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View Full Version : D&D 3.x Class The Figure Skater (Base Class Contest Runner-Up) 3.5 Base class



fuzzysora
2015-05-17, 03:48 PM
The Figure Skater

http://i.stack.imgur.com/DK0nml.jpg

“You see these blades? These are the blades that won me the Elven National Ice Skating tournament, three years in a row. These are the blades that helped me become the first person to cross the Hodoian Ocean without a boat. These are the blades that are going to be the end of you!” -Maia Smeckledorf, a Figure Skater


Figure Skaters combine highly trained ice skating moves with martial skill. Having maximized their speed on the ice, Figure Skaters zip past enemies, delivering fast slices with their skates. Being natural born performers, their battles are more like elaborate dances, but with a lot more dead people at the end. With experience, they learn to master the powers of winter.

Adventures: Figure Skaters go off on adventures for the same reason anyone else does. They might want to find a legendary pair of ice skates, or perhaps show the world their ability and dancing grace on the ice.

Characteristics: Figure Skaters are generally perky and upbeat. This is not a requirement of figure skating, however, and often skaters have different personalities on and off the ice. Though stereotypically female, male Figure Skaters do exist and are oftentimes found with a partner Figure Skater (typically female).

Alignment: Figure Skaters can be of any alignment. Good Figure Skaters enjoy putting on a show for the good of the people, while evil Figure Skaters dance for power, glory and wealth

Religion: Figure Skaters don’t favor a specific deity, typically worshipping their racial god, or a god of ice or speed. It’s not surprising for a Figure Skater to worship Fharlanghn because of their travelling nature.

Background: Becoming a Figure Skater takes a lot of work. It requires years of practice and instruction to do right, and most people can’t take the strain of the work. Those who tough it out can become figure skaters.

Races: Among the civilized races, Humans, Elves, Halflings and Gnomes fill the ranks of most of the worlds Figure Skaters. Humans excel at learning new tricks, while elves have a natural grace while dancing on the ice. Halflings excel because of their light weight and Dexterity bonus. Gnomes, while less common than the other 3 primary races, still can be good Figure Skaters, as they excel in the flashy department; figure skating relates closely to their natural affinity for barddom. Dwarves and half orcs rarely become Figure Skaters because of their typically reserved natures. Among the monstrous races, goblin and orc Figure Skaters are almost unheard of. Kobolds, surprisingly, make fantastic Figure Skaters. Who knew? Neanderthals occasionally become Power Skaters, a variant to the more dexterous Figure Skaters.

Other Classes: Figure Skaters get along well with the flashiest classes, typically the charismatic bard and sorcerer. They respect rogues, having much in common with their way of doing things, but sometimes rogues feel a little inadequate when compared to the Figure Skater’s mobility which may lead to distaste in some cases. They may find fighters and paladins hard to get along with because these heavy armor wearers typically move at a much slower pace than them. With Druids and Barbarians, it’s always a hit or a miss, all depending on the Figure Skater and others in question. Figure Skaters are typically indifferent to clerics, monks, rangers, and wizards.

Role: Figure Skaters fill an odd niche compared to most other classes. They excel at getting somewhere fast, and they are competent warriors who excel at attacking lightning quick. They are best utilized by distracting enemies and dealing with far off threats with their speed.

Adaptation: A world without Ice Skates is a sad world indeed. But DM’s could always reskin the Figure Skater into a specialized Ice Mage

GAME RULE INFORMATION
Figure Skaters have the following game statistics.
Abilities: Dexterity and Charisma are the key abilities for this class. Dexterity is useful for the mobility, attacks, AC and eventually damage of the Figure Skater, while Charisma helps with many of her class abilities. Constitution is secondarily important for health, as with any martial class.
Alignment: Any
Hit Die: d8
Starting Age: As Rogue
Starting Gold: as Rogue

Class Skills
The Figure Skater's class skills (and their related ability scores) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), Perform (Cha), Profession (Wis), Tumble (Dex), Use Rope (Dex)

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Figure Skater


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+2

+0
Ice Dance 1/day, Ice Skating, Weapon Finesse


2nd

+1

+0

+3

+0
Blades of Glory, Graceful Strike, Trick


3rd

+2

+1

+3

+1
Freezing Aura, Uncanny Dodge


4th

+3

+1

+4

+1
Ice Dance 2/day, Do You Want to Build a Snowman?, Trick


5th

+3

+1

+4

+1
Light on Your Feet, Evasion


6th

+4

+2

+5

+2
The Cold Never Bothered Me Anyway, Trick


7th

+5

+2

+5

+2
Stamina


8th

+6/+1

+2

+6

+2
Ice Dance 3/day, Improved Blades of Glory, Trick


9th

+6/+1

+3

+6

+3
Improved Uncanny Dodge, Moving Performance (+2 Cha)


10th

+7/+2

+3

+7

+3
Where is my Super Suit?, Trick


11th

+8/+3

+3

+7

+3
Master of Mobility


12th

+9/+4

+4

+8

+4
Ice Dance 4/day, Trick


13th

+9/+4

+4

+8

+4
Free as a Bird


14th

+10/+5

+4

+8

+4
Trick, Improved Evasion


15th

+11/+6/+1

+4

+9

+4
Greater Blades of Glory


16th

+12/+7/+2

+5

+10

+5
Ice Dance 5/day, Trick


17th

+12/+7/+2

+5

+10

+5
Frozen Heart


18th

+13/+8/+3

+6

+11

+6
Trick, Love is an Open Door


19th

+14/+9/+4

+6

+11

+6
Heart-Rending Performance (+4 Cha)


20th

+15/+10/+5

+6

+12

+6
Ice Dance 6/day, Let it Go!, Trick



Class Features
All of the following are class features of the Figure Skater.

Weapon and Armor Proficiencies: The Figure Skater is proficient with all simple weapons and ice skates as well as light armor, but not with shields.

Ice Dance (Ex):The main class feature of the Figure Skater is the ice dance.
A Figure Skater can fly into a mystical ice dance a certain number of times per day. During an Ice Dance, a Figure Skater gains a competence bonus to all attack and damage rolls as well as a dodge bonus to AC equal to her charisma modifier. She also gains the Pounce ability for the duration of the ice dance. Furthermore, she gains the benefits of the Mobility feat, even if she doesn’t meet the prerequisites. While ice dancing, a Figure Skater must move at least 10 feet every round if she is able. If she is unable to move 10 feet, the ice dance prematurely ends. An ice dance lasts for a number of rounds equal to 3 + the character’s Charisma modifier (with her new Charisma modifier if she is of 9th level or higher). While Ice Dancing, a Figure Skater cannot cast spells as she is focused on the complex actions and tricks involved in the Ice Dance. She does have access to all of her own Figure Skater Tricks. A Figure Skater may prematurely end her ice dance. At the end of the ice dance, the Figure Skater loses the ice dance bonuses and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless she is a 7th-level Figure Skater, at which point this limitation no longer applies).

A Figure Skater can ice dance only once per encounter. At 1st level she can use her ice dance ability once per day. At 4th level and every four levels thereafter, she can use it one additional time per day (to a maximum of six times per day at 20th level). Beginning an ice dance takes no time itself, but a Figure Skater can do it only during her action, not in response to someone else’s action.

Ice Skating (Ps): As granted equipment at level 1, a Figure Skater has ice skates. While wearing ice skates, a Figure Skater acts as though under the effects of the skate power. This +15ft speed bonus (+30ft downhill, +0ft uphill) stacks with the Speed Skating Trick. In addition, a Figure Skater’s land speed is faster than the norm for her race by +10 feet while she is wearing ice skates and no armor or light armor and not carrying a medium or heavy load. A figure skater may move backwards at her full speed and with the same ease as going forward.

Weapon Finesse (Ex): A Figure Skater gains Weapon Finesse as a bonus feat.

Blades of Glory (Ex): At 2nd level a Figure Skater gains multi-weapon fighting as a bonus feat, even if she does not meet the requirements. This allows her to attack effectively with a weapon (or two) and both of her skates in a full attack. Also, if using no other weapons, she may treat both of her skates as though being used by her primary hand.

Graceful Strike (Ex): A 2nd level Figure Skater can choose to use her Dexterity Modifier as a substitute to her Strength modifier when doing damage with finessable weapons.

Trick: Starting at 2nd level and every 2 levels thereafter, a Figure Skater can learn a trick from the trick list (see below).

Freezing Aura (Su): A 3rd level Figure Skater gains a Freezing Aura. Any open water within 5ft x Charisma modifier (minimum of 5ft) of the skater becomes frozen. This essentially means that the Figure Skater can cross any body of water as if it was made of ice. This ability can be suppressed at will.
The ice created immediately melts after leaving the aura’s area of effect, unless the ambient temperature would sustain ice.

Uncanny Dodge (Ex): The Figure Skater is so graceful in her motions that she is can dodge attacks that she’s not even consciously aware of. Starting at 3rd level a Figure Skater retains her Dexterity Bonus to AC (if any) even while flat-footed or when struck by an invisible attacker. However, she still loses the bonus if immobilized.

If the Figure Skater already has uncanny dodge from a different class, she automatically gains Improved Uncanny Dodge instead.

Do You Want to Build a Snowman? (Su): At 4th level a Figure Skater gains a small sized snowman companion. Treat this as a small sized water elemental without the whirlpool or drench abilities or a swim speed, with vulnerability to fire, immunity to cold, and 1d6 extra cold damage on all attacks. He speaks the languages that the Figure Skater speaks, and can move at her speed.

This snowman companion can choose to grow into a medium sized creature at level 10, Large at 15, and huge at 20. They can fluctuate between sizes as a full round action.

If the snowman leaves the area of the Figure Skater’s aura, and the ambient temperature would not sustain real snow, he begins to melt. He can last for a number of rounds equal to his Constitution score before he melts too much to act normally. He is still alive for 1 minute after he collapses.

A Figure Skater may create a new snowman companion the following day.

Light on Your Feet (Ex): A Figure Skater of level 5 gains an untyped +4 on all checks regarding balance, jump, and move silently.

Evasion (Ex): At 5th level and higher, a Figure Skater can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Figure Skater is wearing light armor or no armor. A helpless Figure Skater does not gain the benefit of evasion.

The Cold Never Bothered Me Anyway (Su): A Figure Skater of 6th level gains resistance to cold equal to ½ her figure skating level.

Stamina(Ex): A 7th level Figure Skater is sufficiently physically fit and familiar enough with her typical routines that she no longer becomes fatigued after an Ice Dance. However, she still can only do an ice dance once per encounter.


Improved Blades of Glory (Ex): At 8th level a Figure Skater gains Improved Multiweapon Fighting as a bonus feat, even if she does not meet the prerequisites.

Improved Uncanny Dodge (Ex): A Figure Skater of 9th level or higher can no longer be flanked.
This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target has Figure Skater levels.
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Moving Performance (Ex): 9th level Figure Skaters are such excellent performers that they are treated as having a +2 Charisma while Ice Dancing. This affects all Charisma based abilities. In addition, she is gains the Spring Attack feat while Ice Dancing.

Where is my Super Suit? (Su): At 10th level, the Figure Skater gains the ability to create ice in midair up which she can then skate. Ice is created only within her square while in the air, not everywhere within her Freezing Aura as usually happens with water. This effectively acts as a fly speed with good maneuverability equal to her land base speed (keep in mind the uphill portion of the Ice Skating class feature, eliminating the 15 feet speed bonus if heading upward). She can do this for a number of rounds at a time equal to her charisma modifier. The ice thaws immediately after leaving her Freezing Aura. Yes, the ice can float unsupported. It’s magic.

Master of Mobility (Ex): Figure Skaters of 11th level and above have mastered mobility while wearing ice skates. They may take a 10 on all balance, jump, and move silently checks, even while under pressure. Her bonus to these checks from the Light on Your Feet class ability still apply.

Free as a Bird (Ex): Starting at 13th level a Figure Skater is affected as though by a continuous freedom of movement spell while wearing ice skates.

Improved Evasion (Ex): This ability works like evasion, except that while the Figure Skater still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless Figure Skater does not gain the benefit of improved evasion.

Greater Blades of Glory (Ex): At 15th level a Figure Skater gains Greater Multiweapon Fighting as a bonus feat, even if she does not meet the prerequisites.

Frozen Heart (Su): At 17th level, a Figure Skater gains a powerful understanding of her icy nature. She gains the ability to freeze a subjects heart once per day as a death attack when within her Freezing Aura. The subject must succeed on a Fortitude save of 10 + ½ Figure Skater Level + Charisma Modifier or die. On a successful save, the subject still takes 1d6 points of cold damage per Figure Skater level. Constructs, oozes, plants, undead, incorporeal creatures, creatures immune to critical hits, and creatures specifically stated to not have a heart are unaffected by this death attack. However, they do take 1d6 points of cold damage per Figure Skating level.

Love is an Open Door (Ex): Through the power of Love, a Figure Skater of 18th level can reach through the open door of the planes and retrieve a loved ones soul, bringing back from the dead. this acts as a True Resurrection spell that has no Material or XP costs. This ability can be used once per month.

Heart-Rending Performance (Ex): Upon reaching level 19, a Figure Skater has become so expressive during her Ice Dances that her Charisma bonus while doing so increases to +4.

Let it Go! (Su): At level 20, a Figure Skater’s freezing aura grows to 5 miles x Charisma Modifier, and can be very specifically manipulated anywhere within this area. The affected area is suddenly plunged into winter. The temperature drops to somewhere between -20 degrees and 32 degrees Fahrenheit. For example, she can make one town within the radius suffer from winter and nowhere else if she so chooses. The change in aura is a standard action.

She may create a castle of your choice once per day over a 3 minute period; just long enough to sing about “Letting it Go.”

This new aura is treated the same as her old Freezing Aura in relation to her abilities.

The figure skater’s resistance to cold becomes immunity to cold.

fuzzysora
2015-05-17, 03:50 PM
Tricks:
(Alphabetical Order)

3 Turn (Ex)
Prerequisites: None
Effect: By taking this trick, a Figure Skater no longer needs to charge in a straight line. They can turn up to 90 degrees during a charge.

Abominable (Su)
Prerequisites: Do You Want to Build a Snowman? class ability
Effect: This trick grants your Snowman companion an additional +4 to his Strength and Constitution scores as well as 2 additional hit die (which do not affect his size).

All Wrapped Up (Ex)
Prerequisites: None
Effect: With this trick, a Figure Skater uses a piece of rope (or similar item) of at least 15ft in length to wrap up a target. By succeeding on a melee touch attack, she attaches the rope to her target, then moves around them quickly as a move action, wrapping them up and causing them to become entangled. This ability only works on creatures of the same or smaller size.

Blow Them a Kiss (Sp)
Prerequisites: Level 6
Effect: A Figure Skater who learns this trick has honed her performing skill to such a degree that she need only blow a kiss at an enemy to drop their jaw. As a standard action a Figure Skater may choose a target within 25ft + 5ft/2 levels of her who must succeed on a Will save (10 + ½ Figure Skater level + Charisma Modifier) or become stunned for 1 round. Any enemy who makes the save is immune to the Figure Skater’s Blow Them a Kiss Trick for 24 hours.

Butterfly Jump (Ex)
Prerequisites: None
Effect: When performing a Butterfly Jump, a Figure Skater leaps into the air and spins with her body parallel to the ground. This allows her to make a full attack using only her skates, but they become reach weapons for the attack.

Chasse (Ex)
Prerequisites: None
Effect: The footwork of a Figure Skater who’s learned this trick is highly advanced. She now gains the ability to avoid attacks of opportunity during a charge by succeeding on a DC 15 balance check.

Cold as Ice Ice Baby (Su)
Prerequisites: None
Effect: You’re skin grows icy, giving you a natural armor bonus of 1. This bonus increases to 2 at 5th level, 3 at 10th, 4 at 15th, and 5 at 20th.

Death Drop (Ex)
Prerequisites: 10 ranks in jump
Effect: Deal fall damage to a target you land on. Reduced fall damage stacks with reductions from battle jump.

Double Axel (Ex)
Prerequisites: Single Axel
Effect: By performing this trick as a swift action while moving, a Figure Skater inspires her allies. This move seems simple enough to a Figure Skater, but is highly impressive to anyone else nearby. By spinning two and a half times in the air she inspires allies (including herself) with a +2 competence bonus all attack and damage rolls as well as saves for 1 round. These effects stack with those granted by her Ice Dance ability as well as those granted by the Single Axel trick.

Fabulous Costume (Ex)
Prerequisites: None
Effect: A Figure Skater who chooses to learn this trick has put a lot of work into her costume. Everything from the sequined cloak and matching ice skates to her impossibly perfect hair manipulates how others perceive her. As a result, her Charisma score is treated as though 2 higher than it is (i.e. A Figure Skater with 14 Charisma who learns this trick is treated as though she has a +3 Charisma Modifier instead of a +2). This effect adds to all skills and Figure Skater class abilities that involve Charisma, including Ice Dance, but not to any non-Figure Skater abilities, such as spells or bardic music.

Frigid Aura (Su)
Prerequisites: Freezing Aura class ability
Effect: Once inside the aura of a Figure Skater who learns this trick, an enemy takes 1d3 points of nonlethal cold damage per round spent therein. This damage affects the enemies that end their turn in the aura. Winter Clothing negates this damage. This ability affects allies, but can be suppressed to her normal Freezing Aura affects, or to no aura at all.

My Freeze Ray (Su)
Prerequisites: None
Effect: As a ranged touch attack, you can shoot a bolt of cold at an enemy. This bolt does 1d6 + Charisma modifier points of damage for every 2 levels of figure skater you have. This is an attack action. It has a range of 30 feet. This trick is not affected by Quick Trick.

Partner Skating (Ex)
Prerequisites: None
Effect: A Figure Skater who learns partner skating can choose a partner to skate with them. For as long as partner skating, each character uses their combined Charisma modifiers for all Figure Skater abilities and their averaged land speed. If the other party involved does not have ice skates, they are still treated with no penalties for moving on ice during this time.

Both characters share the better of their initiatives and make their respective actions as usual, except that they must remain in adjacent squares at all times. The effects of Partner Skating end as soon as they are no longer in adjacent squares, or one character declares it to be over. If still in initiative play after finishing a Partner Skate, each character returns to acting on their respective initiatives, waiting until the next round if acting would mean doing so twice in one round.

Special: If two Figure Skaters who have both learned this trick engage in Partner Skating, they both use their combined Charisma modifiers and averaged speeds and are treated as though in an Ice Dance, without the use of the Ice Dance ability. This effect does not make a Figure Skater below level 7 fatigued afterward, and does not count against their total number of Ice Dances per day, nor their one use per encounter.

Permafrost (Su)
Prerequisites: Subzero Aura Trick
Effect: By learning this trick, a Figure Skater’s freezing aura is amplified. Now any surface within her aura is treated as though made of ice. This ability also affects allies and can be suppressed as with her other Auras.

Quadruple Axel (Sp)
Prerequisites: Triple Axel
Effect: By taking a standard action while moving to spin an amazing four and a half times around in the air, the Figure Skater creates a whirlwind, as the spell, for a number of rounds equal to her Charisma Modifier, focused around her. This ability does not provoke attacks of opportunity. This ability can only be used once per encounter.

Quick Tricks (Ex)
Prerequisites: Speed Skating
Effect: A Figure Skater who learns this trick has dedicated much-- may perform her other tricks at an even faster pace. A trick that would take a full round action instead takes a standard action, one that would take a standard action instead takes a move action and one that would take a move action instead takes a swift action. Any single trick that would take a swift action takes action free action, still can only be used once.

Shoot-the-Duck (Ex)
Prerequisites: None
Effect: By learning this trick, a figure skater can perform a sit spin with one leg outstretched, parallel to the ground, allowing her to do a trip action as though she has the Improved Trip feat, even if she does not meet the prerequisites. This +4 is added to the +4 granted if the Figure Skater has already taken the Improved Trip feat (resulting in a total of +8). The figure skater uses a foot (presumably with a skate on it) to perform the trip. This trick is not affected by Quick Trick as it is an attack option.

Shotgun Spin (Ex)
Prerequisites: None
Effect: A Figure Skater who learns this trick can perform an upright spin with one leg held upwards towards the front of her body by the ankle. This allows her to do a Disarm action as though she has the Improved Disarm feat, even if she does need meet the prerequisites. This +4 is added to the +4 granted if the Figure Skater has already taken the Improved Disarm feat (resulting in a total of +8). The Figure Skater uses a skate to perform the disarm. This trick is not affected by Quick Trick as it is an attack option.

Single Axel (Ex)
Prerequisites: None
Effect: A Figure Skater who learns this trick may perform it as a swift action. She does a very small jump while in motion and spins around one and a half times, granting her an additional +1 circumstantial bonus to attack and damage, and an additional +1 dodge bonus to AC for that round. These effects stack with those granted by her Ice Dance ability.

Skate Up the Walls (Ex)
Prerequisites: None
Effect: By choosing to learn this trick, a Figure Skater gains the psionic feat Up the Walls while wearing ice skates, even if she does not meet the requirements, and does not require psionic focus to use it.

Some People are Worth Melting For (Su)
Prerequisites: Do You Want to Build a Snowman? class ability
Effect: This trick is used as a ditch attempt to save a Figure Skater from an attack. On learning of a hit, but before taking the damage, a Figure Skater’s companion can be compelled (by the Skater) to sacrifice himself in her stead. As long as he is within her freezing Aura, he materializes in front of the blade, spell, arrow, trap, or (in the case of fall damage) between her and the ground. He takes double the damage she would take, while she takes none.

Spin with Me! (Ex)
Prerequisites: None
Effect: To use this trick, a Figure Skater must first succeed on a grapple check on a target. The Figure Skater then uses her remaining move action to skate very rapidly around the target while holding on to them. The rapid and sudden spinning causes the target to become nauseated for 1 round. The act of skating in a circle fulfills the minimum 10 feet moved/round requirement of the Ice Dance ability. This ability only affects creatures of the Skater’s size or smaller.

Spinning in the Air (Su)
Prerequisites: Where is my Super Suit? class ability
Effect: By combining forward skating with perfectly timed spins, a Figure Skater who takes this trick gains perfect maneuverability while using the Where is my Super Suit? ability. She also now adds her Figure Skater level to her charisma modifier to find the number of consecutive rounds she can use the Where is my Super Suit? ability.

Speed Skating (Ex)
Prerequisites: None
Effect: This trick enhances the base +10ft to move speed granted by the Ice Skating ability to 5ft x Charisma Modifier or 5ft x Figure Skater level, whichever is lower. Minimum +10 feet.

Stone Cold (Su)
Prerequisites: Blow Them a Kiss
Effect: Any time that a target is affected by a Figure Skater’s Blow Them a Kiss ability, the target also takes 1d6 per 2 Figure Skater levels + Charisma Modifier points of cold damage.

Subzero Aura (Su)
Prerequisites: Frigid Aura
Effect: Upon entering the aura of of a Figure Skater who’s learned this trick, an enemy takes 1d6 points of lethal cold damage per round spent therein. Enemies wearing metal armor are also affected as though by the chill metal spell. This ability affects allies but may be suppressed to any lesser Aura.

Triple Axel (Sp)
Prerequisites: Double Axel
Effect: The Figure Skater gracefully jumps and twirls in the air, spinning three and a half times. This trick takes a move action to perform and causes 1HD x (Charisma Modifier + ½ Figure Skater level) worth of enemies within 25ft + 5ft/2 levels to become dazed for 1 round. This ability only functions against any given enemy once per encounter. Performing it again will either affect different enemies or just be a cool spin with no effect.

fuzzysora
2015-05-17, 03:51 PM
Exotic Weapon: Ice Skates
1d6 damage each
Light weapons
19-20 x2 crit
Slashing
No penalties for moving while on ice
Feet treated as off-hands when attacking
Gets no penalty to disarm checks like typical light weapons

These kind of work like double weapons, except they are on your feet. If you are proficient with Ice skates, you can attack with both the weapon in your hands and the ice skates on your feet, resulting in possibly using 4 weapons at a time

~~~

Reserved for Variants, feats, etc

Hanuman
2015-05-17, 05:08 PM
Here's an old broken (not working) class that uses skates.

http://www.giantitp.com/forums/showthread.php?283433-JET-SET-RADIO-3-P-Baseclass-P-E-A-C-H

Psychoreactive paint, some cool stuffs, really bad discipline execution/gramarie hybrid.

Terrible brew, but might have some insights :)