OK between my job hunting and moms visit I've had little time to do research for anything so we'll do another quick PrC whilst I keep trying to get Jujutsu and Te looked at enough to make stuff for.
Original concept by Eikonos:
TSUJIGIRI A Tsujigiri begins much like any other Samurai or warrior. He goes to war, but unlike other warriors finds himself at home instead of afraid. Killing becomes second nature to him, and eventually he forgets not only that it's looked down upon by society, but he forgets what life was like before he began killing. He just knows he doesn't want to quit. This puts his Daimyo in a tricky position because the Tsujigiri is an excellent tool, willing to do things the other Samurai are not. He's also terrifying to be quite honest. No one wants to order a homicidal madman to commit seppuku.
BECOMING A TSUJIGIRI Samurai become a Tsujigiri by being incredibly good at warfare and slaughter, and incidentally losing their mind and soul in the process.
ENTRY REQUIREMENTS Alignment: Must be Evil
BAB: +6
Feats: Combat Reflexes, Power Attack, Weapon Focus (Katana)
Ki Abilities: Kyozetsu, Tsuyoi, Weapons Training
Skills: Concentration 6 ranks, Intimidate 6 ranks, Knowledge (War) 6 ranks
Special: Must have lost sanity due to excessive combat.
Class Skills The Tsujigiri's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, Nobility & Royalty, War)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skills Points at Each Level : 4 + int
Hit Dice: d10
[b] BAB Fort Ref Will Abilities[/b]
1. +1 +2 +0 +2 Born to Kill
2. +2 +3 +0 +3 All I See is White
3. +3 +3 +1 +3 Murderer
4. +4 +4 +1 +4 Born to Kill
5. +5 +4 +1 +4 All I See is White
6. +6 +5 +2 +5 Murderer
7. +7 +5 +2 +5 Born to Kill
8. +8 +6 +2 +6 All I See is White
9. +9 +6 +3 +6 Murderer
10.+10 +7 +3 +7 Master Butcher
Weapon Proficiencies: A Tsujigiri gains no new weapon or armor proficiencies.
Born to Kill (Ex): At 1st level you gain a +4 Competence Bonus on Critical confirmation rolls. This does stack with the Power Critical Feat and similar effects.
At 4th level you gain a +4 Competence Bonus on Opposed Combat Checks.
At 7th level a roll of 1 on an attack or critical confirmation roll is no longer an automatic failure. Additionally, pponents immune to critical hits lose their immunity against your attacks.
All I See is White (Ex): At 2nd level a number of times per day equal to your Wisdom Modifier you can reroll a critical confirmation roll. You only get one reroll attempt per roll.
At 5th level a number of times per day equal to your Wisdom Modifier you can reroll an opposed combat check. You only get one reroll attempt per roll.
At 8th level a number of times per day equal to your Wisdom Modifier you can reroll an attack roll. You only get one reroll attempt per roll.
Murderer (Ex): At 3rd level a number of times per day equal to your Wisdom Modifier you can reroll any damage dice that roll '1'. All wounds caused by you bleed an additional hit point per round for the duration of the encounter (this is cumulative per wound).
At 6th level you may reroll any damage dice that roll 2 or less. All wounds caused by you bleed an additional 2 hit points per round for the duration of the encounter (this is cumulative per wound).
At 9th level you may reroll any damage dice that roll 3 or less. All wounds caused by you bleed an additional 3 hit points per round for the duration of the encounter (this is cumulative per wound).
Master Butcher (Ex): At 10th level you get an extra reroll per day with each of your Class abilities. If an attack is successful after you used a reroll on your Attack roll, you automatically do maximum damage.
PLAYING A TSUJIGIRI You are for lack of a better term, bat____ insane. You do not really see others as people, more like 2 dimensional paper figures that exist for your amusement. And your amusement involves killing them. A lot.
Combat: Tsujigiri love combat up close and personal. Wetwork excites them, and they always ensure they have to clean blood off themselves after a fight. This is not to say that there aren't ranged Tsujigiri, but they tend to heavily favor swordsmanship over archery.
Advancement: Tsujigiri are obsessed with killing, and do what is necessary to get better at it.
Resources: Tsujigiri have access to help from their Lord like any other Samurai, but unless their Lord is particularly Evil it's unlikely they get much help as they may even want to see him fail because he terrifies them.
TSUJIGIRI IN THE WORLD A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: You spend your days in the middle of battle killing, only pausing long enough to eat and bathe and returning for more killing. Most people consider you insane. Peace time exacerbates this as you have nothing to do, so your skills start to go to waste. You are known for provoking fights just to keep your edge.
Notables: Ketsueki (LE Male Samurai 6/Tsujigiri 6) is feared by everyone, even his own employer who plots to be rid of him.
Organizations: Many Daimyo have Tsujigiri on staff, but few of hem really want them. They can be a necessary tool, but are a double edged one, and most look to find a way to dispose of the their rabid dog before he bites his masters hand.
NPC Reaction Virtually everyone is scared to death of you. Not so much because they aren't good fighters, because some of them are. They're terrified because you lack a soul, whatever it is that makes one human. And because you're unpredictable. Most people like to think they have someone pegged, and with you that's not easy as it sounds.
TSUJIGIRI IN THE GAME This class assumes it's taker is mad beyond all help. Sure magic could probably restore him, but he doesn't want cured as he doesn't see anything wrong with himself. Like most Psychopaths the Tsujigiri doesn't see what he does as wrong.
Adaptation: This is not meant for humorous campaigns. Tsujigiri are meant for gritty campaigns doused in showers of blood and despair. They are not happy people.
Encounters: Tsujigiri are often encountered in times of warfare, or on errands for their lord that others would consider distasteful at best or even suicide missions.
Sample Encounter EL 12: The PC's have been asked by an enemy Daimyo to rid him of a cancer in his organization: a fighter who has gone mad. No one has been able to stop him, and no errand the Daimyo has sent him upon has been fatal enough to put an end to him. So he has approached his longtime nemeses the PC's with an offer: Put an end to this man, and you can have anything you want.
KetsuekiLE Male Samurai 6/Tsujigiri 6
Init +1,
Senses: Listen +8, Spot +8
Languages Common
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AC , touch , flat-footed (+1 Dex, )
hp 90 (12 HD)
Fort +12,
Ref +5,
Will +14
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Speed 30 ft. (6 squares)
Melee Base Atk +12,
Grp +14
Atk Options Imposing Presence, Born to Kill 4/day, All I See Is White 4/day, Murderer 4/day
Combat Gear -----------------------------------------------
Abilities Str 14, Dex 13, Con 14, Int 10, Wis 18, Cha 8
SQ Feats Advanced Onna-ha Itto Ryu, Combat Expertise, Eyes in the Back of Your Head, Improved Critical (Katana), Power Attack, Power Critical (Katana), Combat Reflexes (B), Indomitable Soul (B), Iron Will (B), Onna-ha Itto Ryu (B), Weapon Focus (Katana)(B)
Skills Concentration +15, Hide +5, Intimidate +16, Knowledge (Local, War) +6, Listen +8, Move Silently +5, Ride +7, Spot +8
PossessionsEPIC TSUJIGIRI Hit Die: d10
Skills Points at Each Level : 4 + int
Bonus Feats: The Epic Tsujigiri gains a Bonus Feat every 2 levels higher than 20th