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View Full Version : [3.5] Samurai PEACH



MGuy
2009-07-23, 02:25 PM
Samurai: This is a class was made with the idea of creating a kind of style similar to whats in the ToB. I've poured over a number of OA books and churned out the styles. I've modeled the styles like I did the Noble Paths that I made for the overhauled Noble Class. Both are inspired by The Star Wars Saga Edition set up.

HD: 1d10

Skills:

Crab:
Climb, Craft, Intimidate, Knowledge: History, Knowledge: Local, Perception, Profession, Sense Motive, Swim

Crane:
Acrobatics, Craft, Escape Artist, Knowledge: Geography, Perception, Perform, Profession, Sense Motive, Swim

Dragon:
Climb, Escape Artist, Knowledge Arcana, Knowledge History, Knowledge Planes, Perception, Perform, Spellcraft, Use Magic Device

Phoenix:
Appraise, Diplomacy, Heal, Knowledge Arcana, Knowledge Religion, Perception, Perform, Profession, Use Magic Device

Lion:
Climb, Craft, Intimidate, Knowledge Nobility, Perception, Profession, Sense Motive, Survival, Swim

Scorpion:
Acrobatics, Bluff, Disguise, Escape Artist, Intimidate, Perception, Sense Motive, Sleight of Hand, Stealth

Unicorn:
Acrobatics, Appraise, Diplomacy, Handle Animal, Knowledge Nature, Perception, Profession, Ride, Survival

Raiden:
Acrobatics, Climb, Craft, Diplomacy, Knowledge Geography, Perception, Profession, Sense Motive, Stealth

Iaijitsu:
Acrobatics, Craft, Diplomacy, Escape Artist, Intimidate, Knowledge History, Knowledge Nobility, Perception, Sense Motive

Shadow:
Acrobatics, Bluff, Disguise, Escape Artist, Intimidate, Knowledge Planes, Perception, Sense Motive, Stealth

Skill Points: 2+Int

Weapon Proficiency: Simple and Martial

Armor Proficiency: Light, Medium, and Shields

Base Attack Progression: Good (As Fighter)

Good Saves: Fort/Will (as Fighter)

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

1st|
+1|
+2|
+0|
+2|Ancestral Weapons, Ki Pool, Way of The Warrior

2nd|
+2|
+3|
+0|
+3|Way of The Warrior

3rd|
+3|
+3|
+1|
+3|–

4th|
+4|
+4|
+1|
+4|Way of The Warrior

5th|
+5|
+4|
+1|
+4|–

6th|
+6/+1|
+5|
+2|
+5|Way of The Warrior

7th|
+7/+2|
+5|
+2|
+5|–

8th|
+8/+3|
+6|
+2|
+6|Way of The Warrior

9th|
+9/+4|
+6|
+3|
+6|–

10th|
+10/+5|
+7|
+3|
+7|Way of The Warrior

11th|
+11/+6/+1|
+7|
+3|
+7|–

12th|
+12/+7/+2|
+8|
+4|
+8|Way of The Warrior

13th|
+13/+8/+3|
+8|
+4|
+8|–

14th|
+14/+9/+4|
+9|
+4|
+9|Way of The Warrior

15th|
+15/+10/+5|
+9|
+5|
+9|–

16th|
+16/+11/+6/+1|
+10|
+5|
+10|Way of The Warrior

17th|
+17/+12/+7/+2|
+10|
+5|
+10|–

18th|
+18/+13/+8/+3|
+11|
+6|
+11|Way of The Warrior

19th|
+19/+14/+9/+4|
+11|
+6|
+11|–

20th|
+20/+15/+10/+5|
+12|
+6|
+12|Way of The Warrior[/table]

Ancestral Weaponry: All Samurai begin play with two masterwork Ancestral Weapons (selected at character creation). As the samurai gains levels they may awaken the abilities of (upgrade) the weapon, adding enchantment bonuses and special abilities depending on the level.
At any time, a samurai may retreat to a temple or shrine and spend time in prayer in order to awaken the ancestral spirits in Ancestral Weapons. This requires a sacrifice of valuable items and gold worth the amount shown on the table below.
This sacrifice does not have to be gold-the character can sacrifice magic items or other goods worth the required amount, rather than selling his goods (at half value) to pay for the sacrifice. The samurai must meet the minimum character level (including any prestige class levels) shown on the table, and he must spend one day per 1,000 gp sacrificed in the shrine or temple (or whatever place that seems appropriate). During this time, he must spend at least 8 hours each day kneeling before his ancestors and his weapons, not stopping to eat or rest . Many samurai request the assistance of a shugenja (or whomever is appropriate) in this process, but a shugenja is not required.
The values shown on the table are the total value of sacrifice required to bring a single weapon to the listed weapon bonus. (IE) If a samurai already has a +3 katana, he can raise it to a +4 katana by sacrificing 14,000 gp and spending two weeks in prayer. If the same samurai wanted to bring his masterwork wakizashi to a +1 wakizashi, he would have to sacrifice 2,000 gp. Before a samurai's ancestral sword becomes a +1 weapon, it is an ordinary masterwork weapon in every way. Its latent supernatural powers do not cause it to be considered a magic weapon until those powers are awakened .
A samurai who loses his ancestral swords is dishonored until he can recover them. He cannot enhance any other weapon in this way.
Additionally a samurai is always treated as having proficiency (or Exotic Weapon Proficiency) with his selected weapons.

{table=head]Weapon Bonus|Total Sacrifice Required|Minimum Character Level

+1|
2000gp|
4th
+2|
8,000 gp|
7th
+3|
18,000 gp|
9th
+4|
32,000 gp|
11th
+5|
50,000 gp|
13th
+6*|
72,000 gp|
14th
+7*|
98,000 gp|
15th
+8*|
128,000 gp|
16th
+9*|
162,000 gp|
17th
+10*|
200,000 gp|
18th[/table]
*A weapon can't actually have a bonus higher than +5 . Use these lines to determine price when special abilities are added in . Example: A samurai who has a +4 katana can transform it into a +4 thundering katana with a sacrifice of 40,000 gp, since thundering is a special ability equivalent to a +2 bonus.

Ki Pool: A Samurai retains a pool of ki. They retain a number of ki points a day equal to 1/2 their level plus their Wisdom modifiers. Before making any attack roll, skill check, or saving throw, you may spend a ki point, as a free action 1/round, to gain a +2 on your roll. you may also spend a point to gain a +2 ki bonus to your armor. You may not spend more than 1 point this way per round (Though other abilities may allow you to do so, ki bonuses always stack with other ki bonuses).
Ki points cannot be spent while frightened or panicked. Ki points are recovered after a full 8 hour rest . All abilities that use these points are considered extraordinary abilities unless otherwise noted.
This Ki Pool does not stack with other ki pools. When entering or coming from a class with a ki pool the levels of the classes stack with this one for the purposes of determining the number of ki points per day.

Way of the Warrior: There are various Warrior paths a samurai may take. At the start of each warrior path is a Way of the Sword. At 1st level a Samurai selects a path. They receive the Way of the Sword for that path at first level. At second level and every 2 levels thereafter you may select an ability from that path or take a bonus feat. The available bonus feats available depends on the path. A Samurai must meet the prerequisites for any bonus feat taken. You may go into more than one path but you must always take the Way of the Sword of every path you take before you can gain abilities from that path.


Crab-Emphasize heavy armor, great fortitude, and toughness.
Bonus Feats:
Armor Proficiency (heavy), Endurance, Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Exotic Armor Proficiency, Great Fortitude, Greater, Tower Shield Proficiency, Diehard, Improved Shield Bash

Outside the PHB:
Armor Specialization (PHB2), Improved Toughness (CWar), Monkey Grip (CWar), Overwhelming Assault (PHB2), Stalwart: +4 to resist Bullrush, Overrun, and Trip, Active Shield Defence (PHB2), Steadfast Determination (PHB2), Improved Buckler Defence (CWar), Improved Toughness(Cwar), Shield Charge (CWar), Shield Slam (CWar), Shield Sling (PHB2), Shield Specialization (PHB2), Crutal Strike (PHB2), Cometary Collision (PHB2), Slay (PHB2), Close-Quarters Fighting (CWar), Heavy Armor Optimization (RoS), Heavy Armor Optimization (RoS)


Way of the Crab: You are proficient in heavy armor. Your normal speed and maximum speed are unaffected by armor. Your Max Dex in heavy armor is increased by one and the armor check penalties are reduced by one. This feat counts as Heavy Armor Proficiency for the purposes of meeting the prerequisites for other feats.


Hida Armor: Can spend ki point, as a swift action, to add double their Con bonus as an insight bonus to AC.
-Hida is as Stone: Adds triple Con bonus to AC
-Hida is as Steel: Gain damage reduction 2/- (can be taken multiple times to improve DR by 1)


Transcend the Mountain: Double Strength score when determing carrying capacity and strength based skill checks.
-Hida Strength: Can spend a ki point, as a swift action, to add Con bonus as insight bonus to attack and damage rolls made this round.
-Hida's Rage: Can spend a ki point as a swift action to fly into rage (as barbarians rage) costs 1 ki point/round to maintain.
-Greater Hida's Rage: May sacrifice hitpoints to deal extra damage (+1d6 damage/2hp sacrificed). You may not sacrifice more hp then your Constitution Modifier on any one attack,


Fear the Mountain: Can spend a ki point as a swift action to add their Constitution bonus to Intimidation checks.
-Skin of the Mountain: Gain a +1 to natural armor. May be taken multiple times to increase the bonus by 1.
-The Mountain Does Not Move: When Struck you may use 2 ki points and make a fort save (DC equal to damage taken) to negate the damage.
-Hard as the Mountain: Gains a permanent +2 in Constitution score. May be taken multiple times. Bonuses provided by this ability can never exceed your Samurai level/2 rounded down.
-The Mountain Does Not Fall: You may, as an immediate or free action, spend a ki point to ignore the effects of dazed, disabled,dying,fatigued, nauseated,paralyzed, staggered, stunned, and unconscious. Dying characters do not lose hp from bleeding while using this ability. Characters who reach -10 hp die, This feat does not end the status effect, it merely suppresses it.


Will of the Mountain: Use Con bonus on will saves


Crane-Emphasizes speed, movement, and agility.
Bonus Feats:] Acrobatic, Agile, Combat Reflexes, Dodge (Mobility, Spring Attack), Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Initiative, Lightning Reflexes, Run.

Outside the PHB: Brachiation (Cadv), Dash(Cwar), Fleet of Foot(CWar), Roofwalker(RoD), Flick of the Wrist(CWar), Evasive Reflexes (ToB) , Bounding Assault (PHB2), Combat Tactition (PHB2), Expeditious Dodge (RotW), Melee Evasion (PHB2), Rapid Blitz (PHB2), Danger Sense (CAdv), Acrobatic Strike (PHB2), Combat Acrobat (PHB2)


Way of the Crane: Gain a +2 competence bonus to initiative checks and you are treated as having Quick Draw when wielding your ancestral weapon. This feat counts as having Quick Draw for the purposes of meeting the prerequisite for other feats.


One with the Wind: You may add your Dex bonus to attacks made with your Ancestral Weapons (even if they are not normally applicable). You are treated as having Weapon Finesse for the purposes of meeting the requirements for other feats.
-Stroke of Wind: May spend a ki point while using their ancestral weapons to add their Dex bonus to damage
-Wind Blade: When using an ancestral weapon you may increase the bonus to attack rolls given by ki point use tby 1+1/4levels. (IE +3 per point at 6th level, +4 per point at 8th).
-Luck of the Wind: May spend 1 ki point, as a swift action, to gain a +10 to the highest attack roll made that round. (only usable 1/round)
-Soul of the Wind: Gains a permanent +2 bonus to Dexterity score. May be taken multiple times. Bonuses provided by this ability can never exceed your Samurai level/2 rounded down.
-Leaf in the Wind: May spend a ki point as an immediate action after being struck to prevent 1 damage/Dexterity modifier.


Defensive Weaving: you gain an additional +1 to dodge vs targets of the dodge feat and when fighting defensively.
-Defensive Awareness: Gains Uncanny dodge. Can be taken more than once. If you do this you gain improved uncanny dodge. There after you gain trapsense as a rogue of equal level. If you have uncanny dodge or improved uncanny dodge from other classes taking this counts as if you have taken it once (for uncanny dodge) or twice (for uncanny dodge) before.
-Combat Dive: You gain Improved Evasion. This can be taken again to gain Improved Evasion. It can be taken again to gain Defensive Roll (works as rogue's ability) If you have Evasion or Improved Evasion from another class taking this ability counts as if you have already taken it once (for Evasion) or twice (Improved Evasion) before.


Defensive Refocus: Can as a swift action while making a total defense action spend a ki point to move up in the initiative count. You are then treated as if they rolled a 20 on the initiative check.
-Sudden Strike: You gain a +2 to attack against anyone whose initiative total is lower than yours as long as you are wielding your ancestral weapons.
-.Burst of Speed: You may spend a ki point to gain a +4 bonus to your initiative check at the beginning of any combat. Additionally you may refocus as a move action.
-Hoturi's Speed: May, as a free action, spend a ki point to reroll one missed attack roll. (only usable 1/round)
-Speed of Kami: If your initiative check is higher than your opponent's by 10 or more you may use a ki point (1/round) to gain an additional attack at your highest bonus against that opponent.


Moving the Shadow: Can spend ki point to gain dodge bonus vs a single opponent equal to the opponent's armor check penalty to AC.


Hoturi's Poise: May add 1/2 Samurai level to Balance/Escape Artist checks


Dragon-Teaches two-weapon fighting, unarmed combat, and fighting against magic.
Bonus Feats: Improved Unarmed Strike (Improved Grapple, Deflect Arrow, Snatch Arrow, Stunning Fist). Improved Shield Bash, Quick Draw, Two Weapon Fighting (Two Weapon Defense, Improved Two Weapon Fighting, Greater Two Weapon Fighting), Improved Natural Attack (Though it is in the Monster Manual)

Outside of the PHB: Dual Strike(Cadv), Greater Two Weapon Defense (CWar), Improved Two Weapon Defense (CWar), Oversized Two-Weapon Fighting (CAdv), Two-Weapon Pounce (PHB2), Two-Weapon Rend (PHB2), Defensive Throw (PHB2), Clever Wrestling (CWar), Eagle Claw Attack (CWar), Earth's Embrace (CWar), Flying Kick (CWar), Roundabout Kick (CWar), Versatile Unarmed Strike (PHB2), Superior Unarmed Combat (ToB), Snap Kick (ToB), Pin Shield (CWar)


Way of the Dragon: When fighting with your two Ancestral weapons at the same time (one in each hand) you are treated as having Two Weapon Fighting. You count as having Two Weapon fighting for the purposes of meeting the prerequisite for other feats. Alternatively you may designate one weapon and your unarmed strike as your ancestral weapons. If this is done you gain Improved Unarmed Strike and Weapon Focus (Fist). Using your unarmed strike counts as part of (or completely) wielding your two ancestral weapons necessary for this ability.


Elemental Attunement: When making a successful save against a spell or a spell like ability with an element they may avoid all of the effects of the spell (as evasion and mettle).
-Dragon Channeling: When a spell is cast upon them they can opt to apply maximize spell to it. -Can be taken more than once to add Empower to any spell cast on you.
-Dragon's Talons: Upon successfully striking a caster or creature with spell-like abilities you may immediately expend one ki point to make the victim your target. If your target attempts to cast a spell/manifest a power/use a spell-like ability you may force the creature to make a concentration check equal to the damage done+the level of the spell. If they fail their spell automatically fails. This last until the end of your next turn. You may only mark any one target once in a round.
-Dragon's Skin: You gain spell resistance equal to 15 plus your character level.
-Dragon's Teeth: Upon successfully striking an opponent you may expend 2+ ki points upon striking an enemy to prevent the victim from casting spells for a number of rounds equal to 1+1/every 2 additional ki points used.


One with the Sword: If you are using your two ancestral weapons you gain a +2 bonus to attack that may be distributed to either weapon as the user sees fit. This bonus increases by +1 every 3 levels.
-Daisho Stance: You gain a +1 shield bonus to AC (+1/3levels).
-Niten: When using your two ancestral weapons you may gain an additional +2 (+1/4levels) shield bonus to AC on any round that you do not use your offhand weapon to attack. If utilizzing this you suffer no penalty to their primary weapon attack rolls.
-Togashi's Technique: When using your two ancestral weapons you may gain 2 extra attacks a round at your highest Bab to your full attack action. All of your attacks suffer a -5 penalty and this may not be used in conjunction with Improved Two Weapon Fighting. You are treated as if you have Improved two Weapon Fighting for the purposes of meeting the prerequisite for other feats.


Dragon's Eyes: You may use this feat to focus your attention on one opponent within 5ft. if this opponent is invisible ethereal, or concealed you may attack him with no penalty or miss chance. If you are unaware of an invisible or ethereal creature within 5ft you automatically become aware of them. This is an extraordinary ability.


Tail of the Dragon: Your off hand attacks gain the same Strength bonus to damage as if they were your primary hand. All off hand weapons are treated as if they were light weapons for the purposes of determing the TWF penalty.



Lion-Emphasizes power, ferocity, and strength of will.
Bonus Feats: Endurance (Diehard), Combat Reflexes, Improved Initiative, Iron Will, Power Attack (Cleave, Great Cleave, Improved Bullrush, Improved Overrun, Improved Sunder), Toughness

Outside of the PHB: Improved Toughness (CWar), Daunting Presence (LM), Goad (CAdv), Monkey Grip (CWar), Overwhelming Assault (PHB2), Death Blow (CAdv), Lunging Strike (PHB2), Prone Attack (CWar), Leap Attack (CAdv), Powerful Charge (and Greater, Eb), Close-Quarters Fighting (CWar), Defensive Sweep (PHB2), Hold the Line (CWar), Improved Combat Reflexes (CWar), Robilar's Gambit (PHB2), Brutal Strike, Cometary Collision (CWar), Flay (PHB2). Intimidating Strike (PHB2) , Kiai Shout (CWar), Greater Kiai Shout (CWar)


Way of the Lion: You gain a +2 competence bonus to your attack roll if your opponent has any armor/natural bonus to AC. Your total bonus may not exceed the total bonus gained by that armor/natural armor bonus. Additionally you gain Power Attack as long as you are wielding your ancestral weapon. You are treated as having Power Attack for the purposes of meeting the prerequisite for other feats.


Lion's Roar: Can spend a ki point as an immediate action to make an intimidate check opposed by the target's Will. If successful the target loses one attack that round.
-Lion's Pride: You gain a +2 insight bonus to attack rolls when you (and your allies) are outnumbered.
-The Lion's Claws: Can spend a ki point immediately after missing an attack to sacrifice a later attack that you are allowed to make this round to gain a +5 on the current attack. Can use more than 1/round. The effects are cumulative.
-Lion's Fury: You may, as a swift action, spend a ki point to double their strength bonus to attack/damage this round.
-Lion's Ferocity: If you succeed on a melee attack by an amount greater than what is needed to succeed, you gain half the difference (rounded up) as a bonus to your next attack roll against the same opponent in the same round. If this is not used before your next turn the bonus is lost.


Lion's Readiness: +2 to all Stealth and Perception checks
-Lion's Hunt: Can spend time observing an unwary opponent. For every round spent observing you may add +2 on your next attack against that opponent. (max +10)
-Lion's Pounce: Can spend a ki point to gain 1 extra attack on any opponent that is denied their dexterity modifier this round. (only usable 1/round)
-Lion's Rage: When making a full attack action you may elect to make one attack with such speed that it strikes as if the opponent were flat-footed.
-Lion's Sacrifice: Can elect to lose your Dexterity bonus to AC for the round in order to make an extra attack as part of a full attack action at your highest attack bonus.


Lion's Eyes: (Bab 1+) You become immune to fear effects and give allies within 10ft a +4 bonus on saves vs fear effects.


Lion's Courage: You are immune to fear and all allies within 10ft gain a +4 save vs fear
-Lion's Grace: Add Charisma modifier to all saves.
-Lion's Presence: You may spend a ki point as a standard action to produce a fear effect in a ten foot radius (+10ft/5 level). The effect works as the Fear spell and lasts a number of rounds equal to your level. (DC: 14+Charisma modifier) This is an extraordinary ability.
-Lion's Soul: gains a permanent +2 to Strength. May be taken multiple times. Bonuses provided by this ability can never exceed your Samurai level/2 rounded down.
-Lion's Insight: If your power attack misses but would have hit had you not taken the attack penalty you may opt to lose the bonus damage and your strength bonus to damage in order to successfully hit.



Phoenix-Emphasizes mental, spiritual training, and the importance of protecting others.
Bonus Feats: Alertness,Heavy Armor Proficiency. Blind-Fight, Combat Reflexes, Endurance, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Initiative, Iron Will, Improved Shield Bash, Tower Shield Proficiency, Quick Draw

Outside of the PHB: Indomitable Soul (PHB2), Communicator (CArc), Insightful (CArc), Necropolis Born (CArc), Night Haunt (CArc),Soul of the North (CArc), Spell Hand (CArc), Combat Intuition (CAdv), Hear the Unseen (CAdv), Eyes in the Back of Your Head (CWar), Active Shield Defense (PHB2), Agile Shield Fighter (PHB2), Improved Buckler Defense (CWar), Shield Charge (CWar), Shield Slam (CWar), Shield Sling (PHB2), Shield Specialization (PHB2), Shield Ward (PHB2), Quick Reconnoiter (CAdv), Keen-Eared Scout (PHB2), Armor Specialization (PHB2), Heavy Armor Optimization (RoS), Greater Heavy Armor Optimization (RoS)


Way of the Phoenix: While Wielding your Ancestral Weapon you may spend any number of void points on a single attack, saving, or skill roll. In addition You gain 2 bonus ki points.


Phoenix's Consumption: gain additional +3 ki points. Can take multiple times to gain more points. This can be taken multiple times. The effect stacks.
-Phoenix's Mercy: Spend a ki point as a swift action to heal a touched ally a number of damage equal to the remaining ki points.
-Phoenix Channeling: You may spend a ki point to help or hinder any spell that targets you. You may increase/decrease the effective caster level by one/point used. If the spell level is reduced to 0 you cancel the spell.
-Eternal Guardian: You can spend 1 ki point as a move action and designate one ally within 10ft. For that round (as long as you are concious and not attacking that ally) you grant that ally Damage reduction 10/+1. You can spend more ki points to increase it to 10/+2, 10/+3, etc.


Power of Self: Can spend 1 ki point to gain 1d6 temporary hp. Can spend more ki points to increase the die used. (IE. 2 ki points for 1d8) the temporary hp lasts for 1 hour.
-Wings of Glory: Can spend a ki point as a free action to shift 2 spaces. (usable 1/round)
-Dancing with the Elements: Gain a +2 to saves vs spells/spell-like effects. (Can take multiple times the effects stack)
-Blaze: Can spend a ki point as a swift action to gain haste for this turn. (usable 1/round)
-Way of Fire: You can spend a ki point as a swift action to gain your maximum ki point total as a deflection bonus to AC. This bonus may be no greater than twice your character level.


One With All or Nothing: You may spend a ki point as a free action to apply your highest ability modifier (instead of the regular ability modifier) to any skill.attack, damage, or saving roll. (can only be done once a round)
-Fire of the Soul: can spend a ki point to add Wisdom modifier to attacks and damage this round.
-Flash Fire: You may spend 2 ki points at the beginning of a combat round to prevent yourself from being flat-footed. You may also use a ki point in reaction to an effect that denies you your Dex modifier to AC, effectively negating the effect, This does not prevent helplessness.
-Fire's Blessing: Permanent +2 to Wisdom. May be taken multiple times. Bonuses provided by this ability can never exceed your Samurai level/2 rounded down.


Eye's of the Phoenix: You may use this feat to focus your attention on one opponent within 5ft. if this opponent is invisible ethereal, or concealed you may attack him with no penalty or miss chance. If you are unaware of an invisible or ethereal creature within 5ft you automatically become aware of them. This is an extraordinary ability.


Mark of the Phoenix: You may spend a ki point to attune yourself to a living person/creature within 20ft. Thereafter you may spend more ki points to know their general direction from you. The feeling is only general and doesn't reveal anything beyond their general direction from you. Unwilling targets can make a Will save (DC: 10+1/2 your level+ Cha) to resist the effect. The effect lasts until you designate another target.This is a supernatural ability: Additionally you may spend a ki point to take damage for the marked if they are within 30ft.



Scorpion-Emphasize mobility, stealth, and dirty fighting.
Bonus Feats: Acrobatic, Agile, Blind- Fight, Combat Reflexes, Deceitful, Dodge (Mobility, Spring Attack), Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Initiative, Lightning Reflexes, Persuasive, Quick Draw, Stealthy, Weapon Finesse

Outside of the PHB: Brachiation (Cadv), Dash(Cwar), Fleet of Foot(CWar), Roofwalker(RoD), Flick of the Wrist(CWar), Evasive Reflexes (ToB), Combat Tactition (PHB2), Expeditious Dodge (RotW), Melee Evasion (PHB2), Rapid Blitz (PHB2), Acrobatic Strike (PHB2), Combat Acrobat (PHB2) , Spectral Skirmisher (PHB2), Death Blow (CWar), Arterial Strike (CWar), Concussion Attack (CSco), Crossbow Sniper (PHB2), Deafening Strike (CSco), Disemboweling Strike (CSco), Eldritch Erosion (CWar), Hamstring (CSco), Head Shot (CSco), Impeding Attack (CSco), Merciful Strike (CSco), Persistent Attacker (CSco), Staggering Strike (CAdv), Telling Blow (PH2), Throat Punch (CSco), Cunning Evasion (PHB2), Fade Into Violence (PHB2), Acrobatic Strike, Combat Acrobat (PHB2), Tumbling Feint (PHB2).


Way of the Scorpion: You may add your Intelligence Modifier to initiative checks as well as your Dexterity modifier. You may deal +1d6 damage upon targets that are denied their Dex bonus to AC. This works in all ways as (and stacks with) Sneak Attack as the rogue ability. You count as having Sneak Attack for the Purposes of meeting the prerequisite for other feats.
-Deadly Strike: Inflict an additional 1d6 damage to opponents who are denied their Dex bonus to armor. This ability works as (and stacks with Sneak Attack). Can be taken multiple times to add additional dice.


Scorpion's Venom: You gain Poison Use as the assassin ability. You also gain a +8 to sleight of hand checks made to conceal a weapon. Any time you Quick Draw a weapon, and in the same turn, use it against opponents who have not seen it you deal an extra 1d6 damage. This only works once per enemy. Creatures of animal intelligence or lower and creatures immune to critical hits are immune to this ability.
-Opportunistic: May spend a ki point as a swift action to gain another attack against an opponent that is denied their dexterity bonus this round.
Stolen Secrets: May spend a ki point as an immediate action, may then make one ability or spell that you have seen before fail automatically. (usable 1/round)


Scorpion's Trick: Can feint as a move action. Gain +2 on the attampt vs humanoids. If successful you gain a +2 on the next attack roll.
-Scorpion's Claw: You gains Improved Disarm even if you don't meet the prerequisites.
-Scorpion's Secrets: Gain a permanent +2 to Intelligence. May be taken multiple times. Bonuses provided by this ability can never exceed your Samurai level/2 rounded down.
-Strike at the Tail: If you successfully disarm your opponent in melee you may attack that opponent using the same attack bonus you used in the disarm attempt. You may alternatively use this attack to catch the weapon you disarmed in your offhand. You may only use this technique 1/round.
-The Pincers Hold, The Tail strikes: If you successfully feint in combat and attack your opponent while he is denied their Dex bonus to AC the attack automatically is a critical threat.
-Strike First, Strike Last: You may spend a ki point as an immediate action to gain a +4 on initiative. Additionally as an immediate action, if you move before your opponent, you can spend a ki point to deal an extra 1d6 damage to a single strike. This stacks with sneak attack though it can be used even against creatures immune to critical hits. Can spend an extra ki point to add another 1d6 though you cannot add more than 1/2 your level of extra dice.



Unicorn-Emphasize mounted combat, mounted archery, and an affinity for animals.
Bonus Feats: Alertness, Animal Affinity, Skill Focus: Ride, Skill Focus: Handle Animal, Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge)

Outside the PHB: Improved Mounted Archery (CWar), Coordinated Strike (CWar)

Way of the Unicorn: This skill counts as Mounted Combat and provides all the same benefits. Additionally you gain a +2 circumstance bonus from higher ground to all attacks while mounted.

Shinjo's Blessing: You gain a special animal companion. This may be a war dog (wolf), a falcon (hawk), or a steed (light or heavy warhorse). These act as normal animals of their kind except they have +2 HD, an Intelligence score of 6 , Evasion and an empathetic link (range 1 mile) with their master. With training you can command it empathetically. You may take this feat multiple times (Max 3). Each time it is taken the previous companion gains +2 HD and a +1 to Int along with Improved Evasion. The animal is otherwise treated as a magical beast. If a companion dies you must wait a month before it can be replaced. you can only receive a single steed in this way.
-Master of Steeds: Gain twice your Dex bonus to Ride checks. May take again to reduce the penalties for Mounted archery by 2. Additionaly you may make a ride check and use the result in plac of a reflex save while mounted (this benefit applies to both you and your mount. Also you may double all higher ground bonuses against opponents on foot.
-Shinjo's Steed: You may select once of your animal companions or your mount. It gains +10ft to its movement speed. ll your companions/mount gain +2 HD and +1 Intelligence. This ability may be taken multiple times.
-Legacy of Shinjo: May make an attack of opportunity to anyone who anyone who attacks you in melee while you are mounted. (You get only your regular amount of AoOs a round)
-Way of the Rider: Your steed counts as having a huge build. Works as Large build but huge sized (IE natural attacks count as being 1 size larger). Additionally all your animal companions gain+2 HD and +1 Intelligence. May be taken multiple times. Each time it is taken you apply the relevant larger build to another animal companion.


Raiden-Specializes in dominating the field with ranged attacks.
Bonus Feats: Combat Expertise (Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack), Improved Initiative, Mounted Archery, Point Blank Shot (Far Shot, Precise Shot, Improved Precise Shot, Rapid Shot, Many Shot, Shot on the Run)m Quick Draw, Rapid Reload,

Outside of the PHB: Able Sniper (RotW), Brutal Throw (CAdv), Crossbow Sniper (PHB2), Deadeye Shot (PHB2), Defensive Archery (RotW), Grenadier, Improved Rapid Shot (CWar), Penetrating Shot (PHB2)m Plunging Shot (RotW), Power Throw (CAdv), Ranged Disarm (CWar), Ranged Pin (CWar), Ranged Sunder (CWar), Sharp Shooting (CWar), Throw Anything (CWar), Zen Archery (CWar)

Way of the Storm: While wielding an Ancestral Weapon you gain Point Blank shot. In addition you you gain another ability depending on the type of ranged weapons they are.
-Bows: Your bow is always composite and adjusts to your Strength modifier. You gain a deflection bonus to AC depending on the size of the bow while using them. (Short: +2, Long: +1 Great: +1 Shield Bonus)
-Crossbows/Slings: Automatically reload themselves. Can be fired without aiming as a swift action. You lose your base attack bonus to the attack.
-Darts, Shuriken, Etc:- You are treated as having Quick Draw with them and you always have as many as you intend to throw in any given round. (Cannot be sold or separated from their holster without intent to use or upgrade)
-Javelins, Throwing Axes, Etc: Automatically return to your hand after each use. This is a supernatural ability that cannot e stopped by any means. You may also mentally call it to your hand, if it is within 30ft, as a swift action.


Steady Clouds: Can, as a swift action, spend a ki point and take a penalty up to your Bab to AC and add the same to all attacks made that round.
-Blazing Rain: Gain a +2 to all damage rolls made with Ancestral Weapons. Counts as Weapon Specialization. Does not Stack with weapon Specialization.
-Power of the Storm: Can spend a ki point as a swift action to add class level to strength for 1 round.
-Dark Clouds: Gain a +2 bonus when attacking with your Ancestral Weapons. This counts as Greater Weapon Focus.
-Piercing Rain: May spend 1 ki point per attack to allow each ranged attacks to ignore damage reduction.
-Searing Rain: You gain a +4 bonus on all damage rolls made with your Ancestral Weapons. This counts as Greater Weapon Specialization and does not stack with it.
-Lightning Strike: May spend a 2 ki point/ranged attack. Each ranged attack that you spend it on takes the form of a 30ft line. You may make 1 attack against all creatures in a line.
-Acid Rain: You may pay 2 ki point/ranged attack. Each ranged attack that you spend this on ignores a creatures DR.


Iaijutsu: Emphasizes Striking first, striking fast, and striking last. This style may only be taken by those who choose a one hand bladed weapon as their Ancestral Weapon.
Bonus Feats:Alertness, Blindfight, Combat Expertise(Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack), Combat Reflexes, Dodge (Mobility, Spring Attack), Improved Initiative, Weapon Finesse

Outside of the PHB: Brachiation (Cadv), Dash(Cwar), Fleet of Foot(CWar), Roofwalker(RoD), Flick of the Wrist(CWar), Evasive Reflexes (ToB) , Bounding Assault (PHB2), Combat Tactition (PHB2), Expeditious Dodge (RotW), Melee Evasion (PHB2), Rapid Blitz (PHB2), Danger Sense (CAdv), Acrobatic Strike (PHB2), Combat Acrobat (PHB2)


Way of the Single Blade: While wielding your Ancestral Weapon you are treated as having Quick Draw. Additionally you may shift 10ft (instead of just 5). Quick Draw in this case allows you to unsheathe and re sheathe your weapon a number of times per round as you can attack.


Iaijutsu Strike: When attacking a flat footed opponent on a surprise round you may spend ki points to add 1d6 damage to the strike. (You cannot add more d6s then twice your level)
-Strike with no Thought: You may act in a surprise round (even if both parties are aware of each other) to do nothing but draw your Ancestral Weapon and attack. Alternatively if you are caught by surprise you may spend 3ki points to act within that surprise round.
-One Strike, Two Cuts: Can spend 2ki points as an immediate reaction to striking your opponent with your Ancestral Weapon. You deal double your weapon + Strength modifier in damage. This not double extra dice added by magic, sneak attack, etc though it does include the weapon enchantment bonus and numerical bonuses like power attack. (Can only be done 1/round).
-Master Cut: Can immediately spend 2 ki points on a successful strike to deal the maximum damage. Bonus damage from criticals, sneak attack, special weapon properties, etc are calculated normally. This does apply to the extra damage added by One Strike, Two Cuts.


Flash Cut: Can spend a ki point as a swift action to add Charisma bonus to all attacks made this round.
-Complete Cut: You are treated as having Improved Sunder as long as you are wielding your Ancestral Weapon. Additionally you add your Charisma onto damage done by the Sunder,
-Tremendous Horse Cut: You may spend 2ki points upon making a successful hit with a Sunder. If you do you double the damage total done by your Sunder.
-The Deepest Cut: You gain a permanent +2 bonus to your Charisma score. May be taken multiple times. Bonuses provided by this ability can never exceed your Samurai level/2 rounded down.
-Cutting the Heavens: You may spend a 1 ki point with each attack to make it into a ranged attack (30ft range). These attacks do not receive the regular bonuses to attack and damage other than your strength score along with the weapon's enchantment bonus. Additionally your threat range increases by 5ft as long as you retain at least 1 ki point. You must spend a ki point to attack at any range beyond the normal (including attacks of opportunity).
-Splitting the Leaf: May utilize any special attacks (Including Sunder) and gain any relevant damage bonuses while using Cutting the Heavens.
-Splitting the Mountain: You may triple the damage done by Sunder attempts with which you use the Tremendous Horse Cut technique. Additionally you may deal critical damage to constructs and undead.
-Dividing the Earth: As long as you have ki points all your attacks ignore damage reduction and hardness.


On the Edge: You may add your Charisma bonus as well as you Dexterity bonus to Initiative.
-Superior Combat Reflexes: You gain a number of attacks of opportunities equal to their Dexterity and Wisdom modifier. May reroll misses one time for each provocation. Additionally you may spend a ki point immediately when an enemies attempts to tumble by you. They must make a tumble opposed to your highest attack bonus or be struck.
-Never Surrounded: May spend a ki point as a swift action make an attack against each adjacent enemy. Works as Whirlwind Attack.
-Extreme Cut: May spend a ki point if you move before all others before combat begins to double your base attack bonus for 1 round.
-Bloody Trail: If you put an enemy below 0 hp this round you may spend a ki point to gain an extra attack. You may shift before you make this extra attack. Each of these extra attacks count as a free action so you may continue to take the rest of your attacks this turn. You may do this multiple times in one round. Each additional use costs 1 more ki point than the last. (As a bit of fluff you may add in that none of your victims fall until you've made your last attack)



Shadow- Emphasizes use of the shadows, intelligence, and mystical abilities to fight the dark or the light.
Bonus Feats: Acrobatic, Agile, Blind-Fight, Combat Reflexes, Deceitful, Dodge (Mobility, Spring Attack), Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Initiative, Lightning Reflexes, Persuasive, Quick Draw, Stealthy, Weapon Finesse

Outside of the PHB: Brachiation (Cadv), Dash(Cwar), Fleet of Foot(CWar), Roofwalker(RoD), Flick of the Wrist(CWar), Evasive Reflexes (ToB), Combat Tactition (PHB2), Expeditious Dodge (RotW), Melee Evasion (PHB2), Rapid Blitz (PHB2), Acrobatic Strike (PHB2), Combat Acrobat (PHB2), Spectral Skirmisher (PHB2), Cunning Evasion (PHB2), Fade Into Violence (PHB2), Acrobatic Strike, Combat Acrobat (PHB2), Tumbling Feint (PHB2),


Way of the Shadow: You are treated as having the Weapon Finesse feat for your Ancestral Weapons even if they normally would not allow it. Additionally you may add your Intelligence or Wisdom modifier to damage with these weapons.


Grey Area: May spend a ki point to detect any evil/good aligned creatures within 50ft. Lasts 3/rounds
-Twist the Weave: May spend ki points to add a +2 bonus to stealth or bluff rolls made this round. (usable up 3 times in a round). Additionally, you may feint as a move action. This counts as having Improved Feint for the purposes of qualifying for other feats.
-Voice of the Shadows: When utilizing the dodge feat can gain their Intelligence or Wisdom in place of the normal +1. Also you may add 1/2 your class level to Intimidate Checks.
-Strength of the Shadows: May spend a ki point gain your Intelligence or Wisdom Bonus to Strength for 1 round..
-Balancing Strike: You may spend 4 ki points as a swift action. If you do your next attack becomes a smite good/evil. You may add your Intelligence or Wisdom to the Attack roll and your character level to damage.


Path of Shadows: Temporarily gain 5hp each time you kill an opponent. Additionally your creature type changes to Outsider(native)
-Kill your Weakness: Gain a +2 dodge bonus to AC (stacks) for every 10 damage suffered.
-Body of Repose: Become Immune to critical hits (sneak attack, sudden strike, etc as undead)
-Fearsome Presence: May, as a swift action, spend a ki point to produce an effect similar to the fear spell. Will save DC= to 1/2 character level + Charisma modifier
-One with the Shadow: You gain undead immunities and resistances.
-Long Shadow: As a full round action you may spend 5ki points to utilize an effect similar to Shadow Walk (the spell). While traveling within the plane of shadow you maintain some idea of where you are. Additionally you may set up special "beacons" (that can't be removed by any means but disappear upon your death) at a place you've shadow walked from. You can exit the plane at the exact locations that you've placed the beacon. You may keep a number of these equal to your Intelligence modifier. This is a Spell-Like ability and your Caster Level is equal to your Class Level.
-The Shadow Dragon: May spend 10 ki points to reanimate any creature you killed during the previous combat. This works as create greater undead as cast by a 16th level Sorcerer. Can reanimate any number of such creatures but you can only control one.


Undying Vengeance: May spend a ki point to know the exact location of any opponent within 30ft that has wounded them. These opponents lose any concealment and miss chance bonuses toward you this round.
-Strike of Vengeance: May spend a ki point as a swift action to gain a +2 to attack and damage against any opponent that has wounded you this encounter.
-Horrid Strike; May spend a ki point immediately after being struck to make an attack of opportunity against the enemy that hit you. If it hits the opponent must make a fortitude save (DC 10+ the damage that was done) or be dazed for 1 turn. Creatures immune to critical hits are immune to this ability.
-Slaughterer: Gains a +2 (cumulative) insight bonus bonus on attack and damage rolls made the next round for every creature killed by you in the current round.
-Unchained Fury: Can spend a ki point when making an attack of opportunity to strike again at the same target. Can only be done 1/target

Home in the Shadows: You may use this feat to focus your attention on one opponent within 5ft. if this opponent is invisible ethereal, or concealed you may attack him with no penalty or miss chance. If you are unaware of an invisible or ethereal creature within 5ft you automatically become aware of them. This is an extraordinary ability.



Well that's all the abilities I have so far about it. I'm open to new improvements and suggestions. I tried to make each ability a bit better then a feat. ki point usage is a major part of this. So you may want to make the feat Expanded Ki Pool available. However, allowing enduring ki to be available may be overkill with some of these abilities. Also As designed, these abilities can be used by ninjas (despite it being called ki "power" for them) and Pathfinder Monks. However, since they don't have Ancestral Weapons you might want to include a feat that allows them access to the Ways.

Expanded Ki Pool: +3 ki points to ki pool
Martial Art:(Monk level 4+, ki Pool) Your Unarmed attack and a Single Monk weapon you wield now count as Ancestral Weapons. You are treated as having Weapon Focus with them. You may from here on take Way of the Sword Abilities in place of feats.
Ninja Art: (Ninja level 1+, ki Pool) You may select two weapons to represent your Ancestral Weapon. You count as having Weapon Focus with both. You may from here on take Way of the Sword Abilities in the place of feats.

If you see something you like Please leave a suggestion/alternative. I'm Also still hedging out a code of conduct for them. I am open to suggestions for this as well.

Vaynor
2009-07-23, 04:59 PM
You might want to use spoilers and tables to make your class a bit more readable. At the very least make the titles of each path a little bigger than the others so you can tell them apart more easily.

Here's the code for a table for your class, just copy and paste:
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Ancestral Weapons, Ki Pool, Way of The Warrior

2nd|
+2|
+3|
+0|
+3|Way of The Warrior

3rd|
+3|
+3|
+1|
+3|–

4th|
+4|
+4|
+1|
+4|Way of The Warrior

5th|
+5|
+4|
+1|
+4|–

6th|
+6/+1|
+5|
+2|
+5|Way of The Warrior

7th|
+7/+2|
+5|
+2|
+5|–

8th|
+8/+3|
+6|
+2|
+6|Way of The Warrior

9th|
+9/+4|
+6|
+3|
+6|–

10th|
+10/+5|
+7|
+3|
+7|Way of The Warrior

11th|
+11/+6/+1|
+7|
+3|
+7|–

12th|
+12/+7/+2|
+8|
+4|
+8|Way of The Warrior

13th|
+13/+8/+3|
+8|
+4|
+8|–

14th|
+14/+9/+4|
+9|
+4|
+9|Way of The Warrior

15th|
+15/+10/+5|
+9|
+5|
+9|–

16th|
+16/+11/+6/+1|
+10|
+5|
+10|Way of The Warrior

17th|
+17/+12/+7/+2|
+10|
+5|
+10|–

18th|
+18/+13/+8/+3|
+11|
+6|
+11|Way of The Warrior

19th|
+19/+14/+9/+4|
+11|
+6|
+11|–

20th|
+20/+15/+10/+5|
+12|
+6|
+12|Way of The Warrior[/table]

Weapon Table
{table=head]Weapon Bonus|Total Sacrifice Required|Minimum Character Level

+1|
2000gp|
4th
+2|
8,000 gp|
7th
+3|
18,000 gp|
9th
+4|
32,000 gp|
11th
+5|
50,000 gp|
13th
+6*|
72,000 gp|
14th
+7*|
98,000 gp|
15th
+8*|
128,000 gp|
16th
+9*|
162,000 gp|
17th
+10*|
200,000 gp|
18th[/table]

Origomar
2009-07-23, 05:03 PM
Sweet zombie jesus thats alot of text.

MGuy
2009-07-23, 05:41 PM
Formatting fixed. Thnx for the help.

Vaynor
2009-07-23, 06:46 PM
It appears to have messed up my code for the weapons table, might wanna add some [/center]'s to the end bits.

MGuy
2009-07-23, 08:59 PM
Done and Done.

Lyndworm
2009-07-24, 05:35 AM
I actually like this quite a lot... It reminds me of Afroakuma's Samurai (http://www.giantitp.com/forums/showthread.php?t=90342), which I also love. I actually came very close to playing one in a game he's running, but that's irrelevant. I look forward to trying out your take on the class as well, MGuy.

A question, though;

How are class skills determined, by the first Way learned?

I really want to try out a Samurai focusing on the Ways of the Dragon, Scorpion, and Iajutsu.



This is just a thought of mine, pay no mind to my ramblings;
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Ancestral Weapons, Ki Pool, Way of the Dragon

2nd|
+2|
+3|
+0|
+3|Way of the Scorpion

3rd|
+3|
+3|
+1|
+3|–

4th|
+4|
+4|
+1|
+4|Scorpion's Trick

5th|
+5|
+4|
+1|
+4|–

6th|
+6/+1|
+5|
+2|
+5|The Pincer's Hold, the Tail Strikes

7th|
+7/+2|
+5|
+2|
+5|–

8th|
+8/+3|
+6|
+2|
+6|Way of the Single Blade

9th|
+9/+4|
+6|
+3|
+6|–

10th|
+10/+5|
+7|
+3|
+7|Iajutsu Strike[/table]

MGuy
2009-07-24, 05:43 AM
They are determined by the current Way of the Sword you're using. Which is to say that the skills that count as class skills are determined by the last technique you have acquired. That being said, changing ways (like you are doing in your thoughts) means you have effectively cross classed in regard to your skills.

-Note: I actually like the Iaijitsu style the most. It represents the epitome of what I think about when I think samurai.

Lyndworm
2009-07-24, 07:47 AM
That's kind of a cool mechanic. Iajutsu is one of my favorites as well. Scorpion is my favorite, though, I think.

LunarWolfPrime
2009-07-25, 09:51 AM
Ok only thing, I see wrong is this is 3.5 right?
Stealth and perceprion are 4e skills right?
An what the heck do you mean when it says shift?

EX. Way of the Single Blade: While wielding your Ancestral Weapon you are treated as having Quick Draw. Additionally you may shift 10ft (instead of just 5). Quick Draw in this case allows you to unsheathe and re sheathe your weapon a number of times per round as you can attack.

MGuy
2009-07-25, 09:54 AM
In the upcoming PathfinderRPG it has Stealth and Prception. I mean shift 10 ft (2 squares) instead of 5ft (1 square) I will be overhauling this class soon so postpone more comments for a while please.

LunarWolfPrime
2009-07-25, 10:16 AM
Ok, uh the only thing I would like to say now is if you are using clans from stuff like this

http://www.l5r.com/the-clans/

as a basis why did you not make a Mantis and/or a Spider one's to?

MGuy
2009-07-25, 10:39 AM
Thank you for the link. I'm actually trying to keep it as streamlined as possible. This class along with my noble and anti mage are my first attempts ever to make a class. This has been a very enlightening experience and I got some sage advice on another board to not try and make too many (the advice was actually to cut the different style trees and go for just one singular progression) So I've had to make some concessions, which I will again when I overhaul it.

LunarWolfPrime
2009-07-28, 09:16 PM
I like this class.

LunarWolfPrime
2009-09-04, 09:09 PM
bump:smallsmile::smallsmile:

MGuy
2009-09-04, 10:26 PM
Unfortunately I have stopped working on it for now. I've decided to make much larger sweeping home brew rules (like making a different setting) and am currently working on that. If you have any ideas to throw at this class feel free to post them and I'll keep them in mind whenever I reapproach it. Unfortunately none of it will be done in quite a while.

Ziegander
2009-09-04, 11:54 PM
I guess I'm the only one who can't make any sense out of The Way of the Warrior abilities.

You mention a Way of the Sword, but in none of the Ways is any ability identified as the Way of the Sword ability. Likewise, I can't tell if they are trees, and if so, what you must take before other abilities.

For example, you mention that in order to progress in any Way, you must take that Way's Way of the Sword. So, with Crab, before any of the Hida stuff can be taken, or any bonus feats can be taken, you must take... What?

After you do take a Way of the Sword, and wish to continue to master your path, can you take any of the abilities you want now, or do some have prerequisites, or what? Does Hida as Stone require Hida Armor? That would make some sense, but what about Hida as Steel, does that require Hida as Stone?

Basically, you are much too vague with many of the abilities and descriptions. Make sure everything is clear so that players can't take advantage of unwritten rules.

MGuy
2009-09-05, 10:42 AM
You aren't the only one. This is a very early version of the class. I had actually cleaned a lot of this up, and I had it in talent tree form at one point (a'la Saga Ed.) but I put this on the back burner for now. I had been working on this and 2 other classes but I only got done with one of the three before opting to heavily house rule the system (too many balance issues with the rest of 3.5) which is what I'm working on now. So don't take much of what is presented here as the final product. In the end I had cut it down to 6 styles with 3 different talent trees each (crane, dragon, phoenix were cut and some of their abilities were merged into the other styles).