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| Connie the Barbarian11-25-03, 05:26 AM | This has been something ive been working on for a long time. Let me know what you think, my first impressions after completion were it was a bit overpowered. However ild like other peoples opinions Hiten Mitsurugi Style Level 1....God like speed, Ran Geki Jutsu 2....Read the opponent 3....Totsu Shin Jutsu 4 5....Battou Jutsu 6 7....Nautou Jutsu 8 9....Ku Zu Ryu Sen 10..Ouki Ama-Kakeru-Ryu-No-Hirameki Hit Die: d10 Requirements: Alignment: Any lawful BAB: +10 or higher Feats: Quick Draw, Cobra Strike, Weapon focus (katana), Greater Weapon focus (Katana), Run, Spring attack Balance: 6 ranks Jump: 10 ranks Sense Motive: 6 ranks Tumble: 6 ranks Good Reflex save Bad Fortitude and will saves BAB: As fighter Class skills: Balance (DEX), Climb (STR), Craft (INT), Handle animal (CHA), Jump (STR), Profession (WIS), Ride (DEX), Sense Motive (WIS), and Tumble (DEX), swim (STR). Skill points per level: 2+INT modifier God Like Speed: The warriors of the Hiten Mitsurugi style focus on speed and precision they learn to move so quickly that it seems like they directly teleport to their next location. Any practitioner of the Hiten Mitsurugi style adds his Dexterity modifier (or strength modifier, whichever the player prefers) to his to hit rolls and does not provoke attacks of opportunity when moving within or out of an enemy’s threatened area. A Hiten Mistsurugi swordsman loses the effects of his godlike speed while in armor. Special Moves: The Hiten Mitsurugi style is composed of 5 separate styles of combat, each holding specific special attacks. When in the right conditions a practitioner of the Hiten Mitsurugi style may use these special moves at their discretion. Every special attack is a full round action and a practitioner may only use each special attack they know once per encounter to a maximum of 1/day per Hiten Mitsurugi level. Upon each level a practitioner is granted a new special attack but each attack can only be taken from the schools he/she already knows. For instance a 1st level practitioner could choose the Ryu Kan Sen, Do Ryu Sen, or Ryu Sou Sen, but could not yet learn any technique from other schools. A practitioner can never use any special attack while in any type of armor. Ran Geki Jutsu: There are 3 techniques within the Ran Geki Jutsu. 1) Ryu Kan Sen (Dragon Wind Up Flash): This technique is used when the practitioner stands on the opponents right or left. It cannot be used when the opponents back or front is to you. When this attack is used the practitioner uses a very powerful swing with a twist of his/her waist giving it extra power and hits the persons throat. The attack gains a +1 circumstance bonus per level to hit the opponent and guarantees a critical threat if it connects. This attack must be made with a Katana. 2) Do Ryu Sen (Ground Dragon Flash): With this attack a practitioner strikes the ground causing several small rocks to fly toward the opponent in the form of a line to a maximum range of 60 feet. This attack causes 1d6 points of damage per 2 class levels and for every 5 feet beyond 10 the attack loses 1 damage to the damage total. 3) Ryu Sou Sen (Dragon Double Flash): When this attack is used the practitioner attacks his opponent with a flurry of slashes preventing him from any type of counter attack. The practitioner uses his full attack and gains 1 additional attack at his highest BAB (the person doesn’t get another attack if his katana is of speed, has a haste spell on him or any similar circumstance grants an additional attack). This attack prevents the opponent from making any type of attack actions that round, but they may still make a move action. Read the opponent: a practitioner of the Hiten Mitsurugi style may choose 1 enemy in an encounter to be his opponent. When the opponent is chosen the swordsman makes a sense motive check, from this point until the opponent is subdued the swordsman gains an insight bonus to Armor class equal to his sense motive check. However all the practitioner’s attacks must go to the opponent until they are defeated or killed, and the practitioner must try his/her best to defeat this opponent as soon as possible. If a single attack goes to a different enemy before the opponent is subdued the practitioner loses this power for the rest of the day. The practitioner loses this bonus when in armor. Totsu Shin Jutsu: There are 3 techniques to the Totsu Shin Jutsu. 1) Ryu Tsui Sen (Dragon Mallot Flash): To use this attack a practitioner must make a jump check DC 25. He/she flies 30 feet into the air and dives straight onto its opponent. If this attack connects the opponent receives 1d10 damage from the practitioners sword and an additional 3d6 damage from shear force (this damage is not subject to damage reduction). 2) Ryu Kan Sen Tsumuji (Dragon Wind Up Flash Hair-spin): This attack is started by charging the opponent, when the practitioner is in position a normal Ryu Kan Sen is performed. However because this attack is more powerful then a standard Ryu Kan Sen the critical modifier is increased by +1 per 5 class levels if a critical hit is acheived. The practitioner is lifted into the air though and must make a tumble check DC 20 or fall to the ground taking 1d6 damage and end up being prone. 3) Ryu Sho Sen (Dragon Rising Flash): To use this attack a practitioner must be facing his opponents front. The practitioner makes a jump check DC 30 and leaps into the air with the blade parallel to his/her shoulders while being held by the practitioner’s hands (This attack still requires a to hit roll). The sword strikes right under the jaw of the opponent granting the practitioner a trip attempt that does not provoke an attack of opportunity and the opponent may not make a trip attempt if the practitioners trip fails. The opponent also receives normal damage from the sword. Battou-Jutsu: There are 2 skills to the Battou Jutsu. Battou Jutsu is a form where the practitioner places his sword into the sheath of his sword. Using the right timing and reading his opponents moves he/she unsheathes the sword with blinding speed to hit the opponent. When using the Battou Jutsu the practitioner gets a single attack that round but gains a +2 circumstance bonus per class level to hit (this bonus does not stack with any spells such as true strike). 1) Hi Ryu Sen (Flying Dragon Flash): This attack can only be used with a persons “weak” hand. Because of this you receive a penalty equal to the penalty you would have with your offhand while dual wielding. The practitioner spins around and unsheathes the sword using centrifugal force to assist the attack. The practitioner hits the person right in the middle of his/her eyes. They must make a fortitude save (DC 10 + ˝ the practitioners level + Wis modifier) or the person is stunned for 1 round. 2) Sou Ryu Sen (Paired Dragon Flash): When this attack is used the practitioner attacks using a Battou jutsu but follows his attack with his sheath. A normal wooden sheath does 1d6 bludgeoning damage, leather does 1d4. This attack can be used in combination with a full attack, however the first attack is with a sword and the second is with a sheath but if used in this way the practitioner loses the normal Battou jutsu to hit bonus. Noutou-Jutsu: There is only 1 skill within the Nautou Jutsu. 1) Ryu-Mei-Sen (Dragon Crying Flash): This attack is incredibly devastating. To use it a practitioner must make a normal Battou Jutsu attack and succeed at a concentration check DC 20. When this attack is used the practitioner causes his sword to begin vibrating and when the opponent is hit they must make a fortitude save (DC 10+1/2 the practitioners level+ WIS modifier) or be paralyzed for a number of rounds equal to the practitioners WIS modifier. The final part of the learning process contains 2 final attacks. 1) Ku Zu Ryu Sen (Nine Headed Dragon Flash): This technique requires the practitioner to charge his opponent. The attack strikes nine different targets on the opponents body simultaneously which are head, left and right shoulder, left and right arm, left and right waist, between legs and finally the chest. This attack is impossible to defend against, any dodge, insight, and luck bonuses to armor class are negated. If the attack connects The practitioner deals 9d10 damage to his opponent but a the practitioner cannot get a critical hit. This attack is automatically learned at level 9. 2) Ouki Ama Kakeru Ryu No Hirameki (Heaven's Soaring Dragon Flash): This attack begins as a Battou Jutsu but in essence is just a more powerful one and must be used with a charge. The practitioner steps forward with his/her left foot and surpasses their normal godlike speed. If this attack connects it is an instant critical hit and stuns the opponent for 1d4 rounds (a fortitude save DC 10+ the practitioners class level + WIS modifier can negate the stunning), additionally this attack can be used with a full attack action. If the attack misses then it creates a vacuum around the practitioner dragging the opponent toward the swordsman giving the opponent a increased chance to hit the swordsman (equal to the practitioners Battou Jutsu attack bonus). The practitioners Armor class falls to 10 for that round and 1d4+1 rounds afterwards and he is fatigued until the end of the encounter after a Ouki Ama Kakeru Ryu No Hirameki. Cobra strike Feat Prerequisites: BAB +3 or higher, Quick Draw Description: You are able attack with startling speed upon drawing a weapon. Benefit: Whenever you draw a weapon, you may immediately make a single melee attack as a free action. This attack is at your highest BAB and must be made using the unsheathed weapon. You may not make use of this feat in a round that you move more than 5’ before drawing a weapon. This feat replaces one of your attacks of opportunity for the round and may only be used once a round. |
| Connie the Barbarian11-26-03, 12:47 AM | 12 views and no one has an opinion? Come on throw me a bone |
| detectevil11-26-03, 11:59 AM | Gees... is there any Kenshin episode you haven't seen yet? I can tell you did your research alright. In terms of flavor, it looks very well done. But in terms of balance... Did you realize you can win any One-on-One combat just using Ryu Sou Sen round after round? The opponent has no chance to strike back... ever... The result of your Sense Motive check to AC until the end of combat? Thats a number between 16 and 36 when you get this ability. Maybe more. Change this to Wisdom bonus to AC or something. Also, I don't like the idea that there is a limited number of times you can use a technique. They should be unlimited, since it's a fighter prestigeclass. Try to reduce the power of the techniques, make then all standard actions, so that you can run up to your enemy before using then. Just another comment, I finnaly know how to spell Ama-Kakeru-Ryu-No-Hirameki... |
| Connie the Barbarian11-28-03, 04:19 AM | Originally posted by detectevil Gees... is there any Kenshin episode you haven't seen yet? I have the whole series on DVD, it took me a long time to make sure i had all the attacks, but im just a dedicated kenshin fan. Originally posted by detectevil Did you realize you can win any One-on-One combat just using Ryu Sou Sen round after round? The opponent has no chance to strike back... ever... I was well aware of this when i made the ability thats why i limited it by times per day. Besides Kenshin (to my knowlege) NEVER used more than 1 special attack in any battle. Neither did his master (whos name escapes me at the moment) Originally posted by detectevil The result of your Sense Motive check to AC until the end of combat? Thats a number between 16 and 36 when you get this ability. Maybe more. Change this to Wisdom bonus to AC or something. Acctually im thinking of removing this ability, i think its a bit too complex. Originally posted by detectevil Also, I don't like the idea that there is a limited number of times you can use a technique. They should be unlimited, since it's a fighter prestigeclass. Try to reduce the power of the techniques, make then all standard actions, so that you can run up to your enemy before using then. Ah but again must remind you that Kenshin or his master NEVER used a single special attack more than once in the same battle. However Kenshin used the Ama-Kakeru-Ryu-No-Hirameki against Soujiro, and then he used it on Shishio (i think, been awhile since i watched that one) in the same day. Thus it kind of goes along with the show. Originally posted by detectevil Just another comment, I finnaly know how to spell Ama-Kakeru-Ryu-No-Hirameki... Congratulations :D Anyone else have opinions? After im done with this one im going to do a wolf of Mebu PrC that follows Hojime Saito's fighting style. |
| xyric11-29-03, 02:58 PM | This is all I remember for now. 1) You made a dc 25 jump check for ryu tsui sen to jump 30 feat (if that is a running jump, that would be DC 120). Then you made a dc 30 jump check for ryu sho sen and all you have to do is jump high enough to hit their neck (maybe 2 at most on another human) 2) the class requires 8 feats to enter--that is rather hard (if you are a samurai from OA, you must be human and take every feat you listed) 3)on kuzu ryu sen, it does 9d10 damage. that is an average of 40 or 41 damage a hit compared to the standard 5 of a katana. |
| Quenditar03-24-04, 08:22 PM | Originally posted by xyric This is all I remember for now. 1) You made a dc 25 jump check for ryu tsui sen to jump 30 feat (if that is a running jump, that would be DC 120). Then you made a dc 30 jump check for ryu sho sen and all you have to do is jump high enough to hit their neck (maybe 2 at most on another human) <snip> 3)on kuzu ryu sen, it does 9d10 damage. that is an average of 40 or 41 damage a hit compared to the standard 5 of a katana. 1) Actually, if you throw game balance and physics out the window and use a base speed truer to the anime (600 ft. or so) he would get a +228 bonus on the Jump check - fifty feet in the air from a standing start is no problem! (Check out the episode in which Hiko starts training Kenshin again.) 3) A katana does 1d10, nine blows, 9d10. The whole point of Kuzu Ryuu Sen is that you only use it once - if it works, your opponent is probably on the ground in pain, and if it misses once it's certainly not hitting the second time around. Perhaps there should be a limitation that each technique can only be used once per battle? After all, very few of Kenshin's opponents would fall for the same technique twice. Also, why did you say that the Amakakeru Ryuu no Hirameki lowers the user's AC? The scene with Shishio doesn't tell much about its normal effects, since that was the third time he'd used the technique that day. To balance the technique out, maybe get rid of the AC effects, keep the exhaustion, and rule that each use deals 2 points Constitution damage. Appendix: (Warning - much RK geekery ahead) How did I get a base speed of 600 feet? I made it up. :D But it does have a frail basis in RK - Soujirou's Shukuchi is, in my estimation, a charge with 880 ft. base speed, and Kenshin's can't be too far behind. How did I get 880? There is a page that goes over various estimates of Shukuchi speed in great detail by Laura Gilkey (here (http://www.shininghalf.com/soujiro/shukuchi.html)), but the long and the short of it is that 200 mph is a good estimate. 200 mph is 1760 ft./round - but that's for a charge, so Shukuchi base speed must be 880 ft./round. Three-quarters of that is more or less 600 ft./round - arguably too slow, but it works well with his scene with Hiko. |
| Von Crown06-14-04, 10:42 PM | Handy PrC, Nice overall and... :bump: |
| Connie the Barbarian06-14-04, 11:38 PM | Im glad you like it, I playtested this a few months ago and it works VERY well for duels. However in large scale battles I find the class a little lacking in power. Hmm, now that I think about it I should make up some feats for this class and finish my wolf of Mebu class (never did get that done) |
| strockrow06-15-04, 10:08 AM | I don't want to be mean, but seriously, what magic powers does this series have that causes people to, about once or twice every month, create a prestrige class dedicated to him? (or are people confusing me by continually reposting them?) |
| Ack'noth Necrom06-15-04, 05:48 PM | Acctually Connie made this up sometime in 2003, so I wouldn't call it a new post. You should watch the series its pretty good. I think the main reason people keep reposting it is because they never bother to look through the already made Hiten styles. IMO the best Ive seen so far is this one. I'm still waiting to see her wolf of Mebu class |
| Walkbot06-16-04, 05:28 PM | Nice PrC! A bit overpowered, but i liked. In RK, Yahiko learned two Totsu Shin Jutsu techniques: Ryu Tsui Sen and Ryu Sho Sen. Ok, not exactly the "real" ones, but he learned it just by watching Kenshin's fights! O_O Maybe a 1st level practitioner could choose the Totsu Shin Jutsu techniques first, so we can say Yahiko got one or two levels of Hiten Mitsurugi PrC. Ah but again must remind you that Kenshin or his master NEVER used a single special attack more than once in the same battle. In the second battle against Enishi, Kenshin did the Ku Zu Ryu Sen technique two times. Oh yeah, and be a Hiten Mitsurugi practitioner is bad for your health, as we can see at the end of the series. Maybe you can use this to bring some balance to the PrC. |
| Splinter09-08-04, 05:18 PM | Correction, if you read the Manga, Kenshin is ill becuase the Hiten Mitsurugi Ryu is built for big and tall people. And as is pointed out alot Kenshin is neither big or tall |