Open main menu

Dungeons and Dragons Wiki β

Iaijutsu Master (3.5e Prestige Class)

Revision as of 09:08, 24 February 2010 by Ghostwheel (talk | contribs)
Help Wanted
Someone thinks this page needs a bit of help...

Need a sample encounter


This template was placed here to direct user suggestions to the page. It may be removed at any time.


Homebrew.png
Author: Ghostwheel (talk)
Date Created: February 19, 2010
Status: Mechanically complete
Editing: Clarity edits only please
Scale.png Low - Moderate - High - Very High
 Ratings for this homebrew:
Average:
NA
/ 4

 0 users favored it (4/4).
 2 users liked it (3/4).
 0 were neutral on it (2/4).
 0 users disliked it (1/4).
 0 users opposed it (0/4).

RatingPending.png
Rate this article
Discuss this article


File:Samurai-x-10.jpg
The flickering blade of a battousai is a thing to be feared.

Iaijutsu Master

If you require an opponent, I will fight you. If you want to taste the ground, feel free to attack me.
—Kenshin Himura, Human Iaijutsu Master, Rurouni Kenshin

The draw of the blade. A quick flicker of steel that fools the eye. A flick of the sword, spattering on the dusty ground before it enters the sheathe once more, ready for the next strike. The iaijutsu master specializes in a special technique called "iaido" where the wielder of a blade uses the power of its draw to make it go faster than many other blades, gaining far more momentum than a blade clumsily swung by another warrior.

Becoming an Iaijutsu Master

Few people become iaijutsu masters, the training to become on so rigorous that many who do attempt fail, never learning the true techniques of battojustu or blade-drawing. However, some push themselves harder and farther than others, honing their skills and becoming battosais--masters of the blade and the techniques a sheathe can hold within it.

Entry Requirements
Base Attack Bonus: +6
Feats: Improved Initiative, Quick Draw, Weapon Focus with a slashing weapon
Table: The Iaijutsu Master

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Speed Bonus
Fort Ref Will
1st +0 +2 +2 +2 Blade Artist, Defensive Sheathe, Iaijutsu Focus, Iaijutsu Strike, Weapon Bond +0
2nd +1 +3 +3 +3 Flowing Blade +0
3rd +2 +3 +3 +3 Sheathe Unbloodied, Shunpo +10
4th +3 +4 +4 +4 Dance of Blades +10
5th +3 +4 +4 +4 One Strike, Two Cuts +10
6th +4 +5 +5 +5 Strike from the Void +20
7th +5 +5 +5 +5 Razor Wind, Sharpened Reflexes +20
8th +6 +6 +6 +6 Flashing Blade 1/encounter +20
9th +6 +6 +6 +6 Flowing Water, Flashing Blade 2/encounter +30
10th +7 +7 +7 +7 Strike with no Thought +30

Class Skills (4 + Int modifier per level.
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis) Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex).

Class Features

All of the following are class features of the Iaijutsu Master.

Speed Bonus: The Iaijutsu Master gains a bonus to his base speed as shown in the table above.

Blade Artist (Ex): At first level the iaijutsu master learns to gauge the swing of a weapon of a weapon on an almost unconscious level. He gains his Wisdom or Charisma modifier to AC when not wearing armor or in light armor. This bonus to AC apply even against touch attacks or when the iaijutsu master is flat-footed. He loses this bonuses when he is immobilized or helpless, and when he carries a shield. This bonus does not stack with any other ability that adds an additional bonus to AC from an ability modifier (apart from the usual Dexterity modifier to AC, of course).

Defensive Sheathe (Ex): At first level, the iaijutsu master learns that it is important to remain protected even when others would open themselves up to attacks. Sheathing a weapon does not provoke an attack of opportunity.

Iaijutsu Focus: After drawing a weapon, the iaijutsu master gains an extraordinary focus as all his attention descends upon the target of his strike. At first level upon drawing his weapon, the iaijutsu master gains a number of Iaijutsu Points equal to 1d4 + his Charisma or Wisdom modifier divided by four + his class level. He may use these to power his various abilities, but they only apply to the next melee attack he makes which gains a +1 bonus to attack. This bonus increases by one every three class levels hence (at levels 4, 7, and to a maximum of +4 at level 10). Any leftover Iaijutsu Points disappear at the end of his turn.

Iaijutsu Strike (Ex): Faster than the eye can see, the Iaijutsu Master whips out his weapon and coats it with the blood of his opponents in attacks of truly superhuman speed. At first level after drawing his weapon, the iaijutsu master may spend a number of Iaijutsu Points up to his class level + 2. He adds an extra 1d6 damage to the attack immediately made after drawing the weapon for each Iaijutsu Point spent. Iaijutsu Strikes may only be made with the iaijutsu master's bonded weapon.

Weapon Bond: At first level the iaijutsu master chooses one slashing weapon with which he has Weapon Focus with. This weapon is now bonded to the Iaijtusu Master, allowing him to use his various abilities with it. Bonding to a different weapon erases any bond the iaijutsu master had with a previous weapon, and requires a full round of meditation.

Flowing Blade (Su): At second level the iaijutsu master learns to make attacks that are almost supernatural in nature; after drawing his bonded weapon, he may spend a number of Iaijutsu Points to activate effects should he hit as detailed in the table below. As he advances in levels, he gains access to new effects. The DC of these effects is equal to 10 + 1/2 his BAB + the bonus to attack he gets from Iaijutsu Focus + his Charisma or Wisdom modifier (whichever is higher), and is a Fortitude save at second level, and they last one round before ending. At fifth level the iaijutsu master may instead require a Will save to resist the effect, and by eighth level a Reflex save. This ability may be used in tandem with Iaijutsu Strike, and the effects last for one round.

Flowing Blade Class Feature
Level Condition Caused Iaijutsu Points spent
2 Dazzled 1
3 Fatigued 2
4 Shaken 3
5 Entangled 4
6 Staggered 5
7 Blinded 7
8 Nauseated 8
9 Dazed 9
10 Stunned 9

Sheathe Unbloodied (Ex): The iaijutsu master continues to grow faster, able to now accomplish a feat that many are famed for but few can do--drawing, attacking, and sheathing his weapon in a single smooth action with no blood on the blade. At third level, he may now sheathe a weapon as a swift action.

Shunpo (Ex): The iaijutsu master's speed quickly reaches incredibly heights, allowing him to move from place to place in only the blink of an eye, confusing his enemies as he reaches places he isn't expected to be. At third level, the iaijutsu master may take a standard action that does not provoke an attack of opportunity to duplicate Dimension Slide at will with a manifester level equal to twice your class level, but only once per round. At fifth level this ability may be activated as a move action, and at seventh level as a swift action.

Dance of Blades (Ex): The iaijutsu master's ability to move about the battlefield improves further; at fourth level, he gains the ability to move before and after taking a standard action (usually an attack), though the total distance moved consumes a move action and cannot be farther than the iaijutsu master's speed. The square within which the iaijtusu master's standard action is taken is not considered threatened for the purposes of movement, though his action and any other movement during the round may provoke attacks of opportunity.

One Strike, Two Cuts (Ex): The draw, a single slash, and the sheathe--and yet two slices appear from where only one strike occured! At fifth level, after drawing his bonded weapon, the iaijutsu master's may make a second attack after his first. Any effects that affected the first strike (including any effects from Iaijutsu Strike, Flowing Blade, or any other class abilities he possesses from other classes) affect the second attack as well. This second attack does not have to be against the same target as the first.

Strike from the Void (Ex): The void begins to fill the iaijutsu master as he draws the blade, allowing him to cut deeper into his enemies with barely a thought; in fact, few thoughts cross his mind as he watches blood spray before the blade crawls back into its sheathe, almost by instinct. At sixth level, the iaijutsu master may add his Charisma or Wisdom modifier to every die of damage done with Iaijutsu Focus.

Razor Wind (Su): A strain of the blade--and suddenly it's free, letting loose a blinding wind that flies free to rend the flesh of its foes even beyond the material weapon's reach. At seventh level, the attack with which the iaijutsu master gains iaijutsu focus with can reach opponents as far away as 100' from the Iaijutsu Master as long as it's made with his bonded weapon, though every 10' the attack roll takes a penalty of -1 (for a maximum of -10 at 100' range). Apart from the extended reach, this attack still counts as a melee attack for all intents and purposes.

Sharpened Reflexes (Ex): As the movements become more instinctual, the iaijutsu begins to act without thinking, allowing his body to move on its own. At seventh level, the iaijutsu master cannot be surprised and may roll initiative even during surprise rounds during which he would normally be surprised.

Flashing Blade (Ex): Movement without thought, flashing blades twinkling with barely a blink of an eye. At eight level, the iaijutsu master may move up to his base speed an make a single attack as an immediate action once per encounter. He may use this ability twice per encounter at level ten.

Flowing Water (Ex): Men can offer the resistance of cornstalks against the iaijutsu master's movement as he flows between them leaving only sprays of blood in his wake. At level nine, the iaijtusu master may move up to twice his speed as a full-round action and make a single attack against every foe he threatens during his movement, though only once per foe. He gains a +4 dodge bonus against attacks of opportunity provoked by his movement when using this ability.

Strike with no Thought (Ex): The iaijutsu master's body has reached such heights that at times it moves as though it were seperate from him--its own living thing. Once per encounter at level ten, the iaijutsu master may take an immediate action to immediately take a turn. While his initiative doesn't actually change, he gains a full round's worth of actions at that point

Campaign Information

Playing an Iaijutsu Master

Combat: As an iaijutsu master, who are a trained warrior who excels in both a high mobility and dealing a lot of damage. Very effective against backliners who wish you weren't there, you know just where and how to strike, shattering the opponent's defense before they have a clue as to what happened.

Advancement: Typical characters who become iaijutsu masters include samurais, martial adepts, rogues, and ninjas. Just about anyone who has the strength and resolve to undergo the incredibly intense training can become an iaijutsu master--many have the potential, but few have the will to carry it out.

Resources: Some organizations use iaijutsu masters as assassins and specialists for infiltrating enemy hideouts and removing key personnel or data. Their ability to move at incredible speeds allows them to easily evade pursuit and their inhuman reflexes let them be ready for any ambush set of them.

Iaijutsu Masters in the World

I barely saw him draw his blade and sheathe it in one go--and then he disappeared! By the time he fell to the ground, our leader was already dead, and never knew what happened...

Iaijutsu masters can fit into any cadre of highly-trained soldiers, though some can be found working as lone assassins, vigilantes, or even wanderers who follow their own ideals. Whatever the case, iaijutsu masters are often highly individualistic due to their unique fighting style which sets them apart from virtually all other melee combatants.

NPC Reactions: Different people in the world react differently to iaijutsu masters depending on where they are and what they do. On one hand they may be lauded as saviors if they use their quickness to steal from the rich and give to the poor, or they might be hated and feared if they kill innocents wantonly, doing as they wish, or even with respect should they be part of a military branch.

Iaijutsu Master Lore

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

Knowledge (Local)
DC Result
16 Iaijutsu masters are dangerous--especially when they don't have a weapon drawn.
21 Iaijutsu masters can move incredibly fast. In fact, they reach such speeds that they seem to teleport from place to place freely, so you can never be sure of where they'll be next.
26 The strike of an iaijutsu master can kill even the strongest foes and tear through the toughest build. However, they have a secret weakness, though no one's sure what it is...
31 The weakness of the iaijutsu masters has been found! They are bonded to a single weapon, and should you destroy or take away that weapon from them, they will lose many of their abilities.

Iaijutsu Masters in the Game

Iaijutsu masters can fit almost anywhere in the campaign; be they assassins, military-men, scouts, or simple wanderers who follow wherever their feet lead them, they can be anyone. All it takes is speed, swiftness, and a keen mind along with the right training to mold someone into an iaijutsu master.

Adaptation: Though the majority of iaijutsu masters are often lightly armored, one can also have one clad in full plate swinging about a greatsword if one wishes to. In this way you can break the stereotype, leading to new and interesting combinations.

NPC:

Insert Din's statblock here


Ghostwheel's Homebrew (310 Articles)
Ghostwheelv
3.5 Classes Berserker, Cosplayer, Daywalker Paragon, Iaijutsu Master, Magus Portalus, Marshal, Rage Mage, Reaper, Sharpshooter, Spellthief, Pathfinder Variant, Thaumaturge, Toxinblade, Trapsmith, Variant, Xenophile
3.5 Feats Access Divine Power, Access Divine Spells, Accomplished, Accurate Opportunist, Acolyte of the Skin, Adaptable Technique, Adjusted Accuracy, Aegis of Health, Tome, Arcane Champion, Assassinate, Augmented Thaumaturge, Barreling Charge, Bladeblast, Blood of Stone, Bolster Technique, Careful Movement, Charismatic Prodigy, Cleave, Grimoire, Close Miss, Combat Reflexes, Greater, Combat Reflexes, Grimoire, Combat Reflexes, Improved, Compensate for Size, Copy Technique, Cross-Style Training, Dabbler, Danger Intuition, Dash, Death From Afar, Defensive Roll, Defensive Strike, Deft Opportunist, Diehard, Grimoire, Distracting Barrage, Divine Stalker, Dragoon Charge, Endurance, Grimoire, Euphoric Blade, Expose Weakness, Extended Psychic Strike, Focused Energy, Fortune's Friend, Furious Blow, Gatecrasher, Gatling Spell, Goad, Greater Spellthief, Greater Spring Attack, Gripping Vise, Heavy Build, Heedful Charge, Hidden Manifestation, Hostile Mind, Improved Charge, Improved Mage Knight, Improved On Your Knees, Improved Wild Talent, Incredible Focus, Intervene, Intimidating Brute, Iron Tide, Know-It-All, Last to Fall, Living Weapon, Mage Knight, Magekiller, Tome, Mana Engine, Master Blaster, Master Creature Killer, Master of Concoctions, Metamana Fuel, Mystic Arts Synthesis, Mystic Theurge, On Your Knees, Overwhelming Blow, Penetrating Strike, Phantom Health, Pounce, Power Attack, Grimoire, Power Charge, Precise Marksman, Primal Enchanter, Psyblade, Purple Dragon Knight, Quick Reconnoiter, Ranged Feint, Ranged Flanking, Ranged Threat, Renewed Zealousness, Shadow Pounce, Sharpshooter, Shielded in Life, Short Haft, Skill Trick Mastery, Spell Cascade, Spell Parry, Spell Reflection, Spellcutting Strike, Spellthief, Spiritual Weapon... further results
3.5 Traits Ambidextrous, Avenger, Exceptional Luck, Hulking Brute, Mixed Blood, Opportunist, Preacher, Psychic Potential, Radical Upbringing, Raised by Wolves, Sight Without Sight, Skilled, Trapspringer, Unnatural Aura, Unorthodox Tutelage, Versatile, Void Born
3.5 ACFs Barrage Sharpshooter, Grimoire Fighter, Grimoire Paladin, Grimoire Ranger, Grimoire Rogue, Grimoire Soulknife, Grimoire Tenken, Grimoire Totemist, Psychic Soulknife, Trapspringer Bard, Trapspringer Sharpshooter, Wildmagic Thaumaturge
3.5 Variant Rules Alignments by Color, Alternative Iterative Attacks, Background-Based Skills, Balanced Skills, Balanced Wealth, Broken Shields, Capped Modifiers and DCs, Condensed Skills, Custom Weapon Creation, Dual Preparation Casting, E20, Expanded Movement Options, Failure is not the End, Grace Points, Healing Surges, Lengthened Spellcasting, Limited Spell Levels, Magical Focus Implements, Masterwork Variant, Monstrous Player Characters, New Level-Dependent Benefits, Original Race Rebuilding, Prepared Spontaneous Casting, Recharging Magic, Recharging Power Points, Refillable Potions, Rituals, Scaling Item DCs, Simplified Experience, Simplified Races, Simplified Skills, Simplified Social Interaction, Simplified Special Attacks, Stacking Ability Modifiers, Standardized Bonus Types, Taking Stock, The Edge, Turn Undead, Variant Reach, Vow of Poverty, Wounds
3.5 Optimized Builds Arcane Warrior, Basic Blaster Wilder, Basic Combat Rogue Guide, Bladesinger, Clever Critfighter, Dragoon, Eternal Blade of the Revenant, Feral Shifter, Glaive of the Dungeon Crasher, Glaive of the Hellfire Warlock, Grapplemancer, Healing Personified, Hero of Time, Knightly Charger, Low Level Nova, Machine Gun Assassin, Mindspider Infiltrator, Mobile Blender, Mobile Glaive, Nightcrawling Shadowpouncer, Psionic Monk, Righteous Rager, Sacred Fist of the Silver Flame, Shower of Arrows, Sublime Singer, Ubermount, Whirling Eater of Souls
Guide to Roles in the Party (3.5), Talk




Back to Main Page3.5e HomebrewClassesPrestige Classes