"Behold: my bite takes hold deep. For loyalty I must kill you."
Founded by Matthews Davis, the Hound Style of Fighting Arts isn't simply a martial arts system but, rather, a theory founded on the fact that martial arts and fighting are both transcendental activities. That through fighting all forms of sentience can communicate with one another.
It's also an efficient and effective method of killing, of obliterating all obstacles that stand in the way of the practitioner.
Ultimately it is a fighting form that emphasizes individuality as well as effectiveness of the mind, body, and soul. The theory of it is that anyone who practices the katas can unlock the advanced forms on their own, the body instinctively taking up the kata forms with each different weapon they specialize in. Further, it is a kata founded on ideals, one that unlocks a story as the body practices and trains.
It is thus that Wolfen proved Matthews' theories, taking to the training and the opportunities it granted.
Supers
The First Kata (corresponds to the Sword Advanced Arts)
Mastering the First Kata grants weapon specialization +1, melee defense+1, melee offense+1, and Wis+1. It's also necessary to learn the First Kata before learning anything else. The study of the First Kata is the first step in transcending one's current mode, with an emphasis on improving the mind-body connection.
The Second Kata (corresponds to the Dagger Advanced Arts)
Mastering the Second Kata grants Grapple+1, Sleight of Hand+5 and Dex+1. The Second Kata has an emphasis on speed and flexibility, as well as a further internal study of body movement.
The Third Kata (corresponds to the Staff Advanced Arts)
Mastering the Third Kata grants the ability to never be flanked, negates backstab bonuses, photographic memory as well as Con+1. The Third Kata promotes the ability to think in not only three dimensions but four, engaging the student to constantly be aware of their surroundings. Such spatial awareness also promotes external body movements, and demands of the student a deeper understanding of their place in the universe.
The Fourth Kata (corresponds to the Axe Advanced Arts)
Mastering the Fourth Kata grants the practitioner Str+1, Sunder+5, Charge+5, Massive Damage+1 and Special Defense: Pain (can operate at full power until -10 hp). The Axe is a tool of utter power and destruction, but one with honor and nobility. At this point the user will begin to note the changes both within themselves and their outer universe. A direct correlation between their actions and how it affects reality should be noted, and the breaking point of all things can be observed.
The Fifth Kata (corresponds to the Unarmed Advanced Arts)
Mastering the Fifth Kata grants the user Grapple+5, Escape Artist+5, Unarmed Defense+5, Unarmed Offense+5, Combat Synchronization+1, and Improvised Weapons. At this point, there is nothing the user cannot use or any method they can employ. This is where the Fighting Arts truly shine, when the user not only begins to understand themselves but others as well. Promotes the balance of inner universe with the outer universe of the practitioner, more so than any other kata.
The Sixth Kata (corresponds to the Gun Advanced Arts)
The stealthiest of the katas and one that promotes the softest of forms, calling this the Gun Kata (this Sixth Kata) is something of an understatement. It encompasses all forms of long-range, long-distance attacks, and promotes the idea of long-distance, indirect attacks from the user. Grants darkvision, trapsense, tremorsense, sneak+5, Battle Sense (able to view the actions of all those within their visible surroundings and understand the flow of combat), and grants +5 to accuracy regarding long-distance attacks.
The Seventh Kata (corresponds to the Supreme Advanced Arts)
There is no Seventh Kata. There is no Final Kata. To learn the Ultimate Arts of the Hound Style of Fighting, one must learn the Seventh Kata. To learn the Secret Arts of the Hound Style of Fighting, one must learn the Final Kata.
Ultimate Arts
ANUBIS UNIT (once known as Epic) - Spell-like ability of supernatural origin. Completely devours the user's EP total, lowering them to 1 hp to deal 1000 points of unavoidable damage with a single, powerful attack, ignoring Elan of the target. Cannot be blocked, cannot be evaded. Any death caused by this attack results in Permadeath. Chronological Attack with a Speed Check of 11. 18-20 crit x10.
Desperation Arts
There are no Desperation Arts in the Hound Style of Fighting Arts.
Secret Arts
OVERKILL (once known as The Harrowing) - Spell-like ability of supernatural origin. Completely devours the user's EP total to deal 1000 points of damage, ignoring the Elan of the target. Ignores DMT and AC, cannot be regenerated and any death caused by this attack results in Permadeath. Chronological Attack with a Speed Check of 9.
Advanced Arts (Specials)
NOTE: Crits apply to all Advanced Art specials after the damage has been rolled up.
Sword
The most classical of the Advanced Arts and one mastered by Matthews first, the Way of the Sword emphasizes speed and sheer, brutal offensive strength. Out of all the advanced arts, the Sword places a heavier emphasis on ignoring or destroying defensive measures. Any kind of blade can be combined with the Way of the Sword.
Heartbreaker - EP cost: ECL of User. An incredibly fast and accurate attack designed to stab to the heart of the matter. Causes a rupture inside of even the toughest of armor. Standard weapon damage, automatic Sunder attempt+5, target AC halved, +1d6+ECL of user, Attack (To Hit)+ECL of user
Shock Paris - EP cost: ECL of User. A throat stab designed to get past gorgets and other neck armor. Highly accurate with high penetration. Standard weapon damage, enemy AC -8, +2d6 damage, Attack (to hit)+8.
Resist and Bite - EP cost: ECL of User. A flurry of attacks designed to deliver as many strikes as possible within a single action. Ignores non-magical AC completely. Can strike Ethereal targets. Standard weapon damage, +1 Free Attack Action per Energy Points Spent. Shield saves negated, but Ref saves still count.
Grand Finale - EP cost: ECLx2 of User. A different form of flurry-striking than Resist and Bite, allowing the user to perform +1d6 attack actions in a single attack action. If you hit zero EP using this attack, all attacks inflict+1d6 damage, and you pass out at the end of our turn but regain the amount of damage dealt as hp.
Regicide - Takes up a single standard action, and can only be used if practitioner is at half health. Imbues the blade with a special supernatural aura that drains HP and EP of targets successfully attacked. If you kill an opponent using this ability, you gain a temporary batter of extra HP and EP that lasts until the end of the day. Can only be used once per day.
Dagger
This Advanced Art utilizes high dexterity and speed to deliver strikes with the dagger (or knife) to deliver a ton of attacks. Any kind of small-bladed weapon can utilize the Way of the Dagger, including the Dagger Whip.
Shenk Ar - 5 ep per strike made. Allows the user to deliver standard weapon damage per strike invested (so if you give up 50 ep, you can make 10 strikes with your weapon). In order to gain Backstab/Sneak attack bonuses per strike, you must announce the use of Shenk Ar before the sneak attack attempt.
10 to 1 - 1 ep. Allows the user to make a supernatural strike, burying their weapon into the creature's shadow. The target can no longer move from where they stand until the knife is taken out by the user (all others who attempt it are immediately thwarted), the user is killed/knocked out, or 10 rounds ("minutes"), whichever happens first Cannot be blocked, but it can be dodged with a Ref save. Backstab/sneak attack bonuses apply, and does double damage (before crit) to shadow-based targets.
Highway Star - 5 ep. Allows the user to summon forth a specialized gateway (up to 20" from the user and within visual sight - you can't summon the gate in the middle of hte ground underneath you or in a wall, for instance). Upon throwing their weapon through the gate, a special meteorite attack occurs that smashes a flaming attack at the target, dealing weapon damage x10. Object will almost always be 40 feet in length and width, and will be incredibly resistant to sundering attempts (+5 against sunder attempt). Can only be used once a day. Weapons thrown into the gateway are considered destroyed and irretrievable, even versus abilities that affect causality or reality itself.
Omen - 1/3 EP total per round it's activated. Can be activated on anyone's turn and immediately devours 1/3 of your EP total. Grants a +5 AC as a Dexterity bonus, and allows the user to figure out a single target's next move (if the GM is using a rollsheet, then after the roll but before it takes effect, GM will tell the user and only the user what's coming up). Target must be declared when Omen is activated. After GM tells the user what attack is coming up, a special "counter phase" is created, and the user can gets a standard action for free. This counts as a psychic ability.
Nitty Gritty - Allows the user to be able to sneak attack/backstab no matter where they are. Takes up a standard action to enter a special "shadow mode," granting the user +5 to sneak attempts, sneak attacks/backstabs, and is completely forgotten once someone takes their eyes off of the user. This is a supernatural ability.
Staff
Many forms of blunt objects fall under the jurisdiction of the Way of the Staff. A straightforward, powerful art, the way of the Staff employs the most buffs to be found out of any of the various Advanced Forms. Unlike the other Advanced Arts, the specials learned by the Staff can be activated at any time, even as a counter (speed check 6) or cross counter (speed check 7).
The Path - Temporarily creates a battery of extra HP and EP, doubling your current HP and EP that lasts until you go to sleep/are knocked out. Upon using it, you cannot use it for another day.
The Way - Temporarily doubles your AC as a dexterity bonus. While moving, the user cannot be flanked, negates backstab/sneak attack attempts, and gains a +5 special modifier versus any attempts to stop their movement.
The Form - a special dance like movement that doubles your attack actions per round. You must be constantly moving, and will cost 1/5 of your HP total per round used. If your movement is successfully restricted, then you will have to re-activate it on your next turn.
The One - allows the user to create a set "point" during the day. By activating The One, they cannot use it for another day, but they will be immediately "reset" to that point in terms of HP, EP, spell slots, and more.
The Flexible - allows the user to create an AoO or counterattack where there are usually none. So long as they're not using any specials from the Way of the Staff, they can create a single counterattack or AoO per round if they have not done so already.
Axe
The most brutal and direct of the various Advanced Arts, the Way of the Axe has a point-blank emphasis on point-blank attacks, amongst others.
Hark - EP cost: User's Melee Attack skill. By slamming the axe into the ground, creates a shockwave line attack of ki energy that deals standard weapon damage to all caught within the wave, up to 30 feet from the user. By giving up their entire store of Energy Points, the shockwave will end in a compass-like attack, immediately killing one target that fails their Fort save and causing a massive explosion, dealing an extra 2d20 points of damage to all touched by the deadly energy.
Wreck - all attacks are considered "automatic sunder attempt" versus weapons or armor that block or parry against the user's weapon.
Ruin - Sunder+5
Destruction - EP cost: User's Melee Defense skill. Specialized parry that destroys other weapons (EP cost paid upon using it). User must have spent at least one standard action analyzing the target's weapon before the attempt can be made. Gains sunder+5 if used as a counter and has never been used in the current combat before. If used against a target who has seen the ability, the sunder+5 will not take affect. If user has used Destruction on the target's weapon type (or similar - check with GM regarding exotic weapons never seen before but are similar), then they do not need to analyze it.
Riot - EP cost: User's Melee Attack skill. Deals standard weapon damage x 1d20 (attacking up to 20 times, so to speak) and with a special crit (to hit) modifier +1.
Unarmed
This Advanced Art places a strong emphasis on psychic and ki ability as well as physical capabilities. While learning the Way of the Unarmed, the practitioner can learn psychic and ki abilities, their ECL determining their level as a practitioner (so a Monk 4/Hound 2 counts as a Psychic 6 in determining what they learn and how). This does not affect their EP gain per level. With each special learned from the Way of Unarmed grants a permanent bonus to Unarmed Defense and Unarmed Attack by 1.
Vengeance Falls - HP Cost: half of your current HP total. Channels powerful amounts of ki energy through the blade and directly into the earth itself, causing jagged formations to burst forth all around the wielder, slamming into friends and foes violently within the immediate area. Those not affected by the quake itself are suppressed by a stun effect as the wielder's aura explodes out in all directions, slamming all to the ground - even those sent flying. Can be used once per combat.
NOTE: if used more than three times a day, will permanently decrease your EP total by 1/3 with each use beyond the three.
1st stage - 1d6 damage, blastback 30 feet.
2nd stage - 5d6 damage, prone (all creatures that are in the air are slammed to the ground, up to 30 feet from user)
Battle Cry - a specialized warcry that saps the target's will to fight. Opponent must make a Will save (DC 15+ECL of user). Drains 1 EP from all targets in earshot and line of sight, as well as forces the targets who fail their Will save to their knees (considered "prone"). Can only be used on it's own once per round.
Time Must Have A Stop - upon learning TMHAS, user receives a permanent Con and Dex modx2 bonus. All attacks by the user are considered "chronological attacks" with a speed check bonus of +1. Can see and react to any activity with a speed check up to 8 natively (i.e. - most of the time won't need a reflex check - it's a Take 20 to at least keep their eyesight up with the speed of the action)
Hypernova - EP Cost: 1/2 of the user's current EP pool, will turn off once the user reaches 1 EP. A powerful force of destruction that creates an aura of blistering ki energy around the user. Will automatically counter (and even cross-counter) all attacks made on the user. Adds "+EP sacrificed" to all weapon damage and AC. While Hypernova is active, all sundering attempts on user's armor and weaponry is completely negated.
Big Blast Sonic - allows the user to move up to 20 feet away without provoking AoO at Speed Check 9. This is considered a supernatural ability and a free action. Can be done up to 1d6 times per combat. It cannot be used as a counter.
Gun
The strangest of the Advanced Arts, the Way of the Gun focuses on stealthy, long-range attacks but can also be useful for mid-range attacks as well. The Way of the Gun is the most Durgan of all Advanced Arts, focusing on the utter obliteration of the target. Implacable and as inevitable as Death itself, the Way of the Gun is a hard form to learn.
Perspective - doubles the user's perceptions and visual range.
Determination - doubles the user's Will, Ref, and Fort saves.
Predestination - allows the user to visualize within their mind every route and angle of a building or road imaginable. Creates a perfect map of the location within the person's mind. This is a supernatural ability.
Focus - all concentration, camouflage, and stealth checks are granted a +10 special modifier.
Visualization - basically shadow boxing, this allows the user to psychically synchronize with their target from afar, learning of their thought patterns and daily habits. Visualization is the ultimate technique of those who follow the Way of the Gun, and can only be learned if the user knows at least three specials from this Advanced Art. The practitioner also gains +1 to all synchronization rolls after learning Visualization.
Supreme
The Way that does not exist. In order to unlock the uppermost powers of the Hound Style of Fighting Arts, one must first learn the Way of Supreme.
Worlds Within Worlds - allows the practitioner to unlock the Ultimate Art
War of the Worlds - allows the practitioner to unlock the Secret Art
Cheating Dick - that's a secret.
Supremacy - allows the user to match the Elan of their opponent plus one more gnosis point. Note: cannot work on Overpowereds or Overpowered Primevals.
Fly Me To The Moon - A teleport attack that sends the target to the closest moon orbiting the world of Dolan. DC10+User's ECL+User's Spellcraft+User's Gnosis Total
Training Level - Learned
NOTE: unlike other martial arts, Hound Style Fighting Arts has less freedom and less options. Each Kata is considered a Super in and of it's own, and you must learn at least three specials from a Kata before learning a new Kata. If you gain a new martial art training level, you can instead take up another special instead of "Super" if you do not meet the qualifications of Super. Furthermore, since there are no Desperation Arts, the user can instead gain extra damage (as if Massive Damage has been taken again) for their chosen weapon. It takes one "Ultimate Art" level to unlock the Ultimate Art, then another "Ultimate Art" level to actually learn it. Same thing with the Secret Art. Even then, you can only unlock these by learning the Final Kata/Seventh Kata. If you do not wish to use a Ultimate Art or Secret Art slot, you can instead turn it in for Melee Attack+1 (weapon of your choice).
1 - Unarmed attack+5, unarmed defense+5
10 - The First Kata
50 - 1 Special
100 - 1 Special, 1 Super
150 - 1 Special, 1 Super
200 - 1 Special, 1 Super, Weapon Damage+2
300 - 1 Special, 1 Super
500 - 1 Special, 1 Super, 1 Ultimate Art
700 - 1 Special, 1 Super, 1 Ultimate Art
1000 - 1 Special, 1 Super, 1 Ultimate Art, 1 Secret Art
1100 - 1 Special, 1 Super
1300 - 1 Special, 1 Super, 1 Ultimate Art
1500 - 1 Special, 1 Super, 1 Secret Art
1900 - 1 Special, 1 Super, 1 Ultimate Art
2000 - 1 Special, 1 Super, 1 Secret Art
2100 - 1 Special, 1 Super, 1 Ultimate Art
2300 - 1 Special, 1 Super, 1 Secret Art
2500 - 1 Special, 1 Super
3000 - 1 Special, 1 Super, 1 Ultimate Art, 1 Weapon Damage+2, 1 Secret Art