[Anime Rocks] Hiten Mitsurugi Swordsmanship [Archive] - Wizards Community

Post/Author/DateTimePost
xyric

11-15-03, 01:58 AM
Here is the prestige class I made ripping off kenshin from rurouni kenshin. Leave advice, although I might not listen to it =P This post is here for anyone who ever wanted or will want to be Kenshin =)

This is from a word document and the tables don't work, so try to bare with it. I would also like to point out that the prices for epic ancestral daisho are wrong (as are the tables for weapon enhancemnts in the epic level handbook. I emailed wizards about this but they still didn't change the table in the ELH errata)

Hit Die: d10

Alignment: Lawful good or Lawful neutral
Base attack bonus: +7
Skills: Jump 13 ranks, Tumble 5 Ranks
Feats: Dodge, Improved Initiative, Mobility, Quick Draw, and Spring Attack
Special: Proficiency with a Katana (proficiency counts if the katana is used 2 handed as a martial weapon) & character must have some sort of motivation to learn the style.


Balance (Dex), Climb (Int), Heal (Wis), Iaijutsu Focus (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).
Skill points at each level: 4 + Int modifier

good reflex save, others are bad.
BAB like a fighter


Weapon and Armor Proficiency: You gain exotic weapon proficiency Katana. A Hiten Mitsurugi swordsman cannot use any of his special abilities when he wears medium armor, heavy armor, a medium load, or a heavy load.

Levels in this prestige class count as levels of the samurai class.

Acrobatics (Ex): A 1st-level Hiten Mitsurugi swordsman gains a +12 competence bonus on Balance, Jump, and Tumble checks & gains a +2 additional bonus each level. A Hiten Mitsurugi swordsman can always choose to take 10 on a Balance, Jump, or Tumble check, even when circumstances would normally prevent him from doing so.
1st level +12 bonus
2nd level +14
3rd +16
4th +18
5th +20 etc
Leap of the Clouds (Su): A Hiten Mitsurugi swordsman’s jumping distance (vertical or horizontal) is not limited according to his height.

Godlike Speed (Su): A Hiten Mitsurugi swordsman moves faster than normal. His increased metabolism requires him to eat twice as much as a normal person.
Hiten Mitsurugi swordsman’s Level Base Speed: 30 ft.
1st 40 ft. +1 to dexterity
2nd 50 ft.
3rd godlike speed 60 ft. +1 to dexterity
4th 70 ft.
5th 80 ft. +1 to dexterity
6th 80 ft.
7th beyond godlike speed. 90 ft. +1 to dexterity

Special Techniques:
Character level Techniques received
1 Ryu Tsui Sen
2 Do Ryu Sen
3 Ryu Son Sen
4 Ryu Kan Sen
5 Battoujutsu
6 Stroke of the Wind
7 One strike, Two Cuts
8 Supreme Cleave feat
9 Kaiten Battoujutsu
10 Kuzu Ryu Sen
11 Ama Kakeru Ryu No Hirameki & Epic Ancestral Daisho & Improved Iaijutsu Focus

Ryu Tsui Sen (Dragon Hammer Flash) (Ex): The Hiten Mitsurugi swordsman quickly jumps into the air above the opponent and strikes down on the shoulder or neck. The swordsman must beat a jump check of at least 3 feet higher than his opponent’s height. Add +1 damage for each foot that is jumped above the required height.

Do Ryu Sen (Earth Dragon Flash) (Ex): Used by raising the sword, then bringing it down towards the earth, striking the blade with immense force against the ground, the force of the strike will cause the ground to explode at the opponent, sending a shower of rocks towards them. The rocks may travel up to travel 10 ft. + 5 ft per every 2 levels of Hiten Mitsurugi Ryu. The attack does 2d8 damage and for each 5 ft over 20, subtract 1 damage.

Ryu Son Sen (Double Nest Flash) (Ex): The Hiten Mitsurugi swordsman attacks with a succession of quick blows made to take out someone who cannot be dropped with one attack. Use the Flurry of Blows monk ability to determine the number of attacks and attack bonuses. Treat your samurai level as the monk level (full round attack).


Ryu Kan Sen (Dragon Wrap Flash) (Ex): Used when Hiten Mitsurugi swordsman is beside the opponent, he then turns, delivering a backhanded swing at the opponent, usually towards their neck. The Ryu Kan Sen is a move best used as a counter-attack, rather than an initial move. If the Swordsman is not flat-footed when an adjacent opponent’s melee attack roll misses him by more than 5, he may immediately make a single attack as a free action against that opponent. He may use this technique a number of times per round equal to his dexterity modifier.

Battoujutsu (Sword Draw) (Ex): This technique is used to finish off someone quickly. The user starts with the sword in the sheath, the right hand hovers over the handle to prepare for the draw. The attack is initiated by the left thumb, which pushes the sword out from the sheath. Then with god-speed, a quick stroke of the sword finishes off the opponent. This technique grants the user a +4 to hit and –2 to AC for 1 round (Note: a character without exotic weapon proficiency katana takes a –4 to this attack because it is one handed). Because of the offensive and defensive nature of this attack, the Hiten Mitsurugi swordsman can attack any one person that moves into or out of his threat radius (not on his initiative count). The technique is a readied standard action (sheathing the sword and focusing for Iaijutsu). If the sword connects, role an Iaijutsu focus check to see how much extra damage is done.

Stroke of the Wind (Ex): Nothing is father than the blade of the Hiten Mitsurugi Swordsman in combat. When attacking with a katana or wakizashi, the Swordsman my add his dexterity modifier to both his attack and damage rolls.

One Cut, Two Strikes: If the Swordsman moves half his speed, he can make 2 attacks in one round. The second attack is a –5 to hit penalty.

Supreme Cleave: You gain the cleave feat, even if you don’t have the prerequisites for it. If you already have the cleave feat, you gain the great cleave feat. Because Hiten Mitsurugi Ryu emphasizes speed so much, the swordsman can take a 5 foot step before making the cleave (or between each one with the great cleave). The 5 foot step counts toward the round’s total movement.

Kuzu Ryu Sen (Nine Headed Dragon Flash) (Ex): This attack attacks all the nine vital points: head, left and right shoulder, left and right arm, left and right waist, between legs and finally the chest all at once. With Hiten Mitsurugi Ryu's god-speed and the attack on all nine vital points exactly at the same moment it would be impossible to defend against. The Hiten Mitsurugi swordsman must charge to use this attack. If the technique connects, role 9d4 (only apply strength bonus once, not per each die) for damage; if the technique misses, the opponent gets an attack of opportunity against the swordsman.

Ama Kakeru Ryu No Hirameki (Heaven's Soaring Dragon Flash) (Ex): Starts in the same stance as the battoujutsu. The user steps in with his left foot before he draws to get more power and speed. The Ama Kakeru Ryu No Hirameki is just a more powerful version of the battoujutsu, and it surpasses god-speed. This is the most powerful technique of Hiten Mitsurugi Ryu. The technique is a battoujutsu move that must be done on a charge. If the attack connects, it is an automatic critical threat (roll double damage—1d10 becomes 2d10 etc. If it is a critical hit, then double the original damage again—Ex. The 2d10 increases to 3d10—apply the strength bonus to each die roll) and stuns for 1d2+1 rounds (fortitude save = 10 + strength modifier + ½ the samurai’s level). If the attack misses, the force of the swing creates a vacuum that sucks the opponent toward the swordsman; giving+1 to hit (the attack is no longer battoujutsu). If the technique misses, then the Hiten Mitsurugi swordsman’s AC drops to 10 for 1 round and the opponent he attacked receives an attack of opportunity against him.

Epic Ancestral Daisho:
Benefit: The maximum weapon bonus that you can awaken in your ancestral daisho increases by +1 (such as from +10 to +11). Also, your ancestral daisho's maximum enhancement bonus increases by +1 (such as from +5 to +6).

You must still make an appropriate sacrifice to awaken this bonus, as shown on the table below. For instance, to increase a +5 flaming katana of speed to a +6 flaming katana of speed, the samurai must sacrifice 2,220,000 gp.

The samurai must spend one day per 10,000 gp sacrificed in the shrine or temple. He must spend at least 8 hours each of these days kneeling before his ancestors and his weapons, not stopping to eat or rest.

Improved Iaijutsu Focus [Epic]:
Benefit: The extra damage you inflict when you make an Iaijutsu Focus check no longer has a maximum die cap. The progression of extra damage continues indefinitely, increasing by +1d6 for every 5 points over a result of 10 you receive on the check. For example, an Iaijutsu Focus check of 76 would inflict +14d6 points of damage.
Connie the Barbarian

11-15-03, 02:48 AM
This is really nice, it captures the spirit of the Hiten Mitsurugi style to my knowlege the translations are correct too.

ive been working on a very similar progression for the last week or so. Although theres a few things that you got wrong. There are 5 parts to the school. The first contains Ryu-Kan-Sen, Do-Ryu-Sen, and Ryu-Sou-Sen. The second has Ryu-Tsui-Sen, Ryu-Kan-Sen Tsumuji, and Ryu-Sho-Sen. The 3rd part is Battou-Jutsu which contains 2 parts in that phase, which are Hi-Ryu-Sen, and Sou-Ryu-Sen. The forth part containing the Ryu-Mei-Sen, and Ku-Zu-Ryu-Sen. The final part has the Ama Kakeru Ryu No Hirameki.

Minor details but i just wanted to point it out, still a pretty nice PrC
xyric

11-15-03, 12:18 PM
In the beginning, I actually found out all of Kenshin's attacks and made the class that way. Then, I realized there were something like 18 attacks so it was impractical. Also, some of the attacks were just stronger versions of previous attacks (ryu tsui sen zan, ryu tsu sho sen, ryu sho sen garami) or don't translate well to DND (EX. whichever attack is the battoujutsu attack when Kenshin hits with the sheath if he misses...I think its sou ryu sen). I cut it down to these attacks which I thought were really Kenshinesque. I know that it isn't a "pure" Kenshin PRC but it makes more sense in DND terms I think.

Also, I forgot to mention 1 important thing. Each attack is usable only once per day unless it says otherwise (EX. ryu kan sen). You can use each attack an additional time per day every 3 levels after you gain the attack. EX. at 4th level of the class, you can use ryu tsui sen 2 times per day. At 5th level, you can use do ryu sen 2 times per day. At 7th level, you can use ryu tsui sen 3 times per day etc.
Maraxus

11-15-03, 01:30 PM
Yes, it makes a nice NPC class. Just add +2 to the challence-rating for every class level.

But it doesn't work as a PC class. Only the d10, the save, the BAB and "Godlike speed" make a fair class (every attribute point as throught advancement is a minor epic feat - that is really, really powerful).

And the "acrobatics-ability" does not work to. A class being very good at something is build by giving it 4+Int or 6+Int skill points and the skills as class skills. Being legendery good is build by giving the class a +2 competence bonus and being godlike coold be a +5 competence bonus. And I would probably never allow a class with more than one bonus of +5.

The figthing technics are nice, that they are useable only a very limited number of times per day makes them even more interesting - but neverthelessit is all much to strong for a playable class. (I guess it wasn't meant to be one)
However, if somebody want this class to be played, me as dm would rule:

Because this style is really really hart to master it takes more time. Whenever a character gets a level in Hiten Mitsurugi, he suffers a 50% experience-penalty, untill he reaches his next level.



But not to forget: This is a warrior class with flavor, this is really rare so it does get a :thumbsup:
xyric

11-15-03, 01:54 PM
the acrobatics ability, i stole straight out of the blade dancer for oriental adventures =) I made it a bit better though my making the bonus go up every level instead of 1 big bonus every few levels--I think it makes more sense that someone isn't just suddenly better at a skill (like a sudden +10 bonus at 5th level) but they get better over time.
Maraxus

11-15-03, 01:58 PM
:D If it makes sense to jump over peaple by taking 10, without any need to invest skillpoints in it. :D
Ramses III

11-16-03, 02:50 AM
Maybe it would be more viable rebuilt as an epic class... I doubt one can present a good argument against the fact that in D&D terms Kenshin would be an epic character.
Connie the Barbarian

11-16-03, 04:11 AM
While i would agree that Kenshin would be epic i would disagree with someone if they said when he started learning the Hiten Mitsurugi style he was epic.

Kenshin was only 10 or 12 (i think) when he began his training, by the time he entered the war i would say he would be a first level practitioner of the style. It was all his experience during the war that drove him to epic levels.

But i do agree it would look much nicer as a epic PrC as it is now, and it would be one people would acctually want to take too.
xyric

11-16-03, 01:37 PM
I also agree that Kenshin was not "epic level" when he started to learn hiten mitsurugi. He also learned all his techniques before entering the war (because he only needed to learn kuzu ryu sen and ama kakeru ryu no herameki from Hiko). Also, I don't think this would translate well to the an epic PRC because the techniques would suck. The damage on they would have to be revamped a bit for it to be viable. Seeing as this is DND, if anyone wants to make this class an epic PRC, go ahead =). It's not like I'm going to stop you =P
HybridX101

11-16-03, 06:27 PM
shweet:thumbsup: :thumbsup::mage: :mage: :mage: :mage:
DigitalSoul

11-17-03, 01:01 AM
This seems more like a combination between the Iaijutsu Master and Blade Dancer Prestige Classes.

Look at the Epic Iaijutsu Master also that has been done in Epic Insights.
DigitalSoul

11-17-03, 01:01 AM
This seems more like a combination between the Iaijutsu Master and Blade Dancer Prestige Classes.

Look at the Epic Iaijutsu Master also that has been done in Epic Insights.
xyric

11-17-03, 09:17 PM
I did steal the jump/tumble/balance thing from the blade dancer. I also took the increased speed (although that really is kenshinesque). I will take a look at the epic blade dancer. Nothing is taken from the iajutsu master.

I just took a look at the epic Iajutsu master. The abilities are very cool but the class will remain as it is--if I added anything, it would unbalance the class. Although that is not to say that if you wanted to make this class epic more than just one level (it is an 11 level class) you can add those abilities =)

Just realized, wizards yet again made a feat that should be given for free. I'll add improved Iajutsu focus at the 11th level of the class. I mean, why should it take a feat to do more damage with Iajutsu focus when all other skills have allow you to do crazy things without a feat (epic level handbook, high enough balance lets you walk on a cloud)
Maraxus

11-18-03, 11:08 AM
if I added anything, it would unbalance the class.

:rofl: :rofl: :rofl: :rofl: :rofl: :rofl:

*points his finger at xyric and laughs*

:bounce: :bounce: :bounce: :bounce:
xyric

11-20-03, 11:43 PM
Bump

and dont be mean to me :teach: =P
xyric

11-27-03, 06:59 PM
bump again