codexgigas
2006-07-06, 08:18 PM
I know there's another samurai class being PEACHed right now, but I didn't feel right coopting that thread to get people's opinions on the class I came up with for the campaign I'm starting.
Samurai
Known for their matchless bravery and strict code of honor, the samurai were the noble warriors of feudal Japan. In a fantasy setting, the samurai brings that courage and honor to the service of a lord, general, or other leader. A samurai’s honorable actions in combat inspire his allies and bring the blessings of his ancestors and other spirits.
Characteristics: Samurai focus on the use of the daisho, a matched set of katana and wakizashi, and the longbow. They are fierce warriors, though they lack the versatility of a fighter. Samurai dedicate themselves to serving a feudal lord and upholding the code of bushido, and they are known as paragons of lawful behavior.
Alignment: Bushido, the code of the samurai, demands strict obedience to its standards of behavior and honor. Only lawful characters can adhere to this code and call themselves samurai.
Game Rule Information
Abilities: Samurai who focus on the use of their daisho find Strength to be the most important ability. Those who prefer archery benefit from a high Dexterity. The extra hit points granted by a high Constitution are important to samurai, who often find themselves on the front lines in battle. Many of the samurai’s class abilities are based upon his Wisdom, as upholding the code of bushido requires a calm and dedicated mind.
Alignment: Any Lawful
Hit Die: d10
Class Skills: The samurai’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge: History (Int), Knowledge: Nobility and Royalty (Int), Ride (Dex), and Sense Motive (Wis).
Skill Points: 2 + Int modifier
Attack Bonus: As Fighter
Good Save: Fortitude and Will
Class Features: All of the following are class features of the samurai.
Weapon and Armor Proficiency: A samurai is proficient with all simple and martial weapons as well as al types of armor, but not with shields.
Daisho Proficiency (Ex): In combat, a samurai favors the katana (masterwork bastard sword) and wakizashi (masterwork short sword). Many samurai receive an heirloom set of these weapons, known as the daisho. Due to their familiarity with the katana, samurai receive Exotic Weapon Proficiency (bastard sword) as a bonus feat.
Smite Chaos (Su): Once per day, a samurai may attempt to smite chaos with one normal melee attack. He adds his Wisdom bonus (if positive) to his attack roll and deals one extra point of damage per samurai level. For example, a 13th-level samurai armed with a katana would deal 1d10+13 points of damage, plus any additional bonus for a high Strength or magical effects that would normally apply. If the samurai accidentally smites a creature that is not chaotic, the smite has no effect, but the ability is still used up for that day. At fifth level, and at every five levels thereafter, the samurai may smite chaos one additional time per day, to a maximum of five times per day at twentieth level.
Ancestral Favor (Su): The spirits of a samurai’s ancestors take an active interest in his preservation, as he brings great honor to his family. At second level, the samurai gains a bonus equal to his Wisdom modifier (if positive) on all saving throws.
Weapon Focus: At second level, the samurai gains Weapon Focus as a bonus feat. He may select only from the following three weapons: katana, wakizashi, or longbow.
Zen Archery: At third level, the samurai gains Zen Archery as a bonus feat.
Zen Insight (Ex): The samurai’s meditations upon the virtues of bushido have granted him an improved understanding of the world around him. Once per day, he may apply his Wisdom modifier as a circumstance bonus to any skill check for one of his class skills. He gains an additional use of this ability every five levels.
Iajutsu (Ex): Samurai train in the art of iajutsu, the ability to strike before one’s opponent. At fifth level, the samurai gains the ability to always make a move action and a single attack at his highest base attack bonus in the surprise round, even if he would be otherwise unable to act.
Bonus Feat: At sixth level and again at fourteenth level, the samurai may choose one feat from the fighter’s list of bonus feats.
Axiomatic Weapon (Su): Any weapon wielded by a samurai of sixth level or higher is treated as lawfully-aligned for the purpose of overcoming damage reduction.
Weapon Specialization: At seventh level, the samurai gains Weapon Specialization in the weapon in which he selected Weapon Focus.
Greater Weapon Focus: At eleventh level, the samurai gains Greater Weapon Focus as a bonus feat in the weapon in which he selected Weapon Focus.
Kami’s Grace (Su): As the samurai progresses down the path of virtue, the kami take a special interest in him. At twelfth level, the kami grant the samurai the ability to add his Wisdom modifier to either his Strength, Dexterity, or Consitution score. Activating this ability is a free action. This ability may be used once per day. Its effect lasts for one minute per class level.
Inspire Greatness (Su): A samurai’s noble devotion to the code of bushido is an inspiration to all those around him. Beginning at thirteenth level, a samurai may use a standard action to inspire greatness in one of his allies once per day, enabling that ally to perform deeds of heroic virtue. To inspire greatness, the samurai must speak, and the ally must be able to hear him. The ally gains two temporary hit dies (d10s), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. These bonuses remain in effect as long as the ally and the samurai are both participating in the same battle. For every three samurai levels after thirteenth, the samurai can inspire greatness in one additional ally (i.e. a 19th-level samurai may inspire greatness in three allies). All allies must be inspired at the same time.
Greater Weapon Specialization: At fifteenth level, the samurai gains Greater Weapon Specialization in the weapon in which he selected Weapon Focus.
Ex-Samurai: A samurai who ceases to be lawful or who commits a grave act of dishonor loses all of his class features and may no longer progress in the samurai class. He regains his class features and the ability to progress as a samurai if he atones for his violations (see the atonement spell, page 201 of the Player’s Handbook), assuming that his lord allows him to atone. Some lords believe that only ritual suicide can cleanse a disgraced samurai of his dishonor.
Like a member of any other class, a samurai may be a multiclass character, but multiclass samurai face a special restriction. A samurai who gains a level in any other class may never again advance as a samurai, although he retains all of his current samurai abilities. The way of the samurai demands constant adherence to the code of bushido.
Samurai
Known for their matchless bravery and strict code of honor, the samurai were the noble warriors of feudal Japan. In a fantasy setting, the samurai brings that courage and honor to the service of a lord, general, or other leader. A samurai’s honorable actions in combat inspire his allies and bring the blessings of his ancestors and other spirits.
Characteristics: Samurai focus on the use of the daisho, a matched set of katana and wakizashi, and the longbow. They are fierce warriors, though they lack the versatility of a fighter. Samurai dedicate themselves to serving a feudal lord and upholding the code of bushido, and they are known as paragons of lawful behavior.
Alignment: Bushido, the code of the samurai, demands strict obedience to its standards of behavior and honor. Only lawful characters can adhere to this code and call themselves samurai.
Game Rule Information
Abilities: Samurai who focus on the use of their daisho find Strength to be the most important ability. Those who prefer archery benefit from a high Dexterity. The extra hit points granted by a high Constitution are important to samurai, who often find themselves on the front lines in battle. Many of the samurai’s class abilities are based upon his Wisdom, as upholding the code of bushido requires a calm and dedicated mind.
Alignment: Any Lawful
Hit Die: d10
Class Skills: The samurai’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge: History (Int), Knowledge: Nobility and Royalty (Int), Ride (Dex), and Sense Motive (Wis).
Skill Points: 2 + Int modifier
Attack Bonus: As Fighter
Good Save: Fortitude and Will
Class Features: All of the following are class features of the samurai.
Weapon and Armor Proficiency: A samurai is proficient with all simple and martial weapons as well as al types of armor, but not with shields.
Daisho Proficiency (Ex): In combat, a samurai favors the katana (masterwork bastard sword) and wakizashi (masterwork short sword). Many samurai receive an heirloom set of these weapons, known as the daisho. Due to their familiarity with the katana, samurai receive Exotic Weapon Proficiency (bastard sword) as a bonus feat.
Smite Chaos (Su): Once per day, a samurai may attempt to smite chaos with one normal melee attack. He adds his Wisdom bonus (if positive) to his attack roll and deals one extra point of damage per samurai level. For example, a 13th-level samurai armed with a katana would deal 1d10+13 points of damage, plus any additional bonus for a high Strength or magical effects that would normally apply. If the samurai accidentally smites a creature that is not chaotic, the smite has no effect, but the ability is still used up for that day. At fifth level, and at every five levels thereafter, the samurai may smite chaos one additional time per day, to a maximum of five times per day at twentieth level.
Ancestral Favor (Su): The spirits of a samurai’s ancestors take an active interest in his preservation, as he brings great honor to his family. At second level, the samurai gains a bonus equal to his Wisdom modifier (if positive) on all saving throws.
Weapon Focus: At second level, the samurai gains Weapon Focus as a bonus feat. He may select only from the following three weapons: katana, wakizashi, or longbow.
Zen Archery: At third level, the samurai gains Zen Archery as a bonus feat.
Zen Insight (Ex): The samurai’s meditations upon the virtues of bushido have granted him an improved understanding of the world around him. Once per day, he may apply his Wisdom modifier as a circumstance bonus to any skill check for one of his class skills. He gains an additional use of this ability every five levels.
Iajutsu (Ex): Samurai train in the art of iajutsu, the ability to strike before one’s opponent. At fifth level, the samurai gains the ability to always make a move action and a single attack at his highest base attack bonus in the surprise round, even if he would be otherwise unable to act.
Bonus Feat: At sixth level and again at fourteenth level, the samurai may choose one feat from the fighter’s list of bonus feats.
Axiomatic Weapon (Su): Any weapon wielded by a samurai of sixth level or higher is treated as lawfully-aligned for the purpose of overcoming damage reduction.
Weapon Specialization: At seventh level, the samurai gains Weapon Specialization in the weapon in which he selected Weapon Focus.
Greater Weapon Focus: At eleventh level, the samurai gains Greater Weapon Focus as a bonus feat in the weapon in which he selected Weapon Focus.
Kami’s Grace (Su): As the samurai progresses down the path of virtue, the kami take a special interest in him. At twelfth level, the kami grant the samurai the ability to add his Wisdom modifier to either his Strength, Dexterity, or Consitution score. Activating this ability is a free action. This ability may be used once per day. Its effect lasts for one minute per class level.
Inspire Greatness (Su): A samurai’s noble devotion to the code of bushido is an inspiration to all those around him. Beginning at thirteenth level, a samurai may use a standard action to inspire greatness in one of his allies once per day, enabling that ally to perform deeds of heroic virtue. To inspire greatness, the samurai must speak, and the ally must be able to hear him. The ally gains two temporary hit dies (d10s), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. These bonuses remain in effect as long as the ally and the samurai are both participating in the same battle. For every three samurai levels after thirteenth, the samurai can inspire greatness in one additional ally (i.e. a 19th-level samurai may inspire greatness in three allies). All allies must be inspired at the same time.
Greater Weapon Specialization: At fifteenth level, the samurai gains Greater Weapon Specialization in the weapon in which he selected Weapon Focus.
Ex-Samurai: A samurai who ceases to be lawful or who commits a grave act of dishonor loses all of his class features and may no longer progress in the samurai class. He regains his class features and the ability to progress as a samurai if he atones for his violations (see the atonement spell, page 201 of the Player’s Handbook), assuming that his lord allows him to atone. Some lords believe that only ritual suicide can cleanse a disgraced samurai of his dishonor.
Like a member of any other class, a samurai may be a multiclass character, but multiclass samurai face a special restriction. A samurai who gains a level in any other class may never again advance as a samurai, although he retains all of his current samurai abilities. The way of the samurai demands constant adherence to the code of bushido.