Tsuku-Master (4e Class)
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|“||The only ones who feel pain are those too unwilling to take it.||”|
|Role: Controller. Your command of what is called 'tsuku' spirits allows ways for you to cause havoc for enemies across large areas of the battlefield. Unlike most other controllers, however, you can also stand your ground using melee attacks. Your damage may not be huge, but you're effects can be more than powerful whether or not against tons of enemies or against one. Depending on your choice of class features and powers, you might have defender or leader as a secondary role.|
|Power Source: Divine.|
|Key Abilities: Charisma, Intelligence, Constitution|
|Armor Proficiencies: Cloth, leather, hide, chain mail, scale mail|
|Weapon Proficiencies: Simple melee, military melee, simple ranged|
|Implements: Holy symbols|
|Bonus to Defense: +1 Fortitude, +1 Will|
|Hit Points at 1st Level: 14 + Constitution score|
|Hit Points per Level Gained: 4|
|Healing Surges per Day: 8 + Constitution modifier|
| Trained Skills: Religion. From the class skills list below, choose 3 more trained skills at 1st level.|
Class Skills: Arcana (Int), Bluff (Cha), Diplomacy (Cha), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha), Perception (Wis), Streetwise (Cha)
|Build Options: Oni-Obake, Noppera-Obake|
|Class Features: Rites of the Tsuku, Nyoijizai's Reach|
From the lands in the far east come the traditional forms of what are called 'tsuku' spirits and creatures. These range from the humble Kasa-obake (paper umbrella spirit) to certain members of the tengu. It is usually in these lands that tsuku-masters are trained for battle. You might be a humble keeper of the peace whose only goal is to protect the innocent from the evils of the world. You might be a greedy, ruthless mercenary who uses his control over the tsuku to take down those who get in his way.
|Characteristics: You can be either focused on extra offense (oni-obake), or better defense (noppera-obake). Unlike most other controllers (wizards, invokers, etc.), tsuku-masters are a bit stronger defensively and can often be closer up to the fight. However, because of this, tsuku-masters also tend to deal a bit less damage with their attacks than wizards and other such controllers.|
|Religion: Tsuku-masters can follow any religion, really, from the most honorable deities to the most malicious ones.|
|Races: Kitsunes and gnomes are probably the most fitting.|
 Creating a Tsuku-Master
Choose one of these options. Your choice will determine the specific effects you will be granted against your tsuku-marked enemies(see Rites of the Tsuku, class power.)
You get a +1 bonus to all attack rolls against the tsuku-marked enemy, and whenever you hit the tsuku mark with an attack, it takes an extra 1d4 damage. When you are bloodied, the attack roll bonus goes up to +2, and you may choose to pull the enemy a number of squares equal to 1 + your Intelligence modifier whenever you score a critical hit against it. When you reach 21st level, the bonus on attack rolls against the tsuku-mark becomes +2 when not bloodied, and when you hit it with an attack it takes an extra 2d4 damage, then when bloodied, the bonus on attack rolls against the tsuku mark goes up to +3, and you may choose to pull the enemy a number of squares equal to 3 + your Intelligence modifier whenever you score a critical hit against it.
Note: If you make multiple attacks against the tsuku mark in one round, apply the bonus to the attack rolls for each roll you make, but only once for the extra damage you deal (in other words, even if you hit the tsuku mark with multiple attacks in one round, you still only deal an extra 1d4 damage (or 2d4 starting at level 21), rather than extra damage for each individual attack.
As an Oni-obake, you are an expert at hitting a target, mainly the one marked by your tsuku-aura. However, even if you are wearing heavy armor and have good defenses, going anywhere where you can get swarmed by more than your share of enemies can be too much of a risk to take. Your powers tend to do more damaging effects, yes, but if those enemies are able to get past your defenses quickly enough, then it may be game over for you. Therefore, it is probably a good idea to stay back a little more from the fight and use ranged powers until enough enemies have been weakened or taken down, then to go in for the kill with a close-up attack, or to stay near your groups defender or leader and use your Nyoijizai's Reach class feature to your advantage.
- Suggested Feat: Toughness (Human Feat: Coordinated Explosion)
- Suggested Skills: Bluff, Diplomacy, Endurance
- Suggested At-Will Powers: Vortex of Kirin, Yokai Lightning
- Suggested Encounter Power: Ittan-Momen's Guard
- Suggested Daily Power: Attack of the Origami Cranes
You gain a +2 bonus to your Fortitude, Reflex, and Will when you roll defenses against attacks made from the tsuku-mark, and a +1 bonus to these defenses against the mark when you take your passive. When you are bloodied, you gain resist 3 to all damage dealt to you from the tsuku-mark, and when you score a critical hit against it, the resistance goes up to 6 until the end of your next turn.
When you reach 21st level, these bonuses go to a +3 bonus to Fortitude, Reflex, and Will when you roll against attacks made by the tsuku-mark, and a +2 bonus to these defenses against the mark when you take your passive. When bloodied, you gain resist 6 to all damage dealt to you from the tsuku-mark, and when you score a critical hit against it, the resistance goes up to 12 until the end of your next turn.
As a Noppera-obake, you are excellent at keeping your ground against your tsuku-marked target. Just like an Oni-obake, you also won't want to be swarmed by too many enemies at once. However, Noppera-obakes tend to have powers that can get them or their allies to safety, that heal a little bit, or are able to temporarily boost you or an ally's defenses. Thus, Noppera-obakes are a little better at getting out of tough situations than Oni-obakes, just not at doing extra damage.
- Suggested Feat: Implement Expertise (Human Feat: Toughness)
- Suggested Skills: Bluff, Intimidate, Streetwise
- Suggested At-Will Powers: Ferocious Intellect, Hannya's Force
- Suggested Encounter Power: Bakeneko's Smile
- Suggested Daily Power: Aura of Confusion
Tsuku-masters employ holy symbols as a way to improve their fighting skills. These metal symbols often represent common objects that can harbor what are known as 'tsuku', or artifact, spirits. These can be things such as lanterns, umbrellas, bottles, etc. Once blessed for use by a tsuku-master, these symbols become strong protectors.
When you wear or hold a magic holy symbol, you can add its enhancement bonus to the attack and damage rolls of tsuku-master powers and paragon path powers that have the implement keyword. Without a holy symbol, you can still use these powers.
 Tsuku-Master Class Features
All tsuku-masters share these class features.
Nyoijizai's Reach: As a master of spiritual arts concerning the tsuku, you have the magnificent ability to stretch your arms to great lengths during battle. When you wield a melee weapon with the Off-Hand property, it is considered to also have the Reach property.
Rites of the Tsuku: As a fearless defender of the spirits who guide you, you have the special ability to summon an aura upon your foes known as a tsuku-mark. This is done through the at-will power Rites of the Tsuku.
A tsuku-masters powers are called summons and are effective at causing a variety of things. Whether you use these powers to physically attack foes with a reckoning force, summon huge spirits before their very eyes to give them a shock, or transform them into mockeries of common household objects, you can be a powerhouse that can permanently put fear into the hearts of those who get in your way. A list can be found here.