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Genji Clansman (Samurai archetype)
#1
Genji Clansman
Long ago, it is said people from the moon descended to Aeon Gaia and made contact with humes in the most intimate manner. While the moonfolk had eventually left for reasons unknown, their mark had been made upon the clan of humes, allowing them to harness the power of the mind. Their knowledge has spread long and far, penetrating other races and cultures, and eventually Clan Genji was formed. With their unparalleled skills in wielding a blade and their otherworldly psychic powers, Genji clansmen are a thing to be feared on the battlefield.

The Genji clansman is an archetype of the samurai class.

Class Skills: The Genji clansman gains Autohypnosis (Wis), Perform (Cha), and Sense Motive (Wis) as class skills. He also gains 4 + Int modifier skill points per level.

This modifies the class skills and skill points per level of the samurai.

Limit Break: At 1st level, the Genji clansman gains a limit break (Uchinaru Heiwa no Ken).

Uchinaru Heiwa no Ken (Su): This Limit Break turns the pain and rage one feels into a tiny, concentrated point of inner power and cold, deadly tranquility. For 1 + 1 round for every four class levels, the Genji clansman attains psychic focus. He can expend his psychic focus on swordskills and talents, and will still retain his psychic focus after doing so. For every round he remains in this Limit Break, he spends 1 MP, and running out of MP ends this Limit Break prematurely. When this Limit Break ends, he cannot attain psychic focus again for 1d6 minutes. This Limit Break only requires a swift action to activate.

This replaces the Unseen Strike limit break.

Swordplay (Su): Though sword saints may claim to be the first to have mastered such abilities, weaponizing the spirit inside themselves and their swords is no longer a jealously-kept secret. A Genji clansman takes part in the utilization of swordskills, learning swordskills and readying them as indicated on the table below.

Of note, the Genji clansman also gains a small pool of MP, as indicated on the table below. They treat their Charisma modifier as their casting modifier, and they determine bonus MP based on their swordskills; when they can only use basic forms, they gain bonus MP as though they can cast up to 2nd-level spells. Advance forms treat them as though they can use 4th-level spells, and master forms treat them as though they can use 6th-level spells. Though the Genji clansman does not actually cast spells, they have other abilities for which MP can be used.

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The sword is a material focus for all swordskills, though it doesn’t need to be crafted by the Genji clansman. The Genji clansman can use any swordskill he knows at will, provided he is wielding a sword. As long as he is wielding a sword he forged himself, increase the DCs of all his swordskills by 1.

The three forms of swordskills, in order of their relative power, are basic, advance, and master. A Genji clansman begins with knowledge of two swordskills, which must be of the basic form. As a Genji clansman gains levels, he can learn new swordskills. At 6th level, a Genji clansman can learn advance forms, and at 12th level, he can learn master forms.

A Genji clansman’s swordskills are supernatural abilities; using a swordskill is a standard action that does not provoke an attack of opportunity. If a target makes a successful Reflex save against a swordskill, they only take half damage from the swordskill, and all of the swordskill’s other effects are negated. The save DC for a basic form is 10 + ½ the Genji clansmans’s level + his Charisma modifier, the save DC for an advanced form is 12 + ½ the Genji clansman’s level + his Charisma modifier, and the save DC for a master form is 14 + ½ the Genji clansman’s level + his Charisma modifier.

A Genji clansman can ready his starting swordskills, but as he advances in level and learns more swordskills, he must choose which swordskills to ready. He readies his swordskills by practicing weapon drills for 10 minutes. Genji clansmen do not need to sleep or rest for any long period of time to ready their swordskills; anytime he spends 10 minutes practicing, he can change his readied swordskills. He may not ready any individual swordskill more than once. He begins an encounter with all readied swordskills unexpended, regardless of how many times he may have already used them since he chose them. When a Genji clansman initiates a swordskill, he expends it for the current encounter, so each of his readied swordskills can be used once per encounter (until they are recovered, see below).

For a Genji clansman to recover swordskills, he must perform one of two types of actions: expend 1 MP as a full-round action that does not provoke attacks of opportunity and gain a competence bonus to AC equal to his Charisma modifier, or attain psychic focus as a full-round action (having the talent that lets him do so as a move action does not recover any swordskills); attaining psychic focus does not grant this AC bonus. Doing either of these recovers a number of swordskills of his choice equal to his Charisma modifier (minimum of 2). Alternately, he may use a standard action to recover one swordskill he chooses.

This replaces kenki techniques, the forces of Sen, and bushido.

Psychic Focus (Su): At 1st level, whereas typical a samurai utilizes abilities through Sen, the Genji clansman empowers himself by achieving a heightened state of mind called psychic focus. By using his mind as a weapon, he can unlock powers deep within himself that others can only dream of.

By spending a full-round action that provokes attacks of opportunity, the Genji clansman attains psychic focus. When he is psychically focused, he may expend his focus to treat any single skill check that uses Wisdom for its ability modifier as though he rolled a 15. It’s like taking 10, except that he takes a 15 instead, and may be done in stressful situations (such as combat), unlike taking 10. There are also talents that are powered by psychic focus, and he may also expend his focus to increase the DC of any single swordskill or talent by a number equal to his Wisdom modifier.

Expending his psychic focus only powers a single effect. The Genji clansman cannot expend his psychic focus to power multiple effects with one expenditure; each effect requires its own instance of psychic focus to be expended.

This replaces meditate.

Stamina Pool (Ex): At 1st level, a Genji clansman gains a reservoir of stamina that he can draw upon to fuel his talents that he gains below. This stamina pool has a number of points equal to 5 x his Constitution modifier and this pool increases by 5 + his Constitution modifier per level. The pool refreshes once per day when the Genji clansman rests for a full 8 hours. Sustained modes take up a static amount of stamina points from the Genji clansman’s current and maximum stamina pool and most sustained modes stack. If he already has a stamina pool from another class, he only increases his pool by 5 + his Constitution modifier per level instead.

By spending 5 stamina points, the Genji clansman can do one of the following:
  • Increase his speed by 10 feet for 1 round
  • Delay and suppress his fatigue or exhaustion for 1 round
  • Increase one saving throw by +1 for 1 round
Each of these powers is activated as a swift action.

This replaces resolve.

Iaijutsu Strike (Ex): The Genji clansman gains his first d6 of this ability at 2nd level, and increases it by 1d6 every four levels afterward (6th, 10th, 14th, and 18th) to a total of +5d6 damage. This damage also applies to swordskills if his weapon was sheathed before initiating the swordskill. By expending psychic focus or 1 MP, he may use this ability on the same enemy as much as he pleases, rather than once every 24 hours, requiring expenditure for every extra time he uses it. He does not, however, gain the ability to enhance his iaijutsu strike while the Meikyo Shisui limit break is active; instead, while he is psychically focused, he threatens all squares within his reach while his weapon is sheathed, and may expend his psychic focus to apply the bonus damage to a single attack of opportunity.

This modifies iaijutsu strike.

Genji Clansman Talents (Su): As a Genji clansman gains experience, he learns a number of talents that aid him and his allies. Starting at 1st level, a Genji clansman gains one Genji clansman talent from any talent tree. He gains an additional Genji clansman talent for every 2 levels of Genji clansman attained after 1st level. A Genji clansman cannot select an individual talent more than once. These are considered sword saint talents when determining the prerequisites and effects of the Extra Sword Saint Talent feat, following all rules thusly.

This replaces blade block, third eye, deliverance, and merciful eyes.

One with the Sword (Su): At 20th level, rather than starting any battle with 1 Sen point if he does not have any, the Genji clansman may attain psychic focus as a free action at the beginning of the encounter if he is not psychically focused already. This ability also becomes a supernatural ability.

This modifies one with the sword.
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#2
Swordskills

Though sword saints may claim to be the first to have mastered such abilities, weaponizing the spirit inside themselves and their swords is no longer a jealously-kept secret. The sword is a material focus for all swordskills, though it doesn’t need to be crafted by the Genji clansman. The Genji clansman can use any swordskill he knows at will, provided he is wielding a sword. As long as he is wielding a sword he forged himself, increase the DCs of all his swordskills by 1.

The three forms of swordskills, in order of their relative power, are basic, advance, and master. A Genji clansman begins with knowledge of two swordskills, which must be of the basic form. As a Genji clansman gains levels, he can learn new swordskills. At 6th level, a Genji clansman can learn advance forms, and at 12th level, he can learn master forms.

Basic Forms
  • Crush Accessory: You deal damage equal to a melee attack using the focus sword to a single creature within 15 feet. One non-weapon, non-armor object of your choice in the creature’s possession takes the same amount of damage.
  • Lingering Edge: You deal damage equal to twice your Strength modifier to each creature in a 5-ft.-radius burst within 20 feet. A creature hit by lingering edge takes damage equal to your Strength modifier at the beginning of their turn for a number of rounds equal to your Charisma modifier.
  • Magicsap: You deal damage equal to a melee attack using the focus sword + your Charisma modifier to a single creature within 20 feet. That creature’s caster level is reduced by 1d4 for a number of rounds equal to your Charisma modifier (multiple reductions stack) and that creature must make a successful Concentration check with a DC equal to 10 + the save DC when it casts its next spell or the spell is disrupted.
  • Powersap: You deal damage equal to a melee attack using the focus sword + twice your Charisma modifier to a single creature within 20 feet. That creature takes 1d6 points of Strength damage if it failed the save.
  • Purifying Breeze: You deal damage equal to a melee attack using the focus sword + twice your Charisma modifier to a single creature within 20 feet, and are granted DR 5/adamantine and magic for a number of rounds equal to your Charisma modifier.
  • Raging Inferno: You deal damage equal to a melee attack using the focus sword to each creature in a 5 ft. radius burst within 20 feet, and they are knocked prone.
  • Rain of Wisdom: You deal damage equal to a melee attack with the focus sword to each creature in a 5 ft. radius burst within 20 feet, and are healed half the total amount.
Advance Forms
  • Binding Darkness: You deal damage equal to a melee attack using the focus sword + twice your Charisma modifier to all creatures in a 20 ft. cone, and any who fail the save are Immobilized for a number of rounds equal to your Charisma modifier.
  • Cloudsea Curse: You deal damage equal to a melee attack + your Charisma modifier to each creature in a 5 ft. radius burst within 30 feet, and those who fail the save are inflicted with Slow for a number of rounds equal to your Charisma modifier.
  • Crush Weapon: You deal damage equal to a melee attack using the focus sword to a single creature within 15 feet. Deal the same amount of damage to one weapon in wielded by the target creature. If the creature isn’t holding a weapon the creature takes extra damage equal to three times your Charisma modifier.
  • Mindsap: You deal damage equal to a melee attack using the focus sword + twice your Charisma modifier to a single creature within 20 feet. That creature takes your choice of 1d6 points of Intelligence damage, 1d6 points of Wisdom damage, or 1d6 points of Charisma damage if it failed the save.
  • Phantom Edge: You deal force damage equal to three times your Charisma modifier to a single creature within 30 feet. A creature hit by this technique takes force damage equal to your Charisma modifier for a number of rounds equal to half your sword saint level.
  • Spirit Sword: You deal damage equal to a melee attack using the focus sword + twice your Charisma modifier to a single creature within 30 feet, and they take bleed damage equal to your Charisma modifier for a like number of rounds.
  • Verse of Oblivion: You deal damage equal to a melee attack using the focus sword + twice your Charisma modifier to a single creature within 30 feet. You also deal 1d4 + twice your Charisma modifier to their MP pool, and if they have a pool of supernatural enemy (such as an arcane pool or ki pool), they lose a number of points from that pool equal to your Charisma modifier. A successful save halves this effect, rather than negating it.
Master Forms
  • Crushing Blow: You deal damage equal to a melee attack using the focus sword + four times your Charisma modifier to a single creature within 15 feet. That creature is stunned for 1 round.
  • Doomed Aspirations: You deal damage equal to a melee attack using the focus sword + three times your Charisma modifier to a single creature within 15 feet, and they are inflicted with the Confuse and Doom status effects; the Doom effect leaves them with -1 hit points and are stable, rather than killing them outright.
  • Ethereal Embrace: You deal damage equal to a melee attack using the focus sword + three times your Charisma modifier to a single creature within 30 feet, and are granted the Haste status effect and fast healing equal to your Charisma modifier for a like number of rounds.
  • Sanguine Blossom: You deal damage equal to a melee attack using the focus sword + four times your Charisma modifier in a 60 ft. line.
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#3
Genji Clansman Talents

As a Genji clansman gains experience, he learns a number of talents that aid him and his allies. Starting at 1st level, a Genji clansman gains one Genji clansman talent from any talent tree. He gains an additional Genji clansman talent for every 2 levels of Genji clansman attained after 1st level. A Genji clansman cannot select an individual talent more than once. These are considered sword saint talents when determining the prerequisites and effects of the Extra Sword Saint Talent feat, following all rules thusly.

Brilliant Sword Talent Tree
The fine art of iaijutsu can be likened, by some, to a sort of dance. Despite what it may first appear to be, there is a certain flow to it, where they strike and move in a way that lets them be like water. Genji clansmen are experts at this style of fighting, and few can claim to have achieved a matching level of skill.
  • Iron Flash: By spending 5 points of stamina as a swift action, the Genji clansman replaces the range of his next melee attack or swordskill a range of Close (25 ft. + 5 ft. for every two class levels); this does not affect the area of effect of any swordskills it is used for, only the range. If his weapon was sheathed and he draws it as part of the attack or swordskill initiation, the attack or swordskill does an additional 2d6 damage.
  • Mythril Flash: By spending an additional 5 stamina points, when using the Iron Flash talent, the Genji clansman may make a free bull rush, disarm, sunder, or trip attempt on the target that does not provoke attacks of opportunity, adding his Charisma modifier to his CMB. If his weapon was sheathed and he draws it as part of the attack or swordskill initiation, the attack or swordskill does an additional 4d6 damage instead of 2d6. Prerequisite: Iron Flash
  • Adamant Flash: By spending an additional 10 stamina points, when using the Iron Flash talent, the Genji clansman bypasses all damage reduction and hardness with their attack or swordskill. If his weapon was sheathed and he draws it as part of the attack or swordskill initiation, the attack or swordskill does an additional 6d6 damage instead of 2d6; this talent cannot be used in conjunction with the Mythril Flash talent. Prerequisites: Iron Flash, Mythril Flash, Genji Clansman 7
  • Reaching Blade: As a swift action, the Genji Clansman may activate this talent as a sustained mode. While this mode is active, the reach of all of his weapons gains a 5 ft. increase. If his weapon was sheathed and he draws it as part of an attack or swordskill initiation while this sustained mode is active, he gains a +2 competence bonus on his attack roll or increases the DC of his swordskill by 1. This sustained mode uses up 15 points of the Genji clansman’s current and maximum stamina pool.
  • Dancing Blade: As a swift action, the Genji clansman may activate this talent as a sustained mode. While this mode is active, he gains a +1 dodge bonus to AC that increases by +1 for every four Genji clansman levels, and gives a +2 competence bonus to his initiative that increases by +1 for every six levels. This sustained mode uses up 20 points of the Genji clansman’s current and maximum stamina pool. Prerequisites: At least one Brilliant Sword talent, Genji Clansman 5
  • Readied Blade: Whenever the Genji Clansman is in a sustained mode from the Brilliant Sword tree, he may sheathe his weapon as a free action that does not provoke attacks of opportunity once per round. He may do this twice at 8th level, and three times per round at 16th level. 
  • Singing Blade: As a swift action, the Genji clansman may activate this talent as a sustained mode. While this mode is active, he increases his base land speed by 10 feet, and gains a competence bonus to his AC equal to his Charisma modifier against attacks of opportunity. When targeted by an attack of opportunity, he may make an attack of opportunity in return against the one attacking him first. This sustained mode uses up 30 points of the Genji clansman’s current and maximum stamina pool. Prerequisites: At least two Brilliant Sword talents, Genji Clansman 13
  • Glimmering Dance: As an immediate action, the Genji clansman may spend 5 stamina points to make a Perform (dance) check when targeted by an attack. If the check matches or exceeds the attack roll, the attack misses and the Genji clansman may take a free 5 ft. step.
  • Illuminating Dance: When activating the Glimmering Dance talent, the Genji clansman may spend an additional 5 stamina points to move 10 feet instead as a free action that does not provoke attacks of opportunity. If he has a sheathed weapon, he may draw it and make a free attack with it before making this movement, but only so long as the one who attacked him is within melee range. Prerequisites: Glimmering Dance, Genji Clansman 7
  • Brilliant Dance: As an immediate action, the Genji clansman may spend 10 stamina points when making a saving throw to replace the saving throw with a Perform (dance) check. If the check is successful, then he may immediately move adjacently to the enemy who triggered the saving throw, regardless of distance, so long as the enemy is in sight; this movement does not provoke attacks of opportunity. If he has a sheathed weapon, he may draw it and make a free attack against the enemy that deals +3d6 damage if successful. Prerequisites: Glimmering Dance, Illuminating Dance, Genji Clansman 11
Crimson Einhander
Samurai are famous for their duels, swords clashing at speeds faster than an eyeblink, and Genji clansmen are no different. Wielding their weapons one-handed, those who follow this style make for a fierce fencing challenge. The Genji clansman can only use these talents when only wielding a weapon; having one of his hands occupied with more than the handle of his weapon or being equipped with a shield any larger than a buckler prevents the use of these talents. If the Genji clansman is wielding his weapon one-handedly and has the other hand completely free, he gains a +2 bonus on any d20 rolls involved with these talents.
  • Strongarm: So long as the Genji clansman wields his weapon one-handedly with nothing in his other hand, he adds 1½ times his Strength modifier to damage, and treats his attacks as two-handed if beneficial when determining the effects of feats and other abilities (such as Power Attack). Prerequisites: At least one other Crimson Einhander talent, Genji clansman 3
  • Noble Sword: By spending 15 points of stamina as a swift action, the Genji clansman looks for an opening in his enemy’s defenses with a Sense Motive check in place of his next attack roll. If the check equals or surpasses the target’s AC, then the attack is successful, and all damage dealt by it is doubled. As a skill check, rolling a natural 1 does not automatically make the attack fail, nor does a natural 20 make the attack automatically hit, and critical hits do not apply. This talent cannot be applied to swordskills. Prerequisite: Genji clansman 5
  • Royal Sword: By spending 25 points of stamina instead, when activating the Noble Sword talent, the Genji clansman deals triple damage with the attack. Prerequisites: Noble Sword, Genji clansman 9
  • Emperor’s Sword: By spending 40 points of stamina instead, when activating the Noble Sword talent, the Genji clansman deals quadruple damage with the attack. Prerequisites: Noble Sword, Royal Sword, Genji clansman 15
  • Sanguine Lords: As a swift action, the Genji clansman may activate this talent as a sustained mode. While this mode is active, as long as his weapon is being wielded one-handedly and his other hand is unoccupied, the Genji clansman gains a +2 shield bonus to his AC and all melee attacks made and swordskills used with that weapon deal +1d6 damage. The shield bonus and extra damage increase to +3 and +2d6 at 8th level, then again to +4 and +3d6 at 16th level. This mode cannot be used at the same time as Sanguine Ladies, until the Genji clansman is 8th level. This sustained mode uses up 15 points of the Genji clansman’s current and maximum stamina pool. Prerequisite: At least one other Crimson Einhander talent
  • Sanguine Ladies: As a swift action, the Genji clansman may activate this talent as a sustained mode. While this mode is active, he gains a +3 insight bonus to his AC, CMD, attack rolls, and initiative. The insight bonus increases to +4 at 8th level, then again to +5 at 16th level. This mode cannot be used at the same time as Sanguine Lords, until the Genji clansman is 8th level. This sustained mode uses up 15 points of the Genji clansman’s current and maximum stamina pool. Prerequisite: At least one other Crimson Einhander talent
  • Sanguine Lieges: Whenever the Genji clansman is attacked while either Sanguine Lords or Sanguine Ladies is active, the attacking creature must make a Will save (DC 10 + ½ class level + Charisma modifier). If they fail the save, then they are unable to target the Genji clansman for one round, hesitating in awe of his glory, although the action is not wasted. If they succeed on the save and the attack hits, they are immune to this effect from the Genji clansman for 24 hours. If they succeed on the save but fail to hit, they are still subject to further Will saves from continued attacks. This is a mind-affecting effect. Prerequisites: Sanguine Lords, Sanguine Ladies, Genji Clansman 13
  • Scarlet Sentinel: As an immediate action, when affected by one or more of the status ailments listed below, the Genji clansman may spend 15 stamina points to ignore and suppress an effect of his choice for a number of rounds equal to his Charisma modifier: Berserk, Blinded, Burning, Confused, Cowering, Cursed, Dazed, Dazzled, Deafened, Deprotect, Deshell, Dimmed, Disabled, Disease, Doom, Drenched, Exhausted, Fascinated, Fatigued, Frightened, Frog, Frozen, Immobilized, Imperil, Mini, Nauseated, Panicked, Paralyzed, Petrified, Poisoned, Sapped, Shaken, Sickened, Squalled, Static, Stunned, or Weighted. He must be able to perform the immediate action necessary to use this talent. If he is about to suffer the effect being placed on him, he may opt to use this talent and suppress the effect just before it applies, thereby ignoring it as soon as it begins. If the condition has a duration that would expire before the use of this talent, then the effect is negated. If the effect would have continue to have effect after the duration of this talent expires, then the subject suffers the remaining duration of that effect as normal after the talent ends. Prerequisites: At least two other Crimson Einhander talents, Genji Clansman 9
  • Unbeatable Poise: As an immediate action, when targeted by an attack roll, the Genji clansman may spend 10 stamina points to make an attack roll in turn. If the Genji clansman’s attack roll exceeds that of the enemy, the enemy’s attack is negated, and the Genji clansman makes an attack on the enemy using the roll that negated the enemy’s attack.
  • Unshakeable Resolve: As an immediate action, the Genji clansman may spend 10 stamina points to make a Sense Motive check, using the result of the check in place of his saving throw.
Genji no Senshi
Though the Genji clan practices many styles, virtually all its clansmen have one particular set of traditional fighting techniques from which they draw upon the strength of both body and mind to defeat their foes.
  • Seishin no Ken: By spending 10 points of stamina and his psychic focus as a swift action, the Genji clansman treats any weapon he wields as though it has the psychokinetic property for a number of rounds equal to his Charisma modifier; this functions exactly like the flaming property, except that it deals 1d4 non-elemental damage instead of 1d6 fire damage. By expending 1 MP while this talent is still active, his weapon also gains the ghost touch property for one round.
  • Tamashī no Ken: By spending 15 points of stamina, his psychic focus, and 1 MP instead when activating the Seishin no Ken talent, the Genji clansman treats any weapon he wields as though it has the psychokinetic burst property, rather than the psychokinetic property; this functions exactly like the flaming burst property, except that critical hits deal 1d8 non-elemental damage in a 5-ft. radius burst instead of 1d10, increasing the dice to 2d8 if the weapon has a critical multiplier of x3, and 3d8 if the weapon has a critical multiplier of x4. By expending 2 MP instead of 1 MP, his weapon gains the ghost touch property and deals an additional 2d4 non-elemental damage per hit for one round. Prerequisites: Seishin no Ken, Genji Clansman 7
  • Chikara no Ken: By expending an additional 5 points of stamina and 2 additional MP when activating the Seishin no Ken or Tamashī no Ken talents, the next attack made by the Genji clansman targets the opponent’s touch AC. This does not make the attack into a melee touch attack, the attack merely uses the target’s touch AC to determine whether or not it hits. Prerequisites: Seishin no Ken, Tamashī no Ken, Genji Clansman 13
  • Hayamemasu: By expending 5 points of stamina and 4 MP as a swift action, the Genji clansman gains a free move action. He may also expend his psychic focus to reduce the MP cost to 2. Prerequisite: Genji Clansman 5
  • Ai o Hiromemasu: As a swift action, the Genji clansman may activate this talent as a sustained mode. While this sustained mode is active, when attaining psychic focus, the Genji clansman may choose a single saving throw. So long as he is psychically focused, he is treated as having the evasion class feature, except that it functions with the chosen saving throw instead. This sustained mode uses up 15 points from the Genji clansman’s current and maximum stamina pool. Prerequisite: Genji Clansman 7
  • Deep Focus: As a swift action, the Genji clansman may activate this talent as a sustained mode. While this sustained mode is active, the Genji clansman may have a second instance of psychic focus, held within his subconscious. This extra psychic focus must be attained separately, and any bonuses granted from having psychic focus are not doubled. Either focus may be expended, and so long as they are not both expended, any abilities that require the Genji clansman to be psychically focused still function as normal. This sustained mode uses up 20 points from the Genji clansman’s current and maximum stamina pool. Prerequisite: Genji Clansman 5
  • Psybane: As a swift action, the Genji clansman may activate this talent as a sustained mode. While this sustained mode is active, the Genji clansman gains a +1 bonus to his AC against creatures that have an MP pool and a caster level and to attack rolls against against said creatures, and if he is psychically focused, also deals +1d6 damage on any successful hits against them. At 8th level, the bonus increases to +3, and he deals +2d6 damage against such creatures, and at 16th level, the bonus increases to +5 and he deals 3d6 damage against such creatures. This sustained mode uses up 20 points from the Genji clansman’s current and maximum stamina pool. Prerequisite: At least one other Genji no Senshi talent
  • Aikido: By spending 10 points of stamina as an immediate action, when targeted with an attack roll, the Genji clansman may make a Perception check. If the check meets or exceeds the enemy’s attack roll, then the attack is negated, and the Genji clansman may make a disarm attempt that does not provoke attacks of opportunity as a free action, so long as the enemy is within melee range. Prerequisite: Genji Clansman 3
  • Shirahadori: When activating the Aikido talent, the Genji clansman may expend his psychic focus to add his Charisma modifier to his CMB for the disarm attempt, and if successful, the enemy is also knocked prone. Prerequisites: Aikido, Genji Clansman 9
  • Bonecrusher: When activating the Aikido talent, the Genji clansman may expend 1 MP his psychic focus to replace the disarm attempt with an attack roll, so long as he is at 50% health or lower. If successful, the attack is an automatically confirmed critical hit, and deals an additional 3d6 damage. This extra damage is not multiplied with the critical hit. Prerequisites: Aikido, Shirahadori, Genji Clansman 13
Psychic Warrior
Just as readily as they will thrash their enemies’ bodies, the Genji clansman is shown to be a truly cunning warrior who can attack the mind just as well. These abilities focus on weaponizing their own mental prowess to rock foes to the core.
  • Harmony Shatterer: By spending 5 stamina points as a swift action, the next melee attack that hits or swordskill that the Genji clansman uses forces a Will save (DC 10 + ½ class level + Charisma modifier). If the enemy fails, all attacks made by the Genji clansman’s allies upon the enemy deal an additional 1d6 damage for a number of rounds equal to the Genji clansman’s Charisma modifier. At 8th level, the Genji clansman can expend 1 MP or his psychic focus to increase the damage to 2d6, and at 16th level can expend 1 MP or his psychic focus to increase the damage to 3d6.
  • Will Breaker: By spending 10 stamina points as a swift action, the next melee attack or swordskill the Genji clansman uses forces a Will save (DC 10 + ½ class level + Charisma modifier). If the enemy fails, they are overcome by crippling doubt and hopelessness, and are nauseated for a number of rounds equal to the Genji clansman’s Charisma modifier. At 8th level, the Genji clansman can expend 2 MP or 1 MP and his psychic focus to leave his enemies sickened for a number of rounds equal to his Charisma modifier once the nauseated status wears off, and at 16th level, he can expend 2 MP or 1 MP and his psychic focus to leave his foes dazed on a failed save for a number of rounds equal to his Charisma modifier, leaving them nauseated for a like number of rounds after the dazed status wears off, and then sickened for a like number of rounds after the nauseated status wears off. This is a mind-affecting effect. Prerequisites: Harmony Shatterer, Genji Clansman 7
  • Soul Crusher: By spending 20 stamina points as a swift action, the next attack made or swordskill used by the Genji clansman deals an additional 4d6 damage, and forces a Will save (DC 10 + ½ class level + Charisma modifier) on the enemy struck. A failed save makes all of the target’s allies within 60 feet of them take half the total damage dealt. If the target has an ally with whom they share a link of some kind (such as the bone commander and bone minions of the necromancer, or the eidolon of the summoner), the linked ally takes the full damage of the attack if the target fails the save. At 16th level, the Genji clansman can expend 3 MP or 2 MP and his psychic focus to stun the target and stagger the target’s allies for a number of rounds equal to ½ his Charisma modifier. Prerequisites: Harmony Shatterer, Will Breaker, Genji Clansman 13
  • Speed of Thought: The Genji clansman may now attain psychic focus as a move action that does not provoke attacks of opportunity. At 12th level, he may spend 5 stamina points to attain it as a swift action instead. Prerequisites: At least one other Psychic Warrior talent, Genji Clansman 5
  • Unbreakable Stride: As a swift action, the Genji clansman may activate this talent as a sustained mode. While this talent is active and the Genji clansman is psychically focused, he may walk and stand on liquid and other unfirm surfaces, such as water or spiderwebs, as though they were solid ground. This does not prevent any other effects of the surface, such as fire damage from walking on lava or the stickiness of a spider’s web. At 6th level, the Genji clansman may walk and stand on walls and ceilings as though they were the floor; standing still does not make him fall from the ceiling, for example. At 12th level, the Genji clansman may walk on air, effectively giving him a flight speed equal to his land speed with good maneuverability, but he must move at least half of his movement speed each turn to stay aloft, or else he will fall. At 16th level, he may stand on thin air as though it was a solid floor. Expending his psychic focus does not end this sustained mode, but he must reattain psychic focus to utilize its effects again. This sustained mode uses up 15 points of the Genji clansman’s current and maximum stamina pool. Prerequisites: At least one other Psychic Warrior talent, Genji Clansman 3
  • Unstoppable Force: As a swift action, the Genji clansman may activate this talent as a sustained mode. While this talent is active and the Genji clansman is psychically focused, he ignores any immunities to mind-affecting effects his enemies may have. By expending his psychic focus, his enemies take a -2 penalty to saving throws against all mind-affecting effects for a number of rounds equal to his Charisma modifier; expending his psychic focus does not end this sustained mode, but he must reattain psychic focus to utilize its effects again. This sustained mode uses up 20 points of the Genji clansman’s current and maximum stamina pool. Prerequisites: At least two other Psychic Warrior talents, Genji Clansman 9
  • Undeniable Presence: As a swift action, the Genji clansman may activate this talent as a sustained mode. While this talent is active and the Genji clansman is psychically focused, he exudes a 15 ft. aura that leaves all opponents who enter it shaken so long as they remain in the aura’s range (no save). By expending his psychic focus, he may concentrate uon a single target within 60 feet as a move action, who must make a Will save (DC 10 + ½ class level + Charisma modifier) or be panicked for a number of rounds equal to the Genji clansman’s Charisma modifier. This sustained mode ignores any immunity to fear effects; expending his psychic focus does not end this sustained mode, but he must reattain psychic focus to utilize its effects again. This sustained mode uses up 25 points of the Genji clansman’s current and maximum stamina pool. Prerequisites: At least three other Psychic Warrior talents, Genji Clansman 15
  • Irrational Id: By spending 15 stamina points as an immediate action, when targeted by an attack, the Genji clansman may make an Autohypnosis check. If successful, the attack is negated, and the enemy who made the attack roll must make a Will save (DC 10 + ½ class level + Charisma modifier) or be Confused for a number of rounds equal to your Charisma modifier. By expending 3 MP and his psychic focus, he may double the duration of the effect. Prerequisite: Genji Clansman 5
  • Indomitable Ego: By spending 15 stamina points as an immediate action, the Genji clansman may make an Autohypnosis check, using the result of the check in place of his Fortitude or Will save. If successful, the originator of the effect that prompted the saving throw must make a Will save (DC 10 + ½ class level + Charisma modifier) or be staggered for 1d4 rounds. By expending 3 MP and his psychic focus, the enemy is dazed for 1d3 rounds instead. Prerequisite: Genji Clansman 5
  • Impassioned Superego: By spending 20 stamina points as an immediate action, the Genji clansman may make an Autohypnosis check when targeted by or within the area of effect of a hostile spell or spell-like ability, with the DC being 11 + the caster level of the spell or spell-like ability. If successful, the spell or spell-like ability is negated, and the Genji clansman gains a competence bonus to all saving throws equal to ½ his Charisma modifier for a like number of rounds. By expending 3 MP, the Genji clansman may use this talent when an ally within 30 feet is targeted or within the area of effect of a spell or spell-like ability, making their Autohypnosis check as normal and applying the effects to his ally. Alternately, the Genji clansman may expend 3 MP and his psychic focus when using this talent to grant the bonus to himself and all allies within 30 feet. Prerequisites: At least two other Psychic Warrior talents, Genji Clansman 11
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