Kagune, Bikaku (TG) (3.5e Class)
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Kagune, Bikaku[edit]
Using the tail-like Kagune, a Kagune, Bikaku can strike quickly and with great force.
Making a Kagune, Bikaku[edit]
With their versatility, a Kagune, Bikaku can fill in the gap for a needed melee unit. Though their lack of range tends to leave them lacking in ranged fights..
Abilities: Strength of Dexterity is needed, based on how the Kagune, Bikaku wants to use their Kagune. Constitution, as always, is needed.
Races: Ghoul (TG) Only.
Alignment: Any is allowed.
Starting Gold: 4d6×10 gp.
Starting Age: Any age is allowed, though Moderate is the most seen.
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +0 | +0 | +2 | +0 | Kagune | ||||||||||||||||||||||||||||||||||||
2nd | +1 | +0 | +3 | +0 | |||||||||||||||||||||||||||||||||||||
3rd | +2 | +1 | +3 | +1 | Improved Trip | ||||||||||||||||||||||||||||||||||||
4th | +3 | +1 | +4 | +1 | Kagune Growth | ||||||||||||||||||||||||||||||||||||
5th | +3 | +1 | +4 | +1 | Kagune Versatility | ||||||||||||||||||||||||||||||||||||
6th | +4 | +2 | +5 | +2 | Kagune Power | ||||||||||||||||||||||||||||||||||||
7th | +5 | +2 | +5 | +2 | |||||||||||||||||||||||||||||||||||||
8th | +6/+1 | +2 | +6 | +2 | Kagune Growth | ||||||||||||||||||||||||||||||||||||
9th | +6/+1 | +3 | +6 | +3 | Deadly Kagune | ||||||||||||||||||||||||||||||||||||
10th | +7/+2 | +3 | +7 | +3 | Kagune Versatility | ||||||||||||||||||||||||||||||||||||
11th | +8/+3 | +3 | +7 | +3 | Kagune Onslaught | ||||||||||||||||||||||||||||||||||||
12th | +9/+4 | +4 | +8 | +4 | Kagune Growth, Kagune Power | ||||||||||||||||||||||||||||||||||||
13th | +9/+4 | +4 | +8 | +4 | Kagune Impaler | ||||||||||||||||||||||||||||||||||||
14th | +10/+5 | +4 | +9 | +4 | Vicious Kagune | ||||||||||||||||||||||||||||||||||||
15th | +11/+6/+1 | +5 | +9 | +5 | Kagune Versatility | ||||||||||||||||||||||||||||||||||||
16th | +12/+7/+12 | +5 | +10 | +5 | Kagune Growth | ||||||||||||||||||||||||||||||||||||
17th | +12/+7/+12 | +5 | +10 | +5 | |||||||||||||||||||||||||||||||||||||
18th | +13/+8/+13 | +6 | +11 | +6 | Kagune Power | ||||||||||||||||||||||||||||||||||||
19th | +14/+9/+14 | +6 | +11 | +6 | |||||||||||||||||||||||||||||||||||||
20th | +15/+10/+15 | +6 | +12 | +6 | Kagune Versatility, Kagune Growth | ||||||||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level, ×4 at 1st level) |
Class Features[edit]
All of the following are class features of the Kagune, Bikaku.
Weapon and Armor Proficiency: A Kagune, Bikaku is proficient in Simple weapons only. They cannot wield armor, as it prevents their Kagune from properly spawning, but are proficient with all shields except Tower.
Kagune: The lifeblood of the Kagune, Bikaku. When active, it takes the form of a somewhat flat and long tail that ends usually with an elongated, sharpened edge. It can be used in two ways, as a Gore attack that deals damage equal to the Kagune, Bikaku's size category, and a 'Claw' attack that deals damage equal to one size category larger than the Kagune, Bikaku. The Gore deals 1d6, 20, x3, and the 'Claw' deals 1d6, 19-20, x2.
A Kagune, Bikaku can activate their Kagune as a free action on their turn, and as a free action to retract it as well. The tail has a reach of 30ft. A Kagune, Bikaku may attack with their Kagune in conjunction with manufactured weapons as secondary attacks at a -5 to hit and half the Kagune, Bikaku's strength mod. A Kagune may only attack one creature, no matter the size of the Kagune, as it is the end of the Kagune that is attacking. Feats may be taken to improve the Kagune, and the Kagune in any and all cases is a Natural Weapon.
The Kagune of a Kagune, Bikaku is durable. It has an AC equal to the Kagune, Bikaku's Base and Natural + 10, a Hardness of the Kagune, Bikaku's Base and Natural + 5, and 25 HP. The Kagune is light enough to be used with the feat Weapon Finesse. When attacked and depleted of HP, the Kagune is cut off, and the Kagune, Bikaku takes any access damage the Kagune would have taken. It takes one hour to regrow a Kagune.
Improved Trip: At 3rd level, a Kagune, Bikaku gains Improved Trip as a bonus feat, even if they do not meet the prerequisites.
Kagune Growth: At 4th level, and every 4 levels after, a Kagune, Bikaku gains an additional 5ft added to their Kagune's reach. When they reach their first increase, the Kagune, Bikaku may pin a target to the ground or other solid surface with free grapple check when they make a Gore attack. At their second increase, the gains Improved Grapple as a bonus feat. At their third increase, the Kagune, Bikaku may make a Bull Rush attempt with their Kagune, following the same rules for a Bull Rush, using the tail as the character.
Kagune Versatility: At 5th level, and every 5 levels after, a Kagune, Bikaku gains more use out of his Kagune. At 5t level, he gains a +10 to Jump Checks and is counted as having a running start towards all Jumps. At 10th level, the Kagune provides needed balance, granting a +5 to all Balance checks, a +5 to resist Bull Rushes and other movement based maneuvers, and gains a +10 on swim speed. At 15th level, the bonuses to Balance and resistance are increased to +10 and adds an additional +10 to his base swim speed. At 20th level, the Kagune, Bikaku cannot be knocked prone due to their Kagune tail.
Kagune Power: At 6th level, a Kagune, Bikaku's power grows. The Kagune damage increases by one step, the Gore and 'Claw' both dealing 1d8 damage. At 12th level, the Kagune grows still, the Gore and 'Claw' dealing 2d8 damage. And at 18th level, the Kagune's Gore and 'Claw' deal 4d8.
Deadly Kagune: At 9th level, the Kagune of a Kagune, Bikaku grows sharper. The crit range of the Gore is now 19-20, and the Crit range of the 'Claw' is 18-20.
Kagune Onslaught: At 11th level, the Kagune, Bikaku gains Whirlwind Attack as a bonus feat, even if he does not meet the prerequisites. This only applies to their Kagune tail, and make make the attack at the Kagune's full length.
Kagune Impaler: At 13th level, when a Kagune, Bikaku makes a Gore attack, the Kagune, Bikaku may make a free Grapple check to pin the target to the floor or another solid surface. Once pinned, the Target may make an opposed Grapple or Escape Artist check to the Kagune, Bikaku's own Grapple check to keep the pin. A Kagune, Bikaku is not considered Grappled when doing this, and may move around freely, but must stay within their Kagune's reach minus 5ft.
Vicious Kagune: At 14th level, the Kagune of a Kagune, Bikaku sharpens to a deadly point. Their Gore attack's Crit damage is now x4, and their 'Claw' attack's Crit damage is x3
Ex-Kagune, Bikaku[edit]
If a Kagune, Bikaku, for some reason, is no longer a Ghoul, then they lose all class levels and are replaced with another class.
Epic Kagune, Bikaku[edit]
Level | Special | ||||||||||||||||||||||||||||||||||||||||
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21st | |||||||||||||||||||||||||||||||||||||||||
22nd | |||||||||||||||||||||||||||||||||||||||||
23rd | |||||||||||||||||||||||||||||||||||||||||
24th | Kagune Growth | ||||||||||||||||||||||||||||||||||||||||
25th | Kagune Solidify | ||||||||||||||||||||||||||||||||||||||||
26th | |||||||||||||||||||||||||||||||||||||||||
27th | |||||||||||||||||||||||||||||||||||||||||
28th | Kagune Growth | ||||||||||||||||||||||||||||||||||||||||
29th | |||||||||||||||||||||||||||||||||||||||||
30th | Kagune Expand | ||||||||||||||||||||||||||||||||||||||||
4 + Int modifier skill points per level. |
Kagune Growth: The Kagune of a Kagune, Bikaku continues to grow, adding 10ft to the Kagune's reach.
Kagune Solidify: The Kagune continues to harden, adding +2 to the Kagune, Bikaku 's Natural Armor while the Kagune is active.
Kagune Expand: The Kagune, Bikaku grows another tail, increasing the number of the attacks they may make.
Ghoul Kagune, Bikaku Starting Package[edit]
Weapons: Daggerx2 (1d4, 19-20,x2).
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Skill | Ranks | Ability | Armor Check Penalty |
---|---|---|---|
Bluff | 4 | Cha | — |
Balance | 4 | Dex | — |
Diplomacy | 4 | Cha | — |
Intimidate | 4 | Cha | — |
Feat: Power Attack.
Gear: Backpack, bedroll, waterskin, flint&tinder.
Gold: 4d6x10.
Campaign Information[edit]
Playing a Kagune, Bikaku[edit]
Religion: Kagune, Bikaku tend not to worship, only doing so to blend in with their soceity.
Other Classes: Other Kagune classes tend to function very well with a Kagune, Bikaku. Also, other melee based classes and certain clerics tend to value Kagune, Bikaku due to their versatility.
Combat: Kagune, Bikaku wade into combat with and attack who they feel is the more dangerous target from a slight distance.
Advancement: A Kagune, Bikaku cannot multiclass into any class that is another Kagune class.
Kagune, Bikaku in the World[edit]
Daily Life: Feeding when not seen, and attacking Humans, Kagune, Bikaku are almost always shunned and attacked on sight.
Organizations: Kagune users tend not to assemble, but those that do usually live in small groups for protection sake.
NPC Reactions: Most, if not all, NPCs in towns attack Kagune, Bikaku on sight due to their feeding needs.
Kagune, Bikaku Lore[edit]
Characters with ranks in Knowledge (Local) can research Kagune, Bikaku 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 | Kagune, Bikaku are the more versatile of the Kagune. |
10 | Their Kagune can allow them a strong mix of defense and offense. |
15 | Kagune, Bikaku can use their tail-like Kagune for many versatile uses. |
20 | -Info on a specific Kagune, Bikaku. |
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