T.G. Oskar
2010-02-22, 06:51 PM
Zen-nenrei no otoko-sama to onna-sama de gozaimasu! Tenjin to kodai na shūtai nimo de gozaru!
Fortunately, I did learn a bit of Japanese. Time to use the power of the Internet to supplement it! And whomever doesn't know the greeting already...
So, what will this humble homebrewer, who has done caster retoolings that have gained some good (and also harsh) critique but that wishes the same would happen with his ki-based retoolings will do this time?
Wait...yet another ki-based retooled class? And a Samurai, no less? Doesn't he ever learn? Wait...that's me who's saying it! I should explain why!
Actually, the reason is quite simple. I know the connotations that ki offers: it tends to make the class a bit too "Asian". Disregarding the fact that ki, while mostly associated to Asian cultures (the Chinese qi, for example, from which the Japanese ki is derived), is something that has no particular equivalent on a D&D setting (unless you count Rokugan, or Shou in Faerun), people haven't noticed just how cool the ki mechanic is. It places a lot of power on Wisdom as a combat mechanic, it is a supernatural ability that blurs the line between spells and abilities, and it is a mechanic that if supported a bit more, it could work nicely. That it fits "traditional Asian" classes, however, should not be a cause of concern. In any case, it should work to difference them from more Western-themed classes, such as the Fighter.
There will be still people who will take those concerns at heart and protest about it. As the great Bill Cosby would say; "I don't know the key to success, but the key to failure is trying to please everybody." So I will have to ascribe to that mechanic, even if the concerns are somehow valid. There are people that state (correctly and with good reasons) that ki isn't throwing balls of energy and becoming a war-god; that ki is being taken incorrectly, and that it represents something else.
If I see that the people within the countries in which the concept of ki generated do not particularly give a dire rat's buttocks to "reality", and if I see it is a good flavor to a good mechanic, I don't think the opposite concept should be false either. Call it handwaving, if you like; there is a mechanic that's nice and good, and I decided to make it a tad better.
So...what is my goal with the Samurai? Well, I did like the old mangaka Ozamu Tezuka did with one of his masterpieces; Blackjack. First, I took most of the realistic concepts of a samurai, such as their code and their preference of combats, and applied mechanics that would work well, would distance it a bit from Fighters but use all the (few) good things they might have, and apply them. Then, at higher levels, I say "screw it" and add loads of Rule of Cool to it.
For reference: E6 players should see it as a pretty reasonable, Wis-loving class. People of all ages should see it as...Rurouni Kenshin. By epic, it should compare to Sengoku Basara, on terms of how definitely high-end it should be. Add a trace of Samurai Deeper Kyo to the mix, and you have the way the class behaves. The class should (and to my believe, does) offer things a ToB character simply cannot replicate, that are actually reasonable for combat at all levels, and that are actually useful for a warrior. At a glimpse, it'll see as nice at first, then absurd at later levels; this is intentional. By that level, while you still cannot beat the absurdity of a core spellcaster in-game, it should make you reasonably more powerful than a melee warrior by all means.
So, without further ado, I present to you...the Samurai!
Disclaimer: This one is for Bhu, who also has a Samurai homebrew he more often than not updates (that's some updating, peeps; he's devoted to his job!). I mentioned twice that I was thinking on making a Samurai version of my own. This is me, placing my word where it matters. This doesn't specifically mean I do it out of a lack of respect, but you may have realized that I have a very distinctive way of seeing ki, and this is closer to how I see it. Don't think of it as a senseless challenge, but "incompatibility of visions" between fellow homebrewers, mmkay?
SAMURAI
http://fineartamerica.com/images-medium/samurai-tattoo-design-1-kyle-adamache.jpg
By Kyle Adamache. Original in http://fineartamerica.com (http://fineartamerica.com/artwork/tag/Kyle+Adamache)
"Let your deeds speak of you, and your blade be your witness. My blade has slain countless fiends of the Abyss; come thus, and let my blade speak of those times..." - Akumajogiri no Zaburo, retainer to Lord Yo****omo.
MAKING A SAMURAI (or, what has and what hasn't changed)
Abilities: As you may be well-aware, the CW Samurai is...well, quite a task to explain. It requires nearly all physical scores in-between decent and good, but it also required a pretty good Charisma. The first thing you'll notice is that I got rid of Charisma, once and for all. Wisdom, the driving force between all ki classes, has taken the step of Charisma AND Strength, which means less MAD (and which should be good). It also makes for a quite different class, much like the Monk and the Ninja are pretty different because of their large use of Wisdom. Constitution, of course, remains a very important score, and Dexterity a distant third because of their use of heavy armor.
Races: Humans, naturally, make for the best Samurai; extra feats, extra skill points to spend on skills, and no visible weaknesses or strengths. Dwarves make rather interesting Samurai, if only because they can do several things in heavy armor (which the Samurai allows and favors), and their dual lack of Wisdom penalties and their innate Constitution score make them perfect for the task, given that they aren't constrained by having several stats.
As usual, Githzerai (with their high Wis and Dex scores) make for interesting Samurai, specifically for their Lawful bent. However, they are not as suited for this class as they would with other ki classes. Bizarre enough as it may seem, Hobgoblins would make perfect Samurai because of their lawful nature as well, and their martial relationship.
Alignment: Any Lawful. So...why not simply "Any"? Samurai, be it by fiction or by reality, is always considered one of particular obedience to its feudal lord. Certainly, there are people that do not behave in a disciplined way and only show favor to their lord because they see a strong person, but you can be expected that those few who do are either masterless ronin, dead people (by the intricate nature of the society), or perhaps people who are actually Lawful Evil and follow a code, but a rather twisted code that seems spawned from Chaos. The tight discipline and training, however, tends to produce order.
Starting Gold: as Paladin
Starting Age: as Paladin
Class Skills
The samurai class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (architecture and engineering) (Int), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str), Use Rope (Dex)
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
So...Gather Information, Knowledge (architecture & engineering), Perform, Profession, Swim and...Use Rope? Since when does a Samurai has knowledge of these?
Pretty simple. Just as the Ninja have their Ninjutsu, their specific 18 arts of stealth and entry, the Samurai have the Bugei Juhappan (http://en.wikipedia.org/wiki/Bugei_Juhappan), a series of 18 arts that the Samurai should or was familiar with. Some are arts of combat, such as Kenjutsu and Kyujutsu. Others are rare, such as Jouhou Kaishuu (aka, Gather Information; isn't it pretty?), Chikujou (Fortifications, aka knowledge of both fortifying places and structures, thus Architecture & Engineering), Suijutsu (the art of swimming in armor, and combat swimming known as To-Suijutsu), and Torimono Dougu (which deals with arresting, which would of course use a rope; cowboys aren't the only rope masters). The rest? Samurai were often considered to be Warrior Philosophers, so they took a profession or decided to become masters at practicing prose or song, so it's more than relevant that such feeling is evoked. Calligraphy, for example, is (or was, or so says anime) considered as important for a Samurai (and to any martial artist) as it is combat. Hence, Profession (Calligraphy).
Because of their lack of importance to Intelligence and their increased skills, I decided to make it 4+Int modifier. That should suffice.
Oh, one final thing...there's no Iaijutsu Focus. If your DM allows it, though, add it. I like Iaijutsu Focus, but it's not available for everyone. That could also imply I could add Martial Lore, but...well, not always used. So, that's the DM's choice if s/he wants to implement it. However, I heartily endorse said choice.
Hit Dice: d10
NAME OF CLASS
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|
+2|
+0|
+2|Kiai, ki power, martial discipline
2nd|+2|
+3|
+0|
+3|Martial alertness
3rd|+3|
+3|
+1|
+3|Martial insight, mettle
4th|+4|
+4|
+1|
+4|Ki strike (magic)
5th|+5|
+4|
+1|
+4|Bonus feat
6th|+6/+1|
+5|
+2|
+5|Improved martial discipline
7th|+7/+2|
+5|
+2|
+5|Maai (combat sight)
8th|+8/+3|
+6|
+2|
+6|Ki strike (cold iron)
9th|+9/+4|
+6|
+3|
+6|Ken kon itteki 1/day
10th|+10/+5|
+7|
+3|
+7|Bonus feat
11th|+11/+6/+1|
+7|
+3|
+7|Martial discipline mastery
12th|+12/+7/+2|
+8|
+4|
+8|Iaijutsu step
13th|+13/+8/+3|
+8|
+4|
+8|Ken kon itteki 2/day
14th|+14/+9/+4|
+9|
+4|
+9|Maai (combat awareness)
15th|+15/+10/+5|
+9|
+5|
+9|Bonus feat
16th|+16/+11/+6/+1|
+10|
+5|
+10|Martial discipline supremacy
17th|+17/+12/+7/+2|
+10|
+5|
+10|Ken kon itteki 3/day
18th|+18/+13/+8/+3|
+11|
+6|
+11|Stance of denial
19th|+19/+14/+9/+4|
+11|
+6|
+11|
20th|+20/+15/+10/+5|
+12|
+6|
+12|Bonus feat, mastery of ki[/table]
So...differences, differences... As you may have noticed, it has a lot of ki references and loads of new stuff, actually more than the original.
Will was added since Samurai are often thought of being fearless, focused and concentrated, capable of facing each other in a duel of wills. The rest of the abilities are left as-is, for good reasons: the Samurai is a martial character. Thus, full BAB, good Fort, bad Reflex.
Some of the abilities follow a chassis I've used for all ki-based classes. The ki power, the ki strike, and the mastery of ki class abilities are part of that chassis (along with adding Wis to nearly everything). Monk and Ninja helped me make a reasonable "chassis", or structure, for various classes and it shows with the Samurai. However, Samurai use heavy armor and don't have many of the benefits present in those. They don't move any faster, they don't add their Wis to AC (they still add their Dex, though) and they don't have a slow-fall ability. Since Samurai are the more martially-inclined part of the set, I found it was crucial to work on the martial aspects.
Class Features
All of the following are class features of the samurai.
Weapon and Armor Proficiency: Samurai are proficient with all simple and martial weapons plus the bastard sword, composite greatbow and greatbow, with all kinds of armor (heavy, medium and light), and with all shields (except tower shields).
If using the Oriental Adventures book, a Samurai is also proficient on the sodegarami and satsumata.
Pretty simple fare for samurai. They have virtually the same weapons, armor and shields as a martial character tends to have. One big difference is their mastery of other weapons: the bastard sword is evidently a call-in for their katana, the greatbow and composite greatbow are call-ins for the samurai's yumi (because it IS that big), and the lajatang sodegarami and mancatcher (satsumata) are part of the arresting weapons technique. That makes them a tad closer to the original, no?
Kiai (Ex): At 1st level, a samurai may use his Strength or Wisdom modifier for her attack and damage rolls with any weapon he is proficient, whichever is the highest.
Should be pretty self-explanatory. This is what the Monk and Ninja do to their unarmed strikes, but this time expanded to all weapons. So you can stop worrying about Strength (and perhaps even Dex!). Just consider that this is a replacement, not an addition.
Ki Power (Su): A samurai can channel his ki to enhance his mobility, defense, and special attacks through a variety of powers. He can use his ki powers a number of times per day equal to half his class level plus his Wisdom bonus (if any). As long as a samurai’s ki pool isn’t empty, he may use all of his supernatural abilities (except Ki Strike which is always active). A samurai’s ki powers are described under separate entries below.
More standard fare. This means they have a small pool of abilities that allow them to use temporary abilities. The power of these abilities depends on the level, however. As a rule of thumb, Samurai use less ki powers than Monk or Ninja, but that is complemented with their martial mastery.
Martial Discipline (Ex): Although samurai learn the use of several fighting styles and know several methods of combat, they tend to pursue mastery upon a single discipline above all others. They seek mastery of this discipline through insight rather than physical prowess.
At first level, you may choose one of the following disciplines. Each discipline grants a set of benefits related to the weapons or tactics used:
Jujutsu: A samurai gains the ability to fight barehanded with great skill, specifically on empty hand technique and grappling. A samurai gains Improved Unarmed Strike and Improved Grapple as bonus feats; for Improved Grapple, a samurai does not need to meet the prerequisites so as long as it has a Wisdom score of 13 or more.
A samurai’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a samurai may even make unarmed strikes with his hands full. Exception: a samurai may not use unarmed strikes if he holds a weapon in each hand (or a double weapon) if he is using the Two-Weapon Fighting feat. He may, however, use unarmed strikes with the Two-Weapon Fighting feat if he holds only one weapon or none (in the case of none, treat each unarmed strike as a separate weapon for purposes of qualifying). There is no such thing as an off-hand damage penalty for a samurai striking unarmed, he may thus apply his full Strength (or Wisdom) bonus on damage rolls for all his unarmed strikes.
Usually a samurai’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A samurai’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A samurai also deals more damage with his unarmed strikes than a normal person would. He deals 1d6 points of damage with each strike; this damage does not improve.
Kenjutsu: Although the meaning of the word in its native language means “art of the sword”, this discipline applies to any weapon. A samurai gains the Power Attack feat as a bonus feat, even if he does not meet the requirements, so as long as he has a Wisdom score of 13 or more.
Kyūjutsu: A samurai that follows this discipline practices its oldest art; the art of archery. A samurai gains Point-Blank Shot and Precise Shot as bonus feats.
Nitōjutsu: A samurai learns to fight with two weapons, equally in combat as in defense. A samurai gains Two-Weapon Fighting as a bonus feat, even if he does not meet the prerequisites, so as long as he has a Wisdom score of 15 or more.
Seigan: A samurai learns to focus on defense, and the use of defensive techniques. A samurai gains Combat Expertise as a bonus feat, even if he does not meet the prerequisites, so as long as he has a Wisdom score of 13 or more.
Now, this is a violent change to the Samurai. You have already seen this. This, of course, is the Ranger's combat style added to the Samurai. Most of the samurai's development is tied to its chosen "discipline" including some of its ki abilities.
To explain things a bit further: Jujitsu is unarmed combat. Samurai were trained to fight unarmed in the case they lost their weapons, at least at the moment in which they could disarm an opponent and face them properly. Kenjutsu is your basic swordsmanship, but it isn't meant specifically for swords; this is mostly the "default" style of a Samurai, which can be used with most weapons and specifically with two-handed weapons. Kyujutsu is, simply, archery; I could have gone the way of mounted archery, but mounted archery feats are very scarce and mostly focused on allowing archery while mounted rather than enhance it. So the thing that makes best sense is unifying both; thus, kyujutsu refers to both typical archery and kyuba, or mounted archery. Nitojutsu is two-weapon fighting; the style that CW favors and that evidently so did Musashi every now and then. Of course, you could easily use a bo staff and use bojutsu with the same tactics as nitojutsu; the idea is to combine both two-weapon fighting and double-weapon fighting into a single whole. Finally, and the one that's perhaps not as accurate as the rest: Seigan is a reference to Etrian Odyssey and its Ronin class, which has a series of abilities that key off a specific stance. Seigan was the most defensive of stances, actually improving your defense. Of course,seigan has various attacks, but it was a reference I wanted to use for a mostly defensive type of samurai, one that focused on counterattack instead of going for the offensive.
I might consider other fighting styles I might have forgotten, but this should count for all of the samurai's preferred styles.
Martial Alertness (Ex): At 2nd level, a samurai may add his Wisdom modifier or his Dexterity modifier for initiative checks and Reflex saves, whichever is the highest.
Yup, you don't need much Dex either. You get your Wis for both Reflex and Will (so you get a better saving throw, hence countering the poor base Reflex saves) and initiative. Few classes place a lot of importance on Initiative, and even the CW Samurai procured adding Improved Initiative for that. You, on the other hand, have it for free.
Martial Insight (Ex): At 3rd level, a samurai further continues his study upon his chosen discipline, easing the stringent requirements for each step. He may choose any feat that has an ability score requirement and that has as a prerequisite any of the following bonus feats (depending on your discipline) without the need to have the requisite ability score, so as long as it has a Wisdom score equivalent to the highest ability score requirement:
Jujutsu: Improved Unarmed Strike, Improved Grapple
Kenjutsu: Power Attack
Kyūjutsu: Point-Blank Shot, Precise Shot
Nitōjutsu: Two-Weapon Fighting
Seigan: Combat Expertise
A samurai must comply with the other prerequisites in order to acquire the feat, as usual; this ability only allows you to ignore the requisite ability score. For example, a Samurai may acquire the Stunning Fist feat at 9th level, so as long as he complies with all prerequisites, even though he may not have the requisite Dex 13 score, although he must comply with the Wis 13 ability score prerequisite. He may not acquire the skill at 6th level, for example, because he does not comply with the prerequisites (he does not comply with the base attack bonus).
So...you may have noticed that by the time you get better feats, you get screwed because you don't have the requisite ability score. This allows you to subsidize that by turning your best ability score (e.g. Wisdom) into your requisite ability score. Of course, this applies to those feats that deal with the chosen discipline; you still need to have the prerequisites for non-discipline based feats.
So what if a feat says "Dex 13, Wis 13"? That is why the Stunning Fist feat was added as an example. This benefit applies for all of the requisite ability scores, even if it already has Wisdom; this makes those feats far easier to acquire in terms of ability scores. If it has two or more prerequisites, even if neither of those are Wis, but it has the prerequisite feat acquired as a bonus feat from your discipline, you can substitute Wis for all of them, even if it already has a Wis prerequisite. Also, you always substitute the highest required prerequisite, even if the Wis prerequisite is lower.
Easy enough?
Mettle (Ex): At 3rd level, whenever a Samurai makes a successful Fortitude or Will saving throw against an attack that normally deals partial effect or half damage on a successful save, he instead does not suffer from the effect or takes no damage. A helpless samurai does not gain the benefit of mettle.
I...don't think I have to explain what mettle does. If your character is a melee combatant, has high fortitude and will, and isn't a spellcaster, chances are you will enjoy mettle. So...enjoy!
Ki Strike (Su): At 4th level, a samurai’s attacks are empowered with ki. Any weapon he wields is treated as a magic weapon for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s samurai level. At 8th level, any weapon he wields is treated as a cold iron weapon for purposes of bypassing damage reduction.
A samurai following the jujitsu discipline also gains a +1 bonus on attack rolls and damage rolls when attacking with an unarmed strike; this bonus increases by 1 every four levels. Treat this bonus as an enhancement bonus for purposes of which abilities stack with it (thus, a 4th level samurai wouldn’t benefit from magic weapon or magic fang when applied to his unarmed strikes, but it could take benefit from greater magic weapon or greater magic fang if it so desires). If a class progresses ki strike, levels in samurai stack with levels in that class to determine the effective enhancement bonus with unarmed strikes, but not with the other provided abilities (such as bypassing DR or ki expenditures). A samurai cannot extend his ki strike ability to his natural weapons (except his unarmed strikes, as mentioned above, and slam attacks).
By expending daily uses of his ki power, a samurai’s ki strike temporarily improves. At 4th level, the samurai may spend one daily use of ki to increase the enhancement bonus of his weapon (or unarmed strike) by 1 (but the bonus cannot exceed +5 until 20th level); if the weapon has no enhancement bonus, it is treated as a +1 weapon instead. At 8th level, the samurai may expend two daily uses of his ki power to grant one weapon the ability to ignore all kinds of damage reduction. These enhancements are cumulative (a samurai need only spend two daily uses for all effects), and last for a period of rounds equal to half his class level. If the samurai wields a magic weapon already (or gains an enhancement bonus to his fists) or the ability to bypass any damage reduction, he needs only spend one daily use of ki to grant the remaining enhancements. If the samurai follows the nitōjutsu discipline, he may enhance both weapons with the same expenditure of ki so as long as he has both weapons drawn; he needs only to spend one daily use of his ki power if both weapons have the same trait.
Another immigrant from the Monk and the Ninja. The main difference between the Monk's (and the Ninja's) ki strike and the Samurai's ki strike is that this applies to any weapon it uses, not just to its unarmed strikes. You can take a weapon that's not from your discipline, and add the benefits.
The first is self-explanatory. The second is thematic (cold iron is a weakness for most chaotic creatures, so...).
UPDATE: Fixed the first benefit of ki strike so that it increases existing enhancement bonuses, not provide new ones. Based on playtest data.
Bonus Feat: At 5th level and every 5 levels thereafter, a samurai gains a bonus feat. The samurai may choose from the list of fighter bonus feats. A samurai is considered as a fighter of his class level minus four for feats that have a fighter level prerequisite.
Simple equation. Samurai are martial characters. Martial characters are supported via feats. More feats = more support.
Adding the reduced fighter class level is like, on the old times, you added weapon specialization to the Paladin and the Ranger. This makes the last foothold of the fighter be definitely lost, but by no means less important. If you wish to become a master of a weapon, nothing should stop you from doing it. Perhaps delay it, but not stop it.
Improved Martial Discipline (Ex): at 6th level, a samurai’s knowledge of his chosen discipline increases.
Jujutsu: A samurai may use his Wisdom modifier instead of his Strength modifier for all of his grapple checks. Furthermore, he is also treated as one size larger for purposes of grappling.
Kenjutsu: A samurai may use his Wisdom modifier instead of his Strength modifier when he initiates a bull rush, overrun or sunder maneuver. Furthermore, when using the Power Attack feat (or a feat based on Power Attack), a samurai may ignore part of the penalty to attack rolls equal to his Wisdom modifier. His Wisdom modifier does not get reduced when using this ability.
Kyūjutsu: A samurai may attack in close range with any ranged weapon without provoking attacks of opportunity. If mounted, the samurai adds his Wisdom modifier or his Dexterity modifier to all Ride checks, whichever is higher.
Nitōjutsu: A samurai's penalties when fighting with two weapons are reduced by 2. Furthermore, if the samurai has the Two-Weapon Defense feat (or its improved versions), he may add his Wisdom modifier as a bonus to his shield AC.
Seigan: A samurai adds his Wisdom modifier instead of his Strength modifier when he initiates a disarm or trip maneuver. Furthermore, he adds his Wisdom modifier to his AC when he fights defensively, or 1.5 times his Wisdom modifier to his AC when executing a total defense. If he uses the Combat Expertise or Improved Combat Expertise feats, he can ignore part of the penalty on attack rolls equal to his Wisdom modifier. His Wisdom modifier does not get reduced when using this ability.
So you gave a good look at the Ranger's combat style and thought "Improved Martial Discipline means I get the next highest feat in the feat chain...", right?
WRONG.
This is where my belief of a combat style diverges. If you're going to give them a combat style, make it meaningful! Thus, this is where the samurai applies its Wisdom for combat maneuvers. All of the disciplines, except one, gain Wisdom applications to some of their expected moves.
Jujitsu gets an ability that's awfully similar to an ability I added to my retooled Monk, and for good reasons; it is thematically fitting, since what you're benefitting is grappling, which is one of the basis of jujitsu anyways. Kenjutsu applies the Wis to Power Attack, Bull Rush, and...Sunder. Yeah, Sunder. Still, you get to negate some of your penalty by effectively doubling your Wis modifier to attack, so lovers of Power Attack shouldn't suffer. Nitojutsu gets insanely fast the Supreme Two-Weapon Fighting benefit of having absolutely no penalties, except of course those from iterative attacks. No worries on that one, tho. Seigan is the more defensive version of kenjutsu, and thus grants its benefits to fighting defensively, Combat Expertise, disarm and trip.
The one discipline that breaks with the norm is Kyujutsu. Basically, you ignore the bane of all archers (fighting at close range), and also get an ability while mounted. This is as best as I can do for mounted archery, which shows just how little WotC has worried for proper mounted archery. However, this granted benefit should be beneficial to those who know how to exploit it.
UPDATE: Now you can use either your Wis or your Dex for all Ride checks. If you're using your Wis for combat, why not for mounted combat? It's still a tad weak, so more suggestions are welcome.
Maai (Su): At 7th level, a samurai gains a supernatural awareness that allows his to feel the emotions of his opponents, sensing their presence even at the loss of sight. The samurai gains blindsense to a distance of 30 feet. If the samurai already has blindsense (by means of a racial ability, for example), the range of his blindsense increases by an extra 30 feet. If the samurai follows the kyūjutsu discipline, his blindsense instead extends to the original range increment of his bow or crossbow; this range does not increase with the Far Shot feat or the distance weapon special ability (or similar range extension).
By spending a daily use of his ki power, his awareness about the battlefield increases. For a number of rounds equal to half his class level, he enters a state in which he may counteract against his enemies with unsurpassed clarity. He may instead gain blindsight, but limited to 30 feet (regardless of whether he originally has blindsense or not), and the range of his melee weapons extends by 5 feet. This range extension applies to any attack or maneuver done by the samurai. If the samurai follows the kyūjutsu discipline, he may instead increase the range of his blindsight by the range increment of his bow or crossbow; this range does not increase with the Far Shot feat or the distance weapon special ability (or similar range extension).
At 14th level, his fighting ability increases, acquiring the ability to maneuver through the battlefield at inhuman speeds and return to the same spot in split seconds. By expending two extra daily uses of his ki power, his effective melee weapon range increases by the amount of his blindsense (or blindsight) for purposes of threat range, up to a maximum of 5 feet plus 5 feet per each four class levels. If the samurai follows the kyūjutsu discipline, he may make a single ranged attack that does not provoke an attack of opportunity at any creature that moves within 60 ft. Treat this as if it were an attack of opportunity, including the number of times it can be done per round, but you may not make any special attacks (such as trip or disarm) with it, even if you gain the ability to do these attacks with a ranged weapon.
Maai... The true version of maai isn't exactly what you see here (it's mostly the state in which you can effectively "predict" or appropriately respond to an attack, and it is an extremely short range ability. Maai would be useless if going through that, so I used an alternate description. Samurai Deeper Kyo states a wonderful example of the maai I seek; think of the samurai's aura as a pool, and anything (or anyone) entering towards it a pebble falling into that pond. The movement and actions of those individuals will cause a ripple, which will be detected by whatever else is on the pond; in this case, the samurai that acts as the pond. Thus, even if his eyes are closed, a samurai attuned to combat is aware of his surroundings, although not exactly to what.
Adding ki to maai, though, changes everything. Then, it turns almost like what you probably have seen in The Last Samurai; Tom Cruise as the american samurai-in-training seeing the opponent's action before he does it. That's foresight, but if you want to have a connection to the original ability of maai, then you want blindsight. Which is awesome, since that means you can't effectively hide from the Samurai (sorry, Ninjas!).
The 14th level ability, however, is meant to be awesome and there's no reason to change it. Effectively, you increase your threat range and you can effectively make attacks of opportunity at a distance, much longer than a medium creature with reach. Archers gain a special version of attacks of opportunity, but less potent (the ability to do an attack of opportunity, however, should not be denied). As your character grows, so does this field of extended threat range, which should make everyone and anyone wary of moving through your area. This effectively makes the samurai a reasonable barrier, capable of striking even flying creatures that step on its area (so to speak). Think about it; the samurai is facing a crowd of mooks, capable of killing any of them in a single strike. One dares to enter, the samurai slices it. Then another enters, and the samurai (preferably with Combat Reflexes) slices it again. And again. And again. If it has Cleave and is close to an enemy, it can start the Cleave chain. That's the feeling I wished to evoke, and I hope it works.
However, to most people, it may seem a tad too strong. I seek opinions on whether the 14th level ability is too abusive or fitting. Consider it *is* a 14th level ability, and what other classes of its kind receive at that level before stating your point.
Ken Kon Itteki (Ex): At 9th level, a samurai acquires the ability to kill with a single strike. Whether it is a clean sweep with his blade upon the head of an opponent, or a hand strike with such precision it pierces the heart, or a lethal shot to the head, the samurai aims for the kill.
Once per day, as a full round action, a samurai may make a single attack. This attack is done at the highest base attack bonus. If the attack succeeds, the creature must make a Fortitude save with a DC equal to 10 + half the samurai’s class level + the samurai’s Wisdom modifier or die instantly. If the creature fails the save, the attack is treated as if a critical hit instead. Creatures immune to instant death attacks are not immune to this ability, nor creatures with immunity to critical hits (except for creatures with the fortification armor enhancement, which force the samurai to roll a d% to determine success). As well, some creatures without discernible anatomies (oozes, for example) are not affected by the ability (but undead and constructs do).
At 13th level, and again at 17th level, a samurai gains one extra daily use of this ability.
A reference to Final Fantasy and a reference to the one and only Sanger Zonvolt in a single ability? Erm...is this awesome or not?
So yes, this is what comes to replace Kiai Smite. Instead of adding your Charisma to attack and damage for one strike, you effectively, once per day, treat your attack as a Vorpal weapon or as an automatic critical hit. This justifies a once-per-day, single attack move: you are sacrificing everything to kill the character once and for all. This is a save-or-die effect, and you still suck it if you succeed on the save. Of course, it still doesn't work on undead and constructs, as well as heavily fortified creatures and to an extent Warforged, but slicing the head of a dragon with a single strike should be worthwhile. Failing that, an instant crit. Think about it.
Of course, it has three weak spots that doesn't make it too powerful. First, you need to succeed on the actual attack (but the Samurai has the Wis and the BAB to do so). Second, it requires a save for the instant kill (which some might have high). The third is it requires a Fortitude save, which of course, severely weakens anything. That should dispel the belief that this ability is broken, and may evoke the idea that this ability is broken the other way (as in, it's useless). It's only saving grace is that Death Ward can't protect you, nor immunity to death attacks.
I'm considering making ken kon itteki apply to undead as well. Good idea or bad idea?
UPDATE: It now applies to creatures immune to Death Ward, undead, constructs and plants. Only protection is being an ooze or having fortification (Warforged!!). It has three heavy restrictions already (four if you count uses per day), so it's not gamebreaking.
Martial Discipline Mastery (Su): At 11th level, a samurai gains a supernatural understanding of his discipline. A samurai must expend at least two daily uses of his ki power in order to activate these abilities.
Jujutsu: When grappling, a samurai may ignore the effects of freedom of movement or similar abilities when initiating a grapple and prevents a grappled creature from teleporting or escaping to another plane, as if under the effects of a dimensional anchor spell, for a number of rounds equal to half his class level.
Kenjutsu: Attacks done by the samurai cannot be healed easily. For a number of rounds equal to half his class level, a samurai’s damage with his weapon cannot be healed by any means, even magical healing, unless the creature using the healing ability succeeds on a Heal check with a DC equal to 13 + the samurai’s class level + the samurai’s Wisdom modifier. As well, fast healing ceases to function, and a samurai’s damage is considered lethal regardless if the enemy has regeneration or not.
Kyūjutsu: The samurai strikes in such a way it numbs his opponent’s body. For a number of rounds equal to half his class level, any arrow (or bolt) shot from the samurai’s bow (or crossbow) slows the enemy (treat as if under the effect of a slow spell) fails a Fortitude saving throw (with a DC equal to 10 + ½ the samurai’s class level + the samurai’s Wis modifier). If the enemy succeeds on the save, it becomes entangled instead. All effects last for the same amount of time this ability is active.
Nitōjutsu: The samurai gains the ability to strike his opponents with the same precision as with his first attacks. For a number of rounds equal to half his class level, all of the samurai’s extra attacks are done at his highest attack bonus. This ability works if the samurai wields two weapons.
Seigan: The samurai gains the ability to deflect any projectiles (even magical projectiles) sent against him for a number of rounds equal to half his class level, except for projectiles bigger than his size (such as boulders). If fighting defensively, undertaking a total defense action, or using the Combat Expertise or Improved Combat Expertise feat, you may return a single projectile once per round back to the attacker, but using your base attack bonus.
More Martial Discipline, and this time, it gets ki-powered!
So, by the time your samurai gets to 11th level, virtually everything that the feats offer tends to be less and less useful. Maneuvers and stances remedy that somewhat, of course, but the idea is to make the Samurai useful later on. So...what can we do?
Jujitsu draws yet another thing from the (retooled by me) Monk; the ability to deny grapples and freedom of movement and teleports. Kenjutsu grants you the equivalent of vile damage. Simply put, your wounds are so potent they refuse to heal. You know, the kind of wounds that leave perpetual scars. Though, in this case, they are temporary. If a creature dares to heal itself, and has no decent amount of Heal skill, then it's screwed. Notice the main difference in the DC: I espouse the theory that 10 + 1/2 class level + modifier is useful, but this time I went with DC 13 + class level + modifier. This is because it roughly represents a challenge for a creature with maxed Heal (thus, someone with full ranks in Heal and high Wis will still have to get a 10 or more on its roll to succeed). But if it doesn't get healed, well..you already attack with touch attacks. And use Power Attack. So...that damage *is* going to hurt no matter what. Kyujutsu gains a save or suck ability, with the ability to still suck if you succeed on it (notice the trend?). If you fail, you get slowed (that is, staggered + penalties, just like the slow spell), and if you succeed, you get entangled instead. Save DC is the same as usual, and it is Fortitude, so might not work. You still hit with touch attacks, so... Nitojutsu users always attack at their highest base attack bonus, so they'll hit even more (find a way to reduce the enemy's AC, and you'll hit even more!). Seigan...well, you get Deflect Arrows. Why Deflect Arrows? Well, you do get Deflect Ranged Attacks, . That means anything that bypasses your AC can be deflected, and reflected back at the attacker (once per round, tho). Including and not limited to twinned split ray empowered maximized enervation. So Seigan gets three feats for free, two of them being Epic Feats.
Iaijutsu Stance (Ex): At 12th level, as a swift action, a Samurai may move up to his speed. This movement is treated as if normal movement for all purposes, such as allowing attacks of opportunity.
If the samurai expends at least one daily use of his ki ability, he adds the speed weapon enhancement to any weapon he wields for a number of rounds equal to half his class level. If the samurai follows the nitōjutsu discipline, the speed enhancement applies to both weapons (and the samurai may benefit from the speed weapon enhancement's extra attacks with both weapons, unlike normal.)
I was pitched this idea for a 12th level ability. Basically, it's the benefit of Belt of Battle, but permanently. It's a normal movement, and it allows full-round actions without trouble, and since the Samurai will probably have deficiencies in movement (wearing heavy armor, for example), it makes sense that it gets his full movement. This is not a "30-foot" step, though; this is like regular movement, with all benefits and penalties.
The ki expenditure bonus is essentially a free weapon enhancement. It was originally part of the ki strike set of abilities, but after realizing the benefit of this move, I decided to combine it with this ability and make it a separate entry. Nitōjutsu followers get a better benefit from using two weapons; that is two weapon attacks.
Martial Discipline Supremacy (Su): At 16th level, a samurai that devotes to his chosen discipline acquires abilities that defy explanation. Each ability requires the expenditure of at least two daily uses of his ki power in order to activate.
Jujutsu: A samurai saps the strength of his opponent. For a number of rounds equal to half his class level, any unarmed strike or damage dealt while grappling cause 1d3 points of Strength drain. The samurai gains those points as temporary Strength or Wisdom points (samurai’s choice) for the remainder of the ability.
Kenjutsu: The samurai acquires the ability to strike his enemies by disregarding their protection. For a number of rounds equal to half his class level, all of the samurai’s melee attacks with a weapon are treated as touch attacks.
Kyūjutsu: The samurai acquires uncanny precision with his bow, striking at the precise point where the enemy has no protection. For a number of rounds equal to half his class level, all of the samurai’s ranged attacks with a bow or crossbow can be treated as touch attacks. A samurai may suppress or reactivate this ability as a free action if it so desires while the ability is active.
Nitōjutsu: The samurai strikes with such brutality, all attacks are more lethal than they should. For a number of rounds equal to half his class level, all attacks done by the samurai are considered critical threats. The samurai must still confirm all threats, as usual.
Seigan: A samurai enters a state of incredible resistance to pain and weakening. For a number of rounds equal to half his class level, the samurai takes only half damage from any attack, spell or ability that deals hit point damage. When a samurai takes ability damage or suffers ability drain, he may ignore part of the reduction equal to his Wisdom modifier while under the effects of this ability.
This is the pinnacle of what a Samurai can do if it follows its discipline. Let's see what you can do.
Jujitsu allows you to drain Strength from the enemy. Not just do Strength damage, but Strength drain. You become more powerful as you do, since you either raise your Strength or your Wisdom (which ever is more powerful). Sure, most people by that level are immune to Strength drain, but by the moment it happens, they are already facing a Samurai that won't let them even act.
Kenjutsu and Kyujutsu treat all of your attacks as touch attacks (eat your heart out, Deep Impact and Fell Shot!). I don't think this needs much more explanation.
Nitojutsu gets automatic critical threats. Yes. Automatic. Critical. Threats. For EVERY attack it does. So you hit? Roll again, you might just strike. That is the lethality of fighting with two weapons; in the end, you'll get sliced into little pieces. Of course, if you're immune to critical...you still get hit that nifty benefit of all attacks at your highest BAB,
Seigan, of course, got the best of the bunch. You already are almost impenetrable, extremely hard to hit...why not reduce the damage you receive while at it? Of course, this also applies to ability damage, ability drain and energy drain. The former (hit point damage) and the latter behave differently, in either case: one is half damage, the other is reduced damage equal to Wis modifier.
So, that is it. The culmination of the discipline. Does it seem weak, or does it seem fitting? I could think of shifting the Masteries and Supremacies of the first four disciplines if necessary, but perhaps someone has a reasonable point for this choice. When I first made these class abilities descriptions, I honestly thought the Masteries and the Supremacies were thematically well-placed. As I write them now...not all of them are in the right place. However, beauty is in the eye of the beholder, and thus...
Stance of Denial (Su): At 18th level, a samurai’s ability to react improves to inhuman levels. Any free or immediate action done by a creature in response of a samurai’s action is delayed until the end of the samurai’s action.
Yes, another ability ripped-off straight from my (retooled) Monk. This one is perhaps the best of them all, since you effectively deny the creature any chance of countering your move. It is a pretty and reasonable tactic, actually.
Mastery of Ki (Su): At 20th level, a samurai’s mastery of ki reaches a pinnacle. He may reduce the cost of all abilities that require daily uses of his ki power by one, up to a minimum of one. As well, he does not lose his supernatural abilities if his daily uses of ki power are completely expended.
And as usual, the capstone. All the attacks that costed two daily uses of ki? Now they cost one. So you can use them for many more battles.
Which is exactly what the Ninja and Monk get. It's part of the class structure, however.
I'll be adding one more thing on the next post, and then request from all of you people the usual response. This last part is pretty long, and by all means optional, so read at your own risk.
Fortunately, I did learn a bit of Japanese. Time to use the power of the Internet to supplement it! And whomever doesn't know the greeting already...
So, what will this humble homebrewer, who has done caster retoolings that have gained some good (and also harsh) critique but that wishes the same would happen with his ki-based retoolings will do this time?
Wait...yet another ki-based retooled class? And a Samurai, no less? Doesn't he ever learn? Wait...that's me who's saying it! I should explain why!
Actually, the reason is quite simple. I know the connotations that ki offers: it tends to make the class a bit too "Asian". Disregarding the fact that ki, while mostly associated to Asian cultures (the Chinese qi, for example, from which the Japanese ki is derived), is something that has no particular equivalent on a D&D setting (unless you count Rokugan, or Shou in Faerun), people haven't noticed just how cool the ki mechanic is. It places a lot of power on Wisdom as a combat mechanic, it is a supernatural ability that blurs the line between spells and abilities, and it is a mechanic that if supported a bit more, it could work nicely. That it fits "traditional Asian" classes, however, should not be a cause of concern. In any case, it should work to difference them from more Western-themed classes, such as the Fighter.
There will be still people who will take those concerns at heart and protest about it. As the great Bill Cosby would say; "I don't know the key to success, but the key to failure is trying to please everybody." So I will have to ascribe to that mechanic, even if the concerns are somehow valid. There are people that state (correctly and with good reasons) that ki isn't throwing balls of energy and becoming a war-god; that ki is being taken incorrectly, and that it represents something else.
If I see that the people within the countries in which the concept of ki generated do not particularly give a dire rat's buttocks to "reality", and if I see it is a good flavor to a good mechanic, I don't think the opposite concept should be false either. Call it handwaving, if you like; there is a mechanic that's nice and good, and I decided to make it a tad better.
So...what is my goal with the Samurai? Well, I did like the old mangaka Ozamu Tezuka did with one of his masterpieces; Blackjack. First, I took most of the realistic concepts of a samurai, such as their code and their preference of combats, and applied mechanics that would work well, would distance it a bit from Fighters but use all the (few) good things they might have, and apply them. Then, at higher levels, I say "screw it" and add loads of Rule of Cool to it.
For reference: E6 players should see it as a pretty reasonable, Wis-loving class. People of all ages should see it as...Rurouni Kenshin. By epic, it should compare to Sengoku Basara, on terms of how definitely high-end it should be. Add a trace of Samurai Deeper Kyo to the mix, and you have the way the class behaves. The class should (and to my believe, does) offer things a ToB character simply cannot replicate, that are actually reasonable for combat at all levels, and that are actually useful for a warrior. At a glimpse, it'll see as nice at first, then absurd at later levels; this is intentional. By that level, while you still cannot beat the absurdity of a core spellcaster in-game, it should make you reasonably more powerful than a melee warrior by all means.
So, without further ado, I present to you...the Samurai!
Disclaimer: This one is for Bhu, who also has a Samurai homebrew he more often than not updates (that's some updating, peeps; he's devoted to his job!). I mentioned twice that I was thinking on making a Samurai version of my own. This is me, placing my word where it matters. This doesn't specifically mean I do it out of a lack of respect, but you may have realized that I have a very distinctive way of seeing ki, and this is closer to how I see it. Don't think of it as a senseless challenge, but "incompatibility of visions" between fellow homebrewers, mmkay?
SAMURAI
http://fineartamerica.com/images-medium/samurai-tattoo-design-1-kyle-adamache.jpg
By Kyle Adamache. Original in http://fineartamerica.com (http://fineartamerica.com/artwork/tag/Kyle+Adamache)
"Let your deeds speak of you, and your blade be your witness. My blade has slain countless fiends of the Abyss; come thus, and let my blade speak of those times..." - Akumajogiri no Zaburo, retainer to Lord Yo****omo.
MAKING A SAMURAI (or, what has and what hasn't changed)
Abilities: As you may be well-aware, the CW Samurai is...well, quite a task to explain. It requires nearly all physical scores in-between decent and good, but it also required a pretty good Charisma. The first thing you'll notice is that I got rid of Charisma, once and for all. Wisdom, the driving force between all ki classes, has taken the step of Charisma AND Strength, which means less MAD (and which should be good). It also makes for a quite different class, much like the Monk and the Ninja are pretty different because of their large use of Wisdom. Constitution, of course, remains a very important score, and Dexterity a distant third because of their use of heavy armor.
Races: Humans, naturally, make for the best Samurai; extra feats, extra skill points to spend on skills, and no visible weaknesses or strengths. Dwarves make rather interesting Samurai, if only because they can do several things in heavy armor (which the Samurai allows and favors), and their dual lack of Wisdom penalties and their innate Constitution score make them perfect for the task, given that they aren't constrained by having several stats.
As usual, Githzerai (with their high Wis and Dex scores) make for interesting Samurai, specifically for their Lawful bent. However, they are not as suited for this class as they would with other ki classes. Bizarre enough as it may seem, Hobgoblins would make perfect Samurai because of their lawful nature as well, and their martial relationship.
Alignment: Any Lawful. So...why not simply "Any"? Samurai, be it by fiction or by reality, is always considered one of particular obedience to its feudal lord. Certainly, there are people that do not behave in a disciplined way and only show favor to their lord because they see a strong person, but you can be expected that those few who do are either masterless ronin, dead people (by the intricate nature of the society), or perhaps people who are actually Lawful Evil and follow a code, but a rather twisted code that seems spawned from Chaos. The tight discipline and training, however, tends to produce order.
Starting Gold: as Paladin
Starting Age: as Paladin
Class Skills
The samurai class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (architecture and engineering) (Int), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str), Use Rope (Dex)
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
So...Gather Information, Knowledge (architecture & engineering), Perform, Profession, Swim and...Use Rope? Since when does a Samurai has knowledge of these?
Pretty simple. Just as the Ninja have their Ninjutsu, their specific 18 arts of stealth and entry, the Samurai have the Bugei Juhappan (http://en.wikipedia.org/wiki/Bugei_Juhappan), a series of 18 arts that the Samurai should or was familiar with. Some are arts of combat, such as Kenjutsu and Kyujutsu. Others are rare, such as Jouhou Kaishuu (aka, Gather Information; isn't it pretty?), Chikujou (Fortifications, aka knowledge of both fortifying places and structures, thus Architecture & Engineering), Suijutsu (the art of swimming in armor, and combat swimming known as To-Suijutsu), and Torimono Dougu (which deals with arresting, which would of course use a rope; cowboys aren't the only rope masters). The rest? Samurai were often considered to be Warrior Philosophers, so they took a profession or decided to become masters at practicing prose or song, so it's more than relevant that such feeling is evoked. Calligraphy, for example, is (or was, or so says anime) considered as important for a Samurai (and to any martial artist) as it is combat. Hence, Profession (Calligraphy).
Because of their lack of importance to Intelligence and their increased skills, I decided to make it 4+Int modifier. That should suffice.
Oh, one final thing...there's no Iaijutsu Focus. If your DM allows it, though, add it. I like Iaijutsu Focus, but it's not available for everyone. That could also imply I could add Martial Lore, but...well, not always used. So, that's the DM's choice if s/he wants to implement it. However, I heartily endorse said choice.
Hit Dice: d10
NAME OF CLASS
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|
+2|
+0|
+2|Kiai, ki power, martial discipline
2nd|+2|
+3|
+0|
+3|Martial alertness
3rd|+3|
+3|
+1|
+3|Martial insight, mettle
4th|+4|
+4|
+1|
+4|Ki strike (magic)
5th|+5|
+4|
+1|
+4|Bonus feat
6th|+6/+1|
+5|
+2|
+5|Improved martial discipline
7th|+7/+2|
+5|
+2|
+5|Maai (combat sight)
8th|+8/+3|
+6|
+2|
+6|Ki strike (cold iron)
9th|+9/+4|
+6|
+3|
+6|Ken kon itteki 1/day
10th|+10/+5|
+7|
+3|
+7|Bonus feat
11th|+11/+6/+1|
+7|
+3|
+7|Martial discipline mastery
12th|+12/+7/+2|
+8|
+4|
+8|Iaijutsu step
13th|+13/+8/+3|
+8|
+4|
+8|Ken kon itteki 2/day
14th|+14/+9/+4|
+9|
+4|
+9|Maai (combat awareness)
15th|+15/+10/+5|
+9|
+5|
+9|Bonus feat
16th|+16/+11/+6/+1|
+10|
+5|
+10|Martial discipline supremacy
17th|+17/+12/+7/+2|
+10|
+5|
+10|Ken kon itteki 3/day
18th|+18/+13/+8/+3|
+11|
+6|
+11|Stance of denial
19th|+19/+14/+9/+4|
+11|
+6|
+11|
20th|+20/+15/+10/+5|
+12|
+6|
+12|Bonus feat, mastery of ki[/table]
So...differences, differences... As you may have noticed, it has a lot of ki references and loads of new stuff, actually more than the original.
Will was added since Samurai are often thought of being fearless, focused and concentrated, capable of facing each other in a duel of wills. The rest of the abilities are left as-is, for good reasons: the Samurai is a martial character. Thus, full BAB, good Fort, bad Reflex.
Some of the abilities follow a chassis I've used for all ki-based classes. The ki power, the ki strike, and the mastery of ki class abilities are part of that chassis (along with adding Wis to nearly everything). Monk and Ninja helped me make a reasonable "chassis", or structure, for various classes and it shows with the Samurai. However, Samurai use heavy armor and don't have many of the benefits present in those. They don't move any faster, they don't add their Wis to AC (they still add their Dex, though) and they don't have a slow-fall ability. Since Samurai are the more martially-inclined part of the set, I found it was crucial to work on the martial aspects.
Class Features
All of the following are class features of the samurai.
Weapon and Armor Proficiency: Samurai are proficient with all simple and martial weapons plus the bastard sword, composite greatbow and greatbow, with all kinds of armor (heavy, medium and light), and with all shields (except tower shields).
If using the Oriental Adventures book, a Samurai is also proficient on the sodegarami and satsumata.
Pretty simple fare for samurai. They have virtually the same weapons, armor and shields as a martial character tends to have. One big difference is their mastery of other weapons: the bastard sword is evidently a call-in for their katana, the greatbow and composite greatbow are call-ins for the samurai's yumi (because it IS that big), and the lajatang sodegarami and mancatcher (satsumata) are part of the arresting weapons technique. That makes them a tad closer to the original, no?
Kiai (Ex): At 1st level, a samurai may use his Strength or Wisdom modifier for her attack and damage rolls with any weapon he is proficient, whichever is the highest.
Should be pretty self-explanatory. This is what the Monk and Ninja do to their unarmed strikes, but this time expanded to all weapons. So you can stop worrying about Strength (and perhaps even Dex!). Just consider that this is a replacement, not an addition.
Ki Power (Su): A samurai can channel his ki to enhance his mobility, defense, and special attacks through a variety of powers. He can use his ki powers a number of times per day equal to half his class level plus his Wisdom bonus (if any). As long as a samurai’s ki pool isn’t empty, he may use all of his supernatural abilities (except Ki Strike which is always active). A samurai’s ki powers are described under separate entries below.
More standard fare. This means they have a small pool of abilities that allow them to use temporary abilities. The power of these abilities depends on the level, however. As a rule of thumb, Samurai use less ki powers than Monk or Ninja, but that is complemented with their martial mastery.
Martial Discipline (Ex): Although samurai learn the use of several fighting styles and know several methods of combat, they tend to pursue mastery upon a single discipline above all others. They seek mastery of this discipline through insight rather than physical prowess.
At first level, you may choose one of the following disciplines. Each discipline grants a set of benefits related to the weapons or tactics used:
Jujutsu: A samurai gains the ability to fight barehanded with great skill, specifically on empty hand technique and grappling. A samurai gains Improved Unarmed Strike and Improved Grapple as bonus feats; for Improved Grapple, a samurai does not need to meet the prerequisites so as long as it has a Wisdom score of 13 or more.
A samurai’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a samurai may even make unarmed strikes with his hands full. Exception: a samurai may not use unarmed strikes if he holds a weapon in each hand (or a double weapon) if he is using the Two-Weapon Fighting feat. He may, however, use unarmed strikes with the Two-Weapon Fighting feat if he holds only one weapon or none (in the case of none, treat each unarmed strike as a separate weapon for purposes of qualifying). There is no such thing as an off-hand damage penalty for a samurai striking unarmed, he may thus apply his full Strength (or Wisdom) bonus on damage rolls for all his unarmed strikes.
Usually a samurai’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A samurai’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A samurai also deals more damage with his unarmed strikes than a normal person would. He deals 1d6 points of damage with each strike; this damage does not improve.
Kenjutsu: Although the meaning of the word in its native language means “art of the sword”, this discipline applies to any weapon. A samurai gains the Power Attack feat as a bonus feat, even if he does not meet the requirements, so as long as he has a Wisdom score of 13 or more.
Kyūjutsu: A samurai that follows this discipline practices its oldest art; the art of archery. A samurai gains Point-Blank Shot and Precise Shot as bonus feats.
Nitōjutsu: A samurai learns to fight with two weapons, equally in combat as in defense. A samurai gains Two-Weapon Fighting as a bonus feat, even if he does not meet the prerequisites, so as long as he has a Wisdom score of 15 or more.
Seigan: A samurai learns to focus on defense, and the use of defensive techniques. A samurai gains Combat Expertise as a bonus feat, even if he does not meet the prerequisites, so as long as he has a Wisdom score of 13 or more.
Now, this is a violent change to the Samurai. You have already seen this. This, of course, is the Ranger's combat style added to the Samurai. Most of the samurai's development is tied to its chosen "discipline" including some of its ki abilities.
To explain things a bit further: Jujitsu is unarmed combat. Samurai were trained to fight unarmed in the case they lost their weapons, at least at the moment in which they could disarm an opponent and face them properly. Kenjutsu is your basic swordsmanship, but it isn't meant specifically for swords; this is mostly the "default" style of a Samurai, which can be used with most weapons and specifically with two-handed weapons. Kyujutsu is, simply, archery; I could have gone the way of mounted archery, but mounted archery feats are very scarce and mostly focused on allowing archery while mounted rather than enhance it. So the thing that makes best sense is unifying both; thus, kyujutsu refers to both typical archery and kyuba, or mounted archery. Nitojutsu is two-weapon fighting; the style that CW favors and that evidently so did Musashi every now and then. Of course, you could easily use a bo staff and use bojutsu with the same tactics as nitojutsu; the idea is to combine both two-weapon fighting and double-weapon fighting into a single whole. Finally, and the one that's perhaps not as accurate as the rest: Seigan is a reference to Etrian Odyssey and its Ronin class, which has a series of abilities that key off a specific stance. Seigan was the most defensive of stances, actually improving your defense. Of course,seigan has various attacks, but it was a reference I wanted to use for a mostly defensive type of samurai, one that focused on counterattack instead of going for the offensive.
I might consider other fighting styles I might have forgotten, but this should count for all of the samurai's preferred styles.
Martial Alertness (Ex): At 2nd level, a samurai may add his Wisdom modifier or his Dexterity modifier for initiative checks and Reflex saves, whichever is the highest.
Yup, you don't need much Dex either. You get your Wis for both Reflex and Will (so you get a better saving throw, hence countering the poor base Reflex saves) and initiative. Few classes place a lot of importance on Initiative, and even the CW Samurai procured adding Improved Initiative for that. You, on the other hand, have it for free.
Martial Insight (Ex): At 3rd level, a samurai further continues his study upon his chosen discipline, easing the stringent requirements for each step. He may choose any feat that has an ability score requirement and that has as a prerequisite any of the following bonus feats (depending on your discipline) without the need to have the requisite ability score, so as long as it has a Wisdom score equivalent to the highest ability score requirement:
Jujutsu: Improved Unarmed Strike, Improved Grapple
Kenjutsu: Power Attack
Kyūjutsu: Point-Blank Shot, Precise Shot
Nitōjutsu: Two-Weapon Fighting
Seigan: Combat Expertise
A samurai must comply with the other prerequisites in order to acquire the feat, as usual; this ability only allows you to ignore the requisite ability score. For example, a Samurai may acquire the Stunning Fist feat at 9th level, so as long as he complies with all prerequisites, even though he may not have the requisite Dex 13 score, although he must comply with the Wis 13 ability score prerequisite. He may not acquire the skill at 6th level, for example, because he does not comply with the prerequisites (he does not comply with the base attack bonus).
So...you may have noticed that by the time you get better feats, you get screwed because you don't have the requisite ability score. This allows you to subsidize that by turning your best ability score (e.g. Wisdom) into your requisite ability score. Of course, this applies to those feats that deal with the chosen discipline; you still need to have the prerequisites for non-discipline based feats.
So what if a feat says "Dex 13, Wis 13"? That is why the Stunning Fist feat was added as an example. This benefit applies for all of the requisite ability scores, even if it already has Wisdom; this makes those feats far easier to acquire in terms of ability scores. If it has two or more prerequisites, even if neither of those are Wis, but it has the prerequisite feat acquired as a bonus feat from your discipline, you can substitute Wis for all of them, even if it already has a Wis prerequisite. Also, you always substitute the highest required prerequisite, even if the Wis prerequisite is lower.
Easy enough?
Mettle (Ex): At 3rd level, whenever a Samurai makes a successful Fortitude or Will saving throw against an attack that normally deals partial effect or half damage on a successful save, he instead does not suffer from the effect or takes no damage. A helpless samurai does not gain the benefit of mettle.
I...don't think I have to explain what mettle does. If your character is a melee combatant, has high fortitude and will, and isn't a spellcaster, chances are you will enjoy mettle. So...enjoy!
Ki Strike (Su): At 4th level, a samurai’s attacks are empowered with ki. Any weapon he wields is treated as a magic weapon for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s samurai level. At 8th level, any weapon he wields is treated as a cold iron weapon for purposes of bypassing damage reduction.
A samurai following the jujitsu discipline also gains a +1 bonus on attack rolls and damage rolls when attacking with an unarmed strike; this bonus increases by 1 every four levels. Treat this bonus as an enhancement bonus for purposes of which abilities stack with it (thus, a 4th level samurai wouldn’t benefit from magic weapon or magic fang when applied to his unarmed strikes, but it could take benefit from greater magic weapon or greater magic fang if it so desires). If a class progresses ki strike, levels in samurai stack with levels in that class to determine the effective enhancement bonus with unarmed strikes, but not with the other provided abilities (such as bypassing DR or ki expenditures). A samurai cannot extend his ki strike ability to his natural weapons (except his unarmed strikes, as mentioned above, and slam attacks).
By expending daily uses of his ki power, a samurai’s ki strike temporarily improves. At 4th level, the samurai may spend one daily use of ki to increase the enhancement bonus of his weapon (or unarmed strike) by 1 (but the bonus cannot exceed +5 until 20th level); if the weapon has no enhancement bonus, it is treated as a +1 weapon instead. At 8th level, the samurai may expend two daily uses of his ki power to grant one weapon the ability to ignore all kinds of damage reduction. These enhancements are cumulative (a samurai need only spend two daily uses for all effects), and last for a period of rounds equal to half his class level. If the samurai wields a magic weapon already (or gains an enhancement bonus to his fists) or the ability to bypass any damage reduction, he needs only spend one daily use of ki to grant the remaining enhancements. If the samurai follows the nitōjutsu discipline, he may enhance both weapons with the same expenditure of ki so as long as he has both weapons drawn; he needs only to spend one daily use of his ki power if both weapons have the same trait.
Another immigrant from the Monk and the Ninja. The main difference between the Monk's (and the Ninja's) ki strike and the Samurai's ki strike is that this applies to any weapon it uses, not just to its unarmed strikes. You can take a weapon that's not from your discipline, and add the benefits.
The first is self-explanatory. The second is thematic (cold iron is a weakness for most chaotic creatures, so...).
UPDATE: Fixed the first benefit of ki strike so that it increases existing enhancement bonuses, not provide new ones. Based on playtest data.
Bonus Feat: At 5th level and every 5 levels thereafter, a samurai gains a bonus feat. The samurai may choose from the list of fighter bonus feats. A samurai is considered as a fighter of his class level minus four for feats that have a fighter level prerequisite.
Simple equation. Samurai are martial characters. Martial characters are supported via feats. More feats = more support.
Adding the reduced fighter class level is like, on the old times, you added weapon specialization to the Paladin and the Ranger. This makes the last foothold of the fighter be definitely lost, but by no means less important. If you wish to become a master of a weapon, nothing should stop you from doing it. Perhaps delay it, but not stop it.
Improved Martial Discipline (Ex): at 6th level, a samurai’s knowledge of his chosen discipline increases.
Jujutsu: A samurai may use his Wisdom modifier instead of his Strength modifier for all of his grapple checks. Furthermore, he is also treated as one size larger for purposes of grappling.
Kenjutsu: A samurai may use his Wisdom modifier instead of his Strength modifier when he initiates a bull rush, overrun or sunder maneuver. Furthermore, when using the Power Attack feat (or a feat based on Power Attack), a samurai may ignore part of the penalty to attack rolls equal to his Wisdom modifier. His Wisdom modifier does not get reduced when using this ability.
Kyūjutsu: A samurai may attack in close range with any ranged weapon without provoking attacks of opportunity. If mounted, the samurai adds his Wisdom modifier or his Dexterity modifier to all Ride checks, whichever is higher.
Nitōjutsu: A samurai's penalties when fighting with two weapons are reduced by 2. Furthermore, if the samurai has the Two-Weapon Defense feat (or its improved versions), he may add his Wisdom modifier as a bonus to his shield AC.
Seigan: A samurai adds his Wisdom modifier instead of his Strength modifier when he initiates a disarm or trip maneuver. Furthermore, he adds his Wisdom modifier to his AC when he fights defensively, or 1.5 times his Wisdom modifier to his AC when executing a total defense. If he uses the Combat Expertise or Improved Combat Expertise feats, he can ignore part of the penalty on attack rolls equal to his Wisdom modifier. His Wisdom modifier does not get reduced when using this ability.
So you gave a good look at the Ranger's combat style and thought "Improved Martial Discipline means I get the next highest feat in the feat chain...", right?
WRONG.
This is where my belief of a combat style diverges. If you're going to give them a combat style, make it meaningful! Thus, this is where the samurai applies its Wisdom for combat maneuvers. All of the disciplines, except one, gain Wisdom applications to some of their expected moves.
Jujitsu gets an ability that's awfully similar to an ability I added to my retooled Monk, and for good reasons; it is thematically fitting, since what you're benefitting is grappling, which is one of the basis of jujitsu anyways. Kenjutsu applies the Wis to Power Attack, Bull Rush, and...Sunder. Yeah, Sunder. Still, you get to negate some of your penalty by effectively doubling your Wis modifier to attack, so lovers of Power Attack shouldn't suffer. Nitojutsu gets insanely fast the Supreme Two-Weapon Fighting benefit of having absolutely no penalties, except of course those from iterative attacks. No worries on that one, tho. Seigan is the more defensive version of kenjutsu, and thus grants its benefits to fighting defensively, Combat Expertise, disarm and trip.
The one discipline that breaks with the norm is Kyujutsu. Basically, you ignore the bane of all archers (fighting at close range), and also get an ability while mounted. This is as best as I can do for mounted archery, which shows just how little WotC has worried for proper mounted archery. However, this granted benefit should be beneficial to those who know how to exploit it.
UPDATE: Now you can use either your Wis or your Dex for all Ride checks. If you're using your Wis for combat, why not for mounted combat? It's still a tad weak, so more suggestions are welcome.
Maai (Su): At 7th level, a samurai gains a supernatural awareness that allows his to feel the emotions of his opponents, sensing their presence even at the loss of sight. The samurai gains blindsense to a distance of 30 feet. If the samurai already has blindsense (by means of a racial ability, for example), the range of his blindsense increases by an extra 30 feet. If the samurai follows the kyūjutsu discipline, his blindsense instead extends to the original range increment of his bow or crossbow; this range does not increase with the Far Shot feat or the distance weapon special ability (or similar range extension).
By spending a daily use of his ki power, his awareness about the battlefield increases. For a number of rounds equal to half his class level, he enters a state in which he may counteract against his enemies with unsurpassed clarity. He may instead gain blindsight, but limited to 30 feet (regardless of whether he originally has blindsense or not), and the range of his melee weapons extends by 5 feet. This range extension applies to any attack or maneuver done by the samurai. If the samurai follows the kyūjutsu discipline, he may instead increase the range of his blindsight by the range increment of his bow or crossbow; this range does not increase with the Far Shot feat or the distance weapon special ability (or similar range extension).
At 14th level, his fighting ability increases, acquiring the ability to maneuver through the battlefield at inhuman speeds and return to the same spot in split seconds. By expending two extra daily uses of his ki power, his effective melee weapon range increases by the amount of his blindsense (or blindsight) for purposes of threat range, up to a maximum of 5 feet plus 5 feet per each four class levels. If the samurai follows the kyūjutsu discipline, he may make a single ranged attack that does not provoke an attack of opportunity at any creature that moves within 60 ft. Treat this as if it were an attack of opportunity, including the number of times it can be done per round, but you may not make any special attacks (such as trip or disarm) with it, even if you gain the ability to do these attacks with a ranged weapon.
Maai... The true version of maai isn't exactly what you see here (it's mostly the state in which you can effectively "predict" or appropriately respond to an attack, and it is an extremely short range ability. Maai would be useless if going through that, so I used an alternate description. Samurai Deeper Kyo states a wonderful example of the maai I seek; think of the samurai's aura as a pool, and anything (or anyone) entering towards it a pebble falling into that pond. The movement and actions of those individuals will cause a ripple, which will be detected by whatever else is on the pond; in this case, the samurai that acts as the pond. Thus, even if his eyes are closed, a samurai attuned to combat is aware of his surroundings, although not exactly to what.
Adding ki to maai, though, changes everything. Then, it turns almost like what you probably have seen in The Last Samurai; Tom Cruise as the american samurai-in-training seeing the opponent's action before he does it. That's foresight, but if you want to have a connection to the original ability of maai, then you want blindsight. Which is awesome, since that means you can't effectively hide from the Samurai (sorry, Ninjas!).
The 14th level ability, however, is meant to be awesome and there's no reason to change it. Effectively, you increase your threat range and you can effectively make attacks of opportunity at a distance, much longer than a medium creature with reach. Archers gain a special version of attacks of opportunity, but less potent (the ability to do an attack of opportunity, however, should not be denied). As your character grows, so does this field of extended threat range, which should make everyone and anyone wary of moving through your area. This effectively makes the samurai a reasonable barrier, capable of striking even flying creatures that step on its area (so to speak). Think about it; the samurai is facing a crowd of mooks, capable of killing any of them in a single strike. One dares to enter, the samurai slices it. Then another enters, and the samurai (preferably with Combat Reflexes) slices it again. And again. And again. If it has Cleave and is close to an enemy, it can start the Cleave chain. That's the feeling I wished to evoke, and I hope it works.
However, to most people, it may seem a tad too strong. I seek opinions on whether the 14th level ability is too abusive or fitting. Consider it *is* a 14th level ability, and what other classes of its kind receive at that level before stating your point.
Ken Kon Itteki (Ex): At 9th level, a samurai acquires the ability to kill with a single strike. Whether it is a clean sweep with his blade upon the head of an opponent, or a hand strike with such precision it pierces the heart, or a lethal shot to the head, the samurai aims for the kill.
Once per day, as a full round action, a samurai may make a single attack. This attack is done at the highest base attack bonus. If the attack succeeds, the creature must make a Fortitude save with a DC equal to 10 + half the samurai’s class level + the samurai’s Wisdom modifier or die instantly. If the creature fails the save, the attack is treated as if a critical hit instead. Creatures immune to instant death attacks are not immune to this ability, nor creatures with immunity to critical hits (except for creatures with the fortification armor enhancement, which force the samurai to roll a d% to determine success). As well, some creatures without discernible anatomies (oozes, for example) are not affected by the ability (but undead and constructs do).
At 13th level, and again at 17th level, a samurai gains one extra daily use of this ability.
A reference to Final Fantasy and a reference to the one and only Sanger Zonvolt in a single ability? Erm...is this awesome or not?
So yes, this is what comes to replace Kiai Smite. Instead of adding your Charisma to attack and damage for one strike, you effectively, once per day, treat your attack as a Vorpal weapon or as an automatic critical hit. This justifies a once-per-day, single attack move: you are sacrificing everything to kill the character once and for all. This is a save-or-die effect, and you still suck it if you succeed on the save. Of course, it still doesn't work on undead and constructs, as well as heavily fortified creatures and to an extent Warforged, but slicing the head of a dragon with a single strike should be worthwhile. Failing that, an instant crit. Think about it.
Of course, it has three weak spots that doesn't make it too powerful. First, you need to succeed on the actual attack (but the Samurai has the Wis and the BAB to do so). Second, it requires a save for the instant kill (which some might have high). The third is it requires a Fortitude save, which of course, severely weakens anything. That should dispel the belief that this ability is broken, and may evoke the idea that this ability is broken the other way (as in, it's useless). It's only saving grace is that Death Ward can't protect you, nor immunity to death attacks.
I'm considering making ken kon itteki apply to undead as well. Good idea or bad idea?
UPDATE: It now applies to creatures immune to Death Ward, undead, constructs and plants. Only protection is being an ooze or having fortification (Warforged!!). It has three heavy restrictions already (four if you count uses per day), so it's not gamebreaking.
Martial Discipline Mastery (Su): At 11th level, a samurai gains a supernatural understanding of his discipline. A samurai must expend at least two daily uses of his ki power in order to activate these abilities.
Jujutsu: When grappling, a samurai may ignore the effects of freedom of movement or similar abilities when initiating a grapple and prevents a grappled creature from teleporting or escaping to another plane, as if under the effects of a dimensional anchor spell, for a number of rounds equal to half his class level.
Kenjutsu: Attacks done by the samurai cannot be healed easily. For a number of rounds equal to half his class level, a samurai’s damage with his weapon cannot be healed by any means, even magical healing, unless the creature using the healing ability succeeds on a Heal check with a DC equal to 13 + the samurai’s class level + the samurai’s Wisdom modifier. As well, fast healing ceases to function, and a samurai’s damage is considered lethal regardless if the enemy has regeneration or not.
Kyūjutsu: The samurai strikes in such a way it numbs his opponent’s body. For a number of rounds equal to half his class level, any arrow (or bolt) shot from the samurai’s bow (or crossbow) slows the enemy (treat as if under the effect of a slow spell) fails a Fortitude saving throw (with a DC equal to 10 + ½ the samurai’s class level + the samurai’s Wis modifier). If the enemy succeeds on the save, it becomes entangled instead. All effects last for the same amount of time this ability is active.
Nitōjutsu: The samurai gains the ability to strike his opponents with the same precision as with his first attacks. For a number of rounds equal to half his class level, all of the samurai’s extra attacks are done at his highest attack bonus. This ability works if the samurai wields two weapons.
Seigan: The samurai gains the ability to deflect any projectiles (even magical projectiles) sent against him for a number of rounds equal to half his class level, except for projectiles bigger than his size (such as boulders). If fighting defensively, undertaking a total defense action, or using the Combat Expertise or Improved Combat Expertise feat, you may return a single projectile once per round back to the attacker, but using your base attack bonus.
More Martial Discipline, and this time, it gets ki-powered!
So, by the time your samurai gets to 11th level, virtually everything that the feats offer tends to be less and less useful. Maneuvers and stances remedy that somewhat, of course, but the idea is to make the Samurai useful later on. So...what can we do?
Jujitsu draws yet another thing from the (retooled by me) Monk; the ability to deny grapples and freedom of movement and teleports. Kenjutsu grants you the equivalent of vile damage. Simply put, your wounds are so potent they refuse to heal. You know, the kind of wounds that leave perpetual scars. Though, in this case, they are temporary. If a creature dares to heal itself, and has no decent amount of Heal skill, then it's screwed. Notice the main difference in the DC: I espouse the theory that 10 + 1/2 class level + modifier is useful, but this time I went with DC 13 + class level + modifier. This is because it roughly represents a challenge for a creature with maxed Heal (thus, someone with full ranks in Heal and high Wis will still have to get a 10 or more on its roll to succeed). But if it doesn't get healed, well..you already attack with touch attacks. And use Power Attack. So...that damage *is* going to hurt no matter what. Kyujutsu gains a save or suck ability, with the ability to still suck if you succeed on it (notice the trend?). If you fail, you get slowed (that is, staggered + penalties, just like the slow spell), and if you succeed, you get entangled instead. Save DC is the same as usual, and it is Fortitude, so might not work. You still hit with touch attacks, so... Nitojutsu users always attack at their highest base attack bonus, so they'll hit even more (find a way to reduce the enemy's AC, and you'll hit even more!). Seigan...well, you get Deflect Arrows. Why Deflect Arrows? Well, you do get Deflect Ranged Attacks, . That means anything that bypasses your AC can be deflected, and reflected back at the attacker (once per round, tho). Including and not limited to twinned split ray empowered maximized enervation. So Seigan gets three feats for free, two of them being Epic Feats.
Iaijutsu Stance (Ex): At 12th level, as a swift action, a Samurai may move up to his speed. This movement is treated as if normal movement for all purposes, such as allowing attacks of opportunity.
If the samurai expends at least one daily use of his ki ability, he adds the speed weapon enhancement to any weapon he wields for a number of rounds equal to half his class level. If the samurai follows the nitōjutsu discipline, the speed enhancement applies to both weapons (and the samurai may benefit from the speed weapon enhancement's extra attacks with both weapons, unlike normal.)
I was pitched this idea for a 12th level ability. Basically, it's the benefit of Belt of Battle, but permanently. It's a normal movement, and it allows full-round actions without trouble, and since the Samurai will probably have deficiencies in movement (wearing heavy armor, for example), it makes sense that it gets his full movement. This is not a "30-foot" step, though; this is like regular movement, with all benefits and penalties.
The ki expenditure bonus is essentially a free weapon enhancement. It was originally part of the ki strike set of abilities, but after realizing the benefit of this move, I decided to combine it with this ability and make it a separate entry. Nitōjutsu followers get a better benefit from using two weapons; that is two weapon attacks.
Martial Discipline Supremacy (Su): At 16th level, a samurai that devotes to his chosen discipline acquires abilities that defy explanation. Each ability requires the expenditure of at least two daily uses of his ki power in order to activate.
Jujutsu: A samurai saps the strength of his opponent. For a number of rounds equal to half his class level, any unarmed strike or damage dealt while grappling cause 1d3 points of Strength drain. The samurai gains those points as temporary Strength or Wisdom points (samurai’s choice) for the remainder of the ability.
Kenjutsu: The samurai acquires the ability to strike his enemies by disregarding their protection. For a number of rounds equal to half his class level, all of the samurai’s melee attacks with a weapon are treated as touch attacks.
Kyūjutsu: The samurai acquires uncanny precision with his bow, striking at the precise point where the enemy has no protection. For a number of rounds equal to half his class level, all of the samurai’s ranged attacks with a bow or crossbow can be treated as touch attacks. A samurai may suppress or reactivate this ability as a free action if it so desires while the ability is active.
Nitōjutsu: The samurai strikes with such brutality, all attacks are more lethal than they should. For a number of rounds equal to half his class level, all attacks done by the samurai are considered critical threats. The samurai must still confirm all threats, as usual.
Seigan: A samurai enters a state of incredible resistance to pain and weakening. For a number of rounds equal to half his class level, the samurai takes only half damage from any attack, spell or ability that deals hit point damage. When a samurai takes ability damage or suffers ability drain, he may ignore part of the reduction equal to his Wisdom modifier while under the effects of this ability.
This is the pinnacle of what a Samurai can do if it follows its discipline. Let's see what you can do.
Jujitsu allows you to drain Strength from the enemy. Not just do Strength damage, but Strength drain. You become more powerful as you do, since you either raise your Strength or your Wisdom (which ever is more powerful). Sure, most people by that level are immune to Strength drain, but by the moment it happens, they are already facing a Samurai that won't let them even act.
Kenjutsu and Kyujutsu treat all of your attacks as touch attacks (eat your heart out, Deep Impact and Fell Shot!). I don't think this needs much more explanation.
Nitojutsu gets automatic critical threats. Yes. Automatic. Critical. Threats. For EVERY attack it does. So you hit? Roll again, you might just strike. That is the lethality of fighting with two weapons; in the end, you'll get sliced into little pieces. Of course, if you're immune to critical...you still get hit that nifty benefit of all attacks at your highest BAB,
Seigan, of course, got the best of the bunch. You already are almost impenetrable, extremely hard to hit...why not reduce the damage you receive while at it? Of course, this also applies to ability damage, ability drain and energy drain. The former (hit point damage) and the latter behave differently, in either case: one is half damage, the other is reduced damage equal to Wis modifier.
So, that is it. The culmination of the discipline. Does it seem weak, or does it seem fitting? I could think of shifting the Masteries and Supremacies of the first four disciplines if necessary, but perhaps someone has a reasonable point for this choice. When I first made these class abilities descriptions, I honestly thought the Masteries and the Supremacies were thematically well-placed. As I write them now...not all of them are in the right place. However, beauty is in the eye of the beholder, and thus...
Stance of Denial (Su): At 18th level, a samurai’s ability to react improves to inhuman levels. Any free or immediate action done by a creature in response of a samurai’s action is delayed until the end of the samurai’s action.
Yes, another ability ripped-off straight from my (retooled) Monk. This one is perhaps the best of them all, since you effectively deny the creature any chance of countering your move. It is a pretty and reasonable tactic, actually.
Mastery of Ki (Su): At 20th level, a samurai’s mastery of ki reaches a pinnacle. He may reduce the cost of all abilities that require daily uses of his ki power by one, up to a minimum of one. As well, he does not lose his supernatural abilities if his daily uses of ki power are completely expended.
And as usual, the capstone. All the attacks that costed two daily uses of ki? Now they cost one. So you can use them for many more battles.
Which is exactly what the Ninja and Monk get. It's part of the class structure, however.
I'll be adding one more thing on the next post, and then request from all of you people the usual response. This last part is pretty long, and by all means optional, so read at your own risk.