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Grimoire Tenken (3.5e Alternate Class Feature)

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! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
! rowspan="2" | Special
! rowspan="2" | [[#ShukuchiTojutsu|ShukuchiTojutsu]]<br/>Attack Bonus! rowspan="2" | [[#Fast Movement|Unarmored<br/>Speed Bonus]]
|-
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
|-
|1st|| class="left" | +0 || +0 || +2 || +0
| class="left" | [[#ShukuchiTojutsu|ShukuchiTojutsu]], [[#Piercing Wind|Piercing Wind +1d8]], [[#Weapon Focus|Weapon Focus]] || class="left" | –2/–2||+10 0 ft.
|-
|2nd|| class="left" | +1 || +0 || +3 || +0
| class="left" | [[#SprinterShielded in Life|SprinterShielded in Life]], [[#AC BonusSprinter|AC BonusSprinter]] || class="left" | -1/-1||+10 0 ft.
|-
|3rd|| class="left" | +2 || +1 || +3 || +1
| class="left" | [[#Dodge|Dodge]], [[#Piercing Wind|Piercing Wind +2d8]] || class="left" | +0/+0||+20 10 ft.
|-
|4th|| class="left" | +3 || +1 || +4 || +1
| class="left" | [[#Evasion|Evasion]], [[#Shunpo|Shunpo]], [[#Hummingbird Pierces the Flower|Hummingbird Pierces the Flower +1]] || class="left" | +2/+2||+20 10 ft.
|-
|5th|| class="left" | +3 || +1 || +4 || +1
| class="left" | [[#Iaido|Iaido]], [[#Piercing Wind|Piercing Wind +3d8]], [[#Uncanny Dodge|Uncanny Dodge]]|| class="left" | +3/+3||+20 10 ft.
|-
|6th|| class="left" | +4 || +2 || +5 || +2
| class="left" | [[#Flash Swipe|Flash Swipe]], [[#Mobility|Mobility]]|| class="left" | +4/+4||+30 20 ft.
|-
|7th|| class="left" | +5 || +2 || +5 || +2
| class="left" | [[#Daredevil|Daredevil]], [[#Piercing Wind|Piercing Wind +4d8]], [[#Thrash of the Willow Tree|Thrash of the Willow Tree]] || class="left" | +5/+5||+30 20 ft.
|-
|8th|| class="left" | +6/+1 || +2 || +6 || +2
| class="left" | [[#Hummingbird Pierces the Flower|Hummingbird Pierces the Flower +2]] || class="left" | +7/+7/+2||+30 20 ft.
|-
|9th|| class="left" | +6/+1 || +3 || +6 || +3
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Piercing Wind|Piercing Wind +5d8]], [[#Quickstep|Quickstep]]|| class="left" | +8/+8/+3||+40 30 ft.
|-
|10th|| class="left" | +7/+2 || +3 || +7 || +3
| class="left" | [[#Haste|Haste]]|| class="left" | +9/+9/+4||+40 30 ft.
|-
|11th|| class="left" | +8/+3 || +3 || +7 || +3
| class="left" | [[#Greater ShukuchiTojutsu|Greater ShukuchiTojutsu]], [[#Piercing Wind|Piercing Wind +6d8]] || class="left" | +10/+10/+10/+5||+40 30 ft.
|-
|12th|| class="left" | +9/+4 || +4 || +8 || +4
| class="left" | [[#Hummingbird Pierces the Flower|Hummingbird Pierces the Flower +3]], [[#Improved Evasion|Improved Evasion]]|| class="left" | +12/+12/+12/+7||+50 40 ft.
|-
|13th|| class="left" | +9/+4 || +4 || +8 || +4
| class="left" | [[#Piercing Wind|Piercing Wind +7d8]], [[#Improved Uncanny Dodge|Improved Uncanny Dodge]], [[#Bonus Feat|Bonus Feat]]|| class="left" | +12/+12/+12/+7||+50 40 ft.
|-
|14th|| class="left" | +10/+5 || +4 || +9 || +4
| class="left" | [[#Unbounded|Unbounded]]|| class="left" | +13/+13/+13/+9||+50 40 ft.
|-
|15th|| class="left" | +11/+6/+1 || +5 || +9 || +5
| class="left" | [[#Piercing Wind|Piercing Wind +8d8]] || class="left" | +14/+14/+14/+9/+4||+60 50 ft.
|-
|16th|| class="left" | +12/+7/+2 || +5 || +10 || +5
| class="left" | [[#Hummingbird Pierces the Flower|Hummingbird Pierces the Flower +4]], [[#Leap of the Clouds|Leap of the Clouds]]|| class="left" | +16/+16/+16/+11/+6||+60 50 ft.
|-
|17th|| class="left" | +12/+7/+2 || +5 || +10 || +5
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Piercing Wind|Piercing Wind +9d8]], [[#Quickstep|Improved Quickstep]]|| class="left" | +16/+16/+16/+11/+6||+60 50 ft.
|-
|18th|| class="left" | +13/+8/+3 || +6 || +11 || +6
| class="left" | [[#Life on The Edge|Life on The Edge]]|| class="left" | +17/+17/+17/+12/+7||+70 60 ft.
|-
|19th|| class="left" | +14/+9/+4 || +6 || +11 || +6
| class="left" | [[#Astra|Astra]], [[#Piercing Wind|Piercing Wind +10d8]]|| class="left" | +18/+18/+18/+13/+8||+70 60 ft.
|-
|20th|| class="left" | +15/+10/+5 || +6 || +12 || +6
| class="left" | [[#Hummingbird Pierces the Flower|Hummingbird Pierces the Flower +5]], [[Tenken_(3.5e_Class)#Shinsoke|Shinsoke]]|| class="left" | +20/+20/+20/+15/+10||+70 60 ft.
|- class="noalt"
| colspan="42" class="skill" |
'''Level:''' 1st
'''Replaces:''' If you select this class feature, you gain two extra skill points every level, you lose the [[Tenken_(3.5e_Class)#Superior_Finesse|Superior Finesse]] ability at first level, the ability to gain one's [[Wisdom]] bonus to AC along with the bonus at higher levels, the [[Tenken_(3.5e_Class)#Acrobatics|Acrobatics]] ability at first level and all its improvements, the Dodge feat at third level, the Mobility feat at sixth level, the bonus feats gained at levels 9, 13, and 17, the [[Tenken_(3.5e_Class)#Haste|Haste]] ability gained at level 10, and the [[BAB]] of the tenken is reduced to that of a [[Rogue]].
'''Benefit:''' You gain the following abilities and feats:
'''Class Skills:''' Add the following skills to the Tenken's class skills: Hide, Listen, Move Silently, Spot
'''Weapon and Armor Proficiency:''' Gain The tenken gains proficiency with Light all simple and martial weapons. They are also proficient with light armor in addition to the normal proficiencies the Tenken receives.
'''{{Anchor|Weapon FocusFast Movement}}([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At first level, the A tenken chooses a one-handed melee weapon which deals slashing damage; he is fast. Very fast. He gains an enhancement bonus to his [[SRD:Weapon FocusMovement Speed|speed]], as shown on [[#Table: The Grimoire Tenken|Weapon FocusTable: The Grimoire Tenken]] with that weapon. A tenken in medium or heavy armor, wielding a shield, or carrying a medium or heavy load loses this extra speed.
'''{{Anchor|ShukuchiWeapon Focus}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When unarmored or in light armorAt first level, a the tenken may strike with the shukuchi—-chooses a flurry of ridiculously fast strikes—at the expense of accuracy. When doing so, he may make one extra attack in a full attack at his highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made weapon that turn. The resulting modified base attack bonuses are shown in the Shukuchi Attack Bonus column on [[#Table: The Grimoire Tenken|Table: The Grimoire Tenken]]. When a tenken reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. The technique can only be used when he is wielding a single melee proficient with; he gains [[SRD:Slashing WeaponFocus|slashing weaponWeapon Focus]], and may only be used with a primary weapon, and not in conjunction with [[SRD:Two-Weapon_Fighting|two-that weapon fighting]] or anything similar (such as [[SRD:Multiweapon_Fighting|multiweapon fighting]]) or when made in conjunction with attacks that are considered natural attacks (including those that are also considered manufactured weapons, such as the [[SRD:Monk|monk's]] [[SRD:Monk#Unarmed_Strike|unarmed strike]].
The '''{{Anchor|Tojutsu}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When unarmored or in light armor and using a melee or special monk weapon, a tenken's ability to use may strike with the Tojutsu—-a flurry of ridiculously fast strikes—at the shukuchi improves at 11th levelexpense of accuracy. In addition to the standard extra attack he receivesWhen doing so, he also gains another may make one extra attack in a full attack at his highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made until the start of his next round. The resulting modified base attack bonuses are shown in the Tojutsu Attack Bonus column on [[#Table: The Grimoire Tenken|Table: The Grimoire Tenken]]. When a tenken reaches 5th level, the penalty lessens to –1, and at 9th level it disappears.
The tenken'''{{Anchor|Piercing Wind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Whenever the tenken chooses s ability to use Shukuchi, he gains +1d8 damage to all attacks made during his turn the Tojutsu improves at first 11th level. This damage increases by 1d8 at every odd level (In addition to 2d8 at level 3the standard extra attack he receives, 3d8 he also gains another extra attack at level 5, 4d8 at level 7, and so on). This damage is considered to be Precision damage, and only deals 1/2 its usual damage against creatures immune to Sneak Attacks or Critical Hitshis highest base attack bonus.
'''{{Anchor|AC BonusPiercing Wind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At second Whenever the tenken chooses to use Tojutsu, he gains +1d8 damage to all attacks made until the start of his next round at first level. This damage only applies to attacks derived from BAB and extra attacks from Tojutsu, attacks of opportunity, spells (such as Haste), or the Tenken may add his class abilities of other characters, but not to attacks from other sources (such as [[WisdomSRD:Two-Weapon Fighting|Two-Weapon Fighting]] modifier to AC when wearing no or light armor. This bonus does not stack with any other ability which grants one's , [[WisdomSRD:Natural Weapons|natural weapons]] modifier , and the like), and increases by 1d8 at every odd level (to AC2d8 at level 3, 3d8 at level 5, 4d8 at level 7, and adds so on). This damage is considered to the Tenken's AC even when flatfooted or against touch attacksbe Precision damage, but not when he is helpless. Any of the tenken's abilities that worked and only when bereft of armor now work in light armor as welldeals 1/2 its usual damage against creatures immune to Sneak Attacks or Critical Hits.
'''{{Anchor|SprinterShielded in Life}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When brawn failsAt second level, sometimes the best option is to run, whether it be towards Tenken gains the enemy or away from them[[Shielded_in_Life_(3. The tenken takes this strategem to heart, and has finely honed his ability to sprint. When not wearing armor or 5e_Feat)|Shielded in light armor and carrying less than a light load, a tenken runs five times his speed. If he takes the [[RunLife]] feat, he can run six times his speed when unarmored and unencumberedas a bonus feat.
'''{{Anchor|DodgeSprinter}}([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A When brawn fails, sometimes the best option is to run, whether it be towards the enemy or away from them. The tenken is a terribly elusive opponenttakes this strategem to heart, bending and weaving through sword strikes has finely honed his ability to sprint. When unarmored or in ways that few could emulatelight armor and carrying less than a light load, a tenken runs five times his speed. At 3rd level, If he takes the tenken gains [[DodgeRun]] as a bonus feat even if he does not meet the prerequisites. If he already has , this feat, then he may select a feat from the list of fighter bonus featsimproves to six times his speed.
'''{{Anchor|Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Veteran warriors, particularly those accustomed to fighting without armor, have been known to develop a "soldier's sense" that instinctually warns them of impending danger. The tenken listens well to this primordial foresight and uses his unmatched agility to dodge. At 4th level or higher, a tenken can avoid even magical or unnatural attacks with great agility. If he makes a successful [[SRD:Saving Throw|Reflex]] saving throw against an attack that normally deals half damage on a successful save, the tenken instead takes no damage. This ability only works if the tenken is unarmored or in light armor and unencumbered. A helpless tenken does not gain the benefit of evasion.
'''{{Anchor|Hummingbird Pierces the Flower}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The tenken's strikes become far more accurate than those of any of his peers as he learns to hit the smallest of targets with his fastest flurry of blows. At fourth level, when a tenken uses ShukuchiTojutsu, he gains a +1 competence bonus to all attacks made during his turn. This bonus increases by one at every four levels afterwards to a maximum of +5 at level 20. This competence bonus stacks with any competence bonus granted by any class, but not one granted from feats or other abilities.
'''{{Anchor|Shunpo}} ([[SRD:Special_Abilities_Overview#Psi-Like|Ps]]):''' The tenken's speed quickly reaches incredibly heights, allowing him to move from place to place in only the blink of an eye, confusing his enemies as he reaches places he isn't expected to be. At fourth level, the Tenken may use [[SRD:Dimension_Slide|Dimension Slide]] once per encounter, and gains one more use of this ability every three levels hence (twice at 7th level, thrice at 11th level, and so on). His effective manifester level for the use of this ability is equal to his class level. Unlike other Psi-Like abilities, the use of this ability does not provoke an Attack of Opportunity.
'''{{Anchor|Iaido}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Swiftness is what the tenken is all about; swiftness of movement, swiftness of body, swiftness of the mind--and yes, even swiftness of blade. Once per round at fifth level, when the Tenken draws the weapon which he chose Weapon Focus for at first level, he made may add his [[Dexterity]] modifier to damage on the first attack made with that weapon. At level 15 this ability improves, allowing him to add the damage on all attacks made in that round.
'''{{Anchor|Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level, a tenken retains his [[Dexterity]] bonus to AC (if any) even if he is caught flat-footed or struck by an [[SRD:Invisible|invisible]] attacker. However, he still loses his [[Dexterity]] bonus to AC if immobilized. If he already has the uncanny dodge class feature from another class, he automatically gains improved uncanny dodge (see below) instead. If he is wearing armor or encumbered, the tenken does not receive the benefits of uncanny dodge or improved uncanny dodge.
'''{{Anchor|Flash Swipe}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Just as the tenken's speed rises, so do his increase amounting in what might well be super-human levels. At sixth level, whenever a foe moves and becomes adjacent to him, the tenken may take a single attack at his highest attack bonus as an immediate action. In addition, he may draw the weapon which he chose Weapon Focus with at first level should he wish before making the attack. He may not use Shukuchi Tojutsu in conjunction with this attack. '''{{Anchor|Mobility}}:''' A tenken gains [[Mobility]] as a bonus feat at 6th level even if he does not meet the prerequisites. If he already has this feat, then he may select a feat from the list of fighter bonus feats.
'''{{Anchor|Daredevil}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 7th level tenken can take part of one of his [[SRD:Move Actions|move actions]] to traverse a wall or other relatively smooth vertical surface if he begins and ends his move on a horizontal surface. The height he can achieve on the wall is limited only by this movement restriction. If he does not end his move on a horizontal surface, he falls [[prone]], taking falling damage as appropriate for his distance above the ground. Treat the wall as a normal floor for the purpose of measuring his movement. Passing from floor to wall or wall to floor costs no movement; he can change surfaces freely. Opponents on the ground can make attacks of opportunity as he moves up the wall.
The tenken can take other move actions in conjunction with moving along a wall. For instance, the [[Spring Attack]] feat allows him to make an attack from the wall against a foe standing on the ground who is within the area he threatens; however, if he is somehow prevented from completing his move, he falls. Likewise, he could tumble along the wall to avoid [[SRD:Attack of Opportunity|attacks of opportunity]].
'''{{Anchor|Thrash of the Willow Tree}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As he gains mastery over the art of quickness, the Tenken learns to use his most powerful attacks even when moving at incredible speeds. At level 7, the tenken gains the ability to use Shukuchi Tojutsu even when making circumstances would force him to make a single attack, such as on a charge, during a spring attack, or attacking after movement. He gains all the bonuses and penalties that Shukuchi Tojutsu would entail when making the attack, including extra damage, extra attacks, and any penalties to attack he might be forced to take due to Shukuchi. '''{{Anchor|Bonus Feats}}:''' At level 9, 13, and 17, the Tenken gains a single Figher bonus feat which he qualifies forTojutsu.
'''{{Anchor|Quickstep}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The tenken's sheer speed makes him extremely difficult to track in combat at 9th level. On any turn where he has moved 10 or more feet, the tenken's form appears to waver and shift, and he gains 20% concealment as if he was affected by a ''[[SRD:Blur|blur]]'' spell. This effect cannot be negated by any means because it is not a magical effect, but simply a result of his quickness.
At 17th level, the tenken's quickstep ability improves to the point where another being's eyes are unable to follow his movement, making him appear several feet away from his actual location. He now gains the effects of a ''[[SRD:Displacement|displacement]]'' spell when he moves more than 10 feet in a turn.
'''{{Anchor|Haste}} ([[SRD:Special_Abilities_Overview#Supernatural|Su]]):''' At level 10, as a free swift action, the Tenken may [[SRD:Haste|Haste]] himself for one round once per encounter. For every six levels he possesses, he may haste himself for one once more round per encounter (two rounds twice at level 12, three rounds times at level 18, and so on). The extra attack granted by this effect stacks with any additional attacks granted by the ShukuchiTojutsu, but does not stack with any attack provided by a weapon with the speed enchantment.
'''{{Anchor|Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The tenken's ability to dodge attacks with miraculous speed increases. This ability functions like evasion (see above) but the tenken only takes half damage even if he fails his Reflex save. A helpless tenken does not gain the benefit of improved evasion.
'''{{Anchor|Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 13th 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|Unbounded}} ([[SRD:Special Abilities Overview#ExtraordinarySupernatural|ExSu]]):''' There is no way the tenken could have survived as long as he has without being able to get out of sticky situations. At Once per encounter as a swift action at 14th level, a tenken acts as if he is permanently under the effect of a ''[[SRD:Freedom of Movement|freedom of movement]]'' spellfor three rounds.
'''{{Anchor|Leap of the Clouds}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 16th level, a tenken’s jumping distance (vertical or horizontal) is no longer limited according to his height. This ability only functions if the tenken is unarmored or in light armor 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 improves by one. This enhancement is add after everything else (thus 19-20 to 19would become 18-20, 19while 17-20 to 18would become 16-20, 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. A tenken can reset the DC by resting for five minutes.
'''{{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 or in light armor 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.
==== Unarmed Grimoire Tenken ====
For a more monk-like tenken, do the following:
#Remove Light Armor Proficiency. This does not mean that the Unarmed Grimoire Tenken is unable to benefit from class abilities while in light armor, simply that he takes the appropriate penalty when wearing armor, which can be remedied by taking Light Armor Proficiency.
#Add the [[SRD:Monk|monk's]] unarmed damage progression.
#Make [[#Weapon Focus|Weapon Focus]] be forced to be taken with Unarmed Strikes.
#Make Shukuchi Tojutsu only usable with unarmed strikes (but no other natural weapons, or [[SRD:Two-Weapon_Fighting|two-weapon fighting]]/[[SRD:Multiweapon_Fighting|multiweapon fighting]]). Change name to "Taijutsu".
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