Flickerdart
2010-01-02, 02:39 PM
This is my first homebrew for 3.5, so it may be very horrible. The objective of this class was not to give melee something to do besides full attack every round, but to make that full attack something interesting. The class's abilities encourage getting off a ton of attacks, and allow it to move from opponent to opponent more effectively. Iteratives now matter, since the last ones will have powerful effects riding on them. The class also gets Haste so that even without getting attacks from different sources it's possible for a straight Fighter to make five attacks per round. Of course, the 5th level Forms need some trying to get to because they are immensely powerful.
Kata Initiate
"How would you like to die today?"
The Kata Initiate embodies a doctrine of variety, and each attack they rain upon their foes comes with a twist. Kata Initiates learn to augment their melee attacks with additional effects, and make each successive attack more devastating. The deadly dance of the Kata can be adapted to any type of melee fighting style, though the more attacks a prospective Kata Initiative can make, the more powerful their style will become. The individual Kata Initiate can shift his style to fight against one foe or many, and stand still or flit about the battlefield.
BECOMING A KATA INITIATE
Kata Initiates come from all types of disciplines, but they are drawn to the style through their focus on multiple attacks.
ENTRY REQUIREMENTS
Skills: 8 ranks in at least two STR, DEX or CON-based skills
Feats: Weapon Focus in a melee weapon, any two Improved (Sunder, Overrun, Bull Rush, Trip, Disarm, Feint, Grapple, Overrun, Two Weapon/Multi-Weapon Fighting, Shield Bash, Unarmed Strike) feats
Special: BAB +6 or Flurry of Blows class feature
Class Skills
The Kata Initiate's class skills are Balance, Bluff, Climb, Concentration, Escape Artist, Jump, Ride, Sleight of Hand, Swim, Tumble and Use Rope
Skills Points at Each Level: 2 + int
Hit Dice: d10
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|1st Form, Honoured Tradition
2nd|
+2|
+3|
+0|
+0|Bonus Form, Haste 1/day
3rd|
+3|
+3|
+1|
+1|2nd Form, Combat Movement
4th|
+4|
+4|
+1|
+1|Bonus Form, Haste 2/day
5th|
+5|
+4|
+1|
+1|3rd Form, Multiattack Mastery
6th|
+6|
+5|
+2|
+2|Bonus Form, Haste 3/day
7th|
+7|
+5|
+2|
+2|4th Form, Double Form
8th|
+8|
+6|
+2|
+2|Bonus Form, Haste 4/day
9th|
+9|
+6|
+3|
+3|5th Form, Advanced Combat Movement
10th|
+10|
+7|
+3|
+3|Endless Kata, Bonus Form, Haste 5/day[/table]
Weapon Proficiencies: Kata Initiates are proficient with all simple and martial melee weapons, but gain no proficiencies with armour or shields.
Honoured Tradition: A Paladin, Monk or any other class with a multiclass restriction may continue advancing as that class. Furthermore, Kata Initiate levels stack with the appropriate class levels for determining Smite attacks per day (for any Smites, such as the Incarnate's Smite Opposition), Flurry of Blows effects and unarmed damage.
Forms: At 1st level and every odd level thereafter, a Kata Initiate gains use of an additional level of Forms and one Form from that level. While making a full attack, a Kata Initiate can apply one Form he knows to a melee attack he makes against an opponent he has already struck at least once this round. Higher level forms require more hits before they can be used, with each level of form requiring a number of attacks equal to its level. For example, a 9th level Kata Initiate must hit with 5 melee attacks before he can use a 5th level form, but those attacks can have other forms attached to them.
All Forms are Extraordinary unless otherwise specified.
Bonus Form: At 2nd level and every even level thereafter, a Kata Initiate learns an additional Form from a level of Forms that he already knows. A Kata Inititate can choose a Fighter Bonus Feat instead, but must meet all prerequisites for it.
Haste (Sp): Kata Initiates move through their forms with precision and speed. At 2nd level, the Kata Initiative gains Haste as a Spell-like Ability, with daily uses equal to half the Kata Initiate's class level and caster level equal to the class level.
Combat Movement (Ex): At 3rd level, the Kata Initiate learns to move with his attacks. He may take a 5ft step in between any two attacks that he has applied a Form to. This does not count against the normal limit of one 5ft step per turn. At 9th level, the Kata Initiate can take 10ft steps instead, though these provoke attacks of opportunity.
Multiattack Mastery (Ex): At 5th level, the Kata Initiate gains a cumulative +1 bonus on attack rolls for every successful attack he makes after the first attack in a round. This cumulative bonus lasts until the end of the Kata Initiate's turn and may not exceed the total attack bonus of the first attack.
Double Form (Ex): At 7th level, the Kata Initiate can combine any two forms that he knows when making a melee attack, provided that both are eligible to be used. He may not choose the same form twice.
Endless Kata (Ex): At 10th level, the Kata Initiate learns to keep the rhythm of his attacks when switching from foe to foe. All of his attacks that have hit this round count for determining what level of Form can be applied to the next one, even if they were not made against the same opponent.
Forms
1st-level Forms
Get Over Here!: If this attack hits, the Kata Initiate can move the target 5 feet. The target does not provoke an attack of opportunity from the Kata Initiate, but may provoke from others.
Predator's Charge: The Kata Initiate's attack is a Charge attack against any eligible target, with the normal bonuses and penalties associated with a charge. The Kata Initiate may continue making attacks as normal after the charge, if he has any left for the round. The Kata Initiate may not use this form to move more than twice his speed per round in total.
Confident Assault: The Kata Initiate gains a morale bonus to attack and damage equal to the number of attacks the target has already been hit with in this round.
Prismatic Strike (Fire): The Kata Initiate's attack deals fire damage instead of the type it normally would. This is a Supernatural ability.
Variant Style: The Kata Initiate's attack deals piercing, slashing or bludgeoning damage (player's choice) instead of the type it normally would.
2nd-level Forms
Phantom Blade: The Kata Initiate may feint as a free action immediately after his attack.
Prismatic Strike (Cold): The Kata Initiate's attack deals cold damage instead of the type it normally would. This is a Supernatural ability.
Blade Magic: The Kata Initiate's attack is treated as magic in addition to any types it already has.
Pierce the Heavens: The Kata Initiate's attack strikes all enemies in a line equal to five feet for every attack he has hit with this round. The attack counts as a single hit if its hits at least one foe.
3rd-level Forms
Nowhere to Run: The Kata Initiate's attacks strike his opponent from all sides. If this attack hits, the target must succeed on a Will save equal to 10 + the Kata Initiate's class level + the number of attacks the target has been hit with this round or become dazed for 1 round.
Prismatic Strike (Electricity): The Kata Initiate's attack deals electricity damage instead of the type it normally would. This is a Supernatural ability.
Planar Punishment: The Kata Initiate's attack is treated as Lawful, Chaotic, Good or Evil (player's choice) in addition to any types it already has.
Enormous Blow: The Kata Initiate's attack strikes all enemies in a 15ft cone. The attack counts as a single hit if its hits at least one foe.
Combat Aptitude: The Kata Initiate may make a Bull Rush, Disarm, Sunder or Trip attempt as a free action immediately following this attack.
4th-level Forms
Prismatic Strike (Acid): The Kata Initiate's attack deals acid damage instead of the type it normally would. This is a Supernatural ability.
Pillar of Swords: The Kata Initiate's attacks create a Blade Barrier effect in the target's square, with the caster level equal to the Kata Initiate's class level and Reflex save equal to 10 + the Kata Initiate's class level + the number of attacks the target has been hit with this round. The Pillar of Swords lasts until the start of the Kata Initiate's next turn.
Executioner's Swing: The Kata Initiate's attack strikes all enemies in a semicircle with a radius of 20 feet. The attack counts as a single hit if its hits at least one foe.
Rending Slash: The Kata Initiate tears through his enemy's flesh and inflicts a gaping wound, with the value equal to the number of attacks he has hit the target with in the round .
Gaping Wound: A gaping wound is always inflicted with a value. At the beginning of its turn, a creature with a gaping wound takes damage equal to that value, and the value decreases by one. When the value becomes 0, the gaping wound ends. A gaping wound counts as a condition for the effects of Iron Heart Surge. Creatures with no CON score are immune to gaping wounds. Creatures with Regeneration or Fast Healing reduce the value of a gaping wound by two each turn, instead of one.
5th-level Forms
Hurricane of Destruction: The Kata Initiate's attack hits all enemies in a 30ft radius instead of just his target. The Kata Initiate rolls attack and damage once, but may apply precision damage or effects that only work on one target only once. After using this Form, the Kata Initiate cannot make any more attacks this round, except for Attacks of Opportunity.
Why Won't You Die: If this attack hits, its target must make a Fortitude save equal to 10 + the Kata Initiate's class level + the number of attacks the target has been hit with this round or be slain instantly as its body explodes into ludicrous gibs or falls apart into neat slices, at the Kata Initiate's option. Enemies to whom this would not be lethal (oozes, ghosts, creatures that can regenerate, etc.) are not killed.
Prismatic Strike (Sonic): The Kata Initiate's attack deals sonic damage instead of the type it normally would. This is a Supernatural ability.
Legendary Onslaught: The Kata Initiate's attack is treated as Epic in addition to any other types it has.
Kata Initiate
"How would you like to die today?"
The Kata Initiate embodies a doctrine of variety, and each attack they rain upon their foes comes with a twist. Kata Initiates learn to augment their melee attacks with additional effects, and make each successive attack more devastating. The deadly dance of the Kata can be adapted to any type of melee fighting style, though the more attacks a prospective Kata Initiative can make, the more powerful their style will become. The individual Kata Initiate can shift his style to fight against one foe or many, and stand still or flit about the battlefield.
BECOMING A KATA INITIATE
Kata Initiates come from all types of disciplines, but they are drawn to the style through their focus on multiple attacks.
ENTRY REQUIREMENTS
Skills: 8 ranks in at least two STR, DEX or CON-based skills
Feats: Weapon Focus in a melee weapon, any two Improved (Sunder, Overrun, Bull Rush, Trip, Disarm, Feint, Grapple, Overrun, Two Weapon/Multi-Weapon Fighting, Shield Bash, Unarmed Strike) feats
Special: BAB +6 or Flurry of Blows class feature
Class Skills
The Kata Initiate's class skills are Balance, Bluff, Climb, Concentration, Escape Artist, Jump, Ride, Sleight of Hand, Swim, Tumble and Use Rope
Skills Points at Each Level: 2 + int
Hit Dice: d10
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|1st Form, Honoured Tradition
2nd|
+2|
+3|
+0|
+0|Bonus Form, Haste 1/day
3rd|
+3|
+3|
+1|
+1|2nd Form, Combat Movement
4th|
+4|
+4|
+1|
+1|Bonus Form, Haste 2/day
5th|
+5|
+4|
+1|
+1|3rd Form, Multiattack Mastery
6th|
+6|
+5|
+2|
+2|Bonus Form, Haste 3/day
7th|
+7|
+5|
+2|
+2|4th Form, Double Form
8th|
+8|
+6|
+2|
+2|Bonus Form, Haste 4/day
9th|
+9|
+6|
+3|
+3|5th Form, Advanced Combat Movement
10th|
+10|
+7|
+3|
+3|Endless Kata, Bonus Form, Haste 5/day[/table]
Weapon Proficiencies: Kata Initiates are proficient with all simple and martial melee weapons, but gain no proficiencies with armour or shields.
Honoured Tradition: A Paladin, Monk or any other class with a multiclass restriction may continue advancing as that class. Furthermore, Kata Initiate levels stack with the appropriate class levels for determining Smite attacks per day (for any Smites, such as the Incarnate's Smite Opposition), Flurry of Blows effects and unarmed damage.
Forms: At 1st level and every odd level thereafter, a Kata Initiate gains use of an additional level of Forms and one Form from that level. While making a full attack, a Kata Initiate can apply one Form he knows to a melee attack he makes against an opponent he has already struck at least once this round. Higher level forms require more hits before they can be used, with each level of form requiring a number of attacks equal to its level. For example, a 9th level Kata Initiate must hit with 5 melee attacks before he can use a 5th level form, but those attacks can have other forms attached to them.
All Forms are Extraordinary unless otherwise specified.
Bonus Form: At 2nd level and every even level thereafter, a Kata Initiate learns an additional Form from a level of Forms that he already knows. A Kata Inititate can choose a Fighter Bonus Feat instead, but must meet all prerequisites for it.
Haste (Sp): Kata Initiates move through their forms with precision and speed. At 2nd level, the Kata Initiative gains Haste as a Spell-like Ability, with daily uses equal to half the Kata Initiate's class level and caster level equal to the class level.
Combat Movement (Ex): At 3rd level, the Kata Initiate learns to move with his attacks. He may take a 5ft step in between any two attacks that he has applied a Form to. This does not count against the normal limit of one 5ft step per turn. At 9th level, the Kata Initiate can take 10ft steps instead, though these provoke attacks of opportunity.
Multiattack Mastery (Ex): At 5th level, the Kata Initiate gains a cumulative +1 bonus on attack rolls for every successful attack he makes after the first attack in a round. This cumulative bonus lasts until the end of the Kata Initiate's turn and may not exceed the total attack bonus of the first attack.
Double Form (Ex): At 7th level, the Kata Initiate can combine any two forms that he knows when making a melee attack, provided that both are eligible to be used. He may not choose the same form twice.
Endless Kata (Ex): At 10th level, the Kata Initiate learns to keep the rhythm of his attacks when switching from foe to foe. All of his attacks that have hit this round count for determining what level of Form can be applied to the next one, even if they were not made against the same opponent.
Forms
1st-level Forms
Get Over Here!: If this attack hits, the Kata Initiate can move the target 5 feet. The target does not provoke an attack of opportunity from the Kata Initiate, but may provoke from others.
Predator's Charge: The Kata Initiate's attack is a Charge attack against any eligible target, with the normal bonuses and penalties associated with a charge. The Kata Initiate may continue making attacks as normal after the charge, if he has any left for the round. The Kata Initiate may not use this form to move more than twice his speed per round in total.
Confident Assault: The Kata Initiate gains a morale bonus to attack and damage equal to the number of attacks the target has already been hit with in this round.
Prismatic Strike (Fire): The Kata Initiate's attack deals fire damage instead of the type it normally would. This is a Supernatural ability.
Variant Style: The Kata Initiate's attack deals piercing, slashing or bludgeoning damage (player's choice) instead of the type it normally would.
2nd-level Forms
Phantom Blade: The Kata Initiate may feint as a free action immediately after his attack.
Prismatic Strike (Cold): The Kata Initiate's attack deals cold damage instead of the type it normally would. This is a Supernatural ability.
Blade Magic: The Kata Initiate's attack is treated as magic in addition to any types it already has.
Pierce the Heavens: The Kata Initiate's attack strikes all enemies in a line equal to five feet for every attack he has hit with this round. The attack counts as a single hit if its hits at least one foe.
3rd-level Forms
Nowhere to Run: The Kata Initiate's attacks strike his opponent from all sides. If this attack hits, the target must succeed on a Will save equal to 10 + the Kata Initiate's class level + the number of attacks the target has been hit with this round or become dazed for 1 round.
Prismatic Strike (Electricity): The Kata Initiate's attack deals electricity damage instead of the type it normally would. This is a Supernatural ability.
Planar Punishment: The Kata Initiate's attack is treated as Lawful, Chaotic, Good or Evil (player's choice) in addition to any types it already has.
Enormous Blow: The Kata Initiate's attack strikes all enemies in a 15ft cone. The attack counts as a single hit if its hits at least one foe.
Combat Aptitude: The Kata Initiate may make a Bull Rush, Disarm, Sunder or Trip attempt as a free action immediately following this attack.
4th-level Forms
Prismatic Strike (Acid): The Kata Initiate's attack deals acid damage instead of the type it normally would. This is a Supernatural ability.
Pillar of Swords: The Kata Initiate's attacks create a Blade Barrier effect in the target's square, with the caster level equal to the Kata Initiate's class level and Reflex save equal to 10 + the Kata Initiate's class level + the number of attacks the target has been hit with this round. The Pillar of Swords lasts until the start of the Kata Initiate's next turn.
Executioner's Swing: The Kata Initiate's attack strikes all enemies in a semicircle with a radius of 20 feet. The attack counts as a single hit if its hits at least one foe.
Rending Slash: The Kata Initiate tears through his enemy's flesh and inflicts a gaping wound, with the value equal to the number of attacks he has hit the target with in the round .
Gaping Wound: A gaping wound is always inflicted with a value. At the beginning of its turn, a creature with a gaping wound takes damage equal to that value, and the value decreases by one. When the value becomes 0, the gaping wound ends. A gaping wound counts as a condition for the effects of Iron Heart Surge. Creatures with no CON score are immune to gaping wounds. Creatures with Regeneration or Fast Healing reduce the value of a gaping wound by two each turn, instead of one.
5th-level Forms
Hurricane of Destruction: The Kata Initiate's attack hits all enemies in a 30ft radius instead of just his target. The Kata Initiate rolls attack and damage once, but may apply precision damage or effects that only work on one target only once. After using this Form, the Kata Initiate cannot make any more attacks this round, except for Attacks of Opportunity.
Why Won't You Die: If this attack hits, its target must make a Fortitude save equal to 10 + the Kata Initiate's class level + the number of attacks the target has been hit with this round or be slain instantly as its body explodes into ludicrous gibs or falls apart into neat slices, at the Kata Initiate's option. Enemies to whom this would not be lethal (oozes, ghosts, creatures that can regenerate, etc.) are not killed.
Prismatic Strike (Sonic): The Kata Initiate's attack deals sonic damage instead of the type it normally would. This is a Supernatural ability.
Legendary Onslaught: The Kata Initiate's attack is treated as Epic in addition to any other types it has.