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I'm historically not much for anime, but someone introduced me to One Piece by saying it played out very much like a D&D campaign, and I got curious, and then I got hooked.
Of course, since I was looking at it through a lens of RPG comparison, I started sorting characters and abilities according to Pathfinder mechanics/tropes/truisms. As such, I developed an interest in what the "martials" were capable of; that is, abilities that you could gain through training rather than from eating a Devil Fruit or being a nonhuman race.
Zoro and Sanji are great examples of powerful martials, but I took special notice of CP9's "six powers": strong and useful abilities gained purely through martial prowess.
So maybe this has been done before, but here's an idea for putting those powers into Pathfinder, in the form of a prestige class: the Six Powers Master. I'd love to hear any feedback!
Six Powers Master
Alignment: Any
Hit Die: d10
Requirements
Skills: Acrobatics 5 ranks
Feats: Combat Reflexes, Dodge, Improved Unarmed Strike, Toughness
Class Skills
Acrobatics, Climb, Intimidate, Perception, Sense Motive, Stealth, Swim.
Skill Ranks at Each Level: 6 + INT modifier
(Stand-in for a table)
Full BAB
Good saves: Fort, Ref
Class Features
Weapon and Armor Proficiencies: The six powers master is proficient with all simple and martial weapons and with light armor.
Improved Unarmed Strike: The six powers master's class levels are treated as levels of monk (stacking with any actual monk levels he might possess) for determining the damage dealt by his unarmed strikes.
Six Powers (Ex): Through intense physical training, the six powers master gains the ability to exceed normal limits of humanoid potential. These powers cannot be used if the six powers master's speed is reduced due to armor, encumbrance, the slow spell, or a similar effect. At first level, he gains the Paper Art and Tempest Kick powers. At second level, he gains the Iron Body and Moon Walk powers. At 3rd level, he gains the Shave and Finger Pistol powers. The six powers are described below. Each entry also lists an Improved and Greater version, accessible through the Improved Power class feature, below.
Paper Art: You can make yourself light and mobile, and hitting you is like trying to hit a piece of confetti drifting in the air. Whenever you take the Total Defense action or Fight Defensively, you gain a dodge bonus to AC equal to your Dexterity bonus (if any). If you have improved paper art, attacks against you while you are using Total Defense also suffer a 20% miss chance. If you have greater paper art, this miss chance increases to 50% and you gain a 20% miss chance while fighting defensively.
Shave: You can move incredibly quickly, slicing through the air like a razor. As a swift action, you can move up to your speed without provoking attacks of opportunity. You can use this ability a number of times per day equal to your Dexterity modifier (minimum 1). If you have improved shave, you can use this ability any number of times per day. If you have greater shave, you move so fast that opponents can't see you. When you use greater shave, you become invisible until you take an action other than movement, or until the end of your turn, whichever comes first.
Tempest Kick: You can sweep your leg in a wide but fast arc, creating a shock wave that slices through opponents. As a standard action, you can create an area effect that damages all creatures in a 15-foot cone. This effect deals slashing damage equal to your unarmed strike damage dice, plus your Strength modifier and Dexterity modifier. Creatures in the area can halve the damage with a successful Reflex save (DC 10 + half your ranks in Acrobatics + your Strength modifier + your Dexterity modifier). If you have improved tempest kick, you add your class level to the damage and can choose whether to affect a 30-foot cone or a 60-foot line. If you have greater tempest kick, you can perform tempest kicks in place of a melee attack instead of only as a standard action.
Finger Pistol: You can hold your hand firm enough to focus all the force of a punch into the smaller area of your fingertip, piercing your enemies' defenses. Unarmed strikes made with your hands deal piercing damage, and ignores the first 5 points of damage reduction a target might possess, except for DR/bludgeoning, DR/slashing or DR/epic. If you have improved finger pistol, the amount of damage reduction ignored increases to 10. If you have greater finger pistol, the amount increases to 15.
Iron Body: You have trained your muscles to the point that you can tense them to make your body like iron. As a move action, you can plant yourself in place and tense your body, granting you DR/adamantine equal to your Constitution bonus plus your Strength bonus. While you are using iron body, you stand completely still; you may only take purely mental actions. You lose your Dexterity bonus to AC, though you are not considered helpless. You may end iron body as a free action. Iron body automatically ends if you are dazed, stunned, paralyzed, unconscious, or otherwise incapable of taking actions (even if iron body is already active). If you have improved iron body, the damage reduction becomes DR/- instead of DR/adamantine. If you have greater iron body, you may activate iron body as a swift action or a move action.
Moon Walk: You can thrust your legs so powerfully and abruptly that you can jump even in midair. You are always considered to have a running start when jumping, and the DC for a vertical jump is halved. Additionally, whenever you are airborne while using movement (even temporarily, such as from a jump or a fall), you can make a midair jump as part of that same action. Make an acrobatics check just as if you were jumping from the ground, and continue your movement according to the results of that check. This might cause you to reach a greater height or distance, or even change directions entirely, though you cannot exceed the total movement allotted by the action being used. At the end of the action used, you fall as normal. The effective height of any fall is reduced by 20 feet for the purposes of determining falling damage taken, though this reduction does not apply if you are dazed, stunned, paralyzed, unconscious, or otherwise unable to take actions (though no actions are necessary to apply this reduction of falling damage). You may use moon walk to perform a number of midair jumps per day equal to your Dexterity bonus (minimum 1). If you have improved moon walk, you may use this ability at will, and the effective height of any falls is reduced by 50 feet instead of 20 feet. If you have greater moon walk, after ending your movement airborne you may choose to take any remaining actions on your turn as normal (including additional movement, if applicable) before falling, though you may not remain airborne past the end of your turn. The distance you may fall safely becomes unlimited.
Improved Power: A six powers master continually hones his abilities, taking the six powers to new levels. At 4th level, and again at 5th, 6th, 7th, 8th, 9th and 10th levels, select one of the six powers; you gain the improved version of that power, as listed in its description. If you already have the improved version, you instead gain the greater version. If you already have the greater version of a given power, that power cannot be selected for further improvement.

Gluttony |

Pretty awesome. The one thing I might suggest change to is Iron Body, as Jyabura/Jabra (the member of CP9 who has the most skill with Iron Body) is noted to be capable of moving while using it.
Perhaps the Greater version could allow for movement while using Iron Body, but force the expenditure of an extra move action or swift action each round to keep it going while moving.

Gluttony |

Ah, additionally there's the Rokuogan/Six King Gun; the seventh of the six powers.
It's apparently available to someone who has mastered the other six powers, though 'mastery' isn't exactly defined, and Lucci uses it in spite of clearly not being 100% perfect at the other six powers (he can't move while using Iron Body, for example).
Might work well to define the 'mastery' necessary to use it as a capstone ability gained by reaching this class' 10th level, since the class as it is doesn't allow somebody to reach the 'greater' level of all six powers in one build anyways.
I'd summarize it as the ability to launch a single powerful unarmed strike at range, dealing force damage instead of regular damage, possibly in combination with a free combat maneuver like a Bull Rush.

Chaotic Fighter |

I was actually thinking about Rokuogan right now. But it could pretty easily be covered by tiger claws. But I like the force idea. And Lucci is considered to be a complete master of Rokushiki. Jyabura is just a freak of nature that can still move while using Tekkai for some reason. Also if you wanted to include the range the damage would have to decrease over distance due to the fact that Lucci made sure only to use it about an inch or so away from Luffy.

Gluttony |

I think Lucci was making sure to use it at close range more as a means of preventing Luffy from dodging than to ensure max damage. Admittedly it could be for both reasons, but in the interest of simplifying it down to Pathfinder terms, I'd rule Lucci was just working at close range so that he could grapple Luffy and negate his no-doubt considerable Dexterity bonus to AC.

Gluttony |

...And if we look at it entirely within the capabilities of this class, 'complete master' would signify 10 levels, not necessarily having the 'greater' version of all six powers, which this class can't do. It might be fair to say Jyabura has the greater version of Iron Body, but less than 10 levels, whereas Lucci has 10 levels, but chose to focus primarily on powers other than Iron Body.
...If I were building Lucci with this class, for example, I'd probably have him invest in improved versions of all six powers, with his 7th improvement going towards greater finger pistol, and of course the gaining of Rokuogan at 10th level.

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Regarding moving while using Iron Body: I considered that as a possibility for GIB, but I got the impression that it was something pretty unique, and not simply a result of complete training in IB. Plus, in game terms, being able to move while using IB effectively means you now have static DR of a pretty high amount. Seemed like it could simultaneously be overpowered and also take away from the special-ness of it by opening it up as a generally-accessible ability.
As for Six King Cannon, I waffled a lot on including it. Partly, I was under the impression that it was unique to Lucci, though from a comment someone made it looks like that's not the case...? Also, mechanically, I wasn't sure how to make it really feel special. You can already bypass DR with Finger Pistol and do an AoE with Tempest Kick; what special thing does Six King Cannon do?

RainyDayNinja RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 |

I haven't seen the show, but from a purely mechanical perspective, the Shave power "move as a swift action" is way overpowered. Pretty much any martial would want 3 or 4 levels of this to move and full attack.
Also, the non-standard math in the Tempest Kick ability seems... weird. I'd go with a more regular DC of (10 + 1/2 HD + Dex).

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I haven't seen the show, but from a purely mechanical perspective, the Shave power "move as a swift action" is way overpowered. Pretty much any martial would want 3 or 4 levels of this to move and full attack.
That's kind of the point.
After 4 levels of this PrC, they're level 9, and can move + full-attack. What can casters move and do at that level?A cleric can move and then deal 12d6+9 damage against touch AC.
Next round, he can move and then literally send someone to Hell.
Then, he can move and raise a dead ally to life.
Then when he's out of that spell level, he has to downgrade to walking on air.
And moving then sending an outsider home—though he doesn't even need to move first for that.
And then he can move and then damage and blind every evil creature in a wide radius.
And then when he runs out of that spell level, he can move and then give you –6 to a stat (or a 50% chance of doing nothing each round).
Then he can move and then render you permanently blind.
And so forth. Should I move on to wizards and druids?
Move and then full-attack at 9th level? I'm pretty okay with that.
Also, the non-standard math in the Tempest Kick ability seems... weird. I'd go with a more regular DC of (10 + 1/2 HD + Dex).
I wanted it to feel more like a product of training, and also require continual investment to keep up.