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gooddragon1
2017-01-06, 04:04 AM
Animus Swordsman



https://www.merriam-webster.com/dictionary/animus
Definition of animus
1: basic attitude or governing spirit : disposition, intention


An Animus Swordsman is a warrior who seeks to understand swordsmanship by understanding himself. While an animus swordsman is capable of potentially using any melee weapon for their abilities, they gain a significant advantage when using katanas.

Adventures: An animus swordsman seeks to connect with their animus by strengthening their bond through diverse life experiences.

Characteristics: An animus swordsman learns a variety of special fighting techniques in an order of their choosing (generally whatever calls to them most intensely).

Alignment: Any nonchaotic. An animus swordsman must not have a wildly untamed inner self.

Religion: An animus swordsman may be of any religion, but deities that focus on the mind or swordsmanship are marginally more prevalent as their subjects of worship and reverence.

Background: An animus swordsman is a person who has trained with weapons and realized that knowing what governs their instinctual reflexes in combat will grant them greater prowess.

Races: Any race with an animus (inner self) is capable of being an animus swordsman. Any non-mindless creature capable of being resurrected with a raise dead spell has an animus (so vermin generally don't and neither do extraplanar outsiders for example).

Game Rule Information:
Animus swordsmen have the following game statistics.
Ability Scores: Strength and Dexterity play a large part in determining how effective an animus swordsman is with many of their abilities. Constitution is important for any front line combatant. Intelligence allows an animus swordsman to have a greater repertoire of available skills.
Alignment: Any nonchaotic.
Hit Dice: d8.
Starting Wealth: As fighter.
Starting Age: As fighter.

Class Skills:
The focused champion's class skills (and the key ability for each skill) are Balance (Dex), Jump (Str), Listen (Wis), Profession (Wis), Spot (Wis), Sense Motive (Wis), Swim (Str), and Tumble (Dex).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Animus Swordsman


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Speed Bonus


1st

+1

+2

+2

+2
Animus Special Proficiency, Animus Talent, Quick Draw (Katana), Weapon Focus (Katana)
+0 ft.


2nd

+2

+3

+3

+3
Animus Prowess
+0 ft.


3rd

+3

+3

+3

+3
Weapon Specialization (Katana)
+10 ft.


4th

+4

+4

+4

+4
Animus Talent
+10 ft.


5th

+5

+4

+4

+4
AC Bonus, Animus Prowess, Steadfast Resolve
+10 ft.


6th

+6/+1

+5

+5

+5
Greater Weapon Focus (Katana)
+20 ft.


7th

+7/+2

+5

+5

+5
Animus Talent
+20 ft.


8th

+8/+3

+6

+6

+6
Animus Prowess
+20 ft.


9th

+9/+4

+6

+6

+6
Greater Weapon Specialization (Katana)
+30 ft.


10th

+10/+5

+7

+7

+7
Animus Talent
+30 ft.


11th

+11/+6/+1

+7

+7

+7
Animus Prowess
+30 ft.


12th

+12/+7/+2

+8

+8

+8
Melee Weapon Mastery (Katana)
+40 ft.


13th

+13/+8/+3

+8

+8

+8
Animus Talent
+40 ft.


14th

+14/+9/+4

+9

+9

+9
Animus Prowess
+40 ft.


15th

+15/+10/+5

+9

+9

+9
Improved Critical (Katana)
+50 ft.


16th

+16/+11/+6/+1

+10

+10

+10
Animus Talent
+50 ft.


17th

+17/+12/+7/+2

+10

+10

+10
Animus Prowess
+50 ft.


18th

+18/+13/+8/+3

+11

+11

+11
Weapon Supremacy (Katana)
+60 ft.


19th

+19/+14/+9/+4

+11

+11

+11
Animus Talent, Timeless Body
+60 ft.


20th

+20/+15/+10/+5

+12

+12

+12
Animus Prowess, Epic Weapon Focus (Katana), Epic Weapon Specialization (Katana)
+60 ft.



The following are all class features of the Animus Swordsman:

Weapon and Armor Proficiencies

An animus swordsman is proficient with all simple weapons, martial weapons, the katana, the bastard sword, and light armor (but not with shields).

Animus Special Proficiency (Ex)

An animus swordsman can treat a bastard sword as a katana for all purposes. Thus he gets a +1 masterwork bonus when wielding a bastard sword even if it is not a masterwork weapon as long as he has a dexterity or strength score of at least 13. Furthermore, an animus swordsman does not need to have at least a 13 in strength to wield a katana or a bastard sword in one hand.

Animus Prowess

At 2nd level, an animus swordsman gains an additional bonus feat and every three animus swordsman levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. An animus swordsman must still meet all prerequisites for a bonus feat. An animus swordsman may also choose to gain a +1 attack roll bonus against creatures of a specific type in place of one of these bonus feats (as per the ranger's favored enemy including stacking multiple similar choices, except with attack rolls instead of damage rolls and none of the other bonuses).

Katana Bonus Feats

An animus swordsman gains weapon focus (katana) and quick draw (usable only with a katana) at 1st level. At 3rd level, an animus swordsman gains weapon specialization (katana). At 6th level, an animus swordsman gains greater weapon focus (katana). At 9th level, an animus swordsman gains greater weapon specialization (katana). At 12th level, an animus swordsman gains melee weapon mastery, but only for the katana. At 15th level, an animus swordsman gains improved critical (katana). At 18th level, an animus swordsman gains weapon supremacy (katana). At 20th level, an animus swordsman gains both epic weapon focus and epic weapon specialization (katana). An animus swordsman gains these bonus feats even if he would not normally meet their prerequisites. If an animus swordsman already has one of these feats or something that would overlap it's function (Such as melee weapon mastery (slashing) instead of melee weapon mastery (katana)) they may instead pick an animus prowess option (either the fighter bonus feat or the favored enemy attack bonus).

Fast Movement (Ex)

At 3rd level, an animus swordsman gains an enhancement bonus to his speed, as shown on Table: The Animus Swordsman. An animus swordsman in medium armor, heavy armor, or carrying a medium or heavy load loses this extra speed.

Animus Talent

An animus swordsman gains an animus talent at 1st level, 4th level, and every 3 levels thereafter (7th, 10th, 13th, and 16th, 19th, etc.). These talents function only with melee weapons (or natural attacks/unarmed strikes) for any attack functions they have and are always treated as being made with one hand.

Blade Beam (Su): An animus swordsman can channel their ki to create a beam of energy which can harm their opponents. As a standard action, an animus swordsman may create a beam of energy (usually in the form of a crescent arc, but it can be unique to the animus swordsman depending on their animus) that travels out to a distance of up to 50 feet + 5 feet per animus swordsman level. They must make a ranged attack roll to hit with this blade beam. This attack deals damage as a normal weapon attack would plus an additional 1d6 damage at 1st level, 4th level, and every 4 levels thereafter (8th, 12th, etc). This attack can benefit from far shot, improved precise shot, point blank shot, precise shot, shot on the run, and similar feats. A blade beam is subject to damage reduction and hardness. At 5th level, a blade beam can instead be used as a targeted dispel magic (except that it can affect anything that could be dispelled by some means availabile to a wizard of equivalent level (even force effects for example since they can be dispelled by mage's disjunction at 17th level), substitute animus swordsman level for caster level, and it does not have a maximum level bonus restriction).

Crane Wing Slice (Ex): An animus swordsman can use a rotational technique to make an attack that is much harder to defend against. As a standard action, an animus swordsman can make a number of attack rolls against a single target within his reach equal to the number of attacks he would normally be afforded by his base attack bonus plus 1 additional attack roll. A natural result of 20 or a critical threat can only be determined by the first roll (subsequent rolls do not automatically hit on a result of 20 and do not threaten critical hits). He then takes the best result of those attack rolls as the attack roll that is used (however, to confirm a critical hit he is still only allowed one attack roll). If this attack hits, the subject of the attack must make a Fortitude save DC 10 + 1/2 animus swordsman level + Dexterity modifier. If they fail this fortitude save the attack ignores any damage reduction and/or hardness they might have. On a successful save, the attack ignores only half of the damage reduction or hardness they have. The attack deals otherwise normal weapon damage plus 1d6 extra damage at 1st level, 4th level, and every 4 levels therafter (8th, 12th, etc.). At 1st level, crane wing slice ignores only half the hardness of an object. At 10th level, crane wing slice ignores all hardness of an object.

Gemelos Sonido (Ex): An animus swordsman can evade an attack at close range with such speed he appears to leave behind an afterimage that appears to take damage and then disappears. In exchange for one of his attacks of opportunity, when an animus swordsman would be attacked by a melee attack he can make a reflex save in place of his armor class (the amount of the save replaces his armor class). If the attack would then miss, he can choose to move up to 5 feet in any direction (treated as a 5 foot step that does not count towards the limit of 5 foot steps the animus swordsman could ordinarily make in a round). For each time the animus swordsman uses gemelos sonido in a round past the first attempt he takes a cumulative -5 penalty to the reflex save to use this ability. If the attack would threaten a critical hit (even if the animus swordsman is immune to critical hits), it is treated as being made at a +5 bonus. If the attack is made with a natural 20 when determining whether or not it hits (not whether or not it crits), it automatically hits unless the animus swordsman rolled a natural 20 on his reflex save (in which case determine whether or not it hits numerically (adding the +5 bonus for threating a critical)). The animus swordsman must be aware of an attack to use gemelos sonido against it.

Geppo (Ex and Su): An animus swordsman may make tremendously high jumps with great ease as well as benefit from improved mobility with other techniques. At 1st level an animus swordsman gains a +5 bonus to his jump checks. This bonus increases by +5 at 2nd level and each level thereafter. The animus swordsman may move the entire distance of a jump check in a round even if it would exceed his movement speed. Lastly, the animus swordsman may choose to remain airborne for 1 round and make an additional jump check in the next round, but thereafter he cannot make further jump checks until he touches solid ground or gains some method of flight (or other circumstances as the DM dictates that would allow him to "jump off" something again). The animus swordsman with this ability never takes falling damage as long as they are not helpless. The second jump and prevention of falling damage of this ability are supernatural in nature. Geppo may be used underwater as though the animus swordsman has contact with a solid surface whenever he needs it.

Iaijutsu (Ex): An animus swordsman may make a potent strike against an opponent by rapidly drawing their weapon. As a standard action, an animus swordsman may draw their weapon and make an attack against an opponent within reach that deals an extra 1d6 damage at 1st level, 3rd level, and every 3 levels thereafter (6th, 9th, 12th, etc.). They may then choose to immediately re-sheathe their weapon with no additional action requirement. This cannot be used in combination with the iaijutsu skill. Melee natural weapons and unarmed strikes need not be unsheathed for this technique, but it still requires a standard action to use them.

Meteor Barrett (Ex and Su): An animus swordsman can launch himself at an enemy to deliver an attack that can knock them backwards. As a standard action, an animus swordsman can travel a distance up to his movement speed and strike (requiring an attack roll as normal) with the hilt of his sword (or some other part of whatever weapon he is using that conceivably deal bludgeoning damage). This attack deals damage appropriate for a club of the size of the wielder (1d6 for medium characters) plus an additional 1d6 damage at 1st level, 4th level, and every 4 levels thereafter (8th, 12th, etc.) as well as any other effects a normal attack using that weapon would have. The target then must make a Fortitude save DC 10 + 1/2 animus swordsman level + animus swordsman strength modifier or be knocked back a distance equal to the distance the animus swordsman traveled with this ability. If the target would impact a solid object as a result of being knocked back they halt their knockback upon impact and both the target and the object they collided with take 1d6 damage plus 1d6 damage for every 4 levels the animus swordsman has (4th, 8th, 12th, etc.). An animus swordsman may substitute his dexterity modifier for the fortitude save required by this ability, but this ability becomes supernatural instead of extraordinary in this case. This ability does not provoke attacks of opportunity for movement. An animus swordsman must have the ability to use geppo to use meteor barrett against airborne opponents that he could not reach from the ground or if his ordinary movement would be impeded.

Musou Insatsu (Ex): An animus swordsman can predict an enemies attack and respond with a counterattack. If an animus swordsman would be hit by a melee attack he can exchange one of his attacks of opportunity to make a melee attack against the attacker. The animus swordsman may only do this against any given opponent once per round, though he does not need to be aware of an attack to respond. The counterattack is resolved before the enemies attack (if both attacks are musou insatsu, they are resolved simultaneously). (Raoh used stunning fist in conjunction with this to stop Toki's attack)

Shunpo (Ex): An animus swordsman may take a risk to make an especially potent strike at an opponent. As a standard action, an animus swordsman may make an attack against an opponent within a distance he could move as a move action and appear at a distance from that target at least 5 feet opposite the target in a straight line and up to the the distance he could move as a move action (see youtube link and extra description in spoiler for further explanation). This attack deals double damage (any damage that could be doubled on a critical hit (even if the target is immune to critical hits) is doubled) as well as an additional 1d6 damage at 1st level, 2nd level, and every 2 levels thereafter (4th, 6th, 8th, etc.). In exchange, the target of this attack is allowed an attack of opportunity against the animus swordsman. The animus swordsman may make a tumble check and treat that as his armor class against this attack of opportunity if it is higher than his normal armor class. This ability does not otherwise provoke attacks of opportunity for its movement. An animus swordsman must have the ability to use geppo to use shunpo against airborne opponents that he could not reach from the ground or if his ordinary movement would be impeded.


The animus swordsman moves in a straight line and may choose to end up at any point along that straight line opposite the creature they are attacking. They must appear at least in the adjacent square to the creature on the straight line, but may appear up to a distance equal to their move speed in a square along that line.

Here is an example of someone who succeeded on their tumble check: Hitotsume: Nadegiri (https://www.youtube.com/watch?v=jNLSCpLA244)


Superb Parrying (Ex and Su): An animus swordsman may block ranged attacks with amazing prowess. Whenever a ranged attack that requires an attack roll would strike the animus swordsman, he may attempt to parry it with an opposed attack roll in exchange for one of the attacks of opportunity he could make in a round. The animus swordsman must be aware of an attack to parry it. He also takes a -5 penalty per subsequent attack he attempts to parry in a round. Parrying attempts against magical attacks is a supernatural aspect of this ability.

Zanzoken (Ex and Su): An animus swordsman may seem to blur for a moment and suddenly make an incredible number of attacks faster than the eye can follow while appearing not to move at all (though several after images appear in the area until 10th level when the animus swordsman may choose not to leave after images). As a standard action, an animus swordsman may deal damage as he would with a normal weapon attack plus an additional 1d6 damage at 1st level, 4th level, and every 4 levels thereafter (8th, 12th, etc) to any targets he chooses in a 15 foot radius + 5 feet per 10 levels (+5 at 10th, +10 at 20th, etc.) within a distance he could cover as a move action of himself. Targets that would be affected are allowed a reflex save DC (10 + 1/2 animus swordsman level + animus swordsman Dex modifier - any penalties to attack rolls the animus swordsman has) to halve the damage they would take. The animus swordsman may choose to have zanzoken function as a supernatural ability when using it. Zanzoken deals damage as a non weapon area effect attack would against swarms even though it uses a weapon. An animus swordsman must have the ability to use geppo to use zanzoken against airborne opponents that he could not reach from the ground or if his ordinary movement would be impeded. An animus swordsman may choose to reappear with his choice of a combination of having his back turned, arms crossed, head down, and smiling/smug grin after blurring.

AC Bonus (Ex)

When wearing light armor or no armor as well as holding a melee weapon (unarmed strikes and natural weapons generally don't count), the animus swordsman gains a +1 deflection bonus to AC at 5th level. This bonus increases by 1 for every five animus swordsman levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). This bonus stacks with other deflection bonuses.

These bonuses to AC apply even against touch attacks or when the animus swordsman is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor heavier than light armor, when he carries a shield, or when he carries a medium or heavy load.

Steadfast Resolve (Ex):

At 5th level, an animus swordsman has strengthened their bond with their animus to such an extent that they are resolute against a vast array of potential attacks. Whenever a saving throw would allow a partial effect on a successful save it has no effect instead if the animus swordsman successfully saves against it.

Timeless Body (Ex)

Upon attaining 19th level, an animus swordsman no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the animus swordsman still dies of old age when his time is up.

ALTERNATE CLASS FEATURE

The animus swordsman can instead focus on using any sword that does not ordinarily allow weapon finesse in place of the katana. In this case, switch all references of katana and/or bastard sword to the relevant sword. Generally anything with sword in the name and meeting the previously mentioned requirements is acceptable, but a DM may choose to allow or disallow any particular "sword".
===

3 guesses as to where the general inspiration for this came from...

Hint: Change the 'us' in animus to 'e'.

Notes:
+I very deliberately did not give the Animus Swordsman the ability to weapon finesse their katana/bastard sword (there's ways around this like the sun blade, but by default it's the way it is). This enforces the str/dex dual dependence a bit more. For a power up, you could allow it.
+I also note that you need geppo if you are going to use shunpo or zanzoken while airborne or against airborne opponents. A fly speed will not cut it here.

nonsi
2017-01-06, 11:27 AM
Several observations:
1. At level 16, all animus swordsmen are a carbon copy of one another, class-wise.
2. Melee Weapon Mastery is damage-type oriented, not weapon oriented.
3. Animus Swordsman gains absolutely nothing new to talk about at levels 2, 8, 14, 17 and 19. You should spread the class abilities more evenly and distribute Fighter bonus feats at whatever dead levels you're left with, allowing the character to swap those bonus feats with fighter substitution features (e.g. Dungeon Crasher and Counterattack). This will give you some character build versatility.
4. What do you get at 15th if you happen to have chosen Improved Critical as a feat?
5. Why do you limit so many class features to Bastard Sword? Different people have different character concepts in mind. At the very least, make it any sword other than greatsword, which is a bit clumsy for flashy moves.

gooddragon1
2017-01-06, 12:53 PM
Several observations:
1. At level 16, all animus swordsmen are a carbon copy of one another, class-wise.
2. Melee Weapon Mastery is damage-type oriented, not weapon oriented.
3. Animus Swordsman gains absolutely nothing new to talk about at levels 2, 8, 14, 17 and 19. You should spread the class abilities more evenly and distribute Fighter bonus feats at whatever dead levels you're left with, allowing the character to swap those bonus feats with fighter substitution features (e.g. Dungeon Crasher and Counterattack). This will give you some character build versatility.
4. What do you get at 15th if you happen to have chosen Improved Critical as a feat?
5. Why do you limit so many class features to Bastard Sword? Different people have different character concepts in mind. At the very least, make it any sword other than greatsword, which is a bit clumsy for flashy moves.

1. I am aware. Though yeah, I'll probably do something about that too I think. Not sure though.
2. I know, but it's the way it is.
3. I'll look into that.
4. You shouldn't...
5. It's the anime animus swordsman. They must use the katana bastard sword (well, not must, but there's a significant incentive to do so). It really should be katana's only, but you've got a good point.

Edit:
1 and 3 should now be resolved. The rest are just what the class is.

nonsi
2017-01-06, 11:36 PM
2. I know, but it's the way it is.


It's a sad day when a class ability is inferior to a feat.
Speaking of class abilities vs. feats... regarding Superb Parrying, I'd drop the -5s, and start counting AoOs only after the first parry.
1. Deflect Arrows (http://www.d20srd.org/srd/feats.htm#deflectArrows) says: "Attempting to deflect a ranged weapon doesn’t count as an action".
2. Attack of Opportunity (http://www.d20srd.org/srd/combat/attacksOfOpportunity.htm) are resolved at your normal attack bonus.





4. You shouldn't...


What does that mean?
Assuming I reached 9th level and took Imp. Crit using a general feat (because I don't want to wait another 6 levels to get it). What am I getting at 15th?





Edit:
1 and 3 should now be resolved. The rest are just what the class is.


I think you meant 3 and 5.
You still have only 6 Animus Talent options available (unless I'm missing something).




2 more observation
1. Timeless Body refers to Monk instead of Animus Swordsman.
2. AC bonus is too little to late to count for anything meaningful.


And why is this class getting only 2 skill points per level?

gooddragon1
2017-01-07, 01:13 AM
It's a sad day when a class ability is inferior to a feat.
Speaking of class abilities vs. feats... regarding Superb Parrying, I'd drop the -5s, and start counting AoOs only after the first parry.
1. Deflect Arrows (http://www.d20srd.org/srd/feats.htm#deflectArrows) says: "Attempting to deflect a ranged weapon doesn’t count as an action".
2. Attack of Opportunity (http://www.d20srd.org/srd/combat/attacksOfOpportunity.htm) are resolved at your normal attack bonus.

Considering the number of class features it gets, I don't know that giving him too much power would be a good thing.


What does that mean?
Assuming I reached 9th level and took Imp. Crit using a general feat (because I don't want to wait another 6 levels to get it). What am I getting at 15th?

I'll fix that I guess by giving an extra option on the fighter bonus feat/favored-ish enemy.


I think you meant 3 and 5.
You still have only 6 Animus Talent options available (unless I'm missing something).

That's true, but now you can choose different fighter bonus feats and/or attack bonus against various enemy types like a ranger.

If you really want I'll try to make some more, but if you can think of any stereotypical anime swordsman moves that I haven't listed I'll try to make those.



2 more observation
1. Timeless Body refers to Monk instead of Animus Swordsman.
2. AC bonus is too little to late to count for anything meaningful.


And why is this class getting only 2 skill points per level?

1. Fixed
2. He does get armor unlike the monk and dex is one of his two main ability score focuses

2 skill points per level because only 8 class skills and anime swords people aren't really known for much else besides combat (at least as far as I know).

nonsi
2017-01-07, 10:24 AM
Considering the number of class features it gets, I don't know that giving him too much power would be a good thing.


Wouldn't make much of a difference power-wise. Since the Animus Swordsman possesses impressive range powers, most combative opponents would lose that competition, so it's in their best interest to close the gap and go for melee.





That's true, but now you can choose different fighter bonus feats and/or attack bonus against various enemy types like a ranger.

If you really want I'll try to make some more, but if you can think of any stereotypical anime swordsman moves that I haven't listed I'll try make those.


Not an expert on Anime.





2. He does get armor unlike the monk and dex is one of his two main ability score focuses


Fair enough.





2 skill points per level because only 8 class skills and anime swords people aren't really known for much else besides combat (at least as far as I know).


Still, 2 skill points per level for a class that regards Int as dump stat is too little. Players also want to count for something outside of battle.
Even with 4 per level, you're not gonna cover them all. I don't see any scenario where an animus swordsman would have Int 18 (just aint worth the investment of character resources).

gooddragon1
2017-01-07, 10:06 PM
Wouldn't make much of a difference power-wise. Since the Animus Swordsman possesses impressive range powers, most combative opponents would lose that competition, so it's in their best interest to close the gap and go for melee.

I don't want the Animus Swordsman to be able to automatically no-sell all ranged attacks. Iterative ranged attacks generally have a -5 to each roll afterwards too. Deflect arrows works only on 1 and can't work on spells and such (without an epic feat).


Not an expert on Anime.

I've got an idea of some people who might know more... (http://www.giantitp.com/forums/showthread.php?434264-General-Anime-Manga-Discussion-14-Second-Cour&p=21573274#post21573274)


Still, 2 skill points per level for a class that regards Int as dump stat is too little. Players also want to count for something outside of battle.
Even with 4 per level, you're not gonna cover them all. I don't see any scenario where an animus swordsman would have Int 18 (just aint worth the investment of character resources).

I'll change it, but I think I'd want to add some more skill options though. So if you can think of any that would be appropriate let me know.

EDIT: Now it has 10 techniques and can learn 7 by 19th level.