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DrWeird
2011-04-27, 09:09 PM
The Samurai

http://img821.imageshack.us/img821/6964/samurai.gif

Alignment:
Any Lawful.

Hit Die:
d10

Class Skills:
The class skills for a Samurai (And the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Art) (Int), Knowledge (Philosophy) (Int), Knowledge (Nobility) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Tumble (Dex)

Skill Points at 1rst Level:
(6 + Int Modifier) x 4

Skill Points at Each Additional Level:
6 + Int Modifier

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Bushido, Daishō, Iaidō Mastery +1d6

2nd|
+2|
+3|
+0|
+3|Kyuuba, Art of the Battlefield step

3rd|
+3|
+3|
+1|
+3|Iaidō Mastery +2d6

4th|
+4|
+4|
+1|
+4|Mastery of the Exquisite Sword, Kyuuba

5th|
+5|
+4|
+1|
+4|Iaidō Mastery +3d6, Art of the Battlefield Step

6th|
+6/+1|
+5|
+2|
+5|The Five Paths of Kendo, Kyuuba

7th|
+7/+2|
+5|
+2|
+5|Iaidō Mastery +4d6

8th|
+8/+3|
+6|
+2|
+6|Style of Kendo, Kyuuba

9th|
+9/+4|
+6|
+3|
+6|Iaidō Mastery +5d6

10th|
+10/+5|
+7|
+3|
+7|Style of Kendo, Art of the Battlefield Step, Kyuuba

11th|
+11/+6/+1|
+7|
+3|
+7|Iaidō Mastery +6d6

12th|
+12/+7/+2|
+8|
+4|
+8|Style of Kendo

13th|
+13/+8/+3|
+8|
+4|
+8|Iaidō Mastery +7d6

14th|
+14/+9/+4|
+9|
+4|
+9|Style of Kendo

15th|
+15/+10/+5|
+9|
+5|
+9|Iaidō Mastery +8d6

16th|
+16/+11/+6/+1|
+10|
+5|
+10|Style of Kendo

17th|
+17/+12/+7/+2|
+10|
+5|
+10|Iaidō Mastery +9d6

18th|
+18/+13/+8/+3|
+11|
+5|
+11|Style of Kendo

19th|
+19/+14/+9/+4|
+11|
+6|
+11|Iaidō Mastery +10d6

20th|
+20/+15/+10/+5|
+12|
+6|
+12|Master Samurai[/table]
Features in italics are levels at which additional benefits from an earlier feature are gained.

Class Features

All of the following are class features of the Samurai.

Weapon and Armor Proficiency:
A Samurai is proficient with all simple, martial & two exotic weapons (Detailed below in Class Feature: Daishō.) as well as light & medium armor. They are not proficient with shields or heavy armor.

Bushido: A Samurai lives and dies by a fierce code of honor he learns from an early age, one that defines him as a warrior and a person in body and soul. This Way of the Samurai dictates his actions in all matters from civil affairs to confrontations, and forms the tranquility and power of his person in all matters. He serves the rules of this code unfailingly, and in them he defines himself and places his honor. Should be break one of these tenements intentionally or accidentally should it be egregious in breach, his honor is lost, and he is rendered incapable in benefiting from any of his class features until he atones for his actions.

A Samurai always strives to do the correct thing as dictated by law, tradition, morals, and personal honor. There can be no shame in an outcome which follows that which is right to do.

A Samurai is courageous in all matters of both heart and state. He is direct, but considers his actions before committing to them unfailingly. To act with courage is to always be strong in all matters.

A Samurai always considers those unfortunate, and commits to benevolent care of the lesser - whether his care be alms for the poor and infirm or leading the army of a virtuous but impoverished noble. No act of true kindness, however small, is truly forgotten by the heart.

A Samurai always speaks and acts with the utmost respect for those who deserve it. This includes nobility, mentors, comrades in arms, and those of great moral character who deserve the respect their humility will not allow. To always speak and act with honest respect to others is to be respected by others.

A Samurai is wise and truthful in every undertaking. He must always consider his words and decisions carefully, and without bias. A Samurai who speaks without bias and commits actions with only the greatest undertaking to understanding his choice is the most respected and revered for his wisdom and honesty.

A Samurai must always be mindful of honor - not simply his own honor, but the honors of others. He must, above all else, respect the honor of others, even above his own, and in this respect for honor, be becomes far greater the honorable man. Every decision must be made in an honorable way that can be expected of him, and uphold the morals to which he is bound.



Daishō: A Samurai is granted, from birth, a pair of swords anointed with the sacred rituals of their family's heritage and intrinsically linked with them until death. The set, consisting of an appropriately sized bastard sword and tanto, are the Samurai's main weapons with which he is trained to use. He automatically gains the benefit of Exotic Weapon Proficiency (Bastard Sword) and Exotic Weapon Proficiency (Tanto), and starts with a Masterwork Bastard Sword & Masterwork Tanto. These two weapons function as Ancestral Weapons (BoED, page 39) for the Samurai, but differ as noted here.

Any benefits granted to one of them (done by sacrificing a number of magical or costly material components equal to the enchantment cost to receive this benefit over a number of hours equal to 6 for every 1,000 gp spent, with prices counted towards the cost of enchanting a masterwork bastard sword) affects both weapons, provided they are both present when the ceremony begins and ends. These effects only work when the weapon is wielded by the owning Samurai to whom they were attuned to.

A Samurai's deep connection to his weapons supersede attempts to remove them from his person, either by theft, force, or magic. Whenever an attempt is made to steal either of his weapons of Daishō, he is immediately aware of it through a sixth sense of 'danger' no matter the distance, provided it is on the same plane as he is (This is an Extraordinary ability). In addition, should an attempt be made to sunder either of them by means magical or otherwise, the Samurai is granted an extra +2 to his weapon's roll to resist being sundered, and +2 to resist being disarmed.

At fourth level, these benefits increase to +4, and again to +6 at eighth level, +8 at twelfth level, +10 at sixteenth level.

Iaidō Mastery: A Samurai at an early stage begins to learn the taxing swordplay maneuver of unsheathing his sword to attack with incredible speed and unerring precision in one blinding motion, earning them the Quick Draw feat. Whenever the Samurai would attack an opponent as an attack of opportunity, they receive a precision damage bonus to the damage done. This extra damage is not multiplied by a critical hit. The Samurai also gains the benefit of the Combat Reflexes feat.

Art of the Battlefield Step: A Samurai begins, upon reaching 2nd level, to learn the minute but essential calibrations of motion necessary to maintain grace, even in armor or under the greatest of duress. All penalties to skills while wearing armor or under stress are decreased by 1 at 2nd level, and for every four class levels, the associated penalties decrease by 1 again (This ability cannot lower his penalty to negative values). A Samurai may tumble while wearing medium armor in addition to light armor, but at a penalty equal to his current armor penalty for skills. At 5th level, he may ignore the 10ft reduction of land speed of medium armor. At 10th level, he may ignore difficult or otherwise nonmagical hazardous terrain.

Kyuuba: A samurai of 2nd level sets out not only to master the use of his Daishō and in doing so, master himself, but also to fight for noble causes, and these fights are not always conducted in single honorable combat. Indeed, many times the Samurai must lead charges and fire upon enemies from afar. Recognizing this need for mastery of not only the sword and self, but the bow and beast, the Samurai takes up the talents of Archery and Riding to fold into the crafting of his being. At 2nd level, the Samurai gains the benefit of the Mounted Combat feat. At 4th level, and every even level after that to 10th level, he may select another feat from the Mounted Combat feat chain provided he meets the prerequisites.

Mastery of the Exquisite Sword: A Samurai is dedicated to is weapons, and masters the use of them until they are an extension of his will. At 4th level, a Samurai adds x2 his Strength Bonus when using a weapon with two hands, and x1.5 his Strength Bonus when wielding a weapon with in one hand (this amount is always rounded down, but applies to all weapons wielded).

*
The Five Paths of Kendo: At 6th level, a Samurai has attained a legendary ability to control his blade as an extension of his will, and begins to truly master himself, as well as manifest his philosophy of combat in his techniques. At 6th level the Samurai chooses a Path to embark upon reflecting his philosophic and warrior's ideals in matters of war and life.

THE FIVE PATHS

The Path of Stone
The Samurai of Stone is a stout warrior - the focus of his body and mind is unshakable. He is not slow, but careful; his steady and constant power is deadly to all who cross his path. None can move a Samurai of Stone once he has planted himself in combat or politics.

{table=head]Level|Benefit

6th|An enemy who begins their turn in a square the Samurai threatens treats all squares threatened by him as difficult terrain.

8th|A Samurai of 8th level can plant his feet and fight back any attacking force. By planting his feet and remaining in his square, he gains a +4 deflection bonus to AC until his next turn, and gains a +4 resistance to being bullrushed or grappled.

10th|A Samurai of 10th level may make attacks of opportunity while utilizing the full defense action in combat.

12th|A Samurai of 12th level becomes a bulwark of defense, and gains the benefit of the Deflect Arrows feat while wielding his Daishō, and gains a bonus equal to his Intelligence bonus to all attempts to resist Mind-Affecting spells and abilities.

14th|A Samurai of 14th level is immune to magical diseases, both natural and magical.

16th|The Samurai gains DR 5/-

18th|The Samurai of 18th level may take a fully defensive action but utilize all of his attacks in a round. In addition, whenever an enemy enters squares the Samurai threatens, they are subject to an attack of opportunity unless they succeed on a reflex check.

[/table]

The Path of Fire
The Samurai of Fire is a warrior of terrible passion. All of his actions are infused with his wrath and invests his soul into all actions with question. The deadly strikes of a Samurai of Fire are unstoppable and tenacious, and only fools would challenge his strength or bravery.

{table=head]Level|Benefit

6th|A Samurai of 6th level gains one extra attack at his lowest base attack bonus.

8th|A Samurai of 8th level may lunge for opponents that believe themselves safely out of reach. The Samurai may, a number of times per day equal to 1 + x2 his Intelligence modifier, attack an enemy within double his current range of threatened squares, with said attack gaining the benefits of a full attack option.

10th|A Samurai of 10th level is immune being shaken, and may make an extra attack at his second lowest base attack bonus.

12th|The critical hits of a 12th level Samurai wielding his Daisho are automatically confirmed.

14th|A Samurai of 14th level is immune to all Fear effects, both nonmagical and magical.

16th|A Samurai of 16th level may strike fear into the hearts of his enemies with a Gaze Attack. A Samurai may lock eyes with a target, forcing them to make a Will Save (DC 10 + 1/2 Samurai level + Charisma Modifier) or become panicked. This is a mind-affecting ability.


18th|A Samurai of 18th level may make an extra attack at his 3rd lowest base attack bonus.

[/table]

The Path of Wind
The Samurai of Wind is a warrior of incredible agility and skill. Their appreciation of the ambiguous and artistic is only matched by their prodigious grace in skirting an entire army's swarm of arrows and striking back twice as fast. They are esoteric, but their vengeance is blindingly fast.

{table=head]Level|Benefit

6th|A Samurai of 6th level gains a competence bonus to speed of 10 ft.

8th|A Samurai of 8th level gains a deflection bonus equal to his Dexterity modifier against attacks of opportunity made against him.

10th|A Samurai of 10th level is immune to fatigue and exhaustion.

12th|A Samurai of 12th level may make an extra number of attacks of opportunity in a round equal to his Intelligence modifier. This stacks with Combat Reflexes.

14th|A Samurai of 14th level is never flat-footed, and is immune to abilities contingent upon the Samurai being denied their Dexterity bonus unless their class levels are higher than his.

16th|A Samurai of 16th level may take a 10 on all Tumble checks, and is never considered helpless or prone for the purposes of opponents benefiting from these conditions.

18th|A Samurai of 18th level may use Dimension Door as a spell-like ability a number of times per day equal to his Intelligence bonus.

[/table]

The Path of Water
The Samurai of Water is a quiet and reserved force. He always maintains a serene calm, but just as the beautiful tide - beneath his surface rolls the force to shatter entire cities. He always hides his thoughts and ideas, but only to protect the purity of his will and wisdom in all matters, and for Samurai there can be no wiser, nor more sure in all matters. They are unfailing in combat, and their movements roll with unmatched grace - but strike with bone-shattering strength unseen.

{table=head]Level|Benefit

6th|A Samurai of 6th level adds 1/2 their Intelligence bonus to all attack rolls.

8th|A Samurai of 8th level may make an attack of opportunity against an opponent who makes an attack of opportunity against him a number of times per encounter equal to 2 + his Intelligence bonus.

10th|A Samurai of 10th level is immune to being dazed.

12th|A Samurai of 12th level can, when striking with his Daishō, overcome amounts of damage resistance and hardness (even those from magical effects) equal to their Strength bonus.

14th|A Samurai of 14th level may, in one round per encounter, take a number of sequential five foot steps equal to 1 + his Dexterity bonus, getting +2 to AC and +2 to attack rolls against every enemy who's threatened squares he steps through through.

16th|A Samurai of 16th level may utilize an attack of opportunity against an opponent he successfully tumbles from provided the opponent is still within his threatened range.

18th|A Samurai of 18th level may deflect targeted spells with his Daishō a number of times per day equal to 1 + his Intelligence modifer. If targeted by a selectively targeted spell, he may attempt to deflect it with a melee attack roll vs 10 + the spellcaster level, (Su) OR is immune to being stunned.

[/table]

The Path of Heaven
The Samurai of Heaven is a living embodiment of the Samurai's Code - he upholds himself boldly to the greatest echelons of Honor, going out of his way to follow a path of greatest lawful conduct, and to right the chaos of wild and lands strife with crime. They fight as the embodiment of Justice itself, with all of the tempered power resounding from deep within his soul.

{table=head]Level|Benefit

6th|The Daishō of a Samurai of 6th level are always considered Lawful and Magical.

8th|A Samurai of 8th level may, a number of times per day equal to his Wisdom modifier, remove from himself the negative effects of a spell or ability so long as his class level is higher than the spellcaster level of the caster. (Su)

10th|A Samurai of 10th level may treat his Daishō as under the effects of a Wraithstrike spell as a Swift action, for a number of rounds equal to 1 + his Charisma Bonus (if any) per day. These rounds need not be utilized consecutively.

12th|A Samurai of 12th level may heal a number of his own hit points from a pool equal to his Samurai Level x his Wisdom bonus (if any) per day.

14th|A Samurai of 14th level is immune to ability damage and ability drain.

16th|A Samurai of 16th level may force a number of targets up to 1/2 his Samurai level within range of hearing or vision to make a Will Save (10 + 1/2 Samurai's level + his ranks in Intimidate) or suffer -4 on saves and attack rolls for a number of rounds equal to 2d4 + his Wisdom modifier. he may use this ability once per day.

18th|A Samurai of 18th level may include an attack option with a move option as a standard action one round per encounter.

[/table]



Master Samurai: Upon reaching 20th level, the Samurai has perfected the art of swordplay, and it has become a part of him. In mastering his Arts of War, he has mastered himself. He no longer suffers the penalties for advancing in age, but gains all associated benefits with aging, but continues to visibly age until he dies. His ability to wield a sword is unmatched, and he cannot be disarmed, or his weapon sundered so long as he wields them.[More to come]

*(This class is not meant to be used in conjunction with the Iajutsu Focus skill from Rokugan/UE.)
----

This is an early draft of my Samurai redux. One of my D&D buddies was complaining about the Samurai, and wanted a powerful revision of it, removing the Ki abilities and flavoring it more to the more familiar dynamics of the Samurai. This is a fairly rough, and I'd like input from the playground as I've hit the creativ hump and feel like this is a good point to step back and get input as to what level this is operating back, and how it balances against the average melee core class that's been reduxed here (That is to say, compare and contrast this to the average playground-level redo of a core fighter, barbarian, ex) So, y'know, please peach. Let's just make this a playable class. I haven't established a real direction I want this class to go, so shoot.

All changes from the original are marked with a red asterisk *

Major changes done.

*More changes - finished path of heaven

TechnOkami
2011-04-27, 11:54 PM
Just a couple of questions and comments...


Phantom Blow (Su): A Samurai of 10th level has attained a powerful spiritual connection, and now a part of his very essence is invested within his Daishō. It becomes Lawfully aligned as a constant effect, and he may, once a day, utilize his Daishō as if they were under the effect of a Wraithstrike spell for a number of rounds equal to 1 + 1/2 his Cha bonus rounded down.
[B]


I think this should be available to a more "per combat" system than "per day".


Kendo Mastery: At 6th level, a Samurai has attuned himself completely to the absolute nuances of a weapon. He may add his Intelligence bonus (If any) to his attack rolls in addition to his strength bonus.

I understand why you've made it intelligence based, what with the "nuances of the blade", but wouldn't wisdom be a better stat for the ability from a fluff and thematic point of view?

Also: I noticed a lack of anything which increases fear effects/grants fear auras/demoralizing shout ability. That might be beneficial.

DrWeird
2011-04-28, 12:03 AM
I recalled the Fear ability from the original Samurai, but didn't recall it until I was almost done with this first version. I'm definitely going to see what I can do about inserting it in.

Morph Bark
2011-04-28, 05:04 AM
Due to Iaido Mastery, I figure this needs a note that Iaijutsu Focus should not feature in the same games as this class.

DrWeird
2011-04-28, 10:48 AM
Very good point.

Das Beeg Kabooa
2011-04-28, 11:10 AM
I feel like it could use a few Samurai-esque combat maneuvers to flesh it out; Something that can let them choose an action during their round other than "I go total defense again"

Also you have Deadly Strikes first appearing at level 12, but list no benefit for it under the class feature.

Flavor wise; I like it. I would argue Kendo Mastery feels a little meh; Perhaps make Kendo Mastery the tool with which to improve the Samurai's selection of combat capability? It would also allow a more active advancement in Samurai levels, as most of it feels fairly passive. (You hit harder with AoO. You gain this feat. You are now this.)

DrWeird
2011-04-28, 01:08 PM
That's an interesting idea; I'm gonna brainstorm some stuff and revise Kendo in a little while.

BlackestOfMages
2011-04-28, 01:19 PM
I'd say give them their heavy armour back, as a samuri (when not on a horsey) fought in a suit of platemail, with a very big helment and shoulderpads, to mkae themselves look demonic.

just annoys me when every samurai has to go around in a bathrobe, because thats what they wear at home...

DrWeird
2011-04-28, 01:28 PM
Actually, their armor was Lamellar, which is far closer to Medium armor, and their more demonic aspects of armor were generally only pieces placed on top of it.

Das Beeg Kabooa
2011-04-28, 05:45 PM
Are we going historical Samurai or fantasy Samurai? Because what each used is a fair bit different.

DrWeird
2011-04-29, 09:52 AM
Got some major changes done, and now I just need to finish the Path of Heaven.

This has opened up two prospective PrC's, both suggested by someone special to me - one based on the concept of Mu, and one who masters all five. I'll work on that this weekend after I finish this with your input, playgrounders.

Das Beeg Kabooa
2011-04-29, 11:12 AM
Ooh, now that's interesting. I like how the paths take a perceived characteristic of the element and then translate that into a flavor of combat for the Samurai.

Curious to see how Path of Heaven gets fleshed out.

DrWeird
2011-04-29, 12:34 PM
Right, all done with that.

I've got the direction I want the class to go in, now I'm just worried about balancing the Paths against each other.

I'm considering placing in the ability to make a full attack as a standard action, but I don't have any particular clue where I'd put it.

Is it enough? Too much? Help me out, playground.

Das Beeg Kabooa
2011-04-29, 02:57 PM
I'd argue putting it in Wind, and then limiting it's use on a per encounter or day/dex.

TechnOkami
2011-04-29, 03:19 PM
Flavor question: I've noticed that a lot of your abilities are affected by the intelligence modifier. Wouldn't wisdom be better to use flavor-wise?

DrWeird
2011-04-29, 03:24 PM
I considered it, but I'm torn - while some of it could be wisdom, not all of it could be, and so there's a big split - I could diversify the Wisdom-keyed and Intelligence-keyed, but that would create even worse MAD.

Tacitus
2011-04-29, 03:34 PM
I believe that unless you have a specific build in mind, the Path of Water is by far the best path. +Int to Attacks and immunity to two of the hardest things to get immunity to in D&D? Yes please.

TechnOkami
2011-05-01, 08:38 PM
I considered it, but I'm torn - while some of it could be wisdom, not all of it could be, and so there's a big split - I could diversify the Wisdom-keyed and Intelligence-keyed, but that would create even worse MAD.

...multiple ability dysfunction?