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Tenken (3.5e Class)

414 bytes added, 20:49, 16 November 2009
Class Features
The tenken's ability to use the shukuchi improves at 11th level. In addition to the standard extra attack he receives, he also gains another extra attack at his highest base attack bonus.
'''{{Anchor|AC Bonus}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When unarmored and unencumbered, the tenken adds his [[Wisdom]] bonus (if any) to his Armor Class. In addition, he gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five tenken levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to [[SRD:AC|AC]] apply even against [[SRD:Touch Attack|touch attacks]] or when the tenken is [[SRD:Flat-Footed|flat-footed]]. He loses these bonuses when he is immobilized or [[SRD:Helpless|helpless]], when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. The Wisdom bonus also does not stack with any other class that offers a Wisdom bonus to AC (such as the [[SRD:Monk|monk]]).
'''{{Anchor|Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A tenken is fast. Very fast. He gains an enhancement bonus to his [[SRD:Movement Speed|speed]], as shown on [[#Table: The Tenken|Table: The Tenken]]. A tenken in armor or carrying a medium or heavy load loses this extra speed.
'''{{Anchor|Superior Finesse}}:''' A tenken automatically gains the [[Weapon Finesse]] feat with any weapon that is considered a one-handed slashing weapon for him in addition to any normal weapons to which Weapon Finesse can be applied. If another feat (such as [[Exotic Weapon Proficiency]]) is required to wield the weapon in one hand, then that feat must be taken first.
A tenken compensates for his lack of physical strength by striking a target’s vital areas with amazing quickness, wielding his weapon with the precision of a scalpel. A tenken can choose to add his [[Dexterity]] modifier to his damage rolls instead of his [[Strength]] modifier. If he uses his weapon in two hands (and why wouldn’t which is permissable so long as he?is able to wield the weapon normally in one hand) he deals one and a half times his [[Dexterity]] modifier in damage. This ability does not stack with any other ability that adds the characters Dexterity modifier to attack or damage rolls.
'''{{Anchor|Sprinter}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When brawn fails, sometimes the best option is to run, whether it be towards the enemy or away from them. The tenken takes this strategem to heart, and has finely honed his ability to sprint. When not wearing armor and carrying less than a light load, a tenken runs five times his speed. If he takes the [[Run]] feat, he can run six times his speed when unarmored and unencumbered.
'''{{Anchor|Life on the Edge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 18th level, a tenken’s sword strikes with unmatched efficiency, hitting fast and hard where it hurts. The critical threat range of any slashing weapon the tenken is proficient with doubles (20 to 19-20, 19-20 to 18-20, etc.) as if it had the ''[[keen]]'' enchantment. This effect stacks with the [[Improved Critical]] feat but not the ''keen'' enchantment.
'''{{Anchor|Astra}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 19th level, the tenken gains the ability use a burst of superhuman speed to take two turns worth of actions in one round once per combat encounter. If the tenken decides to attack in both turns, there is no penalty on any of his attack rolls due to the use of Astra (any other penalties still apply as normal). Following the use of Astra, the tenken must succeed a [[SRD:Saving Throw|Fortitude save]] (DC 20) or become [[fatigued]] for 1d4+1 [[SRD:Round|rounds]]. The save DC is not set at 20; it increases by +2 for every time the tenken has used the ability that day.
'''{{Anchor|Shinsoke}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 20th level, the tenken moves with such speed that it defies reality. He is now permanently [[SRD:Haste|hasted]]. Up to three times per day, he can substitute either his Fortitude or Will save with his Reflex save, avoiding the effect with unimaginable quickness. The tenken must be unarmored and unencumbered in order to use any of the abilities afforded by this class feature. He also now cannot be affected by another ''[[haste]]'' effect.
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