A well-meaning thread that degenerated into "is the OA Samuari historically accurate"

There's an EWM, but it's not an update of the MotW one. In fact, it's a totally new, different, class; whose only similarity is the name.

For a start, it's a three-level affair that don't require Rage.
 

log in or register to remove this ad


Gez said:
Can you compare the Dark Hunter with this one ?
The Dark Hunter link you provided seems to have very little in common with the one in the CW.

In the CW warrior, the Dark Hunter is a 5 level PrC
Figher BAB, Rogue saves, decent skill selection

1st, +2 stonecutting, +4 unusal stonework *or* stonecutting ability is she is not a dwarf

2nd, 30 ft darkvision, or +30 ft darkvision

3rd, +1d6 sneak attack

4th, +10 to Hide when within 5 feet of stone wall

5th, Death attack

No spell progression
 

Kodam said:
Hi!

Is there an updated Master of Chains or Exotic weapon master in there?

Kodam
There is an EWP.

3 level PrC, Figher BAB and saves

You can take it at 7th level at the earliest (BAB +6)

Each level gives you an Exotic weapon stunt such as:

  • Close-Quarters Ragned Combat: Doesn't provoke AoO when using Ex ranged weapon
  • Double Weapon Defense: +1 shield bonus when using a two-handed EWP
  • Exotic Reach: Can make AoO with EWP against foe with cover (but not total cover)
  • Exotic Sunder: Extra 1d6 on sunder attempt with EWP
  • Flurry of Strikes: Like monk, except with double weapon or spiked chain only
  • Ranged Disarm: Ranged weapon is treated as light
  • Show Off: Can Intimidate in 30 ft radius, adding BAB. Failures are shaken.
  • Stunning Blow: If you have the feat you can stun through your EWP
  • Throw EWP: Can throw EWP with no penalty, 10 ft range increment
  • Twin EWP: Like two-weapon fighting, but only for two of the same light EWPs. If you already have TWP, penalties reduced to -1
  • Trip Attack: +2 to trip with EWP, becomes trip weapon, can be dropped to avoid counter trip
  • Uncanny BLows: x2 damage Str bonus when wielding one-handed exotic weapon in two hands. Also can double with Power attack like two-handed weapon.
 

hong said:
Conversely, the kensai, whose abilities would have been perfectly appropriate for a fighting-based samurai core class, is a prestige class. Most ironic.

There was a full 20-level kensai in an issue of Dragon a few months ago.
 


Celtavian said:
Hmmm...a sarcastic response probably based on the belief that I think a Samurai should be like they are in anime. Sorry, you targeted the wrong person, I don't watch anime. If you want to see how I think a Samurai should be try watching some Akira Kurosawa films. A much better archetype for a Samurai in my opinion.
Nah, it was just a sarcastic response based on the supposed idea that anything in D&D is supposed to be historically accurate.

I believe you have confused my use of the word "balance" to mean that I want something more powerful, when I would prefer that classes not be balanced in terms of having unnecessary abilities. Just because a class A has three abilities doesn't mean class B needs 3 abilities if they are neither appropriate or necessary. I'm sorry, I get the feel quite often when reading Prc's that a class is given abilities because it was deemed to not have enough, not because the abilities are appropriate.

OA's Samurai is a well-designed archetype, even though it has less special abilities.
I never saw you use the word "balance" at all. I saw you deride the class for not being historically accurate. None of the abilities of the CW samurai are "inappropriate." They're all quite appropriate for a certain type of samurai. The OA samurai is nice in an OA campaign where the main focus is on samurai and their interactions. Honestly, though, the OA samurai is nothing more than a fighter with a daisho, and most of his customizablity comes from the system of clans and clan-based feats presented in OA and the other Rokugan books. Since there wasn't room (or need) to completely reprint all those feats and whatnot, I think the CW Samurai makes a perfectly fine class for a more western-focused game.
 


aurance said:
Hello,

Are kensai abilities in a similar vein to that of the weapon master in S&F and OA?

Thanks!
It is somewhat similiar.
Clerical BAB, Wizard saves, d10 HD, 4+Int skills

1st level = Signature weapon. Can enchant their weapon for XP cost. +1 Weapon bonus/level of class. Therefore, by 10th level of Kensai, PC can have a +5 weapon +5 special abilitie(s) (like vorpal)

2nd level = DC 15 Concentration check, +8 Str for rounds = 1/2 class level.

4th level = 1/2 class level as bonus to Bluff, Diplomacy, Gather Info, and Intimidate checks at 8th level, add full class level

5th level = Can substitute Concentration check for Reflex save

8th level = 1/day can transfer BAB or base saves to ally

10th level = Becomes Ki Warlord. Allies within 30 ft gain +1 morale bonus to Will saves, Concentration checks, and attack rolls. Increases to +2 if allies are Lawful
 

ArcOfCorinth said:
Thank goodness the Wizard and Sorcerer are historically correct!

GFunk- Does the book contain any new weapons or magical items?
Yes, 4 new armor special abilities.
One new specific armor.
7 new weapon special abilities.
3 specific weapons.
8 new wondrous items.
3 new special materials.

18 new exotic weapons.
 

Remove ads

Top