Aikido Masters have taken a much deeper dive into the art of Aikido than those with but a few dedicated slots in the proficiency. This has allowed them to unlock its offensive and damaging capabilities. But luckily, they tend to keep to themselves to avoid drawing too much attention to themselves or their art. And when cornered, most prefer to simply avoid their opponent’s blows instead of turning him into mince meat.

Fighter Class

Requirements:
Any Neutral alignment
DEX 15

Bonus NWP:
Tumbling

Bonus WP:
First slot of Aikido

Hindrances:
No added hit or dmg from STR when using Aikido.
Cannot wear any armor.
Cannot use weapons, with a few exceptions.

Level    Abilities
1    Novice
2    Unarmed Strike (same as 3.5 Ed monks)
3    Ki Strike (same as 3.5 Ed monks)
4    Able to use Aikido offensively to push opponents 5 feet pr. 4 levels in any direction
5    Practitioner
6    +1 free Aikido slot
7    +1 free AoO against those who move into a square you threaten
8    INT bonus to hit when using Aikido
9    Able to use Aikido offensively to deal dmg with allowed weapons (no STR hit/dmg bonus) or hands (still no STR hit/dmg bonus)
10    Fighter
11    Evasion
12    +1 free Aikido slot
13    Able to use Aikido offensively to Trip opponents
14    +1 free AoO against those who move into a square you threaten
15    Master
16    WIS bonus to hit when using Aikido
17    Improved Evasion
18    +1 free Aikido slot
19    Able to use Aikido offensively to Throw opponents
20    Grand Master

Novice: +1 natural AC pr. lvl, 1 free counter against all melee attacks.
Practitioner: +1 initiative pr. 5 lvls, 1 free counter against all missiles, able to wield a Bokken sword (a wooden practice sword which deals 1d6 dmg when used normally) or a Cane (1d4 dmg).
Fighter: Able to fight normally when prone, can Trip opponents instead of pushing them (DEX check DC 20 to avoid being tripped, end up on the ground if save is unsuccessful), able to wield a Fan (1d2 dmg, adds +2 hit if used with Aikido).
Master: Abble to Throw opponents (DEX + 1d6 feet away) instead of pushing them – this deals 1d6 impact dmg pr. 10 feet. Also able to start teaching Aikido NWP to others.
Grand Master: Able to Hurl (DEX + 2d6 + lvl feet away) opponents for 1d6 impact dmg pr. 10 feet. Can now accept Aikido Novices.

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