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Old 08-10-2010, 11:39 PM   Top  -  End  -  #1
Chambers
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Default [3.5]Samurai Revision [Rokugan]

Samurai

"The Way of the Samurai is found in death. Meditation on inevitable death should be performed daily. Every day, when one's body and mind are at peace, one should meditate upon being ripped apart by arrows, spears, and swords, being carried away by surging waves, being thrown into the midst of a great fire, being struck by lightning, being shaken to death by a great earthquake, falling from thousand-foot cliffs, dying of disease or committing seppuku at the death of one's master. And every day, without fail, one should consider himself as dead. This is the substance of the Way of the Samurai." - Hagakure

Note: This is a 3.5 update of the Samurai base class found in the Rokugan Campaign Setting. It is intended for use within the Rokugan Campaign Setting.

Samurai are professional warriors, members of the noble class trained in the arts of warfare. They are not only trained for their role in society, they are born for it; born into a web of loyalty, allegiance, and honor that influences every stage of their lives. A samurai without a master, exiled from his clan, is no longer a samurai. He is Ronin, a honorless warrior.

While Samurai may be of any alignment, each must follow the code of bushido. Above all they must remain loyal to their master. A samurai who grossly violates the code of bushido or who disobeys an order from his master becomes an ex-samurai. His ancestral daisho ability does not function, though he retains all other class abilities. He may no longer take levels in the Samurai class, though if he atones for his actions he may thereafter take levels in the Samurai class and his ancestral daisho ability functions again.

Alignment: Any
Hit Die: d10

Class Skills
The samurai’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Str), Diplomacy (Cha), Handle Animal (Cha), Iaijustu Focus, Intimidate (Cha) , Knowledge:History (Int), Knowledge:Nobility & Royalty (Int), Jump (Str), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str), Tea Ceremony (Wis), & Tumble (Dex)
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

LevelBase Attack<br> BonusFortReflexWillSpecial AbilityAncestral Weapon
1st+1+2+0+2Clan Technique, Combat Focus<br> Ancestral Proficiency 
2nd+2+3+0+3Clan Technique (Initiate) 
3rd+3+3+1+3Combat Stability, Kiai Smite 
4th+4+4+1+4Clan Training+1 Ancestral Weapon
5th+5+4+1+4Clan Technique (Advanced) 
6th+6/+1+5+2+5StaredownAncestral Enchantment +1
7th+7/+2+5+2+5Kiai Smite 
8th+8/+3+6+2+6Clan Training+2 Ancestral Weapon
9th+9/+4+6+3+6Combat Vigor 
10th+10/+5+7+3+7Clan Technique (Greater)Ancestral Enchantment +2
11th+11/+6/+1+7+3+7Mass Staredown 
12th+12/+7/+2+8+4+8Kiai Smite, Clan Training+3 Ancestral Weapon
13th+13/+8/+3+8+4+8Combat Awareness 
14th+14/+9/+4+9+4+9Improved StaredownAncestral Enchantment +3
15th+15/+10/+5+9+5+9Clan Technique (Master) 
16th+16/+11/+6/+1+10+5+10Combat Strike, Clan Training+4 Ancestral Weapon
17th+17/+12/+7/+2+10+5+10Kiai Smite 
18th+18/+13/+8/+3+11+6+11Frightful PresenceAncestral Enchantment +4
19th+19/+14/+9/+4+11+6+11Clan Training 
20th+20/+15/+10/+5+12+6+12Technique Supremacy+5 Ancestral Weapon

Weapon & Armor Proficiency
A samurai is proficient with all simple and martial weapons and with all types of armor (heavy, medium, and light), but is not proficient with shields.

Daisho Proficiency (Ex)
Whether the samurai chooses to wield another weapon, all samurai are initially trained in the use of the katana. The samurai is treated as having the Exotic Weapon Proficiency (katana) feat.

Combat Focus (Ex)
Samurai are trained to enter a state of supreme awareness and clarity during battle. Though the particular method of this basic kata varies from clan to clan, the results are similar. At 1st level the samurai gains the Combat Focus feat, regardless of whether he meets the prerequisite. He gains other combat form feats as indicated on the table at higher levels, regardless of whether he meets the prerequisite for that particular feat.

Ancestral Weapon (Su)
Each samurai has an acenstral weapon - a special weapon or set of weapons handed down from his family. The ancestral weapon serves as a physical and spiritual reminder of the samurai's ancestors and of his oath to follow the code of bushido.

The samurai may select any type of weapon as his ancestral weapon, though the most common weapon type is the katana. The Wasp clan is notable for using Bows over blades, and the Dragon clan typically passes down a matching set of katana and wakizashi.

A samurai’s ancestral weapon improves as the character gains higher levels. At 4th level and every four levels thereafter, the ancestral weapon gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level). If a character has two weapons as his ancestral weapon, each receives the same enhancement bonus.

At 6th level, a samurai gains the ability to enhance his ancestral weapon. He can add any one of the weapon special abilities that has an enhancement bonus value of +1, following the normal rules for particular special abilities (i.e. no ranged only special abilities on a melee weapon).

At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement a samurai can add to his weapon improves to +2, +3, and +4, respectively. A samurai can choose any combination of weapon special abilities that does not exceed the total allowed by the samurai’s level.

The weapon's ability or abilities remain the same every time the samurai uses his ancestral weapon (unless he decides to reassign its abilities; see below).

A samurai can reassign the ability or abilities he has added to his ancestral weapon. To do so, he must first spend 8 hours in concentration. After that period, the ancestral weapon now has the new ability or abilities selected by the samurai.

If a character has two weapons as his ancestral weapon, each weapon receives the full value of the samurai's daisho enhancement, though the abilities chosen may be different for each weapon.

Clan Technique (Ex)
Each Great Clan in Rokugan has their own style of fighting and a samurai from one clan will have different tactics and strengths than a samurai from another clan. At 1st level a samurai learns the first technique from his clan. He does not need to meet the normal prerequisites for the ability, nor for any other clan techniques he learns at higher levels.

At the indicated level on the table a samurai learns the subsequent lessons of his clan technique. If the technique indicates a specific feat then the samurai gains that feat without having to meet the prerequisites.

Spoiler



Kiai Smite (Ex)
Once per encounter a samurai of 3rd level or higher can give a great cry during combat that invigorates him. When a samurai shouts as a free action, his next attack gains a bonus on attack rolls equal to his Charisma modifier and a bonus on damage rolls equal to his samurai level.

At higher levels a samurai can Kiai Smite more times per encounter. At 7th level he may Kiai Smite twice per encounter, at 12th level he may Kiai Smite three times per encounter, and at 17th level he may Kiai Smite four times per encounter. A samurai may only use one Kiai Smite per round.

Clan Training (Ex)
As a professional warrior the samurai learns advanced combat ticks and techniques. At the indicated levels he gains a bonus feat. Most samurai take a Clan specific feat, but the bonus feat may be any that the samurai qualifies for.

Staredown (EX)
At 6th level a samurai becomes able to strike fear into his foes by his mere presence. He gains a +4 bonus on Intimidate checks and can demoralize an opponent within 30ft. An enemy demoralized as a result of this ability remains shaken for the duration of the encounter.

Staredown, Mass Staredown, and Improved Staredown are not mind-affecting effects. Frightful Presence is a mind-affecting effect.

Mass Staredown (Ex)
A 11th level or higher samurai can staredown all opponents within 30ft of the samurai as a standard action.

Improved Staredown (Ex)
A 14th level or higher samurai can staredown all opponents within 30ft of the samurai as a move action.

Frightful Presence (Ex)
A master samurai simply drawing his weapon is enough to strike fear into the hearts of his enemies. When a samurai draws his ancestral daisho all opponents within 30ft are subject to the samurai's staredown. The samurai makes a single Intimidate check and if an opponent fails the roll the opponent is panicked for 4d6 rounds. If an opponent beats the samurai's Intimidate check then it is merely shaken for 1 round.

Technique Supremacy (Ex)
At 20th level a samurai has perfected his clans style of fighting. He gains a particular ability, according to his clan. All abilities are Extraordinary abilities.
Spoiler
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Last edited by Chambers : 01-21-2011 at 09:32 PM.
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Old 08-11-2010, 01:35 PM   Top  -  End  -  #2
nonsi
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Default Re: [3.5]Samurai Revision [Rokugan]

Okay, as far as Samurai fixes go, this is the best one I've seen. Truly well organized.


Since a Samurai is so intrinsically linked and dependant upon his Ancestral Daisho, several issues immediately come to mind:
1. Its hardness and overall damage resistance should increase with the Samurai's level (at least while held by the Samurai).
2. The time required to reassign weapon abilities should decrease with level increase.
3. At some point, a Samurai should have some means of locating his Daisho if it gets stolen/lost.
4. I'd grant [+1 Ancestral Daisho] at 3rd level and [Daisho Enchantment +1] at 4th - then I'd increase each one with each additional 4 levels. This will give you [Daisho Enchantment +5] at level 20, which definitely doesn't seem to go off the scale to me (and there's nothing sacred about gaining +5 weapon at exactly 20th level - a Kensai gets it way earlier).
5. Kiai Smite should demoralize (probably should allow Will saves).
6. Maybe it's a matter of personal taste, but it seems reasonable to me that Balance should be a class-skill as well.


Btw, what do you get from "Tea Ceremony" ?
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Old 08-12-2010, 02:02 PM   Top  -  End  -  #3
Chambers
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Default Re: [3.5]Samurai Revision [Rokugan]

Quote:
Originally Posted by nonsi View Post
Okay, as far as Samurai fixes go, this is the best one I've seen. Truly well organized.


Since a Samurai is so intrinsically linked and dependant upon his Ancestral Daisho, several issues immediately come to mind:
1. Its hardness and overall damage resistance should increase with the Samurai's level (at least while held by the Samurai).
2. The time required to reassign weapon abilities should decrease with level increase.
3. At some point, a Samurai should have some means of locating his Daisho if it gets stolen/lost.
4. I'd grant [+1 Ancestral Daisho] at 3rd level and [Daisho Enchantment +1] at 4th - then I'd increase each one with each additional 4 levels. This will give you [Daisho Enchantment +5] at level 20, which definitely doesn't seem to go off the scale to me (and there's nothing sacred about gaining +5 weapon at exactly 20th level - a Kensai gets it way earlier).
5. Kiai Smite should demoralize (probably should allow Will saves).
6. Maybe it's a matter of personal taste, but it seems reasonable to me that Balance should be a class-skill as well.


Btw, what do you get from "Tea Ceremony" ?
Thanks for the compliment! I tried to capture the fighting styles of each Clan for the class.

1-4: I didn't want to add too many class features related to the ancestral daisho. If I did I would have felt that I'd need to reduce other non-daisho class features and didn't want to end up with a class whose power is "I have a magic weapon." If you wanted a Samurai that had a closer bond with his ancestral daisho I'm sure I could come up with an Alternative Class Feature that grants some of your suggestions while removing one or two other class features.

5. The Samurai already has a class feature that will demoralize (Staredown), so I don't think it's necessarily to add it to the Kiai Smite.

6. Balance could certainly be added to the class skill list. I mainly just used the skills that were on either the Samurai in CW and the Samurai in RCS.

7. Tea Ceremony is a skill exclusive to Rokugan. It does pretty much what it's name is - the characters sit down and have tea for about a hour. A DC 15 Tea Ceremony check let's the participants recover a Void Point (kind of like an action point, but different in flavor and use).
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Old 08-13-2010, 01:24 AM   Top  -  End  -  #4
Kensen
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Default Re: [3.5]Samurai Revision [Rokugan]

No comments on the mechanical side of things, but there's one terminology issue I want to point out - daisho means "long-short" and refers to the pairing of swords that members of the samurai class in feudal Japan were allowed to carry.

Thus, a single sword is never a daisho, not to mention bows and other types of weapons.

Of course, Rokugan is not Japan, but it's still something of a misnomer.

Random fact: In modern Japan, the same two kanji ("dai" and "sho") are used in toilets. They're in fact the two flushing options.
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Old 08-13-2010, 08:44 AM   Top  -  End  -  #5
Chambers
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Default Re: [3.5]Samurai Revision [Rokugan]

Quote:
Originally Posted by Kensen View Post
No comments on the mechanical side of things, but there's one terminology issue I want to point out - daisho means "long-short" and refers to the pairing of swords that members of the samurai class in feudal Japan were allowed to carry.

Thus, a single sword is never a daisho, not to mention bows and other types of weapons.

Of course, Rokugan is not Japan, but it's still something of a misnomer.

Random fact: In modern Japan, the same two kanji ("dai" and "sho") are used in toilets. They're in fact the two flushing options.
Oh. That's neat, thanks. Didn't know that.

Any suggestions on what I could change it to?
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Old 08-15-2010, 12:41 AM   Top  -  End  -  #6
nonsi
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Default Re: [3.5]Samurai Revision [Rokugan]

Quote:
Originally Posted by Chambers View Post
1-4: I didn't want to add too many class features related to the ancestral daisho. If I did I would have felt that I'd need to reduce other non-daisho class features and didn't want to end up with a class whose power is "I have a magic weapon." If you wanted a Samurai that had a closer bond with his ancestral daisho I'm sure I could come up with an Alternative Class Feature that grants some of your suggestions while removing one or two other class features.
You don't need to reduce anything. Melees need all the love they can get.

Quote:
Originally Posted by Chambers View Post
5. The Samurai already has a class feature that will demoralize (Staredown), so I don't think it's necessarily to add it to the Kiai Smite.
"Shaken is not such a meaningful condition and fear effects do not stack. This is more of a thematic issue (and again, melees need all the love they can get)



Also I'd make the following changes to the Crab Technique:
1. Kaiu Wall Smash would function as given for Greater Kaiu Wall Smash (using Dungeonscape, Fighters can get even more benefits by 6th level, and by 15th level they're next to insignificant).
2. Master level would grant a free on & off Enlarge Person.
3. Technique Supremacy would push the above to 2 size categories larger (would stack with Jotunbrud to gain the desired "+3 size categories larger" effect ).
That's because I just can't in any way imagine a creature to function as if being 3 size categories larger.

Last edited by nonsi : 08-15-2010 at 12:54 AM.
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Old 08-15-2010, 07:58 PM   Top  -  End  -  #7
Kyuu Himura
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Default Re: [3.5]Samurai Revision [Rokugan]

I like this, I really do.

But, in my experience (I'm a L5R GM) the Phoenix and Mantis abilities are kinda... not quite right, The Mantis was this sailor clan with techs to fight in diffficult terrain with cheap or improvised weapons (because you didn't wanna lose your katana in the bottom of the ocean), they were also infamous because they fought a lot like pirates, so... I don't know, probably a sneak attack progression or additional static damage on flat-footed opponents, perhaps some save or suck, and give them something for flanking and eliminate difficult terrain penalties and stuff, I know that it doesn't sound quite too powerfull, but something may come from it.
The Phoenix is a clan known for their spirituality, their warriors are usually yojimbos (bodyguards) and they have a certain knack for working with/against casters, probably the mageslayer feat chain or something, and.. I don't know, something that makes buffs more effective on them?? and the Shiba Void Dump, everyone loves a Shiba Void Dump

Anyway, my 2 zenis
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Old 08-16-2010, 09:01 AM   Top  -  End  -  #8
Kensen
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Default Re: [3.5]Samurai Revision [Rokugan]

Quote:
Originally Posted by Chambers View Post
Oh. That's neat, thanks. Didn't know that.

Any suggestions on what I could change it to?
Well "ancestral weapon" is the only thing that comes to mind right now, but if I can think of some Japanese word that sounds better, I'll let you know.
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Old 08-29-2010, 05:43 PM   Top  -  End  -  #9
Chambers
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Default Re: [3.5]Samurai Revision [Rokugan]

Quote:
Originally Posted by Kensen View Post
Well "ancestral weapon" is the only thing that comes to mind right now, but if I can think of some Japanese word that sounds better, I'll let you know.
I changed it to Ancestral Weapon.
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Old 08-29-2010, 08:21 PM   Top  -  End  -  #10
Lolzords
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Default Re: [3.5]Samurai Revision [Rokugan]

Quote:
Originally Posted by Chambers View Post
Oh. That's neat, thanks. Didn't know that.

Any suggestions on what I could change it to?
A Samurai's wakizashi was called his "honour weapon" and it never left his side.

Because of the way you're treating the daishō, maybe you could call it the Honour Weapon instead?

Fantastic rewrite, with some very interesting abilities, I'll be sure to give your Samurai a play sometime.
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Last edited by Lolzords : 08-29-2010 at 08:22 PM.
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Old 09-27-2010, 08:42 PM   Top  -  End  -  #11
CN the Logos
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Default Re: [3.5]Samurai Revision [Rokugan]

Can't comment on how it fits with the setting, but this is probably my favorite revision of the samurai class. Far more effective than either published version, but simple to learn; which is a quality many homebrewers overlook in creating their material. Thank you for linking me to it.
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Old 11-03-2010, 08:13 AM   Top  -  End  -  #12
Blueberrypop
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Default Re: [3.5]Samurai Revision [Rokugan]

First off AMAZING rewrite. I wanted to play a samurai in an upcoming campaign and my DM told me to come to this particular entry and I am not disappointed. Just one question, Ancestral Proficiency, I'm guessing it just lets you use an ancestral weapon? If not please correct me.
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Old 11-03-2010, 09:01 AM   Top  -  End  -  #13
jiriku
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Default Re: [3.5]Samurai Revision [Rokugan]

You could reasonably consider expanding the skill list a bit, and possibly increasing the skill points to 6 points per level. Rokugani samurai are expected to be knowledgeable on a variety of subjects, skilled conversationalists, talented artists AND capable warriors.

I'd recommend adding some additional class skills to better reflect the flavor of samurai from certain clans:

Crab: Knowledge (the planes)
Dragon: Autohypnosis
Phoenix: Knowledge (religion), Spellcraft
Unicorn: Knowledge (geography)
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Last edited by jiriku : 11-03-2010 at 09:06 AM.
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Old 11-03-2010, 04:09 PM   Top  -  End  -  #14
Chambers
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Default Re: [3.5]Samurai Revision [Rokugan]

Blueberrypop

Thanks! I forgot to change Daisho Proficiency in the text - it should say Ancestral Proficiency and it gives the Samurai the EWP: Katana feat.

jiriku

Ooooh, clan based skills. Nice. Yeah, I'll do something like that.


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"We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"

Last edited by Chambers : 11-14-2010 at 11:08 AM.
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