Jutsu sensei [PEACH] [Archive] - Wizards Community

Post/Author/DateTimePost
Alyss

06-30-07, 10:49 AM
This class goes with the seal rules I've written (which I'll include below), and follows a Naruto type of theme. PEACH me up!

JUTSU SENSEI__________________________________ ____________________________
The master of seal forming, the jutsu sensei has achieved a level of control over his internal energy unparalleled by any other. He learns to form better seals faster and easier whilst still developing his combat prowess, emerging as a being perfectly in tune with his inner strength.
Hit Die: d10

REQUIREMENTS
Skills: Concentration 9 ranks.
Feats: Form Seal (any two), One-Handed Seal (any), Callused Seal (any).

CLASS SKILLS
The class skills for the jutsu sensei are Concentration (Con), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex).
Skill points per level: 4 + Int modifier

CLASS FEATURES
All of the following are features of the jutsu sensei prestige class.
Weapon and armour proficiencies: The jutsu sensei gains no proficiencies with weapons or armour.
Bonus feats: At each level a jutsu sensei chooses either Form Seal, One-Handed Seal or Callused Seal as a bonus feat. He must still meet all the prerequisites for each feat.
Controlled seal (Su): A 1st level jutsu sensei has good control over her seals. He no longer suffers any ill effects from using seals of spider climb or water walking.
In addition, he need not use his hands and feet when using spider climb, and can freely walk around on ceilings and walls with only his feet touching the surface. all other aspects of the spell remain unchanged.
Potent seals (Su): Starting at 2nd level, a jutsu sensei’s seals become more powerful. He adds his Wisdom modifier to all his spell save DCs. Seals that use Wisdom for their spell saves DCs already have the Wisdom modifier added again. For example, a jutsu sensei with 18 Wisdom and 16 Charisma forming a seal of cone of cold would have a spell save DC of 22 (10 + spell level + Cha modifier + Wis modifier). The same jutsu sensei forming a seal of inflict mass light wounds would have a spell save DC of 23 (10 + spell level + Wis modifier + Wis modifier).
Sealed fist (Su): At 4th level a jutsu sensei learns to control their flow of energy to greater effect, dealing more damage with their unarmed strikes. While unarmed, he may subtract a number from his attack bonus and apply twice the number subtracted to his melee damage rolls. The number subtracted may not exceed his base attack bonus. While making such an attack, the jutsu sensei’s fist acquires a bright blue nimbus, making him and everything within a 5 feet radius clearly visible.
At 4th level, the jutsu sensei may not use this ability in the same round that he uses the Power Attack feat, should he have it, but from 6th level onwards he may.
Burst of energy (Su): At 5th level a jutsu sensei is able to manipulate his internal energy is more complex patterns, and can enhance some of his skills. A number of times per day equal to his class level, he may add a bonus equal to the number of seals he can form on any Strength-based check.
Master seal (Su): The energy control of an 8th level jutsu sensei is beyond compare, and he becomes able to integrate his seal forming capabilities and his unarmed strikes.
To unleash a master seal, a jutsu sensei must use a full round action to form the seal and make a melee attack. He may only make one melee attack in this round, regardless of how many attacks his base attack bonus gives him. He may form any seal that he has the Form Seal, One-Handed Seal and Callused Seal feats for.
If he hits, the jutsu sensei unleashes the master seal, effectively casting whatever spell the seal related to directly onto his foe. He also deals the unarmed damage he would have normally, and may integrate his sealed fist ability and the Power Attack feat (should he have it) into this strike.
The spell functions regardless of what kind of spell it is, so a jutsu master can cast fireball or other area spells with a master seal. If caught within the area of the spell’s effect, the jutsu master suffers no effects and takes no damage.
After the master seal has been unleashed, the jutsu master becomes exhausted. If he was already fatigued or exhausted he instead falls unconscious. Also, these effects still occur even if the jutsu master misses with his unarmed attack.

Level BAB Fort Ref Will Special
1 +1 +2 +2 +2 Bonus feat, controlled seal
2 +2 +3 +3 +3 Bonus feat, potent seal
3 +3 +3 +3 +3 Bonus feat
4 +3 +4 +4 +4 Bonus feat, sealed fist
5 +4 +4 +4 +4 Bonus feat, burst of energy
6 +5 +5 +5 +5 Bonus feat, sealed fist
7 +6/+1 +5 +5 +5 Bonus feat
8 +6/+1 +6 +6 +6 Bonus feat, master seal
Alyss

06-30-07, 10:54 AM
SEALS

A seal is a pattern of hand movements that allows the former to tap into their own body’s energy and produce magical effects. Forming a seal casts a spell, but deals the former high amounts of non-lethal damage.

Aquiring a seal
-First, a character must take the Form Seal feat (see below). This feat creates a pathway between the character’s hands and their energy reserves, allowing them to tap into their own strength when forming the seal.

-Next, the character must learn the seal. Seals can be taught by anyone that knows them, and take a number of days equal to 1d4 x the spell’s level. The training process drains xp from the character equal to (spell’s level x3) – 100 (so a 3rd level spell drains 800 xp).

-A character must have a character level equal to the spell’s level times one and a half to be able to form it (so, the seal for an 8th level spell can only be formed by characters who are 12th level or higher). When left with a fraction in this calculation, round up.
This does not prevent a character from taking the Form Seal feat for a spell they are unable to form. They will, however, be unable to actually form the seal, and therefore produce its effects, until they are a high enough level.

Forming a seal
Seals are cast exactly the same as spells, with the following changes:

-Seals only somatic components. A character forming a seal need only go through the correct hand formations to cast the spell. He ignores any vocal, material or other components listed in the spell entry.

-A seal requires two hands to form, unless the character has taken the One-Handed Seal feat (see below).

-Forming a seal provokes an attack of opportunity, just as casting a normal spell, unless the former forms the seal defensively (just as spellcasters can cast defensively). If a character has taken the Calloused Seal feat (see below), they don’t provoke an attack of opportunity by forming seals.

Seal effects
Seals have exactly the same effects as spells, with the following changes:

-Forming a seal deals causes the former to become fatigued. If he forms another while fatigued, he becomes exhausted. If he forms yet another while exhausted, he falls unconscious, and must rest for eight hours. These effects only occur if the seal is correctly formed and the spell is cast. Failing a check to form defensively, for example, would not cause the former to become fatigued.

-The spell save DC of a seal is based on either a character’s wisdom, intelligence or charisma, whichever is applicable with regards to the class that the spell is tied to (so chill metal seal will have a spell save DC of 10 + 2 + the former’s wisdom modifier). In the case of tied abilities, use the highest.

-Seals may not have metamagic feats applied to them.

Feats
FORM SEAL
Requirements: Dex 13, key ability relating to spell 9+ (see below)
Benefit: Choose a spell. You are able to learn the seal for that spell, and can form the seal once you have studied the technique and sacrificed the appropriate number of experience points.
You must have at least 10 wisdom to form seals for cleric or druid spells, at least 10 intelligence to form seals for wizard spells, and at least 10 charisma to form seals for sorcerer or bard spells. Like actual spells, you need higher ability scores to form seals for higher level spells: to cast a 1st level spell you must have an ability score of 11, and so on for higher levels.
The chosen spell may only be from the bard, cleric, druid, sorcerer or wizard spell lists, and even these spells are at the discretion of the DM. It is recommended that only spells that produce summoning, direct damage or illusionary effects be permitted.

ONE-HANDED SEAL
Requirements: Dex 15, Form Seal (any)
Benefit: Choose a seal that you have learnt. If you are able to form that seal, you can do so one-handed.

CALLOUSED SEAL
Requirements: Dex 15, Form Seal (any), One-Handed Seal (any)
Benefit: Choose a seal that you have taken the One-Handed Seal feat for. If you are able to form that seal, you no longer provoke attacks of opportunity when you do so.