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Exotic Weapon Proficency [Slicer] This feat allows characters to utilize boomerangs and slicers as lethal weapons as demonstrated by Alys Brangwin of Phantasy Star fame. Boomerangs and slicers are light weapons weighing very little with a base damage of d4 (boomerang) and d6 (slicer) and deal bludgeoning and slashing damage respectively. These weapons utilize a characters dexterity modifier when rolling to attack at a distance or in close quarter combat. The base throwing range for both weapons if 30 ft. Prerequisites: Base Attack Bonus +1 Benefits: A character may use the weapon as stated above without the normal penalties associated with using an exotic weapon. Gatotsu [Combat] The most basic of Saito's left-handed katana thrust. The katana is held by the bottom of the hilt with the left hand as the sword is drawn back with the blade facing to the users left side away from him or her. The right is used as a guide and holder for the forward section of the sword. The attack is an explovise charge towards the opponent ending in a thrusting motion with the katana. Prerequisites: Str 16, Dex 13, Power Attack, Weapon Focus (Katana) Benefits: As a full round action, the character may charge towards any opponent within his normal movement range. He then makes a normal attack that if successful deals x2 the damage as if it were a critical hit (an actual critical hit results in x3 the normal damage). Gatotsu "True" [Combat] The actual Gatotsu technique, known as the "True Gatotsu" partly because of the skill required to master the technique. Instead of the blade facing left, the sword is held higher above with the blade facing the sky. The charging motion does not change but the strike hits the opponent at an angle arcing downward driving into the opponents body. Prerequisites: Gatotsu, Weapon Specialization (Katana) Benefits: The actual attack works like the Gatotsu but the attack deals x3 damage (a critical results in x4 the damage). Gatotsu "Anti-Air" [Combat] A variation developed in order to deal with jumping or flying opponents. The Gatotsu motion is used but the charge changes to either a straight jump or a running jump in order to stab the opponent while airborne. Prerequisites: Gatotsu "True", Jump [11 ranks], Greater Weapon Focus (Katana) Benefits: This attack still requires a charging action but the character jumps instead to reach an aerial opponent. The only limit is the height to which the character is able to jump. The damage is rolled as though a "Gatotsu" had successfully struck. Gatotsu "Zero Stance" [Combat] A close range variant of the Gatotsu. It can be executed without the set up of the normal Gatotsu style attacks though it still uses the explosive thrust. It is rumored the force generated is capable of destroying walls and tearing men to pieces. Prerequisites: Str 18, Gatotsu "Anti-Air", Greater Weapon Specialization (Katana) Benefits: This version of the Gatotsu is executed at close range with no charging motion. The attack deals x4 the normal damage of a katana (a critical hit results in x5 the damage). This is counted as a standard action. Kaiten Kenbu [Combat] The Kaiten Kenbu is a technique that utilizes the mobility of the Waterflow Technique to close in on an enemy in order to deliver three lightning fast slashes that often prove fatal to the opponent. Prerequisites: Weapon Focus (Kodachi), Waterflow Technique Benefits: Normally, a character can only make one attack with a melee weapon while utilizing the Waterflow Technique. This technique allows the character in question to make three slices using one attack roll at the character's highest attack bonus. If the attack is successful, roll damage for three seperate attacks. If the attack results in a critical hit, only one of the three slices is multiplied. In addition to the above mentioned properties, the Kaiten Kenbu also ends the Waterflow Technique for that turn. Kaiten Kenbu Rokuren [Combat] The Kaiten Kenbu Rokuren is the ultimate technique of Aoshi Shinomori's dual kodachi style of combat. It utilizes both kodachi's held in a reverse grip to deliver 6 lethal strikes within the time it would normally take to deliver one slice. Prerequisites: Kaiten Kenbu, Greater Two-Weapon Fighting, Weapon Finesse (Kodachi) Benefits: As a full round action in lieu of any other action (including a 5 ft. step) a character may launch an attack against any opponent that is within his movement area without provoking an attack of oppurtunity. If this attack is successful, the attack deals the damage of six seperate attacks. In the case of a critical hits, only two of the six swings deals critical damage. In addition to effects above this strike has a 50% chance of leaving an opponent flat-footed due to the multiple attack angles that can initiate the Kaiten Kenbu Rokuren. Waterflow Technique [Combat] A technique that uses quick and deceptive movements which create the illusion of multiple persons where one was. This technique confuses opponents and renders most conventional attack strategies useless. Prerequisites: Dodge, Mobility, Combat Expertise, Improved Feint Benefits: As a move-equivelent action, a character may initiate the Waterflow Technique which adds a dodge bonus equal to the characters level to AC and Reflex saves. The character is also considered to have evasion during the process (or improved evasion if the character already has evasion). The character is allowed to make one attack with a melee weapon while using the technique or he may opt to use the Kaiten Kenbu with the appropriate feats (which ends the waterflow). The Waterflow may be used so long as the character has full mobility and is not completely exhausted. Due to the strenuous nature of the technique it may be used for a number of rounds equal to the characters constitution modifier before requiring a one round rest. |