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Bhu
2009-12-07, 07:29 AM
This is a work in progress as I am still fleshing out the Ki abilities:

SAMURAI

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” The entire country will soon be in the hands of your master, Lord Ieyasu. If this is so, the men who served him will no doubt hope to become daimyo by his appointment. You should know that if such feelings arise, they are inevitably the beginning of the end of one's fortunes in the Way of the Warrior. Being affected by the avarice for office and rank, or wanting to become a daimyo and being eager for such things ... will not one then begin to value his life? And how can a man commit acts of martial valor if he values his life? A man who has been born into the house of a warrior and yet places no loyalty in his heart and thinks only of the fortune of his position will be flattering on the surface and construct schemes in his heart, will forsake righteousness and not reflect on his shame, and will stain the warrior's name of his household to later generations. This is truly regrettable.”

The Samurai is a warrior noble who is supposed to accept the concept that his only purpose in life is dying in service to his Lord, or for his own honor. To accept that keeping to the ideals of honor are more important than his own life or happiness. There are many who only pay lip service to this ideal, as in any other profession in life. They make things difficult for those who do follow the Way.

You will be expected to be both a powerful warrior, and an accomplished poet or artisan. You will be expected to lead men into battle, and in turn be led by your Lord who may ask you to give your life whenever he pleases. And if your Lord is an evil and dishonorable man, following his orders to your death is still preferable in the eyes of some to disobeying him and bringing dishonor to yourself. But an evil Lord will eventually put you in the position that leads to your being dishonored regardless of what you do. At that point you may end your life, or become a Ronin. The life of a Ronin will be hard. Your old master may want you dead, your friends and relatives may disown you for the stigma of your dishonor, and finding a new Lord will be next to impossible. Since the only marketable skill you know is killing, you will likely have to become a mercenary or assassin for money.

Welcome to Hell.

MAKING A SAMURAI
If you wish to play a Samurai from the earlier days, focus on archery and horsemanship, because you’ll be called upon to use it quite often. If playing a character from the Samurai’s later days you’ll need to use a sword (or a Naginata if female). While males of the Samurai class are expected to be warriors first, and nobility second, it is the reverse for women. They are taught enough to defend the household, and nothing more. If they are better fighters than their husband they often keep this secret so as not to shame him. Later Samurai will always specialize in some particular talent to show they are more than just warriors.
Abilities: Since the Samurai is a warrior, your physical stats are expected to be good. As a Noble your mental stats will be expected to be good. Earlier Samurai are horse archers and will need Dexterity. Later Samurai who are expected to be warrior-poets will need Wisdom and Charisma to deal with other members of the Nobility. Many of your Ki Pool abilities will be based on your mental stats as well.
Races: Only civilized races who have a tendency towards a Lawful alignment produce many Samurai. Members of races who aren’t commonly Lawful are rarely accepted for training, and openly Chaotic races have no chance.
Alignment: Samurai are required to be Lawful. Most are Lawful Neutral, particularly if they follow the Code of Bushido. Lawful Good Samurai are less common, and many end up becoming Ronin, unable to reconcile their duties to their Lord with what they believe to be right. Lawful Evil Samurai are monsters, murdering anything in their path, and manipulating the system to protect themselves.
Starting Gold: Same as a Fighter.
Starting Age: Same as a Fighter.

Class Skills
The Samurai's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Geography, History, Local, Nobility & Royalty, War)(Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d10

Samurai
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special
1st|+1|+2|+0|+2|Military Training, Ki Pool, Ki Abilities
2nd|+2|+3|+0|+3|Iron Will
3rd|+3|+3|+1|+3|Imposing Presence (+4 Intimidate Checks)
4th|+4|+4|+1|+4|Military Training
5th|+5|+4|+1|+4|Iron Will
6th|+6/+1|+5|+2|+5|Imposing Presence (Staredown)
7th|+7/+2|+5|+2|+5|Military Training
8th|+8/+3|+6|+2|+6|Iron Will
9th|+9/+4|+6|+3|+6|Imposing Presence (Improved Staredown)
10th|+10/+5|+7|+3|+7|Military Training
11th|+11/+6/+1|+7|+3|+7|Iron Will
12th|+12/+7/+2|+8|+4|+8|Imposing Presence (Imposing Strike)
13th|+13/+8/+3|+8|+4|+8|Military Training
14th|+14/+9/+4|+9|+4|+9|Iron Will
15th|+15/+10/+5|+9|+5|+9|Imposing Presence (Frightful Presence)
16th|+16/+11/+6/+1|+10|+5|+10|Military Training
17th|+17/+12/+7/+2|+10|+5|+10|Iron Will
18th|+18/+13/+8/+3|+11|+6|+11|Imposing Presence (Improved Frightful Presence)
19th|+19/+14/+9/+4|+11|+6|+11|Military Training
20th|+20/+15/+10/+5|+12|+6|+12|Daimyo[/table]

Weapon Proficiencies: Samurai are proficient in all Simple and Martial Weapons, and one Exotic Weapon (please see Oriental Adventures for stats of oriental simple/martial/exotic weapons). They are proficient with all armor, and light and heavy shields, but not tower shields.

Ki Pool (Su): At 1st level the Samurai first begins to learn to channel his Ki to perform acts he would be otherwise unable to do. He may use his Ki a number of times per day equal to either his Charisma or Wisdom Modifier (whichever is greater) plus once more per day for each level of Samurai he takes.

Ki Abilities (Ex): By tapping the power of his Ki a trained Samurai can enhance his abilities in battle, in art, and in life. A Samurai learns one new use for his Ki Pool at each level if he meets the prerequisites. If a Samurai multi classes into a PrC that allows him to continue to learn Ki Abilities, he may still choose Ki Abilities from the Samurai Class list if he meets the prerequisites. At 1st level he may expend up to 1 daily use of his Ki Abilities per round. This increases to twice per round at level 6, and 3 times per round at level 13. Ki abilities are skills the Samurai has trained to perfection, and despite being more than natural, they are not vulnerable to Antimagic Fields and as such are Exceptional Abilities unless it is noted otherwise.

Military Training (Ex): The Samurai is a military occupation primarily, and players can receive training at various fighting styles as long as they remain Samurai. It gives you Bonus Feats at levels 1, 4, 7, 10, 13, 16, and 19 from the following list (you must still meet prerequisites, your Samurai Levels are considered levels in Fighter for purposes of acquiring Weapon Focus, Weapon Specialization, and related Feats): Advanced Kashima Shinto-ryu*, Advanced Ona-ha Itto Ryu*, Advanced Yagu Shinkage Ryu*, Canny Opportunist, Cavalry Charger, Choke Hold, Combat Expertise, Combat intuition, Combat Reflexes, Defensive Sweep, Earth's Embrace, Far Shot, Greater Two-Weapon Defense, Greater Two-Weapon Fighting, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Grapple, Improved Unarmed Strike, Improved Initiative, Improved Mounted Archery, Improved Precise Shot, Improved Quick Cut*, Improved Ride-By Attack*, Improved Trip, Improved Two-Weapon Defense, Improved Two-Weapon Fighting, Kashima Shinto-ryu*, Kashima Shinto-ryu Mastery*, Kiai Shout, Martial Throw, Mounted Archery, Mounted Combat, Ona-ha Itto Ryu*, Ona-ha Itto Ryu Mastery*, Oversized Two-Weapon Fighting, Power Critical, Precise Shot, Point Blank Shot, Quick Cut*, Quick Draw, Prone Attack, Ride-By Attack, Sharp-Shooting, Short Haft*, Spirited Charge, Stand Still, Sweep*, Trample, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus, Weapon Specialization, Yagu Shinkage Ryu*, Yagu Shinkage Ryu Mastery*

*New Feats detailed below.


Iron Will (Ex): At 2nd level the Samurai gains Iron Will as a Bonus Feat.

At 5th level the Samurai gains Indomitable Soul as a Bonus Feat (see PHB II).

At 8th level gains Mind over Matter. Once per round when targeted by an effect that requires a Fortitude or Reflex Saving Throw, the Samurai may opt to use a Willpower Save instead.

At 11th level the Samurai can violate his alignment if ordered to. If his Lord commands him to commit an act his alignment would not normally allow him to perform, and disobeying him would violate the Code of Bushido, then he Samurai can make a Willpower Save (DC 20) to avoid his alignment changing, and any negative effects for violating his alignment. He must seek to repent afterwards, and qualify for an Atonement spell, or after 1 week he takes the full brunt of violating his alignment.

At 14th level the Samurai gains a +4 Resistance Bonus on Willpower Saves against Mind-Affecting Effects. If a Mind-Affecting Effect would cause him to disobey his Lord or violate the tenets of Bushido at any time (for example a Charm or Compulsion spell was cast on him, and he was ordered to commit an act that either Lord or Bushido would object to) he gains a second Saving Throw to escape the effect.

At 17th level the Samurai is immune to Fear and Morale based penalties.

Imposing Presence (Su): At 3rd level you gain a +4 Competence Bonus on intimidation Checks.

At 6th level you gain the ability to Stare Down Foes, and you can Demoralize all opponents within 30’ with a successful Intimidate Check as a Move Action.

At 9th level you gain Improved Staredown, and can Demoralize opponents as a Swift Action instead of a Move Action.

At 12th level any opponent you successfully confirm a critical hit against is automatically Demoralized as if he had failed an opposed check against your Intimidate.

At 15th level you gain the ability to terrify opponents simply by drawing your sword. Whenever you draw your weapon opponents within 30’ must make a Willpower Save (Save DC is 10 plus half level plus Charisma Modifier) or become Frightened for 4d6 rounds (if they have 4 or fewer hit dice) or Shaken for 4d6 rounds if they have more than 5 hit dice, but less than your hit dice. If the Saving Throw is successful hey are immune to this Samurai’s Frightful Presence for 24 hours.

At 18th level your Frightful Presence improves. Opponents must save when you draw your sword or you attack, and if they have less Hit Dice than you they are Panicked instead of Frightened or Shaken.

Daimyo (Ex): At 20th level the Samurai has mastered his command of himself and the world around him. He may not be a leader in the literal sense of the word (i.e. he may not have officially reached Daimyo status), but he is a leader of men nonetheless. Once per round as a Swift Action he may grant himself or one Ally within 60' the ability to reroll a failed roll. If it is an Ally, he may use the Samurai's bonus for he roll if it would be higher, and if it is the Samurai himself he may use the Bonus of any Ally within 60' if it would be higher. This can be used (3 plus Charisma Modifier) times per day. If you have the Leadership Feat your Leadership score increases by an amount equal to your Charisma Modifier.

PLAYING A SAMURAI
The Code of Bushido has 7 virtues: Rectitude (a Samurai is expected to conform to the law and rules for moral conduct, and uphold integrity and justice), Courage (he is expected to risk his life in battle when it is possible to achieve something of worth, even if it means his death), Benevolence (he is expected to show mercy), Respect (he is to treat others deserving of respect with such, particularly his lord), Honesty (he must not lie or be deceitful), Honor (he is expected to behave in a dignified manner), and Loyalty (he must do as his lord commands regardless of his personal feelings on the matter). His honor and his loyalty to his Lord are supposed to mean more to him than his own life, or the lives of others. In practice, any truly good or evil Samurai finds it difficult to live up to these ideals. Good Samurai chafe at being given orders to commit evil acts just as much as evil samurai dislike being ordered to perform good acts. Despite being sworn to a life of honesty, many have a pretty good Bluff skill.
Religion: In real life Samurai followed Bushido, and to an extent Zen Buddhism. In DnD this means they are spiritual, but they don’t really worship Gods per se (though some may still practice the old Shinto religion).
Other Classes: The way a Samurai relates to other classes depends on several things. The first being, are they foreigners? If so they are subject to immediate distrust, and possible open hostility. They will never be truly accepted by all, no matter how often they prove themselves. If they aren’t foreigners the question is “What is their station relevant to mine?” If of a lower station the Samurai can pretty much do anything they like, including openly murdering them if they are not well liked (or their Lord will back them up). If of a higher station the Samurai is almost required to be deferential, as he can be asked to kill himself if he is considered to have disgraced himself too much.
Combat: There are several combat styles open to Samurai. The traditional one is an armored archer on horseback, which eventually gave way to an armored man with a sword. Women of Samurai households were taught knife and spear fighting, and many male Samurai learned polearms as well. Many learned exotic fighting styles or weapons as a means of gaining an advantage over opponents by using a weapon or form which wasn’t well known.
Advancement: How a Samurai advances depends entirely on the whims of his Lord in theory. A Daimyo could order a Samurai to take a specific position, and if he ever wishes to have a better position (or at least retain what he has), he’d better do it well. Many Lords will be pragmatic enough to put a Samurai where his strengths will be best used, but particularly evil nobles will use promotion to rid themselves of honest men.

SAMURAI IN THE WORLD
“One who is samurai must, before all things, keep constantly in mind, by day and by night....that he has to die”.
In real life the Samurai were warriors hired by the nobility to fight their battles for them. They began as little more than paid mercenaries known as Saburai (meaning “those who serve”), and were thought of as barbarians by their condescending masters. Eventually the nobility began to rely on them more and more, and the Samurai evolved into a class of warrior nobility themselves. While they were expected to live their life by the ideals of the Bushido code (although that name wasn’t used until late in their existence), and were even socially ostracized if it was perceived that they hadn’t, the demands of their position meant that living up to that ideal would be extraordinarily difficult. A Samurai was expected to be benevolent and show mercy, but the law stated that he could simply kill anyone of a lower station who insulted him. He was also expected to commit ritual suicide if his honor had been tarnished beyond repair or he had lost a battle and would have to surrender, but there are many writings of the time suggesting that the Samurai were no less pragmatic than any other warrior on a battlefield. Theirs was a twisted life where their lord could order them to die, and they would be expected to comply. Failing to do so meant his family would suffer along with him.
Daily Life: You will always be busy. When you aren’t training men under you to wield a sword, you are learning to refine your own skills under a teacher better than you, or honing your ability at music or poetry to better your social life in some manner other than killing. At any moment your Lord can ask you to perform some task, and you must hop to it, and hope the task is actually achievable. The easiest way for enemies to get rid of you is to dishonor you, or cause you to fall from favor, Always keep your eyes open, and trust no one.
Notables:
Organizations: The Samurai are members of the middle and upper classes, and richer ones own large farms or command armies for the government. All Samurai belong to a military organization of one clan or another. By taking the Leadership Feat and doing well in battle a PC could open his own swordsmanship school, or be promoted to General someday.

NPC Reaction
Samurai tend to make people nervous, particularly if they are peasants. They’re allowed to kill any peasant who insults them, and some Samurai are notoriously easy to insult (i.e. Lawful Evil). Nobles above them aren’t supposed to have to fear the Samurai’s anger, but in practice there’s damn little stopping a determined one from killing a member of the ruling class either if he plans it well. Other Samurai even tend to regard Samurai they don’t know with distrust, always wondering if they’ll have to kill him at some point.

SAMURAI IN THE GAME
Roleplaying the old ideal of a Samurai will be difficult as it will ask of players to do things they would normally never do: set aside their own desires. They will have to follow the orders of their Lord, even if he is a disagreeable stain on the face of humanity, and be polite and respectful while doing so. Most people roleplay to relieve stress, and Samurai lived highly stressful lives. The class isn’t for everyone.
Adaptation: The Samurai is intended for campaigns with oriental flavor, but with some work it can be adapted to different settings. It’s basically a nobleman warrior, and by using different combat styles and optional class abilities it can be used to mimic fighters from different settings.
Encounters: PC’s will tend to encounter Samurai as leaders (or embers) of military units, lords of various domains, or perhaps bounty hunters assigned to bring them in for trial (or bring back your head if you aren’t cooperative). Many also run farms, schools of swordsmanship, or retire to monasteries if their career has been blemished.



EPIC SAMURAI

Hit Die: d10
Skills Points at Each Level : 4 + int
Ki Pool The Epic Samurai gains 1 additional daily use of his Ki Pool for every Epic Level. He does not gain new Ki abilities except as Epic Feats.
Bonus Feats: The Epic Samurai gains a Bonus Feat every 3 levels higher than 20th


EX-SAMURAI
If a Samurai's master dies, or he is dismissed from his service for whatever reason (usually disgrace), or he becomes of an Alignment other than lawful (which is likely to cause his dismissal), the Samurai is supposed to commit seppuku. If he does not, and chooses to live, he can no longer take levels in the Samurai class, and becomes a Ronin (taking levels in the Prestige Class of the same name, or some other class). If he is accepted as a Samurai again, he can continue to once again take levels in this class.



Short Haft
You are adept at refocusing the reach of your weapon
Prerequisites: Weapon Proficiency with any Reach Weapon.
Benefits: Once per round, you may change the reach of your weapon from it's normal Reach to 5 ft. as a Free Action.

Sweep
You are skilled at tripping opponents with your Naginata or Yari.
Prerequisites: Improved Short Haft, Improved Trip
Benefits: Whenever you successfully strike your opponent with your Naginata or Yari you immediately get a Trip Attempt as a Free Action. If the Trip fails your opponent does not get a Trip attempt against you.

Improved Ride-By Attack
You have excelled at attacking masses of infantry on horseback.
Prerequisites: Ride-by Attack, Spirited Charge, BAB +12
Benefits: When mounted and using the Charge Action you may make a separate attack against each opponent within range that you pass. You may not make more attacks per round than you would normally make with a Full Attack, and you take a -2 on each attack roll.

Quick Cut
You are capable of doing nasty damage if you get the initiative.
Prerequisites: Quick Draw
Benefits: On the first combat turn when you draw your sword using the Quick Draw Feat, and if you attack before your opponent, you automatically threaten a critical hit.

Improved Quick Cut
You are capable of disabling an opponent if you get the initiative
Prerequisites: Quick Cut, Improved Initiative, BAB +10
Benefits: When using your Quick Cut Feat you gain a Circumstance Bonus to Attack and Critical Confirmation rolls equal to (your initiative total minus theirs), or your Level divided by 5, whichever is greater.


School Feats


Ona-ha Itto Ryu
Even when you are surprised foes find you to still be dangerous.
Prerequisites: BAB +4, Exotic Weapon Proficiency (Katana), Eyes in the Back of Your Head
Benefits: Your opponents do not gain the +2 Bonus for Flanking you even if you are Flat-Footed. If you are attacked in a Surprise Round in which you did not successfully sense the enemy or while Flat-Footed you gain an Attack of Opportunity against that opponent. However you are still considered Flat-Footed and Denied your Dexterity Bonus to AC until you can act normally on your next turn.


Advanced Ona-ha Itto Ryu
Assassins find you to be a very difficult target...
Prerequisites: BAB +12, Combat Expertise, Combat Reflexes, Ona-ha Itto Ryu
Benefits: You keep your Dexterity Bonus to AC, even whole Flat-Footed (but not when immobilized). When making only a single attack with a sword instead of a Full Attack you gain a Circumstance Bonus to Attack and Damage rolls equal to your Wisdom Modifier or your Level divided by 5 (whichever is greater).



Ona-ha Itto Ryu Mastery
You have slain opponents with a single blow.
Prerequisites: BAB +24, Advanced Ona-ha Itto Ryu, Improved Critical (Katana), Power Critical (Katana)
Benefits: You may elect to make a single strike with a sword as a Full Attack. This strike does four times its normal damage. In other words if you normally do 1d6+2 with your short sword you do 4d6+8 when making this attack. If you successfully critical while making this strike you apply the critical multiplier as well (i.e. in the case of the short sword you would do 8d6+16). If you do more than 50 points of damage with this attack (whether it successfully criticals or not) your opponent must make a Fortitude Save (DC is 10 plus half Hit Dice plus Str Modifier) or die immediately.


Yagyu Shinkage Ryu
Winning must come at any cost.
Prerequisites: BAB +4, Power Attack, Must be proficient with the following weapons: Katana, Wakizashi, Bo Staff, and Shuriken.
Benefits: Whenever you perform a Power Attack, you gain a Bonus on Critical Confirmation rolls equal to the penalty you took for the Power Attack Feat.


Advanced Yagyu Shinkage Ryu
One must learn to adapt to and anticipate ones opponent to be a truly great fighter.
Prerequisites: BAB +12, Combat Expertise, Combat Intuition, Yagyu Shinkage Ryu
Benefits: The Bonus to attack rolls you get from your Combat Intuition feat increases to +2, and it also applies to damage rolls. Also, you gain a +2 Circumstance Bonus against any opponent who has missed you at least once in an encounter for the duration of that encounter.


Yagyu Shinkage Ryu Mastery
You have learned to surprise opponents by throwing your sword like a spear.
Prerequisites: BAB +24, Advanced Yagyu Shinkage Ryu, Brutal Throw, Power Throw
Benefits: You may use any sword you are proficient with as a ranged attack weapon with a Range Increment of 10. In addition, any weapon specific Feats (such as Weapon Focus, Improved Critical,etc.) that you can use with your Katana may also be used with your Wakizashi and the Bo Staff and vice versa. Whenever you successfully strike a Flat-Footed opponent you may use one of your ki abilities without expending a daily use of your Ki Pool.


Kashima Shinto-ryu
You have learned to strike with the butt of your weapon.
Prerequisites: BAB +4, Close-Quarters Fighting, Two Weapon Fighting
Benefits: When wielding a polearm you may strike with the butt of your weapon as though it were a double weapon, doing 1d6 bludgeoning damage. You may also do bludgeoning damage when wielding a sword by striking with the hilt (which also does 1d6 bludgeoning damage).


Advanced Kashima Shinto-ryu
You may deliver attacks to weak points by hitting your opponent with the haft of your weapon.
Prerequisites: BAB +12, Kashima Shinto-ryu, Stunning Fist, Weakening Touch
Benefits: You may now use the Feats Freezing the Lifeblood, Pain Touch, Stunning Fist, and Weakening Touch by hitting opponents with any bludgeoning weapon (including the hilt of your sword or the haft of a polearm or spear). once you gain access to those Feats.


Kashima Shinto-ryu Mastery
Armor is virtually useless against you as you can always find it's weak points.
Prerequisites: BAB +24, Advanced Kashima Shinto-ryu, Combat Expertise, Improved Feint
Benefits: When you successfully Feint in combat, you may opt to deny your target his Armor Bonus to AC instead of his Dex Bonus.



Ki Abilities

Improved Point Blank Shot
Prerequisites: Point Blank Shot
Benefits: When using your Point Blank Shot Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and the Bonus from the Feat is equal to your Dexterity Modifier (instead of +1) for the remainder of this round.


Greater Point Blank Shot
Prerequisites: Point Blank Shot, Improved Point Blank Shot
Benefits: When using your Point Blank Shot Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and for the remainder of this round your Ranged attacks do not provoke Attacks of Opportunity.


Greater Precise Shot
Prerequisites: Precise Shot
Benefits: When using your Precise Shot Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and for the remainder of this round your Ranged attacks ignore Shield or Armor Bonuses to AC.


Ultimate Precise Shot
Prerequisites: Precise Shot, Greater Precise Shot
Benefits When using your Precise Shot Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and for the remainder of this round your Ranged attacks automatically threaten a critical if they successfully hit.


Improved Far Shot
Prerequisites: Far Shot
Benefits: When using your Far Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and for the remainder of this round the maximum range of your Ranged attacks are doubled.


Greater Far Shot
Prerequisites: Far Shot, Improved Far Shot
Benefits: When using your Far Shot Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and for the remainder of this round your Ranged attacks do not take to hit penalties based on what range increment your opponent is in.


Improved Mounted Archery
Prerequisites: Mounted Archery
Benefits: When using your Mounted Archery Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and for the remainder of the round you take no attack penalties unless your mount is running, and even then the penalty is only -2.


Greater Mounted Archery
Prerequisites: Mounted Archery, Improved Mounted Archery
Benefits: When using your Mounted Archery Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and for the remainder of the encounter you take no attack penalties unless your mount is running, and even then the penalty is only -2.


Weapons Training
Prerequisites: Weapon Focus
Benefits: By expending one daily use of your Ki Pool as a Free Action you gain a Bonus on all attacks this round made with a weapon you have the Weapon Focus Feat for equal to your Level divided by 5 or your Charisma Modifier (Whichever is greater).


Improved Weapons Training
Prerequisites: Weapon Focus, Weapons Training
Benefits: As per Weapons Training, but you apply the bonus to all attacks you make that round whether you have the Weapon Focus Feat for them or not.


Greater Weapons Training
Prerequisites: Improved Weapons Training, Weapon Focus, Weapons Training
Benefits: As per Improved Weapons Training, but the Bonus lasts for the duration of the encounter instead of a single round.


Weapons Training Mastery
Prerequisites: Greater Weapons Training, Improved Weapons Training, Weapon Focus, Weapons Training, BAB +12
Benefits: By expending one daily use of your Ki Pool as a Free Action you can declare any one attack with a weapon you have the Weapon Focus Feat for an automatic success, you do not need to roll to hit.


Strike Training
Prerequisites: Weapon Specialization
Benefits: By expending one daily use of your Ki Pool as a Free Action you gain a Bonus on all damage rolls this round made with a weapon you have the Weapon Specialization Feat for equal to your Level divided by 5 or your Charisma Modifier (Whichever is greater).


Improved Strike Training
Prerequisites: Strike Training, Weapon Specialization
Benefits: As per Strike Training, but you apply the bonus to all successful attacks you make that round whether you have the Weapon Specialization Feat for them or not.


Greater Strike Training
Prerequisites: Improved Strike Training, Weapon Specialization
Benefits: As per Improved Strike Training, but the Bonus lasts for the duration of the encounter instead of a single round.


Strike Training Mastery
Prerequisites: Greater Strike Training, Improved Strike Training, Weapon Specialization, BAB +12
Benefits: By expending one daily use of your Ki Pool as a Free Action you can do maximum damage with a successful attack you have made with a weapon you have the Weapon Specialization Feat for.


One Kill
Prerequisites: Power Critical, BAB +8
Benefits: By expending one daily use of your Ki Pool as a Free Action you automatically threaten a Critical with any attack made with a weapon you have the Power Critical Feat for on this round.


Improved One Kill
Prerequisites: One Kill, Power Critical, BAB +12
Benefits: By expending one daily use of your Ki Pool as a Free Action you automatically threaten a Critical with any attack made this round.


Greater One Kill
Prerequisites: Improved One Kill, Power Critical, BAB +21
Benefits: By expending one daily use of your Ki Pool as a Free Action you automatically threaten a Critical with any attack made during this encounter.


Cavalryman
Prerequisites: Mounted Combat
Benefits: By expending one daily use of your Ki Pool as a Free Action you may reduce the DC of a Ride check by -5.


Veteran Cavalryman
Prerequisites: Cavalryman, Mounted Combat
Benefits: By expending one daily use of your Ki Pool as a Free Action you may reduce the DC of a Ride check by -10.


Master Cavalryman
Prerequisites: Cavalryman, Mounted Combat, Veteran Cavalryman
Benefits: By expending one daily use of your Ki Pool as a Free Action you may reduce the DC of a Ride check by -15.


Bear Slayer
Prerequisites: BAB 3+
Benefits: By expending one daily use of your Ki Pool as a Free Action after you successfully attack an Animal, you may immediately declare that attack to be a Critical hit.


Monster Slayer
Prerequisites: Bear Slayer
Benefits: By expending one daily use of your Ki Pool as a Free Action after you successfully attack a Magical Beast, you may immediately declare that attack to be a Critical hit.


Yokai Slayer
Prerequisites: Monster Slayer
Benefits: By expending one daily use of your Ki Pool as a Free Action after you successfully attack a Monstrous Humanoid, you may immediately declare that attack to be a Critical hit.


Oni Slayer
Prerequisites: Yokai Sayer
Benefits: By expending one daily use of your Ki Pool as a Free Action after you successfully attack an Outsider with the Evil subtype, you may immediately declare that attack to be a Critical hit.


Favor of the Kami
Prerequisites: 6th level
Benefits: By expending one daily use of your Ki Pool as a Free Action you may Take 10 on any Skill Check you have ranks in instead of making the normal roll.


Improved Favor of the Kami
Prerequisites: Favor of the Kami, 10th level
Benefits: By expending one daily use of your Ki Pool as a Free Action you may Take 10 on any Skill Check you have no ranks in instead of making the normal roll.


Greater Favor of the Kami
Prerequisites: Improved Favor of the Kami, 14th level
Benefits: By expending one daily use of your Ki Pool as a Free Action you may Take 20 on any Skill Check instead of making the normal roll.


Armor Optimization
Prerequisites: BAB +3
Benefits: By expending one daily use of your Ki Pool as a Free Action you may reduce the Armor Check Penalty of whatever armor you are wearing by 2 for 1 round.


Improved Armor Optimization
Prerequisites: Armor Optimization
Benefits: By expending one daily use of your Ki Pool as a Free Action you may reduce the Armor Check Penalty of whatever armor you are wearing by 2 for the duration of the encounter, or by 4 for 1 round.


Greater Armor Optimization
Prerequisites: Improved Armor Optimization
Benefits: By expending one daily use of your Ki Pool as a Free Action you may reduce the Armor Check Penalty of whatever armor you are wearing by 4 for the duration of the encounter, or by 6 for 1 round.


Battojutsu
Prerequisites: Quick Draw
Benefits: On the first combat turn when you draw your sword using the Quick Draw Feat, and if you attack before your opponent, you may expend a daily use of your Ki Pool as a Free Action, and if you successfully damage your opponent he is still considered Flat-Footed until after your Action on the next round.


Improved Battojutsu
Prerequisites: Battojutsu, Quick Draw
Benefits: On the first turn of combat (or in the surprise round if you get the drop on your opponent) you can expend 1 Daily use of your Ki ability and your attack is considered a touch attack.


Greater Battojutsu
Prerequisites: Battojutsu, Improved Battojutsu, Quick Draw
Benefits: On the first turn of combat (or in the surprise round if you get the drop on your opponent) you can expend 1 Daily use of your Ki ability, and instead of your normal Initiative Modifier you can use your BAB to modify your Initiative.


Kyozetsu
Prerequisites: Combat Reflexes
Benefits: By expending one daily use of your Ki Pool as a Free Action when making an Attack of Opportunity you gain a +2 Bonus on the Attack and Damage rolls of any Attacks of Opportunity you make for 1 round.


Improved Kyozetsu
Prerequisites: Combat Reflexes, Kyozetsu
Benefits: By expending one daily use of your Ki Pool as a Free Action when making an Attack of Opportunity you gain a +2 Bonus on the Attack and Damage rolls of any Attacks of Opportunity you make for the duration of the encounter.


Greater Kyozetsu
Prerequisites: Combat Reflexes, Improved Kyozetsu, Kyozetsu
Benefits: By expending one daily use of your Ki Pool as a Free Action you can make Attacks of Opportunity you would normally be denied to to an opponents Feats/Class abilities for the rest of the encounter. For example, if your opponent has the Improved Grapple Feat, you may still make Attacks of Opportunity against him if he attempts to grapple you.


Bougyo
Prerequisites: Combat Expertise
Benefits: By expending one daily use of your Ki Pool as a Free Action when using your Combat Expertise Feat you may increase your Dodge Bonus to AC by +2 for the round.


Improved Bougyo
Prerequisites: Bougyo, Combat Expertise
Benefits: By expending one daily use of your Ki Pool as a Free Action when using your Combat Expertise Feat you may increase your Dodge Bonus to AC by +2 for the duration of the encounter (if you do not use the Combat Expertise Feat on any round during the encounter you still gain this Dodge Bonus).


Greater Bougyo
Prerequisites: Bougyo, Combat Expertise, Improved Bougyo
Benefits: By expending one daily use of your Ki Pool as a Free Action when using your Combat Expertise Feat you may turn any successful Critical hit you receive into a regular hit.


Keikai
Prerequisites: Eyes in the Back of Your Head
Benefits: If you are attacked while Denied your Dexterity Bonus to AC, you may expend a daily use of your Ki Pool as a Free Action to retain the Benefits of your Eyes in the Back of Your Head Feat.


Improved Keikai
Prerequisites: Eyes in the Back of Your Head, Keikai
Benefits: By expending one daily use of your Ki Pool as a Free Action opponents who are flanking you do not gain the Benefit of their Sneak Attack dice for 1 round.


Greater Keikai
Prerequisites: Eyes in the Back of Your Head, Improved Keikai, Keikai
Benefits: By expending one daily use of your Ki Pool as a Free Action opponents who are flanking you do not gain the Benefit of their Sneak Attack dice for the duration of the encounter.


Tsuyoi
Prerequisites: Power Attack
Benefits: When using your Power Attack Feat, you may expend a daily use of your Ki Pool as a Free Action to add one die to the weapon damage for that round. For example a 1d8 weapon wound do 2d8.


Improved Tsuyoi
Prerequisites: Power Attack, Tsuyoi
Benefits: When using your Power Attack Feat, you may expend a daily use of your Ki Pool as a Free Action to add one die to the weapon damage for the duration of the encounter.


Greater Tsuyoi
Prerequisites: Power Attack, Improved Tsuyoi, Tsuyoi
Benefits: When using your Power Attack Feat, you may expend multiple daily uses of your Ki Pool as a Free Action to add multiple dice to the weapon damage for one round. For example if you have a 1d8 weapon, and spend 3 uses of your Ki Pool, it does 4d8 for that round.

Bhu
2009-12-08, 07:18 AM
Hmm....not much love for the Samurai class...

I'm planning on PrC's and such too once I get it done. Has no one any thoughts?

Rennard
2009-12-08, 10:17 AM
Well, I like it. It has the feel of the OA samurai (with some of the fun from the otherwise horrible CW samurai) , but is far more customizable and powerful. It reminds me superficially of several of the fighter builds I've seen on the boards over the last year, and maybe is getting passed over due to the similarity. But I think this concept is strong, and would make the class fun to play and varied enough to accommodate multiple play styles.

Balance is not my area of expertise, I'm sorry to say, so I'm not much help there. But I'll run it past my group (optimizers par excellence) and see what they say.

Edit: Spelling. Need to pay more attention when I type...

Cieyrin
2009-12-08, 03:59 PM
I see a few things so far that make me raise an eyebrow, like specifying when you get new Ki abilities, as I have no idea currently how many I get or what levels I get them or whether they're feats or not.

Another thing is the Military Training progression, with the order of some of the feats earned. Like Infantry Archer, getting Improved Precise Shot so late that it won't matter in the slightest. Switching out Sharpshooting for Improved Precise makes more sense, as Sharpshooting obsoletes with Improved Precise and at the level you get it, it makes no sense to not get Improved Precise instead. Another is Iaijutsu getting Combat Intuition at 19th, long past when it is remotely useful. Another nitpick is with not calling Improved Short Haft as that, as it's confusing when compared to the original, as well as I'm not sure whether it's actually an improvement or not, really.

Other than that, it's powerful and useful, flavorful and something actually desirable to play. Giving them Iaijutsu Focus as a class skill would make sense as well. Good job regardless. ^_^

Them's my 2 coppers. Take as you will.

Teutonic Knight
2009-12-08, 11:27 PM
Very well done. I was working on submitting my own samurai class, but now, I don't feel like putting it up anymore. :smalltongue:

Or maybe I will, since I am also making a ronin class.

Once again, very thorough and well executed.

Might want to fix the table though.

T.G. Oskar
2009-12-09, 05:15 AM
I was also going to propose a Samurai retooling, but you've seem not only to pre-empt me, you also took some of my ideas!! (I should get one of those tinfoil hats, methinks...)

I'll still do it, given that what I propose has some relevance nonetheless...

In any case, there's a few things I'd like to point out. Specifically, the idea of using the Ranger's combat styles to deal with the Samurai. I was also planning that idea, but through an entirely different way (and mostly collapse it into Nitojutsu, Iaijutsu, Aikijutsu, Cavalry and Mounted Archery). Also, the Ki pool ...except that the Ki abilities are bizarre in execution.

Which leads to one of my troubles with it, which I believe Cieyrin pre-empted me on pointing it first. Basically, you gain one new ability each level, if you meet the prerequisites; however, you can only get up to 6 abilities in either case, given that you'll mostly seek to specialize on one side and not on the rest. Unless you take your other feats to learn the prerequisites, in which case you get more abilities than necessary. In fact, the main problem with it is that they behave as feats, rather than actual ki abilities: you could justify making them feats and calling it a day. So really, you don't get ki abilities, unless you suggest all of them are supernatural abilities. In which case...you know AMF ruins all of your plans, right? Most, if not all of these abilities are perfectly fine as extraordinary abilities.

Another thing I like, although not that much, is enhancing Intimidate. It's one of the best class abilities of the CW Samurai, hands none. I would be careful of adding this ability (given that not all Samurai have to be intimidating), but I'd still be thankful that one of the worthwhile class abilities got along.

As for the feats, some of them are apparently on the wrong path. Mostly:
--Cieyrin pre-empted me again on the positioning of Improved Precise Shot. It's too late, compared to the Ranger who gets it at 11th level. The better idea would be Point-Blank -> Precise -> Far Shot -> Improved Precise -> Imp. Critical -> Penetrating Shot -> (something else). Imp. Precise dwarfs Sharp-Shooting, and it makes sense that you can be more precise before hitting vitals with more precision or actually pull the bow in a way it hits more than one character.
--Horse Archer gets Ride-by Attack. Nice, except that the actual ability for Bows is Shot on the Run. Consider you can't charge with a ranged weapon, unless you use the weapon as an impromptu melee weapon (which means a -4 on the AB). You could give them Shot on the Run, then give them the equivalent ability for archery in order to make them useful.
--Spearman is meant to be an AoO denial character, which would be very nice...except that you don't get either Karmic Strike or Robilar's Gambit, which is the moment when you actually use that better.
--Swordsman is pretty bare-bones, except for Kiai Shout (which, for odd reasons, works like the Monk's Stunning Fist and as Quivering Palm should have worked: a Samurai class ability that other classes get at a more limited scale)
--Double Swordsman (or Nitojutsu, which isn't as close as Musashi called it but nearby) gets the defenses after the offensive abilities. Which is weird, given that it would be reasonable to make it TWF -> TWD -> OTWF -> ITWF -> ITWD -> GTWF -> GTWD. The art of using two swords, if you go through the actual schools that used it (Florentine, Musashi's Nitou Ryu) use the left hand weapon as a defensive weapon, dealing hits only when your main weapon was interrupted, and mostly serving as a method of glancing blows. Thus, it makes more sense to give it such a progression. I understand you wanted to be as close as possible to the TWF progression, but as it stood made few if little sense.
--Iaijutsu is...pretty close to the original, but aside from Iaijutsu Focus, you don't have much to do with Quick Drawing. Adding Improved Critical would have made more sense, since you want to actually make your attack deadlier from the beginning, which is the entire point of Iaijutsu (draw and cut the enemy within a single blow in order to defeat the enemy as fast as possible, since the stance and maneuver left you defenseless later on)
--Cavalry works nicely. Imp. Ride-by Attack seems to work like Bounding Assault and Rapid Blitz, except that you get all attacks already (so to speak)

My biggest qualm would be that you get too many feats, given that your ki abilities behave more like feats than like actual supernatural abiliities. With about 5-6 Ki abilities which behave like feats, and 7 actual, albeit guided, bonus feats, you have more bonus feats than a Fighter which has 11 in all of its career. That would work badly if you wish to justify your methodology, since it would imply you could do something similar with the Fighter and not have that much trouble duplicating it. I don't say it's bad, but you need to consider that, were it not because you attempted to tie up feat fixes and better feats as Ki abilities (and made them limited per day, but then again your ki pool is huge). If anything, the only actual original ability you have is the ki pool, the Iron Will enhancement (wait, that's an extra feat, so that sums up to 8 bonus feats, and Indomitable Soul makes it 9) and the Intimidate enhancements. The latter two aren't bad (it makes the Samurai a champion in resisting mental effects and even some Fort/Ref effects, and it makes the Samurai a frightening opponent), but it looks and behaves quite a lot like the Fighter.

All in all, it's a refreshing change on the Samurai. It could still improve a bit more, but it has a beautiful progression. I'm not so excited about the last ability (you could have made it a Ki ability, after all), but I think I spoke enough.

Bhu
2009-12-09, 07:45 AM
I see a few things so far that make me raise an eyebrow, like specifying when you get new Ki abilities, as I have no idea currently how many I get or what levels I get them or whether they're feats or not.

Another thing is the Military Training progression, with the order of some of the feats earned. Like Infantry Archer, getting Improved Precise Shot so late that it won't matter in the slightest. Switching out Sharpshooting for Improved Precise makes more sense, as Sharpshooting obsoletes with Improved Precise and at the level you get it, it makes no sense to not get Improved Precise instead. Another is Iaijutsu getting Combat Intuition at 19th, long past when it is remotely useful. Another nitpick is with not calling Improved Short Haft as that, as it's confusing when compared to the original, as well as I'm not sure whether it's actually an improvement or not, really.

Other than that, it's powerful and useful, flavorful and something actually desirable to play. Giving them Iaijutsu Focus as a class skill would make sense as well. Good job regardless. ^_^

Them's my 2 coppers. Take as you will.

Thanks Cieyrin. I need to redo the Feats I know, I just havent had time to look at them closely yet. I added Feats I knew each one should have and figured I could fidget with what level they actually got them with later. It is still a work in progress :smallbiggrin:

Ki Abilities arent Feats, you get one new Ki ability per level if you meet it's prerequisites. It's in the class just down from the Ki Pool listing. They're the part of the class I havent really fleshed out so well yet.

Bhu
2009-12-09, 07:46 AM
Very well done. I was working on submitting my own samurai class, but now, I don't feel like putting it up anymore. :smalltongue:

Or maybe I will, since I am also making a ronin class.

Once again, very thorough and well executed.

Might want to fix the table though.

Whats wrong with the table?

Do go ahead and post yours. Homebrew should always be seen

Bhu
2009-12-09, 07:51 AM
I was also going to propose a Samurai retooling, but you've seem not only to pre-empt me, you also took some of my ideas!! (I should get one of those tinfoil hats, methinks...)



The Feats need tweaking and it's coming. The Ki abilities are the truly unfinished bit, and I'll be working on them soon. I just wanted an idea of what people thought with what I had so far.

Ponce
2009-12-09, 08:03 AM
I have trouble accepting the idea that the Samurai really needs its own class, but good job none the less.

Latronis
2009-12-09, 08:27 AM
Ki samurai? >_>

Golden-Esque
2009-12-09, 10:02 AM
Ki samurai? >_>

Oh my, a Ki Samurai?

Cieyrin
2009-12-09, 06:55 PM
Ki samurai? >_>

Sure, why not? It's just Kensei in base class form. :smalltongue:

Latronis
2009-12-09, 08:06 PM
Strikes me as a little odd is all

Bhu
2009-12-10, 07:46 AM
Ki samurai? >_>

Of the several martial arts making use of Ki in their philosophy/training some forms of karate and Kenjutsu are among them. It's not so far fetched to make a Ki Samurai (besides the CW Samurai had Ki strike)

Also, I edited the text for Ki abilities a little. More Ki stuff coming soon, and the Feats will be tweaked as well.

Bhu
2009-12-12, 06:21 AM
Anyone have any thoughts on good sources to read for possible Ki abilities? Its hinted that Samurai who became Kensei had supernatural abilities, but I cant find anything beyond "I can kill stuff real good".

Surgo
2009-12-12, 08:55 AM
It might not be what you're looking for, but you can try the Tome Monk (http://dungeons.wikia.com/wiki/Monk,_Tome_%283.5e_Class%29) whose entire point is to do that with vaguely ki-like abilities.

T.G. Oskar
2009-12-12, 02:34 PM
Anyone have any thoughts on good sources to read for possible Ki abilities? Its hinted that Samurai who became Kensei had supernatural abilities, but I cant find anything beyond "I can kill stuff real good".

I know this will sound as shameless self-promotion, but you may consider studying my particular take on ki for the Monk (http://www.giantitp.com/forums/showthread.php?t=126346)and the Ninja (http://www.giantitp.com/forums/showthread.php?t=127673). I'm not particularly keen on how the CA Ninja worked with the ki pool, but it's nonetheless a beautiful method to grant a set of supernatural powers.

This (http://realmshelps.dandello.net/datafind/feats.shtml) site, even though it's mostly Forgotten Realms material, has a very effective database of feats dealing with how to expand the ki abilities of a Ninja. Again, they use the rough guidelines of the ki powers of the Ninja, but it can give you a good idea on how to work things out.

Now, if you want a very good idea on how a ki power should work, here's a few guidelines. First, ALL ki abilities are supernatural, without exception. This means the ki feats are unique because they are supernatural in origin, not extraordinary as usual (much like the Incarnum feats, IIRC). Also, the original guideline was to provide a special ability dealing with illusion or with evasion, that could last for 1 round per use of ki power at most. Of course, as things stand out, that kind of limitation on duration sucks badly. I decided to go out and work with half class level for all Ninja and Monk supernatural ki abilities.

As a rough estimate, a ki power should grant the user an ability similar in power to a spell of an equivalent spell level. If you grant said ability much earlier, it is reasonable to limit it to 1 round/ki point until you reach the indicated level, in which case you can extend it to 1 round per 1/2 class level/point. If the ability is notably strong, consider raising the cost: 2 points for strong abilities, 3 points for insanely strong abilities or new mechanics. Finally, work with the idea that, if you have a ki pool and a feat that requires ki power, you should treat the ki power providing class as if Ninja for purposes of duration and whatnot. The only exceptions to the rule are Ascetic Stalker and such multiclass-aid feats, which should remain Ninja/X exclusive.

Now, I also have a method that usually works for me, but that you may not wish to implement, and that is adding supernatural abilities that don't depend on ki abilities but rather are enhanced by expenditure of ki points. This serves as a great limitation for ki power, since you must keep at least one point at all times in order to use these supernatural abilities. You can decide that some abilities still work while without a ki pool.

This is a general guideline for making ki abilities that are flavorful, mechanically reasonable, and that don't behave like either feats or maneuvers (since, for all means, as ki abilities work now, you could do much more with a Warblade and calling it a Samurai). Also, ki pools should never be higher than 1/2 class level + Wis modifier. Too much, and you can pretty much spam your maneuvers at any time. Still, upon this last tidbit, I'll allow you to make the judgment call.

One more thing: that I gave you these pointers and recommendations doesn't mean I'm not giving up with my idea of a retooled Samurai. I still have unique ideas for them, after all. I'm telling you, since the ideas you've developed for your Samurai and what I have planned run parallel in many ways (except that I'm planning to work with the ki power chassis I've already developed). So don't be afraid if I "use/steal" many of your ideas; I had already thought of them (I think I mentioned that in my first post here). I'll try to be different, of course, and I will help as much as possible nonetheless.

Bhu
2009-12-14, 05:42 AM
I'm kinda trying to keep to the abilities mentioned in legend. There was a page discussing the kensei and what samurai of legend could do, but im having trouble finding it again.

Bhu
2009-12-16, 06:35 AM
Added 4 new Ki abilities

Bhu
2009-12-17, 07:21 AM
Added 3 more Ki abilities based on some stuff I found. Also saw mention of a boulder splitting samurai. Being able to cast Shatter through a sword blow maybe?

Cieyrin
2009-12-17, 07:11 PM
Added 3 more Ki abilities based on some stuff I found. Also saw mention of a boulder splitting samurai. Being able to cast Shatter through a sword blow maybe?

That's an application of Iaijutsu Focus, really. Massive damage dice or ignore Hardness, your pick.

Bhu
2009-12-19, 09:24 AM
whilst I'm looking for the Ki stuff I might as well put this up:

work in progress

RONIN

http://Picture URL

“The warrior doesn't care if he's called a beast or a dog; the main thing is winning.”

Bushido is a difficult code to follow. It stresses absolute obedience to ones Lord, and absolute honor. When ones Lord is corrupt, these ideals come into clash, and a Samurai must choose one of them. Many Samurai aren't fools, and will not take their own life at the whim of an insane nobleman when it would be throwing it away. While there is life there is hope for regaining ones honor. Assuming you can survive the killers your former Lord will obligingly place in your way as a gift for disobeying him.

Bushido also states that a Samurai who loses his master must take his own life. Many choose to find another master instead, and simply wander until they do. Others never find a master, and find a harsh new world in which they are no longer a soldier-poet, but a paid murderer that affords food and shelter by shedding the blood of other men. Few return from the psychological blow this situation causes and remain as wanderers or criminals for all their days. Some begin to enjoy it, while others strive to redeem themselves.



BECOMING A RONIN
To become a Ronin you must simply be a Samurai who has lost his Master. This can be because your Lord had his lands and title stripped from him, he was killed without an heir, or you were sent away from his service for whatever reason. It can also mean you were ordered to commit seppuku, and simply decided not to.

ENTRY REQUIREMENTS
BAB: +6
Class Abilities: Imposing Presence (Staredown)
Feats: Eyes in the Back of Your Head, Quick Cut, Quick Draw
Skills: Bluff 4 ranks, Diplomacy 4 ranks, Intimidate 4 ranks, Knowledge (Local) 4 ranks, Listen 4 ranks, Sense Motive 4 ranks
Special: Must have fled or been exiled from the service of your Lord (having fled is far more common). Usually for having disobeyed an order to commit seppuku or one that you found dishonorable, having failed in an important task, or simply because your lord has died or lost his station. Must have at least 1 level in the Samurai Class.


Class Skills
The Ronin's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, Nobility & Royalty)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level : 4 + int

Hit Dice: d10

Ronin
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special
1st|+1|+0|+2|+2|Ki Pool, Skills of Necessity
2nd|+2|+0|+3|+3|Intimidating Blade
3rd|+3|+1|+3|+3|Nintai
4th|+4|+1|+4|+4|Skills of Necessity
5th|+5|+1|+4|+4|Intimidating Blade
6th|+6/+1|+2|+5|+5|Nintai
7th|+7/+2|+2|+5|+5|Skills of Necessity
8th|+8/+3|+2|+6|+6|Intimidating Blade
9th|+9/+4|+3|+6|+6|Nintai
10th|+10/+5|+3|+7|+7|Folk Hero[/table]

Weapon Proficiencies: A Ronin gains proficiency with any one weapon he isn't already proficient with.

Ki Pool: The Ronin's class levels stack with his Samurai levels for purposes of determining how many times per day he can use his Ki Pool and for how many Ki Abilities he has learned. The Ronin also gains access to several Ki abilities not open to the Samurai (which will be detailed below).

Skills of Necessity (Ex): At various points in his 'career', a Ronin will find himself having to perform acts he once thought beneath him (or even openly criminal) to survive, and he must learn skills he would never have once considered. At levels 1, 4, and 7 he may choose 2 skills from the following list and these are now considered class skills: Balance, Disable Device, Disguise, Escape Artist, Forgery, Knowledge (Nature), Open Lock, Search, Sleight of Hand, Tumble, or Use Rope.

Intimidating Blade (Ex): As a Ronin you now make use of your abilities to intimidate others more often perhaps than you did as a noble. Beginning at 2nd level, you gain a Circumstance Bonus equal to your Charisma Modifier to all Attack rolls against any opponent you have Demoralized successfully by using Intimidate.

At 5th level if you successfully Demoralize an opponent he is Shaken for the duration of the encounter as opposed to 1 round.

At 7th level you increase the Critical Multiplier of successful Critical attacks against any opponent subject to a Fear condition (Shaken, Frightened, Panicked, etc) by 1. I.E. if your attack normally does x2 damage on a successful critical, it now does x3.

Nintai (Ex): At 3rd level if a spell effect allows for half damage/partial effect on a successful Fortitude Saving Throw, you take no Damage/Effect instead.

At 6th level if a spell effect allows for half damage/partial effect on a successful Willpower Saving Throw, you take no Damage/Effect instead.

At 9th level anytime you successfully make a Fortitude or Willpower Saving Throw, you gain a +2 Bonus against that same power/spell/effect for the next 24 hours.

Folk Hero (Ex): Deserved or not, by the time you can reach 10th level your deeds have given you a legendary reputation. Assuming your campaign uses rules on Ronin automatically being granted outlaw or second class citizen status, you have managed to become an exception to that rule. You gain double your Charisma Modifier on all Charisma Based Skill checks (and his Leadership Score if he has the Leadership Feat).

PLAYING A RONIN
You are a desperate man. Legally you aren't allowed to live in a city or be employed there until you find a new master (assuming that ever happens). This gives you almost no options for earning money outside of being a criminal, and sentences you to a life of subsistence survival at best. You'll have to leave and move far from where you are known, change your name, and even then at best you'll get the work no one else wants. You'll also need to avoid anything that could expose you or draw attention to yourself.
Combat: Ronin have many enemies. The government probably wants them dead, the criminals and mercenaries they killed while part of the nobility have relatives who'd like them dead, and the actions they have had to take to survive in their new world have probably earned them more than a little hate from someone. As a result, stealth is now part of their vocabulary. As outnumbered as they are they have little choice to rely on ambush attacks. Many learn the use of unusual weapons, or ones that they would formerly disdain so as not to stand out.
Advancement: Ronin are an individualistic lot. Some do their best to regain their former position. Some end up as criminals, and discover they enjoy no longer having to hide their true sociopathic nature. Others decide to abandon the hypocrisy of their former life, while still attempting to maintain the ideals they have always believed in (without worrying about social restrictions too implausible to maintain). A few simply resign themselves to their fate as killers, and drown their sorrows in sake and the blood of anything crossing their path.
Resources: Few Ronin have a great amount of resources. Almost all without fail are quite broke unless they are willing to become criminal and murder for hire. Ronin who become heroic can occasionally ask favors of those they are helping or have helped in the past, but for the most part you are entirely on your own.

RONIN IN THE WORLD
"It is truly regrettable that a person will treat a man who is valuable to him well, and a man who is worthless to him poorly."
To be a Ronin and not have committed seppuku upon the loss of your master is considered to be the height of shame by the nobility. Any Samurai or other noble would just as soon spit on you as look at you, and you must avoid them if you do not wish to have fights you need to avoid for fear of being arrested and executed. In some cases you are officially banned from living in cities in the hopes you will die in the wilderness, and as such the life of a criminal is impossible to avoid. It is possible to redeem oneself, but it is very rare indeed for any Ronin to once again become Samurai. Even peasants feel free to heap humiliation upon the Ronin, and most only find acceptance as Yojimbo (bodyguards), Watari-Kashi (mercenaries), monks, or assassins for the Yakuza (though some of these are less respected than feared).
Daily Life: Much of your time is spent avoiding people who want to kill you for past indiscretions, people trying to create confrontations to humiliate you (which will get you caught by your would-be killers), people who want you dead for reasons you haven't learned yet, and really just about everyone else. While still trying to earn enough to survive. Lets face it you're pretty much screwed.
Notables: Tominaga (Lawful Good Male Human Samurai 6/Ronin 6) was once a Samurai of great renown, now fallen into disrepute with the passing of his former master during a coup which tarnished his name. Running from the Law (which is now composed largely of his former masters enemies), Tominaga ekes out a living taking on risky tasks no one else will do, such as killing demons.
Organizations: Ronin rarely have any form of organization dedicated to their cause on anything other than a temporary basis (the legend of the 47 Ronin for example). Occasionally they do have a formal organization dedicated to protecting against roving bands of Ronin bandits (i.e. the Gonin Gumi), but unless they belong to a criminal or mercenary group (or are bodyguard to a particularly powerful individual) they have no real backup. Ronin are on their own.

NPC Reaction
The Ronin are almost universally despised. Samurai hate you as you're a living symbol of their potential for failure. The criminals hate you because you used to be considered as better than them while massacring them at will, and the peasants for much the same reason. Once you're no longer a Samurai you learn the world is a much harsher place for the lower castes, and they're only respectful to you while you're around. Now that you've fallen, they can freely indulge in trying to vent all their frustrations on you. Even those willing to hire you still look down on you since they know they have you by the short hairs.

RONIN IN THE GAME
The Ronin are a despised group, and any player wanting to become one will have to realize that he's in for a world of pain. Virtually everyone he encounters will feel obligated to provoke him since they know he can't fight back without risking discovery. Make sure to discuss this with the player beforehand so he doesn't feel you're singling him out.
Adaptation: This is pretty much tailored for a pretty grim, gritty campaign. Ronin aren't funny, and their lives are prime examples of bleak despair.
Encounters: Ronin can be encountered just about anywhere. Many form roving bands of highwaymen in the forests that pick on anything that comes their way, or join the Yakuza as muscle. A few of the more famous and capable become bodyguards to those rich enough to openly flout the rules of society by having a fallen Samurai as their pet killer.

Sample Encounter
EL 12: The PC's are approached by what looks like a possible brigand who asks for help in destroying a particularly disturbing cult grown up around a family of Oni.


Tominaga
Lawful Good Male Human Samurai 6/Ronin 6
Init +2, Senses: Listen +0, Spot +0
Languages Common
------------------------------------------------
AC , touch , flat-footed (+2 Dex, )
hp 78 (12 HD)
Fort +8, Ref +9, Will +10
Nintai
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +12, Grp +14
Atk Options Imposing Presence, Intimidating Blade (+2)
Combat Gear
Ki Abilities Known Bear Slayer, Improved Weapons Training, Monster Slayer, Oni Slayer, Yokai Slayer, Weapons Training,
-----------------------------------------------
Abilities Str 14, Dex 14, Con 12, Int 10, Wis 10, Cha 15
SQ Ki Pool 14/day, Skills of Necessity (Balance, Knowledge: Nature, Search, Tumble),
Feats Far Shot, Improved Quick Cut, Point Blank Shot, Precise Shot, Weapon Focus (Katana), Quick Cut (B), Quick Draw (B), Indomitable Soul (B), Iron Will (B)
Skills Balance +6, Bluff +6, Climb +6, Diplomacy +6, Hide +6, Intimidate +6, Jump +6, Knowledge (Local, Nature) +4, Listen +4, Move Silently +6, Ride +6, Sense Motive +4, Survival +4, Tumble +6
Possessions



EPIC RONIN

Hit Die: d10
Skills Points at Each Level : 4 + int
Bonus Feats: The Epic Ronin gains a Bonus Feat every 2 levels higher than 20th

EX-RONIN

Once he has been accepted by a new master (and can gain new levels of Samurai), the Ronin can no longer take levels in the Ronin Prestige Class until he has been thrown out by the aforementioned new master and is a Ronin once more.


Ki Abilities

Ability
Prerequisites:
Benefits:

Bhu
2009-12-22, 06:02 AM
THis is hell week for me. I'll have more up soon

Zeta Kai
2009-12-22, 01:21 PM
A good class deserves a good table, so here you go:

Samurai
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special
1st|+1|+2|+0|+2|Military Training, Ki Pool, Ki Abilities
2nd|+2|+3|+0|+3|Iron Will
3rd|+3|+3|+1|+3|Imposing Presence (+4 Intimidate Checks)
4th|+4|+4|+1|+4|Military Training
5th|+5|+4|+1|+4|Iron Will
6th|+6/+1|+5|+2|+5|Imposing Presence (Staredown)
7th|+7/+2|+5|+2|+5|Military Training
8th|+8/+3|+6|+2|+6|Iron Will
9th|+9/+4|+6|+3|+6|Imposing Presence (Improved Staredown)
10th|+10/+5|+7|+3|+7|Military Training
11th|+11/+6/+1|+7|+3|+7|Iron Will
12th|+12/+7/+2|+8|+4|+8|Imposing Presence (Imposing Strike)
13th|+13/+8/+3|+8|+4|+8|Military Training
14th|+14/+9/+4|+9|+4|+9|Iron Will
15th|+15/+10/+5|+9|+5|+9|Imposing Presence (Frightful Presence)
16th|+16/+11/+6/+1|+10|+5|+10|Military Training
17th|+17/+12/+7/+2|+10|+5|+10|Iron Will
18th|+18/+13/+8/+3|+11|+6|+11|Imposing Presence (Improved Frightful Presence)
19th|+19/+14/+9/+4|+11|+6|+11|Military Training
20th|+20/+15/+10/+5|+12|+6|+12|Daimyo[/table]

Ronin
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special
1st|+1|+0|+2|+2|
2nd|+2|+0|+3|+3|
3rd|+3|+1|+3|+3|
4th|+4|+1|+4|+4|
5th|+5|+1|+4|+4|
6th|+6/+1|+2|+5|+5|
7th|+7/+2|+2|+5|+5|
8th|+8/+3|+2|+6|+6|
9th|+9/+4|+3|+6|+6|
10th|+10/+5|+3|+7|+7|[/table]

Click QUOTE on this post to view the code that I used to write these tables. If you need more help making tables, then lemme know. With Excel & Notepad, making vBulletin-coded tables is quick & easy.

Bhu
2009-12-23, 07:45 AM
Thanks Zeta!! I edited them in.

Latronis
2009-12-23, 07:47 AM
I don't even bother with notepad it's that easy

Zeta Kai
2009-12-23, 04:45 PM
I don't even bother with notepad it's that easy

Yes, it's easy, but Notepad allows for efficient replacement of TAB spaces with | symbols. Otherwise, I've have to do that myself, by hand. Each table has dozens of spaces that require tedious replacement, so I learned my lesson well.

Belobog
2009-12-23, 05:02 PM
A few small things:

Short Haft has a prerequisite of Short Haft. As it is, it is impossible to gain.

The Mastery line of School feats all require a BAB of +24. This is impossible to obtain, as BAB does not increase outside of the normal twenty levels, and even with Epic levels, you only receive a standardized Attack Bonus increase, not a Base Attack Bonus increase. If I'm missing something of the class itself that would allow a BAB over +20, though, feel free to correct me.

Cieyrin
2009-12-23, 06:16 PM
The Mastery line of School feats all require a BAB of +24. This is impossible to obtain, as BAB does not increase outside of the normal twenty levels, and even with Epic levels, you only receive a standardized Attack Bonus increase, not a Base Attack Bonus increase. If I'm missing something of the class itself that would allow a BAB over +20, though, feel free to correct me.

You can in fact have a BAB higher than +20, as noted here (http://www.d20srd.org/srd/epic/basics.htm#epicAttackBonus). The difference is that Epic BAB won't increase the number of attacks you can receive beyond 4 and that it progresses the same for everybody, at least via class levels. Monster HD seems to ignore the cap, given the number of BAB 20+ monsters out there, foremost among them being Dragons and Outsiders.

Them's my 2 coppers. Take as you will.

Bhu
2009-12-24, 06:16 AM
Short Haft fixed, Cieyrin ninja'd me on the other question.

Bhu
2009-12-26, 03:06 AM
updated ronin fluff

Kensen
2009-12-26, 04:36 AM
I think your class is much better than any other samurai class I've seen so far. I especially like it that you can choose which weapon to specialize in.

Consider adding options for unarmed fighting. Jujutsu and mutodori techniques are more important for samurai, in my opinion, than two-sword fighting techniques, for example. And this comes from someone who's received some instruction in Niten Ichi Ryu kata. Actually, kodachi techniques are also important because you cannot take your long sword everywhere with you.

If you have a look at the various bugei juhappans out there, there are many more skills samurai were supposed to learn. Signaling, tactics, strategy, swimming in armor... and so on. :smallbiggrin: Just a few ideas for adding more options.

Naginata, by the way, became a women's weapon only after the biggest wars ended and it lost its importance as a battlefield weapon.

Anyway, good work, keep it up!

T.G. Oskar
2009-12-26, 08:54 PM
I think your class is much better than any other samurai class I've seen so far. I especially like it that you can choose which weapon to specialize in.

Consider adding options for unarmed fighting. Jujutsu and mutodori techniques are more important for samurai, in my opinion, than two-sword fighting techniques, for example. And this comes from someone who's received some instruction in Niten Ichi Ryu kata. Actually, kodachi techniques are also important because you cannot take your long sword everywhere with you.

If you have a look at the various bugei juhappans out there, there are many more skills samurai were supposed to learn. Signaling, tactics, strategy, swimming in armor... and so on. :smallbiggrin: Just a few ideas for adding more options.

Naginata, by the way, became a women's weapon only after the biggest wars ended and it lost its importance as a battlefield weapon.

Anyway, good work, keep it up!

There's some stuff to work out, though.

First, while it is considerable to have a short sword around, unless the samurai didn't wanted to be recognized, he'd rather use the wakizashi rather than a kodachi (heck, he'd use a tanto or aikuchi). Since that would befall under his swordsmanship training, there's little to no need to grant specialization on short sword techniques.

I agree on unarmed combat. Though, it's important to consider that jujutsu isn't the only method of unarmed combat practiced by the samurai. Aikijutsu is an equally good method, even though it stands upon a defensive, grappling style in comparison to jujutsu which is slightly more offensive.

Tactics and strategy, as well as swimming in armor and arresting techniques are the reign of feats and skills rather than ki abilities. Again, I've stated my distaste for the way ki abilities are used by this class, specifically because they are somewhere between better feats and maneuvers of limited use per day. I've stated that I like the idea (since it's something I had on mind and which I'm still working out, something I also stated), but that the ki abilities don't feel like them.

As for what's more important...consider how the samurai (the historical one) developed, and the samurai considers spear fighting (sojutsu) and archery (kyujutsu) of greater importance than sword-fighting (either single-handed, two-handed, or katana & wakizashi) or unarmed combat. I can see that unarmed combat is kinda absent.

Also, just because I found that interesting...how would Bhu address the ma'ai?

Bhu
2009-12-27, 05:00 AM
Been thinking of someway to adequately express the unarmed thing in the class.

Most of the bugei juhappan I've found on google are for ninja as opposed to Samurai

ma'ai would be difficult to incorporate into d20 as the rules are written...

tactics and strategy could be covered by Knowledge (War) I guess

as for swimming in armor, I'm adding a few new abilities :smallbiggrin:

Kensen
2009-12-27, 03:53 PM
Oh and I forgot to mention one important thing, I'm really glad to see that you're actually doing research, not making stuff up or using Hollywood myths. CW samurai was horrible. Not sure which was worse, the drawings in the book or the actual class... Just look at their te no uchi... And the swords look like Chinese or American wallhangers sold at 50 bucks.

I found a number of samurai bugei juhappans on the net a few months back when I was doing research for a tactical samurai game I was designing. It's interesting to notice how the juhappan changed over time.

Not sure if a Ronin PrC is a good idea, really. First off, employed samurai are more prestigious than their unemployed counterparts. :smallwink: Secondly, ronin still were samurai. It's a bit like adding an "unemployed" class to D20 modern.

T. G. Oskar: With kodachi techniques, I meant any techniques applicable with any curved Japanese short sword, though usually it refers to a wakizashi, or a bokuto/iaito of the size of wakizashi in many (or most?) schools of Japanese swordsmanship. Similarly, tachi just means "sword" in kendo no kata and the various schools of kenjutsu, even though tachi is also a specific kind of Japanese sword. To make things even more confusing, as far as I know, a Japanese person using the word katana may be referring to what Europeans and Americans think of when they hear the word, or any Japanese single-edged sword. So, a tachi can be a katana, or a katana can be a tachi. :smallbiggrin:

Anyway, what little I've learnt about Japanese short swords in tankendo and kodachi no kata in kendo, when you use a short sword, you move in aggressively because the person with the longer weapon has a big advantage whenever there's room to swing the weapon. This doesn't apply to D&D, however, because only reach weapons have a reach advantage in the game. Therefore it's better not address ma'ai, or you're going to have to change how combat works in D&D.

But what is great about short swords is that you have your other hand free, which means you can grab and stab. This technique (can't remember its name in Japanese) is used a lot in kendo no kata and tankendo (both kata and jigeiko). Maybe add a feat that allows you to deal damage with a light piercing weapon (instead of unarmed damage) if you manage to initiate a grapple.

Also, when you're holding only the kodachi, you usually assume a hanmi version of the normal kamae. Hanmi means that you turn your body and left foot slightly (or a lot, depending on the school) to the left, increasing your reach and making it harder for the opponent to hit you because your profile is narrower. There's a feat like this in PHB2, actually. Einhander if I remember correctly.

And yes it's true what you said about jujutsu not being the only grappling art/skill samurai use, T. G. Oskar. Improved disarm probably covers mutodori, so it may be unnecessary to add a new feat for that.

T.G. Oskar
2009-12-27, 09:10 PM
T. G. Oskar: With kodachi techniques, I meant any techniques applicable with any curved Japanese short sword, though usually it refers to a wakizashi, or a bokuto/iaito of the size of wakizashi in many (or most?) schools of Japanese swordsmanship. Similarly, tachi just means "sword" in kendo no kata and the various schools of kenjutsu, even though tachi is also a specific kind of Japanese sword. To make things even more confusing, as far as I know, a Japanese person using the word katana may be referring to what Europeans and Americans think of when they hear the word, or any Japanese single-edged sword. So, a tachi can be a katana, or a katana can be a tachi. :smallbiggrin:

Don't forget to mention there's several different names for the sword. Usually, we Westerners (considering Europe/Americas/Africa as Western countries) use the term "katana" to refer to the specific weapon, much like we use "claymore" for both the two-handed sword of the Scottish Highlanders, and also for the basket-hilted broadsword. That we have clear, I presume, since what I just stated is exactly what you mentioned.

The problem is with the used word. "Kodachi" has a pretty solid connotation to a ninja weapon, even though studies indicate samurai knew of ninjutsu (which is why Bhu found the Bugen Juhappan too similar to the Ninjutsu arts), in comparison to a "wakizashi" which is closely related to the samurai's daisho. It's mostly semantics, but it can be misleading to those who don't dig a big deeper. Otherwise, if I were to mention that I have a katana known as the Ken no Tsurugi, I'd be falling into needless repetition (katana is the type of sword, ken and tsurugi are terms used for the notion of the sword itself); I'd be saying I have the "Sword's Sword".


Anyway, what little I've learnt about Japanese short swords in tankendo and kodachi no kata in kendo, when you use a short sword, you move in aggressively because the person with the longer weapon has a big advantage whenever there's room to swing the weapon. This doesn't apply to D&D, however, because only reach weapons have a reach advantage in the game. Therefore it's better not address ma'ai, or you're going to have to change how combat works in D&D.

That's mostly going with established techniques and drawing on the line of Musashi's teachings. Consider how different that is from European use of short swords, in which the main difference is that the short sword is both a defensive (if using a florentine style of two-weapon combat) and a last resort/city use weapon (the size is perfect for crowd combat and close-quarters combat, where a sword of longer size has the slight reach advantage). Someone going with a short sword better be faster than the user of a longer weapon, or else it'll find itself cut into ribbons, pierced, or knocked silly and senseless. So, while it is a valid and serious point, it falls under common sense rather than in specialized Japanese martial arts; the main difference is the vision of the short sword in Japan in comparison with Europe.

Ma'ai, however, should be addressed. Historically, ma'ai would be mostly limited to very close distances, not farther than five feet. In D&D, ma'ai enters ground as a supernatural ability in which the practitioner knows the movement and distance of its enemy even before it enters its actual weapon range. If you limit yourself to realistic ma'ai application, of course it'll be useless. However, if you extend the notion of ma'ai (at the cost of corrupting the concept in terms of mechanics), you can make a mighty fine supernatural ability out of it. I know you like that the class isn't basing off Hollywood (and I presume you mean The Last Samurai), but that won't help Bhu's class survive against a wizard, a sorcerer, or if you want Oriental classes, a Wu Jen or a Maho-tsukai (using the OA class/PrC). For his class (and actually, any homebrew) to work, considering his use of supernatural abilities through ki, he must grant the class the ability to at least compare to, if not a Wizard or a Sorcerer, something along the lines of a Maneuver user (Warblade/Swordsage/Crusader), or a spontaneous spellcaster at best.


But what is great about short swords is that you have your other hand free, which means you can grab and stab. This technique (can't remember its name in Japanese) is used a lot in kendo no kata and tankendo (both kata and jigeiko). Maybe add a feat that allows you to deal damage with a light piercing weapon (instead of unarmed damage) if you manage to initiate a grapple.

Um...you can already do that (http://www.d20srd.org/srd/combat/specialAttacks.htm#grapple). Look at the options you get when you grapple an opponent. There's also a feat that allows you to grapple a shorter opponent with one hand (Scorpion's Grasp, IIRC). What you may want is a feat that reduces the penalty when dealing an attack with a light weapon, which I also recall existing (just that I don't recall exactly where). And even then, it would be sub-par if the samurai can't grapple effectively.


And yes it's true what you said about jujutsu not being the only grappling art/skill samurai use, T. G. Oskar. Improved disarm probably covers mutodori, so it may be unnecessary to add a new feat for that.

The problem is when you work with Aikijutsu, which is mostly defensive in nature. Aikijutsu has open-hand strikes and aggressive grapples, but it places too much emphasis on knowing how to survive those strikes (or, at least, current Aikido does). This means Aikijutsu is a defensive martial art, one that allows some sort of riposte or response to an opponent's strike. There's, as far as I know, no feat that replicates the effect of an ukemi, for example, just as there is few to no feats that actually allow you to throw your opponent overhead with a simple movement. I reckon it is hard to deal with, specifically since that works perfectly for the first 6 levels (and at times, even less!) of the game, which is when full spellcasters are still moderately defeatable. After Wizards gain level 3 spells, Druids get Wild Shape, and other full spellcasters gain their first 4th level spells, any fancy Samurai move will fail to execute properly when compared to the defenses of these classes. This is the main problem of a Fighter, which is what I feel is my only qualm surrounding this redux: the "ki" abilities are no less and no more than Samurai-only feats. You could do perhaps the same, or even more, by just making them all feats and placing at the prerequisites "Samurai level X", as well as the other prerequisites.

Consider this: by a relatively early level, a Samurai may use his Improved Point Blank Shot ki ability to exchange his bonus at 30 ft. to his Dexterity modifier. With a reasonable Dex modifier (say, 16 right from the beginning), that means a +3 to hit (effectively using Dex twice) and +3 to damage with a single hit, unless you have Rapid Shot. That's nice at first level, but when you reach 6th level, and get another attack, the Wizard may already have gotten you with a Glitterdust spell, pretty much ruining your bonus altogether. Now, let's say the Wizard didn't prepare Glitterdust for some reason: said spellcaster can go from daze, to nausea, to even straight holding, with a single move. Now, let's just say the spellcaster hasn't even prepared SoDs: let's say the Wizard is an Evoker! Full of blasty spells, banishing Conjuration (bad, bad idea) and Transmutation (even worse idea).

Then, you realize Wind Wall is an Evocation spell (http://www.d20srd.org/srd/spells/windWall.htm). At the moment when the Samurai suddenly gets the chance of using more ki attacks (let's say 6 for his level, plus 2 for a Wis of 14), and probably has more attacks (let's say the Samurai also has Greater Precise Shot). The spell still blocks your projectiles, and the best chance you have is ready one shot to prevent the caster from using Wind Wall at all. So it's back to square one. That's mostly at level 6: a spell has effectively blocked the Samurai's main attack method. The Monk, a class that's often bashed for being extremely weak, also gets a way to protect itself from arrows. So yeah, it's pretty, but as I often get irked at: it doesn't solve anything. At best, it's a bizarre in-between of a feat (which can be used always, but it's more limited in scale) and a maneuver (which can be used once per encounter or more, depending on whether you're a martial adept or not), limited only by uses of ki power per day. And whose only advantage lies on being Extraordinary attacks, which means you pretty much NEED Antimagic Field in order to work this out. But...that's bizarre, since ki power is by itself a [Su] ability, which means you can't use ki points while on an AMF.

The "ki" abilities work pretty interestingly, but for a 6th level or lower class. Any higher, and they get repelled easily. By 6th level or higher (and I can allow higher, since the idea is not to be better than a Wizard, but to be competitive on its own) you must be capable of dealing with considerable threats according to your Challenge Rating in order to survive. If you're a grappler, and your grapple checks suck compared to the grapple checks of monsters of CR equal to your ECL, your main method of survival gets crippled. If by 6th level you can't get to Large (or larger) without assistance, your grappling skills get screwed. However, if by 6th level, you have an ability that grants you the ability to treat yourself as Large (or larger) as a Supernatural ability (or heck, even Extraordinary), your grappling skills remain in play. If by 11th level you can't deny Freedom of Movement, or a teleportation action swifter than move, grapple becomes useless; again, if you gain a (Su) ability that manages to work with at least that, grapple remains equally as effective as before.

That, I say, is where ki abilities should move around. The CA Ninja, for all it gets bashed, gets some abilities right. Using ki to become invisible, even if for one round, almost at the level a spellcaster gets it makes the Ninja playable, even if they still depend on magic items and some optimization to make it work. The Samurai's ki abilities should work on those grounds: granting the character supernatural methods of remaining useful at melee despite their verisimilitude.

Kensen
2009-12-28, 05:39 AM
I know little about ninja/shinobi, their weapons and the related arts, but yeah it can be rather confusing that the same word means different things in different contexts. But the fact that martial artists practicing kendo no kata or a kenjutsu ryu pretty consistently refer to the short sword and long sword as kodachi and tachi, respectively, remains. See this article (http://en.wikipedia.org/wiki/Niten_Ichi-ry%C5%AB) on Niten Ichi, for example. If Musashi named the techniques of his school that way, I won't argue with that. :smallbiggrin: However, this is a bit off topic; it's probably prudent that I re-think my use of terminology when talking to people not familiar with the arts.

True, the thing about reach does not apply to Japanese short swords only. I have no experience in European short sword techniques, however, so I try not to talk about something I'm not familiar with. Supernatural ma'ai? Hmm not sure if you meant what I'm thinking of now, but yeah I guess it might help dealing with issues with wizards if Bhu wants to take the class to that direction.

The page about grappling says that "If you succeed, you and your target are now grappling, and you deal damage to the target as if with an unarmed strike." You can attack with a light weapon later, but normally you cannot deal damage with a manufactured weapon (armor spikes being an exception if I remember correctly) when you start a grapple. Whether the feat I suggested is a good idea or not is open to debate, of course. :smallbiggrin:

Aikido is a purely defensive art as far as I know, but I recall someone referring to aikijujutsu as "aikido's more violent cousin. I've no experience in any of these arts though, so I don't know. I'll only say that unarmed combat should not be neglected as it was much more important for samurai than some of the things Bhu has already included.

Bhu
2009-12-28, 07:27 AM
I'm working on supernatural abilities too, I just havent found any in the old legends yet cause google searches keep turning up mmo's and video games instead of what I'm looking for...

Bhu
2010-01-01, 02:36 AM
Thoughts on possible other PrC's:

Yojimbo (bodyguard)
Onna bugeisha (female warrior)
Yumitori (bowman)
Ashigaru (lightly armored infantry)
Pechin (okinawan samurai and karate fighter)
Teppo Fighter (arquebus wielding samurai, uncertain of exact term for them, think most of them were mercs)
Kenin (administrator)

Any thoughts?

Also: The martial arts apparently available to the samurai were Te (precursor to modern karate), Sumai (precursor to modern sumo wrestling), and Jujutsu. Aikido apparently didn't come around till the 1920's when it diverged from Aikijutsu (earlier versions of the art seem to resemble jujutsu with an emphasis on akemi).

Bhu
2010-01-04, 06:58 AM
Okay would you guys prefer unarmed combat as another form of military training, or as a PrC?

Bhu
2010-01-05, 07:19 AM
Te appears to have been mostly Okinawan prior to the 1800's, and Sumo was adapted for military training but doesn't appear to have been the standard, which leaves jujutsu. I'll be adding it in as a Military Training thingie today. I may scrap the way it is now and say you simply get a Bonus Feat at each of those levels for Military training and make a list of applicable Feats.

Bhu
2010-01-06, 07:02 AM
Added the Ex Samurai and Ex Ronin descriptions to their respective classes, and did some work on the Ronin as well. I need to hold off on the Ronin abilities/example NPC until I decide about Military Training. Do you guys prefer it the way it is similar to the Ranger combat focus? Or should I just make it a Bonus Feat at each applicable level form a list.

Bhu
2010-01-07, 07:14 AM
Knowledge (War)
Examples of use: Siege engines, sapping, siege tactics, strategy

This is how I've seen the Knowledge skill used elsewhere. Seem fair enough for purposes of the Samurai class or should I make up something for it?

Bhu
2010-01-09, 06:05 AM
I haven't found a way to really make the Feats for Military training work as a Combat style the way I'd like to, and I think it kinda pigeonholes the Samurai a little too. So I changed the way it works a little. I can edit in more Feats as I add schools, as people request, or as I go through the books and find ones that fit appropriately.

Bhu
2010-01-10, 05:09 AM
Ronin has 1st class ability. Anyone know if they had locks in feudal japan?

Latronis
2010-01-10, 06:47 AM
locks as in door locks and the like?

They would've had criminals so it's reasonable to assume so

Bhu
2010-01-11, 06:07 AM
locks as in door locks and the like?

They would've had criminals so it's reasonable to assume so

I was thinking more for strongboxes and such. Early Japanese houses seem a little fragile looking, and if they had locks it would be easier to break the door than the lock. I can find plenty on Chinese and Roman locks, but nothing on Japan. If there is reason for the existence of locks in Japan I was going to make Open Lock part of the Ronins new Ability.

Bhu
2010-01-12, 05:38 AM
OK apparently they did have locks. I don't suppose there's any famous Ronin I can research besides Musashi or the 47 Ronin are there?

Bhu
2010-01-14, 07:24 AM
Intimidating Blade ability is up for Ronin.

Bhu
2010-01-16, 07:55 AM
Ronin is done cept for capstone and new ki abilities.

Bhu
2010-01-19, 04:18 AM
Ronin capstone is up. Any thoughts?

Bhu
2010-01-20, 05:11 AM
YOJIMBO

Picture URL

"I'm not dying yet. I have to kill quite a few men first."

Yojimbo are bodyguards, usually Ronin who have nothing to lose. Nobles and criminals alike prefer hiring desperate men as bodyguards as it makes them easier to manipulate (or so they believe). After all their bodyguard is an outlaw, only living inside the city at their whim. If he's discovered he may be killed, and the employer can simply disavow any knowledge of his true identity.

But you get paid and fed well, particularly if you're good at killing. Because men who have bodyguards usually have more than enough enemies to warrant one, and they're often as crooked as your would be master. With a little luck you can play both sides and see to it everyone gets whats coming to them.


BECOMING A YOJIMBO
Yojimbo are typically Samurai with little to no pay who need to gain more money, or Ronin hired for their expendability.

ENTRY REQUIREMENTS
Class Abilities: Imposing Presence (Staredown)
Skills: Bluff 4 ranks, Intimidate 4 ranks, Listen 4 ranks, Sense Motive 4 ranks, Spot 4 ranks
Feats: Combat Reflexes, Improved Initiative


Class Skills
The Yojimbo's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Local, Nobility & Royalty)(Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), and Swim (Str).
Skills Points at Each Level : 4 + int

Hit Dice: d10

Ronin
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special
1st|+1|+0|+2|+2|Unarmored Warrior, Ki Pool
2nd|+2|+0|+3|+3|Born to Kill
3rd|+3|+1|+3|+3|Sneak Attack +1d6
4th|+4|+1|+4|+4|Unarmored Warrior
5th|+5|+1|+4|+4|Born to Kill
6th|+6/+1|+2|+5|+5|Sneak Attack +2d6
7th|+7/+2|+2|+5|+5|Unarmored Warrior
8th|+8/+3|+2|+6|+6|Born to Kill
9th|+9/+4|+3|+6|+6|Sneak Attack +3d6
10th|+10/+5|+3|+7|+7|A Man of Great Reputation[/table]

Weapon Proficiencies: A Yojimbo learns no new armor proficiencies, but you do learn one new Exotic Weapon proficiency.

Ki Pool: The Yojimbo's class levels stack with his Samurai levels for purposes of determining how many times per day he can use his Ki Pool and for how many Ki Abilities he has learned. The Yojimbo also gains access to several Ki abilities not open to the Samurai (which will be detailed below).

Unarmored Warrior (Ex): Since you usually have no armor (either you can't afford it, or aren't allowed to wear it if you're a Ronin) you must learn to rely on your reflexes as your primary defense. At level 1 you gain a Dodge Bonus to AC equal to your Dexterity Modifier+2 (i.e. if you have a Dex Mod of +2, you get a +4 Dodge Bonus to AC). You only get this Dodge Bonus if you are wearing Light or no armor, and have no more than a Light Load. Unlike other Dodge Bonuses you retain this while Flat-footed.

This increases by +2 at levels 4 and 7.

Born to Kill (Ex): Beginning at 2nd level if you miss with a melee attack you may expend one daily use of your ki Pool as a Free Action to re-roll that attack roll.

At 5th level when you do this you may also re-roll critical confirmation rolls. Whether re-rolling an attack roll or a critical confirmation you get a Bonus on the re-roll equal to your Charisma modifier.

At 8th level after making a damage roll, you may expend one daily use of your Ki ability to re-roll any die roll that is equal to or less than your Dexterity Modifier. For example if you attack with a No Dachi (which does 2d6), and have a Dexterity Modifier of +3, you may re-roll any attack dice that rolled a 3 or less.

Sneak Attack (Ex): At levels 3, 6, and 9 you get an extra Sneak Attack die (this is identical to the ability listed on page 50 of the PHB. This stacks with Sneak Attack dice you may get from any other source.

A Man of Great Reputation (Ex): At level 10 you have achieved fame beyond that of most men. Opponents within 60' of you are considered Shaken for the duration of their encounter with you. If you have the Leadership Feat your Leadership score increases by an amount equal to your Charisma Modifier.

PLAYING A YOJIMBO
Technically you are a bodyguard. You are there to kill anyone attempting to hire your master. In practice, you're also there to murder anyone who displeases him. If you have any scruples about being an assassin you'll have to lay them aside if you want to be a bodyguard. On the plus side, your thought of as a monster or outlaw anyway, so you can pretty much indulge in whatever eccentric behavior you like. As long as you have your employers favor you can get away with it because people already think you may be crazy anyway.
Combat: Not being a Samurai, and not having the advantage of being an outlaw, you aren't really allowed your old armor, and now have to fight without it. Sometimes you have to make do without the sword you'd prefer to use, but you've learned new weapons to make up for it. Nowadays you concentrate more on stealth than stand up fighting.
Advancement: Yojimbo rarely serve a single master for long (unless they're still Samurai), and try not to stay anywhere they've worn out their welcome which is just about anywhere they've ever been to. This makes training in anything rather difficult, but you'll get plenty of practice at killing usually.
Resources: You usually have a patron, but he expects you to make do with what you have, or be resourceful. That way he spends less on you. A few masters are less penny pinching and give you some decent equipment, but don't expect it to happen a lot.

YOJIMBOS IN THE WORLD
"Kill one or a hundred. You only hang once."
Yojimbo are universally mistrusted, hated, and feared. No one ever knows when your Lord may be offended and send you to deal with them. Most of the peasants and merchants aren't used to dealing with professional killers, and you make them nervous. Especially since many others of your kind are violent psychotics.
Daily Life: You spend the day and night guarding the life of someone, usually someone unworthy. A villain of the worst kind. Perhaps you need him alive, or just need his money. If not, perhaps you're looking to put an end to him.
Notables: Sakurambo (N Male Human Samurai 6/Ronin 4/Yojimbo 2) is a former Samurai looking for revenge on the Yakuza who cost him a job he didn't really care for. Truth be told he might just be looking for an excuse to murder someone.
Organizations: Yojimbo are loners. Ronins who have taken up lives as cheap muscle for the Gods know who. They may work for an organization (usually a Noble's administration, or a Yakuza clan), but none are dedicated to training bodyguards for the most part. Some Yojimbo are also Samurai with little in the way of pay making up for their financial lack. They will be part of their employers household and any organization attached to it, as they have less of a stigma than Ronin bodyguards.

NPC Reaction
NPC's are usually terrified of Yojimbo, especially if you're Ronin. They think of you as someone's pet assassin, and possibly a violent lunatic as well. The fact that many in your profession are also criminals or sociopaths doesn't help much.

YOJIMBOS IN THE GAME
A Yojimbo is usually required to be subservient to someone who has him at a disadvantage. Not many players typically would enjoy such a thing, so you'll want to discuss this with them before they try playing this.
Adaptation: Yojimbo are usually meant for pretty gritty campaigns. They're hired thugs sent to do the dirty work of people who need to appear socially acceptable. This doesn't imply a light hearted tone.
Encounters: Yojimbo are encountered guarding their charge, or on an errand for him. Usually an errand that portends trouble for someone.

Sample Encounter
EL 12: The PC's are guards at a simple village who have been called in the middle of the night. The Captain has summoned everyone because the entire clientele of the local gambling hall has been violently murdered. The description of the perpetrator sounds a lot like the new bodyguard of a merchant in a nearby town known for causing trouble. The PC's get the sinking feeling they'll be chosen to go interview him, and they're correct.


Name
N Male Human Samurai 6/Ronin 4/Yojimbo 2
Init +6, Senses: Listen +4, Spot +4
Languages Common
------------------------------------------------
AC , touch , flat-footed (+2 Dex, +6 Dodge, )
hp 78 (12 HD)
Fort +8, Ref +11, Will +14
Nintai
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +12, Grp +14
Atk Options Intimidating Blade +2, Sneak Attack +2d6, Born to Kill
Combat Gear
Ki Abilities
-----------------------------------------------
Abilities Str 14, Dex 14, Con 12, Int 10, Wis 10, Cha 15
SQ Ki Pool 14/day, Imposing Presence (Staredown), Skills of Necessity (Sleight of Hand, Tumble),
Feats Combat Expertise, Combat Reflexes, Eyes in the Back of Your Head, Improved Quick Cut, Quick Cut, Quick Draw, Improved Initiative (B), Indomitable Soul (B), Iron Will (B), Onna-ha Itto Ryu (B)
Skills Bluff +6, Concentration +9, Diplomacy +6, Hide +6, Intimidate +10, Knowledge (Local) +4, Listen +4, Move Silently +6, Ride +6, Sense Motive +4, Sleight of Hand +6, Spot +4, Tumble +6
Possessions



EPIC YOJIMBO

Hit Die: d10
Skills Points at Each Level : 4 + int
Unarmored Warrior At level 21 and every 3 levels thereafter your Dodge Bonus increases by an additional +2.
Sneak Attack At level 23 and every 3 levels thereafter you gain an extra die of Sneak Attack.
Bonus Feats: The Epic Yojimbo gains a Bonus Feat every 4 levels higher than 20th

Bhu
2010-01-21, 07:24 AM
Minor Yojimbo update.

Bhu
2010-01-24, 02:17 AM
OK I had a piece of my finger about the size of a pencil eraser cut out in minor surgery this week because there was something lodged in it causing an infection. I'll try keeping up with all the threads I have on the board, including this one, but right now I feel like crap and my hand is in serious pain. More updates to the Ki abilities and Yojimbo will be coming soon.

Bhu
2010-01-26, 05:15 AM
Minor fluff update to Yojimbo. Would've done more but still feeling pretty bad.

Latronis
2010-01-26, 05:31 AM
i remember one time i melted a cotton bod stick onto my belly, when i finally got around to ripping it out it was the foulest smelling grey yellow puss i'd ever seen.

I'll refrain from commenting on the new one until It's finished :P

Athaniar
2010-01-26, 06:06 AM
Nice class. Clearly, you have done a great deal of research, which makes the class seem very professional. I was thinking of posting a Samurai class of my own, but it can never be as good as this.

Bhu
2010-01-27, 07:26 AM
Nice class. Clearly, you have done a great deal of research, which makes the class seem very professional. I was thinking of posting a Samurai class of my own, but it can never be as good as this.

I'm not entirely sure it's good yet :smallwink:

It'll probably come down to playtesting to really test out the Ki abilities.

Bhu
2010-01-28, 04:57 AM
Updated Yojimbo, added two new Ki Abilities to Samurai.

Bhu
2010-01-29, 05:18 AM
Yojimbo is almost done. Just need two more class abilities and to figure out what feats I want for the prerequisites.

Bhu
2010-01-30, 07:13 PM
Im thinking of making some changes in hte way Ki abilities work and basing their effect off how successful a Concentration check is. Any thoughts?

Bhu
2010-02-02, 05:45 AM
Got all of the Yojimbo up cept the capstone.

Bhu
2010-02-04, 04:44 AM
Yojimbo is done for now so on to the next one:

ASHIGARU

http://Picture URL

“Blood is just red sweat.”

Japan's armies required lots of men to make up for the losses due to constant warfare, and an elite cadre of warrior nobles simply didn't fit the bill. Samurai were trained from birth, so the loss of even one took years to replace. Enter the Ashigaru, mercenaries who killed for pay (which was usually plundered from whoever their Master was fighting). Eventually to head off the mercenaries more brutal instincts and chaotic nature the government officially retained them as conscripts (along with the local peasantry). This stopped disloyalty and desertion, and allowed for the Ashigaru to finally receive formal training and equipment as opposed to simply having them steal weapons and armor off the corpses of the opposing army to use.

Eventually becoming professional soldiers the Ashigaru manned Japan's navies, and were responsible for siege equipment. Some rose from nothing to become the bodyguards of powerful Daimyo, or even Samurai. Looked down upon by the actual Samurai, they had less restrictions and weren't required to adhere to the Code of Bushido quite so fiercely. Many deserted their Lord if they weren't treated well, and signed on with his competition. But if they fought hard, and slaughtered enough people, they did have the dangling carrot of a reward of nobility hanging in front of their faces.

MAKING AN ASHIGARU
If you wish to play the earlier Ashigaru, concentrate on survival. You'll need skills that let you hide or disappear since you'll be getting thrown unprepared into deadly situations you have little training or experience for. Couple that with poor quality weapons, and a nobility that expects you to lay down your lives for them, and you'll quickly see that fleeing is preferable to fighting. You're just a pawn. If you're playing one of the professional Ashigaru from later periods, desertion won't be an option. Concentrate on fighting skills to keep yourself alive.
Abilities: Given your profession, high physical stats are almost a necessity. A pretty good Wisdom score will come in handy too (and Charisma if you need to bluff your way past troops when fleeing the battle).
Races: So long as they aren't barbaric tribesman, members of any civilized race will be accepted as Ashigaru if they have someone to vouch for them that their prospective Lord trusts.
Alignment: Ashigaru may be of any Alignment, though their Lords would obviously prefer they be Lawful if possible.
Starting Gold: Same as a Fighter.
Starting Age: Same a a Fighter.

Class Skills
The Ashigaru's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography, Local, Nobility & Royalty, War)(Int), Listen (Wis), Move Silently (Dex), Perform (usually Drums)(Cha), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d10

BAB Fort Ref Will Abilities
1. +1 +2 +2 +0 Military Training, Ki Pool, Ki Abilities, Samurai
2. +2 +3 +3 +0 Ambush Tactics
3. +3 +3 +3 +1 Group Tactics
4. +4 +4 +4 +1 Military Training
5. +5 +4 +4 +1 Ambush Tactics
6. +6 +5 +5 +2 Group Tactics
7. +7 +5 +5 +2 Military Training
8. +8 +6 +6 +2 Ambush Tactics
9. +9 +6 +6 +3 Group Tactics
10.+10 +7 +7 +3 Military Training
11.+11 +7 +7 +3 Ambush Tactics
12.+12 +8 +8 +4 Group Tactics
13.+13 +8 +8 +4 Military Training
14.+14 +9 +9 +4 Ambush Tactics
15.+15 +9 +9 +5 Group Tactics
16.+16 +10 +10 +5 Military Training
17.+17 +10 +10 +5 Ambush Tactics
18.+18 +11 +11 +6 Group Tactics
19.+19 +11 +11 +6 Military Training
20.+20 +12 +12 +6 Samurai

Weapon Proficiencies: Ashigaru are proficient with all Simple Weapons, and Light and Medium Armor. They are proficient with all armor, and light and heavy shields, but not tower shields. Ashigaru are also proficient with any 4 other weapons representing the farming implements they substituted for actual combat weapons, or whatever they could loot from the battlefield (or occasionally were even trained to use). Usually they fought with Yari and Yumi, though eventually many were trained with the Teppo and Pike (Nagae Yari) as well. Many were allowed to carry the Wakizashi, but not until late in the period in which they thrived were they allowed Katanas.

Ki Pool (Ex): At 1st level the Ashigaru first begins to learn to channel his Ki to perform acts he would be otherwise unable to do. He may use his Ki a number of times per day equal to either his Charisma or Wisdom Modifier (whichever is greater) plus once more per day for each level of Ashigaru he takes.

Ki Abilities (Ex): By tapping the power of his Ki a trained Ashigaru can enhance his abilities in battle, and in life. An Ashigaru learns one new use for his Ki Pool at each level if he meets the prerequisites. If an Ashigaru multi classes into a PrC that allows him to continue to learn Ki Abilities, he may still choose Ki Abilities from the Ashigaru Class list if he meets the prerequisites. At 1st level he may expend up to 1 daily use of his Ki Abilities per round. This increases to twice per round at level 6, and 3 times per round at level 13. Ki abilities are skills the Ashigaru has trained to perfection, and despite being more than natural, they are not vulnerable to Antimagic Fields and as such are Exceptional Abilities unless it is noted otherwise.

Military Training (Ex): The Ashigaru is a military occupation primarily, and players can receive training at various military skills as long as they remain Ashigaru. It gives you Bonus Feats at levels 1, 4, 7, 10, 13, 16, and 19 from the following list (you must still meet prerequisites, your Ashigaru Levels are considered levels in Fighter for purposes of acquiring Weapon Focus, Weapon Specialization, and related Feats): Canny Opportunist, Choke Hold, Close-Quarters Fighting, Combat Expertise, Combat Intuition, Combat Reflexes, Danger Sense, Defensive Sweep, Deft Opportunist, Deft Strike, Distracting Attack, Earth's Embrace, Evasive Reflexes, Expert Tactician, Far Shot, Greater Weapon Focus, Greater Weapon Specialization, Hold the Line, Improved Critical, Improved Grapple, Improved Unarmed Strike, Improved Initiative, Improved Precise Shot, Improved Quick Cut*, Improved Trip, Intimidating Strike, Kiai Shout, Martial Throw, Melee Weapon Mastery, Mounted Archery, Mounted Combat, Overwhelming Assault, Penetrating Shot, Point Blank Shot, Power Critical, Precise Shot, Prone Attack, Quick Cut*, Quick Draw, Ranged Weapon Mastery, Rapid Assault, Sharp-Shooting, Short Haft*, Stand Still, Sweep*, Telling Blow, Weapon Focus, Weapon Specialization.

Samurai: For purposes of everything except Ki Ability selection Ashigaru Levels are considered to be Samurai Levels.

Ambush Tactics (Ex): Since you aren't restricted in the use of ambushes like the Samurai are, you rely on them quite heavily. Whenever you attack an opponent Denied his Dexterity Bonus to Armor Class, or whom you flank, you may use one of the following attacks (Their effects are in addition to your damage and can be used with ranged abilities if the opponent is within 30'. If used at range the Save DC's are based on Dex not Str.):

At 2nd level you gain Blinding Strike. Your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be Blinded for 1d3 rounds.

At 5th level you gain Nauseating Blow. Your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be Nauseated for 1d4 rounds.

At 8th level you gain Confusing Blow. Your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be Confused for 1d6 rounds.

At 11th level you gain Despairing Strike. Your opponent must make a Willpower Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be Panicked for 1d6 rounds.

At 14th level you gain Knockout Blow. Your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be rendered unconscious for 1 round, and Stunned the round after.

At 17th level you gain Killing Blow. Your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or die immediately.

Group Tactics (Ex): Due to their lack of training (at least initially) the Ashigaru rely on masses to beat opponents.

At 3rd level you gain Combat Reflexes as a Bonus Feat

At 6th level you gain Formation Expert as a Bonus Feat.

At 9th level you gain Vexing Flanker as a Bonus Feat.

At 12th level you become Immune to Fear and Morale based Penalties as long as there is at least one Ally within 60' with at least one level of Ashigaru or Samurai.

At 15th level if you and your Allies Ready an Action to Attack the same opponent, you gain a cumulative +2 Bonus to Attack and Damage rolls for each Ally participating (yourself included).

At 18th level if you and some of your Allies are all within 15' of each other, and you all Fight Defensively that turn, your Bonus to AC increases by +2 for each Ally participating (yourself included).

Samurai (Ex): At 20th level the Ashigaru has finally succeeded in promotion and become one of the Nobility (with all the perks and limitations that bears). All allies within 60' gain a +2 Circumstance Bonus to Attack rolls (+4 if they have at least 1 level of Ashigaru). If you have the Leadership Feat your Leadership score increases by an amount equal to your Charisma Modifier, but only when it applies to Cohorts/Followers with at least 1 level of Ashigaru.


PLAYING AN ASHIGARU
You are not expected to be capable of adhering to Bushido in the manner of your superiors. Perversely this also means you are expected to be somewhat cowardly and disloyal, and will have to strive to disprove that (unlike the Samurai who are automatically assumed to be so). You may wish to be Samurai yourself someday if it's possible, so you are actually more likely to be loyal than the real thing, as you have no reason to take your position for granted since you were born into it.
Religion: Being a commoner you're more likely to practice Pure Land Buddhism as opposed to Zen, or more likely to practice the Shinto religion. Both were more accessible to peasants than the nobles.
Other Classes: Ashigaru aren't any likelier to be accepting of Foreigners or odd individuals than the Samurai, but they do make exceptions for you if you can fight and have proven yourself to be trustworthy. After all if you're loyal and good at killing, that increases the likelihood they will survive if fighting next to you.
Combat: Military training was haphazard and varied widely among the Ashigaru until they become professional soldiers. Most relied on group tactics and massed attacks to carry the day as opposed to lifelong training honing specific combat skills (or they just attacked from surprise). You're also likely to be called upon to experiment with any new weapon or tactic the Daimyo comes up with. You are expendable after all.
Advancement: An Ashigaru who is loyal, and adheres to Bushido, can in theory rise to become a Samurai himself (though the odds of him being accepted by the other Samurai as anything other than a pretender is small). More likely is that you'll be killed and forgotten on the battlefield, or by an enraged noble on your side who needs to vent frustration.

ASHIGARU IN THE WORLD
"Don't risk the Samurai testing out the new guns. Send an Ashigaru to put them through their paces. Guns do not require skill, and have no place among the nobility."
You're considered vermin by the Samurai and the court, probable brigands by the peasants you normally work among, and competition by your peers. Plus all of your Clan Lords enemies are also yours by default, and you don't have the legal protections common to Samurai (at least in the early days). it will be a hard life, but great reward is possible if you're lucky and skilled enough.
Daily Life: If war isn't in the air, you're either working a farm, or perhaps building or maintaining weapons for when it does. You might also be the sandal bearer or spear bearer for the Daimyo (also implying you're his personal bodyguard). When not busy you'll be picking up training in whatever new weapon or tactic your Lord wishes to try out on the battlefield when war does come. When the era comes when you can be considered actual soldiers instead of conscripts, you'll spend your days in formal military training.
Notables: Daizu Takamatsu (N Human Male Ashigaru 12) is a loyal servant of his Daimyo, hoping to one day achieve nobility. He works tirelessly to ensure the safety of his province. On the other hand there is Motomu Suguhara (LE Human Male Ashigaru 6/Rogue 6) who is little more than a thief and a bully who uses his position to take what he wants after battles.
Organizations: All Ashigaru work for a Daimyo (at least in theory) or Samurai, and are part of their military's and farms. So technically they all belong to an organization, it's just one they don't normally feel much loyalty too (at least not until the time comes when they can be promoted to Samurai)

NPC Reaction
Ashigaru are professional soldiers, or an unruly mob of unwilling fighters. Neither inspires confidence in the average citizen as their appearance means that slaughter is coming. They also know that once the fighting is done you'll be picking the bones clean like freakish humanoid crows. In other words they think of you as brigands, corpse robbers, and brutal thugs. Even though many of you are undeserving of the reputation.

ASHIGARU IN THE GAME
The Ashigaru are paradoxically more and less stressful than the Samurai. they aren't bound by codes of behavior, and are thought little of so in some ways they can even screw up more. No one really expects them to be skilled, or even trust worthy. On the other hand, you're still peasants. Your Samurai commanders can murder you at will and there's nothing anyone can do about it. The constant threat of death may make this class a bit twitchy for some players.
Adaptation: The Ashigaru are designed for an oriental campaign, but they can be adapted to other campaigns. In essence they are either professional soldiers or mercenraies who are lightly armed and armored and sent forward in massive groups.
Encounters: Ashigaru can be encountered anywhere there is warfare nearby. Initially they will be peasants or mercenaries drafted into service if necessary, but eventually they will be full time soldiers. Naval encounters will also normally involve Ashigaru, and in earlier days PC's will often find them looting battlefields.



EPIC ASHIGARU

Hit Die: d10
Skills Points at Each Level : 4 + int
Ki Pool The Epic Ashigaru gains 1 additional daily use of his Ki Pool for every Epic Level. He does not gain new Ki abilities except as Epic Feats.
Bonus Feats: The Epic Ashigaru gains a Bonus Feat every 3 levels higher than 20th



Ki Abilities

Sudden Strike
Prerequisites: Hide 4 ranks
Benefits: On any turn in which you successfully attack an opponent who has been Denied his Dexterity Bonus to AC, you may expend a daily use of your Ki Pool as a Free Action to gain +1d6 Sudden Strike for that round (see Complete Adventurer page 8 for a description of the Sudden Strike ability).


Improved Sudden Strike
Prerequisites: Hide 4 ranks, Sudden Strike
Benefits: This Ki ability may be taken multiple times. It works like the Sudden Strike ability, except the extra Sudden Strike dice are equal to the number of times you have taken this Ki ability (with another die for the original Sudden Strike ability).


Greater Sudden Strike
Prerequisites: Hide 4 ranks, Improved Sudden Strike, Sudden Strike
Benefits: When using your Improved Sudden Strike Ability you now get dice of Sneak Attack instead of Sudden Strike (See PHB page 50). When gaining this ability, you may now use the extra dice while flanking as well.


Distant Sudden Strike
Prerequisites: Hide 4 ranks, Far Shot, Sudden Strike
Benefits: By expending one daily use of your Ki Pool as a Free Action you may now use your Sudden Strike dice gained from other Ki Abilities or class levels at a Range of 60' for the duration of the encounter.


Improved Distant Sudden Strike
Prerequisites: Hide 4 ranks, Distant Sudden Strike, Far Shot, Sudden Strike
Benefits: By expending one daily use of your Ki Pool as a Free Action you may now use your Sudden Strike dice gained from other Ki Abilities or class levels at the full range of your Ranged Attack for the duration of the encounter.


Improved Point Blank Shot
Prerequisites: Point Blank Shot
Benefits: When using your Point Blank Shot Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and the Bonus from the Feat is equal to your Dexterity Modifier (instead of +1) for the remainder of this round.


Greater Point Blank Shot
Prerequisites: Point Blank Shot, Improved Point Blank Shot
Benefits: When using your Point Blank Shot Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and for the remainder of this round your Ranged attacks do not provoke Attacks of Opportunity.


Greater Precise Shot
Prerequisites: Precise Shot
Benefits: When using your Precise Shot Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and for the remainder of this round your Ranged attacks ignore Shield or Armor Bonuses to AC.


Ultimate Precise Shot
Prerequisites: Precise Shot, Greater Precise Shot
Benefits When using your Precise Shot Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and for the remainder of this round your Ranged attacks automatically threaten a critical if they successfully hit.


Improved Far Shot
Prerequisites: Far Shot
Benefits: When using your Far Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and for the remainder of this round the maximum range of your Ranged attacks are doubled.


Greater Far Shot
Prerequisites: Far Shot, Improved Far Shot
Benefits: When using your Far Shot Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and for the remainder of this round your Ranged attacks do not take to hit penalties based on what range increment your opponent is in.


Weapons Training
Prerequisites: Weapon Focus
Benefits: By expending one daily use of your Ki Pool as a Free Action you gain a Bonus on all attacks this round made with a weapon you have the Weapon Focus Feat for equal to your Level divided by 5 or your Charisma Modifier (Whichever is greater).


Improved Weapons Training
Prerequisites: Weapon Focus, Weapons Training
Benefits: As per Weapons Training, but you apply the bonus to all attacks you make that round whether you have the Weapon Focus Feat for them or not.


Greater Weapons Training
Prerequisites: Improved Weapons Training, Weapon Focus, Weapons Training
Benefits: As per Improved Weapons Training, but the Bonus lasts for the duration of the encounter instead of a single round.


Weapons Training Mastery
Prerequisites: Greater Weapons Training, Improved Weapons Training, Weapon Focus, Weapons Training, BAB +12
Benefits: By expending one daily use of your Ki Pool as a Free Action you can declare any one attack with a weapon you have the Weapon Focus Feat for an automatic success, you do not need to roll to hit.


Strike Training
Prerequisites: Weapon Specialization
Benefits: By expending one daily use of your Ki Pool as a Free Action you gain a Bonus on all damage rolls this round made with a weapon you have the Weapon Specialization Feat for equal to your Level divided by 5 or your Charisma Modifier (Whichever is greater).


Improved Strike Training
Prerequisites: Strike Training, Weapon Specialization
Benefits: As per Strike Training, but you apply the bonus to all successful attacks you make that round whether you have the Weapon Specialization Feat for them or not.


Greater Strike Training
Prerequisites: Improved Strike Training, Weapon Specialization
Benefits: As per Improved Strike Training, but the Bonus lasts for the duration of the encounter instead of a single round.


Strike Training Mastery
Prerequisites: Greater Strike Training, Improved Strike Training, Weapon Specialization, BAB +12
Benefits: By expending one daily use of your Ki Pool as a Free Action you can do maximum damage with a successful attack you have made with a weapon you have the Weapon Specialization Feat for.


One Kill
Prerequisites: Power Critical, BAB +8
Benefits: By expending one daily use of your Ki Pool as a Free Action you automatically threaten a Critical with any attack made with a weapon you have the Power Critical Feat for on this round.


Improved One Kill
Prerequisites: One Kill, Power Critical, BAB +12
Benefits: By expending one daily use of your Ki Pool as a Free Action you automatically threaten a Critical with any attack made this round.


Greater One Kill
Prerequisites: Improved One Kill, Power Critical, BAB +21
Benefits: By expending one daily use of your Ki Pool as a Free Action you automatically threaten a Critical with any attack made during this encounter.


Bear Slayer
Prerequisites: BAB 3+
Benefits: By expending one daily use of your Ki Pool as a Free Action after you successfully attack an Animal, you may immediately declare that attack to be a Critical hit.


Monster Slayer
Prerequisites: Bear Slayer
Benefits: By expending one daily use of your Ki Pool as a Free Action after you successfully attack a Magical Beast, you may immediately declare that attack to be a Critical hit.


Yokai Slayer
Prerequisites: Monster Slayer
Benefits: By expending one daily use of your Ki Pool as a Free Action after you successfully attack a Monstrous Humanoid, you may immediately declare that attack to be a Critical hit.


Oni Slayer
Prerequisites: Yokai Sayer
Benefits: By expending one daily use of your Ki Pool as a Free Action after you successfully attack an Outsider with the Evil subtype, you may immediately declare that attack to be a Critical hit.


Favor of the Kami
Prerequisites: 6th level
Benefits: By expending one daily use of your Ki Pool as a Free Action you may Take 10 on any Skill Check you have ranks in instead of making the normal roll.


Improved Favor of the Kami
Prerequisites: Favor of the Kami, 10th level
Benefits: By expending one daily use of your Ki Pool as a Free Action you may Take 10 on any Skill Check you have no ranks in instead of making the normal roll.


Greater Favor of the Kami
Prerequisites: Improved Favor of the Kami, 14th level
Benefits: By expending one daily use of your Ki Pool as a Free Action you may Take 20 on any Skill Check instead of making the normal roll.


Armor Optimization
Prerequisites: BAB +3
Benefits: By expending one daily use of your Ki Pool as a Free Action you may reduce the Armor Check Penalty of whatever armor you are wearing by 2 for 1 round.


Improved Armor Optimization
Prerequisites: Armor Optimization
Benefits: By expending one daily use of your Ki Pool as a Free Action you may reduce the Armor Check Penalty of whatever armor you are wearing by 2 for the duration of the encounter, or by 4 for 1 round.


Greater Armor Optimization
Prerequisites: Improved Armor Optimization
Benefits: By expending one daily use of your Ki Pool as a Free Action you may reduce the Armor Check Penalty of whatever armor you are wearing by 4 for the duration of the encounter, or by 6 for 1 round.


Battojutsu
Prerequisites: Quick Draw
Benefits: On the first combat turn when you draw your sword using the Quick Draw Feat, and if you attack before your opponent, you may expend a daily use of your Ki Pool as a Free Action, and if you successfully damage your opponent he is still considered Flat-Footed until after your Action on the next round.


Improved Battojutsu
Prerequisites: Battojutsu, Quick Draw
Benefits: On the first turn of combat (or in the surprise round if you get the drop on your opponent) you can expend 1 Daily use of your Ki ability and your attack is considered a touch attack.


Greater Battojutsu
Prerequisites: Battojutsu, Improved Battojutsu, Quick Draw
Benefits: On the first turn of combat (or in the surprise round if you get the drop on your opponent) you can expend 1 Daily use of your Ki ability, and instead of your normal Initiative Modifier you can use your BAB to modify your Initiative.


Kyozetsu
Prerequisites: Combat Reflexes
Benefits: By expending one daily use of your Ki Pool as a Free Action when making an Attack of Opportunity you gain a +2 Bonus on the Attack and Damage rolls of any Attacks of Opportunity you make for 1 round.


Improved Kyozetsu
Prerequisites: Combat Reflexes, Kyozetsu
Benefits: By expending one daily use of your Ki Pool as a Free Action when making an Attack of Opportunity you gain a +2 Bonus on the Attack and Damage rolls of any Attacks of Opportunity you make for the duration of the encounter.


Greater Kyozetsu
Prerequisites: Combat Reflexes, Improved Kyozetsu, Kyozetsu
Benefits: By expending one daily use of your Ki Pool as a Free Action you can make Attacks of Opportunity you would normally be denied to to an opponents Feats/Class abilities for the rest of the encounter. For example, if your opponent has the Improved Grapple Feat, you may still make Attacks of Opportunity against him if he attempts to grapple you.


Bougyo
Prerequisites: Combat Expertise
Benefits: By expending one daily use of your Ki Pool as a Free Action when using your Combat Expertise Feat you may increase your Dodge Bonus to AC by +2 for the round.


Improved Bougyo
Prerequisites: Bougyo, Combat Expertise
Benefits: By expending one daily use of your Ki Pool as a Free Action when using your Combat Expertise Feat you may increase your Dodge Bonus to AC by +2 for the duration of the encounter (if you do not use the Combat Expertise Feat on any round during the encounter you still gain this Dodge Bonus).


Greater Bougyo
Prerequisites: Bougyo, Combat Expertise, Improved Bougyo
Benefits: By expending one daily use of your Ki Pool as a Free Action when using your Combat Expertise Feat you may turn any successful Critical hit you receive into a regular hit.


Keikai
Prerequisites: Eyes in the Back of Your Head
Benefits: If you are attacked while Denied your Dexterity Bonus to AC, you may expend a daily use of your Ki Pool as a Free Action to retain the Benefits of your Eyes in the Back of Your Head Feat.


Improved Keikai
Prerequisites: Eyes in the Back of Your Head, Keikai
Benefits: By expending one daily use of your Ki Pool as a Free Action opponents who are flanking you do not gain the Benefit of their Sneak Attack dice for 1 round.


Greater Keikai
Prerequisites: Eyes in the Back of Your Head, Improved Keikai, Keikai
Benefits: By expending one daily use of your Ki Pool as a Free Action opponents who are flanking you do not gain the Benefit of their Sneak Attack dice for the duration of the encounter.


Tsuyoi
Prerequisites: Power Attack
Benefits: When using your Power Attack Feat, you may expend a daily use of your Ki Pool as a Free Action to add one die to the weapon damage for that round. For example a 1d8 weapon wound do 2d8.


Improved Tsuyoi
Prerequisites: Power Attack, Tsuyoi
Benefits: When using your Power Attack Feat, you may expend a daily use of your Ki Pool as a Free Action to add one die to the weapon damage for the duration of the encounter.


Greater Tsuyoi
Prerequisites: Power Attack, Improved Tsuyoi, Tsuyoi
Benefits: When using your Power Attack Feat, you may expend multiple daily uses of your Ki Pool as a Free Action to add multiple dice to the weapon damage for one round. For example if you have a 1d8 weapon, and spend 3 uses of your Ki Pool, it does 4d8 for that round.

Bhu
2010-02-05, 06:11 AM
Fixed a few typos on Yojimbo, and I'm changing Ahsigaru to a class variant.

Bhu
2010-02-06, 06:22 AM
Minor fluff update to Ashigaru. Lemme know if I got anything wrong.

Bhu
2010-02-07, 07:38 AM
Guess not :smallbiggrin:

THink I should do the female Samurai as a class variant as well?

Cataphract
2010-02-07, 09:14 AM
Weren't ashigaru supposed to be peasants? As in, social class mostly (and usually commoners)?

Making them a samurai variant is not exactly fitting, I suppose.

Bhu
2010-02-08, 05:25 AM
The Samurai class is an oriental flavored warrior (or at least it is as im doing it), so the Ashigaru seemed a natural choice...

Cataphract
2010-02-08, 05:29 AM
The Samurai class is an oriental flavored warrior (or at least it is as im doing it), so the Ashigaru seemed a natural choice...

Hmm, in that case, it makes some sense, especially since I did not know Ashigaru were only the soldiers; I thought it was a general term for commoners. I'm not really a fan of Japanese stuff.

Though I do believe they're better portrayed by warriors for NPCs or fighters. Then again, I don't like the ki mechanic so I'm not the best to offer advice here :smalltongue:

Bhu
2010-02-08, 05:40 AM
In my defense Im considering revising the Ki mechanic ;^_^

Cataphract
2010-02-08, 05:45 AM
In my defense Im considering revising the Ki mechanic ;^_^

You're on the way to true enlightenment.

T.G. Oskar
2010-02-09, 02:44 AM
In my defense Im considering revising the Ki mechanic ;^_^

Whut? So you're thinking of either reworking or ditching the Ki mechanic? I'm thinking that you're going to drop it, and if that's so... If that were to happen...that would be quite beneficial. For something I'm plottingplanning, that is...

Then again, if it's reworking that mechanic...I'd like to see that.

In other terms...I think I mentioned one 9th of December that I was working on a Samurai retooling and that I'd finish it, come Hell or high water (or something along those lines). Since the concept of ki on your Samurai rework is pending on your hands...you don't mind a wee bit of competition on the same class reworking/retooling concept, right?

Bhu
2010-02-09, 06:42 AM
I would be reworking it :D

Bhu
2010-02-10, 06:42 AM
While Im working on the Ashigaru, may I ask what it is about the Ki Pool you dislike?

Cataphract
2010-02-10, 03:20 PM
While Im working on the Ashigaru, may I ask what it is about the Ki Pool you dislike?

The Ki part.

Bhu
2010-02-11, 03:36 AM
Yeah but Ki is integral to some martial arts (in this case some Karate and Kenjutsu).

Kensen
2010-02-11, 04:53 AM
I don't feel strongly either way about the Ki Pool, but as I see it, ki is something everyone has regardless of whether they practice Japanese martial arts or not. In a way, it's the spiritual equivalent of Strength. I don't see it as something you can deplete during a fight.

Cataphract
2010-02-11, 06:52 AM
It depends on what you think ki is.

Most people (including many "martial artists" identify ki as some mumbo-jumbo spiritual power that will transform you into a fighting god. I won't even bother with this.

The serious practictioners treat ki as either one of two, or both things- breathing exercises (good breathing IS vital in combat, otherwise you run out of oxygen fast, and a combative state of mind that is present in trained/veteran fighters where time slows down to a halt and you are able to make decisions in split seconds.

None of the above are unique to Eastern martial arts. Ki is their way of saying it, that's simple.

Of course, you can always use ki like "a different sort of magic", but then, why not use magic in the first place? Just to have a different name?

T.G. Oskar
2010-02-11, 07:29 AM
It depends on what you think ki is.

Most people (including many "martial artists" identify ki as some mumbo-jumbo spiritual power that will transform you into a fighting god. I won't even bother with this.

The serious practictioners treat ki as either one of two, or both things- breathing exercises (good breathing IS vital in combat, otherwise you run out of oxygen fast, and a combative state of mind that is present in trained/veteran fighters where time slows down to a halt and you are able to make decisions in split seconds.

None of the above are unique to Eastern martial arts. Ki is their way of saying it, that's simple.

Of course, you can always use ki like "a different sort of magic", but then, why not use magic in the first place? Just to have a different name?

Thing is, you have to make some...sacrifices to common sense, practicality and veracity in D&D to make some things work.

As it stands, the ki mechanic (a pool of daily uses, much like what Monks do with the Stunning Fist feat which by all means acts like its precursor, that activates various moves) is very well done, where you can effectively activate supernatural abilities in controlled steps but eventually having enough uses for the day. The abilities that run from this mechanic, however, cause the results of applying this mechanic weak. While I have a different idea on how that mechanic should be applied, what abilities can be applied to it and the duration of those abilities, Bhu and I try to use a good but misused mechanic properly.

As it stands, most series and games use ki, qi or chi the wrong way. That, of course, stems from a lack of serious study upon the matter. However, most if not all people have the same degree of knowledge, yet take it one step further: they don't seem to care about that. Magic, by all means, is not meant to exist, and there is no scientific study thus far that ratifies the existence of magic; yet, in several games, magic is a tangible resource. Its relevance is normally handwaved for the usual presumption of how it would work.

For example: divine magic is only marginally different from arcane magic. For all means, a true priest should only be capable of using a d%-based system for direct divine intervention, with probably higher levels granting a moderately higher chance of pulling it off, and quite probably with modifiers that could be exploited so easily it's not funny, or so tied to roleplaying people won't bother with it. However, that method of divine intervention was handwaved for divine magic, as it currently stands. No less exploitable than divine intervention, but at least you don't have Miracle at will...

Ki takes this one step further. Most people are not so familiar with ki, and will treat it as a form of spiritual energy (which is not far from the truth, but it's not applied correctly). If you were to use ki as it really meant to, mechanically those applications wouldn't create an effective character past level 5 or 6, for then magic effectively collapses the power of martial arts. Even Tome of Battle had to rely on larger than life special abilities, and only a handful (no larger than the fingers on both hands) really surpass the power of a magic spell. For comparison: the Devoted Spirit's 9th level maneuver is no more powerful than a 6th level spell. Reason I mention this is because sometimes, you have to stretch verisimilitude and extend that a tad further. Whether it works or not depends on how flavorful those mechanics are, and if that implies intentionally taking something and distorting it while giving it a special flavor, it's a sacrifice that should be worthwhile.

Certainly, there's the idea that Asian-themed classes and Asian-themed mechanics are a bit far off. It's not to blame; think about how Europeans and Westerners still think of Asia as a mystical place, instead of a different part of the world with different methods of thinking, customs and religious beliefs (but still no less different than the Western world). D&D as a fantastical world deeply rooted in Western mythology would benefit from that relationship, even though some connoisseurs may chafe at it. There's a slight difference from pulling off something like Crouching Tiger, Hidden Dragon (perhaps the most known, if for some overrated, wuxia movie) and pulling off a DBZ or Naruto (which is what people seem to have troubles with). That, of course, will influence with the perception of ki as an energy that allows its practitioner to surpass physical limits. Some, such as you, will not allow to use the name for that, since you find it's not what it means. Other, and this is effectively the majority of people, will quite probably not mind.

If the mechanic is good (which I don't seem to think its your trouble with the ki mechanic), but the name is the problem, what would you suggest? Ki is not what you want, anything with chakras is taken by Incarnum, and I think Fax took the less obscure of variants, which is Amman (sp?). Now, you can pretty much introduce the same mechanic in a new name and with the same old flavor (and D&D has effectively done that several times, although not exactly noticeable), but will it be taken well by those that attach ki to the definition you don't seem to be well acquainted with? Someone will eventually come and say "dude, call it ki if that's what you want" and will start this all over again.

Not saying that your opinion is wrong by any means, but it seems to be more of a flavor problem than a mechanical problem.

As for not using magic at the first place: using magic is effectively giving up. Although I still say those would make awesome feat chains, Bhu attempts to make a Samurai without having to depend on magic at all with his ki abilities. Turning all of that into spells would eventually cause spellcasters to take what little advantage non-spellcasters have and beat them to a pulp in their own game. That's why magic is not used. The mechanic presented may seem like "magical" now and then, and it may effectively duplicate the effect of spells, but the supernatural bent of those abilities sometimes allows it to expand the range of options further. The mechanic (be it named ki or otherwise) works wonderfully if the range of those abilities are adjusted appropriately (in using range, I mean the appropriate time of execution, the level of power of each ability, and how it fits thematically to the class). If you're going to use a Western term to the mechanic, might as well make it a Western class, no? But, since it's a class that has a deep Eastern feel (a deep "ourwordly" Eastern feel, that is), it should use a mechanic flavored with equal Eastern flavored mechanics. Otherwise, it will be the same as "take a Warblade, give it some devotion to a lord, call it a Samurai", which is not Bhu's intention I believe.

I know this may get a bit off the point, but it's for something good. You're welcome to suggest something that relates far more closely to the mechanic you're using, that does not relate at all to magic (because if you're planning to suggest that, might as well use magic and ditch all the Eastern samurai flavor at all), and that still keeps an Eastern feel to justify creating a "Samurai" class from it. That would aid a lot, actually. If not possible, then it's not wrong to handwave the mistake in order to suit the common definition of the term; I mean, that definition is not merely a Western mistake, but actually encouraged by Easterners...

Bhu
2010-02-11, 07:30 AM
So the objection isn't necessarily the mechanic, just the name.

Cataphract
2010-02-11, 02:42 PM
Thing is, you have to make some...sacrifices to common sense, practicality and veracity in D&D to make some things work.

As it stands, the ki mechanic (a pool of daily uses, much like what Monks do with the Stunning Fist feat which by all means acts like its precursor, that activates various moves) is very well done, where you can effectively activate supernatural abilities in controlled steps but eventually having enough uses for the day. The abilities that run from this mechanic, however, cause the results of applying this mechanic weak. While I have a different idea on how that mechanic should be applied, what abilities can be applied to it and the duration of those abilities, Bhu and I try to use a good but misused mechanic properly.

As it stands, most series and games use ki, qi or chi the wrong way. That, of course, stems from a lack of serious study upon the matter. However, most if not all people have the same degree of knowledge, yet take it one step further: they don't seem to care about that. Magic, by all means, is not meant to exist, and there is no scientific study thus far that ratifies the existence of magic; yet, in several games, magic is a tangible resource. Its relevance is normally handwaved for the usual presumption of how it would work.

For example: divine magic is only marginally different from arcane magic. For all means, a true priest should only be capable of using a d%-based system for direct divine intervention, with probably higher levels granting a moderately higher chance of pulling it off, and quite probably with modifiers that could be exploited so easily it's not funny, or so tied to roleplaying people won't bother with it. However, that method of divine intervention was handwaved for divine magic, as it currently stands. No less exploitable than divine intervention, but at least you don't have Miracle at will...

Ki takes this one step further. Most people are not so familiar with ki, and will treat it as a form of spiritual energy (which is not far from the truth, but it's not applied correctly). If you were to use ki as it really meant to, mechanically those applications wouldn't create an effective character past level 5 or 6, for then magic effectively collapses the power of martial arts. Even Tome of Battle had to rely on larger than life special abilities, and only a handful (no larger than the fingers on both hands) really surpass the power of a magic spell. For comparison: the Devoted Spirit's 9th level maneuver is no more powerful than a 6th level spell. Reason I mention this is because sometimes, you have to stretch verisimilitude and extend that a tad further. Whether it works or not depends on how flavorful those mechanics are, and if that implies intentionally taking something and distorting it while giving it a special flavor, it's a sacrifice that should be worthwhile.

Certainly, there's the idea that Asian-themed classes and Asian-themed mechanics are a bit far off. It's not to blame; think about how Europeans and Westerners still think of Asia as a mystical place, instead of a different part of the world with different methods of thinking, customs and religious beliefs (but still no less different than the Western world). D&D as a fantastical world deeply rooted in Western mythology would benefit from that relationship, even though some connoisseurs may chafe at it. There's a slight difference from pulling off something like Crouching Tiger, Hidden Dragon (perhaps the most known, if for some overrated, wuxia movie) and pulling off a DBZ or Naruto (which is what people seem to have troubles with). That, of course, will influence with the perception of ki as an energy that allows its practitioner to surpass physical limits. Some, such as you, will not allow to use the name for that, since you find it's not what it means. Other, and this is effectively the majority of people, will quite probably not mind.

If the mechanic is good (which I don't seem to think its your trouble with the ki mechanic), but the name is the problem, what would you suggest? Ki is not what you want, anything with chakras is taken by Incarnum, and I think Fax took the less obscure of variants, which is Amman (sp?). Now, you can pretty much introduce the same mechanic in a new name and with the same old flavor (and D&D has effectively done that several times, although not exactly noticeable), but will it be taken well by those that attach ki to the definition you don't seem to be well acquainted with? Someone will eventually come and say "dude, call it ki if that's what you want" and will start this all over again.

Not saying that your opinion is wrong by any means, but it seems to be more of a flavor problem than a mechanical problem.

As for not using magic at the first place: using magic is effectively giving up. Although I still say those would make awesome feat chains, Bhu attempts to make a Samurai without having to depend on magic at all with his ki abilities. Turning all of that into spells would eventually cause spellcasters to take what little advantage non-spellcasters have and beat them to a pulp in their own game. That's why magic is not used. The mechanic presented may seem like "magical" now and then, and it may effectively duplicate the effect of spells, but the supernatural bent of those abilities sometimes allows it to expand the range of options further. The mechanic (be it named ki or otherwise) works wonderfully if the range of those abilities are adjusted appropriately (in using range, I mean the appropriate time of execution, the level of power of each ability, and how it fits thematically to the class). If you're going to use a Western term to the mechanic, might as well make it a Western class, no? But, since it's a class that has a deep Eastern feel (a deep "ourwordly" Eastern feel, that is), it should use a mechanic flavored with equal Eastern flavored mechanics. Otherwise, it will be the same as "take a Warblade, give it some devotion to a lord, call it a Samurai", which is not Bhu's intention I believe.

I know this may get a bit off the point, but it's for something good. You're welcome to suggest something that relates far more closely to the mechanic you're using, that does not relate at all to magic (because if you're planning to suggest that, might as well use magic and ditch all the Eastern samurai flavor at all), and that still keeps an Eastern feel to justify creating a "Samurai" class from it. That would aid a lot, actually. If not possible, then it's not wrong to handwave the mistake in order to suit the common definition of the term; I mean, that definition is not merely a Western mistake, but actually encouraged by Easterners...

Thank you! I never expected such a comprehensive answer.

To keep things sort, yes, that's exactly what I had in mind. There's no problem with keeping ki really as a concept, as long as it's exactly what he said- slightly wuxia, and not DBZ crap.

What is wuxia other than epic fantasy? Asian version of epic fantasy, but as another member of this board aptly pointed out, there are plenty of accounts where the rules of reality are slightly bent for the sake of a good tale. But plenty of that is not magic or ki or anything. It's just plain badassery taken at a whole different level.

So, the ki mechanic itself and the name is not bad, as long as
a)It is not a supernatural ability fundamentally
and
b)It does not allow supernatural effects

But keep the name and the concept, because as Oskar so simply put it, it IS an Eastern Class.

T.G. Oskar
2010-02-11, 05:23 PM
Thank you! I never expected such a comprehensive answer.

To keep things sort, yes, that's exactly what I had in mind. There's no problem with keeping ki really as a concept, as long as it's exactly what he said- slightly wuxia, and not DBZ crap.

What is wuxia other than epic fantasy? Asian version of epic fantasy, but as another member of this board aptly pointed out, there are plenty of accounts where the rules of reality are slightly bent for the sake of a good tale. But plenty of that is not magic or ki or anything. It's just plain badassery taken at a whole different level.

So, the ki mechanic itself and the name is not bad, as long as
a)It is not a supernatural ability fundamentally
and
b)It does not allow supernatural effects

But keep the name and the concept, because as Oskar so simply put it, it IS an Eastern Class.

Well...I think I was a tad misunderstood.

I don't have much of a problem with Ki being treated as supernatural, if only because you can do so much with extraordinary. Though there is a slight indication to the contrary (most of ToB is actually extraordinary, including the healing abilities and alignment effects of Devoted Spirit which should have been [Su]), Extraordinary abilities cannot reach the degree of ability that a spell can ever reach. Or so it has been placed within the long set of mechanics on D&D. Psionics have been treated almost like spells, but they have their own niche. Incarnum and Pact Magic are oddly supernatural, which is highly misleading since it tends to imply that magic and supernatural are intricately linked, which should not and shouldn't have ever been. There is more to the supernatural than magic, which I believe is the reason why ki as a supernatural concept is seen as bad, or wrong.

Supernatural should have, by concept, dealt with abilities coming from a source that cannot be addressed as magic, but that cause effects that defy the norm. By those means, stuff such as, say...superpowers, should be considered supernatural abilities that are by no means magic-based. Unfortunately, D&D has no superpowers, so while it is a good analogy, it has no precedent to state with. The closest thing to that was the use of ki as supernatural, which is by far the only actual thing close to supernatural.

Actually...just by definition, the impressive battles in wuxia should be by all means supernatural. They defy the "natural" way of things, such as defying gravity by stepping on trees (and fighting on trees), or pushing the wind in such means it defies its course, or having the necessary state of mind to fight several enemies at the same time. Furthermore, it should state that which extraordinary cannot exactly cover; you can do so much with training to make your body almost unbreakable, but taking damage from a sharp axe with your bare body and not taking any damage at all suddenly stops being extraordinary. In D&D terms, that's called "Damage Reduction", or DR; a mechanic that, unless for some reason is genetically ingrained in your body, you can't do it without some help. Extraordinary training can only reach so far.

I can reach a point where some stuff work and some stuff may not. Walking on trees and on the air (replicating Air Walk and the epic ranks of Balance) should be available as a supernatural ability. If I were to add it to the Monk, for example, and give it an enhancement, I'd love to use the ki mechanic for it. Actually...that's exactly what I did. The Monk doesn't suddenly casts Air Walk and goes flying; it already knows the move, but with some effort, some sort of personal energy, it can actually walk in the air without having to concentrate. However, for terms of convenience, and since the mechanic already exists explained somewhere else, I make a reference to the spell; the intention isn't to allow them to cast the spell, but to make reference to the effect I sought.

Ninja, on the other hand, has several abilities I liked adding, which while a bit far from extraordinary, they aren't exactly magic spells. Using a wellspring of supernatural power and precise combat training to turn an alchemical compound (which may very well be oil or acid) into a breather of fire, or a cloud of acid, or a cloud of holy water isn't exactly meant to be magical, but still workable for the class to have some actual variety AND to make some choices that existed in the game actually useful (such as battle with alchemical weapons, which already IS effective). Oddly enough, it is a supernatural ability (Extraordinary would have meant that the cloud only reached barely 5 feet, not 15), and I found that linking it to the ki mechanic made it work as intended. It may seem quasi-magical, but it implies some actions that magicians wouldn't do, or even require (such as, say, gulp the actual alchemical draught into the mouth). After I got that, I added some other abilities.

I refer to two instances of homebrewing, though, because they reflect what I intended to use with the mechanic, and the fact that those abilities are supernatural; furthermore, I mention them because they (hopefully) are not on the same degree of cheesiness as DBZ or Naruto (or Bleach, which is turning too close to that). I tried to make the Monk keep a very strong Wuxia feel (with the chance of using special attacks more effectively, and counteract with magical defenses while gaining defenses against magic). Thematically, I felt that both the ki mechanic as intended and the definition of supernatural both linked with my intention. I had my qualms with Bhu's progression since the abilities felt more like feats, something that the Samurai (and indeed, most martial artists) should have as it progresses.

I can relate to what you feel. You don't desire to tie the concept of ki, which to the actual practitioner is a natural process, with the supernatural (and specifically, to those practices that make it look like magic). Most unfortunately, the lines between supernatural and spell-like ability, while diverse, are still a tad blurry; in effect, a supernatural ability is similar to a spell-like ability in that they are both affected by antimagic fields. I'd work supernatural so that they weren't affected by such (approximating it to extraordinary, much as spell-like abilities and actual spells counteract with each other), but I don't have control over 3.5 any more than any one in here can; I can do homebrew, but that doesn't mean it'll replace the actual class. However, I can make it backwards compatible, and I can figure out which mechanic works fine. For purposes of feel, flavor, and mechanical appropriateness, the ki mechanic and treating such abilities as supernatural are both reasonable and not a serious enough stretch to what ki actually is meant to represent.

Then again, I do also mentioned that Bhu's limited use feats effectively used a rare mechanic, since they had a supernatural pool of daily uses when those abilities were extraordinary in nature. In that sense, trying ki as an extraordinary resource is far more fitting thematically than having extraordinary feats powered by a supernatural resource. On my case, I'd have supernatural abilities powered by supernatural resources.

Bhu
2010-02-12, 06:53 AM
New Ki abilities up.

Bhu
2010-02-13, 08:39 AM
Ashigaru updated.

Bhu
2010-02-15, 07:38 AM
Almost go the Ashigaru done. After it I think I'll do a few more PrC's before the next class variant.

Bhu
2010-02-16, 05:25 AM
Got the group tactics ability up. It's a little rough, but it gives an idea of where I'm going with it.

FoeHammer
2010-02-16, 05:21 PM
Wow, this looks pretty good. So good, in fact, that I've decided to take it for a spin (http://www.myth-weavers.com/sheetview.php?sheetid=185984). Wish me luck!

Bhu
2010-02-17, 06:47 AM
Wow, this looks pretty good. So good, in fact, that I've decided to take it for a spin (http://www.myth-weavers.com/sheetview.php?sheetid=185984). Wish me luck!

Sweet! Let me know how playtesting works out!

Edit: Added Ambush abilities to the Ashigaru

Bhu
2010-02-18, 07:33 AM
Would you prefer some anti-mage abilities as opposed to the death effect for the Ambush tactics?

FoeHammer
2010-02-18, 08:07 AM
Well, our first session went well, all things considered. I noticed some balance issues though. First, what makes this evenly powerful with the fighter? Between staredown and military training, it gets just as many feats, plus it has better saves and ki abilities. I realize this is balanced by some fairly heavy RP restrictions, but in the case of a more "kick down the door" group like mine, especially with a relatively inexperienced DM (One of our regulars decided to give it a shot). All in all though, it was fun to play and seeing the look on his face when I combined military training and power attack was worth it. Anyone who plays one should be warned that, RP aside, it is easily as powerful as any of the PHB melee classes, though I can't speak for TOB and such.

More to come as we keep playing and I gain some levels.

Bhu
2010-02-18, 04:29 PM
Fighter tends to be one of the weaker classes. When I try making melee classes I don't try balancing them with the fighter, I try balancing them closer to the casters. Granted the Samurai isn't up there with CoDzilla, butI didnt want it to be on fighter or Monk level either.

FoeHammer
2010-02-18, 10:33 PM
Thats what I figured, but I thought it needed to be said, as fighter is first thing that comes to mind as far as melee classes are concerned. This will definitely scale more appropriately than the fighter when compare to the caster classes. Minor issues aside, though, the samurai was fun to play and has a certain versatility that the fighter lacks.

Bhu
2010-02-20, 05:18 AM
Ashigaru capstone is up.

Bhu
2010-02-21, 05:45 AM
Ashigaru has first set of Ki abilities

TEPPO-KA

Picture URL

"The only real power comes out of a long rifle."

Once guns have been introduced the Ashigaru will be expected to learn them since they are considered weapons that don't require skill (and technically violate the Samurai Code). Initially used sparingly, once enough people are trained you are marched out en masse like the other infantry and archers. But for a time you will be a necessary specialist. Please note that stats for Matchlock and Flintlock Firearms are on page 20 of D20 Past.

BECOMING A TEPPO-KA
Any commoner in the infantry (which means the Ashigaru in Japanese campaigns) who is capable of wielding a rifle pretty much qualifies for this PrC if they're willing. Initially you'll be expected to care for the gun so you'll also be expected to have the Craft necessary to take care of it.

ENTRY REQUIREMENTS
Feats: Exotic Weapon Proficiency (Matchlock Rifle or Flintlock Rifle), Far Shot, Leadership (usually to have backup archers), Point Blank Shot
Skills: Concentration 6 ranks, Craft (Gunsmithing) 6 ranks, Knowledge (War) 6 ranks
BAB: +6


Class Skills
The Teppo-Ka's class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Geography, Local, Nobility & Royalty, War)(Int), Listen (Wis), Profession (Wis), Search (Int), Spot (Wis), and Survival (Wis).
Skills Points at Each Level : 4 + int

Hit Dice: d10


BAB Fort Ref Will Abilities
1. +1 +0 +2 +2 Superior Aim +1 die, Ki Pool
2. +2 +0 +3 +3 Close Combat
3. +3 +1 +3 +3 Sniper
4. +4 +1 +4 +4 Superior Aim +2 die
5. +5 +1 +4 +4 Close Combat
6. +6 +2 +5 +5 Sniper
7. +7 +2 +5 +5 Superior Aim +3 die
8. +8 +2 +6 +6 Close Combat
9. +9 +3 +6 +6 Sniper
10.+10 +3 +7 +7 Veteran Marksman

Weapon Proficiencies: A Teppo-Ka gains no new weapon or armor proficiencies.

Ki Pool: The Teppo-Ka's class levels stack with his Ashigaru levels for purposes of determining how many times per day he can use his Ki Pool and for how many Ki Abilities he has learned. The Teppo-Ka also gains access to several Ki abilities not open to the Ashigaru (which will be detailed below).

Superior Aim (Ex): Beginning at 1st level whenever you ready an action to fire a gun and hit successfully you do an extra die of damage. For example if the gun does 2d6, it now does 3d6. If it does 2d8, it now does 3d8. When using this ability the critical multiplier of the weapon also increases by 1 (i.e. if it normally did x2 damage on a successful critical, it now does x3).

You gain another die at levels 4 and 7.

Close Combat (Ex): At second level you may hit someone with the butt of your rifle in close combat (it does damage as if it were a club). You are considered proficient with it, and any applicable feats applying to your Rifle (Improved Critical, Weapon Focus, etc.) also apply to the butt of your gun.

At 5th level you gain proficiency with Bayonets (see D20 Past page 26).

At 8th level whenever an opponent moves more than 10' to attack you, and you are aware of his presence, and holding a firearm, he provokes an Attack of Opportunity.

Sniper (Ex): Beginning at 3rd level you take only half the normal penalties to Spot Checks and ranged attack rolls due to distance modifiers.

At 6th level the Teppo-Ka can make a single ranged attack as a Full Round Action. This attack is made with no penalty for range, though it does not increase the maximum range of the weapon. This ability can be used in conjunction with any ability that does extend weapon range, such as the Far Shot Feat.

At 9th level if you have any Sudden Strike, Death Attack or Sneak Attack Dice, you may use them on ranged attacks out to a distance of 60'.

Veteran Marksman (Ex): At 10th level if you have any Sudden Strike, Death Attack, or Sneak Attack abilities, you may now use them at full range.

PLAYING A TEPPO-KA
Initially you are a specialist trying out experimental new weaponry, and reporting to your superiors on it's battlefield use. You'll even have your own personal team of archers to back you up and prevent the opposing side from getting close to you while you reload. Once your Daimyo believes the rifles you use have been perfected (and you have trained enough of your fellow soldiers in it's proper use) you will be part of an elite unit sent to destroy the cavalry on the opposing side.
Combat: While you focus on ranged combat and quick reloading, you are also expected to wield your rifle in melee with a bayonet (or as a club if necessary). You will have little time studying other combat arts until your Daimyo believes you have perfected this one.
Advancement: If you wish to continue receiving military training you will have to do as the Daimyo says, which limits your advancement to what he wants. Unless you find another Lord wishing to make use of your skills that is.
Resources: You have the usual resources available to members of the military as long as you belong to one of their units. If you quit you're on your own.

TEPPO-KA IN THE WORLD
"All political power comes from the barrel of a gun. We must gain command of all the guns, that way, no guns can ever be used to command us."
You're pretty much like any other soldier in the military. You will gain a little more notoriety at first due to the unusual nature of your station, but once riflemen become common, you'll just be a veteran member of another type of military unit. The populace tends to adore or hate you depending on their views of the army.
Daily Life: Much of your day is spent training and doing the usual military chores. If it's time for war, you'll probably spend much of the day fighting.
Notables: Koji Aikawa (N Human Male Ashigaru 6/Teppo-Ka 6) is a veteran rifleman of his Daimyo's forces, and as gained considerable status due to several lucky kills he has made against opposing armies.
Organizations: Almost all Teppo-Ka belong to the military. There are a few among bandits and such, but they earn a much better living as mercenaries or formal military, and it's rare to see any but the disgraced in another organization.

NPC Reaction
NPC reactions to you depend on their view of the particular armed force you belong to. In a united Japan this will be less problematic than when the nobles are sparring with one another. If there are feuding factions, you could simply gain a death sentence by being in the wrong place at the wrong time.

TEPPO-KA IN THE GAME
This is assumed to be a military class, and that you are running a military campaign. If you aren't some adaptation will be required fluff wise.
Adaptation: Military campaigns being what they are, Teppo-Ka will generally belong to serious or gritty campaigns. Comedy is of course possible, but since your class is devoted to gaining skill at killing people that makes it pretty dark comedy.
Encounters: Teppo-Ka are generally encountered in times of warfare. They are considered too valuable to waste on other missions (although decent snipers may be sent on solo missions or in small groups).

Sample Encounter
EL 12: The PC's have been hired as they have shown themselves to be decent archers. Little do they know they're being hired to essentially provide fire support for a man with an experimental battlefield weapon.


Koji Aikawa
N Human Male Ashigaru 6/Teppo-Ka 6
Init +4, Senses: Listen +2, Spot +12
Languages Common
------------------------------------------------
AC , touch , flat-footed (+4 Dex, )
hp 78 (12 HD)
Fort +8, Ref +14, Will +9
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +12, Grp +13
Atk Options Ambush Tactics (Blinding Strike, Nauseating Blow)
Combat Gear
Ki Abilities Known
-----------------------------------------------
Abilities Str 12, Dex 18, Con 13, Int 10, Wis 14, Cha 8
SQ Ki Pool 14/day
Feats Exotic Weapon Proficiency (Matchlock Rifle), Far Shot, Leadership, Point Blank Shot, Precise Shot, Weapon Focus (Matchlock Rifle), Combat Reflexes (B), Formation Expert (B), Improved Critical (Matchlock Rifle (B), Weapon Specialization (Matchlock Rifle)(B),
Skills Concentration +11, Craft (Gunsmithing) +10, Knowledge (Local, Nobility, War) +10, Spot +12
Possessions



EPIC TEPPO-KA

Hit Die: d10
Skills Points at Each Level : 4 + int
Superior Aim At level 21 and every 3 levels thereafter the Teppo-Ka gains an additional die with this ability.
Bonus Feats: The Epic Teppo-Ka gains a Bonus Feat every 3 levels higher than 20th

Bhu
2010-02-23, 06:25 AM
I read this in WIki:

In the early 16th century, the term "arquebus" had a confusing variety of meanings. Some writers used it to denote any matchlock shoulder gun, referring to light versions as caliver and heavier pieces fired from a fork rest as musket. Others treated the arquebus and caliver synonymously, both referring to the lighter, forkless shoulder-fired matchlock. As the 16th century progressed, the term arquebus came to be clearly reserved for the lighter forkless weapon. When the wheel lock was introduced, wheel lock shoulder arms came to be called arquebuses, while lighter, forkless matchlock and flintlock shoulder weapons continued to be called calivers until the mid-17th century, when the light flintlock versions came to be called fusils or fuzees.[6]

So does anyone know which particular gun the Ashigaru used?

FoeHammer
2010-02-23, 07:33 PM
Firearms of Japan (http://en.wikipedia.org/wiki/Firearms_of_Japan) may be of some use to you, particularly the section concerning the tanegashima period.

In other news, the second session went much better than the first for a variety of reasons, and the samurai played admirably, with no flaws jumping out of the character sheet as they were before. (The DM and I had a talk about it and a few stats were lowered to slightly less good, but still excellent ones, as the class features more than made up for it)

Bhu
2010-02-24, 07:21 AM
Thanks for the playtesting and the link.

Why did you feel you had to lower your stats?

FoeHammer
2010-02-24, 09:31 PM
Well for one thing I rolled ridiculously well the first time round. For another my DM, who was already uneasy about the class(thought it was a little overpowered) was felt kind of vindicated when I used power attack and weapons training(plus a critical hit) to deal 30+ damage to his CR 3 druid, killing it with one shot. While epic, he felt it was imbalanced and to keep peace at the table(and to keep my Samurai un-nerfed) I made a few small concesions.

Bhu
2010-02-25, 06:44 AM
Criticals at low levels are always unbalancing. I hate running low level parties because of the auto death possibilities of them.

Sounds like I might have to tone that ability down maybe. Course a lot of people use point buy now so maybe it evens out.

Bhu
2010-02-26, 08:12 AM
I jsut noticed I didn't really say whether or not the Ambush ability of the Ashigaru could be used at range or not. Should I limit it to melee?

Bhu
2010-02-28, 06:26 AM
Teppo-Ka updated. I realize it took the Japanese a while to reverse engineer the rifles, anyone have any idea about the ammo?

FoeHammer
2010-02-28, 03:39 PM
AFAIK, the most difficult part of designing early firearms was the gunpowder. The secret to rifles was not the bullets, but rather the barrels, which spun a perfectly normal bullet, stabilizing its flight, and making it more accurate.

There were three major innovations in gun ammunition. The first was basically just a down scaled cannon, in which a musket-ball was rammed down onto gunpowder through the barrel. The second came with the invention of the breech loader, and consisted of the gunpowder and bullet wrapped in paper or cloth, which allowed the person using the weapon to carry individual rounds and load them much faster, though the cloth would frequently jam in the barrels necessitating frequent cleaning. The final innovation was actually two, that came about at about the same time. Smokeless powder and brass cartridges made it much easier to mass-produce ammunition and reduced jamming due to badly cleaned weapons, as well as allowing for clips of ammunition and revolvers.

I would think that Japan of the era in question would probably be around the bundled ammunition technologically, as the brass cartridges would require more mass-production facilities than they would have possessed.

Bhu
2010-03-01, 06:53 AM
The only thing I've found so far is an article stating that muskets were introduced to japan in 1543 and being mass produced locally there by the 1560s.

http://en.wikipedia.org/wiki/Musket

Guess I'll have to keep looking.

GoC
2010-03-01, 06:59 AM
The only thing I've found so far is an article stating that muskets were introduced to japan in 1543 and being mass produced locally there by the 1560s.

http://en.wikipedia.org/wiki/Musket

Guess I'll have to keep looking.

Would this (http://en.wikipedia.org/wiki/Firearms_of_Japan) help?

FoeHammer
2010-03-01, 05:18 PM
Europe of the 1500's used smooth-bore firearms like the arquebus, which were muzzleloaders (http://en.wikipedia.org/wiki/Muzzle-loading).

Bhu
2010-03-03, 05:42 AM
I know what rifles they had, and I know they can manufacture them now. I'm just curious if they had to import gunpowder or could make it.

Minor updates to Ashigaru and Teppo-Ka

FoeHammer
2010-03-03, 08:24 PM
I know what rifles they had, and I know they can manufacture them now. I'm just curious if they had to import gunpowder or could make it.

I believe that they could, though if not then their next-door neighbor, China would have a bustling trade in it.

Rainbownaga
2010-03-04, 03:58 AM
Sorry if I am under some misapprehension, but why do these classes have shield proficiency? I was under the impression that the Japanese (and samurai in particular) didn't really use shields (and a quick google check of 'japanese shield' seems to support me).

Bhu
2010-03-04, 06:37 AM
Sorry if I am under some misapprehension, but why do these classes have shield proficiency? I was under the impression that the Japanese (and samurai in particular) didn't really use shields (and a quick google check of 'japanese shield' seems to support me).

They used them early in warfare, and quickly discarded them as cumbersome and not quite useful as warfare tactics changed. Since I wanted the Samurai to cover most of the available time period they have shield proficiency even though it was rarely used.

Bhu
2010-03-05, 06:40 AM
Are there official stats for Matchlock/Flintlock rifles in d20??

Bhu
2010-03-07, 07:26 PM
Minor updates to Ashigaru and Teppo-Ka

FoeHammer
2010-03-08, 07:58 PM
Are there official stats for Matchlock/Flintlock rifles in d20??

Page 145 of the Dungeon Master's Guide

Bhu
2010-03-08, 09:05 PM
One of my friends let me borrow D20 Past and it has much of the stats I needed.

Edited the Military Training Feats for Samurai and Ashigaru, and the Teppo-Ka has it's first set of class abilities.

I'm assuming the Japanese had cannonry, anyone know much about it?

FoeHammer
2010-03-09, 04:43 PM
To quote this article (http://en.wikipedia.org/wiki/Japanese_castle#Azuchi-Momoyama_period)


Cannon were rare in Japan due to the expense of obtaining them from foreigners, and the difficulty in casting such weapons themselves as the foundries used to make bronze temple bells were simply unsuited to the production of iron or steel cannon. The few cannon that were used were smaller and weaker than those used in European sieges, and many of them were in fact taken from European ships and remounted to serve on land; where the advent of cannon and other artillery brought an end to stone castles in Europe, wooden ones would remain in Japan for several centuries longer. A few castles boasted 'wall guns', but these are presumed to have been little more than glorified arquebuses, lacking the power of a true cannon. When siege weapons were used in Japan, they were most often trebuchets or catapults in the Chinese style, and they were used as anti-personnel weapons.[4] There is no record that the goal of destroying walls ever entered into the strategy of a Japanese siege. In fact, it was often seen to be more honorable, and more tactically advantageous on the part of the defender for him to lead his forces into battle outside the castle. When battles were not resolved in this way, out in the open, sieges were almost always undertaken purely by denying supplies to the castle, an effort which could last years, but involved little more than surrounding the castle with a force of sufficient size until a surrender could be elicited.


Hope it helps.

Bhu
2010-03-09, 08:10 PM
Thanks. Prolly shouldn't add cannons to the class then. Doesn't seem lik PC's would ever have access to one.

Bhu
2010-03-10, 08:08 PM
Does the superior aim ability for the Teppo-Ka seem to weak?

Bhu
2010-03-12, 12:40 PM
As a way of solving some of the current iffiness with Ki abilities, would it help if I put level prerequisites on them? For example the first ability in the tree can be taken at any level, but the next two in the chain require you to be a certain level before taking them?

FoeHammer
2010-03-12, 08:03 PM
As a way of solving some of the current iffiness with Ki abilities, would it help if I put level prerequisites on them? For example the first ability in the tree can be taken at any level, but the next two in the chain require you to be a certain level before taking them?

Don't you pretty much have that already from the BAB requirements?

Bhu
2010-03-13, 06:31 PM
Only a few of them have BAB requirements though

Bhu
2010-03-15, 10:53 AM
Teppo-Ka just needs a capstone and it's done. Any thoughts?

Bhu
2010-03-16, 10:19 PM
Teppo-Ka now has capstone (and it's a brutal one)

Bhu
2010-03-18, 10:51 PM
It has been pointed out to me the Teppo-Ka's 10th level ability invalidates it's 9th level. You want something else for that level?

Bhu
2010-03-20, 05:39 PM
BACKUP ARCHER

Picture URL

"Death is like an arrow that is already in flight, and your life lasts only until it reaches you."

A Teppo-Ka initially has some problems. It might be quicker and easier to learn a rifle than a bow, but the rifle loads a lot slower and has some issues. Hence the position of Backup Archers: groups of bowmen providing cover for the Teppo-Ka as he reloads his weapon.

BECOMING A BACKUP ARCHER
Any Ashigaru sufficiently skilled with the bow will likely be asked to become a Backup Archer at some point.

ENTRY REQUIREMENTS
Skills: Knowledge (War) 6 ranks, Spot 8 ranks
Feats: Combat Reflexes, Point Blank Shot, Precise Shot, Rapid Shot
BAB: +6
Ki Abilities: Improved Point Blank Shot, Greater Precise Shot


Class Skills
The Backup Archer's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography, Local, Nobility & Royalty, War)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level : 4 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +1 +2 +2 +0 Rapid Shot, Ki Pool
2. +2 +3 +3 +0 Shot of Opportunity
3. +3 +3 +3 +1 Precision
4. +4 +4 +4 +1 Rapid Shot
5. +5 +4 +4 +1 Shot of Opportunity
6. +6 +5 +5 +2 Precision
7. +7 +5 +5 +2 Rapid Shot
8. +8 +6 +6 +2 Shot of Opportunity
9. +9 +6 +6 +3 Precision
10.+10 +7 +7 +3 Master Archer

Weapon Proficiencies: A Backup Archer gains no new weapon or armor proficiencies.

Ki Pool: The Backup Archer's class levels stack with his Ashigaru levels for purposes of determining how many times per day he can use his Ki Pool and for how many Ki Abilities he has learned. The Backup Archer also gains access to several Ki abilities not open to the Ashigaru (which will be detailed below).

Rapid Shot (Ex): At 1st level if you may Ready an Action to do double damage against a charging foe with a bow in addition to normal weapons that qualify.

At 3rd level if you attack an opponent who is Flat-Footed or Denied his Dexterity Bonus to AC and hit successfully you automatically threaten a critical.

At 6th level you may make iterative attacks with a bow like you would with a normal melee weapon.

Shot of Opportunity (Ex): At second level if you have a bow in hand, opponents provoke Attacks of Opportunity as if it were a melee weapon (meaning you can fire on them as an AoO). If you do this you still provoke an Attack of Opportunity from them as you are using a Ranged Weapon.

At 5th level the range at which an opponent can provoke an Attack of Opportunity from your bow is 10'. He only gets his Attack of Opportunity now if he has the appropriate Reach.

At 8th level the range increases to 15', and you no longer provoke an Attack of Opportunity for using the bow in this manner.

Precision (Ex): At 3rd level you begin to gain an almost supernatural aim with your bow of choice. You gain Improved Precise Shot as a Bonus Feat whether you meet the prerequisites or not.

At 6th level you may ignore up to x points of Armor or Natural Armor Bonus, where x equals your Backup Archer Level. For example if a 6th level Backup Archer fired on a Troll it could completely ignore his Natural Armor Bonus of +5. If it fired on a Troll Hunter (See MM page 247) it could ignore the +6 Natural Armor Bonus or the +5 Armor Bonus, but not both.

At 9th level if your opponent is within 30' your Ranged attacks with your bow are considered touch attacks.

Master Archer (Ex): At 10th level all Ranged Attacks made with your bow threaten a critical on a natural 18-20 (This does not stack with other spells or effects that increase critical threat range). The range you may make touch attacks with your bow is increased to 60'.

PLAYING A BACKUP ARCHER
Your goal is to protect the artillery and gunfighters on your side, and incidentally to wreak as much havoc on the opposing sides infantry/cavalry as you can. Since you provide cover fire, you'll be excelling at sending out arrows as fast as possible as opposed to taking careful aim. Well usually anyway. You're still professional enough to take a shot if you can off someone important by doing so.
Combat: Initially your purpose is to help fire massive volleys of arrows at charging infantry and cavalry to devastate them. At some point this changes to you protecting the Teppo-Ka while he reloads to fire another volley. Speed at loosing arrows will have to be your forte.
Advancement: Much like any Ashigaru, your advancement depends largely on the whims of your Lord. Although in your case he'll probably want you to simply excel at archery.
Resources: Like the rest of the Ashigaru you are a professional military man, and can be equipped as your Lord desires. Your fortunes are pretty much linked to his.

BACKUP ARCHERS IN THE WORLD
"Use your head, or somebody else might."
You are treated much like any other professional soldier. You earn perhaps a bit less personal glory as you have not single handedly felled foes in a sword fight, but there are those who realize without your contributions the war effort would fail.
Daily Life: You spend your time drilling with the Teppo-Ka and the other archers preparing for war. Occasionally your Lord may have a mission for you, but if not you perform your regular job while keeping up your military training.
Notables:
Organizations: All Backup Archers belong to their Lord, much like any other Ashigaru. His household is the only organization they are supposed to belong to.

NPC Reaction
As you spend more time training with a bow than a sword people feel more comfortable around you since they erroneously believe you are less likely to cause problems. It's kind of believed you have no skill at melee fighting.

BACKUP ARCHERS IN THE GAME
This class assumes (like all Ashigaru PrC's) that you are a military man, and can be called up forcefully at any time. Work with the DM on this so it doesn't disrupt things (after all being the servant of a feudal warlord does saddle you with baggage, like extra enemies).
Adaptation: This is probably best for more serious campaigns given it's nature as a military class.
Encounters: Backup Archers are generally only really encountered in times of war. They do other things during peace time, so it's entirely possible to be working among them and not know it.

Sample Encounter
EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
LN Human Male Ashigaru 6/Backup Archer 6
Init +4, Senses: Listen +5, Spot +9
Languages Common
------------------------------------------------
AC , touch , flat-footed (+4 Dex, )
hp 78 (12 HD)
Fort +11, Ref +14, Will +5
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +12, Grp +14
Atk Options Blinding Strike, Nauseating Blow
Combat Gear
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Abilities Str 14, Dex 18, Con 13, Int 10, Wis 12, Cha 8
SQ Ki Pool 12/day,
Feats Far Shot, Rapid Shot, 4, Combat Reflexes (B), Formation Expert (B), Improved Precise Shot (B), Precise Shot (B)
Skills Climb +6, Concentration +9, Hide +8, Knowledge (Local, Nobility, War) +6, Listen +5, Move Silently +8, Search +6, Spot +9, Survival +5
Possessions



EPIC BACKUP ARCHER

Hit Die: d8
Skills Points at Each Level : 4 + int
Bonus Feats: The Epic Backup Archer gains a Bonus Feat every 2 levels higher than 20th

Bhu
2010-03-22, 12:02 AM
Archer slightly updated.

Did Ashgaru use the Yumi shortbow or the Daikyu longbow primarily?

Bhu
2010-03-23, 11:08 PM
Backup Archer has fluff and prereqs. Class abilities up soon.

Bhu
2010-03-24, 11:04 PM
Backup Archer just needs abilities, Ashigaru and Samurai have a new Ki ability.

Bhu
2010-03-26, 11:46 PM
So how does the Shot of Opportunity ability seem so far?

FlamingKobold
2010-03-26, 11:53 PM
Wow. You've put a lot of work into this. I'm reading through it all, as fast as I can. In the next few days I might be able to get a critique of everything here posted, but that's a big maybe. I really just want to voice my appreciation for this, as you don't seem to get as much as this deserves. This is now used as the official samurai in my games, so thank you.

Bhu
2010-03-29, 10:53 PM
Thanks man! It's always nice to know people are reading.

Backup Archer has new ability, and i edited old one to read a lil better.

Bhu
2010-03-30, 10:55 PM
Edited Teppo-Ka and Backup Archer, Backup just needs capstone now

Bhu
2010-04-01, 10:45 PM
If there are no objections Im gonna add proficiency with the Daikyu to the Backup Archer prereqs. I cant find anything about the Hankyu being used in warfare.

Bhu
2010-04-03, 12:34 AM
Ashigaru has two new Ki Abilities.

imp_fireball
2010-04-05, 10:44 PM
Samurai should have combat styles and depending on the style they choose (which appropriates at given level points), they can empower themselves in that manner. There's more to a samurai then staring somebody down and looking all stoic (which is pretty much all complete warrior does).

The standard signature move of the samurai is there weapon draw and attack, all in one smooth movement.

CW interprets this as, quick draw - but only with the katana and wakizashi (I don't even remember if they remembered to include wakizashi in there) - complete crap in other words.

Instead, make it quick draw with katana and wakizashi - and then allow a them to make an attack as a swift action with either one of them. The katana counts as a light weapon for this purpose as well, meaning you can perform sneak attacks/sudden strikes with it. Make sense? Samurai really love katanas.

At higher levels, if they use this ability against someone they have higher initiative than, then they can make two attacks in a swift action. How rad.



Offense combat style -

Power lunges - Multiple 5ft. steps per round. Full attacks galore.

Repetition Ki - Combine Ki with sword strokes that work. Assuming you made a critical strike, you can threaten automatically the next round, however you have to take 10 on the given attack. So if you hit while taking 10, then you roll to confirm without the need of determining whether or not you threaten.

Relentless in the Kill - Sacrifice attacks of opportunity for additional attacks on a full attack action. Each additional attack imposes a -2 penalty to all attacks. At higher levels, this does not require a full action.

Mounted - Mounted combat and archery as selectable bonus feats.

Debuff Style

Blood Makes Fear - Everytime you kill somebody, you gain a +1 to intimidate for that round per kill. Douse yourself in the blood as a move action and you get to keep half of those bonuses for the rest of combat.

(whatever the Japanese word for 'emotional intensity' is applying to samurai demonstrations in real life... starts with a Z) - Intimidate as a swift action.

Icey Fingers Clutching the Heart Atwixt the Ribs - Intimidate is more powerful, and does more then its usual affects. At high levels you can panic enemies depending on degree of success.

Cold Stare - Use Wisdom instead of Charisma for intimidate. You can project the fact that you are of very clear understanding that your opponent is weak and pathetic rather then having to make yourself seem scary.

Tank/Buff Style

Stance - Acquire dwarven stability. If you are a dwarf already, stacks with dwarven stability.

Stoic - Like paladin's divine grace but uses wisdom instead of charisma. Or constituion - whatever attribute seems more appropriate to samurai (depending on MAD, of course).

Dominate Self - Basically iron heart surge. At high levels, you can gain temporary SR, or gain an additional move action to buff it further, etc.

My Duty is My Life - Greater defense and/or offense against chaotic aligned creatures.

Could you include this?

Bhu
2010-04-05, 10:52 PM
I could make them Ki abilities prolly.

imp_fireball
2010-04-06, 03:12 PM
I could make them Ki abilities prolly.

Fair enough.

Bhu
2010-04-07, 12:02 AM
capstone for Backup Archer is up.

imp_fireball
2010-04-08, 01:03 PM
Here's another samurai feat:

Path of Evisceration
Prerequisites: BAB +9, Wis 13, Great Cleave or Ki Power

Whenever you score a critical, you may sacrifice an attack of opportunity to make a 5ft. step and attack another creature if they are within reach. This attack cannot be performed more then once against the same creature, however it may be performed multiple times, assuming you score consecutive critical hits.

Alternatively, you can sacrifice an attack of opportunity after landing a critical hit to seemingly dodge out of existence as a free action. This results from your great speed, and so you gain total concealment for the rest of the round, whether you perform any other actions or not
(such as movement).
----

The fluff of this being that in the movies or anime the stage would go black and all the viewer would see was a bunch of slashing marks dancing across the screen.

Bhu
2010-04-08, 09:59 PM
By sacrificing an AoO do you mean sacrifice your ability to make one for that round? Because Criticals aren't common enough that they commonly happen on rounds when you would have Attacks of Opportunity. We could maybe change it to losing one daily use of your Ki Pool?

imp_fireball
2010-04-08, 10:13 PM
By sacrificing an AoO do you mean sacrifice your ability to make one for that round? Because Criticals aren't common enough that they commonly happen on rounds when you would have Attacks of Opportunity. We could maybe change it to losing one daily use of your Ki Pool?

Sacrifice ability to make one for that round. In addition to Ki Pool if you want.

It's powerful on purpose.

Bhu
2010-04-10, 12:15 AM
Whilst I'm thinking on new Feats/Ki abilities it's time for the next class variant:

ONNA-BUGEISHA

Picture URL

"I am not afraid…I was born to do this."

The Onna-Bugeisha were the wives of high ranking Samurai in times of war who have been trained in warfare. Technically this was to protect their household, family, and honor if it became necessary, but in many cases widowed women had to become warriors to oversee their dead husbands estate or fend off invasions or coups while he was away.

Many are just as devastating as diplomats and political manipulators as they are on the battlefield. Raised all their lives to be intensely social, their sudden transformation into warriors as competent as any man often throws their opponents off completely. Unfortunately the period of their ascendance is brief, and eventually women in Japan are reduced to subservience again by the 17th century.

MAKING AN ONNA-BUGEISHA
You are pretty similar to regular Samurai except that there won't be much of a focus on horsemanship other than in earlier periods (you're supposed to defend the home after all). You will also have a stronger focus on diplomatic abilities as you will have to deal with the subterfuge of the court in ways a man wouldn't be exposed to.
Abilities: Unlike most warriors you are also expected to run a household, appear in court, and be 'charming' (or at least subservient). In other words you need self control and a desire to succeed in more areas than the men in your life. Dexterity and Charisma will be necessary for you, and Intelligence and Charisma will be almost as important. If necessary Strength can be done without so much, but you'll want at least an average score.
Races: Basically how common is the class in the various core races (and other races if you wish to put information in here about them).
Alignment: As any other Samurai the Onna-Bugeisha are required to be Lawful (and probably have less leeway than their husbands in regard to breaches of alignment or behavior).
Starting Gold: Same as a Fighter.
Starting Age: Same as a Fighter.

Class Skills
The Onna Bugeisha's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Geography, History, Local, Nobility & Royalty, War)(Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skills Per Day at 1st Level : (6 + int)x4
Skills Per Day at Each Additional Level : 6 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +1 +0 +2 +2 Military Training, Ki Pool, Ki Abilities, Samurai
2. +2 +0 +3 +3 Iron Will
3. +3 +1 +3 +3 Diplomatic Training
4. +4 +1 +4 +4 Military Training
5. +5 +1 +4 +4 Iron Will
6. +6 +2 +5 +5 Diplomatic Training
7. +7 +2 +5 +5 Military Training
8. +8 +2 +6 +6 Iron Will
9. +9 +3 +6 +6 Diplomatic Training
10.+10 +3 +7 +7 Military Training
11.+11 +3 +7 +7 Iron Will
12.+12 +4 +8 +8 Diplomatic Training
13.+13 +4 +8 +8 Military Training
14.+14 +4 +9 +9 Iron Will
15.+15 +5 +9 +9 Diplomatic Training
16.+16 +5 +10 +10 Military Training
17.+17 +5 +10 +10 Iron Will
18.+18 +6 +11 +11 Diplomatic Training
19.+19 +6 +11 +11 Military Training
20.+20 +6 +12 +12 Jotei

Weapon Proficiencies: Onna-Bugeisha are proficient with Simple and Martial Weapons and with Light, Medium, and Heavy Armor. They also have proficiency with any one Exotic Weapon.

Ki Pool (Su): At 1st level the Onna-Bugeisha first begins to learn to channel her Ki to perform acts she would be otherwise unable to do. She may use her Ki a number of times per day equal to either her Charisma or Wisdom Modifier (whichever is greater) plus once more per day for each level of Samurai she takes.

Ki Abilities (Ex): By tapping the power of her Ki a trained Onna-Bugeisha can enhance her abilities in battle, in art, and in life. A Samurai learns one new use for her Ki Pool at each level if she meets the prerequisites. If a Onna-Bugeisha multi classes into a PrC that allows her to continue to learn Ki Abilities, she may still choose Ki Abilities from the Onna-Bugeisha Class list if she meets the prerequisites. At 1st level she may expend up to 1 daily use of her Ki Abilities per round. This increases to twice per round at level 6, and 3 times per round at level 13. Ki abilities are skills the Onna-Bugeisha has trained to perfection, and despite being more than natural, they are not vulnerable to Antimagic Fields and as such are Exceptional Abilities unless it is noted otherwise.

Military Training (Ex): The Onna-Bugeisha is a military occupation primarily, and players can receive training at various fighting styles as long as they remain Onna-Bugeisha. It gives you Bonus Feats at levels 1, 4, 7, 10, 13, 16, and 19 from the following list (you must still meet prerequisites, your Onna-Bugeisha Levels are considered levels in Fighter for purposes of acquiring Weapon Focus, Weapon Specialization, and related Feats): Advanced Kashima Shinto-ryu*, Advanced Ona-ha Itto Ryu*, Advanced Yagyu Shinkage Ryu*, Canny Opportunist, Cavalry Charger, Choke Hold, Combat Expertise, Combat intuition, Combat Reflexes, Defensive Sweep, Deft Opportunist, Earth's Embrace, Evasive Reflexes, Far Shot, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Grapple, Improved Unarmed Strike, Improved Initiative, Improved Mounted Archery, Improved Precise Shot, Improved Quick Cut*, Improved Ride-By Attack*, Improved Trip, Kashima Shinto-ryu*, Kashima Shinto-ryu Mastery*, Kiai Shout, Martial Throw, Mounted Archery, Mounted Combat, Ona-ha Itto Ryu*, Ona-ha Itto Ryu Mastery*, Oversized Two-Weapon Fighting, Power Critical, Precise Shot, Point Blank Shot, Quick Cut*, Quick Draw, Prone Attack, Ride-By Attack, Sharp-Shooting, Short Haft*, Spirited Charge, Stand Still, Sweep*, Telling Blow, Trample, Weapon Focus, Weapon Specialization, Yagyu Shinkage Ryu*, Yagyu Shinkage Ryu Mastery*

Samurai: For purposes of everything except Ki Ability selection Onna-Bugeisha Levels are considered to be Samurai Levels.

Iron Will (Ex): At 2nd level the Onna-Bugeisha gains Iron Will as a Bonus Feat.

At 5th level the Onna-Bugeisha gains Indomitable Soul as a Bonus Feat (see PHB II).

At 8th level she gains Mind over Matter. Once per round when targeted by an effect that requires a Fortitude or Reflex Saving Throw, the Onna-Bugeisha may opt to use a Willpower Save instead.

At 11th level the Onna-Bugeisha can violate her alignment if ordered to. If her Lord commands her to commit an act her alignment would not normally allow her to perform, and disobeying him would violate the Code of Bushido, then the Onna-Bugeisha can make a Willpower Save (DC 20) to avoid her alignment changing, and any negative effects for violating her alignment. She must seek to repent afterwards, and qualify for an Atonement spell, or after 1 week she takes the full brunt of violating her alignment.

At 14th level the Onna-Bugeisha gains a +4 Resistance Bonus on Willpower Saves against Mind-Affecting Effects. If a Mind-Affecting Effect would cause her to disobey her Lord or violate the tenets of Bushido at any time (for example a Charm or Compulsion spell was cast on her, and she was ordered to commit an act that either Lord or Bushido would object to) she gains a second Saving Throw to escape the effect.

At 17th level the Onna-Bugeisha is immune to Fear and Morale based penalties.

Diplomatic Training (Ex): The Onna-Bugeisha must learn diplomacy as well as fighting, and as such they gain certain abilities related to it.

At Level 3 she gains her choice of one of the following Feats: Deceitful, Investigator, Negotiator, or Persuasive.

At Level 6 she gains the High Society Feat (see Crystal Keep or Dragon 333).

At Level 9 she gains the Master Manipulator Feat.

At level 12 she gains the Leadership Feat.

At Level 15 she gains the Wanderer's Diplomacy Feat.

At level 18 the Onna-Bugeisha can choose any one skill based off her class list based on Charisma. She gains a Competence Bonus equal to (her Onna-Bugeisha Level divided by 5) with Skill Checks made with that skill.

Jotei (Ex) At 20th level the Onna-Bugeisha has mastered command of herself and the world around her. She may not be a leader in the literal sense of the word (i.e. she may not have officially reached Jotei status), but she is a leader of men nonetheless. All Allies within 60' of the Jotei are immune to Fear or Morale Penalties, and gain a +2 Resistance Bonus to Saving Throws against Mind-Affecting Effects. If you have the Leadership Feat your Leadership score increases by an amount equal to your Charisma Modifier.

PLAYING AN ONNA-BUGEISHA
Your life is a complex one. In early periods women aren't the subservient baby machines they are expected to be later, but neither are they usually thought of as warrior material unless they have proven themselves multiple times. Eventually your taking up arms would not only be seen as laughable but the mere desire to might be considered an example of mental imbalance. You will be an enigma, an unknown quantity which others will find difficult to peg down or predict, and that will cause them to hate and fear you. use that to your advantage, you'll need it to remain among the living.
Religion: In real life Samurai followed Bushido, and to an extent Zen Buddhism. In DnD this means they are spiritual, but they don’t really worship Gods per se (though some may still practice the old Shinto religion).
Other Classes: You relate to other classes in much the same way as any other Samurai, but sometimes your unique perspective causes you to think in ways differently from your male peers. In other words you have the ability to adapt better, and not have such a stick up your behind.
Combat: Identical to your male counterparts in most ways, you prefer speed and finesse over shear physical power. Many Onna-Bugeisha also study exotic, easily concealable weapons that would normally be used by less than honorable fighters who prefer stealth.
Advancement: As with other Samurai, how you advance depends upon the wishes of your Master, assuming you have one. Many Onna are so unique that their Lords let them follow their own whims.

ONNA-BUGEISHA IN THE WORLD
War is delightful to those who have not experienced it."
You will need a pretty thick skin. Most people assume you have a place due to your gender and station at birth, and they want you to keep to it like everyone else does. With luck the commander of whatever force you're in takes you seriously, or you at least are the head of a household. You'll take less crap as a widow who has become a warrior than you will as a single woman whose taken up a life of slaughter in order to prove herself.
Daily Life: You're busier than the average Samurai. You have to be twice the woman any of the other members of the house are to still be thought of as attractive, and twice the warrior your male counterparts are to be taken seriously. Plus you most likely have a household to run, training to attend to, perhaps children, etc.
Notables: Akiko Sugiwara (LG Human Female Onna-Bugeisha 12) is a widow who has assumed her husbands station in a time of warfare when traditional male Samurai are in short supply. The people are more loyal to her than they ever were to her husband anyway. Misako Koji (LE Human Female Onna-Bugeisha 6/Ronin 6) is a former Samurai who murdered her husband and now spends her days on the run making a living as an assassin.
Organizations: Usually you will be the widow or wife of a powerful Samurai, but not always. Since you will be expected to run his household in his absence you will most likely have the Leadership Feat, and be the head of a small organization yourself.

NPC Reaction
You weird NPC's out. Due to your societies strict conformity people of both genders will take every opportunity to remind you of your place. outsiders won't be much better since they will sense your weakness and swarm like all the others do. You will need to rely on your sword twice as much as a man of your station would, not because you'll be challenged to more fights (which you will), but because no one wants to be seen losing to a woman. So the easiest way to get what you want is the threat of violence, and the occasional example made.

ONNA-BUGEISHA IN THE GAME
This class will tend to attract controversy if you play it realistically, so if you do, make sure your player knows what shes in for.
Adaptation: This is okay for either silly or serious campaigns, but works best ins serious ones. Drama is well suited for it.
Encounters: Onna-Bugeisha are encountered in warfare like any other Samurai, or guarding the house while their husband is at war himself. On rare occasion they can be encountered in the field on missions like any other Samurai.



EPIC ONNA-BUGEISHA

Hit Die: d8
Skills Points at Each Level : 6 + int
Ki Pool The Epic Onna-Bugeisha gains 1 additional daily use of her Ki Pool for every Epic Level. She does not gain new Ki abilities except as Epic Feats.
Bonus Feats: The Epic Onna-Bugeisha gains a Bonus Feat every 3 levels higher than 20th


EX-ONNA-BUGEISHA
If a Onna's master dies, or she is dismissed from his service for whatever reason (usually disgrace), or she becomes of an Alignment other than Lawful (which is likely to cause her dismissal), the Onna is supposed to commit seppuku. If she does not, and chooses to live, she can no longer take levels in the Onna class, and becomes a Ronin (taking levels in the Prestige Class of the same name, or some other class). If she is accepted as an Onna again, she can continue to once again take levels in this class.

Bhu
2010-04-11, 11:35 PM
Does anyone object to the Onna-Bugeisha class variant being female only?

Bhu
2010-04-13, 11:18 PM
Finally some time to myself to work! The Onna has been updated.

Bhu
2010-04-15, 08:06 PM
I took a new job today with a weird schedule so updates will be a little sporadic for a bit.

Bhu
2010-04-17, 12:13 AM
Never mind lost that job too :smallmad:

jesus I'm having a run of luck lately...

So you may have noticed I've been making about 2 PrC's per class variant. My well of inspiration is running dry on the Onna though. I'm thinking of maybe a spy (many Samurai did handle spy duties), but beyond that I'm at a loss for a second one. So after this it's a few more PrC's, maybe some more Feats, and finishing up and/or redoing the Ki abilities for each of the classes and it'll be done I guess.

Bhu
2010-04-19, 12:13 AM
I take that back, The Pechin (Okinawan Samurai) seem to have specialized quite a bit in Te, an unarmed form if fighting. They could make a decent class variant assuming I can find enough info on them. Whilst I finish up the Onna tho, I really need to figure out what I'm gonna do with the Ki abilities. Do you think simple level prerequisites tone them down enough? Shall I redo them entirely? Maybe base them off concentration rolls or make them similar to Maneuvers?

Bhu
2010-04-20, 12:20 AM
I just need to fill in the Feat list for Military Training and the 18th level ability for Diplomatic Training and the Onna-Bugeisha has her class abilities.

Bhu
2010-04-21, 12:58 AM
I may be suing my former employers it turns out. If this happens please be patient as my updating will be kinda slow.

Bhu
2010-04-22, 12:15 AM
Ashigaru and Onna-Bugeisha updated.

Bhu
2010-04-22, 09:44 PM
KAGEMUSHA

Picture URL

"From infancy on, we are all spies; the shame is not this but that the secrets to be discovered are so paltry and few."

The Kagemusha are attractive Onna-Bugeisha who have cross trained with Kunoichi to become assassins who can gain entry to the houses of nobles via the front door. They are seductresses and assassins. Needless to say they are hated immensely, and when caught they are usually tortured and executed bloodily.

Still they are quite effective, and this means that no matter how many are slain more will be trained. After all few people expect women to be trained warriors and murderers, especially ones born as noblewomen who are supposed to find such a fate repulsive.

BECOMING A KAGEMUSHA
Kagemusha are women born of noble blood who have exhibited great prowess as a warrior, very little scruples when it comes to killing (or at least enough belief in a cause that they can be manipulated), and a willingness to train with Shinobi to become assassins for their Lord.

ENTRY REQUIREMENTS
Gender: Must be female
Skills: Bluff 6 ranks, Diplomacy 6 ranks, Gather Information 6 ranks, Sense Motive 6 ranks, Sleight of Hand 6 ranks
Feats: Improved Initiative, Quick Draw, Quick Cut
Alignment: Cannot be Good or Lawful
Class Abilities: At least +1d6 Sneak Attack


Class Skills
The Kagemusha's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, Nobility, War)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Search (Int), Sense Motive (Wis, Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Rope (Dex).
Skills Points at Each Level : 8 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 Seduction, Ki Pool
2. +1 +0 +3 +3 Deception
3. +2 +1 +3 +3 Assassination
4. +3 +1 +4 +4 Seduction
5. +3 +1 +4 +4 Deception
6. +4 +2 +5 +5 Assassination
7. +5 +2 +5 +5 Seduction
8. +6 +2 +6 +6 Deception
9. +6 +3 +6 +6 Assassination
10.+7 +3 +7 +7 Hitogoroshi

Weapon Proficiencies: A Kagemusha gains no new weapon or armor proficiencies.

Seduction (Ex): Kagemusha are well trained in getting men (and even women) to lower their guard.

At 1st level you may always Take 10 on Gather Information Checks

At 4th level you gain a Dodge Bonus to your Armor Class equal to your Charisma Modifier representing the idea that most beings find you attractive enough that they are reluctant to hit you full force if at all.

At 7th level you gain a Bonus to Attack and Damage rolls equal to your Charisma Modifier when attacking opponents who are Flat-Footed or Denied their Dexterity Bonus to AC.

Ki Pool: The Kagemusha's class levels stack with her Onna-Bugeisha levels for purposes of determining how many times per day she can use her Ki Pool and for how many Ki Abilities she has learned. The Kagemusha also gains access to several Ki abilities not open to the Onna-Bugeisha (which will be detailed below).

Deception (Ex): You are also well trained at deceiving foes.

At 2nd level you can Feint as a Move Action, and may always take 10 on Bluff Checks.

At 5th level you can Feint as a Swift Action, and may always Take 10 on Diplomacy Checks.

At 8th level your opponents do not get bonuses to their Sense Motive Checks based on the inherent unbelievability of your lies. You may now always Take 10 on Sleight of Hand Checks.

Assassination (Ex): At third level you gain the Death Attack Ability. This is identical to the Assassin ability on page 180 of the DMG.

At 6th level you only need to observe the target for 2 rounds, and gain +1d6 Sneak Attack. This stacks with Sneak Attack dice you gain from other sources.

At 9th level if you Feint successfully the next attack you make can be a Death Attack. If it fails this is merely a normal attack. This may only be done once per opponent. You also gain another +1d6 Sneak Attack.

Hitogoroshi (Ex): You gain an additional +1d6 Sneak Attack, and critical hits you successfully confirm on an opponent who is Flat-Footed or Denied his Dexterity Bonus to AC have their multiplier increased by 1 (i.e. if they normally do x2 damage on a critical hit they now do x3). The Save DC of your Death Attack Ability increases by +2.

PLAYING A KAGEMUSHA
You must strive to be heartless and emotionless, a creature of artifice and deception. Discover what your target looks for in a woman, and become that woman. Deceive him, get close, and murder him before escaping if you can (you are expendable). Don't fall in love, don't allow yourself the luxury of mercy, and don't get caught. Suicide is acceptable to surrender.
Combat: Kagemusha excel at ambushes, and prefer to attack unarmed opponents they have lulled into a false sense of security through seduction and alcohol (and sometimes poison if they're ruthless enough). The point is that no one must know you have skill as a killer, so you must do it in secret.
Advancement: Like most Samurai, your advancement will depend greatly on the whims of your Lord and what he wants from you.
Resources: You have a backer of some sort, usually a noble with little scruples, lots of money, and bad things that need doing. You may not personally believe this of him, but it's most likely true.

KAGEMUSHA IN THE WORLD
"To attempt to silence a man is to pay him homage, for it is an acknowledgement that his arguments are both impossible to answer and impossible to ignore."
Kagemusha are thought of as incredible (but sadly expendable) tools by their patrons, and the lowest of scum by polite society. They kill by deception, and are nobly born to boot, which means they're 'supposed to know better'. Even your own side publicly disowns you. Well until you get caught, tortured, and subsequently reveal who you work for. Then your side gets put to death en masse.
Daily Life: Your life is either training for a mission, or the mission itself. You have no down time. You can't afford it. Enemies from past assignments want you dead. The nobility want you dead for your 'crimes' against them (although your victims are probably at least as unethical as your employer). The common folk hear nothing but lies about you and want you dead as well.
Notables: Mayumi Shimikagi (LN Human Female Onna-Bugeisha 3/Rogue 3/Kagemusha 6) is her Daimyo's greatest weapon. Posing as a concubine or potential marriage candidate for Samurai who need a wife, she enters their bedrooms and murders them while they are sleeping before sneaking out of the building (or blaming a suitable candidate for the murder).
Organizations: As with other Samurai, you have the household organization of a Daimyo you belong to. Given your cross training with the Shinobi you most likely also have contacts with at least one Ninja clan.

NPC Reaction
NPC's treat you with the usual deference if they think your Samurai (you can have them put to death otherwise), or court you if they're male and unmarried (and sometimes if they are married). If they know you're an assassin, you're persona non grata. Any evil can be done to you or anyone in contact with you and there is no shame in it.

KAGEMUSHA IN THE GAME
kagemusha players will probably have to hide what they really are from the group unless they are her assistants, or she's the undercover assistant for a group of ninjas. Make sure no one minds this as it might get tedious to some players who don't like having to carry on long term pretenses.
Adaptation: Kagemusha are best for serious campaigns, especially gritty ones where good and evil are not always clear cut.
Encounters: Kagemusha are usually encountered when they're on a mission at some nobles court, though most people wouldn't know they were actually next to one. If the PC's are assigned on a raid against a Ninja clan or spy training ground they may see them too.

Sample Encounter
EL 12: The PC's have been asked to escort a Samurai woman en route to her wedding to a rival clan. It's assumed many assassins from both sides will not want her to live to see the day. They encounter many attempts on the way, and one of the PC's at one point sees her defend herself in a manner similar to the Ninja clan used by the Lord who assigned them the job (i.e. she uses a ninja weapon and fighting techniques). It becomes obvious she's a trained murderess. But who is she working for? And who is her target? And is she on the PC's side?


Mayumi Shimikagi
LN Human Female Onna-Bugeisha 3/Rogue 3/Kagemusha 6
Init +3, Senses: Listen +5, Spot +5
Languages Common
------------------------------------------------
AC , touch , flat-footed (+3 Dex, +3 Dodge, )
hp 51 (12 HD)
Fort +4, Ref +24, Will +20
Evasion, Trap Sense +1
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +9, Grp +8
Atk Options Sneak Attack +3d6, Death Attack DC 17
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 16, Con 10, Int 12, Wis 13, Cha 16
SQ Ki Pool 12/day, Trapfinding, Seduction, Deception,
Feats Combat Expertise, Combat Reflexes, Eyes in the Back of Your Head, Improved Initiative, Onna-ha Itto Ryu, Quick Draw, Iron Will (B), Negotiator (B), Quick Cut (B)
Skills Bluff +15, Diplomacy +15, Gather Information +15, Hide +13, Knowledge (Local, Nobility) +5, Listen +5, Move Silently +13, Ride +8, Search +5, Sense Motive +13, Sleight of Hand +15, Spot +5, Tumble +9, Use Magic Device +15
Possessions



EPIC KAGEMUSHA

Hit Die: d8
Skills Points at Each Level : 8 + int
Sneak Attack At Level 22 and every three levels thereafter the Kagemusha gains an additional +1d6 Sneak Attack.
Bonus Feats: The Epic Kagemusha gains a Bonus Feat every 3 levels higher than 20th

Bhu
2010-04-23, 11:02 PM
Onna and Kagemusha updated

Bhu
2010-04-25, 11:39 PM
kagemusha updated. I start training this week for the Census, so lemme get used to whatever the heck my new schedule is, and I'll be back to posting normally.

Bhu
2010-04-26, 07:26 PM
Got some of the class abilities up for Kagemusha. Anyone think the 9th level ability is over the top?

Bhu
2010-04-27, 09:46 PM
Ok I redid the assassination ability due to feedback I received, Lemme know what you think of it now.

Bhu
2010-04-28, 09:27 PM
kagemusha now has all abilites except capstone

Eikonos
2010-04-29, 11:52 AM
Pechin is next I hope :smalltongue:

Bhu
2010-04-29, 09:08 PM
normally there'd be another PrC for the Onna, but I can't think of one yet, so yes as soon as its done Pechin is up (besides you had that request...)

Eikonos
2010-04-29, 11:54 PM
normally there'd be another PrC for the Onna, but I can't think of one yet


Hmm...it seems to me, that many historical sources picture onna-bugeisha as superbly skilled horsewomen and archers, so maybe something like a mounted naginata and longbow user...?? (just my 2 cents :smalltongue:)

Bhu
2010-04-30, 11:46 AM
They do that because most of the Onna were present during the Samurai's earliest days when they were primarily archer cavalry called the Saburai. Later, female samurai were relegated to home defense, and then became virtual slaves. During one infamous period Samurai were expected to turn to younger boys for romantic and sexual love, and their wives were merely there for procreation similar to pederasty in other civilizations. That was a particularly dark discovery for my part...


But I'll probably make Saburai a PrC. it would be equally open to both the male and female Samurai.

Bhu
2010-04-30, 11:53 PM
kagemusha is revised, and has most of it's stuff up except the example NPC. If you like it's Pechin time.

Eikonos
2010-05-01, 02:31 AM
it's Pechin time

Hoooo yeaaahh !! :smallbiggrin:

Bhu
2010-05-02, 11:34 PM
http://en.wikipedia.org/wiki/Pechin

PECHIN

Picture URL

"No matter how you may excel in the art of Te, and in your scholastic endeavors, nothing is more important than your behavior and your humanity as observed in daily life."

The Pechin were the Okinawan/Ryukyuan version of Samurai. Most weren't Buddhists (at least that I can find), and so would not be restricted by the Code of Bushido. Okinawa also had long periods of being forcibly disarmed by mainland Japan who feared revolt. As a result they developed the martial art Te, which was the precursor to modern Karate, so as to have a means of defending themselves. They also traded quite frequently with China and Thailand and show cultural influences from them. Early Pechin supposedly fought with curved swords and shields, similar to China a the time.

MAKING A PECHIN
Earlier Pechin were heavily influenced by Chinese fighting, and could be expected to fight with sword and shield and possibly know early forms of Kung Fu as well. Later Pechin are more influenced by mainland Japan after being cut off from China, and often catty either a Tachi and Wakizashi or a single Katana. Once the Ryukyus are officially disarmed the Pechin rely on unarmed techniques such as Te ( http://en.wikipedia.org/wiki/Okinawan_martial_arts ) although some may have also learned Jujutsu, Aiki-Jujutsu, or Taijutsu. Many also practiced Kobudo.
Abilities: Unlike most Samurai you are never expected to be heavy cavalry. Your physical stats take precedence because of your practicing unarmed fighting so heavily, and Wisdom also helps the use of some of your abilities. Charisma helps you with your Perform skills, as art and music are more revered among the Ryukyus than combat.
Races: Pechin are about the same as regular Samurai in their distribution among races, but there are more of them among Chaotic species.
Alignment: Pechin were warriors and police both. As upholders of the Law, they will tend to be Lawful, but they are not required to be the way normal Samurai are, nor are they beholden to the Code of Bushido.
Starting Gold: Same as Fighter.
Starting Age: Same as Fighter.
Class Skills
The Pechin's class skills (and the key ability for each skill) are are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Geography, History, Local, Nobility & Royalty, War)(Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d10


BAB Fort Ref Will Abilities
1. +1 +2 +0 +2 Military Training, Ki Pool, Ki Abilities
2. +2 +3 +0 +3 Iron Will
3. +3 +3 +1 +3 Unarmed Fighting
4. +4 +4 +1 +4 Military Training
5. +5 +4 +1 +4 Iron Will
6. +6 +5 +2 +5 Unarmed Fighting
7. +7 +5 +2 +5 Military Training
8. +8 +6 +2 +6 Iron Will
9. +9 +6 +3 +6 Unarmed Fighting
10.+10 +7 +3 +7 Military Training
11.+11 +7 +3 +7 Iron Will
12.+12 +8 +4 +8 Unarmed Fighting
13.+13 +8 +4 +8 Military Training
14.+14 +9 +4 +9 Iron Will
15.+15 +9 +5 +9 Unarmed Fighting
16.+16 +10 +5 +10 Military Training
17.+17 +10 +5 +10 Iron Will
18.+18 +11 +6 +11 Unarmed Fighting
19.+19 +11 +6 +11 Military Training
20.+20 +12 +6 +12 Sensei

Weapon Proficiencies: A place to put the different proficiencies.
Put all the different class abilities in here!

Ki Pool (Su): At 1st level the Pechin first begins to learn to channel his Ki to perform acts he would be otherwise unable to do. He may use his Ki a number of times per day equal to either his Charisma or Wisdom Modifier (whichever is greater) plus once more per day for each level of Pechin he takes.

Ki Abilities (Ex): By tapping the power of his Ki a trained Pechin can enhance his abilities in battle, in art, and in life. A Pechin learns one new use for his Ki Pool at each level if he meets the prerequisites. If a Pechin multi classes into a PrC that allows him to continue to learn Ki Abilities, he may still choose Ki Abilities from the Pechin Class list if he meets the prerequisites. At 1st level he may expend up to 1 daily use of his Ki Abilities per round. This increases to twice per round at level 6, and 3 times per round at level 13. Ki abilities are skills the Pechin has trained to perfection, and despite being more than natural, they are not vulnerable to Antimagic Fields and as such are Exceptional Abilities unless it is noted otherwise.

Military Training (Ex): The Pechin is a military occupation primarily, and players can receive training at various fighting styles as long as they remain Pechin. It gives you Bonus Feats at levels 1, 4, 7, 10, 13, 16, and 19 from the following list (you must still meet prerequisites, your Pechin Levels are considered levels in Fighter for purposes of acquiring Weapon Focus, Weapon Specialization, and related Feats): Canny Opportunist, Cavalry Charger, Choke Hold, Combat Expertise, Combat Focus, Combat Intuition, Combat Reflexes, Defensive Sweep, Dodge, Earth's Embrace, Eyes in the Back of Your Head, Far Shot, Greater Two-Weapon Defense, Greater Two-Weapon Fighting, Greater Weapon Focus, Greater Weapon Specialization, Heavy Armor Optimization, Improved Critical, Improved Grapple, Improved Unarmed Strike, Improved Initiative, Improved Quick Cut*, Improved Ride-By Attack*, Improved Trip, Improved Two-Weapon Defense, Improved Two-Weapon Fighting, Kashima Shinto-ryu*, Kashima Shinto-ryu Mastery*, Kiai Shout, Lightning Reflexes, Martial Throw, Mounted Combat, Ona-ha Itto Ryu*, Ona-ha Itto Ryu Mastery*, Oversized Two-Weapon Fighting, Power Critical, Precise Shot, Point Blank Shot, Quick Cut*, Quick Draw, Prone Attack, Ride-By Attack, Snap Kick, Spirited Charge, Stand Still, Stunning Fist, Superior Unarmed Strike, Sweep*, Trample, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus, Weapon Specialization, Yagu Shinkage Ryu*, Yagu Shinkage Ryu Mastery*

Iron Will (Ex): At 2nd level the Pechin gains Iron Will as a Bonus Feat.

At 5th level the Pechin gains Indomitable Soul as a Bonus Feat (see PHB II).

At 8th level gains Mind over Matter. Once per round when targeted by an effect that requires a Fortitude or Reflex Saving Throw, the Pechin may opt to use a Willpower Save instead.

At 11th level the Pechin can make a Concentration Check to temporarily ignore any Mind-Affecting effect for a number of rounds equal to his Wisdom Modifier. The Check DC is equal to the original Save DC of the effect.

At 14th level the Pechin gains a +4 Resistance Bonus on Willpower Saves against Mind-Affecting Effects. If a Mind-Affecting Effect would cause him to break the Law (for example a Charm or Compulsion spell was cast on him, and he was ordered to commit an act that society would object to) he gains a second Saving Throw to escape the effect.

At 17th level the Samurai is immune to Fear and Morale based penalties.

Unarmed Fighting (Ex): At Level 3 the Pechin chooses one style of Unarmed Fighting: Jujutsu, Taijutsu or Te. At levels 3, 6, 9, 12, 15, and 18 the Pechin can choose a new maneuver from this style (Maneuvers will be listed later in the thread).

Sensei (Ex): At Level 20, you threaten a critical with unarmed strikes on an 18-20, and do x3 damage on a successful critical. You also gain a Bonus on Grapple Checks and Attack rolls for Unarmed Strikes equal to your Wisdom Modifier.

PLAYING A PECHIN
Try not to be obvious. Too many people in Japan are afraid of your people rebelling, so try not to show anger or violence, and do not commit acts of aggression in public where there can be witnesses. You are an artist and a noble, not a common thug or murderer. Behave as such.
Religion: Pechin follow the traditional ancestor worship found in Okinawa. Unlike other Samurai they don't retire to become Monks as most Shamans and spiritual leaders in their culture are women.
Other Classes: Pechin are fairly similar to more traditional Samurai in their reactions to other classes.
Combat: Pechin specialize heavily in unarmed fighting, especially in later years when they have been disarmed by japan. As a result there are many local variations on Te, and many also specialize in using weapons that are common items such as farming tools (i.e. Kobudo).
Advancement: Advancement is still somewhat limited by the wishes of a Pechin's employer, but they aren't quite as strict as a normal Samurai's Lord would be. Pechin are expected to continue to contribute to the development of Te though.

PECHIN IN THE WORLD
"If you’re going to be as a river, make sure you don’t overflow your banks, and kill the life around you."
Pechin are the defenders of their people, and given the treatment they receive from the rest of Japan they are needed. While you are not allowed to be armed for much of your existence, there are ways around that. Unarmed fighting, or using common tools for example. You might actually be more competent at fighting without a sword than you are with one.
Daily Life: You pretty much go about your daily job, whatever that is, with the addition of training in Te, and attempting to ever further the style. If crimes are committed you may be called upon to track down the criminal. If ar comes you will be expected to fight.
Notables:
Organizations: Most Pechin belong to the Okinawan military or some sort of police force. Their structure is somewhat different than that of the traditional Samurai as some may serve an organization as opposed to a Daimyo.

NPC Reaction
People look to you for protection from evil men. Simultaneously, if you are not careful, they will fear you for your martial prowess and come to believe they need protecting from you. You're regarded equally as oppressor or savior depending on what company you're in.

PECHIN IN THE GAME
Roleplaying a Pechin will be somewhat easier than mainland Japanese Samurai, and players will have to remember they have somewhat different expectations. Glory in battle or being a great slayer of men does not bring fame in Okinawan society the way it does in mainstream Japan.
Adaptation: The Pechin is intended for games with an Okinawan flavor, but can be used to simulate any warrior specializing in unarmed fighting.
Encounters: Pechin can be encountered anytime the PC's are up to no good as they are the local police force. If the group expects to train in unarmed fighting, it's likely a Pechin who will be training them (if they can convince one). Should war occur it will be the Pechin taking up arms. They can also be found trading at sea.



EPIC PECHIN

Hit Die: d10
Skills Points at Each Level : 4 + int
Ki Pool The Epic Pechin gains 1 additional daily use of his Ki Pool for every Epic Level. He does not gain new Ki abilities except as Epic Feats.
Bonus Feats: The Epic Class Pechin gains a Bonus Feat every 3 levels higher than 20th

Bhu
2010-05-04, 12:21 AM
I've started editing i nthe fluff for the Pechin, but I can;t find much on them, so if I get anything wrong let me know and I will correct.

Bhu
2010-05-05, 12:39 AM
OK how many of the old unarmed fighting styles shall I try to develop with this?

Bhu
2010-05-06, 11:58 PM
Okay possible styles include (for Japan):

Sumo: http://en.wikipedia.org/wiki/Sumo

Jujutsu: http://en.wikipedia.org/wiki/Jujutsu

Taijutsu: http://en.wikipedia.org/wiki/Taijutsu

For Okinawa:

Te: http://en.wikipedia.org/wiki/Okinawan_martial_arts

Tegumi: http://en.wikipedia.org/wiki/Tegumi

I can try to do all these, or concentrate on Te for the Pechin along with maybe Taijutsu, and make the others PrC's

Eikonos
2010-05-07, 01:47 PM
Taijutsu is a must (with all the substyles of course) !! :smallbiggrin:

I wonder though, how will You translate Te into d&d terms ?? :smallsmile:

Bhu
2010-05-07, 11:22 PM
initial fluff for the Pechin is up. Lemme do some research and ask advice on teh styles, and I'll get it finished up.

imp_fireball
2010-05-09, 08:08 PM
Can I get the stats on the katana you specified, Bhu?

GenPol
2010-05-09, 10:02 PM
Wow, this is fantastic stuff so far! Thanks a bunch for doing this. I'm reading through the whole thread now, I'll hopefully be able to provide some sort of commentary later.

Bhu
2010-05-09, 11:25 PM
Can I get the stats on the katana you specified, Bhu?

Where? You mean for the Pechin? It's the same stats as hte Katana in Oriental Adventures.

Bhu
2010-05-09, 11:26 PM
Wow, this is fantastic stuff so far! Thanks a bunch for doing this. I'm reading through the whole thread now, I'll hopefully be able to provide some sort of commentary later.

Thanks man! Sorry it's taking so long to get all the Ki stuff up. I kinda wanted the classes done before I started work on them.

Bhu
2010-05-10, 10:34 PM
Okay Tegumi And Sumo are definitely PrC's, Ill use Jujutsu for mainland Japane and Te for Okinawa. Taijustsu is a set of techniques used by various martial arts so it'll be available to both. Now I just need to find the names of maneuvers used by them so I can figure out how to make them.

GenPol
2010-05-11, 06:11 PM
THIS (http://www.budodojo.com/taijutsu.htm#terms) may be of some use. If you search around on the same site, you can find video demonstrations of the moves too.

HERE (http://www.ehow.com/way_5229407_taijutsu-techniques.html) also has a few things listed.

Bhu
2010-05-11, 11:04 PM
Thank you!! Yes these will definitely come in handy.

Shall I do a PrC whilst I study these for the Pechin? :smallcool:

Eikonos
2010-05-12, 12:10 AM
If it won't be too distracting :smallbiggrin:, I think I could see some Tegumi here :smalltongue:

Bhu
2010-05-12, 12:32 AM
Preferably a PrC which does not also require me to study another hth combat form :smalltongue:

Eikonos
2010-05-12, 01:40 PM
I don't even know where to choose from....:smalltongue:

Tsujigiri

A possibly insane (at least to any casual observer) samurai, living only to kill, a Tsujigiri. A person that sincerely gives a damn about the philosophical side of the way of the warrior and holds a geniune belief, that a sword is merely a hitogiri bouchou - killing tool.

His class abilities should represent his un-spiritual vision of true swordsmanship, a brutal, very efficient form of combat - striking where most damage can be inflicted, "reaping" his opponets in showers of blood and gore - a "one hit, one kill" method requiring both considerable skill at arms and raw, brutal strength.

Battle is not something that brings him pleasure, but a normal, everyday part of life - like brushing teeth, cutting grass, pruning bonsai - and he really doesen't care who is at the receiving end of his blade, as long as he gets the job done (after watching your friend get cleaved in two, you are supposed to run away screaming, if you don't, that means you are possibly a threat and must be dealt with approprietly).

Tsubanari

Tsubanari is a sound that a katana makes, when returning to it's scabbard.

A samurai that excels at Iai techniques, performing attacks with such speed, that even skilled and experienced fighters have difficulty noticing then.

He possesses an uncanny ability to strike averything within reach, that his subcounciously deems a threat (a pointing spear of someone ealking in front of him) and has to actually keep certain distance from other people, because he would cut them on relfex - his supreme Iaijutsu training "conditioned" his body to automatically grab any sheathed weapon on his person and strike a threat, so that even he sometimes notices only after the fact.

Also his attacks are performed with such strength, that normal swords are just too fragile for him to use - they break after several strikes.

His greatest weakness lies in the need to sheathe his sword after each strike, thus they are all useless if he somehow loses his scabbard.

(this is a shamelessly copied description of a manga character - Sai Kagerou from History's Strongest Disciple Kenichi)

:smallsmile: :smallwink:

GenPol
2010-05-12, 03:12 PM
More PrCs are always nice. :smallbiggrin:

Bhu
2010-05-13, 12:22 AM
Current ideas for PrC's:

Kenin: Administrative Samurai
Sumo: Samurai Ronin who wrestle for money
Saburai: Samurai or Onna who are mounted archers
Kobudoka: Pechin who practices Kobudo
Tegumi Wrestler: Pechin who practices Tegumi

Eikonos:
Tsujigiri: This could work pretty good for Lawful Evil Samurai.
Tsubanari: This has some disadvantages such as swords breaking and having to sheathe them after every strike. If we leave it like this it could turn people off to the class. but it sounds kewl.

Can anyone think of something I may have forgotten that I can do?

Eikonos
2010-05-13, 06:09 PM
Well, if time and imagination permits (time is indeed a more difficult to assess factor, because you seem to possess a "Font of Inspiration" class feature :smallsmile:), I would be veeeery giddy if you'd take a shot at the Tsubanari as an epic samurai class...:smallcool:


This has some disadvantages such as swords breaking
- this could be bypassed with maybe a Legacy Weapon feats as one of the prerequisites, or his class abilities can only be used when wielding a weapon with +4 or higher enhancement (Sai Kagerou had a single sword, called Setsunamaru, that was one of few known blades that could withstand his techniques. When he lost that sword to one of the main characters, he lost all confidence - quite hilarious scene ensued some time after, when he is seen crying and running around totally panicked :smalltongue:)


and having to sheathe them after every strike.
- perhaps could be made an immediate action as a class feature

The basis for this idea - Sai Kagerou - had a nickname otokoeiaigiri, which means supersonic iai slash, as his iai strikes were so fast, that his right arm was seemingly only twitching...while making circa 8 strikes in one hartbeat.

He also had a "final technique" called usuba kagerou (thin blade kagerou) that (based on his verbal comments) combined rapid stabs while holding the sword double-handed, combined with "waving" motions performed with enough strength to actually bend the blade some 45 degrees left/right (propably to condense energy in the blade, like in a spring or a thick, rubber band and inflict additional, very painful and destructive "tissues' scraping" damage.

Bhu
2010-05-14, 01:22 AM
The study on the martial arts will be taking up time so I'll save potentially Epic classes for later. The Saburai will be easy enough so I'll try it for now as it will enable me to study and still post.

SABURAI

Picture URL

"Anyone can be a barbarian; it requires a terrible effort to remain a civilized man."

The earliest forms of Samurai were the Saburai, mounted cavalry fighters from regional areas of Japan thought of as little more than Barbarians by the court and Emperor they were hired to protect. There is some evidence they were schooled, but the courts writings of the time express little more than disdain. The Saburai's title translates as "those who serve", and in general it is thought that it was not meant in a complimentary manner.

BECOMING A SABURAI
Generally start as one of the Samurai variant classes and specialize in archery and mounted combat.

ENTRY REQUIREMENTS
Skills: Ride 9 ranks
Feats: Mounted Archery, Mounted Combat, Point Blank Shot, Ride-by Attack
Ki Abilities: Cavalryman, Improved Mounted Archery, Improved Point Blank Shot,
BAB: +6


Class Skills
The Saburai's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Geography, History, Local, Nobility & Royalty, War)(Int), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), and Swim (Str).
Skills Points at Each Level : 4 + int

Hit Dice: d10


BAB Fort Ref Will Abilities
1. +1 +2 +0 +2 Mounted Combat Specialist, Ki Pool
2. +2 +3 +0 +3 Archery Specialist
3. +3 +3 +1 +3 Bodyguard
4. +4 +4 +1 +4 Mounted Combat Specialist
5. +5 +4 +1 +4 Archery Specialist
6. +6 +5 +2 +5 Bodyguard
7. +7 +5 +2 +5 Mounted Combat Specialist
8. +8 +6 +2 +6 Archery Specialist
9. +9 +6 +3 +6 Bodyguard
10.+10 +7 +3 +7 Veteran

Weapon Proficiencies: A Saburai gains no new weapon or armor proficiencies.

Ki Pool: The Saburai's class levels stack with his Samurai levels for purposes of determining how many times per day he can use his Ki Pool and for how many Ki Abilities he has learned. The Saburai also gains access to several Ki abilities not open to the Samurai (which will be detailed below).

Mounted Combat Specialist (Ex): Beginning at Level 1 you gain a +2 Competence Bonus to all attack and damage rolls while mounted. This increases to +4 at Level 4, and +6 at Level 7.

Archery Specialist (Ex): At levels 2, 5, and 8 the Saburai may choose a Feat from the following list that he qualifies for: Able Sniper, Bowslinger, Deadeye Shot, Defensive Archery, Far Shot, Improved Precise Shot, Improved Rapid Shot, Manyshot, Penetrating Shot, Plunging Shot, Precise Shot, Ranged Weapon Mastery, Rapid Shot, Sharp-Shooting, Woodland Archery, or Zen Archery.

Bodyguard (Ex): Since they are often required to act as bodyguards the Saburai are good at reacting quickly to trouble. At 3rd level the Saburai gains a +2 Competence Bonus to Initiative rolls and one of the following checks (which cannot be changed after being chosen): Listen, Sense Motive, or Spot Checks. This Bonus increases to +4 at level 6, and +6 at level 9.

Veteran (Ex): Any opponents who attack you in melee range and miss provoke an Attack of Opportunity. This does not grant you additional attacks of opportunity.

PLAYING A SABURAI
You are meant to put down rebellions and protect the Court. In other words you can't be adverse to killing on command or putting up with officious prigs who consider you dirt under their feet. Patience is a virtue you will have to have a lot of, and your morality is something you will have to sometimes have the will to ignore.
Combat: Saburai are archers and cavalry, and you will be expected to excel at both. You will also be expected to be observant as many of you will be bodyguards to the nobility.
Advancement: Generally your training is less subject to the whims of your Lord and more to the military group you belong to. Granted the military will expect you to keep up with their ideas for the combat skills you will need to have.
Resources: You may not have much in the way of support from your employer himself, but your fellow Saburai will help you if they can. Generally you may only have what resources you can get upon your own.

SABURAI IN THE WORLD
"Wipe your feet you ignorant thug!"
Saburai are hated and feared by everyone. The peasant beacuse you kill them. The nobility because they realize you work for monay and can be turned against them (at least until Bushido begins to form).
Daily Life: You train for war or guars whatever you're assigned to. This is life until the fighting begins, then it's time to ride out to kill what's probably a bunch of peasants with insufficient training and equipment.
Notables: Jun Akimoto (LN Human Male Ashigaru 6/Saburai 6) is a typical Saburai ordered to guard the local Daimyo.
Organizations: You're basically a mercenary free to be hired by whatever Lord wants you. With any luck you'll get a competent one.

NPC Reaction
NPC's are terrified of Saburai, whom they consider little more than uneducated raiders who murder for pay. The Lord points at someone and orders you to kill and you do so like a dog. There's a lack of respect I guess I'm saying but there's plenty of fear.

SABURAI IN THE GAME
This class kind of assumes you're a servant. You may have a lot of time away from your lord fighting, but when he's around your the rug underneath his feet. Make sure players understand this before taking the PrC.
Adaptation: This is for an early Heian period Japan setting. It can be adapted to other campaigns but will need a little tweaking.
Encounters: Saburai are most often found murdering rebellious villagers, guarding nobles, or doing whatever hired enforcers do.

Sample Encounter
EL 12: Several assassination attempts have been made against a local Lord, and many of his guards are dead. Small wonder since they are cavalry and archer specialists as opposed to expert Yojimbo. The PC's have been asked to find out what force is ripping them apart in the night.


Jun Akimoto
LN Human Male Ashigaru 6/Saburai 6
Init +6, Senses: Listen +14, Spot +10
Languages Common
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AC , touch , flat-footed (+2 Dex, )
hp 78 (12 HD)
Fort +11, Ref +7, Will +13
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Speed 30 ft. (6 squares)
Melee
Base Atk +12, Grp +14
Atk Options Imposing Presence, Ki Pool 13/day, Mounted Combat Specialist +4, Bodyguard +4 (Listen checks)
Combat Gear
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Abilities Str 14, Dex 14, Con 13, Int 10, Wis 16, Cha 8
SQ
Feats Far Shot, Improved Mounted Archery, Point Blank Shot, Precise Shot, Ride-by Attack, Spirited Charge, Indomitable Soul (B), Iron Will (B), Mounted Archery(B), Mounted Combat (B), Precise Shot (B), Rapid Shot (B)
Skills Bluff +4, Climb +7, Intimidate +15, Knowledge (Local, Royalty, War) +2, Listen +14, Ride +20, Spot +10
Possessions



EPIC SABURAI

Hit Die: d10
Skills Points at Each Level : 4 + int
Mounted Combat Specialist At Level 21 and every 3 levels thereafter the Saburai's Mounted Combat Bonus increases by an additional +2.
Archery Specialist At Level 22 and every 3 levels thereafter the Saburai may choose an additional Feat from his list or from the following list of Epic Feats: Combat Archery, Distant Shot, Swarm of Arrows.
Bodyguard At level 23 and every 3 levels thereafter the Saburai's Bodyguard Bonus increases by an additional +2.
Bonus Feats: The Epic Saburai gains a Bonus Feat every 5 levels higher than 20th

Bhu
2010-05-15, 01:05 AM
Anyone knowledgeable about weapons and armor in 7th-9th century Japan?

GenPol
2010-05-15, 08:18 AM
I'm not, really, but I can make use of my intense Googlejutsu / old bookmarking searching. :smallbiggrin:

Links:
THIS (http://home.comcast.net/~colhartley/Oriental/ArmsAndArmor.htm#Heian_Period_(794_-_1185_A.D.)) one has a little, THIS (http://www.wa-pedia.com/glossary/samurai.shtml#Weapons) one has a little more about the general weapons used at the time, THIS (http://www3.sympatico.ca/apc/en-hast.htm) has some stuff about Japanese pole arms, and THIS (http://www.sengokudaimyo.com/katchu/katchu.html) is a very detailed guide to Japanese Armor.

Hopefully some of those links helped, I'll see if I can dig up more later.

Bhu
2010-05-15, 12:55 PM
Thanks man !:smallbiggrin:

Bhu
2010-05-16, 02:07 AM
Okay so pretty much in the 7th-9th century you had bows, the tanto, the tachi, and the naginata. Naginatas seem like infantry weapons so its sword and bow for the Saburai...

GenPol
2010-05-17, 03:53 PM
Oh, hey, would you mind if I used the Samurai base class in a play by post game? It looks great, and I'd like to try it out.

Bhu
2010-05-17, 04:52 PM
sure i could use the playtesting feedback

GenPol
2010-05-17, 08:06 PM
Awesome, I'll post a link to the game once it gets started. :smallcool:

Bhu
2010-05-19, 10:01 PM
Okay initially I'd figured the Saburai were mounted archers but stuff I've been reading seems to contradict that. Was there mounted archery in Japan? If not I need to tweak things a little for the classes.

imp_fireball
2010-05-20, 03:47 PM
Where? You mean for the Pechin? It's the same stats as hte Katana in Oriental Adventures.

What's the stats on that?

Bhu
2010-05-20, 11:56 PM
What's the stats on that?

400 gp, 1d10 damage, 19-20/x2, 6 lbs, gives you a +1 on attack rolls

i guess it is just a masterwork bastard sword...

Luv the new avatar GenPol!

GenPol
2010-05-22, 04:15 PM
Thanks, I was screwing around on Inkscape playing with shading. :smalltongue: It turned out better than expected.

HERE (http://www.myth-weavers.com/sheetview.php?sheetid=208493) is the samurai character I'm using in a play by post game. I actually went with a falchion rather than a masterwork Bastard Sword however, because I thought it was more thematically correct. And I liked the crit range, but it was mostly because of the theme! <<...>> :smalltongue:

I also did a little bit of work to get it to fit in in a largely European influenced setting (as in core), and rather than serving an individual daimyo, I serve/protect my adventuring party as a whole. Maybe I should be taking levels in Ronin...

EDIT: Bah, forgot to put the link in.

Bhu
2010-05-23, 11:17 PM
Anyone know if the early Sabura were granted nobility for services rendered? I'm trying to decide on the capstone.

Bhu
2010-05-24, 10:47 PM
Moms visiting so my web research is off for the moment.

However here's a few amusing samurai related videos for you to peruse whilst we wait:

http://www.youtube.com/watch?v=1b_P879EEQY

http://www.youtube.com/watch?v=RRq_YRngjx8&feature=PlayList&p=0DCFAFB386950D43&playnext_from=PL&index=33

Bhu
2010-05-26, 10:57 PM
Would you prefer the martial arts for the Pechin as ToB style maneuvers, feats, ki abilities, or some mix of the above? I was thinking of making them a mix of stances and maneuvers you perform by expending uses of your ki pool.

Eikonos
2010-05-27, 12:08 AM
I'll be ok with any of the above with one exception - I beg of you, no ToB :smalleek:

Krazddndfreek
2010-05-27, 12:12 AM
I think he meant ToB-esque stuff, not actual ToB. That said, I think that would be a great idea.

Bhu
2010-05-27, 09:43 PM
I think he meant ToB-esque stuff, not actual ToB. That said, I think that would be a great idea.

What he said. It would not be exactly like ToB, more like maneuvers you could pull off in combat by expending Ki

Eikonos
2010-05-27, 11:58 PM
Wel, that is a more interesting concept, I think I'll like where that's heading :smallsmile:

GenPol
2010-05-28, 06:18 PM
I think that could be pretty cool. Oh, and thanks for the video links. :smalltongue:

Bhu
2010-05-30, 12:41 AM
np

sorry for the lack of posting Mom is visiting so I havent had much PC time

Bhu
2010-06-01, 10:53 PM
Mom is gone so I had a chance to work today. Saburai just needs capstone.

Bhu
2010-06-03, 10:56 PM
Saburai has it's capstone

Eikonos
2010-06-04, 12:20 AM
Veteran (Ex): Any opponents who attack you in melee range and miss provoke an Attack of Opportunity.

An interesting ability this is :smallsmile:

I have a question though - how many attacks of opportunity can this ability grant:
a) a one for one trade (limited I think by either your number of attacks, or feats like Combat Reflexes, etc.) ??
b) one attack for his entire attack (no matter how many your opponent has) ??

GenPol
2010-06-04, 04:19 PM
Looks good!
It may set up some nasty AoO cheese, but it is a capstone ability, so it should be fine.

Scholar23
2010-06-04, 05:45 PM
hy is there a way to create a cailigraphy class to go with this

Bhu
2010-06-04, 10:01 PM
An interesting ability this is :smallsmile:

I have a question though - how many attacks of opportunity can this ability grant:
a) a one for one trade (limited I think by either your number of attacks, or feats like Combat Reflexes, etc.) ??
b) one attack for his entire attack (no matter how many your opponent has) ??

I edited the ability so it answers your question.

Bhu
2010-06-04, 10:35 PM
hy is there a way to create a cailigraphy class to go with this

Possibly. What did you have in mind?

Bhu
2010-06-07, 10:06 PM
OK between my job hunting and moms visit I've had little time to do research for anything so we'll do another quick PrC whilst I keep trying to get Jujutsu and Te looked at enough to make stuff for.

Original concept by Eikonos:

TSUJIGIRI

http://Picture URL

“Remorse for what? You people have done everything in the world to me. Doesn't that give me equal right?”

A Tsujigiri begins much like any other Samurai or warrior. He goes to war, but unlike other warriors finds himself at home instead of afraid. Killing becomes second nature to him, and eventually he forgets not only that it's looked down upon by society, but he forgets what life was like before he began killing. He just knows he doesn't want to quit. This puts his Daimyo in a tricky position because the Tsujigiri is an excellent tool, willing to do things the other Samurai are not. He's also terrifying to be quite honest. No one wants to order a homicidal madman to commit seppuku.

BECOMING A TSUJIGIRI
Samurai become a Tsujigiri by being incredibly good at warfare and slaughter, and incidentally losing their mind and soul in the process.

ENTRY REQUIREMENTS
Alignment: Must be Evil
BAB: +6
Feats: Combat Reflexes, Power Attack, Weapon Focus (Katana)
Ki Abilities: Kyozetsu, Tsuyoi, Weapons Training
Skills: Concentration 6 ranks, Intimidate 6 ranks, Knowledge (War) 6 ranks
Special: Must have lost sanity due to excessive combat.


Class Skills
The Tsujigiri's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, Nobility & Royalty, War)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skills Points at Each Level : 4 + int

Hit Dice: d10


BAB Fort Ref Will Abilities
1. +1 +2 +0 +2 Born to Kill
2. +2 +3 +0 +3 All I See is White
3. +3 +3 +1 +3 Murderer
4. +4 +4 +1 +4 Born to Kill
5. +5 +4 +1 +4 All I See is White
6. +6 +5 +2 +5 Murderer
7. +7 +5 +2 +5 Born to Kill
8. +8 +6 +2 +6 All I See is White
9. +9 +6 +3 +6 Murderer
10.+10 +7 +3 +7 Master Butcher

Weapon Proficiencies: A Tsujigiri gains no new weapon or armor proficiencies.

Born to Kill (Ex): At 1st level you gain a +4 Competence Bonus on Critical confirmation rolls. This does stack with the Power Critical Feat and similar effects.

At 4th level you gain a +4 Competence Bonus on Opposed Combat Checks.

At 7th level a roll of 1 on an attack or critical confirmation roll is no longer an automatic failure. Additionally, pponents immune to critical hits lose their immunity against your attacks.

All I See is White (Ex): At 2nd level a number of times per day equal to your Wisdom Modifier you can reroll a critical confirmation roll. You only get one reroll attempt per roll.

At 5th level a number of times per day equal to your Wisdom Modifier you can reroll an opposed combat check. You only get one reroll attempt per roll.

At 8th level a number of times per day equal to your Wisdom Modifier you can reroll an attack roll. You only get one reroll attempt per roll.

Murderer (Ex): At 3rd level a number of times per day equal to your Wisdom Modifier you can reroll any damage dice that roll '1'. All wounds caused by you bleed an additional hit point per round for the duration of the encounter (this is cumulative per wound).

At 6th level you may reroll any damage dice that roll 2 or less. All wounds caused by you bleed an additional 2 hit points per round for the duration of the encounter (this is cumulative per wound).

At 9th level you may reroll any damage dice that roll 3 or less. All wounds caused by you bleed an additional 3 hit points per round for the duration of the encounter (this is cumulative per wound).


Master Butcher (Ex): At 10th level you get an extra reroll per day with each of your Class abilities. If an attack is successful after you used a reroll on your Attack roll, you automatically do maximum damage.

PLAYING A TSUJIGIRI
You are for lack of a better term, bat____ insane. You do not really see others as people, more like 2 dimensional paper figures that exist for your amusement. And your amusement involves killing them. A lot.
Combat: Tsujigiri love combat up close and personal. Wetwork excites them, and they always ensure they have to clean blood off themselves after a fight. This is not to say that there aren't ranged Tsujigiri, but they tend to heavily favor swordsmanship over archery.
Advancement: Tsujigiri are obsessed with killing, and do what is necessary to get better at it.
Resources: Tsujigiri have access to help from their Lord like any other Samurai, but unless their Lord is particularly Evil it's unlikely they get much help as they may even want to see him fail because he terrifies them.

TSUJIGIRI IN THE WORLD
“Probably the toughest time in anyone's life is when you have to murder a loved one because they're the devil.”
A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: You spend your days in the middle of battle killing, only pausing long enough to eat and bathe and returning for more killing. Most people consider you insane. Peace time exacerbates this as you have nothing to do, so your skills start to go to waste. You are known for provoking fights just to keep your edge.
Notables: Ketsueki (LE Male Samurai 6/Tsujigiri 6) is feared by everyone, even his own employer who plots to be rid of him.
Organizations: Many Daimyo have Tsujigiri on staff, but few of hem really want them. They can be a necessary tool, but are a double edged one, and most look to find a way to dispose of the their rabid dog before he bites his masters hand.

NPC Reaction
Virtually everyone is scared to death of you. Not so much because they aren't good fighters, because some of them are. They're terrified because you lack a soul, whatever it is that makes one human. And because you're unpredictable. Most people like to think they have someone pegged, and with you that's not easy as it sounds.

TSUJIGIRI IN THE GAME
This class assumes it's taker is mad beyond all help. Sure magic could probably restore him, but he doesn't want cured as he doesn't see anything wrong with himself. Like most Psychopaths the Tsujigiri doesn't see what he does as wrong.
Adaptation: This is not meant for humorous campaigns. Tsujigiri are meant for gritty campaigns doused in showers of blood and despair. They are not happy people.
Encounters: Tsujigiri are often encountered in times of warfare, or on errands for their lord that others would consider distasteful at best or even suicide missions.

Sample Encounter
EL 12: The PC's have been asked by an enemy Daimyo to rid him of a cancer in his organization: a fighter who has gone mad. No one has been able to stop him, and no errand the Daimyo has sent him upon has been fatal enough to put an end to him. So he has approached his longtime nemeses the PC's with an offer: Put an end to this man, and you can have anything you want.


Ketsueki
LE Male Samurai 6/Tsujigiri 6
Init +1, Senses: Listen +8, Spot +8
Languages Common
------------------------------------------------
AC , touch , flat-footed (+1 Dex, )
hp 90 (12 HD)
Fort +12, Ref +5, Will +14
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +12, Grp +14
Atk Options Imposing Presence, Born to Kill 4/day, All I See Is White 4/day, Murderer 4/day
Combat Gear
-----------------------------------------------
Abilities Str 14, Dex 13, Con 14, Int 10, Wis 18, Cha 8
SQ
Feats Advanced Onna-ha Itto Ryu, Combat Expertise, Eyes in the Back of Your Head, Improved Critical (Katana), Power Attack, Power Critical (Katana), Combat Reflexes (B), Indomitable Soul (B), Iron Will (B), Onna-ha Itto Ryu (B), Weapon Focus (Katana)(B)
Skills Concentration +15, Hide +5, Intimidate +16, Knowledge (Local, War) +6, Listen +8, Move Silently +5, Ride +7, Spot +8
Possessions



EPIC TSUJIGIRI

Hit Die: d10
Skills Points at Each Level : 4 + int
Bonus Feats: The Epic Tsujigiri gains a Bonus Feat every 2 levels higher than 20th

Bhu
2010-06-08, 11:25 PM
Think the prerequisites for Tsujigiri are fair?

GenPol
2010-06-09, 11:37 AM
They look good, except for the skill requirements. Why Knowledge (Arcana)? The Ki Abilities may need to be loosened a bit also.

I love the idea though!

Bhu
2010-06-09, 03:05 PM
They look good, except for the skill requirements. Why Knowledge (Arcana)? The Ki Abilities may need to be loosened a bit also.

I love the idea though!

OOps thats 'sposed to say Knowledge War

Eikonos
2010-06-09, 11:15 PM
Remorse for what?

Heh, I think I'm really going to enjoy this class :smallcool:

P.S. Bhu, do you have any plans on doing epic stuff for this thread ?? (nudge, nudge :smallwink:)

WhiteHarness
2010-06-10, 03:02 PM
I feel that these classes have access to too many abilities that deny the target its Armour Bonus. I don't think abilities like that are common, and don't think they are thematically appropriate. If samurai-style classes deserve such an ability, then why can't the stereotypical warrior classes of other ethnicities have them, too?

Bhu
2010-06-10, 10:29 PM
Heh, I think I'm really going to enjoy this class :smallcool:

P.S. Bhu, do you have any plans on doing epic stuff for this thread ?? (nudge, nudge :smallwink:)

Yes. Yes I do.

Bhu
2010-06-14, 11:09 PM
I feel that these classes have access to too many abilities that deny the target its Armour Bonus. I don't think abilities like that are common, and don't think they are thematically appropriate. If samurai-style classes deserve such an ability, then why can't the stereotypical warrior classes of other ethnicities have them, too?

I could design Feats that would allow them to do so.

Bhu
2010-06-14, 11:17 PM
Real life has been interfering, so I'm sorry for the lack of updates. Tsujigiri has minor update.

Bhu
2010-06-17, 12:01 AM
quick update to Tsujigiri

Bhu
2010-06-17, 09:41 PM
any thoughts on the born to kill ability?

Eikonos
2010-06-18, 12:09 AM
I'm not a "cruncher", but it's fine to me - kinda like a semi-demigod of sorts :smallcool:

Bhu
2010-06-20, 11:18 PM
Good, cause ability number 2 is up.

Bhu
2010-06-22, 10:52 PM
Tsujigiri is ready for reviews

Bhu
2010-06-24, 06:20 PM
no thoughts??

Eikonos
2010-06-25, 12:09 AM
I really love this class overall - the 'feeling' and neat, yet simple abilities it grants are something I didn't expect to see, but they actually appeal to me as nearly perfect for the class.
And yet I do have a problem with something - the capstone:


Master Butcher (Ex): At 10th level you get an extra reroll per day with each of your abilities.

It just doesn't have the right 'feel' or 'umph' to it...no offense Bhu...it's just not "creepy, dead eyed, cold blooded, merciless killer" capstone :smallfrown:

Bhu
2010-06-25, 02:22 PM
Ill see what I cn do :smallcool:

Bhu
2010-06-25, 09:19 PM
how about now?

Eikonos
2010-06-26, 02:04 AM
Mwahahahaha [background screams] [chopping and hacking sounds] !!

Ha ha ha ha [gleeful, high pitched howls] !!


:smallcool:

As you enter the burned out inn, sorrow begins to fill your hearts. Here, the bravest villagers stood their ground against the marauding orcs, so that the women, children and elders could safely reach the southern woods, and from there the druids' stone circle.

Keallen tugs at your elbow and points his mailed gauntlet at one of the soot covered heaps of rubble "There's few of them here, gods...". You can hear gasps, curses, the moon elf Iniellaena covers her mouth, her body shaking as she weeps quietly.

Suddenly a gust of wind comes through the burned out roof, clearing the dank mist inside the room. "What in the Nine Hells...Thurndan, these aren't the villagers". Kaellen's voice is filled with more shock than before. Iniellaena isn't sobbing anymore too, you can hear her whisper a prayer to Corellon. All around you, clearly visible now, lay orcish corpses...and heads...and arms...legs too...blood is dripping from the beams above your heads...it's quiet, very quiet now.

Then you notice you're not alone in the room. Sitting on one of the tables, is a tall, though otherwise nondescript man in a traveller's clothes. His mind seems to be completely occupied with something else, as he stares blankly in your direction. In his mouth you notice a small pipe, strands of grey smoke rising slowly to the sky.

"What did you do with the villagers !!??" Iniellaena can barely restrain the anger raising in her voice. The man shudders slightly, bobbing his head, as if coughing slently. Then you notice his eyes change. There is no physical difference at all, but suddenly you feel like gazing into a bottomless dark pit, devoid of life, joy, heat, smell...a boundless void waiting to be filled with flesh and blood, cries of the dying, agony and terror...hungering for slaughter. You stumble backwards, Kaellen's arms are the only thing that keep you from collapsing. You catch a glimpse of his face, and Iniellaena's. There is no more grief, no more anger, not even fear. An even baser emotion, knowledge that your life is in someone else's hands, to be snuffed out on a whim. When your eyes meet the man's face again, his eyes are composed now, not peaceful, but...sated ?

"I've been sent by the Count of Gardmore to eliminate the orcish threat in the region. I organized the village's evacuation in secrecy two nights ago. I'm the only living being in this place. Not counting you now." His voice has a pleasant tone, quite different from you were exepecting.

"Thurndan, there are orcish corpses everywhere in the village, gutted, mangled, dismembered. Some of them look as if trying to run away from something. Do you think they were attacked while pillaging the place. Maybe a dragon, or drow, or some crazy cultists. There had to be a few of them too, so far I've counted around fifty bodies. Thurndan ??" Marken seems more surprised than seriously scared, his voice is coming from outside, you can hear his footseteps now as well.

The strange man's face takes on a very satisfied expression.

You can feel that you've been keeping yourself from vomiting long enough.

Bhu
2010-06-26, 05:36 PM
Jujutsu Maneuvers

Yoroi Kumichi (Prerequisites: Katame-Waza) You have learned to wrestle opponents who are in armor, thereby using it against them, or grapple while in armor yourself.
Kansetsu-Waza (Prerequisites: Improved Grapple) Various joint locks and arm bars.
Osaekomi-Waza (Prerequisites: Prone Attack) Grappling on the ground and some holds.
Atemi-Waza (Prerequisites: Improved Unarmed Strike) Basic striking techniques.
Shime-Waza (Prerequisites: Improved Grapple) Various choking techniques.
Nage-Waza (Prerequisites: Improved Trip) Tripping and fundamental throwing techniques.
Ukemi (Prerequisites: Tumble 4 ranks) Ukemi is learning to fall quickly without getting hurt (or at least minimizing the pain) and returning quickly to your feet.
Uke-Waza (Prerequisites: Combat Expertise) Basic blocking techniques.
Advanced Katame-Waza (Prerequisites: Katame-Waza) More advanced joint Locks and dislocation, including breaking your opponents neck or spine.
Advanced Osaekomi-Waza (Prerequisites: Osaekomi-Waza) Pinning maneuvers and more advanced groundfighting techniques.
Advanced Atemi-Waza (Prerequisites: Atemi-Waza) More advanced striking techniques using blows to vital points.
Advanced Shime-Waza (Prerequisites: Shime-Waza) More advanced and dangerous choking techniques.
Advanced Nage-Waza (Prerequisites: Nage-Waza) More advanced throwing techniques.
Advanced Uke-Waza (Prerequisites: Uke-Waza) Using blocks to turn or reposition your opponent.



Taijutsu Maneuvers

Koshijutsu (Prerequisites: Stunning Fist) Attacking your opponents muscles and nerve clusters to numb or temporarily disable an opponent.
Koppojutsu (Prerequisites: Superior Unarmed Strike) Powerful strikes capable of breaking bones.
Taihenjutsu Prerequisites: (Lightning Reflexes) Falling defensively and recovering quickly.
Dakentaijutsu (Prerequisites: Improved Unarmed Strike) Basic striking techniques.
Jutaijutsu (Prerequisites: Improved Trip) Throwing techniques.
Sabaki (Prerequisites: Dodge) Learning to dodge attacks, particularly when your opponent is armed and you aren't.
Muto no Jutsu (Prerequisites: Improved Disarm) Disarming an oponent while unarmed.
Improved Koshijutsu (Prerequisites: Koshijutsu) Learning to cause temporary paralysis ot do permanent nerve damage.
Improved Koppojutsu (Prerequisites: Koppojutsu) More advanced bone breaking techniques.
Improved Taihenjutsu (Prerequisites: Taihenjutsu) Learning to avoid throws or resist tripping completely or use them to reposition an opponent.
Improved Dakentaijutsu (Prerequisites: Dakentaijutsu) More advanced striking techniques.
Improved Jutaijutsu (Prerequisites: Jutaijutsu) Joint locks and such, especially in combination with throws.
Improved Sabaki (Prerequisites: Sabaki) Learning to gain better position while avoiding your opponents blows.
Improved Muto no Jutsu (Prerequisites: Muto no Jutsu) Taking your opponents weapon for yourself.



Te Maneuvers

Atemi (Prerequisites: Stunning Fist) Atemi is the art of striking vital points on the body such as nerve centers, the carotid artery, joints, or weak spots vulnerable to breaking, or causing concussion from blows to the head. Damage can be used to distract an opponent to follow up with a more devastating attack. Unfortunately it is limited against heavily armored opponents.
Zanshin (Prerequisites: Eyes in the Back of Your Head) Zanshin is "relaxed awareness", the ability to be completely aware of ones surroundings (and thus opponents) while seeming to be not paying attention at all.
Uke (Prerequisites: Combat Expertise) Uke are techniques for blocking or responding to an opponents attacks.
Te Waza (Prerequisites: Improved Unarmed Strike) Te Waza are various punch techniques.
Geri Waza (Prerequisites: Snap Kick) Geri Waza are various kicking attacks, along with some knee strikes.
Tai Sabaki (Prerequisites: Dodge) Tai Sabaki is the art of avoiding attacks.
Kiai (Prerequisites: Combat Focus) Kiai is the building of internal strength released in a short burst for offensive purposes.
Enpi (Prerequisites: Superior Unarmed Strike) Enpi are devastating close quarters elbow strikes.
Advanced Te Waza (Prerequisites: Te Waza) The technique of punch combinations or block/strike combos.
Advanced Geri Waza (Prerequisites: Geri Waza) Multiple kicks or more difficult ones.
Advanced Uke (Prerequisites: Uke) Using blocking to get an advantage instead of merely stopping an attack.
Advanced Atemi (Prerequisites: Atemi) Learning to still hit exposed vital points even when an opponents armor covers most of them.
Advanced Tai Sabaki (Prerequisites: Tai Sabaki) Repositioning yourself in your opponents blind side while simultaneously dodging his attacks.
Advanced Kiai (Prerequisites: Kiai) Learning to channel innser strength for more difficult uses such as defense.

Bhu
2010-06-26, 05:38 PM
Pechin is finished up except Maneuvers. Without Feats etc it can only get 6 maneuvers of one style, so how many do you thunk I should make? I was gonna go for 10 each.

GenPol
2010-06-26, 06:48 PM
Pechin is finished up except Maneuvers. Without Feats etc it can only get 6 maneuvers of one style, so how many do you thunk I should make? I was gonna go for 10 each.

I would say as many as possible, but ten sounds like a good number.

Also, I like the fluff Eikonos. :smallamused:

Eikonos
2010-06-27, 03:49 AM
Also, I like the fluff Eikonos.

Thank you for the kind words GenPol :smallsmile:

Yeah, 10 would be enough for me. Although 12 could be a more complete 50/50 list, but if you finish with 10, I'll still be more than joyful :smallbiggrin:

Btw. do you reserve possibility for above 20th level Pechin "epic" maneuvers ?? :smallamused:

Bhu
2010-06-28, 09:04 PM
I revised Tsujigiri due to feedback on BG.

Bhu
2010-06-30, 06:19 PM
Due to advise received elsewhere Tsujigiri updated again

Bhu
2010-07-02, 10:06 PM
After the weekend posting will be sparse during the week for a few weeks. I took a temp job an hour away, and they wanna work us 10 hour days. If we cant deliver what they promised to the customer they want to increase that to 12 hour days, and then add days if that doesnt work.

Bhu
2010-07-04, 08:05 PM
Edited in the names for the Taijutsu techniques. Most of the stuff Im finding for it are AIkido or Judo or Ninutsu videos, so I may have to wing some of it (unless some kindly people have advice)

Bhu
2010-07-05, 05:56 PM
Okay the basic idea I have is this: The Maneuver grants you a specific ability. Obtaining specific Feats can expand on that ability, or provide new ones. Or instead of Feats new abilities based on BAB. Any thoughts?

Bhu
2010-07-07, 05:11 PM
Got the Taijutsu prerequisites up, and the list for Jujutsu Maneuvers

Bhu
2010-07-09, 07:15 PM
Okay actual Te varied somewhat, and I cant find much of any real info on it, but i can find stuff on the styles of early karate it evolved into. The only problem is what to pick to base Te on for the class. Anyone have any thoughts on this?

Eikonos
2010-07-11, 06:26 PM
Same here, it seems to have been a reasonably varied art, consisting of basically all the typical battle techniques...:smallconfused:

Bhu
2010-07-12, 08:07 PM
http://en.wikipedia.org/wiki/Comparison_of_karate_styles

Going by this list my options would seem to be Goju-Ryu, Isshin-Ryu, ****o-Ryu, and Uechi-Ryu. Anyone have opinions on where I start?

Bhu
2010-07-14, 06:52 PM
Things may be a lil twitchy for me posting wise a few days. Apparently unknown to me Ive had a minor heart attack and I need to take care of a few things.

Bhu
2010-07-16, 11:03 PM
OK the ER doc and a Cardiologist say I havent had a heart attack. So I guess posting shall resume. If no one chimes in this weekend on which Karate style to try I'll just sort something out.

Eikonos
2010-07-17, 04:24 AM
First an advice - even if the docs decided it wasn't a heart attack after all, I still suggest you should observe how your body is acting and act with caution on a daily basis, at least for a while. :smallsmile:

Life is a precious thing, anywhere, anytime, despite all the odds. :smallsmile:

Cling to life !! :smallfurious:

Second, I'll try to pick some more specific stuff once I have some free time of my own - maybe today, later though. :smallwink:

Bhu
2010-07-19, 09:54 PM
You had any thoughts yet Eikonos? If not I guess I'll give it a shot tomorrow.

Eikonos
2010-07-20, 12:23 AM
I've had some thought, yes...but I still haven't organized enough time to be of any real help :smallfrown:

Bhu
2010-07-21, 10:59 PM
Okay I edited the names for Te Maneuvers into the list o nthe previous page. You like or too iffy?

Bhu
2010-07-22, 11:05 PM
Okay all the Maneuvers have their initial prerequisites up. Hopefully I can find a way of avoiding making them too Feat intensive.

Eikonos
2010-07-23, 12:08 AM
So far this is great, I'm really, really impressed !!

Can't wait to see the mechanics behind this.

Bhu
2010-07-25, 10:40 PM
There are some similarities between the lists should I try to simplify and make some of the abilties the same?

Eikonos
2010-07-26, 12:10 AM
Well, that depends on the abilities themselves - whether they will actually be identical, similar or outright different (despite a similar name) ?? :smalltongue: