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View Full Version : D&D 3.x Class Iaijutsu Assassin [Base][PEACH]



gooddragon1
2014-03-07, 07:16 AM
Iaijutsu Assassin

An iaijutsu assassin is a weapons master who uses the art of quick drawing their weapons to make almost any weapon more lethal. The reflexes and skill of iaijutsu assassins make them deadly to even unusual foes.

Background: An iaijutsu assassin is likely to be a disgraced samurai or individual who was formerly on the path to being a samurai but turned away most likely due to conflicting ideals. While the iaijutsu assassin has discarded the way of the samurai they have not discarded their fighting technique entirely.

Adventure: Most likely a wandering sword for hire or a vanguard of the oppressed the iaijutsu assassin adventures for either a cause, to improve their skills, or often both.

Religion: An iaijutsu assassin is most likely to worship a deity who's cause aligns with their own (this generally means their alignments match but not always).

Abilities: Strength or dexterity is important to an iaijutsu assassin as it affects their ability to strike opponents. However, iaijutsu assassins tend to focus more on dexterity than strength more often given how their fighting style functions. Constitution keeps all warriors alive longer and the iaijutsu assassin is no exception.

Starting Gold: 4d4 x 10 gp
Starting Age: Complex
Alignment: Any non-lawful.
Hit Dice: d8

Class Skills:
The class skills of the iaijutsu assassin and their related ability score are Balance (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Rope (Dex).

Skill Points at 1st Level: (4 + Int Modifier) x 4
Skill Points and Each Additional Level: 4 + Int Modifier

{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+0|+0|+2|+0|Prowess, Quick Draw, Quick Sheathe, Unorthodox Iaijutsu

2nd|+1|+0|+3|+0|Evasion

3rd|+2|+1|+3|+1|Uncanny Dodge

4th|+3|+1|+4|+1|Superb Reflexes

5th|+3|+1|+4|+1|Hot Steel

6th|+4|+2|+5|+2|Improved Uncanny Dodge

7th|+5|+2|+5|+2|Reflexive Dodge

8th|+6/+1|+2|+6|+2|Thousand-Handed Strike

9th|+6/+1|+3|+6|+3|Improved Evasion

10th|+7/+2|+3|+7|+3|Improved Iaijutsu x3, Uncanny Counter

11th|+8/+3|+3|+7|+3|Reflexive Recovery

12th|+9/+4|+4|+8|+4|Sense Weakness

13th|+9/+4|+4|+8|+4|Change the Tides

14th|+10/+5|+4|+9|+4|Unhindered Mobility

15th|+11/+6/+1|+5|+9|+5|Battle Clarity

16th|+12/+7/+2|+5|+10|+5|Free Sheathing

17th|+12/+7/+2|+5|+10|+5|Superior Uncanny Dodge

18th|+13/+8/+3|+6|+11|+6|Untarnished Attack

19th|+14/+9/+4|+6|+11|+6|Legendary Reflexes

20th|+15/+10/+5|+6|+12|+6|Improved Clarity, Improved Iaijutsu x4

[/table]

Weapon and Armour Proficiency: An iaijutsu assassin is proficient with all simple and martial weapons. An iaijutsu assassin is proficient with light armor, but not with shields.

An iaijutsu assassin using a shield or armor heavier than light armor cannot make use of their prowess to fuel some of their abilities.

Prowess (Ex)

An iaijutsu assassin can perform unbelievable acts of skill as a result of their intense mental and physical training. These acts fall under two categories, major and minor, and the iaijutsu assassin may perform them only a limited number of times in a day as described on the table below. 4 minor prowess may be used in place of 1 major prowess and 1 major prowess may be used in place of a minor prowess. An iaijutsu assassin must spend 5 minutes per day in practice to regain all uses of major/minor prowess for the day. An iaijutsu assassin never naturally forgets the muscle memory involved in that enables their art-form because of their subconscious connection to it, but they must practice to extract the more demanding expressions of it from their muscle memory.

{table=head] Level| Major Prowess | Minor Prowess
1st | 1 | 1 |
2nd | 1 | 1 |
3rd | 1 | 1 |
4th | 1 | 2 |
5th | 2 | 2 |
6th | 2 | 2 |
7th | 2 | 3 |
8th | 2 | 3 |
9th | 2 | 3 |
10th | 2 | 4 |
11th | 2 | 4 |
12th | 2 | 4 |
13th | 2 | 5 |
14th | 2 | 5 |
15th | 3 | 5 |
16th | 3 | 6 |
17th | 3 | 6 |
18th | 3 | 6 |
19th | 3 | 7 |
20th | 3 | 7 |
[/table]


Quick Draw (Ex)

An iaijutsu assassin by necessity learns how to draw their weapon quickly and this is reflected in gaining quick draw as a bonus feat even if the prerequisites are not met.

Quick Sheathe (Ex)

An iaijutsu assassin must be able to quickly sheathe their weapon to attack with intensity. Once per round as a minor prowess, an iaijutsu assassin may sheathe their weapon as a free action.

Unorthodox Iaijutsu (Ex)

When an iaijutsu assassin makes an attack with a weapon they have just drawn they can potentially deal a much more accurate and devastating attack or set of attacks than normal but this form of attacking does not rely on brute power in the same way other attacks would. Firstly, all attacks the iaijutsu assassin makes with a weapon they have drawn in that round are touch attacks. However, the damage dealt by these attacks is only increased by the abilities of this class and is otherwise merely a function of the base damage dice of the weapon (even critical hits are not applied). The attacks deal extra damage equal to the amount by which the attack roll of the attack exceeds the touch armor class of the target. As a major prowess, the first attack made after the weapon is drawn deals twice this amount instead. Non-thrown ranged weapons generally cannot be used for this ability as well as most natural attacks as they are not "drawn". An iaijutsu assassin cannot perform this ability while two-weapon fighting, multiweapon fighting, or raging. An iaijutsu assassin gains weapon finesse as a bonus feat even if they don't meet the prerequisites. Lastly, the first opportunity attack in a round that the iaijutsu assassin makes is treated as an iaijutsu attack if they use a weapon they can draw (the weapon is drawn and then immediately re-sheathed for free in this circumstance).

Evasion (Ex)

At 2nd level and higher, the iaijutsu assassin extends their reflexes in attacking to allow them to avoid even magical and unusual attacks. If the iaijutsu assassin makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if the iaijutsu assassin is wearing light armor or no armor. A helpless iaijutsu assassin does not gain the benefit of evasion.

Uncanny Dodge (Ex)

Starting at 3rd level, an iaijutsu assassin can instinctively react to danger before their higher mind is aware of it. The iaijutsu assassin retains their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized.

If an iaijutsu assassin already has uncanny dodge from a different class they automatically gain improved uncanny dodge instead.

Superb Reflexes (Ex)

At 4th level, the reflexes of an iaijutsu assassin are so honed that they are not known to fail as frequently as those of the less talented. Once per turn as a major prowess, an iaijutsu assassin may reroll a failed reflex save and choose the better of the two rolls. In addition, the iaijutsu assassin gains lightning reflexes as a bonus feat.

Hot Steel (Ex)

At 5th level, an iaijutsu assassin can draw their weapon so quickly that the friction heats it up and causes it to glow noticeably. When using a mostly metal weapon the first attack after unsheathing deals an extra 1d6 fire damage.

Improved Uncanny Dodge (Ex)

At 6th level and higher, an iaijutsu assassin has expanded his awareness to the point where they can no longer be flanked by any but the most experienced in doing so. The iaijutsu assassin cannot be flanked and this defense denies a rogue the ability to sneak attack the iaijutsu assassin by flanking them, unless the attacker has at least four more rogue levels than the target has iaijutsu assassin levels. If a character already has uncanny dodge 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.

Reflexive Dodge (Ex)

At 7th level, an experienced iaijutsu assassin can focus on their target to evade even the most vicious attacks. Once per turn as a minor prowess, an iaijutsu assassin may make a reflex save against an attack that would otherwise hit them and if the result is at least equal to the attack roll they evade the attack. In addition, the iaijutsu assassin gains dodge as a bonus feat even if they do not meet the prerequisites.

Thousand-Handed Strike (Ex)

At 8th level, an iaijutsu assassin can attack so swiftly that they cover an entire area around them. As a standard action, an iaijutsu assassin may deal 1d6 damage per 5 class levels they have to all targets they choose within the reach of a melee weapon they have drawn that turn. Targets in the affected area must succeed on a reflex save for half damage (DC 10 + 1/2 class level + Wis modifier). If the iaijutsu assassin uses expends a major prowess they can deal twice as much damage with this ability. This is treated as an iaijutsu attack.

Improved Evasion (Ex)

At 9th level, an iaijutsu assassin never fully fails to dodge even the most seemingly hopeless area attacks. They still take no damage on a successful Reflex saving throw against attacks, but henceforth they take only half damage on a failed save. A helpless iaijutsu assassin does not gain the benefit of improved evasion.

Improved Iaijutsu (Ex)

At 10th level and every 10 levels thereafter the skill of the iaijutsu assassin's technique improves such that the amount by which the damage of the first attack after unsheathing is multiplied when performing a major prowess increases by 1 (x3 at 10th, x4 at 20th, etc.). In addition, at 10th level an iaijutsu assassin may apply weapon finesse to all one-handed and light weapons they use. At 20th level, an iaijutsu assassin may apply weapon finesse to any melee weapon they use.

Uncanny Counter (Ex)

At 10th level, an iaijutsu assassin can instinctively attack to aid them in countering the grappling attempts of their opponents. If an opponent would attempt to grapple an iaijutsu assassin they may automatically use an iaijutsu strike against that opponent with their opportunity attack without needing to draw a weapon that they use or even with a natural attack or unarmed strike. If the iaijutsu assassin counters a grapple attempt with this ability the target cannot make further grapple attempts against them for the remainder of the round. If the opponent would not normally provoke an attack of opportunity for grappling the iaijutsu assassin may expend a major prowess to take their attack of opportunity anyways.

Reflexive Recovery (Ex)

At 11th level, an iaijutsu assassin is not given to fumble frequently when their nimbleness is in demand. Once per turn as a minor prowess, an iaijutsu assassin may make a reflex save in place of a failed skill check based on dexterity and take the better of the two rolls (or three rolls if they opt to reroll the reflex save). In addition, the iaijutsu assassin gains a +2 competence bonus on all skill checks based on dexterity.

Sense Weakness (Ex)

At 12th level, an iaijutsu assassin instinctively knows where to strike to inflict damage on tougher targets. An iaijutsu assassin may ignore half of a targets hardness and/or damage reduction when making iaijutsu attacks. For a single attack in a round, an iaijutsu assassin may use a major prowess to completely ignore hardness and/or damage reduction of the target they attack.

Change the Tides (Ex)

At 13th level, an iaijutsu assassin can steal some of the rhythm from their opponents and act before them in a way. Once per turn as a major prowess, an iaijutsu assassin may increase their initiative to be 1 higher than the initiative of an enemy they strike with an attack of opportunity if it would be greater than their own. This change in initiative takes effect at the start of the next round. In addition, the iaijutsu assassin gains improved initiative as a bonus feat.

Unhindered Mobility (Ex)

At 14th level, an iaijutsu assassin can move in the lightest armors as though they were not wearing them. If an iaijutsu assassin is wearing a light armor with a maximum dexterity score of 6 or more they are instead treated as being unarmored when beneficial (no maximum dexterity score, no armor check penalty, etc.).

Battle Clarity (Ex)

At 15th level, the iaijutsu assassin has learned how to enter a state of clarity when making a single attack that makes dodging that attack extremely difficult. Once per round as a major prowess, the iaijutsu assassin can reroll an attack roll that has failed and take the higher of the two results. In addition, the iaijutsu assassin gains a +1 competence bonus on attack rolls for iaijutsu attacks.

Free Sheathing (Ex)

At 16th level, the iaijutsu assassin has such experience in their artform that they no longer need to expend a minor prowess to use the quick sheathe ability.

Superior Uncanny Dodge (Ex)

At 17th level, the reflexes of an iaijutsu assassin can trigger in response to almost anything. Once per round as a minor prowess, if the iaijutsu assassin would be denied their dexterity bonus or flanked they are instead not denied their dexterity bonus and/or flanked. Furthermore, once per round as a minor prowess, the iaijutsu assassin may make an opportunity attack against a target that would normally flank them if not for their improved uncanny dodge ability (targets not subject to his improved uncanny dodge ability are not valid targets).

Untarnished Attack (Ex)

At 18th level, an iaijutsu assassin attacks so swiftly that their attacks don't even appear to have connected until after the damage is done. The iaijutsu assassin and the weapon they use (if melee) do not suffer from retaliatory effects of targets they strike with iaijutsu attacks (such as a babau's protective slime or a fire shield spell).

Legendary Reflexes (Ex)

At 19th level, the iaijutsu assassin's ability to act by reflex becomes second nature to them. The iaijutsu assassin need only use minor prowess for their superb reflex ability.

Improved Clarity (Ex)

At 20th level, the iaijutsu assassin may succeed where others would fail in respect to their reflexes and artform. Once per day, the iaijutsu assassin does not automatically fail on a natural roll of 1 when making any reflex save or an attack roll for an iaijutsu attack (one or the other).

===

Feats...


Eschew Weapon [Iaijutsu]

Prerequisite

Improved Unarmed Strike or Improved Natural Attack with the selected natural attack, Unorthodox Iaijutsu

Benefit

You may use unarmed strikes and natural attacks for your unorthodox iaijutsu ability and other iaijutsu abilities. You must still "sheathe" the unarmed strike or natural attack which may require a move action unless you use quick sheathing. Generally you stick your hand or claw under your arm or in a pocket. You may only use one hand or natural weapon that you have (even if you have multiple instances of the same natural weapon, such as multiple claws, you must pick only one to use when performing a given technique).


Extra Prowess [Iaijutsu]

Benefit

You gain 1 extra use per day of minor prowess.

Special

A character may gain this feat multiple times. Its effects stack.

===

Inspiration: http://youtu.be/rrveXmmZnT0?t=6m43s
Justifying attack roll result as the speed of the attack and other things...

gooddragon1
2014-03-08, 02:59 AM
Updated everything and even added feats. No dead levels remaining. Added flavor text. I would like review on the relationship between minor/major prowess per day and effectiveness of abilities in particular but all feedback is good.

EDIT: Fixed something to allow 1 opportunity attack to gain the benefits of iaijutsu so a later class feature functions appropriately and to allow an AoO in general.

boros_blitz
2014-03-08, 05:12 AM
Just looked at the class really quickly, and i have a couple of critiques:
1. Hot Steel is a very underpowered. 1d6 extra fire damage at level 11? Maybe have it deal more damage or have it come earlier?
2. Iaijutsu practitioners are FAST. They use very little strength, traditionally, and focus on speed. Perhaps give them some sort of finesse type ability?
3. Perhaps give some abilities a WIS focus? It would be very thematically appropriate, and make them a bit more than a warrior.

Hope these critiques help!

gooddragon1
2014-03-08, 05:19 AM
Just looked at the class really quickly, and i have a couple of critiques:
1. Hot Steel is a very underpowered. 1d6 extra fire damage at level 11? Maybe have it deal more damage or have it come earlier?
2. Iaijutsu practitioners are FAST. They use very little strength, traditionally, and focus on speed. Perhaps give them some sort of finesse type ability?
3. Perhaps give some abilities a WIS focus? It would be very thematically appropriate, and make them a bit more than a warrior.

Hope these critiques help!

1- It's just a nifty way to deal fire damage and they don't often deal damage outside normal stuff. It's more for thematics but i moved it to 5 and reflexive recovery to 11.
2- The way that the extra damage is dealt somewhat lends itself to that already. But I'll give them weapon finesse and and finesse with more options later.
3- Thousand hands to wis has been implemented.

Thanks for the critiques.