Taildancer

Adepts of the Taildancer Discipline are masters of dance and combat. Available only to T’skrang, this Discipline takes advantage of that race’s tail attack to greatly expand its combat options. Taildancers greatly enjoy finding new ways to use their tails in combat, and employing new uses for the tail while formulating new dances.

Karma Ritual: To perform his Karma ritual, the Taildancer first imagines an ideal dance partner and musical accompaniment. For the first fifteen minutes of the ritual, the Taildancer focuses on court and social dances using his tail without fighting in them. The first dances of the ritual are basic with more intricate ones following, and usually the first part of the ritual ends with a dance the Taildancer has invented himself. For the final fifteen minutes of the ritual, the Taildancer imagines his ideal opponent and the sounds of battle. He fights his imaginary opponent, starting with basic fighting techniques and then moving on to complicated tail attacking and parrying, and complex, whirling combat maneuvers. The ritual ends with the Taildancer defeating this foe.

Half-Magic: Taildancers use half-magic to identify another Taildancer’s fighting techniques, including which prominent Taildancers may have shaped the individual’s style. Taildancers use half-magic for knowledge of dances and gain access to the Etiquette skill via half-magic for situations that involve dancing.

Initiate Talents Options
Impress
Parry
Swimming
Taunt
Wound Balance


Second Circle
Discipline Talent: Maneuver
Defense: The adept adds +1 to his Physical Defense.
Durability (7/6) – Rank 0, see House Rules on Durability
Third Circle
Discipline Talent: Tail Dance
Fourth Circle
Discipline Talent: Tail Weaving
Karma: The adept may spend 1 Karma Point on Dexterity-only Tests.





Fifth Circle
Discipline Talent: Engaging Dance
Regrow Tail: By taking 1 Blood Magic Damage, the adept can force his tail to regrow over the space of just one week. The adept must rest while the tail regrows, and can do very little else besides drink, eat, and sleep. The Blood Magic Damage can be healed a year and a day after the tail has fully regrown.
Sixth Circle
Discipline Talent: Air Dance
The adept may spend 1 Karma Point on Strength-only Tests.
Seventh Circle
Discipline Talent: Momentum Attack
Karma: The adept may spend 1 Karma Point on Damage Tests for attacks made with his tail.
Eigth Circle
Discipline Talent: Disarm
The adept adds +1 to his Physical Defense.


Taildancer

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