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Iaijutsu Master (3.5e Class)

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Author: Eiji-kun (talk)
Date Created: 1-30-12
Status: Complete
Editing: Mechanical changes on Talk please.
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Iaijutsu MasterEdit

"You are already dead."

Iaijutsu Masters are masters of the unique fighting style, drawing your blade out from a standstill, striking with maximum force against an unprepared target, and sheathing their blade before anyone knows what has occurred. They embody the arts of the orient, and are masters of the weapons they wield. They are the iaijutsu masters, all fall before their blades!

Making a Iaijutsu MasterEdit

Abilities: Iaijutsu Masters are fighters, and such employ a heavy amount of Strength, though some may favor Dexterity to compliment their lighter armor selections and the benefits of Two-Weapon Fighting. Constitution is important for any melee build, and a good Charisma can take advantage of certain abilities and intimidation. Intelligence and Wisdom are less important, but benefit their skill selection.

Races: Any race prone to fighters and monks also produce iaijutsu masters.

Alignment: Any.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: As fighter.

Table: The Iaijutsu Master

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Favored Weapon, Focus Target (+1/-1), Iaijutsu Strike, Quick to Act +1
2nd +2 +3 +3 +0 Defense Break, Quick Draw
3rd +3 +3 +3 +1 Buujutsu Skill
4th +4 +4 +4 +1 Focus Target (+2/-2)
5th +5 +4 +4 +1 Quick to Act +2, Razor Wind
6th +6/+1 +5 +5 +2 Buujutsu Skill, Improved Quick Draw
7th +7/+2 +5 +5 +2 One Cut Many Strikes
8th +8/+3 +6 +6 +2 Focus Target (+3/-3), Razor Wave
9th +9/+4 +6 +6 +3 Buujutsu Skill
10th +10/+5 +7 +7 +3 Force Break, Quick to Act +3
11th +11/+6/+1 +7 +7 +3 Razor Arc
12th +12/+7/+2 +8 +8 +4 Focus Target (+4/-4), Buujutsu Skill
13th +13/+8/+3 +8 +8 +4 Razor Dash
14th +14/+9/+4 +9 +9 +4 Delayed Deathblow
15th +15/+10/+5 +9 +9 +5 Buujutsu Skill, Quick to Act +4
16th +16/+11/+6/+1 +10 +10 +5 Focus Target (+5/-5), Planarazor
17th +17/+12/+7/+2 +10 +10 +5 Manystrike
18th +18/+13/+8/+3 +11 +11 +6 Buujutsu Skill
19th +19/+14/+9/+4 +11 +11 +6 Iaijutsu Critical
20th +20/+15/+10/+5 +12 +12 +6 Awakened Swordsman, Focus Target (+6/-6), Quick to Act +5

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (nobility) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex).

Class FeaturesEdit

All of the following are class features of the Iaijutsu Master.

Weapon and Armor Proficiency: An iaijutsu master is proficient with all simple and martial weapons, and with light and medium armor and shields (except tower shields).

Favored Weapon (Ex): An iaijutsu master may practice with many weapons, but he has one weapon in particular he prefers over any other. The iaijutsu master obtains Weapon Focus with his selected weapon, and determines the type of weapon used in the Razor Wind, Razor Wave, Razor Arc, Razor Dash, Planarazor, and Awakened Swordsman abilities. You may change what your favored weapon is by practicing with a different weapon for 15 minutes, which also changes what you have weapon focus in.

Focus Target (Ex): An iaijutsu master uses concentration and focus when making his iaijutsu strikes. Even when not performing them, he is skilled at keeping an eye on the target. As a swift action, the iaijutsu master can focus on a single creature he can see, gaining a +1 bonus to attack and damage rolls against this creature, but a -1 penalty on AC against all other opponents besides his target he is focusing on. He may change or cancel this with another swift action, and it is automatically broken if the creature dies or the encounter ends.

Iaijutsu Strike (Ex): Iaijutsu masters are known for their unique fighting style, drawing a weapon and striking the enemy in one smooth quick motion to keep them off guard. An iaijutsu strike can be made against any flatfooted creature, and must be made with a weapon which has not yet been drawn. While slashing weapons are the preferred weapon of choice of an iaijutsu master, it is possible to perform an iaijutsu strike with a piercing or blunt weapon. Sheath less weapons, such as a hammer or unarmed strike, can be "sheathed" by placing them in a non-combat ready stance which requires them to be drawn. This hit by an iaijutsu strike are dealt normal damage plus an additional 1d6 points of damage per class level. This is not precision damage, and functions just as well against objects and critical immune creatures as it does normal creatures.

No matter how many weapons are drawn in a single round, iaijutsu master can only deal iaijutsu strike damage to a creature once per round, with one exception. Those with the Two-Weapon Fighting feat are capable of drawing two weapons in a round and dealing two iaijutsu strikes a round.

Quick to Act (Ex): You gain a +1 bonus on initiative checks. This bonus increases by 1 at 5th, 10th, 15th, and 20th level.

Defense Break (Ex): An iaijutsu master's skill seems to make their weapon seem sharper (or heavier) than normal, breaking through defenses. An iaijutsu master ignores 1 point of damage reduction or hardness per class level, even DR/-.

Quick Draw: At 2nd level an iaijutsu master gains the Quick Draw feat. If he already has the feat, he may select any fighter bonus feat he qualifies for in its place.

Buujutsu Skill: At 3rd level and every 3 levels beyond, an iaijutsu master picks up a new trick while fighting. Select one of the abilities below. Certain abilities have prerequisites which must be met.

Bleeding Strike (Ex): You can cause the enemy to bleed profusely from your attack. If you make an iaijutsu strike, for each die of damage you subtract from your blow your opponent takes 1 point of bleed damage which occurs at the start of its turn each round until it succeeds on a DC 15 Heal check as a full-round action, or receives magical healing. Bleeding damage overlaps, it does not stack.

Bonus Feat (Ex): You obtain a bonus feat from the following list. You must qualify for the feat as normal, and your iaijutsu master level counts as fighter levels for the purpose of qualifying for feats obtained by this class ability: Blind-Fight, Cleave, Deflect Arrows, Dodge, Combat Expertise, Great Cleave, Greater Weapon Focus, Greater Weapon Specialization, Improved Disarm, Improved Feint, Improved Initiative, Improved Sunder, Martial StanceToB, Martial StudyToB, Mobility, Power Attack, Spring Attack, Weapon Focus, Weapon Specialization, Whirlwind Attack

Celerity (Ex): Once per day you are capable of making a burst of speed as an immediate action. You gain your class level as a bonus to initiative. If done after combat has begun, this changes your position in initiative. You may select this multiple times, each time gaining an additional use per day.

Evasion (Ex): You gain evasion as a rogue. If taken a second time (or if you already have evasion) you gain improved evasion.

Fast Movement (Ex): You gain a +10 bonus to your base land speed, and a +2 on tumble checks. You may select this ability multiple times, each time gaining +10 speed and +2 tumble.

Flash Carve (Ex): You can make Craft checks which involve carving or similar activities which remove material, and you can do so in a flash by making an attack roll against an unattended object you are capable of damaging, and using it as the result of your craft check. Add the hardness of the item you are carving to the DC normally needed to craft the item in question. Doors and simple objects can be quickly created this way.

Killing Aura (Ex): Iaijutsu Masters are scary people. They can intimidate a creature as a move action, and up to 20 feet away. Each time you select this ability the range is increased by 20 ft., and you can intimidate another creature as part of the same action.

Murder Impulse (Ex): Iaijutsu Masters can feel your urge to kill. You are constantly under an extraordinary form of detect hostile intent augmented to your class level as appropriate.

Parry Blow (Ex): If you do not take the full number of attacks a round granted to you by your BAB (either purposefully or because you can't), you can choose to parry later in the round. As a free action, whenever you are attacked you may replace your effective AC with the result of the unused attack roll. For example, a iaijutsu master with +11/+6/+1 uses the +11 and does not take the other two attacks. They may then attempt to parry up to two attacks, using +6 and +1 respectively. You must have a BAB of +6 or higher to make use of this ability.

Sheathe Combat (Ex): You are capable of using your weapon's sheathe as a weapon of its own. It deals damage as a club, and grants a +1 shield bonus went held. It may be enhanced as a masterwork shield of its own right, as well as a masterwork weapon.

Razor Wind (Su): Distance is not an issue for an iaijutsu master. At 5th level an iaijutsu master may make a single melee attack against anyone in Close range (25 ft + 5 ft/2 levels) as a standard action. Their threatened zone is not increased, they are just capable from striking from a distance with shockwaves through the air that carry as much force as the actual attacks. You must be using your favored weapon to use this ability.

Improved Quick Draw: At 6th level the iaijutsu master's quick draw ability improves. He may now sheathe weapons as a free action, allowing iaijutsu strikes against potentially unlimited number of creatures with the same weapon (though still only once per creature per round).

One Cut Many Strikes (Ex): At 7th level, the iaijutsu master can take a full-attack action to make a single attack. If successful, the target takes damage as if struck by all the attacks granted to the iaijutsu master on a full-attack. For example, a iaijutsu master with a BAB of 11 has 3 attacks, while the same iaijutsu master with a Speed weapon has 4 attacks. Those with the Two-Weapon Fighting feat only count the number of attacks made by their primary weapon.

Razor Wave (Su): An iaijutsu master learns how to strike many with a single blow. At 8th level he may make a single attack roll, and strike against all creatures in a 120 ft. line as a standard action. Iaijutsu strike, critical hits, feats, and weapon special effects apply as normal. You must be using your favored weapon to use this ability.

Force Break (Su): At 10th level, an iaijutsu master can cut through magic effects as easily as solid objects. He can make a dispel check as an attack action against any spell effect which creates a wall or object with a range of touch. This functions even against effects normally immune to dispel, such as a wall of force or prismatic sphere. If successful, the effect is destroyed as if dispelled. In the case of the prismatic series of spells, it strips off one layer of color at a time.

Razor Arc (Su): At 11th level, an iaijutsu master can cover a wider area with his attacks, forming a large shockwave that cuts apart his enemies. This functions like Razor Wave, but forms a 60 ft. cone instead. You must be using your favored weapon to use this ability.

Razor Dash (Su): At 13th level, an iaijutsu master can move along with his attack faster than the eye can see. Whenever he employs razor wave or razor arc, he can teleport from his starting position to anywhere along the area of effect. He requires line of effect and line of sight. You must be using your favored weapon to use this ability.

Delayed Deathblow (Su): At 14th level, an iaijutsu master makes the monk cry by beating him at his own game. He may choose to make one of his attacks into a delayed deathblow. If the iaijutsu master strikes successfully, the target does not take the effects of the attack. Thereafter the iaijutsu master can have the effects take place at any later time, as long as the attempt is made within a number of days equal to his iaijutsu master level. To make such an attempt, the iaijutsu master merely wills the target to take damage (a free action), and the target does. The iaijutsu master may keep up to their Charisma modifier in delayed deathblows at one time (minimum 1), and the deathblows may be kept against the same creature if desired.

Planarazor (Su): At 16th level, an iaijutsu master has learned how to iaijutsu strike reality itself. As a full-attack action the iaijutsu master can rip open a gate to another plane (planar travel version only). You must be using your favored weapon to use this ability.

Manystrike (Ex): At 17th level, an iaijutsu master is quick enough to bring a flurry of strikes against enemies even after he's moved and acted otherwise. He may make a full-attack action at the end of a charge.

Iaijutsu Critical (Ex): At 19th level, whenever an iaijutsu master scores a natural 20 on his attack roll, he applies his iaijutsu strike damage. He does not need to confirm the critical hit, and it functions just fine against creatures immune to critical hits.

Awakened Swordsman: At 20th level, an iaijutsu master is more than human, he is a living weapon. He gains blindsight out to 30 ft. and blindsense out to 60 ft. He gains the Outsider type and is counted as an outsider or a member of his original race (whenever most beneficial). If the iaijutsu master is slain while equipped with his favored weapon, his soul transfers to the weapon and it becomes an intelligent weapon with his mental ability scores and class abilities (though most cannot be used on account of lacking limbs). He is capable of speaking and seeing normally, has an Ego score of 10 + 1/2 HD + his highest mental ability score, and if the weapon is present any attempts at reviving the iaijutsu master do not cost any gold or experience points. The intelligent weapon benefit must be using your favored weapon.

Epic Iaijutsu MasterEdit

Table: The Epic Iaijutsu Master

Hit Die: d10

Level Special
21st Buujutsu Skill
22nd
23rd
24th Buujutsu Skill, Focus Target (+7/-7)
25th Quick to Act +6
26th
27th Buujutsu Skill
28th Focus Target (+8/-8)
29th
30th Buujutsu Skill, Quick to Act +7

4 + Int modifier skill points per level.

Buujutsu Skill: At 21st and every three levels beyond you gain another buujutsu skill.

Focus Target: At 24th level and every four levels beyond your focus target ability is modified by +1/-1.

Quick to Act: At 25th level and every five levels beyond your quick to act ability improves by 1.

Human Iaijutsu Master Starting PackageEdit

Weapons: Scimitar.

Skill Selection: Pick a number of skills equal to 5 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Balance 4 Dex -2
Intimidate 4 Cha
Jump 4 Str -2
Spot 4 Wis
Tumble 4 Dex -2

Feat: Power Attack

Bonus Feats: Cleave

Gear: Chain Shirt.

Gold: 10 gp.

Campaign InformationEdit

Playing a Iaijutsu MasterEdit

Religion: Iaijutsu Masters are not prone nor abhorrent to any religion any more than any other person, though they tend towards monk-like reverence and focus rather than religious studies.

Other Classes: Other classes are apt to think the iaijutsu master to be some matter of samurai, fighter, or ninja. That's mostly true, as most are.

Combat: An iaijutsu master is first to act, first to get in the fray, and often first to kill with powerful strikes that send people falling to their knees.

Advancement: Any martial minded class, and even a rogue rogue classes, may be a good option for an iaijutsu master.

Iaijutsu Masters in the WorldEdit

I don't even know what happened. Came out of nowhere, I didn't even see a blade. All of a sudden Biggs head came off, and then... then...
—Wedge, Human Warrior on guard post after an attack by an iaijutsu master

Daily Life: An iaijutsu master's fighting style does not dictate his life, but as one must be able to learn the precise movements of iaijutsu, it does attract lawful types, and types of the paladin and monk variety.

Organizations: If an iaijutsu master is found anywhere, it is likely hidden in a rabble of other fighters in a guild or kingdom somewhere.

NPC Reactions: NPCs are often at awe at the speed which an iaijutsu master can operate. Hopefully their blade is a helpful one, and not one pointed at them.

Iaijutsu Master LoreEdit

Characters with ranks in Knowledge Nobility can research Iaijutsu Masters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Nobility
DC Result
10 Iaijutsu Masters are warriors capable of dealing damage in a flash, striking whenever your guard is down.
15 They are capable of great speed, and cutting opponents apart with ribbons of supersonic air, and single strikes which carry 1000 blows.
20 Powerful iaijutsu masters are legend, slicing apart reality, causing people to explode into gore at a thought, and breaking through the unbreakable.
30 Those who reach this level of success can learn about specific iaijutsu masters, their whereabouts, motives, weapon of choice, and other details.

Iaijutsu Masters in the GameEdit

Adaptation: Iaijutsu Masters are intended to replace the Iaijutsu Focus skill from 3.0e. If you use iaijutsu focus skill in your game, while it may be appropriate to grant it to this class it will power it up (as iaijutsu focus tends to do).

Sample Encounter: The terrible samurai assassin Yojimbo is coming to assassinate the king. So cocky in his victory he's even sent warning ahead of time, for it will not stop him. Can you stop the man who has killed over 1000 men in a single fell swoop?

EL 10: PENDING.



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