User:Omni Genesis/Apprentice of Hiten Mitsurugi Ryu (3.5e Class)

Summary:: A powerful martial adept that learns specific maneuvers as they increase in level. Length::20 Minimum Level::1 Base Attack Bonus Progression::Good Fortitude Save Progression::Good Reflex Save Progression::Poor Will Save Progression::Poor Class Ability::Other Class Ability Progression::Other

Allowed Alignments::Lawful Good Allowed Alignments::Lawful Neutral Allowed Alignments::Lawful Evil

Apprentice of Hiten Mitsurugi Ryu
This is more than a class; this is a level of swordsmanship that makes the gods tremble in your presence. This will teach you the ways of the Hiten Mitsurugi Ryu. The techniques acquired must be used with caution and with a level mind. Balance must guide your thoughts and wavering in your path must be avoided.

Making a Apprentice of Hiten Mitsurugi Ryu
The true power of the Hiten Mitsurugi Ryu is knowing balance. One must learn to control all levels of self and the finer they are to this line the more powerful they become. With proper training and contemplative thought every fiber of your being will pulse with new energy.

Abilities: In the beginning the balance of Strength, Dexterity, and Constitution will be paramount. As higher levels of training are gained balancing all the attributes will be required to achieve the maximum potential.

Races: Any, however humans, and half-elves are both good candidates because of their equal attribute distribution. Humans have a slight edge because of the extra skill points needed to focus powers.

Alignment: Any Lawful. To become the next master of Hiten Mitsurugi Ryu one must have order in their lives. Chaos can be distracting and stunts the growth of ones spiritual and physical balance.

Starting Gold: one weapon of choice and 1d4->×10 gp (20)

Starting Age: As fighter.

{| class="zebra d20" Hit Die: d6 ! rowspan="2" | Level ! rowspan="2" | Base Attack Bonus ! colspan="3" | Saving Throws ! rowspan="2" | Special ! rowspan="2" | Ultra Sonic Sword Attack Bonus ! Fort || Ref || Will Class Skills (Skill Points::4 + Int modifier per level, ×4 at 1st level)  |}
 * 1st||class="left" | +1 || +0 || +0 || +0 || class="left" | Shinsoku, Ultra Sonic Sword, Precision ||-1/-1
 * 2nd||class="left" | +2 || +0 || +0 || +0 || class="left" | Uncanny Dodge, Battojutsu, Balance of Spirit ||0/0
 * 3rd||class="left" | +3 || +1 || +1 || +1 || class="left" | Evasion, Ryu Tsui Sen/Ryu Tsui Sen Zan ||+1/+1
 * 4th||class="left" | +4 || +1 || +1 || +1 || class="left" | Improved Uncanny Dodge, Ryu Kan Sen ||+2/+2
 * 5th||class="left" | +5 || +1 || +1 || +1 || class="left" | Balance Training, Swordsman Spirit, Ryu Sou Sen/Ryu so sen ~ Garami ||+4/+4
 * 6th||class="left" | +6/1 || +2 || +2 || +2 || class="left" | Improved Evasion, Zantetsu ||+5/+5/+0
 * 7th||class="left" | +7/2 || +2 || +2 || +2 || class="left" | Sure Handed, Ryu Sho Sen ||+6/+6/+1
 * 8th||class="left" | +8/3 || +2 || +2 || +2 || class="left" | Fatal Mistake, Do Ryu San ||+7/+7/+2
 * 9th||class="left" | +9/4 || +3 || +3 || +3 || class="left" | Shifting Sway, Hi-Ryu Sen ||+9/+9/+4
 * 10th||class="left" | +10/5 || +3 || +3 || +3 || class="left" | Ryu Kan Sen Tsumuji ||+10/+10/+5
 * 11th||class="left" | +11/6/1 || +3 || +3 || +3 || class="left" | Pure Precision, Shihara Dori ||+11/+11/+11/+6/+1
 * 12th||class="left" | +12/7/2 || +4 || +4 || +4 || class="left" | Ryu Mei San ||+12/+12/+12/+7/+2
 * 13th||class="left" | +13/8/3 || +4 || +4 || +4 || class="left" | Flawed Technique, Kaiten Ryu Sen ||+13/+13/+13/+13/+8/+3
 * 14th||class="left" | +14/9/4 || +4 || +4 || +4 || class="left" | Battojutsu Hiryusen ||+14/+14/+14/+14/+9/+4
 * 15th||class="left" | +15/10/5 || +5 || +5 || +5 || class="left" | Ryu Kan Sen Arashi ||+15/+15/+15/+15/+15/+10/+5
 * 16th||class="left" | +16/11/6/1 || +5 || +5 || +5 || class="left" | Battojutsu Soryusen ||+16/+16/+16/+16/+16/+11/+6/+1
 * 17th||class="left" | +17/12/7/2 || +5 || +5 || +5 || class="left" | Battojutsu Soryusen Ikazuchi ||+17/+17/+17/+17/+17/+12/+7/+2
 * 18th||class="left" | +18/13/8/3 || +6 || +6 || +6 || class="left" | Ryu Tsui Sho Sen ||+18/+18/+18/+18/+18/+13/+8/+3
 * 19th||class="left" | +19/14/9/4 || +6 || +6 || +6 || class="left" | Kogarashi Tsumuji Arashi ||+19/+19/+19/+19/+19/+19/+14/+9/+4
 * 20th||class="left" | +20/15/10/5 || +6 || +6 || +6 || class="left" | Ku Zu Ryu Sen ||+20/+20/+20/+20/+20/+20/+15/+10/+5
 * - class="noalt"
 * colspan="42" class="skill" |
 * 12th||class="left" | +12/7/2 || +4 || +4 || +4 || class="left" | Ryu Mei San ||+12/+12/+12/+7/+2
 * 13th||class="left" | +13/8/3 || +4 || +4 || +4 || class="left" | Flawed Technique, Kaiten Ryu Sen ||+13/+13/+13/+13/+8/+3
 * 14th||class="left" | +14/9/4 || +4 || +4 || +4 || class="left" | Battojutsu Hiryusen ||+14/+14/+14/+14/+9/+4
 * 15th||class="left" | +15/10/5 || +5 || +5 || +5 || class="left" | Ryu Kan Sen Arashi ||+15/+15/+15/+15/+15/+10/+5
 * 16th||class="left" | +16/11/6/1 || +5 || +5 || +5 || class="left" | Battojutsu Soryusen ||+16/+16/+16/+16/+16/+11/+6/+1
 * 17th||class="left" | +17/12/7/2 || +5 || +5 || +5 || class="left" | Battojutsu Soryusen Ikazuchi ||+17/+17/+17/+17/+17/+12/+7/+2
 * 18th||class="left" | +18/13/8/3 || +6 || +6 || +6 || class="left" | Ryu Tsui Sho Sen ||+18/+18/+18/+18/+18/+13/+8/+3
 * 19th||class="left" | +19/14/9/4 || +6 || +6 || +6 || class="left" | Kogarashi Tsumuji Arashi ||+19/+19/+19/+19/+19/+19/+14/+9/+4
 * 20th||class="left" | +20/15/10/5 || +6 || +6 || +6 || class="left" | Ku Zu Ryu Sen ||+20/+20/+20/+20/+20/+20/+15/+10/+5
 * - class="noalt"
 * colspan="42" class="skill" |
 * 17th||class="left" | +17/12/7/2 || +5 || +5 || +5 || class="left" | Battojutsu Soryusen Ikazuchi ||+17/+17/+17/+17/+17/+12/+7/+2
 * 18th||class="left" | +18/13/8/3 || +6 || +6 || +6 || class="left" | Ryu Tsui Sho Sen ||+18/+18/+18/+18/+18/+13/+8/+3
 * 19th||class="left" | +19/14/9/4 || +6 || +6 || +6 || class="left" | Kogarashi Tsumuji Arashi ||+19/+19/+19/+19/+19/+19/+14/+9/+4
 * 20th||class="left" | +20/15/10/5 || +6 || +6 || +6 || class="left" | Ku Zu Ryu Sen ||+20/+20/+20/+20/+20/+20/+15/+10/+5
 * - class="noalt"
 * colspan="42" class="skill" |
 * 20th||class="left" | +20/15/10/5 || +6 || +6 || +6 || class="left" | Ku Zu Ryu Sen ||+20/+20/+20/+20/+20/+20/+15/+10/+5
 * - class="noalt"
 * colspan="42" class="skill" |

Class Features
All of the following are class features of the Apprentice of Hiten Mitsurugi Ryu.

Weapon and Armor Proficiency: The Apprentice is proficient with all simple and martial weapons but is always taught his/her skills using a melee slashing weapon balanced to their size that can be used either one or two handed. He is also proficient with no armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, the Apprentice will loose all bonuses of Shinsoku and Ultra Sonic Sword as well as loosing the ability to use any of the attacks of the Hiten Mitsurugi.

 : Apprentices of the Hiten Mitsurugi Ryu fighting style move with blinding speed. They have learned how to bend the air around them to propel them at great speed. They gain +1 to initiative per level. They are also able to move great distances in the blink of an eye. They are able to as a move action go in any direction they can pass through however they must use movement to get around friendly targets and enemies alike because even their allies won’t be able to move fast enough to let them through. This can be used to make movements in any direction/s as long as it ends with them at their base movement in the air or less. This could even be used to jump off a wall and/or ceiling. If they are in a small enough space they even could make at least three jump points to then flank an enemy they were facing. Such as jump from the floor to the ceiling then to the wall then back on the floor behind the target all in a single move action. They also get a 20% miss chance against any attack made against them while moving. This power negates the effects of haste in any form as well as the speed bonus to weapons. The other advantage to this is that they are able to fall from a height = to their base movement and suffer no damage. At 5th level they double their base movement to determine maximum distance they can move/fall. At 10th they are at three times their movement. At 15th they are 5 times the base movement and gain 50% miss chance when moving. At 20th level the Apprentice is able to move as a swift action at up to 7 times their movement which could be combined with a normal moving action (normal move, charge, run) for combined distance.

 : When unarmored, the Apprentice can choose to use their Ultra Sonic Sword attack—a barrage of near invisible strikes—at the expense of accuracy. This grants one extra attack in a round at his highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Ultra Sonic Sword Attack Bonus column on Apprentice of Hiten Mitsurugi Ryu. This penalty applies for 1 round, so it also affects attacks of opportunity the Apprentice might make before his next action. After reaching 5th level, the penalty lessens to –1, and at 9th level it disappears. A tenken must use a full attack action to strike with kenjutsu, and the technique can only be used when he is wielding a single melee slashing weapon. As the Apprentice gains levels their skill with the Ultra Sonic Sword increases. In addition to the standard extra attack he/she receives, he/she also gains another extra attack at his/her highest base attack bonus at 11th, 13th, 15th, 17th, and 19th level.

 : The apprentice knows the vital areas of all living creatures. This gives them several interesting bonuses in combat. Any time they are using a slashing weapon equal to their size they gain a +1 precision bonus to their critical strike range and critical multiplier. This effect stacks with the Improved Critical feat but not the keen enchantment. An apprentice using a Bastard sword would have a Critical range of 18-20 and a x3 critical damage multiplier at base if they had Improved Critical feat then it would be 16-20 Critical range with a x3 multiplier.

This also allows them to use their Dex modifier for damage instead of Str if they have chosen weapon Finesse as a feat.

 : At 2nd level, the Apprentice retains their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still loses his Dexterity bonus to AC if immobilized. If they already have the uncanny dodge class feature from another class, they automatically gains improved uncanny dodge (see below) instead. This only works if unencumbered and wearing no armor.

 : Part of the apprentices studies are the arts of battōjutsu, allowing them to unleash tremendous attacks as they draw their blade. When making a normal attack or an attack of opportunity with his weapon sheathed, the apprentice can use battōjutsu to unsheathe their sword and strike in one lightning fast motion. A battōjutsu attack requires two hands to execute: one to hold the scabbard and one to hold the blade. As a result, a battōjutsu technique can only be performed with a one-handed slashing weapon and cannot be executed when the user is holding anything else in their hands. They will roll a concentration check and apply precision damage on to the attack depending on the roll made based off of the chart below. This damage is not able to be multiplied by critical. Using battōjutsu is a full-round action when the apprentice uses it during his turn. In addition, the Apprentice may sheathe their weapon as a free action even after having drawn it in the same turn. This allows the Apprentice to prepare another battōjutsu attack. If the attack misses as a standard attack it provokes an attack of opportunity.

 : 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. 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 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 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 hour of meditation. On second level they can apply it to attack rolls, saving throws (all three at once), or AC (only works if not denied dexterity). At level five they are able to grant the bonus to skills (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 ranged 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.

 : 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.

 : 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 strike at a target up to 1/2 their normal movement away coming 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.*

 : 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.

 : 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 3d6, 2d6, 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.*

 : 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.

 : 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 sense 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 attacker and a single sense motive check from the apprentice against that target for the rest of the encounter.

 : 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 +2 and increasing the DC by another base 5. All standard attacks also have normal penalties for attacking the neck as normal.*

 : This ability functions like evasion (see above) but the apprentice only takes half damage even if they fails their Reflex save. If the apprentice is helpless they do not gain the advantage of this ability.

 : With proper training the apprentice has learned that everything target is just about hitting the right angle. This allows the apprentice to deal damage with a weapon like it was one size larger. Also it allows them to bypass hardness of an object as long as the weapons edge being used is made of equal or better material/magic enchantment.

 : 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.

 : 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.*

 : Any target in reach of the apprentice that rolls a 1 provokes an attack of opportunity from the apprentice.

 : 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.*

 : 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.

 : 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.*

 : 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 into the air the same distances as Ryu Kan Sen. The target falls in an arcing direction chosen by the apprentice. This damage can be enhanced with a critical also like Ryu Kan Sen. Can only hit land based targets.*

 : 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.

 : 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.

 : 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 1d4 damage for every 2 levels of apprentice 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. This has no effect on undead, constructs, or deaf creatures.*

 : Whenever an Apprentice 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. This still applies towards the limits of technique usage.

 : 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. This can be maintained for a number of rounds equal to their Con modifier in a single activiation.*

 : 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.*

 : 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.*

 : 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.*

 : This Battojutsu actually leads with the sword still in the sheath. On the strike they hit 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.

 : 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.*

 : 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.*

 : Moving at the epitome of Shinsoku the apprentice learns to attack all 9 sword striking 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 of 2d6 multiplied to your base balance rating. This bonus damage is not multiplied by a critical.*

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 special Hiten Mitsurugi Ryu attack (excluding the base Battojutsu technique) can only be used once a day. They can perform the moves one additional time for every 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
Weapons: Bastard Sword.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Feat: Weapon specialization.

Bonus Feats: Improved Initative.

Gear: Flint and Steel.

Gold: 5Gp.

Playing a Apprentice of Hiten Mitsurugi Ryu
Religion: The Apprentices of Hiten Mitsurugi Ryu don't usually worship a deity. If they do it will be one of their alignment.

Other Classes: Other fighter classes usually applaud the shear speed and power of the Apprentice. Magic users usually think that they are performing some type of magic that they cannot figure out. Martial Adepts think of them as extreme specialists whether for the good or the bad.

Combat: They easily can be the fighter of any party. They have great fighting prowess but their lower hit points means they need a healer should they get hit.

Advancement: An Apprentice will usually not need to deviate from their training path and will often be looked down upon by their masters for doing so. They of course can take any fighter class for extra bonus feats and abilities to combine with their own.

An Apprentice of Mitsurugi Ryu in the World
"You seek nothing but destruction on these people: Your destruction has found you!" They often are the warriors of harmony. They usually serve no nobility, and fight often for those being oppressed or to weak to fight for themselves.

Daily Life: Training is a common event for the Apprentice of the Hiten Mitsurugi Ryu. Their master over sees their progression and makes sure they train hard for the challenges ahead no matter what they might be.

Notables: Since they often act as mysterious hero's not much is known about them or who they are.

Organizations: There should be only one Apprentice of Hiten Mitsurugi Ryu at one time. Only them and their master should know all the secrets to the style.

NPC Reactions: Most NPCs will try to either avoid the Apprentice or convince them to join their side for the sake of "Justice" though this sometimes goes against the actual principles of the Hiten Mitsurugi Ryu.

Apprentice of Hiten Mitsurugi Ryu Lore
Characters with ranks in Knowledge (History) can research the Apprentice of Hiten Mitsurugi Ryu to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Apprentice of Hiten Mitsurugi Ryu in the Game
There is but one Apprentice and their master. They will accept missions on their masters discretion or leave him to find their own path falling from his/her favor.

Adaptation: If there is to be more than one they must be trained from a young age and will belong to a secret sect of warriors that battle for order.