Sandswept Viper

Exclusive

Hailing from the desert oasis of Submana, this martial art incorporates the use of twin scimitars, emphasizing swift, curved strikes, combined with fluid footwork and deceptive stances to misdirect your foe.  
  • Points Required Per Rank: 3
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  • Restrictions: Light Armor Only, no shields.
 

sandswept viper table

 

Abilities

The following are special abilities granted to practitioners of the Sandswept Viper form.  

Bonuses

At rank 1, gain a +1 Competence Bonus to Hit with attacks with a Scimitar. This bonus increases to +2 at rank 5, +3 at rank 9, and +4 at rank 14.   At rank 3, gain a +1 Competence Bonus to Damage with attacks with a Scimitar. This bonus increases to +2 at rank 7, +3 at rank 12, and +4 at rank 16.  

Weapon Kata

As its signature weapon, practitioners of the form are granted a weapon kata for the scimitar at rank 1.  

Two Weapon Fighting

At rank 2, practitioners of the Sandswept Viper form gain the use of the Two Weapon Fighting feat. For the purposes of this feat, practitioners treat the Scimitar as a light weapon. At rank 6, they gain the use of the Improved Two Weapon Fighting feat as well, and at rank 11 they add the use of Greater Two Weapon Fighting. These feats only function while using the Sandswept Viper form.  

Scimitar Finesse

Beginning at rank 4, practitioners of the Sandswept Viper form can use their Dexterity modifier in place of their Strength modifier for determining the bonus to hit for attacks with a Scimitar.  

Scimitar Precision

Starting at rank 8, practitioners of the Sandswept Viper form can use their Intelligence modifier in place of their Strength modifer for determining the bonus to damage for attacks with a Scimitar.  

Moves

Punches: None   Kicks: Basic Kick, Leg Hook, Axe Kick   Other: None   Moves: Rapid Shift, Forward Spin, Improved Forward Spin,   Defenses: Dodge, Parry, Misleading Step, Circular Parry   Combos: Sidewinder Strike, Reverse Turning Kick, Flying Jump Kick, Backward Turn, Pouncing Strike   Special: None  

Basic Kick

Type: Strike (Kick)
Damage: 1d6
Use: 1 attack
Successive Penalty: -5
Description: A conventional kick made by bringing up a knee, leg folded, then extending the foot out.
Special: -
 

Leg Hook

Type: Strike (Kick)
Damage: -
Use: 1 attack
Successive Penalty: -5
Description: A sweep of the opponent's legs, dealing no damage but tripping them.
Special: Used as Trip Combat Maneuver. Cannot be parried, blocked, or dodged.
 

Axe Kick

Type: Strike (Kick)
Damage: 2d8
Use: 1 attack
Successive Penalty: -5
Description: A high kick that goes up and over the opponent, coming down hard on their neck or shoulder.
Special: Can only be used on a Prone enemy or one you have a height advantage on.
 

Rapid Shift

Type: Move
Damage: -
Use: 1 attack
Successive Penalty: -
Description: Shifting footwork that allows you to reposition yourself without breaking combat rhythm.
Special: Make an additional 5 ft step.
 

Forward Spin

Type: Move
Damage: -
Use: 1 move action
Successive Penalty: -
Description: A quick spin into melee with an opponent used as part of your move action, leaving them unprepared to strike you.
Special: Roll an Acrobatics check vs an opposed Sense Motive as part of your movement into melee with an opponent. On success, your opponent loses one attack on their next turn. Can only be used once per round.
 

Forward Spin, Improved

Type: Move
Damage: -
Use: 1 attack
Successive Penalty: -
Description: A quick spin into melee with a nearby opponent, leaving them unprepared to strike you.
Special: Roll an Acrobatics check vs an opposed Sense Motive. On success, move up to 10 ft. into melee with your opponent, and they lose one attack on their next turn. Can only be used once per round.
 

Dodge

Type: Defence (Dodge)
Damage: -
Use: 1 defense
Successive Penalty: -5
Description: By making a quick movement away from an incoming attack, you leave the blow to strike at nothing but air.
Special: When you are hit by a Melee Attack or successful Grapple/hold attempt, make an Acrobatics check. The DC is equal to 10 + how much their attack exceeded your touch AC. On success, the attack misses and you move to a random adjacent open square. If no such square is available, or at your choice, you instead go Prone in your current square. Against area melee attacks, movement is restricted to squares not included in the attack, and the dodge fails if none are available. Against Grapple/hold attempts, the DC is 15 + the amount their check succeeded by. You must release any grapples/holds you control in order to dodge, and you cannot dodge if you are currently Grappled/held, Entangled, or otherwise restricted in your ability to move. Against an attacker with multiple attacks, the movement is not resolved until the last attack is made by that target. A dodge must be declared before the damage of the attack is resolved.
 

Parry

Type: Defence (Parry)
Damage: -
Use: 1 defense
Successive Penalty: -5
Description: Attempt to thwart an enemy's attack by intercepting the strike before it can land. This can be done with a weapon or by hand.
Special: When you are hit by a Melee Attack, make an Unarmed Attack roll. If it meets or exceeds the attack roll against you, the attack is negated. You must have a free hand to parry. A parry must be declared before the damage of the attack is resolved.
 

Misleading Step

Type: Defence (Dodge)
Damage: -
Use: 1 defense
Successive Penalty: -5
Description: A feinted step one way, followed by a quick dive the other before more blows can land.
Special: As dodge, but movement is immediate, and you choose which square to mvoe to. Can only be used once per round.
 

Circular Parry

Type: Defence (Parry)
Damage: -
Use: 1 defense
Successive Penalty: -5
Description: A sweeping counter that intercepts blows from multiple directions.
Special: As parry, but the check is made at a -2 penalty. If successful, you can apply the roll to a second hit provided it is from a different foe (second parry does not count towards successive penalties). Can only be used once per round.
 

Sidewinder Strike

Type: Combo (Dodge/Strike)
Damage: As strike
Use: 1 defense
Successive Penalty: -
Description: Make a dodge attempt. If successful, move 5 feet into a square adjacent to attacker and make an attack roll. Opponent is considered flanked for this attack.
Special: As dodge, but movement is not away from opponent, and occurs immediately. If successful, you can make an attack against your opponent using any move or weapon available in your current form. Your opponent is considered Flanked for this attack. Can only be used once per round.
 

Reverse Turning Kick

Type: Combo (Dodge/Strike)
Damage: 2d6
Use: 1 defense
Successive Penalty: -
Description: A dodge paired with a counter kick against the attacker.
Special: As dodge, but if successful you do not move and instead make a kick attack against the attacker. Can only be used once per round.
 

Flying Jump Kick

Type: Combo (Strike/Move)
Damage: 2d8
Use: 2 attacks
Successive Penalty: -
Description: A flying leap into a devastating kick against an opponent.
Special: Up to 10 ft. of straight line movement paired with a kick attack. Any bonus damage is doubled as though it were a critical hit. Opponent must be in line with the movement. DC 10 Acrobatics check or movement is limited to 5 ft. and the attack is lost (DC 20 to jump over an occupied square). Can only be used once per round.
 

Backward Turn

Type: Combo (Dodge/Move)
Damage: -
Use: 1 defense
Successive Penalty: -
Description: A quick tumble away from an enemy strike.
Special: As dodge, but if successful, move 5 ft. away from the attacker into the open square of your choice. Can only be used once per round, and does not suffer from or count towards successive dodge penalties.
 

Pouncing Strike

Type: Combo (Strike/Move)
Damage: As strike
Use: 1 attack
Successive Penalty: -
Description: Forward leap as part of an attack.
Special: Up to 10 ft. of straight line movement. Requires a DC 10 Acrobatics check or movement is limited to 5 ft. and the attack is lost. Can be used with any strike, and can only be used once per round.
 

Powers

Kobu-Justu, Weapon Kata(Ex)

Kobu-Jutsu is the practice of incorporating a weapon into a Martial Arts form. Only forms that explicitly allow a Weapon Kata can use this, and only with the weapons allowed by that form. Even in such cases, the weapon can only be used while in that form by using the Kobu-Jutsu Kata each round.
  While this Kata is active, you can wield any allowed weapon while in a Martial Arts form that allows for this Kata. Attacks with a weapon follow normal rules for Base Attack Bonus progression and penalties, and extra attacks granted by Martial Arts forms cannot be used to make armed attacks. You cannot use any holds while wielding a weapon, and you cannot use punches while wielding a two-handed weapon. You can use your weapon to make parries in this Kata, using your highest Base Attack Bonus for each roll (successive penalties for parries still apply). If the form allows for dual wielding or double weapons, normal rules apply for using two weapons.
 
Example: Sato is a 7th level Martial Artist wielding a single scimitar with the Sandswept Serpent form. He can make two attacks per round with his scimitar, using a Base Attack Bonus of +7 and +2 respectively. His remaining 2 attacks granted by the form must be used to make unarmed strikes.
 

Kamgeiko and Shochu Geiko (Ex)

Winter and summer training, Kamgeiko and Shochu Geiko consists of hiking through frozen mountains near naked, swimming in frozen over lakes, spending days practicing martial arts on the edge of active volcanoes, and otherwise training yourself to ignore and tolerate extreme heat and cold.
  Gain a +2 Inherent Bonus to Constitution, one additional hit point each level, Cold Resistance 5, and Fire Resistance 5.
 

Zanshin, Martial Art Awareness(Ex)

Also called Tsuki No Kokoro, which means "Mind like the Moon." That's because it is said that the practitioner's mind floats above the body, calmly sensing all activity around it. A threat, no matter how slight, will disturb that calm. As a a practitioner might put it, "As someone thinks to attack me, that person's Chi comes toward me. I have only to follow the Chi, and I will know the source of the attack." This ability is one of readiness and awareness. Training involves being constantly on the alert, even while sleeping. The practitioner will instantly sense anybody who enters their Zanshin circle, including those with who are Incorporeal and/or Invisible (although is grants no ability to see such creatures).
  Gain a +2 Inherent Bonus to Initiative, parry attempts, and dodge checks. You cannot be caught by surprise by anyone within close range of you, and immediately know the presence of any about to take hostile action against you within that range (though not their location or intended action).

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