trav_laney
First Post
I am one of the many who were disappointed by the samurai class offered in Complete Warrior. Having little luck finding a samurai that I could appreciate, I took matters into my own hands...
This is a “historical” Samurai concept; my own attempt at creating a Samurai that fits closer to the actual ideals and roles of the highly-trained warriors of feudal Japan. This is a low-magic variety of samurai, focusing more on combat training than mystic powers. While I am not opposed to a mystical samurai, I had a hard time finding special abilities that made sense. (Ideas, anyone?)
Feedback is invited and appreciated. I want this to be a great class, and with everyone's help, I think it could be.
-Trav
Core Class: Samurai
Characteristics: What sets a samurai apart from all other classes is the code of bushido, or “way of the warrior.” Bushido is a code of conduct, a system of honor and loyalty that governs every aspect of the samurai’s life. A samurai lives only to bring honor to his lord, to his family, and to himself.
Samurai are highly-trained combatants, each focusing on a particular fighting style. The stereotypical samurai is the student of the katana (the bastard sword) but it is important to note that many samurai were also skilled horsemen, archers, and shock troops. Samurai were trained in the way of the daisho (“two blades,”) the kyuba no machi (“the way of the horse and bow,”) and sodo (“the way of the spear.”)
Samurai trained in the way of the daisho focus on mastery of the katana and the wakisashi, much in the same way that a ranger would focus on two-weapon fighting. They gain access to certain feats when equipped with these two weapons, and (unlike the ranger) retain access to these feats even when wearing medium or heavy armor. The daisho is the hallmark of the samurai; even samurai trained in other styles often carry these two weapons.
The samurai who train in the style of kyuba no machi (or kyuba for short) focus their training on mounted combat and archery. Through their training, they gain access to special feats that enhance their mounted combat and mounted archery skill. Unlike the ranger, they retain access to their combat style abilities while wearing heavy armor.
Samurai who train in sodo are masters of the polearm, preferring the naginata (glaive) or yari (guisarme) above all others. They are the elite shock troops of their lord’s army, using their reach weapons to pull mounted soldiers from their horses and clear a path for the advancing infantry. Their combat abilities are focused on skirmish tactics that take full advantage of their weapons’ reach.
Game Rule Information
Samurai have the following game statistics.
Alignment: any Lawful
Hit Dice: d10
Class Skills
The samurai’s Class Skills (and the key abilities for each) are Concentration (Con), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge [history] (Int), Knowledge [nobility] (Int), Profession (Wis), Ride (Dex), and Swim (Str).
Skill Points at 1st Level: (4 + Intelligence modifier) x 4
Skill Points per Level: 4 + Intelligence modifier
Class Features
The following are the class features of the samurai class.
Weapon and Armor Proficiencies: The samurai is proficient with all simple and martial weapons, as well as the katana (bastard sword). They are proficient with all armor, but not shields.
Focused Strike (Ex): By concentrating on a chosen foe, the samurai can deliver powerful blows that deal devastating amounts of damage.
To use this ability, the samurai first selects a single opponent that he threatens. The samurai then makes a Concentration check (DC = 15 + selected opponent’s Hit Dice). If successful, he may make a single attack against that creature with a +2 bonus to the hit and damage rolls. Using this ability is a full-round action that does not provoke attacks of opportunity.
If the Concentration check is unsuccessful, the samurai may still make an attack against the target opponent, but the bonus to hit and damage does not apply. In the event of a critical hit, the extra damage from the Focused Strike is not multiplied. Creatures that are not subject to critical hits, as well as creatures whose vital areas are out of the Samurai’s reach, do not take extra damage from a Focused Strike, but the bonus to the attack roll still applies.
The bonuses to the attack and damage rolls improves to +4 at 5th level, and increases by +2 for every 5 levels thereafter (+6 at 10th level, +8 at 15th level, etc.) to a maximum of +10 at 20th level.
Staredown (Ex): [modified from "Complete Warrior," page 10.] Beginning at 1st level, a samurai gains a +4 bonus to all Intimidate checks made to demoralize an opponent (see the Intimidate Skill description in the SRD for more information).
At 9th level, the samurai may demoralize all opponents within 30 feet, with a single Intimidate check as a standard action. The Samurai need not threaten his opponents to demoralize them, although he must be visible to them.
At 14th level, the Samurai may demoralize all opponents within 30 feet with a single Intimidate check as above, but may do so as a move action.
Combat Style (Ex): At 2nd level, a samurai selects one of three combat styles to pursue: daisho, kyuba, or sodo. This choice affects the character’s class features, but does not restrict his selection of feats or special abilities in any way.
Daisho (“two blades”) is a fighting style that focuses on using the katana and the wakisashi. If a samurai chooses daisho as his fighting style, he is treated as having the Two-Weapon Fighting feat even if he does not have the normal prerequisite for that feat.
Kyuba (short for kyuba no machi or “way of the horse and bow”) is a fighting style that focuses on mounted combat and archery. If a samurai chooses kyuba as his fighting style, he is treated as having the Mounted Archery feat even if he does not have the normal prerequisites for that feat.
Sodo (“way of the spear”) is a fighting style that focuses on using polearms. If a samurai chooses sodo as his fighting style, he is treated as having the Improved Trip feat even if he does not have the normal prerequisite for that feat, but only when fighting with a polearm. A polearm is defined as a glaive, guisarme, longspear, or ranseur for the purposes of this ability.
Unlike the Ranger class, a samurai retains the benefits of his combat style while wearing any kind of armor.
Iron Will (Ex): At 3rd level, the Samurai gains the Iron Will feat for free as a bonus feat.
Improved Combat Style (Ex): At 6th level, a Samurai’s aptitude in his chosen combat style (daisho, kyubi, or sodo) improves.
If he selected daisho at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, but only when fighting with the katana and wakisashi. If he selected kyuba, he is treated as having the Ride-By Attack feat. If he selected sodo, he is treated as having the Spring Attack feat, but only when fighting with a polearm. He gains this ability even if he does not have the normal prerequisites for that particular feat.
As before, a Samurai retains the benefits of his combat style while wearing any kind of armor.
Damage Reduction (Ex): At 7th level, a Samurai gains Damage Reduction. Subtract 1 from the damage the Samurai takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three Samurai levels thereafter (13th, 16th, and 19th level), this damage reduction increases by 1 point. Damage reduction can reduce damage to zero, but not below 0.
Combat Style Mastery (Ex): At 11th level, a Samurai’s aptitude in his chosen combat style (daisho, kyubi, or sodo) improves again.
If the Samurai chose daisho as his combat style, he is treated as having the Greater Two-Weapon Fighting feat, but only when fighting with the katana and wakisashi. If the Samurai chose kyuba as his combat style, he is treated as having the Spirited Charge feat. If the Samurai chose sodo as his combat style, he is treated as having the Whirlwind Attack feat, but only when fighting with a polearm. He gains these abilities even if he does not meet the normal prerequisites for these feats.
As before, a Samurai retains the benefits of his combat style while wearing any kind of armor.
Multiclassing Note: Like a member of any other classs, a samurai may be a multiclass character, but multiclass samurai face a special restriction. A samurai who gains a new class level or (if already multiclass) raises another class by a level may never again raise his samurai level, though he retains all of his samurai abilities.
Ex-Samurai (ronin): A samurai who willfully commits an act against his lord, who grossly violates the code of bushido, who ceases to be lawful in alignment, or is released from service by his lord (often when the samurai's lord dies or is removed from power) cannot continue to gain levels as a samurai. Such samurai are known as ronin.
Ronin retain all class abilities of his samurai class, but cannot gain further levels as a samurai until he has properly atoned for his misdeeds. Due to the nature of his offense or release, this could be as simple as a public apology, or as dire as ritualistic suicide. Ronin are able to advance in levels of other classes (becoming multiclass characters), but if they choose to do so, they may never again return to the path of samurai (see Multiclassing Note, above.)
Core Class: Samurai
Lv...BAT.............Fort...Ref...Will...Special
1....+1...............+2....+0....+2.....Focused Strike +2, Staredown
2....+2...............+3....+0....+3.....Combat Style
3....+3...............+3....+1....+3.....Iron Will
4....+4...............+4....+1....+4
5....+5...............+4....+1....+4.....Focused Strike +4
6....+6/+1............+5....+2....+5.....Improved Combat Style
7....+7/+2............+5....+2....+5.....Damage reduction 1/-
8....+8/+3............+6....+2....+6
9....+9/+4............+6....+3....+6.....Staredown (30’ range)
10...+10/+5...........+7....+3....+7.....Focused Strike +6, DR 2/-
11...+11/+6/+1........+7....+3....+7.....Combat Style Mastery
12...+12/+7/+2........+8....+4....+8
13...+13/+8/+3........+8....+4....+8.....Damage reduction 3/-
14...+14/+9/+4........+9....+4....+9.....Staredown (move action)
15...+15/+10/+5.......+9....+5....+9.....Focused Strike +8
16...+16/+11/+6/+1....+10...+5....+10....Damage reduction 4/-
17...+17/+12/+7/+2....+10...+5....+10
18...+18/+13/+8/+3....+11...+6....+11
19...+19/+14/+9/+4....+11...+6....+11....Damage reduction 5/-
20...+20/+15/+10/+5...+12...+6....+12....Focused Strike +10
This is a “historical” Samurai concept; my own attempt at creating a Samurai that fits closer to the actual ideals and roles of the highly-trained warriors of feudal Japan. This is a low-magic variety of samurai, focusing more on combat training than mystic powers. While I am not opposed to a mystical samurai, I had a hard time finding special abilities that made sense. (Ideas, anyone?)
Feedback is invited and appreciated. I want this to be a great class, and with everyone's help, I think it could be.
-Trav
Core Class: Samurai
Characteristics: What sets a samurai apart from all other classes is the code of bushido, or “way of the warrior.” Bushido is a code of conduct, a system of honor and loyalty that governs every aspect of the samurai’s life. A samurai lives only to bring honor to his lord, to his family, and to himself.
Samurai are highly-trained combatants, each focusing on a particular fighting style. The stereotypical samurai is the student of the katana (the bastard sword) but it is important to note that many samurai were also skilled horsemen, archers, and shock troops. Samurai were trained in the way of the daisho (“two blades,”) the kyuba no machi (“the way of the horse and bow,”) and sodo (“the way of the spear.”)
Samurai trained in the way of the daisho focus on mastery of the katana and the wakisashi, much in the same way that a ranger would focus on two-weapon fighting. They gain access to certain feats when equipped with these two weapons, and (unlike the ranger) retain access to these feats even when wearing medium or heavy armor. The daisho is the hallmark of the samurai; even samurai trained in other styles often carry these two weapons.
The samurai who train in the style of kyuba no machi (or kyuba for short) focus their training on mounted combat and archery. Through their training, they gain access to special feats that enhance their mounted combat and mounted archery skill. Unlike the ranger, they retain access to their combat style abilities while wearing heavy armor.
Samurai who train in sodo are masters of the polearm, preferring the naginata (glaive) or yari (guisarme) above all others. They are the elite shock troops of their lord’s army, using their reach weapons to pull mounted soldiers from their horses and clear a path for the advancing infantry. Their combat abilities are focused on skirmish tactics that take full advantage of their weapons’ reach.
Game Rule Information
Samurai have the following game statistics.
Alignment: any Lawful
Hit Dice: d10
Class Skills
The samurai’s Class Skills (and the key abilities for each) are Concentration (Con), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge [history] (Int), Knowledge [nobility] (Int), Profession (Wis), Ride (Dex), and Swim (Str).
Skill Points at 1st Level: (4 + Intelligence modifier) x 4
Skill Points per Level: 4 + Intelligence modifier
Class Features
The following are the class features of the samurai class.
Weapon and Armor Proficiencies: The samurai is proficient with all simple and martial weapons, as well as the katana (bastard sword). They are proficient with all armor, but not shields.
Focused Strike (Ex): By concentrating on a chosen foe, the samurai can deliver powerful blows that deal devastating amounts of damage.
To use this ability, the samurai first selects a single opponent that he threatens. The samurai then makes a Concentration check (DC = 15 + selected opponent’s Hit Dice). If successful, he may make a single attack against that creature with a +2 bonus to the hit and damage rolls. Using this ability is a full-round action that does not provoke attacks of opportunity.
If the Concentration check is unsuccessful, the samurai may still make an attack against the target opponent, but the bonus to hit and damage does not apply. In the event of a critical hit, the extra damage from the Focused Strike is not multiplied. Creatures that are not subject to critical hits, as well as creatures whose vital areas are out of the Samurai’s reach, do not take extra damage from a Focused Strike, but the bonus to the attack roll still applies.
The bonuses to the attack and damage rolls improves to +4 at 5th level, and increases by +2 for every 5 levels thereafter (+6 at 10th level, +8 at 15th level, etc.) to a maximum of +10 at 20th level.
Staredown (Ex): [modified from "Complete Warrior," page 10.] Beginning at 1st level, a samurai gains a +4 bonus to all Intimidate checks made to demoralize an opponent (see the Intimidate Skill description in the SRD for more information).
At 9th level, the samurai may demoralize all opponents within 30 feet, with a single Intimidate check as a standard action. The Samurai need not threaten his opponents to demoralize them, although he must be visible to them.
At 14th level, the Samurai may demoralize all opponents within 30 feet with a single Intimidate check as above, but may do so as a move action.
Combat Style (Ex): At 2nd level, a samurai selects one of three combat styles to pursue: daisho, kyuba, or sodo. This choice affects the character’s class features, but does not restrict his selection of feats or special abilities in any way.
Daisho (“two blades”) is a fighting style that focuses on using the katana and the wakisashi. If a samurai chooses daisho as his fighting style, he is treated as having the Two-Weapon Fighting feat even if he does not have the normal prerequisite for that feat.
Kyuba (short for kyuba no machi or “way of the horse and bow”) is a fighting style that focuses on mounted combat and archery. If a samurai chooses kyuba as his fighting style, he is treated as having the Mounted Archery feat even if he does not have the normal prerequisites for that feat.
Sodo (“way of the spear”) is a fighting style that focuses on using polearms. If a samurai chooses sodo as his fighting style, he is treated as having the Improved Trip feat even if he does not have the normal prerequisite for that feat, but only when fighting with a polearm. A polearm is defined as a glaive, guisarme, longspear, or ranseur for the purposes of this ability.
Unlike the Ranger class, a samurai retains the benefits of his combat style while wearing any kind of armor.
Iron Will (Ex): At 3rd level, the Samurai gains the Iron Will feat for free as a bonus feat.
Improved Combat Style (Ex): At 6th level, a Samurai’s aptitude in his chosen combat style (daisho, kyubi, or sodo) improves.
If he selected daisho at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, but only when fighting with the katana and wakisashi. If he selected kyuba, he is treated as having the Ride-By Attack feat. If he selected sodo, he is treated as having the Spring Attack feat, but only when fighting with a polearm. He gains this ability even if he does not have the normal prerequisites for that particular feat.
As before, a Samurai retains the benefits of his combat style while wearing any kind of armor.
Damage Reduction (Ex): At 7th level, a Samurai gains Damage Reduction. Subtract 1 from the damage the Samurai takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three Samurai levels thereafter (13th, 16th, and 19th level), this damage reduction increases by 1 point. Damage reduction can reduce damage to zero, but not below 0.
Combat Style Mastery (Ex): At 11th level, a Samurai’s aptitude in his chosen combat style (daisho, kyubi, or sodo) improves again.
If the Samurai chose daisho as his combat style, he is treated as having the Greater Two-Weapon Fighting feat, but only when fighting with the katana and wakisashi. If the Samurai chose kyuba as his combat style, he is treated as having the Spirited Charge feat. If the Samurai chose sodo as his combat style, he is treated as having the Whirlwind Attack feat, but only when fighting with a polearm. He gains these abilities even if he does not meet the normal prerequisites for these feats.
As before, a Samurai retains the benefits of his combat style while wearing any kind of armor.
Multiclassing Note: Like a member of any other classs, a samurai may be a multiclass character, but multiclass samurai face a special restriction. A samurai who gains a new class level or (if already multiclass) raises another class by a level may never again raise his samurai level, though he retains all of his samurai abilities.
Ex-Samurai (ronin): A samurai who willfully commits an act against his lord, who grossly violates the code of bushido, who ceases to be lawful in alignment, or is released from service by his lord (often when the samurai's lord dies or is removed from power) cannot continue to gain levels as a samurai. Such samurai are known as ronin.
Ronin retain all class abilities of his samurai class, but cannot gain further levels as a samurai until he has properly atoned for his misdeeds. Due to the nature of his offense or release, this could be as simple as a public apology, or as dire as ritualistic suicide. Ronin are able to advance in levels of other classes (becoming multiclass characters), but if they choose to do so, they may never again return to the path of samurai (see Multiclassing Note, above.)
Core Class: Samurai
Lv...BAT.............Fort...Ref...Will...Special
1....+1...............+2....+0....+2.....Focused Strike +2, Staredown
2....+2...............+3....+0....+3.....Combat Style
3....+3...............+3....+1....+3.....Iron Will
4....+4...............+4....+1....+4
5....+5...............+4....+1....+4.....Focused Strike +4
6....+6/+1............+5....+2....+5.....Improved Combat Style
7....+7/+2............+5....+2....+5.....Damage reduction 1/-
8....+8/+3............+6....+2....+6
9....+9/+4............+6....+3....+6.....Staredown (30’ range)
10...+10/+5...........+7....+3....+7.....Focused Strike +6, DR 2/-
11...+11/+6/+1........+7....+3....+7.....Combat Style Mastery
12...+12/+7/+2........+8....+4....+8
13...+13/+8/+3........+8....+4....+8.....Damage reduction 3/-
14...+14/+9/+4........+9....+4....+9.....Staredown (move action)
15...+15/+10/+5.......+9....+5....+9.....Focused Strike +8
16...+16/+11/+6/+1....+10...+5....+10....Damage reduction 4/-
17...+17/+12/+7/+2....+10...+5....+10
18...+18/+13/+8/+3....+11...+6....+11
19...+19/+14/+9/+4....+11...+6....+11....Damage reduction 5/-
20...+20/+15/+10/+5...+12...+6....+12....Focused Strike +10
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