Iaijutsu is the martial art of drawing a weapon (almost always a katana) and attacking with it in the same fluid motion. It is the foundation of dueling in the Dark Elf culture, and its masters are feared and respected throughout the underdark, and even in certain locations on the surface. Iaijutsu masters harness their ki energy to strike with blinding speed and devastating power.Iaijutsu masters enjoy a particular degree of fame and prestige among fellow dark elves, with many of their kind deferring to the iaijutsu master’s wishes as a matter of respect. More than one iaijutsu master, however, has let their guard drop just long enough to receive a dagger in the back, proof that even superior skill can be brought down by the right amounts of guile and betrayal. As such, iaijutsu masters tend to be suspicious of everyone around them, even more so than most other dark elves; in dark elf society, prestige and renown tend to attract enemies like flies to honey. Still, only the most desperate or foolhardy individuals would dare face an iaijutsu master in straight combat, and this fact alone seems to ensure their (relative) safety.
Iaijutsu masters are almost always members of the samurai or fighter classes. Though other races have become skilled at iaijutsu combat, only the Dark Elves have had the time, skill, and inclination to refine dueling into an art form in and of itself. Iaijutsu masters often serve as sensei to the finest samurai in the underdark.
Hit Dice: d10
Requirements
In order to qualify to become an Iaijutsu Master, a character must meet the following criteria.
Race: Dark ElfAlignment: Any lawful
Base Attack Bonus: +5
Skills: Concentration 8 ranks
Feats: Improved Initiative, Quick Draw, Weapon Focus (katana).
Class Skills
The Iaijutsu Master’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Tumble (Dex). See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special 1 +1 +2 +2 +0 Weapon Finesse, Canny Defense 2 +2 +3 +3 +0 Lightning Blade, Poison Use 3 +3 +3 +3 +0 Aura of Courage 4 +4 +4 +4 +1 Bonus Feat 5 +5 +4 +4 +1 Strike from the Void 6 +6 +5 +5 +2 Frightful Presence 7 +7 +5 +5 +2 Razor Edge 8 +8 +6 +6 +2 One Strike, Two Cuts 9 +9 +6 +6 +3 Bonus Feat 10 +10 +7 +7 +3 Strike with No Thought
Class Features
All of the following are class features of the iaijutsu Master prestige class.
Weapon and Armor Proficiency: Iaijutsu masters are proficient with all simple and martial weapons, but do not gain any proficiency with armor or shields.
Weapon Finesse (Ex): At 1st level, an iaijutsu master may use her Dexterity modifier instead of her Strength modifier on attack rolls with her 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.
Canny Defense (Ex): When not wearing armor, iaijutsu masters add their Intelligence bonus to their Dexterity bonus to modify their Armor Class while wielding a katana. As with her normal Dexterity bonus to Armor Class, this modifier is lost when she is flanked or caught flat-footed.
Lightning Blade (Ex): An iaijutsu master of 2nd level or higher adds her Charisma modifier to her initiative checks, as well as her Dexterity modifier.
Poison Use (Ex): An iaijutsu master of 2nd level or higher never risks poisoning herself when applying poison to a weapon.
Aura of Courage (Su): Beginning at 3rd level, an iaijutsu master is immune to fear (magical or otherwise). Allies within 10 feet of the iaijutsu master gain a +4 moral bonus on saving throws against fear effects.
Bonus Feats: At 4th level, and again at 9th level, the iaijutsu master gains a bonus feat in addition to her normal feat progression. These bonus feats must be drawn from the following list: Child of Vastra, Close-Quarters Fighting, Combat Expertise, Dash, Defensive Strike, Dodge, Improved Critical (Katana only), Improved Disarm, Improved Trip, Karmic Strike, Lightning Reflexes, Mobility, Prone Attack, Skill Focus (Concentration), Spring Attack, Tunnelfighter, or Whirlwind Attack.The iaijutsu master must still meet any necessary requirements for the feats she chooses.
Strike from the Void (Ex): An iaijutsu master of 5th level or higher adds her Charisma modifier to each extra damage die gained from using the Concentration skill in an iaijutsu duel.
Frightful Presence (Ex): A 6th level iaijutsu master’s reputation for being a flawless killer has spread near and far. When she draws her blade, opponents with 30 feet of her must succeed on a Will saving throw (DC 10 + her class level + her Charisma modifier) or become panicked for 2d6 rounds (if they have 4 HD or less) or shaken for 2d6 rounds (if they have 5 HD or more). Any foe that successfully resists this effect cannot be affected by the same iaijutsu master’s frightful presence for 24 hours.
Razor Edge (Ex): Iaijutsu masters are able to turn even the crudest cuts into potentially lethal attacks. Any katana wielded by an iaijutsu master of at least 7th level has its threat range increased to 18-20 and its damage multiplier increased to x3.
One Strike, Two Cuts (Ex): At 8th level and above, an iaijutsu master can make two attacks with a katana as a standard action. This means she can strike twice and move in the same round, or attack twice in the strike phase of an iaijutsu duel.
Strike with No Thought (Ex): If an iaijutsu master of 10th level begins combat (not an iaijutsu duel) within melee range of an opponent, she gains a free surprise round, even though her opponents are aware of her presence. The only action the iaijutsu master can take during this surprise round is an attack action with a katana.
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