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So I needed a Samurai base class for my Pathfinder commercial setting, Kaidan: a Japanese Ghost Story setting. I looked at all the 3e sources for samurai: CA, CW, OA and several private builds and none of them seemed appropriate to me. I wanted a martial class that didn't step on the Fighter, but also wasn't so weird that it could only fit my setting.
I used the Pathfinder Ranger as a template. Basically, I wanted a fighter type, with several available combat styles. The ranger with its two specialist combat style paths seemed ideal. I needed to place several features and mechanics that didn't coincide with the ranger. So I replaced spell casting with a Ki pool and several ki talents. I replaced both the favored enemy and animal companions feature with Iaijutsu Strike progression and an Ancestral Weapon Feat chain.
Here's what I came up with:
Samurai
Alignment: Any Lawful
Hit Dice: d10
Skills: Bluff, Diplomacy, Handle Animals, Intimidate, Knowledge: Nobility, Perception, Perform: Calligraphy, Perform: Koan/Haiku poetry, Peform: Tea Ceremony, Sense Motive, Ride and Swim.
Skill Points per level: 4 x Int modifier
1st: Quick Draw and Mounted Combat (bonus feats)
2nd: Combat Style Feats - in six combat styles, (see below)
2nd: Weapon Focus feat - must choose primary weapon of combat style
3rd: Ancestral Weapon feat - +1 Att/+1 Dam, this feat can be chosen up to six times with stackable bonuses, except for 6th time which grants the Keen weapon power. (chosen: 3rd, 6th, 9th, 12th, 15th and 18th levels)
3rd: Iaijutsu Strike, precision damage strike for +1d6 damage against flat-footed opponents, must win initiative to succeed. This can be taken up to five times and stacked (chosen: 3rd, 7th, 11th, 15th, and 19th levels)
4th: Skill Focus - Intimidate (feat)
5th: Ki Pool, and Ki Strike (as per Monk ability.)
8th: Intimidating Prowess feat
13th: Ki Focus - Intimidate (add up to 5 points of ki for an enhancement bonus to Intimidate skill, added to Chr, Str and Skill Focus modifiers)
16th: Ki Focus - Intimidate Reduction (add up to 5 points of ki to reduce the modifier, when opponent tries to intimidate the samurai.)
20th: Ki Focus - Jade Mind (immunities to Intimidate and Mental Spell Effects), plus capstone combat ability from each combat style (see below.)
Samurai begins the game with a masterwork weapon of choice (inherited ancestral weapon.), plus daisho and/or daikyu long composite bow, and horse provided by noble lord, along with medium armor and 5d6 x 10 gp as starting cash.
If the samurai becomes unlawful, breaks his oath with his noble lord or abandons the Code of Bushido (honor, loyalty, duty and obedience), then samurai no longer advances in levels is relegated to Ronin Status, losing huge amounts of honor.
Six Combat Styles (so far...) [samurai does not need prerequisites.]
Aijutsu - armored unarmed fighting techniques:
1st: Combat Expertise, Dodge, Improved Bull Rush, Power Attack
6th: Improved Overrun, Mobility
10th: Greater Bull Rush, Spring Attack
14th: Greater Overrun, Whirlwind Attack
18th: Stunning Fist
20th: Confirmed criticals with Bull Rush attacks gain Stunning Fist effect.
Kenjutsu - sword techniques:
Daisho - two weapon style:
1st: Combat Reflexes, Deflect Arrows (use offhand weapon), Double Slice and Two Weapon Fighting
6th: Improved Two Weapon Fighting, Two Weapon Defense
10th: Greater Two Weapon Fighting, Two Weapon Rend
14th: Critical Focus, Ki Balance (spend up to 5 ki points to remove penalties with using the offhand weapon.)
18th: Staggering Critical, Stunning Critical
20th: Confirmed Criticals gain Critical Mastery
Ken-Te - single sword style:
1st: Combat Expertise, Dodge, Improved Initiative, Mobility
6th: Spring Attack, Whirlwind Attack
10th: Critical Focus, Bleeding Critical
14th: Blinding Critical, Critical Mastery
18th: Exhausting Critical
20th: Confirmed Criticals gain Greater Critical Mastery (3 crit types in 1 shot)
Ni-Te - two handed style:
1st: Cleave, Combat Reflexes, Dazzling Display, Power Attack
6th: Shattered Defenses, Vital Strike
10th: Critical Focus, Deadly Stroke
14th: Improved Vital Strike, Improved Critical
18th: Greater Vital Strike
20th: Confirmed Criticals gain Greater Vital Strike damage plus normal critical damage multipliers.
Kyujutsu - daikyu long composite bow techniques:
1st: Deadly Aim, Far Shot, Point Blank Shot, Precise Shot
6th: Improved Precise Shot, Rapid Shot
10th: Greater Precise Shot, Many Shot
14th: Pinpoint Targetting
18th: Ki Range (spend up to 5 points of Ki to remove penalties for range)
20th: Rain of Arrows (spend up to 5 points of Ki to remove penalties to Many Shot)
Umajutsu - cavalry techniques:
1st: Improved Bull Rush, Mounted Archery, Precise Shot, Ride by Attack
6th: Improved Precise Shot, Spirited Charge
10th: Shot on the Run, Trample
14th: Unseat, Vital Strike
18th: Improved Vital Strike
20th: On a successful charge, samurai gains full attack.
GP
I used the Pathfinder Ranger as a template. Basically, I wanted a fighter type, with several available combat styles. The ranger with its two specialist combat style paths seemed ideal. I needed to place several features and mechanics that didn't coincide with the ranger. So I replaced spell casting with a Ki pool and several ki talents. I replaced both the favored enemy and animal companions feature with Iaijutsu Strike progression and an Ancestral Weapon Feat chain.
Here's what I came up with:
Samurai
Alignment: Any Lawful
Hit Dice: d10
Skills: Bluff, Diplomacy, Handle Animals, Intimidate, Knowledge: Nobility, Perception, Perform: Calligraphy, Perform: Koan/Haiku poetry, Peform: Tea Ceremony, Sense Motive, Ride and Swim.
Skill Points per level: 4 x Int modifier
1st: Quick Draw and Mounted Combat (bonus feats)
2nd: Combat Style Feats - in six combat styles, (see below)
2nd: Weapon Focus feat - must choose primary weapon of combat style
3rd: Ancestral Weapon feat - +1 Att/+1 Dam, this feat can be chosen up to six times with stackable bonuses, except for 6th time which grants the Keen weapon power. (chosen: 3rd, 6th, 9th, 12th, 15th and 18th levels)
3rd: Iaijutsu Strike, precision damage strike for +1d6 damage against flat-footed opponents, must win initiative to succeed. This can be taken up to five times and stacked (chosen: 3rd, 7th, 11th, 15th, and 19th levels)
4th: Skill Focus - Intimidate (feat)
5th: Ki Pool, and Ki Strike (as per Monk ability.)
8th: Intimidating Prowess feat
13th: Ki Focus - Intimidate (add up to 5 points of ki for an enhancement bonus to Intimidate skill, added to Chr, Str and Skill Focus modifiers)
16th: Ki Focus - Intimidate Reduction (add up to 5 points of ki to reduce the modifier, when opponent tries to intimidate the samurai.)
20th: Ki Focus - Jade Mind (immunities to Intimidate and Mental Spell Effects), plus capstone combat ability from each combat style (see below.)
Samurai begins the game with a masterwork weapon of choice (inherited ancestral weapon.), plus daisho and/or daikyu long composite bow, and horse provided by noble lord, along with medium armor and 5d6 x 10 gp as starting cash.
If the samurai becomes unlawful, breaks his oath with his noble lord or abandons the Code of Bushido (honor, loyalty, duty and obedience), then samurai no longer advances in levels is relegated to Ronin Status, losing huge amounts of honor.
Six Combat Styles (so far...) [samurai does not need prerequisites.]
Aijutsu - armored unarmed fighting techniques:
1st: Combat Expertise, Dodge, Improved Bull Rush, Power Attack
6th: Improved Overrun, Mobility
10th: Greater Bull Rush, Spring Attack
14th: Greater Overrun, Whirlwind Attack
18th: Stunning Fist
20th: Confirmed criticals with Bull Rush attacks gain Stunning Fist effect.
Kenjutsu - sword techniques:
Daisho - two weapon style:
1st: Combat Reflexes, Deflect Arrows (use offhand weapon), Double Slice and Two Weapon Fighting
6th: Improved Two Weapon Fighting, Two Weapon Defense
10th: Greater Two Weapon Fighting, Two Weapon Rend
14th: Critical Focus, Ki Balance (spend up to 5 ki points to remove penalties with using the offhand weapon.)
18th: Staggering Critical, Stunning Critical
20th: Confirmed Criticals gain Critical Mastery
Ken-Te - single sword style:
1st: Combat Expertise, Dodge, Improved Initiative, Mobility
6th: Spring Attack, Whirlwind Attack
10th: Critical Focus, Bleeding Critical
14th: Blinding Critical, Critical Mastery
18th: Exhausting Critical
20th: Confirmed Criticals gain Greater Critical Mastery (3 crit types in 1 shot)
Ni-Te - two handed style:
1st: Cleave, Combat Reflexes, Dazzling Display, Power Attack
6th: Shattered Defenses, Vital Strike
10th: Critical Focus, Deadly Stroke
14th: Improved Vital Strike, Improved Critical
18th: Greater Vital Strike
20th: Confirmed Criticals gain Greater Vital Strike damage plus normal critical damage multipliers.
Kyujutsu - daikyu long composite bow techniques:
1st: Deadly Aim, Far Shot, Point Blank Shot, Precise Shot
6th: Improved Precise Shot, Rapid Shot
10th: Greater Precise Shot, Many Shot
14th: Pinpoint Targetting
18th: Ki Range (spend up to 5 points of Ki to remove penalties for range)
20th: Rain of Arrows (spend up to 5 points of Ki to remove penalties to Many Shot)
Umajutsu - cavalry techniques:
1st: Improved Bull Rush, Mounted Archery, Precise Shot, Ride by Attack
6th: Improved Precise Shot, Spirited Charge
10th: Shot on the Run, Trample
14th: Unseat, Vital Strike
18th: Improved Vital Strike
20th: On a successful charge, samurai gains full attack.
GP
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