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  1. - Top - End - #1
    Pixie in the Playground
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    May 2013

    Post Base Clase: Samurai 3.5e [Reworked] - PEACH -

    Well this is my take on fixing the Samurai and making him *at least* a tier 3, even when I think I went a bit over the top. Anyway, let's hear what you guys have to say.

    Samurai

    Weapon and Armor Proficiency: A samurai is proficient with all simple and martial weapons, and with all types of armor, but not with shields.

    Hit Die: d10
    Alignment: Any Lawful, tendency to Neutral.
    Class Skills (4+Int Skill Points per level):Balance (Con), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Listen (Wis), Knowledge (Nobility and Royalty) (Int), Knowledge (History) (Int), Knowledge (Religion) (int), Perform (Cha), Ride (Dex), Spot (Wis)

    {table=head]Level|BAB |Fort|Ref|Will|Class Traits
    1|+1|+1|+0|+2|Kendo I, Ancestral Daisho, Bushido
    2|+2|+1|+0|+3|Daisho focus I
    3|+3|+2|+1|+3|Immune to fear effects
    4|+4|+2|+1|+4|Uncanny dodge, Kendo II
    5|+5|+2|+1|+4|Armor fit (Light), Insight (No armor)
    6|+6/+1|+3|+2|+5|Honor strike, Battle trance 1/d, Immune to compulsion effects
    7|+7/+2|+3|+2|+5|Okuri-ashi I
    8|+8/+3|+4|+2|+6|Kendo III
    9|+9/+4|+4|+3|+6|Battle trance 2/d
    10|+10/+5|+5|+3|+7|Immune to mind affecting effects, Armor fit (Medium), Insight (Light armor)
    11|+11/+6/+1|+5|+3|+7|Daisho Focus II
    12|+12/+7/+2|+6|+4|+8|Battle trance 3/d, Kendo IV
    13|+13/+8/+6|+6|+4|+8|Mawarini Oji-waza
    14|+14/+9/+4|+6|+4|+9|Okuri-ashi II
    15|+15/+10/+5|+7|+5|+9|Battle trance 4/d, Armor fit (Heavy), Insight (Medium armor)
    16|+16/+11/+6/+1|+7|+5|+10|Kendo V, Impervious, Relinquish Entropy
    17|+17/+12/+7/+2|+7|+5|+10|-
    18|+18/+13/+8/+3|+8|+6|+11|Battle trance 5/d
    19|+19/+14/+9/+4|+8|+6|+11|-
    20|+20/+15/+10/+5|+9|+6|+12|Insight (Heavy armor), Daisho Mastery, Kendo Mastery[/table]

    CLASS TRAITS:

    Spoiler
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    Kendo:
    Feats granted by any of the Kendo Class Trait are granted even if the Samurai does not have the normal prerequisites for that feat.

    At 1st level, a Samurai gains the Exotic weapon proficiency (Bastard Sword) feat and must select one of two combat styles to pursue: Katana or Katana and Wakizashi.
    This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

    If the Samurai selects Katana, he gains the Improved disarm feat.

    If the Samurai selects Katana and Wakizashi, he is gains the Two-Weapon Fighting feat.

    At 4th level if the Samurai chose Katana as his fighting style, he gains the Quickdraw feat. If he chose Katana and Wakizashi he gains the Flay Foe feat.

    At 8th level if the Samurai chose Katana as his fighting style, he gains the Improved Critical (Bastard Sword) feat. If he chose Katana and Wakizashi he gains the Improved Two-Weapon Fighting feat.

    At 12th level if the Samurai chose Katana as his fighting style, he applies 2 times his STR modifier instead of 1,5 when wielding with both hands. If he chose Katana and Wakizashi he gains the Double Hit feat.

    At 16th level if the Samurai chose Katana as his fighting style, his Katana counts as a weapon 1 size larger. If he chose Katana and Wakizashi he gains the Greater Two-Weapon Fighting feat.

    Ancestral Daisho: A Samurai begins play with either a Katana or a Katana and a Wakizashi. These are weapons that belonged to the samurai's ancestors, and protecting the weapons is an important point of honor for the samurai. A Samurai may retreat to a Shrine or temple and spend time awakening the power and expertise of his ancestors, enhancing his weapon. This requires a sacrifice of valuable items worth the amount shown on Table: Ancestral Daisho. This sacrifice does not have to be gold, the character can sacrifice magic items or other goods worth the required amount,
    rather than selling his goods to pay for the sacrifice. The samurai must meet the minimum character level(including any prestige class levels) shown on the table, and he must spend one day per 1,000 gp sacrificed in the shrine or temple. During this time, he must spend at least 8 hours each day kneeling before his ancestors and his weapons, not stopping to eat or rest.

    Before a samurai's ancestral sword becomes a +1 weapon, it is an ordinary masterwork weapon in every way. Its latent supernatural powers do not cause it to be considered a magic weapon until those powers are awakened.
    A samurai who loses his ancestral swords is dishonored until he can recover them. He cannot enhance any other weapon in this way.

    Table: Ancestral Daisho
    {table=head]Bonus|Total sacrifice required |Minimum character level
    +1|2,000gp|4th|
    +2|8,000gp|7th|
    +3|18,000gp|9th|
    +4|32,000gp|11th|
    +5|50,000gp|13th|
    +6|72,000gp|14th|
    +7|98,000gp|15th|
    +8|128,000gp|16th|
    +9|162,000gp|17th|
    +10|200,000gp|18th|[/table]

    Bushido: Someone who enters in the Samurai class may not advance in any other class after that, nor he can change his lawful alignment. The samurai moral code stresses frugality, respect to everyone, loyalty, martial arts mastery, and honor unto death. The Samurai is life bound to his liege lord (or another person of utmost importance to the Samurai) and is compelled with pleasure to do anything the lord would ask of him. This includes the abandon of any possessions, altering his way of life and even death if asked to. He is bound by honor and lives to serve. While he adheres to the Bushido code of life, he is Honored.

    The code, while always being an epitomized honor pact, is usually determined by the lord with more specific instructions. A Samurai who doesn't fulfill this pact is considered Dishonored.

    • Dishonored (Ex): A Samurai is dishonored when breaking his pact or losing his Daisho. He loses all class traits, except for the proficiency, Okuri-ashi and the Kendo line of abilities, and gains a -2 morale penalty to all rolls (the result may go below 0). If he broke his pact, he may only regain his honor by a specific task delivered by his lord or by Hara-Kiri. If he lost his swords, he must regain them.


    Death Ceremonies:A Death ceremony is a way for a Samurai who has been beaten, broke an oath or failed to protect his lord to regain his honor. There are 2 of these death ceremonies.
    • Hara-Kiri: The Hara-kiri is usually executed when the lord is alive and the Samurai has failed him in a way the lord has considered deemful of death. In this ceremony, the Samurai kneels and commits suicide by cutting himself open with his Daisho.

    • Seppuku: This other procedure is usually executed when the lord has died because of a war or when a sworn enemy defeats the Samurai. The Samurai kneels in front of another person whom he deems worthy and while stabbing himself in the stomach, the other person cuts his head.


    Ex-Samurai: A Samurai may voluntarily break the connections to his lord, in this case his Honor Strike and Relinquish entropy abilities do not count as lawful weapons to overcome damage reduction nor do they do Extra damage. He may not go back to service except in strange ocations, and so usually goes on exile.
    On top of this, an Ex-Samurai gains a -4 morale penalty to rolls against people of lawful alignment that know of his desertion and people from his ex lord's realm are 1 step below in the NPC attitude chart.

    Daisho Focus (Ex): A Samurai grows attuned to his swords with use in battle. He gains the Weapon Focus (Bastard sword) feat, and he qualifies for feats that would otherwise require a minimum Fighter as if he was a warrior 4 levels lower (Min 1).

    At lvl 11, he grows ever more dextrous and attuned to his swords, considering them an extension of his arm. He gains the Combat Reflexes feat and qualifies for feats that would otherwise require a minimum Fighter as if he was a warrior 3 levels lower.

    Immune to fear (Ex): Since third level, a Samurai's determination to protect and serve make him immune to any kind of fear effects.

    Immune to compulsion effects (Ex): At 6th level, a Samurai's conciousness can't be compelled against his will.

    Uncanny Dodge (Ex): Starting at 4th level, a Samurai can react to danger before his senses would normally allow his to do so. He retains her Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized.

    Armor Fit (Ex): A Samurai gets accustomed to wear his broad range of armors most of the day, even when not in combat. Each Armor fit applies at different levels but grants the same improvements in each case. Whenever he wears the type of armor specified, its Max Dex is raised by 1 and his ACP is reduced by 1 (to a minimum of 0). These effect do not replace the ones gained in earlier levels and is cumulative with similar effects.

    Insight (Ex): A Samurai’s grows aware of his surroundings when his mind and body are comfortable and at ease. His battle senses are heightened and is able to read the enemy in combat. At 5th, Insight lets a Samurai wearing no armor add his Wisdom to his CA as an Insight bonus, but is lost while considered flat-footed. Every 5 levels, another type of armor becomes available for the Samurai’s Insight ability.

    Honor Strike (Su): The Samurai is a loyal and incorruptible servant of his lord. Whenever he is considered armed, a Samurai of 6th level and higher weapons are treated as a jade and law weapon for the purpouse of overcoming damage reduction and deal 1d6 of extra damage to chaotic creatures. This effect doesn't count towards the limitations of a weapon enchant nor it can be suppressed by a dispel magic or similar effect.

    Battle Trance (Ex): A Samurai may enter a Battle trance once a day and once more every 3 levels whenever he isn't under a condition status. If he were to change his condition status this effect ends. This trance lasts for 1+[WISmod] (min 1), and when it ends the Samurai is considered as if under a stagger effect for the duration (rounded up). This does not modify current lethal or non-lethal damage in any way.

    While in a Battle Trance, a Samurai gains his Wisdom modifier to attack rolls.

    In addition to it, every 3 levels after 6, he gains an additional effect while in the trance.

    • At level 9, he gains Improved Uncanny dodge while in this trance


    • At level 12, he adds his Wisdom modifier to his damage rolls.


    • At level 15, he adds his Wisdom modifier to his AC.


    • At level 18, he gains (WISmod + Class levels) SR.


    Okuri-Ashi (Ex): When attacking with a full attack action, you may the first attack as a bullrush attempt. At lvl14, this applies to your second attack aswell. These bullrush attempts apply also count as a normal attack and do any damage you would otherwise would have done.

    Immune to mind affecting effects (Ex): At level 10, the Samurai's conviction makes him resistance to any Mind-affecting effect.

    Mawarini Oji-waza (Ex): As a Samurai that's surpassed even his master, he's created techniques unknown to peers and enemies alike, with a constant pressure tactic, he's able to defend various spots and flanks at once, intercepting passing enemies.

    For the purposes of attacks of opportunity a samurai threatens creatures 5' further than his normal weapons reach. Whenever a creature enters a range weapon can't hit, he may take a 5-feet step in order to make the attack of opportunity. If he lands the attack while doing so, he may go back to his original space at no cost nor penalty, nor is any opponent granted an attack of opportunity. If he takes the 5-feet step but fails the attack, he may not return to the original square after the manuever and opponents may make an attack of of opportunity against him.

    Using this ability is possible only if the Samurai has a light load and he may take a maximum of 3+WISmod steps per day with Mawarini Oji-waza.

    Impervious (Ex): At level 16th a Samurai's mind purpouse and reason are beyond natural comprehension, yet clear as day for him. His thoughts can't be detected, influenced, or his emotions read as per the Mindblank spell effect. However, in difference to the spell, he might still be scryed.

    Relinquish Entropy (Su): The Samurai has trascended normal morale and become a scion of law and justice to his lord and an example of righteousness. Whenever he is considered armed, any weapon wielded by a Samurai of 16th level and higher is treated as a jade, cold iron and law weapon for the purpouse of overcoming damage reduction and is treated as a weapon with the Axiomatic enchantment, dealing 2d6 of extra damage to chaotic creatures. This effect doesn't count towards the limitations of a weapon enchant nor it can be suppressed by a dispel magic or similar effect. This effect overrides the Honor strike power.

    Daisho Focus (Ex): At lvl 20 a Samurai's Daisho become almost like a part of his body. He gains a +6 bonus against disarm attempts and he qualifies for feats that would otherwise require a minimum Fighter if he were a warrior 2 levels lower.

    Kendo Mastery(Ex): At 20th level the Samurai has become a master Samurai, deign of titles and legends and perceived as one of the finest fighters to have ever lived.
    If the Samurai chose Katana as his fighting style, he gains the Cougar fighting style. If he chose Katana and Wakizashi he gains the Mantis fighting style.

    Fighting styles:
    • Cougar Style: A Samurai trained in the art of a more focused type of sword play that has learned everything about it is able to contradict all of his learnings and combine offense and defense in a unique, straight forward attack. Like a cougar, he's able to move around the battlefield, ripping apart his prey. He gains +10ft to his land speed and removes the max dexterity limitation and any kind of armor check penalites from his armor. He gains the ability to pounce and the Wisdom Slice ability.


      • Wisdom Slice (Ex): If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You may take a WISmod+1 number of 5-foot steps before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability any number of times per round, but not exceeding your maximum movement for the turn nor (WISmod+1)*5-foot steps.

    • Mantis Style: A Samurai trained in the arts of a widespread, full on attack is able to use both his weapons equally as an offensive tool or as shields at any given time. Like a Mantis, he can lock down an opponent and do as he pleases with him, while taking no risks. He gains the Combat Expertise, Two-Weapon Defense, Improved Two-Weapon defense, Greater Two-weapon defense and Stand still feats. In addition, both weapons are treated as if having the defensive enchantment. This is not a magic effect, and thus doesn't count towards the limitations of a weapon enchant nor it can be suppressed by a dispel magic or similar effect. He gains the Mantis prey ability:


      • Mantis prey (Ex): If your attack with a weapon and a light weapon in the off-hand hit, the strikes deal normal damage and you can attempt to start a grapple as a free action; no initial touch attack is required. While grappling in this fashion, you count as a creature one size larger towards the grappled enemy. If you succeed in starting the grapple, you may not do any more attacks the round started it. Rounds after, you may use your off-hand to deliver attacks without the normal -4 penalty to the creature you're grappling. You may not, under any circumstance, attack the person grappled with Mantis prey with your main hand weapon, doing so stops the grapple and provokes an attack of opportunity from your formerly grappled opponent. While grappling, you gain combat options that you normally wouldn't gain while grappling someone:
        • Move action: By taking a -15 penalty on the grapple check, you may move up to half your speed, provided you can drag the grappled opponents weight. The opponent does not gain any bonuses while being dragged.

        • Attack: By taking a -25 penalty on your grapple check, you may do a single attack at a square you threaten.



    Change log:
    Spoiler
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    • Reduced Dishonored penalty

    • Corrected damage type on Honor Strike and Relinquish Entropy

    • Further explained Armor Fit and Insight abilities [Post] Must do so in Descriptions.

    • Removed UMD

    • Reworded Battle trance slightly.

    • Scaled down Okuri-ashi.

    • Reworded Mawarini Oji-waza.

    • Added Honor fluff.

    • Made Honor Strike and Relinquish Entropy (Su) abilities.

    • Improved Battle Trance description.

    • Clarified Okuri-Ashi.

    • Made the Mawarini Oji-waza more understandable.

    • Made Insight inapplicable while flat-footed for UD synergy

    • Corrected Impervious.

    • Added Daisho Focus - *cured* Dead level 2, 11 -

    • Changed Supreme Cleave for Wisdom Slice

    • Added Mantis Prey power

    • Reworked Cougar style slightly, added Pounce reference

    • Moved Mawarini Oji-waza one level down to remove a blank level

    • Added Flay foe reference
    Last edited by Kazy; 2014-09-04 at 01:23 PM. Reason: Feedback

  2. - Top - End - #2
    Barbarian in the Playground
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    Jun 2012

    Default Re: Reworked Samurai 3.5e

    When do you gain your ancestral daisho?

    Why do you get the equivalent if a third-level ability (immunity to fear) at first level and a dead level immediately after?

    What are your proficiencies?

    At fourth level, the dual-wielding samurai regains the same feat he already gained at first level. The feat is not stackable, so how does it work?

    Honor strike allows you to bypass damage reduction as if your weapons were made of silver. What about unarmed strikes? Anyway, wouldn't it be more useful to treat their weapons as made of jade?

    Finally, how do you justify their class features to be extraordinary, considering that more than one are supernatural in nature (don't tell me the Axiomatic effect isn't magical)?
    Last edited by Network; 2013-07-23 at 01:54 PM.
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  3. - Top - End - #3
    Pixie in the Playground
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    Default Re: Reworked Samurai 3.5e

    When do you gain your ancestral daisho?
    It'd be at lvl 1, I didn't rework the fluff aspect that much, it was much more mechanically oriented.

    Why do you get the equivalent if a third-level ability (immunity to fear) at first level and a dead level immediately after?
    I have no idea what you mean.

    What are your proficiencies?
    It's at the beggining on the post, forgot to bold it. My bad.

    At fourth level, the dual-wielding samurai regains the same feat he already gained at first level. The feat is not stackable, so how does it work?
    Did typo, my bad x2. I knew I screwed up when going from paper to forum.

    Honor strike allows you to bypass damage reduction as if your weapons were made of silver. What about unarmed strikes? Anyway, wouldn't it be more useful to treat their weapons as made of jade?
    It does apply, I should clarify. As regards of Jade, I didn't know that was a material.[/quote]

    Finally, how do you justify their class features to be extraordinary, considering that more than one are supernatural in nature (don't tell me the Axiomatic effect isn't magical)?
    It's in the description. It would be in a normal situation; I'd fluff it as a deliverance or conveyance of the Samurai's unimpeachable honor and restrictive way of life.

    Thanks for the feedback.
    Last edited by Kazy; 2013-07-23 at 02:35 PM.

  4. - Top - End - #4
    Barbarian in the Playground
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    Default Re: Reworked Samurai 3.5e

    Quote Originally Posted by Kazy View Post
    I have no idea what you mean.
    Ok, I'll clarify. Immunity to fear at first level is a powerful ability. The paladin only gains it at third level. That, and the fact the second level gives no class feature at all, promote one-level dips.
    Quote Originally Posted by Kazy View Post
    Thanks for the feedback.
    You're welcome.
    Quote Originally Posted by Razanir View Post
    "I am a human sixtyfourthling! Fear my minimal halfling ancestry!")
    Quote Originally Posted by Zweisteine View Post
    So the real question is, what is a Ling?

  5. - Top - End - #5
    Ogre in the Playground
     
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    Default Re: Base Clase: Samurai 3.5e [Reworked] - PEACH -

    Let me preface this by saying that everything I am about to say is meant constructively, and a good portion of it is purely my own subjective sense, though a few templating issues are more objective. I personally think that treating a samurai any different than a european knight is a little odd, but I respect your effort, and every thing I say, I say with intent to help. Also you are making several things that should be supernatural into extraordinary, which tends to be a problem from a mechanical and fluff standpoint. This seems to be a warrior who is, in part not wholly, gifted with strength by virtue of law and honor, and many things of that nature are supernatural, and that's not a bad thing. If the fundemental forces of law (or gods of law) have chosen to imbue champions of honor with magical protections so be it, but a non-magical samurai is realistically just an asian fighter born of the noble class.

    1) unless you are introducing "law" as a damage type, honor strike needs to be signifiantly reworded, and assuming that I have taken your meaning correctly, it is WAY strong, especially since it is obviously magical, and yet you label it ex. Perhaps make it a smite evil like ability, or something similar. Keeping it as I think you meant:
    Honor Strike (Ex): The Samurai is a loyal and incorruptible servant of his lord. A Samurai of 6th level and higher weapons may treat any weapon (including unarmed strikes and natural weapons) he wields as jade and lawfully aligned for the purpouse of overcoming damage reduction and deal an extra 1d6 of damage to chaotic creatures.
    The antimagic field verbiage is unnecessary given the ex tag (which is also in theory unneeded as anything unlabeled is technically ex, but including the tag in homebrew is advisable so people can more easily tell at a glance what's what. I am also assuming you meant lawfully aligned and not "law damage", and the added damage is the same type as the weapon. Also by not referencing a weapon property, you avoid lots of weird baggage, and it looks cleaner just stating it as such. Rewording relinquish entropy along similar lines would likewise be prudent.

    2) I would advise moving kendo down a level (in deference to ranger's example and to cure the dead second level). Also listing all effects of the later developments of that feature in the same entry, or giving more unique names to the individual installments, though the first option is cleaner.

    3) The dishonored penalty is viscious, I would instead recommend either doing away with it (if you want to keep the EX tags since that would be indicative of training more than a spiritual quality, and not the seemingly more appropriate SU), or if you are willing to use the supernatural tags on them, make it like a paladin's fall. Simpler, cleaner, more obviously grokable, and references something players already understand.

    4) Insight and armor fit are kinda weird, especially together. Insight at early levels wants you to wear armor, while armor fit helps you wear armor better. I would cut insight, or add it late as an all the time ability (not cut up based on what you are wearing with it). Armor fit seems based on dread commando's armor ability, but as a base class ability it seems odd on a full bab class that does not do stealth.

    5) Skills, wow you give a lot of those, and why UMD? Given the nature of the class I feel that the standard 2+int that fighter and paladin get is appropriate here too, and even if you do keep the 4+, I would cut UMD since that is in no way a flavor fit (samurai is not sneaky and tricky like the classes that do get UMD). I know that UMD is a really good skill, but that is hardly reason enough.

    6) battle trance seems a lot like rage, and staggered is terrifying (you do know it means that any strenuous action you take while staggered causes you to go to -1 HP and dying). Just make it like rage and have it leave you exhausted. Again, reference what people know. Aside from that the abilities it gives are a touch random. You might just use actual rage effects and refluff it, as opposed to this more supernatural thing.

    7) Okuri-Ashi is weird, and can lead to some odd abused, especially if they find a way to get pounce too. It's weird enough that in 6 seconds they drive someone up to 20ft. I would limit it to once per turn, otherwise this ability verges on WAY too good.

    8) Mawarini Oji-waza is way strong if I am reading your intent right, but does almost nothing by a literal reading. When I first read it I though his critical threat range was doubled, which is breakable, but not broke on it's own (and a little silly with improved critical being a possible bonus feat). It needs some serious rewriting
    At the end of his turn, a number of times per day equal to 3+ the samurai's wisdom modifier (minimum 3), a samurai may extend his awareness and ready himself to intercept passing enemies until the beginning of his next turn. For the purposes of attacks of opportunity a samurai threatens creatures 5' further than his normal weapons reach. If he makes an attack of opportunity against a square he would not have otherwise threatened he can and must make a 5' step to move the enemy into his weapon's normal reach or he may not make the attack.
    I am not 100% keeping what I believe is the intended effect, but it's the cleanest wording I could come up with, and it reduces the abuse potential, while giving it an interesting strategic tension.

    9) Why the wierdo fort save progression? Just go with good. And why good will at all?

    10) I need to go to bed here pretty quick, but you can probably apply a lot of what I have written to other features, just embrace the supernatural, and don't have abilities other than ancestral daisho give weapon abilities, it's a seriously unnecessary complication, especially on ex classes, but still really weird in general.
    Last edited by Darth Stabber; 2013-07-24 at 03:00 AM.
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  6. - Top - End - #6
    Pixie in the Playground
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    Default Re: Base Clase: Samurai 3.5e [Reworked] - PEACH -

    Quote Originally Posted by Darth Stabber View Post
    1) unless you are introducing "law" as a damage type, honor strike needs to be signifiantly reworded, and assuming that I have taken your meaning correctly, it is WAY strong, especially since it is obviously magical, and yet you label it ex. Perhaps make it a smite evil like ability, or something similar.
    I'll change the damage type; also I thought of it being a Su ability at the start, but kept it as an Ex ability since it's representative of the character's beliefs, lifestyle and execution of it and not a deity-derived or supernatural quality. Then again, his own training grants this supernatural quality, so you might be right about it.

    2) I would advise moving kendo down a level (in deference to ranger's example and to cure the dead second level). Also listing all effects of the later developments of that feature in the same entry, or giving more unique names to the individual installments, though the first option is cleaner.
    Mechanically wise it'd be slightly crippling for lvl1 (since it's low levels and one can get to lvl2 fast), but fluff wise it wouldn't make sense.

    3) The dishonored penalty is viscious, I would instead recommend either doing away with it (if you want to keep the EX tags since that would be indicative of training more than a spiritual quality, and not the seemingly more appropriate SU), or if you are willing to use the supernatural tags on them, make it like a paladin's fall. Simpler, cleaner, more obviously grokable, and references something players already understand.
    Reduced the penalty.

    4) Insight and armor fit are kinda weird, especially together. Insight at early levels wants you to wear armor, while armor fit helps you wear armor better. I would cut insight, or add it late as an all the time ability (not cut up based on what you are wearing with it). Armor fit seems based on dread commando's armor ability, but as a base class ability it seems odd on a full bab class that does not do stealth.
    I can understand the confusion, so let me explain. First off, Armor fit is Pathfinder's Armor training +1 trait form Pathfinder's Fighter. It represents a Warrior growing more dextrous in battle and having less encumbrance and more comfort while wearing an armor. Insight is intended as a representation of how much a Samurai can concentrate and focus against his opponents while wearing a load over his body. I should add the encumbrance bit.

    5) Skills, wow you give a lot of those, and why UMD? Given the nature of the class I feel that the standard 2+int that fighter and paladin get is appropriate here too, and even if you do keep the 4+, I would cut UMD since that is in no way a flavor fit (samurai is not sneaky and tricky like the classes that do get UMD). I know that UMD is a really good skill, but that is hardly reason enough.
    I didn't give a lot of those, Samurais (at least semi-elite or elite, as all DnD Characters are) were well versed in politics and mundane lifestyle and sometimes even commerce. They took a place close to high feudal lords. As for UMD, Samurai doctrines were borderline religious, but yeah. It's a bit over the top.

    6) battle trance seems a lot like rage, and staggered is terrifying (you do know it means that any strenuous action you take while staggered causes you to go to -1 HP and dying). Just make it like rage and have it leave you exhausted. Again, reference what people know. Aside from that the abilities it gives are a touch random. You might just use actual rage effects and refluff it, as opposed to this more supernatural thing.
    Staggered I need to reword some of it, I meant to say that the Samurai may take only one action. But Staggered means he's 1 point away of unconciousness and not the dying state.

    7) Okuri-Ashi is weird, and can lead to some odd abused, especially if they find a way to get pounce too. It's weird enough that in 6 seconds they drive someone up to 20ft. I would limit it to once per turn, otherwise this ability verges on WAY too good.
    Scaled it down a bit.

    8) Mawarini Oji-waza is way strong if I am reading your intent right, but does almost nothing by a literal reading. When I first read it I though his critical threat range was doubled, which is breakable, but not broke on it's own (and a little silly with improved critical being a possible bonus feat). It needs some serious rewriting

    I am not 100% keeping what I believe is the intended effect, but it's the cleanest wording I could come up with, and it reduces the abuse potential, while giving it an interesting strategic tension.
    Worded it quite poorly, changing it for better understanding.

    9) Why the wierdo fort save progression? Just go with good. And why good will at all?
    I don't see why not mechanics-wise. Most D20 systems have medium saves, it doesn't hurt that much to use them. As for the saves in this specifical character, I consider Samurai to be sturdy, but not as high a Barbarian, and definetely more than a character like Rogue. As for the Will, I intend this to be more of a mind-over-body type of fighter, while keeping it earthly.

    Thanks for the feedback.
    Last edited by Kazy; 2013-07-24 at 05:02 AM.

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    Quote Originally Posted by Kazy View Post
    I'll change the damage type; also I thought of it being a Su ability at the start, but kept it as an Ex ability since it's representative of the character's beliefs, lifestyle and execution of it and not a deity-derived or supernatural quality. Then again, his own training grants this supernatural quality, so you might be right about it.
    Just because it is not deity derived doesn't mean it's not somewhat magical in nature. Monks have several supernatural abilities, and their source of abilities is similarly training oriented. A Psion's or sorcerer's power comes from within. It is mechanically inappropriate to have those types of abilities extraordinary.
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    Quote Originally Posted by Darth Stabber View Post
    It is mechanically inappropriate to have those types of abilities extraordinary.
    You're right,
    I made them (Su).

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    If you allready took Two Weapon Defence and Improved two Weapon defence, wich is very logical for a Katana and Wakizashi Samourai, you hardly get a bonus from Mantis Style... maybe you could think of another bonus or ability?

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    Default Re: Base Clase: Samurai 3.5e [Reworked] - PEACH -

    Kendo
    Might want to reference where Flay Foe is from

    Good choice on letting the Samurai get the two weapon fighting feats without the dex modifiers. I always felt needing about 20 dex for all two weapon fighting characters to be a bit odd. You might want to add an ability that lets him treat the wakashi and the bastard sword as a single weapon for weapon focus purposes (So the samurai could select Weapon Focus (Bastard Sword + Wakashi). Otherwise everyone is simply going to be getting aptitude on one of their weapons. Or you could just give the Ancestral Daisho aptitude as a bonus enchantment for free.

    Ancestral Daisho
    I feel you might want to have a way to call the Daisho to the Samuri or have a way such that the samurai can automatically find the sword such as having a continuous find the path spell focused onto the sword. Otherwise the character might become unplayable fairly easily if he somehow loses his sword (Say he is knocked unconscious and the party has to run away and can't spare the move action to pick it up).

    Bushido: Eh I don't like codes of conduct but this one does make sense for the class. I will note that death ceremonies aren't really all that good of punishments for D&D worlds. Since resurrection is pretty easy.

    Immune to Fear: Fine

    Immune to Compulsion: Fine

    Uncanny Dodge: Fine

    Armor Fit: Interesting ability and also pretty balanced.

    Insight: I suggest you make it so that you lose the bonus when you lose your dex to ac (So uncanny dodge comes into play and there is synergy there).

    Honor Strike: Also fine

    Battle Trance: I think the phrasing you want is "when it ends the Samurai is considered as staggered for the same duration as the battle trance". What type of bonus is the armor bonus and the bonus to hit and damage? Can you battle dance while staggered?

    Okuri-Ashi: Not sure what this ability does. Does it make your first attack a bull rush so that it deals no damage but bull rushes someone? Or does it make them get bull rushed after you hit with the first attack?

    Immune to Mind Effecting: Might be a bit early for this ability, but otherwise fine.

    Mawarini Oji-waza: Interesting ability. What is the abilities duration and activation time?

    Impervious: I am not sure this ability really works. He is already immune to mind affecting abilities, what this does is make him immune to scrying and information gathering divinations. Which doesn't really make sense for a samurai to have. I would suggest boosting immune to mind effecting to 12-13th level and then removing this ability.

    Relinquish Entropy: Balanced if a bit weak for 16th level, maybe make it add wisdom to damage as well? You already have that with battle dance though…

    Cougar Style: Hm, you might want to add another ability to this. Because a barbarian has these abilities a lot earlier than you if it goes frenzied beserker and having your capstone duplicated by a one level dip and a two level dip isn't exactly the best. Maybe letting him get two attacks on each cleave?

    Mantis Style: I would suggest adding a clause that states that if the character already has a feat he can select another one he qualifies for.
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    Ancestral Daisho
    I feel you might want to have a way to call the Daisho to the Samuri or have a way such that the samurai can automatically find the sword such as having a continuous find the path spell focused onto the sword. Otherwise the character might become unplayable fairly easily if he somehow loses his sword (Say he is knocked unconscious and the party has to run away and can't spare the move action to pick it up).
    Don't mean to sound like an ass, but tough luck. The swords are a Samurai's Dignity, honor, ancestors and his source of pride since he gets them. It's worse than a Wizard losing his spellbook and familiar at the same time. If he knew how to find them *that* easily, it wouldn't be crippling whatsoever. If the PC would like that, he could make them item familiars or something.

    Bushido: Eh I don't like codes of conduct but this one does make sense for the class. I will note that death ceremonies aren't really all that good of punishments for D&D worlds. Since resurrection is pretty easy.
    Yeah, I realized when I was making the class, but hey. Fluff is fluff.

    Armor Fit: Interesting ability and also pretty balanced.
    I've always loved the ability; I first found it in Pathfinder, but I found a pdf with 300pages full of d20 feats (eBook made by people, not a scan. Don't go all bananas) and it was in there, so it's apparently common, but not in DnD.

    Battle Trance: I think the phrasing you want is "when it ends the Samurai is considered as staggered for the same duration as the battle trance". What type of bonus is the armor bonus and the bonus to hit and damage? Can you battle dance while staggered?
    Need to correct a bit of that, thanks.

    Okuri-Ashi: Not sure what this ability does. Does it make your first attack a bull rush so that it deals no damage but bull rushes someone? Or does it make them get bull rushed after you hit with the first attack?
    Need to improve the wording.

    Mawarini Oji-waza: Interesting ability. What is the abilities duration and activation time?
    Didn't realize it, but it /is/ slightly iffy. Lemme see how I can reword it.

    Impervious: I am not sure this ability really works. He is already immune to mind affecting abilities, what this does is make him immune to scrying and information gathering divinations. Which doesn't really make sense for a samurai to have. I would suggest boosting immune to mind effecting to 12-13th level and then removing this ability.
    Reworked some of it.

    Relinquish Entropy: Balanced if a bit weak for 16th level, maybe make it add wisdom to damage as well? You already have that with battle dance though…
    How is it weak? It allows for an effective +12 (epic) when fully enchanted.

    Cougar Style: Hm, you might want to add another ability to this. Because a barbarian has these abilities a lot earlier than you if it goes frenzied beserker and having your capstone duplicated by a one level dip and a two level dip isn't exactly the best. Maybe letting him get two attacks on each cleave?
    Totally right, didn't even think of that. I'll see what I can pull off.

    Mantis Style: I would suggest adding a clause that states that if the character already has a feat he can select another one he qualifies for.
    Ehhh I was /quite/ forwarding the TWF as a full on attacker.[/QUOTE]

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    Default Re: Base Clase: Samurai 3.5e [Reworked] - PEACH -

    Regarding Bushido, you didn't cover special cases like when the master turns out to be unworthy (e.g. an impostor who cheated his way to the role of emperor).
    Is a samurai still bound in such cases or can he choose to serve a different master?

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    Quote Originally Posted by nonsi View Post
    Regarding Bushido, you didn't cover special cases like when the master turns out to be unworthy (e.g. an impostor who cheated his way to the role of emperor).
    Is a samurai still bound in such cases or can he choose to serve a different master?
    I didn't even think of that to be honest. It's a bit nitpicky but, you're right. How would you go about it?

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    Main initial complaint would be that there are a lot of grammar errors in the work, guessing your either disabled in some fashion that impacts writing ability, or English is a second language. Rather than try to go through and point out every mistake I’ve gone in and corrected everything. The revised copy is in spoiler tags below.

    EDIT: To get it out quote my post then copy paste.

    Spoiler
    Show
    Kendo:
    Feats granted by any of the Kendo Class Traits are granted even if the Samurai does not have the normal prerequisites for that feat.

    At 1st level, a Samurai gains the Exotic weapon proficiency (Bastard Sword) feat and must select one of two combat styles to pursue: Katana or Katana and Wakizashi.
    This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

    If the Samurai selects Katana, he gains the Improved disarm feat.

    If the Samurai selects Katana and Wakizashi, he is gains the Two-Weapon Fighting feat.

    At 4th level, if the Samurai chose Katana as his fighting style, he gains the Quickdraw feat. If he chose Katana and Wakizashi he gains the Flay Foe feat.

    At 8th level, if the Samurai chose Katana as his fighting style, he gains the Improved Critical (Bastard Sword) feat. If he chose Katana and Wakizashi he gains the Improved Two-Weapon Fighting feat.

    At 12th level, if the Samurai chose Katana as his fighting style, he applies 2 times his STR modifier instead of the normal 1.5 times when wielding with both hands. If he chose Katana and Wakizashi he gains the Double Hit feat.

    At 16th level, if the Samurai chose Katana as his fighting style, his Katana counts as a weapon 1 size larger. If he chose Katana and Wakizashi he gains the Greater Two-Weapon Fighting feat.

    Ancestral Daisho: A Samurai begins play with either a Katana or a Katana and a Wakizashi. These are weapons that belonged to the samurai's ancestors, and protecting the weapons is an important point of honor for the samurai. A Samurai may retreat to a Shrine or temple and spend time awakening the power and expertise of his ancestors, enhancing his weapon. This requires a sacrifice of valuable items worth the amount shown on Table: Ancestral Daisho. This sacrifice does not have to be gold, the character can sacrifice magic items or other goods worth the required amount. The samurai must meet the minimum character level, (including any prestige class levels), shown on the table, and he must spend one day per 1,000 gp sacrificed in the shrine or temple. During this time, he must spend at least 8 hours each day kneeling before his ancestors and his weapons, not stopping to eat or rest.

    Before a samurai's ancestral sword becomes a +1 weapon, it is an ordinary masterwork weapon in every way. Its latent supernatural powers do not cause it to be considered a magic weapon until those powers are awakened.
    A samurai who loses his ancestral swords is dishonored until he can recover them. He cannot enhance any other weapon in this way.

    Table: Ancestral Daisho
    {table=head]Bonus|Total sacrifice required |Minimum character level
    +1|2,000gp|4th|
    +2|8,000gp|7th|
    +3|18,000gp|9th|
    +4|32,000gp|11th|
    +5|50,000gp|13th|
    +6|72,000gp|14th|
    +7|98,000gp|15th|
    +8|128,000gp|16th|
    +9|162,000gp|17th|
    +10|200,000gp|18th|[/table]

    Bushido: Someone who enters in the Samurai class may not advance in any other class after that, nor can he change his lawful alignment. The samurai moral code stresses frugality, respect to everyone, loyalty, martial arts mastery, and honor unto death. The Samurai is life bound to his liege lord, (or another person of utmost importance to the Samurai), and is compelled with pleasure to do anything the lord would ask of him. This includes the abandon of any possessions, altering his way of life and even death if asked to. He is bound by honor and lives to serve. While he adheres to the Bushido code of life, he is Honored.

    The code, while always being an epitomized honor pact, is usually determined by the lord with more specific instructions. A Samurai who doesn't fulfill this pact is considered Dishonored.

    • Dishonored (Ex): A Samurai is dishonoredif he breaks his pact, or if he loses his Daisho. He loses all class traits, except for the proficiency, Okuri-ashi and the Kendo line of abilities, and gains a -2 morale penalty to all rolls (the result may go below 0). If he broke his pact, he may only regain his honor by a specific task delivered by his lord or by Hara-Kiri. If he lost his swords, he must regain them.


    Death Ceremonies:A Death ceremony is a way for a Samurai who has been beaten, broke an oath or failed to protect his lord to regain his honor. There are 2 of these death ceremonies.
    • Hara-Kiri: The Hara-kiri is usually executed when the lord is alive and the Samurai has failed him in a way the lord has considered deemful of death. In this ceremony, the Samurai kneels and commits suicide by cutting himself open with his Daisho.

    • Seppuku: This other procedure is usually executed when the lord has died because of a war or when a sworn enemy defeats the Samurai. The Samurai kneels in front of another person whom he deems worthy and while stabbing himself in the stomach, the other person cuts his head.


    Ex-Samurai: A Samurai may voluntarily break the connections to his lord, in this case his Honor Strike and Relinquish entropy abilities do not count as lawful weapons to overcome damage reduction nor do they do Extra damage. He may not go back to service except in strange ocations, and so usually goes on exile.
    On top of this, an Ex-Samurai gains a -4 morale penalty to rolls against people of lawful alignment that know of his desertion and people from his ex lord's realm are 1 step below in the NPC attitude chart.

    Daisho Focus (Ex): A Samurai grows attuned to his swords with use in battle. He gains the Weapon Focus (Bastard sword) feat, and he qualifies for feats that would otherwise require a minimum Fighter if he were a warrior 4 levels lower (Min 1).

    At lvl 11, he grows ever more dexterous and attuned to his swords, considering them an extension of his arm. He gains the Combat Reflexes feat and qualifies for feats that would otherwise require a minimum Fighter if he were a warrior 3 levels lower.

    Immune to fear (Ex): From third level, a Samurai's determination to protect and serve make him immune to any kind of fear effects.

    Immune to compulsion effects (Ex): At 6th level, a Samurai's consciousness cannot be compelled to act against his will.

    Uncanny Dodge (Ex): Starting at 4th level, a Samurai can react to danger before his senses would normally allow his to do so. He retains her Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

    Armor Fit (Ex): A Samurai grows accustomed to wearing his broad range of armors most of the day, even when not in combat. Each Armor fit applies at different levels but grants the same improvements in each case. Whenever he wears the type of armor specified, its Max Dex is raised by 1 and his ACP is reduced by 1 (to a minimum of 0). These effects do not replace the ones gained in earlier levels and is cumulative with similar effects.

    Insight (Ex): A Samurai’s grows aware of his surroundings when his mind and body are comfortable and at ease. His battle senses are heightened and he is able to read the enemy in combat. At 5th level, Insight lets a Samurai wearing no armor add his Wisdom to his CA as an Insight bonus, but this is lost while considered flat-footed. Every 5 levels, another type of armor becomes available for the Samurai’s Insight ability.

    Honor Strike (Su): The Samurai is a loyal and incorruptible servant of his lord. Whenever he is considered armed, a Samurai of 6th level and higher treats his weapons as both jade and lawful weapons for the purposes of overcoming damage reduction, and in addition deals 1d6 bonus damage to chaotic creatures. This effect does not count towards the limitations of a weapon enchant nor it can be suppressed by a dispel magic or similar effect.

    Battle Trance (Ex): A Samurai may enter a Battle trance once a day and once more per 3 Samurai levels so long as he is not subject to a status condition. If he begins to suffer from a status condition this effect ends. This trance lasts for 1+[WISmod] (min 1), and when it ends the Samurai is considered as if under a stagger effect for the duration (rounded up). This does not modify current lethal or non-lethal damage in any way.

    While in a Battle Trance, a Samurai gains his Wisdom modifier to attack rolls.

    In addition to it, every 3 levels after 6th, he gains an additional effect while in the trance.

    • At 9th level, he gains Improved Uncanny dodge while in this trance


    • At 12th level, he adds his Wisdom modifier to his damage rolls.


    • At 15th level, he adds his Wisdom modifier to his AC.


    • At 18th level, he gains (WISmod + Class levels) SR.


    Okuri-Ashi (Ex): When attacking with a full attack action, you may treat the first attack as a bullrush attempt. At 14th level, this applies to your second attack as well. These bullrush attempts also count as a normal attacks and you do any damage you otherwise would have done.

    Immune to mind affecting effects (Ex): At level 10, the Samurai's conviction makes him resistance to any Mind-affecting effect.

    Mawarini Oji-waza (Ex): As a Samurai that's surpassed even his master he has created techniques unknown to peers and enemies alike, with a tactic based upon continually pressuring his opponents, he is able to defend numerous area’s and flanks at once, intercepting enemies as they pass.

    For the purposes of attacks of opportunity a samurai threatens creatures 5' further than his normal weapons reach. Whenever a creature enters a range his weapon can't hit, he may take a 5-feet step in order to make the attack of opportunity. If he lands the attack while doing so, he may go back to his original space at no cost nor penalty, nor is any opponent granted an attack of opportunity. If he takes the 5-feet step but fails the attack, he may not return to the original square after the maneuver and opponents may make an attack of opportunity against him.

    Using this ability is possible only if the Samurai has a light load and he may take a maximum of 3+WISmod steps per day with Mawarini Oji-waza.

    Impervious (Ex): At level 16th a Samurai's mind and reason are beyond natural comprehension, yet clear as day to him. His thoughts cannot be detected, influenced, or his emotions read as per the Mindblank spell effect. However, in unlike the spell, he may still be scryed upon.

    Relinquish Entropy (Su): The Samurai has transcended normal morale constraints and become a scion of law and justice to his lord and an example of righteousness. Whenever he is considered armed, any weapon wielded by a Samurai of 16th level and higher is treated as a jade, cold iron and law weapon for the purposes of overcoming damage reduction and is treated as a weapon with the Axiomatic enchantment, dealing 2d6 of extra damage to chaotic creatures. This effect does not count towards the limitations of a weapon enchant nor it can be suppressed by a dispel magic or similar effect. This effect overrides the Honor strike power.

    Daisho Focus (Ex): At lvl 20 a Samurai's Daisho become almost like a part of his body. He gains a +6 bonus against disarm attempts and he qualifies for feats that would otherwise require a minimum Fighter if he were a warrior 2 levels lower.

    Kendo Mastery(Ex): At 20th level the Samurai has become a master Samurai, deign of titles and legends and perceived as one of the finest fighters to have ever lived.
    If the Samurai chose Katana as his fighting style, he gains the Cougar fighting style. If he chose Katana and Wakizashi he gains the Mantis fighting style.

    Fighting styles:
    • Cougar Style: A Samurai trained in the art of a more focused type of sword play that has learned everything about it is able to contradict all of his learning’s and combine offense and defense in a unique, straight forward attack. Like a cougar, he is able to move around the battlefield, ripping apart his prey. He gains +10ft to his land speed and removes the max dexterity limitation and any kind of armor check penalty from his armor. He gains the ability to pounce and the Wisdom Slice ability.


      • Wisdom Slice (Ex): If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You may take a WISmod number of 5-foot steps before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability any number of times per round, but not exceeding your maximum movement for the turn nor WISmod*5-foot steps.

    • Mantis Style: A Samurai trained in the arts of a widespread, full on attack is able to use both his weapons equally as an offensive tool or as shields at any given time. Like a Mantis, he can lock down an opponent and do as he pleases with them at no risk to himself. He gains the Combat Expertise, Two-Weapon Defense, Improved Two-Weapon defense, Greater Two-weapon defense and Stand still feats. In addition, both weapons are treated as if having the defensive enchantment. This is not a magic effect, and thus does not count towards the limitations of a weapon enchant nor can it be suppressed by a dispel magic or similar effect. He gains the Mantis prey ability:


      • Mantis prey (Ex): If you attack with a weapon and a light weapon in the off-hand, and both attacks hit, the strikes deal normal damage and you can attempt to start a grapple as a free action; no initial touch attack is required. While grappling in this fashion, you count as a creature one size larger towards the grappled enemy. If you succeed in starting the grapple, you may not make any furthar attacks in that round. In subsequent rounds, you may use your off-hand to deliver attacks without the normal -4 penalty to the creature you're grappling. You may not, under any circumstances, attack the person grappled with your main hand weapon, doing so breaks the grapple and provokes an attack of opportunity from your formerly grappled opponent. While grappling, you have combat options that you normally wouldn't have while grappling someone:
        • Move action: By taking a -15 penalty on the grapple check, you may move up to half your speed, provided you can drag the grappled opponents weight. The opponent does not gain any bonuses while being dragged.

        • Attack: By taking a -25 penalty on your grapple check, you may do a single attack at a square you threaten.



    Ok on top of the grammar and other Minor typo corrections there where a few pieces who’s meanings where unclear that I think you need to clarify:

    1.

    and he qualifies for feats that would otherwise require a minimum Fighter if he were a warrior 4 levels lower (Min 1).
    Does this mean he Samurai counts a fighter 4 levels lower than his Samurai level for the purposes of selecting fighter only feats?

    2.

    At 5th level, Insight lets a Samurai wearing no armor add his Wisdom to his CA as an Insight bonus
    Did you mean AC or Charisma, here?

    3.

    This trance lasts for 1+[WISmod] (min 1)
    Did you mean it lasts 1+wisdom modifier rounds (to a minimum of 1 round), or 1+wisdom modifier minutes?

    4. The preceding Mantis Style makes no mention I can see of the Mantis Prey ability, I presume this is an error yes?
    Last edited by Carl; 2013-07-25 at 11:20 AM.

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    You seem to not know the difference between constructive criticism and being a ****.

    Even so I decided to read your post. Has quite a few grammatical errors and your 'criticism' is pretty bad, specially the second one. I'd try to explain it to you but my english isn't very good apparently.

    Thanks for the feedback attempt. It's the thought that counts, they say.

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    Quote Originally Posted by Kazy View Post
    You seem to not know the difference between constructive criticism and being a ****.

    Even so I decided to read your post. Has quite a few grammatical errors and your 'criticism' is pretty bad, specially the second one. I'd try to explain it to you but my english isn't very good apparently.

    Thanks for the feedback attempt. It's the thought that counts, they say.
    I read through Carl's post and I didn't notice anywhere that he was being a ****.

    When you put "PEACH" in the title, it means you really wish for honest feedbacks.
    Also, his points of clarification seem valid to me.


    As for Bushido, you should decide on a protocol for changing allegiance from one master to another (in most cases this never happens, of course, since usually the master stands for what s/he represents). This protocol should be something you feel comfortable with, so I leave it up to you. I just pointed it out because this fluff affects crunch.

    Also, there should come a time (level) where a samurai becomes a master himself/herself and earns the right to set up their own moral rules (i.e. free from serving any master).
    If you set it to level 17 and lower Insight (Heavy armor) to 19th, you'll also be dealing with the two remaining dead levels.

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    Default Re: Base Clase: Samurai 3.5e [Reworked] - PEACH -

    Assuming someone is disabled because their grammar is bad is a pretty big insult, nonsi.

    That's the point I think he was pissed off at.
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    Quote Originally Posted by Amechra View Post
    Assuming someone is disabled because their grammar is bad is a pretty big insult, nonsi.

    That's the point I think he was pissed off at.
    Hell, it's insulting to everyone, including people who have disorders.

    Just randomly guessing someone has a disorder and calling them out on it is...bad. The main insulting point I think is that he assumed that the author couldn't fix any grammatical errors him/herself.

    Anyway...I'll see what I can do to read this tomorrow or on Monday.
    Last edited by Temotei; 2013-07-27 at 02:46 PM.
    Homebrew
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    Default Re: Base Clase: Samurai 3.5e [Reworked] - PEACH -

    Quote Originally Posted by Amechra View Post
    Assuming someone is disabled because their grammar is bad is a pretty big insult, nonsi.

    That's the point I think he was pissed off at.
    Being dyslexic (nothing to be ashamed of) could also fit the bill. I see no need to be offended.

    Also, office proofing tools does wonders to deal with grammar issues. I use them all the time.
    Another solid option when one's not sure how to spell a certain word is to google it. The correct spelling would be suggested, unless you were way off.
    And when all options fail: http://tradukka.com/translate

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    Default Re: Base Clase: Samurai 3.5e [Reworked] - PEACH -

    The insulting thing is that Carl went about the whole thing in a rather condescending manner.

    Now, I would say this is getting rather off topic, and any further commentary should be aimed at the Samurai itself.
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    Pixie in the Playground
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    Default Re: Base Clase: Samurai 3.5e [Reworked] - PEACH -

    Indeed, dyslexic samurais.

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    WolfInSheepsClothing

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    Default Re: Base Clase: Samurai 3.5e [Reworked] - PEACH -

    I could see a dm deciding to have a lord order his samurai to give up his daisho, and forcing the player to make a very tough moral decision.

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    OldWizardGuy

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    Default Re: Base Clase: Samurai 3.5e [Reworked] - PEACH -

    I like what you've done with the class, it's definitely playable, which is a huge improvement over the existing Samauri (both of them).

    I really only have 2 things to comment on:

    1) The grammar is a bit hard to read through, cleaning it up would make the class a lot easier to understand.

    2) I don't think I understand the point of Death Ceremonies. It kills the character, so why does this need mechanics? This is purely fluff, and while that's valid, It could probably be rolled into a flavor-only section on dishonor.

    That aside, looks great. I'd play this fix.

    My Homebrew:
    The Eldritch Stalker, Warlock/Rogue Gish PrC
    The Divergent Elementalist, an arcane casting PrC based on the Fire/Ice duality/opposition
    The Arcanist, a Metamagic Focused Arcane Base Class
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    Divine Crusader Fix (Abandoned)

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    PaladinGuy

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    Default Re: Base Clase: Samurai 3.5e [Reworked] - PEACH -

    Hell, it's insulting to everyone, including people who have disorders.
    If so i was insulting myself as well. I'm dyslexic and dyspraxic myself. That, (at least in the uk), is classed as a disability. And depending on the severity you can get benefits for it.

    Since i've been accused of being a non-native English speaker in the past over the effects of my dyslexia and dyspraxia and found that offensive i cover all my bases now.

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    Barbarian in the Playground
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    Default Re: Base Clase: Samurai 3.5e [Reworked] - PEACH -

    Quote Originally Posted by Kazy View Post
    Death Ceremonies:A Death ceremony is a way for a Samurai who has been beaten, broke an oath or failed to protect his lord to regain his honor. There are 2 of these death ceremonies.
    • Hara-Kiri: The Hara-kiri is usually executed when the lord is alive and the Samurai has failed him in a way the lord has considered deemful of death. In this ceremony, the Samurai kneels and commits suicide by cutting himself open with his Daisho.

    • Seppuku: This other procedure is usually executed when the lord has died because of a war or when a sworn enemy defeats the Samurai. The Samurai kneels in front of another person whom he deems worthy and while stabbing himself in the stomach, the other person cuts his head.
    Hara-kiri and Seppuku are not different. While both ways listed are effectively honorable ways to die according to the bushido, hara-kiri is the spoken word for seppuku in the japanese language. Now, seppuku may be done alone or assisted, but you seem to know that already.
    Quote Originally Posted by nonsi View Post
    Also, there should come a time (level) where a samurai becomes a master himself/herself and earns the right to set up their own moral rules (i.e. free from serving any master).
    If you set it to level 17 and lower Insight (Heavy armor) to 19th, you'll also be dealing with the two remaining dead levels.
    The class features should never be narrative. It's a form of poor design ; that kind of thing should be decided by the DM and PC, not just the rules.
    Quote Originally Posted by falkorsend View Post
    I could see a dm deciding to have a lord order his samurai to give up his daisho, and forcing the player to make a very tough moral decision.
    In these kinds of circumstance, the only honorable conclusion is death. And the DM just forced the player to kill himself. At least, it has more decency than ''rocks fall, everyone die''.
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    AssassinGuy

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    Default Re: Base Clase: Samurai 3.5e [Reworked] - PEACH -

    Fluff or no fluff, there's a couple of matters with the code that need sorting out:
    1. This is something that emerges from vagueness in the language. While the dishonored condition doesn't mention it, the following death rituals mention regaining honor from being defeated. Does being defeated make you dishonored?

    If so, that element of the code makes the thing pretty much unplayable. Until you read high levels, each death you suffer would require you to kill yourself again the moment raise dead brings you back to life, doubling both the cost to raise you and doubling your lost levels (making you pretty much unplayable even after a single death).

    If you are indeed meant to lose honor for being defeated, I would personally change things so that you lose honor for living on in defeat (such as through retreating or begging for mercy).

    2. What happens when someone breaks your swords? Or, more specifically, does a well-aimed disintegrate spell take away all of your class features forever with no possible way to reclaim what is lost?

    If so, this is on another level entirely with losing a spellbook. Typically, a wizard doesn't have a spellbook out in combat so it isn't always an obvious target on the battlefield. If the spellbook is destroyed, the wizard isn't immediately bothered at all as they still have memorized spells, meaning that most people don't have any incentive to attack the spellbook in combat. Further, there are mechanics by which a spellbook can be replaced over time if the worst should occur.

    This guy is the exact opposite. This class is well-known for using its daisho and literally carries its weak point out in the open in combat, losing all morale the moment it is broken and never really being able to recover no matter how strong you are. Enemies who know of Samurai have every possible reason to specifically aim for the swords and those swords don't even have bonus hardness or hp or any sort of resistance against being broken.

    So, to reiterate on this point:
    • This guy has a weak point that could force you to make a new character, a more severe penalty than any other class in existence possesses.
    • Beings who know much about this class could easily be enticed to go after this weakness in-character.
    • There is no mechanical defense to help shore this weakness and no mechanics to make exploiting it inadvisable to opponents.


    I personally hate this type of mechanic as they tend to rely upon a "gentlemen's agreement" of sorts between the player and the DM, which has always struck me as blech. Please don't force DMs to choose whether to ignore a giant obvious weakness or utterly obliterate a player.
    Last edited by Realms of Chaos; 2013-07-29 at 12:18 AM.
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