Jaer Harelic
By Mephisto
Entrance Requirement: I.Q. 9, M.E. 12, P.S. 11, P.P. 14, P.E. 12, Spd. 8
Alignment Restriction: Evil only
Skill Cost: 13 Years

About 60 years ago, an Assassin's Guild in the Land of the South Winds became dissatisfied with the quality of the skill of its members, and the lack of success they were having. The assassins, though capable, often weren't able to carry out their orders, partly due to the weakness of their training and the difficult odds they faced. The Guild realized that they needed something more and went to the trouble of finding someone skilled enough to revamp and re-train their assassins. The result of their searching turned up about twenty possible candidates, and after careful deliberation, they chose the services of Yetrom Willowdale. This 750 year-old Elf had been an assassin, ranger, thief, and many other things in his life. He relished the opportunity before him, and within 6 years, had developed Jaer Harelic (Elven for Art of Death). This art teaches stealth, tracking, silent movement, as well as weapon and unarmed combat skills, and most importantly, how to kill with utmost efficiency.

The practitioner of Jaer Harelic will avoid most combat situations, even when they are clearly superior. Their main goal is to kill the target then get out as quickly as possible. Prolonged combat is discouraged, and the skilled individual should ideally be able to kill within one melee round! Any longer is considered failure.

O.C.C. Note: Whether or not a Player Character has this martial art is left up to the G.M. It's ideally suited for a deadly NPC to combat the players. This O.C.C., if available to Player Characters, should cost ALL the Other skills and half Secondary Skills. Plus the player should have a reasonably good reason why their character possesses this knowledge, which could be good fuel for any campaigns, especially if he is forced to perform a hit that the rest of the group would be morally against. The martial art is limited to the Assassin O.C.C. and no others.
Stance: A crouching position with the body largely unobserved. This is to allow the individual to conceal secret weapons on their body and will usually have their hands also hidden from sight, until they are attacked at which point they will fly to action with deadly precision.
Costume: Anything dark will do; black is preferred
Character Bonuses
+2 to P.S.
+2 to P.P.
+2 to P.E.
+10 to S.D.C.
Combat Skills
Attacks Per Melee: 2
Escape Moves: Maintain Balance, Breakfall, Roll With Punch/Fall/Impact
Basic Defenses: Dodge, Parry, Auto Parry
Advanced Defenses: Combination Parry/Grapple (Special: Each parry is a simultaneous attempt to grapple. Applies to the Body Flip/Throw and the Neck Hold-Choke, as well as any of the joint locks or holds), Disarm, Circular Parry, Multiple Dodge, Auto Dodge
Hand Attacks: Strike (Punch), Backhand, Palm Strike
Foot Attacks: Kick Attack, Snap Kick, Backward Sweep, Trip/Leg Hook
Special Attacks: Body Flip/Throw, Choke, Paralysis Attack (Vital Points), Knee, Elbow
Holds/Locks: Body Hold, Neck Hold, Neck Hold-Choke, Arm Hold, Leg Hold, Finger Lock, Wrist Lock, Elbow Lock
Weapon Skills: W.P. Dagger, W.P. Whip, W.P. Targeting, W.P. Mouth Weapons
Special Katas: None
Modifiers to Attack: KO/Stun, Death Blow, Critical Strike
Skills Included in Training
Martial Art Powers: Select Two Martial Art Techniques and one Special Kata
Physical Skills: Prowl, Climb/Scale Walls, Swim, Athletics (General), Wrestling
Training Skills: Concealment, Detect Concealment, Detect Ambush, Pick Locks, Use and Recognize Poison, Palming, Surveillance, Find Secret Compartments, Escape Artist, Track Humanoids.
Languages: None
Level Advancement Bonuses
1st Death Blow Natural 20, Critical Strike Natural 20 or from behind, +2 to strike
2nd +1 to damage, +1 initiative, +2 Holds/Locks
3rd +3 to Parry and Dodge
4th +1 attack, +1 Body Flip/Throw, Select One Additional Martial Art Power
5th +1 strike, +1 initiative, Death Blow Natural 19 or 20
6th +2 to Maintain Balance, Gains Automatic Body Flip/Throw
7th Critical Strike Natural 19 or 20, +1 Holds/Locks
8th +1 Attack, Select One Additional Martial Art Power
9th +1 initiative, Death Blow Natural 18-20
10th +2 to Parry and Dodge
11th +2 to Strike, +1 to Damage
12th +1 initiative, Select One Additional Martial Art Power
13th Critical Strike Natural 18-20, +1 Maintain Balance, +2 Holds/Locks
14th +2 Body Flip/Throw, +1 Strike
15th +1 Attack, Death Blow Natural 17-20
Why study Jaer Harelic?
If you enjoy dealing in death and want an art that does it to lethal perfection. A good mix of various skills and martial art techniques makes it formidable in the right hands. Works best on unsuspecting opponents.





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