Katari

 

An exotic warrior often hailing from far-off lands, the Katari is a whirling dervish of a combatant. The Katari are specialists in the katar (punching dagger), and wield this weapon to deadly effect. They are agile warriors of excellent merit, their dexterity on the battlefield an incredible asset. They are also known to mesmerize audiences with their incredibly intricate dances. These "rituals" are filled with elaborate tumbles and high flying flips and kicks. But all in all they are warriors first and foremost. Many a fighter has succumbed to the singing blades of the Katari, mistaking such a lightly armed and armored foe to not be a threat.

 

Fighters and rangers most commonly become Katari, due to their combative slant and training. Since they do not depend on armor for defense, monks becoming Katari are almost as common as fighters and rangers. Barbarians are also known to train in the way of the Katari. A Katari in a battle rage is truly a terrible sight to behold. Sometimes a rogue or a bard will take up the training, as they find the unique combat abilities of the Katari tend to compliment their stealthy ways. All of the other classes are rarely, if ever, Katari.

 

NPC Katari are often foreigners, since the origins of this combat style are as exotic as the katar itself. They are often shunned for their odd appearance and mannerisms, but many militias and mercenary guilds seek them out for their unique talents. Sometimes a life in the shadows of a city is their chosen path, acting as thieves and scoundrels. Some are even hired as entertainers, their exotic form of dancing considered a popular fad by the nobility of most lands.

 

Requirements

Before a character can qualify for the Katari prestige class, he/she must satisfy all of the following requirements:

Base attack bonus: +5.

Balance: 6 ranks.

Tumble: 6 ranks.

Perform: 6 ranks.

Proficiency: Proficient with katar.

Feat(s): Dodge, Mobility, Weapon Finesse, Two-Weapon Fighting.

Special: Evasion class ability.

 

 

Level

Base
Attack Bonus

Fort
Save

Ref
Save

Will
Save

 Special

1

+1

+0

+2

+0

 Katar mastery, improved mobility

2

+2

+0

+3

+0

 Twin slashing

3

+3

+1

+3

+1

 Lightning quickness +1

4

+4

+1

+4

+1

 Katar precision

5

+5

+1

+4

+1

 Improved evasion

6

+6

+2

+5

+2

 Lightning quickness +2

7

+7

+2

+5

+2

 Greater katar precision

8

+8

+2

+6

+2

 Flurry of slashes

9

+9

+3

+6

+3

 Lightning quickness +3

10

+10

+3

+7

+3

 Whirling tempest

 

Hit Die: d8.

 

Skill Points at Each Additional Level: 4 + Int Modifier.

 

The Katari's class skills are:

Balance, Climb, Craft, Escape Artist, Hide, Jump, Listen, Move Silently, Perform, Profession, Spot, Swim, Tumble

 

Weapon and Armor Proficiency: Katari are proficient in all simple and martial weapons. They are also proficient in light armor but not shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble, and that carrying heavy gear imposes a check penalty on Swim checks.

 

Katar Mastery: The highly focused training a Katari endures in his chosen weapon allows him to use a katar with amazing skill. Katari inflict slashing, bludgeoning and piercing damage when wielding a katar, completely bypassing a target’s immunity to any of these attack forms. Additionally, he may apply his Dexterity modifier to his damage bonus rather than his Strength, and add his full damage bonus to attacks with a katar from his off-hand (this is opposed to only adding half of his Strength/Dexterity bonus). A Katari must be in light armor or no armor in order to make use of these abilities.

 

Improved Mobility: Due to their training in acrobatics and dancing, Katari are able to weave in and out of combat, avoiding most errant attacks. The Katari gains a +4 dodge bonus to AC versus attacks of opportunity caused by moving in or out of a threatened area. A condition that makes one lose their Dex bonus to AC also makes them lose their dodge bonuses. This ability stacks with the Mobility feat. This ability may only be used in light armor or no armor.

 

Twin Slashing (Ex): The Katari’s attacks with his blades flow smoothly into one another, striking fast and hard. At 2nd level, if the Katari is wielding two katars, he can strike with both of them – using his highest attack bonus for his primary and off-hand – as a standard action. In other words, he is able to take a move-equivalent action and attack twice, or vice versa. This benefit is not conveyed when making the full-attack action.

 

Lightning Quickness (Ex): A Katari's incredible reflexes enable him to dodge attacks with ease. At 3rd level, the Katari gains a +1 dodge bonus to AC. At 6th and 9th level, this bonus increases to +2 and +3, respectively. A condition that makes him lose his Dexterity bonus to AC also makes him lose this dodge bonus. This ability may only be used in light armor or no armor.

 

Katar Precision: A Katari is able to pinpoint his target's weakest spots with the whirling slash of his blades. At 4th level, when wielding a katar, the Katari's natural threat range increases to 19-20/x2.

 

Improved Evasion (Ex): This ability, gained at 5th level, works like Evasion, but the Katari takes only half damage on a failed saving throw. This is due to his reflexes allowing him to get out of harm's way with incredible speed.

 

Greater Katar Precision: The Katari completely masters the art of striking lethally with his katars. At 7th level, the Katari's natural threat range when wielding katars increases to 18-20/x2. This overlaps Katar Precision.

 

Flurry of Slashes (Ex): A Katari strikes in a blazing flurry, his katar moving faster than the eye can follow. At 8th level, a Katari gets one additional attack at his highest attack bonus whenever making the full-attack option while wielding a katar. If he wields two katars, he also gets one additional attack with his off-hand at its highest attack bonus.

 

Whirling Tempest (Ex): The Katari is able to charge into the fray like a furious bolt of lightning, blades dancing and flashing. At 10th level, the Katari receives an extra move-equivalent action every round, in addition to his normal standard and move-equivalent actions. This ability may only be used in light armor or no armor.