Ganurath
2008-08-13, 01:48 AM
Alright, someone recently revived the Samurai Satire of the GiaMonk, and it got me thinking. The Samurai would have a lot of potential if the PrCs that allow it to multiclass weren't inhibiting it. The Ronin drives it away from its strong points, the Kensai is trying to cover the Three Lawfuls all at once, and the Knight Protector... should leave buffing to the casters.
My idea is this: Four Clan based PrCs, each of which emphasizes different elements of the Samurai class that have potential that aren't really tapped into. I only have basic concepts for the other three, but here's a little something to provide an example:
Fire Clan Berserker
Of the four clans, none have samurai more vicious and aggressive than those of the Fire Clan. Favoring lighter armor so as to allow for a swift charge, these soldiers strike with relentless speed to bring down the enemies of their lord.
The Fire Clan's lands share more border with the territories of the savage humanoids than the other three clans combined. The constant warfare and centuries of cultural bleeding have caused the warriors of the Fire Clan to emulate the tactics of the enemy, rushing into combat headlong and striking the enemy down before they can defend themselves.
Although the Clans normally only have humans among their bloodlines, the Fire Clan intermingled enough with the savage humanoids that half-orcs in the region can have the blood of a noble in their human half.
Hit Die: d10.
Requirements
To qualify to become a Fire Clan Berserker, a character must fulfill the following criteria.
Race: Human or Half-orc
Alignment: Any nonchaotic.
Base Attack Bonus: +8
Feats: Two-Weapon Fighting, Improved Initiative, Exotic Weapon Proficiency (bastard sword)
Class Skills
To simplify things, take out Diplomacy and the Knowledge skills in favor of Climb, Jump, and Swim.
{table]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+2|+0|flurry of blows
2|+2|+3|+3|+0|Bonus Feat
3|+3|+3|+3|+1|Swiftness +1
4|+4|+4|+4|+1|Accurate flurry
5|+5|+4|+4|+1|Bonus Feat
6|+6|+5|+5|+2|Swiftness +2
7|+7|+5|+5|+2|Rapid flurry
8|+8|+6|+6|+2|Bonus Feat
9|+9|+6|+6|+3|Swiftness +3
10|+10|+7|+7|+3|Perfect flurry[/table]
Flurry of Blows: A Fire Clan Berserker has the flurry of blows ability. This allows him to make a full attack with an additional attack at his highest attack bonus, but with a -2 penalty to all attacks. This penalty is reduced to -1 at 4th level and disappears at 10th level. The Fire Clan Berserker gets a second extra attack at 7th level. The Fire Clan Berserker only benefits from this feat when wearing medium, light, or no armor, and only when wielding two weapons.
Bonus Feat: At second level and every three levels afterward, a Fire Clan Berserker gets a bonus feat. The Fire Clan Berserker may select any feat for which Two-Weapon Fighting is a prerequisite.
Swiftness: At 3rd level a Fire Clan Berserker gets a +1 dodge bonus to initiative and AC so long as he's wearing light or no armor. This bonus improves by +1 every three levels.
Multiclass note: Fire Clan Berserkers may continue taking levels as Samurai, even if they are no longer lawful in alignment so long as they aren't chaotic.
The basic concepts I have for the other three PrCs are as follows:
Earth: Kiai smite + Staredown
Water: Diplomancer with a full BAB and Quick Draw as a plan B
Air: Mounted combat, potentially with lighter armor again... Mounted Archer?
Looking for comments, criticisms, ideas... As for my motive, in my IRL group's next campaign one of my fellow players, who has just discovered the samurai, will want to play it. I want him to have options to avoid sucking.
Edit: Made some adjustments to the requirements so that picking up a Samurai bonus feat isn't an issue, as well as some flavor elements. Also, made the weapon restriction dual wielding instead of the samurai weapons, so Rangers may want to take a look at this PrC.
My idea is this: Four Clan based PrCs, each of which emphasizes different elements of the Samurai class that have potential that aren't really tapped into. I only have basic concepts for the other three, but here's a little something to provide an example:
Fire Clan Berserker
Of the four clans, none have samurai more vicious and aggressive than those of the Fire Clan. Favoring lighter armor so as to allow for a swift charge, these soldiers strike with relentless speed to bring down the enemies of their lord.
The Fire Clan's lands share more border with the territories of the savage humanoids than the other three clans combined. The constant warfare and centuries of cultural bleeding have caused the warriors of the Fire Clan to emulate the tactics of the enemy, rushing into combat headlong and striking the enemy down before they can defend themselves.
Although the Clans normally only have humans among their bloodlines, the Fire Clan intermingled enough with the savage humanoids that half-orcs in the region can have the blood of a noble in their human half.
Hit Die: d10.
Requirements
To qualify to become a Fire Clan Berserker, a character must fulfill the following criteria.
Race: Human or Half-orc
Alignment: Any nonchaotic.
Base Attack Bonus: +8
Feats: Two-Weapon Fighting, Improved Initiative, Exotic Weapon Proficiency (bastard sword)
Class Skills
To simplify things, take out Diplomacy and the Knowledge skills in favor of Climb, Jump, and Swim.
{table]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+2|+0|flurry of blows
2|+2|+3|+3|+0|Bonus Feat
3|+3|+3|+3|+1|Swiftness +1
4|+4|+4|+4|+1|Accurate flurry
5|+5|+4|+4|+1|Bonus Feat
6|+6|+5|+5|+2|Swiftness +2
7|+7|+5|+5|+2|Rapid flurry
8|+8|+6|+6|+2|Bonus Feat
9|+9|+6|+6|+3|Swiftness +3
10|+10|+7|+7|+3|Perfect flurry[/table]
Flurry of Blows: A Fire Clan Berserker has the flurry of blows ability. This allows him to make a full attack with an additional attack at his highest attack bonus, but with a -2 penalty to all attacks. This penalty is reduced to -1 at 4th level and disappears at 10th level. The Fire Clan Berserker gets a second extra attack at 7th level. The Fire Clan Berserker only benefits from this feat when wearing medium, light, or no armor, and only when wielding two weapons.
Bonus Feat: At second level and every three levels afterward, a Fire Clan Berserker gets a bonus feat. The Fire Clan Berserker may select any feat for which Two-Weapon Fighting is a prerequisite.
Swiftness: At 3rd level a Fire Clan Berserker gets a +1 dodge bonus to initiative and AC so long as he's wearing light or no armor. This bonus improves by +1 every three levels.
Multiclass note: Fire Clan Berserkers may continue taking levels as Samurai, even if they are no longer lawful in alignment so long as they aren't chaotic.
The basic concepts I have for the other three PrCs are as follows:
Earth: Kiai smite + Staredown
Water: Diplomancer with a full BAB and Quick Draw as a plan B
Air: Mounted combat, potentially with lighter armor again... Mounted Archer?
Looking for comments, criticisms, ideas... As for my motive, in my IRL group's next campaign one of my fellow players, who has just discovered the samurai, will want to play it. I want him to have options to avoid sucking.
Edit: Made some adjustments to the requirements so that picking up a Samurai bonus feat isn't an issue, as well as some flavor elements. Also, made the weapon restriction dual wielding instead of the samurai weapons, so Rangers may want to take a look at this PrC.