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Final Fantasy Tactics Conversion (Wizard) #1
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<blockquote data-quote="killtr" data-source="post: 4615723" data-attributes="member: 81333"><p><strong>Samurai</strong></p><p></p><p><span style="font-size: 10px">Here's the Samurai.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Comments Welcome. Because the FFT weapons don't exist in D&D, I changed it to any magical katanas of a certain level. Please let me know what you think.</span><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>Samurai (FFT)</strong></p><p><em>Legendary sword that kills freely! Asura!"</em></p><p> </p><p> </p><p> Foreign warrior who forges their soul by improving swordsmanship. Uses skill that 'Draw Out' the spirit of the sword.</p><p></p><p>BECOMING A SAMURAI</p><p>Becoming a Samurai is a daunting task. Being able to sense a Katana’s inner power and draw it out requires a very high Sense Motive. In addition, you must be a skilled warrior on and off horseback</p><p> </p><p>ENTRY REQUIREMENTS</p><p>: BAB 12</p><p>: Improved Unarmed Strike</p><p> : Sense Motive 17</p><p> : Jump 10</p><p> : Ride 5</p><p></p><p>Class Skills</p><p>The Samurai’s class skills are Craft, Diplomacy, Handle Animal, Knowledge: Nobility and royalty, Listen, Ride, Sense Motive, Spot</p><p></p><p>Skills Points at Each Level: 2 + int</p><p></p><p>Hit Dice: d6</p><p></p><p>Level: BAB: Fort: Ref: Will: Abilities</p><p>1 - 1 - 2 - 0 - 0 - Asura Knife</p><p>2 - 2 - 3 - 0 - 0 - Koutetsu, Meatbone Slash</p><p>3 - 3 - 3 - 1 - 1 - Bizen Boat, Walk on Water</p><p>4 - 4 - 4 - 1 - 1 - Murasame, Equip Knife</p><p>5 - 5 - 4 - 1 - 1 - Heaven's Cloud</p><p>6 - 6 - 5 - 2- 2 - Kiyomori, Muramasa</p><p>7 - 7 - 5 - 2 - 2 - Kikuichimoji</p><p>8 - 8 - 6 - 2 - 2 - Blade Grasp, Masamune</p><p>9 - 9 - 6 - 3 - 3 - Chirijiraden</p><p>10 - 10 - 7 - 3 - 3 - Two Hands</p><p></p><p>Weapon Proficiencies: Simple and Martial Weapons as well as all Katanas. Heavy Armors.</p><p></p><p>CLASS ABILITIES</p><p><strong>Meatbone Slash</strong>: If damaged to hp < HD, immediate Ref Save DC 20 to immediate attack of opportunity action attack at full BAB if offending enemy is within range, HDd6 replaces base weapon damage if higher</p><p> <strong>Walk on Water</strong>: All water treated as 3 ft deep</p><p> <strong>Equip Knife</strong>: As Squire’s "Equip Axe" for Katana</p><p> <strong>Two Hands</strong>: Use both hands to double weapon and str damage (instead of 1.5)</p><p> <strong>Blade Grasp</strong>: Use attack of opportunity action to automatically block one melee or ranged attack with a physical component</p><p> </p><p> Draw Out Techniques</p><p> <em>--These techniques use any katana with at least the effective enhancement bonus listed. Everytime a technique is used, there is a 15% chance the katana will break (1, 2, or 3 on a d20) and need to be repaired (1/2 gp cost of creating the item). For effects centered on caster, caster may choose any or all targets within range.</em></p><p> <strong>Asura Knife</strong>: Any +1 Katana, 15 ft range centered on caster 5d6+level damage, Ref vs 16+Wis for ½ damage</p><p> <strong>Koutetsu</strong>: Any +2 Katana, 15 ft range centered on caster 7d6+level damage, Ref vs 16+Wis for ½ damage</p><p> <strong>Bizen Boat</strong>: Any +3 Katana, 15 ft range centered on caster 1d6+level damage to spell levels (can convert to MP or PP), Ref vs 17+Wis for ½ damage</p><p> <strong>Murasame</strong>: Any +4 Katana, 15 ft range centered on caster, heals 7d6+level for allies (may choose to hurt undead as positive energy), Ref vs 17+Wis for ½ damage</p><p> <strong>Heaven's Cloud</strong>: Any +5 Katana, 15 ft range centered on caster 7d6+level damage and Slow, Will DC 13+Wis, Ref vs 18+Wis for ½ damage and no Slow effect</p><p> <strong>Kiyomori</strong>: Any +6 Katana, 15 ft range centered on caster, add protect and shell to allies</p><p> <strong>Muramasa</strong>: Any +7 Katana, 15 ft range centered on caster, 9d6+level damage, Confusion and Death Sentence Will DC 14+Wis each, Ref vs 18+Wis for ½ damage and no additional effects</p><p> <strong>Kikuichimoji</strong>: Any +8 Katana, 40 ft line, 8d6+level damage, Ref vs 19+Wis for ½ damage</p><p> <strong>Masamune</strong>: Any +9 Katana, 15 ft range centered on caster, Regen and Haste to allies</p><p> <strong>Chirijiraden</strong>: Any +10 Katana, 15 ft range centered on caster, 14d6+level, Ref vs 19+Wis for ½ damage</p><p></p><p>PLAYING A SAMURAI</p><p>Samurai are well armed and armored. They have effective abilities that effect large radii of enemies or allies, and their attacks can discriminate between enemy and ally.</p><p>Advancement: Most Samurai have spent their lives perfecting their connection with their blades and never change classes; however the few that either master the class or simply want more power generally advance in a Martial Class. Very few Samurai end up mastering both blade and magic, but those few are a feared opponent indeed.</p><p>----</p></blockquote><p></p>
[QUOTE="killtr, post: 4615723, member: 81333"] [b]Samurai[/b] [SIZE=2]Here's the Samurai. [/SIZE] [SIZE=2]Comments Welcome. Because the FFT weapons don't exist in D&D, I changed it to any magical katanas of a certain level. Please let me know what you think.[/SIZE][B] [/B] [B] [/B] [B]Samurai (FFT)[/B] [I]Legendary sword that kills freely! Asura!"[/I] Foreign warrior who forges their soul by improving swordsmanship. Uses skill that 'Draw Out' the spirit of the sword. BECOMING A SAMURAI Becoming a Samurai is a daunting task. Being able to sense a Katana’s inner power and draw it out requires a very high Sense Motive. In addition, you must be a skilled warrior on and off horseback ENTRY REQUIREMENTS : BAB 12 : Improved Unarmed Strike : Sense Motive 17 : Jump 10 : Ride 5 Class Skills The Samurai’s class skills are Craft, Diplomacy, Handle Animal, Knowledge: Nobility and royalty, Listen, Ride, Sense Motive, Spot Skills Points at Each Level: 2 + int Hit Dice: d6 Level: BAB: Fort: Ref: Will: Abilities 1 - 1 - 2 - 0 - 0 - Asura Knife 2 - 2 - 3 - 0 - 0 - Koutetsu, Meatbone Slash 3 - 3 - 3 - 1 - 1 - Bizen Boat, Walk on Water 4 - 4 - 4 - 1 - 1 - Murasame, Equip Knife 5 - 5 - 4 - 1 - 1 - Heaven's Cloud 6 - 6 - 5 - 2- 2 - Kiyomori, Muramasa 7 - 7 - 5 - 2 - 2 - Kikuichimoji 8 - 8 - 6 - 2 - 2 - Blade Grasp, Masamune 9 - 9 - 6 - 3 - 3 - Chirijiraden 10 - 10 - 7 - 3 - 3 - Two Hands Weapon Proficiencies: Simple and Martial Weapons as well as all Katanas. Heavy Armors. CLASS ABILITIES [B]Meatbone Slash[/B]: If damaged to hp < HD, immediate Ref Save DC 20 to immediate attack of opportunity action attack at full BAB if offending enemy is within range, HDd6 replaces base weapon damage if higher [B]Walk on Water[/B]: All water treated as 3 ft deep [B]Equip Knife[/B]: As Squire’s "Equip Axe" for Katana [B]Two Hands[/B]: Use both hands to double weapon and str damage (instead of 1.5) [B]Blade Grasp[/B]: Use attack of opportunity action to automatically block one melee or ranged attack with a physical component [B] [/B] Draw Out Techniques [I]--These techniques use any katana with at least the effective enhancement bonus listed. Everytime a technique is used, there is a 15% chance the katana will break (1, 2, or 3 on a d20) and need to be repaired (1/2 gp cost of creating the item). For effects centered on caster, caster may choose any or all targets within range.[/I] [B]Asura Knife[/B]: Any +1 Katana, 15 ft range centered on caster 5d6+level damage, Ref vs 16+Wis for ½ damage [B]Koutetsu[/B]: Any +2 Katana, 15 ft range centered on caster 7d6+level damage, Ref vs 16+Wis for ½ damage [B]Bizen Boat[/B]: Any +3 Katana, 15 ft range centered on caster 1d6+level damage to spell levels (can convert to MP or PP), Ref vs 17+Wis for ½ damage [B]Murasame[/B]: Any +4 Katana, 15 ft range centered on caster, heals 7d6+level for allies (may choose to hurt undead as positive energy), Ref vs 17+Wis for ½ damage [B]Heaven's Cloud[/B]: Any +5 Katana, 15 ft range centered on caster 7d6+level damage and Slow, Will DC 13+Wis, Ref vs 18+Wis for ½ damage and no Slow effect [B]Kiyomori[/B]: Any +6 Katana, 15 ft range centered on caster, add protect and shell to allies [B]Muramasa[/B]: Any +7 Katana, 15 ft range centered on caster, 9d6+level damage, Confusion and Death Sentence Will DC 14+Wis each, Ref vs 18+Wis for ½ damage and no additional effects [B]Kikuichimoji[/B]: Any +8 Katana, 40 ft line, 8d6+level damage, Ref vs 19+Wis for ½ damage [B]Masamune[/B]: Any +9 Katana, 15 ft range centered on caster, Regen and Haste to allies [B]Chirijiraden[/B]: Any +10 Katana, 15 ft range centered on caster, 14d6+level, Ref vs 19+Wis for ½ damage PLAYING A SAMURAI Samurai are well armed and armored. They have effective abilities that effect large radii of enemies or allies, and their attacks can discriminate between enemy and ally. Advancement: Most Samurai have spent their lives perfecting their connection with their blades and never change classes; however the few that either master the class or simply want more power generally advance in a Martial Class. Very few Samurai end up mastering both blade and magic, but those few are a feared opponent indeed. ---- [/QUOTE]
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