View Full Version : [3.5] Samurai homebrew class

Manly Man
2012-05-25, 09:29 PM
So, first post here, and with it I make my first presentation to all of you.

Now, for the longest time, I've always looked upon the Complete Warrior version of the samurai with a hint of disgust and a generous helping of distaste. Even the lowly fighter did loads better. I'm here to change that, and add a nice amount of flavor to it as well.



1|+1|+X|+X|+X|Bonus feat, Bushido, Favored Weapon, Jutsu
5|+5|+X|+X|+X|Bonus feat
9|+9/+4|+X|+X|+X|Bonus feat
13|+13/+8/+3|+X|+X|+X|Bonus feat
17|+17/+12/+7/+2|+X|+X|+X|Bonus feat

Alignment: Lawful good or lawful neutral.

Hit Die: d10.

Class Skills
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).
Skill Points at 1st Level: (2 + Int modifier) ◊ 4
Skill Points at Each Additional Level: 2 + Int modifier

Class Features
Weapon and Armor Proficiency: Samurai are proficient with the dagger, club, mace (light and heavy), shortspear, spear, longspear, quarterstaff, dart, javelin, sap, short sword, longsword, greatclub, greatsword, glaive, ranseur, shortbow, longbow, bastard sword, sai, kama, and shuriken. Samurai are also proficient with class-exclusive weapons, namely the katana, wakizashi, tanto, odachi, nodachi, naginata, kanabo, and yumi. They are proficient with all armor, but not shields.

Bushido (Ex): Samurai follow a strict code of honor in which the word of a superior is law. The code of Bushido consists of seven virtues:
Gi (Rectitude): An honorable samurai is obligated to be ethical and as correct as possible, this being one of the few instances when a samurai may challenge the word of his uppers. For this, a samurai is granted a +2 on all Diplomacy checks, and a +4 when employed upon other nobles. These bonuses become +4 and +8 respectively upon reaching 10th level, and +8 and +12 at 15th.
Yu (Courage): A samurai is not permitted to flee from battle or a personal foe, unless it is to aid another who is less able or in a situation that threatens the life of the other. They are trained to laugh in the face of peril, and continue the advancement their noble cause regardless of what pain or other forms of retribution may come to be. They are granted a +2 bonus on all checks against Intimidate and saves vs. fear effects. These bonuses increase to +4 upon reaching 5th level, +6 at 10th, and +8 at 15th.
Jin (Benevolence): Being a prime example of a superior person to the commonfolk, samurai must demonstrate that they are capable of more than combat by showing kindness and uninterested love, lending aid when need be and being the first to offer such. When a samurai is making a Diplomacy check, they are lent a +2 bonus that stacks with any other bonuses they might have, and a +4 when the samurai and the one they are reasoning with is indifferent or better. These bonuses increase to +4 and +6 at 4th level, +6 and +8 at 8th, +6 and +10 at 12th, and +8 and +12 at 16th.
Rei (Respect): The basic rights of others are of utmost importance, and are therefore idealized as a noble goal for samurai of any and all kinds. To deny one such rights is to tell them they are a beast, a sub-par cretin unfit for society, and a true samurai will not stand for such. They are granted a +2 to all attack rolls, damage rolls, skill checks and saves when facing an evil being.
Makoto (Honesty): To express anything but the truth as oneís knowledge will allow, to a samurai, is seen as a terrible and dishonorable act. Therefore, a samurai is open about their feelings, tells nothing but the truth, and will not allow themselves to be deluded into believing anything but. A samurai is granted a +2 bonus to Sense Motive checks, along with a +1 to all saves against illusions, and a -2 penalty to all Bluff checks made. At 5th level, these bonuses increase to +4 and +2 respectively, the penalty becoming -4, and then +6 and +3 at 9th alongside the penalty becoming -6. Upon reaching 13th level, the Sense Motive bonus increases to +8, and the save bonus is instead replaced with true seeing, as the spell, as a supernatural ability that is constantly activated.
Meiyo (Honor): Perhaps the most prominent and recognizable trait and most commonly associated with a samurai is their deep love of the concept of honor. They will not have an insult thrown at them without some form of retaliation, usually being satisfied with an apology unless it was a slight against them that was far more threatening or damaging. A samurai may only draw their weapon if they intend for it to taste blood; should it be readied but then declined, it is considered dishonorable to a fair extent. Should it be to aid one in a ritual of some kind, it is only considered dishonorable towards the one who interrupts such a thing, although it is still an embarrassment to the samurai. Dueling is a glorified practice, and a samurai takes them far more seriously than most, whether the duel is friendly or otherwise. Other things must be dignified, such as the samuraiís recognition of duty, consideration for their comrades, and a womanís maintaining of faith towards her partner. A samurai therefore is granted a +1 on all rolls for one day after committing an exceptionally honorable act, and given a -2 penalty on all rolls if the act was dishonorable.
Chugi (Loyalty): Fidelity is an aspect of the code of Bushido that is also widely recognized by many other peoples, to the point that it is infamous for the degree to which many a samurai has followed it. A samurai of any worth will, to the point that one would risk their lives, stay true to their lord, their love, religion, and their family. Betrayal is a transgression that most consider worthy of death or exile, or, should the one who is betrayed feel lenient, a quest of redemption. Samurai are known to follow this to the grave, going so far as to commit seppuku- a ritual of suicide- when they shame themselves and soil the name of their associates.

Following this code is of utmost importance, and severely breaking it will usually result in either death or dishonorable discharge, and the obtainment of the status as a ronin. Note that this is a place of status, not the prestige class of the same name, and a samurai may gain no further levels until they have atoned. Should one veer from the path of Bushido, they will lose all bonuses related to the entire code until one repents, or stay considered a ronin for the remainder of their days. Committing seppuku will alleviate oneís crimes, and the character may be risen in another, separate ritual.

Favored Weapon (Ex): At the first level, a samurai may select one weapon with which they are proficient. They will automatically gain Weapon Focus with that weapon as a bonus feat.

Jutsu (Ex): Though samurai are widely recognized for their signature weapon, the katana, a samurai is trained in the usage of far more. They may specialize in any one of these jutsu, and gain the following benefits from each one, or advance in another jutsu to gain even more abilities. The progression of a samuraiís saves does not change after having selected their first jutsu, i.e., upon taking a jutsu that delivers good saves to Fortitude and Reflex, any others they may take will not improve their Will save, or any other combination thereof. Any feats gained through a jutsu are considered bonus feats, and no prerequisite is required for them, save reaching the appropriate level in a jutsu.

Iaijutsu: The sword technique of a sudden draw attack. A samurai who follows this school will immediately gain a +1 bonus on attack rolls with a sword used to make a blow from its sheath. Their saves with good progression with be Fortitude and Reflex. Taking this jutsu again will grant Quick Draw as a bonus feat. A third time will make the bonus to attack from a sheath increase to +2, as a fourth time will increase it to +3. A fifth time will grant the samurai the effects of Improved Critical with a katana when attacking from the sheath. Taking it the sixth and final time increases the bonus to +4 and grants Whirlwind Attack as a bonus feat.
Ryotojutsu: The technique of fencing with two swords. A samurai who follows this school is able to dual-wield a katana or bastard sword in one hand while using the other to hold a wakizashi or short sword. They are immediately given Two-Weapon fighting when wielding these weapons, and their good saves are Fortitude and Reflex. The second time they take this school, they will gain a +2 bonus on all attack rolls made while using this combination of weapons. At third, they gain Two-Weapon Defense as a bonus feat. The fourth time increases their bonus to +4, and gives them Whirlwind Attack as a bonus feat. The fifth time they are automatically granted Improved Two-Weapon Fighting, and at the sixth and final time their bonus is increased to +6, and they are given Greater Two-Weapon Fighting.
Bojutsu: The technique of fighting with staves or elongated bludgeoning weapons. A samurai who follows this school is granted Power Attack, and their good saves are Fortitude and Will. The second time this jutsu is followed, they are given a +2 attack bonus with all bludgeoning weapons. The third time, they are given Improved Disarm as a bonus feat, and their bonus increases to +4. At the fourth, those practising this style gain Improved Sunder as a bonus feat. At the fifth, their bonus increases to +6. At the sixth and final time, they are granted Improved Critical with all bludgeoning weapons.
Kyujutsu: The art of bows. A samurai who takes this jutsu is treated to have Weapon Focus with any sort of bow, and is given another +2 on all shots fired with a yumi, a special kind of greatbow. Their Reflex and Fortitude saves are given good advancement. Taking a second level in this grants Point Blank Shot, taking a third level increases the bonus with a yumi to +4 and grants the feat Far Shot, a fourth giving Rapid shot and increasing the bonus while wielding a yumi to +6, and the fifth automatically gives Weapon Specialization with any bow, on top of also being granted Manyshot. The sixth tops it all off with both Greater Manyshot and Improved Precise Shot.
Bajutsu: The art of mounted combat. A samurai who takes up this school is immediately granted a +4 on all Handle Animal checks and +2 on Ride checks, along with the feat Mounted Combat. Their good saves are Reflex and Will. Upon taking it a second time, one is granted the feats Ride-By Attack and Mounted Archery, and upon the third, one is given the feat Dragon Cohort and the bonuses for Handle Animal and Ride become +6. The fourth taking of this school grants Spirited Charge and Trample, and upon the fifth taking, the bonuses for Handle Animal and Ride become +8 and +10 respectively. When taking the sixth and final lesson, a samurai is able to ride anything upon which can be placed a saddle, and all creatures to which the samurai makes it known that they wish to ride them are immediately considered friendly. Note that this does not change the creatureís feelings towards anybody else, whether or not they are also friends with the samurai.
Taijutsu: The art of unarmed combat. A samurai who takes this school is immediately granted Improved Unarmed Strike as a bonus feat, and is treated as though their body is a weapon in itself for all intents and purposes. Their Fortitude, Reflex and Will saves are all of good advancement. This jutsu is unlike the others in that if one follows it, they will have to follow it for three more lessons in jutsu, up to the fourth lesson; for a samurai to truly become their own weapon demands much focus and dedication. The second teaching grants a +4 bonus on all attacks made with their fists, and Stunning Fist as a bonus feat, as well as increasing the die for all unarmed attacks to 2d4. Taking it a third time adds one extra attack at the maximum attack bonus for the samuraiís level and grants the feat Lightning Reflexes on top of Improved Critical with all unarmed attacks. They may also trade up to a quarter of their current base attack bonus to their Armor Class. Another added ability is that, with any single attack, they may choose for their attacks to be considered bludgeoning or slashing. This must be declared before each roll is made. The fourth time one enters this school, a samuraiís bonus with unarmed attacks becomes +8, and they cannot be flanked while unarmed, and are never considered flat-footed. Their die to determine damage while unarmed becomes 2d8. The fifth time a samurai enters this school, their unarmed attacks are considered magical for purposes of damage reduction. The sixth and final time a samurai takes a lesson in this school, a samuraiís die for damage is increased to 4d6, and all unarmed attacks are treated as though they were made of adamantine, stacking with the magic descriptor for their attacks as well for the purpose of overcoming damage reduction and bypassing hardness. They gain another attack with a full bonus to hit, and they may trade up to half of their base attack bonus to their Armor Class each round. Their fists may now also do slashing, piercing or bludgeoning damage, at their choice.

Bonus Feats: At first level, a samurai may choose a bonus feat from the list of fighter bonus feats. They gain another bonus feat at 5th level, 9th level, 13th level, and 17th level. The samuraiís levels are treated as a fighterís for feats that require fighter levels.


So, yes, it's very unpolished as of yet, and I'm very aware that it needs some fixing but, if that wasn't it, why would I have come here in the first place? So, share your thoughts, and spout a few ideas for me, m'kay?