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(Recruiting) Path of Enlightenment: Chapter 2
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<blockquote data-quote="Voda Vosa" data-source="post: 4964228" data-attributes="member: 51271"><p>Revisied and additional trainings, will add more later. </p><p></p><p>"Innate Martial Arts" a feat that allows the player to make an unarmed basic melee attack against a target with +3 proficiency, dealing 1d4+Str points of damage. Additionally you gain a +1 in your attempts to grab an opponent while unarmed. </p><p>This applies to all character, even npcs. </p><p></p><p>"Channeling Chi" Any person related with martial arts learns to channel their chi, through meditation and training. Controlling this energy will allow the characters to make some feats out of ordinary. Channeling Chi will allow you to harm ghosts and spirits with your unarmed attack. If you attack living beings, you get a +1 force damage to your damage rolls. Channel Chi is an encounter power that requires great amount of concentration. It last until the end of the encounter or until the character is immobilized or unconscious. It takes a minor action to activate the Channel Chi ability, so you'll be able to activate it and use it in you turn. All martially trained PC get this free. Other characters added later could gain once trained in a martial style.</p><p></p><p>"Martial Art Training" This feat allows you to use your hands as weapons. This allows you to use the class powers wile unarmed. This feat is gained by those who have received training in a martial style. 1st 2nd and 4th characters have this feat free. Other characters added later could gain once trained in a martial style.</p><p></p><p>"Stone Palm"</p><p>This technique allows the warrior to perform great defensive feats with his bare hand. Using the Stone Palm the warrior can deflect blades and arrows, and use it to slam enemies away with the power and bluntness of the Stone.</p><p><em>Prerequisite:</em> Str 13 Con 13</p><p><em>Benefit:</em> You can use a free hand as a Heavy shield, gaining +2 to shield AC and all the benefits of using said shield. The user does not suffer any penalty of wearing heavy shield, and can climb, etc. To gain the benefits of this technique, you must focus during a minor action. The effect last until the end of the encounter Gaining focus to use Stone Palm is like an encounter power.</p><p></p><p>“Shin Chi Channeling” </p><p>The energies from your Shin chi spread through your chakras purging your body and healing your injuries. </p><p><em>Prerequisite: </em> Channeling Chi</p><p><em>Benefit:</em> Channeling the positive energies of a person’s chi, the user is able to spend a healing surge and gain +1d6 temporal hp, plus making a saving throw. This ability is used through the Channeling Chi training, when you activate this ability you must choose to use Shin Chi Channeling or not in this encounter.</p><p>Action: Free, requires using Channeling Chi.</p><p>Target: Self</p><p></p><p>“Shang Chi Channeling” The black energy from your Shang chi shoots from your body and seeks your foe. The energy feeds on the unlucky fellow’s life force, and then returns to you, fueling your system with the stolen power. </p><p><em>Prerequisite: </em> Channeling Chi</p><p><em>Benefit:</em> Channeling the negative energies of a person’s chi, the user is able to drain the vital force of the target. When activated, the user chooses a target within a 10 feet radius. Said target looses a healing surge and the user regains a lost healing surge. This ability is used through the Channeling Chi training, when you activate this ability you must choose to use Shin Chi Channeling or not in this encounter.</p><p>Action: Free, requires using Channeling Chi.</p><p>Target: An enemy within Burst 2</p><p></p><p> “Phantom’s Walk” </p><p>You stride a few steps and suddenly, your body shape turns blur and ghostly, as you pass right through your enemy, assaulting its senses. </p><p><em>Prerequisite: </em> Sorcerer or Warlock </p><p><em>Benefit: </em>Phantom’s Walk encounter power:</p><p>Standard, Encounter ) ✦Psychic</p><p>Ranged 3; Cha vs. Will; 2d6 + Cha Psychic damage, and the target has no line of sight to anything more than 2 squares from it (save ends). The caster teleports to the square behind the target.</p><p></p><p>“Whirlwind kick”</p><p>You take the stance of the Wind, slightly crouched, and begin to spin down around the axis of your left foot, sweeping your foe’s feet from beneath it, and then spin up, kicking your falling enemy away from you.</p><p><em>Prerequisite:</em> Str 13</p><p><em>Benefit:</em> Whirlwind kick encounter power:</p><p>Standard, Encounter ) ✦Physical, unarmed. </p><p>Close; Str or Dex vs. Dex; 2d8 + Str damage, and the target is pushed a number of squares equal to your Str mod away from you and is now prone.</p><p></p><p>“Turtle’s Shelter” </p><p>This highly defensive stance leaves the warrior unable to attack, but renders it almost untouchable. </p><p><em>Prerequisite: </em>Con 13 </p><p><em>Benefit: </em>You can use all your offensive power to avoid incoming blows. While sustaining this stance, you gain a +2 AC and +1 to Fort and Reflexes. Additionally you can attempt to parry any physical attack, either close or ranged. Roll a basic melee attack and reduce that amount to the attacker’s roll. You can use an action point to parry an additional attack. You can’t reflect magical attacks. While in Turtle’s Shelter Stance, you can’t perform offensive actions, and you move at half your speed.</p></blockquote><p></p>
[QUOTE="Voda Vosa, post: 4964228, member: 51271"] Revisied and additional trainings, will add more later. "Innate Martial Arts" a feat that allows the player to make an unarmed basic melee attack against a target with +3 proficiency, dealing 1d4+Str points of damage. Additionally you gain a +1 in your attempts to grab an opponent while unarmed. This applies to all character, even npcs. "Channeling Chi" Any person related with martial arts learns to channel their chi, through meditation and training. Controlling this energy will allow the characters to make some feats out of ordinary. Channeling Chi will allow you to harm ghosts and spirits with your unarmed attack. If you attack living beings, you get a +1 force damage to your damage rolls. Channel Chi is an encounter power that requires great amount of concentration. It last until the end of the encounter or until the character is immobilized or unconscious. It takes a minor action to activate the Channel Chi ability, so you'll be able to activate it and use it in you turn. All martially trained PC get this free. Other characters added later could gain once trained in a martial style. "Martial Art Training" This feat allows you to use your hands as weapons. This allows you to use the class powers wile unarmed. This feat is gained by those who have received training in a martial style. 1st 2nd and 4th characters have this feat free. Other characters added later could gain once trained in a martial style. "Stone Palm" This technique allows the warrior to perform great defensive feats with his bare hand. Using the Stone Palm the warrior can deflect blades and arrows, and use it to slam enemies away with the power and bluntness of the Stone. [I]Prerequisite:[/I] Str 13 Con 13 [I]Benefit:[/I] You can use a free hand as a Heavy shield, gaining +2 to shield AC and all the benefits of using said shield. The user does not suffer any penalty of wearing heavy shield, and can climb, etc. To gain the benefits of this technique, you must focus during a minor action. The effect last until the end of the encounter Gaining focus to use Stone Palm is like an encounter power. “Shin Chi Channeling” The energies from your Shin chi spread through your chakras purging your body and healing your injuries. [I]Prerequisite: [/I] Channeling Chi [I]Benefit:[/I] Channeling the positive energies of a person’s chi, the user is able to spend a healing surge and gain +1d6 temporal hp, plus making a saving throw. This ability is used through the Channeling Chi training, when you activate this ability you must choose to use Shin Chi Channeling or not in this encounter. Action: Free, requires using Channeling Chi. Target: Self “Shang Chi Channeling” The black energy from your Shang chi shoots from your body and seeks your foe. The energy feeds on the unlucky fellow’s life force, and then returns to you, fueling your system with the stolen power. [I]Prerequisite: [/I] Channeling Chi [I]Benefit:[/I] Channeling the negative energies of a person’s chi, the user is able to drain the vital force of the target. When activated, the user chooses a target within a 10 feet radius. Said target looses a healing surge and the user regains a lost healing surge. This ability is used through the Channeling Chi training, when you activate this ability you must choose to use Shin Chi Channeling or not in this encounter. Action: Free, requires using Channeling Chi. Target: An enemy within Burst 2 “Phantom’s Walk” You stride a few steps and suddenly, your body shape turns blur and ghostly, as you pass right through your enemy, assaulting its senses. [I]Prerequisite: [/I] Sorcerer or Warlock [I]Benefit: [/I]Phantom’s Walk encounter power: Standard, Encounter ) ✦Psychic Ranged 3; Cha vs. Will; 2d6 + Cha Psychic damage, and the target has no line of sight to anything more than 2 squares from it (save ends). The caster teleports to the square behind the target. “Whirlwind kick” You take the stance of the Wind, slightly crouched, and begin to spin down around the axis of your left foot, sweeping your foe’s feet from beneath it, and then spin up, kicking your falling enemy away from you. [I]Prerequisite:[/I] Str 13 [I]Benefit:[/I] Whirlwind kick encounter power: Standard, Encounter ) ✦Physical, unarmed. Close; Str or Dex vs. Dex; 2d8 + Str damage, and the target is pushed a number of squares equal to your Str mod away from you and is now prone. “Turtle’s Shelter” This highly defensive stance leaves the warrior unable to attack, but renders it almost untouchable. [I]Prerequisite: [/I]Con 13 [I]Benefit: [/I]You can use all your offensive power to avoid incoming blows. While sustaining this stance, you gain a +2 AC and +1 to Fort and Reflexes. Additionally you can attempt to parry any physical attack, either close or ranged. Roll a basic melee attack and reduce that amount to the attacker’s roll. You can use an action point to parry an additional attack. You can’t reflect magical attacks. While in Turtle’s Shelter Stance, you can’t perform offensive actions, and you move at half your speed. [/QUOTE]
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