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

9,378 bytes removed, 01:08, 29 May 2011
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|Length= 5
|Minimum Level= 20
|Base Attack Bonus Progression= Other/Epic
|Fortitude Save Progression= Epic
|Reflex Save Progression= Epic
}}
<-fluff about this prestige 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 Ku Zu 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.
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements
|-
! Alignment:
| <-alignment requirement->.
|-
! Base Attack Bonus:
| <-base attack bonus requirement->.
|-
! Race:
| [[Racial Restrictions::<!-- Enter any racial restrictions for the class. -->]].
|-
! Skills:
| <-skill requirements->.
|-
! Feats:
| <-feat requirements->.
|-
! Spellcasting:
| <-spellcasting requirements->.
|-
! Patron:
| <-deity requirement->.
|-
! Domains:
| <-domain requirements->.
|-
! Special:
| <-special requirements->See becoming Seijuro Heiko above.
|}
{| class="zebra d20"
|+ <div>{{Anchor|Table: The <-class name->Seijuro Heiko}}</div><p>Hit Die: d<-die size->d6</p>|-
|-
! rowspan="2" | Level
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
! rowspan="2" | Special
! rowspan="2" | [[#Spellcasting|Spellcasting]] or [[#Manifesting|Manifesting]]<!-- for classes that build on pre-existing spellcasting/manifesting ability-->
! colspan="10" | [[#Spells|Spells per Day]]<!-- for classes that have their own spellcasting progression-->
! rowspan="2" | [[#Power Points/Day|Power<br/>Points/Day]]
! rowspan="2" | [[#Powers Known|Powers<br/>Known]]
! rowspan="2" | [[#Maximum Power Level Known|Maximum Power<br/>Level Known]]
|-
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup>
|-
| 1st || + epic || + epic || + epic || +epic| class="left" | <-class features gained at this level->| class="left" | <-effects Amakakeru Ryu no Hirameki, Power of existing spellcasting at this level-> || — || — || — || — || — || — || — || — || — || —| — || — || —Balance
|-
| 2nd || + epic || + epic || + epic || +epic| class="left" | <-class features gained at this level->| class="left" | <-effects of existing spellcasting at this level-> || — || — || — || — || — || — || — || — || — || —| — || — || —Master Reach, Improved Shinsoku
|-
| 3rd || + epic || + epic || + epic || +epic| class="left" | <-class features gained at this level->| class="left" | <-effects Master Precision, Power of existing spellcasting at this level-> || — || — || — || — || — || — || — || — || — || —| — || — || —Balance
|-
| 4th || + epic || + epic || + epic || +epic| class="left" | <-class features gained at this level->| class="left" | <-effects of existing spellcasting at this level-> || — || — || — || — || — || — || — || — || — || —| — || — || —Improved Master Reach, Master Shinsoku
|-
| 5th || + epic || + epic || + epic || +epic| class="left" | <-class features gained at this level->| class="left" | <-effects of existing spellcasting at this level-> || — || — || — || — || — || — || — || — || — || —| — || — || —|- | 6th || + || + || + || +| class="left" | <-class features gained at this level->| class="left" | <-effects of existing spellcasting at this level-> || — || — || — || — || — || — || — || — || — || —| — || — || —|- | 7th || + || + || + || +| class="left" | <-class features gained at this level->| class="left" | <-effects of existing spellcasting at this level-> || — || — || — || — || — || — || — || — || — || —| — || — || —|- | 8th || + || + || + || +| class="left" | <-class features gained at this level->| class="left" | <-effects Aura of existing spellcasting at this level-> || — || — || — || — || — || — || — || — || — || —| — || — || —|- | 9th || + || + || + || +| class="left" | <-class features gained at this level->| class="left" | <-effects Grandeur, Power of existing spellcasting at this level-> || — || — || — || — || — || — || — || — || — || —| — || — || —|- | 10th || + || + || + || +| class="left" | <-class features gained at this level->| class="left" | <-effects of existing spellcasting at this level-> || — || — || — || — || — || — || — || — || — || —| — || — || —Balance
|- class="noalt"
| colspan="42" class="skill" |
'''Class Skills ([[Skill Points::<-number of skill points->4]] + [[SRD:Intelligence|Int]] modifier per level.'''<br/>
<!--class skills: simply delete those skills which your class does not have as class skills from the complete list below. If you only allow a subsection, such as Knowledge (arcana) (religion), write it like that. -->
{{3.5e Skills|Appraise, Autohypnosis,
Balance,
Bluff,
Climb,
Concentration, Control Shape, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Handle Animal,
Heal,
Hide,
Iajitsu Focus,
Intimidate,
Jump,
Knowledge,
Listen,
Martial Lore
Move Silently,
Open Lock,
Perform,
Psicraft, Profession, Ride, Search,
Sense Motive,
Sleight of Hand, Speak Language, Spellcraft, Spot,
Survival,
Swim, Truespeak,Tumble, Use Magic Device, Use Psionic Device, Use Rope}}|} <!-- delete this table if the class has less than 10 pre-epic levels -->{| class="zebra d20"|+ {{Anchor|Table: The [[SRD:Epic Level Basics|Epic]] <-class name->}}|-! Level || Special|- | 11th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats->|- | 12th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats->|- | 13th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats->|- | 14th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats->|- | 15th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats->|- | 16th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats->|- | 17th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats->|- | 18th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats->|- | 19th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats->|- | 20th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|}
====Class Features====
All of the following are class features of the <-class name->. '''{{Anchor|Spellcasting}}:''' At <-each level? each level after first? Xth and Yth levels?->, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one <-divine? arcane? prepared? spontaneous?-> spellcasting class before becoming a <-class name->, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. '''{{Anchor|Manifesting}}:''' At <-each level? each level after first? Xth and Yth levels?->, you gain power points per day, an increase in manifester level, and new powers as if you had also gained a level in a manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming a <-class name->, you must decide to which class to add each level for the purpose of determining powers, manifester level, and powers known. '''{{Anchor|Spells}}:''' To cast a particular spell, you must have an <-relevant ability-> score of at least 10 + the spell's level. Your bonus spells are based on your <- ability ->. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your <-abbreviated ability-> bonus (if any). You cast spells as a <-similar spellcasting class-> does. [[#Table: <-class name-> Spells Known|Table: <-class name-> Spells Known]], below, details how many spells you can learn at each level. An epic <-class name->’s number of [[SRD:Spells|spells]] per day does not increase after 10th level. Choose your spells from the following list: 0&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->. 1st&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->. 2nd&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->. 3rd&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->. 4th&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->. 5th&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->. 6th&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->. 7th&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->. 8th&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->. 9th&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->. {| class="zebra d20"|+ {{Anchor|Table: <-class name-> Spells Known}}|-! rowspan="2" | Level !! colspan="10" | Spells Known|-! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup>|- | 1st || — || — || — || — || — || — || — || — || — || —|- | 2nd || — || — || — || — || — || — || — || — || — || —|- | 3rd || — || — || — || — || — || — || — || — || — || —|- | 4th || — || — || — || — || — || — || — || — || — || —|- | 5th || — || — || — || — || — || — || — || — || — || —|- | 6th || — || — || — || — || — || — || — || — || — || —|- | 7th || — || — || — || — || — || — || — || — || — || —|- | 8th || — || — || — || — || — || — || — || — || — || —|- | 9th || — || — || — || — || — || — || — || — || — || —|- | 10th || — || — || — || — || — || — || — || — || — || —<!-- repeat as necessary -->|} '''{{Anchor|Power Points/Day}}:''' Your ability to manifest [[SRD:Powers|powers]] is limited by the [[SRD:Power Points|power points]] you have available. Your base daily allotment of [[SRD:Power Points|power points]] is given on [[#Table: The <-class name->|Table: The <-class name->]]. In addition, you receive bonus [[SRD:Power Points|power points]] per day if you have a high <-relevant ability-> score (see [[SRD:Ability Scores#Ability Modifiers and Bonus Power Points|Table: Ability Modifiers and Bonus Power Points]]). Your race may also provide bonus [[SRD:Power Points|power points]] per day, as may certain feats and items. Your power points and bonus power points at each level do not increase automatically after 10th level. '''{{Anchor|Powers Known}}:''' You begin play knowing X <-class name-> powers of your choice. Each time you achieve a new level, you unlock the power of a new power. You can manifest any power that has a power point cost equal to or lower than your manifester level. The total number of powers you can manifest in a day is limited only by your daily power points. You simply know your powers; they are ingrained in your mind. You do not need to prepare them (in the way that some spellcasters prepare their spells), though you must get a good night's sleep each day to regain all your spent power points. The Difficulty Class for saving thows against <-class name-> powers is 10 + the power's level + your <-abreviated relevant ability-> modifier. Your powers known at each level do not increase automatically after 10th level. You choose your powers from the following list (Exception: The [[SRD:Expanded Knowledge|Expanded Knowledge]] and [[SRD:Epic Expanded Knowledge|Epic Expanded Knowledge]] feats allow you to learn powers from the lists of other classes.): 1st&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->. 2nd&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->. 3rd&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->. 4th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->. 5th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->. 6th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->. 7th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->. 8th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->. 9th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->. '''{{Anchor|Maximum Power Level Known}}:''' This column determines the highest level power you can learn at this level. To learn or manifest a power, you must have an <-relevant ability-> score of at least 10 + the power’s level. '''{{Anchor|<-extraordinary class feature->}} {{Ex}}:''' <-class feature game rule information, including any differences in the class feature at epic levels-> '''''{{Anchor|<-psi-like class feature->}}'' {{Ps}}:''' <-class feature game rule information, including any differences in the class feature at epic levels-> '''''{{Anchor|<-spell-like class feature->}}'' {{Sp}}:''' <-class feature game rule information, including any differences in the class feature at epic levels-> '''{{Anchor|<-supernatural class feature->}} {{Su}}:''' <-class feature game rule information, including any differences in the class feature at epic levels-> '''{{Anchor|<-class feature->}}:''' <-class feature game rule information, including any differences in the class feature at epic levels-> ''{{Anchor|<-subclass feature->}} <-"{{Ex}}", "{{Su}}", "{{Sp}}", or "{{Ps}}" if applicable.->:'' <-subclass feature game rule information->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 the character is facing an overpowering force then they may get a bonus equal to or less then the hit dice of the attacker. If successful then this attack interrupts the attackers rolls. 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) and maximum battōjutsu dice damage of 15d6 multiplied by the characters balance score as listed under the Kuzu Ryu Sen maneuver. 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 -Lather15 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, rinsereally, 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.->
<-{{Power of Balance}} {{Ex}}: This represents the further balance training and why it is so imperative to follow the training of the Hiten Mitsurugi Ryu.The character is able to add a number of attribute points to a single attribute for 1 round equal to their balance score.This can be done an additional time per day on 3rd and 5th level. repeat The duration of the enhancement also increases by one additional round on 3rd and 5th level as necessarywell. This does not upset the balance of the character for maneuvers as it is a self adjusted enhancement.->
'''{{Anchor|Bonus FeatsMasters Reach}} {{Ex}}:''' <- any bonus feats gained A Seijuro Heiko now can move so quickly in pre-epic levels->short distances that they threaten an additional 5ft around them. At 4th level this expands another 5ft with Improved Masters Reach.
The epic <-class name-> gains a bonus feat (selected {{Masters Precision}} {{Ex}}: This works just like Precision from the list apprentice of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->Hiten Mitsurugi Ryu. Stacking along with Pure Precision giving a total +3 to critical range and multiplier.
''Epic <-class name-> Bonus Feat List{{Aura of Grandure}} {{Ex}}:'' <-list 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 bonus epic feats->Seijuro Heiko the character can add his 25 Hiten Mitsurugi Ryu levels to any dice roll desired.
====Ex-<-pluralized class name->====
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