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Twin Blade Crescent

Created by Palskane

Originally used by the pirates off the coast of Nyrond, in the Sea of Gearlant, this style has an ebb and flow that lends itself well to fighting upon a pitching deck of a ship. Land practitioners find it a fast and furious style, using the quick thrusts and slices to keep foes off-balance. though it is not required, the Twin Blade style is best utilized, as its name implies, with two weapons. Cutlasses, daggers, rapiers, and short swords lend themselves best to this style, as they are all able to be wielded with the dexterity needed for this fast style. Fighting on the deck of a ship, the pirates learned to dodge not only the strikes of foes, but loose barrels, cut ropes, and flailing sails. The style gets its name from the crescent type slices and thrusts used with the weapons. Low and high twirling arcs are punctuated by furious stabs and maneuvering. Many pirates learned the art of tumbling to help them keep their feet on slick decks and to avoid deadly strikes, making use of terrain. Practitioners of this style always try to attain the higher ground, making it easier to finish with their deadly finishing strike: The Spinal Thrust.

Though it originated at sea, many land-dwellers in the country of Nyrond have learned this style through frequent dealings with the Gearant Pirates. It lends itself well to swashbuckling styles as well as fencing specialists, since it leaves opponents open for deadly strikes. Punctuated by crescent-like circles of defense, foes of this style fear trying to penetrate the deadly twirling blades.

This style is presumed to have been founded by one Lord Nessdar Geffin, a dreaded cutthroat who demanded unwavering loyalty from his men. Rumors say that he defended his captain-ship over 60 times from his men, defeating all who tried to wrest it from him with this style. Just as impressive is the fact that his small fleet was caught several times by Her Majesty's own Navy, only to have her Imperial Troops turned back by the ferociousness of his men, who now utilized this style as well.

The first training of this technique is always learned upon the deck of a ship. This inevitably teaches the student balance, tumbling, and the sweeping moves that punctuate this style.

*Gained: Tumbling 1 rank
The next stage of training emphasizes gaining the superb defense of the style. Training with two Twin Blade Masters, the student is set upon for hours on end by them both. Learning through practice is one of the mottos of this teaching. Until he can defend himself successfully from both Masters, he may not proceed to the next training.

*Gained: Counter-attack Style
*Benefits: The practitioner may choose to forego attacking and instead attempt to block incoming attacks as a full round action. This only allows a 5' step. The practitioner may apply each of his attack bonuses to his AC against a single incoming melee attack in succession until he runs out of attack bonuses. Once he is out of attack bonuses, his AC reverts to normal. Should the practitioner have attacks left over after all opponents have tried to strike, then he may opt to hold onto his remaining attacks to block any further attacks before his next turn in the following round, or take his remaining attacks as he pleases. Thus, if a practitioner has a normal AC of 20 and his attack bonuses were +15/+10/+5, then versus the first incoming melee attack his AC would be 35, versus the second an AC30, and versus the third and AC 25. All other incoming melee attacks are against his normal AC of 20.

The next step of the training involves teaching to student to anticipate attacks against where opponets /will/ be as opposed to where they are. Using attacks to force opponents in a certain direction or against where they would wish to go, the practitioner gains insight on where next to strike.

*Gained: Counter-Dodge
*Benefits: The practitioner gains a +1 competence bonus to hit in melee versus an opponent benefitting from a dodge bonus to their AC. This serves to completely cancel the Dodge feat and to offset any other dodge bonuses by 1, such as those granted by Expertise or Mobility.

This stage of training involves two main steps. Forcing opponents into leaving areas vulnerable to your attacks, and taking advantage of opponents fumbles.

*Gained: Multiple Level Attack
*Benefits: The practitioner may merge his top two attack bonuses into a single melee attack with a bonus equal to the sum of the two separate attacks. This is a full-round action and only 2 attacks may be merged thus. Effectively, the practitioner "fakes" one attack to create an opening for another.

Example:
A warrior has an attack routine of +14/+9. His opponent is proving well-defended so on his next turn he announces that he is making a multiple level attack. Rather than making his normal 2 melee attacks he makes one attack at +23. This bonus only applies to that single attack, and immediately reverts to normal attack bonuses. Thus, if he slays his opponent with Mutiple level attack and Cleaves through another opponent, his cleave is at his normal +14.

*Gained: Punishing Attack
*Benefits: Should an opponent roll a natural "1" on a d20 to hit, then the practitioner may opt to take a free single attack of opportunity against the opponent immediately. Additionally, if the practitioner chooses to use this attack of opportunity to disarm against the opponent, a +4 circumstance bonus applies to the Disarm roll.

The last crucial stage of this training involves the learning of the Spinal Thrust move. This move is almost always used to finish an opponent, and only after the practitioner has humiliated their foe and left them wide open for the maneuver. The move involves a single deadly thrust to the opponent's throat, though it derives its name from the force of the thrust itself; so powerful that it punctures the spine of the enemy. Not only does the throat strike render the opponent unable to breathe or cry out, the puncturing of the spine often leaves them paralyzed as well. They perish absolutely helpless to do anything about it; unable to cast cure spells, unable to try and stem the flow of blood, unable to call for help. Merciless.

*Gained: Spinal Thrust finishing move
*Benefits: Using a full-round action, this finishing move mirrors a Coup de Grace with one difference: The opponent need not be helpless. This attack provokes attacks of opportunity from adjacent foes, as it does involve concentration and a focused method. You must still roll to hit, but if you hit, you automatically deal critical damage. Sneak attack damage applies even against a non-helpless foe, since such a vital area is struck. An opponent must make a Fort save DC 10+damage dealt, much like a coup de grace. If the practitioner is an assassin, the foe takes a -4 to this save.
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