Oriental Prestige Class : Kabuki Warrior

by Clifford Horowitz, Dragon #298

For the Dragon, combat and war are forms of art, not cold disciplines. Warriors of the Dragon clan view combat as an outlet for passion and an opportunity for expression. None embody this philosophy better than the kabuki warriors. These soldiers are equal parts fighter and entertainer. In times of peace they use their talents to amuse those around them with feats of acrobatics, sleight of hand, illusions, and stories. These skills are not wasted when conflict arises. Dressed in garish costumes with wild hair and even wilder face paint, kabuki warriors take the field of battle with a smile on their faces and a quip on their tongues, often juggling items in one hand as they leap and slash at their opponents.

The kabuki warrior melds martial skill and theatrics into a dazzling, confusing display that tricks opponents into making mistakes - errors the kabuki warrior is quick to exploit with vicious brutality. Many fear the humiliation that they could suffer in fighting these warriors more than they fear the injuries they risk.

The eclectic requirements of the kabuki warrior code and fighting style requires a broad knowledge of combat, magic, and acrobatics. Most kabuki warriors are bards or multiclassed bard/fighters. Some multiclassed sorcerer/rogues join the order, and monk/illusionists are fairly common. Single-classed kabuki warriors are rare and usually come from the wizard class.

Class Requirements

To qualify to become a Kabuki Warrior, a character must fulfill all the following criteria:

Class Skills

The kabuki warrior's class skills are Balance, Bluff, Concentration, Craft (any), Escape Artist, Jump, Perform, Sense Motive, and Tumble.

Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are features of the kabuki warrior prestige class.

Weapon and Armor Proficiency: The kabuki warrior is proficient in all martial weapons, but no armor or shields.

Canny Defense (Ex): When wearing no armor or shield, the kabuki warrior adds his Intelligence bonus to his Armor Class. Should the kabuki warrior lose his Dexterity bonus, he loses this bonus as well.

Clowning (Ex): As a master of performing arts, the kabuki warrior gains a +2 competence bonus to his Bluff, Perform, and Tumble checks.

Sneak Attack: At 2nd level, a kabuki warrior gains the ability to sneak attack foes (see Rogue). He gains +1d6 damage at 2nd level, and an additional 1d6 every three levels thereafter. If a kabuki warrior gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.

Taunt (Su): With a combination of cutting jibes and frustrating defense, the kabuki warrior can enrage his opponents, driving them to become wild and sloppy. Once per day at 3rd level, the kabuki warrior can make a Bluff check opposed by a melee opponent's Sense Motive roll. If the kabuki warrior succeeds, the opponent falls victim to her own temper and suffers a -2 morale penalty to all attack rolls and AC for a number of rounds equal to the kabuki warrior's Charisma bonus +1. Characters with the ability to rage (such as barbarians) who are four levels higher than the kabuki warrior are immune to this ability At 6th level, the kabuki warrior can taunt twice per day. At 9th level, he can taunt three times per day.

Stardust (Sp): The kabuki warrior can summon shimmering streams of sparkles that dance about him as he twirls and spins. This dazzling display is bright and confusing, blurring the kabuki warrior's form and making it difficult to ascertain his exact position.

This effect lasts for a number of rounds equal to the kabuki warrior's Charisma bonus +1. During this time, he gains a circumstance bonus to his Armor Class equal to his Charisma bonus +1. At 7th level the kabuki warrior can perform this ability twice per day, and at 10th level he can perform it three times per day.

Creatures who cannot see the lights are not distracted by them.

Expert Clowning (Ex): At 5th level, the kabuki warrior's mastery of performance and understanding of the human reaction has reached the point where he gains a +4 competence bonus to Bluff, Tumble, and Perform checks.

Additionally, he can use the Bluff skill in combat to feint and apply the result to all opponents within 10 feet. Roll once and apply that single result to all applicable targets.

Master Clowning (Ex): By 10th level, the kabuki warrior is a master of showmanship. He can use the Bluff skill to feint in combat as a move-equivalent action, applying the result to all creatures within 10 feet.

Kabuki WarriorHit Die: d10
CLBABFortRefWillSpecial
1st+0+0+2+2Canny defense, clowning
2nd+1+0+3+3Sneak attack +1d6
3rd+2+1+3+3Taunt 1/day
4th+3+1+4+4Stardust 1/day
5th+3+1+4+4Sneak attack +2d6, expert clowning
6th+4+2+5+5Taunt 2/day
7th+5+2+5+5Stardust 2/day
8th+6+2+6+6Sneak attack +3d6
9th+6+3+6+6Taunt 3/day
10th+7+3+7+7Stardust 3/day, master clowning

If the prestige classes from Battle Realms sound like fun to you, ask your DM if she'll include them in her campaign and allow you to take one or both (see dragon warrior). Here are some ideas for how your character might use them:

The prestige classes from Battle Realms fit well into an Oriental Adventures campaign, and with a little modification, they can be a part of any campaign world.

Source: Dragon #298


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