Ki Swordsmanship Mastery

Prerequisites: Non-evil, non-chaotic alignment, Dodge, Great Leap, Iron Will, Mobility, Quick-Draw, Weapon Proficiency (all martial weapons), 10 ranks in Balance, 10 ranks in Jump, 10 ranks in Tumble. Must be trained by a spirit warrior (see below).

Training benefit: Your melee attacks are treated as if made by a blessed weapon, which can have special effects on certain creatures. This is a supernatural ability.

Social benefit: Masters of Ki Swordsmanship are the heirs to an unparalleled martial tradition. They gain a +2 circumstance bonus to Intimidate checks, except against other masters of this style.

Ki Swordsmanship mastery is a prerequisite for taking the spirit warrior prestige class.


Spirit Warrior

Prerequisites

Base attack bonus: +6.

Other: Must have achieved mastery of the Ki Swordsmanship style.

Class Statistics

Hit Die: d8.

Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Tumble (Dex).

Skill Points/Level: 4 + Int modifier.

Level

Base Attack Bonus

Fort
Save

Ref
Save

Will
Save


Special

1

+1

+0

+2

+2

Imbued strike +1, Weapon Finesse, Light Step, AC bonus

2

+2

+0

+3

+3

Evasion, Improved Arrow Deflection

3

+3

+1

+3

+3

Imbued strike +2, Martial Finesse, Great Leap

4

+4

+1

+4

+4

Instinctive Strike

5

+5

+1

+4

+4

Air walk, Imbued strike +3

6

+6

+2

+5

+5

Great Leap

7

+7

+2

+5

+5

Imbued strike +4

8

+8

+2

+6

+6

Distant strike

9

+9

+3

+6

+6

Imbued strike +5, Great Leap

10

+10

+3

+7

+7

Improved evasion, Greater air walk

Special Abilities

The Spirit Warrior's special abilities only function if he is wearing light or no armor, and carrying no more than a light load.

Weapon and armor proficiency: The spirit warrior gains no armor or weapon proficiencies beyond those he already has.

AC bonus: The spirit warrior can add his prestige class levels to his martial artist levels (if any) to determine his level-based dodge bonus to AC.

Weapon Finesse (Ex): At 1st level, the spirit warrior gains the Weapon Finesse feat, if he does not have it already. He can use his Dexterity bonus instead of his Strength bonus on attack rolls with all light weapons (as per the 3.5E version of the feat). Medium-sized spirit warriors can also use this feat with the rapier and spiked chain.

Light Step (Su): The spirit warrior gains this as a bonus feat, if he does not have it already. He does not have to meet the usual prerequisites for the feat.

Imbued Strike (Su): The spirit warrior learns to channel the force of his ki into his weapon. Any melee attack he makes is treated as if made by a weapon with a +1 enhancement bonus, although this does not stack with any enhancement bonus the weapon itself may have. Every second level thereafter, starting at 3rd, the enhancement bonus increases by +1, to a maximum of +5.

Imbued strike cannot cause the total equivalent bonus of a weapon to exceed +10. If the bonus granted by this ability, along with existing weapon enchantments, is greater than +10, the excess is discarded. For example, a 10th level spirit warrior is wielding a +1 speed, holy, shocking burst longsword (total equivalent bonus +9). The spirit warrior's imbued strike would normally grant him a +5 enhancement bonus, overlapping with the sword's own +1 enhancement bonus. However, this would take the total bonus of the sword to +13, so the excess is discarded to bring it down to +10. The sword's final enhancement bonus in the hands of the spirit warrior is +2.

Evasion (Ex): At 2nd level, the spirit warrior gains evasion. If exposed to any effect that allows a Reflex saving throw for half damage, he takes no damage on a successful save. Evasion can only be used if the spirit warrior is wearing light or no armor.

Martial Finesse (Ex): At 3rd level, the spirit warrior gains can use his Dexterity bonus instead of his Strength bonus on attack rolls with any weapon of his size category or smaller. A Medium-sized spirit warrior also gains this benefit with the shortspear and quarterstaff, while a Small-sized spirit warrior also gains the benefit with the halfspear. If the spirit warrior also has the Martial Finesse feat with an individual weapon type, he gains a +1 competence bonus to attacks with that weapon.

Improved Arrow Deflection (Ex): At 2nd level, the spirit warrior gains this as a bonus feat, if he does not have it already. He does not have to meet the usual prerequisites for the feat. He can deflect arrows when unarmed, or when armed with a melee weapon.

Great Leap (Su): At 3rd level, the spirit warrior gains the Great Leap feat, stacking with any previous times he may have gained this feat. He gains it again at 6th and at 9th level.

Instinctive Strike (Ex): At 4th level, the spirit warrior can apply his Wisdom bonus (if any) to his melee damage rolls in place of his Strength bonus. The Wisdom bonus is not multiplied by 1.5 for two-handed weapons, or by 0.5 for an off-hand weapon. This does not stack with the Instinctive Strike feat, if the spirit warrior has that feat.

Air Walk (Sp): At 5th level, the spirit warrior can use air walk for a total of up to 2 hours per day. This use need not be consecutive rounds.

Distant Strike (Su): At 8th level, the spirit warrior learns the secrets of striking at his enemies from a distance, even while his sword never leaves his hand. His control of his ki is such that the force of his blows is transmitted to his foe.

When using this ability, the spirit warrior can use the attack or full attack action to strike a single foe up to 30 feet away with melee weapon(s). His attacks are treated as melee attacks. The spirit warrior cannot make attacks of opportunity for the rest of the round in which he uses distant strike. This is a supernatural ability that can be used up to three times per day.

Improved Evasion (Ex): At 10th level, the spirit warrior's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, but henceforth he only takes half damage on a failed save.

Greater Air Walk (Sp): At 10th level, the spirit warrior can air walk at will.

Ex-Masters

A spirit warrior who violates the alignment prerequisites for this prestige class, but remains non-evil, retains his special abilities. A spirit warrior who becomes evil loses all his special abilities, including his mastery benefits. In both cases, he may not advance further in this prestige class.


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