View Single Post

Thread: ToB Samurai

  1. - Top - End - #1
    Ogre in the Playground
    Join Date
    Dec 2007
    Location
    California, USA
    Gender
    Male

    Default ToB Samurai

    Samurai


    Hit Die: d10

    Class Skills
    Balance (Dex), Concentrate (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Knowledge (nobility and royalty) (Int), Martial Lore (Int), Ride (Dex), Sense Motive (Wis), Spot (Wis)

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Table: The Samurai
    {table=head]Level|
    Base Attack[br]Bonus
    |
    Fort
    |
    Ref
    |
    Will
    |
    Manuevers[br]Known
    |
    Maneuvers[br]Readied
    |
    Stances[br]Known
    |Special

    1st|
    +1
    |
    +0
    |
    +0
    |
    +2
    |
    3
    |
    3
    |
    1
    |Ancestral daisho, ancestral finesse

    2nd|
    +2
    |
    +0
    |
    +0
    |
    +3
    |
    3
    |
    3
    |
    1
    |Life in death (initiative)

    3rd|
    +3
    |
    +1
    |
    +1
    |
    +3
    |
    4
    |
    3
    |
    1
    |Bonus feat

    4th|
    +4
    |
    +1
    |
    +1
    |
    +4
    |
    4
    |
    4
    |
    1
    |Koryu master (1d4)

    5th|
    +5
    |
    +1
    |
    +1
    |
    +4
    |
    5
    |
    4
    |
    2
    |Life in death (saves)

    6th|
    +6/+1
    |
    +2
    |
    +2
    |
    +5
    |
    5
    |
    4
    |
    2
    |Staredown

    7th|
    +7/+2
    |
    +2
    |
    +2
    |
    +5
    |
    6
    |
    4
    |
    2
    |Bonus feat

    8th|
    +8/+3
    |
    +2
    |
    +2
    |
    +6
    |
    6
    |
    5
    |
    2
    |Koryu master (2d4), noble bearing

    9th|
    +9/+4
    |
    +3
    |
    +3
    |
    +6
    |
    7
    |
    5
    |
    2
    |Life in death (AC)

    10th|
    +10/+5
    |
    +3
    |
    +3
    |
    +7
    |
    7
    |
    5
    |
    3
    |Koryu master (sonic)

    11th|
    +11/+6/+1
    |
    +3
    |
    +3
    |
    +7
    |
    8
    |
    5
    |
    3
    |Bonus feat

    12th|
    +12/+7/+2
    |
    +4
    |
    +4
    |
    +8
    |
    8
    |
    6
    |
    3
    |Koryu master (3d4)

    13th|
    +13/+8/+3
    |
    +4
    |
    +4
    |
    +8
    |
    9
    |
    6
    |
    3
    |Reactive technique

    14th|
    +14/+9/+4
    |
    +4
    |
    +4
    |
    +9
    |
    9
    |
    6
    |
    3
    |

    15th|
    +15/+10/+5
    |
    +5
    |
    +5
    |
    +9
    |
    10
    |
    6
    |
    4
    |Bonus feat

    16th|
    +16/+11/+6/+1
    |
    +5
    |
    +5
    |
    +10
    |
    10
    |
    7
    |
    4
    |Koryu master (4d4)

    17th|
    +17/+12/+7/+2
    |
    +5
    |
    +5
    |
    +10
    |
    11
    |
    7
    |
    4
    |Life in death (damage)

    18th|
    +18/+13/+8/+3
    |
    +6
    |
    +6
    |
    +11
    |
    11
    |
    7
    |
    4
    |Koryu master (force)

    19th|
    +19/+14/+9/+4
    |
    +6
    |
    +6
    |
    +11
    |
    12
    |
    7
    |
    4
    |Bonus feat

    20th|
    +20/+15/+10/+5
    |
    +6
    |
    +6
    |
    +12
    |
    12
    |
    8
    |
    5
    |Koryu master (5d4), soul and blade as one[/table]

    Weapon and Armor Proficiency
    As a samurai, you are proficient with all simple and martial weapons and with light and medium armor, but not with shields.

    Maneuvers
    You begin your career with knowledge of three martial maneuvers. The disciplines available to you are Devoted Spirit, Diamond Mind, and White Raven. You may also choose one additional school from the following list that you may add to your schools known. You may select maneuvers from this school as normal. Once you make this choice you cannot change it. You may choose from Falling Star, Iron heart, Stone Dragon, Tiger Claw, and Twin Spirit.

    Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by samurai is considered an extraordinary ability unless otherwise noted in it's description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one. You learn additional maneuvers at higher levers as shown on the table above. You must meet a maneuver's prerequisite to learn it.

    Upon reaching 4th level, and at every even-numbered samurai level thereafter, you can chose to learn a new maneuver in place of one you already know. The new maneuver may be of any level you can learn. You can swap only a single maneuver at any given level.

    Maneuvers Readied
    You ready your maneuvers by meditating for 5 minutes. The maneuvers you chose remain readied until you decide to meditate again and change them. You do not need to sleep or rest for any long period of time to ready your maneuvers.

    You begin every encounter with all your readied maneuvers unexpended, regardless of how much you may have used them since you chose them. When you initiate a maneuver you expend it for the current encounter.

    You can recover one expended maneuver by spending a standard action to demoralize an opponent with an Intimidate check or all expended maneuvers by using a full-round action to quickly meditate (this does not provoke attacks of opportunity).

    Stances Known
    You begin play with knowledge of one 1st level stance from any discipline open to samurai. At 5th level, and ever 5 levels thereafter (10th, 15th, and 20th), you can chose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated int he stance description.

    Unlike with maneuvers, you cannot learn a new stances at higher levels in place of one you already know.

    Ancestral Daisho

    A samurai favors the weapon passed down to him through his family. You begin your career with your ancestral daisho, which is always of masterwork quality. Your ancestral daisho depends upon which extra school you choose to learn:

    • Falling Star: Yumiya (Masterwork Composite Longbow)
    • Iron Heart: Nodachi (Masterwork Greatsword)
    • Stone Dragon: Naginata (Masterwork Glaive)
    • Tiger Claw: Katana (a masterwork bastard sword) and the wakizashi (a masterwork short sword)
    • Twin Spirit: Yari (Masterwork Lance)
    Because a samurai is focused in their use, you are proficient with your ancestral daisho (even it it's an exotic weapon).

    This weapon(s) may be enchanted as the Oriental Adventures Samurai's Ancestral Daisho.

    Ancestral Finesse

    Thanks to your life-long training with the weapon, you may use your Dexterity modifier instead of your Strength modifier on attack rolls with your ancestral daisho. This works like the Weapon Finesse feat, except that it applies only to your ancestral daisho (even if the feat would not normally apply to it).

    Life in Death (Ex)

    At 2nd level you take a calm and patient view of the world, seeing the beauty and poetry in all things, and matching your rhythm to the world around you. You add your Wisdom modifier to your initiative rolls. At 5th level you understand yourself on a deeper level, and add your Wisdom modifier to your Fortitude and Reflex saves. At 9th level the flow of battle is a dance that you perform with grace and skill; you add your Wisdom modifier to your AC as long as you are in medium or light armor, or unarmored (this bonus applies to touch and flatfooted AC, but not when encumbered, using a shield, immobilized, or helpless). At 17th level you can see life even in the death that follow the strokes of your weapon; you add your Wisdom modifier to all damage rolls.

    Bonus Feat

    Due to your constant training and search for perfection, at 3rd level you gain a bonus feat from the fighter bonus feat list. You gain an additional bonus feat from the fighter bonus feat list at 7th, 11th, 15th, and 19th levels.

    Koryu Master (Ex)

    The speed at which you can wield your ancestral daisho is unrivaled. At 4th level, a number of times per day equal to your Initiative modifier, you may add 1d4 damage to the first attack made with your ancestral daisho in a round. This damage increases by 1d4 every four levels (2d4 at 8th, 3d4 at 12th, 4d4 at 16th, and 5d4 at 20th). At 10th level this extra damage becomes sonic damage. At 18th level it becomes force damage.

    Staredown (Ex)

    At 6th level your can lock your eyes with an opponent, intimidating them with your fearsome gaze. You gain a +4 competence bonus to Intimidate. At 10th level your skill on the battlefield is visible to all; you may use an Intimidate check to demoralize all opponents within 30 ft. as a standard action. At 14th level your abilities are quick to show themselves; you may use an Intimidate check to demoralize opponents within 30 ft. as a move action. At 18th level the deadly skill inherent in every breath you take radiates from you; you may use an Intimidate check to demoralize opponents within 30 ft. as a swift action.

    Noble Bearing (Ex)

    At 8th level the way in which you hold yourself commands the attention and respect of others. You can use an Intimidate check to demoralize someone you are not in combat with or do not threaten in combat (they must still be able to see you). At 12th level the nobility of your presence leaves a lasting impression; creatures you demoralize are shaken for a number of round equal to your Charisma modifier. At 16th level you give off such a sacred aura that even those normally oblivious or immune to it can sense something divine; you may demoralize opponents that are immune to fear or mind-affecting effects. At 20th level you have reached the pinnacle of your skill, smoothly flowing from form to form without rest; you may recover a single maneuver by demoralizing an opponent as a move action.

    Reactive Technique (Ex)

    At 13th level you gain a patience and insight that allows you to strike at the perfect moment with a devastating blow. When you make an attack of opportunity, you may perform a standard action martial strike instead of a normal attack a number of times per day equal to your Wisdom modifier (min 1/day).

    Soul and Blade as One (Ex)

    At 20th level, you can focus your mind and body, guiding your weapon with such skill and precision that you may perform multiple maneuvers in the space of a heart beat. You may initiate two different martial strikes that each require a standard action or less as a single standard action. If they both call for an attack, you make only one attack and both maneuvers are applied to it. You may use this ability a number of times per day equal to your Wisdom modifier or Charisma modifier, whichever is higher (min 1/day). After using this ability you must wait until you refresh your maneuvers as a full-round meditation to use it again.



    Yes, I know that samurai were superb horsemen and archers and so one, but this is a ToB oriented class. If there are great homebrew ToB schools for archery and mounted combat, post 'em and maybe we can work out some more.

    So opinions/comments/suggestions? I'm thinking that the Bonus feats shouldn't be from the fighter pool, but a more select offering, like the options the Warblade has. And most importantly is still needs a great capstone ability.

    NOTES:
    Spoiler
    Show
    EDIT #1 NOTES:
    Spoiler
    Show
    I haven't gotten to check out the two homebrewed martial schools yet, so I don't know how strong they are. And I'm thinking that the Iaijutsu Master needs to be altered so it will stay relevant for mounted combat and archery oriented builds, and not abusable by just drawing your weapon every round or something.
    EDIT #2 NOTES:
    Spoiler
    Show
    The Soul and Blade as One may still be nasty, perhaps Wis or Cha mod, whichever is lower? I'd also like to start writing is some fluff, but I'm not the best at that. We'll see how I do and you can pick it apart. ^_^ Oh, and I think I'm going to start on a custom list for the Bonus Feats.

    Right now, The class has a focus more on one crazy strong attack a turn, as opposed to full attack actions. What think you?
    EDIT #3 NOTES:
    Spoiler
    Show
    I still think that Koryu Master could be messed with a bit, but I'm overall liking the way it hits once a round. And Soul and Blade as One could probably use a tad more tweaking.
    EDIT #4 NOTES:
    Spoiler
    Show
    What do you think of the Life in Death changes? I think they're more flavorful than before. The Koryu Master change I'm not sold on, but that should reduce it's power just a bit without being too complicated. And yes, I'm still working on that bonus Feat list (I keep getting distracted by trivial things like work and life!)


    EDITS:
    Spoiler
    Show
    EDIT #1:
    Spoiler
    Show
    • Added Ancestral Finesse
    • Added Handle Animal to class skills
    • Added Spot to class skills
    • Added additional schools and one school you choose at 1st level
    • Made the Demoralize action to regain maneuvers a standard action
    • Added the different ancestral weapons with the new schools
    • Added the OA Samurai's enchantment ability
    • Added Soul and Blade as One
    • Changed Fort save to good progression
    EDIT #2:
    Spoiler
    Show
    • Changed Fort save to poor progression
    • Allowed Soul and Blade as One to use any maneuvers and added the refresh requirement
    • Changed Iaijutsu Master from dealing the damage on all attacks made the round of drawing the weapon to the first attack every round.
    EDIT #3
    Spoiler
    Show
    • Added the Naginata as an Ancestral Weapon
    • Added Stone Dragon as an optional school
    • Renamed Iaijutsu Master to Koryu Master
    EDIT #4
    Spoiler
    Show
    • Added Martial Lore to Class skills
    • Changed Life in Death's Wis instead of Con to HP into Wis to AC
    • Changed Life in Death's Wis instead of Dex for AoOs into strike on AoOs Wis mod/day
    • Changed Demoralizing an opponent to recover one maneuver instead of all maneuvers
    • Added recovering a maneuver by Demoralizing an opponent as a Move action to Staredown
    • Added the Init/per day to Koryu Master
    EDIT #5 3/29/2011
    Spoiler
    Show
    • Cleaned up a large amount of formatting and made abilities gained more visible on the class table
    • Added a little bit of fluff to the various class abilities, so the class wasn’t just a crunch-fest
    • Separated Reactive Technique from Life in Death, and specified that you can only use standard action strikes
    • Specified that Soul and Blade as One can only combine martial strikes that each take a standard action or less
    • Divided Staredown’s abilities into it and Noble Bearing
    Last edited by MammonAzrael; 2011-03-29 at 05:04 PM.