Hand to Hand: Seal
By Jeff Nielsen

The following techniques are known at first level: Break Fall, Disarm, Body Block/Tackle, Roll with Punch/Fall/Impact, Pull Punch, Body Flip (1d6), Punch (1d4), Elbow/Forearm (1d6), Kick Attack (2d4), Snap Kick (1d6), Knee (1d6), and the usual strike, parry, and dodge.

Bonuses: +4d6 S.D.C., +1d4 P.S., +2 P.E. and P.P., and + 2d4 Spd.

LEVEL ADVANCEMENT BONUSES
Level 1: 3 attacks per melee round to start, Critical Strike from behind
Level 2: +2 to strike, +3 to parry and dodge, Karate Kick (2d6), Karate Punch (2d4)
Level 3: +1 attack, Drop Kick, Knife Hand (2d4), Back Hand (1d6)
Level 4: +1 initiative, +1 Disarm and Break Fall, Roundhouse Kick (3d6), Palm Strike (2d4), +1d6 S.D.C.
Level 5: Power Punch, Backward Sweep, Tripping Leg Hook, +1 Disarm and Break Fall
Level 6: +1 attack, +1 to strike, Arm Hold, Leg Hold, Body Hold, and Neck Hold
Level 7: Wheel Kick (2d6), Leap Attack, +1 Disarm and Break Fall, +1d6 S.D.C.
Level 8: Critical Strike 18-20, Paired Weapons
Level 9: +1 attack, Power Kick, +1 to parry and dodge
Level 10: Jump Kick (6d6), +1 to strike, Disarm and Break Fall
Level 11: +1 initiative, Critical Strike from behind (triple damage!)
Level 12: +1 attack, Knock-Out/Stun 17-20
Level 13: Death Blow!, +2d6 S.D.C.
Level 14: +2 to strike, parry, dodge, Disarm and Break Fall.
Level 15: +1 Attack, +3d6 S.D.C.

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