Windstep Kickboxing
Exclusive
Hailing from the coastal settlements of Shan Lun, this fast-paced martial art emphasizes rapid footwork and a barrage of relentless kicks and punches, named and stylized after the sea winds that batter the region.- Points Required Per Rank: 3
- Restrictions: No armor or shields.
Abilities
The following are special abilities granted to practitioners of the Ninjitsu Form.
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: -
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.
Type: Strike (Punch)
Damage: 1d4
Use: 1 attack
Successive Penalty: -5
Description: Conventional clenched-fist punch.
Special: -
Type: Defence (Block)
Damage: -
Use: 1 defense
Successive Penalty: -5
Description: Meet an incoming blow head-on, bearing the brunt of the damage with a well protected appendage, or padding the blow to reduce it's lethality.
Special: When you are hit by a Melee Attack, make a Combat Maneuver Check. The DC is equal to how much the attack exceeded your Flat-Footed AC. On success, reduce the damage of the attack by the amount your Combat Maneuver Check succeeded by, to a minimum of 1 damage. A block may be declared after damage is rolled on the incoming attack, but before any further actions are resolved.
Type: Strike (Kick)
Damage: 1d4
Use: 1 attack
Successive Penalty: -5
Description: A short, fast kick, delivered low. Ideal for use in confined spaces or grapples, but low damage.
Special: Can be used with a hold or while in a Grapple (use a Combat Maneuver Check in place of an attack in this case).
Type: Strike (Punch)
Damage: 1d6
Use: 1 attack
Successive Penalty: -5
Description: A punch that travels along a vertical line up into an opponents head.
Special: -4 to parry and block attempts vs this strike.
Type: Defence (Block)
Damage: -
Use: 1 defense
Successive Penalty: -5
Description: A block that overpowers the momentum of an enemy's attack to damage them.
Special: As block, but if the Combat Maneuver Check would have reduced the damage below 1, the excess reduction is dealt as bludgeoning damage to the attacker. This damage is treated the same as an unarmed Melee Attack. You must have a free hand to power block, and it can only be used once per round.
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.
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.
Type: Special
Damage: As strike
Use: 1 defense
Successive Penalty: -5
Description: Rather than defend against an attack, you open yourself up to the blow in order to create an opening with which to make a counterattack.
Special: Must be declared before the attack against you is rolled, and you are considered flat footed against this attack. Make an attack using a strike of your choice against your attacker simultaneous with theirs. They cannot use any defenses against your attack. Successive penalties for this move stack with those of the strike you use.
Type: Strike (Kick)
Damage: 2d4
Use: 1 attack
Successive Penalty: -5
Description: A damaging kick that involves sweeping the leg completely around the body.
Special: Cannot be used immediately before or after another kick.
Type: Strike (Kick)
Damage: 2d8
Use: 1 attack
Successive Penalty: -5
Description: A jump and kick with the soles of both feet.
Special: You go Prone after performing the kick.
Type: Combo (Dodge/Strike)
Damage: 2d8
Use: 1 defense
Successive Penalty: -
Description: A dodge that includes a drop kick as part of the motion.
Special: As dodge, but if successful you make a kick attack against the attacker and go Prone in your current square. Can only be used once per round.
Type: Strike (Kick)
Damage: -
Use: 1 attack
Successive Penalty: -5
Description: A spinning sweep of one or more opponent's legs, dealing no damage but tripping them.
Special: Used as Trip Combat Maneuver. Cannot be parried, blocked, or dodged. Must be Prone to use. Targets up to two opponents in reach (roll for each opponent).
Type: Strike (Punch)
Damage: 1d12
Use: 1 attack
Successive Penalty: -
Description: Winding out from the waist, this punch corkscrews out from the body for extra power.
Special: Can only be used once per round.
Gain a +1 bonus to hit on all kicks, a +5 Inherent Bonus to speed, and a +2 Inherent Bonus to Strength.
While in this Kata, you have a +3 bonus to hit for all Martial Arts Strikes, along with a -5 penalty to all defensive maneuvers.
While using this Kata, you double the amount of attacks you can make in a round, but each attack deals half damage (rounded down). You cannot use holds or make Grapple checks while using this Kata. Your first attack with each strike does not count towards successive penalties while using this Kata.
Gain quick draw as a bonus feat and a +6 Inherent Bonus to Initiative.
Bonuses
At rank 1, gain a +1 Competence Bonus to Hit with Kicks. At rank 14 this bonus increases to a +2 At rank 1, gain a +1 Competence Bonus to Damage with Kicks. At rank 16 this bonus increases to a +2 At rank 5, gain a +1 Competence Bonus to Hit with Punches. At rank 20 this bonus increases to a +2 At rank 7, gain a +1 Competence Bonus to Damage with Punches. At rank 22 this bonus increases to a +2Deadly Lightning Kata
At rank 20, a Windstep Kickboxing master no longer halves the damage of their attacks when in the Lighting Kata.Moves
Punches: Basic Punch, Uppercut, Power Punch. Kicks: Basic Kick, Snap Kick, Leg Hook, Axe Kick, Wheel Kick, Drop Kick, Spinning Ground Sweep Other: None Defenses: Dodge, Block, Power Block Combos: Combo Drop Kick/Dodge, Flying Jump Kick Special: Simultaneous AttackBasic 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: -
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.
Basic Punch
Damage: 1d4
Use: 1 attack
Successive Penalty: -5
Description: Conventional clenched-fist punch.
Special: -
Block
Damage: -
Use: 1 defense
Successive Penalty: -5
Description: Meet an incoming blow head-on, bearing the brunt of the damage with a well protected appendage, or padding the blow to reduce it's lethality.
Special: When you are hit by a Melee Attack, make a Combat Maneuver Check. The DC is equal to how much the attack exceeded your Flat-Footed AC. On success, reduce the damage of the attack by the amount your Combat Maneuver Check succeeded by, to a minimum of 1 damage. A block may be declared after damage is rolled on the incoming attack, but before any further actions are resolved.
Snap Kick
Damage: 1d4
Use: 1 attack
Successive Penalty: -5
Description: A short, fast kick, delivered low. Ideal for use in confined spaces or grapples, but low damage.
Special: Can be used with a hold or while in a Grapple (use a Combat Maneuver Check in place of an attack in this case).
Uppercut
Damage: 1d6
Use: 1 attack
Successive Penalty: -5
Description: A punch that travels along a vertical line up into an opponents head.
Special: -4 to parry and block attempts vs this strike.
Power Block
Damage: -
Use: 1 defense
Successive Penalty: -5
Description: A block that overpowers the momentum of an enemy's attack to damage them.
Special: As block, but if the Combat Maneuver Check would have reduced the damage below 1, the excess reduction is dealt as bludgeoning damage to the attacker. This damage is treated the same as an unarmed Melee Attack. You must have a free hand to power block, and it can only be used once per round.
Leg Hook
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
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.
Simultaneous Attack
Damage: As strike
Use: 1 defense
Successive Penalty: -5
Description: Rather than defend against an attack, you open yourself up to the blow in order to create an opening with which to make a counterattack.
Special: Must be declared before the attack against you is rolled, and you are considered flat footed against this attack. Make an attack using a strike of your choice against your attacker simultaneous with theirs. They cannot use any defenses against your attack. Successive penalties for this move stack with those of the strike you use.
Wheel Kick
Damage: 2d4
Use: 1 attack
Successive Penalty: -5
Description: A damaging kick that involves sweeping the leg completely around the body.
Special: Cannot be used immediately before or after another kick.
Drop Kick
Damage: 2d8
Use: 1 attack
Successive Penalty: -5
Description: A jump and kick with the soles of both feet.
Special: You go Prone after performing the kick.
Combo Drop Kick/Dodge
Damage: 2d8
Use: 1 defense
Successive Penalty: -
Description: A dodge that includes a drop kick as part of the motion.
Special: As dodge, but if successful you make a kick attack against the attacker and go Prone in your current square. Can only be used once per round.
Spinning Ground sweep
Damage: -
Use: 1 attack
Successive Penalty: -5
Description: A spinning sweep of one or more opponent's legs, dealing no damage but tripping them.
Special: Used as Trip Combat Maneuver. Cannot be parried, blocked, or dodged. Must be Prone to use. Targets up to two opponents in reach (roll for each opponent).
Power Punch
Damage: 1d12
Use: 1 attack
Successive Penalty: -
Description: Winding out from the waist, this punch corkscrews out from the body for extra power.
Special: Can only be used once per round.
Powers
Chagi, Kick Practice (Ex)
Intense practice that develops the flexibility to do splits, kick straight over one's head, mid jump, while landing back on one's feet.Gain a +1 bonus to hit on all kicks, a +5 Inherent Bonus to speed, and a +2 Inherent Bonus to Strength.
Bassai, Fortress Penetration(Ex)
The Basai Kata is a single minded assault on an opponent, designed to penetrate defenses and deal out damage with little regard for one's own defenses.While in this Kata, you have a +3 bonus to hit for all Martial Arts Strikes, along with a -5 penalty to all defensive maneuvers.
Lightning Kata(Ex)
The Lightning Kata allows the practitioner to attack with blinding speed, throwing an impossible amount of kicks and punches at their foes. This speed, however, comes at the expense of Strength, leaving each hit less impactful than it otherwise would be.While using this Kata, you double the amount of attacks you can make in a round, but each attack deals half damage (rounded down). You cannot use holds or make Grapple checks while using this Kata. Your first attack with each strike does not count towards successive penalties while using this Kata.
Iai-Jutsu(Ex)
Commonly called the "sword-drawing art", but also included in training without weapons, Iai-Jutsu is all about quickness, whether in drawing a weapon or being the first to strike in combat.Gain quick draw as a bonus feat and a +6 Inherent Bonus to Initiative.
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