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PREVIEW of the SAMURAI class...
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Background & Adventures
Samurai are disciplined warriors who specialize in the rapid, deadly use of prized masterwork weapons that they typically inherit—literally and spiritually—from an ancestor, mentor or order.
A samurai focuses on specific weapon styles, namely 2-weapon fighting with the bastard sword and short sword, and also the bow—notably while riding—plus axes and polearms. He wields what fits the situation with incredible swiftness and vorpal efficiency.
Due to their inheritance, samurai tend to hew to an order or serve under a patron. They prize loyalty and will fight honorably, even unto to death. Other samurai follow their own code, sell their services, act as lone wolves, or follow a supernatural inner voice.
Samurai often work with other warriors, particularly fighters, monks, and paladins. They grant shamans leeway for their supernatural link and respect anyone—even foes—who act honorably.
Class Details
Samurai have the following statistics.
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Prime Attribute: Strength.
Attack: d20 + ½ class level + Strength modifier.
Defenses: Fortitude +2, Reflex +2, Will +2.
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Armor: All Light and Medium armors such as lamellar and the buckler shield.
Weapons: Unarmed strike plus all bows, light blades, heavy blades, axes, and polearms.
Starting Gold: 5d6 x 10 (150 gp).
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Alignment: Any (but see below).
Special: You must identify with an order. The order’s name, cause, and details are decided by you and the GM. You must be nonchaotic and support the order’s cause. Otherwise, you are “outcast” and cannot advance levels until you submit to a 10-minute scarring punishment and pay 50 gp per level to your order.
Training: 2d4 years.
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Core Abilities
Samurai start with the following abilities at 1st level.
Ancestral Weapon(M): You start with a masterwork melee weapon of your choice such as a bastard sword. The weapon is inscribed with your name and decorated with motifs of your ancestors or order. Replacing the weapon costs 325 gp and requires a 10-minute ritual to activate. Once activated, in your hands only, the weapon counts as magical, grants +2 on attack rolls and +3 damage (these modifiers include masterwork bonuses), and functions as 1 grade lighter for the purpose of using Two-Weapon Fighting.
Samurai Skills: You enjoy a +2 bonus on Athletics, Endurance, Perception, Nobility, and Warcraft checks.
Two-Weapon Fighting: When armed with 2 Light melee weapons, or 1 Medium weapon and 1 Light weapon, you may make 2 melee attacks as a standard action, each with a -2 penalty to your attack roll. If you have the Sneak Attack ability, you can apply it to both weapons. Requires Strength 15+.
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