The discipline known as Thrashing Dragon has a long standing tradition amongst both ascetics and daredevils alike, as its movements and style fit both the dedication and tenacity of more disciplined fighters, as well as the erratic and improvisational style of free spirited warriors. Practitioners of the style are often lithe and nimble, graceful and quick, as the style demands speed and the ability to correct one’s movements fluidly. Thrashing Dragon is a demanding style that requires both agility and athletic ability. Its disciples are primarily two-weapon fighters, skilled with weapons that are used for quick slashes and stabs. It is an acrobatic style, using the disciple’s natural speed and grace to avoid blows as opposed to blocking them with their smaller weapons. Thrashing Dragon’s associated skill is Acrobatics, and its associated weapon groups are close weapons, light blades, and double weapons.
Associated Skills: Acrobatics
Associated Weapon Groups: Close weapons, light blades, and double weapons
Many Thrashing Dragon maneuvers require that its practitioner be wielding two weapons (one in each hand or one weapon and unarmed strike), wielding a double weapon, using natural weapons, or be unarmed to utilize them.
Move by an opponent and make a Acrobatics check against target’s AC, if successful, the target is flat-footed and the strike inflicts +1d6 points of damage.
Move by an opponent and make a successful Acrobatics check against the target’s AC, if successful, make an attack against the target’s flat-footed AC and the attack inflicts an additional 6d6 points of damage.
Make a full round attack, each successive melee attack inflicts an additional 1d6 points of damage more than the previous one (maximum +5d6 per successful attack).
Make an opposed Acrobatics check against an opponent’s attack roll, evade the attack and you may make an attack against the target with both weapons with +2d6 damage as part of this immediate action.
When two-weapon fighting in this stance, the character suffers a -2 to AC, but all attacks inflict an additional 2d6 + initiation modifier points of damage.
Make a full round attack as a standard action, each attack (including any unarmed or natural secondary attacks) is at full attack bonus plus an additional 2d6 points of damage, suffer -4 penalty to AC and to Reflex saves.
Make an attack with both main and off hand weapon against one or two targets; attack strikes to the heart of a target may cause instant death or 12d6 points of damage.