Battojutsu User (3.5e Class)
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Battojutsu Users are silent warriors who have mastered the art of drawing and attacking with a melee weapon in one fluid motion. These warriors are very uncommon and are usually mistaken for the common fighter or samurai.
Adventures With the meshing of groups of not only races but also an east and west culture clash allow these warriors to be in any setting. Wandering aimlessly sometimes or serving a lord or master, like the samurai, leads to adventure for the Battojustu User. Any odd jobs is right for the Battojustu User. Rather finding treasure in some far off dungeon, or performing his skills for more domesticated activity, the Battojutsu User only tries to improve himself.
Characteristics Battojutsu Users are uniquely different, just by the use of their weapon. Always being carelessly grouped with the Samurai or Fighter, the Battojutsu User will always find a way for them to stand out, either through mannerisms, speech, or out right appearance. Through practice, study, and combat experience, the Battojutsu User can unlock the hidden power with in their Battojutsu Weapon.
Alignment Sense most Battojutsu Users don’t follow a code and sometimes may sever a lord or master, the alignment can be any.
Background It is unclear exactly why or how a character becomes a Battojutsu User. Because of their sparsity, very little is known. It is theory that this class is derived from the Prestige Class of Iaijutsu Master, because of the similar combat styles.
Races Because of it’s nature and theories that tie it to the Rogukan and the Iaijutsu Master, humans usually become Battojutsu Users. But this has not discouraged other races from trying this mystic and very uncommon style of fighting.
Because of the misconception of this class most Battojutsu Users will wander alone, but when recognized for his uniqueness, the Battojutsu Users will stay with a group just to keep that feeling of self difference.
|1st||+1||+1||+1||+0||Bonus Feat, Battojutsu Weapon, Battojutsu Style|
|2nd||+2||+1||+2||+1||Bonus Feat, Battojutsu Stance|
Game Rule Information
Battojutsu Users have the following game statistics
Abilities: Strength is important for Battojutsu Users to increase attack and damage rolls with melee weapons. Dexterity allows the Battojutsu Users the advantage in Initiative checks. Charisma gives the Battojutsu Users chances of higher Iaijutsu Focus checks to allow for more damage.
Hit Dice: 1d10
Class Skills A Battojutsu User’s skills (and the ability key for each skill) are: Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Iaijutsu Focus (Cha), Intimidate (Cha), (Jump (Str), Knowledge (Melee Weapons) (Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str) and Tumble (Dex).
Skill Points at 1st level: (6 + Int) x4
Skill Points at each additional level: 6 + Int
Weapon and Armor Proficiency: Battojutsu User’s are proficient with all simple, martial weapons, and exotic weapons and with all light armor, and Buckler shields
Bonus Feats: At 1st level, a Battojutsu User gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The Battojutsu User gains an additional bonus feat at 2nd level and every two Battojutsu User levels thereafter(4th, 6th, 8th, 10th, 12th, 14th, 16th,18th, and 20th).
Battojutsu Weapon: At 1st level a Battojutsu User chooses one of his swords (it must be one which he has the Weapon Focus feat) to become his Battojutsu Weapon. Upon choosing such a weapon, the character can create a bond. The character dedicates his life to this one weapon, as his ancestor have done before him. The process for enhancing one’s Battojutsu Weapon is quite simple. The Battojutsu User may find a quite place or temple to pray or meditate for 8 hours/ enhancement. After the time spent, the Battojutsu User must burn or toss into a deep body of water the amount needed to enhance the weapon. The Battojutsu Weapon now becomes magical (if not already) and gain a enhancement bonus and/or special abilities. The Battojutsu User’s current level limits the amount of bonuses and/or special abilities. The Battojutsu Weapon can only have enhancements equal to half the Battojutsu User’s current level. Use Table 1-2 to determine cost and level. If at any time the ritual is interrupted, the Battojutsu User may begin the ritual again, but must start over all 8 hour periods but doesn’t have to pay the cost. A Battojutsu Weapon has a caster level equal to current level of Battojutsu User halved +10. Enhancing Double Weapons: Double weapons may be enhanced but both ends must be paid for and enhanced separately. Enhancing Natural Weapons: Natural Weapons may not be enhanced.
Battojutsu Style: At 1st level and every other level after, a Battojutsu User loses all extra attacks (example Fighters gain extra attacks at 6th, 11th and 16th level.) and gains a Battojutsu Point (Humans get an extra Point at 1st level). He may put these points into one of the following aspects to help improve the use of their Battojutsu Weapon:
Strikes: For each point added, a Battojutsu User gains an extra attack per round to a max of 3. Any addtional attacks can only be used in a full attack action, in the same way other characters use their extra attacks.
Focus: For each point added, he gains a +1 misc bonus for the Iaijutsu Focus skill to a max of 10
Ready: For every point added, a Battojutsu User is able to sheathe their sword after a strike to a max of 4. This allows him to use the Iaijutsu Focus after every attack in which the sword is drawn.
Battojutsu Stance: At 2nd level and up, a Battojutsu User may use his Iaijutsu Focus on opponents even if they are not flat footed.
|Min Level|| Enhancement
|Cost in GP|