Saturday, 12 November 2016

Martial Arts: The Sublime Way

Martial Arts: The Sublime Way

Tome of Battle for D&D 3.5 was released quite late, but was an amazing supplement. It provided three new martial classes, a whole new maneuver system, and was fun overall. Probably one of the best things written by WotC. In Pathfinder there was no such thing until a 3rd-party publisher Dreamscarred Press released their own "conversion" of the system, called Path of War. While I think that Tome of Battle is in all ways superior to Path of War, I decided to convert every single discipline from the Tome of Battle, Path of War, Path of War Expanded, and Lords of the Night (the last three all from Dreamscarred Press) into martial arts styles for GURPS. I didn't convert every single maneuver, of course, but just attempted to capture the feel of every discipline.
I have to leave out all the flavor information, so check out the aforementioned supplements, if you want.

Note: For styles with special advantage-based abilities it's reasonable to buy them as Alternative Abilities with Imbue.

Black Seraph – 5 points (Path of War)

Skills: Intimidation; Hidden Lore (Demons); Two-Handed Axe/Mace; Two-Handed Flail.
Techniques: Counterattack (Two-Handed Axe/Mace or Two-Handed Flail).
Perks: Dirty Fighting; Fearsome Stare; Flourish; Focused Fury; Follow-Through.

Optional Traits
Primary Characteristics: Improved ST and HT.
Advantages: Black Seraph’s Glare; Fear Eating Technique; Fearlessness; Imbue (Magical, -10%) is required to learn the Imbuement Skills; Shadow Feather Strike; Sharing the Dark Soul; Walk in the Dark.
Disadvantages: Berserk; Bloodlust; Bully; Callous; Sadism.
Skills: Crippling Blow (Polearm, Spear, Two-Handed Axe/Mace, or Two-Handed Flail); Polearm; Spear; Unholy Weapon (Polearm, Spear, Two-Handed Axe/Mace, or Two-Handed Flail).

Black Seraph’s Glare – 21 points for level 1, +7 points/additional level

You can target any creature within 10 yards. Look into your subject’s eyes and roll a Quick Contest of Will with your subject. If you win, roll 3d for the result, as usual, but add your margin of victory instead of his margin of failure. Your victim gets +1 per Fright Check after the first within 24 hours. If a victim succeeds at his Fright Check, he will be unaffected by your Black Seraph’s Glare for one hour. Each additional level of this spell imposes 1 to the Fright Check. For example, with Black Seraph’s Glare 4, the subjects must make Fright Checks at 3.
Statistics: Terror (Sight; Active, +0%; Magical, -10%; Sight-Based, Reversed, -20%) [21]. Additional levels add 1 to the Fright Check [+7].

Fear Eating Technique – 45 points for level 1, +8 points/additional level

This ability allows the user to drain life from his frightened enemies. Roll a Quick Contest of Will against your target (applying a -1 penalty per yard) every second (once per turn, in combat). Each victory lets you drain 1 HP per level. You can only affect one victim at a time. Leech only affects living beings.
You heal 1 HP per full 3 HP you steal. You can’t raise your HP above normal, but you can continue the drain without healing yourself.
From a given victim, you may drain a total amount HP per second equal to his margin of failure on a Fright Check rolled in your presence. To drain more, find another coward or scare your victim again!
Statistics: Leech (Malediction 1, +100%; Magical, -10%; Obligate Metuovore, -50%; Ranged, +40%) [45 points for level 1 + 8 points/additional level].

Shadow Feather Strike – 11 points

The disciple may hurl his wrath at a target with a blade of a cutting hate that deals 2d cutting damage. This attack has 1/2D 10, Max 100, Acc 3, RoF 1, Shots N/A, Recoil 1, costs 1 FP to use, can be blocked, but not parried. This attack doesn’t work against unholy beings.
Statistics: Cutting Attack 2d (Accessibility, Only against non-unholy beings, -10%; Blockable, -5%; Costs Fatigue, 1 FP, -5%; Magical, -10%) [11].

Sharing the Dark Soul – 13 points

The disciple declares the attack, pays 1 FP, and if the attack is successful, then it deals additional 2d points of crushing damage. This attack doesn’t work against unholy beings.
Statistics: Crushing Attack 2d (Accessibility, Only against non-unholy beings, -10%; Costs Fatigue, 1 FP, -5%; Follow-Up, Any melee weapon, +50%; Magical, -10%; Must be declared before rolling for the attack) [13].

Walk in the Dark – 16 points

This darkness reaches to a two-yard radius around you. With care, you can include a few friends as well. Subtract -5 from any attempts to see you using normal vision or infravision; there is no resistance roll. Even if someone does manage to see you, subtract -5 from any attack roll against you that relies on vision to hit. You can see perfectly while using this ability. This is completely unrealistic, as the refraction should prevent light from reaching you.
Statistics: Obscure 5 (Vision; Defensive, +50%; Extended, Infravision, +20%; Magical, -10%) [3/level].

Broken Blade – 3 points

Legend has it the first practitioner of the Broken Blade style was a powerful swordsman who in the middle of a life-or-death duel with an old enemy found his sword broken by his opponent and had to toss it aside. Disheartened by his lack of weapons, he quickly realized that his years of training, exercise, and conditioning had made his body a weapon all on its own. Using only his fists and his nerve, this long-forgotten swordsman became the first to develop this discipline’s techniques, and he passed his experience on to others. Disciples of the Broken Blade teach these methods in monasteries, to cloistered warrior-monks who learn to operate without the use of traditional weapons of combat. Others learn from parents or individual mentors, haphazard or otherwise, and scrap their way through as it suits them.
Skills: Acrobatics; Karate.
            Techniques: Acrobatic Stand; Aggressive Parry; Axe Kick; Breakfall; Counterattack; Disarming; Evade; Exotic Hand Strike; Hammer Fist; Jam; Jump Kick; Kicking; Spinning Kick; Sweep.
Cinematic Techniques: Flying Jump Kick; Grand Disarm; Hand-Clap Parry; Lethal Kick; Lethal Strike; Roll with Blow; Snap Weapon.
            Perks: Acrobatic Kicks; Armor Familiarity (Karate); Iron Arms; Iron Hands; Special Setup (Hand-Clap Parry with an elbow and a knee).

Optional Traits
            Secondary Characteristics: Improved Basic Speed.

            Advantages: Enhanced Dodge; Enhanced Parry; Fearlessness.

Cursed Razor – 5 points (Path of War Expanded)

Skills: Broadsword; Shortsword; Spear; Thaumatology.
Techniques: Counterattack (Broadsword, Shortsword, or Spear); Feint (Broadsword, Shortsword, or Spear); Targeted Attack (Broadsword Thrust/Neck, Shortsword Thrust/Neck, Spear Thrust/Neck).
Perks: Dirty Fighting; Karma Bank*.
*See Psionic Powers.

Optional Traits
Secondary Characteristics: Improved Will.
Advantages: Mockery; Touch of the Witch.
Disadvantages: Cursed; Unluckiness.

Mockery – 6 points

This strike amplifies the misfortune already afflicting an enemy, turning their curse into deep wounds. You pay 1 FP, and if the attack is successful, then it deals additional 2d points of crushing damage. This attack works only against cursed (for example, by the Touch of the Witch ability) targets. This damage does not deal blunt trauma and does not cause knockback.
Statistics: Crushing Attack 2d (Accessibility, Only against cursed beings, -50%; Costs Fatigue, 1 FP, -5%; Follow-Up, Universal, +50%; Magical, -10%; No Blunt Trauma, -20%; No Knockback, -10%; Must be declared before rolling for the attack) [6].


Touch of the Witch – 23 points

You can drastically unbalance someone’s karmic field, turning fate against him. This requires a successful attack that costs 1 FP. If the target fails its Will resistance roll, things immediately begin going horribly wrong for him. Birds may fly into his head at full speed, the fuel line at the gas pump bursts just as a smoker flicks a lit butt his way, and so on. To find the duration of the curse, multiply the targets margin of failure by six seconds. Karmic forces are risky to play with. If you critically fail while using this ability, or the victim critically succeeds, you curse yourself (as if you had been cursed and lost by 1), in addition to any other effects.
Statistics: Affliction 1 (Will; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Cursed, +75%; Follow-Up, Universal, +50%; Magical, -10%; Nuisance Effect, Cursed on a critical failure, -5%; No Signature, +20%; Reduced Duration 1/10, -20%) [23].

Desert Wind – 6 points (Tome of Battle)

Skills: Acrobatics; Broadsword; Burning Strike (Broadsword); Incendiary Weapon (Broadsword).
Techniques: Acrobatic Stand; Spinning Strike (Axe/Mace, Broadsword, Spear, or Two-Handed Sword).
Cinematic Techniques: Whirlwind Attack (Axe/Mace, Broadsword, or Two-Handed Sword).
Perks: Chi Resistance (Any); Combat Vaulting (any).

Optional Traits
Secondary Characteristics: Improved Basic Speed.
Advantages: Death Mark; Dragon’s Flame; Energy Reserve (Chi); Flame’s Blessing; Temperature Tolerance. Imbue 3 (Chi, -10%) [36] is required to learn the Imbuement Skills, and hence the style.
Disadvantages: Overconfidence; Pyromania.
Skills: Axe/Mace; Dazzling Display (Broadsword); Spear; Two-Handed Sword.

Death Mark – 11 points/level

When you use this ability, you channel your chi to make your target’s body erupt in flames. If you hit your target with an All-Out Attack with a melee weapon and pay 2 FP, everything within 4 yards of the target (including the target) is dealt a number of burning damage dice equal or less than this ability’s level. You can choose to not be affected by this attack.
Statistics: Burning Attack (All-Out, -25%; Area Effect, 4 yards, +100%; Costs Fatigue, 2 FP, -10%; Follow-Up, any melee weapon, +50%; Selective Area, Can only exclude yourself, +10%; Variable, +5%; Chi, -10%) [11/level]

Dragon’s Flame - 3 points

You can exhale a burst of flame from your mouth, inflicting 1d-1 burning damage as a ranged attack with 1/2D 10 and Max 100. Aiming it requires a roll against Innate Attack (Breath), plus Talent, at a range penalty of -1 per yard.
Extra effort grants +1 to damage per -9 to Will. You may Power Parry (p. 11) with Flame Breath.
Statistics: Burning Attack 1d-1 (Chi, -10%; Costs Fatigue, 1 FP, -5%; Short-Range 1, -10%) [3].

Flame’s Blessing – 3 points/level

You can channel your chi to resist incoming fire attacks. Every time you are hit by a fire attack, roll against your DX. Success provides DR equal to your Flame’s Blessing level. In a situation where you’re under constant “attack” (i.e., caught in a vicious fire), roll once per minute. This is a passive ability.
Statistics: Damage Resistance (Limited, Fire, -40%; Force Field, +20%; Requires DX Roll, -10%; Chi, -10%) [3/level].

Devoted Spirit – 5 points (Tome of Battle)

Skills: Axe/Mace; Intimidation; Shield; Theology (your religion).
Techniques: Retain Weapon (Axe/Mace, Broadsword, or Two-Handed Axe/Mace).
Perks: Sacrificial Parry (Axe/Mace, Broadsword, or Two-Handed Axe/Mace); Shield-Wall Training; Shoves and Tackles (Axe/Mace, Broadsword, or Two-Handed Axe/Mace).

Optional Traits
Primary Characteristics: Improved ST, HT, HP, and FP.
Advantages: Aura of Triumph; Castigating Strike; Daunting Strike; Doom Charge; Entangling Blade; Fearlessness; Hard to Subdue; Hard to Kill; High Pain Threshold; High Purpose; Imbue (Divine, -10%) is required to learn the Imbuement Skills; Radiant Charge; Unkillable 1.
Disadvantages: Code of Honor; Disciplines of Faith; Fanaticism.
Skills: Anarchic Weapon (Axe/Mace, Broadsword, or Two-Handed Axe/Mace); Axiomatic Weapon (Axe/Mace, Broadsword, or Two-Handed Axe/Mace); Holy Weapon (Axe/Mace, Broadsword, or Two-Handed Axe/Mace); Penetrating Strike (Axe/Mace, Broadsword, or Two-Handed Axe/Mace); Unholy Weapon (Axe/Mace, Broadsword, or Two-Handed Axe/Mace).

Aura of Triumph – 50 points for level 1, +5 points/additional level

Everyone blessed by your aura heals 1 HP per minute each time after he injures an evil creature. See GURPS Power-Ups 4 – Enhancements for details on Auras of Power.
Statistics: Affliction 1 (HT; Aura of Power 1, +175%; Advantage, Smite Healing, +230%; Divine, -10%) [50]. Notes: Smite Healing is Regeneration (Fast; Trigger, Injuring an evil creature, -45%; Divine, -10%) [23]. Higher levels add more Area Effect, at +50% and +5 points per level.

Castigating Strike – 12 points

You can declare a smiting attack against any creature of alignment different from yours. You pay 1 FP, and if the attack is successful, then it deals additional 2d points of crushing damage.
Statistics: Crushing Attack 2d (Accessibility, Only against beings of alignment different from yours, -20%; Costs Fatigue, 1 FP, -5%; Follow-Up, Any melee weapon, +50%; Divine, -10%; Must be declared before rolling for the attack) [12].

Daunting Strike – 48 points for level 1, +16 points/additional level

You can declare a daunting attack against any creature. You pay 1 FP, and if the attack is successful, then it forces the target to make an immediate Fright Check.
Statistics: Terror (Active, +0%; Presence, +25%; Costs Fatigue, 1 FP, -5%; Follow-Up, Any melee weapon, +50%; Divine, -10%; Must be declared before rolling for the attack) [48]. Higher levels add -1 to Fright Check at +16 points per level.

Doom Charge – 17 points

You can declare a smiting attack against any creature of good alignment. You pay 1 FP, take a Move and Attack maneuver while traveling at least at half Move, and if the attack is successful, then it deals additional 4d points of crushing damage.
Statistics: Crushing Attack 4d (Accessibility, Only against beings of good alignment, -30%; Accessibility, Must travel at half Move, -20%; Costs Fatigue, 1 FP, -5%; Follow-Up, Any melee weapon, +50%; Divine, -10%; Must be declared before rolling for the attack) [17].

Entangling Blade – 19 points

You can declare a slowing attack against any creature of good alignment. You pay 1 FP, make a melee attack, and if the attack is successful, then the target moves at its Move*0.4 for one minute per point by which he fails his HT roll.
Statistics: Affliction 1 (HT; Slower Move, x0.4, +30%; Costs Fatigue, 1 FP, -5%; Follow-Up, Any melee weapon, +50%; Divine, -10%; Must be declared before rolling for the attack) [19].

Radiant Charge – 17 points

You can declare a smiting attack against any creature of evil alignment. You pay 1 FP, take a Move and Attack maneuver while traveling at least at half Move, and if the attack is successful, then it deals additional 4d points of crushing damage.
Statistics: Crushing Attack 4d (Accessibility, Only against beings of evil alignment, -30%; Accessibility, Must travel at half Move, -20%; Costs Fatigue, 1 FP, -5%; Follow-Up, Any melee weapon, +50%; Divine, -10%; Must be declared before rolling for the attack) [17].

Diamond Mind – 5 points (Tome of Battle)

Skills: Broadsword; Fast-Draw (Broadsword); Meditation; Running.
Techniques: Bullet Parry; Counterattack (Broadsword, Rapier, or Spear); Feint (Broadsword, Rapier, or Spear).
Cinematic Techniques: Precognitive Parry; Sensitivity; Timed Defense.
Perks: Autotrance; Acceleration Tolerance; Chi Resistance (Any); Extended Hearing; Technique Masters (Bullet Parry).

Optional Traits
Secondary Characteristics: Improved Basic Speed and Will.
Advantages: Altered Time Rate; Danger Sense; Enhanced Dodge; Enhanced Move; Enhanced Time Sense; Enhanced Parry; Extra Attack (Multi-Strike); Imbue (Chi or Psi, -10%) is required to learn the Imbuement Skills; Vibration Sense (Air).
Disadvantages: Disciplines of Faith.
Skills: Autohypnosis; Body Control; Body Sense; Breath Control; Fast-Draw (Rapier or Spear); Mind Block; Parry Missile Weapons; Rapier; Spear; Stupefying Blow (Broadsword, Rapier, or Spear).
Cinematic Skills: Blind Fighting; Mental Strength.

Elemental Flux – 6 points (Path of War Expanded)

Skills: Acid Weapon (Broadsword)*; Broadsword; Drugged Weapon (Broadsword); Electric Weapon (Broadsword); Incendiary Weapon (Broadsword).
Techniques: Close Combat (Broadsword); Counterattack (Broadsword); Feint (Broadsword); Spinning Strike (Broadsword).
Perks: Frost Strike*.
*See Pyramid 3-60

Optional Traits
Secondary Characteristics: Improved Will.
Advantages: Acid Imbued Soul*; Cold Imbued Soul*; Fire Imbued Soul*; Frost Imbued Soul*; Lightning Imbued Soul*; Temperature Tolerance. Imbue 3 (Magical, -10%) [36] is required to learn the Imbuement Skills, and hence the style.
Skills: Burning Strike (Broadsword); Chilling Strike (Broadsword); Corrosive Strike (Broadsword); Fireproof Armor**; Fulminating Strike (Broadsword)*; Insulated Armor**; Restorative Armor**; Sovereign Armor**.
*See Pyramid 3-60
**See Pyramid 3-4

Eternal Guardian – 5 points (Path of War Expanded)

Skills: Broadsword; Intimidation; Polearm; Shield.
Techniques: Armed Grapple (Polearm); Close Combat (Broadsword or Polearm); Counterattack (Broadsword or Polearm); Disarming (Broadsword or Polearm); Ground Fighting (Broadsword of Polearm); Hook (Polearm); Low Fighting (Broadsword or Polearm); Retain Weapon (Broadsword or Polearm); Sweep (Polearm).
Cinematic Techniques: Dual-Weapon Defense (Polearm); Grand Disarm (Broadsword or Polearm); Timed Defense (Broadsword, Polearm, or Shield).
Perks: Reach Mastery (Polearm); Sacrificial Parry; Shield-Wall Training; Shoves and Tackles (Polearm).

Optional Traits
Primary Characteristics: Improved HT.
Secondary Characteristics: Improved Per, Will, and FP.
Advantages: Debilitating Fear; Fearlessness; Hard to Kill; Hard to Subdue; High Pain Threshold.
Disadvantages: Code of Honor; Sense of Duty.
Skills: Two-Handed Axe/Mace; Spear.

Debilitating Fear – 35 points for level 1, +12 points/additional level

You fill your target with the fear that prey feels when it sees a mighty predator, impairing their ability to act. You can target any creature within 10 yards. Roll a Quick Contest of Will with your subject. If you win, roll 3d for the result, as usual, but add your margin of victory instead of his margin of failure. Your victim gets +1 per Fright Check after the first within 24 hours. If a victim succeeds at his Fright Check, he will be unaffected by your Debilitating Fear for one hour. Each additional level of this spell imposes 1 to the Fright Check. For example, with Debilitating Fear 4, the subjects must make Fright Checks at 3.
Statistics: Terror (Active, +0%; Magical, -10%; Presence, +25%) [35]. Additional levels add 1 to the Fright Check [+12].

Glacial Frost – 5 points (Path of War Expanded)

Skills: Bow; Chilling Strike (Bow); Drugged Weapon (Bow); Fast-Draw (Arrow).
Techniques: Close Combat (Bow); Retain Weapon (Bow); Targeted Attack (Bow Shot/Face, Bow Shot/Vitals).
Perks: Frost Strike*; Strongbow.
*See Pyramid 3-60.

Optional Traits
Secondary Characteristics: Improved Basic Speed.
Advantages: Temperature Tolerance. Imbue 3 (Magical, -10%) [36] is required to learn the Imbuement Skills, and hence the style.
Disadvantages: Overconfidence.
Skills: Arching Shot (Bow); Bank Shot (Bow); Crossbow; Guided Weapon (Bow).

Golden Lion – 5 points (Path of War)

Skills: Broadsword; Leadership; Tactics; Two-Handed Sword.
Cinematic Skills: Guidance*.
Techniques: Counterattack (Axe/Mace, Broadsword, Polearm, Two-Handed Axe/Mace, or Two-Handed Sword); Spinning Strike (Axe/Mace, Broadsword, Polearm, Two-Handed Axe/Mace, or Two-Handed Sword); Sweep (Polearm, Two-Handed Axe/Mace, or Two-Handed Sword).
Perks: Aura of Authority*; Drills (Task)*; Esprit de Corps*; Harmonious Action*; Shield-Wall Training; Teamwork.
*See Pyramid 3-65.

Optional Traits
Secondary Characteristics: Improved Will.
Advantages: Charisma; Coordinated Action*; Natural Leader*; Voice.
Disadvantages: Code of Honor; Sense of Duty.
Skills: Axe/Mace; Polearm; Riding; Two-Handed Axe/Mace.
*See Pyramid 3-65.

Iron Heart – 5 points (Tome of Battle)

Skills: Acrobatics; Broadsword; Expert Skill (Hoplology); Two-Handed Axe/Mace.
Techniques: Close Combat (Broadsword or Two-Handed Axe/Mace); Counterattack (Broadsword or Two-Handed Axe/Mace); Disarming (Broadsword or Two-Handed Axe/Mace); Feint (Broadsword or Two-Handed Axe/Mace); Spinning Strike (Broadsword or Two-Handed Axe/Mace).
Cinematic Techniques: Grand Disarm (Broadsword or Two-Handed Axe/Mace); Timed Defense; Whirlwind Attack (Broadsword or Two-Handed Axe/Mace).

Optional Traits
Secondary Characteristics: Improved Basic Speed.
Advantages: Dazing Strike; Extra Attack (Multi-Strike); Enhanced Defenses; Luck (Aspected, Combat); Striking ST.
Disadvantages: Overconfidence.
Skills: Body Control; Mental Strength; Parry Missile Weapons; Shield.
Cinematic Skills: Blind Fighting; Mental Strength.

Dazing Strike – 20 points

You can declare a dazing attack against a foe. You pay 1 FP, make a melee attack, and if the attack is successful, the victim is dazed for a number of minutes equal to the margin of failure on his HT roll. After that, he is stunned until he can make a HT roll (roll once per second).
Statistics: Affliction 1 (HT; Daze, +50%; Costs Fatigue, 1 FP, -5%; Follow-Up, Any melee weapon, +50%; Must be declared before rolling for the attack) [20].

Iron Tortoise – 4 points (Path of War)

Skills: Axe/Mace; Broadsword; Shield.
Techniques: Close Combat (Axe/Mace, Broadsword, or Shield); Counterattack (Axe/Mace, Broadsword, or Shield); Disarming (Axe/Mace, Broadsword, or Shield); Feint (Axe/Mace, Broadsword, or Shield); Ground Fighting (Axe/Mace, Broadsword, or Shield); Low Fighting (Axe/Mace, Broadsword, or Shield).
Cinematic Techniques: Dual-Weapon Defense (Axe/Mace, Broadsword, or Shield); Timed Defense (Shield).
Perks: Shield-Wall Training; Shoves and Tackles (Shield).

Optional Traits
Primary Characteristics: Improved ST and HT.
Advantages: Enhanced Block; Hard to Kill; Hard to Subdue; High Pain Threshold.
Disadvantages: Code of Honor; Sense of Duty.

Mithral Current – 5 points (Path of War Expanded)

Skills: Broadsword; Fast-Draw (Sword); Spear; Two-Handed Sword.
Techniques: Back Strike (Broadsword, Spear or Two-Handed Sword); Low Fighting (Broadsword, Spear or Two-Handed Sword); Targeted Attack (Broadsword or Two-Handed Sword Swing/Arm); Targeted Attack (Broadsword or Two-Handed Sword Swing/Neck); Targeted Attack (Broadsword or Two-Handed Sword Swing/Skull); Targeted Attack (Broadsword, Spear or Two-Handed Sword Thrust/Neck); Targeted Attack (Broadsword, Spear or Two-Handed Sword Thrust/Vitals).
Cinematic Skills: Mental Strength; Precognitive Parry.
Cinematic Techniques: Springing Attack (Broadsword or Two-Handed Sword); Timed Defense (Broadsword or Two-Handed Sword).
Perks: Grip Mastery (Katana); Quick-Sheathe (Sword); Shtick (Chiburi).

Optional Traits
Secondary Characteristics: Improved Basic Speed and Per.
Advantages: Danger Sense; Imbue 3 (Chi, -10%) [36] is required to learn the Imbuement Skills.
Disadvantages: Code of Honor.
Skills: Meditation; Fast-Draw (Two-Handed Sword); Project Blow (Broadsword, Spear. or Two-Handed Sword).
Oncoming Storm – 5 points (Path of War Expanded)

Skills: Bow; Electric Weapon (Bow); Fulminating Strike (Bow)*; Fast-Draw (Arrow).
Techniques: Close Combat (Bow); Retain Weapon (Bow); Targeted Attack (Bow Shot/Face, Bow Shot/Vitals).
Perks: Strongbow.
*See Pyramid 3-60.

Optional Traits
Secondary Characteristics: Improved Basic Speed.
Advantages: Temperature Tolerance. Imbue 3 (Magical, -10%) [36] is required to learn the Imbuement Skills, and hence the style.
Disadvantages: Overconfidence.
Skills: Arching Shot (Bow); Bank Shot (Bow); Crossbow; Guided Weapon (Bow).

Piercing Thunder – 5 points (Path of War Expanded)

Skills: Acrobatics, Polearm, Spear, Thrown Weapon (Spear).
Techniques: Acrobatic Stand; Spinning Strike (Polearm or Spear); Targeted Attack (Polearm or Spear Thrust/Neck); Targeted Attack (Polearm or Spear Thrust/Vitals);
Cinematic Techniques: Dual-Weapon Defense (Polearm or Spear).
Perks: Combat Vaulting; Grip Mastery (Polearm or Spear); Reach Mastery (Polearm or Spear).

Optional Traits
Secondary Characteristics: Improved Basic Speed.
Advantages: Imbue 3 (Magical, -10%) [36] is required to learn the Imbuement Skills.
Disadvantages: Overconfidence.
Skills: Penetrating Strike (Polearm or Spear).

Primal Fury – 4 points (Path of War)

Skills: Survival (Any specialization); Two-Handed Axe/Mace; Two-Handed Sword.
Techniques: Attack from Above (Two-Handed Axe/Mace or Two-Handed Sword); Close Combat (Two-Handed Axe/Mace or Two-Handed Sword); Spinning Strike (Two-Handed Axe/Mace or Two-Handed Sword).
Cinematic Techniques: Springing Attack (Two-Handed Axe/Mace or Two-Handed Sword); Whirlwind Attack (Two-Handed Axe/Mace or Two-Handed Sword).
Perks: Focused Fury.

Optional Traits
Primary Characteristics: Improved ST.
Secondary Characteristics: Improved Basic Speed.
Advantages: Acute Taste and Smell; Hard to Kill; Hard to Subdue; High Pain Threshold; Striking ST.
Disadvantages: Bad Temper; Berserk.

Riven Hourglass – 5 points (Path of War Expanded)

Skills: Autohypnosis, Axe/Mace, Flail, Shortsword.
Techniques: Back Strike (Axe/Mace, Flail, or Shortsword); Counterattack (Axe/Mace, Flail, or Shortsword); Return Strike (Flail); Spinning Strike (Axe/Mace, Flail, or Shortsword).
Cinematic Techniques: Timed Defense (Axe/Mace, Flail, or Shortsword).
Perks: Autotrance; Quick-Swap (Shortsword).

Optional Traits
Secondary Characteristics: Improved Will and Per.
Advantages: Danger Sense; Enhanced Dodge; Enhanced Parry; Imbue 3 (Magical, -10%) [36] is required to learn the Imbuement Skills; Strike the Hourglass; Unaging; Unhindered Step.
Skills: Meditation; Multistrike (Axe/Mace, Flail, or Shortsword)*.
*See Pyramid 3-60.

Strike the Hourglass – 19 points

With a simple strike, you influence time’s attitude towards a foe and their ability to act in battle. You pay 1 FP, make a melee attack, and if the attack is successful, then the target moves at its Move*0.4 for one minute per point by which he fails his HT roll.
Statistics: Affliction 1 (HT; Slower Move, x0.4, +30%; Costs Fatigue, 1 FP, -5%; Follow-Up, Any melee weapon, +50%; Magical, -10%; Must be declared before rolling for the attack) [19].

Unhindered Step – 20 points

Like the Uninterrupted Flurry power-up from GURPS Dungeon Fantasy 11 - Power-Ups, page 30.
Statistics: Altered Time Rate 1 (Costs Fatigue, 1 FP, -5%; Magical, -10%; Maximum Duration, 1d seconds, -75%) [20].

Scarlet Throne – 5 points (Path of War)

Skills: Broadsword; Rapier; Savoir-Faire (High Society); Spear.
Techniques: Bind Weapon (Rapier); Counterattack (Broadsword, Rapier, or Spear); Disarming (Broadsword, Rapier, or Spear); Feint (Broadsword, Rapier, or Spear); Targeted Attack (Broadsword Thrust/Vitals, Rapier Thrust/Vitals, Spear Thrust/Vitals, Broadsword Thrust/Neck, Rapier Thrust/Neck, or Spear Thrust/Neck).
Cinematic Techniques: Flying Lunge (Rapier); Grand Disarm (Rapier); Initial Carving (Rapier).
Perks: Reach Mastery (Spear).

Optional Traits
Advantages: Enhanced Dodge; Enhanced Parry.
Disadvantages: Overconfidence.
Skills: Acrobatics; Cloak; Jumping.

Setting Sun – 5 points (Tome of Battle)

Skills: Acrobatics; Judo; Karate; Staff.
Cinematic Skills: Breaking Blow; Immovable Stance; Power Blow; Push.
Techniques: Acrobatic Stand; Aggressive Parry; Evade; Feint; Judo Throw; Push Kick; Sweep; Trip.
Cinematic Techniques: Hand Catch; Roll with Blow; Timed Defense.
Perks: Acrobatic Feints; Power Grappling; Sure-Footed (Any); Technique Mastery (Judo Throw).

Optional Traits
Secondary Characteristics: Improved Basic Speed.
Advantages: Enhanced Defenses; Lifting ST; Striking ST.
Disadvantages: Disciplines of Faith; Overconfidence.
Skills: Flail; Shortsword.

Shadow Hand – 6 points (Tome of Battle)

Skills: Acrobatics; Jitte/Sai, Knife; Stealth; Stealthy Attack (Knife).
Cinematic Skills: Lizard Climb; Pressure Points; Pressure Secrets.
Techniques: Disarming (Jitte/Sai, Knife, Shortsword, or Smallsword); Evade; Feint (Jitte/Sai, Knife, Shortsword, or Smallsword).
Cinematic Techniques: Pressure-Point Strike.
Perks: Chi Resistance (Any); Dirty Fighting.

Optional Traits
Secondary Characteristics: Improved Basic Speed and Per.
Advantages: Balance on the Sky; Child of Shadow; Imbue 1 (Chi, -10%) [9] is required to learn the Imbuement Skills, and hence the style; Infravision; Night Vision; One with Shadow; Shadow Jaunt.
Skills: Continuing Attack (Bleeding; Jitte/Sai, Knife, Shortsword, or Smallsword); Chilling Strike (Jitte/Sai, Knife, Shortsword, or Smallsword); Crippling Blow (Jitte/Sai, Knife, Shortsword, or Smallsword); Karate; Kusari; Penetrating Strike (Jitte/Sai, Knife, Shortsword, or Smallsword); Shortsword; Smallsword; Stealthy Attack (Jitte/Sai, Shortsword, or Smallsword); Stupefying Blow (Jitte/Sai, Knife, Shortsword, or Smallsword); Sudden Death (Jitte/Sai, Knife, Shortsword, or Smallsword).

Balance on the Sky – 16 points

Air, smoke, and other gases are like solid ground beneath your feet, allowing you to walk up and down “invisible stairs” at your ground Move. This won’t work in a vacuum – there has to be some kind of air present. If you get knocked down or slip, you fall! You may attempt one DX roll per second of falling. If you succeed, you stop in thin air, unharmed. Otherwise, you hit the ground for normal falling damage (see Falling, B 431). You must keep at least one hand empty while using this ability.
Statistics: Walk on Air (Must have at least one hand free, -10%; Chi, -10%) [16].

Child of Shadow – 3 points/level

At lower levels, this blurs your image. At higher levels, it makes you invisible. This reaches to a two-yard radius around you. With care, you can include a few friends as well. Subtract your level from any attempts to see you using normal vision or infravision; there is no resistance roll. Even if someone does manage to see you, subtract your level from any attack roll against you that relies on vision to hit. At level 10, you are effectively invisible; use the rules on p. B394 instead. You can see perfectly while using this ability. This is completely unrealistic, as the refraction should prevent light from reaching you. You must take at least a step per second for this ability to function.
Statistics: Obscure (Vision; Accessibility, Must take at least a step per second, -10%; Defensive, +50%; Chi, -10%; Extended, Infravision, +20%) [3/level].

One with Shadow – 24 points

You fade into the raw essence of shadow, turning transparent, then insubstantial. Every activation of this ability costs you 1 FP and lasts up to 10 seconds. After that, it shuts down without warning and you can’t reactivate it for five minutes. You can carry objects weighing up to your light encumbrance while insubstantial.
Statistics: Insubstantiality (Can Carry Objects, Light, +20%; Costs Fatigue, 1 FP, -5%; Maximum Duration, 10 seconds, -75%; Chi, -10%) [24].

Shadow Jaunt – 50 points

This ability lets you teleport a distance up to 10 yards. You can carry objects weighing up to your light encumbrance while teleporting. See B97 for details.
Statistics: Warp (Extra Carrying Capacity, Light, +10%; Range Limit, 10 yards, -50%; Chi, -10%) [50].

Shattered Mirror – 5 points (Path of War Expanded)

Skills: Broadsword; Multistrike (Broadsword)*; Multistrike (Two-Handed Sword)*; Two-Handed Sword.
Techniques: Back Strike (Broadsword or Two-Handed Sword); Counterattack (Broadsword or Two-Handed Sword).
Cinematic Techniques: Dual-Weapon Defense (Two-Handed Sword); Timed Defense (Broadsword or Two-Handed Sword).
Perks: Karma Bank**.
*See Pyramid 3-60.
**See GURPS Psionic Powers.

Optional Traits
Advantages: Enhanced Dodge; Enhanced Parry; Imbue 3 (Magical, -10%) [36] is required to learn the Imbuement Skills and hence the style.
Skills: Annihilating Weapon (Broadsword or Two-Handed Sword); Penetrating Strike (Broadsword or Two-Handed Sword).

Silver Crane – 5 points (Path of War)

Skills: Axe/Mace; Bow; Occultism (Celestials); Spear.
Techniques: Counterattack (Axe/Mace or Spear); Disarming (Axe/Mace or Spear); Sweep (Spear).
Perks: Reach Mastery (Spear).

Optional Traits
Primary Characteristics: Improved ST and HT.
Advantages: Blazing Crane’s Wing; Fearlessness; Imbue (Divine, -10%) is required to learn the Imbuement Skills; Silver Crane’s Blessing.
Disadvantages: Charitable; Code of Honor; Disciplines of Faith; Sense of Duty.
Skills: Dazzling Display (Axe/Mace or Spear); Exorcism; Ghostly Weapon (Axe/Mace, Bow, or Spear); Holy Weapon (Axe/Mace, Bow, or Spear).

Blazing Crane’s Wing – 11 points

You can declare a smiting attack against an undead creature or an evil outsider. You pay 1 FP, and if the attack is successful, then it deals additional 2d points of crushing damage.
Statistics: Crushing Attack 2d (Accessibility, Only against undead and evil outsiders, -30%; Costs Fatigue, 1 FP, -5%; Follow-Up, Any melee weapon, +50%; Divine, -10%; Must be declared before rolling for the attack) [11].

Silver Crane’s Blessing – 23 points

You heal 1 HP per minute each time after you injure an evil creature.
Statistics: Regeneration (Fast; Trigger, Injuring an evil creature, -45%; Divine, -10%) [23].

Sleeping Goddess – 5 points (Path of War Expanded)

Skills: Autohypnosis; Broadsword; Flail; Spear.
Techniques: Counterattack (Broadsword, Flail, or Spear); Feint (Broadsword, Flail, or Spear).
Cinematic Techniques: Precognitive Parry, Timed Defense (Broadsword, Flail, or Spear).
Perks: Autotrance.

Optional Traits
Secondary Characteristics: Improved Basic Speed and Will.
Advantages: Body of Delusion; Imbue (Psi, -10%) is required to learn the Imbuement Skills.
Disadvantages: Disciplines of Faith.
Skills: Mind Block; Parry Missile Weapons; Penetrating Strike (Broadsword, Flail, or Spear); Stupefying Blow (Broadsword, Flail, or Spear).
Cinematic Skills: Blind Fighting; Mental Strength.

Body of Delusion – 5 points/level

With this technique, you momentarily enter a state of denial, asserting through your power that you are not and will not be harmed. This doesn’t affect purely mental attacks. Every time you are hit by an attack, roll against your Autohypnosis. Success provides DR equal to your Body of Delusion level. In a situation where you’re under constant “attack” (i.e., caught in a vicious hailstorm), roll once per minute. This is a passive ability.
Statistics: Damage Resistance (Force Field, +20%; Psi, -10%; Requires Will Roll, -10%) [5/level].
           
Solar Wind – 5 points (Path of War)

Skills: Bow; Burning Strike (Bow); Fast-Draw (Arrow); Incendiary Weapon (Bow).
Techniques: Close Combat (Bow); Retain Weapon (Bow); Targeted Attack (Bow Shot/Face, Bow Shot/Vitals).
Perks: Strongbow.

Optional Traits
Secondary Characteristics: Improved Basic Speed.
Advantages: Temperature Tolerance. Imbue 3 (Magical, -10%) [36] is required to learn the Imbuement Skills, and hence the style.
Disadvantages: Overconfidence; Pyromania.
Skills: Arching Shot (Bow); Bank Shot (Bow); Crossbow; Guided Weapon (Bow).

Steel Serpent – 5 points (Path of War)

Skills: Jitte/Sai, Knife; Stealth; Drugged Weapon (Knife).
Cinematic Skills: Lizard Climb; Pressure Points; Pressure Secrets.
Techniques: Disarming (Jitte/Sai, Knife, Shortsword, or Smallsword); Evade; Feint (Jitte/Sai, Knife, Shortsword, or Smallsword).
Cinematic Techniques: Pressure-Point Strike.
Perks: Chi Resistance (Any); Dirty Fighting.

Optional Traits
Secondary Characteristics: Improved Basic Speed and Per.
Advantages: Imbue 3 (Chi, -10%) [36] is required to learn the Imbuement Skills, and hence the style.
Skills: Continuing Attack (Bleeding; Jitte/Sai, Knife, Shortsword, or Smallsword); Crippling Blow (Jitte/Sai, Knife, Shortsword, or Smallsword); Envenomed Weapon (Jitte/Sai, Knife, Shortsword, or Smallsword); Karate; Kusari; Penetrating Strike (Jitte/Sai, Knife, Shortsword, or Smallsword); Shortsword; Smallsword; Stealthy Attack (Jitte/Sai, Knife, Shortsword, or Smallsword); Stupefying Blow (Jitte/Sai, Knife, Shortsword, or Smallsword); Sudden Death (Jitte/Sai, Knife, Shortsword, or Smallsword).

Stone Dragon – 6 points (Tome of Battle)

Skills: Autohypnosis; Axe/Mace; Two-Handed Axe/Mace; Shield; Wrestling.
Cinematic Skills: Breaking Blow; Immovable Stance; Power Blow; Push.
Techniques: Close Combat (Axe/Mace, Two-Handed Axe/Mace, or Two-Handed Sword); Ground Fighting (Axe/Mace, Two-Handed Axe/Mace, or Two-Handed Sword); Low Fighting (Axe/Mace, Two-Handed Axe/Mace, or Two-Handed Sword).
Perks: Focused Fury; Ground Guard; Iron Body Parts; Power Grappling; Shield-Wall Training; Sure-Footed.

Optional Traits
Primary Characteristics: Improved HT and FP.
Advantages: Hard to Subdue; Hard to Kill; Imbue (Only when in contact with the ground, -10%; Chi, -10%) is required to learn the Imbuement Skills.
Disadvantages: Stubbornness.
Skills: Crippling Blow (Axe/Mace, Two-Handed Axe/Mace, or Two-Handed Sword); Forceful Blow (Axe/Mace, Two-Handed Axe/Mace, or Two-Handed Sword); Penetrating Strike (Axe/Mace, Two-Handed Axe/Mace, or Two-Handed Sword); Traumatic Blow (Axe/Mace, Two-Handed Axe/Mace, or Two-Handed Sword); Two-Handed Sword; Wrestling.

Tempest Gale – 5 points (Path of War Expanded)

Skills: Bow; Fast-Draw (Arrow); Penetrating Strike (Bow); Thrown Weapon (Spear).
Techniques: Close Combat (Bow); Retain Weapon (Bow); Targeted Attack (Bow Shot/Face, Bow Shot/Vitals).
Perks: Strongbow.

Optional Traits
Secondary Characteristics: Improved Basic Speed.
Advantages: Imbue 3 (Magical, -10%) [36] is required to learn the Imbuement Skills, and hence the style.
Skills: Arching Shot (Bow or Thrown Spear); Bank Shot (Bow or Thrown Spear); Conic Blast (Bow or Thrown Spear); Crossbow; Far Shot (Bow or Thrown Spear); Guided Weapon (Bow or Thrown Spear); Homing Weapon (Bow or Thrown Spear); Multi-Shot (Bow or Thrown Spear); Penetrating Strike (Thrown Spear).

Thrashing Dragon – 5 points (Path of War)

Skills: Acrobatics; Broadsword; Jumping; Shortsword.
Techniques: Attack from Above (Broadsword or Shortsword); Close Combat (Broadsword or Shortsword).
Cinematic Techniques: Dual-Weapon Attack (Broadsword or Shortsword); Dual-Weapon Defense (Broadsword or Shortsword); Flying Lunge (Broadsword or Shortsword); Springing Attack (Broadsword or Shortsword); Whirlwind Attack (Broadsword or Shortsword).
Perks: Dual Ready; Focused Fury.

Optional Traits
Primary Characteristics: Improved ST or HT.
Secondary Characteristics: Improved Basic Speed.
Advantages: Daredevil; Extra Attack (with or without Multi-Strike); Super Jump.
Disadvantages: Bad Temper; Berserk.

Tiger Claw – 5 points (Tome of Battle)

Skills: Axe/Mace; Brawling; Knife; Jumping.
Techniques: Aggressive Parry; Attack from Above (Axe/Mace, Brawling, Knife, or Two-Handed Axe/Mace); Close Combat (Axe/Mace, Knife, or Two-Handed Axe/Mace); Jam.
Cinematic Techniques: Dual-Weapon Attack (Axe/Mace, Brawling, Knife, or Two-Handed Axe/Mace); Dual-Weapon Defense (Axe/Mace, Brawling, Knife, or Two-Handed Axe/Mace); Flying Lunge (Knife); Springing Attack (Axe/Mace, Brawling, Knife, or Two-Handed Axe/Mace); Whirlwind Attack (Axe/Mace, Knife, or Two-Handed Axe/Mace).
Perks: Dual Ready; Focused Fury.

Optional Traits
Primary Characteristics: Improved ST.
Secondary Characteristics: Improved Basic Speed.
Advantages: Acute Taste and Smell; Discriminatory Smell; Extra Attack (with or without Multi-Strike); Super Jump.
Disadvantages: Bad Temper; Berserk.
Skills: Two-Handed Axe/Mace.

Unquiet Grave – 6 points (Lords of the Night)

Skills: Axe/Mace; Brawling; Expert Skill (Thanatology); Toxic Strike (Axe/Mace); Vampiric Weapon (Axe/Mace).
Techniques: Close Combat (Axe/Mace); Retain Weapon (Axe/Mace).
Perks: Focused Fury.

Optional Traits
Primary Characteristics: Improved ST.
Advantages: Imbue 3 (Magical, -10%) [36] is required to learn the Imbuement Skills, and hence the style.
Skills: Crippling Blow (Axe/Mace or Unarmed); Toxic Strike (Unarmed); Vampiric Weapon (Unarmed).

Veiled Moon – 6 points (Path of War)

Skills: Broadsword; Ghostly Weapon (Broadsword); Shortsword; Stealth; Spear.
Techniques: Close Combat (Broadsword, Shortsword, or Spear); Disarming (Broadsword, Shortsword, or Spear); Feint (Broadsword, Shortsword, or Spear).
Perks: Reach Mastery (Spear).

Optional Traits
Secondary Characteristics: Improved Per.
Advantages: Dispersal Strike; Fade Through; Ghostwalk; Imbue 1 (Magical, -10%) [9] is required to learn the Imbuement Skills, and hence the style.
Skills: Penetrating Strike (Broadsword, Shortsword, or Spear).

Dispersal Strike – 103 points

If the target fails its resistance roll, it becomes insubstantial for 3 minutes. It can carry objects weighing up to its light encumbrance while insubstantial. This attack costs 1 FP.
Statistics: Affliction 1 (HT; Advantage, Dispersion, +880%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Follow-Up, Any melee weapon, +50%; Must be declared before rolling for the attack) [103]. Notes: “Dispersion” is Insubstantiality (Can Carry Objects, Light, +20%; Magical, -10%) [88].

Fade Through – 50 points

This ability lets you teleport a distance up to 10 yards. You can carry objects weighing up to your light encumbrance while teleporting. See B97 for details.
Statistics: Warp (Extra Carrying Capacity, Light, +10%; Range Limit, 10 yards, -50%; Magical, -10%) [50].

Ghostwalk – 24 points

The initiator steps through to the borderland between the Material and the Ethereal planes, becoming an incorporeal figure in both realities for a few moments. Every activation of this ability costs you 1 FP and lasts up to 10 seconds. After that, it shuts down without warning and you can’t reactivate it for five minutes. You can carry objects weighing up to your light encumbrance while insubstantial.
Statistics: Insubstantiality (Can Carry Objects, Light, +20%; Costs Fatigue, 1 FP, -5%; Maximum Duration, 10 seconds, -75%; Magical, -10%) [24].

Virulent Spray – 5 points (Path of War Expanded)

Skills: Acid Weapon (Bow)*; Bow; Corrosive Strike (Bow); Fast-Draw (Arrow).
Techniques: Close Combat (Bow); Retain Weapon (Bow); Targeted Attack (Bow Shot/Face, Bow Shot/Vitals).
Perks: Strongbow.
*See Pyramid 3-60.

Optional Traits
Secondary Characteristics: Improved Basic Speed.
Advantages: Imbue 3 (Magical, -10%) [36] is required to learn the Imbuement Skills, and hence the style.
Disadvantages: Overconfidence.
Skills: Arching Shot (Bow); Bank Shot (Bow); Crossbow; Guided Weapon (Bow).

White Raven – 5 points (Tome of Battle)

Skills: Broadsword; Leadership; Shield; Tactics.
Cinematic Skills: Guidance*.
Techniques: Counterattack (Axe/Mace, Broadsword, Polearm, Two-Handed Axe/Mace, or Two-Handed Sword); Spinning Strike (Axe/Mace, Broadsword, Polearm, Two-Handed Axe/Mace, or Two-Handed Sword); Sweep (Polearm, Two-Handed Axe/Mace, or Two-Handed Sword).
Perks: Aura of Authority*; Drills (Task)*; Esprit de Corps*; Harmonious Action*; Sacrificial Parry; Shield-Wall Training; Teamwork.
*See Pyramid 3-65.

Optional Traits
Secondary Characteristics: Improved Per.
Advantages: Charisma; Coordinated Action*; Natural Leader*; Voice.
Disadvantages: Code of Honor; Sense of Duty.
Skills: Axe/Mace; Polearm; Riding; Two-Handed Axe/Mace; Two-Handed Sword.
*See Pyramid 3-65.

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