Tempestfury
2014-08-26, 07:15 AM
Iaijutsu. The art of drawing and striking in one smooth motion. It is said that a master of Iaijutsu can strike so fast, that their blade has returned to its sheath by the time you realize you’ve been struck. Fast, efficient, and deadly. A master of Iaijutsu is a force to be wary off.
Playing a master of Iaijutsu is rather difficult in D&D 3.5. 3.0, does have Oriental Adventures, which has the infamous Iaijutsu Focus skill, which if you hit a flat-footed opponent after drawing a weapon, allows you to perform extra damage. It also has a prestige class, Iaijutsu Master, which is all about improving the Iaijutsu skill for even more damage, among other things. However, that is 3.0, not 3.5, and though the concept was good, the Iaijutsu fighters had one serious flaw. Sheathing a weapon requires a move action, and there is no way to speed this up. Of course, you can sheathe your weapon and move at the same time, but it does limit you to using a single, powerful strike, once per round. Which, compared to martial adepts or just, THF chargers, feels a little... weak.
This of course, is where homebrew comes in. I am going to take the Iaijutsu Master and update to 3.5 by turning it into a full, 20 level base class, complete with an class feature each and every level. It more than likely isn’t exactly necessary to take the Iaijutsu Master ot such an extent, but I want to do so, and if you don’t want to take the full 20 levels in it... well, that’s what multiclassing is for, isn’t it? I’m aiming to have the Iaijutsu Master to be a strong Tier 4 class. Mainly focused on melee, with the emphasis on Charisma helping it have a role as a party face, or a secondary one at least.
Iaijutsu Master
MAKING AN IAIJUTSU MASTER
Attributes: Charisma is the most important attribute by far. Not only is it the attribute that Iaijutsu focused is scaled on, but several class features dependant on it. Dexterity and Constitution are both important secondary attributes, improving defence, health and saves.
Alignment: Being mainly a Samurai technique, the vast majority of Iaijutsu Masters are Lawful in alignment. However there are few that are neutral, and fewer still that are Chaotic.
Starting age: As a Paladin
Staring gold As a Paladin.
Class Skills
The Zen Blade’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Search (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex)
Skill Points at first level: (4 + Int Modifier)x4
Skill Points at each additional level: 4 + Int Modifier.
Hit Die: d8
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+0
+2
+2Iaijutsu Training, Master Finesse
2nd
+2
+0
+3
+3Kiai, Draw, strike, sheath
3rd
+3
+1
+3
+3Kiai Strike
4th
+4
+1
+4
+4Bonus Feat
5th
+5
+1
+4
+4Lightning Blade
6th
+6/+1
+2
+5
+5Focused Strike
7th
+7/+2
+2
+5
+5Blurred Blade
8th
+8/+3
+2
+6
+6Master’s Challenge, Bonus Feat
9th
+9/+4
+3
+6
+6Strike from the Void
10th
+10/+5
+3
+7
+7Shield of Blades
11th
+11/+6/+1
+3
+7
+7One Strike, Two Cuts
12th
+12/+7/+2
+4
+8
+8Bonus Feat, Superior Finesse
13th
+13/+8/+3
+4
+8
+8Kiai’s Mobility
14th
+14/+9/+4
+4
+9
+9Grace of Kiai
15th
+15/+10/+5
+5
+9
+9Disruptive Strike
16th
+16/+11/+6/+1
+5
+10
+10One Strike, Three Cuts, Bonus Feat
17th
+17/+12/+7/+2
+5
+10
+10Battlefield Devastation
18th
18/+13/+8/+3
+6
+11
+11Challenge the World
19th
19/+14/+9/+4
+6
+11
+11Strike with No Thought
20th
+20/+15/+10/+5
+6
+12
+12Body-Spirit Unity, Bonus Feat
Class Features
All of the following are class features of the Iaijutsu Master.
Weapon and Armour Proficiency: Iaijutsu Master are proficient with all simple weapons, and all one-handed swords. They are proficient with light and medium armour.
Special: The Iaijutsu Master Class Features only apply when wielding a one-handed sword in one hand, and nothing in the other hand.
Iaijutsu Training
The Iaijutsu Master, is of course, well versed in the art of Iaijutsu, more so than most. Every level taken as an Iaijutsu Master puts a skill point into the Iaijutsu Focus skill. If this class is taken at level one, this free skill point is x4.
Master Finesse
Speed and agility is more important to an Iaijutsu Master than raw strength. They get the Weapon Finesse feat for free, and can finesse any one-handed sword when holding nothing in their other hand.
Draw, strike, sheath
The art if Iaijutsu requires a quick draw to strike before returning the sword to its sheath. At level 2, the Iaijutsu Master gets Quick Draw as a bonus feat, and has the ability to sheathe a single one-handed sword as a swift action.
Kiai
Kiai, the representation of the fighting spirit. It is said that the stronger your Kiai, the stronger your blows will become when you call upon it. The Iaijutsu Master is an expert of calling on the power of their Kiai in various ways, although their spirit can only supply them with so much strength. After reaching level 2, at the start of each day, a Iaijutsu Master gains a number of Kiai points equal to their class level plus their Charisma modifier. Their Kiai goes up or down throughout the day, but cannot go higher than their class level plus their Charisma modifier. If an Iaijutsu Master successfully defeats an enemy in combat, they regain Kiai equal to 1/2 their Charisma modifier or 1/2 their class level, whichever is higher
Kiai’s Power
At level 3, when you still have 1 point of Kiai remaining, you may add your Charisma modifier as a bonus to your AC, as well as your damage rolls. In addition, your sword is treated as a magic weapon for the purpose of damage reduction. At level 8, your Kiai becomes attuned to your alignment, making your sword be treated as either Lawful or Chaotic. Neutral Iaijutsu Master’s chose one. At level 12, you Kiai hardens your weapon, allowing it to be treated as adamantine for the purpose of damage reduction and bypassing hardness.
The bonus to AC only applies when wearing no armour or light armour. Wearing medium armour halves the bonus to AC, whilst wearing heavy armour completely negates it.
Bonus Feats
At 4th level, and every four levels after that, a Iaijutsu Master gains a bonus feat in addition to those they obtain by means of improving levels. These bonus feats must be drawn from the feats noted as fighter bonus feats, or Skill Focus (Iaijutsu Focus). A Iaijutsu Master must still meet the prerequisites for a bonus feat, as usual. For purposes of fighter level prerequisites, a Iaijutsu Master is considered to have a fighter level equal to their Iaijutsu Master level -4
Lightning Blade
As an Iaijutsu Master becomes more experienced, their speed with the blade translate into a speed of the body. At 5th level, as long as the Iaijutsu Master has at least 1 point of Kiai, they add their Charisma modifier as a bonus to their Initiative, as well as their Dexterity modifier. This only applies when wearing no armour or light armour. Wearing medium armour halves the bonus to Initiative, whilst wearing heavy armour completely negates it.
Focused Strike
Upon reaching level 6, the Iaijutsu Master has learned how to use his Kiai to open his opponent up for his devastating strikes. By spending 1 point of Kiai as a swift action, they can treat an enemy as flat-footed until the end of the Iaijutsu Master’s turn, even if they do not lose their dexterity bonus to their AC.
At 12th level, the Iaijutsu Master ability to use his Kiai to make a focused, devastating strike improves. They no longer need to spend Kiai to treat an enemy as flat-footed for a swift action. They gain the ability to spend 1 point of Kiai as a free action to treat an enemy as flat-footed.
Blurred Blade
At level 7, the Iaijutsu Master speed is increasing significantly, bolstered by their Kiai. As long as they have 1 Kiai remaining, they may sheathe their weapon as a free action. Additionally, they gain Combat Reflexes as a bonus feat. If they already have Combat Reflexes, they may gain any fighter bonus feat they meet the prerequisites for. Whenever they would make attack of opportunity, they may spend 1 Kiai, to make enemy treated as flat-footed against that attack.
Master’s Challenge
Once they have reached level 8, the Iaijutsu Master begins to learn how to use their Kiai to fight against the fighting spirits of their enemy. By spending 2 points of Kiai as a free action, an Iaijutsu Master can challenge an opponent. They can either ignore the challenge, or respond to it. You can only challenge one opponent at a time, and can only challenge an opponent once per encounter.
If they ignore it, make a Concentration roll vs 10+ their ECL. If you succeed, you gain an attack bonus equal to your charisma modifier against your opponent. You can end this effect prematurely, in order to multiply the bonus attack granted by this class feature, by an amount equal to your Iaijutsu Master level/2 for one round.
If they respond to a challenge, make a Concentration roll vs their Intimidate or their Concentration, their choice. The winner gains a bonus to attack and damage rolls against the loser equal to your Charisma modifier, and the loser takes a penalty on all attack and damage rolls equal to half your Charisma modifier. If you won, you can end the effect prematurely to get the same effects as if they ignored the challenge, with the bonus damage multiplied by your Iaijutsu Master level/4.
Strike from the Void
The Iaijutsu Master’s strength of spirit keeps on increasing, allowing his blows to become even stronger. After reaching level 9, the Iaijutsu Master can spend 1 point of Kiai in order to add their charisma modifier to each 2 dice of damage from Iaijutsu Focus for one round.
The damage from Strike to the Void can be doubled endlessly, as long as you have the Kiai to spend. However, each time you do so, the Kiai costs four times the amount of previous. For example, adding the charisma modifier to each die of damage costs an additional 4 Kiai, for a total of 5. Raising it to a total of 2xCHA for each die of damage costs an additional 8 Kiai, for a total of 13. And so on and so forth.
Shield of Blades
The Iaijutsu Master’s speed and reflexes are always increasing, and at level 10, they unlock a new ability to add to their arsenal. Whenever they are attacked by a non-spell attack, they may spend 2 Kiai points to make an opposing attack roll or Iaijutsu Focus roll. If their rolling is higher, they may negate the attack. By spending an additional 2 Kiai points, they may also provoke an attack of opportunity from the attacker if they successfully negate the attack.
Superior Finesse
At level 12, the Iaijutsu Master’s skill with the blade and usage of Kiai have advanced to a point where he can use his Kiai to enhance the accuracy of his strikes. If you have at least 2 point of Kiai remaining, you can may instead add your dexterity modifier to attack rolls with Finessable weapons instead of replacing Strength, and now may add 1/2 of your dexterity modifier as a bonus to damage.
In addition, the Iaijutsu Master can use his Kiai for bursts of insights that allow him to strike past even the strongest of armour to drive his sword home. By spending 2 Kiai as a swift action, the Iaijutsu Master can make all of his attacks against 1 enemy against their Touch AC for one round. At level 17, this cost is reduced to 1, or they can spend 2 Kiai as a free action to have the same effect.
Kiai’s mobility
As they reach level 13, the Iaijutsu Master’s understanding of Kiai and its usage in augmenting his abilities, as well as his natural speed are reaching new heights. As long as the Iaijutsu Master has at least 2 points of Kiai remaining, the Iaijutsu Master’s base speed increases by 10ft, and they gain an extra 5ft in reach.
In addition, as a swift action the Iaijutsu Master may spend Kiai to move a distance equal to 10ft per point of Kiai spent, up to a total of their speed. At level 18, you may instead move 20ft per point of Kiai spent, or as a free action move 10ft equal to your Kiai spent.
Grace of Kiai
At level 14, an Iaijutsu Master’s understand of his fighting spirit allows him to use it in new, graceful ways that further his abilities. As long as the Iaijutsu Master has at least 2 points of Kiai remaining, he may add his Charisma modifier to his saves. This does not stack with ability that grant Charisma to all saves, but does stack with other ability to saves, or abilities that grant Charisma to a specific save
In addition, the power of the Iaijutsu Master’s Strike from the Void increases. Now, they add their charisma modifier for each die of damage of Iaijutsu Master for 1 Kiai, and can double the damage dealt from there. Or, you can pay double the cost in order to extend the effect to last for a number of rounds equal to half their Charisma modifier.
Disruptive Strike
The Iaijutsu Master’s strength of Kiai at level 15 allows them to see the world in new ways, to see the threads of magic and life force, and with enough concentration, are able to cutting through them directly to deal devastating blows. By spending 4 points of Kiai, an Iaijutsu Master may apply one of the three following effects to their next strike that successfully hits:
The Iaijutsu Master may make a dispelling check against any ongoing effect against the target he struck, this include striking a Wall spell and trying to dispel it. The Iaijutsu Master uses his Concentration check in place of a Caster Level check for this effect.
The Iaijutsu Master automatically staggers the opponent he hits for a number of rounds equal to half his charisma modifier. The Iaijutsu Master can instead opt to attempt to stun the opponent for a single round. The opponent can make a Fortitude saving throw against this, with the DC being equal to 10+1/2 class level+Cha. Enemies immune to stun are still effected by this, but gain a +4 bonus to resist.
Though perceiving the flow of life around them, the Iaijutsu Master can strike cleanly, ignoring effects that would otherwise dissuade him. By making an concentration check vs the AC of the enemy, they may ignore any miss-chance the enemy has and ignore damage reduction succeed in their check.
Battlefield Devastation
As they begin to reach towards the perfection of their art, an Iaijutsu Master seeks to do more than simply slay enemies, but to completely devastate the field. Upon reaching level 17, as long as the Iaijutsu Master has 3 points of Kiai remaining, they add another 20ft to their base speed and 5ft to their reach. By spending 3 points of Kiai, an Iaijutsu Master may extend his reach so that it equals their dexterity score for one round.
Additionally, the Iaijutsu Master’s ambition in the battlefield allows them to further fuel the Kiai. Whenever the Iaijutsu Master threatens with a critical hit, they may regain an amount of Kiai equal to 1/4 of their class level. Because of the increased emphasis on devastating strikes, the swords that the Iaijutsu Master is wielding has their critical range and critical modifier increased by 1.
Challenge the World
Growing more experienced in battle, and more confidant in their powers. Level 18 Iaijutsu Master’s begin to believe they can take on the world. They can now use the Master’ Challenge class feature on each enemy within 60ft, though the cost is doubled if they use it in this way. The cost for challenging only one enemy is reduced by 1.
In addition, the Iaijutsu Master’s confidence is enough that their Kiai itself can strike at enemies. As long as the Iaijutsu Master has 3 points of Kiai remaining, at the end of the round, each enemy within reach takes damage equal to the damage added by the Iaijutsu Focus. This damage can include Strike From the Void if it is in effect.
Strike with no Thought
The Iaijutsu Master’s ability to strike has reached a point that they no longer have to think in order to strike. At level 19, if an Iaijutsu Master begins combat within a range of opponent equal to her base speed+meele range, they gain a free surprise round. Even if the enemies are away of their presence, or even during a surprise round of their own. During this surprise round, an Iaijutsu Master must make an attack with a one-handed sword against an enemy or forfeit the surprise round
As well as this ability, the Iaijutsu Master can now unleash bursts of amazing speed, allowing them to perform feats that are impossible for a lesser man. By spending 8 points of Kiai, they may make an extra standard or move action this turn, by spending 16 points of Kiai, they may instead make an extra full-round action.
Body-Spirit Unity
At level 20, the Iaijutsu Master has reached the pinnacle of spiritual and physical ability, and is able to use his body and spirit to argument the others in ways previously thought impossible. All costs for Kiai are reduced by 1. Additionally, you gain the Epic Feat Improved Iaijutsu Focus (http://archive.wizards.com/default.asp?x=dnd/ei/20030902a), even if you don’t meet the prerequisites.
Finally, whenever you apply your charisma modifier to a roll, you may also add your dexterity modifier as well, and whenever you apply your dexterity modifier to a roll, you may also add your charisma modifier as well. If you are only adding a fraction of an ability modifier to a roll, still add the other ability modifier, but it too is affected by the fraction. You can only add the extra ability modifier once with this effect.
Playing a master of Iaijutsu is rather difficult in D&D 3.5. 3.0, does have Oriental Adventures, which has the infamous Iaijutsu Focus skill, which if you hit a flat-footed opponent after drawing a weapon, allows you to perform extra damage. It also has a prestige class, Iaijutsu Master, which is all about improving the Iaijutsu skill for even more damage, among other things. However, that is 3.0, not 3.5, and though the concept was good, the Iaijutsu fighters had one serious flaw. Sheathing a weapon requires a move action, and there is no way to speed this up. Of course, you can sheathe your weapon and move at the same time, but it does limit you to using a single, powerful strike, once per round. Which, compared to martial adepts or just, THF chargers, feels a little... weak.
This of course, is where homebrew comes in. I am going to take the Iaijutsu Master and update to 3.5 by turning it into a full, 20 level base class, complete with an class feature each and every level. It more than likely isn’t exactly necessary to take the Iaijutsu Master ot such an extent, but I want to do so, and if you don’t want to take the full 20 levels in it... well, that’s what multiclassing is for, isn’t it? I’m aiming to have the Iaijutsu Master to be a strong Tier 4 class. Mainly focused on melee, with the emphasis on Charisma helping it have a role as a party face, or a secondary one at least.
Iaijutsu Master
MAKING AN IAIJUTSU MASTER
Attributes: Charisma is the most important attribute by far. Not only is it the attribute that Iaijutsu focused is scaled on, but several class features dependant on it. Dexterity and Constitution are both important secondary attributes, improving defence, health and saves.
Alignment: Being mainly a Samurai technique, the vast majority of Iaijutsu Masters are Lawful in alignment. However there are few that are neutral, and fewer still that are Chaotic.
Starting age: As a Paladin
Staring gold As a Paladin.
Class Skills
The Zen Blade’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Search (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex)
Skill Points at first level: (4 + Int Modifier)x4
Skill Points at each additional level: 4 + Int Modifier.
Hit Die: d8
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+0
+2
+2Iaijutsu Training, Master Finesse
2nd
+2
+0
+3
+3Kiai, Draw, strike, sheath
3rd
+3
+1
+3
+3Kiai Strike
4th
+4
+1
+4
+4Bonus Feat
5th
+5
+1
+4
+4Lightning Blade
6th
+6/+1
+2
+5
+5Focused Strike
7th
+7/+2
+2
+5
+5Blurred Blade
8th
+8/+3
+2
+6
+6Master’s Challenge, Bonus Feat
9th
+9/+4
+3
+6
+6Strike from the Void
10th
+10/+5
+3
+7
+7Shield of Blades
11th
+11/+6/+1
+3
+7
+7One Strike, Two Cuts
12th
+12/+7/+2
+4
+8
+8Bonus Feat, Superior Finesse
13th
+13/+8/+3
+4
+8
+8Kiai’s Mobility
14th
+14/+9/+4
+4
+9
+9Grace of Kiai
15th
+15/+10/+5
+5
+9
+9Disruptive Strike
16th
+16/+11/+6/+1
+5
+10
+10One Strike, Three Cuts, Bonus Feat
17th
+17/+12/+7/+2
+5
+10
+10Battlefield Devastation
18th
18/+13/+8/+3
+6
+11
+11Challenge the World
19th
19/+14/+9/+4
+6
+11
+11Strike with No Thought
20th
+20/+15/+10/+5
+6
+12
+12Body-Spirit Unity, Bonus Feat
Class Features
All of the following are class features of the Iaijutsu Master.
Weapon and Armour Proficiency: Iaijutsu Master are proficient with all simple weapons, and all one-handed swords. They are proficient with light and medium armour.
Special: The Iaijutsu Master Class Features only apply when wielding a one-handed sword in one hand, and nothing in the other hand.
Iaijutsu Training
The Iaijutsu Master, is of course, well versed in the art of Iaijutsu, more so than most. Every level taken as an Iaijutsu Master puts a skill point into the Iaijutsu Focus skill. If this class is taken at level one, this free skill point is x4.
Master Finesse
Speed and agility is more important to an Iaijutsu Master than raw strength. They get the Weapon Finesse feat for free, and can finesse any one-handed sword when holding nothing in their other hand.
Draw, strike, sheath
The art if Iaijutsu requires a quick draw to strike before returning the sword to its sheath. At level 2, the Iaijutsu Master gets Quick Draw as a bonus feat, and has the ability to sheathe a single one-handed sword as a swift action.
Kiai
Kiai, the representation of the fighting spirit. It is said that the stronger your Kiai, the stronger your blows will become when you call upon it. The Iaijutsu Master is an expert of calling on the power of their Kiai in various ways, although their spirit can only supply them with so much strength. After reaching level 2, at the start of each day, a Iaijutsu Master gains a number of Kiai points equal to their class level plus their Charisma modifier. Their Kiai goes up or down throughout the day, but cannot go higher than their class level plus their Charisma modifier. If an Iaijutsu Master successfully defeats an enemy in combat, they regain Kiai equal to 1/2 their Charisma modifier or 1/2 their class level, whichever is higher
Kiai’s Power
At level 3, when you still have 1 point of Kiai remaining, you may add your Charisma modifier as a bonus to your AC, as well as your damage rolls. In addition, your sword is treated as a magic weapon for the purpose of damage reduction. At level 8, your Kiai becomes attuned to your alignment, making your sword be treated as either Lawful or Chaotic. Neutral Iaijutsu Master’s chose one. At level 12, you Kiai hardens your weapon, allowing it to be treated as adamantine for the purpose of damage reduction and bypassing hardness.
The bonus to AC only applies when wearing no armour or light armour. Wearing medium armour halves the bonus to AC, whilst wearing heavy armour completely negates it.
Bonus Feats
At 4th level, and every four levels after that, a Iaijutsu Master gains a bonus feat in addition to those they obtain by means of improving levels. These bonus feats must be drawn from the feats noted as fighter bonus feats, or Skill Focus (Iaijutsu Focus). A Iaijutsu Master must still meet the prerequisites for a bonus feat, as usual. For purposes of fighter level prerequisites, a Iaijutsu Master is considered to have a fighter level equal to their Iaijutsu Master level -4
Lightning Blade
As an Iaijutsu Master becomes more experienced, their speed with the blade translate into a speed of the body. At 5th level, as long as the Iaijutsu Master has at least 1 point of Kiai, they add their Charisma modifier as a bonus to their Initiative, as well as their Dexterity modifier. This only applies when wearing no armour or light armour. Wearing medium armour halves the bonus to Initiative, whilst wearing heavy armour completely negates it.
Focused Strike
Upon reaching level 6, the Iaijutsu Master has learned how to use his Kiai to open his opponent up for his devastating strikes. By spending 1 point of Kiai as a swift action, they can treat an enemy as flat-footed until the end of the Iaijutsu Master’s turn, even if they do not lose their dexterity bonus to their AC.
At 12th level, the Iaijutsu Master ability to use his Kiai to make a focused, devastating strike improves. They no longer need to spend Kiai to treat an enemy as flat-footed for a swift action. They gain the ability to spend 1 point of Kiai as a free action to treat an enemy as flat-footed.
Blurred Blade
At level 7, the Iaijutsu Master speed is increasing significantly, bolstered by their Kiai. As long as they have 1 Kiai remaining, they may sheathe their weapon as a free action. Additionally, they gain Combat Reflexes as a bonus feat. If they already have Combat Reflexes, they may gain any fighter bonus feat they meet the prerequisites for. Whenever they would make attack of opportunity, they may spend 1 Kiai, to make enemy treated as flat-footed against that attack.
Master’s Challenge
Once they have reached level 8, the Iaijutsu Master begins to learn how to use their Kiai to fight against the fighting spirits of their enemy. By spending 2 points of Kiai as a free action, an Iaijutsu Master can challenge an opponent. They can either ignore the challenge, or respond to it. You can only challenge one opponent at a time, and can only challenge an opponent once per encounter.
If they ignore it, make a Concentration roll vs 10+ their ECL. If you succeed, you gain an attack bonus equal to your charisma modifier against your opponent. You can end this effect prematurely, in order to multiply the bonus attack granted by this class feature, by an amount equal to your Iaijutsu Master level/2 for one round.
If they respond to a challenge, make a Concentration roll vs their Intimidate or their Concentration, their choice. The winner gains a bonus to attack and damage rolls against the loser equal to your Charisma modifier, and the loser takes a penalty on all attack and damage rolls equal to half your Charisma modifier. If you won, you can end the effect prematurely to get the same effects as if they ignored the challenge, with the bonus damage multiplied by your Iaijutsu Master level/4.
Strike from the Void
The Iaijutsu Master’s strength of spirit keeps on increasing, allowing his blows to become even stronger. After reaching level 9, the Iaijutsu Master can spend 1 point of Kiai in order to add their charisma modifier to each 2 dice of damage from Iaijutsu Focus for one round.
The damage from Strike to the Void can be doubled endlessly, as long as you have the Kiai to spend. However, each time you do so, the Kiai costs four times the amount of previous. For example, adding the charisma modifier to each die of damage costs an additional 4 Kiai, for a total of 5. Raising it to a total of 2xCHA for each die of damage costs an additional 8 Kiai, for a total of 13. And so on and so forth.
Shield of Blades
The Iaijutsu Master’s speed and reflexes are always increasing, and at level 10, they unlock a new ability to add to their arsenal. Whenever they are attacked by a non-spell attack, they may spend 2 Kiai points to make an opposing attack roll or Iaijutsu Focus roll. If their rolling is higher, they may negate the attack. By spending an additional 2 Kiai points, they may also provoke an attack of opportunity from the attacker if they successfully negate the attack.
Superior Finesse
At level 12, the Iaijutsu Master’s skill with the blade and usage of Kiai have advanced to a point where he can use his Kiai to enhance the accuracy of his strikes. If you have at least 2 point of Kiai remaining, you can may instead add your dexterity modifier to attack rolls with Finessable weapons instead of replacing Strength, and now may add 1/2 of your dexterity modifier as a bonus to damage.
In addition, the Iaijutsu Master can use his Kiai for bursts of insights that allow him to strike past even the strongest of armour to drive his sword home. By spending 2 Kiai as a swift action, the Iaijutsu Master can make all of his attacks against 1 enemy against their Touch AC for one round. At level 17, this cost is reduced to 1, or they can spend 2 Kiai as a free action to have the same effect.
Kiai’s mobility
As they reach level 13, the Iaijutsu Master’s understanding of Kiai and its usage in augmenting his abilities, as well as his natural speed are reaching new heights. As long as the Iaijutsu Master has at least 2 points of Kiai remaining, the Iaijutsu Master’s base speed increases by 10ft, and they gain an extra 5ft in reach.
In addition, as a swift action the Iaijutsu Master may spend Kiai to move a distance equal to 10ft per point of Kiai spent, up to a total of their speed. At level 18, you may instead move 20ft per point of Kiai spent, or as a free action move 10ft equal to your Kiai spent.
Grace of Kiai
At level 14, an Iaijutsu Master’s understand of his fighting spirit allows him to use it in new, graceful ways that further his abilities. As long as the Iaijutsu Master has at least 2 points of Kiai remaining, he may add his Charisma modifier to his saves. This does not stack with ability that grant Charisma to all saves, but does stack with other ability to saves, or abilities that grant Charisma to a specific save
In addition, the power of the Iaijutsu Master’s Strike from the Void increases. Now, they add their charisma modifier for each die of damage of Iaijutsu Master for 1 Kiai, and can double the damage dealt from there. Or, you can pay double the cost in order to extend the effect to last for a number of rounds equal to half their Charisma modifier.
Disruptive Strike
The Iaijutsu Master’s strength of Kiai at level 15 allows them to see the world in new ways, to see the threads of magic and life force, and with enough concentration, are able to cutting through them directly to deal devastating blows. By spending 4 points of Kiai, an Iaijutsu Master may apply one of the three following effects to their next strike that successfully hits:
The Iaijutsu Master may make a dispelling check against any ongoing effect against the target he struck, this include striking a Wall spell and trying to dispel it. The Iaijutsu Master uses his Concentration check in place of a Caster Level check for this effect.
The Iaijutsu Master automatically staggers the opponent he hits for a number of rounds equal to half his charisma modifier. The Iaijutsu Master can instead opt to attempt to stun the opponent for a single round. The opponent can make a Fortitude saving throw against this, with the DC being equal to 10+1/2 class level+Cha. Enemies immune to stun are still effected by this, but gain a +4 bonus to resist.
Though perceiving the flow of life around them, the Iaijutsu Master can strike cleanly, ignoring effects that would otherwise dissuade him. By making an concentration check vs the AC of the enemy, they may ignore any miss-chance the enemy has and ignore damage reduction succeed in their check.
Battlefield Devastation
As they begin to reach towards the perfection of their art, an Iaijutsu Master seeks to do more than simply slay enemies, but to completely devastate the field. Upon reaching level 17, as long as the Iaijutsu Master has 3 points of Kiai remaining, they add another 20ft to their base speed and 5ft to their reach. By spending 3 points of Kiai, an Iaijutsu Master may extend his reach so that it equals their dexterity score for one round.
Additionally, the Iaijutsu Master’s ambition in the battlefield allows them to further fuel the Kiai. Whenever the Iaijutsu Master threatens with a critical hit, they may regain an amount of Kiai equal to 1/4 of their class level. Because of the increased emphasis on devastating strikes, the swords that the Iaijutsu Master is wielding has their critical range and critical modifier increased by 1.
Challenge the World
Growing more experienced in battle, and more confidant in their powers. Level 18 Iaijutsu Master’s begin to believe they can take on the world. They can now use the Master’ Challenge class feature on each enemy within 60ft, though the cost is doubled if they use it in this way. The cost for challenging only one enemy is reduced by 1.
In addition, the Iaijutsu Master’s confidence is enough that their Kiai itself can strike at enemies. As long as the Iaijutsu Master has 3 points of Kiai remaining, at the end of the round, each enemy within reach takes damage equal to the damage added by the Iaijutsu Focus. This damage can include Strike From the Void if it is in effect.
Strike with no Thought
The Iaijutsu Master’s ability to strike has reached a point that they no longer have to think in order to strike. At level 19, if an Iaijutsu Master begins combat within a range of opponent equal to her base speed+meele range, they gain a free surprise round. Even if the enemies are away of their presence, or even during a surprise round of their own. During this surprise round, an Iaijutsu Master must make an attack with a one-handed sword against an enemy or forfeit the surprise round
As well as this ability, the Iaijutsu Master can now unleash bursts of amazing speed, allowing them to perform feats that are impossible for a lesser man. By spending 8 points of Kiai, they may make an extra standard or move action this turn, by spending 16 points of Kiai, they may instead make an extra full-round action.
Body-Spirit Unity
At level 20, the Iaijutsu Master has reached the pinnacle of spiritual and physical ability, and is able to use his body and spirit to argument the others in ways previously thought impossible. All costs for Kiai are reduced by 1. Additionally, you gain the Epic Feat Improved Iaijutsu Focus (http://archive.wizards.com/default.asp?x=dnd/ei/20030902a), even if you don’t meet the prerequisites.
Finally, whenever you apply your charisma modifier to a roll, you may also add your dexterity modifier as well, and whenever you apply your dexterity modifier to a roll, you may also add your charisma modifier as well. If you are only adding a fraction of an ability modifier to a roll, still add the other ability modifier, but it too is affected by the fraction. You can only add the extra ability modifier once with this effect.