LoyalPaladin
2016-02-09, 05:08 PM
Hello everybody. I had been working on this update to the samurai class for some time now, but I was finally bit by the bug to finish it today. Then another bug bit me to import it to GitP. Please give it a read over!
Samurai
Hit Die
d10
Requirements
Alignment: Any Lawful
Class Skills
The samurai’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skill Points at Each Additional Level
4 + Int modifier.
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features
1st
+1+2+0+2
Servant of the Shogun, Weapon Style
2nd
+2+3+0+3
Aura of Defense
3rd
+3+3+1+3
4th
+4+4+1+4
Axiomatic Strike
5th
+5+4+1+4
6th
+6/+1+5+2+5
Improved Weapon Style
7th
+7/+2+5+2+5
8th
+8/+3+6+2+6
Great Armor Mobility
9th
+9/+4+6+3+6
10th
+10/+5+7+3+7
Armored Demon
11th
+11/+6/+1+7+3+7
12th
+12/+7/+2+8+4+8
Greater Weapon Style
13th
+13/+8/+3+8+4+8
14th
+14/+9/+4+9+4+9
15th
+15/+10/+5+9+5+9
Weapon of Conviction
16th
+16/+11/+6/+1+10+5+10
17th
+17/+12/+7/+2+11+5+11
18th
+18/+13/+8/+3+11+6+11
Master Weapon Style
19th
+19/+14/+9/+4+11+6+11
20th
+20/+15/+10/+5+12+6+12
Aspect of War
Class Features
All the following are class features of the samurai base class.
Weapon and Armor Proficiency:
A samurai is proficient with all samurai weapons and with great armor, but not with shields.
Servant of the Shogun:
At 1st level, a samurai must swear his fealty to the shogun. Much like a samurai’s weapon is to him, the samurai is to the shogun. If the samurai ever ceases to serve his shogun, he becomes a ronin and adjusts his class features according to the section on ronin below.
Special Note: The samurai is given a tanto emblazoned with the shogun's crest, only to be used in the act of seppuku.
Weapon Style:
At 1st level, a samurai must select one of three weapon styles to pursue: Kenjutsu, Kyūjutsu, or Sōjutsu. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.
If a samurai selected Kenjutsu at 1st level, he is given a katana and learns the art of iaijutsu. If a samurai’s katana has not yet been drawn, he may draw his sword and make his first attack at the same time, provoking no attack of opportunity. This attack deals a number of d6 equal to ½ the samurai’s class level of slashing damage (minimum of 1d6).
If a samurai selected Kyūjutsu at 1st level, he is given a yumi bow and becomes a master at firing his bow. A samurai may make an additional attack at his highest attack bonus at the end of a full attack with a yumi bow. A samurai gains an additional attack at the next highest attack bonus for each iterative attack he gains.
If a samurai selected Sōjutsu at 1st level, he is given a yari and learns to become a versatile threat with his yari spear. A samurai threatens and takes no penalties to attack all areas within 15 feet of him, while wielding a spear.
Aura of Defense:
At 2nd level, a samurai radiants a strong axiomatic aura. He gains a morale bonus equal to his charisma modifier to AC.
Axiomatic Strike:
At 4th level, when wielding any samurai weapon, a samurai’s weapon gains the axiomatic enhancement.
Improved Weapon Style:
At 6th level, a samurai’s aptitude in his chosen weapon style (Kenjutsu, Kyūjutsu, or Sōjutsu) improves.
If a samurai selected Kenjutsu at 1st level, he may add 3 times his strength modifier to his weapon damage with his katana when he wields it in two hands.
If a samurai selected Kyūjutsu at 1st level, he learns to find the weak points in an enemy’s defense. All arrows fired from the samurai’s yumi bow bypass all damage reduction and hardness.
If a samurai selected Sōjutsu at 1st level, he learns to quickly deal with charging enemies. As an immediate action, a samurai can set his spear against a charging enemy.
Great Armor Mobility:
At 8th level, a samurai that is wearing great armor increases his armor bonus by 2, removes the armor’s movement penalty, and lessens the armor’s armor check penalty by 3.
Armored Demon:
At 10th level, a samurai radiates an intense aura of fear. All enemies within 30 feet of the samurai must make a will save (DC 10 + ½ the samurai’s class levels + the samurai’s charisma modifier) or become shaken. Any enemy who saves against this fear is immune to that samurai’s aura of fear for 24 hours.
Greater Weapon Style:
At 12th level, a samurai’s aptitude in his chosen weapon style (Kenjutsu, Kyūjutsu, or Sōjutsu) improves again.
If a samurai selected Kenjutsu at 1st level, he may forgo his iterative attacks and make a single strike against all adjacent targets at once. If this is his first attack before he draws his weapon, he may use his iaijutsu ability on this attack.
If a samurai selected Kyūjutsu at 1st level, he learns to take advantage of an opponent's weakness. A samurai can forgo his first attack to fire a warning shot past an enemy. Until that enemy has been killed or incapacitated, the samurai gains a +4 bonus to hit and confirm criticals on that enemy.
If a samurai selected Sōjutsu at 1st level, a samurai becomes the largest obstacle on the battlefield. All areas threatened by the samurai are treated as rough terrain and passing through them by any means provokes an attack of opportunity from the samurai.
Weapon of Conviction:
At 15th level, at the beginning of the day, a samurai may declare one type of creature he wishes to wage war against that day. For the rest of the day, all samurai weapons that the samurai wields are considered to have the bane enhancement against that type of creature.
Master Weapon Style:
At 18th level, a samurai’s aptitude in his chosen weapon style (Kenjutsu, Kyūjutsu, or Sōjutsu) reaches its pinnacle.
If a samurai selected Kenjutsu at 1st level, a samurai becomes the ultimate striker, able to split a mountain in twain. A samurai may forgo all of his iterative attacks to instead gain 5 times damage on his first attack with his katana. This damage can be multiplied by a critical hit.
If a samurai selected Kyūjutsu at 1st level, his accuracy becomes second to none. A samurai may fire his yumi bow against any enemy he has line of sight on and takes no penalty to hit them.
If a samurai selected Sōjutsu at 1st level, a samurai becomes the ultimate spearman. A samurai wielding a yari spear has no limits on how many attacks of opportunity he can make in any given round.
Aspect of War:
At 20th level, a samurai becomes a true master of the battlefield. Whenever a samurai rolls to attack, he rolls two d20’s and takes the higher result.
Samurai
Hit Die
d10
Requirements
Alignment: Any Lawful
Class Skills
The samurai’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skill Points at Each Additional Level
4 + Int modifier.
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features
1st
+1+2+0+2
Servant of the Shogun, Weapon Style
2nd
+2+3+0+3
Aura of Defense
3rd
+3+3+1+3
4th
+4+4+1+4
Axiomatic Strike
5th
+5+4+1+4
6th
+6/+1+5+2+5
Improved Weapon Style
7th
+7/+2+5+2+5
8th
+8/+3+6+2+6
Great Armor Mobility
9th
+9/+4+6+3+6
10th
+10/+5+7+3+7
Armored Demon
11th
+11/+6/+1+7+3+7
12th
+12/+7/+2+8+4+8
Greater Weapon Style
13th
+13/+8/+3+8+4+8
14th
+14/+9/+4+9+4+9
15th
+15/+10/+5+9+5+9
Weapon of Conviction
16th
+16/+11/+6/+1+10+5+10
17th
+17/+12/+7/+2+11+5+11
18th
+18/+13/+8/+3+11+6+11
Master Weapon Style
19th
+19/+14/+9/+4+11+6+11
20th
+20/+15/+10/+5+12+6+12
Aspect of War
Class Features
All the following are class features of the samurai base class.
Weapon and Armor Proficiency:
A samurai is proficient with all samurai weapons and with great armor, but not with shields.
Servant of the Shogun:
At 1st level, a samurai must swear his fealty to the shogun. Much like a samurai’s weapon is to him, the samurai is to the shogun. If the samurai ever ceases to serve his shogun, he becomes a ronin and adjusts his class features according to the section on ronin below.
Special Note: The samurai is given a tanto emblazoned with the shogun's crest, only to be used in the act of seppuku.
Weapon Style:
At 1st level, a samurai must select one of three weapon styles to pursue: Kenjutsu, Kyūjutsu, or Sōjutsu. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.
If a samurai selected Kenjutsu at 1st level, he is given a katana and learns the art of iaijutsu. If a samurai’s katana has not yet been drawn, he may draw his sword and make his first attack at the same time, provoking no attack of opportunity. This attack deals a number of d6 equal to ½ the samurai’s class level of slashing damage (minimum of 1d6).
If a samurai selected Kyūjutsu at 1st level, he is given a yumi bow and becomes a master at firing his bow. A samurai may make an additional attack at his highest attack bonus at the end of a full attack with a yumi bow. A samurai gains an additional attack at the next highest attack bonus for each iterative attack he gains.
If a samurai selected Sōjutsu at 1st level, he is given a yari and learns to become a versatile threat with his yari spear. A samurai threatens and takes no penalties to attack all areas within 15 feet of him, while wielding a spear.
Aura of Defense:
At 2nd level, a samurai radiants a strong axiomatic aura. He gains a morale bonus equal to his charisma modifier to AC.
Axiomatic Strike:
At 4th level, when wielding any samurai weapon, a samurai’s weapon gains the axiomatic enhancement.
Improved Weapon Style:
At 6th level, a samurai’s aptitude in his chosen weapon style (Kenjutsu, Kyūjutsu, or Sōjutsu) improves.
If a samurai selected Kenjutsu at 1st level, he may add 3 times his strength modifier to his weapon damage with his katana when he wields it in two hands.
If a samurai selected Kyūjutsu at 1st level, he learns to find the weak points in an enemy’s defense. All arrows fired from the samurai’s yumi bow bypass all damage reduction and hardness.
If a samurai selected Sōjutsu at 1st level, he learns to quickly deal with charging enemies. As an immediate action, a samurai can set his spear against a charging enemy.
Great Armor Mobility:
At 8th level, a samurai that is wearing great armor increases his armor bonus by 2, removes the armor’s movement penalty, and lessens the armor’s armor check penalty by 3.
Armored Demon:
At 10th level, a samurai radiates an intense aura of fear. All enemies within 30 feet of the samurai must make a will save (DC 10 + ½ the samurai’s class levels + the samurai’s charisma modifier) or become shaken. Any enemy who saves against this fear is immune to that samurai’s aura of fear for 24 hours.
Greater Weapon Style:
At 12th level, a samurai’s aptitude in his chosen weapon style (Kenjutsu, Kyūjutsu, or Sōjutsu) improves again.
If a samurai selected Kenjutsu at 1st level, he may forgo his iterative attacks and make a single strike against all adjacent targets at once. If this is his first attack before he draws his weapon, he may use his iaijutsu ability on this attack.
If a samurai selected Kyūjutsu at 1st level, he learns to take advantage of an opponent's weakness. A samurai can forgo his first attack to fire a warning shot past an enemy. Until that enemy has been killed or incapacitated, the samurai gains a +4 bonus to hit and confirm criticals on that enemy.
If a samurai selected Sōjutsu at 1st level, a samurai becomes the largest obstacle on the battlefield. All areas threatened by the samurai are treated as rough terrain and passing through them by any means provokes an attack of opportunity from the samurai.
Weapon of Conviction:
At 15th level, at the beginning of the day, a samurai may declare one type of creature he wishes to wage war against that day. For the rest of the day, all samurai weapons that the samurai wields are considered to have the bane enhancement against that type of creature.
Master Weapon Style:
At 18th level, a samurai’s aptitude in his chosen weapon style (Kenjutsu, Kyūjutsu, or Sōjutsu) reaches its pinnacle.
If a samurai selected Kenjutsu at 1st level, a samurai becomes the ultimate striker, able to split a mountain in twain. A samurai may forgo all of his iterative attacks to instead gain 5 times damage on his first attack with his katana. This damage can be multiplied by a critical hit.
If a samurai selected Kyūjutsu at 1st level, his accuracy becomes second to none. A samurai may fire his yumi bow against any enemy he has line of sight on and takes no penalty to hit them.
If a samurai selected Sōjutsu at 1st level, a samurai becomes the ultimate spearman. A samurai wielding a yari spear has no limits on how many attacks of opportunity he can make in any given round.
Aspect of War:
At 20th level, a samurai becomes a true master of the battlefield. Whenever a samurai rolls to attack, he rolls two d20’s and takes the higher result.