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Haki Fighter (3.5 Class/One Piece)
Starting Age: As Fighter
Starting Gold: As Fighter
Hit Die: d8
Level BAB Fort Save Ref Save Will Save Special 1st+1+2+0+0Haki Awakening 2nd+2+3+0+0Rokushiki Technique 3rd+3+3+1+1Skill Boost +1 4th+4+4+1+1Haki Boost +2 5th+5+4+1+1Rokushiki Technique 6th+6/+1+5+2+2Skill Boost +1 7th+7/+2+5+2+2Haki Boost +2 8th+8/+3+6+2+2Rokushiki Technique 9th+9/+4+6+3+3Skill Boost +1 10th+10/+5+7+3+3Haki Boost +2 11th+11/+6/+1+7+3+3Haki Awakening, Rokushiki Technique 12th+12/+7/+2+8+4+4Skill Boost +1 13th+13/+8/+3+8+4+4Haki Boost +2 14th+14/+9/+4+9+4+4Rokushiki Technique 15th+15/+10/+5+9+5+5Skill Boost +1 16th+16/+11/+6/+1+10+5+5Haki Boost +2 17th+17/+12/+7/+2+10+5+5Rokushiki Technique 18th+18/+13/+8/+3+11+6+6Skill Boost +1 19th+19/+14/+9/+4+11+6+6Haki Boost +2 20th+20/+15/+10/+5+12+6+6Strength of Spirit
(4+INT modifier per level; x4 at 1st level): Balance, Concentration, Craft, Escape Artist, Jump, Listen, Spot, Sense Motive, Tumble.
Weapon & Armor Proficiency
A Haki Fighter is proficient with all simple and martial weapons and light armor, but not with shields.
Haki Awakening (Su)
At 1st level, a haki fighter awakens his ability to use haki. The haki fighter chooses armament haki or observation haki and cannot change this choice thereafter. At 11th level, the haki fighter gains access to the form of haki he did not choose at 1st level. Haki is a supernatural ability that is affected by training and can vary somewhat in effectiveness from day to day, but with training this variance is less important. Once per day, a haki fighter must meditate for 5 minutes on his abilities. Immediately afterwards, the haki fighter makes a skill check for each of the types of haki he possesses to determine how potent each ability is that day. If the haki fighter would enter an anti-magic field or similar effect, the results of the check are treated as being half of their normal amount while inside the field.
Armament Haki (Su)
This form of haki causes the haki fighter's body and spirit to harden when needed and can even spread to weapons to increase their effectiveness. The user may cause parts of his body and/or weapons to become black in color and reflective as though they were metal (this is purely cosmetic however). The effectiveness of armament haki depends upon a concentration check. The benefits are listed below:
>Gain a +1 enhancement bonus on weapon (and natural weapon) damage rolls per 10 points of concentration check. Such weapons strike as though they were magical weapons with an enhancement bonus equal to the bonus damage granted. This enhancement bonus stacks with other enhancement bonuses. Minimum 1.
>Gain a +1 natural armor bonus per 10 points of concentration check. Minimum 1.
>Gain a +1 resistance bonus on fortitude and will saves per 10 points of concentration check. Minimum 1.
>Gain 25% resistance to critical hits and sneak attacks (as fortification magic item ability) per 10 points of concentration check (up to a maximum of 100% resistance). Minimum 25%.
>Gain DR 1/- for every 15 points of concentration check. Unlike other damage reduction, this is effective against damage from any source (even energy such as fire or magical damage, though an attack that deals multiple damage types is only reduced once [such as a flaming sword]).
Observation Haki (Su)
This form of haki makes the haki fighter more perceptive inside and outside of combat. The effectiveness of observation haki depends upon a sense motive check. The benefits are listed below:
>Gain a +1 insight bonus on attack rolls per 10 points of sense motive check. Minimum 1.
>Gain a +1 dodge bonus armor class per 10 points of concentration check. Minimum 1.
>Gain a +1 competence bonus on reflex saves per 10 points of concentration check. Minimum 1.
>Gain a +1 competence bonus on initiative checks per 10 points of concentration check. Minimum 1.
>Gain a +1 insight bonus to spot and listen checks per 3 points of sense motive check. Minimum 1.
>Gain the benefits of the aura sight power with 15 points of sense motive check. It's range extends in a radius outwards from you of 10 feet plus 5 feet per 2 points of sense motive check above 15. Concentration on this ability requires a swift action each round (to improve and sustain higher rounds of concentration, if a swift action is not expended it returns to its default concentration effectiveness). At 25 points of sense motive check it functions by default at 2nd round of concentration effectiveness, and at 35 points of sense motive check it functions by default at 3rd round of concentration effectiveness. It also never causes it's user to be dazed. The distance of this ability is not completely obstructed by solid objects (instead it is halved for most objects, but some barriers may be more or less of an obstruction).
Rokushiki Technique (Su)
At 2nd level, a haki fighter begins to study the superhuman martial arts style known as rokushiki. There are 6 known techniques in the rokushiki style as well as rumors of a seventh hidden technique. Each of these techniques depends upon a certain skill to determine its effectiveness, and some of them share the same dependent skill. At 5th level and every 3 levels thereafter the haki fighter chooses another technique (until all 6 known techniques are learned at 17th level). Usage of any of these techniques is a swift action, but most of their effects have a duration associated with them. Similarly to haki techniques, the rokushiki technique skill results are halved in antimagic. The same Rokushiki technique cannot be used more than once per round (though two or more different ones could). If a skill check result would not be sufficient (E.G. a 7 when the technique grants a bonus for every 10 points) that particular bonus is not granted (though others might be).
The geppo technique allows the user to jump off the air itself. At 1st level, geppo allows it's user to make a second jump check after the first in the same round even if there is nothing for him to jump off of. Furthermore, his falling rate is reduced to 60 feet per round. This ability cannot be used consecutively until 7th level. At 7th level, the user gains the ability to make consecutive jump checks and his falling rate is reduced to 5 feet per 2 rounds. At 11th level, the user only needs to make 1 jump check every hour (he can treat subsequent jump checks as the same result), and his falling rate is reduced to 5 feet every minute. At 13th level, the user can jump off of energy they create rather than air which gives them a +6 bonus on jump checks when using this ability as well as allowing them to use it in airless environments. The user must be conscious to benefit from the reduced falling rate and can fall faster if he chooses to (up to the normal falling speed).
The tekkai technique turns focus into physical toughness. Once per day, the haki fighter can make a concentration check to gain 5 temporary hit points for every 10 points of concentration check. These temporary hit points persist until lost. The haki fighter can also use a lesser version of this technique which grants 1 temporary hit point per 10 points of concentration check until the next round.
The shigan technique turns focus into striking power to penetrate defenses. When used, for the next minute, all weapon and natural weapon attacks made by the haki fighter are improved in effectiveness. For every 10 points of concentration check, melee weapon and natural weapon attacks gain a +1 bonus on damage and attack rolls.
The rankyaku technique turns sudden movement into an explosive ranged area attack that detonates upon reaching it's destination or coming into contact with a solid object. The attack can travel a distance of up to 10 feet per 10 points of the jump check and detonates out to a radius of up to 5 feet per 10 points of the jump check (either or both the distance and the radius can be less if desired). It deals damage appropriate to the melee weapon or natural weapon used to generate the attack (bludgeoning, piercing, slashing) and can gain bonus damage from sources that would improve attack damage (except base damage dice as described further). The base damage dice of the weapon or natural weapon are subsumed and instead the attack deals 1d6 points of damage per 10 points of jump check result (extra damage from other qualities of a weapon such as the flaming enhancement, an enhancement bonus, an ability modifier to damage (generally strength), or a bonus from a class ability still apply). Targets affected are allowed a reflex save DC 10 + 1/2 haki fighter level + haki fighter constitution modifier for half damage. This ability requires both a swift and standard action to perform.
The soru technique turns jumping power into speed rather than distance. When used, for the next minute, the haki fighter's movement speed increases by 10 feet per 10 points of jump check. If this technique is used again within the same minute, the jump check does not receive the bonus from this extra speed. Also, if the extra movement granted by this ability is traveled, the haki fighter is treated as running in that round for the purpose of needing to make constitution checks to keep running (running in addition to this causes the DC of the constitution checks to increase by 2 for each previous check).
The kami-e technique uses the haki fighter's balance to flow around attacks. When used, for the next minute, attacks against the haki fighter have a 10% miss chance per 10 points of balance check (up to a maximum of 50%).
Skill Boost (Ex)
At 3rd level, a haki fighter may choose one of his haki fighter class skills in which to gain a +1 bonus on all checks. He gains another choice (which can be the same choice as a previous choice) at 6th level and every 3 levels thereafter.
Haki Boost (Ex)
At 4th level, a haki fighter gains a +2 bonus on all skill checks related to haki. This bonus increases by +2 at 7th level and every 3 levels thereafter.
Strength of Spirit (Ex)
At 20th level, a haki fighter may make an additional swift action in a round to use a rokushiki technique. Also, all haki and rokushiki abilities gain a +10 bonus on skill checks made to use them.
To Do list:
Just have to think of some fluff now. Also epic stuff (conqueror's haki and rokuogan).
Maybe improve armament haki. Figure out whether or not to change numbers around on skills based on feedback.
Some of the fluff behind this is that while haki could allow a character to tank an attack that would break a ship in two in the manga and the amount gained wouldn't do that till epic levels, those manga characters who can do that are epic level. That's why they have access to rokuogan and conqueror's haki.
Unerring Observation [Haki]
Access to Observation Haki, Sense Motive 10 ranks.
If the result of your sense motive check for observation haki is 20 or greater, you gain the ability to reroll any miss chance (once per miss chance) as well as the ability to choose what is affected when you use the rankyaku technique. These are in addition to the other benefits of your observation haki.Evasive Sense [Haki]
Access to Observation Haki, Sense Motive 10 ranks.
If the result of your sense motive check for observation haki is 20 or greater, you may choose to gain the evasion ability in addition to the other benefits of your observation haki.
Evasion: If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. You do not gain the benefit of evasion while helpless.Superb Willpower [Haki]
Access to Armament Haki, Concentration 10 ranks.
If the result of your concentration check for armament haki is 20 or greater, you may choose to gain the mettle ability in addition to the other benefits of your armament haki.
Mettle: If you make a successful Will or Fortitude saving throw that would normally reduce an effect (such as any spell with a saving throw entry of Will partial or Fortitude half), you instead negate the effect. You do not gain the benefit of mettle while unconscious or sleeping.Spiritual Hardening [Haki]
Access to Armament Haki, Concentration 10 ranks.
You may choose to gain spell resistance 10 + concentration check result minus 20 (minimum 0, maximum equal to HD) in addition to the other benefits of your armament haki.
Blue Walk [Rokushiki]
Access to Rokushiki Technique: Geppo, Haki Fighter level 7th.
You may use the geppo technique underwater to gain a swim speed for one minute equal to twice the result of the jump check.
Last edited by gooddragon1; 2015-06-01 at 09:36 PM.There is no emotion more useless in life than hate.