"You Shall Learn This Truth: All Things Must Be In Balance."
Rarity: Low
Specials
Mochi Irezumi - Upon successful grapple, user can disarm opponent (Take 20) as a free action. This will not work against certain types of weapons (locked to a gauntlet, for instance, or fists), and higher-level enemies can still counter-grapple you not only during the intiial grapple but during the free action as well.
Shikon Irezumi - Upon successful grapple, user can hurtle the opponent to the ground (Take 20) as a free action. This doesn't work against certain enemies that cannot be grappled or are already prone. Deals unarmed damage+1d10 for taking them down.
Ghost a Machine - 25 energy points. A special Trance that takes 25 ep and on standard action to enter. Upon entering the Trance, the chances for counters are improved by 50%. You can counter on your own turn as well.
Suck a Sage - 50 energy points. A special Trance that takes 50 energy points and a standard action to enter. Upon entering the Trance, you may Take 10 on any skill you do not personally have access to. This counts with non-class skills as well.
Enlightenment - Special awareness of anatomy that is strange to the user. If user has never encountered the target's species before, they begin to learn things about their anatomy and can even infer more information with each passing round.
Konbanwa - 10 energy points. By infusing ki into their throat, user is able to "snap" the attention of one target. Increases aggro from one target and cannot be used outside of the user's turn. May not work against targets that are deaf or do not rely on hearing, or are higher leveled.
Soft Stroke - 10 energy points. While defending, allows the user to add "+Stun damage" to their counter attacks/AoO. Targets hit with Soft Stroke must pass a Fort check (DC 10+ECL of user) or be stunned until the end of the round.
Stroke - While grappling, user can add Unarmed Attack score versus counter-grapples.
48 Palms - 100 energy points. Deals grapple damage x 48 to all targets surrounding user (up to 10 feet in a sphere).
Draw the Circle - Taking a standard action, the user takes up a special stance that increases their spatial awareness. Cannot be caught flat-footed, negates backstabs/sneak attacks, and has a special judgement considering the placement of units in a battle, conferring a +1 to hit versus any target they are aware of. Note: user cannot move more than 5 feet or they'll break the circle of their awareness. If they do, they must give up another standard action. Draw The Circle lasts until the user's next round.
Supers
Breathing to Increase - by taking a standard action, the user can regain 1/5 of their EP total (must pass a Concentration check of DC 15). User is considered flat-footed during this time.
Tetris Juggle - 10 energy points per strike. Once a successful hit has been made by the user, they may continue it in a combination as part of the original attack. No need to re-roll the To Hit. Note: does not work on crit strikes. Only the initial attack gets the crit bonus.
154 Palms - 500 energy points. An aura attack that deals "weapon/unarmed attack x 154" damage, striking all targets within a 20 foot range.
Mighty is Meek - When user has lower HP or EP than a chosen target (must be declared at start of battle), then user gains a +5 AC dodge bonus.
Understanding Others - allows the user to synchronize with a single target during battle (+1 bonus to synchronization roll). If successful, user gains +1 to hit and +1 to damage, while target gains the blonus of -1 to hit and -1 damage versus the user.
Zettai Raido - While one is in Draw The Circle stance, they emit a field (up to 10 feet in all directions, in a sphere) that banishes summons, turns undead, and dispels supernatural effects. Targets may roll a Will save (DC 10+user's ECL), but will lose a standard action for each attempt.
Ultimate Arts
The World In Balance - 1000 energy points and one full round action. Allows the user to create a supernatural room of absolute redistribution, allowing them to absorb the HP and EP of one target and themselves before distributing it evenly amongst their comrades. Cannot drain themselves (and the target) beyond 10% of the user's HP and EP total, whichever is minimum.
Yin Yang - 1000 energy points. Allows user to mystically mark one target. Each time the target takes damage, the user gains hp. Each time the target uses EP, the user gains EP. This is a supernatural effect that lasts for 1d4 rounds.
To Humble the Heavens - 1000 energy points, can only be used as a counter. Allows the user to redirect one attack to the user, ignoring Elan completely. The attack must target (directly or indirectly) the user. This is considered a supernatural and ki ability.
Desperation Arts
Za Warudo - Can only be done upon hitting 10% of your hp total. User enters into a special, hyper-excited state where they gain Speed Check 11. They immediately gain an extra round of their own (up to full BaB) and gain a special initiative bonus, jumping them ahead to the proper point that matches their newfound speed. All speed bonuses apply immediately.
Secret Arts
Perfection - Takes up your entire energy pool and drops your hp to 1. For up to 1d10 rounds, the user takes no damage beyond 1 hp. If the enemy's Elan is higher or damage is Overkill level (greater than the user's hp total), then this can be bypassed with a DC10+user's ECL level.
4800 Palms - Takes up your entire energy pool and drops your hp to 10% of your current total. An aura attack that deals out unarmed attack x 4800 damage to all targets within a 40 foot range in all directions.
Training Level - Learned
1 - Draw The Circle
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