P. Pole Arm, W.P. Staff, W.P. Shield, W.P. Paired Weapons,
W.P. Psi-Blade and Shield (paired), or W.P. Psi-Blade and one other Kata of choice (paired).
Skills Included in Training
- Martial Art Powers: Select 1 power each from Physical Exercises and Mental Exercises, and 2
powers from either category.
- Temple Skills: Meditation
- Philosophy: Khala: The Path of Ascension
Level Advancement Bonuses
| Level: |
Bonuses: |
| 1 |
+2 to roll with Punch/Fall/Impact and +2 to dodge. |
| 2 |
+2 to parry and +1 to Maintain Balance. |
| 3 |
+1 attack per melee, gains the ability to create two Psi-Blades
simultaneously, and gains W.P. Psi-Blade (paired). |
| 4 |
+2 to damage and pick one Physical Exercise or one additional Weapon
Kata. |
| 5 |
+2 to strike and Critical Strike on a natural 18, 19, or 20. |
| 6 |
+2 to roll with Punch/Fall/Impact and +4 to initiative. |
| 7 |
+1 attack per melee, +2 to strike, and +1 to Maintain Balance. |
| 8 |
Gains Automatic Dodge and pick one Physical Exercise or one additional Weapon
Kata. |
| 9 |
+1 to dodge, +2 to parry, +2 to damage, and Knockout/Stun on a natural 19 or
20. |
| 10 |
+1 to initiative, +1 to strike, and Critical Strike will do x3 damage. |
| 11 |
+1 attack per melee, +1 to automatic dodge, and +1 to roll with
Punch/Fall/Impact. |
| 12 |
+1 to Maintain Balance and pick one Physical Exercise or one additional Weapon
Kata. |
| 13 |
+1 to initiative, +2 to damage, and Critical Strike on a natural 17 to 20. |
| 14 |
+1 attack per melee, +2 to save vs. Horror Factor, and +2 to parry. |
| 15 |
+1 to strike, +1 to dodge, +1 to automatic dodge, Death Blow on a natural 19 or 20,
and pick one Physical Exercise or one additional Weapon Kata. |
Path of the Mind - Hand to Hand Combat: Templar
With the development of the Path of the Warrior for the Zealot Warriors, the Templar caste devised a
specialized combat form for the High Templar. This form has less developed combat abilities, but instead
focuses on developing the psychic abilities of the warrior.
The Path of the Mind enhances the warriors who learn it and they gain a greater sense of inner peace
and clarity that they can use to focus their abilities during combat. Where the Path of the Warrior
trains zealots to contain their battle frenzy, the Path of the Mind trains the Protoss how to access
their aggressive natures and their psychic abilities and use them against their enemies.
Entrance Requirements
Must be a member of the Protoss race, but can belong to any caste.
Skill Cost:
Character Bonuses
- Add +2 to M.E. attribute
- Add +1 to P.P. attribute
- Add +2D6 to S.D.C.
- Add +2D6 to M.D.C.
- Add +30 to I.S.P.
Combat Skills
- Attacks per Melee: 2
- Escape Moves: Roll with Punch/Fall/Impact and Maintain Balance.
- Basic Defensive Moves: Parry, Dodge, and Automatic Parry.
- Hand Strikes: Punch, Power Punch, Knife Hand, Palm Strike, and Backhand.
- Basic Foot Strikes: Kick Attack, Snap Kick, and Tripping Leg Hook (Knockdown).
- Special Attacks: Elbow, Knee, Critical Strike on a natural 20, Knockout on a natural 20,
Critical Strike from behind, Pull Punch, Body Flip/Throw, and Body Block/Tackle.
- Holds / Locks: Wrist Lock, Elbow Lock, Arm Lock, Neck Hold, and Leg Hold.
- Weapon Katas:
- W.P. Psi-Blade (same as W.P. Sword)
- W.P. Dagger
- W.P. Large Sword
- Pick two from the following list: W.P. Small Sword, W.P. Pole Arm, W.P. Staff, W.P. Shield, W.P.
Paired Weapons, W.P. Psi-Blade and Large Sword (paired), W.P. Psi-Blade and Shield (paired), or
W.P. Psi-Blade and one other Kata of choice (paired).
Skills Included in Training
- Martial Art Powers: Select 2 powers from Mental Exercises, and 1 power from either Mental or
Physical Exercises.
- Temple Skills: Meditation
- Philosophy: Khala: The Path of Ascension
Level Advancement Bonuses
| Level: |
Bonuses: |
| 1 |
+1 to save vs. Horror Factor and +3 to roll with Punch/Fall/Impact. |
| 2 |
+2 to parry and +2 to dodge. |
| 3 |
+1 attack per melee and +1 to Perception rolls. |
| 4 |
+1 to save vs. Mind Control, +1 to save vs. Possession, and pick one Mental
Exercise or one additional Weapon Kata. |
| 5 |
+1 to initiative and +2 to strike. |
| 6 |
+1 to save vs. all types of magic and +1 to save vs. psionics. |
| 7 |
+1 psionic attack per melee. |
| 8 |
+2 to parry and +2 to dodge. |
| 9 |
+1 attack per melee and gains Death Blow on a natural 20. |
| 10 |
+30 I.S.P. and pick one Mental Exercise or one additional Weapon Kata. |
| 11 |
+1 to roll with Punch/Fall/Impact, +1 to Perception rolls, and Critical Strike on
an 18, 19, or 20. |
| 12 |
+1 to save vs. all types of magic, +1 to save vs. psionics, and +10% to all
applicable psionic powers, such as Clairvoyance and Object Read. |
| 13 |
+2 to strike and +1 psionic attack per melee. |
| 14 |
+1 attack per melee, +2 to initiative, and +1 to dodge. |
| 15 |
+30 I.S.P. and pick one Mental Exercise or one additional Weapon Kata. |
Path of the Enforcer - Hand to Hand Combat: Judicator
Much to the dislike of the Templar caste, the Judicator caste has a special group of operatives that they
specially train for combat. The Conclave Enforcers were created following the death of Khas as a means to
release the Templar caste from having to personally defend the lives of the members of the Conclave. At
least that was the excuse. The real reason behind the creation of the enforcers was to ensure that the
will of the Conclave would be carried out even if the Templar caste did not agree with a certain matter.
The enforcers are specially trained for killing and combat, they have combined the training developed in
the Path of the Warrior and the Path of the Mind and have created a much more intensive form that gives
them great power. Little is known outside of the Judicator caste what occurs during the intensive training
period for each enforcer, but the Templar caste would be outraged to learn of some of the tasks that the
enforcers are often called on to perform.
Entrance Requirements
Skill Cost:
Character Bonuses
- Add +3 to M.E. attribute
- Add +2 to P.S. attribute
- Add +3 to P.P. attribute
- Add +2 to P.E. attribute
- Add +1D6x10 to S.D.C.
- Add +1D6x10 to M.D.C.
- Add +40 to I.S.P.
Combat Skills
- Attacks per Melee: 3
- Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance, and Back Flip.
- Basic Defensive Moves: Parry, Dodge, and Automatic Parry.
- Advanced Defense Moves: Combination Parry/Attack and Disarm.
- Hand Strikes: Punch, Power Punch, Knife Hand, Palm Strike, Backhand, and Roundhouse Punch.
- Basic Foot Strikes: Kick Attack, Snap Kick, Tripping Leg Hook (Knockdown), and Thrust Kick.
- Special Attacks:
- Elbow, Knee, Head Butt, Critical Strike on a natural 19 or 20, Knockout on a natural 18, 19, or
20, Death Blow on a natural 20, Critical Strike from behind, Pull Punch, Leap Attack, Grab,
Entangle, Body Flip/Throw, Body Block/Tackle, Combination Parry/Attack, and Combination Grab/Slash.
- Battle Frenzy: All enforcers are taught how to develop the battle frenzy that all Zealot
Warriors possess naturally. This provides the enforcers with an incredible advantage during
combat, but also slows their mental capabilities. When under the effects of the battle frenzy,
a Zealot has the following bonuses: +1 attack per melee, +3 to initiative, +2 to strike, +2
to dodge, +1 to parry, gains automatic dodge if it not already possessed, and inflicts double
damage from all personal attacks, including psionic abilities and magical spells. The enforcer
also suffers the following penalties: cannot perform any Holds/Locks, cannot cast psionic
powers except those used in combat, such as Psi-Blades or Psi-Shield, must always attack an
enemy or run towards where the enemy is located, cannot perform any skills, and cannot identify
traps or ambushes. An enforcer remains in a frenzy for 5 minutes (20 melees) before he is able to
come out of it and can only purposely go into a frenzy once every six hours. Traumatic events
can also cause an enforcer to enter into the battle frenzy automatically, such as the death of a
friend, and the enforcer will attempt to kill all enemies that caused the event. The battle frenzy
does not prevent the enforcer from recognizing friends or enemies and while their mental
capabilities are slowed they do not attack completely blindly and will attack an enemy in an
obvious weak spot.
- Holds / Locks: Wrist Lock, Elbow Lock, Arm Lock, Arm Hold, Neck Hold, Leg Hold, and Body
Hold.
- Weapon Katas:
- W.P. Psi-Blade (same as W.P. Sword)
- W.P. Dagger
- W.P. Large Sword
- W.P. Psi-Blade and Large Sword (paired)
- Pick two from the following list: W.P. Small Sword, W.P. Pole Arm, W.P. Staff, W.P. Shield,
W.P. Paired Weapons, W.P. Psi-Blade and Shield (paired), or W.P. Psi-Blade and one other
Kata of choice (paired).
Skills Included in Training
- Martial Art Powers: Select 2 power each from Physical Exercises and Mental Exercises, and 2
powers from either category.
- Temple Skills: Meditation
- Philosophy: Khala: The Path of Ascension
Level Advancement Bonuses
| Level: |
Bonuses: |
| 1 |
+2 to roll with Punch/Fall/Impact and +2 to dodge. |
| 2 |
+2 to parry, +1 to Maintain Balance, +1 to save vs. all types of magic, and
+1 to save vs. psionics. |
| 3 |
+1 attack per melee, gains the ability to create two Psi-Blades
simultaneously, and gains W.P. Psi-Blade (paired). |
| 4 |
+2 to damage and pick one power from Mental or Physical Exercises or one additional
Weapon Kata. |
| 5 |
+2 to strike, +30 I.S.P., and Critical Strike on a natural 17 to 20. |
| 6 |
+2 to roll with Punch/Fall/Impact, +4 to initiative, +1 to save vs. all types of
magic, and +1 to save vs. psionics. |
| 7 |
+1 attack per melee, +2 to strike, and +1 to Maintain Balance, and pick one
power from Mental or Physical Exercises or one additional Weapon Kata. |
| 8 |
Gains Automatic Dodge and +1 psionic attack per melee. |
| 9 |
+1 to dodge, +1 to auto-dodge, +2 to parry, +2 to damage, +30 I.S.P., and
Knockout/Stun on a natural 18, 19, or 20. |
| 10 |
+1 to initiative, +1 to strike, Critical Strike does x3 damage, and pick one
power from Mental or Physical Exercises or one additional Weapon Kata. |
| 11 |
+1 attack per melee, +1 to roll with Punch/Fall/Impact, +1 to save vs. all types
of magic, and +1 to save vs. psionics. |
| 12 |
+1 to Maintain Balance and +1 psionic attack per melee. |
| 13 |
+1 to initiative, +2 to damage, Critical Strike on a natural 16 to 20, and pick
power from Mental or Physical Exercises or one additional Weapon Kata. |
| 14 |
+1 attack per melee, +2 to save vs. Horror Factor, +2 to parry, +30 I.S.P., +1 to
save vs. all types of magic, and +1 to save vs. psionics. |
| 15 |
+1 to strike, +1 to dodge, +1 to auto-dodge, Death Blow on a natural 18, 19, or 20,
and pick one power from Mental or Physical Exercises or one additional Weapon Kata. |
Mental Exercises
These exercises are based around improving the mental capabilities of a warrior. This can provide a warrior with
increased mental capabilities, better focus, or increased will power. While mental capabilities are not the focus
of the Zealot Warriors, the High Templar dedicate most of their studies to developing these exercises.
- Blind Fighting
Not all situations will allow the warrior the use of all of his senses. To help train for these
situations, the warriors spend time training blind and learning how to rely on their senses,
especially their sense of hearing and their innate psychic abilities.
- Bonuses: Eliminates all penalties for blindness, cannot be surprised from behind, +1
to M.E., +3 to dodge and parry rear attacks, and +2 to initiative when being approached from
behind.
- Enhanced Meditation
This allows the warrior to enter an advanced state of meditation that increases a warrior’s mental
abilities. Many warriors learn this ability to relax their minds and bring themselves peace.
Unfortunately, this training often leads to slower reflexes to attain increased mental abilities.
- Bonuses: +20 to I.S.P. at level 1, +20 to I.S.P. at level 5, +30 to I.S.P. at level 10,
and +30 to I.S.P. at Level 15.
- Penalties: -2 to initiative and -1 to P.P. attribute
- Fast Hands
This technique teaches the warrior how to defend against many attackers simultaneously. The warrior
is taught how to move swiftly and to recognize all incoming attacks and then respond to each attack.
- Bonuses: +2 to dodge, +2 to auto-dodge (if known), and the warrior gains Multiple Dodge,
Multiple Parry, and Circular Parry.
- Penalties: -2 to initiative and -1 to P.P. attribute
- Inner Strength
The warrior studies how to combine a higher level of spirituality with an intense love of combat.
The result is a sense of inner peace that the warrior feels during combat.
- Bonuses: The warrior does not fatigue during combat, +2 to save vs. poisons or toxins,
+1 vs. Mind Control and Possession, +10% to save vs. coma/death, +1 to M.E., +1 to P.E., +15 to
S.D.C., and +15 to M.D.C.
- Penalties: 20 I.S.P. is permanently sacrificed
- Liquid Pain
The warrior is able to strike the victim's nerves in such a way as to cause great pain, but little
actual damage. Using this attack requires a natural strike roll of 13 or better and cannot be used
on an opponent wearing anything heavier then body armor.
- Bonuses: If this attack is successful, the victim must roll a saving throw versus Pain
(13+), or be incapacitated for as long as the attacker maintains the hold and 1D4 melee actions
after they are released.
- Penalties: While the warriors are trained for Protoss biology, they require knowledge of
alien biology to use this attack on other species. A successful Lore: Aliens roll will give the
Protoss the ability to use this attack against an alien creature.
- Pain Immunity
The warrior is trained to ignore pain in the heat of battle. The body still reacts, and the warrior
may be physically unable to use a body part, but the warrior feels no pain until the battle is over.
- Bonuses: Automatically succeeds all rolls vs. pain during combat and has a bonus of +6 to
save vs. pain outside of combat.
- Penalties: Once combat is over, if any pain causing effects would still affect the warrior,
they begin to do so at twice the normal strength (double penalties), but the duration of the pain
remains unchanged.
Physical Exercises
Where the Mental Exercises help a warrior to focus their minds, Physical Exercises help a warrior to focus
the body. This is done mainly through rigorous and constant training, but by the end of the training period,
the warrior is more powerful and benefits from increased physical ability.
- Body Hardening
For this technique, the warrior spends several months performing extensive exercises that harden their
bodies extensively, allowing them to take more damage in combat. This training does come with a price:
the warrior loses some dexterity and speed because of the additional muscle mass in their bodies.
- Bonuses: +2D4x10 S.D.C., +2D4x10 M.D.C., +3 to P.S., and +1 to P.E.
- Penalties: -2 dodge, -2 to P.P., and -5 to Spd.
- Crystal Fist
This exercise strengthens the hands and wrists of the warrior in order to perform more damage from hand
attacks. The warrior practices by punching bags of sand, dirt, gravel, and eventually upgrades to
breaking wood, bricks, and rock with their bare hands.
- Bonuses: +2 to P.S., +1D6 to S.D.C., +1D6 to M.D.C., and +5 to damage with hand attacks.
- Crystal Foot
This exercise involves having the warrior strengthen his feet by kicking trees or walls with his bare feet
in order to toughen them up. He also walks on hot coals, sharp rocks, desert sand, etc.
- Bonuses: +1 to P.S., +2D6 to S.D.C., +2D6 to M.D.C., and +4 to damage with foot attacks.
- Crystal Grip
An assortment of exercises designed to maximize gripping strength and speed in the hands and forearms,
giving the warrior a vice-like grip.
- Bonuses: +1 to P.S., +1 to strike with all Holds, Locks, Chokes, Grabs, and similar attacks, +2
to maintain or break holds, crush / squeeze attacks, etc., all Disarms against the warrior are performed
with a penalty of -1.
- Crystal Strength
This amazing ability gives a Protoss warrior incredible strength, but at the cost of agility and speed.
- Bonuses: Gives the warrior supernatural strength.
- Penalties: -5 to PP, -5 to Spd, -1 attack per melee, -3 to dodge, and -1 to initiative.
- Death Fighting
The warrior is trained to fight beyond the limits that would kill a normal being. The warrior can fight even
after they drop below 0 M.D.C. or hit points. The warrior automatically succumbs to battle frenzy if
possible, with all standard bonuses and penalties taking effect. The warrior can fight this way until they
would normally die, such as dropping below the warrior's PE attribute below zero. For example, a warrior with
a PE of 16, could continue to fight even after they had reached -16 M.D.C. or hit points.
- Bonuses: During combat, the warrior can continue to fight even after the drop below 0 M.D.C. or
hit points. A warrior that can enter a battle frenzy will instantly enter it once they drop below 0 M.D.C.
or hit points.
- Penalties: Once a combat has ended, a warrior that is below zero M.D.C. or hit points that is not
dead will immediately enter a coma and must save vs. coma/death with a penalty of -20%. If the savings
throw is failed, then the warrior will die.
- Increased Gravity Training
This is a combination of strength, endurance, and speed exercises. The warrior wears special devices,
which increases the gravity pulling the warrior to the ground. The warrior must increase their strength,
endurance, and speed in order to perform under the increased gravity conditions.
- Bonuses: +3 to P.S., +3 to P.E., and +2D4 to Spd.