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Yo Ho Ho! Recruiting Spelljamming Pirates and Roguish Sorts to fill Openings!
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<blockquote data-quote="Rystil Arden" data-source="post: 3352080" data-attributes="member: 29014"><p>And...Samurai! Whew, now everyone can make at least their first characters. ::sigh of relief::</p><p></p><p>[CODE]The Samurai</p><p></p><p>BAB Fort Ref Will Special </p><p>+1 +2 +0 +0 Bonus Feat, Honour's Blow,</p><p> Aura of Honour </p><p>+2 +3 +0 +0 Bonus Feat</p><p>+3 +3 +1 +1 Invincible Resolve</p><p>+4 +4 +1 +1 Bonus Feat</p><p>+5 +4 +1 +1 Insurmountable Yu</p><p>+6/+1 +5 +2 +2 Bonus Feat</p><p>+7/+2 +5 +2 +2 Stand Still</p><p>+8/+3 +6 +2 +2 Bonus Feat</p><p>+9/+4 +6 +3 +3 Ancestral Armour</p><p>+10/+5 +7 +3 +3 Bonus Feat</p><p>+11/+6/+1 +7 +3 +3 High Samurai </p><p>+12/+7/+2 +8 +4 +4 Bonus Feat</p><p>+13/+8/+3 +8 +4 +4 Unbreakable Vow</p><p>+14/+9/+4 +9 +4 +4 Bonus Feat</p><p>+15/+10/+5 +9 +5 +5 </p><p>+16/+11/+6/+1 +10 +5 +5 Bonus Feat</p><p>+17/+12/+7/+2 +10 +5 +5 Strike of Perfect Clarity</p><p>+18/+13/+8/+3 +11 +6 +6 Bonus Feat</p><p>+19/+14/+9/+4 +11 +6 +6 </p><p>+20/+15/+10/+5 +12 +6 +6 Bonus Feat</p><p></p><p>Hit Dice: d10</p><p></p><p>Skills: 2+Int modifier, use the Paladin skills plus Climb, Intimidate, Jump, and Swim</p><p></p><p>Bonus Feats: The Samurai may take any fighter bonus feats</p><p></p><p>Samurai's Code: A Samurai's honour comes from following her code. Every Samurai</p><p>gains honour from acts of honour and losing it for dishonourable acts. A Samurai </p><p>follows at least the seven virtues of Gi, Yu, Jin, Rei, Shin, Meiyo, and Chugi (and </p><p>may also add Ko, Chi, and/or Tei based on the strictness of her local code). She can </p><p>collect Honour Points in each of the seven categories up to her </p><p>Samurai level + 3. Particularly remarkable acts may result in gaining a special </p><p>Bushido Point (similar to an action point). A Samurai who grossly violates her code </p><p>loses all class abilities except for the Bonus Feats. Generally, the only way to </p><p>redeem herself is through seppuku, which results in her choice of a +10 bonus to all </p><p>categories of honour or negating any one transgression, no matter how large. A </p><p>Samurai's lot in the afterlife depends upon her average honour score after she dies. </p><p>Abandoning the code completely obviously results in the loss of all honour and the </p><p>inability to replace it. However, an Ex-Samurai / Ronin can replace all her honour </p><p>scores with a number of phantom honour points equal to her Charisma bonus (still </p><p>capped as usual) through force of will alone. Of course, when she dies, this effect </p><p>ends and she is treated in the afterlife as she would be, probably with maximally </p><p>negative values in all her honour categories. A Samurai must be Lawful. </p><p></p><p>Honour's Blow: The Samurai can strike with the power of her convictions, a number of</p><p>times per day equal to her Chugi Points / 5 (rounded up). The attack adds the </p><p>Samurai's Gi Points to hit (to a maximum of her Wisdom bonus) and her Meiyo Points</p><p>to damage. If she misses, she loses one Meiyo Point. If she uses this ability on</p><p>an obviously inferior opponent, she loses two Yu Points. If she uses this ability</p><p>for a dishonourable purpose, she loses all her Gi points.</p><p></p><p>Aura of Honour: A Samurai has an aura about her that lends weight to her words and</p><p>can even affect animals and beasts. She receives a bonus to Bluff equal to </p><p>her Shin points / 2, Diplomacy equal to her Jin points / 2, Gather Information</p><p>equal to her Jin points / 4, Handle Animal equal to her Jin points / 4, and </p><p>Intimidate equal to her Meiyo points / 2. If she uses these abilities to deceive,</p><p>she loses 2 points of Shin. If she uses them for a dishonourable purpose, she loses</p><p>all her Gi points. Other losses may apply as appropriate.</p><p></p><p>Invincible Resolve: The Samurai's mind and body are as one, and her will is </p><p>strengthened by her belief. She may add half her Chugi points to her Will saves (to </p><p>a maximum of her Charisma bonus) and half her Gi points to her Fort saves (to a maximum </p><p>of her Wisdom bonus). If she has at least 11 Chugi points and Gi points, she can</p><p>complete ignore the effect of a Fortitude or Will save on a successful save (as Mettle).</p><p></p><p>Insurmountable Yu: The Samurai's bravery in the face of even certain death is </p><p>legendary. She may add half her Yu points as a bonus to saves against Fear. If her</p><p>Jin points are at least 8, she can also grant a bonus equal to half her Jin points to </p><p>all allies within 30 feet, to a maximum of her Charisma bonus. If her Yu points are at </p><p>least 16, she is utterly immune to all Fear.</p><p></p><p>Stand Still: If she is not flat-footed or otherwise unable to react, a Samurai may</p><p>consciously choose to stand staunch in the face of an effect that requires a Reflex</p><p>save. If so, she may make a Yu check (like a skill check, but use Yu points instead</p><p>of ranks and use Wisdom as the key skill, with a +2 synergy from Concentration if </p><p>applicable) in place of a Reflex save. If the effect was not instantaneous (and </p><p>sometimes even if it was if it has lasting effects), the Samurai may automatically</p><p>fail by doing so. Examples include Wall spells that allow a Reflex save to move away,</p><p>falling rocks that stay down after they fell, etc. If the Samurai also has 12 points</p><p>of both Jin and Rei, a successful check negates the effect as if she had Evasion. If</p><p>she has at least 22 points of both Jin and Rei, even a failed check (unless it is an</p><p>auto-failure as above) results in half damage (if applicable). </p><p></p><p>Ancestral Armour: Because of the respect and honour brought to them by her actions,</p><p>the Samurai's ancestors take particular interest in protecting her from harm. A </p><p>number of times per day equal to her Rei score, she can ignore an amount of damage</p><p>from a damaging attack equal to her Meiyo score (to a max of her Wisdom score). An</p><p>attack that is reduced to 0 damage simply misses, which may also negate its secondary</p><p>effect, much like DR.</p><p></p><p>High Samurai: If the Samurai has at least 10 points in each honour and 13 points in </p><p>Meiyo, she becomes a High Samurai. In addition to the increased status, she trains to </p><p>mastery at mounted combat. She can take 10 on Ride checks even when threatend and she </p><p>either gains the Mounted Combat feat or gains an additional use per round if she already </p><p>has it. Samurai gain additional status increases at other points in honour, but this</p><p>is the only increase that also comes with a special ability. </p><p></p><p>Unbreakable Vow: The Samurai never breaks her word, and she gains power from her vow.</p><p>She draws her blade and holds it straight, swearing the vow as a full-round action.</p><p>While pursuing the vow, she gains a morale bonus to Attacks, Damage, Skill Checks, and</p><p>Ability Checks equal to her Shin points / 4. If she fails to fulfill her vow, she</p><p>loses 4 points of Shin.</p><p></p><p>Strike of Perfect Clarity: The Samurai lives in the moment. Every instant could be the</p><p>moment to strike. As an Immediate Action, she can make a melee attack at her highest </p><p>attack bonus for every 80 points of honour. She can do this a number of times per day</p><p>equal to her Meiyo bonus / 5. [/CODE]</p></blockquote><p></p>
[QUOTE="Rystil Arden, post: 3352080, member: 29014"] And...Samurai! Whew, now everyone can make at least their first characters. ::sigh of relief:: [CODE]The Samurai BAB Fort Ref Will Special +1 +2 +0 +0 Bonus Feat, Honour's Blow, Aura of Honour +2 +3 +0 +0 Bonus Feat +3 +3 +1 +1 Invincible Resolve +4 +4 +1 +1 Bonus Feat +5 +4 +1 +1 Insurmountable Yu +6/+1 +5 +2 +2 Bonus Feat +7/+2 +5 +2 +2 Stand Still +8/+3 +6 +2 +2 Bonus Feat +9/+4 +6 +3 +3 Ancestral Armour +10/+5 +7 +3 +3 Bonus Feat +11/+6/+1 +7 +3 +3 High Samurai +12/+7/+2 +8 +4 +4 Bonus Feat +13/+8/+3 +8 +4 +4 Unbreakable Vow +14/+9/+4 +9 +4 +4 Bonus Feat +15/+10/+5 +9 +5 +5 +16/+11/+6/+1 +10 +5 +5 Bonus Feat +17/+12/+7/+2 +10 +5 +5 Strike of Perfect Clarity +18/+13/+8/+3 +11 +6 +6 Bonus Feat +19/+14/+9/+4 +11 +6 +6 +20/+15/+10/+5 +12 +6 +6 Bonus Feat Hit Dice: d10 Skills: 2+Int modifier, use the Paladin skills plus Climb, Intimidate, Jump, and Swim Bonus Feats: The Samurai may take any fighter bonus feats Samurai's Code: A Samurai's honour comes from following her code. Every Samurai gains honour from acts of honour and losing it for dishonourable acts. A Samurai follows at least the seven virtues of Gi, Yu, Jin, Rei, Shin, Meiyo, and Chugi (and may also add Ko, Chi, and/or Tei based on the strictness of her local code). She can collect Honour Points in each of the seven categories up to her Samurai level + 3. Particularly remarkable acts may result in gaining a special Bushido Point (similar to an action point). A Samurai who grossly violates her code loses all class abilities except for the Bonus Feats. Generally, the only way to redeem herself is through seppuku, which results in her choice of a +10 bonus to all categories of honour or negating any one transgression, no matter how large. A Samurai's lot in the afterlife depends upon her average honour score after she dies. Abandoning the code completely obviously results in the loss of all honour and the inability to replace it. However, an Ex-Samurai / Ronin can replace all her honour scores with a number of phantom honour points equal to her Charisma bonus (still capped as usual) through force of will alone. Of course, when she dies, this effect ends and she is treated in the afterlife as she would be, probably with maximally negative values in all her honour categories. A Samurai must be Lawful. Honour's Blow: The Samurai can strike with the power of her convictions, a number of times per day equal to her Chugi Points / 5 (rounded up). The attack adds the Samurai's Gi Points to hit (to a maximum of her Wisdom bonus) and her Meiyo Points to damage. If she misses, she loses one Meiyo Point. If she uses this ability on an obviously inferior opponent, she loses two Yu Points. If she uses this ability for a dishonourable purpose, she loses all her Gi points. Aura of Honour: A Samurai has an aura about her that lends weight to her words and can even affect animals and beasts. She receives a bonus to Bluff equal to her Shin points / 2, Diplomacy equal to her Jin points / 2, Gather Information equal to her Jin points / 4, Handle Animal equal to her Jin points / 4, and Intimidate equal to her Meiyo points / 2. If she uses these abilities to deceive, she loses 2 points of Shin. If she uses them for a dishonourable purpose, she loses all her Gi points. Other losses may apply as appropriate. Invincible Resolve: The Samurai's mind and body are as one, and her will is strengthened by her belief. She may add half her Chugi points to her Will saves (to a maximum of her Charisma bonus) and half her Gi points to her Fort saves (to a maximum of her Wisdom bonus). If she has at least 11 Chugi points and Gi points, she can complete ignore the effect of a Fortitude or Will save on a successful save (as Mettle). Insurmountable Yu: The Samurai's bravery in the face of even certain death is legendary. She may add half her Yu points as a bonus to saves against Fear. If her Jin points are at least 8, she can also grant a bonus equal to half her Jin points to all allies within 30 feet, to a maximum of her Charisma bonus. If her Yu points are at least 16, she is utterly immune to all Fear. Stand Still: If she is not flat-footed or otherwise unable to react, a Samurai may consciously choose to stand staunch in the face of an effect that requires a Reflex save. If so, she may make a Yu check (like a skill check, but use Yu points instead of ranks and use Wisdom as the key skill, with a +2 synergy from Concentration if applicable) in place of a Reflex save. If the effect was not instantaneous (and sometimes even if it was if it has lasting effects), the Samurai may automatically fail by doing so. Examples include Wall spells that allow a Reflex save to move away, falling rocks that stay down after they fell, etc. If the Samurai also has 12 points of both Jin and Rei, a successful check negates the effect as if she had Evasion. If she has at least 22 points of both Jin and Rei, even a failed check (unless it is an auto-failure as above) results in half damage (if applicable). Ancestral Armour: Because of the respect and honour brought to them by her actions, the Samurai's ancestors take particular interest in protecting her from harm. A number of times per day equal to her Rei score, she can ignore an amount of damage from a damaging attack equal to her Meiyo score (to a max of her Wisdom score). An attack that is reduced to 0 damage simply misses, which may also negate its secondary effect, much like DR. High Samurai: If the Samurai has at least 10 points in each honour and 13 points in Meiyo, she becomes a High Samurai. In addition to the increased status, she trains to mastery at mounted combat. She can take 10 on Ride checks even when threatend and she either gains the Mounted Combat feat or gains an additional use per round if she already has it. Samurai gain additional status increases at other points in honour, but this is the only increase that also comes with a special ability. Unbreakable Vow: The Samurai never breaks her word, and she gains power from her vow. She draws her blade and holds it straight, swearing the vow as a full-round action. While pursuing the vow, she gains a morale bonus to Attacks, Damage, Skill Checks, and Ability Checks equal to her Shin points / 4. If she fails to fulfill her vow, she loses 4 points of Shin. Strike of Perfect Clarity: The Samurai lives in the moment. Every instant could be the moment to strike. As an Immediate Action, she can make a melee attack at her highest attack bonus for every 80 points of honour. She can do this a number of times per day equal to her Meiyo bonus / 5. [/CODE] [/QUOTE]
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