Genkotsuken
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[br]Genkotsuken[br]Table: The Genkotsuken[br] [br]BAB: High[br]Saves (Fort/Ref/Will): (Good/Good/Poor)[br][br]Level Special SP Unarmed AC[br]1st Genkotsuken style, technique (hadoken) 9 1d8 +0[br]2nd Confidence is power 15 1d8 +1[br]3rd Technique (revenge is a right) 21 1d10 +1[br]4th - 27 1d10 +1[br]5th Technique (shadow step) 34 1d10 +2[br]6th Will is force 41 1d12 +2[br]7th Technique (out of my way) 48 1d12 +2[br]8th - 55 1d12 +3[br]9th Technique (the dragon charges) 63 2d6 +3[br]10th Anger is strength 71 2d6 +3[br]11th Technique (embrace the fire) 79 2d6 +4[br]12th - 87 2d8 +4[br]13th Technique (ashura walk) 96 2d8 +4[br]14th Shadow quicken 105 2d8 +5[br]15th Technique (shatter the air) 114 2d10 +5[br]16th - 123 2d10 +5[br]17th Technique (do not wait for time) 143 2d10 +6[br]18th Fury is bliss 153 2d12 +6[br]19th Technique (the blood kill) 163 2d12 +6[br]20th Shadow mastery 173 2d12 +7[br]
Hit Die: d8.
Class Skills: The Genkotsuken's class skills (and the key ability for each skill) are: Balance (Dex), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), Tumble (Dex).
Skill Points at Each Level: 2 + Int modifier.
Class Features
All the following are class features of the Genkotsuken base class.
Alignment: Any nongood.
Weapon and Armor Proficiency: Genkotsukens are masters of the empty hand, and therefore have no proficiency with any weapon, armor or shield. In addition, a Genkotsuken loses access to all class abilities while armed, or wearing armor or shields.
Shadow Points/Day
The Genkotsuken can draw upon his evil will to bring accomplish impressive feats. A Genkotsuken has a number of Shadow Points as described in Table: The Genkotsuken. These Shadow Points are spent to execute and/or augment the various techniques a Genkotsuken learns.
Gekotsuken Style (Ex)
The Genkotsuken style has the following properties:
* His unarmed damage progresses through the chart listed above.
* He gains a bonus to AC equal to his Charisma modifier. It also increases by +1 at 2nd level, and every 3 levels thereafter, to a total of +7 at 20th level. These bonuses apply even when the Genkotsuken is caught flatfooted, but not when immobilized or helpless.
* He learns fighting abilities called techniques that he can use at will. Using techniques costs Shadow Points, as does augmenting them. All techniques are supernatural abilities and made as standard actions that do not provoke attacks of opportunity unless noted otherwise.
* He learns Improved Unarmed Strike as a bonus feat at 1st level.
A Genkotsuken loses access to all of the above benefits while armed, or wearing armor or shields.
Confidence is Power
At 2nd level, the Genkotsuken believes wholly in his own abilities and prowess in battle, and bows to no other in the field of combat regardless of whatever he endures. He may add his Charisma modifier in addition to his Constitution modifier to determine bonus hit points per level. This effect is retroactive.
Will is Force
At 6th level, the Genkotsuken does not allow puny things like gravity or other mundane physical obstacles to impede his progress. When making any Strength check or any Strength-based skill check, he may add his Charisma modifier as an additional bonus. Once per hour, he can add his class level to any such check in a particularly impressive show of force.
Anger is Strength
At 10th level, the Genkotsuken can channel his feelings of anger and spite to recklessly empower his blows. So long as he has a positive Charisma modifier, he can apply one and a half of his Strength modifier to his damage bonus on unarmed strikes, as though they were two-handed weapons.
Shadow Quicken
At 14th level, a Genkotsuken has become so adept that he is able to unleash his devastating techniques with startling speed by expending more energy. A Genkotsuken may use a technique - one that would normally take a standard action or less - as a swift action. Using a technique in this manner costs twice as many Shadow Points as it would normally cost. Using Shadow Quicken counts against your limit of swift actions per round.
Fury is Bliss
At 18th level, the Genkotsuken wholly embraces the blood rage as a suitable state of mind when in combat. While engaged in melee combat, he is immune to all compulsion effects.
Shadow Master
At 20th level, a Genkotsuken's adeptness with his techniques has become so ingrained that he is able to maximize the extent of his attacks with brutal efficiency. Once per day, a Genkotsuken can enhance any one technique immediately being executed (although he must declare his intent before the roll is made, if any) which allows for additional Shadow Points to be spent on to its maximum potential without actually paying them.
Techniques
Hadoken
[4 SP base cost]
The Genkotsuken can gather his feelings of anger and bloodlust and project it forcefully at the enemy. The Hadoken has a form decided by the Genkotsuken but is always of fire or negative damage, his choice. The Hadoken has a range of 30 ft. Upon a successful ranged touch attack, the attack deals damage equal to the Genkotsuken's base unarmed attack plus his Charisma modifier. For every additional Shadow Point expended on this skill (to a maximum number of points equal to class level), the Hadoken deals an additional 1 point of damage and increases its range by 10 ft.
Revenge is a Right
[8 SP base cost]
By releasing himself into vengeful feelings, the Genkotsuken can make devastating retributive strikes. The technique is an immediate action in response to being damaged in melee; the Genkotsuken can instantly make an attack of opportunity after his opponent's attack resolves.
Shadow Step
[12 SP base cost]
By partially allowing his body to fade into the Plane of Shadow, the Genkotsuken can move at almost supernatural speeds. As a swift action, he gains a +30 feet enhancement to movement speed, a +3 dodge bonus to AC, the benefits of concealment, and the ability to strike incorporeal creatures as though his unarmed strikes possessed the ghost touch enhancement. These bonuses last for a number of rounds equal to his Charisma modifier (minimum 1). For every additional 2 Shadow Points expended on this skill (to a maximum number of points equal to class level), the movement speed bonus increases by +10 and the dodge bonus increases by +1.
Out of My Way
[16 SP base cost]
The Genkotsuken can form unstable ki in his hands when attacking an enemy, causing a simultaneous explosion of force. The technique is a standard attack; on a successful hit, the enemy must make a Fortitude save (DC 14 + Cha modifier) or be pushed back 10 ft after the attack. The opponent receives a +4 bonus to save for every size larger than the Genkotsuken, and a -4 penalty for every size smaller. If the enemy cannot move the full amount (due to striking an obstacle in the way), he stops in the nearest square and takes 1d6 falling damage per 10 ft travelled. For every additional 2 Shadow Points expended on this skill (to a maximum number of points equal to class level), the distance the enemy is pushed back increases by 10, and the save DC by 1.
The Dragon Charges
[20 SP base cost]
Charging towards his opponent, the Genkotsuken starts a blaze of wicked, shadowy flame, damaging all who touch it. The technique is a partial charge (although it can combined into a full charge) in which the Genkotsuken starts a trail of black flame from his starting position to the end of the charge, building the momentum to hammer his target with a wealth of blackfire. Aside from the normal attack, for every 20 ft traversed during the charge, the shadowflame does 1d12 fire or negative damage (the Genkotsuken's choice) on impact from the buildup; this additional damage is inflicted even if the charge misses. A Reflex save is allowed for half damage (DC 12 + Cha modifier). For every additional 2 Shadow Points expended on this skill (to a maximum number of points equal to class level), the fire deals an additional 1 point of damage per 20 ft interval and the save DC increases by 1.
Embrace the Fire
[24 SP base cost]
The Genkotsuken attempts to bearhug the opponent before engulfing the both of them in a massive explosion by overloading his aura of twisted ki energies, turning the entire area around them into an inferno of hatefire. The technique is a grapple attempt; on a successful melee touch and grapple attempt, the Genkotsuken not only deals the normal unarmed damage but causes an external explosion which erupts around him in a manner similar to a fireball (20-ft radius spread). The resulting explosion ends the grapple, but also deals 2d12 negative damage to the grappled target; everything in range (including both the victim) also takes 2d6 fire damage. The Genkotsuken takes half of the fire damage. The victim is not allowed a save, though everything else may attempt a Reflex save (DC 16 + Cha modifier) for half damage. For every additional 4 Shadow Points expended on this skill (to a maximum number of points equal to class level), the damage on both the negative and fire portion increases by 1d12 and 1d6 respectively, and the save DC by 1.
Ashura Walk
[28 SP base cost]
By allowing himself to fade from the shackles of the Prime Material Plane, the Genkotsuken can virtually ignore the limitations of reality - he becomes ethereal. Alternatively, he can maintain a teneous hold on the world by only partially displacing himself; this grants him the benefits of total concealment (as improved invisibility) but does not let him go through solid objects as being ethereal would. The Genkotsuken must decide which state he wishes to be in at the beginning of his turn, and it perists until the next round. The effects last for a number of rounds equal to his Charisma modifier (minimum 1). If the Genkotsuken materializes within a solid object at the end of its duration, he is shunted to the nearest empty space and takes 1d6 damage for each 5 ft moved in this way. For every additional 4 Shadow Points expended on this skill (to a maximum number of points equal to class level), the duration is extended by 1 round.
Shatter the Air
[32 SP base cost]
Focusing his ki and emotions into breaking anything of substance, even the very threads of the air itself, the Genkotsuken can overcome even the hardiest or most insubstantial of defenses through raw force. His unarmed strikes bypass all forms of damage reduction and hardness, and his unarmed strikes ignore armor and shield AC bonuses as though they were brilliant energy weapons. Additionally, he gains a +4 bonus to his damage rolls. The duration is a number of rounds equal to his Charisma modifier (minimum 1). For every additional 4 Shadow Points expended on this skill (to a maximum number of points equal to class level), the damage bonuses increases by +2.
Do Not Wait for Time
[36 SP base cost]
The Genkotsuken's drive for battle and vengeance go far beyond all other things, even the very eddies of time itself. As a swift action, when concentrating on his task at hand, the Genkotsuken can immediately gain an additional standard action for the round. This does not allow him to gain an additional swift action for that round.
The Blood Kill
[40 SP base cost]
Considered the ultimate state of enlightenment by those who follows its ways, the Genkotsuken is overcome by a desire to kill and rushes his opponent. His arms becoming living weapons of ki, dealing slashing, piercing and blunt damage all at once, effectively bypassing any damage resistance to those attributes. While under the effects of the technique, his attacks are considered as though they were keen (doubled critical range), adamantite, wounding (1 Con damage from blood loss against creatures applicable to critical hits), and of speed (additional extra attack at his highest base attack bonus on a full attack).
The duration of these effects lasts for 3 rounds. At any point the Genkotsuken can end the technique by firing a giant beam of ultradestructive hate-empowered energy from his outstretched hands. This is a full-round action; the beam can strike any target within line of sight. Everything in a straight line from the Genkotsuken to the target is caught in the beam and takes 2d12 fire and negative damage (half and half) per round that has elapsed since the technique had started. A Reflex save (DC 19 + Cha modifier) halves the damage.
If the Genkotsuken does not fire the beam before the duration of the technique ends, the internal energy tears him apart and deals the damage that the beam would have caused unto himself with no save.
For every additional 4 Shadow Points expended on this skill (to a maximum number of points equal to class level), the duration is extended by 1 round and the save DC increases by 1.
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Testing the Genkotsuken Base Class
Name: Valeth Dredgheart
HP: 105. AC: 22. Build: Human Genkotsuken 10.
Fort Save: 13. Ref Save: 13. Will Save: 7.
Attack: +13/+8 (+11/+6/+11 Snap Kick) 2d6+4
28 Point Buy: Str 14, Dex 14, Con 14, Int 10, Will 10, Cha 14+2.
Feats: Improved Unarmed Strike, Dodge, Mobility, Spring Attack, Improved Toughness, Snap Kick.
Phat Lewt: 4,000 Bracers of Armor+2. 25,000 Ring of Evasion. 2,500 Ring of Sustenance (For RP). 16,000 +4 Cloak of Resistance. 1000 Gold Left For Inns, Food, and other supplies.
Techniques (SP = 71)
Hadoken (SP 4)
Revenge is a Right (SP 8)
Shadow Step (SP 12) (Concealment, +30 movement, 3 AC, 3 rounds)
Out of My Way (SP 16)
The Dragon Charges (SP 20)
The Challenges
A Hallway Filled with Traps: There's no way he'll see these ahead of time, so he'll just have to hope for the best. He has a decent reflex save, though and combined with Ring of Evasion, he should nullify most threats, as long as there are no will saves involved. Probable Victory.
A Fire Giant: Odds of seeing eachother are decent. Genkotsuken will win initiative and use Shadow Step Maximized for +80 movement and +8 to AC to keep his head on. If he loses, he'll have to take a hard hit to HP. At that point, the Genkotsuken will either high-tail it back to get room for The Dragon Charges, or alternate between Hadokens and Spring Attacks. If he has the room for a Dragon Charge, he might be able to squeeze out a victory. Otherwise, the Fire Giant will survive and wear him down over time. If a grapple happens, Valeth can use his once-per-hour ability to win, otherwise it's probably over. Even Match.
A Young Blue Dragon: 75% chance to Evade Breath Weapon. 25% Miss Chance on Melee due to Concealment even versus Blindsense. Valeth will have to ready Hadokens or get lucky with attacks of opportunity. The dragon gets one attack per turn, most likely, as it will never land, and half of them will miss. Probable Victory.
A Bebilith: Without a great wisdom, the Bebilith probably gets suprise. Even ignoring it's DR it still has mountains of HP. The Poison DC is too high, and Valeth will probably go down. No movement due to Web, so Dragon Charge is out of the question. Definite Loss.
A Vrock: Vrock gets surprise round, more than likely from hide. Vrock probably closes first and stun is about 50/50. Next round Vrock probably full attacks, but several miss due to AC and concealment from Shadow Step. IF he can get distance, he'll Dragon Charge. Otherwise, he'll never beat DR with most attacks. Probable Loss.
A Tag Team of Mind Flayers: Flayers probably win initiative. Valeth has almost no chance of surviving two Mind Blasts. If he somehow manages to survive them, he'll close for full attacks or Dragon Charge. This means he has to survive at least another turn of two Mind Blasts, and then one more turn of one. Not happening. Definite Loss.
Two Remhorazes: Monk won't notice the burrowing, more than likely, and they'll get the jump. If they hit with a bite, then he's toast, before the first round. He can't hit them, as the fire damage will tear him to shreds. No way out of this one. Definite Loss.
6 Trolls: Initiative is 50/50. Either way, Concealment and AC makes Valeth practically untouchable. He can wear them down and Hadoken with flame to keep them down. Almost certain victory.
A Horde of Shadows: Shadow Step lets him beat them senseless. Unless there is some serious unluck with natural 20s, the Shadows are destroyed.
Almost Certain Victory.
Almost Certain Victory: 2
Probable Victory: 2
Even Match: 1
Probable Loss: 1
Definite Loss: 3