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View Full Version : [3.5] OA Samurai Fix [PEACH]



Rogue Shadows
2012-12-27, 06:53 PM
NB: This class is meant to play alongside the various fixes and changes I have made listed here (http://www.giantitp.com/forums/showthread.php?t=242561) and here! (http://www.giantitp.com/forums/showthread.php?t=243835)

The below is mostly just the OA samurai plus the CW samurai plus the Pathfinder samurai; in the vein of my other "fixes" I "fixed" it mostly by just adding all the class features onto a single chassis.

Table: The Samurai
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+2|Ancestral daisho, bonus feat
2nd|
+2|
+3|
+0|
+3|Breaking stare, kiai smite
3rd|
+3|
+3|
+1|
+3|Iaijutsu focus +1d6
4th|
+4|
+4|
+1|
+4|Bonus feat, combat training
5th|
+5|
+4|
+1|
+4|Staredown
6th|
+6/+1|
+5|
+2|
+5|Iaijutsu focus +2d6
7th|
+7/+2|
+5|
+2|
+5|Way of the samurai
8th|
+8/+3|
+6|
+2|
+6|Bonus feat
9th|
+9/+4|
+6|
+3|
+6|Iaijutsu focus +3d6
10th|
+10/+5/|
+7|
+3|
+7|Honorable stand 1/day
11th|
+11/+6/+1|
+7|
+3|
+7|Mass staredown
12th|
+12/+7/+2|
+8|
+4|
+8|Bonus feat, iaijutsu focus +4d6
13th|
+13/+8/+3|
+8|
+4|
+8|Honorable stand 2/day
14th|
+14/+9/+4|
+9|
+4|
+9|Improved staredown
15th|
+15/+10/+5|
+9|
+5|
+9|Iaijutsu focus +5d6
16th|
+16/+11/+6/+1|
+10|
+5|
+10|Bonus feat, honorable stand 3/day
17th|
+17/+12/+7/+2|
+10|
+5|
+10|Interrogator
18th|
+18/+13/+8/+3|
+11|
+6|
+11|Frightful presence, iaijutsu focus +6d6
19th|
+19/+14/+9/+4|
+11|
+6|
+11|Honorable stand 4/day
20th|
+20/+15/+10/+5|
+12|
+6|
+12|Bonus feat, strike true[/table]

Hit Die: d10
Skill Points: 4 + Int modifier, x4 at 1st level. Class Skills: Climb, Craft, Diplomacy, Intimidate, Jump, Knowledge (history), Knowledge (nobility and royalty), Listen, Perform, Profession, Ride, Search, Sense Motive, Spot, Swim, Tumble

Class Features
All of the following are class features of the fighter.
Weapon and Armor Proficiency: A samurai is proficient with all simple and martial weapons and all armor. Samurai are not proficient with shields.

Ancestral Daisho: All samurai begin play with a katana and a wakizashi – two masterwork weapons. These are weapons that belonged to the samurai’s ancestors, and protecting the weapons is an important point of honor for the samurai. As a samurai acquires treasure through adventuring, he has the option of awakening the supernatural abilities latent in the weapons. This option allows a samurai who prefers to use his ancestral blade to wield a magic weapon, while a samurai who wields a tetsubo against Shadowlands fiends can use his treasure to acquire new jade or magic weapons.

At any time, a samurai may retreat to a temple or shrine and spend time in prayer in order to awaken the ancestral spirits in his katana or wakizashi. (Most samurai improve their katanas and not their wakizashis). This requires a sacrifice of valuable items worth the amount shown on Table: the Ancestral Daisho. This sacrifice does not have to be gold – the character can sacrifice magic items or other goods worth the required amount, rather than selling his goods (at half value) to pay for the sacrifice. The samurai must meet the minimum character level (including any prestige class levels) shown on the table, and he must spend one day per 1,000 gp sacrificed in the shrine or temple. During this time, he must spend at least 8 hours each day kneeling before his ancestors and his weapons, not stopping to eat or rest. Many samurai request the assistance of a shugenja in this process, but a shugenja is not required.

The values shown on Table: The Ancestral Daisho are the total value of sacrifice required to bring a single weapon to the listed weapon bonus. If a samurai already has a +3 katana, he can raise it to a +4 katana by sacrificing 14,000 gp and spending two weeks in prayer. If the same samurai wanted to bring his masterwork wakizashi to a +1 wakizashi, he would have to sacrifice 2,000 gp.

Before a samurai's ancestral sword becomes a +1 weapon, it is an ordinary masterwork weapon in every way. Its latent supernatural powers do not cause it to be considered a magic weapon until those powers are awakened

In addition, a samurai’s ancestral daisho receives a bonus to its hit points and its hardness equal to the samurai's class level.

A samurai who loses his ancestral swords is dishonored until he can recover them. He cannot enhance any other weapon in this way.

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

Breaking Stare (Ex): At 2nd level, the samurai can internalize their mastery of kiai into making a subject fear for their life. When attempting to change behavior, a samurai can spend 1 use of their kiai smite ability (see below) to negate a target's Wisdom modifier for a single Intimidate check.

At 9th level, a samurai negates a target's modifiers on saves against fear.

At 13th level, a samurai negates a target's immunity from being intimidated for being a paladin of 3rd level or higher.

At 15th level, a samurai reduces the size modifier of a target by one category for the purposes of all Intimidate checks. This improved to two categories at 18th level.

Kiai Smite (Ex): Beginning at 2nd level, a samurai can give a great cry during combat that invigorates him. When a samurai shouts (a free action), his next attack gains a bonus on the attack and damage roll equal to his Charisma bonus (minimum +1) plus his samurai level. As a samurai can use this ability a number of times per day equal to 3 + his Charisma modifier.

Iaijutsu Focus (Ex): If you attack a flat-footed opponent immediately after drawing a melee weapon, you can deal extra damage, as shown on Table: The Samurai. You can also use Iaijutsu Focus in preparation for striking an inanimate object, assuming no distractions. Your extra damage is halved, just like your ordinary damage.

Bonus Feat: At 1st level, 4th level, and every four levels thereafter, the samurai gains a bonus feat. This feat must be from the following list, and the samurai must meet the feat’s prerequisites, if any.

Blind-Fight, Brother in Arms, Called Shot, Cleave, Combat Expertise, Deflect Arrows, Diehard, Dodge, Endurance, Far Shot, Great Fortitude, Improved Bull Rush, Improved Critical, Improved Disarm, Improved Feint, Improved Grapple, Improved Overrun, Improved Sunder, Improved Trip, Improved Two-Weapon Fighting, Improved Unarmed Strike, Iron Will, Leadership*, Lightning Reflexes, Mobility, Mounted Combat, Parry and Riposte, Power Attack, Quick Strike, Reflexive Strike, Ride-by Attack, Snatch Arrows, Spirited Charge, Spring Attack, Stunning Fist, Trample, Toughness, Two-Weapon Fighting, Two-Weapon Defense, Weapon Finesse, Weapon Focus, Weapon Specialization, Whirlwind Attack.
*Available with DM permission only.

Combat Training (Ex): Beginning at 4th level, a samurai may make use of some feats to the same degree that fighters enjoy. You qualify for the extra ability on fighter bonus feats as if you had a fighter level equal to your samurai level -3, but only for feats listed as samurai bonus feats (above). For example, a 10th-level samurai is considered to be a 7th-level fighter for the purposes of feats such as Toughness and Weapon Focus

Staredown (Ex): At 5th level a samurai becomes able to strike fear into his foes by his mere presence. He gains a bonus on Intimidate checks equal to ½ his class level, and can demoralize an opponent within 30 ft. An enemy demoralized as a result of this ability remains shaken for the duration of the encounter.

Way of the Samurai (Ex): At 7th level, the samurai’s sense of honor and loyalty drives him to accomplish seemingly impossible tasks. The samurai can, as a standard action, focus his mind and will. Once during the next minute, he can choose to roll an attack roll, skill check, or saving throw three times and take the best result. He must decide to use this ability before the roll is made.

Using this ability expends one daily use of his kiai smite.

Honorable Stand (Ex): At 10th level, a samurai can make an honorable stand, selecting one target and fighting that target to the bitter end, no matter the cost. He can make an honorable stand once per day at 10th level, plus one additional time per day at 13th level and every three levels thereafter. Declaring an honorable stand is a swift action.

While making an honorable stand, the samurai is immune to the shaken, frightened, and panicked conditions. He does not fall unconscious while his hit point total is below 0. Finally, whenever a samurai making an honorable stand must make a saving throw, he can spend one daily use of his kiai smite to reroll the saving throw after the first roll is made. He must take the result of the second roll, even if it is worse.

If a samurai making an honorable stand retreats from the battle, he becomes dishonored.

Mass Staredown: An 11th level or higher samurai can use his Staredown ability all opponents within 30 ft as a standard action.

Improved Staredown: A 14th level or higher samurai can staredown all opponents within 30ft as a move action.

Interrogator (Ex): At 17th level, the samurai becomes so certain in the use of Intimidate to change behavior that the character can use it reliably even under adverse conditions. When making an Intimidate check to change behavior, the samurai may take 10 even if stress and distractions would normally prevent the character from doing so.

Frightful Presence: An 18th-level samurai simply drawing his weapon is enough to strike fear into the hearts of his enemies. When a samurai draws his ancestral daisho, all opponents within 30 ft are subject to the samurai's staredown. The samurai makes a single Intimidate check and if an opponent fails the roll the opponent is panicked for 4d6 rounds. If an opponent beats the samurai's Intimidate check then it is merely shaken for 1 round.

Strike True (Ex): At 20th level, the samurai can use his years of training and focus to make the perfect strike. When he uses this ability, the samurai makes an attack as normal. If the attack hits, it is a critical threat. The samurai must roll to confirm the critical as normal. The attack deals the maximum amount of damage, although additional dice from weapon qualities, sneak attack, and additional dice from a critical hit are rolled normally. The damage from this attack ignores any damage reduction the target might have and also causes the target to become blinded, deafened, sickened, or staggered for 1d4 rounds (the samurai’s choice).

Making this attack is a standard action, and can be done once per day.

Code of Conduct: A samurai must be of lawful alignment, and dishonors himself, his family, and his swords if he ever willingly commits a chaotic act. Additionally, the samurai code of bushido requires that he be obedient to his lord, accept death at any time and face it bravely, avenge any dishonor, and shun any appearance of cowardice. The core principles of bushido are honor, loyalty, and courage. Violating these precepts results in dishonor, which may result in a samurai being stripped of his family name or being asked to commit seppuku (ritual suicide).

Vaz
2012-12-27, 09:42 PM
I don't feel this is much of a Fix; they become better at melee, and better at Intimidating, and... well, nothing really.

It still suffers from MAD; Reliance on Strength and Charisma as primary; it is also as a Front line fighter (30ft Intimidation is still move distance) so needs Con, as well as Dex to aid its AC and Initiative.

Iaijutsu Focus is such a minor ability; at least let it count as and advance as Sneak Attack for Prestige Classes. 6d6 damage is what? 21 extra damage on a single attack?

Sorry; unless you can find a way to reduce its MAD; then quite frankly it's nowhere near fixed. Incidentally; never understood why Reflex was Low; after all I though Samurai were meant to be fast?

Iaijutsu focus could do with being a class skill; at least through multiclassing with courtier you can get several other Charisma dependent class skills.

Rogue Shadows
2012-12-27, 10:11 PM
I don't feel this is much of a Fix; they become better at melee, and better at Intimidating, and... well, nothing really.

It still suffers from MAD; Reliance on Strength and Charisma as primary; it is also as a Front line fighter (30ft Intimidation is still move distance) so needs Con, as well as Dex to aid its AC and Initiative.

I'd actually consider Dex a borderline dump stat: that's what armor (and enchanting the armor) is for. So we're left with needing Strength, Constitution, and Charisma.

That's not really MAD, seeing as every class outlined in the links I provided relies on 3 stats as well (each of the major casters has been changed to rely on two stats: Bard, Intelligence and Charisma; Clerics, Wisdom and Charisma; Sorcerers, Constitution and Charisma; and Wizards, Intelligence and Wisdom. Druid still only relies on Wisdom, but it's been dropped to have the Ranger's spell list and progression (and the ranger is no longer a spellcaster at all)).


Iaijutsu Focus is such a minor ability; at least let it count as and advance as Sneak Attack for Prestige Classes. 6d6 damage is what? 21 extra damage on a single attack?

I'll up it to have Sneak Attack progression.


Incidentally; never understood why Reflex was Low; after all I though Samurai were meant to be fast?

Not really...samurai full armor was much worse than full plate in terms of maneuverability.