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Warp Throw

  • casting time 1 Action
  • range Self (5 Feet)

  • components S
  • duration Instantaneous

It consists of making a grip between the armpits to an opponent in a low stance and then making a knockdown with which the opponent falls on his rear against the ground. Although in the case of Allexander Gallen the takedown is done by throwing the opponent into the air due to his superhuman strength.

It seems like a very useful technique, but because the part that is thrown to the ground is the rear, it loses a lot of effectiveness in terms of knockouts compared to other techniques that throw the opponent's head against the ground.

Throw

Yawara (Wrist Throw)

  • casting time 1 Action
  • range Self (5 Feet)

  • components S
  • duration Instantenous

The Yawara is a jujutsu flip done at the wrist. This move can even be effectively used by someone with almost no muscle mass.

Your opponent makes a strength saving throw, on a failure they are thrown to the ground and are prone. Opening them up to attack

Throw

Kokouken

  • casting time 1 Action
  • range Self (5 Feet)

  • components S
  • duration Instantaneous

Your opponent makes a constitution saving throw, on a failure, the user of the technique must put his hand in form of a beak (separate the index finger from the thumb as much as possible), and then launch a blow between the eyes. This causes the enemy to lose vision and be stunned for 1 turn.

Strike

Kotsukake

  • casting time 1 Action
  • range Self

  • components S
  • duration Concentration

The user retracts their testicles in their pubic region, minimizing the effect of groin hits. The crotch attacks are extremely effective technique, however Shinshinkai karate masters and Okinawan karate masters can escape the attack by somehow hiding their testicles inside during the Kotsukake technique.

You become resistant to the nausea effect when taking groin hits.

Transformation

Tetsu no Tsume (Iron Claw)

  • casting time 1 Action
  • range Self (5 Feet)

  • components S
  • duration Concentration

The user of the technique have to grasp the opponent's left hand tightly with his right hand, then he must grab the opponent's face with his left hand. Then the technique user have to take the opponent to the ground and begin to crush his face by pressing against the ground.

The technique is deadly, but focusing on the face and the left hand leaves the opponent's right hand free.

Your opponent takes 2D4 piercing damage.

Each turn your opponent makes a strength saving throw, upon failure they take 2D4 piercing damage. On a success, they break free.

Grab

Yagura (Inner Thigh Throw)

  • casting time 1 Action
  • range Self (5 Feet)

  • components S
  • duration Instantaneous

Your opponent makes a Strength Saving throw on a failure, you grab the inner thigh of your opponent, pulling up, you twist and throw them into the ground opening the up for an opportunity attack. They take 1D8 Bludgeoning Damage.

Throw

Headbutt

  • casting time 1 Action
  • range Self (5 Feet)

  • components S
  • duration Instantaneous

The user of the technique must put the neck back, and then move it strongly forward, attacking his opponent face with a head or just causing their heads to collide. The user can also grab an opponent's clothes to pull themselves closer and for a stronger impact. Although this technique does not require special martial arts skills and is typically based on brute force, even martial artists sometimes use it in matches because it is very effective.

Both you and your opponent make a Con Save on a failure, one takes 2D8 Concussion Damage, on a success one takes 1D8 Concussion Damage,.

Strike

Mach Punch

  • casting time 1 Action
  • range Self (5 Feet

  • components S
  • duration Instantaneous

The caster aligns their joints perfectly to deliver a punch that break the sound barrier. On a hit, the opponent takes 3D4 piercing damage and the opponent is forced to make a constitution saving throw, on a failure, they take 2D4 concussion damage.

Strike

Mach Kick

  • casting time 1 Action
  • range Self (5 Feet)

  • components S
  • duration Instantaneous

The Mach Kick is a extremely fast kick technique. You attempt to strike the head of ribs. Your opponent is forced to make a constitution saving throw, on failure they take 3D4 bludgeoning damage, on a success, they take 1D4 bludgeoning damage.

Kick

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Aiki (Joining Spirit)

  • casting time 1 Action
  • range Self

  • components S
  • duration Concentration

Aiki is a Japanese martial arts principle or tactic in which the defender blends (without clashing) with the attacker, then goes on to dominate the assailant through the strength of their application of internal dynamics or Ki energy to affect techniques.

Blending with an attacker's movements allows the Aiki practitioner to control the actions of the attacker with minimal effort. One applies Aiki by understanding the rhythm and intent of the attacker to find the optimal position and timing to apply a counter-technique.

When in this state, your defensive and offensive Armor Class merge and all physical attacks on you provide an opportunity to attack. On these attacks, the enemy's AC gains 3.

Transformation

Kai Ko Ken (Open Hand Strike)

  • casting time 1 Action
  • range Self (5 Feet)

  • components S
  • duration Instantaneous

You open your hand and strike a targeted location. Your opponent takes 1D8 bludgeoning damage

Strike

Ipon ken (Forefinger Knuckle Strike)

  • casting time 1 Action
  • range Self (5 Feet)

  • components S
  • duration Instantaneous

Ippon Ken is a karate striking technique that uses the extended knuckle of the middle finger (or index finger) in order to strike a target. The technique is very effective when a fighter wants to attack a specific point of the opponent's body.

You extend your pointer finger's knuckle while making a fist. Upon the strike, the defending creature takes 1d4 piercing damage.

Strike

Hashi Uchi(Back Hand Strike)

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