Aikijitsu Sensei (3.5e Class)

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Aikijitsu Sensei

Aikido; the art of non-fighting. It is commonly used by the Samurai, but hardly taken to its fullest extent, nor to its truest form.

Making an Aikijitsu Sensei

Aikijitsu Sensei are incredibly hard to hit directly and excels at grappling and making attacks of opportunity. However, they do not put out much damage and only have light armor proficiency. They perform at their best when they are amidst a group of enemies relatively their own size.

Abilities: Dexterity and Intelligence.

Races: The majority of Samurai are human; this does not mean that only a human can be a Samurai.

Alignment: Lawful Neutral, Lawful Good.

Starting Gold: starting gold; 1d6×10 gp (35 gp).

Starting Age: As Rogue.

Table: Aikijitsu Sensei

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
FortRefWill
1st+ 0+0+ 2+0 Aikido, Uncanny Dodge, Combat Reflexes, Mobility, Dodge, Improved Unarmed Strike
2nd+1+0+3+0 Spring Attack, Combat Expertise, Toss, Combat Rotation, Evasion
3rd+2+1+3+1 Improved Trip, Clothesline, Counter Throw
4th+3+1+4+1 Aggressive Defense, Improved Grapple, Greater Overrun
5th+3+1+4+1 Acrobatic Defense, Create Opportunity, Improved Pin
6th+4+2+5+2 Improved Uncanny Dodge, Reflexive Recovery
7th+5+2+5+2 Special Ability
8th+6/+1+2+6+2 Master Grapple, Defensive Disarm, Deflect Attack
9th+6/+1+3+6+3 Special Ability
10th+7/+2+3+7+3 Whirlwind Defense, Deflecting Move, Master Trip
11th+8/+3+3+7+3 Controlled Charge, Hard to Avoid
12th+9/+4+4+8+4 Avoidance, Threatened Reach
13th+9/+4+4+8+4 Improved Deflect Attack
14th+10/+5+4+9+4 Grounded Stance, Grounded Push, Flip
15th+11/+6/+1+5+9+5 Ghost Touch, Stunning Fist, Special Ability
16th+12/+7/+2+5+10+5 Special Ability
17th+12/+7/+2+5+10+5 "Like Water"
18th+13/+8/+3+6+11+6 Special Ability
19th+14/+9/+4+6+11+6 Special Ability
20th+15/+10/+5+6+12+6 Special Ability

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Escape Artist (Dex), Jump (Str), Knowledge (local) (Int), Move Silently (Dex), Sense Motive (Wis), Tumble (Dex). |

Class Features

All of the following are class features of the Aikijitsu Sensei.

Weapon and Armor Proficiency: Open hand and Light Armor Proficiencies.

Aikido (Ex): The Samurai takes upon himself to master the art of non-fighting. With this, he must pledge to his master that he will follow his master's rules. Typically, they adhere to these principles:

  • Never provoke anyone. Do not seek out conflict with other men. The purpose of Aikido is to avoid conflict altogether, and prevent further complications if that is impossible.
  • Do not carry a sword if you are neither willing nor able to use it. It only promotes more unnecessary bloodshed.
  • If you do choose to truly follow the way of Aikido, you must refrain from harming others. If a man needs to be restrained, do not cut him down. Rather, put him down.
  • "Those who are possessed by nothing possess everything."
  • "When an opponent comes forward, move in and greet him; if he wants to pull back, send him on his way."
  • "In Aikido, we try to completely avoid killing, even the most evil person."

Weapon Finnesse: When one is using a light or natural weapon, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. This applies for all of the Aikijitsu Sensei's "attacks" (punching, grappling, tossing, etc).

Uncanny Dodge (Ex): Starting at 1st level, an Aikijitsu Sensei can react to danger before his or her senses would normally allow. He/she retains her Dexterity bonus to AC (if any) even if he/she is caught flat-footed or struck by an invisible attacker. However, one still loses his/her Dexterity bonus to AC if immobilized. If one has already acquired uncanny dodge from a different class, the Aikijitsu Sensei automatically gains improved uncanny dodge (see below) instead.

Combat Reflexes: At 1st level, you may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Mobility: At 1st level, you get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.

Dodge: At 1st level, during your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Improved Unarmed Strike: You are considered to be armed even when unarmed—that is, you do not provoke attacks of opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.

Spring Attack: At 2nd level, when using the attack action with a melee weapon (in this case, your hands), you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor. You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.

Combat Expertise: When you use the attack action or the full attack action in melee, you can take a penalty of as much as –5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.

Toss: When grappling an opponent and you win an opposed grapple check on your action, you may throw your opponent instead of the usual options. For every 5 points you exceed your opponents grapple check by, you may toss your opponent 5 feet. You may also add 5 feet for each size category you are larger than the opponent. If you succeed by less than 5 you still toss your opponent 5 feet. In this case they have still “fallen” but won’t take damage from the fall. -The victim takes 1d6 fall damage on a successful throw. They must weigh less then your max weight capacity. They will be prone for x rounds (x=the amount of points you beat your opponent's grapple check divided by 5. For example, if your opponent rolls a 10, and you roll a 20, they will be prone for 2 rounds).

Combat Rotation: As a move action you may trade places with any willing ally, medium sized or smaller, within 5 ft. of you. This action does not generate an attack of opportunity either on yourself or your ally. This does not affect your ally’s Initiative in any way.

Evasion (Ex): At 2nd level and higher, a master of Aikido can avoid even magical and unusual attacks with great agility. If he or she makes a successful Reflex saving throw against an attack that normally deals half damage. On a successful save, the Aikijitsu Sensei instead takes no damage. Evasion can be used only if he or she is wearing light armor or no armor. Evasion can only be used when on one's feet.

Improved Trip: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn't used your attack for the trip attempt.

Improved Overrun: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.

Clothesline: When in a charge, you may extend your arm to attempt to 'clothesline' a creature in a square adjacent to the line of your charge. This attack is an unarmed strike at the usual +2 bonus to attack for charging, and deals damage like such, as well as an overrun attempt. At success, the target of the clothesline falls prone. An attempt to clothesline a creature fails if he manages to make a successful attack of opportunity against you. It is possible to use either your Tumble skill or a Feint during a clothesline. At a successful clothesline attempt, you continue on in your charge for at least 5 more feet.

Counter Throw: Once per round, if you are the target of a charge, bull rush or overrun attempt, you may make an opposed roll. If you succeed, you can make a throw attack roll (damage and bonuses are standard). This cannot be used against creatures of more than one size category larger than you (yet).

"Passive" Aggressive Defense: At the start of your action, you can declare that you are using Aggressive Defense. Until the start of your next turn, you gain a +2 dodge bonus to Armor Class against all opponents you threaten. In exchange, however, you suffer a –2 penalty to damage you inflict with your attacks. This cannot be used with other defensive combat actions.

Improved Grapple: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.

Greater Overrun: When using the Overrun combat maneuver, you may overrun any number of opponents in your movement path so long as you move in a straight path. In addition you may move twice your current movement rate while Overrunning by making the Overrun combat maneuver a full-round action instead of a standard action. If you fail a Strength check at any point, the maneuver ends as normal.

Acrobatic Defense: When in light armor or no armor, you gain a +4 dodge bonus when fighting defensively (as per the combat action), and a +8 dodge bonus when using the total defense standard action. This benefit includes the synergy bonus you gain from having at least 5 ranks of Tumble.

Create Opportunity: In lieu of ALL your attacks of opportunity for one round, you may make a single attack of opportunity against a target who moves more than 5' and moves through your threatened area in a manner that does not normally provoke an attack of opportunity.

Improved Pin: If you hold your opponent in a pin during a grapple, that opponent is denied his Dexterity bonus to AC against your attacks. Also, you can pin your opponent with one arm and your legs, so you have one hand free. With your free hand, you are able to wield a one-handed weapon and perform spell gestures, as well as handle items like potions or scrolls.

Improved Uncanny Dodge: An Aikijitsu Sensei of level 6 or higher can no longer be flanked. This defense denies the ability to sneak attack the character by flanking, unless the attacker his at least 4 rogue levels above the Aikijitsu Sensei's level.

Reflexive Recovery: A character with this feat may make a Reflex save as an immediate action to avoid being rendered prone from a successful trip, overrun, or other effect. The DC for this save is equal to the Strength roll your opponent made to knock you down. If you were knocked down by a spell, maneuver, or similar ability, the DC is the same as a save against that ability. You gain no size modifier to this save attempt.

Special Ability: (Ex) At this point, the Aikijitsu Sensei is given the opportunity to learn one of the master's special techniques.

Ocean's Palm: When this strike is used (must be announced before any rolls are made), the Aikijitsu Sensei can knock an opponent off balance by disturbing the flow of energy within the opponent. On a successful strike, the palm deals normal damage and the opponent must make a Fortitude Save (DC 10 +half Dex mod +Int mod) +damage dealt). If the opponent fails the save, they become Stunned and Shaken for (Dex mod) rounds. Example: An Aikijitsu Sensei (DEX: +5, INT: +5) throws an Ocean's Palm at an opponent. He makes contact and deals 5 damage. The opponent must make a Fortitude Save of 22. If they fail, they are Stunned and Shaken for 5 rounds.

Ex-Aikijitsu Sensei

If the Aikijitsu Sensei ever kills a man and his master discovers it, his sensei will stop training him. Aikijitsu Sensei need to be trained by a master to gain new techniques, and they will not advance without proper training (in other words, you will not be able to level up no matter how much experience you obtain).

You can attempt to prove yourself worthy of Aikido to your sensei again (at the DM's discretion and under his/her administration).

Epic aikijitsu Sensei

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

LevelSpecial
21st<-any improvements to class features gained at this level, including any bonus feats->
22nd<-any improvements to class features gained at this level, including any bonus feats->
23rd<-any improvements to class features gained at this level, including any bonus feats->
24th<-any improvements to class features gained at this level, including any bonus feats->
25th<-any improvements to class features gained at this level, including any bonus feats->
26th<-any improvements to class features gained at this level, including any bonus feats->
27th<-any improvements to class features gained at this level, including any bonus feats->
28th<-any improvements to class features gained at this level, including any bonus feats->
29th<-any improvements to class features gained at this level, including any bonus feats->
30th<-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty
<-Skill name-><-4 for class skills and 2 for cross-class skills-><-Abbreviated key ability-><-armor check penalty based on starting armor. If inapplicable put ""->
<-Skill name-><-4 for class skills and 2 for cross-class skills-><-Abbreviated key ability-><-armor check penalty based on starting armor. If inapplicable put ""->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Playing a <-class name->

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DCResult
5<-common knowledge->.
10<-not so common knowledge->.
15<-rare information->.
20<-very rare information->.

<-pluralized class name-> in the Game

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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