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Dragon Claw Kung Fu

Requirements: Str: 12, Dex: 12, Int: 12, Wis: 12, any non evil alignment.
Restrictions: Costs 2 Weapon and 2 Non-Weapon proficiency slots to learn.
1. Cant be mastered like normal weapons.
2. Mages cost 2 times the slots.
3. Monks learn for cost but it replaces their normal combat abilities advancement.
4. Only Clerics whos faith allows them to use edged weapons may learn this style, unless they worship a god of war that doesnt use edged
weapons.
5. Paladins can not learn this style as it is inappropriate for one of their standing to sully himself with such a barbaric form of combat, should
a Paladin learn this form either by choice or by a wish spell they will find themselves instantly transformed to a Fighter 2 levels lower than
they were as a Paladin, but they will have the knowledge of this style to that level. (Note: The Paladin him/her self must choose of their
own free will to learn this either by training or by wish. If another wishes for the Paladin to learn this form the wish automatically fails.)
Level Advancement
1) AC: 6, Move: 15, Attacks: 2/1, Hand Damage: 1D3, Special Abilities: Iron Skin, Instant Stand.
2) AC: 5, Move: 16, Attacks: 2/1, Hand Damage: 1D4, Special Abilities: Missile Deflection: Save vs paralysis to perform, Blind Fighting, Hit
as a silver weapon bare handed.
3) AC: 4, Move: 17, Attacks: 2/1, Hand Damage: 1D6, Special Abilities: Crushing Blow: Can break through of wood or of stone per
level, if used against living targets adds 1 point of damage per level, Iron Fist: Prevents damage from performing the crushing blow.
4) AC: 3, Move: 18, Attacks: 3/1, Hand & Kick Damage: 1D6, Special Abilities: Add 1 kick per round of combat, Weapon Catch: Save vs
paralysis to perform & must have both hands free & empty, Hit as a silver +1 weapon.
5) AC: 3, Move: 19, Attacks: 3/1, Hand & Kick Damage: 1D6+1, Special Abilities: Weapon Breaker: Weapons save vs crushing blow or are
destroyed (only action that round and can only be done after a successful weapon catch)
6) AC: 2, Move: 20, Attacks: 3/1, Hand & Kick Damage: 2D4, Special Abilities: Nerve Touch: Save vs paralysis +/- the difference in levels or
HD, Hit as a silver +2 weapon.
7) AC: 1, Move: 21, Attacks: 3/1, Hand & Kick Damage: 2D4+1, Special Abilities: Falling: Can fall a number of feet equal to level x10
without taking damage, Regeneration: Body heals 1D4+1 points per round +1 per level here after.
8) AC: 0, Move: 22, Attacks: 4/1, Hand & Kick Damage: 2D6, Special Abilities: Add another kick attack per round, Dragon Claw: Only attack
that round does x3 damage, Hit as a silver +3 weapon.
9) AC: -1, Move: 23, Attacks: 4/1, Hand & Kick Damage: 3D4, Special Abilities: Awareness: Can NEVER be surprised or the subject of a
back attack can see all around self except for invisible targets.
10) AC: -1, Move: 24, Attacks: 4/1, Hand & Kick Damage: 2D6+1, Special Abilities: Hit as a silver +4 weapon, Steel Skin: Normal fire does
no damage magic fire & breath weapons (of all kinds) does damage save for damage, Is considered a Grand Master of the style now (if the
DM chooses the damage dice can be upgraded to the next higher die from here on.)
11) AC: -2, Move: 25, Attacks: 5/1, Hand, Kick, & Head Damage: 3D4+1, Special Abilities: Add 1 headbutt attack per round, Any fall greater
than the Falling ability only does damage.
12) AC: -3, Move: 26, Attacks: 5/1, Hand, Kick, & Head Damage: 4D4, Special Abilities: Hit as a silver +5 weapon, Dragon Skin: Normal fire
does no damage magic fire & breath weapons (of all kinds) does save for no damage. (DM Note: The characters skin now has a slight tint to
it representing his alignment just as a true dragon, though this tint is not very noticeable True Dragons and other students of Dragon Claw will
notice and act accordingly. True Dragons of a similar alignment will respect the character, 1 group step off may be indifferent and 2 steps off
will be indifferent maybe hostile. Refer to the chart below for the player to choose the color based on alignment of the character)
13) AC: -4, Move: 27, Attacks: 5/1, Hand, Kick, & Head Damage: 4D4+1, Special Abilities: Distant Death: Allows to inflict physical attack
damage at a range of 1 per level.
14) AC: -5, Move: 28, Attacks: 5/1, Hand, Kick, & Head Damage: 2D10, Special Abilities: Affect undead (skeletons, zombies, ghouls,
shadows, wights, & ghosts) as a mace of disruption: save vs level -2.

15) AC: -5, Move: 29, Attacks: 5/1, Hand, Kick, & Head Damage: 4D6, Special Abilities: Can enter the elemental plains without harm.
16) AC: -6, Move: 30, Attacks: 5/1, Hand, Kick, & Head Damage: 5D6, Special Abilities: Magic Resistance: +50% also spells such as Haste,
Slow, Geas, & Quest have no affect.
17) AC: -7, Move: 32, Attacks: 5/1, Hand, Kick, & Head Damage: 4D8, Special Abilities: Poisons of all types have no effect, calculate AC to
its full extent include bonuses from dexterity ONLY.
18) AC: -8, Move: 34, Attacks: 9/1, Hand, Kick, & Head Damage: 6D6, Special Abilities: Impervious to acid.
19) AC: -9, Move: 36, Attacks: 9/1, Hand, Kick, & Head Damage: 5D8, Special Abilities: Impervious to slimes, jellies, puddings, etc.
20) AC: -10, Move: 38, Attacks: 10/1, Hand, Kick, & Head Damage: 6D10, Special Abilities: Impervious to ALL Breath Weapons.

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