Kaiteiraisuu (3.5e Class)
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A practitioner of the wind and lightning blade. Through their rigorous training process this blade wielder learns to harness the most destructive aspects of the elements of wind and lightning. First they begin by learning how to tune into their bodies' inner rhythms to move within the space they occupy, then once they attain a rudimentary understanding of when and how to move, this knowledge is then applied to their weapon of choice, be it bladed, blunt or otherwise.
Stormcaller's Calm Before the oncoming Storm
Abilities: Strength, Dexterity, Wisdom.
Races: Human, Elves, Halflings.
Alignment: Any. Given the very focused training regimen of this class members tend more toward lawful than not.
|Saving Throws||Special||Teirai Full Attack||Kaitei|
|1st||+1||+2||+2||+0||Teirai, Kaitei, Wise Defense, Bonus Feat||-1/-1||-||-|
|2nd||+2||+3||+3||+0||Evasion, Bonus Feat||+0/+0||-||-|
|5th||+5||+4||+4||+1||Fast Movement +10'||+3/+3||+1||-|
|9th||+9/+4||+6||+6||+3||Fast Movement +20'||+7/+7/+2/+2/-3/-3||+2||-|
|10th||+10/+5||+7||+7||+3||Kaitei, Mass Staredown, Improved Evasion||+8/+8/+3/+3/-2/-2||+2||+5|
|11th||+11/+6/+6||+7||+7||+3||Teirai, Improved Uncanny Dodge||+9/+9/+4/+4/+4/+4/-1/-1||+2||+5|
|12th||+12/+7/+7||+8||+8||+4||Kaitei, Bonus Feat||+10/+10/+5/+5/+5/+5/+0/+0||+3||+5/+1|
|13th||+13/+8/+8||+8||+8||+4||Fast Movement +30'||+11/+11/+6/+6/+6/+6/+1/+1||+3||+5/+1|
|17th||+17/+12/+12/+12||+10||+10||+5||Fast Movement +40', Bonus Feat||+17/+17/+12/+12/+12//+12/+12/+12/+7/+7/+2/+2||+4||+5/+3|
All of the following are class features of Kaiteiraisuu.
Weapon and Armor Proficiency: Kaiteiraisuu is proficient with all one handed and light melee simple and martial weapons, as well as a single light or one handed melee exotic weapon. He is not proficient with any form of armor or shield except bucklers and furthermore any armor or shield worn will interfere with most of this class's abilities. And most of this class's features will only function when wielding two weapons, but not when wielding only one weapon, with notable exceptions like the finesse greatsword when wielded one handed.
Finesse Greatsword Exotic Two-Handed Melee Cost 500gp Damage: 1d10 (small), 2d6 (medium) Critical 18-20 (x2) Weight 6lbs Type Piercing and Slashing HP 10 Hardness 10
The Finesse Greatsword is a fine weapon, it's design makes the Weapon sleek and elegant at the cost of balance makes it harder to use.
A Finesse Greatsword shares many similarities with its martial counterpart, the Greatsword, and can be used as such at no penalty, except it is also a finessable weapon (but at a greater monetary cost). You can use the Weapon Finesse Feat to apply your Dexterity modifier instead of your Strength Modifier to your attack rolls with a Finesse Greatsword sized for you, even though it isn't a light weapon for you.
A wielder with the exotic weapon proficiency can use the Finesse Greatsword one-handed and may use their Dexterity in place of Strength for the purpose of determining damage bonus. In the hand of such a wielder the Finesse Greatsword is counted as one-handed whenever advantageous.
Any ability or feat, with the exception of proficiency, which works with a Greatsword or Longsword, can also work on a Finesse Greatsword.
'Teirai' (Ex): The sole style of this discipline is wielding two weapons utilizing swift and accurate strikes. Upon 1st level he is treated as having Two-Weapon Fighting and Ambidexterity so long as he is wearing no armor and a buckler or no shield.
Upon reaching 6th level his speed increases drastically, allowing him to make more attacks in a single round. He is furthermore treated as having Improved Two-Weapon Fighting, so long as he observes the armor restriction from above. In addition to the extra attack from the base attack and this ability, he may elect to make an extra attack with each weapon at the lowest attack bonus with an added penalty of -5. This ability grants an additional attack for every two attacks granted by the BAB, each additional attack receiving a cumulative -5 penalty.
Beginning at 11th level he is treated as if he possessed the Greater Two-Weapon Fighting Feat allowing him to make three attacks with his offhand.
And finally at 16th level he has mastered his art and is able to make an equal amount of attacks with each equal to his base attack bonus, and all penalties from Two-Weapon Fighting are removed while maintaining no armor and wearing only up to a buckler. Furthermore any feats or other class features that would reduce penalties for two weapon fighting are now retroactively added as bonuses now.
At 20th level his prowess has become the workings of a legend. He may now pick any weapon with which he is not proficient and after 5 minutes of uninterrupted practice, gain permanent proficiency with that weapon so long as it is a light or one handed melee weapon. Furthermore his skill is so internalized he may parry a number of attacks equal to the amount of attacks generated by his BAB for free each round.
'Kaitei' (Ex): Also known as the Weapon Bond, the wielder picks a specific pair of weapons and sticks with them, learning all that he can about the mechanics of how they work together, and eventually becomes one with his chosen tools. At 1st level he chooses a single type of one-handed or light melee weapon with which he is proficient in, and gains the benefits of Weapon Focus with that. He may only gain this benefit when wielding two of that kind of weapon. For the purpose of this ability a double weapon counts as a two handed weapon. Any penalties due to the size of this weapon, or wearing a buckler (i.e. A one-handed weapon in the offhand, and is always able to apply the bucklers' shield bonus to AC) are negated when engaged in two weapon fighting. If at any time he wishes to change the weapon he is bonded, or is forced to do so (i.e. one or both weapons are destroyed) he must have both the new weapons and old present and must train and meditate for 8 uninterrupted hours (except for eating and drinking). After this time he has become sufficiently familiar with his new weapons to transfer his bond to them.
Beginning at 4th level he gains the benefit of Weapon Specialization with his chosen weapon, as well as bonus to his Strength and Dexterity scores equal to 1/4 of the levels in this class (rounded down).
At 6th level he has learned how to switch between his speed and power, thus allowing him to apply either his Strength or his Dexterity modifiers to his attack and damage rolls, and this improves at 12th level to both scores being applied whenever this would be advantageous (this ability stacks with any similar feats or class features like weapon finesse or the Finesse Greatsword, but they must still choose which ability score they wish to use until they reach 12th level).
Eventually his bond with these becomes second nature and is better able to spot an opponents weak points, thus giving him the benefits of Improved Critical and Greater Weapon Focus at 8th level.
He becomes so attuned to his weapons that a portion his being is stored in them, in turn giving them a form of sentience, allowing him to place his attacks at the best moment for maximum damage. Beginning at 10th he now may place an enhancement bonus up to half his level, split between the two weapons. For purposes of overcoming damage reduction, these weapons are now considered magical. (Consult your DM first before adding weapon abilities beyond the normal enhancement.)
His prowess has become so finely attuned to his bond that he can eke out just a little more damage out of each blow, giving him the benefits of Greater Weapon Specialization and Melee Weapon Mastery upon reaching 12th and 14th level respectively.
After braving unknown dungeons and surviving countless battles one can scarcely tell where the wielder ends and his weapon begins. He has become a weapon in his own right and the tool has become but an extension of his will. Upon reaching 18th level he is treated as if he possessed Weapon Supremacy feat for his chosen weapon, and any benefits he may receive from it are doubled where applicable (consult with your DM to determine what these may be).
Bonus Feats: Kaiteiraisuu has a similar training regime as a fighter and has thus picked up a few tricks that a fighter would be granted. Starting at 1st level he may pick any feat from the fighters list of bonus feats, with the following restrictions: that they can be applied melee weapons, non-defensive (i.e. saving throw feats, armor proficiency, AC boosting, and so on), and any form of ranged attack feats. He gains another bonus feat at 2nd, 7th, 12th and every five levels thereafter. These are in addition to the feats granted by character level and other feats granted by this class. Consult with your DM for a full list of feats that may picked as bonus feats.
Wise Defence (Ex): Kaiteiraisuu learns to hone all of his senses to such a high degree, that his body warns him of impending danger allowing him to move out of the way to avoid an attack directed at his person. He may add his Wisdom modifier (if positive) as a bonus to his AC. This also applies to touch attacks as long as he is aware of them (i.e. If the attacker is invisible he denied this bonus). Like a Monk this bonus is denied if helpless, or wearing any form of armor or wearing a shield aside from a buckler.
Evasion (Ex): At 2nd level and higher, Kaiteiraisuu can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if he is wearing no armor. A helpless Kaiteiraisuu does not gain the benefit of evasion.
Uncanny Dodge (Ex): Starting at 3rd level, Kaiteiraisuu can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
Fast Movement (Ex): +10' Base land speed level 5, 9, 13, 17.
Mass Staredown (Ex): At 10th level, Kaiteiraisuu has sufficient presence that he can cow multiple foes. Using an Intimidate check, Kaiteiraisuu can demoralize all opponents within 30 feet with a single standard action.
Improved Evasion (Ex): At 10th level this ability works like evasion, except that while he still takes no damage on a successful Reflex saving throw against attacks henceforth he henceforth takes only half damage on a failed save. A helpless character does not gain the benefit of improved evasion.
Improved Uncanny Dodge (Ex): At 11th level or higher Kaiteiraisuu can no longer be flanked.
This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
'Kaiteirai' (Ex): Once a practitioner of the Wind and Lightning blade has become familiar with his art he may increase his speed at the cost of his endurance. There comes a battle that he faces death itself, and is given a choice. Does he die or sacrifice a portion of himself to get through to the end of that battle? Beginning at 15th level he may take damage equal to his level (this cannot be be reduced or ignored by any source) and is granted a number extra attacks equal to his Constitution modifier with each weapon. These are treated as extra attacks for purposes of requirements. These are equal to their BAB plus any applicable modifiers. He must declare that he is using this ability at the beginning of his turn and gives up any other actions he has available (including a 5' step for the round), with exception of AoO for the round, but is limited to only 1 (any extra from class features or feats are sacrificed) due to how taxing this is. He may only do this once per encounter, up to half his class level per day (rounded down).
Improved Staredown (Ex): At 19th level, even a glance from the hard eyes of Kaiteiraisuu is enough to give his foes pause. Kaiteiraisuu can demoralize opponents within 30 feet as a move action, not a standard action.
|Level||Special||Teirai Full Attack||STR/DEX||Enhancement|
|21st||Epic Teirai, Epic Kaitei, Fast Movement +50'||+21/+21/+16/+16/+16/+16/+16/+16/+16/+16/+11/+11/+6/+6||+5||+10|
|25th||Fast Movement +60', Epic Kaiteirai||-||+6||+12|
|29th||Bonus Feat, Fast Movement +70'||-||+7||+14|
2 + Int modifier skill points per level.
Epic Teirai: Kaiteiraisuu's prowess has become more than just a mere mortal's ability. Upon attaining 21st level he is granted an extra attack with each weapon. At every five levels thereafter he gains an additional set of attacks. These are treated as if they were granted by an increase in BAB and can only be made in a full attack action and wearing no armor and with a buckler or no shield. The bonus these are made with are from the BAB and the Epic attack bonus.
Epic Kaitei: Kaiteiraisuu's bond has become legendary. The weapons he has chosen have become magical in their own right and his strength and speed continue to grow even further. The bonus to his abilities continues the grow by 1 in each for four levels above 20th he obtains. The enhancement bonus to his weapons continues to increase every even level and no longer has a cap to what each weapon can be enhanced (consult your DM for any magical abilities that you wish to apply).
Fast Movement: Upon reaching 21st level Kaiteiraisuu 's base speed increases by +10'. This bonus increases by an additional +10' on 25th level and every four levels thereafter.
Epic Kaiteirai: Upon reaching 25th level Kaiteiraisuu has pushed his endurance past his previous limits and can now keep pushing himself further even at the cost of falling in battle to defeat foes stronger than himself. He can now use Kaiteirai any number of times per encounter up his class level per day. These additional attacks are equal 1 1\2 times his Constitution modifier (rounded down) (max = class level). In addition to the previous restrictions, each time after the first use in a given encounter, he becomes fatigued and then exhausted after each use (this cannot be ignored by immunity to either, due to the strain he his putting on his body). Further uses after becoming exhausted he must make a constitution check (DC = 10 + CON + 1 per use [min 3]). Feats and class features like the Endurance feat can still be used as normal.
Bonus Feats: The epic Kaiteiraisuu gains a bonus feat (selected from the list of epic Kaiteiraisuu bonus feats) every 3 levels after 20th.
Epic Kaiteiraisuu Bonus Feat List: See Epic fighter's bonus feat list, with the same restrictions as above (i.e. melee weapon only, non-defensive/ranged, etc...)