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Thread: Samurai Redux

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    Firbolg in the Playground
    Join Date
    Mar 2008
    Location
    Hell itself (Ohio)
    Gender
    Male

    Default Samurai Redux

    This is a work in progress as I am still fleshing out the Ki abilities:

    SAMURAI



    ” The entire country will soon be in the hands of your master, Lord Ieyasu. If this is so, the men who served him will no doubt hope to become daimyo by his appointment. You should know that if such feelings arise, they are inevitably the beginning of the end of one's fortunes in the Way of the Warrior. Being affected by the avarice for office and rank, or wanting to become a daimyo and being eager for such things ... will not one then begin to value his life? And how can a man commit acts of martial valor if he values his life? A man who has been born into the house of a warrior and yet places no loyalty in his heart and thinks only of the fortune of his position will be flattering on the surface and construct schemes in his heart, will forsake righteousness and not reflect on his shame, and will stain the warrior's name of his household to later generations. This is truly regrettable.”

    The Samurai is a warrior noble who is supposed to accept the concept that his only purpose in life is dying in service to his Lord, or for his own honor. To accept that keeping to the ideals of honor are more important than his own life or happiness. There are many who only pay lip service to this ideal, as in any other profession in life. They make things difficult for those who do follow the Way.

    You will be expected to be both a powerful warrior, and an accomplished poet or artisan. You will be expected to lead men into battle, and in turn be led by your Lord who may ask you to give your life whenever he pleases. And if your Lord is an evil and dishonorable man, following his orders to your death is still preferable in the eyes of some to disobeying him and bringing dishonor to yourself. But an evil Lord will eventually put you in the position that leads to your being dishonored regardless of what you do. At that point you may end your life, or become a Ronin. The life of a Ronin will be hard. Your old master may want you dead, your friends and relatives may disown you for the stigma of your dishonor, and finding a new Lord will be next to impossible. Since the only marketable skill you know is killing, you will likely have to become a mercenary or assassin for money.

    Welcome to Hell.

    MAKING A SAMURAI
    If you wish to play a Samurai from the earlier days, focus on archery and horsemanship, because you’ll be called upon to use it quite often. If playing a character from the Samurai’s later days you’ll need to use a sword (or a Naginata if female). While males of the Samurai class are expected to be warriors first, and nobility second, it is the reverse for women. They are taught enough to defend the household, and nothing more. If they are better fighters than their husband they often keep this secret so as not to shame him. Later Samurai will always specialize in some particular talent to show they are more than just warriors.
    Abilities: Since the Samurai is a warrior, your physical stats are expected to be good. As a Noble your mental stats will be expected to be good. Earlier Samurai are horse archers and will need Dexterity. Later Samurai who are expected to be warrior-poets will need Wisdom and Charisma to deal with other members of the Nobility. Many of your Ki Pool abilities will be based on your mental stats as well.
    Races: Only civilized races who have a tendency towards a Lawful alignment produce many Samurai. Members of races who aren’t commonly Lawful are rarely accepted for training, and openly Chaotic races have no chance.
    Alignment: Samurai are required to be Lawful. Most are Lawful Neutral, particularly if they follow the Code of Bushido. Lawful Good Samurai are less common, and many end up becoming Ronin, unable to reconcile their duties to their Lord with what they believe to be right. Lawful Evil Samurai are monsters, murdering anything in their path, and manipulating the system to protect themselves.
    Starting Gold: Same as a Fighter.
    Starting Age: Same as a Fighter.

    Class Skills
    The Samurai's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Geography, History, Local, Nobility & Royalty, War)(Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
    Skills Per Day at 1st Level : (4 + int)x4
    Skills Per Day at Each Additional Level : 4 + int

    Hit Dice: d10

    Samurai
    {table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special
    1st|+1|+2|+0|+2|Military Training, Ki Pool, Ki Abilities
    2nd|+2|+3|+0|+3|Iron Will
    3rd|+3|+3|+1|+3|Imposing Presence (+4 Intimidate Checks)
    4th|+4|+4|+1|+4|Military Training
    5th|+5|+4|+1|+4|Iron Will
    6th|+6/+1|+5|+2|+5|Imposing Presence (Staredown)
    7th|+7/+2|+5|+2|+5|Military Training
    8th|+8/+3|+6|+2|+6|Iron Will
    9th|+9/+4|+6|+3|+6|Imposing Presence (Improved Staredown)
    10th|+10/+5|+7|+3|+7|Military Training
    11th|+11/+6/+1|+7|+3|+7|Iron Will
    12th|+12/+7/+2|+8|+4|+8|Imposing Presence (Imposing Strike)
    13th|+13/+8/+3|+8|+4|+8|Military Training
    14th|+14/+9/+4|+9|+4|+9|Iron Will
    15th|+15/+10/+5|+9|+5|+9|Imposing Presence (Frightful Presence)
    16th|+16/+11/+6/+1|+10|+5|+10|Military Training
    17th|+17/+12/+7/+2|+10|+5|+10|Iron Will
    18th|+18/+13/+8/+3|+11|+6|+11|Imposing Presence (Improved Frightful Presence)
    19th|+19/+14/+9/+4|+11|+6|+11|Military Training
    20th|+20/+15/+10/+5|+12|+6|+12|Daimyo[/table]

    Weapon Proficiencies: Samurai are proficient in all Simple and Martial Weapons, and one Exotic Weapon (please see Oriental Adventures for stats of oriental simple/martial/exotic weapons). They are proficient with all armor, and light and heavy shields, but not tower shields.

    Ki Pool (Su): At 1st level the Samurai first begins to learn to channel his Ki to perform acts he would be otherwise unable to do. He may use his Ki a number of times per day equal to either his Charisma or Wisdom Modifier (whichever is greater) plus once more per day for each level of Samurai he takes.

    Ki Abilities (Ex): By tapping the power of his Ki a trained Samurai can enhance his abilities in battle, in art, and in life. A Samurai learns one new use for his Ki Pool at each level if he meets the prerequisites. If a Samurai multi classes into a PrC that allows him to continue to learn Ki Abilities, he may still choose Ki Abilities from the Samurai Class list if he meets the prerequisites. At 1st level he may expend up to 1 daily use of his Ki Abilities per round. This increases to twice per round at level 6, and 3 times per round at level 13. Ki abilities are skills the Samurai has trained to perfection, and despite being more than natural, they are not vulnerable to Antimagic Fields and as such are Exceptional Abilities unless it is noted otherwise.

    Military Training (Ex): The Samurai is a military occupation primarily, and players can receive training at various fighting styles as long as they remain Samurai. It gives you Bonus Feats at levels 1, 4, 7, 10, 13, 16, and 19 from the following list (you must still meet prerequisites, your Samurai Levels are considered levels in Fighter for purposes of acquiring Weapon Focus, Weapon Specialization, and related Feats): Advanced Kashima Shinto-ryu*, Advanced Ona-ha Itto Ryu*, Advanced Yagu Shinkage Ryu*, Canny Opportunist, Cavalry Charger, Choke Hold, Combat Expertise, Combat intuition, Combat Reflexes, Defensive Sweep, Earth's Embrace, Far Shot, Greater Two-Weapon Defense, Greater Two-Weapon Fighting, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Grapple, Improved Unarmed Strike, Improved Initiative, Improved Mounted Archery, Improved Precise Shot, Improved Quick Cut*, Improved Ride-By Attack*, Improved Trip, Improved Two-Weapon Defense, Improved Two-Weapon Fighting, Kashima Shinto-ryu*, Kashima Shinto-ryu Mastery*, Kiai Shout, Martial Throw, Mounted Archery, Mounted Combat, Ona-ha Itto Ryu*, Ona-ha Itto Ryu Mastery*, Oversized Two-Weapon Fighting, Power Critical, Precise Shot, Point Blank Shot, Quick Cut*, Quick Draw, Prone Attack, Ride-By Attack, Sharp-Shooting, Short Haft*, Spirited Charge, Stand Still, Sweep*, Trample, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus, Weapon Specialization, Yagu Shinkage Ryu*, Yagu Shinkage Ryu Mastery*

    *New Feats detailed below.


    Iron Will (Ex): At 2nd level the Samurai gains Iron Will as a Bonus Feat.

    At 5th level the Samurai gains Indomitable Soul as a Bonus Feat (see PHB II).

    At 8th level gains Mind over Matter. Once per round when targeted by an effect that requires a Fortitude or Reflex Saving Throw, the Samurai may opt to use a Willpower Save instead.

    At 11th level the Samurai can violate his alignment if ordered to. If his Lord commands him to commit an act his alignment would not normally allow him to perform, and disobeying him would violate the Code of Bushido, then he Samurai can make a Willpower Save (DC 20) to avoid his alignment changing, and any negative effects for violating his alignment. He must seek to repent afterwards, and qualify for an Atonement spell, or after 1 week he takes the full brunt of violating his alignment.

    At 14th level the Samurai gains a +4 Resistance Bonus on Willpower Saves against Mind-Affecting Effects. If a Mind-Affecting Effect would cause him to disobey his Lord or violate the tenets of Bushido at any time (for example a Charm or Compulsion spell was cast on him, and he was ordered to commit an act that either Lord or Bushido would object to) he gains a second Saving Throw to escape the effect.

    At 17th level the Samurai is immune to Fear and Morale based penalties.

    Imposing Presence (Su): At 3rd level you gain a +4 Competence Bonus on intimidation Checks.

    At 6th level you gain the ability to Stare Down Foes, and you can Demoralize all opponents within 30’ with a successful Intimidate Check as a Move Action.

    At 9th level you gain Improved Staredown, and can Demoralize opponents as a Swift Action instead of a Move Action.

    At 12th level any opponent you successfully confirm a critical hit against is automatically Demoralized as if he had failed an opposed check against your Intimidate.

    At 15th level you gain the ability to terrify opponents simply by drawing your sword. Whenever you draw your weapon opponents within 30’ must make a Willpower Save (Save DC is 10 plus half level plus Charisma Modifier) or become Frightened for 4d6 rounds (if they have 4 or fewer hit dice) or Shaken for 4d6 rounds if they have more than 5 hit dice, but less than your hit dice. If the Saving Throw is successful hey are immune to this Samurai’s Frightful Presence for 24 hours.

    At 18th level your Frightful Presence improves. Opponents must save when you draw your sword or you attack, and if they have less Hit Dice than you they are Panicked instead of Frightened or Shaken.

    Daimyo (Ex): At 20th level the Samurai has mastered his command of himself and the world around him. He may not be a leader in the literal sense of the word (i.e. he may not have officially reached Daimyo status), but he is a leader of men nonetheless. Once per round as a Swift Action he may grant himself or one Ally within 60' the ability to reroll a failed roll. If it is an Ally, he may use the Samurai's bonus for he roll if it would be higher, and if it is the Samurai himself he may use the Bonus of any Ally within 60' if it would be higher. This can be used (3 plus Charisma Modifier) times per day. If you have the Leadership Feat your Leadership score increases by an amount equal to your Charisma Modifier.

    PLAYING A SAMURAI
    The Code of Bushido has 7 virtues: Rectitude (a Samurai is expected to conform to the law and rules for moral conduct, and uphold integrity and justice), Courage (he is expected to risk his life in battle when it is possible to achieve something of worth, even if it means his death), Benevolence (he is expected to show mercy), Respect (he is to treat others deserving of respect with such, particularly his lord), Honesty (he must not lie or be deceitful), Honor (he is expected to behave in a dignified manner), and Loyalty (he must do as his lord commands regardless of his personal feelings on the matter). His honor and his loyalty to his Lord are supposed to mean more to him than his own life, or the lives of others. In practice, any truly good or evil Samurai finds it difficult to live up to these ideals. Good Samurai chafe at being given orders to commit evil acts just as much as evil samurai dislike being ordered to perform good acts. Despite being sworn to a life of honesty, many have a pretty good Bluff skill.
    Religion: In real life Samurai followed Bushido, and to an extent Zen Buddhism. In DnD this means they are spiritual, but they don’t really worship Gods per se (though some may still practice the old Shinto religion).
    Other Classes: The way a Samurai relates to other classes depends on several things. The first being, are they foreigners? If so they are subject to immediate distrust, and possible open hostility. They will never be truly accepted by all, no matter how often they prove themselves. If they aren’t foreigners the question is “What is their station relevant to mine?” If of a lower station the Samurai can pretty much do anything they like, including openly murdering them if they are not well liked (or their Lord will back them up). If of a higher station the Samurai is almost required to be deferential, as he can be asked to kill himself if he is considered to have disgraced himself too much.
    Combat: There are several combat styles open to Samurai. The traditional one is an armored archer on horseback, which eventually gave way to an armored man with a sword. Women of Samurai households were taught knife and spear fighting, and many male Samurai learned polearms as well. Many learned exotic fighting styles or weapons as a means of gaining an advantage over opponents by using a weapon or form which wasn’t well known.
    Advancement: How a Samurai advances depends entirely on the whims of his Lord in theory. A Daimyo could order a Samurai to take a specific position, and if he ever wishes to have a better position (or at least retain what he has), he’d better do it well. Many Lords will be pragmatic enough to put a Samurai where his strengths will be best used, but particularly evil nobles will use promotion to rid themselves of honest men.

    SAMURAI IN THE WORLD
    “One who is samurai must, before all things, keep constantly in mind, by day and by night....that he has to die”.
    In real life the Samurai were warriors hired by the nobility to fight their battles for them. They began as little more than paid mercenaries known as Saburai (meaning “those who serve”), and were thought of as barbarians by their condescending masters. Eventually the nobility began to rely on them more and more, and the Samurai evolved into a class of warrior nobility themselves. While they were expected to live their life by the ideals of the Bushido code (although that name wasn’t used until late in their existence), and were even socially ostracized if it was perceived that they hadn’t, the demands of their position meant that living up to that ideal would be extraordinarily difficult. A Samurai was expected to be benevolent and show mercy, but the law stated that he could simply kill anyone of a lower station who insulted him. He was also expected to commit ritual suicide if his honor had been tarnished beyond repair or he had lost a battle and would have to surrender, but there are many writings of the time suggesting that the Samurai were no less pragmatic than any other warrior on a battlefield. Theirs was a twisted life where their lord could order them to die, and they would be expected to comply. Failing to do so meant his family would suffer along with him.
    Daily Life: You will always be busy. When you aren’t training men under you to wield a sword, you are learning to refine your own skills under a teacher better than you, or honing your ability at music or poetry to better your social life in some manner other than killing. At any moment your Lord can ask you to perform some task, and you must hop to it, and hope the task is actually achievable. The easiest way for enemies to get rid of you is to dishonor you, or cause you to fall from favor, Always keep your eyes open, and trust no one.
    Notables:
    Organizations: The Samurai are members of the middle and upper classes, and richer ones own large farms or command armies for the government. All Samurai belong to a military organization of one clan or another. By taking the Leadership Feat and doing well in battle a PC could open his own swordsmanship school, or be promoted to General someday.

    NPC Reaction
    Samurai tend to make people nervous, particularly if they are peasants. They’re allowed to kill any peasant who insults them, and some Samurai are notoriously easy to insult (i.e. Lawful Evil). Nobles above them aren’t supposed to have to fear the Samurai’s anger, but in practice there’s damn little stopping a determined one from killing a member of the ruling class either if he plans it well. Other Samurai even tend to regard Samurai they don’t know with distrust, always wondering if they’ll have to kill him at some point.

    SAMURAI IN THE GAME
    Roleplaying the old ideal of a Samurai will be difficult as it will ask of players to do things they would normally never do: set aside their own desires. They will have to follow the orders of their Lord, even if he is a disagreeable stain on the face of humanity, and be polite and respectful while doing so. Most people roleplay to relieve stress, and Samurai lived highly stressful lives. The class isn’t for everyone.
    Adaptation: The Samurai is intended for campaigns with oriental flavor, but with some work it can be adapted to different settings. It’s basically a nobleman warrior, and by using different combat styles and optional class abilities it can be used to mimic fighters from different settings.
    Encounters: PC’s will tend to encounter Samurai as leaders (or embers) of military units, lords of various domains, or perhaps bounty hunters assigned to bring them in for trial (or bring back your head if you aren’t cooperative). Many also run farms, schools of swordsmanship, or retire to monasteries if their career has been blemished.



    EPIC SAMURAI

    Hit Die: d10
    Skills Points at Each Level : 4 + int
    Ki Pool The Epic Samurai gains 1 additional daily use of his Ki Pool for every Epic Level. He does not gain new Ki abilities except as Epic Feats.
    Bonus Feats: The Epic Samurai gains a Bonus Feat every 3 levels higher than 20th


    EX-SAMURAI
    If a Samurai's master dies, or he is dismissed from his service for whatever reason (usually disgrace), or he becomes of an Alignment other than lawful (which is likely to cause his dismissal), the Samurai is supposed to commit seppuku. If he does not, and chooses to live, he can no longer take levels in the Samurai class, and becomes a Ronin (taking levels in the Prestige Class of the same name, or some other class). If he is accepted as a Samurai again, he can continue to once again take levels in this class.



    Short Haft
    You are adept at refocusing the reach of your weapon
    Prerequisites: Weapon Proficiency with any Reach Weapon.
    Benefits: Once per round, you may change the reach of your weapon from it's normal Reach to 5 ft. as a Free Action.

    Sweep
    You are skilled at tripping opponents with your Naginata or Yari.
    Prerequisites: Improved Short Haft, Improved Trip
    Benefits: Whenever you successfully strike your opponent with your Naginata or Yari you immediately get a Trip Attempt as a Free Action. If the Trip fails your opponent does not get a Trip attempt against you.

    Improved Ride-By Attack
    You have excelled at attacking masses of infantry on horseback.
    Prerequisites: Ride-by Attack, Spirited Charge, BAB +12
    Benefits: When mounted and using the Charge Action you may make a separate attack against each opponent within range that you pass. You may not make more attacks per round than you would normally make with a Full Attack, and you take a -2 on each attack roll.

    Quick Cut
    You are capable of doing nasty damage if you get the initiative.
    Prerequisites: Quick Draw
    Benefits: On the first combat turn when you draw your sword using the Quick Draw Feat, and if you attack before your opponent, you automatically threaten a critical hit.

    Improved Quick Cut
    You are capable of disabling an opponent if you get the initiative
    Prerequisites: Quick Cut, Improved Initiative, BAB +10
    Benefits: When using your Quick Cut Feat you gain a Circumstance Bonus to Attack and Critical Confirmation rolls equal to (your initiative total minus theirs), or your Level divided by 5, whichever is greater.


    School Feats


    Ona-ha Itto Ryu
    Even when you are surprised foes find you to still be dangerous.
    Prerequisites: BAB +4, Exotic Weapon Proficiency (Katana), Eyes in the Back of Your Head
    Benefits: Your opponents do not gain the +2 Bonus for Flanking you even if you are Flat-Footed. If you are attacked in a Surprise Round in which you did not successfully sense the enemy or while Flat-Footed you gain an Attack of Opportunity against that opponent. However you are still considered Flat-Footed and Denied your Dexterity Bonus to AC until you can act normally on your next turn.


    Advanced Ona-ha Itto Ryu
    Assassins find you to be a very difficult target...
    Prerequisites: BAB +12, Combat Expertise, Combat Reflexes, Ona-ha Itto Ryu
    Benefits: You keep your Dexterity Bonus to AC, even whole Flat-Footed (but not when immobilized). When making only a single attack with a sword instead of a Full Attack you gain a Circumstance Bonus to Attack and Damage rolls equal to your Wisdom Modifier or your Level divided by 5 (whichever is greater).



    Ona-ha Itto Ryu Mastery
    You have slain opponents with a single blow.
    Prerequisites: BAB +24, Advanced Ona-ha Itto Ryu, Improved Critical (Katana), Power Critical (Katana)
    Benefits: You may elect to make a single strike with a sword as a Full Attack. This strike does four times its normal damage. In other words if you normally do 1d6+2 with your short sword you do 4d6+8 when making this attack. If you successfully critical while making this strike you apply the critical multiplier as well (i.e. in the case of the short sword you would do 8d6+16). If you do more than 50 points of damage with this attack (whether it successfully criticals or not) your opponent must make a Fortitude Save (DC is 10 plus half Hit Dice plus Str Modifier) or die immediately.


    Yagyu Shinkage Ryu
    Winning must come at any cost.
    Prerequisites: BAB +4, Power Attack, Must be proficient with the following weapons: Katana, Wakizashi, Bo Staff, and Shuriken.
    Benefits: Whenever you perform a Power Attack, you gain a Bonus on Critical Confirmation rolls equal to the penalty you took for the Power Attack Feat.


    Advanced Yagyu Shinkage Ryu
    One must learn to adapt to and anticipate ones opponent to be a truly great fighter.
    Prerequisites: BAB +12, Combat Expertise, Combat Intuition, Yagyu Shinkage Ryu
    Benefits: The Bonus to attack rolls you get from your Combat Intuition feat increases to +2, and it also applies to damage rolls. Also, you gain a +2 Circumstance Bonus against any opponent who has missed you at least once in an encounter for the duration of that encounter.


    Yagyu Shinkage Ryu Mastery
    You have learned to surprise opponents by throwing your sword like a spear.
    Prerequisites: BAB +24, Advanced Yagyu Shinkage Ryu, Brutal Throw, Power Throw
    Benefits: You may use any sword you are proficient with as a ranged attack weapon with a Range Increment of 10. In addition, any weapon specific Feats (such as Weapon Focus, Improved Critical,etc.) that you can use with your Katana may also be used with your Wakizashi and the Bo Staff and vice versa. Whenever you successfully strike a Flat-Footed opponent you may use one of your ki abilities without expending a daily use of your Ki Pool.


    Kashima Shinto-ryu
    You have learned to strike with the butt of your weapon.
    Prerequisites: BAB +4, Close-Quarters Fighting, Two Weapon Fighting
    Benefits: When wielding a polearm you may strike with the butt of your weapon as though it were a double weapon, doing 1d6 bludgeoning damage. You may also do bludgeoning damage when wielding a sword by striking with the hilt (which also does 1d6 bludgeoning damage).


    Advanced Kashima Shinto-ryu
    You may deliver attacks to weak points by hitting your opponent with the haft of your weapon.
    Prerequisites: BAB +12, Kashima Shinto-ryu, Stunning Fist, Weakening Touch
    Benefits: You may now use the Feats Freezing the Lifeblood, Pain Touch, Stunning Fist, and Weakening Touch by hitting opponents with any bludgeoning weapon (including the hilt of your sword or the haft of a polearm or spear). once you gain access to those Feats.


    Kashima Shinto-ryu Mastery
    Armor is virtually useless against you as you can always find it's weak points.
    Prerequisites: BAB +24, Advanced Kashima Shinto-ryu, Combat Expertise, Improved Feint
    Benefits: When you successfully Feint in combat, you may opt to deny your target his Armor Bonus to AC instead of his Dex Bonus.



    Ki Abilities

    Improved Point Blank Shot
    Prerequisites: Point Blank Shot
    Benefits: When using your Point Blank Shot Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and the Bonus from the Feat is equal to your Dexterity Modifier (instead of +1) for the remainder of this round.


    Greater Point Blank Shot
    Prerequisites: Point Blank Shot, Improved Point Blank Shot
    Benefits: When using your Point Blank Shot Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and for the remainder of this round your Ranged attacks do not provoke Attacks of Opportunity.


    Greater Precise Shot
    Prerequisites: Precise Shot
    Benefits: When using your Precise Shot Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and for the remainder of this round your Ranged attacks ignore Shield or Armor Bonuses to AC.


    Ultimate Precise Shot
    Prerequisites: Precise Shot, Greater Precise Shot
    Benefits When using your Precise Shot Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and for the remainder of this round your Ranged attacks automatically threaten a critical if they successfully hit.


    Improved Far Shot
    Prerequisites: Far Shot
    Benefits: When using your Far Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and for the remainder of this round the maximum range of your Ranged attacks are doubled.


    Greater Far Shot
    Prerequisites: Far Shot, Improved Far Shot
    Benefits: When using your Far Shot Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and for the remainder of this round your Ranged attacks do not take to hit penalties based on what range increment your opponent is in.


    Improved Mounted Archery
    Prerequisites: Mounted Archery
    Benefits: When using your Mounted Archery Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and for the remainder of the round you take no attack penalties unless your mount is running, and even then the penalty is only -2.


    Greater Mounted Archery
    Prerequisites: Mounted Archery, Improved Mounted Archery
    Benefits: When using your Mounted Archery Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and for the remainder of the encounter you take no attack penalties unless your mount is running, and even then the penalty is only -2.


    Weapons Training
    Prerequisites: Weapon Focus
    Benefits: By expending one daily use of your Ki Pool as a Free Action you gain a Bonus on all attacks this round made with a weapon you have the Weapon Focus Feat for equal to your Level divided by 5 or your Charisma Modifier (Whichever is greater).


    Improved Weapons Training
    Prerequisites: Weapon Focus, Weapons Training
    Benefits: As per Weapons Training, but you apply the bonus to all attacks you make that round whether you have the Weapon Focus Feat for them or not.


    Greater Weapons Training
    Prerequisites: Improved Weapons Training, Weapon Focus, Weapons Training
    Benefits: As per Improved Weapons Training, but the Bonus lasts for the duration of the encounter instead of a single round.


    Weapons Training Mastery
    Prerequisites: Greater Weapons Training, Improved Weapons Training, Weapon Focus, Weapons Training, BAB +12
    Benefits: By expending one daily use of your Ki Pool as a Free Action you can declare any one attack with a weapon you have the Weapon Focus Feat for an automatic success, you do not need to roll to hit.


    Strike Training
    Prerequisites: Weapon Specialization
    Benefits: By expending one daily use of your Ki Pool as a Free Action you gain a Bonus on all damage rolls this round made with a weapon you have the Weapon Specialization Feat for equal to your Level divided by 5 or your Charisma Modifier (Whichever is greater).


    Improved Strike Training
    Prerequisites: Strike Training, Weapon Specialization
    Benefits: As per Strike Training, but you apply the bonus to all successful attacks you make that round whether you have the Weapon Specialization Feat for them or not.


    Greater Strike Training
    Prerequisites: Improved Strike Training, Weapon Specialization
    Benefits: As per Improved Strike Training, but the Bonus lasts for the duration of the encounter instead of a single round.


    Strike Training Mastery
    Prerequisites: Greater Strike Training, Improved Strike Training, Weapon Specialization, BAB +12
    Benefits: By expending one daily use of your Ki Pool as a Free Action you can do maximum damage with a successful attack you have made with a weapon you have the Weapon Specialization Feat for.


    One Kill
    Prerequisites: Power Critical, BAB +8
    Benefits: By expending one daily use of your Ki Pool as a Free Action you automatically threaten a Critical with any attack made with a weapon you have the Power Critical Feat for on this round.


    Improved One Kill
    Prerequisites: One Kill, Power Critical, BAB +12
    Benefits: By expending one daily use of your Ki Pool as a Free Action you automatically threaten a Critical with any attack made this round.


    Greater One Kill
    Prerequisites: Improved One Kill, Power Critical, BAB +21
    Benefits: By expending one daily use of your Ki Pool as a Free Action you automatically threaten a Critical with any attack made during this encounter.


    Cavalryman
    Prerequisites: Mounted Combat
    Benefits: By expending one daily use of your Ki Pool as a Free Action you may reduce the DC of a Ride check by -5.


    Veteran Cavalryman
    Prerequisites: Cavalryman, Mounted Combat
    Benefits: By expending one daily use of your Ki Pool as a Free Action you may reduce the DC of a Ride check by -10.


    Master Cavalryman
    Prerequisites: Cavalryman, Mounted Combat, Veteran Cavalryman
    Benefits: By expending one daily use of your Ki Pool as a Free Action you may reduce the DC of a Ride check by -15.


    Bear Slayer
    Prerequisites: BAB 3+
    Benefits: By expending one daily use of your Ki Pool as a Free Action after you successfully attack an Animal, you may immediately declare that attack to be a Critical hit.


    Monster Slayer
    Prerequisites: Bear Slayer
    Benefits: By expending one daily use of your Ki Pool as a Free Action after you successfully attack a Magical Beast, you may immediately declare that attack to be a Critical hit.


    Yokai Slayer
    Prerequisites: Monster Slayer
    Benefits: By expending one daily use of your Ki Pool as a Free Action after you successfully attack a Monstrous Humanoid, you may immediately declare that attack to be a Critical hit.


    Oni Slayer
    Prerequisites: Yokai Sayer
    Benefits: By expending one daily use of your Ki Pool as a Free Action after you successfully attack an Outsider with the Evil subtype, you may immediately declare that attack to be a Critical hit.


    Favor of the Kami
    Prerequisites: 6th level
    Benefits: By expending one daily use of your Ki Pool as a Free Action you may Take 10 on any Skill Check you have ranks in instead of making the normal roll.


    Improved Favor of the Kami
    Prerequisites: Favor of the Kami, 10th level
    Benefits: By expending one daily use of your Ki Pool as a Free Action you may Take 10 on any Skill Check you have no ranks in instead of making the normal roll.


    Greater Favor of the Kami
    Prerequisites: Improved Favor of the Kami, 14th level
    Benefits: By expending one daily use of your Ki Pool as a Free Action you may Take 20 on any Skill Check instead of making the normal roll.


    Armor Optimization
    Prerequisites: BAB +3
    Benefits: By expending one daily use of your Ki Pool as a Free Action you may reduce the Armor Check Penalty of whatever armor you are wearing by 2 for 1 round.


    Improved Armor Optimization
    Prerequisites: Armor Optimization
    Benefits: By expending one daily use of your Ki Pool as a Free Action you may reduce the Armor Check Penalty of whatever armor you are wearing by 2 for the duration of the encounter, or by 4 for 1 round.


    Greater Armor Optimization
    Prerequisites: Improved Armor Optimization
    Benefits: By expending one daily use of your Ki Pool as a Free Action you may reduce the Armor Check Penalty of whatever armor you are wearing by 4 for the duration of the encounter, or by 6 for 1 round.


    Battojutsu
    Prerequisites: Quick Draw
    Benefits: On the first combat turn when you draw your sword using the Quick Draw Feat, and if you attack before your opponent, you may expend a daily use of your Ki Pool as a Free Action, and if you successfully damage your opponent he is still considered Flat-Footed until after your Action on the next round.


    Improved Battojutsu
    Prerequisites: Battojutsu, Quick Draw
    Benefits: On the first turn of combat (or in the surprise round if you get the drop on your opponent) you can expend 1 Daily use of your Ki ability and your attack is considered a touch attack.


    Greater Battojutsu
    Prerequisites: Battojutsu, Improved Battojutsu, Quick Draw
    Benefits: On the first turn of combat (or in the surprise round if you get the drop on your opponent) you can expend 1 Daily use of your Ki ability, and instead of your normal Initiative Modifier you can use your BAB to modify your Initiative.


    Kyozetsu
    Prerequisites: Combat Reflexes
    Benefits: By expending one daily use of your Ki Pool as a Free Action when making an Attack of Opportunity you gain a +2 Bonus on the Attack and Damage rolls of any Attacks of Opportunity you make for 1 round.


    Improved Kyozetsu
    Prerequisites: Combat Reflexes, Kyozetsu
    Benefits: By expending one daily use of your Ki Pool as a Free Action when making an Attack of Opportunity you gain a +2 Bonus on the Attack and Damage rolls of any Attacks of Opportunity you make for the duration of the encounter.


    Greater Kyozetsu
    Prerequisites: Combat Reflexes, Improved Kyozetsu, Kyozetsu
    Benefits: By expending one daily use of your Ki Pool as a Free Action you can make Attacks of Opportunity you would normally be denied to to an opponents Feats/Class abilities for the rest of the encounter. For example, if your opponent has the Improved Grapple Feat, you may still make Attacks of Opportunity against him if he attempts to grapple you.


    Bougyo
    Prerequisites: Combat Expertise
    Benefits: By expending one daily use of your Ki Pool as a Free Action when using your Combat Expertise Feat you may increase your Dodge Bonus to AC by +2 for the round.


    Improved Bougyo
    Prerequisites: Bougyo, Combat Expertise
    Benefits: By expending one daily use of your Ki Pool as a Free Action when using your Combat Expertise Feat you may increase your Dodge Bonus to AC by +2 for the duration of the encounter (if you do not use the Combat Expertise Feat on any round during the encounter you still gain this Dodge Bonus).


    Greater Bougyo
    Prerequisites: Bougyo, Combat Expertise, Improved Bougyo
    Benefits: By expending one daily use of your Ki Pool as a Free Action when using your Combat Expertise Feat you may turn any successful Critical hit you receive into a regular hit.


    Keikai
    Prerequisites: Eyes in the Back of Your Head
    Benefits: If you are attacked while Denied your Dexterity Bonus to AC, you may expend a daily use of your Ki Pool as a Free Action to retain the Benefits of your Eyes in the Back of Your Head Feat.


    Improved Keikai
    Prerequisites: Eyes in the Back of Your Head, Keikai
    Benefits: By expending one daily use of your Ki Pool as a Free Action opponents who are flanking you do not gain the Benefit of their Sneak Attack dice for 1 round.


    Greater Keikai
    Prerequisites: Eyes in the Back of Your Head, Improved Keikai, Keikai
    Benefits: By expending one daily use of your Ki Pool as a Free Action opponents who are flanking you do not gain the Benefit of their Sneak Attack dice for the duration of the encounter.


    Tsuyoi
    Prerequisites: Power Attack
    Benefits: When using your Power Attack Feat, you may expend a daily use of your Ki Pool as a Free Action to add one die to the weapon damage for that round. For example a 1d8 weapon wound do 2d8.


    Improved Tsuyoi
    Prerequisites: Power Attack, Tsuyoi
    Benefits: When using your Power Attack Feat, you may expend a daily use of your Ki Pool as a Free Action to add one die to the weapon damage for the duration of the encounter.


    Greater Tsuyoi
    Prerequisites: Power Attack, Improved Tsuyoi, Tsuyoi
    Benefits: When using your Power Attack Feat, you may expend multiple daily uses of your Ki Pool as a Free Action to add multiple dice to the weapon damage for one round. For example if you have a 1d8 weapon, and spend 3 uses of your Ki Pool, it does 4d8 for that round.
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    Default Re: Samurai Redux

    Hmm....not much love for the Samurai class...

    I'm planning on PrC's and such too once I get it done. Has no one any thoughts?
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    Default Re: Samurai Redux

    Well, I like it. It has the feel of the OA samurai (with some of the fun from the otherwise horrible CW samurai) , but is far more customizable and powerful. It reminds me superficially of several of the fighter builds I've seen on the boards over the last year, and maybe is getting passed over due to the similarity. But I think this concept is strong, and would make the class fun to play and varied enough to accommodate multiple play styles.

    Balance is not my area of expertise, I'm sorry to say, so I'm not much help there. But I'll run it past my group (optimizers par excellence) and see what they say.

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    Default Re: Samurai Redux

    I see a few things so far that make me raise an eyebrow, like specifying when you get new Ki abilities, as I have no idea currently how many I get or what levels I get them or whether they're feats or not.

    Another thing is the Military Training progression, with the order of some of the feats earned. Like Infantry Archer, getting Improved Precise Shot so late that it won't matter in the slightest. Switching out Sharpshooting for Improved Precise makes more sense, as Sharpshooting obsoletes with Improved Precise and at the level you get it, it makes no sense to not get Improved Precise instead. Another is Iaijutsu getting Combat Intuition at 19th, long past when it is remotely useful. Another nitpick is with not calling Improved Short Haft as that, as it's confusing when compared to the original, as well as I'm not sure whether it's actually an improvement or not, really.

    Other than that, it's powerful and useful, flavorful and something actually desirable to play. Giving them Iaijutsu Focus as a class skill would make sense as well. Good job regardless. ^_^

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    Default Re: Samurai Redux

    Very well done. I was working on submitting my own samurai class, but now, I don't feel like putting it up anymore.

    Or maybe I will, since I am also making a ronin class.

    Once again, very thorough and well executed.

    Might want to fix the table though.
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    Default Re: Samurai Redux

    I was also going to propose a Samurai retooling, but you've seem not only to pre-empt me, you also took some of my ideas!! (I should get one of those tinfoil hats, methinks...)

    I'll still do it, given that what I propose has some relevance nonetheless...

    In any case, there's a few things I'd like to point out. Specifically, the idea of using the Ranger's combat styles to deal with the Samurai. I was also planning that idea, but through an entirely different way (and mostly collapse it into Nitojutsu, Iaijutsu, Aikijutsu, Cavalry and Mounted Archery). Also, the Ki pool ...except that the Ki abilities are bizarre in execution.

    Which leads to one of my troubles with it, which I believe Cieyrin pre-empted me on pointing it first. Basically, you gain one new ability each level, if you meet the prerequisites; however, you can only get up to 6 abilities in either case, given that you'll mostly seek to specialize on one side and not on the rest. Unless you take your other feats to learn the prerequisites, in which case you get more abilities than necessary. In fact, the main problem with it is that they behave as feats, rather than actual ki abilities: you could justify making them feats and calling it a day. So really, you don't get ki abilities, unless you suggest all of them are supernatural abilities. In which case...you know AMF ruins all of your plans, right? Most, if not all of these abilities are perfectly fine as extraordinary abilities.

    Another thing I like, although not that much, is enhancing Intimidate. It's one of the best class abilities of the CW Samurai, hands none. I would be careful of adding this ability (given that not all Samurai have to be intimidating), but I'd still be thankful that one of the worthwhile class abilities got along.

    As for the feats, some of them are apparently on the wrong path. Mostly:
    --Cieyrin pre-empted me again on the positioning of Improved Precise Shot. It's too late, compared to the Ranger who gets it at 11th level. The better idea would be Point-Blank -> Precise -> Far Shot -> Improved Precise -> Imp. Critical -> Penetrating Shot -> (something else). Imp. Precise dwarfs Sharp-Shooting, and it makes sense that you can be more precise before hitting vitals with more precision or actually pull the bow in a way it hits more than one character.
    --Horse Archer gets Ride-by Attack. Nice, except that the actual ability for Bows is Shot on the Run. Consider you can't charge with a ranged weapon, unless you use the weapon as an impromptu melee weapon (which means a -4 on the AB). You could give them Shot on the Run, then give them the equivalent ability for archery in order to make them useful.
    --Spearman is meant to be an AoO denial character, which would be very nice...except that you don't get either Karmic Strike or Robilar's Gambit, which is the moment when you actually use that better.
    --Swordsman is pretty bare-bones, except for Kiai Shout (which, for odd reasons, works like the Monk's Stunning Fist and as Quivering Palm should have worked: a Samurai class ability that other classes get at a more limited scale)
    --Double Swordsman (or Nitojutsu, which isn't as close as Musashi called it but nearby) gets the defenses after the offensive abilities. Which is weird, given that it would be reasonable to make it TWF -> TWD -> OTWF -> ITWF -> ITWD -> GTWF -> GTWD. The art of using two swords, if you go through the actual schools that used it (Florentine, Musashi's Nitou Ryu) use the left hand weapon as a defensive weapon, dealing hits only when your main weapon was interrupted, and mostly serving as a method of glancing blows. Thus, it makes more sense to give it such a progression. I understand you wanted to be as close as possible to the TWF progression, but as it stood made few if little sense.
    --Iaijutsu is...pretty close to the original, but aside from Iaijutsu Focus, you don't have much to do with Quick Drawing. Adding Improved Critical would have made more sense, since you want to actually make your attack deadlier from the beginning, which is the entire point of Iaijutsu (draw and cut the enemy within a single blow in order to defeat the enemy as fast as possible, since the stance and maneuver left you defenseless later on)
    --Cavalry works nicely. Imp. Ride-by Attack seems to work like Bounding Assault and Rapid Blitz, except that you get all attacks already (so to speak)

    My biggest qualm would be that you get too many feats, given that your ki abilities behave more like feats than like actual supernatural abiliities. With about 5-6 Ki abilities which behave like feats, and 7 actual, albeit guided, bonus feats, you have more bonus feats than a Fighter which has 11 in all of its career. That would work badly if you wish to justify your methodology, since it would imply you could do something similar with the Fighter and not have that much trouble duplicating it. I don't say it's bad, but you need to consider that, were it not because you attempted to tie up feat fixes and better feats as Ki abilities (and made them limited per day, but then again your ki pool is huge). If anything, the only actual original ability you have is the ki pool, the Iron Will enhancement (wait, that's an extra feat, so that sums up to 8 bonus feats, and Indomitable Soul makes it 9) and the Intimidate enhancements. The latter two aren't bad (it makes the Samurai a champion in resisting mental effects and even some Fort/Ref effects, and it makes the Samurai a frightening opponent), but it looks and behaves quite a lot like the Fighter.

    All in all, it's a refreshing change on the Samurai. It could still improve a bit more, but it has a beautiful progression. I'm not so excited about the last ability (you could have made it a Ki ability, after all), but I think I spoke enough.
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    Default Re: Samurai Redux

    Quote Originally Posted by Cieyrin View Post
    I see a few things so far that make me raise an eyebrow, like specifying when you get new Ki abilities, as I have no idea currently how many I get or what levels I get them or whether they're feats or not.

    Another thing is the Military Training progression, with the order of some of the feats earned. Like Infantry Archer, getting Improved Precise Shot so late that it won't matter in the slightest. Switching out Sharpshooting for Improved Precise makes more sense, as Sharpshooting obsoletes with Improved Precise and at the level you get it, it makes no sense to not get Improved Precise instead. Another is Iaijutsu getting Combat Intuition at 19th, long past when it is remotely useful. Another nitpick is with not calling Improved Short Haft as that, as it's confusing when compared to the original, as well as I'm not sure whether it's actually an improvement or not, really.

    Other than that, it's powerful and useful, flavorful and something actually desirable to play. Giving them Iaijutsu Focus as a class skill would make sense as well. Good job regardless. ^_^

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    Thanks Cieyrin. I need to redo the Feats I know, I just havent had time to look at them closely yet. I added Feats I knew each one should have and figured I could fidget with what level they actually got them with later. It is still a work in progress

    Ki Abilities arent Feats, you get one new Ki ability per level if you meet it's prerequisites. It's in the class just down from the Ki Pool listing. They're the part of the class I havent really fleshed out so well yet.
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    Default Re: Samurai Redux

    Quote Originally Posted by Teutonic Knight View Post
    Very well done. I was working on submitting my own samurai class, but now, I don't feel like putting it up anymore.

    Or maybe I will, since I am also making a ronin class.

    Once again, very thorough and well executed.

    Might want to fix the table though.
    Whats wrong with the table?

    Do go ahead and post yours. Homebrew should always be seen
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    Default Re: Samurai Redux

    Quote Originally Posted by T.G. Oskar View Post
    I was also going to propose a Samurai retooling, but you've seem not only to pre-empt me, you also took some of my ideas!! (I should get one of those tinfoil hats, methinks...)
    The Feats need tweaking and it's coming. The Ki abilities are the truly unfinished bit, and I'll be working on them soon. I just wanted an idea of what people thought with what I had so far.
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    Default Re: Samurai Redux

    I have trouble accepting the idea that the Samurai really needs its own class, but good job none the less.
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    Default Re: Samurai Redux

    Ki samurai? >_>

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    Default Re: Samurai Redux

    Quote Originally Posted by Latronis View Post
    Ki samurai? >_>
    Oh my, a Ki Samurai?

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    Default Re: Samurai Redux

    Quote Originally Posted by Latronis View Post
    Ki samurai? >_>
    Sure, why not? It's just Kensei in base class form.
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    Default Re: Samurai Redux

    Strikes me as a little odd is all

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    Default Re: Samurai Redux

    Quote Originally Posted by Latronis View Post
    Ki samurai? >_>
    Of the several martial arts making use of Ki in their philosophy/training some forms of karate and Kenjutsu are among them. It's not so far fetched to make a Ki Samurai (besides the CW Samurai had Ki strike)

    Also, I edited the text for Ki abilities a little. More Ki stuff coming soon, and the Feats will be tweaked as well.
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    Default Re: Samurai Redux

    Anyone have any thoughts on good sources to read for possible Ki abilities? Its hinted that Samurai who became Kensei had supernatural abilities, but I cant find anything beyond "I can kill stuff real good".
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    Default Re: Samurai Redux

    It might not be what you're looking for, but you can try the Tome Monk whose entire point is to do that with vaguely ki-like abilities.
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    Quote Originally Posted by Bhu View Post
    Anyone have any thoughts on good sources to read for possible Ki abilities? Its hinted that Samurai who became Kensei had supernatural abilities, but I cant find anything beyond "I can kill stuff real good".
    I know this will sound as shameless self-promotion, but you may consider studying my particular take on ki for the Monk and the Ninja. I'm not particularly keen on how the CA Ninja worked with the ki pool, but it's nonetheless a beautiful method to grant a set of supernatural powers.

    This site, even though it's mostly Forgotten Realms material, has a very effective database of feats dealing with how to expand the ki abilities of a Ninja. Again, they use the rough guidelines of the ki powers of the Ninja, but it can give you a good idea on how to work things out.

    Now, if you want a very good idea on how a ki power should work, here's a few guidelines. First, ALL ki abilities are supernatural, without exception. This means the ki feats are unique because they are supernatural in origin, not extraordinary as usual (much like the Incarnum feats, IIRC). Also, the original guideline was to provide a special ability dealing with illusion or with evasion, that could last for 1 round per use of ki power at most. Of course, as things stand out, that kind of limitation on duration sucks badly. I decided to go out and work with half class level for all Ninja and Monk supernatural ki abilities.

    As a rough estimate, a ki power should grant the user an ability similar in power to a spell of an equivalent spell level. If you grant said ability much earlier, it is reasonable to limit it to 1 round/ki point until you reach the indicated level, in which case you can extend it to 1 round per 1/2 class level/point. If the ability is notably strong, consider raising the cost: 2 points for strong abilities, 3 points for insanely strong abilities or new mechanics. Finally, work with the idea that, if you have a ki pool and a feat that requires ki power, you should treat the ki power providing class as if Ninja for purposes of duration and whatnot. The only exceptions to the rule are Ascetic Stalker and such multiclass-aid feats, which should remain Ninja/X exclusive.

    Now, I also have a method that usually works for me, but that you may not wish to implement, and that is adding supernatural abilities that don't depend on ki abilities but rather are enhanced by expenditure of ki points. This serves as a great limitation for ki power, since you must keep at least one point at all times in order to use these supernatural abilities. You can decide that some abilities still work while without a ki pool.

    This is a general guideline for making ki abilities that are flavorful, mechanically reasonable, and that don't behave like either feats or maneuvers (since, for all means, as ki abilities work now, you could do much more with a Warblade and calling it a Samurai). Also, ki pools should never be higher than 1/2 class level + Wis modifier. Too much, and you can pretty much spam your maneuvers at any time. Still, upon this last tidbit, I'll allow you to make the judgment call.

    One more thing: that I gave you these pointers and recommendations doesn't mean I'm not giving up with my idea of a retooled Samurai. I still have unique ideas for them, after all. I'm telling you, since the ideas you've developed for your Samurai and what I have planned run parallel in many ways (except that I'm planning to work with the ki power chassis I've already developed). So don't be afraid if I "use/steal" many of your ideas; I had already thought of them (I think I mentioned that in my first post here). I'll try to be different, of course, and I will help as much as possible nonetheless.
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    Default Re: Samurai Redux

    I'm kinda trying to keep to the abilities mentioned in legend. There was a page discussing the kensei and what samurai of legend could do, but im having trouble finding it again.
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    Default Re: Samurai Redux

    Added 4 new Ki abilities
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    Default Re: Samurai Redux

    Added 3 more Ki abilities based on some stuff I found. Also saw mention of a boulder splitting samurai. Being able to cast Shatter through a sword blow maybe?
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    Default Re: Samurai Redux

    Quote Originally Posted by Bhu View Post
    Added 3 more Ki abilities based on some stuff I found. Also saw mention of a boulder splitting samurai. Being able to cast Shatter through a sword blow maybe?
    That's an application of Iaijutsu Focus, really. Massive damage dice or ignore Hardness, your pick.
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    Default Re: Samurai Redux

    whilst I'm looking for the Ki stuff I might as well put this up:

    work in progress

    RONIN



    “The warrior doesn't care if he's called a beast or a dog; the main thing is winning.”

    Bushido is a difficult code to follow. It stresses absolute obedience to ones Lord, and absolute honor. When ones Lord is corrupt, these ideals come into clash, and a Samurai must choose one of them. Many Samurai aren't fools, and will not take their own life at the whim of an insane nobleman when it would be throwing it away. While there is life there is hope for regaining ones honor. Assuming you can survive the killers your former Lord will obligingly place in your way as a gift for disobeying him.

    Bushido also states that a Samurai who loses his master must take his own life. Many choose to find another master instead, and simply wander until they do. Others never find a master, and find a harsh new world in which they are no longer a soldier-poet, but a paid murderer that affords food and shelter by shedding the blood of other men. Few return from the psychological blow this situation causes and remain as wanderers or criminals for all their days. Some begin to enjoy it, while others strive to redeem themselves.



    BECOMING A RONIN
    To become a Ronin you must simply be a Samurai who has lost his Master. This can be because your Lord had his lands and title stripped from him, he was killed without an heir, or you were sent away from his service for whatever reason. It can also mean you were ordered to commit seppuku, and simply decided not to.

    ENTRY REQUIREMENTS
    BAB: +6
    Class Abilities: Imposing Presence (Staredown)
    Feats: Eyes in the Back of Your Head, Quick Cut, Quick Draw
    Skills: Bluff 4 ranks, Diplomacy 4 ranks, Intimidate 4 ranks, Knowledge (Local) 4 ranks, Listen 4 ranks, Sense Motive 4 ranks
    Special: Must have fled or been exiled from the service of your Lord (having fled is far more common). Usually for having disobeyed an order to commit seppuku or one that you found dishonorable, having failed in an important task, or simply because your lord has died or lost his station. Must have at least 1 level in the Samurai Class.


    Class Skills
    The Ronin's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, Nobility & Royalty)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
    Skills Points at Each Level : 4 + int

    Hit Dice: d10

    Ronin
    {table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special
    1st|+1|+0|+2|+2|Ki Pool, Skills of Necessity
    2nd|+2|+0|+3|+3|Intimidating Blade
    3rd|+3|+1|+3|+3|Nintai
    4th|+4|+1|+4|+4|Skills of Necessity
    5th|+5|+1|+4|+4|Intimidating Blade
    6th|+6/+1|+2|+5|+5|Nintai
    7th|+7/+2|+2|+5|+5|Skills of Necessity
    8th|+8/+3|+2|+6|+6|Intimidating Blade
    9th|+9/+4|+3|+6|+6|Nintai
    10th|+10/+5|+3|+7|+7|Folk Hero[/table]

    Weapon Proficiencies: A Ronin gains proficiency with any one weapon he isn't already proficient with.

    Ki Pool: The Ronin's class levels stack with his Samurai levels for purposes of determining how many times per day he can use his Ki Pool and for how many Ki Abilities he has learned. The Ronin also gains access to several Ki abilities not open to the Samurai (which will be detailed below).

    Skills of Necessity (Ex): At various points in his 'career', a Ronin will find himself having to perform acts he once thought beneath him (or even openly criminal) to survive, and he must learn skills he would never have once considered. At levels 1, 4, and 7 he may choose 2 skills from the following list and these are now considered class skills: Balance, Disable Device, Disguise, Escape Artist, Forgery, Knowledge (Nature), Open Lock, Search, Sleight of Hand, Tumble, or Use Rope.

    Intimidating Blade (Ex): As a Ronin you now make use of your abilities to intimidate others more often perhaps than you did as a noble. Beginning at 2nd level, you gain a Circumstance Bonus equal to your Charisma Modifier to all Attack rolls against any opponent you have Demoralized successfully by using Intimidate.

    At 5th level if you successfully Demoralize an opponent he is Shaken for the duration of the encounter as opposed to 1 round.

    At 7th level you increase the Critical Multiplier of successful Critical attacks against any opponent subject to a Fear condition (Shaken, Frightened, Panicked, etc) by 1. I.E. if your attack normally does x2 damage on a successful critical, it now does x3.

    Nintai (Ex): At 3rd level if a spell effect allows for half damage/partial effect on a successful Fortitude Saving Throw, you take no Damage/Effect instead.

    At 6th level if a spell effect allows for half damage/partial effect on a successful Willpower Saving Throw, you take no Damage/Effect instead.

    At 9th level anytime you successfully make a Fortitude or Willpower Saving Throw, you gain a +2 Bonus against that same power/spell/effect for the next 24 hours.

    Folk Hero (Ex): Deserved or not, by the time you can reach 10th level your deeds have given you a legendary reputation. Assuming your campaign uses rules on Ronin automatically being granted outlaw or second class citizen status, you have managed to become an exception to that rule. You gain double your Charisma Modifier on all Charisma Based Skill checks (and his Leadership Score if he has the Leadership Feat).

    PLAYING A RONIN
    You are a desperate man. Legally you aren't allowed to live in a city or be employed there until you find a new master (assuming that ever happens). This gives you almost no options for earning money outside of being a criminal, and sentences you to a life of subsistence survival at best. You'll have to leave and move far from where you are known, change your name, and even then at best you'll get the work no one else wants. You'll also need to avoid anything that could expose you or draw attention to yourself.
    Combat: Ronin have many enemies. The government probably wants them dead, the criminals and mercenaries they killed while part of the nobility have relatives who'd like them dead, and the actions they have had to take to survive in their new world have probably earned them more than a little hate from someone. As a result, stealth is now part of their vocabulary. As outnumbered as they are they have little choice to rely on ambush attacks. Many learn the use of unusual weapons, or ones that they would formerly disdain so as not to stand out.
    Advancement: Ronin are an individualistic lot. Some do their best to regain their former position. Some end up as criminals, and discover they enjoy no longer having to hide their true sociopathic nature. Others decide to abandon the hypocrisy of their former life, while still attempting to maintain the ideals they have always believed in (without worrying about social restrictions too implausible to maintain). A few simply resign themselves to their fate as killers, and drown their sorrows in sake and the blood of anything crossing their path.
    Resources: Few Ronin have a great amount of resources. Almost all without fail are quite broke unless they are willing to become criminal and murder for hire. Ronin who become heroic can occasionally ask favors of those they are helping or have helped in the past, but for the most part you are entirely on your own.

    RONIN IN THE WORLD
    "It is truly regrettable that a person will treat a man who is valuable to him well, and a man who is worthless to him poorly."
    To be a Ronin and not have committed seppuku upon the loss of your master is considered to be the height of shame by the nobility. Any Samurai or other noble would just as soon spit on you as look at you, and you must avoid them if you do not wish to have fights you need to avoid for fear of being arrested and executed. In some cases you are officially banned from living in cities in the hopes you will die in the wilderness, and as such the life of a criminal is impossible to avoid. It is possible to redeem oneself, but it is very rare indeed for any Ronin to once again become Samurai. Even peasants feel free to heap humiliation upon the Ronin, and most only find acceptance as Yojimbo (bodyguards), Watari-Kashi (mercenaries), monks, or assassins for the Yakuza (though some of these are less respected than feared).
    Daily Life: Much of your time is spent avoiding people who want to kill you for past indiscretions, people trying to create confrontations to humiliate you (which will get you caught by your would-be killers), people who want you dead for reasons you haven't learned yet, and really just about everyone else. While still trying to earn enough to survive. Lets face it you're pretty much screwed.
    Notables: Tominaga (Lawful Good Male Human Samurai 6/Ronin 6) was once a Samurai of great renown, now fallen into disrepute with the passing of his former master during a coup which tarnished his name. Running from the Law (which is now composed largely of his former masters enemies), Tominaga ekes out a living taking on risky tasks no one else will do, such as killing demons.
    Organizations: Ronin rarely have any form of organization dedicated to their cause on anything other than a temporary basis (the legend of the 47 Ronin for example). Occasionally they do have a formal organization dedicated to protecting against roving bands of Ronin bandits (i.e. the Gonin Gumi), but unless they belong to a criminal or mercenary group (or are bodyguard to a particularly powerful individual) they have no real backup. Ronin are on their own.

    NPC Reaction
    The Ronin are almost universally despised. Samurai hate you as you're a living symbol of their potential for failure. The criminals hate you because you used to be considered as better than them while massacring them at will, and the peasants for much the same reason. Once you're no longer a Samurai you learn the world is a much harsher place for the lower castes, and they're only respectful to you while you're around. Now that you've fallen, they can freely indulge in trying to vent all their frustrations on you. Even those willing to hire you still look down on you since they know they have you by the short hairs.

    RONIN IN THE GAME
    The Ronin are a despised group, and any player wanting to become one will have to realize that he's in for a world of pain. Virtually everyone he encounters will feel obligated to provoke him since they know he can't fight back without risking discovery. Make sure to discuss this with the player beforehand so he doesn't feel you're singling him out.
    Adaptation: This is pretty much tailored for a pretty grim, gritty campaign. Ronin aren't funny, and their lives are prime examples of bleak despair.
    Encounters: Ronin can be encountered just about anywhere. Many form roving bands of highwaymen in the forests that pick on anything that comes their way, or join the Yakuza as muscle. A few of the more famous and capable become bodyguards to those rich enough to openly flout the rules of society by having a fallen Samurai as their pet killer.

    Sample Encounter
    EL 12: The PC's are approached by what looks like a possible brigand who asks for help in destroying a particularly disturbing cult grown up around a family of Oni.


    Tominaga
    Lawful Good Male Human Samurai 6/Ronin 6
    Init +2, Senses: Listen +0, Spot +0
    Languages Common
    ------------------------------------------------
    AC , touch , flat-footed (+2 Dex, )
    hp 78 (12 HD)
    Fort +8, Ref +9, Will +10
    Nintai
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee
    Base Atk +12, Grp +14
    Atk Options Imposing Presence, Intimidating Blade (+2)
    Combat Gear
    Ki Abilities Known Bear Slayer, Improved Weapons Training, Monster Slayer, Oni Slayer, Yokai Slayer, Weapons Training,
    -----------------------------------------------
    Abilities Str 14, Dex 14, Con 12, Int 10, Wis 10, Cha 15
    SQ Ki Pool 14/day, Skills of Necessity (Balance, Knowledge: Nature, Search, Tumble),
    Feats Far Shot, Improved Quick Cut, Point Blank Shot, Precise Shot, Weapon Focus (Katana), Quick Cut (B), Quick Draw (B), Indomitable Soul (B), Iron Will (B)
    Skills Balance +6, Bluff +6, Climb +6, Diplomacy +6, Hide +6, Intimidate +6, Jump +6, Knowledge (Local, Nature) +4, Listen +4, Move Silently +6, Ride +6, Sense Motive +4, Survival +4, Tumble +6
    Possessions



    EPIC RONIN

    Hit Die: d10
    Skills Points at Each Level : 4 + int
    Bonus Feats: The Epic Ronin gains a Bonus Feat every 2 levels higher than 20th

    EX-RONIN

    Once he has been accepted by a new master (and can gain new levels of Samurai), the Ronin can no longer take levels in the Ronin Prestige Class until he has been thrown out by the aforementioned new master and is a Ronin once more.


    Ki Abilities

    Ability
    Prerequisites:
    Benefits:
    Last edited by Bhu; 2010-02-04 at 04:40 AM.
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    Firbolg in the Playground
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    Default Re: Samurai Redux

    THis is hell week for me. I'll have more up soon
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    Default Re: Samurai Redux

    A good class deserves a good table, so here you go:

    Samurai
    {table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special
    1st|+1|+2|+0|+2|Military Training, Ki Pool, Ki Abilities
    2nd|+2|+3|+0|+3|Iron Will
    3rd|+3|+3|+1|+3|Imposing Presence (+4 Intimidate Checks)
    4th|+4|+4|+1|+4|Military Training
    5th|+5|+4|+1|+4|Iron Will
    6th|+6/+1|+5|+2|+5|Imposing Presence (Staredown)
    7th|+7/+2|+5|+2|+5|Military Training
    8th|+8/+3|+6|+2|+6|Iron Will
    9th|+9/+4|+6|+3|+6|Imposing Presence (Improved Staredown)
    10th|+10/+5|+7|+3|+7|Military Training
    11th|+11/+6/+1|+7|+3|+7|Iron Will
    12th|+12/+7/+2|+8|+4|+8|Imposing Presence (Imposing Strike)
    13th|+13/+8/+3|+8|+4|+8|Military Training
    14th|+14/+9/+4|+9|+4|+9|Iron Will
    15th|+15/+10/+5|+9|+5|+9|Imposing Presence (Frightful Presence)
    16th|+16/+11/+6/+1|+10|+5|+10|Military Training
    17th|+17/+12/+7/+2|+10|+5|+10|Iron Will
    18th|+18/+13/+8/+3|+11|+6|+11|Imposing Presence (Improved Frightful Presence)
    19th|+19/+14/+9/+4|+11|+6|+11|Military Training
    20th|+20/+15/+10/+5|+12|+6|+12|Daimyo[/table]

    Ronin
    {table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special
    1st|+1|+0|+2|+2|
    2nd|+2|+0|+3|+3|
    3rd|+3|+1|+3|+3|
    4th|+4|+1|+4|+4|
    5th|+5|+1|+4|+4|
    6th|+6/+1|+2|+5|+5|
    7th|+7/+2|+2|+5|+5|
    8th|+8/+3|+2|+6|+6|
    9th|+9/+4|+3|+6|+6|
    10th|+10/+5|+3|+7|+7|[/table]

    Click QUOTE on this post to view the code that I used to write these tables. If you need more help making tables, then lemme know. With Excel & Notepad, making vBulletin-coded tables is quick & easy.

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    Default Re: Samurai Redux

    Thanks Zeta!! I edited them in.
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    Default Re: Samurai Redux

    I don't even bother with notepad it's that easy

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    Default Re: Samurai Redux

    Quote Originally Posted by Latronis View Post
    I don't even bother with notepad it's that easy
    Yes, it's easy, but Notepad allows for efficient replacement of TAB spaces with | symbols. Otherwise, I've have to do that myself, by hand. Each table has dozens of spaces that require tedious replacement, so I learned my lesson well.

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    Default Re: Samurai Redux

    A few small things:

    Short Haft has a prerequisite of Short Haft. As it is, it is impossible to gain.

    The Mastery line of School feats all require a BAB of +24. This is impossible to obtain, as BAB does not increase outside of the normal twenty levels, and even with Epic levels, you only receive a standardized Attack Bonus increase, not a Base Attack Bonus increase. If I'm missing something of the class itself that would allow a BAB over +20, though, feel free to correct me.
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    Default Re: Samurai Redux

    Quote Originally Posted by Belobog View Post
    The Mastery line of School feats all require a BAB of +24. This is impossible to obtain, as BAB does not increase outside of the normal twenty levels, and even with Epic levels, you only receive a standardized Attack Bonus increase, not a Base Attack Bonus increase. If I'm missing something of the class itself that would allow a BAB over +20, though, feel free to correct me.
    You can in fact have a BAB higher than +20, as noted here. The difference is that Epic BAB won't increase the number of attacks you can receive beyond 4 and that it progresses the same for everybody, at least via class levels. Monster HD seems to ignore the cap, given the number of BAB 20+ monsters out there, foremost among them being Dragons and Outsiders.

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