Rokushiki (3.5e Discipline)
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Rokushiki[edit]
This discipline focuses on developing strength, speed, and agility to better accommodate a warrior both in and outside of combat. Masters of Rokushiki can develop into the finest of fighters or assassins. This discipline is not exclusive to any one martial adept class, but it does require the user to belong to a lawful alignment (they may be good or evil without consequence). Unarmed strikes are the preferred weapons of the Rokushiki discipline. Intimidate is the key skill for Rokushiki. Rokushiki can be use with weapon's fineness.
1st-Level Maneuvers[edit]
Tekkai
Type: Stance
Prerequisite: None
Description: In this stance, you concentrate your mind, body, and soul, producing an iron wall of defense between your enemies and yourself. While in this stance you are granted a Hardness 5/- as long as you do not move more than 5 feet.
Special: Moving more than 5 feet causes you to lose the benefits of this stance until your next turn. Movement against your will does not count against you for the purposes of this stance (for example, being bull-rushed does not affect this stance).
Kami-e
Type: Stance
Prerequisite: None
Description: In this stance, your body can move through the wind created by enemy attacks like paper. While in this stance you gain an additional circumstance bonus to AC while being attacked. This applies to one attack at level 1, 2 attacks at level 5, 3 attacks at level 9, 4 attacks at level 13, and all attacks at level 17
Special: The effect is a +10 insight bonus to your AC, assuming you are not caught unaware, or are otherwise considered flatfooted.
Soru
Type: Boost
Prerequisite: None
Description: This maneuver grants you the ability to move at inhuman speeds by rapidly kicking your foot off the ground. After using this maneuver, your next move action is at 5 times your normal move speed (provoking attacks of opportunity as normal). This stacks with the speed bonus granted by running and charging if you choose to take a full round move action.
Special: This maneuver can be activated with an immediate action and lasts for a number of rounds equal to 1/2 your initiator level. Once this maneuver has been initiated the initiator can once per round make an escape artist check with a plus 5 circumstance bonus vs opponents attack roll upon success they may move in any direction up 5 times their base movement speed ( provoking attacks of opportunity as normal) they also gain a +10 dodge bonus against attacks of opportunity during this movement. Normal multiplier rules do not apply for this maneuver, so a human with a speed of 30 feet can run with Soru up to 600 feet or 750 feet with the Run feat. Both feet must be free for this maneuver to be used.
Geppou
Type: Boost
Prerequisite: None
Description: With this maneuver you can move freely through the sky by kicking off of air. After you use this maneuver, your next move action can be used to move up to your base land speed in the air (provoking attacks of opportunity as normal). This maneuver can also be used to take a full round move action in order to run or charge through the air as if you were moving on the ground.
Special: This maneuver can be activated with an immediate action and lasts for a number of rounds equal to 1/2 your initiator level. This is not flight, simply movement on air. Both feet must be free for this maneuver to be used.
Shigan
Type: Strike
Prerequisite: None
Description: The Rokushiki discipline teaches you how to make your whole body into a weapon. This maneuver grants you the power of a bullet fired from a gun in your index finger. As a standard action you may activate this maneuver to perform a devastating touch attack against a foe that deals +2d6 plus twice your strength modifier points of piercing damage (x2 critical on a roll of 20).
Special: This attack is made while unarmed, but does not provoke attacks of opportunity like an unarmed strike normally does.
Rankyaku
Type: Strike
Prerequisite: None
Description: The Rokushiki discipline teaches you how to make your whole body into a weapon. This maneuver allows you to deliver a kick so devastating that it slices through the air. This can strike an enemy up to 50 feet away, dealing 2d6 plus twice your strength modifier points of slashing damage (x2 critical on a roll of 20), so long as they do not have total cover or concealment.
Special: When attacking an adjacent foe with this technique you take a -2 circumstance penalty to your damage roll. This does not provoke attacks of opportunity.
2nd-Level Maneuvers[edit]
None.
3rd-Level Maneuvers[edit]
Tekkai Gou
Type: Stance
Prerequisite: Tekkai Stance
Description: This stance is an improvement on the 1st-level stance Tekkai. Now you are able to move up to 10 feet and retain your Hardness 5/- or abstain from moving for the entire round in order to obtain Hardness 10/-.
Special: Moving more than 10 feet causes you to lose the benefits of this stance until your next turn. Movement against your will does not count against you for the purposes of this stance (for example, being bull-rushed does not affect this stance). This stance can replace Tekkai on an even level replacing it as a prerequisite for other maneuvers.
Shinaru Shigan Hoippu
Type: Strike
Prerequisite: Shigan Strike
Description: Like the Shigan strike, you can use your index finger to puncture your foe, only now you can perform this technique from 10 feet away. As a standard action, make a bluff check (with a +4 circumstance bonus) opposed by your enemy's sense motive check (this enemy can be at most 10 feet away). If you succeed, you may make an attack similar to Shigan on that foe as a free action with a +4 to your attack roll and an additional 4d6 damage. If you fail, then you may still make an attack similar to Shigan against that foe, but with a -2 to your attack roll and the standard +2d6 damage plus twice your strength modifier.
Special: This attack is made while unarmed, but does not provoke attacks of opportunity like an unarmed strike normally does. This maneuver can be learned to replace Shigan at an even-numbered level, replacing it as a prerequisite for other maneuvers as well.
Rankyaku Gaichou
Type: Strike
Prerequisite: Rankyaku Strike
Description: Like the Rokushiki strike, this maneuver produces a projectile slash attack. This version, however, can cut through anything, ignoring damage reduction and hardness. It can also strike an enemy up to 100 feet away and deals 4d6 points of slashing damage plus twice your strength modifier (x2 critical on a roll of 20), regardless of cover and concealment.
Special: This does not provoke attacks of opportunity. This maneuver can be learned to replace Rankyaku at an even-numbered level, replacing it as a prerequisite for other maneuvers as well.
4th-Level Maneuvers[edit]
Juugon
Type: Strike
Prerequisite: Shigan Strike
Description: With this maneuver you can now perform a punch with the power of a cannon. As a standard action you can make a single melee touch attack that deals +6d6 plus twice your strength modifier bludgeoning damage and forces your foe to make a will save or be stunned (DC= 10 + 1/2 initiator level + wisdom modifier).
Special: This attack is made while unarmed, but does not provoke attacks of opportunity like an unarmed strike normally does. This maneuver can be learned to replace Shigan at an even-numbered level, replacing it as a prerequisite for other maneuvers as well.
Rankyaku Hakurai
Type: Strike
Prerequisite: Rankyaku Strike
Description: This powerful double kick technique produces a large shockwave capable of hitting multiple foes. As a standard action you can make a single melee attack that hits all targets in a 100 foot cone, dealing 2d6 plus twice your strength modifier slashing damage.
Special: This does not provoke attacks of opportunity. Make one attack roll for all targets. This maneuver can be learned to replace Rankyaku at an even-numbered level, replacing it as a prerequisite for other maneuvers as well.
5th-Level Maneuvers[edit]
Tekkai Utsugi
Type: Stance
Prerequisite: Tekkai Stance
Description: This stance is an improvement on the 3rd-level stance Tekkai Gou. Now you are able to move up to 10 feet and retain your Hardness 10/- or abstain from moving for the entire round in order to gain Hardness 15/- and the ability to transfer the damage blocked by your Hardness into lethal damage against your attacker.
Special: Moving more than 10 feet causes you to lose the benefits of this stance until your next turn. Movement against your will does not count against you for the purposes of this stance (for example, being bull-rushed does not affect this stance). This stance can replace the Tekkai stance on an even numbered level replacing it as prerequisite for other maneuvers.
Kami-e Bushin
Type: Counter
Prerequisite: Kami-e Stance and the feat Combat Reflexes
Description: You're ability to act while under attack is greatly enhanced, allowing for quick, decisive counterattacks. This maneuver allows you to make an attack of opportunity against each enemy that attacks and misses you while you are in the Kami-e stance.
Special: This maneuver is activated with an immediate action and lasts until the beginning of your next turn. It does not offer you additional attacks of opportunity.
Kamisori
Type: Boost
Prerequisite: Soru Boost and Geppou Boost
Description: This maneuver allows you to combine the two maneuvers Soru and Geppou into one amazing demonstration of speed and agility. Your next move can be made at 5 times your normal move speed and you can move freely through the air if you so wish (provoking attacks of opportunity as normal). This stacks with running and charging if a full round move action is taken.
Special: This maneuver can be activated with an immediate action and lasts for a number of rounds equal to 1/2 your initiator level. Normal multiplier rules do not apply for this maneuver. Like with Soru once initiated kamisori let the initiator make a escape artist roll but with a +10 circumstance and a +15 dodge bonus to ac against attacks of opportunity, also the initiator may retreat to the sky but at 2.5 time normal move speed. Both feet must be free for this maneuver to be used.
6th-Level Maneuvers[edit]
Tobu Shigan Bachi
Type: Strike
Prerequisite: Shigan Strike and Rankyaku Strike
Description: With this maneuver you can now perform a Shigan attack from a range of 50 feet out to 5 range increments. As a standard action you can make a single melee touch attack that deals 2d6 plus twice your strength modifier piercing damage.
Special: This damage improves to 4d6 at a BAB of 6, 6d6 at a BAB of 11, and 8d6 at a BAB of 16. This maneuver can be learned to replace Shigan at an even-numbered level, replacing it as a prerequisite for other maneuvers as well.
Rankyaku Ran
Type: Strike
Prerequisite: Rankyaku Strike and Geppou Boost
Description: With this technique you can make multiple Rankyaku attacks from above. If you use Geppou to move into the air, then you can spend a standard action to make a full attack with Rankyaku attacks, treating each leg as a separate, natural weapon, dealing 2d6 plus twice your strength modifier in slashing damage.
Special: This equates to 2 attacks at your full BAB for a BAB 1-5, 2 attacks at your full BAB and 2 with a -5 for a BAB of 6-10, etc. This maneuver can be learned to replace Rankyaku at an even-numbered level, replacing it as a prerequisite for other maneuvers as well.
7th-Level Maneuvers[edit]
Tekkai Kenpou
Type: Stance
Prerequisite: Tekkai Stance
Description: This stance is an improvement on the 5th-level stance Tekkai Utsugi. You gain Hardness 20/- and are able to move freely, even with the assistance of Soru and Geppou, in this stance without penalty.
Special: All strike maneuvers made in this stance gain 1d10 extra damage. This stance can replace the Tekkai stance on an even numbered level replacing it as a prerequisite for other maneuvers.
Juushigan
Type: Strike
Prerequisite: Shigan Strike and Soru Boost
Description: With this maneuver you can now pierce your foe's body with multiple fingers when you unleash a Shigan attack. This technique functions the same as Shigan, except that it deals +10d6 plus twice your strength modifier piercing damage.
Special: This attack is made while unarmed, but does not provoke attacks of opportunity like an unarmed strike normally does. If Soru is used to make a charge attack, then Juushigan can be used in place of a normal attack, offering a +5 to your attack and damage rolls (this replaces the +2 normally granted to a charge attack's attack roll). This maneuver can be learned to replace Shigan at an even-numbered level, replacing it as a prerequisite for other maneuvers as well.
Rankyaku Lupus Four
Type: Strike
Prerequisite: Rankyaku Strike and Geppou Boost
Description: This maneuver allows you to deal great damage and force your opponent to move according to your will. As a standard action, roll between 1 and 4 attack rolls, with each attack after the first adding a cumulative -4 penalty to all rolls (otherwise they are all at your highest BAB). Any enemy hit with one of these attacks takes 4d6 plus your twice your strength modifier in bludgeoning damage and can be automatically bull-rushed a number of times equal to the number of attacks that hit them.
Special: You do not move with a foe that is bull-rushed. This technique can target a single opponent or multiple ones. This maneuver can be learned to replace Rankyaku at an even-numbered level, replacing it as a prerequisite for other maneuvers as well.
8th-Level Maneuvers[edit]
Cho Sokuten Tekkai Dama
Type: Boost
Prerequisite: Kamisori Boost and Tekkai Stance
Description: This maneuver allows you to combine the three maneuvers Tekkai, Soru, and Geppou into one amazing demonstration of strength, speed, and agility. Your next move can be made at 20 times your normal move speed and you can move freely through the air if you so wish (provoking attacks of opportunity as normal). At any point while this maneuver is active and you are in a Tekkai stance, you may charge an opponent and deliver a devastating blow. Roll a normal attack roll with a +5 circumstance bonus (replacing the standard +2 for charging). If you hit you deal 10d6 plus 5 damage per 10 feet moved (maximum 80).
Special: This maneuver can be activated with an immediate action and lasts until the attack has been utilized. A run action cannot be used in unison with this maneuver. Both feet must be free for this maneuver to be used.
Shigan Ouren
Type: Strike
Prerequisite: Shigan Strike
Description: You have mastered the Shigan technique and can now use it with devastating speed and precision. Functions like Shigan, but allows for a number of attacks equal to the maximum allowable for your BAB times the number of hands your character has (standard, two-armed human, level 11 has 6 uses) with each attack roll after the first (per hand) taking a -3 penalty. Each attack deals +2d6 plus twice your strength modifier piercing damage.
Special: This attack is made while unarmed, but does not provoke attacks of opportunity like an unarmed strike normally does. This maneuver can be learned to replace Shigan at an even-numbered level, replacing it as a prerequisite for other maneuvers as well.
Rankyaku Amane Dachi
Type: Strike
Prerequisite: Rankyaku Strike
Description: You have mastered the Rankyaku technique and can now cut through anything with ease. By spinning your body and performing a double-legged kick you produce a wind blade powerful enough to cut through any object instantly. Furthermore, all enemies within 50 feet must make a reflex save (DC=22). If they fail, they take 16d6 plus triple your strength modifier in slashing damage and are limited to a move or standard action on their next turn. If they succeed, they take half damage and are still limited to either a move or standard action on their next turn.
Special: Evasion only protects the user from taking the damage from this maneuver. This maneuver can be learned to replace Rankyaku at an even-numbered level, replacing it as a prerequisite for other maneuvers as well.
9th-Level Maneuvers[edit]
Rokushiki Ougi: Rokuougan
Type: Strike
Prerequisite: Tekkai Stance, Kami-e Stance, Rankyaku Strike, Shigan Strike, Soru Boost, and Geppou Boost
Description: Combining the powers of all six of the other Rokushiki techniques, you can perform the ultimate Rokushiki technique. In order to initiate this technique, you must spend a standard action to initiate a grapple. If you are in a Rokushiki stance while initiating this grapple you earn a +10 bonus on the touch attack and opposed grapple check. If this grapple is successful, you may spend your move action to produce a deadly, concussive shockwave with your fists that could kill your foe instantly. Roll a melee touch attack at your highest base attack bonus and, if it hits, your foe must succeed a will save with a DC of 40 or die. If he succeeds, he takes 20d6 plus quadruple your strength modifier in damage.
Special: This technique does not provoke attacks of opportunity and it ignores damage reduction.
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