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( Hand to Hand: Martial Arts ) Aikido ( revised )

( Hand to Hand: Martial Arts ) Aikido ( revised )

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LEVEL ADVANCEMENT BONUSES<br />

Level 1: +1 Spell Attack, +1 Break Fall, +1 Roll with Punch/fall/impact, +2body flip/throw, +2 pull punch, +2<br />

Horror Fac<strong>to</strong>r, +1 Save vs. Magic, +1 save vs. psionics<br />

Level 2: +1 initiative when casting a spell, +2 parry and dodge, +5 P.P.E, +1save vs. Mind Control<br />

Level 3: Au<strong>to</strong>matic Body Flip/Throw, +1 Spell Attack, and +1 Disarm<br />

Level 4: +1 attack per melee round, +1 body flip/throw, +1 Horror Fac<strong>to</strong>r<br />

Level 5: Critical Body Flip/Throw on Natural 18-20 (double damage), +1 Horror Fac<strong>to</strong>r<br />

Level 6: +1 Parry/dodge and +1 <strong>to</strong> Body Flip/Throw, +1 save vs. magic<br />

Level 7: Au<strong>to</strong>matic Dodge, +2 pull punch, +1 Spell Attack, +5 P.P.E, +1 save vs. mind control<br />

Level 8: +1 attack per melee round, +3 save vs. Magic<br />

Level 9: +1 Initiative and +1 strike, parry, and dodge, +1 Spell Attack<br />

Level 10: Multiply Existing P.P.E by 1.5 and +1 disarm<br />

Level 11: +1 Parry, +2 Dodge, +1 Body Flip/Throw<br />

Level 12: +1 Attack per melee round<br />

Level 13: +1 Initiative when casting a spell and +2 Body Block/Tackle, +10PPE<br />

Level 14: Critical Strike on a Natural 18-20, +1 Spell Attack<br />

Level 15: +1 Attack per melee attack<br />

Why study Art of the Crystal Mind?<br />

If you are a magic user, the good effects are without parallel. If you are not however, the art is all but useless. It<br />

teaches good defense, passable offensive maneuvers, and good metaphysical training making it an art<br />

unparalleled by any for a mage.

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