Hiten Mitsurugi-Ryu

Hit Die: d10.

Requirements

To qualify to become a student of the Hiten Mitsurugi-Ryu, a character must fulfill all the following criteria:
Alignment: one of the following: Lawful Good, Lawful Neutral, Neutral Good, or (True) Neutral
Ability Scores: Dex 19+, Wis 16+
Base Attack Bonus: +6
Sense Motive: 4 ranks
Jump: 9 ranks
Knowledge (Fighting Styles): 4 ranks
Feats: Lightning Reflexes, Improved Initiative, Alertness, Exotic Weapon Proficiency (Katana), Weapon Focus (Katana)
Special: Must contact a master of Hiten Mitsurugi-Ryu, and get them to train the character. Basic training takes 1 year.

Hiten Mitsurugi-Ryu Fighting Style
Class
Level
  Base
Attack Bonus
  Fort
Save
  Ref
Save
  Will
Save
 
Special
1st +1 +0 +2 +0 God Speed, Improved Critical (Katana)
2nd +2 +0 +3 +0 Quick Draw (Katana), Battou-Jitsu
3rd +3 +1 +3 +1 Battou-Jitsu Sou Ryu Sen
4th +4 +1 +4 +1 Ryu Kan Sen
5th +5 +1 +4 +1 Ryu Sho Sen
6th +6 +2 +5 +2 High-Jump, Ryu Tsui Sen
7th +7 +2 +5 +2 Do Ryu Sen
8th +8 +2 +6 +2 Ryu Sou Sen, Ken Ki
9th +9 +3 +6 +3 Kuzu Ryu Sen
10th +10 +3 +7 +3 Improved God Speed, Ama Kakeru Ryu No Hirameki

Class Skills

See Chapter 4: Skills in the Players Handbook for skill descriptions
Skill Points are Each Level: 4 + Int modifier.

Class Features

Weapon and Armor Proficiency: The duelist is proficient with all simple and martial weapons, but no type of armor. The only shield they are proficient with is the buckler.

God Speed (Su): +4 to initiative (stackable with Improved Initiative), a +4 Dodge bonus to AC (stackable with Dex Modifier), +1 competence bonus to hit with the Katana (and Wakizashi)
The character only gains these bonuses when wearing light or no armor.

Battou-Jitsu: Standing with his Katana (or Wakizashi) sheathed, and hand on the hilt of the Katana (or Wakizashi), a master of the Hiten Mitsurugi-Ryu can use the Battou-Jitsu to either strike his opponents melee weapon, or as an attack.
As an attack to strike the opponents melee weapon, the weilder of the Battou-Jitsu must ready the attack before hand, and then make a successful Senese Motive check (DC: 20). If he succeeds, he can then attempt to strike his opponents weapon (see Striking a Weapon in the Player's Handbook pg. 136). In the opposed attack rolls for striking the weapon, the weilder of the Battou-Jitsu gets a +4 due to the God Speed. If the weilder of Battou-Jitsu succsesfully strikes the weapon, then it negates the next attack from that opponent using that weapon. (if the Opponent has multiple attacks, then only the first is cancelled.) This is considered a Full-Round action/attack.
As an attack to strike the opponent, treat it as a normal attack, with a +2 to hit due to the God Speed.

Battou-Jitsu Sou Ryu Sen: As with the Battou-Jistu, the Battou-Jitsu Sou Ryu Sen starts off with the Katana (or Wakizashi) sheathed, and one hand on the hilt of the Katana (or Wakizashi). Unlike the normal Battou-Jitsu, the Battou-Jitsu Sou Ryu Sen can only be used to attack the opponent, but it attacks the opponent with both the Katana (or Wakizashi) and the sheath!
The master of Hiten Mitsurugi-Ryu must ready the Battou-Jitsu Sou Ryu Sen and strike just before his opponent strikes him. Both the Katana (or Wakizashi) and the Sheath both strike at the highest attack of the character, but both at -2 unless the character has the Ambidexterity Feat. If he does, then there is no penalty to strike. As would be expected, the Katana (or Wakizashi) strike is slashing damage, and the Sheath is Blugeoning. (The sheath does normal damage, not subdual, due to the nature of the attack)
The Battou-Jitsu Sou Ryu Sen must be a readied attack, and counts as a Full Action.

Ryu Kan Sen: With the God Speed, the master of Hiten Mitsurugi-Ryu runs past his opponent, then quickly turns around, striking his opponent in the back.
The wielder of the Ryu Kan Sen must run at least 20 feet to his opponent, and then either run around his opponent, or tumble past him. If tumbling past, a tumble check (DC: 15) is required, if failing, then the opponent gets an attack of opportunity as normal. If running past the opponent, the speed is so great, due to the God Speed, that the opponent gets no attack of opportunity
If no attack of opportunity was granted (either by running past, or by succsessfully tumbling) then the wielder of Ryu Kan Sen gets to then attack his opponent. This attack is as if the opponent has no shield (as he is behind his target), and as if the opponent has no dexterity bonus (unless the opponent cannot be surprised, or has Uncanny Dodge or similar ability)
This is considered a Full Action attack.

Ryu Sho Sen: The character using the Ryu Sho Sen crouches low, then jumps up at the opponent, attempting to slice the opponent across the throat. The character gets a +2 to strike due to the unexpected angle the strike comes from, and a succsessful hit does double damage (dmg x2. Treat as normal for combining with a critical hit)

High Jump (Ex): You are able to gain exceptional height when jumping, even from a standing position.
When trying a high-jump, roll a Jump skill check. You manage to jump up your height plus 1ft for every 3 points beyond 10 that you make your jump check (ie, (JumpCheck-10)/3 + Height) When you make a High-Jump, the character can only move up to 5 feet horizontally.

Ryu Tsui Sen: Even the best swordsman and knight has their vulnerable points when attacked from the air. Using Ryu Tsui Sen, the character jumps up into the air, then comes down upon the opponent, using both hands to strike the enemy with a single blow.
The character makes a Jump roll using his high-jump ability. To successfully use the Ryu Tsui Sen, the character must jump at least 6 feet above his target to get enough momentum to execute this move properly. If the high-jump is less than 6 feet above the opponent, then treat the strike as a normal strike using two hands (x1.5 Str bonus on damage). If the high-jump succeeds, then the character gets a +4 to strike, and does double damage (x2 dmg. If a critial strike is done, then treat this as another x2 multiplier on the damage. Ie, critical x2 and this x2 comes to x3, and bonus dice are not multiplied)
Creatures immune to critical strikes are immune to the extra damage done by this strike (the bonus to strike, and extra damage due to a two-handed strike are applied however.)

Do Ryu Sen: With god-like power, the wielder of Do Ryu Sen slashes his sword just above the ground, the force of which causes dirt and stones to fly like a dragon, attacking the enemy. It is really handy for those enemies out of range.
The wielder of Do Ryu Sen must make a short run (at least 10 feet) then slash his Katana (or Wakizashi) just above the ground. Any loose stones and dirt then fly up to hit an opponent up to 30 feet away from where the Do Ryu Sen was executed. Damage done depends on the amount of loose material available where the Do Ryu Sen is executed. (DM's descretion. Suggested damages: On a stone & dirt road: 4D6, on a cobblestone road: 2D6, on a paved road or inside a well kept castle/keep: 0 (there's nothing for the Do Ryu Sen to attack the opponent with) Critical for this attack is 19-20/x2.) Even a heavily armored opponent still takes damage from this attack as the dirt and stones can find their way through the cracks and holes in the armor.
This is considered a Full Action attack.

Ryu Sou Sen: Randomly attacking your targets vital points at high speed doesn't give the opponent a chance to recover from the attack. This is ideal against enemies with high stamina.
The wielder of the Ryu Sou Sen must stand in one spot to execute this attack. The character gets two extra attacks at the attack bonus of his highest (first) attack, and each attack suffers a -2 penalty to hit (as the character is sacrificing some accuracy for speed). Eg. If a character normally has attacks of +13/+8, the s/he gets 2 bonus attacks at the highest bonus (so +13/+13/+13/+8) and all attacks are at -2 penalty (+11/+11/+11/+6).
This is a full round attack, the wielder cannot move his 5' either before or after, and all attacks must be made against the same enemy.

Ken Ki: Ken Ki is the warrior spirit made for fighting. If at any time a battle lasts more than 10 rounds, the warriors Ken Ki automatically activates.
Bonuses include: +4 temporary constitution points (lost at the end of battle) as well, the character can push his or her body beyond normal limits.
The character can stay conscious, below 0 and perform full round actions still. The character can stay conscious until 10 + Constitution (ie, if the character has a Constitution of 15, the character can stay conscious until -25). If the battle ends, with the character below 0 HP, then the character's Ken Ki fades out, but also puts the character at 0 HP; staggered).

Kuzu Ryu Sen: Every form of attack in every form of fighting is centered around hitting your opponents, and protecting your own, vital points. These points are:
  • Head
  • Left Shoulder
  • Right Shoulder
  • Left Arm
  • Right Arm
  • Left Waist
  • Right Waist
  • Between the Legs
  • and the Crotch.
Using the God Speed, the Master of Hiten Mitsurugi-Ryu attacks the opponent in all the vital points in rapid succession. There is only two ways to counter a Kuzu Ryu Sen, as such, the Kuzu Ryu Sen is usually fatal to the opponent. The wielder of the Kuzu Ryu Sen makes a number of attacks upon the opponent equal to 3 + Wisdom Modifier) at his or her highest attack bonus. As well, Due to the fact that the master of Hiten Mitsurugi-Ryu will be hitting the opponents critical points, the threat range on the attack is given a x2 multiplier (of the base threat range). This counts as a full round attack. The attacker must run at least 10 feet towards the opponent before using the Kuzu Ryu Sen. As well, due to the exhausting nature of this attack, the wielder takes 20 points of subdual damage. If the target is at largest one size category larger than the attacker then the attacker will end up 15 feet on the other side of the opponent (unless there is an obsticle blocking the path, ie, a wall)
The only two attacks able to counter the Kuzu Ryu Sen, is another Kuzu Ryu Sen (readied so that both effectivly take place simultaneously [it's the best I can do while staying inside the 3rd ED rules]) and an Ama Kakeru Ryu No Hirameki. If it is countered with another Kuzu Ryu Sen then both opponents make opposed Wisdom checks (to determine the conviction of each) with any circumstantial bonuses applicable applied (ie, +4 for defending something that you truly believe in)

Improved God Speed: The Improved God Speed superseeds the God Speed (ie, they don't stack, just take the bonuses from the Improved God Speed) +8 to initiative (stackable with Improved Initiative), a +6 Dodge bonus to AC (stackable with Dex Modifier), +4 competence bonus to hit with the Katana (and Wakizashi)
The character only gains these bonuses when wearing light or no armor.

Ama Kakeru Ryu No Hirameki: The Ama Kakeru Ryu No Hirameki is likened to the Dragon. Where you may evade the deadly bite, the winds will draw you in so that you will be shredded by its claws.
The wielder of the Ama Kekeru Ryu No Hirameki starts with the Katana (or Wakizashi) in the sheath. With the incredible God Speed the wielder can muster, he or she draws the sword so as to strike the opponent and fell him or her in one blow. Due to the incredible speed with which this attack is done, the opponent recieves no dodge bonus to his or her AC. If this attack is blocked (ie, it misses) then the speed of which the blade passes through the area between the two opponents creates a small vacuum. While the opponent is caught off guard, the attacker uses this vacuum to his or her advantage. The opponent becomes off balance, and drawn in to the vacuum, while the attacker spins around and uses the momentum created by the vacuum to speed his or her sword even faster for a second strike. This second strike is +4 to hit (due to the attacker being off balance) and the opponent still doesn't get any Dodge bonus to their AC. If the second attack strikes, then damage is given a x2 multiplier.
This attack is very leathal to humanoid opponents. If a humanoid opponent is struck by either strike (the first or second) then it must make a fortitude check (DC: 20 + damage delt) or die.
Only a true master of fighting styles can discern exactly what this move is, due to its incredible speed. A character must succseed a Knowledge (Fighting Styles) DC 35 to tell what this move exactly is.
This counts as a full round attack. As well, due to the exhausting nature of this attack, the wielder takes 30 points of subdual damage.