User:Omni Genesis/Seijuro Heiko (3.5e Prestige Class)

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Author: Omni Genesis (talk)
Date Created: April 29, 2011
Status: In Progress
Editing: Clarity edits only please
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  • "Epic" is not in the list (Good, Moderate, Poor, Other) of allowed values for the "Base Attack Bonus Progression" property.
  • "Epic" is not in the list (Good, Poor, Bad, Varies, Other) of allowed values for the "Fortitude Save Progression" property.
  • "Epic" is not in the list (Good, Poor, Bad, Varies, Other) of allowed values for the "Reflex Save Progression" property.
  • "Epic" is not in the list (Good, Poor, Bad, Varies, Other) of allowed values for the "Will Save Progression" property.


Seijuro Heiko

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

A master of Hiten Mitsurugi Ryu fighting style. They have few equals in swordsman ship. They are the stuff of legends doing as they see fit until they find an apprentice to take on of their own.

Becoming Seijuro Heiko

You must have trained 20 levels in Apprentice of Hiten Mitsurugi Ryu. That allows you to learn the Kuzu Ryu sen. You must then have enough exp to be 21 level but not take it in another class. You must then face off against your master in a duel to the death. You must successfully activate the Ultimate technique of the Hiten Mitsurugi Ryu to defeat your masters Kuzu Ryu Sen.

Entry Requirements
Special: See becoming Seijuro Heiko above.

Table: Seijuro Heiko

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st epic epic epic epic Amakakeru Ryu no Hirameki, Power of Balance
2nd epic epic epic epic Master Reach
3rd epic epic epic epic Master Precision, Power of Balance
4th epic epic epic epic Improved Master Reach
5th epic epic epic epic Aura of Grandeur, Power of Balance

Class Skills (4 + Int modifier per level.
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Heal (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Survival (Wis), Swim (Str), Tumble (Dex).

Class Features

All of the following are class features of the Seijuro Heiko.

Amakakeru Ryu no Hirameki (Ex): The ultimate attack of the Hiten Mitsurugi Ryu fighting style. This attack is a full round attack. This is also a counter attack. The character must perform a Sense motive as part of a Swordsman Spirit check. They must also exceed the attack roll of the attacker by no less then 10 points. If successful then this attack interrupts the attackers rolls even if they had a readied action against them. This is a super version of the battōjutsu. It does does normal attack damage (can still be multiplied if a critical is rolled on attack roll), maximum battōjutsu dice damage of 15d6, and an extra 3d6 for each point of balance. This move happens with blinding speed even compared to the rest of the Hiten Mitsurugi Ryu techniques. The recipient or another watching can see the moment the strike takes place with a Spot check DC of 50. This move can be blocked by someone who knows about the impending strike. They must make a controlled attack watching for the moment and be able to succeed in a DC 40 Concentration check to watch for the moment the attack is coming. The will then parry the attack. This is where the danger truly lies. Both the character and the attacker have to roll a secondary init that takes place in milliseconds. The attack however suffers a -15 penalty countered of course by anything they have to improve their initiative. If they fail to beat the Seijuro Heiko they are pulled in by a vacuum created by the displaced air of the first attack. This attack applies an additional 50% multiplier to the balance rating of the character and all dice damage will be maxed and weapon damage will be an automatic critical. If someone survives this they are really, really, REALLY not happy. This move is incredibly tasking on the character. Unlike the others this move can only be done once a day per 10 points of balance the character has. The DC of 45+5 for each use after the first one used beyond the allowed. Instead of loosing an attribute point they loose one permanent Hit dice + Con bonus of HP. This is not a negative level it is sign of disintegrated body. Only a Wish or similar spell can restore 1 lost dice.

Power of Balance (Ex): This represents the further balance training and makes up for all the hard work training in the Hiten Mitsurugi Ryu. The character gains +2 to all 6 attributes. The character recieves another +2 to all attributes also on 3rd and 5th level as well.

Masters Reach (Ex): A Seijuro Heiko now can move so quickly in short distances that they threaten an additional 5ft around them. At 4th level this expands another 5ft with Improved Masters Reach.

Masters Precision (Ex): This works just like Precision from the apprentice of Hiten Mitsurugi Ryu. Stacking along with Pure Precision giving a total +3 to critical range and multiplier.

Aura of Grandure (Ex): Having mastered all the skills and tricks of the Hiten Mitsurugi Ryu gives a Seijuro Heiko an overwhelming level of confidence. Once a day per level of Seijuro Heiko the character can add his 25 Hiten Mitsurugi Ryu levels to any attack, damage, save, grapple, attribute check, or skill roll.

Ex-<-pluralized class name->

<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one). Delete this section if there are no contingencies for continuing in this class->




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