Sabot
By Sinestus

While digging through my old D&D archives, I discovered a monk my brother had created a while ago, Jaques, who was a 'foot fighting' specialist and used the style Sabot. Unfortunately, the list of abilities was rather vague, and the best I could tell was it was a softer form of Kick Boxing, enhanced with a few holds. Either way, the character was rather interesting, thus I've decided to put the style up...

Entrance Requirements: P.S.: 10, P.P.: 11, and P.E.: 12
Skill Cost: 4 years
Outfit: loose pants and shirt.
Character Bonuses
+2 to P.S.
+1 to P.P.
+1 to P.E.
Stance: Similar to Kickboxing, the fighter faces the opponent slightly askew, standing tall on the balls of the feet. Both hands are kept at chest level, about half the arm's length from the body. forward hand is always open, the other in a fist.
Combat Skills
Attacks per Melee: 3
Escape Moves: Roll with impact, maintain balance, counter-grip (roll as per breaking holds, on success can enact a hold on opponent in the same action)
Basic Defensive Moves: Dodge, Parry, automatic parry,
Advanced Defenses: automatic hold, body flip/throw
Hand Attacks: Punch, backhand, power punch
Basic Foot Attacks: Kick Attack, Tripping/Leg Hook, Snap Kick, Roundhouse Kick, Crescent Kick, Backward Sweep.
Jumping Foot Attacks: none, (gains later)
Special Moves: Knee, drop kick, turning kick
Holds/Locks: Arm hold, leg hold, wrist lock, automatic wrist hold
Weapon Katas: None
Modifiers to Attacks: Pull Punch, Critical Strike, Knock-out/Stun.
Additional Skills: Boxing, running, Language: French
Martial Arts Abilities: Select two abilities from Body Hardening or Specialty Katas
Level Advancement Bonuses
Note: Where there are Roll bonuses, also consider those 'pull punch' bonuses
1st: Automatic wrist lock, +1 to dodge and parry, knockout on natural 17+
2nd: +1 to strike, +3 to roll
3rd: +1 to parry, dodge, counter-grip and maintain balance
4th: +1 attack, gains Jump Kick, and select one power from Atemi or Body Hardening
5th: +1 to strike, +1 to holds and locks (including automatic)
6th: +2 to damage, +1 to initiative and maintain balance
7th: +1 to roll, parry, dodge, and throw
8th: Critical on 18+, knockout on 16+
9th: +1 attack, gains Scissors Kick (see Smigs Capoiera), select one Body Hardening or specialty Kata
10th: +2 to throws, +1 to strike
11th: +1 to damage, Critical or Knockout Flip/throw on natural 20
12th: +1 to maintain balance, counter-grip, and parry
13th: +1 attack, +1 to dodge and roll,
14th: gains automatic Flip/throw, and automatic holds (all)
15th: select two chi mastery, martial arts techniques, body hardening or specialty katas (May select Kick Boxing's Lightning Kata)
Why Study Sabot?
Because you can't study kick boxing but still wanna be a kick boxer.





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