Difference between revisions of "User:Omni Genesis/Seijuro Heiko (3.5e Prestige Class)"

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{{author
 
{{author
 
|author_name=Omni Genesis
 
|author_name=Omni Genesis
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|editor=Bnmnq
 
|date_created= April 29, 2011
 
|date_created= April 29, 2011
 +
|last_edited= January 12, 2012
 
|adopter=
 
|adopter=
 
|date_adopted=  
 
|date_adopted=  
 
|status= In Progress
 
|status= In Progress
|editing=
 
 
|balance= Wizard
 
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|Length= 5
 
|Length= 5
 
|Minimum Level= 20
 
|Minimum Level= 20
|Base Attack Bonus Progression= Epic
 
|Fortitude Save Progression= Epic
 
|Reflex Save Progression= Epic
 
|Will Save Progression= Epic
 
 
|Class Ability= Other
 
|Class Ability= Other
 
|Class Ability Progression= Full
 
|Class Ability Progression= Full
 
}}
 
}}
<!-- Delete any of the following alignments if they are not allowed in the class -->
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{{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}}
{{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}}  
 
 
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==Seijuro Heiko==
 
==Seijuro Heiko==
  
{{quote
+
They are masters of Hiten Mitsurugi Ryu fighting style, they have few equals in swordsmanship, and they are the stuff of legends, doing as they see fit until they find an apprentice to take on of their own.  
|<-Some quote from a character of this class->
 
|orig=<-NPC name->, <-race-> <-class->
 
|src=<!--The source of the quote (manuscript, book, etc)-->
 
}}
 
 
 
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===
 
===Becoming Seijuro Heiko===
  
You must have trained 20 levels in Apprentice of Hiten Mitsurugi Ryu. That allows you to learn the 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.
+
You must have trained 20 levels in Apprentice of Hiten Mitsurugi Ryu, which allows you to learn the 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"
+
{| class="dragon monstats" cellspacing="0" cellpadding="0"
 
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements
 
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements
 
|-
 
|-
Line 53: Line 41:
 
|-
 
|-
 
|-
 
|-
! rowspan="2" | Level
+
! Level
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]
+
! Special
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! rowspan="2" | Special
 
|-
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
 
|-  
 
|-  
| 1st || epic || epic || epic || epic
+
| 1st || align="left" | [[#Amakakeru Ryu no Hirameki|Amakakeru Ryu no Hirameki]], [[#Power of Balance|Power of Balance]]
| class="left" | Amakakeru Ryu no Hirameki, Power of Balance
 
 
|-  
 
|-  
| 2nd || epic || epic || epic || epic
+
| 2nd || align="left" | [[#Master Reach|Master Reach]]
| class="left" | Master Reach, Improved Shinsoku
 
 
|-  
 
|-  
| 3rd || epic || epic || epic || epic
+
| 3rd || align="left" | [[#Master Precision|Master Precision]], [[#Power of Balance|Power of Balance]]
| class="left" | Master Precision, Power of Balance
 
 
|-  
 
|-  
| 4th || epic || epic || epic || epic
+
| 4th || align="left" | [[#Master Reach|Improved Master Reach]]
| class="left" | Improved Master Reach, Master Shinsoku
 
 
|-  
 
|-  
| 5th || epic || epic || epic || epic
+
| 5th || align="left" | [[#Aura of Grandeur|Aura of Grandeur]], [[#Power of Balance|Power of Balance]]
| class="left" | Aura of Grandeur, Power of Balance
 
 
|- class="noalt"
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
 
'''Class Skills ([[Skill Points::4]] + [[SRD:Intelligence|Int]] modifier per level.'''<br/>
 
'''Class Skills ([[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|  
 
{{3.5e Skills|  
 
Balance,  
 
Balance,  
Line 97: Line 76:
 
All of the following are class features of the Seijuro Heiko.
 
All of the following are class features of the 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 -15 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, really, 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.  
+
'''{{Anchor|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 successful then this attack interrupts the attackers rolls even if they had a readied action against them. 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), maximum battōjutsu dice damage of 15d6, and an extra 3d6 for each point of  balance. 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 -15 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, really, 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. Only a Wish or similar spell can restore 1 lost dice.
  
{{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. The duration of the enhancement also increases by one additional round on 3rd and 5th level as well. This does not upset the balance of the character for maneuvers as it is a self adjusted enhancement.
+
'''{{Anchor|Power of Balance}} {{Ex}}:''' This represents the further balance training and makes up for all the hard work training in the Hiten Mitsurugi Ryu. The character gains +2 to all 6 attributes. The character recieves another +2 to all attributes also on 3rd and 5th level as well.  
  
{{Masters Reach}} {{Ex}}: A Seijuro Heiko now can move so quickly in short distances that they threaten an additional 5ft around them. At 4th level this expands another 5ft with Improved Masters Reach.
+
'''{{Anchor|Masters Reach}} {{Ex}}:''' A Seijuro Heiko now can move so quickly in short distances that they threaten an additional 5ft around them. At 4th level this expands another 5ft with Improved Masters Reach.
  
{{Masters Precision}} {{Ex}}: This works just like Precision from the apprentice of Hiten Mitsurugi Ryu. Stacking along with Pure Precision giving a total +3 to critical range and multiplier.
+
'''{{Anchor|Masters Precision}} {{Ex}}:''' This works just like Precision from the apprentice of Hiten Mitsurugi Ryu. Stacking along with Pure Precision giving a total +3 to critical range and multiplier.
  
{{Aura of Grandure}} {{Ex}}: 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 Seijuro Heiko the character can add his 25 Hiten Mitsurugi Ryu levels to any dice roll desired.  
+
'''{{Anchor|Aura of Grandure}} {{Ex}}:''' 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 Seijuro Heiko the character can add his 25 Hiten Mitsurugi Ryu levels to any attack, damage, save, grapple, attribute check, or skill roll.  
  
====Ex-<-pluralized class name->====
 
 
<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one).  Delete this section if there are no contingencies for continuing in this class->
 
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW
 
 
===Campaign Information===
 
===Campaign Information===
REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW -->
 
  
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A ... " SECTION
+
====Playing a Seijuro Heiko====
====Playing a <-class name->====
 
  
'''Combat:''' <-Typical role in combat->
+
'''Combat:''' A Seijuro Heiko fills mostly a combative role in an adventure. The problem is they are just as likely to allow their traveling companions to fend for themselves then to help them depending on the strength of the opponent. One also doesn't know when they might just decide to leave because they find the travel with others can slow their own progress.
  
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->
+
'''Advancement:''' There really isn't any advancements that are needed. If you reached this point you are already over level 20 and thus know what you're doing.
  
'''Resources:''' <-What kind of assistance members of this class can expect from each other including possible organizations->
+
'''Resources:''' This character will usually only want items that can keep them from being effected by status effects or items that boost all their stats equally as to not loose their power of balance. A really good magical sword is always appreciated as well.
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A ... " SECTION -->
 
  
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION
+
====A Seijuro Heiko in the World====
====<-pluralized class name-> in the World====
 
  
{{quote|<-Some quote from a character of this class->|4=<-NPC name->, <-race-> <-class->}}
+
A Seijuro Heiko is a traveling sword. They do not seek wealth, money, or fame. They travel to find the meaning of the world and the people with in it. They defend the undefended and slay those who would slow their path.
  
<-Where characters of this class fit in a d20 world->
 
  
'''NPC Reactions:''' <-How NPCs react to characters of this class->
+
'''NPC Reactions:''' Many NPCs will attempt to hire a Seijuro Heiko for their own gains. Not all of these are evil intentions they are still just self motivation that a Seijuro Heiko could usually care less about. They would have a bigger emotional investment in a falling snow flake then the tides of war around them.
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION -->
 
  
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION
+
====Seijuro Heiko Lore====
====<-class name-> Lore====
 
  
Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
+
Characters with ranks in Knowledge History can research Seijuro Heiko to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
  
 
{| class="zebra d20"
 
{| class="zebra d20"
|+ <-the appropriate skills->
+
|+ Knowledge History
 
! DC || class="left" | Result
 
! DC || class="left" | Result
 
|-
 
|-
| 11 || class="left" | <-not so common knowledge->.
+
| 11 || class="left" | They are some type of great sword master.
 
|-
 
|-
| 16 || class="left" | <-rare information->.
+
| 16 || class="left" | They are the Masters of Hiten Mitsurugi Ryu.
 
|-
 
|-
| 21 || class="left" | <-very rare information->.
+
| 21 || class="left" | There is only one at a time.
 
|-  
 
|-  
| 26 || class="left" | <-information so obscure that members of this class might not even know it->.
+
| 26 || class="left" | They seek no personal gain or fame.
 
|}
 
|}
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION -->
 
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION
 
====<-pluralized class name-> in the Game====
 
 
<-How characters of this class fit in the game (PC and NPC) and what roles they play->
 
  
'''Adaptation:''' <-Fitting this class in your campaign->
+
==== Putting a Seijuro Heiko in the Game====
  
'''Sample Encounter:''' <-DM placement for NPC of this class->
+
When deciding to put a Seijuro Heiko into your game setting, you must be weary that he/she will be one of the most physically powerful things in your world. He/she can destroy almost anyone in a one on one fight and his/her speed and skill allows him/her to strike multiple opponents with deadly power and precision. Do not add this class lightly to your world, because if something makes him/her mad, it probably just died without knowing him/her.
  
''EL <- whatever ->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->
+
'''Adaptation:''' This Prestige class is epic in nature. You cannot become him unless you have 20 levels of the Apprentice of Hiten Mitsurugi ryu. In order to adapt this call, you would have to have someone start as the apprentice of this character and go on training missions the master gives him/her or have them just travel around looking for an apprentice.  
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION -->
 
  
<!-- REMOVE THIS LINE BEFORE YOU SAVE! --> <nowiki>
 
 
----
 
----
 
{{3.5e Prestige Classes Breadcrumb}}
 
{{3.5e Prestige Classes Breadcrumb}}
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[[Category:User]]
 
[[Category:User]]
 
[[Category:Class]]
 
[[Category:Class]]
[[Category:Prestige Class]]
+
[[Category:Epic Prestige Class]]

Latest revision as of 23:48, 18 August 2012

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Date Created: April 29, 2011
Status: In Progress
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Seijuro Heiko[edit]

They are masters of Hiten Mitsurugi Ryu fighting style, they have few equals in swordsmanship, and 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[edit]

You must have trained 20 levels in Apprentice of Hiten Mitsurugi Ryu, which allows you to learn the 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.

Entry Requirements
Special: See becoming Seijuro Heiko above.

Table: Seijuro Heiko

Hit Die: d6

Level Special
1st Amakakeru Ryu no Hirameki, Power of Balance
2nd Master Reach
3rd Master Precision, Power of Balance
4th Improved Master Reach
5th Aura of Grandeur, Power of Balance

Class Skills (4 + Int modifier per level.

Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Heal (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Survival (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

All of the following are class features of the 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 successful then this attack interrupts the attackers rolls even if they had a readied action against them. 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), maximum battōjutsu dice damage of 15d6, and an extra 3d6 for each point of balance. 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 -15 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, really, 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. Only a Wish or similar spell can restore 1 lost dice.

Power of Balance (Ex): This represents the further balance training and makes up for all the hard work training in the Hiten Mitsurugi Ryu. The character gains +2 to all 6 attributes. The character recieves another +2 to all attributes also on 3rd and 5th level as well.

Masters Reach (Ex): A Seijuro Heiko now can move so quickly in short distances that they threaten an additional 5ft around them. At 4th level this expands another 5ft with Improved Masters Reach.

Masters Precision (Ex): This works just like Precision from the apprentice of Hiten Mitsurugi Ryu. Stacking along with Pure Precision giving a total +3 to critical range and multiplier.

Aura of Grandure (Ex): 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 Seijuro Heiko the character can add his 25 Hiten Mitsurugi Ryu levels to any attack, damage, save, grapple, attribute check, or skill roll.

Campaign Information[edit]

Playing a Seijuro Heiko[edit]

Combat: A Seijuro Heiko fills mostly a combative role in an adventure. The problem is they are just as likely to allow their traveling companions to fend for themselves then to help them depending on the strength of the opponent. One also doesn't know when they might just decide to leave because they find the travel with others can slow their own progress.

Advancement: There really isn't any advancements that are needed. If you reached this point you are already over level 20 and thus know what you're doing.

Resources: This character will usually only want items that can keep them from being effected by status effects or items that boost all their stats equally as to not loose their power of balance. A really good magical sword is always appreciated as well.

A Seijuro Heiko in the World[edit]

A Seijuro Heiko is a traveling sword. They do not seek wealth, money, or fame. They travel to find the meaning of the world and the people with in it. They defend the undefended and slay those who would slow their path.


NPC Reactions: Many NPCs will attempt to hire a Seijuro Heiko for their own gains. Not all of these are evil intentions they are still just self motivation that a Seijuro Heiko could usually care less about. They would have a bigger emotional investment in a falling snow flake then the tides of war around them.

Seijuro Heiko Lore[edit]

Characters with ranks in Knowledge History can research Seijuro Heiko to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge History
DC Result
11 They are some type of great sword master.
16 They are the Masters of Hiten Mitsurugi Ryu.
21 There is only one at a time.
26 They seek no personal gain or fame.

Putting a Seijuro Heiko in the Game[edit]

When deciding to put a Seijuro Heiko into your game setting, you must be weary that he/she will be one of the most physically powerful things in your world. He/she can destroy almost anyone in a one on one fight and his/her speed and skill allows him/her to strike multiple opponents with deadly power and precision. Do not add this class lightly to your world, because if something makes him/her mad, it probably just died without knowing him/her.

Adaptation: This Prestige class is epic in nature. You cannot become him unless you have 20 levels of the Apprentice of Hiten Mitsurugi ryu. In order to adapt this call, you would have to have someone start as the apprentice of this character and go on training missions the master gives him/her or have them just travel around looking for an apprentice.


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