Koluqis
By Sinestus

Koluqis was developed in the Northern Wilds by the Tribe of the Black Moon, a Lupian collective. It was designed as something to teach the non-bonded children, so that they'd still feel special (and still be useful if war arose.)
The style itself is designed around the natural strategy of the Urugisa hunting packs. Like the Worgs, the fighter learns to assess their opponent in during the hunt, and allow their victim to make a mistake before striking. A master will enter combat range quickly, leap attacking those who flee, then spend the first few melees defending, waiting for an opening. Then, in a flurry of motion, the hunter strikes, usually wounding their opponent beyond salvation.

Requirements: The Spirit of Power, or P.S.: 12, P.P.: 10.
.... Selecting this style costs Hand to Hand: Martial Arts +3 other skills in PFRPG.... see
Lupians
Training: 8 years
Character Bonuses: Only for those without the Spirit of Power:
+2 to P.P..
Stance: Sidelong with opponent, with a wide and low-set leg stance, hands at waist level over knees.
Outfit: Tunic, pants, short sword (for those without Spirit of Power)
Combat Skills
Attacks per Melee: 1
Hand Attacks: knife hand, palm strike, back hand, dual-claw strike (does 2D4 damage w/o claws, uses both hands), power punch.
Foot Attacks: kick attack, snap kick, crescent kick
Basic Defense Moves: roll, dodge, parry, automatic parry
Advances Defense Moves: power block/parry, parry/strike
Jumping Attacks: Leap Kick (2D6 critical), Leap Claw (4D4 critical)
Holds/Locks: none
Escape Techniques: roll, handstand
Modifiers to Attack: critical (from behind),
Special Moves: claw/kick (similar to the Te move, grabs main body, kicks to gut, deals dual claw damage +4D4 to body. Cannot be rolled with.), Head Butt,
Weapon Katas: Knife or Sword (only if not bearing claws.)
Additional Skills: Prowl (+5), Running
Martial Arts Powers: Receives Trapping, and Warrior's Spirit Kata.
Specialty Kata/Technique: Trapping: Takes two or three melees to employ. For the first melee, only defensive actions may be used, so that the fighter can "get" his opponent's rhythm. After that, the fighter has two options: Cluster Strike, or Countering. Cluster Striking may occur in the second melee (thus ending the technique), and requires the fighter to defend until the opponent has used all but his last two attacks, at which point the fighter can power block/parry the next attack, and immediately follow up with a half his melee attacks in a single action (defending the attacks after the power block/parry is done at half); however, if the power block/parry is successfully defended against the other attacks cannot occur.
Countering requires the fighter to sacrifice another melee to pure defense, then, during the third melee, the fighter may auto-power block/parry all his opponent's attacks (effectively doubling his own). All power block parries deal 1D4 + claw damage to main body. Strikes following the power block/parry receive no the P.S. damage bonus if the power block/parry is defended successfully. (Thus each action gets power block/parry [parry with 1D6 strike] followed by strike)
Level Advancement Bonuses
1st: +2 to strike,
2nd: +2 to parry, +1 to dodge
3rd: +2 to leap (4'), Critical from Behind
4th: +1D6 to Spd, +1 to P.P.
5th: +1 to roll, +1 attack
6th: +1 to leap (4')
7th: Critical 18+, Select one power from Body Hardening
8th: +1 to leap (4'), +2 to roll
9th: +1 to parry/dodge
10th: +1 attack
11th: Select one power from Body Hardening
12th: Critical 17+, +1 to parry/dodge
13th: +1D6 to Spd, +1 to leap (4')
14th: +1 attack, +1 to dodge
15th: +1 to strike and parry





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