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View Full Version : Iaijutsu Initiative (In Progress) 3.5/Pf Base Class



KaiserSozay
2013-03-25, 09:55 AM
Role: The Iaijutsu Initiate is the master of a single movement. Where another warriors waste time on unnecessary movement and wasted effort the Iaijutsu initiate knows that a single strike of his blade is just as deadly as any flurry of blows and much faster. The Iaijutsu initiate serves best as a mobile warrior able to take some damage while avoiding the bulk of attacks and making his way towards high priority targets.

Alignment: Any, tends towards neutral.

Hit Die: 1d10

Starting Wealth: 4d6 x 10gp (Average 140gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The Iaijutsu initiate's skills are Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex) and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier.

Table: Iaijutsu Initiative

{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+1|+0|+2|+2| Quick Draw, Swift Attack, Weapon Bond, Iaijutsu style
2nd|+2|+0|+3|+3| Combat Reflexes, Iaijutsu strike

3rd|+3|+1|+3|+3| Folded Weapon +1, Bonus Feat

4th|+4|+1|+4|+4| Blademaster +1, Quick Sheath

5th|+5|+1|+4|+4| Folded Weapon +2, Wind Slice

6th|+6|+2|+5|+5| Perfect Strike, Bonus Feat, Nimble Fighter

7th|+7|+2|+5|+5| Folded Weapon +3, Improved Iaijutsu Style

8th|+8|+2|+6|+6| Blademaster +2, Swift Sheath

9th|+9|+3|+6|+6| Folded Weapon +4, Bonus Feat

10th|+10|+3|+7|+7| Crescent Cleave, Nimble Fighter

11th|+11|+3|+7|+7| Improved Perfect Strike, Folded Weapon +5, Spirit Slice

12th|+12|+4|+8|+8| Blademaster +3, Bonus Feat

13th|+13|+4|+8|+8| Greater Iaijutsu style, Famed Blade

14th|+14|+4|+9|+9| Nimble Fighter, Graceful Blade

15th|+15|+5|+9|+9| Bonus Feat, Legendary Blade

16th|+16|+5|+10|+10| Greater Perfect Strike, Blademaster +4

17th|+17|+5|+10|+10| Void Slice, Blade and Body

18th|+18|+6|+11|+11| Bonus Feat, Moon Cleave

19th|+19|+6|+11|+11| Master Iaijutsu style

20th|+20|+6|+12|+12| Blademaster +5, True Iuijutsu

[/table]

KaiserSozay
2013-03-25, 09:56 AM
Class Features

The following are class features of the Iaijutsu Initiate.

Weapon and Armor Proficiency

An Iaijutsu initiative is proficient with all single bladed swords and with light and medium armour.

Quick Draw

At 1st level, an Iaijutsu initiate gains the ability to draw his weapon as the quick draw feat, however he may only use it to draw melee weapons.

Swift Attack

At 1st level, the Iaijutsu initiate gains a +2 bonus to initiative as long as his sword is sheathed, This bonus increases by an additional +2 every six levels (7th, 13th and 19th level).

Weapon Bond

At 1st level, the Iaijutsu initiate forms a bond with his weapon. This bond grants him a +4 bonus to resisting disarm attempts against his bonded weapon. The bonded weapon is also treated as a masterwork weapon. An Iaijutsu initiate may also determine the location of his weapon if it is within a range of (30ft x class level) regardless of attempts to conceal it. An Iaijutsu initiate may form a bond with a new weapon if his old weapon is destroyed or lost after one week spent training with the weapon.

Iaijutsu Style

At 1st level, the Iaijutsu initiate begins mastering the art of single sword stroke. An Iaijutsu initiate gains a +2 bonus to all sunder attempts.

Combat Reflexes

At 2nd level, an Iajutsu initiate gains combat reflexes as a free feat.

Iaijutsu Strike

At 2nd level, an iaijutsu initiate may expend an attack of opportunity to attempt to block a ranged attack. The Iaijutsu Initiate makes an attack roll against the projectiles attack roll and if successful blocks the attack. In addition the Iaijutsu master makes a free sunder check against the projectile if applicable (i.e. thrown weapons). The Iaijutsu initiate may only use this class feature if his sword is sheathed.

(Note: This class feature works on the same range of weapons as the feat deflect arrows.)

Folded Weapon

At 3rd level, the Iaijutsu initiate's bond strengthens to the point that he now treats his weapon as if it had a +1 enhancement bonus. This bonus increases by an additional +1 at 5th, 7th, 9th and 11th level. The Iaijutsu master may only increase his enhancement bonus and may not buy weapon special qualities with this ability.

Bonus Feats

At 3rd level and every 3rd level thereafter (6th, 9th, 12th, 15th and 18th) an Iaijutsu initiate may select an additional feat, which must be chosen from the list of combat feats.

Blademaster

At 4th level, an Iaijutsu initiate increase his attack and damage by +1 with his bonded weapon. This bonus increases by an additional +1 every four levels (at 8th, 12th, 16th and 20th level).

Quick Sheath

At 4th level, an Iaijutsu begins to gain the same mastery sheathing his sword as he does drawing it. An Iaijutsu may now sheath his sword as an immediate action.

(Note: You may still choose to sheath your sword as a move action, so by using both move actions to sheath his sword, an Iaijutsu initiate could sheath his sword three times in a single turn.

Wind Slice

At 5th level, an Iaijutsu initiate ignores the first 2 points of an enemies damage reduction. In addition the Iaijutsu may choose to reduce the miss chance granted by any form of concealment by 10% up to (1 x Dexterity modifier) times per day (minimum 1). The Iaijutsu must declare the use of this ability before his attack.

Perfect Strike

At 6th level, an Iaijutsu initiate gains a modified version of the Vital Strike feat. Perfect strike may only be used if the Iaijutsu master has a sheathed sword. This class feature counts as Vital Strike for any feature or feat requiring vital strike as a prerequisite. Perfect strike does not stack with vital strike.

Nimble Fighter

At 6th level, an Iaijutsu initiate increases his armours maximum dexterity bonus by +1 and decreases his armour check penalty by -1. His base land speed also increases by 5 feet. These bonuses increase again at 10th and 14th level.

Improved Iaijutsu style

At 7th level, the Iaijutsu initiates mastery of a single stroke of his blade increases. An Iaijutsu initiate gains a further +2 bonus to all sunder attempts, and may now make a sunder as a free action any time he unsheathes his sword as part of an attack.

Swift Sheath

At 8th level, an Iaijutsu initiate can sheathe his weapon nearly as swiftly as he draws his sword. A number of times per day equal to (1 + Dexterity Modifier) an Iaijutsu initiate may sheathe his sword as a free action.

Crescent Cleave

At 10th level, an Iaijutsu initiate may attack upto 5 enemies in a single strike. The Iaijutsu master strikes one enemy for full damage, The enemies directly to either side of that enemy and directly adjacent to the Iaijutsu master instead take the minimum possible damage that the Iaijutsu master would deal.

(Note: See the next Post for further clarification.)

Spirit Slice

At 10th level, an Iaijutsu initiate improves his wind slice and now ignores the first 4 points of an enemies damage reduction. In addition the Iaijutsu may choose to reduce the miss chance granted by any form of concealment by 20% up to (1 x Dexterity modifier) times per day (minimum 1). If the Iaijutsu initiate rolls a critical strike even if he does not confirm it his enemies must make a reflex save (DC equal to the initiates total attack bonus -6) or take 2 points of intelligence, wisdom or charisma damage instead, Iaijutsu masters choice. The Iaijutsu must declare the use of this ability before his attack.

Famed Blade

At 13th level, an Iaijutsu initiate and his blade are to a certain extent famous. Any character who matches blades with the Iaijutsu initiate must roll a gather information check (DC 25, a natural 20 is an automatic success) If they fail the check they are assumed to remember tales of his invincibility and take -2 penalty to hit and damage. A success results in no penalty. In a social situation an Iaijutsu initiate gains a +4 circumstance bonus to bluff, intimidate, sense motive and diplomacy against any target who fails to pass the (DC 18 Gather information check).

(Note: This is to represent the tales that have been heard about the Iaijutsu master rather then the facts.)

Greater Iaijutsu style

At 13th level, the Iaijutsu initiates mastery with one attack further increases. An Iaijutsu initiate ignores the first 3 points of hardness on any sunder attempt and once per day may re-roll a failed attempt

Graceful Blade

At 14th level, an Iaijutsu initiate gains the effects of Spring Attack save that he need not meet the prerequisites and he may ignore one attack of opportunity made if he ends his turn outside of the opponent he attacked's threatened area.

Void Slice

At 17th level, an Iaijutsu initiate improves his spirit slice and now ignores the first 6 points of an enemies damage reduction. In addition the Iaijutsu may choose to reduce the miss chance granted by any form of concealment by 30% up to (1 x Dexterity modifier) times per day (minimum 1). If the Iaijutsu initiate rolls a critical strike even if he does not confirm it his enemies must make a reflex save (DC equal to the initiates total attack bonus -6) or take 4 points of intelligence, wisdom or charisma damage instead, Iaijutsu masters choice. The Iaijutsu must declare the use of this ability before his attack.

Body and Blade

At 17th level, an Iaijutsu initiate becomes so attuned with his blade that he can transfer damage done to his body to his blade and visa versa. Whenever an Iaijutsu initiate takes damage he may transfer up-to half the damage dealt into his sword, bypassing its harness. An Iaijutsu master may also transfer up-to half the damage dealt to his weapon to himself, bypassing his damage reduction.

Moon Cleave

At 17th level, an Iaijutsu initiate may attack all enemies around him in a single strike. The Iaijutsu master strikes one enemy for full damage, all other enemies take the minimum possible damage that the Iaijutsu master would deal. In addition Crescent Cleave now deals (1.5 x Minimum Damage) to all secondary targets.

Master Iaijutsu style

At 18th level, an Iaijutsu initiates mastery of a single strike is unparalleled. Any time the Iaijutsu initiate makes a sunder attempt on a piece of equipment worn or on a character he may also make an attack against that character.

Perfect Iaijutsu

At 20th level, an Iaijutsu initiate has completely perfected the art of a single slice of the blade. His reach permanently increases by 5ft which also works with crescent and moon cleave and upto (1 + Dexterity Modifier) times per day he may ignore any effect that would reduce the damage dealt by his attack.

KaiserSozay
2013-03-25, 09:58 AM
Reserved 2



The Bannerman

Ability to give bonuses with a banner. Two paths decided early on, Aura or Self-Buff.
As long as character is wielding banner buffs are provided. Primary Buff at level 1, secondary at level 5 tertiary at level 9 etc.
Primary buff gives biggest bonus scaling down.
Buff primacy swappable with action.
Buffs flareable for temporary bonuses, 'rallying'.
Has some utility combat feats, ability to assign aditional action etc.
Plant flag ability affects buffs in some way, weaker?

The bannerman’s class skills are Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nobility), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex) and Sense Motive (Wis).

Skill Ranks Per Level: 6 + Int modifier.



LevelBABFort SaveRef SaveWill SaveSpecial


1st

+0

+1

+0

+2




2nd

+1

+1

+0

+3




3rd

+2

+2

+1

+3




4th

+3

+2

+1

+4




5th

+3

+3

+1

+4




6th

+4

+3

+2

+5




7th

+5

+3

+2

+5




8th

+6/+1

+4

+2

+6




9th

+6/+1

+4

+3

+6




10th

+7/+2

+5

+3

+7




11th

+8/+3

+5

+3

+7




12th

+9/+4

+5

+4

+8




13th

+9/+4

+6

+4

+8




14th

+10/+5

+6

+4

+9




15th

+11/+6/+1

+7

+5

+9




16th

+12/+7/+2

+7

+5

+10




17th

+12/+7/+2

+7

+5

+10




18th

+13/+8/+3

+8

+6

+11




19th

+14/+9/+4

+8

+6

+11




20th

+15/+10/+5

+9

+6

+12







http://thefightingconnection.com/sites/default/files/styles/640w/public/pictures/yoshimitsu-soul-calibur-picture.jpg


http://www.librarium-online.com/forums/attachments/bretonnians/19395d1355258193-need-conversion-advice-hospitaller-standard-bearer.jpg

KaiserSozay
2013-03-25, 10:00 AM
Any and All comments appreciated. Especially feedback and suggestions.

Level 1: 1st Aura Ability, Experienced Campaigner, Sashimono or Standard Bearer
Level 2: Class Ability
Level 3: Flare
Level 4: Class Ability, Bonus Feat
Level 5: 2nd Aura Ability
Level 6: Class Ability
Level 7: Improved Flare
Level 8: Class Ability
Level 9: 3rd Aura Ability, Bonus Feat
Level 10: Class Ability
Level 11: Greater Flare
Level 12: Class Ability
Level 13: 4th Aura Ability
Level 14: Class Ability, Bonus Feat
Level 15: Master Flare
Level 16: Class Ability
Level 17: 5th Aura Ability
Level 18: Class Ability
Level 19: Bonus Feat
Level 20: CAPSTONE


Sashimono or Standard Bearer:
At first level a Bannerman must choose to be either a Sashimono or a Standard Bearer. A Standard bearer gains the Bannerman feat. His class features work as long as he holds the standard in one hand as described in the Bannerman feat.
A Sashimono gains the Bannerman feat save that rather than requiring the bearer to be holding the standard it is mounted onto his back. In addition the bonuses only apply to the Sashimono.

Experienced Campaigner:
The Bannerman gains a +1 misc mod to either craft, profession (soldier) or knowledge (nobility), Every odd level the bannerman gains an additional +1 misc mod to these skills. This bonus misc mod may not be larger than 1 + 1/2 BaB of the bannerman in any one skill

Aura Ability:
The Bannerman has the ability to apply an aura to targets within 25+5ft/2 levels, rounded down. This aura applies whether the Standard Bearer or a Sashimono. At levels 5, 9, 13 and 17 a Standard Bearer may have an additional aura active. A Sashimono instead gains a passive buff to himself. In Addition each time the Bannerman gains a new 'aura' the strength of his previous auras increases. For Example; A 9th level Standard Bearer may have 3 'auras' active at once, One aura is a level 3 aura, one aura is a level 2 aura and one aura is a level 1 aura. A Sashimono gains the same progression however only 1 of his 'auras' is an aura, which may be any aura of his choosing. Rearranging or changing auras is possible not sure how atm though.

Class Ability:
The standard bearer gains an ability that in some way modifies his class features.

Flare:
The Bannerman gains the ability to either temporarily increase the strength of his aura, modify or swap out his aura instantly or temporarily activate an extra aura. 1 flare point per encounter

Improved Flare:
The Bannermans Flare increases, he now has 3 flare points per encounter. He may use two points worth of flair power in 1 turn for three flair points.

Greater Flare:
The Bannermans Flare increases, he now has 5 flare points per encounter.He may use three points worth of flair power in 1 turn for five flair points.

Master Flare:
The Bannermans Flare increases, he now has 7 flare points per encounter. He may use four points worth of flair power in 1 turn for seven flair points.

Increasing aura strength costs 1 point per level increased
Rearranging costs 1 point
Swapping out an aura instantly costs 1 point
Activating an extra aura temporarily costs 1 point per level of the aura

Flares last for 1d4+1 rounds. Probably.

Capstone:
To be decided




Standard Bearer: Primary Support, Tertiary Fighter
Sashimono: Secondary Fighter, Secondary Support


Auras

Courage:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:

Honour:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:

Life:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:

Radiance:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:

Fear:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:

Chaos:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:

Law:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:

Evil:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:

Good:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:

Neutrality:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:

Hope:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:

Light:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:

Darkness:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:

Action:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5: Allies may make an additional 5ft step.

Resistance:
Level 1: All Saves are increased by 1
Level 2:
Level 3:
Level 4:
Level 5:

Destruction:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:

Rage:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:

Magic:
Level 1: Concentration checks are increased by 2.
Level 2: Roll concentration twice and take the better result
Level 3: DC of all spells and SLA's cast by allies is increased by 1
Level 4:
Level 5:

Flame:
Level 1: All allied attacks that deal fire damage deal an extra 2 damage.
Level 2: All allies gain 5 resistance to fire
Level 3: All spells with the fire descriptor have there DC increased by 2 and the extra fire damage is increased to 4.
Level 4: Allies gain fire resistance 10 and weapons and ammunition is treated as if it had the Flaming quality.
Level 5: Any fire spells cast roll twice and take the better roll for damage and weapons and ammunition are treated as if they had Flaming Burst.

Frost:
Level 1: All allied attacks that deal cold damage deal an extra 2 damage.
Level 2: All allies gain cold resistance 5.
Level 3: Any enemy hurt by cold damage loses 10ft (Minimum 5ft) of movement for 1 turn and cold damage is increased to 4.
Level 4: Gain cold resistance 10 and weapons and ammunition treated as if it had the Icy quality
Level 5: Cold spells ignore cold resistance and weapons and ammunition are treated as if they had Icy Burst.

Lightning:
Level 1: All allied attacks that deal Electric damage deal an extra 2 damage.
Level 2: All allies gain electric resistance 5
Level 3: Any attack or spell that deals electric damage gains +3 to hit against enemies wearing metal armour and electric damage increased to 4.
Level 4: Gain electric resistance 10 and weapons and ammunition treated as if they had Shocking quality
Level 5: Enemies hitting an ally in melee take 4 electric damage and weapons and ammunition treated as if they had Shocking Burst.

Corrosion:
Level 1: All allied attacks that deal Acid damage deal an extra 2 damage.
Level 2: All allies gain acid resistance 5
Level 3: Any object hit by a corrosive spell has its hardness reduced by 5 and electric damage increased to 4.
Level 4: Gain acid resistance 10 and weapons and ammunition treated as if they had the Corrosive quality
Level 5: Enemies hit by acid damage take 1 acid damage every turn until they spend a move action wiping it off and weapons and ammunition are treated as if they had Corrosive Burst.