(Another) Samurai Core Class

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
 
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I like this re-work, especially since I'm a fan of low-magic and OA. I also like the spear/polearm addition since it is more historical.

I do have some questions... I would have to do the math, but is focused strike worth it once BAb is high enough to get multiple attacks? My guess is that it really depends on the target's AC... if high, the use Focused Strike, if not then use full attack to attack multiple times.

A polearm is defined as a glaive, guisarme, longspear, or ranseur for the purposes of this ability.

OA has the naginata. I'd include that in the list, especially since you mention it in the intro flavor text.

Also, why two-weapon fighting with the daisho technique? I can see some (game) samurai using this, but I can also see some using just the katana in both hands. And while I'm asking for cake, how about a kyu (bow) technique?
 

exempt said:
I like this re-work, especially since I'm a fan of low-magic and OA. I also like the spear/polearm addition since it is more historical.

I do have some questions... I would have to do the math, but is focused strike worth it once BAb is high enough to get multiple attacks? My guess is that it really depends on the target's AC... if high, the use Focused Strike, if not then use full attack to attack multiple times.

OA has the naginata. I'd include that in the list, especially since you mention it in the intro flavor text.

Also, why two-weapon fighting with the daisho technique? I can see some (game) samurai using this, but I can also see some using just the katana in both hands. And while I'm asking for cake, how about a kyu (bow) technique?

I agree with most of exempts comments. I like this and I like the different specializations. I would think about what to do if the character has already taken the feat that is given as a bonus feat. IE when he gains spirited charge, if he already has spirited charge he can instead take any other mounted combat feat for which he qualifies.

Other than that I like it.
 

Most samurai- *nearly all* historically fought with a single sword- the katana. I think you should add in a fourth and fifth combat style- One that focuses on hitting with the katana very well- and another that focuses on damaging with the katana.

2nd Weapon focus katana
6th Greater weapon focus katana
11th Supreme weapon focus Katana (+3)

2nd powerattack w/katana only
6th cleave w/katana only
11th great cleave w/katana only

All samurai should have quick draw as a bonus feat somewhere. All samurai practiced iaijutsu.

They should not have iron will and a good will save. That is giving them too much- sure samurai are disciplined but that should not translate like that. A western fighter can be just as disciplined and they dont get all that. I would say poor will save and iron will feat for free.

Oh and they should be non-chaotic.
 

exempt said:
I do have some questions... I would have to do the math, but is focused strike worth it once BAb is high enough to get multiple attacks? My guess is that it really depends on the target's AC... if high, the use Focused Strike, if not then use full attack to attack multiple times.
YOu are right, it is less effective at higher levels, depending on the target's armor class and hit dice (more hit dice = higher Concentration check). Do you think I should amp it up? And if so, how?

Originally, I had written this ability to require a Concentration check for one full round. After spending (wasting?) a round Concentrating, the Samurai gained the bonus to ALL ATTACKS made against that particular creature for one round afterward. This would have been more useful for Samurai who chose daisho for their combat style...but playtesting it really sucked. Having a special ability that requires you to basically stun yourself every other round was unpopular with my gaming group...to say the least...

exempt said:
OA has the naginata. I'd include that in the list, especially since you mention it in the intro flavor text.
In my campaign, the naginata is just a glaive with a different name. From what I can tell, the only difference is the way the blade is attached to the shaft (glaive used a socket, naginata used a full-tang). I'll put it in the list, along with "glaive" in parenthesis...and I'll do the same for the yari (guisarme). Good call. :)
 
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Fat Daddy said:
I agree with most of exempts comments. I like this and I like the different specializations. I would think about what to do if the character has already taken the feat that is given as a bonus feat. IE when he gains spirited charge, if he already has spirited charge he can instead take any other mounted combat feat for which he qualifies.
Well for one, these aren't bonus feats...they are abilities that emulate feats. For example, the Samurai who studies daisho can fight as if he had the Two-Weapon Fighting feat, but only when using those two weapons. If he were to take the Two-Weapon Fighting feat later, it would allow him to use any two weapons he wanted.

Another reason is, I wanted to deliberately narrow the focus of the Samurai's combat styles and make them distinctive. I didn't want to give bonus feats from a list (like the monk or the fighter); I wanted to free the Samurai up to use his standard feats for non-combat stuff without sacrificing combat ability.
 
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Sadrik said:
Most samurai- *nearly all* historically fought with a single sword- the katana. I think you should add in a fourth and fifth combat style- One that focuses on hitting with the katana very well- and another that focuses on damaging with the katana.
One of the gamers at my table suggested I add fighting styles for unarmed combat, for using just the katana, for using just the bow, and another for a samurai who wants to sunder items. All of them were historically accurate to some degree, I suppose...but in the end, I decided to limit it to three. Opening it up to a large variety of weaponry made it too similar to the fighter.

Sadrik said:
All samurai should have quick draw as a bonus feat somewhere. All samurai practiced iaijutsu.
Actually, I had this in as a bonus feat at Lv. 3, but took it out because I didn't think it fit well with the bow or polearm. But the more I think about it, the more I like the idea. I think I'll swap out Iron Will for Quick Draw.

Improved Initiative would also be a good choice for level 3...possibly more useful, for a character who doesn't change weapons very often. What do you think?

Sadrik said:
They should not have iron will and a good will save. That is giving them too much- sure samurai are disciplined but that should not translate like that. A western fighter can be just as disciplined and they dont get all that. I would say poor will save and iron will feat for free.
I think the previous revision fixed that. :)

Sadrik said:
Oh and they should be non-chaotic.
I disagree. From what I understand about bushido, it would be hard to follow for anyone who is not incredibly disciplined and loyal. That seems pretty lawful in my book...moreso than a monk, certainly.
 
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trav_laney said:
One of the gamers at my table suggested I add fighting styles for unarmed combat, for using just the katana, for using just the bow, and another for a samurai who wants to sunder items. All of them were historically accurate to some degree, I suppose...but in the end, I decided to limit it to three. Opening it up to a large variety of weaponry made it too similar to the fighter.
Samurai used sword and bow 90% of the time. Glaives (Naginata) and great clubs (Tetsubo) and other "weird" weapons were exactly that "weird". Most likely you should have go with your five schools two areas of specialty- sword (Katana) and bow (Daikyu). Then the other three would be Horsemanship, Polearms, and Two weapon fighting (Daisho).

Note that most samurai carried a katana and wakazashi collectively known as a Daisho but did not fight with both. One was for fighting and the other was for ritual suicide and for having a small weapon to defend yourself when without the katana.

Point being- d&d gets it all wrong when they say all samurai are trained to fight with two swords- not true. Some were but that was the exception and not the standard.

trav_laney said:
Actually, I had this in as a bonus feat at Lv. 3, but took it out because I didn't think it fit well with the bow or polearm. But the more I think about it, the more I like the idea. I think I'll swap out Iron Will for Quick Draw.

I actually like the Iron Will feat with poor BAB.

How about this:
1 quick draw, staredown, focused strike +2
2 combat style
3 Iron Will
4 Improved Initiative...

trav_laney said:
Improved Initiative would also be a good choice for level 3...possibly more useful, for a character who doesn't change weapons very often. What do you think?
I think the previous revision fixed that. :)
Well, the major problem I am seeing is that you are pigeon holing the samurai into a they must be like this. I think they should be a little broader. You know different clans have different techniques kind of things. In OA you have 8 clans that are all different and have a clan list of feats they can select from. For instance the DR doesnt make sense for the quick lithe samurai but it might make sense for the bigger bruiser clan of samurai. So how about this: Make them a fighter with your abilities (staredown and focused strike) into new feats.

trav_laney said:
I disagree. From what I understand about bushido, it would be hard to follow for anyone who is not incredibly disciplined and loyal. That seems pretty lawful in my book...moreso than a monk, certainly.
Ha! but who says you have to follow the bushido completely to be a samurai. If you pay it lip service it can be enough!
 

Sadrik said:
Point being- d&d gets it all wrong when they say all samurai are trained to fight with two swords- not true. Some were but that was the exception and not the standard.
Yeah, I know...but if I had left it out, I would have already gotten a dozen comments from people suggesting I include a "diasho" combat style. And I already felt like I was creating too many "styles" with three...I wanted a class that focused on the differences between the Samurai and the Fighter. Not the similarities.

I did most of my research for Samurai on Wikipedia. I know that it isn't the most reliable source of info out there, but I don't think it sucks too bad. :) There is tons of info in there about which weapons were used during certain time periods and dynasties...everything from clubs to grenades. In the end, I went with the three that were used for the longest periods (excluding gunpowder, anyway.)

Sadrik said:
How about this:
1 quick draw, staredown, focused strike +2
2 combat style
3 Iron Will
4 Improved Initiative...
The equivalent of four bonus feats in 4 levels? Seems unbalancing...not even front-loaded rangers and fighters get that many feats.

Sadrik said:
Well, the major problem I am seeing is that you are pigeon holing the samurai into a they must be like this.
That is the intent. Otherwise, I would be better off with rolling up a fighter. (Not that there is anything wrong with fighters; I just wanted something less generic.) Acutally, I think it would be better if I could come up with more distinctive class features that make the Samurai even more unique. I'm just running out of ideas.

Which is the problem with creating "historic" characters in a "fantasy" setting. *sigh* Guess I should start looking into mystic powers or supernatural abilities. Any ideas?
 

Ha! but who says you have to follow the bushido completely to be a samurai. If you pay it lip service it can be enough!
That makes a lot of sense given that none of the abilities are mystical...
 

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