Battousai (3.5e Class)
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Masters of unsheathing their swords and using that action as an attack, the Battousai 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,
Sonabokura Battousai, sonakuoshou no saya. Tatakaibokura shortage, eizemtomo sessougakkouhon nakandzuku. Okayukashiibokura no gireiteki yojintame. Bendzurubokurahina jujitsu, ishihinatomo yorikouroeki, doushitemobuza. Dagekiumoubokura adahon shijinbukaitomosokuryoku, isseinisessoutomo okeruijiwaga, nigaigototamenianchaku sonouchiseishin akumadegoshou.
We are the Battousai, the master of the sheath. We fight to win, and uphold the honor of our school above all else. We are humble and courteous to others. We will not harm the innocent and will not flee from a battle, no matter what the odds. We strike down our foes with godlike speed, and honor all of our enemies in our memories, praying for the safe passage of their souls into the afterlife.
Those not trained in an academy might adhere to a slightly different code, but this code would serve most trained at the academy.
Adventures: Most Battousai view adventures as a means of seeing the world around them and testing themselves against any other that they should cross blades with. The Battousai 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.
Characteristics: Battousai spend 15 years training in the academy, or under their personal sensei. The Battousai are trained in a small range of weapons, limited to Daito blades and martial weapons with a similar curving blade(Daito blades are Katana and Wakizashi), though other weapons can be used, so long as the blade is curved similarly to a Daito.
Alignment: The academies train only lawful good or lawful neutral students, but the private senseis may also accept students of other alignments.
Background: Battousai academies primarily accept children due to their pureness and lack of true alignment. The gates of the academies are enchanted so as to only allow lawful good or lawful neutral creatures to pass through. Once accepted into the academy the Battousai receive specialized tutelage in the art of combat and the world.
Many Battousai 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.
Races: Battousai can be of any intelligent humanoid race, though Humans and Elves are the most common.
Making a Battousai
Abilities: Abilities: Strength and Dexterity Wisdom, and Charisma are very important skills for the Battousai. Strength powers some of the Battousai powerful attacks. Dexterity makes the Battousai strike with finesse and quick to counterattack when necessary. Wisdom is also prized among the Battousai and assists in their ability to avoid many attacks. Charisma is an important ability for their Iaijutsu Focus skill as well.
Starting Gold: 6d4 X 10Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance(dex), Bluff(cha), Climb(str), Concentration(con), Craft(Weapon smith)(int), Craft(Leather Working)(int), Diplomacy(cha), Gather Information(cha), Intimidate(cha), Jump(str), Knowledge (Local, Geography, and one of choice)(int), Listen(wis), Move Silently(dex), Perform(Poetry)(cha), Search(wis), Sense Motive(wis), Spot(wis), Survival(wis), Tumble(dex), Use Rope(str), Iaijutsu Focus(cha)
|1st||+1||+0||+2||+0||Battoujutsu, Bonus Feat, The Way of The Sword|
|2nd||+2||+0||+3||+0||Evasion, Swordsman's Intuition|
|3rd||+3||+1||+3||+1||Heavenly Step, Improved Evasion|
|4th||+4||+1||+4||+1||Fearless Heart, Through the Coating|
|5th||+5||+1||+4||+1||Bonus Feat, Counter Strike|
|6th||+6/+1||+2||+5||+2||Blade of the Sun and Moon, Soryuuken|
|8th||+8/+3||+2||+6||+2||Iaijutsu Duel, Kiai|
|12th||+12/+7/+2||+8||+8||+4||Body of Yin and Yang|
|16th||+16/+11/+6/+1||+5||+10||+5||One Strike Seven Cuts|
|20th||+20/+15/+10/+5||+6||+12||+6||Omakai Kakku Ryuu|
All of the following are class features of the Battousai.
Weapon and Armor Proficiency: Battousai are proficient in the Katana, Wakizashi, Scimitar, Rapier, and Falchion. Their techniques can be used with other blades, so long as they have a similar curved shape. Battousai are also proficient in any light and medium armor.
Weapon Finesse: A Battousai attacks accurately too, uses not only strength. Use Dex bonus instead of Str on melee attack rolls.
The Way of The Sword: At 1st level, a Battosai upon the beginning of his training selects one weapon and trains with it to the exclusion of all else. 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.
Battoujutsu (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 +1 to your attack roll and an additional 1D6 of base damage to the attack; this bonus increases to +2 and 1D8 at level 10, and +3 and 1D10 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. 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):: A Battousai of 2nd level or higher 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 (such as a red dragon’s fiery breath or a fireball), they instead takes no damage. Evasion can be used only if a Battousai is wearing light, medium or no armor. A helpless Battousai (such as one who is unconscious or paralysed) does not gain the benefit of evasion.
Swordsman's Intuition (Ex): In 2nd level 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.
Heavenly Step (Ex): At third level Battousai gain the ability to cover a large area in the blink of an eye. Using this Heavenly step the Battousai can cover the range of 20 ft +5 feet for every 5 levels of Battousai, Max of 40 feet. This can be used an unlimited number of times a day, but the Battousai can only make up to 3 “steps” in one round of combat.
Improved Evasion (Ex): At third level, a Battousai’s evasion ability improves. They still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, but henceforth they take only half damage on a failed save. A help-less Battousai (such as one who is unconscious or paralysed) does not gain the benefit of improved evasion. (Special Note: The Battousai recieve this class ability at such a low level is due to the high rate of speed that they are able to move at due to their Heavenly Step ability.)
Fearless Heart (Ex): At fourth level a Battousai’s heart has been hardened against many of the compulsions of fear. This grants them an immunity to Fear and +4 on Will saves for mental influence.
Through the Coating (Ex): At fourth level a Battousai's skill with his sword allow him to cut the enemy more efficiently. Using a Katana, the Battousai can ignore ½ of the enemy's armor bonus.
Counter Strike (Ex): At fifth level, by sacrificing all other actions during his round a Battousai can roll a reflex save to counter any attack made against them. DC of the opponent’s attack roll. After a successful save the Battousai can roll their own attack on their opponent. Opponents hit by the counter attack take normal damage and suffer a -4 on that single attack against the Battousai.
Blade of the Sun and Moon (Ex): At sixth level a Battousai can effectively use their sword sheath as a second weapon, they are treated as having the two weapon fighting feats up to greater two weapon fighting, but only when using their sword and that sword’s sheath. Sheath is treated as a light club, and if it is made of wood can be easily broken, 50% chance of breaking sheath on a critical attack.
Soryuuken (Ex): At sixth level a Battousai learns a double attack. In this attack the Battousai unsheathes their sword, striking their opponent and then steps forward to strike their target again with their sheath. This attack can only be used on one target and consumes two attacks for their round. If either attack crits increase the critical multiplier by one.
Iaijutsu Duel (Ex): At eighth level a Battousai can call out an opponent on the battlefield, designating him as his personal target. This ability works as the Goad feat listed in the Complete Adventurer book on page 109 (so long as nobody else attacks him). After starting the Iaijutsu duel the Battousai can add Iaijutsu Focus to his attacks to increase damage, as can the opponent, given he has the skill.
Kiai (Ex): At eighth level a Battousai may convert a successful Battoujutsu attack into a confirmed Critical hit, after the strike is rolled, but before damage is rolled. He may use this ability one time per day +1 for every 4 level of Battousai. This ability cannot be used on attacks of opportunity.
Heavenly Strike (Ex): At tenth level a Battousai can combine his Heavenly step with a Battoujutsu attack. When performing this maneuver the Battousai 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 three D6 to the normal damage inflicted, and any crits are multiplied by 4. 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.
Body of Yin and Yang (Ex): Starting at 12th level a Battousai can invoke the elements of nature to gain temporary bonuses. A percentile must be rolled and one of the following abilities can be granted: 1-20 Earth: A damage Reduction of 5/+1 bludgeoning is added to the character. 21-40 Wind: A +5 is added to AC. 41-60 Fire: 1d6 Fire damage is added to all attacks, as well a fire resistance of 5 is granted. 61-80 Water: 1d6 Frost damage is added to all attacks, as well a cold resistance of 5 is granted. 81-97 Dark or Light: A holy or unholy aura surrounds the Battousai (depending on alignment, neutral can choose), this aura will add a d8 of damage to creatures of good or evil alignment, depending on the Battousai’s aura. 98-100 Yin and Yang: All of the bonuses from Earth, wind, fire, and water are granted and on a roll of 100 the amount of time the bonuses are in affect double.(Fire and water attack bonus do not add together though the player chooses which damage to add and a second d6 is added for that damage, or the character can choose to add one element to one weapon and one to the other when dual wielding, though both weapons only get the first additional d6.) The affect of this ability will last for 1d6 + Wis mod rounds. And can be used a number of times a day equal to half of their con mod, minimum 1.
Shishounanatsubushi (Ex): At fourteenth level the 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 can only be used once a day and works off of the touch AC. A fort save must be made or the victim dies immediately, Fort save DC of 10 + Battousai level + Wis mod.
One Strike Seven cuts (Ex): At sixteenth level a Battousai can use his Heavenly step to close in on an opponent and strike seven times. This attack goes off of the Flat-footed AC and only one attack roll has to be made. All attacks are at base damage, crits are times 2.
Ryu Sorisen (Ex): At eighteenth level a Battousai can leap high into the air with his sword unsheathed. Light reflecting off of the blade can temporarily mesmerize the opponent, will save DC is 5 + 1/2 Hitokiri Level + Cha mod. On the descent the Battousai can slash at their opponent, if their opponent attempts to guard with his sword this attack can slash through the sword in a sunder attempt and possibly through the opponent. Fort save DC of 10 + half Battousai Lvl + Cha. If blocking with an unbreakable item then the attack does not connect, if sunder attempt fails equal damage is inflicted to both weapons. All damage inflicted to target is doubled and crit is times 4(effectively a times 6 on crit).
Omakai Kakku Ryuu (Ex): At twentieth 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 deals 4d10 points of damage, crits are times 4, and a fort save dc of 10 + Battousai Lvl + Dex Mod or be cut in half.
Because it is a truly martial class, and all of the abilities are learned through physical training, a Battousai cannot loose the Battousai abilities. However, a Battousai clad in heavy armor looses the additional Wis mod to Amor Class. Battousai that change from lawful to a non-lawful alignment may never train under the tutelage of the monestary until their alignment has changed back to lawful neutral or good
Playing a Battousai
Religion: The Battousai have no real religion, most are from the lands of the Orient and would likely worship an oriental god like Tsukiyomi or the Monkey god Gokou.
Other Classes: Battousai find themselves most akin to Monks due to their demanding training, though enjoy the company of brave Fighters and Paladins as well. Battousai seldom find themselves traveling with Barbarians, finding their wild lifestyle some what distasteful compared to their rigid upbringing with their Sensei.
Combat: Battousai prefer to get in close to their opponents to use their swift attacks to quickly fell their enemies.
Battousai in the World
|“||Who needs Vorpal? I am Vorpal.||”|
|—Korith Athunqualë, Half-Ogre Battousai|
Melee fighters that prize their abilities and worldly knowledge.
Daily Life: The typical Battousai is used to a strict regime of training and studies throughout his day, as well as the basic chores around the monastery as required. Out side of the monasteries they are most of the time peacemakers, though those that are trained by a personal tutor may follow his own agenda and have his own goals in life, from living a peaceful life of solitude to ridding the world of the evil ogre hords plagueing the innocent.
Notables: Korith Athunqualë, Kazuki Liadon.
Organizations: Generally the Battousai will be found in their few monasteries scattered across the globe. Few, however, may be contacted to take on a private pupil, and if offered a large enough sum will give little regard to the pupil's alignment.
NPC Reactions: Varies.
Characters with ranks in Knowledge(Local) can research Battousai to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Battousai use curved swords, and can move really fast.|
|10||Battousai attack when unsheathing their blade, making the attack more deadly.|
|15||Battousai can move at such a high rate of speed the normal person can't see to react to them.|
|20||Battousai can combine their god-like speed with a battoujutsu/iaijutsu attack to deliver a particularly deadly blow that few survive.|