The Hyuuga (3.5e Prestige Class)

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The Hyuuga
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<- The Hyuuga ->[edit]

{{- "It is your destiny to lose to me" - Neji Hyuuga -> }}

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<- When a young warrior proves his worth in the Hyuuga clan, he is taught the secret of his families Byakugan abilities, secrets his clan has sworn to protect with their lives. Through rigourous training he is taught to be a master in combat, learning various disabling and reflective techniques, and channeling his chakra to shape the world around him. A Hyuuga is the ultimate unarmed warrior, not to be taken likely by anyone foolish enough to engage him in combat ->

Becoming a <- Hyuuga Warrior ->[edit]

<- Many young Hyuuga dream of proving their worth to the elders so that they too may learn the secrets of their ancestors passed down through their unique Opal colored, pupiless eyes. It is only with these eyes that they may hope to understand the true nature of chakra to use for themselves and against their enemies.->

Entry Requirements
- Base Attack Bonus:+3
Race: <- Must be of the Hyuuga Clan or must have stolen the eyes of a deceased Hyuuga Warrior. ->.
Skills: <-Balance:8 ranks ->. <-Tumble: 8 ranks ->.
Feats: <- improved natural attack, weapon focus (unarmed), Imp. Unarmed Attack ->.

Table: The <- Hyuuga Warrior ->

Hit Die: d<- d8 ->

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will Unarmed Damage Natural Armor Chaka
1st +0 +2 +0 +2 1d8 +0 con+wis 8 Trigrams Opening, Byakugan , Gentle Fist
2nd +1 +3 +0 +3 1d10 +1 con+wis 8 Trigrams 64 Palm, Evasion ,
3rd +2 +3 +1 +3 1d10 +1 con+wis vision focus(1/2)
4th +3 +4 +1 +4 1d12 +2 con+wis 8 Trigram 128 Palm,
5th +3 +4 +1 +4 1d12 +2 con+wis improved Gentle Fist
6th +4 +5 +2 +5 2d8 +3 con+wis 8 Trigrams Rotation,
7th +5 +5 +2 +5 2d8 +3 con+wis vision focus (full)
8th +6 +6 +2 +6 2d8 +4 con+wis 8 Trigrams 5 point heart imposition ,
9th +6 +6 +3 +6 3d6 +4 con+wis Quivering Palm ,
10th +7 +7 +3 +7 3d6 +5 con+wis 8 Trigrams Striking Air Palm,

Class Skills (<-4-> + Int modifier per level)
<- Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Hide, Jump, Knowledge Arcana, Knowledge Religion, Listen, Move Silently, Search, Spot, Perform, Tumble, and Use Magic Device.->.

Class Features[edit]

<-8 Trigram Opening: This is the path of the Hyuuga, understanding the 8 chakras of the body and learning to open and close them effectively. With this mastery he is brought to a higher level of understanding, controlling bodily functions and mental abilities. A hyuuga may manipulate chakra paths as many times per day equal to his Hyyuga level + Con Modifier.


Opening a chakra path is a gentle process, and can be done to the user or a willing ally. Open Chakra paths may remain open for a number of rounds equal to 3 + the hyuuga's wisdom modifier. They may be kept open longer, but the user suffers a loss of 1/8 of his max hit points per round. Once he reaches 0 he falls unconcious even if he has the die hard or a similar feat. He can awaken again in 2d6 hours. More than one chakra can be open at a time, but the number of rounds that they remain open drop by one per secondary chakra. Once a Chakra point releases, it may not be opened again for 1 hour.


Closing a chakra path is a harmful and violent process. As a standard action, he may attack an opponent with his first melee attack bonus. The AC modifier to hit a chakra point is +5 (added to the opponents AC). The chakra points remain closed for a number of rounds equal to the Hyuuga's Wisdom Modifier. Afterwards the opponent may make a Fort Save (DC 10 + 1/2 users HD + users wisdom mod) If he is successful, the chakra path reopens. If he fails, the path remains closed for another 24 hours before he can save again.


        1.)  The Earth Connection- Stillness:  (RED)  This chakra is located at the base of the spine and connects to the heavens.

Opening: The user gets a +4 bonus to all rolls made and a +4 to his Con Score. Additionally, he is immune to poison and disease, magical or not.

Closing: The victim suffers exhaustion (-2 to all rolls) and a -6 to his Con Score. If the chakra point remains closed for 24 hrs, he loses 2d4 Con per day that doesn't heal until it reopens. If his Con reaches 0 he dies.


        2.)  Water Connection- Movement:  (ORANGE)  This chakra is located at the sex organ and connects to a person's sexual desires.

Opening: The User gets +6 to Charisma and +4 to Charisma based skills and spells. Additionally, he may use charm monster as a sorceror of his current Hit Die.

Closing: The Victim takes a -8 penalty to Charisma and Dexterity. If the chakra point remains closed for 24 hours or more, the victim becomes sexually confused. His preferances switch, (gay/straight, perverted/straightlaced) (If he is bi-sexual, he becomes attracted to animals) This causes a deep depression. If he fails the first save, he gets a -2 to all rolls. If he fails the second, he stops eating and begans starving. If he fails the third, he attempts suicide until he succeeds or until he makes the save.


         3.)  Fire Connection- Combustion:  (YELLOW)  Located at the navel, this chakra is the connection to passion and desire.

Opening: The user gets +6 to all rolls and spell or ability DCs. Additionally his desire becomes so powerful that stopping him from his goal becomes incredibly hard. He gains Damage Reduction of 10/-.

Closing: The victim suffers a -6 to all rolls. Once per round the chakra is closed, the user may make a bluff check vs the victim's sense motive to persuade him to give up. If the chakra point remains closed, he loses 1d4 Con until he has lost 3d4 Con. If his Con reaches 0, he dies.


         4.)  Air Connection- Expanding:  (GREEN)  Located at the center of the chest, also called the heart connection, this chakra is the center of life itself.

Opening: The user gets 5d10 extra hit point that also count toward HD for spells and abilities. Additionly he is immune to death effects.

Closing: The victim loses 2d6 hp per round until he has lost 20d6 hp and he suffers a -4 to Fort Saves. If the chakra point remains closed, he finds himself in dire straits. If he fails the first save, he takes a -8 penalty to all rolls. If he fails the second save, he suffers internal bleeding and dies in 1d4 hours unless healed.


         5.)  Ether Connection- Speak and Create:  (BLUE)  Located at the throat, this chakra is connected to the truths one holds dear.  

Opening: The user acts as though he is the center of Zone of Truth, Discern Lies, and True Seeing. Additionally, he cannot be affected by illusions.

Closing: The victim loses his ability to speak (especially painful for spellcaster) unless he is spoken to, and then he may only reply with the absolute truth. If the Chakra point remains closed, he loses 1d4 Wis per day until his score reaches 10 that doesn't heal until the chakra reopens.


         6.)  Mind Connection- Intuition and Perception:  (INDIGO)  Located between the eyebrows and dubbed the THIRD EYE, this chakra is the gate to the psychic world.

Opening: The user can use Detect Thoughts as though he had cast it three rounds previously with no save dc. He may also Scry as a wizard of his HD. Finally, he is immune to any mind influncing effects.

Closing: The victim suffers a -2 to Int. Additionally, if he is a spellcaster, he cannot cast spells of the divinitation domain. If the victim is a psion, then he cannot use any of his abilities. This effect does not go away until the chakra path reopens.


         7.)  Conciousness Connection- Wahey Guru:  (VIOLET)  Located at the top of the head, this chakra is dubbed the THOUSAND PETALED LOTUS, as the mind is capable of producing a thousand thoughts at once.

Opening: The user gains +6 to his Int and Wis. Additionally he gains Spell Resistance of 10+ hyuuga's HD+hyuuga's Wisdom Mod.

Closing: The victim loses the use of any spells, spell like abilities, supernatural abilities, and extraordinary abilities. These do not return until the path reopens.


         8.)  Aura-The Container:  (LIGHT)  This Chakra is located above the body and is connected to the soul.  This path cannot be closed.

Opening: In order to open this path, the user must have aligned chakra (no ability damage, poison, or disease) and must have another path open already. He gains a +6 to all abilities and to all rolls. This path cannot remain open longer than the alloted time.


Byakugan: Other clans covet this ability for it's sheer power. The byakugan, when activated, gives the user extraordinary abilities. First, he acts as though under the influence of the X-ray vision spell and grants him +30 to his Spot. Second, he recieves a +4 perception bonus to AC. Finally, the user sees all chakra points clearly and can spot whether or not they are aligned (ability damage, poison, disease). Since he can see the chakra points so clearly, the AC modifier to hit with the 8 Trigrams Opening is a +2 instead of +5. The Byakugan may be used a number of times per day equal to 3 + the Hyuuga's Con or Wis modifier (whichever is higher). Once activated it may safely remain so for a number of rounds equal to the user's Con Modifier. If the user keeps it open longer, he suffers a -2 per round to all rolls. When he reaches -10 the Byakugan deactivates and the user is blinded for 2d12 hours.

8 Trigrams 64 Palm: The user may make all of his unarmed attacks with his first melee bonus. Additionally, he may attempt to close all of his opponents bodily chakra points at once. The victim makes a fort save DC 15+ users HD. If he fails, his chakra points shut down for 3 rounds. This ability can be used 3/day.


8 Trigrams 128 Palm: As above except the chakra points remain closed for 6 rounds. Also, the first attack is treated as though the user rolled a natural 20.

Gentle fist: substitute your strength mod for your wisdom when calculating your attack ,lv 5 gained improved gentle fist let you add your wisdom mod to damage rolls for your attack .


visual focus: let you add half your lv to spot and search skills and increase the range of your Byakugan by one half its previous range at lv 7 you add your full lv to your spot and search skill and double the range of your Byakugan.


8 Trigram Rotation: This ability may be used at will a number of times per day equal to the users HD, but once used may not be used again for 1d4 rounds. The Hyuuga repels all attacks against him (melee, ranged, touch spells, and area spells). If anyone is in melee combat with the Hyuuga, they are thrown back 30ft and suffer 3d6 damage. They may make a ref save (15+ damage dealt) to land on their feet. Otherwise they land prone.


8 trigram 5 point heart imposition once per encounter make one attack against a targets touch AC Victim has to pass a fort save (10+1/2lv+Wis)dc or die in the 3 rounds

Quivering Palm: a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.


8 Trigram Air Striking Palm: This ability gives the user's unarmed attack medium range (100ft +10ft / 2 levels). It may be used 3+Wis Mod / day.


->. All of the following are class features of the <-Hyuuga Warrior->.


Ex-<-Hyuuga Warriors->[edit]

<-A Hyuuga who betrays his clans secrets does not immediately loose his class abilities. First he is hunted by the clan, and once he is found his chakra points are permenantly closed, eventually leading to his death.->

Campaign Information[edit]

Playing a <-Hyuuga Warrior->[edit]

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Combat: <-Melee->

Advancement: <-Multi classes well with monk and rogue classes->

Resources: <-The Hyuuga is a clan of Nobility and can always count on monatary assistance if necessary->

<-Hyuugas-> in the World[edit]

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<-Even if I am defeated, even if it kills me, I will not surrender->

<-Hyuuga Warriors normally stay with their clan to advance in the city's politics, but a select few travel to advance their skills quickly. Others join the military and execute as many missions as possible to gain prestige->


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