Karate (3.5e Tradition)

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Karate
Transmutation [Fire]
Element: Fire
Prerequisites: None
Attack Die: d8 heat
1st Kata: Add 1d4 heat damage to every die of normal damage
2nd Kata: +2 to Constitution for the purposes of determining Elementrics endurance
3rd Kata: −2 to number of rounds it takes to regain Elementrics endurance
4th Kata: +2 to Fortitude saves
5th Kata: Add 1d6 heat damage to every die of normal damage
6th Kata: Can expend all but 1 Constititution to create a flame by stopping your own heart and taking the electrical current from it
7th Kata: +3 to Constitution for the purposes of determining Elementrics endurance
8th Kata: −3 to number of rounds it takes to regain Elementrics endurance
9th Kata: +3 to Fortitude saves
10th Kata: Lose only half Endurance to create a spark
11th Kata: Can change heat damage to cold at will, also cause hypothermia
12th Kata: +4 to Constitution for the purposes of determining Elementrics endurance
13th Kata: −4 to number of rounds it takes to regain Elementrics endurance
14th Kata: +4 to Fortitude saves
15th Kata: Lose only 4 Endurance to create a spark
16th Kata: Add 1d8 heat or cold damage to every die of normal damage
17th Kata: +5 to Constitution for the purposes of determining Elementrics endurance
18th Kata: −5 to number of rounds it takes to regain Elementrics endurance
19th Kata: +5 to Fortitude saves
20th Kata: Lose no endurance to make a spark

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