User:Bnmnq/Hiko Seijuro

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Adopter: Bnmnq (talk)
Original Author: Omni Genesis (talk)
Date Created: April 29, 2011
Date Adopted: January 12, 2012
Status: In Progress
Editing: Clarity edits only please
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  • "Epic" is not in the list (Good, Moderate, Poor, Other) of allowed values for the "Base Attack Bonus Progression" property.
  • "Epic" is not in the list (Good, Poor, Bad, Varies, Other) of allowed values for the "Fortitude Save Progression" property.
  • "Epic" is not in the list (Good, Poor, Bad, Varies, Other) of allowed values for the "Reflex Save Progression" property.
  • "Epic" is not in the list (Good, Poor, Bad, Varies, Other) of allowed values for the "Will Save Progression" property.


Hiko Seijuro[edit]

They are masters of Hiten Mitsurugi Ryu fighting style, they have few equals in swordsmanship, and they are the stuff of legends, doing as they see fit until they find an apprentice to take on of their own.

Becoming Hiko Seijuro[edit]

You must have trained 20 levels in Apprentice of Hiten Mitsurugi Ryu, which allows you to learn the Kuzu Ryu sen. You must then have enough exp to be 21 level but not take it in another class. You must then face off against your master in a duel to the death. You must successfully activate the Ultimate technique of the Hiten Mitsurugi Ryu to defeat your master's Kuzu Ryu Sen.

Entry Requirements
Special: See becoming Hiko Seijuro above.

Table: Hiko Seijuro

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st epic epic epic epic Amakakeru Ryu no Hirameki, Power of Balance
2nd epic epic epic epic Master Reach
3rd epic epic epic epic Master Precision, Power of Balance
4th epic epic epic epic Improved Master Reach
5th epic epic epic epic Aura of Grandeur, Power of Balance

Class Skills (4 + Int modifier per level.
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Heal (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Survival (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

All of the following are class features of the Hiko Seijuro.

Amakakeru Ryu no Hirameki (Ex): The ultimate attack of the Hiten Mitsurugi Ryu fighting style. This attack is a full round attack. This is also a counter attack. The character must perform a Sense motive as part of a Swordsman Spirit check. They must also exceed the attack roll of the attacker by no less then 10 points. If successful then this attack interrupts the attackers rolls even if they had a readied action against them. This is a super version of the battōjutsu. It does does normal attack damage (can still be multiplied if a critical is rolled on attack roll), maximum battōjutsu dice damage of 15d6, and an extra 3d6 for each point of balance. This move happens with blinding speed even compared to the rest of the Hiten Mitsurugi Ryu techniques. The recipient or another watching can see the moment the strike takes place with a Spot check DC of 50. This move can be blocked by someone who knows about the impending strike. They must make a controlled attack watching for the moment and be able to succeed in a DC 40 Concentration check to watch for the moment the attack is coming. The will then parry the attack. This is where the danger truly lies. Both the character and the attacker have to roll a secondary init that takes place in milliseconds. The attack however suffers a -15 penalty countered of course by anything they have to improve their initiative. If they fail to beat the Seijuro Heiko they are pulled in by a vacuum created by the displaced air of the first attack. This attack applies an additional 50% multiplier to the balance rating of the character and all dice damage will be maxed and weapon damage will be an automatic critical. If someone survives this they are really, really, REALLY not happy. This move is incredibly tasking on the character. Unlike the others this move can only be done once a day per 10 points of balance the character has. The DC of 45+5 for each use after the first one used beyond the allowed. Instead of loosing an attribute point they loose one permanent Hit dice + Con bonus of HP. This is not a negative level it is sign of disintegrated body. Only a Wish or similar spell can restore 1 lost dice.

Power of Balance (Ex): This represents the further balance training and makes up for all the hard work training in the Hiten Mitsurugi Ryu. The character gains +2 to all 6 attributes. The character recieves another +2 to all attributes also on 3rd and 5th level as well.

Masters Reach (Ex): A Seijuro Heiko now can move so quickly in short distances that they threaten an additional 5ft around them. At 4th level this expands another 5ft with Improved Masters Reach.

Masters Precision (Ex): This works just like Precision from the apprentice of Hiten Mitsurugi Ryu. Stacking along with Pure Precision giving a total +3 to critical range and multiplier.

Aura of Grandure (Ex): Having mastered all the skills and tricks of the Hiten Mitsurugi Ryu gives a Seijuro Heiko an overwhelming level of confidence. Once a day per level of Seijuro Heiko the character can add his 25 Hiten Mitsurugi Ryu levels to any attack, damage, save, grapple, attribute check, or skill roll.

Campaign Information[edit]

Playing a Hiko Seijuro[edit]

Combat: A Hiko Seijuro fills mostly a combative role in an adventure. The problem is they are just as likely to allow their traveling companions to fend for themselves then to help them depending on the strength of the opponent. One also doesn't know when they might just decide to leave because they find the travel with others can slow their own progress.

Advancement: There really isn't any advancements that are needed. If you reached this point you are already over level 20 and thus know what you're doing.

Resources: This character will usually only want items that can keep them from being effected by status effects or items that boost all their stats equally as to not loose their power of balance. A really good magical sword is always appreciated as well.

A Hiko Seijuro in the World[edit]

A Hiko Seijuro is a traveling sword. They do not seek wealth, money, or fame. They travel to find the meaning of the world and the people with in it. They defend the undefended and slay those who would slow their path.


NPC Reactions: Many NPCs will attempt to hire a Hiko Seijuro for their own gains. Not all of these are evil intentions they are still just self motivation that a Seijuro Heiko could usually care less about. They would have a bigger emotional investment in a falling snow flake then the tides of war around them.

Hiko Seijuro Lore[edit]

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

Knowledge History
DC Result
11 They are some type of great sword master.
16 They are the Masters of Hiten Mitsurugi Ryu.
21 There is only one at a time.
26 They seek no personal gain or fame.

Putting a Hiko Seijuro in the Game[edit]

When deciding to put a Hiko Seijuro into your game setting, you must be weary that he/she will be one of the most physically powerful things in your world. He/she can destroy almost anyone in a one on one fight and his/her speed and skill allows him/her to strike multiple opponents with deadly power and precision. Do not add this class lightly to your world, because if something makes him/her mad, it probably just died without knowing him/her.

Adaptation: This Prestige class is epic in nature. You cannot become him unless you have 20 levels of the Apprentice of Hiten Mitsurugi ryu. In order to adapt this call, you would have to have someone start as the apprentice of this character and go on training missions the master gives him/her or have them just travel around looking for an apprentice.


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