Author Topic: Base Class - Meister  (Read 1932 times)

Offline Hanako Tachibana

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Base Class - Meister
« on: September 12, 2012, 05:00:01 PM »
MEISTER
   
"For I who have honed both blade and mind, neither warrior nor wizard can stand before me."
-Parsifal Harman, meister

 A meister is a technician as skilled with the sword as she is with akashic magic.  A meister can charge her weapons with akashic magic directly, or, like a mamono, combine her techniques with physical attacks for a multifaceted assault.

MAKING A MEISTER
 A meister is a front-line melee combatant, much like a barbarian or fighter.  She engaged her opponents on the field of battle, and overcomes them with her akashic arts, blinding speed, and skill at arms.
 Abilities: Intelligence, Strength, and Constitution make up a meister's vital statistics.  A high Intelligence score gives strength to a meister's techniques, a high Strength score gives power to her physical blows, and a high Constitution score keeps her both using techniques and standing upright.  Dexterity is also important to a meister, as it both boosts her Armor Class and a number of her skills.  Neither Wisdom nor Charisma is particularly useful for a meister.
 Akashic Ability: Meisters use Intelligence as their Akashic Ability score.
 Races: The path of the meister is popular amongst humans and elves in the outer worlds.  Both races possess an appreciation of blade and magic; at the fusion of which lies the meister.
 Within the Akashic Records, kagaribito make up the majority of meisters, with the noin as a distant second.
 Alignment: A meister can choose any alignment.  Good meisters are champions of the weak and downtrodden, and spring to the assistance of other technicians in need.  Evil meisters are cruel tyrants, who use their considerable power to oppress those weaker than them.
 Starting Gold: 5d4x10(125 gp)
 Starting Age: As fighter.

Class Skills
Astrology*, Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Escape Artist, Gather Information, Hide, Intimidate, Jump, Knowledge (akasha)*, Knowledge (local), Knowledge (the planes), Listen, Move Silently, Profession, Search, Sense Motive, Spot, Survival, Swim, Tumble.
Skill Points at 1st Level: (4 + int)x4
Skill Points at Each Additional Level: 4 + int

Hit Dice: d10


Level     BAB     Fort     Ref     Will     Special     
Tama
     
Tech. Known
     
Fund. Known
1st     +1     +2     +2     +0     Charge blade, foresight +1, weapon aptitude     
4
     
2
     
2
2nd     +2     +3     +3     +0     Bushi art     
6
     
3
     
2
3rd     +3     +3     +3     +1     ---     
8
     
4
     
3
4th     +4     +4     +4     +1     Bushi art     
10
     
5
     
3
5th     +5     +4     +4     +1     Foresight +2     
12
     
6
     
4
6th     +6/+1     +5     +5     +2     Bushi art     
14
     
7
     
4
7th     +7/+2     +5     +5     +2     ---     
16
     
8
     
5
8th     +8/+3     +6     +6     +2     Bushi art     
18
     
9
     
5
9th     +9/+4     +6     +6     +3     ---     
20
     
10
     
6
10th     +10/+5     +7     +7     +3     Bushi art, foresight +3     
22
     
11
     
6
11th     +11/+6/+1     +7     +7     +3     ---     
24
     
12
     
7
12th     +12/+7/+2     +8     +8     +4     Bushi art     
26
     
13
     
7
13th     +13/+8/+3     +8     +8     +4     ---     
28
     
14
     
8
14th     +14/+9/+4     +9     +9     +4     Bushi art     
30
     
15
     
8
15th     +15/+10/+5     +9     +9     +5     Foresight +4     
32
     
16
     
9
16th     +16/+11/+6/+1     +10     +10     +5     Bushi art     
34
     
17
     
9
17th     +17/+12/+7/+2     +10     +10     +5     ---     
36
     
18
     
10
18th     +18/+13/+8/+3     +11     +11     +6     Bushi art     
38
     
19
     
10
19th     +19/+14/+9/+4     +11     +11     +6     ---     
40
     
20
     
11
20th     +20/+15/+10/+5     +12     +12     +6     Bushi art, dual boost, foresight +5     
42
     
21
     
11

 Weapon and Armor Proficiency: A meister is proficient with all simple and martial weapons.  She is proficient with light and medium armor, but not shields.
 Tama: A meister's ability to use techniques is limited by the tama she has available.  Her base tama count is given on the table above.  In addition, the meister receives bonus tama equal to her Constitution modifier.  A meister with a negative Constitution modifier instead loses tama.  Her race may also provide bonus tama, as may certain feats and items.
 Techniques: Meisters have the ability to use akashic techniques.  All meisters know 2 techniques at 1st level and learn one additional techniques every class level.  The highest level technique a meister may learn is determined by her technician level, and is given in Akashic Magic.
 In order to use a technique, a meister must have an Intelligence score of at least 10 + the technique's converted level.  The save DCs for a meister's techniques equals 10 + the technique's converted level + her Intelligence modifier.  Like the mamono, and unlike the majo or miko, meisters channel their techniques, and cannot cast them.  Meisters can only channel techniques through manufactured weapons.
 Fundamentals: Meisters have the ability to use akashic fundamentals.  All meisters know 2 fundamentals at 1st level and learn an additional fundamental every 3 levels thereafter (3 at 4th, 4 at 7th, 5 at 10th, etc.).  The highest level fundamental a meister may learn is determined by her technician level, and is given in Akashic Magic.
 Unlike other techniques, a meister does not have to pay tama to use a fundamental.  Instead, the meister can only use a given fundamental a certain number of times per day.  The number of times a meister can use a fundamental per day is given in Akashic Magic.
 The save DCs for a meister's fundamentals equals 10 + the fundamental's converted level + her Intelligence modifier.
 Charge Blade (Su): Starting at 1st level, a meister can charge her weapon with akashic energies as a free action that can only occur during her turn.  At 1st level, the weapon gains a +1 enhancement bonus.  At 5th level, and every 4 meister levels thereafter, this bonus increases by 1 (+2 at 5th, +3 at 9th, +4 at 13th, and +5 at 17th).  This bonus stacks with existing weapon enchantment to a maximum of +5.  A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10.
 This bonus can also be used to add weapon properties to the weapon.  Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added.  These bonuses and properties are decided when the ability is activated and cannot be changed until the meister uses this ability again.
 A meister can add any of the following weapon properties: Acidic Burst*, Collision*, Corrosive*, Distance, Flaming, Flaming Burst, Force*, Frost, Ghost Touch, Icy Burst, Impact*, Keen, Maiming*, Merciful, Screaming*, Screaming Burst*, Seeking, Shock, Shocking Burst, Speed, Transmuting*, or Vorpal.
 A Meister can also add the following weapon properties as long as they match her alignment: Anarchic, Axiomatic, Holy, Unholy.
 *Weapon property described in the Magic Item Compendium.
 A meister can maintain a charged weapon for a number of rounds equal to 3 + her Intelligence modifier.  At the end of those rounds, the weapon ceases to be charged and loses the enhancement bonus granted by this ability.  A meister cannot use this ability while she is maintaining a charged weapon, and must wait for one minute after the weapon ceases to be charged before she can use this ability again.  A meister can end this ability at any time during her turn with a free action.
 These bonuses do not function if the weapon is wielded by anyone other than the meister and a meister can only charge one weapon in this way at a time.  Meisters can only charge manufactured weapons or weapons created by the vector blade technique with this ability.
 Foresight (Ex): At 1st level, a meister gains a +1 bonus on initiative checks.  At 5th level, and every 5 meister levels thereafter, this bonus increases by 1 (+2 at 5th, +3 at 10th, +4 at 15th, and +4 at 20th).
 Weapon Aptitude: Starting at 1st level, a meister's training with a wide range of weaponry and tactics gives her great skill with particular weapons.  Meisters qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if she has a fighter level equal to her meister level - 2 (minimum 0).  These effective fighter levels stack with any actual fighter levels the meister might have.
 A meister's training also allows her to adjust her skill with weapons on the fly.  Once per day a meister can spend 1 hour in weapon practice to change the designated weapon for any feat she has that applies only to a single weapon (such as Weapon Focus).  She must have the newly designated weapon available during her practice session to make this change.
 A meister can adjust any number of feats in this way, and she doesn't have to adjust them all in the same way.  However, a meister can't change the weapon choices in such a way that she no longer meets the prerequisites for some other feat.
 Bushi Arts: Starting at 2nd level, a meister gains one bushi art.  She gains one additional bushi art for every 2 levels attained after 2nd.  Unless otherwise noted, a meister cannot select an individual bushi art more than once.
 Dual Boost (Ex): At 20th level, a meister's type changes to fey.  In addition, she gains the ability to use two boosts simultaneously.  Whenever the meister uses a boost, she may use another boost that she knows as a free action.  She must spend tama on each boost individually.
 
PLAYING A MEISTER
 To a meister, the sword isn't just a sharped length of steel.  It is an extension of her own body, and a pathway for akashic magics.  As a meister, you may adventure for several reasons: possibly to hone your skills, perhaps to protect (or oppress) the weak, or maybe you just want fame and fortune.  You may be a member of an order of knights, or a mercenary, or a lone swordsmen upholding the law in your own way.  You could be a general, leading armies, or a hunter, killing dangerous beasts for your own purposes.  A meister isn't limited in what she can do, though her actions almost assuredly have a martial bent.
 Religion: Meisters in the outer worlds often worship gods of battle, such as Kord, Pelor, Erythnul, or Hextor.  It is rare for meisters from the outer worlds to worship the kami, as many meisters lack the direct connection to the Records that majo or miko have.  Within the Akashic Records, nearly all meisters worship the kami.  The kagaribito meisters in particular are known for the devotion.  The few noin meisters are similarly devoted, as typical for the noin.
 Other Classes: Meisters get along best with other martial characters, such as fighters or warblades, and find other spellswords, such as hexblades, make particularly good company.  Meisters who received their training within the Records often work with, and feel a sense of camaraderie with, majo and other casters.  Meisters in the outer worlds often only get along with majo and miko because of their shared technician status, and otherwise don't associate with casters.  While there are some skills shared between meisters are rogues, neither class particularly likes the other.
 Combat: Meisters are direct combatants, fighting either head to head with a blade (or similar melee weapon), or darting through the back-lines with a bow.  A meister's ability to charge any weapon she wields allows them to change her tactics on the go; she doesn't have to worry about keeping her silver sword as strongly enchanted as her adamantine battle axe.  In addition, the ability to channel techniques through a weapon can turn even the weakest dagger into an instrument of destruction.  By using boosts and counters well, a meister can give herself strength right when she needs it, and few find they can escape a meister's edicts when said meister is charging directly at them.
 Advancement: Meisters come from all walks of life.  Some were trained in the akashic arts as a youth, either by an independent master or by a meister organization.  Others came across the akashic arts in the heat of battle, or were taught them by a majo in exchange for some service or another.  Becoming a meister isn't easy; many people spend their entire lives mastering either the sword or the spell, and a meister must master both.
 As a meister, your two most important choices are what techniques you learn and what bushi arts you select.  You should be sure to choose techniques that complement your fighting style and bushi arts that work well for you.  For example, the warrior's challenge bushi art works best if you are going to be fighting single enemies or under circumstances where other enemies will have to deal with other things before they get to you.  On the other hand, the bushi's charge bushi art works very nicely against large groups.

MEISTERS IN THE WORLD
"A swordsman!  I'll have my victory this time!"
-Garland Reier, unfortunate duelist

 Meisters spend much of their life either on the road or training, often doing both at the same time.  While a meister's training isn't dramatic, it is frequent, and the meister's tendency to train whenever possible tends to draw attention.  A meister's adventuring is rather dramatic, as they bring not only the flash of steel but the spark of magic to any combat they enter.  As a result, meisters tend to be both much more well known than members of the other technician classes and better received by the populace as a whole.  A meister may not be able to advance the plot though talk alone, but their prowess on the battlefield and the list of exploits they bring with them are sure to turn a few heads.
 Daily Life: The daily life of a meister is filled with training and practice.  Meisters spend the majority of their time outside on the training field or sparring with fellow warriors.  Some meisters are members of an academy, either teaching the akashic arts or more general swordsmanship.  To such a meister, instruction takes up much, but certainly not all, of the time that was previously spent training.
 Notables: Unlike the other technician classes, there are many notable meisters.  Of particular note is Parsifal Harman, a wandering duelist.  He is best known for his tendency to challenge anyone he sees wielding a sword to a duel, independent of time and place, and for his rather large ego, which has lead to statements such as the one at the top of this section.  While Parsifal has not won all of his duels, his tenacity, roguish good looks, and general unpredictability have insured that his fame will continue to grow for quite some time.
 Organizations: There are several meister organizations, most of which can be described as either academies, orders, or mercenary groups.  The meister academies are responsible for the majority of the meister currently in the outer worlds, and most meister have intense loyalty to the academy that trained them.  Most meister orders are created to fulfill a particular purpose, such as driving goblins out of a local mountain range, and only exist for long enough to complete that task.  And meister mercenary groups, like all mercenary groups, work for the highest bidder.

NPC Reaction
 Meisters are better received than most technicians, both because their fighting style is less obviously strange, and because most of the meister academies and orders put efforts into making meisters seem as safe as martial adepts or knights.  Meisters also tend to be less disruptive to social order than majo or mamono, and as a result aren't generally disliked by authority figures.  Given the tendency for meisters to worshiping ``normal'' gods, meisters are also well received by the clergy, though it would be a lie to say that they are fully trusted.

Meister Lore
 Characters with ranks in Knowledge (akasha) or Knowledge (history) can research meisters to learn more about them.  When a character makes a skill check, read or paraphrase the following, including the information from lower DCs.
 DC 10: A meister is a swordsman who can create strange effects with her sword; like some kind of knockoff martial adept.
 DC 15: Meisters are technicians---users of a strange magical power that comes from a plane known as the Akashic Records.  Meisters are capable of both using their techniques through their weapons and increasing the power of their weapons by charging them with akashic energies.
 DC 20: A meister can wield most weapons with ease, and in a meister's hands, even a wooden practice sword can explode with magical effects.  Because meisters channel their techniques through their weapons they don't have to worry about using techniques in close combat.  And with their bushi arts and fundamentals, neither flight nor teleportation can protect you from a meister's wrath.

MEISTERS IN THE GAME
 Combat is the natural campaign entry point for meister.  A well renowned enemy general might turn out to be a meister, or the player characters might be saved from a nasty ambush by the appearance of a friendly meister.  Alternatively, a martial character might be seeking out a means of improving their strength, and the mysterious powers of the meister could be just what they are looking for.  If much of the party are already technicians, they might find a safe place to stay in a meister academy or order.
 A meister may be the first of her kind.  Such a meister likely discovered their connection to the Akashic Records in the heat of battle, using a technique that she didn't know she had at the last minute to save herself or someone dear to her.  Or perhaps she was a martial adept who discovered the Akashic Records while searching for ways to improve her skills.  If meisters are relatively common, a meister character may have been trained in an academy or work for a meister order.
 Adaptation: In many ways, a meister is like a martial adept.  As such, it wouldn't take all that much effort to simply consider one or all of the icons to be martial disciplines, and to consider a meister a different sort of martial adept class.  Alternatively, if you are treating akashic magic as a subset of more ``ordinary'' magic, a meister could be a magic-using warrior, such as a hexblade or duskblade.
« Last Edit: October 15, 2012, 07:24:41 PM by Hanako Tachibana »
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Offline Hanako Tachibana

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Re: Base Class - Meister
« Reply #1 on: September 12, 2012, 05:06:07 PM »
MEISTER BUSHI ARTS
 Bushi's Charge (Ex): The meister may use the rush special attack, as given below.  The meister must have a base attack bonus of at least +6 before she can select this bushi art.
 Combat Roll (Ex): The meister can move at full speed while using the Tumble skill.
 Evasion (Ex): If the meister makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.  Evasion can be used only if the meister is wearing light armor or no armor.  A helpless meister does not gain the benefit of evasion.  The meister must be at least 4th level before she can select this bushi art.
 Improved Evasion (Ex): This ability works like evasion, except that while the meister still takes no damage on a successful Reflex saving throw against attacks she henceforth takes only half damage on a failed save.  A helpless meister does not gain the benefit of improved evasion.  The meister must have evasion (the bushi art or the class feature) before she can select this bushi art.  The meister must be at least 8th level before she can select this bushi art.
 Fast Stealth (Ex): The meister can move at full speed using the Move Silently skill without penalty.
 Feat: The meister may gain any feat she qualifies for in place of a bushi art.
 Fleet of Foot (Ex): The meister's base land speed in increased by 10 feet.  A meister can select this bushi art more than once.  A meister cannot select this bushi art more times than 1/4th her meister level.
 High Jumper (Ex): Whenever the meister makes a high jump, the DC for that jump is half the normal DC.
 Quick Steps (Ex): The meister may make a second 5-foot step in any round where she doesn't perform any other movement (except for the first 5-foot step).  This second 5-foot step does not provoke attacks of opportunity.  The meister can make this second 5-foot step immediately after making her first, or can wait until the end of her other actions for the round.  In all other ways, the rules for taking a 5-foot step apply.
 Uncanny Dodge (Ex): The meister cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible.  She still loses her Dexterity bonus to AC if immobilized.  The meister must be at least 4th level before she can select this bushi art.
 Improved Uncanny Dodge (Ex): The meister can no longer be flanked, unless the attacker has at least four more meister (or rogue) levels than the target does.  The meister must have uncanny dodge (the bushi art or the class feature) before she can select this bushi art.  The meister must be at least 8th level before she can select this bushi art.
 Light Steps (Ex): The mesiter can to move while barely touching the surface underneath her.  She can ignoring difficult terrain.  While moving in this way, any surface will support her, no matter how much she weighs.  This allows her to move across water, lava, or even the thinnest tree branches.  She must end her move on a surface that can support her normally.  The meister must be at least 6th level before she can select this bushi art.
 Lighter than Air (Su): Once per hour the meister can fall slowly.  As an immediate action, the meister can instantly changes the rate at which she falls to a mere 60 feet per round (equivalent to the end of a fall from a few feet).  The meister takes no damage upon landing while this ability is in effect.  After a number of rounds equal to the meister's Intelligence modifier, the normal rate of falling resumes.
 Resolute (Ex): Once per hour, whenever the meister is required to make a Fortitude or Will save, as an immediate action, she can roll twice and take the better result.  She must decide to use this ability before she rolls the saving throw.
 Wall Climber (Su): The meister gains a climb speed equal to her base land speed.
 Warrior's Challenge (Ex): Once per hour the meister can challenge a foe to combat.  As a swift action, the meister chooses one target within sight to challenge.  Her attacks deal extra damage when made against the target of her challenge.  This extra damage is equal to the meister's level.
 Challenging a foe requires much of the meister's concentration.  The meister takes a -2 penalty to her Armor Class, except against attacks made by the target of her challenge.
 The challenge remains in effect until the target is dead or unconscious, or until the combat ends.
 Willpower (Ex): Once per hour, the meister can, after making an attack roll to confirm a critical hit, reroll the confirmation roll.

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Offline Hanako Tachibana

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Re: Base Class - Meister
« Reply #2 on: September 12, 2012, 05:16:21 PM »
AKASHIC KNIGHT ARCHETYPE
 While the default meister is a swift, lightly armored fighter, there is nothing stopping a meister who wished to take up a more defensive stance from doing so.  Such, meisters are known as akashic knights, and are renowned even among other meisters.
 Weapon and Armor Proficiency: An akashic knight is proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with all shields (except tower shields).  This replaces her standard weapon and armor proficiencies.
 Armor Master (Ex): Starting at 4th level, an akashic knight is able to wear her armor like a second skin and ignore the standard speed reduction for wearing medium armor.  Starting at 9th level, she ignores the speed reduction imposed by heavy armor as well.
 This ability replaces foresight.
 Shield Ally (Ex): Starting at 6th level, as an immediate action an akashic knight can opt to absorb part of the damage dealt to an adjacent ally.  Each time this ally takes damage from a physical attack before the akashic knight's next turn, she can take half this damage on herself.  The target takes the other half as normal.  An akashic knight can only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from techniques and other effects.
 This ability replaces the akashic knight's 6th level bushi art.
 Improved Shield Ally (Ex): At 14th level, an akashic knight's ability to absorb damage increases.  Once per round the akashic knight can absorb all the damage from a single attack directed against an adjacent ally.  In addition, she continues to absorb half the damage from other physical attacks on an adjacent ally, if she so chooses.  The akashic knight must decide whether to use this ability after the attacker determines that an attack has succeeded but before he rolls damage.
 This ability replaces the akashic knight's 14th level bushi art.

SCOUNDREL MEISTER ARCHETYPE
 Most meisters, while perhaps not beacons of justice, are at least good people.  Scoundrel meisters are... less so.  They're much more likely to stab you in the back or steal your things that your typical meister.  At the same time, the skills that these sort of activities bring about can be quite valuable.
 Class Skills: A scoundrel meister adds Disable Device, Open Lock, and Sleight of Hand to her list of class skills.
 Trapfinding: Like rogues, a scoundrel meister can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.  Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden.  Finding a magic trap has a DC of 25 + the level of the spell used to create it.
 Scoundrel meisters can also use the Disable Device skill to disarm magic traps.  A magic trap generally has a DC of 25 + the level of the spell used to create it.
 A scoundrel meister who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
 This ability replaces foresight.
 Improved Flanking (Ex): A scoundrel meister of 8th level or higher who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on attacks.
 This ability replaces the scoundrel meister's 8th level bushi art.
 Weakening Critical (Ex): A scoundrel meister of 14th level or higher who scores a critical hit against a creature also deals 2 points of Strength damage to the creature.  Creatures immune to critical hits are immune to this effect.
 This ability replaces the scoundrel meister's 14th level bushi art.

UNARMED MEISTER ARCHETYPE
 While most meisters fight with arms and armor, there are some for whom their very bodies are weapons.  Such meisters fight as monks do, with their fists, feet, and whatever other body parts are convenient at the time.  These meisters are no less adept than their armed compatriots, and, unlike them, can never run out of things to hit with.
 Weapon and Armor Proficiency: An unarmed meister is proficient with all simple weapons and her unarmed strikes.  She is proficient with light armor, but not shields.  This replaces her standard weapon and armor proficiencies.
 Charge Blade (Su): Unarmed meisters can only charge their unarmed strikes or weapons created by the vector blade technique with this ability.
 Unarmed Strike: At 1st level, an unarmed meister gains Improved Unarmed Strike as a bonus feat.  An unarmed meister's attacks may be with hers fists, elbows, knees, and/or feet.  This means that an unarmed meister may even make unarmed strikes with her hands full.  There is no such thing as an off-hand attack for an unarmed meister striking unarmed.  An unarmed meister may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
 Usually an unarmed meister'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 unarmed meister's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of techniques and effects that enhance or improve either manufactured weapons or natural weapons.
 An unarmed meister also deals more damage with her unarmed strikes than a normal person would, as shown below.

Level     Damage (Small)     Damage (Medium)     Damage (Large)
1st-3rd     1d4     1d6     1d8
4th-7th     1d6     1d8     2d6
8th-11th     1d8     1d10     2d8
12th-15th     1d10     2d6     3d6
16th-19th     2d6     2d8     3d8
20th     2d8     2d10     4d8

 AC Bonus (Ex): Starting at 2nd level, an unarmed meister can add her Intelligence modifier as a bonus to Armor Class as long as she wears light armor, is unencumbered, and does not use a shield.  This bonus to AC applies even against touch attacks or when you are flat-footed.  An unarmed meister loses this bonus when she is immobilized or helpless.
« Last Edit: November 11, 2012, 03:31:09 PM by Hanako Tachibana »
Girls do their best now and are preparing. Please wait warmly until it is ready.