Hakudo Master

Entry Requirements

Feats: Hakudo Adept OR Weapon Focus (Unarmed strike) OR Weapon Focus (natural weapon), Flurry of Blows
Skills: Balance 8, tumble 8, concentration 4, jump 4
Level: 7+
Special: Must have defeated an opponent of equal or greater ECL unarmed

Table: Hakudo Master

Hit Die: As Base Class

Level Special
1 Fighting Form, First Step
2 Second Step, Stunning Fist
3 Perfect Strike, Discipline Focus
4 Third Step, Punishing Kick
5 Final Step

Class Skills: As base class
Skill Points: As Base Class
Weapon and Armor Proficiency: The Hakudo Master gains no new weapon or armour proficiency

Fighting Form: There are countless paths of unarmed combat, countless facets of the art of Hakudo. Each master focuses on a single path, perfecting the forms and motions of their chosen discipline until they can truly claim the title “Master.” When the character gains her first level in Hakudo Master, she selects one of the following Fighting forms, which decides what abilities she obtains from the Hakudo Master class. Once the discipline has been chosen, it cannot be changed. All abilities granted from the Hakudo Master's Fighting form can only be used with unarmed strikes or natural weapons

  • Way of the Flowing Waves: The Hakudo Master focuses on agile and nimble movements, making themselves hard to pin down and strike, whilst using this flowing movements to destroy their targets stance and bring them down.
    • Step: The Hakudo master can, as an immediate action, make a trip, disarm or grapple attempt against any foe they threaten when that enemy attacks the Hakudo Master or an ally. Because this technique relies on using the enemies own momentum against them, the Hakudo master gains a +2 circumstance bonus on the attempt if the enemy is charging or using Power Attack, and a +4 circumstance bonus if both apply.
    • 2nd Step: An adept of the way of the flowing waves can draw an enemies attacks and redirect them to strike another creature in range, leaving themselves unharmed. As an immediate action, whenever a creature the Hakudo master threatens makes a melee attack and misses, she may redirect it's attacks
    • 3rd Step: The Master of the Flowing Waves is capable of charging her body with spiritual energy, enhancing her movements enough she can easily twist out of the reach of her foe's strikes. Whenever the Master of the Flowing waves is hit by an attack, she can spend X sep to attempt a reflex save against that attack, using either the attack roll, or the original save DC, depending on the attack.

Final Step: The Master of the Flowing Waves is capable of striking his foes faster than they can keep up, taking advantage of the slightest drop in their defences as they themselves attack. Any melee attack made against the master of the flowing waves provokes an attack of opportunity. The master of the flowing waves cannot use the 1st or 2nd Steps as immediate actions at the same time as when he makes an attack of opportunity, though he can use the 2nd Step in place of his attack of opportunity, and she gains the benefits from the 1st step on these attacks of opportunity when applicable. The AoO is resolved after the attack that provokes it, but before any subsequent attacks.

  • Way of the Unflinching Mountains: The way of the unflinching mountains teaches the importance of power and stability, and focuses on these aspects of warfare. Masters of the Way of Unflinching Mountains are capable of striking hard enough to shatter stone, and can weather attacks that would leave most people unable to breath.
    • 1st step: When making a full attack action, the Hakudo Master can choose to instead make a single attack that deals double damage, rather than the number they could normally make. They gain +2 to hit for each attack they sacrifice to make this attack
    • 2nd Step: The Hakudo master is capable of tensing their body at the moment of impact to lessen the damage they suffer from an attack, hardening their body with spiritual energy to be unto the mountains themselves. As an immediate action, he can spend SEP to gain Damage Reduction/-, at a rate of 1 DR to 2 SEP. This lasts until the end of the attack action, but does not apply to attacks from anyone else. When using this ability, he cannot be moved from his square by anything short of teleportation or mind effecting abilities.
    • 3rd Step: The master of the Unflinching Mountains is capable of punching hard enough to shatter stone – and bone – with ease. When attacking with an unarmed strike or natural weapon, they can add an extra ½ their strength modifier to the damage dealt, and treat the attack as if it was a two handed weapon for abilities like power attack etc. They may treat their unarmed strikes/natural weapons as if they were made of adamantine for all purposes.
    • 4th Step: The Hakudo master can make one single strike with the power to split a mountain. When making a full attack action, the Hakudo master can choose to make a single attack instead of the number he could normally make. This still counts as him having made the maximum amount of attack for all purposes. If this attack hits, the damage dealt is multiplied by the number of attacks sacrificed (including any bonuses from flurry of blows, haste etc). When using the second step, the DR lasts until the start of his next turn.
  • Way of the Inescapable Chains: The way of the inescapable chains teaches the art of binding and locking down the foe with one's own body. A master of the inescapable chains is capable of bringing any foe to the floor, and restricting even a giant like they where a babe.
    • 1st step: The Adept of the Inescapable Chains no longer sees size as an obstacle, merely a different factor. They can trip or grapple creatures of any size, and creatures larger than them only receive half the bonus when the Hakudo Master attempts to trip or grapple them. The normal modifier apply when the Hakudo master is the defender
    • 2nd Step: The Master of the Inescapable Chains has learnt the art of perfection whilst embraced in battle, sacrificing none of their form or grace whilst on the ground, or in another's grips. The Hakudo master retains their dexterity bonus to AC whilst grappled, and they gain a bonus equal to ½ the character level to escape a grapple. They only suffer ½ the penalties to hit and AC whilst prone, and standing up is a free action that can only be performed during their turn, and only once per turn, and no longer provokes an attack of opportunity. They cannot stand up on the turn they fall over if they fall because of their own trip attempt.
    • 3rd Step: The Master of the Inescapable chains can improve the power of their locks using spiritual energy, negating the foe's attempts to escape, and understand that the trip and the grab are just two parts of one action. They can spend X sep to negate the freedom of movement of anyone they're grappling. If they ever succeed on a grapple attempt, they can make an immediate trip attempt on the victim as a free action.
    • Final Step: The Master of the inescapable chains gains the Improved Grab and Constrict abilities whenever they make a full attack
  • Way of the Howling Wind: The way of the Howling wind teaches the advantages of speed and fury, never letting the foe have a moment to catch their breath or evade a strike. After all, if all the foe can do is defend themselves, they pose no threat to anyone, and will be swiftly defeated.
    • 1st step: The Hakudo master can, as a free action, enter a whirling frenzy (see barbarian ACF). Unlike normal, she retains use of her int, wisdom and charisma based skills. She only gains the benefits whilst unarmed, or using only natural weapons. She can use this abillity a number of times per day equal to her Reiatsu Modifier.
    • 2nd Step: The Adept of the Howling wind is forever in motion, making the best use of her agility to survive. She adds twice her dexterity modifier to AC as a dodge bonus, in addition to the normal Dex bonus to AC.
    • 3rd Step: The Master of the howling wind leaves no opening for her foe to slip away, and any foolish enough to try will meet her fists. Enemy moving out of a square she threatens still provoke attacks of opportunity, even if they make a 5 foot step or use another ability that avoids them, such as the tumble skill.
    • Final Step: The Hakudo Adept can Pounce when making Unarmed Attack, or with Natural weapons. If you have an ability like Shunpo Pounce, She can choose how to distribute the attacks, rather than having to make one before moving on.

Stunning Fist: At 2nd level, a Hakudo Master gains the stunning fist feat, even if theydo not meet the prerequisites.
She can use Stunning as a monk of her character level. When using Stunning Fist, she can also attempt to impart other effects than Stunning using the same basic technique, based on her character level. At 8th level, she can choose to make the target fatigued. At 12th level, she can make the target sickened for 1 minute. At 16th level, she can make the target staggered for 1d6+1 rounds. At 20th level, she can permanently blind or deafen the target. At 20th level, she can paralyze the target for 1d6+1 rounds. The Hakudo Master must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again etc), but additional hits do increase the duration. She uses her Reiatsu modifier to determine the Save DC, rather than her Wisdom modifier.

Punishing Kick: At 4th level, the Hakudo Master can deliver a kick with enough force to knock her target flying. She must declare that she is using this ability before she makes her attack roll, and it can only be used with an unarmed strike or natural weapon. On a successful hit, the attack deals damage normally and she can choose to push her target 5 feet or attempt to knock them prone. If she decides to push the target, it is moved 5 feet directly away from her. This movement does not provoke attacks of opportunity, and the target must end this move in a safe space it can stand in. If she decide to attempt to knock the target prone, the target receives a Fortitude saving throw with a DC of 10 + 1/2 character level + Reiatsu modifier to avoid the effect.
At 10th level, and every five levels thereafter, the Hakudo Master can push the target of his Punishing Kick an additional 5 feet (10 feet at 10th level, 15 feet at 15th level, and 20 feet at 20th level). At 15th level, he can instead choose to push the target 5 feet and knock the target prone with the same attack. The target still gets a saving throw to avoid being knocked prone. Each use of Punishing Kick consumes one of her uses of Stunning Fist. If she misses with the initial attack, the attempt is wasted.

Discipline Focus: From 3rd level on, the Hakudo Master excels at fighting in her discipline, and when using these techniques is far more potent than when fighting outside this area. The Hakudo Master counts her Hakudo Master levels as if they granted full BaB in the situations outlined below. If they already had Full BaB, this ability offers no benefits

  • Way of the Flowing Waves: When making attacks of opportunity, or when using the 1st step
  • Way of the Unflinching Mountains: When using the 1st or 4rd steps as a full attack
  • Way of the Inescapable Chains: When attempting to trip or grapple, or resisting a trip or grapple
  • Way of the Howling Wind: When charging or using Flurry of Blows

Perfect Strike: The Hakudo Master can make a strike with perfect accuracy. She must declare that she is using this ability before she makes her attack roll, and this ability can only be used with an unarmed strike or natural weapon. She can roll her attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as her confirmation roll (Her choice if they are both critical threats). At 10th level, she can roll the attack roll three times, and take the highest. If one of these rolls is a critical threat, she can choose which one of his other two rolls to use as his confirmation roll Each use of Perfect Strike consumes one of her uses of Stunning Fist. If she misses with the initial attack, the attempt is wasted.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License