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Martial Arts Styles


Martial arts styles allow a warrior to train in advanced forms of combat.

Level Experience Point Cost
1 250
2 500
3 750
4 1000
5 1250
6 1500
7 1750
8 2000
9 2250
10 2500


 Crane Style - Way of the Wind

The crane style is a soft-form style that emphasizes grace and mobility while also using a lot of mind skills, and is a very difficult style to master.  Also known as the way of the wind, the crane style is a very prominent style in the northern galaxy, but is quite rare in the western galaxy.  Some known masters in the northern galaxy include Master Tsuru-sennin, and Master Tenshinhan.  The only known master in the western galaxy is Master Gren Shinzen of the planet Nubar.

Style Level

XP Point Cost

Benefit

1

250

 Acrobatics +2, Sudden Strike +1

2

500

 Graceful Defense +1

3

750

 Acrobatics +3, Graceful Strike +1

4

1,000

 Graceful Defense +2

5

1,250

 Acrobatics +4, Crane Strike, Sudden Strike +2

6

1,500

 Graceful Strike +2

7

1,750

 Acrobatics +5

8

2,000

 Graceful Defense +3

9

2,250

 Acrobatics +6, Graceful Strike +3

10

2,500

 Sudden Strike +3, Surge of Speed


Requirements: Charisma 10+ level in the style, Dexterity 10+ level in the style, and Ki 10+ level in style.  If a warrior does not meet these minimum requirements, then they are unable to progress in the styles levels of mastery.

Crane Style Techniques:
Warriors who study the crane style gain a style bonus to Ki Craft checks made to learn the following techniques: Bukujutsu, Dodompa, Kikoho, and Taiyoken.  This bonus is equal to the warrior's level in the style.

Acrobatics: Due to their training in the way of the wind, starting at 1st level, the character gains a +2 style bonus to all Balance and Tumble checks.  This bonus increases to +3 at 3rd level, +4 at 5th level, and +6 at 9th level.  A warrior wearing medium or heavier armor looses this ability.

Sudden Strike: Starting at 1st level, warriors using the crane stance in combat gain a +2 style bonus to Iaijutsu.  This bonus increases to +2 at 5th level and +3 at 10th level.  Warriors only gain this bonus when fighting in the crane stance, and a warrior wearing medium or heavier armor looses this ability.

Graceful Strike: Starting at 3rd level, warriors using the crane stance in combat gain a +1 style bonus to all attack rolls.  This bonus increases to +2 at 6th level, and +3 at 9th level.  Warriors only gain this bonus when fighting in the crane stance, and a warrior wearing medium or heavier armor looses this ability.

Graceful Defense: Starting at 2nd level, warriors using the crane stance in combat gain a +1 style bonus Defense.  This bonus increases to +2 at 4th level, and +3 at 8th level.  Warriors only gain this bonus when fighting in the crane stance, and a warrior wearing medium or heavier armor looses this ability.  Additionally this bonus is lost if the character is denied their Dexterity bonus to Defense.

Swift Strike: At 5th level, whenever a warrior using the crane stance in combat misses an opponent with a melee attack, they may make an additional attack roll with the same bonus to hit, and against the same opponent as the attack that missed.  This ability may be used once per day at 5th level in the style, and twice per day an 10th level in the style.

Surge of Speed:
At 10th level, warriors using the crane stance in combat gain the benefits of the Blinding Speed feat.  If the warrior already has this feat, or gains it later, the number or rounds per day the warrior may act as though hasted is 10.

 Dragon Style - The Ancient Art

Little is known of the
Namekian dragon style or ancient art as it is also called.  What is known however is that being trained in this style is very rare.  This form shows a complete mastery over Ki control, and is a good base for ultimate techniques.  Most of the ancient art training is simply Ki and mind training.  The user has to learn how to use his or her mind, spirit, and body as one.  Upon mastering this method, the user's Ki becomes almost invisible, and the speed is amazing.  Meditation is a big part of training for this technique.  Most Nameks have had at least a little training in the ancient art, however few are willing to share its secrets.

Style Level

XP Point Cost

Benefit

1

250

 Mind over Matter +1, Spiritual Empowerment +1

2

500

 Flexible Mind +2

3

750

 Mental Strength +1, Mind over Matter +2

4

1,000

 Flexible Mind +3

5

1,250

 Inner Pool, Mind over Matter +3, Spiritual Empowerment +2

6

1,500

  Flexible Mind +4, Mental Strength +2

7

1,750

 Mind over Matter +4

8

2,000

 Flexible Mind +5

9

2,250

 Mental Strength +3, Mind over Matter +5

10

2,500

 Flexible Mind +6, Inner Nexus, Spiritual Empowerment +3

Requirements: Constitution 10+ level in style and Ki 15+ level in style.  Additionally a warrior must either have levels in Mystic or be a Namek to learn this technique.  If a warrior does not meet these minimum requirements, then they are unable to progress in the styles levels of mastery.

Dragon Style Techniques: Warriors who study the crane style gain a style bonus to Ki Craft checks made to learn the following techniques: Renzokou Senkou Dan, Kousengan, Kaifuku, Makenkosappo, Masenko Ha, and Telepathy.  This bonus is equal to the warrior's level in the style.

Mind over Matter: Starting at 1st level, warriors using the dragon stance in combat gain a +1 style bonus to the damage dealt by their Ki attacks (this includes Spirit Magic).  This bonus increases to +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level.  Warriors only gain this bonus when fighting in the dragon stance.

Spiritual Empowerment: Starting at 1st level, warriors using the dragon stance in combat gain a +1 style bonus to all Channel Ki checks.  This bonus increases to +2 at 5th level and +3 at 10th level.  Warriors only gain this bonus when fighting in the dragon stance.

Mental Strength: Due to their constant meditation, the strength of the warriors mind has increased.  At 3rd level, the warrior gains a +1 style bonus on all Will saves.  This bonus increases to +2 at 6th level and +3 at 9th level.

Flexible Mind: Due to the flexibility of the warriors mind, and the fluidity of thought, at 2nd level the warrior gains a +2 style bonus to all Concentration and Sense Ki checks.  This bonus increases to +3 at 4th level, +4 at 6th level, +5 at 8th level, and +6 at 10th level.

Inner Pool: At 5th level, due to their training in the ancient art the warrior gains an additional power point every level. 

Inner Nexus: Upon attaining 10th level, the warrior can partially replenish his energy pool once per day.  This counts as a full round action and replenishes a number or energy points equal to the warriors Ki mod x2.

 Mantis Style - Way of the Inverted Blade

Mantis style or the way of the inverted blade is a weapon style is a defensive combat style developed primarily for use with two bladed weapons.  Most of its abilities require the warrior be wielding a weapon, and be wearing no armor heavier then light.  Emphasis is on quick attacks, while maintaining a strong defensive position.  The mantis stance is hard to miss, and is given away by the fact that the weapons are held backwards.

Style Level

XP Point Cost

Benefit

1

250

 Mantis Reflexes +1, Sudden Strike +1 

2

500

 Combat Mind +2

3

750

 Mantis Reflexes +2, Weapon Deflect +1

4

1,000

 Combat Mind +3

5

1,250

 Mantis Reflexes +3, Sudden Strike +2, Weapon Rend

6

1,500

 Combat Mind +4, Weapon Deflect +2

7

1,750

 Mantis Reflexes +4

8

2,000

 Combat Mind +5

9

2,250

 Mantis Reflexes +5, Weapon Deflect +3

10

2,500

 Combat Mind +6, Perfect Two-Weapon Fighting, Sudden Strike +3

Requirements: Dexterity 15+ level in style and Intelligence 10+ 1/2 level in style.  Additionally a warrior must posses the Weapon Focus feat in the weapon they are using and the the Ambidexterity feat.  If a warrior does not meet these minimum requirements, then they are unable to progress in the styles levels of mastery.

Mantis Style Techniques: Warriors who study the crane style gain a style bonus to Ki Craft checks made to learn the following techniques: ?.  This bonus is equal to the warrior's level in the style.

Mantis Reflexes: Starting at 1st level, warriors using the mantis stance in combat gain a +1 style bonus to Initiative and Jump checks.  This bonus increases to +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level.  Warriors only gain this bonus when fighting in the mantis stance.

Sudden Strike: Starting at 1st level, warriors using the mantis stance in combat gain +1 style bonuses to Iaijutsu checks.  This bonus increases to +2 at 5th level and +3 at 10th level.  Warriors only gain this bonus when fighting in the mantis stance.

Combat Mind: Due to their training in the mantis style, at 2nd level warriors gain a +2 style bonus to Spot and Sense Motive checks.  This bonus increases to +2 at 4th level, +4 at 6th level, +5 at 8th level, and +6 at 10th level.

Weapon Deflect: Starting at 3rd level, warriors using the mantis stance in combat gain a +1 dodge bonus to Defense.  This bonus increases to +2 at 6th level and +3 at 9th level.  Warriors only gain this bonus when fighting in the mantis stance.

Weapon Rend: At 5th level, warriors using the mantis style in combat gain the rend ability with their weapon attacks.  If the warrior hits with both weapons in combat, the off-hand weapon gain half again more bonus damage from the warrior's Strength.

Perfect Two-Weapon Fighting: At 10th level, warriors using the mantis style in combat suffer no penalty for using two weapons in combat.

 Scorpion Style - The Assassin's Art

The Scorpion Style is a deadly school of Martial Arts usually employed by ninjas or assassins.  Its a hard-form style that can be used while fighting unarmed, or with any of the weapons on the Rouge's weapon list.  Followers of the Scorpion school gain advanced knowledge in the arena of poisons and pressure points, thus allowing them to cripple their enemy.  Focus is on offense, and capitalization on an opponents weaknesses.


Style Level

XP Point Cost

Benefit

1

250

Envenoming +1, Poison Use

2

500

Climb +2, Sneak Attack +1d6

3

750

Envenoming +2, Hide +1

4

1,000

Climb +3

5

1,250

Envenoming +3, Scorpion Strike, Sneak Attack +2d6

6

1,500

Climb +4, Hide +2, Poison Immunity

7

1,750

Envenoming +4

8

2,000

Climb +5

9

2,250

Envenoming +5, Hide +3

10

2,500

Climb +6, Scorpion Sting, Sneak Attack +3d6

Requirements: Dexterity 10+ level in style, Intelligence 10 + 1/2 level in style.  Additionally a warrior must posses the Stunning Fist technique and the Sneak Attack ability.  If a warrior does not meet these minimum requirements, then they are unable to progress in the styles levels of mastery.

Scorpion Style Techniques: Warriors who study the scorpion style gain a style bonus to Ki Craft checks made to learn the following techniques: Blinding Strike, Crippling Blow, and Debilitating Blow.  This bonus is equal to the warrior's level in the style.

Envenoming: Due to their specialized training, At 1st level, followers of the scorpion Style gain a +1 style bonus to Brew Poison checks.  This bonus increases to +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level.

Poison Use: Followers of the scorpion school are trained in the use of poisons and never risk accidentally poisoning themselves when applying poison to a blade.

Climb: Due to their training in infiltration and stealth, warriors of the scorpion school gain a +2 style bonus to Climb checks at 2nd level.  This bonus increases to +3 at 4th level, +4 at 6th level, +5 at 8th level, and +6 at 10th level.

Sneak Attack: Warriors using the scorpion stance in combat gain extra sneak attack damage.  This bonus damage is +1d6 at 2nd, +2d6 at 5th, and +3d6 at 10th level.  Due to the opponents inability to properly defend against sneak attacks, all sneak attacks have a damage reduction penetration equal to the number of sneak attack damage dice dealt.  Warriors only gain this bonus when fighting in the mantis stance.

Hide: Due to their training in infiltration and stealth, warriors of the scorpion school gain a +2 style bonus to Hide checks at 2nd level.  This bonus increases to +3 at 4th level, +4 at 6th level, +5 at 8th level, and +6 at 10th level.

Scorpion Strike:
Warriors using the scorpion stance in combat are able to cause an opponent to lose their Dexterity bonus (and subsequent bonuses which are lost as a result) to Defense for one round.  To use this ability, the warrior must be within melee range and succeed at an attack roll.  This attack if successful effectively stuns the opponent for one round.  This ability may be used once per day per three levels in the style.

Poison Immunity: Followers of the scorpion school who attain the 8th level of mastery become immune to all poisons.  This is due to their constant work with handling poison and training their body to become more and more tolerant to it.

Scorpion Sting: The ultimate technique of the scorpion style, the Scorpion Sting allows a warrior to cause such debilitating pain with a successful stunning attack (Stunning Fist or Scorpion Strike), that they are nauseated for one round following the round they were stunned.  Nauseated creatures are unable to attack, cast spells, concentrate, or do anything else requiring attention.  The only action such a character can take is a single move (or move-equivalent) action while nauseated.


 Tiger Style - High Impact

The tiger style is a hard-form school of martial arts that emphasizes getting past an opponents defenses and dealing maximum damage above all else.  This style of combat is equally popular in the Northern and Western Galaxies.  

Level

Special

1

Tiger Claw +1, Stealth +1

2

Eye of the Tiger +1

3

Tiger Claw +2

4

Eye of the Tiger +2

5

Tiger Claw +3, Stealth +2, Clawed Power Attack

6

Eye of the Tiger +3

7

Tiger Claw +4

8

Eye of the Tiger +4

9

Tiger Claw +5

10

Eye of the Tiger +5, Stealth +3, Pounce

Requirements: Ki 10+ level in style and Strength 13+ level in style.  Additionally the warrior must posses the Power Attack Feat.  If a warrior does not meet these minimum requirements, then they are unable to progress in the styles levels of mastery.

Tiger Style Techniques: Warriors who study the tiger style gain a style bonus Ki Craft checks made to learn the following techniques: Strengthen and Void Strike.  This bonus is equal to the warrior's level in the style.

Tiger Claw: Warriors using the Tiger stance in combat gain a +1 style bonus to the damage dealt by their physical attacks.  This bonus increases to +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level.

Eye of the Tiger: Upon reaching 2nd level warriors using the Tiger stance in combat gain a +1 style bonus on attack rolls.  Also due to their training, followers of the tiger school gain a +1 style bonus on all Sense Motive checks.  These bonuses increase to +2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level.

Clawed Power Attack: Upon reaching 5th level in the tiger style, warriors using the tiger stance in combat improve their Power Attack ability.  Now when they use the feat for every -2 they give them selves to hit they gain a +3 to damage.  Instead of the -1 to hit and +1 to damage they normally get with the feat.

Pounce: Upon reaching 10th level in the tiger style, warriors using the tiger stance in combat can do a pounce attack once per day, leaping a distance equal to a full movement and still be able to do a full attack action.

 Turtle Style - Kame Style 

This art was founded by Mutaito-sama in the Northern Galaxy. It is called the Turtle, or Kame style because of the training methods used. Mutaito-Sama originally had two pupils: Tsuru-sennin and Muten Roshi. Tsuru-sennin turned evil and branched off his own style, known as the Crane Style. After Mutaito-Sama died capturing Piccolo in the Denshi Jar with the Mafuba, Muten Roshi continued to practice the Turtle Art and eventually master's it. He later picked up 2 students, Gyuu Mao and Gohan. Out of this Style spawned great techniques like the Kame Hame Ha (Turtle Blast) and Mafuba. The Turtle Style is a hard/soft-form style that emphasizes defense, however it does have very effective offensive capabilities as well.


Level

Special

1

Search +2, Natural Armor +1

2

Cautious Fighter +1

3

Search +3, Enhanced Fortitude +1

4

Cautious Fighter +2

5

Search +4, Natural Armor +2

6

Cautious Fighter +3, Enhanced Fortitude +2

7

Search +5,

8

Cautious Fighter +4

9

Search +6, Enhanced Fortitude +3

10

Cautious Fighter +5, Natural Armor +3

Requirements: Constitution and Ki 11+ level in style and Strength 13+ level in style. If a warrior does not meet these minimum requirements, then they are unable to progress in the styles levels of mastery.

Turtle Style Techniques: Warriors who study the turtle style gain a style bonus Ki Craft checks made to learn the following techniques: Kame Hame Ha, Mafuba, and Zanzoken.  This bonus is equal to the warrior's level in the style.

Search: Due to their training in the turtle style, at 1st level followers of the turtle school gain +2 a style bonus to all Search checks.  This bonus increases to +3 at 3rd level, +4 at 5th level, +5 at 7th level, and +6 at 9th level.

Natural Armor: Warriors using the turtle stance in combat gain a +1 natural armor bonus to their Defense.  This bonus increases to +2 at 5th level and +3 at 10th level.

Cautious Fighter: Starting at 2nd level, followers of the turtle school gain a +1 style bonus to Hide Ki and Concentration checks.  This bonus increases to +2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level.

Enhanced Fortitude: Starting at 3rd level, warriors using the turtle stance in combat gain a +1 style bonus on all Fortitude save and to their physical damage reduction.  This bonus increases to +2 at 6th level and +3 at 9th level. 

Shell Shock: Warriors using the Turtle stance while fighting can employ an attack called the Shell Shock.  By spending 5 power points, the warrior is able to make an unarmed attack with an attack bonus equal to half the character's level in Turtle Style, and a damage bonus equal to the character's level in Turtle Style.

Turtle Roll: Once per day while using the Turtle Style in combat, when a warrior would be reduced to 0 hp or less by damage in combat, the warrior can roll with the damage, thus ignoring all damage from that attack. This ability cannot be used when the warrior is denied his Dexterity bonus to AC.

 Gorilla Style - Way of the Ravager

The Gorilla style, known as the Way of the Ravager on the western side of the universe, is a hard form style that emphasizes both a strong defense and a powerful offense.  Originally developed on the planet Vegeta, this style represents the epitome of the Saiyan warrior.

Level

Special

1

Frightful Presence +1, Enhanced Fortitude +1

2

Frightful Presence +2, Follow Through +1

3

Frightful Presence +3

4

Frightful Presence +4, Follow Through +2

5

Frightful Presence +5, Enhanced Fortitude +2, Rage

6

Frightful Presence +6, Follow Through +3

7

Frightful Presence +7

8

Frightful Presence +8, Follow Through +4

9

Frightful Presence +9

10

Frightful Presence +10, Follow Through+5, Enhanced Fortitude +2, Shrug it Off

Requirements: Strength, and Constitution 13+ level in the style.  If a warrior does not meet these minimum requirements, then they are unable to progress in the styles levels of mastery.

Gorilla Style Techniques: Warriors who study the gorilla style gain a style bonus Ki Craft checks made to learn the following techniques: Strengthen, Detonator, Mouth Blast, Gallic Gun. 
This bonus is equal to the warrior's level in the style.

Enhanced Fortitude:
Warriors who are using the Gorilla style in combat gain a +1 bonus to physical damage reduction and all Fortitude saving throws.  This bonus increases to +2 at 5th level and +3 at 10th level in the style. 

Frightful Presence:
Warriors who study the the Gorilla style gain a style bonus to Intimidate checks equal to their level in the style.

Follow Through: Starting at 2nd level, warriors using the Gorilla style in combat gain a +1 style bonus to melee damage rolls.  This bonus increases to +2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level.

Rage: Once per day, warriors using the Gorilla style in combat are able to fly into a rage of fury. While enraged, warriors are unable to manifest any
powers and the character temporarily gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but suffers a -2 penalty to AC. The increase in Constitution increases the character's hit points by 2 points per level, but these hit points go away at the end of the rage when the Constitution score drops back to normal. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. The character may prematurely end the rage voluntarily. At the end of the rage, the character is fatigued (–2 to Strength, -2 to Dexterity, can't charge or run) for the duration of that encounter.  Entering a rage takes no time itself, but the character can only do it during his action.

Shrug it Off: Once per day, when a warrior using the Gorilla style in combat has taken damage, the character can attempt to shrug off the damage. He or she makes a Fortitude saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. The character must be aware of the attack and able to react to it in order to shrug it off — if the Dexterity bonus to AC is denied, the character isn't aware of the attack. 

 Monkey Style - Art of Evasion

The Monkey style, also known as the evasion style in the western galaxy, was originally a rare Saiyan soft form style.  Not very popular on Vegeta, its popularity spread however among non-Saiyan races all over the universe.  The Monkey style emphasizes defense and speed, with preference over avoiding hits rather then shrugging them off.

Level

Special

1

Acrobatics +2, Monkey Grip +1

2

Expert Climber +2, Nimbleness +1

3

Acrobatics +3, Monkey Grip +2

4

Expert Climber +3, Nimbleness +2

5

Acrobatics +4, Monkey Grip +3, Monkey Grabs the Peaches, Monkey Trouble

6

Expert Climber +4, Nimbleness +3

7

Acrobatics +5, Monkey Grip +4

8

Expert Climber +5, Nimbleness +4

9

Acrobatics +6, Monkey Grip +5

10

Expert Climber +6, Nimbleness +5

Requirements: Dexterity 15+ level in style.  The character must also posses the Dodge feat.  If a warrior does not meet these minimum requirements, then they are unable to progress in the styles levels of mastery.

Monkey Style Techniques: Warriors who study the Monkey style gain a style bonus to Ki Craft checks made to learn the following techniques: Kikou Ha, Renzokou Kikou Ha, Zanzoken.  This bonus is equal to the warrior's level in the style.

Acrobatics: Warriors who study the Monkey style gain a +2 style bonus to Balance and Tumble checks. This bonus increases to +3 at 3rd level, +4 at 5th level, +5 at 7th level, and +6 at 9th level.  A warrior wearing medium or heavier armor looses this ability.

Monkey Grip: Warriors using the Monkey style in combat gain a +1 style bonus to all grapple checks.  This bonus increases to +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level.

Expert Climber: Starting at 2nd level, warrior who train in the Monkey style gain a +2 style bonus to all Climb checks.  This bonus increases to +3 at 4th level, +4 at 6th level, +5 at 8th level, and +6 at 10th level.

Nimbleness: Starting at 2nd level, warriors using the Monkey style in combat gain a +1 dodge bonus to Defense.  This bonus increases to +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level.

Monkey Grabs the Peaches: We were going to include rules for this special attack, but we feared it would be too graphic for children.

Monkey Trouble: Starting at 5th level, warriors using the monkey stance in combat can move in a way so as to catch their foes off guard, allowing them to make a Bluff check in combat as a free action to make their foes flat footed.  This ability is only usable once per opponent, per combat.

Unparalleled Flexibility: Starting at 10th level, warriors using the monkey style in combat are so flexible that they can twist and turn in any manner of ways to keep a blow from landing solidly.  This grants the warrior DR equal to half there Dexterity modifier for both Ki and physical attacks for one attack per round.

 Snake Style

No Information Available.

Level

Special

1

Wavering Movement +1, Fluid Motion +1

2

Wavering Movement +2

3

Wavering Movement +3, Fanged Hand +1

4

Wavering Movement +4

5

Wavering Movement +5, Fluid Motion +2, Quick Strike

6

Wavering Movement +6, Fanged Hand +2

7

Wavering Movement +7

8

Wavering Movement +8

9

Wavering Movement +9, Fanged Hand +3

10

Wavering Movement +10, Fluid Motion +3, Serpent Strike

Requirements: Dexterity and Ki 10+ level in style.  Additionally the warrior must posses the Quickness feat.  If a warrior does not meet these minimum requirements, then they are unable to progress in the styles levels of mastery. 

Snake Style Techniques: Warriors who study the Monkey style gain a style bonus to Ki Craft checks made to learn the following techniques: Void Strike.  This bonus is equal to the warrior's level in the style.

Wavering Movement: Warriors using the Snake style in combat are able to move about in such a way as to confuse their opponents.  Swaying back and forth in the combat stance as snakes do the warrior makes it harder for others to figure out just what they are about to do, giving them a +1 to all feint attempts (Bluff checks made in combat to make your foe lose their Dexterity bonus to Defense).

Fanged Hand: Starting at 3rd level, warriors using the Snake style in combat gain a +1 bonus to their unarmed attacks for purposes of getting through damage reduction.  This bonus increases to +2 at 6th level and +3 at 9th level.

Fluid Motion: Warriors using the Snake style in combat gains a +1 style bonus to all Reflex saves.  This bonus increases to +2 at 5th level and +3 at 10th level.

Quick Strike: The Snake style focuses so much on quick movements that its hard to put much power behind these blows, but through great practice the speed more then makes up for the lack of strength. Once the warrior reaches 5th level in the style he no longer uses strength for a bonus to hit, but instead uses his Dexterity.

Serpent Strike: Starting at 10th level, warriors using the Snake style in combat are able to use there hands as though they themselves were snakes shooting forward and striking down their pray in a fluid attack that seems faster then any normal eye could see.  The warrior no longer uses his or her Strength for melee damage, but instead uses his or her Dexterity modifier.


 Couatl Style - Winged Snake Style

No Information Available.

Style Level

XP Point Cost

Benefit

1

250

 Liquid Stance +1

2

500

 Grace +1

3

750

 Piercing Attack +1

4

1,000

 Grace +2

5

1,250

  Lashing Strike, Liquid Stance +2

6

1,500

 Grace +3

7

1,750

 Piercing Attack +2

8

2,000

Grace +4

9

2,250

 Liquid Stance +3

10

2,500

 Overbalance, Piercing Attack +3, Grace +5

Requirements: Dex 13+ level in style, Ki 13+ level in style. Additionally the warrior must possess the Quickness and Attack Finesse feats. If a warrior does not meet these minimum requirements, then they are unable to progress the styles levels of mastery.

Couatl Style Techniques: Warriors who study the Couatl style gain a style bonus to Ki Craft checks made to learn the following techniques: Bukujutsu, Blink, Zanzoken. This bonus is equal to the warrior's level in the style.

Liquid Stance: At 1st level, a warrior trained in the Couatl style gains a +1 bonus to his AC and Reflex saves. This becomes a +2 bonus at 5th level and a +3 bonus at 9th. Warriors only gain this bonus when fighting in the Couatl stance, and a warrior wearing medium or heavier armor looses this ability.

Grace:
At 2nd level, a warrior trained in the Couatl style gains a +1 bonus on all Balance and Tumble checks.

Piercing Attack:
At 3rd level, the warrior gains a +1 bonus for the purpose of penetrating damage reduction. This increases to +2 at 7th level, and +3 at 10th level.

Lashing Strike: At 5th level, the Couatl warrior's strikes are so fast that the eye cannot see them, He may add his dexterity modifier to attack rolls.

Overbalance: At 10th level, the Couatl warrior avoids the attacks of clumsier foes with graceful ease, able to confidantly dodge lethal blows by fractions of a centimeter. Once per day using the Couatl stance the warrior may avoid an incoming attack or automaticly make a reflex save. 

Shadow Reaver Style - Shadow Style

The Shadow Reaver style is a unique hard-form style of martial arts, developed by the Fie'nnar race from the planet Rastur. It emphasizes stealth of movement, highly trained senses and quick hard attacks when an opponent is vulnerable, and is varied enough to be able to be used with weapons or without. This is a rare style, and few non-Fie'nnar are taught it.


Level

Special

1

Opportunist Training, Wraith Step +2.

2

Unfailing Senses +1, Take Advantage +1

3

Wraith Step +3

4

Take Advantage +2

5

Wraith Step +4, Unfailing Senses +2, Infravision

6

Take Advantage +3

7

Wraith Step +5, Mislead I

8

Take Advantage +4

9

Wraith Step +6

10

Reap the Unprepared, Unfailing Senses +3, Take Advantage +5, Mislead II

Requirements: Str 10+ level in style, Ki 10+ level in style and Int 10+ level in style. Additionally a warrior must posses infravision, or failing that, the Blindfight feat and 8 ranks in Sense Ki. If a warrior does not meet these minimum requirements, then they are unable to progress in the styles levels of mastery.

Shadow Reaver Style Techniques: Warriors who study the shadow reaver style gain a style bonus to Ki Craft checks made to learn the following techniques: Shadow Void, Shadow Strike. This bonus is equal to the warrior's level in the style.

Opportunist Training: Warriors using the shadow reaver style count levels of this style as levels of Rogue for the purposes of overcoming uncanny dodge. That is, a warrior with 4 levels of this style higher than the warrior with uncanny dodge, can still sneak attack, flank, and catch that opponent flat-footed.

Wraith Step: Starting at 1st level, warriors using the shadow reaver style gain a +2 bonus to all Move Silently and Hide Ki checks. These bonuses increases to +3 at 3rd level, +4 at 5th level, +5 at 7th level and +6 at 9th level.

Unfailing Senses: Starting at 2nd level, warriors using the shadow reaver style gain a +1 bonus to all Spot, Listen and Sense Ki checks. These bonus increases to +2 at 6th level, and +3 at 10th level.

Take Advantage: Starting at 2nd level, warriors using the shadow reaver stance gain a +1 bonus on attack and damage for melee attacks, as long as person their attacking has lost their dex modifier. These bonuses increases to +2 at 4th level, +3 at 6th level, +4 at 8th level and +5 at 10th level.

Infravision: At 5th level, a warrior using the shadow reaver stance gains infravision out to 30 ft. If the warrior already has infravision, this stacks onto existing infravision, effectively increasing the distance.

Mislead: At 7th level, a warrior using the shadow reaver stance may make a feint attempt as a move-equivalent action, instead of a standard action. At 10th level, he may do this as a free action.

Reap the Unprepared: Upon achieving the 10th level in this style, the Shadow Reaver warrior may take an extra partial action whenever an opponent in melee loses their dex modifier. If this partial action is used to attack, it must be used to attack an opponent who has lost his/her dex modifier. This ability does not stack with the Expert Tactician feat, but is otherwise identical to it.

 Arch Mage

No Information Available.

Level

Special

1

Spellcraft +2, Concentration +2

2

Bonus Spell Damage +1, Spell Power +1, Scry +2

3

Spellcraft +3, Concentration +3

4

Bonus Spell Damage +2, Scry +3

5

Bonus Metamagic, Concentration +4, Spellcraft +4,

6

Bonus Spell Damage +3, Spell Power +2, Scry +4

7

Spellcraft +5, Concentration +5

8

Bonus Spell Damage +4, Scry +5

9

Spellcraft +6, Concentration +6

10

Bonus Spell Damage +5, Spell Power +3, Arcane Fire, Scry +6

Requirements: Intelligence and Charisma 10+ level in the style.  Additionally the character must posses the ability to cast arcane spells.  If a character does not meet these minimum requirements, then they are unable to progress in the styles levels of mastery.

Arch Mage Techniques: None

Concentration: Those who follow the path of the Arch Mage gain a +2 style bonus to all Concentration checks.  This bonus increases to +3 at 3rd level, +4 at 5th level, +5 at 7th level, and +6 at 9th level.

Spellcraft: Those who follow the path of the Arch Mage gain a +2 style bonus to all Spellcraft checks.  This bonus increases to +3 at 3rd level, +4 at 5th level, +5 at 7th level, and +6 at 9th level.

Bonus Spell Damage: Starting at 2nd level, the damage dealing spells of the Arch Mage deal 1 point of extra damage.  This bonus increases to +2 damage at 4th level, +3 damage at 6th level, +4 damage at 8th level, and +5 damage at 10th level.

Scry: Starting at 2nd level, those who follow the path of the Arch Mage gain a +2 style bonus to all Scry checks.  This bonus increases to +3 at 4th level, +4 at 6th level, +5 at 8th level, and +6 at 10th level.

Spell Power: Starting at 2nd level, spells cast by those who follow the path of the Arch Mage are more potent.  The save DC for all their spells increases by +1 at 2nd level, +2 at 6th level, and +3 at 10th level.

Bonus Metamagic Feat: Those who follow the path of the Arch Mage gain a bonus metamagic feat at 5th level in the style.

Arcane Fire: The coveted power of the Arch Mage, at 10th level in the style the character gains ability to channel spell energy into arcane fire, manifesting as a bolt or raw magical power.  The bolt is a ranged touch attack with a 400 ft range and deals 5d6 points of damage plus 1d6 points of damage per level of the spell sacrificed to create the effect.
  

 Inner Sight - Blind Fighting

Inner Sight is a style that denies the sense of sight, instead relying on sensory far superior. Those of the minds eye. Though some practioners of this style are capable of sight, and blind-fold themselves while using the style, most practioners are either blind from birth or have suffered a tragic accident of some sorts. Regardless, they are deadly warriors who have a perfect sense of their inner self, and bring it out in combat if necessary. Practioners of the Inner Sight style may not use it if they are using their vision. As such many sight-related techniques are barred from their use while this style is in use. These techniques include Sharingan, Kikoho and Kousengan.

Level

Special

1

Sightless Eye +2

2

No-Eyes

3

Sightless Eye +3

4

Formless Shadow, No-Eyes

5

Sightless Eye +4, Read Surroundings

6

No-Eyes

7

Sightless Eye +5

8

Formless Shadow, No-Eyes

9

Sightless Eye

10

Pre-Knowledge

Requirements: Ki 13+level in style. Additionally the warrior must have the Blindsight Feat.

Inner Sight Style Techniques:
Warriors who study the Inner Sight style gain a style bonus to Ki Craft checks made to learn the following techniques: Byakugan, This bonus is equal to the warrior's level in the style.

Sightless Eye:
At 1st level, a Inner Sight warrior begins to hone his hearing, concentration and sensory abilities to a great degree. He also learns to move with absolute silence to increase his perception of other sounds. As such he gets a +2 bonus on all Concentration, Listen, Move Silently, sence motive, and Sense Ki checks. These skill bonuses increase to +3 at 3rd level, +4 at 5th level, +5 at 7th level and +6 at 9th level.

No Eyes: At 2nd level, the Inner Sight warrior sensory capacity increases. He gains a further 5 ft of blindsight from his Blindsight feat. This increases by 5 more feet at 4th level, and another 5 feet at 6th level, then agian at 8th, for a total of 30 feet at 8th.

Formless Shadow:
At 4th level, the Inner Sight warrior retains his dexterity bonus to AC regardless of being flatfooted or being struck by an invisible attacker. At 8th level, he can no longer be flanked, denying the ability to be sneak attacked while flanked. A rogue with 4 more levels than the Inner Sight warrior has levels of Inner Sight style can still flank normally.

Read Surroundings:
At 5th level, the Inner Sight warrior knows what goes on around him completely and instinctively, allowing him to react to every drop of defense. He gains a bonus number of attacks of opportunity each round equal to his Ki modifier.

Pre-Knowledge: At 10th level, the Inner Sight warrior can focus so completely on an opponents actions that it seems like he knows every action even before it begins. Once per day he may make a Sence Motive check DC 12+ opponents BAB, as partial action. Making the check allows the combatent to gain half his ranks in concentration to a bonus to AC and to Attack rolls, max of half his level. Along with not getting the bonus to hit and AC a failed check still uses the ability.

 Advanced Styles

Advanced styles are just as the name suggests, advanced style forms. Each style is much harder to find a master to train you in rather than the regular styles however, a master of each style may be found on Earth though. Also, you may only learn ONE of these styles because their advanced abilities.

 Kao Ken - The Art of West Kai

Known as Kao Ken, the exact origin of this style is believed to belong to King Kai.

Level

Special

1

+2 Strength, Dexterity, Constitution, and Ki, +10 movement

2

+3 Strength, Dexterity, Constitution, and Ki, +10 movement

3

+4 Strength, Dexterity, Constitution, and Ki, +15 movement

4

+5 Strength, Dexterity, Constitution, and Ki, +15 movement

5

+6 Strength, Dexterity, Constitution, and Ki, +15 movement, Faster Activation

6

+7 Strength, Dexterity, Constitution, and Ki, +20 movement

7

+8 Strength, Dexterity, Constitution, and Ki, +20 movement

8

+9 Strength, Dexterity, Constitution, and Ki, +20 movement

9

+10 Strength, Dexterity, Constitution, and Ki, +25 movement

10

+11 Strength, Dexterity, Constitution, and Ki, +25 movement, Second Wind

Requirements: Constitution 13+ level in style and Ki 13+ level in style, the warrior must also have the empowermnet tech to take any levels in this style. If a warrior does not meet these minimum requirements, then they are unable to progress in the styles levels of mastery.

Kao Ken Aura:
Using the Kao Ken technique engulfs the fighter in a red aura and increases their combat abilities many times over. Each level in Kao Ken brings these enhancements up, though the price of this power is a heavy one.  For every round Kao Ken is kept up, the fighter is worn out for the same amount of time after.  Getting a -2 on all attacks, damage, saves and skill checks.  Kao Ken is so taxing on ones body that they can only keep it up a number or rounds equal to half their Constitution in rounds.  The exact bonuses from Kao Ken are the stat bonuses listed in the chart above (they over lap not stack), the increased movement as indicated above, and one extra partial action each round.

Faster Activation: Normally activating Kao Ken is a standard action, but starting at level 5 in the style, you may activate it as a free action and no longer does the red aura flair up around you if you choose it not to.

Second Wind: Now the exhaustion only lasts half as many rounds as normal.  Normally it lasts for the same number of rounds you kept it up.

 Perfect Self - South Kai Style

The South Kai himself is the founder of this extraordinary style of combat.

Level

Special

1

+1 Strength, and Ki, +10 Movement

2

+1 Constitution, and Dexterity, +15 Movement

3

+2 Strength, and Ki, +20 Movement

4

+2 Constitution, and Dexterity, +20 Movement

5

+3 Strength, and Ki, +20 Movement, Recovery

6

+3 Constitution, and Dexterity, +25 Movement

7

+4 Strength, and Ki, +25 Movement

8

+4 Constitution, and Dexterity, +25 Movement

9

+5 Strength, and Ki, +30 Movement

10

+5 Constitution, and Dexterity, +30 Movement, Revival

Requirements: Strength, Dexterity, Constitution, and Ki 15+ level in style. If a warrior doesn’t meet these minimum requirements, then they are unable to progress in the style levels of mastery.

Perfection:
Threw training their minds, the warriors of the South Kai have learned how to perfect their bodies’ in order to become the most powerful warrior they can be. The meditation during their training allows them to truly respect their increased abilities; consisting of both mind and body. The Kai of the South believes that his style is truly the most powerful because it teaches how to control both power and speed.

Recovery: The South Kai taught his warriors how to restore their own power and health in a short amount of time. Using this ability is a full round action gaining the user power points and hit points as if rested for an entire day. (Days of rest gains back two power points and hit points per level.)

Revival:
The South Kai taught his warriors how to restore their own power and health in a short amount of time. Using this ability is a full round action gaining the user power points and hit points as if rested for two entire days.

 Weighted Clothing Master

A Warrior who is profficent in Weighted Clothing Style has an improved sense of movement and strength.


Level

Special

1

+1 Strength, Dexterity, +15 movement

2

+2 Strength, Dexterity, +15 movement

3

+3 Strength, Dexterity, +20 movement

4

+4 Strength, Dexterity, +20 movement

5

+5 Strength, Dexterity, +20 movement, Improved Resolve

6

+6 Strength, Dexterity, +25 movement

7

+7 Strength, Dexterity, +25 movement

8

+8 Strength, Dexterity, +25 movement

9

+9 Strength, Dexterity, +30 movement

10

+10 Strength, Dexterity, +30 movement, Greater Resolve

Requirements: Constitution 13+ level in style and Strength 13+ level in style.  If a warrior does not meet these minimum requirements, then they are unable to progress in the styles levels of mastery.

Master of Weights:
Through rigorous training with weighted clothing, a warrior becomes much more powerful.  Increasing their Strength,  and Dexterity and making them much faster.  It allows them to lower the penalties of the weighted clothing and be that much better when not wearing it.

Improved Resolve: Through great training the fighter learn to push them selves much farther then normal people, allowing them to ignore an amount of damage per day equal to their Constitution modifier per day.

Greater Resolve: Through great training the fighter learn to push them selves much farther then normal people, allowing them to ignore an amount of damage per day equal to twice their Constitution modifier per day.


 Presence of Void Style - Nothingness Style

The Presence of Void style is unique in its application. A master of it will walk unnoticed, as if he never existed, and it is only with extreme effort that one can even focus on him. He is undetectable, invisible, non-existant. Until the moment he strikes.

Gaining training in this style is virtually impossible, as one actually has to LOCATE the master. How many masters of this style exist is unknown, again because they are hard to locate. Cause of the nature of this style it becomes impossible to gain levels in any style that increase stats.

Level

Special

1

Void Aura I, Hide Ki +2

2

Shielded Ki

3

Hide Ki +4

4

Void Aura II

5

Improved Evasion, Hide Ki +6

6

Mettle Of Fortitude

7

Void Aura III, Hide Ki +8

8

Mettle of Will

9

Empty Form, Hide Ki +10

10

Void Aura IV, Null Strike

Requirements: Ki 13+ level in style and Int 10+ level in style. Also the warrior must have a minimum of (8+ style level) ranks in Hide Ki, Bluff, Hide, and Escape Artist. He must also posses the Iron Will feat and the Evasion class feature.

Presence of Void Style Techniques:
Warriors who study the Presence of Void style gain a style bonus to Ki Craft checks made to learn the following techniques: Blink, Void Strike.

Void Aura I:
A warrior trained in Presence of Void does not register under detection spell of any sort (Ie: detect chaos, detect magic, detect law). He counts as if constantly taking 10 on his Hide Ki checks.

Hide Ki:
A Presence of Void trainee has learned to lower his spiritual presence, resulting in a competance bonus to his Hide Ki skill. At 1st level he has a +2 bonus. This raises by +2 every two levels of the style, to +10 at 9th level.

Shielded Ki:
At 2nd level, a Presence of Void Trainee does not manifest his techniques in such a way that they are detectable. Power-up moves and charging techniques does not register on any ki sensing scale.

Void Aura II:
At 4th level, a Presence of Void warrior effectively has no discernable power level.

Mettle of Fortitude:
At 6th level, if the warrior is exposed to any effect that normally allows a character to attempt a Fortitude save for a partial or half effect, the void incarnate suffers no effect with a successful saving throw.

Void Aura III:
At 7th level, the warriors lack of presence is so complete that opponents unconsciously ignore their presence. The first attack that a Presence of Void style user makes in any round treats its opponent as denied dex bonus. Additionally, the warrior may also make a bluff check to create a diversion to hide as a move-equivalent action, not a standard action. This is a mind-affecting effect.

Mettle of Will:
At 6th level, if the warrior is exposed to any effect that normally allows a character to attempt a Will save for a partial or half effect, the void incarnate suffers no effect with a successful saving throw.

Empty Form:
At 9th level, a warrior in this style may spend 10 pp per round, to become temporarily incorporeal. While in this form, he gains and suffers a 50% miss chance (enemies suffer it attacking him, and vice versa).

Void Aura IV:
At this point the master of Presence of Void counts as being constantly protected by a Mind Blank spell. He cannot lower this, even to accept a harmless mind-affecting spell or technique.

Null Strike:
Striking from the heart of the void, the Presence of Void master's attacks are considered to be ki rather then physical and giving you a +2 dr penitration, leaving no visual effect on the subjects body, but doing internal damage instead.

 Terra-Form Style - Stone Style

The Terra-Form style is a primarily defensive style that teaches patience and tenacity, relying on the eternal strength of stone to see them through any fight. Most fighters using it are large and beefy, capable of amused chuckling even as they take blows that would crumple mountains. Many people pre-warned against a Terra-Form stylist take great care to avoid their powerful arms and hands that are capable of grinding them into mulch.

Level

Special

1

N/A

2

N/A

3

N/A

4

N/A

5

N/A

6

N/A

7

N/A

8

N/A

9

N/A

10

N/A

Requirements: Con 15+ style level, Ki 10+ style level. Additionally a warrior must possess the Stone Skin feat. If If a warrior does not meet these minimum requirements, then they are unable to progress in the styles levels of mastery.

Terra-Form Style Techniques:
Warriors who study the Terra-Form style gain a style bonus to Ki Craft checks made to learn the following techniques: Terra-Form Avatar, Sand Sphere, sand blast. This bonus is equal to the warrior's level in the style.

Resilience of Granite:
At 1st level, the Terra-Form stylist gains a +1 Natural Armor bonus, that stacks with any natural armor he may have already. This increases by +1 for every level of the Terra-Form style

Earths Child: At 1st level, the Terra-Form stylist is nurtured and strengthened by his bond with the earth. He gains a +4 bonus to his Constitution and Strength, which increases to +6 at 4th level, +8 at 7th level, +10 at 9th level.

Concentration:
At 2nd level, the Terra-Form stylist gains a +2 bonus to all his concentration checks. This bonus increases to +4 at 4th level, +6 at 6th level, +8 at 8th level and +10 at 10th level.

Immovable as Bedrock:
At 6th level, the Terra-Form stylist cannot be moved from where he stands unless he wishes it so. He cannot be tripped, bull-rushed or forcibly moved from where he is by any means. He automatically resists all such attempts as long as he is grounded.

Tectonic Embrace:
At 8th level, the Terra-Form stylist grappling is imbued with tectonic force, resulting in a bonus to all grapple checks equal to his level in the style.

The Mountain Does Not Fall:
At 10th level, the Terra-Form stylist may as a free action spend 5 power points to ignore the effects of all the following status effects for one round: dazed, dazzled, disabled, dying, fatigued, nauseated, paralyzed, staggered, stunned and unconscious. This action may be performed out of turn immediately before the status begins to affect you. A dying character still has fewer than zero hit points, but he can continue acting normally and ceases losing hit points. Characters who reach -10 hit points die. If the effects of this feat cease before the duration of the status effect ends, the status effect resumes normally. You may choose to continue ignoreing the effects of a negative status effect as long as you have power points to spend

 Hiten Mitsurugi Ryu

Insert Flavor Text Here.

Style Level

XP Point Cost

Benefit

1

250

 Speed of the Wind +1, Battou Jutsu Master

2

500

 Sure Cut +1, Combat Precognition +2

3

750

 Speed of the Wind +2

4

1,000

 Combat Precognition +3

5

1,250

 Speed of the Wind +3, Battou Jutsu

6

1,500

 Sure Cut +2, Combat Precognition +4

7

1,750

 Speed of the Wind +4

8

2,000

 Combat Precognition +5

9

2,250

 Speed of the Wind +5, Sure Cut +3

10

2,500

 Combat Precognition +6, Improved Battou Jutsu


Requirements: Dex 13+ level in style, Ki 13+ level in style. Additionally, a warrior must posses the Weapon Focus and Weapon Specialization feats in a slashing weapon that they will use with the style. If a warrior does not meet these minimum requirements, then they are unable to progress in the styles levels of mastery.

Hiten Mitsurugi Ryu Techniques:
Warriors who study Hiten Mitsurugi Ryu gain a style bonus to Ki Craft checks made to learn the following techniques Blink, Kousengan, Tobi Izuna, Kuzu Ryu Sen, Ama Kakeru Ryu No Hirameki. This bonus is equal to the warrior's level in the style. [Note that the last three are custom techniques, the last two unique to the style.]

Battou Jutsu Master:
Upon taking the first level in Hiten Mitsurugi Ryu style the warrior is able to go beyond that capped damage on the iaijutsu table.

Speed of the Wind:
Starting at level 1, Hiten Mitsurugi Ryu warriors gain a bonus to iaijutstu and initiative checks, due to their tremendous speed. This bonus increases to +2 at level 3, +3 at level 5, +4 at level 7, to a maximum bonus of +5 at level 9.

Sure Cut: Hiten Mitsurugi Ryu warriors learn to hone on the sharpness of their blades, making precise, deadly cuts. At level 2, they gain a +1 to attack rolls and a +1 bonus for the purposes of penetrating damage reduction. These bonuses only apply when using their weapon of choice. This bonus increases to +2 at level 6, and +3 at level 9.

Combat Precognition: When a battle - especially an iaijutsu duel - is decided in a single blow, it's essential to know the capabilities of your opponent. Hiten Mitsurugi Ryu warriors recieve a bonus to Sense Motive checks when using the style, starting at +2 at level 2, and then increasing to +3 at 4th, +4 at 5th, +5 at 6th, and +6 at 8th level.

Battou Justu: Hiten Mitsurugi's strength comes from its multiple iaijutsu strikes that occur in two stages, leaving no chance to defend against. Once per day starting at level 5, a Hiten Mitsurugi master can immediately reroll a missed attack roll that was a iaijutsu strike. They use the same iaijutsu check, but with a -10 penalty. At level 10, they can use this ability twice per day, and with no penalty to the iaijutsu check.

The styles represented on this page are considered Open Gaming Content under the OGL License which can be found hereAny product identity including all names, images, and likenesses associated with Dragonball, Dragonball Z, and Dragonball GT are copyrights of Bird Studios and TOEI Animation. In the U.S., Dragonball, Dragonball Z, and Dragonball GT are licensed to FUNimation. All rights reserved.