...for Advanced Dungeons & Dragons(tm) in MyWorld. |
...for Multiverser.
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Gazuntite
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Gazuntite
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Perhaps the perfect Ninja style, it has good offensive and defensive values, some useful and varied maneuvers, and both the bo stick and the spear, so that it can be used with the Shikomi-zue in both forms.
Form:
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Hard/Soft |
Method:
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Lock |
AC:
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-3 |
Att:
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x2 |
Dam:
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d5 |
Body Part:
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Body |
Spear
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2d6-1/d6+d8-1 |
Bo Stick |
2d6-1/d6+d4-1 |
Special Maneuvers: 9 |
This style has good offensive and defensive values, some useful and varied maneuvers, and both the bo stick and the spear, so that it can be used with the Shikomi-zue or the Shakujo yari in both forms.
Type of Style:
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Fast Defensive Weapon-utilizing |
Basic Attack Form:
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Grapple |
Defensive Modifiers:
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-15SM |
Attack Multiplier:
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2 (Two) |
Offensive Modifiers:
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+10 Dam Mod |
Body Part:
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Body |
Weapons Taught:
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Spear, Bo Stick |
Special Maneuvers: 10 |
1 Choke Hold |
Leaping Kick B7@3 |
2 Locking Block |
Power Throw B7@3 |
2 Flying Kick |
Missile Escape B7@4 |
3 Incapacitator (M) |
Attack Catch B7@5 |
3 Paralyzing Touch |
Immobilizer B7@5 |
3 Hurl (HM) |
Choking Grasp B7@7 |
4 Immobilizing |
Limb Twister B7@7 |
4 Distance Death (MHM) |
Paralyzing Strike B7@7 |
4 Missile Deflection (Meditation) (MHHM) |
Remote Strike B7@9 |
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Alert Rest B10@2 |
Basic Style gets 2 attacks at d5 damage, and -3 on armor class. Bo Stick (2d6-1/d6+d4-1) and Spear (2d6-1/d6+d8-1) are both used, making this an excellent style for use with the shikomi-zue or the shakujo-yari. |
Basic Style gets 2 attacks with a +10 damage mod, and a -15 defensive sit-mod. Bo Stick and Spear are both taught, making this an excellent style for use with the shikomi-zue or the shakujo-yari. |
Untitled can have up to three maneuvers. The Choke Hold (1) disables for up to three minutes, but must be held through a full round. Locking Block (2) can disarm an opponent. Flying Kick (2) does 3d5, but requires a five-foot run. |
The Untitled may have mastered up to four maneuvers. The attacks Leaping Kick and Power Throw usually lead the pack, followed by the Missile Escape defense and one of the anti-attack maneuvers Attack Catch or Immobilizer. |
Master adds at least one and possibly two more. Incapacitator (3) does 3d5 and disables a limb or other appendage for 24 hours. Paralyzing Touch (3) completely disables an opponent humanoid for up to an hour. Hurl (3) does 2d5 points damage and throws opponent up to four feet, effective for limited field (ring competition) combat. |
The Master has usually mastered all of those, and often adds one of the special damage maneuvers Choking Grasp, Limb Twister, or Paralyzing Strike. |
Honored Master knows all these, possibly one more. Immobilizing (4) prevents an opponent from making any action other than a limited escape attempt. Distance Death (4) can do 3d5, or cause penalty of 2 on victim's hit and to be hit, or disable for up to four minutes or up to one hour, at a distance of one foot per level, against a humanoid opponent. Neither Missile Deflection (4) nor the monk variant Meditation (4) affects duels. |
The Honored Master adds at least one and possibly both of the special damage maneuvers. |
Most Honored Master knows all but one of these maneuvers. |
The Most Honored Master almost always adds the Remote Strike to his arsenal. |
Most Highly Honored Master knows all of the maneuvers. |
The Most Highly Honored Master learns the difficult Alert Rest technique. |
Ovverall this is a well-balance combat style, with moderate values for damage and protection, and strong attacks with moderately strong weapons which are common and easy to find. The maneuvers have a good balance of uses, but it does not have All-Around Sight or Blind Fighting. |
Overall this is a well-balanced combat style, with moderate values for damage and protection, and strong attacks with moderately strong weapons which are common and easy to find. The maneuvers have a good balance of uses, but it does not have Panoramic Awareness or Fighting Blind. |