Battousai, Variant (3.5e Class)
From D&D Wiki
Masters of unsheathing their swords and using that action as an attack, the Battosai are very fast and graceful in combat. Most follow the tutelage of a single sensei, or master, throughout their adolescent years. Many are taught in a large academy where one sensei has command of several students. Through difficult and very straining training the students grow tougher and faster, mastering their blades and learning to live by the code of their academy,
Most Battosai view adventures as a means of seeing the world around them and testing themselves against any other that they should cross blades with. The Battosai do not always fight to kill, though any time they feel their life is threatened they will use any skill in their arsenal to win.
Many Battosai make names for themselves after leaving their academies, many become famous heroes, and many that have reached such status or fame take on students of their own, whether in their own homes or in the homes of their students, they are full time teachers until the time when the training is complete, and very rarely is the student allowed to move away before completing his training. As most masters come from the Orient, Poetry is one of the skills learned during training.
Making a Battousai
Abilities: Abilities: Dexterity, Wisdom, and Charisma are very important skills for the Battosai. Dexterity makes the Battosai nimble on their feet and powers the Battosai powerful attacks. Wisdom is also prized among the Battosai and assists in their ability to avoid many attacks. Charisma is an important ability for their Iaijutsu Focus skill as well.
Starting Gold: 4d4 X 10 + 1 masterwork weaponClass Skills (4 + Int modifier per level, ×4 at 1st level)
Balance(Dex), Bluff(Cha), Climb(Str), Concentration(Con), Craft(Weaponsmith)(Int), Diplomacy(Cha), Gather Information(Cha), Intimidate(Cha), Jump(Str), Knowledge (Local, Geography)(Int), Listen(Wis), Move Silently(Dex), Perform(Cha), Search(Wis), Sense Motive(Wis), Sleight of Hand(Dex) Spot(Wis), Survival(Wis), Tumble(Dex), Iaijutsu Focus(Cha)
|1st||+0||+0||+2||+2||Bond of Sword and Soul, The Way of The Sword (Quick Draw, Weapon Focus), Battojutsu|
|4th||+3||+1||+4||+4||,Extended Chi, Weapon Specialization|
|6th||+4||+2||+5||+5||Swordsman's Intuition, Swordmaster Critical|
|7th||+5||+2||+5||+5||Afterimage, Greater Weapon Focus|
|11th||+8/+3||+3||+7||+7||Greater Weapon Specialization|
|12th||+9/+4||+4||+8||+8||Enable Criticals, Deflect Ray, Heavenly Step 30 feet|
|13th||+9/+4||+4||+8||+8||All as One|
|15th||+11/+6/+1||+5||+9||+9||Melee Weapon Mastery|
|20th||+15/+10/+5||+6||+12||+12||Amakakeru Ryū no Hirameki|
All of the following are class features of the Battosai.
Weapon and Armor Proficiency: Battousai are proficient in the Katana, Wakizashi, Scimitar and Falchion. Battosai are proficient in light armor
Bond of Sword and Soul (Ex): At 1st level, a Battosai receives a masterwork weapon to bond with, typically a katana. If he wishes to change weapons he must perform a 24 hour ritual, this ritual costs 100 gp in incense and offerings. A Battousai is resistant to being disarmed and receives a +8 bonus to resist disarm, this bonus increases to +12 at level 11 . A Battosai gains additional attacks of opportunity equal to his Wisdom mod. The Battosai may craft his weapon adding his Class level to the Craft check. If any one tries using the bond weapon besides the bonded Battosai it will be consider a normal weapon of its size with a -2 to the attack roll. Should the weapon be destroyed or irrecoverably lost, the Battosai immediately loses one level and experience is set to the mid-way point of his new level, in addition the Battosai may not gain experience until he bonds a new weapon. (this loss of level cannot kill the Battosai, nor reduce them below 1st level).
The Way of The Sword (Ex): At 1st level, a Battosai upon the beginning of his training selects one weapon and trains with it to the exclusion of all else. If this is an exotic weapon he immediately gains proficiency with that exotic weapon. The Battosai may use other weapons, but his mastery lies in that weapon alone. Allowing him to wield it with extraordinary skill and prowess. At level 1, he gains Weapon Focus and Quick Draw with that weapon. At level 4, his mastery improves and grants him Weapon Specialization with that weapon. At level 7, the Battousai gains Greater Weapon Focus with his chosen weapon. At level 11, the Battousai gains Greater Weapon Specialization with that weapon. At level 15, the Battosai gains Melee Weapon Mastery (PHB II). At level 17, the Battosai skill with the weapon has reached the bounds of mortal limits granting him Weapon Supremacy(PHB II) with that weapon. All feats gained through this class feature are granted even if the Battosai does not normally qualify for the feat.
Battojutsu (Ex): At 1st level, a Battosai has been trained to unsheathe their sword with such speed that many would miss the draw. Attacking in this manner adds a +2 to your attack roll and an additional 1D10 of base damage to the attack; this bonus increases to +2 and 2D10 at level 10, and +3 and 3D10 at level 20. This attack cannot be used with any straight bladed weapon. This attack may only be used as the Battosai's first attack during their turn. If the target is flat footed it may be used with Iaijustu Focus. At the end of the Battosai's attack action he may choose to sheathe your weapon as a free action, however you will be considered unarmed.
Evasion (Ex): At 2nd level and higher, a Battosai can avoid even magical and unusual attacks with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead takes no damage. Evasion can be used only if the Battosai is wearing light armor or no armor. A helpless Battousai does not gain the benefit of evasion.
Heavenly Step (Ex): At 3rd level, a Battosai gain the ability to cover a large area in the blink of an eye using the Heavenly Step swift action. Using the Heavenly Step allows the Battousai to take up to 3 "steps" covering up to 20 feet per step, the Battusai may not use his move action to move if he takes the Heavenly Step action. The Heavenly Step may only be used (2+Constitution Modifier) per day. At 7th level the Battosai gains Afterimage, after moving at least 30 feet opponents within 10 feet of the Battosai's path must make a Will Save DC 15+Class level, or be caught flat-footed against the Battosai. Enemies that fail the save do not receive an attack of opportunity for the movement. At 12th level the range of each step increases to 30 feet. (Note the Afterimage effect does not take effect until 20 feet have been moved you cannot use this to disengage from a threatened square)
Extended Chi (Ex): At 4th level, a Battosai link with his bond weapon type is so strong his very essence leaks into the weapon giving it unnatural strength. At every Battousai level divisible by 4 the bond weapon gains a +1 Enhancement bonus to attack and damage. At level 8, his killing prowess extends to the incorporeal granting the weapon the Ghost Touch property. At level 13, the efficiency of his technique reaches a new height, once per day the Battosai may grant the weapon the Speed property for 5 rounds. The weapon's hardness and hp increase as though it were affected by a normal magical enhancement. The bonuses granted by Extended Chi only apply to the bond weapon when being wielded by the Battosai.
Counter Strike (Ex): At 5nd level, as a full round action, the Battousai readies himself against all incoming threats by taking a counter stance; a counter stance may be taken whether his weapon is sheathed or unsheathed. The Battousai may make an attack of opportunity against threatened targets that attack the Battousai, resolve the attack of opportunity first . Opponents hit by the counter attack take normal damage and suffer a -4 on that single attack against the Battousai. This -4 is increased to a -6 at level 10, and -8 at level 20. (Note you do get to exceed your maximum amount of Attacks of Opportunity.)
Swordsman's Intuition (Ex): A Battosai's battlesense has been honed to a razor's edge, when in no or light armor add Wis Modifier to AC. This bonus is lost if the Battosai is caught Flat-Footed or is helpless.
Swordmaster Critical (Ex): Being experts of swordsmanship, a Battosai has a extensive knowledge of weak spots on enemies. A Battosai only gains these bonuses in light or no armor. At 6th level, a Battosai gains "Strong Critical", making the critical damage multiplier increase by 1x (Ex. 2x->3x) and increasing the chance of a critical by 1 (20 -> 19-20, etc). At 9th level, a Battosai gains "Deadly Critical", further increasing the bonus by another 1x (Ex. 3x->4x) and by increasing the chance of a critical by 1 (20 -> 18-20, etc). At 16th level, a Battosai "Insane Critical", again increasing the multiplier by 1x (Ex. 4x->5x) and by increasing the chance of a critical by 1(20->17-20, etc). At 19th level, a Battosai gains "Boundless Critical" and the chance of a critical by 2(20-> 15-20, etc). At this point a Swordmaster's critical is truly boundless.
Improved Evasion (Ex):At 6th level, this ability works like Evasion, except that even on a failed saving throw the character takes only half damage. If the character is helpless they do not benefit from Improved Evasion.
All as One (Ex): At 9th level, a Battosai prowess with his weapon makes his attacks uncannily quick and accurate. Striking so fast they almost seem to happen in unison. The Battousai 's attacks during his turn count as a single attack when beneficial (Such as with massive damage from a critical strike, overcoming damage reduction and hardness or for abilities effects) and separate attacks when beneficial (such as a weapon with the Wounding property or facing multiple enemies). When using this ability, only the weapon damage is accumulative to one total; each allowed attack must still be rolled individually. If multiple critical hits are rolled, use the weapons crit multiplier only once on the final total damage.
Heavenly Strike (Ex): At 10th level, a Battosai can combine his Heavenly step with a Battojutsu attack. When performing this maneuver the Battosai uses the Heavenly step to close the gap between himself and one opponent, unsheathes his blade in a strike and moves behind them, not provoking attacks of opportunity. This attack will add 2D6 to the normal damage inflicted, and any crits are multiplied by the weapon crit multiplier + x1. As well, the target must make a fort save DC of 10 + ½ Battousai Lvl + Dex mod or die. This attack works off of Flat-footed AC. This may only be used once per encounter.
Enable Criticals (Ex): At 12th level, Through extensive knowledge and training, a Battousai has learned of weak spots in creatures thought to have none that he can pinpoint weak spots and score critical hits against the creature.
All as One (Ex): At 13th level, a Battosai prowess with his weapon makes his attacks uncannily quick and accurate. Striking so fast they almost seem to happen in unison. The Battousai 's attacks during his turn count as a single attack when beneficial (Such as with massive damage from a critical strike, overcoming damage reduction and hardness or for abilities effects) and separate attacks when beneficial (such as a weapon with the Wounding property or facing multiple enemies). When using this ability, only the weapon damage is accumulative to one total; each allowed attack must still be rolled individually. If multiple critical hits are rolled, use the weapons crit multiplier only once on the final total damage.
Kuzuryūsen (Ex): At 14th level, a Battousai have increased their skill of the blade to such a degree that they can stab seven critical points on the human body with such speed that the untrained eye doesn't realize that the attack was made, until after the attack has been made. This attack is used as part of a full round action and can only be used a number of times a day equal to their Dex mod, minimum 1 and works off of the touch AC. A fort save must be made or the victim dies immediately, Fort save DC of 10 + ½ Battousai level + Wis mod.
Amakakeru Ryū no Hirameki (Ex): At 20th level, a Battousai has mastered his sheath and sword and can draw his blade with a speed exceeding that of the god’s own hands. This attack add's 2d12 points of damage, crits with weapon crit multiplier + x4, and a fort save dc of 15 + Class level + Dex Mod or be cut in half. This attack goes off of the touch AC or flat-footed AC the player can choose. This may be used once per day and leaves the Battosai Exhausted for 1d6+2 rounds after which he is Fatigued