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D&D 3E/3.5 Base Clase: Samurai 3.5e [Reworked] - PEACH -

Kazy

First Post
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

Samurai.jpg
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)

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CLASS TRAITS:


Kendo [0]:
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

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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.


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). This effect does 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, it applies while being flat-footed. Every 5 levels, another type of armor becomes available for the Samurai’s Insight ability.


Honor Strike (Ex): 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 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.


Battle Trance (Ex): A Samurai may enter a Battle trance once a day and once more every 3 levels. 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 fisrt attack as a bullrush attempt. At lvl14, this applies to your second attack aswell.


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.


Using this ability is possible only if the Samurai has a light load and a number of times equal to 3+WISmod per day.


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.


Impervious (Ex): At level 16th a Samurai's mind purpouse and reason are beyond natural comprehension, yet clear as day for him. He gains the Mindblank effect, as per the spell.


Relinquish Entropy (Ex): 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 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. This effect overrides the Honor strike power.


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. As a part of a charge attack, he may deliver a full attack action. In addition to this he gains the Supreme Cleave ability.
    • Supreme Cleave (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 5-foot step 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.


  • 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. He gains the Combat Expertise, Two-Weapon Defense, Improved Two-Weapon defense and Greater Two-weapon defense 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.
 
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Meatboy

First Post
I love me some samurai. I really like the single sword/TWF tree. Not too sure about the armor insight/fit thing though. In my mind samurais are synonymous with their big plate armor and having bonuses to that come so late probably aren't worth while. For insight i'd have it start at level 2 and add a point of wisdom bonus for every 2 levels of samurai (so with 18 in wis they'd get +4 bonus at level 8, pretty good but not game breaking). For fit why not just have them treat armor as one category lighter starting at 5th level and getting better (decreasing?) at levels 10 and 15. Then at level 15 a samurai treats heavy armor like they aren't wearing armor. Their are some other suggestions too but I need to think about them some more. Good stuff here but honestly not even close to being over powered.
 


Ahnehnois

First Post
An interesting attempt with a lot of good ideas. Issues:
*You gave it good will but then all these immunities to will-save effects. This is redundant and does not increase the character's power.
*You've also been very generous with immunities overall. Immunity to fear at 3rd? Mind-affecting at 10th? I'd dial that back.
*The 16th level ability where the katana counts as 1 size larger needs clarification. For what purpose? Does its damage go up? It also needs to make clear that he can still wield it (which would be a problem if it was actually a size larger). Maybe toss this idea and write something else instead. If you want to give him more damage and a disarm bonus, might be best to just write that.
*Insight seems poorly written. Can he use it with one type of armor? Sounds like that would be the case but text is not clear.
*Okuri-Ashi: does this add a bull rush to the normal attack? Otherwise this ability does nothing. You can always bull rush instead of taking your first attack.
*Never a fan of martial daily abilities. I prefer conditional bonuses for martial arts type stuff. I don't know that samurai really do trances either. Those are just my opinions.
*I'd write in some class ability to make use of Concentration.
*I'd move things around to remove the dead levels (especially level 2).
 

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