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Golden-Esque
2009-10-23, 11:38 AM
SPIRIT SAMURAI

"In the name of the Emperor, may the Swirling Mists grant you a peaceful death."
~ Jyrun Flashtail, Spirit Samurai

Deep in the heart of the Spirit Lands, the Emperor of Spirits; leader of the vulsune, silently leads his people in both their daily affairs and the overall direction of their race. The vulsune love their emperor, and many consider it an honor to serve under him and live in his name; making the occupation of spirit samurai both an attractive option to a vulsune and among the highest honors one can hope to receive.

Being a spirit samurai is about more then just waving a pair of swords above fancifully; the bond to serve the Emperor of Spirits persists even through death, such is the dedication of the spirit samurai. These warriors seek to honor their Emperor by upholding his laws and enforcing his will. Because of this, spirit samurai are rarely encountered outside of the Spirit Lands; unless they are conducting a service or mission in the name of the Emperor of Spirits.

The spirit samurai have a diverse background, and there is no truly steadfast rule as to who may or may not become a spirit samurai; in terms of profession. The only true requirements of the spirit samurai are that they must be skilled in the bladed arts. In addition, the gift of sensitivity to the Spirit Realm is a trait more often found among the vulsune then any other race, and it is even rarer that the elders of the Spirit Realm will teach the sacred arts of the spirit samurai's signature moves, the Swirling Mist techniques, to a non-vulsune.


BECOMING A SPIRIT SAMURAI
While there are physical technicalities needed to become a spirit samurai, such as the ability to wield the samurai's traditional weapons and have the skill to use the Swirling Mists techniques, the most important prerequisite to becoming a spirit samurai is being selected by the Emperor of Spirits to undertake the trials of the spirit elders. Because of how traditional the spirit elders are, no spirit samurai are ever of non-vulsune decent; the number of half-foxes spirit samurai, for example, can be counted on one hand..

ENTRY REQUIREMENTS

Alignment: Any Good.
Race: Must be Vulsune (http://www.giantitp.com/forums/showthread.php?p=7185488&posted=1#post7185488) or Half-Fox.
Feats: Weapon Focus {Bastard Sword}
Maneuvers: Must know at least 1 3rd Level Maneuver.
Skills: Hide 10 ranks; Knowledge {Royalty and Nobility} 2 ranks.
Weapon Proficiency: Weapon proficiency with the katana (bastard sword) and wakashizashi (short sword).
Special: The character must be hand-picked by the Emperor of the Spirit Lands for induction, and he or she must then be approved by the ancient spirit elders of the Spirit Lands.


Class Skills
The Class Name's class skills (and the key ability for each skill) are: Balance, Climb, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Jump, Knowledge {Royalty and Nobility}, Listen, Martial Lore, Move Silently, Parry, Profession, Sense Motive, Spot, Swim

Skills Points at Each Level:
4 + Intelligence Modifier

Hit Dice:
d8

Table: The Spirit Samurai

{table=head] Level | BA Bonus | Fort Save | Ref Save | Will Save | Special
01 | +0 | +2 | +0 | +2 | Stance of the Swirling Mists, Samurai Fighting Style
02 | +1 | +3 | +0 | +3 | Spirit Focus
03 | +2 | +3 | +1 | +3 | Strike of the Swirling Mists
04 | +3 | +4 | +1 | +4 | Improved Fighting Style
05 | +3 | +4 | +1 | +4 | Freezing Mist
06 | +4 | +5 | +2 | +5 | Swirling Mist Assault
07 | +5 | +5 | +2 | +5 | Greater Samurai Style
08 | +6/+1 | +6 | +2 | +6 | Enduring Mist
09 | +6/+1 | +6 | +3 | +6 | Dragon of the Swirling Mists
10 | +7/+2 | +7 | +3 | +7 | Eyes of the Mist, Samurai Style Mastery[/table]

Spirit Samurai Class Features

Weapon and Armor Proficiency
A spirit samurai gains no proficiency with any weapons or armor. While there are no penalties for wearing armor with this prestige class, it should be noted that all types of armor applies its normal armor check penalty to the spirit samurai's Hide skill, which impairs the spirit samurai's ability to effectively use their Stance of the Swirling Mists as a tactical advantage.

Maneuvers
A spirit samurai's class levels stack with all martial adept class levels for the purpose of determining initiator level. This bonus applies to maneuvers readied, maneuvers known, and stances known, but no other class feature (such as gaining new swordsage class features). A spirit samurai must follow all the normal rules of learning maneuvers and stances (such as meeting prerequisites) and they are entitled to switch out previously known maneuvers for new ones at the appropriate level intervals (see the martial adept's class entry for more information).

Oath of Fealty
Upon gaining their first spirit samurai class level, a spirit samurai swears to uphold the honor of the current Spirit Emperor of the Spirit Lands. They swear to act honorably in the name of their master, to uphold the laws of the Spirit Lands, and to punish those who would defile the vulsune's home and culture. A spirit samurai who infringes upon this code is dishonored, causing them to loose all supernatural spirit samurai class features and making it impossible for them to continue advancing as a spirit samurai until they atone (via a quest, an atonement spell, or a similar means).

Disciple of the Swirling Mists
A spirit samurai, upon completing their rite of entry, becomes forever entwined to the Spirit Lands. That night, the spirit samurai is visited by the spirit of a former spirit samurai, and he or she is taught the basics of the Swirling Mist style. While not a full discipline, even to the standards of the Black Heron Discipline (http://www.giantitp.com/forums/showthread.php?t=100874&highlight=black+heron+discipline), the Swirling Mist style only has several unique maneuvers at its disposal. This maneuvers focuses on confusing one's enemies, relying on superb cunning and perception to topple foes, and as the spirit samurai increases in power, he or she gains access to more of these hidden techniques. Swirling Mist style maneuvers are considered supernatural abilities.

Stance of the Swirling Mists:
A spirit samurai can choose to suppress the effects of the stance they are currently assuming in order to gain the benefit of the Stance of the Swirling Mists. While in this stance, a spirit samurai is shrouded in an obscuring mist, which functions as the spell of the same name, with the following exceptions. The mist is attracted to the spirit samurai's spirit, so it can never be truly dispersed as long as the spirit samurai maintains the Stance of the Swirling Mist (though spells such as gust of wind, or natural winds can suppress the benefits of obscuring mist for the spell or effect's duration. In the event that the spell or effect is instantaneous, the mist is suppressed until the start of your next round). In addition, a spirit samurai's eyes can see through their stance, causing them to take no concealment penalties from their own stance.

Entering this stance a swift action. A spirit samurai can enter this stance as many times per day as they choose, and their is no limit to how long they can remain in this stance. Upon ending this stance, the mist summoned by Stance of the Swirling Mist instantly evaporates. The effect automatically ends if the spirit samurai is unconscious or dead.

Strike of the Swirling Mists:
A spirit samurai of 3rd level or higher gains the ability to cloak their katana in a swirling cloud of mist. A spirit samurai who uses this maneuver must expend one of their readied maneuvers in exchange for activating this ability. As a full-attack action, the spirit samurai strikes at their foe with their mist-engulfed katana. This attack roll is using the spirit samurai's full base attack bonus and is treated as a touch attack (allowing it to ignore it's target's AC from armor). The melee attack strike deals normal weapon damage (the katana's base damage + Strength Modifier; any other bonuses are omitted) + bonus damage equal to half of the spirit samurai's class level against a creature it strikes, and it ignores all special abilities, such as damage reduction and regeneration.

A spirit samurai can only use the Strike of the Swirling Mist while fighting with a katana in their main hand. Regardless of any abilities (such as spells, stances, or class features) that would normally allow otherwise, the spirit samurai can only attack with their main hand weapon on the turn that this strike is used. In addition, any spell or power effects affecting the spirit samurai or their blade are suppressed for the melee strike (though any enchantments their weapon has work as normal).

Swirling Mist Assault:
A spirit samurai of 6th level gains the ability to silently slip through the mists, striking at foes as they go. A spirit samurai who uses this maneuver must expend one of their readied maneuvers in exchange for activating this ability. As a standard action, the spirit samurai selects one location within 20 feet of them that is covered by the mist produced by their Stance of the Swirling Mists (see above). The spirit samurai instantly teleports (as if by the dimensional door spell) to that location in a straight line from where they originally started. The spirit samurai can then make a single attack at their highest attack bonus on any creatures in each occupied square on that straight line.

Initiating this maneuver does not provoke attacks of opportunity, and creatures attacked by the samurai when he uses Swirling Mist Assault become flat-footed against the attack. A spirit samurai cannot use this ability to teleport into an occupied square; if the spirit samurai would end in an occupied square, the maneuver fails instead. A spirit samurai needs line of sight and line of effect to their destination.

Dragon of the Swirling Mists:
A spirit samurai of 9th level gains the ability to form a dragon from the mist that surrounds them to defend against foes. A spirit samurai who uses this maneuver must expend one of their readied maneuvers in exchange for activating this ability. This maneuver can only be activated when the spirit samurai is targeted by a melee attack. An spectral dragon born of the mists instantly conjures itself, attempting to shield the samurai. The mist dragon places itself between the spirit samurai and the attacker, attempting to take the blow. The dragon has 1 HP and damage reduction 15/-. Should the dragon take damage that reduces it to 0 HP, the dragon fades away and the spirit samurai takes the different in damage.

For example, an attack that deals 20 damage to a mist dragon is first reduced by 15 (because of damage reduction), then by 1 (the dragon's HP), causing 4 damage to the spirit samurai.

Initiating this maneuver does not provoke attacks of opportunity. A spirit samurai can only use this Counter Maneuver against targets he or she is aware of (they cannot use this maneuver against a target they are flat-footed agaisnt). The spectral dragon fades away at the end of the combat it was initiated in, even if it wasn't reduced to 0 HP. A spirit samurai can never have more then one spectral mist dragon defending them at a time.

Samurai Fighting Style
All spirit samurai fight using their traditional style; a katana in their mainhand and a short sword in their offhand. The spirit samurai gains the bonuses of the Two-Weapon Fighting feat, even if he or she doesn't meet the prerequisites of the feat, but only while using the bastard sword and short sword combination. In addition, a spirit samurai treats this prestige class's levels as levels of fighter when applying for feats such as Weapon Specialization.

Spirit Focus
At 2nd level, a spirit samurai can quickly catch glimpses of the Spirit World, allowing them to overcome all but the most convincing of illusions and see when other creatures would be blinded. A spirit samurai becomes immune to all blindness; whether supernatural or natural (even if the spirit samurai's eyes are destroyed). Spot is always treated as a Class Skill for a character with this class feature, and the character gains an insight bonus to Spot checks equal to their spirit samurai class level. Finally, the spirit samurai adds half their class level to Will saves against all spells from the Illusion school.

Because the spirit samurai is immune to blindness, he or she can see when their eyes are covered or otherwise not functioning correctly. This sensitivity to sight makes the samurai more vulnerable to attacks that rely on sight, such as flare and gaze attacks. A spirit samurai takes a -2 penalty on saves against suck attacks. This ability does not protect a spirit samurai from attacks that daze or dazzle them from sensory overload, such as

Improved Samurai Style (Ex)
At 4th level, a spirit samurai's mastery with their fighting style improves. The spirit samurai gains the benefits of Two-Weapon Defense and Improved Two-Weapon Fighting while wielding a bastard sword and a short sword, even if he or she doesn't meet the prerequisites of those feats.

Freezing Mist (Su)
At 5th level, the mist from a spirit samurai's Stance of the Swirling Mists learns to discern friend from foe, and it lashes out at the spirit samurai's enemies by freezing slightly. Essentially, all creatures inside of the spirit samurai are effected by the spirit samurai's Obscuring Mist effect as if the area was also covered in a sleet storm.

As a move action, a spirit samurai can concentrate on their allies, causing the effects of the sleet (but not the fog itself) to no longer hamper the samurai's allies; it has no effect on them whatsoever (it doesn't even wet them or their gear). A spirit samurai can remove this protection from all creatures as a free action, or select creatures to remove it from as a standard action, as they focus on the individual creatures to stop protecting.

In addition, creatures affected by the freezing mist take a -1 penalty to all attack rolls and skill checks as they cough and sneeze about. Extended exposure to the freezing mist can result in conditions such as hypothermia.

Greater Samurai Style (Ex)
At 7th level, a spirit samurai's mastery with their fighting style improves again. The spirit samurai gains the benefits of Dual Strike and Greater Two-Weapon Defense while wielding a bastard sword and a short sword, even if he or she doesn't meet the prerequisites of those feats.

Enduring Mists (Su)
At 8th level, the mist generated by a spirit samurai's Stance of the Swirling Mist becomes more persistent and harder to remove. Unlike normal fog or mist, only a severe wind (31 mph) can disperse the Swirling Mist, and the mist persists for a number of rounds equal to the spirit samurai's Wisdom modifier (minimum 1) after the stance ends.

Eyes of the Mist (Su)
At 10th level, the spirit samurai's bond with the Spirit World increases their senses to levels far beyond mortal limitations; allowing them to perceive the reflections in the mist itself. As long as they are concealed by the mist generated by their Stance of the Swirling Mists, a spirit samurai is never flat-footed against enemy attacks.

Samurai Style Mastery (Ex)
At 10th level, the spirit samurai's mastery with their fighting style has reached unbelievable heights. The spirit samurai gains the benefits of Greater Two-Weapon Fighting while wielding a bastard sword and a short sword, even if he or she doesn't meet the prerequisites of those feats. In addition, after successfully striking a creature with a melee attack, a spirit samurai can select one exhausted maneuver they know and refresh it at the end of the turn following this one.

PLAYING A SPIRIT SAMURAI
Spirit samurai play as a mix between rogues and fighters, weaving in and out of the mist their stance creates to deal devastating attacks before ducking back into the mist.
Combat: A spirit samurai prefers to fight like a rogue; weaving in and out of the mists to deal devastating surprise attacks. Spirit samurai tend to prefer lighter armor to heavier armor, as armor makes it more difficult for a spirit samurai to effectively hide and move throughout their mist, though they make up for the lack of armor with their concealment chance and the Dragon of the Swirling Mists maneuver.
Advancement: Spirit samurai advance their power through cunning and personal strength. The spirit samurai are often among the more physically imposing of the vulsune, and they rely on their race's natural cunning just as much as other warrior-types from that race. It is through their own willpower that a spirit samurai becomes, and stays, strong.

SPIRIT SAMURAI IN THE WORLD
"Don't listen to those big-headed foxfolk! The only reason they've managed to stay outta war for so long is 'cause 'O the fear they've struck into us normal folk over th'a blasted mist with ther' samurai!"
~ Archivist Frondel Brassbucket, about a Spirit Samurai

The spirit samurai is a guardian to the Spirit Emperor, to the vulsune, and to the Spirit World. They are equally well-prepared to settle an argument through persuasion as they are to cut through an invading enemy's forces. Highly respected by their vulsune brothers and sister, the spirit samurai enjoy a certain level of fame and prestige within the Spirit Lands,
Daily Life: Most spirit samurai spend their days dutifully guarding the Spirit Lands from assault. Whether this is performing basic guard duty, traveling across the Spirit Lands to lend assistance to civilians, or watching over the Emperor of Spirits himself (or herself), the life of a spirit samurai is not often exciting or glorious. In times of war, however, the spirit samurai are the first to organize, and they most often lead their follow vulsune into battle. Even rarer, occasionally the Emperor of Spirits will order a spirit samurai to leave on important missions, and these are among the only times one would see a spirit samurai outside of the Spirit Lands.
Organizations: The spirit samurai have no formal name for their organization; they consider themselves extensions of the Emperor of Spirits' will, their hand in times of peace and their sword in times of war. Although there is no formal organization, they do maintain a captain, whose main job is to select which samurai takes on which roles.

Historically speaking, the Captain of the Spirit Samurai has often taken on the most difficult jobs themselves, not wishing to endanger their brothers and sisters, so the captain is rarely seen or heard from. Since many of these missions travel outside of the Spirit Lands, the Emperor of Spirits, on occasion, has to invoke a precedent where if the captain remains absent for a century or longer, a new captain must be appointed.

NPC Reaction
Within the Spirit Lands, the spirit samurai are heralded as champions of both the people and the emperor, making them a unifying image among the people. In other races, a spirit samurai appears like an ordinary soldier or warrior; until the mist creeps in. The secrecy of the Swirling Mist techniques cause many; especially mages, to mistake a Spirit Samurai for a warrior mage.

SPIRIT SAMURAI IN THE GAME
Spirit samurai make an excellent addition to any party that focuses on the element of surprise. Few classes can match the speed, precision, and raw strength the spirit samurai brings to the party.
Adaptation: Spirit samurai are especially well-adapted to campaigns using the Spirit World plane (see Manual of the Planes). With some minor adjustments, the spirit samurai can be adjusted to function off of the Astral Plane instead of the Spirit World. In addition, any Japanese-style race can make use of the spirit samurai, though the spirit samurai's lore and history is better suited to a race that has a strong penchant for good over evil or neutrality.
Encounters: If major events are taking place in the spirit samurai's homeland, the Emperor of Spirits may opt to send one or more spirit samurai out to investigate or call for help. More often then not, spirit samurai are encountered in their homeland, the Spirit Lands.

Eldan
2009-10-23, 11:56 AM
Reading it now... just saying that the last three lines of the table seem to be missing.

Golden-Esque
2009-10-23, 12:19 PM
Reading it now... just saying that the last three lines of the table seem to be missing.

Problem solved; thanks :D.

DracoDei
2009-10-24, 08:34 AM
[/QUOTE]

Deep in the heart of the Spirit Lands, the Emperor of Spirits; leader of the vulsune, silently leads his people in both their daily affairs and the overall direction of their race.
Where can the stats for Vulsune be found? Turning the first time the name appears into a hyperlink if it is posted online (legally) would be good.

and among the highest honors one can hope to recieve.
Spelling.


In addition, the gift of sensitivity to the Spirit Realm is a trait more oftently found among the vulsune then any other race,
Spelling.



Maneuvers
A spirit samurai adds this prestige class's levels to a single martial adept class's levels for the purpose of determining initiator level.
I believe ALL initiator levels normally stack, (with even non-initiating classes counting for half), so this is actually a DRAWBACK. While that is theoretically acceptable to me, this class has no fluff reason I can see that would justify it. I think you just got spellcasting stacking conventions confused with the initiator level stacking conventions.


Oath of Fealty
making it impossible for them to continue advancing as a spirit samurai until they attone (via a quest, an attonement spell, or a similar means).
Spelling. No double "t"s.



Disciple of the Swirling Mists
A spirit samurai, upon completing their rite of entry, becomes forever entwined to the Spirit Lands. That night, the spirit samurai is visited by the spirit of a former spirit samurai, and he or she is taught the basics of the Swirling Mist style. While not a full discipline, even to the standards of the Black Heron Discipline (http://www.giantitp.com/forums/showthread.php?t=100874&highlight=black+heron+discipline), the Swirling Mist style only has several unique maneuvers at its disposal. This maneuvers focuses on confusing one's enemies, relying on superb cunning and perception to topple foes, and as the spirit samurai increases in power, he or she gains access to more of these hidden techniques. Swirling Mist style maneuvers are considered supernatural abilities.
All fluff and no crunch is odd, but I can't think of a better way of handling this off hand...


Stance of the Swirling Mists:
(though spells such as gust of wind, or natural winds can suppress the benefits of obscuring mist while they are active).
Gust of wind is an instantaneous effect I believe. Either drop it as an example, say that it can be used in conjunction with a readied action on another character's part only, or say that it clears the mist in its area for 1 round.

In addition, a spirit samuri's eyes can see through their stance, causing them to take no concealment penalties from their own stance.
Spelling. Also, out of curiosity, did my Wing Dragons (http://www.giantitp.com/forums/showpost.php?p=3788332&postcount=9) inspire this part by any very small chance?

Entering this stance a swift action. A spirit samurai can enter this stance as many times per day as they choose, and their is no limit to how long they can remain in this stance. Upon ending this stance, the mist summoned by Stance of the Swirling Mist instantly evaporates. The effect automatically ends if the spirit samurai is unconscious or dead.
Isn't all of this assumed?


Strike of the Swirling Mists:
A spirit samurai of 3rd level or higher gains the ability to cloak their katana in a swirling cloud of mist. A spirit samurai who uses this maneuver must expend one of their readied maneuvers in exchange for activating this ability. As a full-attack action, the spirit samurai strikes at their foe with their mist-engulfed katana. This attack roll is using the spirit samurai's full base attack bonus, and the target of the Strike of the Swirling Mists gains looses all bonuses to AC against this attack as the blade is empowered by the ethereal powers of the Spirit Realm. The melee attack strike deals normal weapon damage + bonus damage equal to half of the spirit samurai's class level against a creature it strikes, and it ignores all special abilities, such as damage reduction and regeneration.
Is "normal weapon damage" just the base die for the weapon type (d10 in this case I believe), or does it also include enchantment bonuses, strength bonuses, and Flaming etc bonus damage? In any case this is usually going to be "Hit on anything but a 1" and since you can spam it it can be very effective in certain situations. If you get all your normal damage boosts it is notably better than if you don't of course, but I couldn't say which is more balanced.

A spirit samurai can only use the Strike of the Swirling Mist while fighting with a katana in their main hand. Regardless of any abilities (such as spells, stances, or class features) that would normally allow otherwise, the spirit samurai can only attack with their main hand weapon on the turn that this strike is used. In addition, any spell or power effects on the spirit samurai's blade are suppressed for the melee strike (though any enchantments their weapon has work as normal).
This would hint you get all your normal damage bonuses, including spell effects on YOU, rather than the weapon with the sole exception of spells/powers that were thrown on the weapon rather than being a permanent part of it.


More to come later if I feel like it.

Golden-Esque
2009-10-24, 12:44 PM
Where can the stats for Vulsune be found? Turning the first time the name appears into a hyperlink if it is posted online (legally) would be good.

They're actually a Homebrewed Race of mine; that's why under Adaptation I added a section about how you can change the Spirit Samurai to benefit a race that isn't them :).


I believe ALL initiator levels normally stack, (with even non-initiating classes counting for half), so this is actually a DRAWBACK. While that is theoretically acceptable to me, this class has no fluff reason I can see that would justify it. I think you just got spellcasting stacking conventions confused with the initiator level stacking conventions.

Whoops. I went back to the Tome of Battle and reread that section. You're right, I guess I did mix it up with spellcasting ^_^. I got a lot of entries to fix now 0_0.


All fluff and no crunch is odd, but I can't think of a better way of handling this off hand...
The description of the Swirling Mists style is all that entry is supposed to be. The actual ability entries are detailed below it, as I noticed you've found :).


Gust of wind is an instantaneous effect I believe. Either drop it as an example, say that it can be used in conjunction with a readied action on another character's part only, or say that it clears the mist in its area for 1 round.

I added the change that spells or effects with a duration of instantaneous suppress the Mist until the start of the Spirit Samurai's next round. I didn't want, say, a Sorcerer to be able to shut down a Spirit Samurai by spamming Gust of Wind.


out of curiosity, did my Wing Dragons (http://www.giantitp.com/forums/showpost.php?p=3788332&postcount=9) inspire this part by any very small chance?

No, I've never seen this. I'll give it a read through once I finish responding to you.

EDIT: The idea for the Spirit Samurai to be able to see clearly through their own fog was more of a game play decision. How much would the class suck if it's biggest class ability impaired them as well as their enemies? From a fluff standpoint; the spirit samurai's link to the spirit world allows them a much deeper perception then normal characters are allowed (read about it in the Manual of the Planes :) ).

I did read yours, and immunity to fog is a cool bit of fluff, but it doesn't particularly work well for the spirit samurai, because if two spirit samurai were to fight off, I'd want them both to be at a disadvantage.


Isn't all of this assumed?
My high school Biology Teacher once told me that when you assume, your lab assistants f*** up your experiments and waste hundreds of thousands of the tax payer's dollars :).


Is "normal weapon damage" just the base die for the weapon type (d10 in this case I believe), or does it also include enchantment bonuses, strength bonuses, and Flaming etc bonus damage? In any case this is usually going to be "Hit on anything but a 1" and since you can spam it it can be very effective in certain situations. If you get all your normal damage boosts it is notably better than if you don't of course, but I couldn't say which is more balanced.

It was supposed to mean (Base Katana Damage + STR mod). I added that line for clarity.


This would hint you get all your normal damage bonuses, including spell effects on YOU, rather than the weapon with the sole exception of spells/powers that were thrown on the weapon rather than being a permanent part of it.

Changed the wording to "The Samurai or their blade" to clear that up.


More to come later if I feel like it.
Please do!

DracoDei
2009-10-24, 04:21 PM
They're actually a Homebrewed Race of mine; that's why under Adaptation I added a section about how you can change the Spirit Samurai to benefit a race that isn't them :).
Well, could you post them in a separate thread and edit in links to them then?



Class Skills
The Class Name's class skills (and the key ability for each skill) are: Balance, Climb, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Jump, Knowledge {Royalty and Nobility, Listen, Martial Lore, Move Silently, Parry, Profession, Sense Motive, Spot, Swim
Just noticed you need to close your curly brackets.



Maneuvers
A spirit samurai's class levels stack with all martial adept class levels for the purpose of determining initiator level. This bonus applies to maneuvers readied, maneuvers known, and stances known, but no other class feature (such as gaining new swordsage class features).
Again, this is more typical of how casters rather than initiation levels stack, but in this case I think it MIGHT be a worth-while experiment. The only problem is that it benefits Sword-sages a lot more than Crusaders. OTOH the "spontaneous maneuvers" that you can use without preparing are probably the most helpful to Crusaders.



Swirling Mist Assault:
A spirit samurai of 6th level gains the ability to silently slip through the mists, striking at foes as they go. A spirit samurai who uses this maneuver must expend one of their readied maneuvers in exchange for activating this ability.
This by the way is an interesting and novel mechanic... I like it for those reasons, be be prepare to change it to simply learning the maneuver without it counting against your number of maneuvers known, or being replaceable.

As a standard action, the spirit samurai selects one location within 20 feet of them that is covered by the mist produced by their Stance of the Swirling Mists (see above). The spirit samurai instantly teleports (as if by the teleport spell)
I recommend making this Teleport, Greater or Dimension Door to avoid having to roll for mishaps every time. Since the attacks happen DURING the teleportation, rather than after it, the clause about not being able to act after dimension dooring isn't going to cripple the ability.

Dragon of the Swirling Mists:
A spirit samurai if 9th level gains the ability to form a dragon from the mist that surrounds them to defend against foes.
Sure you don't mean "of"? Either works, but "of" might be more standard.

A spirit samurai who uses this maneuver must expend one of their readied maneuvers in exchange for activating this ability. This maneuver can only be activated when the spirit samurai is targeted by a melee attack. An illusionary dragon born of the mists instantly conjures itself, attempting to shield the samurai.
Spelling.

The mist dragon places itself between the spirit samurai and the attacker, attempting to take the blow. The dragon has 1 HP and damage reduction 15/-. Should the dragon take damage that reduces it to 0 HP, the illusion fades, and the spirit samurai takes the different in damage.
"Illusion" seems the wrong idea here... at least as real as shadow conjuration stuff...


A spirit samurai can only use this Counter Maneuver against targets he or she is aware of (they cannot use this maneuver against a target they are flat-footed agaisnt).
Spelling. Also, I assume you can only have one mist dragon around at a time, and it goes away at the end of combat or if you exit the stance?



Samurai Fighting Style
All spirit samurai fight using their traditional style; a katana in their mainhand and a short sword in their offhand. The spirit samurai gains the bonuses of the Two-Weapon Fighting feat, even if he or she doesn't meet the prerequisites of the feat, but only while using the bastard sword and short sword combination. In addition, a spirit samurai treats this prestige class's levels as levels of fighter when applying for feats such as Weapon Specialization.
I recommend limiting this to feats that can be used while using that particular combination of weapons (IE since you could use Weapon Specialization{short sword} while fighting like that, then you can take it, and use it even if wielding two short-swords, but taking Weapon Specialization {Composite Long-bow} would not be allowed).


Spirit Focus
At 2nd level, a spirit samurai can quickly catch glimpses of the Spirit World, allowing them to overcome all but the most convincing of illusions and see when other creatures would be blinded. A spirit samurai becomes immune to all blindness; whether supernatural or natural (even if the spirit samurai's eyes are destroyed). Spot is always treated as a Class Skill for a character with this class feature, and the character gains an insight bonus to Spot checks equal to their spirit samurai class level. Finally, the spirit samurai adds half their class level to Will saves against all spells from the Illusion school.
Nice ability, but can they see with their eyes shut? If so, they have a hard time sleeping (nothing someone with that much ki can't handle though) and, more importantly, might have increased vulnerability to gaze attacks. On the other hand, they might be able to wear a blindfold or helmet with no eye-holes, and be immune to gaze attacks without incurring any penalties.


Freezing Mist (Su)
Creative structure/mechanics...


Enduring Mists (Su)
At 8th level, the mist generated by a spirit samurai's Stance of the Swirling Mist becomes more persistant and harder to remove.
Spelling (my own spelling is terrible, fortunately the version of fire-fox I use has a built in spell checker.


Eyes of the Mist (Su)
At 10th level, the spirit samurai's bond with the Spirit World increases their senses to levels far beyond mortal limitations; allowing them to perceive the reflections in the mist itself. As long as they are concealed by the mist generated by their Stance of the Swirling Mists, a spirit samurai is never flat-footed against enemy attacks.

Even if a separate darkness or fog effect (which aren't blindness), is obscuring their vision?


Samurai Style Mastery (Ex)
At 10th level, the spirit samurai's mastery with their fighting style has reached unbelievable heights. The spirit samurai gains the benefits of Greater Two-Weapon Fighting while wielding a bastard sword and a short sword, even if he or she doesn't meet the prerequisites of those feats. In addition, after successfully striking a creature with a melee attack, a spirit samurai can select one exhausted maneuver they know and refresh it at the end of the turn following this one.
Requires some memory work...


PLAYING A SPIRIT SAMURAI
Spirit samurai play as a mix between rogues and fighers, weaving in and out of the mist their stance creates to deal devastating attacks before ducking back into the mist.
Spelling.


Combat: A spirit samurai prefers to fight like a rogue; weaving in and out of the mists to deal devestating surprise attacks.
Spelling.

Spirit samurai tend to prefer lighter armor to heavier armor, as armor makes it more difficult for a spirit samurai to effectively hide and move throughout their mist, though they make up for this lack of armor with better staying power
Better than a rogue you mean?


Advancement: Spirit samurai advance their power through cunning and personal strength. The spirit samurai are often among the more physically opposing of the vulsune
I believe you mean "imposing", although that would seem SLIGHTLY at odds with the rest of the surrounding description.

Resources: The spirit samurai's primary resource is their deadly mists, able to hamper their foes while protecting the spirit samurai.
That is a power/ability, not a resource... resources would be the contacts and ability to obtain equipment that their social position and organizational membership grant them.

Organizations:
What about the religious/temple ties of the Crusader members?

Encounters:
An example character is often helpful for GMs trying to work with less than meticulous preparation.

Golden-Esque
2009-10-24, 08:28 PM
Well, could you post them in a separate thread and edit in links to them then?

Trademark Soon? :D. Keep an eye open for it on the boards soon. I'll put it up here on the Giant Forums and link it to this.



Again, this is more typical of how casters rather than initiation levels stack, but in this case I think it MIGHT be a worth-while experiment. The only problem is that it benefits Sword-sages a lot more than Crusaders. OTOH the "spontaneous maneuvers" that you can use without preparing are probably the most helpful to Crusaders.

That's kind of the method I'm taking with all of my Prestige Classes. What I mean is that when you stack Initiator Levels, you only gain maneuver-based powers or abilities. You don't gain new class features. Is that what you're getting from this?


This by the way is an interesting and novel mechanic... I like it for those reasons, be be prepare to change it to simply learning the maneuver without it counting against your number of maneuvers known, or being replaceable.

Essentially you get these maneuvers added to your Maneuvers know. You can't replace them, and they are spontaneously readied (sort of like how a Cleric spontaneously looses spells for healing / damage).


I recommend making this Teleport, Greater or Dimension Door to avoid having to roll for mishaps every time. Since the attacks happen DURING the teleportation, rather than after it, the clause about not being able to act after dimension dooring isn't going to cripple the ability.

Changed.


"Illusion" seems the wrong idea here... at least as real as shadow conjuration stuff...

Changed it to refer to it as a spectral mist dragon. Better or worse?


I assume you can only have one mist dragon around at a time, and it goes away at the end of combat or if you exit the stance?

Added some more about this in the description.


I recommend limiting this to feats that can be used while using that particular combination of weapons (IE since you could use Weapon Specialization{short sword} while fighting like that, then you can take it, and use it even if wielding two short-swords, but taking Weapon Specialization {Composite Long-bow} would not be allowed).

I don't really have a problem with this, because entering the prestige class just to be able to take Weapon Specialization {Composite Long-bow} seems silly to me.


Nice ability, but can they see with their eyes shut? If so, they have a hard time sleeping (nothing someone with that much ki can't handle though) and, more importantly, might have increased vulnerability to gaze attacks. On the other hand, they might be able to wear a blindfold or helmet with no eye-holes, and be immune to gaze attacks without incurring any penalties.

Originally, I would have said no, but I decided to incorporate these suggestions into the ability. So now, a samurai can actually be blind-folded and see perfectly fine. Also they take a penalty to saves against sight-targeting effects (such as flare or gaze attacks).

Creative structure/mechanics...


(my own spelling is terrible, fortunately the version of fire-fox I use has a built in spell checker.)

I actually write all my classes in Note Pad because I like the base formatting style better. Sadly, Note Pad doesn't have Spell Check, and I don't catch all the errors when I put them up, so I appreciate it :P.


Even if a separate darkness or fog effect (which aren't blindness), is obscuring their vision?

Yup. Spirit-Sight is just that awesome.

Requires some memory work...


Better than a rogue you mean?
Fixed for clarity.


That is a power/ability, not a resource... resources would be the contacts and ability to obtain equipment that their social position and organizational membership grant them.

Actually, that line wasn't supposed to make it to the final production. I think the resource line is silly :).


What about the religious/temple ties of the Crusader members?

There's a level of religious zeal when the Emperor of Spirits is concerned. Much of the Vulsune faith involves the respect of spirits, and the Emperor of Spirits is seen as the living bridge between the real world and the spirit world. In all honesty though, I typically don't add the Crusader to my campaign; preferring to use my home brewed Paladin (http://www.giantitp.com/forums/showthread.php?t=123822) instead.


An example character is often helpful for GMs trying to work with less than meticulous preparation.

When I put up my Vulsune race (hopefully in the next couple hours), I'll put up a sample Spirit Samurai too :P.

DracoDei
2009-10-24, 08:53 PM
Changed it to refer to it as a spectral mist dragon. Better or worse?
Better.Ten Character minimum.

Golden-Esque
2009-10-24, 09:59 PM
Vulsune Racial Traits
+2 Wisdom, -2 Constitution: Vulsune are wise and perceptive, but their bodies are frail.
Medium Sized: Vulsune suffer no penalties and gain no bonuses due to their size.
40 ft. Movement Rate: A vulsune can move 40 feet per round.
Humanoid Animal: The vulsune highly resemble foxes, and this causes them to be susceptible to spells and effects that are normally reserved for animals. Vulsune gain the Animal subtype in addition to the humanoid (vulsune) subtype. As such, they can be affected by spells and abilities that do not work on humanoids, but do work on animals. A vulsune is always allowed a saving throw (if any) on spells and effects that only affect creatures with the Animal subtype, and they gain a +4 bonus on these saving throws.
Low Light Vision (Ex): A vulsune’s eyes are more sensitive to light then most creatures. A vulsune can see twice as fair in low light conditions, such as moonlight, starlight, or torchlight, then creatures without Low Light Vision.
Natural Reflexes: Vulsune have finely tuned reflexes. A vulsune gains a +2 racial bonus to Reflex saving throws and to their Initiative.
Perceptive: Vulsune have a heighten sense of awareness about their surroundings. A vulsune gains a +2 bonus to Listen, Search, and Spot checks.
Will-O-Wisp: Vulsune have a strong tie to the natural world. This closeness to nature allows the vulsune to have minor control over fire, granting the vulsune the supernatural ability to cast either produce flames or faerie fire a number of times per day equal to the vulsune's Charisma modifier (minimum once per day). A vulsune casts these spells with as a sorcerer whose level equals the vulsune’s character level would.
Weapon Familiarity: Tradition mandates that warrior vulsune learn the arts of the katana. A vulsune treats the bastard sword as a martial weapon instead of an exotic weapon.
Automatic Languages: Common, Foxtrot
Bonus Languages: Any non-secret languages
Favored Class – Druid: A vulsune's Druid class does not count when determining if the vulsune takes an experience penalty due to multiclassing.

You can read the full thing on the GITPforums, or follow the Link under the ENTRY REQUIREMENTS section.