"We do not create, we destroy. We do not believe in the beginning, only the end."
Rarity: Medium to High
(Usually wherever Hiryuu Mukuuken is, there is a Anbuu Mukuuken trainer hating on them)
Note: All attacks of Anbuu Mukuuken are done from Southern Style.
Specials
Southern Style - allows the user to wield their weapon in the Southern Style (also called Howe Style). Decreases unarmed attack range to 5, but increases counters+5, and adds +5 to the "to hit" roll.
NOTE: It takes a standard action to go into or get out of Southern Style.
Crab Craw - 10 ep. A vicious low-striking attack that immediately trips up an opponent.
Clawing Amid Ashes - A special style of movement that allows the user to move up to 20 feet without provoking an AoO or counter. An incredibly low maneuver that allows the user to instantly go into Southern Style while maintaining an ultra-low stance. Grants +5 to AC (considered already ducking yet still mobile).
Destroyer - 50 ep and one standard action. Grants the user +5 to hit and damage rolls. This is considered a Trance ability.
Kreuger Stabbing - 15 energy points per strike. Allows the user to make multiple stabs with their weapon as part of the same standard action.
The Misfit - grants +10 to one favored class skill. Allows ther user to integrate that skill into their fighting style, adding "+skill points" to their damage output (before crit).
Abyss - allows the user to negate the damage from one spell or spell-like ability, sacrificing EP (up to the same amount of damage done). This is not the same as "taking damage as EP" mind you. Can be done once per combat.
Necrofear - must know The Fear. So long as there is a dead body nearby (must be "fresh"), user has the ability to attempt to instill Terror into a target. This takes a standard action, and target must make a WIll Save DC10+ECL of user.
Archfear - must know The Fear. When user meets the requirement of The Fear, they also gain +1 (per corpse/terrorized/dying person) to their Damage output, before crit.
The Fear - User draws strength from terror and destruction. Gains +1 AC for every corpse in a 50 foot radius. Also gains the +1 if a person is at 10% of their HP total, or are currently in "Terror" or "Fear" mode.
The Reaper - Improves criticals for the user by +1 in both range and modifier (so a crit x2 becomes 19-20 crit x3). This can only be done if the requirements of The Fear are met, and the bonus only works once.
Supers
Delirium - 20 ep. As a free action (once per round, only on user's round), user can create special displacement illusions of themselves. Halves To Hit dice rolls against themselves. Lasts for 1d4 attacks.
Lithium - 25 ep. Creates a special area affect that halves damage done to the user from all sources in a 40 foot range.
Entropy - 40 ep. Imbues the weapon with a special aura that lasts for 1d6 rounds. Deals damage not only to targets but to any armor or weapon that touches the user's weapon. This is a ki ability.
Altogether Now - When fighting with a second (or more) comrade, the user gains +comrade's ECL to their dodge bonus. When fighting AGAINST their comrade, they gain +comrade's ECL to their To Hit roll. User gains +1 to crit modifier for every one betrayed target beyond the first (so their crit x2 is now crit x3 or more depending on how many are present).
Event Horizon - 100 ep. Touch-based spell attack that forces user to behold their greatest fear. Stagger (-5) for 1d4 rounds. Can be dispelled or resisted by surpassing a DC 15+User's ECL, and the Stagger effect is taken into account.
To Spite The Known - 100 ep. Allows the user to perform a special supernatural attack against one target that reads: "weapon damage x (target's Int Score + target's favored skill score), crit x target's Wisdom Score. Grants target successfully struck with the blonus "Terror." "
Beyond Reap - allows the user to gain one more +1 bonus to their crit modifier if the requirements for The Reaper are met (so now it's 19-20 x4)
Human Animal - allows the user to be considered Mindless in terms of brainwashing, psychic attacks, and more.
Ultimate Arts
Demons and Wizards - allows the user to add their Will score when using The Fear. Target cannot overcome The Fear through Elan, and must at least make the will save (which is now DC10+ECL of user+Will score of user).
Skullduggery - 1000 ep. Allows the user to mark a target as a free action. When the target dies, user absorbs their EP total as refresh per round, HP total as regenerate per round, all skills, abilities, and feats until end of combat. Can be done once per day.
Boondoggle - Delirium now lasts until the user's next round.
Whiskey and Jar - 1000 ep. Allows the user to wield two more ki-clones of their favored weapons, as if they had the Dancing Ability. Grants +2 extra attack actions per round until the end of combat, and only with those two extra weapons. The clones have the exact same stats as the original weapons, and will also mirror any extra bonuses from poisons or imbued spells (until end of combat). Grants user +5 to AC and forces attackers to pass by them first (DC20 - Dexterity check) before attacking the user. If attackers are close enough, they do not have to do this (anyone beyond 10 feet of user). If user takes 10 feet of distance between themselves and attackers, attackers must once again get past the floating weapons before striking user. This is a ki ability.
Desperation Arts
Resounding Darkness - Upon hitting 10%, user casts forth a special battlefield aura that forces "Terror" onto each person, friend or foe, up to 50 feet in range. Targets cannot withstand or repel it, but can do so at the end of the user's round (on their turn). This aura lasts for 1d4 rounds, and can be dispelled by passing a Will Save DC40.
Abound - upon hitting 20% hp, user's AC is doubled as a dodge bonus. Their moves are now considered Speed Check 5.
Rife with Displeasure - Upon hitting 75% HP, user is immune to Hype Attacks
Thinking Thoughts - Upon hitting 20% HP, user is immune to Finishing Attacks
Secret Arts
Enjoy the Silence - a special aura attack that deals damage to all targets (friend and foe) within 30 feet of the user. Weapon damage x Target's ECL, 17-20 crit x Target's Spellcraft. Can only be done once per day and only if the user has been hit with a spell or spell-like ability. All targets hit by Enjoy the Silence cannot casts spells or use spell-like abilities until the end of the day. All spells and spell-like enchantments are dispelled until the end of the day. Cannot dispel sentience from enchanted items or weapons using Enjoy the Silence.
Feed Your Head - Upon successful grapple, the user can instead drain the target of their HP. Deals weapon damage x2 per round (unless user can break grapple), and user must give up their round.
Believe Not In Things - 1/2 ep and one standard action (from the following round). Allows the user to shrug off damage from one attack per round that would do Overkill damage. This is a supernatural ability, can be used as a counter, and will absorb one standard action from their next round as well as half their EP total.
Training Level - Learned
1 - Southern Style or The Fear
10 - 1 Special
50 - 1 Special
100 - 1 Special, 1 Super
150 - 1 Special, 1 Super
200 - 1 Special, 1 Super, Desperation Art
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 Arts
1100 - 1 Special, 1 Super
1300 - 1 Special, 1 Super, 1 Ultimate Art
1500 - 1 Special, 1 Super
1900 - 1 Special, 1 Super, 1 Ultimate Art
2000 - 1 Special, 1 Super, 1 Secret Art
2100 - 1 Special, 1 Super
2300 - 1 Special, 1 Super
2500 - 1 Special, 1 Super
3000 - 1 Special, 1 Super, 1 Ultimate Art, 1 Desperation Art, 1 Secret Art