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Samurai, as a caste, not a class for Kaidan
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<blockquote data-quote="gamerprinter" data-source="post: 5350204" data-attributes="member: 50895"><p>So although I've already created one idea for a samurai class for my <a href="http://ritepublishing.com/kaidan.html" target="_blank">Kaidan: a Japanese Ghost Story</a> setting. In hindsight, I'm thinking it would better serve to leave samurai as a caste or social class, not a player class. Rather allow for several base classes as archetypes that all represent samurai, chosen by the player of appropriate caste.</p><p></p><p>Cavalier - would suit well with the traditional mounted archer, emphasis on Japanese weapons and mounted archery.</p><p></p><p>Fighter - especially those of the Shogun's army, imperial and provincial guards.</p><p></p><p>Paladin - for the rare good samurai seeking to better society, ancestral connection for divine powers (ojigami).</p><p></p><p>Anti-Paladin - except I need him to be Lawful Evil, instead of Chaotic Evil.</p><p></p><p>Ranger - with added combat styles, ki powers instead divine casting.</p><p></p><p>Hatamoto (courtier) - a bard adaption (?) or courtly bureaucrat samurai.</p><p></p><p>Ancestral Weapon feats allow for the samurai's chosen weapon to level up starting at 1st, 3rd, the every three levels above this (these are bonus feats).</p><p></p><p>Perform: (tea ceremony) is a required 'centering' skill.</p><p>Perform: (calligraphy) is a requierd skill.</p><p></p><p>Samurai can be both male and female.</p><p></p><p>Ronin is a status, not a class, loss of honor, intolerance by authorities, distrust by commoners.</p><p></p><p>Samurai weapons include: daikyu, katana, naginata, wakizashi, yari, yumi as variations of standard PF weapons, though daikyu might be unique.</p><p></p><p>I need some kind of honor system, granting diplomacy bonuses, and linked ancestral weapon bonuses.</p><p></p><p>I think this works better than creating a whole new class just for samurai.</p><p></p><p>Thoughts?</p><p></p><p>GP</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 5350204, member: 50895"] So although I've already created one idea for a samurai class for my [URL="http://ritepublishing.com/kaidan.html"]Kaidan: a Japanese Ghost Story[/URL] setting. In hindsight, I'm thinking it would better serve to leave samurai as a caste or social class, not a player class. Rather allow for several base classes as archetypes that all represent samurai, chosen by the player of appropriate caste. Cavalier - would suit well with the traditional mounted archer, emphasis on Japanese weapons and mounted archery. Fighter - especially those of the Shogun's army, imperial and provincial guards. Paladin - for the rare good samurai seeking to better society, ancestral connection for divine powers (ojigami). Anti-Paladin - except I need him to be Lawful Evil, instead of Chaotic Evil. Ranger - with added combat styles, ki powers instead divine casting. Hatamoto (courtier) - a bard adaption (?) or courtly bureaucrat samurai. Ancestral Weapon feats allow for the samurai's chosen weapon to level up starting at 1st, 3rd, the every three levels above this (these are bonus feats). Perform: (tea ceremony) is a required 'centering' skill. Perform: (calligraphy) is a requierd skill. Samurai can be both male and female. Ronin is a status, not a class, loss of honor, intolerance by authorities, distrust by commoners. Samurai weapons include: daikyu, katana, naginata, wakizashi, yari, yumi as variations of standard PF weapons, though daikyu might be unique. I need some kind of honor system, granting diplomacy bonuses, and linked ancestral weapon bonuses. I think this works better than creating a whole new class just for samurai. Thoughts? GP [/QUOTE]
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Samurai, as a caste, not a class for Kaidan
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