Hokuto no Ken (3.5e Class)
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Hokuto no Ken[edit]
A Hokuto no Ken is a trained and disciplined martial arts user of the Hokuto Shinken, a 2000 year old fighting style utilizing peoples 708 secret pressure points to cause all sorts of effects like healing and paralyzing them, but mostly their heads just explode.
“ | Omae wa mou shindeiru. | ” |
—Kenshiro '64th Hokuto no Ken' |
.
Making a Hokuto no Ken[edit]
A Hokuto no Ken relies on striking quick and hard, ending the fight as soon as possible. He is unnaturally strong and quick, and some higher leveled Hokuto Shinken users are even able to see the future moves before they are done. To do all of the Hokuto Shinken moves, a Hokuto no Ken must wear no armor and can't use shields, as it restricts movement and limits his potential. A Hokuto no Ken works well with a party, as he understands how important teamwork is, but sees himself the ultimate fighter, and above the rest. He dislikes rogues for their lack of empathy and the grievances they cause, but really likes paladins for the fact that they stand for the weak and uphold justice. They have a certain respect for sorcerers/druids/wizards, for they have a power in which he himself lacks.
Abilities: Strength and Dexterity are the two most important traits a Hokuto no Ken should have, as all of their abilities rely on them. To actually hit the pressure points, a Hokuto no Ken must have a good dexterity and to use some of his late game overpowered moves and to get more ki points, he needs a good charisma. A high constitution is never bad either, for a Hokuto no Ken doesn't have the best hit die.
Races: Any race can become the Hokuto no Ken, but they're mostly humans due to their nature and versatility. Gnomes and halflings might struggle with the strength side of things, but excel at the dexterity part, where the opposite is true for dwarves and half orcs.
Alignment: any good. A Hokuto no Ken master will never pass on the secret techniques to a non-good character. Most are lawful good, but they don't have to be. They just have to be any good.
Starting Gold: 2d8 gp (10 gp).
Starting Age: Moderate.
Level | Base Attack Bonus |
Saving Throws | Special | Power Points/Day | |||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +2 | +2 | Unarmed Strike | 2+cha mod | |||||||||||||||||||||||||||||||||||
2nd | +2 | +3 | +3 | +3 | Pressure Point Strike | 3+cha mod | |||||||||||||||||||||||||||||||||||
3rd | +3 | +3 | +3 | +3 | Sōkin Jizai Kyaku | 4+cha mod | |||||||||||||||||||||||||||||||||||
4th | +4 | +4 | +4 | +4 | Hakkei No Hō, Healing Palm 1d6 | 5+cha mod | |||||||||||||||||||||||||||||||||||
5th | +5 | +4 | +4 | +4 | Kūkyoku Ryūbu, Raging River Or Still Pond | 6+cha mod | |||||||||||||||||||||||||||||||||||
6th | +6/+2 | +5 | +5 | +5 | Nishi Shinkū Ha, Improved Pressure Point Strike | 7+cha mod | |||||||||||||||||||||||||||||||||||
7th | +7/+3 | +5 | +5 | +5 | Kentō Shadan, Healing Palm 2d6 | 8+cha mod | |||||||||||||||||||||||||||||||||||
8th | +8/+4 | +6 | +6 | +6 | Tenryū Kokyū Hō | 9+cha mod | |||||||||||||||||||||||||||||||||||
9th | +9/+5 | +6 | +6 | +6 | Vision Of The Seven Stars | 10+cha mod | |||||||||||||||||||||||||||||||||||
10th | +10/+6 | +7 | +7 | +7 | Hyakuretsu Dan, Healing Palm 3d6, Improved Pressure Point Strike | 11+cha mod | |||||||||||||||||||||||||||||||||||
11th | +11/+6/+2 | +7 | +7 | +7 | Gedokujutsu | 12+cha mod | |||||||||||||||||||||||||||||||||||
12th | +12/+7/+3 | +8 | +8 | +8 | Suieishin | 13+cha mod | |||||||||||||||||||||||||||||||||||
13th | +13/+8/+4 | +8 | +8 | +8 | Healing Palm 4d6 | 14+cha mod | |||||||||||||||||||||||||||||||||||
14th | +14/+9/+5 | +9 | +9 | +9 | Seiei Kō, Improved Pressure Point Strike | 15+cha mod | |||||||||||||||||||||||||||||||||||
15th | +15/+10/+6 | +9 | +9 | +9 | Shichisei Tenshin | 16+cha mod | |||||||||||||||||||||||||||||||||||
16th | +16/+11/+6/+2 | +10 | +10 | +10 | Healing Palm 5d6 | 17+cha mod | |||||||||||||||||||||||||||||||||||
17th | +17/+12/+7/+3 | +10 | +10 | +10 | Hyakuretsu Ken | 18+cha mod | |||||||||||||||||||||||||||||||||||
18th | +18/+13/+8/+4 | +11 | +11 | +11 | Improved Pressure Point Strike | 19+cha mod | |||||||||||||||||||||||||||||||||||
19th | +19/+14/+9/+5 | +11 | +11 | +11 | Tenha Kassatsu | 20+cha mod | |||||||||||||||||||||||||||||||||||
20th | +20/+15/+10/+6 | +12 | +12 | +12 | Musō Tensei | 25+cha mod | |||||||||||||||||||||||||||||||||||
Class Skills (6 + Int modifier per level, ×4 at 1st level) |
Class Features[edit]
fluff about class features. All of the following are class features of the Hokuto no Ken.
Weapon and Armor Proficiency: He is proficient with Nunchakus and the quarterstaff, but cannot strike the pressure points while using these weapons
Power Points/Day: A Hokuto no Ken’s ability to manifest powers is limited by the Toki points he has available. His base daily allotment of power points is given on Table: Hokuto no Ken. In addition, he receives bonus power points per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points).
Improved Unarmed Strike (Ex): You are considered to be armed even when unarmed—that is, you do not provoke attacks of opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.
In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.
Pressure Point Strike (1 point) (Ex): Your training in Hokuto Shinken has made you able to strike enemies pressure points. At level 2, you can strike the pressure points of any humanoid being, and you can perform all Hokuto no Ken moves on any humanoid being, and this counts for things such as undead humanoids and any creature with a similar build as a human, such as goblins and orcs. At level 6, you can strike the pressure points of any animal and beast, such as wolves or owlbears and your fists count as magical weapons when pressure point hitting, and at level 10, you can strike the pressure points of inanimate objects and creatures, such as golems. When you do an unarmed strike, you can spend 1 point to deal an additional 1d4, and this goes up every 4 levels (level 6 2d4, level 10 3d4, ect). If you were to kill an enemy with a pressure point strike, you may choose for their heads to explode.
Sōkin Jizai Kyaku (Tendon Pulling Will Kick)(3 points) (Ex) : Your training has made you know which pressure points control movement of the limbs, and you can strike these with ease. You can choose instead of doing a damaging pressure point attack, you can instead try to paralyse the enemy. You do normal unarmed strike damage, but instead of a d4 for pressure point strike damage, you attempt to paralyse them instead. The enemy must succede a fortitude save of 10+Hokuto no ken level, or become unable to move for 1+Hokuto no Ken level. The enemy is prone.
Raging River or Still Pond (Ex) : There are two sides of the same coin when it comes to how one uses the Hokuto no Ken: either a rush of power, attacking without hesitation and thought, or a graceful and mystic way, reacting to the forces with dignity and dexterity. You can either choose the Raging River path or the Still Pond path, and you can only choose one. Once you choose, you cannot go back.
- Raging River 3rd level (Ex) : +2 to attack and damage rolls
- Raging River 6th level (Ex) : +4 to attack and damage rolls
- Raging River 9th level (Ex) : +6 to attack and damage rolls
- Raging River 12th level Tenshō Honretsu (Heaven's Command Charge)(8 points) (Ex) : you can unleash your toki in a violent blast. In a 50 foot cone, you can expel your toki to do 2d10+strength mod and push any enemies back 50 feet. The enemy can do a reflex check to take half damage, but will still be pushed back.
- Still Pond 3rd level (Ex) : +2 to dexterity and reflex checks
- Still Pond 6th level (Ex) : +4 to dexterity and reflex checks
- Still Pond 9th level (Ex) : +6 to dexterity and reflex checks
- Still Pond 12th level Musō Ryūbu (Nil-Thought Flowing Dance) (Ex) : Your movements are like a second nature to you, flowing like smooth water. Your gracefulness has enabled you to see weak points in the enemy, and now are able to utilize your gracefulness to the fullest. You can now add your dexterity mod to attack and damage rolls, and your crit is now 16-20 2x.
Hakkei no Hō (Method of Internal Energy Release)(3 points+1 per extra projectile beyond the first) (Ex): You can now release toki, a kind of chi, from your body to deflect projectiles. For non-magical projectiles (be it arrows or rocks or throwing daggers), you can emit your toki from your body, stopping it in mid-air. For each projectile above one, you add 1 toki point to the point requirement you want to deflect.
Healing palm (2 points) (Ex):You can now use the Hokuto Shinken for death and life, now being able to heal by striking pressure points to accelerate the body's healing process. At level 4, you can hit a pressure point and heal anything you can hit with pressure point strike, healing 1d6 at level four and an extra d6 every 3 levels after, to a max of 5d6.
Kūkyoku Ryūbu (Empty Polar Current Dance)(3 points) (Ex):You can now read the currents of the wind made by movement. At any time, you can enter a stance that lets you react to movement, be it living or not, and dodge them with ease. While in this stance, you cannot be flanked, sneak attacked, and you get 2 dexterity bonus to your armor class and reflex check. If an enemy attacks you while in this stance, you can try to dodge (reflex check) by beating his attack roll. If you do, you can do any pressure point attack for free as a counter, but this ends your stance and you suffer exhaustion, getting a -2 to dexterity armor class and reflex checks for 1d4 rounds. After 1 round+Hokuto no Ken level, you need to spend 3 points to maintain the stance or you will end the stance and suffer exhaustion, getting a -2 to dexterity and reflex checks. You cannot do this if you are prone or not on your feet.
Nishi Shinkū Ha (Two-Finger Nil-Space Grasp)(1 point) (Ex): Your instincts are so good that time itself seems to slow down at times, giving you extraordinary precision and accuracy. Whenever a small non-magical projectile is fired at you (arrows, crossbow bolts, throwing daggers) and you can see it, you can spend one point to grab it mid-air and throw it back. You need to make an attack roll to hit, and you automatically deal whatever the damage would be if it hit you+your strength modifier.
Improved Pressure Point Strike (Ex) : Your training in Hokuto Shinken has made you able to strike enemies pressure points. At level 2, you can strike the pressure points of any humanoid being, and you can perform all Hokuto no Ken moves on any humanoid being, and this counts for things such as undead humanoids and any creature with a similar build as a human, such as goblins and orcs. At level 6, you can strike the pressure points of any animal and beast, such as wolves or owlbears and your fists count as magical weapons when pressure point hitting, and at level 10, you can strike the pressure points of inanimate objects and creatures, such as golems. When you do an unarmed strike, you can spend 1 point to deal an additional 1d4, and this goes up every 4 levels (level 6 2d4, level 10 3d4, ect). If you were to kill an enemy with a pressure point strike, you may choose for their heads to explode.
Kentō Shadan (Fist Stealing Discarding Resolution)(5 points) (Ex) : you know which pressure points make things strong, and you also know how to make them faulty. When you attack, you can spend 5 points to hit certain pressure points to weaken the enemy. Along with the normal unarmed damage, the enemy must succeed a fortitude save of 10+Hokuto no Ken level or they will get a -6 strength and a -5 attack bonus, they do half damage, plus they cannot lift anything 20 pounds+strength modifier for 1+Hokuto no Ken level.
Healing palm 2d6 (Ex) : You can now use the Hokuto Shinken for death and life, now being able to heal by striking pressure points to accelerate the body's healing process. At level 4, you can hit a pressure point and heal anything you can hit with pressure point strike, healing 1d6 at level four and an extra d6 every 3 levels after, to a max of 5d6.
Tenryū Kokyū Hō (Art of Dragon’s Breathing)(8 points) (Ex) : They say that people only use 30% of their power, but you can use the 70% that others can’t. Once per week on your turn, you can enter a state of power, surrounding yourself in toki and giving yourself 2x strength, attack bonus, dexterity, and speed for 2d4 rounds, but suffer a -4 Will and Fortitude saves. Afterward, you must succeed a fortitude (# of rounds+10)save or become exhausted, suffering a -5 to strength, attack bonus, dexterity, and speed for 2x the amount of rounds you were in the power state. You can end the power state at any time, but you still have to roll the fortitude save.
Vision of the Seven Stars (5 points) (Ex) : The stars have given you extraordinary ability to see future attacks before they even happen. You can spend five points to see one enemies round actions, but if its a two round action, you only see the first part of it, not the full action. You get +10 reflex bonus against that enemy for one round, and if you succeed a reflex check, you can counterattack that enemy with a Hokuto no Ken ability for free.
Hyakuretsu Dan (Hundred Crack Snap)(*6+toki points) (Ex) : You can now do a rapid assault of attacks on an enemy. You can spend 6 points to deal 2 unarmed attacks, plus for every point after that, you can do an additional unarmed attack. Your attack bonus stays the same, and you don’t suffer any penalties. You can also spend points to do the additional d4 damage. You do suffer a -2 armor class and dexterity mod until your next turn.
Healing palm (3d6) (Ex) : You can now use the Hokuto Shinken for death and life, now being able to heal by striking pressure points to accelerate the body's healing process. At level 4, you can hit a pressure point and heal anything you can hit with pressure point strike, healing 1d6 at level four and an extra d6 every 3 levels after, to a max of 5d6.
Improved Pressure Point Strike (Ex) : Your training in Hokuto Shinken has made you able to strike enemies pressure points. At level 2, you can strike the pressure points of any humanoid being, and you can perform all Hokuto no Ken moves on any humanoid being, and this counts for things such as undead humanoids and any creature with a similar build as a human, such as goblins and orcs. At level 6, you can strike the pressure points of any animal and beast, such as wolves or owlbears and your fists count as magical weapons when pressure point hitting, and at level 10, you can strike the pressure points of inanimate objects and creatures, such as golems. When you do an unarmed strike, you can spend 1 point to deal an additional 1d4, and this goes up every 4 levels (level 6 2d4, level 10 3d4, ect). If you were to kill an enemy with a pressure point strike, you may choose for their heads to explode.
Gedokujutsu (Antidote Technique)(4 points) (Ex) : You can now suppress poisons from your body, be them natural or magical. On your turn, you can choose to spend 4 points to rid your body of any poisons in you, but this takes one turn and you are flat footed until your next turn.
Suieishin (Water Reflection Spirit)(8 points) (Ex) : You can now replicate spells and abilities by just seeing them performed once. You can spend 8 toki points to enter a technique stealing stance, and for 1d4+cha modifier rounds, any time an enemy uses a spell 1+charisma mod level, you can replicate it and cast it on your turn for 24 hours. You can cast it 1+charisma modifier times, and you cannot regain points, and you can drop the spell to replicate another spell, but you must be in the stance to do so. You can also replicate feats of equal level or less, but you can use only for 24 hours. You can drop that feat for another, but you must be in the stance to do so. You cannot enter this stance flat footed or prone.
Healing Palm (4d6) (Ex) : You can now use the Hokuto Shinken for death and life, now being able to heal by striking pressure points to accelerate the body's healing process. At level 4, you can hit a pressure point and heal anything you can hit with pressure point strike, healing 1d6 at level four and an extra d6 every 3 levels after, to a max of 5d6.
Seiei Kō (Sobering Sharp Hole)(12 points) (Ex) : You can now do an attack that causes the enemy to feel as if they are covered with bare nerves. This means that the slightest touch to any part of the body can cause intense pain. The hit enemy will receive 2x damage for 1d6 rounds.
Improved Pressure Point Strike (Ex) : Your training in Hokuto Shinken has made you able to strike enemies pressure points. At level 2, you can strike the pressure points of any humanoid being, and you can perform all Hokuto no Ken moves on any humanoid being, and this counts for things such as undead humanoids and any creature with a similar build as a human, such as goblins and orcs. At level 6, you can strike the pressure points of any animal and beast, such as wolves or owlbears and your fists count as magical weapons when pressure point hitting, and at level 10, you can strike the pressure points of inanimate objects and creatures, such as golems. When you do an unarmed strike, you can spend 1 point to deal an additional 1d4, and this goes up every 4 levels (level 6 2d4, level 10 3d4, ect). If you were to kill an enemy with a pressure point strike, you may choose for their heads to explode.
Shichisei Tenshin (Seven Star Point Spirit)(10 points) (Ex) : There are seven blind spots on every being, and you can now strike them. You can now spend 10 toki points to automatically critical on your next attack, and you can critical on things that normally can’t be critical hit, such as slimes and plants. Your critical is always 2x when using this move, regardless of other things.
Healing palm (5d6) (Ex) : You can now use the Hokuto Shinken for death and life, now being able to heal by striking pressure points to accelerate the body's healing process. At level 4, you can hit a pressure point and heal anything you can hit with pressure point strike, healing 1d6 at level four and an extra d6 every 3 levels after, to a max of 5d6.
Hyakuretsu Ken (Hundred Crack Fist)(8+toki points) (Ex) : Same as Hyakuretsu Dan, but you can target multiple enemies and you don’t have to spend toki points to add a pressure point strike in addition to the unarmed strike.
Improved Pressure Point Strike (Ex) : Your training in Hokuto Shinken has made you able to strike enemies pressure points. At level 2, you can strike the pressure points of any humanoid being, and you can perform all Hokuto no Ken moves on any humanoid being, and this counts for things such as undead humanoids and any creature with a similar build as a human, such as goblins and orcs. At level 6, you can strike the pressure points of any animal and beast, such as wolves or owlbears and your fists count as magical weapons when pressure point hitting, and at level 10, you can strike the pressure points of inanimate objects and creatures, such as golems. When you do an unarmed strike, you can spend 1 point to deal an additional 1d4, and this goes up every 4 levels (level 6 2d4, level 10 3d4, ect). If you were to kill an enemy with a pressure point strike, you may choose for their heads to explode.
Tenha Kassatsu (Heaven Breaking Life or Death)(14 points) (Ex) : A secret move, you can expel tōki from the fingertips, piercing the opponent's body in the shape of the Big Dipper and erupting every vital point. You can shoot your toki up to 30 feet away, and it can even pierce through 5 feet thick stone. If you hit an enemy with this move, you deal 3d12, and if you critical, you deal 4x damage. This move will go 30 feet no matter what, and it can go through enemies.
Musō Tensei (Nil-Thought Rebirth)(25 points) (Ex) : The ultimate technique: Musō Tensei allows the user to achieve a state of "nothingness": becoming impervious to attacks and able to commune with the souls of fallen rivals. For cha mod rounds, you can enter this state of nothing, becoming transparent and glowing. You are immune to every attack and effect, and you can do any Hokuto no Ken move for free (but if it requires additional toki points, you need to pay them) and you can cast any spell and do any feat from anyone you've defeated. You can interact with things normal, and things can still see and hear you, but they do not smell you, and you don’t leave any trace of your existence while you're in this state. You can leave this state anytime, but when your time runs out or you leave, you suffer a -2 to dexterity and reflex checks for 1d6 rounds.
Ex-Hokuto no Ken[edit]
If a Hokuto no Ken ever commits an evil act and breaks the vowels of the Hokuto Shinken, he will be shunned, but wont be revoked of his title and loses his powers. Instead, anyone who kills him is considered the next Hokuto no Ken, and will be treated as such by anyone associated with the Hokuto Shinken, regardless of if they actually know the Hokuto Shinken. A multitude of people will try to kill him for the title.
Human Hokuto no Ken Starting Package[edit]
Weapons: Improved Unarmed Strike, Nunchakus, quarterstaff.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Skill | Ranks | Ability | Armor Check Penalty |
---|---|---|---|
<-Climb-> | <-4-> | <--> | <-armor check penalty based on starting armor. If inapplicable put "—"-> |
<-Diplomacy-> | <-4-> | <-Abbreviated key ability-> | <-armor check penalty based on starting armor. If inapplicable put "—"-> |
Feat: Improved Initiative.
Bonus Feats: Improved Unarmed Strike, Adept Counter (You can do a relfex check to dodge melee attacks that you can see. Do a normal reflex check.
Gear: 1 Bedroll, 3 days rations, 1 waterskin, 1 rope hemp (50ft).
Gold: 12.
Campaign Information[edit]
Playing a Hokuto no Ken[edit]
Religion: Many don't worship gods, as they tend to focus too much on their training to give little thought about it.
Other Classes: They're honest and righteous, treating any good character with respect and honor, but think that evil characters are scum, and will treat them as such.
Combat: On the front lines, dealing as most damage as possible, but are able to adapt against unexpected forces.
Advancement: To unlock all the secrets of the Hokuto no Ken that's untapped within a Hokuto no Ken's body.
Hokuto no Kens in the World[edit]
“ | I'll say it again, Hokuto Shinken is invincible. | ” |
—Kenshiro, Human Hokuto no Ken |
They tend to wander about, looking for people to protect or to just rid the world of evil. Some go out of their way to become the most powerful being in the world, and will stop at nothing to achieve this.
Daily Life: When they're not doing anything, they will train: hard. The survival of the Hokuto Shinken relies all on them, and its vital they continue the lineage.
Notables: Kenshiro, Raoh, Toki.
Organizations: They will have a temple for training and housing potential Hokuto no Kens, and will be run by one Hokuto master that handed the Hokuto no Ken his power.
NPC Reactions: He isnt the flashiest person, but if martial arts is prominent, they will be an awe and fear of him.
Hokuto no Ken Lore[edit]
Characters with ranks in Knowledge (history) can research Hokuto no Kens to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
---|---|
5 | <-He is a powerful martial arts user of the hokey pokey power->. |
10 | <-He uses a power called Hokuto Shinken->. |
15 | <-He is the only one who has the power of the Hokuto Shinken, and utilizes pressure points.->. |
20 | <-He can strike peoples pressure points to make their heads explode and all sorts of other stuff.->. |
Hokuto no Kens in the Game[edit]
They fit any role the fighter and monk would fit, as well as a little rouge on the combat aspect.
Sample Encounter: Him coming in to save the PCs from some evil enemy, then delivering his famous line, You're already dead before they explode.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.
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