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'''{{Anchor|Balance of Spirit}} {{Ex}}:''' training ones body and soul to its limits can give great advantages. They are able to stave off damage through will, evade attacks with steady hands, and conquer fear with speed. Each at this level This requires an exceptional balance of strength, dexterity, constitution, wisdom, intelligence, and charisma. Find the lowest common attribute mod down to +1 if no match is found. If Str, Dex, and Con are balanced then add another +2 for body perfection. If Int, Wis, and every one after Cha are balanced then add another +2 for spiritual perfection. If all 6 attributes are balanced give an additional +3 for complete perfection. Say a character has the apprentice grains following scores of S:17, I:16, W:16, C: 17, D: 16, Ch: 17. This is a perfectly balanced character. This would give give them a balance rating of 26. (+3 for each attribute, +2 balanced body, +2 balanced spirit, and +4 perfection) They can divide this rating as they see fit to different bonuses at different levels. Changing the distribution can done after 1 situational hour of meditation. On second level they can apply it to attack rolls, saving throws (all three at once), or AC (only works when if not denied dexterity). At level five they are able to grant the bonus to Reflex, Willskills (can apply to class or cross class skills, point of bonus equals +2 skill bonus. Must have at least one rank is skill to apply bonus). Level ten allows it to a damage roll (melee and Fortitude checksranged are separate). At level fifteen they can apply the bonus as a increase to hp (each bonus equal to toughness feat). At twentieth level they double bonus on any of the listed areas above.
'''{{Anchor|Evasion}} {{Ex}}:''' At 4th level and higher, the apprentice has a chance to avoid magical or unnatural attacks with great agility thanks to the training in Shinsoku. If they makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save then they are take no damage from the attack instead. This ability only works if unarmored and unencumbered. When helpless they do not gain the benefit of evasion.
'''{{Anchor|Ryu Tsui Sen/ Ryu Tsui San Zan}} {{Ex}}:''' As a Full round action the Apprentice leaps into the air to their maximum heights with blinding speed. They get to roll a Hide check with a +1 situational bonus per level of Apprentice to be concealed. They can leap at a target up to 1/2 their normal movement then come straight down on their opponents head. This move can only strike flying opponents if you can leap higher than they are flying. Doing an extra d6 points of damage they are over the first 10ft. So at 20th level if the Apprentice has no extra modifiers to their movement rate they will do an extra 20d6. If they are concealed they get to attack at the targets flat footed AC. This is extra damage applied to the weight and power of their strike on top of their normal damage roll. This bonus damage can be multiplied by a critical attack like normal on targets that it applies to. The variant of the base move or Ryu Tsui San Zan will do piercing damage instead of slashing damage if wielding a weapon able to do so. *
'''{{Anchor|Improved Uncanny Dodge}} {{Ex}}:''' At 4th level and higher, a tenken can no longer be flanked. This defense denies a rogue the ability to sneak attack the tenken by flanking him unless the attacker has at least four more rogue levels than the target has tenken levels. 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 level a rogue must be to flank the character.
'''{{Anchor|Ryu Kan Sen}} {{Ex}}:''' Sometimes counters are better than standard attacks. With their weapon at the ready as a standard action the apprentice lures an enemy into attacking them. At the moment of the attack the apprentice blocks the strike and uses their shinsoku to spin and strike the back of the attacker. This attack starts off with an attack roll opposing the attack roll of the strike to be made against them. If they succeed in meeting or beating the attack roll of their opponent then the apprentice must make a second attack. This attack will be against the targets touch ac and deals normal weapon damage with all bonuses gaining an additional 1d6 for every two levels of Apprentice. This extra damage is added damage because of the momentum against the countered attack allowing this damage to be multiplied by a critical attack. This attack is also so forceful that it will launch the recipient flying through the air. 30ft if small, 20 if medium, and 10 if large; this causes another 33d6,32d6, or 1d6 respectively if they hit a wall within or up to the max distance. If the blow was a Critical hit then multiply the launch distance for increased damage if applicable. If they fail then they cannot try again till the next round. *
'''{{Anchor|Balance Training}} {{Ex}}:''' to learn better harmonize their body and mind the Apprentice can move 2 attribute points from one attribute to another one or 1 to two others. Every 3 levels after they increase the amount they can move around by 1. This can only be done on these levels. No attribute has a limit either for the degrading or upgrading. If someone has become in balance extra attribute points gained can be converted to a bonus feat. If they choose to augment and not become balanced then every two of these balance trainings not used translate into an extra feat instead of moving points.
'''{{Anchor|Swordsman Spirit}} {{Ex}}:''' Part of balancing one's spirit is learning to understand the emotions and actions of those around you, especially your enemies. This allows the apprentice to roll a sense motive check as a free action at any time. The apprentice can get the feelings of anyone around them on a DC of only 20 to know what they are feeling. In combat they are able to roll a sense motive against any attack. The base DC is equal to the total attack plus the roll on the d20 of the hit. For every 3 points rolled over the apprentice gets a bonus 1 to armor class against just that attack. If the attacker has +8 attack and rolls a 15 he has a total 23. If the apprentice gets a 29 on their since motive check then they would get a +2 misc bonus to armor class against just that attack. If the apprentice only has an ac of 20 he still got hit. An optional way to do this is a single attack roll from the attack and a single sense motive check from the apprentice against that target for the rest of the encounter.
'''{{Anchor|Ryu Sou Sen/Ryu so sen ~ Garami}} {{Ex}}:''' The apprentice unloads all Ultra sonic sword attacks on a single target. This is a full round action. As they land these blows they create phantom blades that strike causing extra damage depending on the number of successful strikes. These extra attacks are just weapon damage. This includes weapons based damage and any enhancement bonuses (such as shocking, flaming, or frost) it may have but doesn't count the strength or specialization bonus of the character. These extra attacks also cannot be critical hits as they are automatically inflicted. This move requires a Fortitude save DC of 15+2 per bonus damage or be fatigued for 1d4+1 rounds. The alternate version of strikes directly at the neck of a medium to large target increasing the bonus damage by +1 2 and increasing the DC by another base 5. All standard attacks also have normal penalties for attacking the neck as normal.*
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'''{{Anchor|Surehanded}} {{Ex}}:''' Reaching a new level in sword expertise the apprentice has learned to fight with such grace and perfection that they will no longer fumble or auto miss on a natural 1.
'''{{Anchor|Ryu Sho Sen}} {{Ex}}:''' Using their Shinsoku to launch themselves upward they strike with their blade upward. This move can be done against flying targets in range with no dropped power and on adjacent land based targets of equal or larger size. Doing an extra d6 points of damage they are over the first 10ft. So at 20th level if the Apprentice has no extra modifiers to their movement rate they will do an extra 20d6. This is extra damage applied to the momentum of the Shinsoku upward into their strike on top of their normal damage roll. This bonus damage can be multiplied by a critical attack like normal on targets that it applies to.*
'''{{Anchor|Fatal Mistake}} {{Ex}}:''' Any target in reach of the apprentice that rolls a 1 provokes an attack of opportunity from the apprentice.
'''{{Anchor|Do Ryu San}} {{Ex}}:''' Striking the ground with Shinsoku speed the apprentice creates a near invisible line shockwave. Only the rocks and debris picked up by the attack can be seen. This reaches goes 1/2 the distance of the Shinsoku movement. It requires a concentration check and a ranged touch attack doing damage just like a Battojutsu but at a distance. *
'''{{Anchor|Shifting Sway}} {{Ex}}:''' Because of their training in Shinsoku the apprentice as learned how to evade life threatening attacks. This ability gives them a 25% miss chance against critical hits or sneak attack damage. On 14th teaching and 19th teaching this improves to a 50% and then a 75% respectively.
'''{{Anchor|Hi-Ryu Sen}} {{Ex}}:''' The apprentice uses a quick thrust and their thumb to launch their sword at a target up to 15ft away. This does 1d6 for every 5 levels the apprentice has. This launches the sword with precise accuracy to hit a target between the eyes or to disarm a target. Ranged touch attack is required. *
'''{{Anchor|Ryu Kan Sen Tsumuji}} {{Ex}}:''' As a full round action and utilizing Shinsoku the apprentice launches themselves at an opponent provoking an attack of opportunity from the enemy. If the opponent hits they do normal damage and the attack is ended. If they miss they will take 1d6 for every level the apprentice added to a normal weapon strike also launching a target straight into the air the same distances as Ryu Kan Sen. This damage can be enhanced with a critical also like Ryu Kan Sen. Can only hit land based targets. *
'''{{Anchor|Pure Precision}} {{Ex}}:''' Further training in the arts of wielding the sword has given the apprentice another +1 to the critical range and critical multiplier with a weapon they are using. These bonuses stack with Precision giving a total +2 to both.
'''{{Anchor|Shihara Dori}} {{Ex}}:''' Using their God like speed they are able to intercept and counter a melee or unarmed attack. The catch the attack in their open hands and then can counter with either a kick or a parry and an then an attack of opportunity. They still take damage from the attack like normal and only catch the blade if they make a concentration check equal to the total attack roll.
'''{{Anchor|Ryu Mei San}} {{Ex}}:''' The apprentice does a powerful sheathing of their sword. This causes a audible shock that causes a Fortitude save DC is 10+ level of Apprentice to all in a 30ft radius centered on the apprentice. All who fail suffer 3d4 damage and are shaken for 1d4+1 round. Any who make the save take no damage and are shaken for 1/2 the duration down to 1 round. Creatures with exceptional hearing suffer double damage, and are stunned for duration. *
'''{{Anchor|Flawed Technique}} {{Ex}}:''' Whenever an Apprentice may is allowed to make an attack of opportunity, they can attack with deadly precision. They are able to use any Hiten Mitsurugi skill they know instead of a normal attack or Bottojutsu.
'''{{Anchor|Kaiten Ryu Sen}} {{Su}}:''' Using the Shinsoku to their advantage the apprentice spins their weapon with dazzling speed. As a full round action they create the equivalent of a wall of force where their weapon is spinning stopping anything in front of them from getting through. *
'''{{Anchor|Battojutsu Hi Ryu Sen}} {{Ex}}:''' This functions just like the Hi Ryu Sen except that it has double the reach and adds Bottojutsu damage on with a successful concentration check. *
'''{{Anchor|Ryu Kan Sen Arashi}} {{Ex}}:''' An attack similar to the Ryu Kan Sen Tsumuji except the apprentice leaps high into the air and comes down towards an opponent doing a Battojutsu to execute the attack. This also launches the target into the air.*
'''{{Anchor|Battojutsu So Ryu Sen}} {{Ex}}:''' A specialized Battojutsu requiring two concentration checks. The second determines Battojutsu damage as well but also provides the DC for a spot check from the opponent. If they succeed they may have saved themselves from extra damage. If they fail they don't see the sheath of the apprentices weapon speeding towards them. The sheath does a base damage of a club of equal size. On successful save the attacker gets full AC on failed it is flatfooted. *
'''{{Anchor|Battojutsu So Ryu Wen Ikazuchi}} {{Ex}}:''' This Battojutsu actually leads with the sword still in the sheath. On the strike they strike at the opponents weapon to throw them off balance and then draws the blade and performs a Battojutsu attack with an extra 5d6. Both the sheath and sword can strike with this extra damage but only if the attack roll for the sheath beats the attack roll of the target by 10 or more.
Ryu Tsui Sho Sen (Ex): Combines the power of the Ryu Tsui Sen and the Ryu Sho Sen into a single two hit combo. This does the normal damage for both however the act of attacking so quickly forces a fortitude save DC of 10+ the number of d6 used in the attack. Success means no ill effects. Failure means you are fatigued for 1d4 rounds. This move cannot be used again either way until waiting 5 turns. *
'''{{Anchor|Kogarashi Tsumuji Arashi}} {{Ex}}:''' The apprentice starts off with a Battojutsu attack doing normal damage. They then care with the momentum swirling with a down ward slash also doing a Battojutsu attack damage. The then spin head over foot and strike for a third time doing another battojutsu damage with a +5d6 bonus. This move because it causes great stress on the body forces a Fortitude save same as Ryu Tsui Sho Sen. This move cannot be done for 10 turns after being attempted. *
'''{{Anchor|Kuzu Ryu Sen}} {{Ex}}:''' Moving at the epitome of Shinsoku the apprentice learns to attack all 9 sword attack points in an instant. This attack is devastating. As a standard action the character gets to roll a single attack against the targets flat footed AC rolling the damage normally, adding any bonuses, applying critical if rolled etc. You then take this attack and multiply it by 9. Then you add in your bonus damage. This requires an exceptional balance of strength, dexterity, constitution, wisdom, intelligence, and charisma. Find the lowest common attribute mod down 2d6 equal to +1 if no match is foundyour balance rating. This gives 1d10 bonus damage for each attribute. If Str, Dex, and Con are balanced then add another 3d10 for body perfection. If Int, Wis, and Cha are balanced then add another 3d10 for spiritual perfection. If all 6 attributes are balanced give an additional 5d10 for complete perfection. Say a character has the following scores of S:17, I:16, W:16, C: 17, D: 16, Ch: 17. This is not multiplied by a perfectly balanced charactercritical. This would give give them a Kuzu Ryu Sen damage bonus of 29d10! (+3 for each attribute, +3 balanced body, +3 balanced spirit, and +5 perfection) *
====Degrading Body====
For an apprentice that doesn’t follow the laws of Hiten Mitsurugi they can suffer the ultimate price.
If they do not have perfectly aligned attributes they suffer consequences. Any ability gained after 10th special Hiten Mitsurugi Ryu attack (excluding the base Battojutsu technique) can only be used once a day each . They can perform the moves one additional time for every 5 4 points of balance they have. If they use it more than that they must make a Fortitude save DC 30 after the allowed uses because of balance rating. The difficulty increases another 5DC each use after. If they fail they will be drained 1 attribute point of their choice. This drain can only be restored with a wish or similar spell. If they make the save they suffer no ill effect. All abilities this applies to are marked with a *.
====Human Apprentice of Hiten Mitsurugi Ryu Starting Package====