Exotic Weapon Training Proficiency (Iajutsu Focus)

Key Attribute: Charisma

This skill represents a specific kind of dueling technique popular in The Five Kingdoms. It focuses on making an attack by drawing the sword across the body in a swift arc, placing all their power and momentum into a single focused cut.

Rank 3 Ability

If you attack a flat-footed opponent immediately after drawing a melee weapon, you can deal extra damage, based on the result of an Iaijutsu Focus check. In addition, if you and your opponent both agree to participate in a formal iaijutsu duel, your Iaijutsu Focus check replaces your initiative check for the ensuing combat. You can also use Iaijutsu Focus in preparation for striking an inanimate object, assuming no distractions. Your extra damage is halved, just like your ordinary damage. This is the technique martial artists use to shatter objects.

You may only make a single attack in a round if you choose to use this skill.

Check Result Extra Damage
10—14 +1d6
15—19 +2d6
20—24 +3d6
25—29 +4d6
30—34 +5d6
35—39 +6d6

Rank 4 Ability

All one-handed swords you wield have the finesse property when you hold nothing in your other hand.

Rank 5 Ability

You may sheathe a single one-handed sword as a swift action.

Rank 6 Ability

You may add your Charisma modifier to each extra damage die gained from using this skill.

Rank 7 Ability

As long as you are at full hit points, you may add your Charisma modifier as a bonus to your initiative, in addition to your Dexterity modifier. This only applies when wearing no armor or light armor. Wearing medium armor halves the bonus to initiative, whilst wearing heavy armor completely negates it.

Rank 8 Ability

Once per day per your Charisma modifier, you can make any one attack roll, saving throw, or skill check using your Iaijutsu Focus skill modifier in place of all other modifiers. For example, you can roll a melee attack roll using only your Iaijutsu Focus skill modifier instead of your total attack bonus (including Strength modifier, weapon enhancement bonus, size modifier, and all other bonuses to your attack roll). You give up all your other modifiers and use your skill modifier instead.

Rank 9 Ability

When using this skill, treat an enemy as flat-footed until the end of your turn, even if they do not lose their Dexterity bonus to their Defense.

Rank 12 Ability

After you are struck by a ranged projectile, but before the consequences of the attack have been determined, you may make roll a Reflex save as an immediate action. If the result is higher than the attack roll, you knock the projectile aside harmlessly. You may use this ability once per minute.

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