Kekkashi (3.5e Class)

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Making a Kekkaishi[edit]

Mid range fighter with very little close range ability.

Abilities: Uses mainly Dex for AC and agility and Wisdom for attack.

Races: Mainly human but any race can be a Kekkaishi if trained.

Alignment: Any nuetral or good alignment.

Starting Gold: Monk.

Table: Kekkaishi

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Kekkai Damage Kekkai AC Bonus Unarmored Speed Bonus
Fort Ref Will
1st +0 +2 +2 +2 Kekkai / Tenketsu / High Agility / Supernatural Sense 1d6 +0 +0ft
2nd +1 +3 +3 +3 Ayakashi Companion / Evasion / Bonus Feat 1d6 +0 +0ft
3rd +2 +3 +3 +3 Still Mind 1d6 +0 +10ft
4th +3 +4 +4 +4 Nenshi / Slow Fall 20ft 1d8 +0 +10ft
5th +3 +4 +4 +4 Shikigami / Shufuku 1d8 +1 +10ft
6th +4 +5 +5 +5 Bonus Feat / Slow Fall 30ft 1d8 +1 +20ft
7th +5 +5 +5 +5 Wholeness of Body / Sekkai 1d8 +1 +20ft
8th +6/+1 +6 +6 +6 Slow Fall 40ft / Multi-Layered Kekkai 1d10 +1 +20ft
9th +6/+1 +6 +6 +6 Improved Evasion 1d10 +1 +30ft
10th +7/+2 +7 +7 +7 Slow Fall 50ft / Dimension Manipulation 1d10 +2 +30ft
11th +8/+3 +7 +7 +7 Spacial Phasing 1d10 +2 +30ft
12th +9/+4 +7 +7 +7 Slow Fall 60ft 2d6 +2 +40ft
13th +9/+4 +8 +8 +8 Diamond Soul 2d6 +2 +40ft
14th +10/+5 +9 +9 +9 Slow Fall 70ft 2d6 +2 +40ft
15th +11/+6/+1 +9 +9 +9 Greater Kekkai 2d6 +3 +50ft
16th +12/+7/+2 +10 +10 +10 Slow Fall 80ft 2d8 +3 +50ft
17th +12/+7/+2 +10 +10 +10 Timeless Body 2d8 +3 +50ft
18th +13/+8/+3 +11 +11 +11 Slow Fall 90ft 2d8 +3 +60ft
19th +14/+9/+4 +11 +11 +11 Zekkai 2d8 +3 +60ft
20th +15/+10/+5 +12 +12 +12 Master Kekkaishi 2d10 +4 +60ft

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Class Skills: Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Heal, Intimidate, Jump, Knowledge Arcana, Knowledge Planes,Listen,Profession,Search,Spot, Spellcraft, Sense Motive, Swim, Tumble, Use Magic Device, Use Rope,.

Class Features[edit]

Weapon and Armor Proficiency: Quarterstaff, Khakkhara, Shuriken, Kunai, and light weapons.

Kekkai- Kekkaishi can create Kekkai(barriers) in which they can use to attack,defend, and use in a variety of ways.Kekkai acan be used in the as listed below.Kekkai can be cast up to 30ft away.

(Attack)-kekkai can deal different type of damage depending on how they are used to attack.Kekkai deal damage as shown in the level chart.(Attack Action) Bludgeon-Kekkai can deal bludgeon damage by raming them into enemies(kekkaishi can us this to deal non lethal damage) Piercing-Kekkai can deal piercing damage by scewering the enemy like a spear. Force-Kekkai can be detonated to deal Force damage

(Defence)-Kekkai can be used to protect the person in them or behind them.If a Kekkai is around an ally they gain AC equal to the Kekkai AC Bonus+Kekkaishi Wisdom Modifier. If a Kekkai is being used to create a wall it counts as soft cover.(Standard Action)

(Utility)-Kekkai can be used for many things making it a versitile ability for more than attack and defence.(Standard Action) kekkai can be used for digging,floating platforms,cusioning falls,lifting people or objects,restraining,soundproofing,filtering and many other things. (DM Discretion)Kekkai used to trap targets can be broke with an attack roll higher than the Kekkaishi's AC.

Tenketsu- Uses a Shakujo to transport enemy remnants to another world and prevent regeneration.

High Agility- Kekkaishi are naturally faster than normal humans and as such gain movements speed as they level.

Supernatural Sense The natural ability to sense the presence of supernatural beings (including Ayakashi, ghosts, spirits, and gods). Kekkaishi can also sense Evil.

Ayakashi Companion- Kekkaishi can form a bond with an Ayakashi allowing them to act as a familiar and aid in the Kekkaishi's Job.

Evasion- Kekkaishi gain Evasion

Still Mind- Kekkaishi gain a +2 bonus on saving throws against spells and effects from the school of enchantment.

Nenshi- Kekkaishi can create rope made of there spirit energy.Nenshi cant be broken with physical attacks.

Slow Fall- Kekkaishi within arm’s reach of a wall can use it to slow her descent.

Shikigami- Kekkaishi can craft talismans that they can use to create Skikigami to perform simple tasks.The Shikigami can be any small or medium size creature the Kekkaishi chooses.Kekkaishi can use more that one Shikigami at a time as long as they have talsimans to summon them. Shikigami can aid the Kekkaishi in using Shufuku.

Shufuku- Kekkaishi can use this ability to restore objects after they have been broken,they normaly use this to repair any damage to the area they have caused.This acts like the Mend spell.

Wholeness of Body- a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.

Sekkia- Kekkaishi are skilled at dispelling other barriers and seals. Spellcraft Check <30 to use.

Multi-Layered Kekkai- a Kekkaishi can create multiple kekkai on a single target equal to the number of attacks the kekkaishi can make. Make an attack roll for each kekkai used,each kekai deals its damage at the same time making this a single attack.

Improved Evasion- The Kekkaishi gains Improved Evasion

Dimension Manipulation- Kekkaishi can Manipulate Dimensions to an extent allowing them to repair damaged space,and travel through portals. Kekkaishi can travel suing the gate spell and dimension door spell.

Spacial Phasing- Spacial Phasing-The ability to examine and then pass through a foreign technique, without disrupting the technique itself. Kekkashi can pass through magical traps and barriers without triggering them or getting detected.

Diamond Soul monk gains spell resistance equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance.

Greater Kekkai- Kekkaishi who have mastered the basics of kekkai can create larger kekkai to trap more than one enemy. The Kekkaishi can now use kekkai to attack a 10x10 space insted of 5ft space.

Timeless Body- A Kekkaishi no longer takes penalties to his/her ability scores for aging and cannot be magically aged.Any such penalties that he/she has already taken, however, remain in place. Bonuses still accrue, and the Kekkaishi still dies of old age when her time is up.

Zekkai- A powerful dark aura that surrounds the user, able to repel attacks or destroy virtually any opposing force that touches it. A Kekkaishi can use this ability once per day as an immediate action when activated All enemies in a 10x10 radius of the Kekkaishi must make a Fortatude Save DC 10+Class level+Wisdom mod,If Successful the enemy is knocked back 20ft,if the save fails the target dies and is desintegrated.

Master Kekkaishi- the Kekkaishi has gained mastery over kekkai and can now use it more effectively,Utility Kekkai can be cast as a Free Action and Defence Kekkai can be cast as an Imediate Action.



Epic Kekkashi[edit]

Table: The Epic

Hit Die: d

Level Special
+ Int modifier skill points per level.



Bonus Feats: The epic gains a bonus feat (selected from the list of epic bonus feats) every levels after 20th.

Epic Bonus Feat List: .

Kekkashi Starting Package[edit]

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information[edit]

Playing a Kekkashi[edit]

Religion: .

Other Classes: .

Combat: .

Advancement: .

Kekkashi in the World[edit]


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Kekkashi Lore[edit]

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 .
10 .
15 .
20 .

Kekkashi in the Game[edit]

Adaptation: .

Sample Encounter: .

EL : .

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