Kei Warrior (3.5e Class)

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Layfon Alsief with his DITE
Kei Warrior practices with his gun DITEs

Kei Warrior

This class was made based off of the show Chrome Shelled Regios. Kei warriors use weapons called DITEs ( pronounced die-tay). There are many types of DITEs, the two major ones are regular one handed weapons and the others are called Adamant DITEs which are two regulars combined to form a Two handed weapon.

Making a Kei Warrior

Kei warriors can be just about anyone. They get along with other as well as you want them to. You can make them pricks that everyone hates, or make them the kind noble that everyone loves and respects.

Abilities: Most focus on their strength and speed. Also wisdom helps to give them extra power points. So the most important skills are strength, dexterity, and wisdom.

Races: any race can become a Kei Warrior

Alignment: Any

Starting Gold: 250

Starting Age: "Simple"

Table: The Kei Warrior

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Power
Points/Day
Powers
Known
Maximum Power
Level Known
FortRefWill
1st+1+2+2+2 fast movement, chosen DITE(s), 241st
2nd+2+3+3+3 evasion, dodge 651st
3rd+3+3+3+3 special ability, endurance 1151st
4th+4+4+4+4 uncanny dodge, 1762nd
5th+5+4+4+4 weapon focus(chosen DITE(s)) 2562nd
6th+6/+1+5+5+5 special ability 3572nd
7th+7/+2+5+5+5 4673rd
8th+8/+3+6+6+6 improved uncanny dodge, mobility 5883rd
9th+9/+4+6+6+6 special ability 7283nd
10th+10/+5+7+7+7 improved chosen DITE(s), weapon specialization(chosen DITE(s)) 8894th
11th+11/+6/+1+7+7+7 diehard 10694th
12th+12/+7/+2+8+8+8 special ability 126104th
13th+13/+8/+3+8+8+8 147105th
14th+14/+9/+4+9+9+9 whirlwind attack 170115th
15th+15/+10/+5+9+9+9 special ability, greater weapon focus (chosen DITE(s)) 195115th
16th+16/+11/+6/+1+10+10+10 Grand Wisdom 221125th
17th+17/+12/+7/+2+10+10+10 250126th
18th+18/+13/+8/+3+11+11+11 special ability 280136th
19th+19/+14/+9/+4+11+11+11 improved whirlwind attack 311136th
20th+20/+15/+10/+5+12+12+12 DITE(s) mastery, greater weapon specialization(chosen DITE(s)) 343146th

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Knowledge (psionics) (Int), Profession (Wis), Ride (Dex), Search (Int), and Swim (Str).

Class Features

box of DITEs

All of the following are class features of the Kei Warior

Weapon and Armor Proficiency: can use two regular DITEs or one Adamant DITE. A DITE's form is determined at the making. Kei warriors are experts of The DITE they choose. They may choose at level 10 to add another two regular DITE or one adamant DITE. Or they can just become stronger with the ones they have. They do this again at level 20. Proficient in all light and medium armor. No shields unless they make one of their DITEs a shield(Can't be a tower shield)

Power Points/Day: A Kei Warrior’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: Kei Warrior. In addition, he receives bonus power points per day if he has a high wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

Powers Known: Kei Warriors choose their powers from the following list:

0 Kei sight, Kei jump, Kei claws

1st Kei sword, Kei shield, Kei dash

2nd tempered Kei, augmented Kei, elemental Kei

3rd External ballistic Kei, Lightning kei dash, Kei quake

4th elemental slice, hardened spear strike, wolf pack barrage

5th Eagle piercing Kei strike, deadly Kei roar, Kei shot barrage

6th Dragon spiral Kei, Thousand man attack, Internal augmented spiral Kei

Maximum Power Level Known: This column determines the highest level power he can learn at this level.

To learn or manifest a power, a Kei Warrior must have an wisdom score of at least 10 + the power’s level.

Fast Movement: you are faster than most +10 to base speed

chosen DITE(s): you may choose any two one handed or light weapons, ranged weapons include pistols, rifles and bows. DITE ranged weapons don't use bullets they use your own Kei. Pistols do 1d6 and have a range of 50 ft, rifles do 1d10 and have a range of 120 ft, bows do 1d8 and have a range of 80 ft. (Rifles are considered Adamant DITE, but bows are not). DITEs are small when dormant but change to full size when you say the word "restoration". All an Adamantdite is two DITEs combined to form one larger weapon

evasion: SRD: evasion

dodge: SRD: Dodge

special ability: you may add 10 power points to your max per day, may trade this ability for an extra feat, and at level 12 and 15 you may add 20 power points to your max per day, trade for a extra feat, or add a +1 weapon enchantment to your DITE(s) at level 18

uncanny dodge(improved): SRD: Uncanny Dodge

endurance: SRD: Endurance

weapon focus: SRD: Weapon Focus

Mobility: SRD: Mobility

improved chosen DITE(s): you may now choose another two regular DITEs, one Adamant DITE, or improve the ones you have. If you choose to improve the ones you have you may add a +1 weapon improvement to the weapons you currently have.

weapon specialization: SRD: Weapon Specialization

diehard: SRD: Diehard

whirlwind attack: SRD: Whirlwind Attack

greater weapon focus: SRD: Greater Weapon Focus

improved whirlwind attack: SRD: Improved Whirlwind Attack

Grand Wisdom: you add +2 to your wisdom score

DITE(s) mastery: Double your DITEs' damage die. So 1d6s become 2d6s, 1d8s become 2d8s, 2d4s become 4d4s, ect. And you also get a final set of DITEs, like normal two regular or one Adamant DITE

greater weapon specialization: SRD: Greater Weapon Specialization

Kei Powers Descriptions

0 level powers

Kei sight: for 1 point a min you can use low-light vision up to 60 ft, for every extra power point used you can see an additional 20 ft (max +80 ft). If you spend 5 power points a min you gain dark-vision up to 60 ft, and for every extra point used you can see an additional 20 ft (max +100 ft)

Kei jump: for every power point used you add that 5 ft to your jump height (max +100 ft) you also can land safely from any height you go up to with your Kei jump

Kei claws: gain a pair of claws made out of your own Kei they do 1d8 for a medium character. Cost 2 points to manifest. Last for 1 round + wis modifier

1st level powers

Kei sword: encase your weapon in Kei add 1d6 damage, cost 1 points. For 2 extra points you can turn it into a 2d6, 2 more turns it into 3d6, ect. (Max 5d6). Last a round + wis modifier

Kei shield: Make a barrier of Kei around your body. For every 1 power points used add +1 to your AC(max +20). Last a round + wis modifier

Kei dash: for every 1 power points add +10 to your base speed(max +100). Last a round + wis modifier.

2nd level powers

Tempered Kei: hardens your Kei so it can do more damage. For every 2 power points add +1 to your damage when using Kei attacks(max +15). Last a round + wis modifier

Augmented Kei: For 2 power points you can turn your Kei attacks into a different type of damage. Example: attacking with a Kei sword(1st level power) katana DITE normally does slashing damage but augmented Kei allows it to be piercing or bludgeoning damage. Last 1 hour

Elemental Kei: For 5 power points you can turn your Kei attacks into elemental damage. Example: you use a Rifle DITE, instead of dealing normal damage it does 1d10 (chosen element) damage. BUT once you deside on your type of elemental damage you stay with that element. Last 24 hours

3rd level power

External Ballistic Kei: you create a blast of Kei energy and aim it at your opponent. The blast deals 3d8 damage. It goes 30ft. Cost 5 power points to use, every extra point used does 1d8 (max 12d8)

Lightning Kei Dash: you can move 100 ft as a swift action you also can attack while moving. Ranged weapons gain a 25% miss chance because your moving. This move cost 5 power points.

Kei Quake: Push your enemies away and knock them over. For 5 power points you push adjacent enemies back 10ft and deal 3d8, enemies must make a DC 10 fortitude check or be knocked over. For every extra power point you can push them another 5ft(max +50ft) for every 10 ft add +5 to DC check and a 1d8

4th level powers

Kei Slice: ranged slash attack goes 50ft and does 8d8 for 10 power points. Add an extra 1d8 for every extra power point spent(max 20d8)

Hardened Spear Strike: Use your Kei to make spears of earth shoot from the ground. Each spear does 1d10 and cost 2 points a spear(max 15 spears). You can change the direction of the spears once for an extra power point per spear. You must be able to touch the ground with your hand to use this power.

Wolf Pack Barrage: Make five clones of your self for your turn. They are perfect replicas of you can use your power points and have a copy of your DITE(s) except they only have 5hp. You can make one move action and attack action with each of them or attack at the same time on the same enemy to do extra damage. They dissipate at the end of your turn. This move cost 15 power points.

5th level powers

Eagle piercing Kei Strike: you jump 50 ft into the air then use your Kei to rocket yourself at your enemy. This attack does 10d8 damage. Cost 20 power points

Deadly Kei Roar: you shout a 30ft cone of pure sonic Kei attack deals 10d6. Cost 15 power points. For every extra point add 1d6 to the damage(max 20d6)

Kei Shot Barrage: you shoot from your weapon or the palm of your hand 100 Kei shots each dealing 1 damage per hit. Goes 50ft. To save time roll a 1d% and what ever you roll is how much damage you do. Cost 20 power points. Every extra 5 points used adds +1 damage to each Kei shot (max +3)

6th level powers

Dragon spiral Kei: make a tornado of pure Kei that deals 10d10 damage goes 100ft. Cost 20 power points. Every extra 2 points adds 1d10(max 20d10)

Hundred man strike: you make a hundred copies of yourself that last for 1 turn each one gets one normal attack. Cost 45 power points. Example: you use this tactic, there are 10 opponents, each one gets attacked ten times, once from each copy.

Internal Augmented Spiral Kei: you grab your opponent, jump 50 ft into the air, then throw him towards the ground and them use your Kei to rocket yourself at him. When he hits the ground it does 10d8 damage then when you land on him you do 1d8 damage per 20 pounds of weight you have. Cost 50power points

Epic Kei Warrior

Table: The Epic Kei Warrior

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 Kei Warrior

Religion: any or none. Doesn't matter.

Other Classes: you deside.

Combat: Any. Flanker, tank, support, sniper. You name it a Kei Warrior can be it.

Advancement: first choose their combat style then deside from their was other class would go well with it.

Kei Warriors in the World

"come on just leave me here" the friend said, "dude stop talking like that even if you kicked the bucket I'd still drag your smelly corpse along so stop already"
—Sharnid Elipton, human lvl 10 Kei warrior

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

Notables: Heaven's Blades- title given to the twelve strongest Kei warriors in existence

Organizations:

NPC Reactions: if people know what they are they will be careful around them until they have earned the people's trust

Kei Warrior Lore

Characters with ranks in knowledge(psionics) can research Kei Warriors to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

knowledge(psionics)
DCResult
5Are skilled user of weapons called DITEs
10strong and fast, are warriors that can be relied apon. As long as your on their good side
15DITEs are made for a single Kei warrior, and because of that they are very protective of them
20Kei is a Kei warriors strength, it is part of him. It is produced from the soul.

<-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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