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View Full Version : 3.e Samurai (PEACH - needs more content!)



MosurnDiams
2013-04-13, 10:50 PM
*Note - This class is wholly undeveloped, and is still under construction. Unfortunately, I cant highlight what still needs development, but most of what needs work should be fairly obvious.The rules of the class make sense to me, so I may have inadvertently left out key ideas. If something doesnt make sense, ask, and I shall tell.
I am a long time DnD player, but i'm quite green in regards to the forums. Furthermore, all constructive criticism is appreciated.

Lastly, this class is meant to be quite powerful. I designed it for a specific eastern D&D campaign where the Samurai is the most common melee class and barbarians, monks, and others are fairly scarce. The extremely dynamic and flexible nature of this class allows for a plethora of fighting styles.

3.e Samurai

Although there are many different styles of Ninjutsu, and many weapons to specialize in, all Samurai follow the same fundamental path to becoming Sōke, and all wield the honorable Katana.

Weapon and Armor Proficiency: Samurai gain proficiency with all simple and martial weapons, and the Katana. Samurai are proficient with light, medium and heavy armor, but not with shields of any kind. (For all intents and purposes, a Katana has all the aspects and abilities as an Elven Courtblade. The Yumi counts as a Greatbow in the same respect)

Requirements:
Alignment: Any Lawful
Special: Upon reaching first level, a Samurai must choose and adhere to their Bushido, which, although depending partially on the character, maintains an honorable and lawful nature. Any Samurai who breaks this code of conduct, or willfully turns away from it, loses his or her ability to gain any further levels in the Samurai class, and is considered a Ronin. Having the status of Ronin most often comes with severe social consequences, in addition to the above. Most often, the dishonor brought upon the ex-Samurai Ronin is too shameful to live with. For those unwilling to live as a Ronin, and who have ruled out seppiku, regaining ones honor and status is possible, but it is no simple task.


Hit Die: d10
{table]Class Level|BAB|Fort|Ref|Will|Special
1 (Kyukyu) |+1|+0|+2|+2|Weapon Focus (Katana), Combat Focus, Monk AC bonus +0
2|+2|+0|+3|+3|Mobility
3 (Hachikyu)|+3|+1|+3|+3|Battle-Hardened Will +1
4|+4|+1|+4|+4|Monk AC bonus +1,
5 (Nanakyu)|+5|+1|+4|+4
6|+6/+1|+2|+5|+5|Combat Focus
7 (Rokkyu)|+7/+2|+2|+5|+5|Monk AC bonus +2, Battle-Hardened Will +2
8|+8/+3|+2|+6|+6|Battle Presence
9 (Gokyu)|+9/+4|+3|+6|+6
10|+10/+5|+3|+7|+7|Monk AC bonus +3,
11 (Yonkyu)|+11/+6/+1|+3|+7|+7|Combat Focus, Battle-Hardened Will +3
12|+12/+7/+2|+4|+8|+8|Deflect Magic
13 (Sankyu)|+13/+8/+3|+4|+8|+8|Monk AC bonus +4,
14|+14/+9/+4|+4|+9|+9
15 (Nikyu)|+15/+10/+5|+5|+9|+9|Battle-Hardened Will +4
16|+16/+11/+6/+1|+5|+10|+10|Combat Focus, Monk AC bonus +5,
17 (Ikkyu)|+17/+12/+7/+2|+5|+10|+10
18|+18/+13/+8/+3|+6|+11|+11|Kiai!
19|+19/+14/+9/+4|+6|+11|+11|Monk AC bonus +6, Battle-Hardened Will +5
20 (Sōke)|+20/+15/+10/+5|+6|+12|+12|Weapon Supremacy (Katana), Grand Master[/table]

Class Skills (4+ int. Modifier):
Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Knowledge (Nobility and Royalty) (Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)


Class Features

1- Monk AC bonus: A Samurai gains this bonus when under no armor check penalty. (Wisdom modifier & +1/2/3/4/5/6 respectively)

1/6/11/16- A Samurai gains a bonus Combat Focus Feat at 1st, 6th,11th, and 16th level, but only if she meets the prerequisites for that feat.

2- When under no armor check penalty, a Samurai gains the benefits of the Mobility feat, even if she does not meet the prerequisites.

Battle-Hardened Will (Ex): At 3rd level a Samurai gains a +1 bonus to Will saves and Initiative checks. This bonus increases to +2 at 7th level, +3 at 11th, +4 at 15th, and +5 at 19th.

Battle Presence (Ex): At 8th level, a Samurai may generate an aura of fear on any opponents within 15 ft. of herself whenever she drops an opponent in melee (Will save DC 10 + the Hit Dice of the dropped creature + characters Samurai level). A failed save causes the subject to become shaken for a number of rounds equal to the characters Samurai levels + her Wisdom modifier. This aura increases in size to 30 ft at 14th Level.

Deflect Magic (Su) : At 12th level, as a standard action, a Samurai may attack a magically induced area of effect spell or spell-like ability by attacking the square it is in or the object or person targeted by the effect (which does damage as normal to the object or person if hit). This attack can dispel a 10 ft by 10 ft section of an area of effect spell or spell-like ability. The target area must be within the Samurai's threat range. This ability can also be used like an attack of opportunity, dispelling only a section of the spell or spell-like ability. This ability can be used a number of times per day equal to the Samurai's Wis modifier +1.

Taken (mostly) from Tome Samurai
http://www.dandwiki.com/wiki/Samurai_(3.5e_Class)

Kiai! (Ex): At 18th level, a Samurai may convert a successful strike into a confirmed critical hit. she may use this ability a number of times per day equal to her Wisdom modifier +1. This ability is a free action that is declared before the strike is rolled and confirmed as a hit, and before damage is rolled. If the attack misses, the daily charge is not expended. This ability cannot be used on Attacks of Opportunity.


On Progression Through the Disciplines

In this class, you will be able to not only choose what Disciplines of the Samurai way you want to specialize in, but also what individual techniques you learn. As you increase rank (Kue) in the Samurai class, you will amass power in the various Disciplines you choose to further that level. This system’s complexity opens up a wide range of what are essentially customizable sub-classes, making for dynamic gameplay using only a handful of powerful classes in any given campaign.

Starting at first level, and at every two levels thereafter (excepting Sōke, which is at 20th), the Samurai rises in rank (Kue). At each Kue the Samurai gains a number of Technique points, corresponding to the table below. A Technique’s point value is equivalent to its rank (r#).

At first level, a Samurai picks her Primary Discipline, and each time she gets Technique points she can allocate those between that Discipline and any one secondary. This helps reflect how a Samurai tends to focus on one Discipline throughout her career. In addition, each Discipline grants the Samurai a special bonus if it was chosen as her Primary Discipline. If you do not choose a Primary Discipline, you are not limited to which (or how many) Disciplines you put your points into each Kue.

{table]Kue Rank|Technique Points|Max Rank available
Kyukyu (9th Kue)| 3 | 2
Hachikyu (8th Kue)| 3 | 2
Nanakyu (7th Kue)| 4 | 2
Rokkyu (6th Kue)| 4 | 3
Gokyu (5th Kue)| 5 | 3
Yonkyu (4th Kue)| 5 | 4
Sankyu (3rd Kue)| 6 | 4
Nikyu (2nd Kue)| 6 | 5
Ikkyu (1st Kue)| 7 | 5
Sōke (Grand Master)| 7 | GM[/table]
50 Technique points Total

The second number indicates the highest rank technique you can acquire in that given Discipline.

On Traditional Weapons

A Traditional weapon can be a Katana, Wakizashi, Longspear, Naginata, Shurikin, Staff, Yumi (Longbow), or any weapon deemed accurate to the time. Exceptions can be made for specific regions in different campaigns. The DM will decide which weapons can be used instead of a traditional weapon due to its natural similarity (ex- many blades can be used in place of a Katana in some Kenjutsu Techniques)

Deciple of the Art

Disciplines and Techniques
- (r#) indicates technique rank
- All Techniques marked with “*” can be taken once a level (up to five times), and either effects stack, or ability grows in power.

Kenjutsu (The Art of the Blade)
Primary - You gain Weapon Focus (Katana) at 1st level, Weapon Specialization (Katana) at 5th, Greater Weapon Focus (Katana) at 10th, Melee Weapon Mastery (Slashing) at 15th, and at 20th level you deal damage with your Katana as though it was two sizes larger (If “Jiriku’s Weapon Specialization”, swap its placement with Greater Weapon Focus, and it does not stack with the level 20 damage increase).

As the Katana is important for all Samurai, most of the Techniques described below are for use with the Katana only. Kenjutsu, though, is broad and flexible enough to be used with many one-handed and two-handed swords at DM’s discretion.

Passive -
- +1 To Hit or damage bonus with Katana* (r2)

Active -
- Honorable Defeat (r1)
Concentration check DC (amount of damage reduced) to reduce your damage dealt to opponent to reduce him only to -1 hp.

-“Whirlwind Attack” bonus feat (r3)

- Sen no sen (r2)
The Samurai can use an attack of opportunity to either get a +2 AC bonus on incoming attack, or make a simultaneous attack with a -2 penalty. This ability counts as an attack of opportunity.

- Sensen no sen (r3)
If you make a full or partial defense action, declare the target of this ability. If the target attacks you in melee, you can make an attack of opportunity to disrupt the attack. A successful hit on the target prompts a Concentration check from them DC (10+ (Damage dealt/5), rounded down, minimum DC 11). A failure means the incoming attack is wasted (but only that one if there are multiple attacks), and damage is dealt as normal. A success means opponents attack goes on as normal.

- Go no sen (“late attack”) (r3)
Using this Technique includes deliberately creating what appears to be an opening in your defenses, inciting an attack of opportunity from your opponent. A DC (10 + characters Samurai level + Wisdom modifier) Sense Motive check will alert the opponent to your deception. To the opponent, this appears to be a complex (or delicate) maneuver that seems too good to pass up as a chance to attack. Using the resulting moment of weakness in their defenses, you can make an attack of opportunity against them at a +4 to hit. The opponents Attack of Opportunity is not wasted, but because it had little merit to begin with, it has a -4 to hit. This ability counts as an attack of opportunity.


Iaijutsu (The Art of Drawing)
Primary - At 1st level you get Quick draw as a bonus feat; at 5th, Combat Reflexes; at 10th, Uncanny Dodge; at 15th,

Passive -
- “Improved Initiative” bonus feat (r1)

Active -
- Moment of Hesitation (r2)
If not flat-footed, cause one opponent to make a DC (Samurai level + Wis modifier) will save or waste surprise round. This counts as a fear effect.

- Iaijutsu strike (r2)
Draw-and-attack move that deals 2d6 extra damage
Can also be a sunder, trip, or disarm (+r1)
If sunder, trip, or disarm, each damage dice becomes +1 bonus


Jujutsu (The Art of Grappling)
Primary - For you, any Traditional melee weapon can be used in a grapple at no penalty. You gain Improved Unarmed Strike as a bonus feat.

Most Jujutsu Techniques require only one empty hand, but some, as in those done during a grapple, require two (as noted).

Passive -
- +1 to Grapple check (r1)*

Active -
“Paralyzing Strike”

“Catch Arrows” bonus feat

- Humbling Sweep
After two successful unarmed strikes against same target in same round, gain free trip attempt.

- Close-Quarters
Successful attack + tumble check (DC 15) grants free grapple attempt, causing no attacks of opportunity.

- Level the Field
With at least one hand open, take a full-defense action. You can then make a reactive disarm attempt at a +4 bonus against the next opponent in the round thereafter to attack and miss you with a weapon. You must be aware of this opponent, and they can not have concealment. This counts as an attack of opportunity.

- Chokehold
If the Samurai pins her opponent while grappling and maintains the pin for 1 full round, the opponent must make a Fortitude save (DC 10 + the Samurai’s class level + the Samurais Wis modifier) at the end of the round or fall unconscious for 1d3 rounds. A creature with no discernible anatomy has immunity to this effect.

Intonjutsu (The Art of Concealment)
Primary - At 1st level you gain the Hide In Plain Sight ability (as the Assassin). At 10th level you gain Blind Sight as a bonus feat. At 15th level you can take a 10 on hide and move silently checks in any situation. At 20th level you gain a permanent 10% miss chance in low light or darkness, or whenever else you are granted a miss chance (stacks).

Passive -
- “Slow Fall” Ability (as Monk, except can also use rope in place of a wall) (r2)

- Extended Breath (r1)
Hold breath at quadruple Constitution sore, instead of twice.

- Hide and Move Silently become Samurai class skills for you (r2)

Active -
- Impart Velocity
Successful Tumble check transfers fall damage to opponent up to the Samurai’s maximum Slow Fall damage reduction. (needs rewording)

Seishinteki kyōyō (The Art of the Self)
Primary - Shoshin (beginner's mind) - +1 skill point per level (Does not multiply at first level)

Passive -
-Purity of Body (as Monk) (r3)

-Diamond Body (as Monk) (r3)

-Timeless Body (r5)

-Aparājayah (remaining unconquered by others) (r4)
Gain Immunity to mind-affecting spells and spell-like abilities.

-Para Citta ādi Abhijñatā (knowing the minds of others) (r3)
Gain Detect Thoughts, Speak with Animals, and Speak with Plants as at-will abilities

-Advandvam (r3)
Gain Resist Elements, Fire and cold resistance 10

- Fudōshin (Immovable Mind/Heart) (r1)
The Samurai gets a +4 bonus to see through illusions and resist mind-effecting spells.

- Zanshin (remaining mind) (r3)
If combat ends while the Samurai is in her Combat Focus, she may restore 1d4 points of damage dealt to one of her ability scores that was damaged that combat.

- Moral Transcendence (r5)
The Samurai may choose to appear as any alignment that she chooses at any given time, or to hide her alignment if she chooses. During this time, she counts as that alignment for the purposes of all spells, spell-like abilities and effects, and for magical items.

Active -
- Ancestral Guidance (see commune)

- Wholeness of Body

- “Foresight” (?)

Sayajutsu (The Art of the Sheath)
Primary - The Samurais sword sheath is affected by all Katana-specific Feats as though it were one (ex- Weapon Focus (Katana) would also give your sheath a +1 to hit)

Passive -
-
Active -
-

Bajutsu (The Art of Horsemanship)
Primary -

Passive -
-

Active -
- Upright riding

A samurai becomes able to stand on her mounts back even during movement or combat, taking no penalties to actions while doing so, by making a DC 20 Ride check. While standing on her mounts back, a Samurai does not take any penalty for using a ranged weapon while her mount is taking a double move action or running.

- Leap From the Saddle
A Samurai can dismount and land adjacent to her mount as a free action by making a DC 20 Ride check. If an opponent is in a square she threatens (after dismounting), she can make a melee attack against that opponent, taking a +2 bonus on the attack roll and a -2 to Armor Class (just as if the character were making a charge). This ability is only usable if the mount is moving no faster than twice its speed.

- Adaptive Cavalier
count any two-handed reach weapon as a one handed mounted charge attack, as you would a lance.

Kyujutsu (The Art of the Bow)
Primary -
Passive -
-
Active -
-


Kayakujutsu (The Art of Gunpowder) (will most likely not use)
Primary -

- Bonus class skill: Craft (Alchemy)

Passive -
- Bonus Craft (Alchemy) skill points (r1)*
- Of the Earth
+4 to resist bullrush and high winds, as well as on balance checks where the feet are touching the ground.
Active -
- Palm of Fire
touch attack of 2d6 fire damage
- Earth Splinter
Rock spike projectile that deals 2d6 dmg. 10 ft range increment. Slows target.
- Fiery Veil
Any opponent who damages you in melee during your Combat Focus takes 5 points of fire damage.


Again, I'm looking for any opinions on how to fill in the Disciplines, and all recommendations are welcome!