Inkyo

From Compendium of Worldly Lore

Jump to: navigation, search

Inkyos are very similar to monk however they make use of Void points and get access to them to power up their abilities. If you wanted a reason to use all the funky void use feats this is definitely the reason.

Role: Tank DPS

Characteristics: Mystic monks that use kiho to enhance their abilities

Source: Rokugan Campaign Setting

Game Rule Information

The Inkyo has the following game statistics.

Abilities: Wisdom and Dexterity are the most important, you'll want Strength and Constitution if you're martially inclined.

Alignment: Any

Hit Die: d8

Starting Gold: 5d4

Class Skills

The Inkyo's class skills are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge (elements, Fortunes, Shintao) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Wilderness Lore (Wis).

Skill Points at 1st Level: (4 + Int modifier) × 4

Skill Points at Each Additional Level: 4 + Int modifier

Class Features

All of the following are class features of the Inkyo.

Weapon and Armor Proficiency: A Inkyo is proficient with All simple weapons and light armor but not shields

Unarmed Strike Ex: At 1st level, an inkyo gains Improved Unarmed Strike as a bonus feat. An inkyo’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an inkyo may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for an inkyo striking unarmed. An inkyo may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. Usually an inkyo's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. An inkyo's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. An inkyo also deals more damage with her unarmed strikes than a normal person would, as shown on Table 1-1: Inkyo Progression The unarmed damage on Table 1-1: Inkyo Progression is for Medium inkyos. A Small inkyo deals less damage than the amount given there with her unarmed attacks, while a Large inkyo deals more damage; see Table 1-2: Small or Large Inkyo Unarmed Damage.

Void Use: At level 1 the inkyo gains Void Use as a bonus feat.

Kiho: At first level Inkyos gain a bonus kiho feat. This feat may be taken from among any kiho feats for which the inkyo meets the prerequisites. They gain another bonus kiho feat at 4th level and every 4 levels thereafter. The list of Kiho feats is as follows: Stunning Fist, Improved Trip, Improved Disarm, Blind-Fight, Deflect Arrows, Choke Hold, Defensive Strike, Defensive Throw, Eagle Claw Attack, Earth's Embrace, Falling Star Attack, Fists of Iron, Flying Kick, Freezing the Lifeblood, Grappling Block, Improved Grapple, Pain Touch, Roundabout Kick, Death Touch, Flee the Darkness, Fortune's Breath, Heart of Stone, Ryoku, Self No Self, Soul of the Four Winds, Spirit Strike, and Zanji

Depths of the Void: The inkyo gains Depths of the Void as a bonus feat at second level and again at 11th level

Purity Ex: Beginning at 3rd level, inkyo gain a +1 enlightenment bonus to saves against elemental spells (any spell with the Air, Earth, Fire, Void or Water descriptor). This bonus is increased by one every 3 levels thereafter.

Improved Void Use: Starting at 10th level, the inkyo gains an additional +1 Void bonus whenever he or she spends a Void point on a roll, save or check, or to increase their AC. This is cumulative with any other effects that increase Void bonuses. They may now spend up to two Void points on any attack, save or check or when increasing their AC.

Serenity: Beginning at 13th level, the inkyo is immune to fear and gains a +5 enlightenment bonus to any saves against mind-affecting effects.

Superior Void Use: Beginning at 17th level, the inkyo gains an additional +2 Void bonus whenever he or she spends a Void point on a roll, save or check, or to increase their AC. This is cumulative with any other effects that increase Void bonuses, including Improved Void Use. They may now spend up to three Void points on any attack, save or check or when increasing their AC.

Table 1-1: Inkyo Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special Unarmed

Damage

1st +0 +2 +2 +2 Kiho, void use, improved unarmed strike 1d4
2nd +1 +3 +3 +3 Depths of the void 1d4
3rd +2 +3 +3 +3 Purity +1 1d4
4th +3 +4 +4 +4 Kiho 1d4
5th +3 +4 +4 +4 1d6
6th +4 +5 +5 +5 Purity +2 1d6
7th +5 +5 +5 +5 1d6
8th +6/+1 +6 +6 +6 Kiho 1d6
9th +6/+1 +6 +6 +6 Purity +3 1d6
10th +7/+2 +7 +7 +7 Improved void use 1d8
11th +8/+3 +7 +7 +7 Depths of the void 1d8
12th +9/+4 +8 +8 +8 Purity +4, Kiho 1d8
13th +9/+4 +8 +8 +8 Serenity 1d8
14th +10/+5 +9 +9 +9 1d8
15th +11/+6/+1 +9 +9 +9 Purity +5 1d10
16th +12/+7/+2 +10 +10 +10 Kiho 1d10
17th +12/+7/+2 +10 +10 +10 Superior Void Use 1d10
18th +13/+8/+3 +11 +11 +11 Purity +6 1d10
19th +14/+9/+4 +11 +11 +11 1d10
20th +15/+10/+5 +12 +12 +12 Kiho 2d6
Table 1-2: Small and Large Inkyo Damage
Level Damage

(Small Inkyo)

Damage

(Large Inkyo)

1st-4th 1d3 1d6
5th-9th 1d4 1d8
10th-14th 1d6 1d10
15th-19th 1d8 2d6
20th 1d10 2d8