Battousai
The epitome of swordsmen during the 400 years of the Tokugawa Regime, the battousai gave their lives entirely to the practice of their art, which they perfected according to various sword style techniques. Whereas the samurai devoted themselves to their masters, the battousai simply sought after the increasing of their martial prowess. This relentless dedication to the art of swordsmanship made them the deadliest fighters in Japan.
Adventures: The battousai is at his core a martial artist, and pursues the perfection of this art in any endeavor. He seeks to test his skills in combat against worthy opponents. However, a battousai may adventure for a number of personal reasons, since they aren’t held back by any particular master or code of honor.
Characteristics: The signature of the battousai is his ability to use a sword in ways beyond that of any normal warrior. The battousai, like a samurai, has access to all his special abilities only if he has his katana. Unlike the samurai, the battousai never uses armor, and loses access to many of his bonuses if he wears armor.
But what truly makes a difference in the fighting ability of the battousai is their mastery of a particular sword technique. As they progress, they gain access to the more powerful attacks and abilities of their particular sword technique. Because they focus upon perfection, battousai never combine different sword techniques, remaining disciples of only a single technique.
Like monks and samurai, the battousai draws an inner strength called ki. Ki can be understood as the energy of their life-force, and like the samurai, draws his ki from the amount of life-force he has (hit points). Being drained of ki causes the battousai to lose all his sword technique abilities and become fatigued.
Alignment: Because of the strict discipline required to master the art of swordsmanship, a battousai must be lawful.
Religion: The battousai is a swordsman first and foremost, and all other forms of discipline are secondary. Religion and gods have little bearing upon the battousai, although some choose to pay homage to gods that may have made a personal impact upon their lives and their journeys.
Background: Battousai are trained by the masters of their particular sword techniques, who are usually either hermits who practice their skills in seclusion, or masters who teach formally at a dojo. Often, these masters conceal the true nature of their swordsmanship, until they find a student who has the most potential. Students are usually by circumstance, and are brought up from childhood learning the ways of the sword. Only when they’ve completed some measure of their training do they decide to wander and submit themselves to the true challenges of the warrior.
Races: Considering that the Battousai are a historically based character class, they are often human. Other races can easily take up the sword, but the single-minded drive that a battousai possesses is often too much for other races to adapt to.
Other Classes: Battousai often work alone, and prefer to face challenges with only a sword in hand and their individual prowess to rely on. However, if convinced that other specialties are required to achieve his purposes, the battousai may join with others. He views other fighting styles with interest, observing and trying to discover how to counter them. Battousai often are suspicious of magic users, seeing them as tricksters who cannot be trusted. They have the most respect for samurai, monks and paladins, who have the same kind of devotion to the pursuit of singular purpose that they can respect. Other characters are viewed with indifference.
Role: Battousai want to show their skill to themselves, and seek out the most martially-capable opponent on the battlefield. In groups, they would determine the best way to get into a position to do maximum damage.
Game Information
Battousai have the following game statistics:
Abilities: Because of their reliance on speed and unarmored combat, dexterity is vital to the battousai. Wisdom as well gives a bonuses to their armor as well as their resistance to mind-influencing effects. Charisma also is important for the battousai, because it drives the force of their blade and swordsman spirit.
Alignment: Any lawful.
Hit Dice: d8.
Class Skills
The battousai’s class skills (and the key ability for each skill) are Balance(Dex), Climb(Str), Diplomacy(Cha), Escape Artist(Dex), Iaijutsu Focus (Cha), Gather Information(Cha), Hide(Dex), Move Silently(Dex), Jump(Str), Ride(Dex), Sense Motive(Wis), Spot(Wis), and Tumble(Dex).
Class Features
Weapon Finesse- at 1st level, the battousai may use his dexterity modifier to instead of his Strength modifier on attacks rolls with his katana. This works like the Weapon Finesse feat, except that it applies to the katana, a weapon to which the feat cannot normally be applied.
AC Bonus- A battousai is highly trained at avoiding attacks, and has a sixth sense that lets him avoid even unanticipated attacks. When unarmored and unencumbered, the battousai adds his Wisdom bonus (if any) to his AC. In addition, the battousai gains a +1 bonus at 5th level. This bonus increases by 1 every five battousai levels thereafter (+2 at 10th, +3 at 15th, +4 at 20th). These bonuses to AC apply even against touch attacks or when the battousai is flat-footed. He loses these bonuses if he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Canny Defense- At 2nd level, when not wearing any armor or using a shield, a battousai adds 1 point of his Intelligence modifier (if any) per battousai class level to his Dexterity bonus to modify Armor Class while wielding a katana.
Evasion- A battousai of 3rd level or higher can avoid even magical or unusual attacks with great agility. If he makes a successful Reflex saving throw against that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), he instead takes no damage. Evasion can only be used if the battousai is wearing no armor. A helpless battousai (such as one that is unconscious or paralyzed) does not gain the benefit of Evasion.
Karmic Strike- At 4rh level, the battousai can strike when his opponent is most vulnerable—the same instant his opponent strikes him. Karmic Strike allows the battousai to make an attack of opportunity against an opponent that hits you in combat. On his action, the battousai chooses to take a –4 penalty to his Armor Class in exchange for the ability to make an attack of opportunity on any creature that makes a successful melee attack or melee touch attack against him. The opponent that hits him must still be in his threatened area, and this feat does not grant him more attacks of opportunity than he is normally allowed in one round.
Uncanny Dodge- at 7th level, the battousai gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any), even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
Ki Alertness- because of the highly focused sword spirit that a battousai uses within himself, he can fully appreciate subtle nuances and shifts in the ki flow around him caused by the presence of another warrior spirit. At 7th level, the battousai automatically knows if another character with martial weapon proficiency is within a 100ft radius of his location. He may spend 2 ki to know in which general direction the presence is in, and another 2 ki to discern the presence’s general disposition (healthy, wounded, poisoned, unconscious etc) and attitude (hostile, cordial, friendly, indifferent).
Improved Evasion- At 8th level, the battousai now only takes half-damage on a failed Reflex save, and takes no damage on successful Reflex save. It works in the same way as Evasion.
Improved Uncanny Dodge- at 9th level, the battousai can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies the ability to sneak attack the battousai by flanking him, unless the attacker has four more levels than the battousai.
The Sword Style Techniques
Throughout the history of Japan, various ways of using the sword were developed and practiced among many different schools. Each sword style technique embodied a specific strength in combat, whether it was range, speed, power, flexibility or other combat attributes. Like the sword schools of the samurai, the battousai gain access to a particular set of special attacks and abilities as they advance through four tiers of proficiency in their chosen sword style technique. However, unlike the samurai, they may not combine different abilities from different sword styles. The discipline and perfection required to learn each tier is such that a battousai can only learn one style.
The art of swordsmanship, in the eyes of the battousai, is to utilize the sword to its fullest potential in combat, as the sole focus of both defense and offense. Because of this, battousai never use armor or shields. The wearing of armor or the use of shields cancels all abilities from the sword school technique.
NOTE: I have only completed one sword style technique, which is the Hiten Mitsurugi Style Ultrasonic Sword Technique, drawing upon the abilities displayed by Kenshin Himura and Hiko Seijiro in the Samurai X television series and the OVA Rurouni Kenshin.
Hiten Mitsurugi Style Ultrasonic Sword Technique
- passed on from master to student, the heritage of the Hiten Mitsurugi Style Ultrasonic Sword Technique as always been in the hands of only two battousai at any given time: one master, one student. It is said that this technique is the strongest of all sword techniques, focusing on the use of speed to its deadliest effect. Based upon the actual battoujutsu sword styles of feudal Japan, the Hiten Mitsurugi Style’s abilities focus on the draw attack, using the momentum and acceleration of a sword drawn from it’s sheath to effect an attack upon the opponent. It also focuses on mobility and movement at blinding speed, often striking the enemy multiple times in rapid succession with deadly accuracy. Without a doubt, the Hiten Mitsurugi Style Ultrasonic Sword Technique has forged among the most feared swordsmen in all of Japan.
Hiten Mitsurugi Style Ultrasonic Sword Technique
Tier 1
Studious Defense- the Battousai of the Hiten Mitsurugi style are taught the basics of intelligent combat. Through the careful study of an opponent’s fighting style, the battousai can tailor his defensive technique to match the attacks of his opponent.
RULES: As a full-round action, the battousai makes a Spot Check (DC 10 + target level). Upon success, the battousai gains a +2 insight bonus to his AC against this opponent for the rest of the encounter. Failure results in misjudgement, incurring –2 insight penalty to the battousai’s AC.
Defensive Strike- the Battousai has the ability to turn a defensive stance into a powerful attack.
RULES: If an opponent attacks and misses a battousai using full defense, the battousai adds +4 to his attack role during his turn against that opponent.
Hiten Mitsurugi Ryu Song-Sen – as a free action, the Battousai of the Hiten Mitsurugi style may activate his use of Ryu Song-Sen, the first application of the hypersonic sword technique. The battousai attacks with blinding speed and almost unerring accuracy.
RULES: Upon activation, the battousai effectively doubles the number of attacks made, with –2 penalty to all secondary attacks. KI Cost: 10
Tier 2
Lightning Blade- the signature style of speed that marks the Hiten Mitsurugi style places premium on the battousai’s ability to act before the opponent, and use their swordsman spirit to drive their attacks.
RULES: The battousai adds his charisma modifer to all initiative rolls and attack rolls.
Hiten Mitsurugi Deadly Draw Battoujutsu Attack- by drawing the sword from its scabbard, the battousai effectively increases the blade’s force, making the initial strike fatal to almost any opponent. This may be used in conjunction with Karmic Strike.
RULES: If attacking with a sheathed weapon, the battousai adds +10 to his damage roll. This bonus applies only to the first attack. A battousai may sheath his weapon again after attacking, so the next round may also begin with a Deadly Draw. KI Cost: 7
Hiten Mitsurugi Doryussen- the only ranged attack taught by the Hiten Mitsurugi style is an attack that uses the sword to strike the ground and launch a volley of broken fragments and stone at the opponent.
RULES: In a standard action, the battousai strikes the ground, releasing a 50 ft. cone of debris at his opponent, causing 3d6+Battousai level damage. Reflex save (DC 15+Battousai level) for half damage. Ki Cost: 15
Tier 3
Combat Iaijutsu- a battousai of the advanced tier of the Hiten Mitsurugi style uses his skill in Iaijutsu with deadly effect in melee combat while engaging in a Karmic Strike. By sizing up his opponent, the battousai can launch a single devastating attack, combining the physics of the Deadly Draw with the skill of Iaijutsu.
RULES: Using combat iaijutsu requires the following steps:
1) The battousai selects an opponent to perform an iaijutsu attack on.
2) The battousai spends a single round to do a ready action, sheathing his weapon.
3) As a Karmic Strike action, upon being attacked by his opponent, the battousai rolls an iaijutsu check. In addition to the normal iaijutsu skill bonus, ki points may be spent to add to the roll bonus.
4) Add damage according to following chart:
Roll Bonus Damage
10-14 +1d6
15-19 +2d6
20-24 +3d6
25-29 +4d6
30-34 +5d6
35-39 +6d6
40-44 +7d6
45-49 +8d6
50+ +9d6 (maximum)
5) Roll normal attack against opponent.
6) A successful attack incurs damage +10 (Deadly Draw) + iaijutsu bonus damage
Base Ki Cost: 18
Inner Calm of the Hiten Mitsurugi- By experience and strength of ki, the battousai can use an amount of ki to add to his will save. This aids him in combat against other sword styles that use mind-influencing attacks.
RULES: The battousai may spend up to 7 ki points to add to his will save in addition to a +2 will save bonus.
Hiten Mitsurugi Ryu Sui-Sen- The battousai, using blinding speed, disappears from in front of his enemy, leaping into the air and attacking with devastating strength.
Rules: After a Ready Action move, the battousai may interrupt his opponent’s melee attack with the Ryu Sui-Sen, disappearing from view right before the attack is made. He leaps into the air above his opponent. The attack proceeds as if the opponent were flat-footed, dealing an additional +9d6 damage. The Ryu Sui-Sen cannot be used in tandem with an attack that uses the Deadly Draw i.e. combat iaijutsu. Ki Cost: 30
Tier 4
God-like Speed(Su)- at the 4th Tier of the Sword Technique of the Hiten Mitsurugi hypersonic sword style, a battousai has achieved an almost superhuman ability to attack with the feared God-Like Speed. Kenshin Himura was known for this ability and it was this ability that made him the legendary “man-slayer” of Kyoto during the revolution.
Rules: In combat, every oppponent whose level is below that of the battousai’s or has less HD than the battousai is treated as flat-footed. The battousai’s base speed is doubled. He also gains a +5 bonus to his initiative.
Hiten Mitsurugi Kuzo Ryu-Sen Nine-Headed Dragon Strike- only a master of the Hiten Mitsurugi style can execute this devastating attack. Using the God-like speed of the Hiten Mitsurugi style, the battousai can strike the nine vital points on an opponents body simultaneously, effectively dealing the maximum damage to the most vulnerable areas of the body (Provided that the opponent has a humaniod form).
RULES: As a full-action, the battousai leaps forward, executing the Nine-Headed Dragon Strike, inflicting massive damage. It is not counted as a normal attack roll against the enemy’s AC. The battousai must be able to move in order to execute this attack. It affects only a single opponent, with nine separate damage rolls, each counted as an automatic critical. The opponent must succeed a Reflex Save (DC 18+Battousai level) for half-damage. A target can only be humanoid and subject to critical hits. Ki Cost: 75
Special: Hiten Mitsurugi Amakekaru Ryu No-Hirameki- the ultimate attack of the Hiten Mitsurugi style can only become accessible after the battousai uses a Nine-Headed Dragon Strike against a master of the Hiten Mitsurugi Style Hypersonic Sword Technique. The Amakekaru No Ryu Himeki is the end of all draw attacks, and will destroy any opponent with a single blow. The attack occurs with such speed that it creates a vortex of air that sucks the target in and denies them the benefits of their being able to avoid the blow.
RULES: The Amakekaru Ryu No-Hirameki operates as a Maximized (no dice rolling, just total it) Deadly Draw battoujutsu attack (+10 damage) with Maximized Combat Iaijutsu (+9d6 damage), +1d10 damage per battousai level, and the total attack counts as a critical (x2). This ultimate attack uses the full attack bonus of the battousai and negates the dexterity bonus to AC of the target. The opponent must also make a reflex save (DC 22+battousai level) or die. Success takes full damage. Evasion or improved evasion does not apply. Ki Cost: 100 Unlike previous draw attacks, the Amakekaru Ryu No-Hirameki can be used either in conjunction with Karmic Strike or not.
This character class is based on the Samurai X series and OVA Rurouni Kenshin. If there are any comments on this class or if you want to use this in your campaign, please let me know. Haven’t play-tested it yet. Please see the blog entry Sample Character: Kenshin Himura.