Iaijutsu Master - Unoffical Update (3.5e Prestige Class)

Class Features
All of the following are class features of the iaijutsu master. , 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.

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.

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, below, details how many spells you can learn at each level. An epic <-class name->’s number of 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 ->.

--> . In addition, you receive bonus power points per day if you have a high <-relevant ability-> score (see Table: Ability Modifiers and Bonus Power Points). Your race may also provide bonus 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.

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 Expanded Knowledge and 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 ->.

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. -->



This works like the Weapon Finesse feat, except that it applies to the katana, a weapon to which the feat cannot normally be applied.

 (Ex): When not wearing armor or using a shield, an iaijutsu master adds 1 point of Intelligence bonus (if any) per iaijutsu master class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If an iaijutsu master is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

 (Ex): At 2nd level, an iaijutsu master gains a +2 bonus on initiative checks. At 8th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat or the Superior Intitiative Feat.

This ability works the same as the Improved Feint feat even if she does not have the normal prerequisites for that feat.



The epic iaijutsu master gains a bonus feat (selected from the list of epic iaijutsu feats) every 3 levels after 10th.

 (Ex):At 5th level, an iaijutsu master gains the ability to strike precisely with her katana, gaining an extra 1d6 damage added to her normal damage roll.

When making a precise strike, an iaijutsu master cannot attack with a weapon in her other hand or use a shield. An iaijutsu master’s precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.

At 10th level, the extra damage on a precise strike increases to +2d6.

The the extra damage inflicted by the epic iaijutsu master’s precise strike increases by +1d6 every five levels above 10th.

 (Ex): At 6th level an iaijutsu master gains the ability to make a Bluff check to feint in combat as a free action while drawing her katana.

 (Ex): At 9th level an iaijutsu master gains the ability to make a single attack at her highest base attack bonus as a swift action.

Attack, Spring Attack, Toughness, Whirlwind Attack.

Epic Iaijutsu Master Bonus Feat List: Blinding Speed, Devastating Critical, Epic Dodge, Epic Prowess, Epic Reflexes, Epic Weapon Focus, Epic Weapon Specialization, Exceptional Deflection*, Improved Combat Reflexes, Infinite Deflection*, Improved Whirlwind Attack, Overwhelming Critical, Superior Initiative.


 * The epic iaijitsu master need not have Improved Unarmed Strike to qualify for these feats, but in that case must be using a light or one-handed weapon.