Battledancing
By Sinestus

A Hand to Hand technique developed by gnomes and halflings, this style exploits the advantages of being shorter then one's opponent. Primarily concerned with knocking down an opponent before finishing them, the style emphasizes the use of rolls, sweeps, and short bladed weapons.
Requirements: Must stand four feet or shorter.
Training: 2 years (For PFRPG, this costs as per Martial Arts, plus 2 skills.)
Bonuses: +1 to P.P.
Stance: Varies with training
Outfit: Varies with training
Combat Skills

Attacks per Melee: Two to start
Hand Attacks: strike/punch, palm strike, slap-and-tear (see special moves)
Foot Attacks: backward sweep, tripping leg hooks, kick (2D4)
Basic Defense Moves: roll, maintain balance, backflip
Escape Techniques: roll, backflip
Special Moves: Slap-and-tear (this is a hand strike aimed at the targets groin, a successful strike requires a 13 or better with only half bonuses. Damage is 1D4 direct to hit points, and target must roll save vs. pain, or be loose two actions, and suffer stun penalties for 2D4 melees. On a critical this is an automatic knockout...)
Rolling-takedown (a modification of the Tumbling roll, this can be performed once per melee, and is a combination dodge/tackle. Roll dodge with normal bonuses, and strike with only half. Success knocks opponent's feet out from under them, causing 1D4 damage, and the loss on one attack, the Battledancer will remain on their feet, and suffers no damage or penalties from the opponent's fall).
Three Point Roll (this can only be performed on prone opponents, by rolling across the opponent, the Battledancer has the opportunity to inflict three strikes at only the cost of two actions, these can be three hand/knife strikes, or two hand/knife strikes and a kick, all land on main body.)
Weapon Katas: Any short one handed weapon chosen with O.C.C. Skills. adding additional Katas costs one additional skill slot when selecting the weapon. In PFRPG all WP's are automatically katas if applicable.
Additional Skills: Tumbling, Dancing
Level Advancement Bonuses
(All Roll bonuses also apply to Maintain Balance)
1st: +3 to roll, +2 to dodge, knockout from behind
2nd: +3 to parry, +2 to initiative
3rd: +2 to strike, Knockout on 18+
4th: jump kicks (all)
5th: +1 Attack, +1 to roll
6th: Critical on 19+
7th: +1 attack, +1 to dodge
8th: Scissors Kick (Special. jump kick, can strike 2 opponents, or same one with both legs. 1D4+1 damage per leg, Double damage on 13+ Natural.)
9th: +1 to parry/dodge
10th: +1 initiative, knockout on 17+
11th: +1 to strike, +2 to damage
12th: +1 attack
13th: Critical on 18+, Deathblow on Natural 20
14th: +1 to strike
15th: body flip/throw



Hosted by www.Geocities.ws

1 1