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#6 |
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Join Date: Aug 2004
Location: Edmond, OK
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Here's the martial arts style I made for the felinids in my current campaign:
Felinid Empty-Hand [5] The felinids are not strong and don’t make great soldiers, but in a bar-room brawl, they can be quite lethal. Their natural weapons of claws and teeth can do disproportionate damage, and their quickness allows them to be very good at scoring hits and avoiding them, too. When using their well-developed martial arts style, they prefer to use defensive attacks, keeping well away from damage. They try to land painful claw attacks, and when an opponent is weakened, they go for the kill, using stronger clawing attacks and possibly a bite. Skills: Acrobatics; Judo; Jumping; Karate Techniques: Acrobatic Stand; Aggressive Parry (Karate; may use cutting damage, too); Counterattack (Karate); Feint (Karate); Judo Throw; Jump Kick; Kicking (Karate) Cinematic Skills: None Cinematic Techniques: None Perks: Biting Mastery; Rapid Retraction; Special Exercises (Stricking ST +1); Technique Mastery (Judo Throw);Weapon Adaptation (Claws to Karate) Optional Traits Secondary Characteristics: Combat Reflexes; Extra Basic Speed; Striking ST+1 Disadvantages: Bloodlust; Overconfidence; Reputation (Harms People Unnecessarily in Fights) Skills: Escape; Karate Art; Knife; Stealth; Thrown Weapon (Knife) Hope that helps for inspiration or whatever. |
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