Rokushiki Master (3.5e Class)

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Rokushiki Master
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Rokushiki Master[edit]

Even martial artists that have honed their skills to near perfection show jealousy when viewing the grand skills of Rokushiki Masters. This form is the envy of those who have not learned it and the greatest tool of those who have. However, one needs to look no further than a single training session to see why there are only "Masters" of this form: only the masters survive.

Making a Rokushiki Master[edit]

The Rokushiki Master is very skilled in both offensive and defensive fighting, however, this results in all ability scores being important to a true master.

Abilities: Strength, Dexterity, and Constitution are most important to a Rokushiki Master, but Intelligence, Wisdom, and Charisma can be just as important if one truly wants to bring out their character's potential.

Races: This is a martial race that emphasizes violence and frowns upon most forms of mercy, but it is also designed around comradery, so any race is likely to have groups intrigued by this class.

Alignment: Any lawful. In fact, upholding the law is often their reason for taking up this training, though they often interpret laws differently than others.

Starting Gold: 4d4 x10 gp (100 gp).

Starting Age: Complex.

Table: Rokushiki Master

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +2 Rokushiki Techniques
2nd +2 +3 +3 +3 Bonus Ability-List
3rd +3 +3 +3 +3 Bonus Ability-List
4th +4 +4 +4 +4 Bonus Ability-List
5th +5 +4 +4 +4 Bonus Ability-List
6th +6/1 +5 +5 +5 Bonus Ability-List
7th +7/2 +5 +5 +5 Bonus Ability-List
8th +8/3 +6 +6 +6 Bonus Ability-List
9th +9/4 +6 +6 +6 Bonus Ability-List
10th +10/5 +7 +7 +7 Bonus Ability-List
11th +11/6/1 +7 +7 +7 Bonus Ability-List
12th +12/7/2 +8 +8 +8 Bonus Ability-List
13th +13/8/3 +8 +8 +8 Bonus Ability-List
14th +14/9/4 +9 +9 +9 Bonus Ability-List
15th +15/10/5 +9 +9 +9 Bonus Ability-List
16th +16/11/6/1 +10 +10 +10 Bonus Ability-List
17th +17/12/7/2 +10 +10 +10 Bonus Ability-List
18th +18/13/8/3 +11 +11 +11 Bonus Ability-List
19th +19/14/9/4 +11 +11 +11 Bonus Ability-List
20th +20/15/10/5 +12 +12 +12 Rokuougan

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Survival (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Rokushiki Master.

Weapon and Armor Proficiency: A Rokushiki Master is proficient with all simple and martial melee weapons and two exotic weapons of his choice (including those that can be used as thrown weapons) and all light and medium armor.

Rokushiki Techniques (Ex):

Soru: With Soru, a Rokushiki Master can use the run action to move at 10 times his normal speed. Charging can be done at 4 times his normal speed and doubles the damage of an attack made at the end of a charge or doubles the distance a character is knocked back by a bull rush made at the end of a charge.

Kami-e: Kami-e can be used as an immediate action to grant a Rokushiki Master a +8 dodge bonus to AC against one attack made with two-handed weapon (or one-handed weapon held in two hands), a +6 dodge bonus to AC against one attack made with a one-handed weapon, or a +4 dodge bonus to AC against one attack made with a light weapon or unarmed strike. Note: Tekkai and Kami-e cannot be used together in a round.

Geppou: Geppou gives a Rokushiki Master the ability to hover off the ground and "fly" (they essentially just kick off of the air, so their feet cannot be bound while doing this) at altitudes of up to 50' at their base land speed. Geppou can be used in unison with jump checks, allowing the character to ignore the first 50' in a vertical jump by jumping off the air at their maximum altitude.

Tekkai: Rokushiki Masters are able to harden their bodies at will, giving them the hardness of steel, but it cannot be used while moving by oneself (though it can be used while falling or being knocked back). Tekkai can be used in combat as a move action that hardens the skin to +10 (essentially, damage is reduced by 10) until the Rokushiki Master's next round. Note: Tekkai and Kami-e cannot be used together in a round.

Rankyaku: By kicking very fast, with very strong legs Rokushiki Masters are able to cut through the air with this technique: Rankyaku. This technique functions as a thrown slashing weapon with a 30' range. Rankyaku deals 1d8 damage plus the character's strength modifier and both legs can be used to perform this attack in a single round without any penalties to attack rolls. The power of a Rankyaku attack is reduced by 2 against adjacent targets (in other words, it does 2 less damage).

Shigan: The Rokushiki Master is capable of using his fingers to pierce objects and people as if they were bullets. In combat, Shigan can be used as a melee piercing attack made with a light weapon. Shigan, unlike most piercing weapons, can be used in sundering attacks. Shigan deals 1d8 damage plus the character's strength modifier and the attack can be performed with both hands in one round without a penalty to the user's attack rolls.

Bonus Abilities:
At levels 2-7 a Rokushiki Master gains Improved Rokushiki Techniques. Improved Soru increases his base land speed by 5 feet every level after this feat is taken. Improved Tekkai allows him to increase his hardness to 20. Improved Kami-e lets him use Kami-e against a second attack. Improved Geppou gives a Rokushiki Master the ability to run while "flying" (a normal run, without the Soru bonus) and, therefore, he can perform a flying charge. Improved Shigan allows him to perform the Jugon, a powerful punch with the power of a bullet (deals 1d12 instead of 1d8). Improved Rankyaku gives the user the ability to perform Rankyaku at close range without penalty and also the user can use Rankyaku and the regular Shigan both in a full-round attack with each limb (ex.: 2 Shigan attacks and 2 Rankyaku attacks as if he were wielding 4 weapons at once).

At levels 8-14 a Rokushiki Master gains Greater Rokushiki Techniques. Greater Soru allows a Rokushiki Master to flank an opponent by himself as a free action by circling the target at great speeds while attacking (he may end his turn on any square adjacent to the target). Greater Tekkai allows him to move while performing Tekkai, giving him a +4 to bull rush attacks, +4 to sunder attacks, and a +2 to attack and damage rolls. Greater Kami-e lets him use Kami-e against all attacks. Greater Geppou gives a Rokushiki Master the ability to perform a full attack after charging with Geppou. Greater Shigan allows him to perform Shigan Ouren as a full-round action, a rapid fire Shigan attack that deals 8d8 damage plus the character's strength modifier x2. Greater Rankyaku gives the user the ability to use Rankyaku Hakurai, a two-legged attack that deals 2d8 to all enemies in a cone shape in front of the Rankyaku Master (this is a full-round action).

At levels 15-19 a Rokushiki Master is able to start combining Rokushiki techniques in order to optimize their powers. Kamisori combines Geppou and Soru so that a Rokushiki Master can apply Soru's bonus speed to his "flying" speed. Tekkai Kenpo enables the use of Geppou, Soru, Shigan, and Rankyaku with the added hardness always in use (Kami-e must still be used separately). Cho Sokuten Tekkai Dama can be gained after Kamisori and Tekkai Kenpo and allows a Rokushiki Master to perform a high-speed, flying, spinning attack that deals 1d8 for every 5' the user is capable of moving (for a maximum of 20d8) plus the users strength modifier. Kami-e Bushin gives the user an attack of opportunity when he is targeted by an attack that misses while he is using Kami-e, but this does not offer the Rokushiki Master more attacks of opportunity than he would normally have. Rankyaku Ran allows a Rokushiki Master to launch himself into the air and rain down a flurry of Rankyaku attacks equal to his normal number of attacks (with one leg) x4 (each of these attacks can target a different enemy; the first four use the highest base attack bonus, the next four use the next highest, etc; adjacent foes do get attacks of opportunity at the start of this technique).

Rokuougan (Ex): At level 20 a Rokushiki Master learns the ultimate technique, the Rokuougan, which combines their mastery of the other 6 techniques. In order to use this technique the Rokushiki Master must start a grapple check against the desired target (the target does not get an attack of opportunity). If the touch attack succeeds (the target is grabbed), then the Rokushiki Master does not need to attempt to hold the target, but instead must make a second touch attack with his ability modifiers added to the attack roll (but not base attack bonus). If the second touch attack misses, then as an immediate action he may attempt to hold the target, unless the target is two or more size categories larger. If the attack hits, then the target must make a DC 30 will save or die. If the target survives the attack, then he takes 10d6 x2 damage and falls prone, at which point the Rokushiki Master may pin the target as an immediate action.

Ex-Rokushiki Masters[edit]

Ex-Rokushiki Masters do not lose class levels or class features, but they become pariahs among former comrades and are considered wanted men if they are seen using their techniques in any way against the law or lawfully aligned persons.

If Rokushiki Master become nonlawful or multiclass he become Ex-Rokushiki Master.

Epic Rokushiki Master[edit]

Table: The Epic Rokushiki Master

Hit Die: d12

Level Special
21st Bonus Epic Feat
22nd Bonus Epic Feat
23rd Bonus Epic Feat
24th Bonus Epic Feat
25th Bonus Epic Feat
26th Bonus Epic Feat
27th Bonus Epic Feat
28th Bonus Epic Feat
29th Bonus Epic Feat
30th Bonus Epic Feat

4 + Int modifier skill points per level.

Bonus Feats: The epic Rokushiki Master gains a bonus feat (selected from the list of all epic feats) every level after 20th.

Human Rokushiki Master Starting Package[edit]

Weapons: Warmace x2.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Spot 4 Wisdom "—"
Listen 4 Wisdom "—"
Move Silently 4 Dexterity "—"
Balance 4 Dexterity "—"
Hide 4 Dexterity "—"
Disguise 4 Charisma "—"

Feat: Weapon Focus: Warmace.

Bonus Feats: Power Attack.

Gear: Mithral Chain Shirt.

Gold: 100gp.

Campaign Information[edit]

Playing a Rokushiki Master[edit]

Religion: Any deity that would fall on the lawful side, though most Rokushiki Masters do not get wrapped up in religion.

Other Classes: Rokushiki Masters fight well with one another, but are not so quick to work with others. Often times they feel that their own discipline is far superior, but it is possible for them to grow fond of another class...over time.

Combat: Rokushiki Masters are typically on the front line, but will sometimes provide "cover fire" in the form of their Rankyaku.

Advancement: Rarely does a Rokushiki Master wish to multi-class, but it is possible with other combat-focused classes, especially those like the fighter class. One cannot multi-class into being a Rokushiki Master, however. If one wishes to be a Rokushiki Master, then he must take this class at level one or forfeit other class levels and start again in this one.

Rokushiki Masters in the World[edit]

So you've heard of our discipline, have you? Then please, allow me to buy you your last meal.
—Zanba, Human Rokushiki Master

Rokushiki Masters are not likely to be very well known, since they specialize in the art of killing. Though they do not have the advantages of assassin-like classes, they certainly can use their abilities for efficient assassinations and they rarely leave targets or witnesses alive. To a Rokushiki Master, the law is always to be upheld and the best way for them to do that is to remain obscure, so killing the innocent is still considered lawful if it is to hide their identities "for the greater good."

Daily Life: Rokushiki Masters often blend into the society in which they live and only show signs of their class while among comrades, never around "outsiders." They also try to maintain a low profile. These ways of living helps them maintain the aforementioned obscurity.

Notables: None that are known.

Organizations: Rokushiki Masters either band together to be law officers of the night or vigilantes. They may also be employed by the highest members of government as black ops agents.

NPC Reactions: Usually NPCs think that Rokushiki is a fake discipline, so they may laugh at a character that claims to be one, but it doesn't take them long to believe once a battle has started, especially since Rokushiki Masters won't pull punches once their secret identities are revealed.

Rokushiki Master Lore[edit]

Characters with ranks in Knowledge: Legends/Myths/Rumors/etc. can research Rokushiki Masters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge: Legends/Myths/Rumors/etc.
DC Result
5 They are well-trained, secretive killing machines.
10 Reveal two Rokushiki Techniques (not by name) that they are rumored to have.
15 Reveal all Rokushiki Techniques (not by name).
20 Outline a battle in which Rokushiki Masters dominated their enemies, with very descriptive details.

Rokushiki Masters in the Game[edit]

Rokushiki Masters will never reveal themselves unless absolutely necessary. For instance, a character mentioning a rumor about them will be watched carefully, but a Master being called out will be forced to track the character down and kill him once he can be sure there will be no witnesses. Players would be wise not to mention them publicly and players of this class should try to hide their class as best they can.

Adaptation: None.

Sample Encounter: The adventurers discover a man with small holes all over his body and a shadowy figure making off in the distance. The characters attempt to chase the culprit down, but find themselves being ambushed by the very person that they were trying to catch.


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