Karamatsu-toh (Noble Warrior)

Posted by EarthDragon on 23 December 2016.

Known for their matchless bravery and strict code of honour, karamatsu-toh are noble warriors. Wielding their signature katana (bastard sword) and karamatsa (short sword) simultaneously, karamatsu-toh are as potent in melee as a Freth-yarl, although they are less versatile. Their adherence to the code of do-li-toh is intimidating to their foes, and the fixed stare of a karamatsu-toh can unnerve opponents

  Adventures

Karamatsu-toh undertake quests and other adventures at the behest of their lord, who often uses mid- to high-level karamatsu-toh as trouble-shooters. A karamatsu-toh might be ordered to defend a village against bandits, to lead allies in battle, or to hunt down and duel a rival who has stained the lord’s honour.

  Alignment

Almost every aspect of a karamatsu-toh’s life is ruled by the code of do-li-toh, which demands total obedience to one’s lord, bravery in the face of utmost peril, and honour and respect to superiors, peers, and lessers alike. Karamatsu-toh are always lawful, stoic in demeanour, and implacable when matters of honour and justice are concerned.

  Background

Karamatsu-toh are traditionally of Citizen birth, although folk tales are replete with karamatsu-toh who were Civilian orphans adopted by Citizen families or Civilian foot soldiers who showed outstanding bravery in battle. Becoming a karamatsu-toh means untold hours of learning to use the katana and karamatsa, lessons in manners and etiquette, and relentless instruction in the tenets of do-li-toh.

  Role

With heavy armour and a razor-sharp blade in each hand, karamatsu-toh are front-line melee combatants. They also benefit from a series of abilities that give moral penalties to their foes. In addition, because they are trained in matters of etiquette, karamatsu-toh make good negotiators and spokesmen. Karamatsu-toh also have the ability to upgrade their ancestral do-lan – the family katana and karamatsa.

  Game Rule Information

  Abilities

Strength is of paramount importance to the sword-wielding karamatsu-toh, and Dexterity and Constitution help them survive in the midst of battle. Many of the karamatsu-toh’s other class features depend on Charisma – a karamatsu-toh’s force of personality can make their enemies quake in fear.

  Alignment

Any lawful.

  Vitality Points

d10.

  Class Skills

The karamatsu-toh’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Ride (Dex), and Sense Motive Wis).

  Skill Points at 1st Level

(2 + Int modifier) x 4.

  Skill Points at Each Additional Level

2 + Int modifier.

  Class Features

All of the following are class features of the karamatsu-toh.

  Weapon and Armour Proficiency

A karamatsu-toh is proficient with all simple and martial weapons, and with all types of armour, but not with shields.

  Karamatsu Proficiency

In melee combat, a karamatsu-toh favours the kun-zat and the no-mori. All karamatsu-toh receive an ancestral set of these two weapons, which may be improved over time. This set is known as the karamatsu. As a karamatsu-toh acquires treasure through adventuring, they have the option of awakening the supernatural abilities latent in the ancestral do-lan by retreating to a temple or shrine and spending time in prayer in order to waken the ancestral spirits in either the kun-zat or the no-mori. This requires a sacrifice of valuable items worth the amount shown on the table below. The sacrifice does not have to be gold - the karamatsu-toh can sacrifice magical items or other goods worth the required amount, rather than selling their goods (at half value) to pay for the sacrifice. The karamatsu-toh must meet the minimum character level (including prestige class levels) shown on the table, and must spend one day per 1,000gp sacrificed in the shrine or temple. During this time, the karamatsu-toh must spend at least 8 hours each day kneeling before their ancestors and their weapons, not stopping to eat or rest. The table shows the total value required to bring a weapon to the listed weapon bonus. If the karamatsu-toh's ancestral weapon being enhanced is already, for example, a +3 kun-zat, it can be raised to a +4 kun-zat by sacrificing 14,000 gp and spending two weeks in prayer. Until either weapon of the karamatsu set is enhanced to at least +1, it is merely a masterwork weapon and is not treated as magical in any way until the latent supernatural powers are awakened by such a ritual, and each weapon in the set is considered individually. A karamatsu-toh who loses their ancestral swords is dishonoured until they can recover them. They cannot enhance any other weapons in this manner, only the weapons of their ancestral karamatsu. Because a karamatsu-toh is trained in their use, they gain the Exotic Weapon Proficiency (kun-zat and no-mori) as bonus feats.

Weapon Bonus Total Sacrifice Required Minimum Character Level
+1 2,000 gp 4th
+2 8,000 gp 7th
+3 18,000 gp 9th
+4 32,000 gp 11th
+5 50,000 gp 13th
+6* 72,000 gp 14th
+7* 98,000 gp 15th
+8* 128,000 gp 16th
+9* 162,000 gp 17th
+10* 200,000 gp 18th

* A weapons can't actually have a bonus greater than +5. Use these lines to determine price when special abilities are added in. For example, a karamatsu-toh who has a +4 kun-zat can transform it into a +4 thundering kun-zat with a sacrifice of 40,000 gp, since thundering is a special ability equivalent to a +2 bonus.

  Two Swords as One (Ex)

At 2nd level, a karamatsu-toh has learned to wield the kun-zat and no-mori together. They are treated as having the Two Weapon Fighting feat when using these weapons in combination, even if they do not meet the prerequisites for that feat.

  Ki Smite (Ex)

Once per day, a karamatsu-toh of 3rd level or higher can give a great cry during combat that invigorates the character. When a karamatsu-toh shouts (a free action), their next attack gains a circumstance bonus on the attack roll and the damage roll equal to the character’s Charisma bonus (minimum +1). As the karamatsu-toh gains levels, this shout can be used more often. The circumstance bonus granted by this feature stacks with other circumstance bonuses.

  Kara-toh Master (Ex)

By 5th level, a karamatsu-toh has become adepts at kara-toh, a fighting technique that concentrates on drawing their weapon and striking a foe in one fluid motion. The character is treated as having the Quick Draw feat, but only when using either of the weapons that make up the karamtsu.

  Staredown (Ex)

At 6th level, a karamatsu-toh becomes able to strike fear into their foes by their mere presence. The character gains a +4 circumstance bonus on Intimidate checks made to support role-playing and can demoralise an opponent. This circumstance bonus stacks with other circumstance bonuses.

  Improved Initiative (Ex)

At 8th level, the karamatsu-toh has practised kara-toh techniques used in ritual duels between two karamatsu-toh, and is now able to anticipate when any enemy will attack. The character now has the Improved Initiative feat.

  Mass Staredown (Ex)

At 10th level, a karamatsu-toh has sufficient presence that they can cow multiple foes. Using an Intimidate check and appropriate role-playing, the karamatsu-toh can demoralise all opponents within 30 feet with a single action.

  Improved Two Swords as One (Ex)

At 11th level, a karamatsu-toh’s prowess with the karamatsu improves. The character is now treated as though they have the Improved Two Weapon Fighting feat when fighting with the karamatsu, even if they do not meet the prerequisites for this feat.

  Improved Staredown (Ex)

At 14th level, even a glance from the hard eyes of the karamatsu-toh is enough to give their foes pause. The karamatsu-toh can now demoralise opponents within 30 feet (in the same manner as above) using a move action instead of a standard action.

  Greater Two Swords as One (Ex)

At 16th level, fighting with the do-lan becomes second nature to the karamatsu-toh. The character is treated as though having the Greater Two Weapon Fighting feat when fighting with the do-lan, even if they do not meet the prerequisites for the feat.

  Frightful Presence (Ex)

At 20th level, the karamatsu-toh’s bravery, honour and fighting prowess have become legendary. When the karamatsu-toh draws their blades, opponents within 30 feet must succeed on a Will Save (DC 20 + karamatsu-toh’s Cha modifier) or become panicked for 4d6 rounds (if they have 4 or fewer Hit Dice) or shaken for 4d6 rounds (if they have from 5 to 19 Hit Dice). Creatures with 20 or more Hit Dice are not affected. Any foe hat successfully resists the effect cannot be affected again by the same karamatsu-toh’s frightful presence for 24 hours.

  Ex-Members

A karamatsu-toh who ceases to be lawful or who commits an act of grave dishonour loses all karamatsu-toh class features that depend on Charisma or Charisma-based checks. Minor embarrassments don’t count, but major breaks of do-li-toh do. Like a member of any other class, a karamatsu-toh may be a multiclass character, but multiclass karamatsu-toh face a special restriction similar to that placed on the noh-li class. That is, once they take a level in another class, they can never again advance as a karamatsu-toh, but they retain all class benefits received to that point so long as they remain lawful and have no serious breaches of honour. The only class in which levels may be taken without losing the ability to advance as a karamatsa-toh is the ken-toh prestige class.

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +2 +0 +0 Karamatsu proficiency
2 +2 +3 +0 +0 Two Swords as One
3 +3 +3 +1 +1 Ki Smite 1/day
4 +4 +4 +1 +1 --
5 +5 +4 +1 +1 Kara-toh Master
6 +6/+1 +5 +2 +2 Staredown
7 +7/+2 +5 +2 +2 Ki Smite 2/day
8 +8/+3 +6 +2 +2 Improved Initiative
9 +9/+4 +6 +3 +3 --
10 +10/+5 +7 +3 +3 Mass Staredown
11 +11/+6/+1 +7 +3 +3 Improved Two Swords as One
12 +12/+7/+2 +8 +4 +4 Ki Smite 3/day
13 +13/+8/+3 +8 +4 +4 --
14 +14/+9/+4 +9 +4 +4 Improved Staredown
15 +15/+10/+5 +9 +5 +5 --
16 +16/+11/+6/+1 +10 +5 +5 Greater Two Swords as One
17 +17/+12/+7/+2 +10 +5 +5 Ki Smite 4/day
18 +18/+13/+8/+3 +11 +6 +6 --
19 +19/+14/+9/+4 +11 +6 +6 --
20 +20/+15/+10/+5 +12 +6 +6 Frightful Presence
21 * ** ** ** --
22 * ** ** ** --
23 * ** ** ** --
24 * ** ** ** --
25 * ** ** ** --
26 * ** ** ** --
27 * ** ** ** --
28 * ** ** ** --
29 * ** ** ** --
30 * ** ** ** --

* Base attack bonuses are handled differently for epic characters.

** Save bonuses are handled differently for epic characters.