Author Topic: Samurai Core Class and Variants  (Read 9008 times)

Offline bhu

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Samurai Core Class and Variants
« on: November 09, 2011, 11:33:53 PM »
Class List
Ashigaru (Page 1)
Kuge (wip) (Page 1)
Onna-Bugeisha (Page 1)
Pechin (Page 1)
Samurai (Page 1)
Shihan (Page 1)
« Last Edit: July 26, 2012, 11:08:11 PM by bhu »

Offline bhu

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Re: Samurai Core Class and Variants
« Reply #1 on: November 09, 2011, 11:34:00 PM »
SAMURAI


   
” The entire country will soon be in the hands of your master, Lord Ieyasu. If this is so, the men who served him will no doubt hope to become daimyo by his appointment. You should know that if such feelings arise, they are inevitably the beginning of the end of one's fortunes in the Way of the Warrior. Being affected by the avarice for office and rank, or wanting to become a daimyo and being eager for such things ... will not one then begin to value his life? And how can a man commit acts of martial valor if he values his life? A man who has been born into the house of a warrior and yet places no loyalty in his heart and thinks only of the fortune of his position will be flattering on the surface and construct schemes in his heart, will forsake righteousness and not reflect on his shame, and will stain the warrior's name of his household to later generations. This is truly regrettable.”

 The Samurai is a warrior noble who is supposed to accept the concept that his only purpose in life is dying in service to his Lord, or for his own honor.  To accept that keeping to the ideals of honor are more important than his own life or happiness.  There are many who only pay lip service to this ideal, as in any other profession in life.  They make things difficult for those who do follow the Way. 

You will be expected to be both a powerful warrior, and an accomplished poet or artisan.  You will be expected to lead men into battle, and in turn be led by your Lord who may ask you to give your life whenever he pleases.  And if your Lord is an evil and dishonorable man, following his orders to your death is still preferable in the eyes of some to disobeying him and bringing dishonor to yourself.  But an evil Lord will eventually put you in the position that leads to your being dishonored regardless of what you do.  At that point you may end your life, or become a Ronin.  The life of a Ronin will be hard.  Your old master may want you dead, your friends and relatives may disown you for the stigma of your dishonor, and finding a new Lord will be next to impossible.  Since the only marketable skill you know is killing, you will likely have to become a mercenary or assassin for money. 

Welcome to Hell.

MAKING A SAMURAI
 If you wish to play a Samurai from the earlier days, focus on archery and horsemanship, because you’ll be called upon to use it quite often.  If playing a character from the Samurai’s later days you’ll need to use a sword (or a Naginata if female).  While males of the Samurai class are expected to be warriors first, and nobility second, it is the reverse for women.  They are taught enough to defend the household, and nothing more.  If they are better fighters than their husband they often keep this secret so as not to shame him.  Later Samurai will always specialize in some particular talent to show they are more than just warriors.
 Abilities: Since the Samurai is a warrior, your physical stats are expected to be good.  As a Noble your mental stats will be expected to be good.  Earlier Samurai are horse archers and will need Dexterity.  Later Samurai who are expected to be warrior-poets will need Wisdom and Charisma to deal with other members of the Nobility.  Many of your Ki Pool abilities will be based on your mental stats as well.
 Races: Only civilized races who have a tendency towards a Lawful alignment produce many Samurai.  Members of races who aren’t commonly Lawful are rarely accepted for training, and openly Chaotic races have no chance.
 Alignment: Samurai are required to be Lawful.  Most are Lawful Neutral, particularly if they follow the Code of Bushido.  Lawful Good Samurai are less common, and many end up becoming Ronin, unable to reconcile their duties to their Lord with what they believe to be right.  Lawful Evil Samurai are monsters, murdering anything in their path, and manipulating the system to protect themselves.
 Starting Wealth: +2
 Reputation:+(1d6+4)
 Starting Age: Same as a Fighter.
 Edo Period Caste: The Samurai are Shi.

Class Skills
 The Samurai's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Geography, History, Local, Nobility & Royalty, War)(Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d10

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +2    Military Training, Ki Pool, Ki Abilities
2. +2    +3     +0     +3    Iron Will
3. +3    +3     +1     +3    Imposing Presence (+4 Intimidate Checks)
4. +4    +4     +1     +4    Military Training
5. +5    +4     +1     +4    Iron Will
6. +6    +5     +2     +5    Imposing Presence (Staredown)
7. +7    +5     +2     +5    Military Training
8. +8    +6     +2     +6    Iron Will
9. +9    +6     +3     +6    Imposing Presence (Improved Staredown)
10.+10   +7     +3     +7    Military Training
11.+11   +7     +3     +7    Iron Will
12.+12   +8     +4     +8    Imposing Presence (Imposing Strike)
13.+13   +8     +4     +8    Military Training
14.+14   +9     +4     +9    Iron Will
15.+15   +9     +5     +9    Imposing Presence (Frightful Presence)
16.+16   +10    +5     +10   Military Training
17.+17   +10    +5     +10   Iron Will
18.+18   +11    +6     +11   Imposing Presence (Improved Frightful Presence)
19.+19   +11    +6     +11   Military Training
20.+20   +12    +6     +12   Daimyo


Weapon Proficiencies: Samurai are proficient with all armor, and light and heavy shields, but not tower shields.   They may choose 8 weapons from the Samurai list, and 1 exotic weapon.
 
Ki Pool (Ex): At 1st level the Samurai first begins to learn to channel his Ki to perform acts he would be otherwise unable to do.  He may use his Ki a number of times per day equal to either his Charisma or Wisdom Modifier (whichever is greater) plus once more per day for each level of Samurai he takes.

Ki Abilities (Ex): By tapping the power of his Ki a trained Samurai can enhance his abilities in battle, in art, and in life.  A Samurai learns one new use for his Ki Pool at each level if he meets the prerequisites.  If a Samurai multi classes into a PrC that allows him to continue to learn Ki Abilities, he may still choose Ki Abilities from the Samurai Class list if he meets the prerequisites.  At 1st level he may expend up to 1 daily use of his Ki Abilities per round, and the benefits from the Ability last for 1 round.  This increases to twice per round at level 6 (with a duration of the entire encounter), and 3 times per round at level 13 (with a duration of 1 day).  Ki abilities are skills the Samurai has trained to perfection, and despite being more than natural, they are not vulnerable to Antimagic Fields and as such are Exceptional Abilities unless it is noted otherwise.  They generally either reflect specific combat maneuvers from a school of martial arts, an enhanced use of a skill, or an enhanced use of a Feat.  A Samurai may choose from the following School Ki Abilities:

Military Training (Ex):  The Samurai is a military occupation primarily, and players can receive training at various fighting styles as long as they remain Samurai.  It gives you Bonus Feats at levels 1, 4, 7, 10, 13, 16, and 19 from the following list you meet the prerequisites for (your Samurai Levels are considered levels in Fighter for purposes of acquiring Weapon Focus, Weapon Specialization, and related Feats).


Iron Will (Ex): At 2nd level the Samurai gains Iron Will as a Bonus Feat.

At 5th level the Samurai gains Indomitable Soul as a Bonus Feat (see PHB II).

At 8th level gains Mind over Matter.  Once per round when targeted by an effect that requires a Fortitude or Reflex Saving Throw, the Samurai may opt to use a Willpower Save instead.

At 11th level the Samurai can violate his alignment if ordered to.  If his Lord commands him to commit an act his alignment would not normally allow him to perform, and disobeying him would violate the Code of Bushido, then he Samurai can make a Willpower Save (DC 20) to avoid his alignment changing, and any negative effects for violating his alignment.  He must seek to repent afterwards, and qualify for an Atonement spell, or after 1 week he takes the full brunt of violating his alignment.

At 14th level the Samurai gains a +4 Resistance Bonus on Willpower Saves against Mind-Affecting Effects.  If a Mind-Affecting Effect would cause him to disobey his Lord or violate the tenets of Bushido at any time (for example a Charm or Compulsion spell was cast on him, and he was ordered to commit an act that either Lord or Bushido would object to) he gains a second Saving Throw to escape the effect.

At 17th level the Samurai is immune to Fear and Morale based penalties.

Imposing Presence (Su): At 3rd level you gain a +4 Competence Bonus on intimidation Checks.

At 6th level you gain the ability to Stare Down Foes, and you can Demoralize all opponents within 30’ with a successful Intimidate Check as a Move Action. 

At 9th level you gain Improved Staredown, and can Demoralize opponents as a Swift Action instead of a Move Action.

At 12th level any opponent you successfully confirm a critical hit against is automatically Demoralized as if he had failed an opposed check against your Intimidate.

At 15th level you gain the ability to terrify opponents simply by drawing your sword.  Whenever you draw your weapon opponents within 30’ must make a Willpower Save (Save DC is 10 plus half level plus Charisma Modifier) or become Frightened for 4d6 rounds (if they have 4 or fewer hit dice) or Shaken for 4d6 rounds if they have more than 5 hit dice, but less than your hit dice.    If the Saving Throw is successful hey are immune to this Samurai’s Frightful Presence for 24 hours.

At 18th level your Frightful Presence improves.  Opponents must save when you draw your sword or you attack, and if they have less Hit Dice than you they are Panicked instead of Frightened or Shaken.

Daimyo (Ex): At 20th level the Samurai has mastered his command of himself and the world around him.  He may not be a leader in the literal sense of the word (i.e. he may not have officially reached Daimyo status), but he is a leader of men nonetheless.  Once per round as a Swift Action he may grant himself or one Ally within 60' the ability to reroll a failed roll.  If it is an Ally, he may use the Samurai's bonus for he roll if it would be higher, and if it is the Samurai himself he may use the Bonus of any Ally within 60' if it would be higher. This can be used (3 plus Charisma Modifier) times per day.  If you have the Leadership Feat your Leadership score increases by an amount equal to your Charisma Modifier.

PLAYING A SAMURAI
 The Code of Bushido has 7 virtues: Rectitude (a Samurai is expected to conform to the law and rules for moral conduct, and uphold integrity and justice), Courage (he is expected to risk his life in battle when it is possible to achieve something of worth, even if it means his death), Benevolence (he is expected to show mercy), Respect (he is to treat others deserving of respect with such, particularly his lord), Honesty (he must not lie or be deceitful), Honor (he is expected to behave in a dignified manner), and Loyalty (he must do as his lord commands regardless of his personal feelings on the matter).  His honor and his loyalty to his Lord are supposed to mean more to him than his own life, or the lives of others.  In practice, any truly good or evil Samurai finds it difficult to live up to these ideals.  Good Samurai chafe at being given orders to commit evil acts just as much as evil samurai dislike being ordered to perform good acts.  Despite being sworn to a life of honesty, many have a pretty good Bluff skill.
 Religion:  In real life Samurai followed Bushido, and to an extent Zen Buddhism.  In DnD this means they are spiritual, but they don’t really worship Gods per se (though some may still practice the old Shinto religion).
 Other Classes: The way a Samurai relates to other classes depends on several things.  The first being, are they foreigners?  If so they are subject to immediate distrust, and possible open hostility.  They will never be truly accepted by all, no matter how often they prove themselves.  If they aren’t foreigners the question is “What is their station relevant to mine?”  If of a lower station the Samurai can pretty much do anything they like, including openly murdering them if they are not well liked (or if their Lord will back them up).  If of a higher station the Samurai is almost required to be deferential, as he can be asked to kill himself if he is considered to have disgraced himself too much.
 Combat:  There are several combat styles open to Samurai.  The traditional one is an armored archer on horseback, which eventually gave way to an armored man with a sword.  Women of Samurai households were taught knife and spear fighting, and many male Samurai learned polearms as well.  Many learned exotic fighting styles or weapons as a means of gaining an advantage over opponents by using a weapon or form which wasn’t well known.
 Advancement: How a Samurai advances depends entirely on the whims of his Lord in theory.  A Daimyo could order a Samurai to take a specific position, and if he ever wishes to have a better position (or at least retain what he has), he’d better do it well.  Many Lords will be pragmatic enough to put a Samurai where his strengths will be best used, but particularly evil nobles will use promotion to rid themselves of honest men.

SAMURAI IN THE WORLD
“One who is samurai must, before all things, keep constantly in mind, by day and by night....that he has to die.”
 In real life the Samurai were warriors hired by the nobility to fight their battles for them.  They began as little more than paid mercenaries known as Saburai (meaning “those who serve”), and were thought of as barbarians by their condescending masters.  Eventually the nobility began to rely on them more and more, and the Samurai evolved into a class of warrior nobility themselves.  While they were expected to live their life by the ideals of the Bushido code (although that name wasn’t used until late in their existence), and were even socially ostracized if it was perceived that they hadn’t, the demands of their position meant that living up to that ideal would be extraordinarily difficult.  A Samurai was expected to be benevolent and show mercy, but the law stated that he could simply kill anyone of a lower station who insulted him.  He was also expected to commit ritual suicide if his honor had been tarnished beyond repair or he had lost a battle and would have to surrender, but there are many writings of the time suggesting that the Samurai were no less pragmatic than any other warrior on a battlefield.  Theirs was a twisted life where their lord could order them to die, and they would be expected to comply.  Failing to do so meant his family would suffer along with him.
 Daily Life: You will always be busy.  When you aren’t training men under you to wield a sword, you are learning to refine your own skills under a teacher better than you, or honing your ability at music or poetry to better your social life in some manner other than killing.  At any moment your Lord can ask you to perform some task, and you must hop to it, and hope the task is actually achievable.  The easiest way for enemies to get rid of you is to dishonor you, or cause you to fall from favor,  Always keep your eyes open, and trust no one.
 Notables:
 Organizations: The Samurai are members of the middle and upper classes, and richer ones own large farms or command armies for the government.  All Samurai belong to a military organization of one clan or another.  By taking the Leadership Feat and doing well in battle a PC could open his own swordsmanship school, or be promoted to General someday.

NPC Reaction
 Samurai tend to make people nervous, particularly if they are peasants.  They’re allowed to kill any peasant who insults them, and some Samurai are notoriously easy to insult (i.e. Lawful Evil).   Nobles above them aren’t supposed to have to fear the Samurai’s anger, but in practice there’s damn little stopping a determined one from killing a member of the ruling class either if he plans it well.  Other Samurai even tend to regard Samurai they don’t know with distrust, always wondering if they’ll have to kill him at some point.

SAMURAI IN THE GAME
 Roleplaying the old ideal of a Samurai will be difficult as it will ask of players to do things they would normally never do: set aside their own desires.  They will have to follow the orders of their Lord, even if he is a disagreeable stain on the face of humanity, and be polite and respectful while doing so.  Most people roleplay to relieve stress, and Samurai lived highly stressful lives.  The class isn’t for everyone.
 Adaptation: The Samurai is intended for campaigns with oriental flavor, but with some work it can be adapted to different settings.  It’s basically a nobleman warrior, and by using different combat styles and optional class abilities it can be used to mimic fighters from different settings.
 Encounters: PC’s will tend to encounter Samurai as leaders (or embers) of military units, lords of various domains, or perhaps bounty hunters assigned to bring them in for trial (or bring back your head if you aren’t cooperative).  Many also run farms, schools of swordsmanship, or retire to monasteries if their career has been blemished.



EPIC SAMURAI

Hit Die: d10
Skills Points at Each  Level : 4 + int
Ki Pool The Epic Samurai gains 1 additional daily use of his Ki Pool for every Epic Level.  He does not gain new Ki abilities except as Epic Feats.  He also learns one new Ki Ability each level that he knows the prerequisite for.
Bonus Feats: The Epic Samurai gains a Bonus Feat every 3 levels higher than 20th


EX-SAMURAI
If a Samurai's master dies, or he is dismissed from his service for whatever reason (usually disgrace), or he becomes of an Alignment other than lawful (which is likely to cause his dismissal), the Samurai is supposed to commit seppuku.  If he does not, and chooses to live, he can no longer take levels in the Samurai class, and becomes a Ronin (taking levels in the Prestige Class of the same name, or some other class).  If he is accepted as a Samurai again, he can continue to once again take levels in this class.

« Last Edit: September 07, 2021, 06:50:38 PM by bhu »

Offline bhu

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Re: Samurai Core Class and Variants
« Reply #2 on: November 09, 2011, 11:34:56 PM »
ASHIGARU


   
“Blood is just red sweat.”

 Japan's armies required lots of men to make up for the losses due to constant warfare, and an elite cadre of warrior nobles simply didn't fit the bill.  Samurai were trained from birth, so the loss of even one took years to replace.  Enter the Ashigaru, mercenaries who killed for pay (which was usually plundered from whoever their Master was fighting).  Eventually to head off the mercenaries more brutal instincts and chaotic nature the government officially retained them as conscripts (along with the local peasantry).  This stopped disloyalty and desertion, and allowed for the Ashigaru to finally receive formal training and equipment as opposed to simply having them steal weapons and armor off the corpses of the opposing army to use.

Eventually becoming professional soldiers the Ashigaru manned Japan's navies, and were responsible for siege equipment.  Some rose from nothing to become the bodyguards of powerful Daimyo, or even Samurai.  Looked down upon by the actual Samurai, they had less restrictions and weren't required to adhere to the Code of Bushido quite so fiercely.  Many deserted their Lord if they weren't treated well, and signed on with his competition.  But if they fought hard, and slaughtered enough people, they did have the dangling carrot of a reward of nobility hanging in front of their faces.

MAKING AN ASHIGARU
 If you wish to play the earlier Ashigaru, concentrate on survival.  You'll need skills that let you hide or disappear since you'll be getting thrown unprepared into deadly situations you have little training or experience for.  Couple that with poor quality weapons, and a nobility that expects you to lay down your lives for them, and you'll quickly see that fleeing is preferable to fighting.  You're just a pawn.  If you're playing one of the professional Ashigaru from later periods, desertion won't be an option.  Concentrate on fighting skills to keep yourself alive.
 Abilities: Given your profession, high physical stats are almost a necessity.  A pretty good Wisdom score will come in handy too (and Charisma if you need to bluff your way past troops when fleeing the battle).
 Races: So long as they aren't barbaric tribesman, members of any civilized race will be accepted as Ashigaru if they have someone to vouch for them that their prospective Lord trusts.
 Alignment: Ashigaru may be of any Alignment, though their Lords would obviously prefer they be Lawful if possible.
 Starting Wealth: +(1d3+1)
 Reputation: +0
 Starting Age: Same a a Fighter.
 Edo Period Caste The Ashigaru are generally No, but before the Shogunate they can rise to Shi.

Class Skills
 The Ashigaru's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography, Local, Nobility & Royalty, War)(Int), Listen (Wis), Move Silently (Dex), Perform (usually Drums)(Cha), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d10

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +2     +0    Military Training, Ki Pool, Ki Abilities, Samurai
2. +2    +3     +3     +0    Ambush Tactics
3. +3    +3     +3     +1    Group Tactics
4. +4    +4     +4     +1    Military Training
5. +5    +4     +4     +1    Ambush Tactics
6. +6    +5     +5     +2    Group Tactics
7. +7    +5     +5     +2    Military Training
8. +8    +6     +6     +2    Ambush Tactics
9. +9    +6     +6     +3    Group Tactics
10.+10   +7     +7     +3    Military Training
11.+11   +7     +7     +3    Ambush Tactics
12.+12   +8     +8     +4    Group Tactics
13.+13   +8     +8     +4    Military Training
14.+14   +9     +9     +4    Ambush Tactics
15.+15   +9     +9     +5    Group Tactics
16.+16   +10    +10    +5    Military Training
17.+17   +10    +10    +5    Ambush Tactics
18.+18   +11    +11    +6    Group Tactics
19.+19   +11    +11    +6    Military Training
20.+20   +12    +12    +6    Samurai


Weapon Proficiencies: Ashigaru are proficient with light and medium armor, light and heavy shields, but not tower shields.  Ashigaru are also proficient with any 8 weapons from the Ashigaru list, representing the farming implements they substituted for actual combat weapons, or whatever they could loot from the battlefield (or occasionally were even trained to use).  Usually they fought with Yari and Yumi, though eventually many were trained with the Teppo and Pike (Nagae Yari) as well.  Many were allowed to carry the Wakizashi, but not until late in the period in which they thrived were they allowed Katanas.
 
Ki Pool (Ex): At 1st level the Ashigaru first begins to learn to channel his Ki to perform acts he would be otherwise unable to do.  He may use his Ki a number of times per day equal to either his Charisma or Wisdom Modifier (whichever is greater) plus once more per day for each level of Ashigaru he takes.

Ki Abilities (Ex): By tapping the power of his Ki a trained Ashigaru can enhance his abilities in battle, in art, and in life.  An Ashigaru learns one new use for his Ki Pool at each level if he meets the prerequisites.  If an Ashigaru multi classes into a PrC that allows him to continue to learn Ki Abilities, he may still choose Ki Abilities from the Ashigaru Class list if he meets the prerequisites.  At 1st level he may expend up to 1 daily use of his Ki Abilities per round, and the benefits from the Ability last for 1 round.  This increases to twice per round at level 6 (with a duration of the entire encounter), and 3 times per round at level 13 (with a duration of 1 day).  Ki abilities are skills the Ashigaru has trained to perfection, and despite being more than natural, they are not vulnerable to Antimagic Fields and as such are Exceptional Abilities unless it is noted otherwise.  They generally either reflect specific combat maneuvers from a school of martial arts, an enhanced use of a skill, or an enhanced use of a Feat.  An Ashigaru may choose from the following School Ki Abilities:

Military Training (Ex): The Ashigaru is a military occupation primarily, and players can receive training at various military skills as long as they remain Ashigaru.  It gives you Bonus Feats at levels 1, 4, 7, 10, 13, 16, and 19 from the following list you meet the prerequisites for (your Ashigaru Levels are considered levels in Fighter for purposes of acquiring Weapon Focus, Weapon Specialization, and related Feats).

Samurai: For purposes of everything except Ki Ability selection Ashigaru Levels are considered to be Samurai Levels.

Ambush Tactics (Ex): Since you aren't restricted in the use of ambushes like the Samurai are, you rely on them quite heavily.  Whenever you attack an opponent Denied his Dexterity Bonus to Armor Class, or whom you flank, you may use one of the following attacks (Their effects are in addition to your damage and can be used with ranged abilities if the opponent is within 30'.  If used at range the Save DC's are based on Dex not Str.):

At 2nd level you gain Blinding Strike.  Your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be Blinded for 1d3 rounds.

At 5th level you gain Nauseating Blow.  Your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be Nauseated for 1d4 rounds.

At 8th level you gain Confusing Blow.  Your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be Confused for 1d6 rounds.

At 11th level you gain Despairing Strike.  Your opponent must make a Willpower Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be Panicked for 1d6 rounds.

At 14th level you gain Knockout Blow.  Your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be rendered unconscious for 1 round, and Stunned the round after.

At 17th level you gain Killing Blow.  Your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or die immediately. 

Group Tactics (Ex): Due to their lack of training (at least initially) the Ashigaru rely on masses to beat opponents. 

At 3rd level you gain Combat Reflexes as a Bonus Feat

At 6th level you gain Formation Expert as a Bonus Feat.

At 9th level you gain Vexing Flanker as a Bonus Feat.

At 12th level you become Immune to Fear and Morale based Penalties as long as there is at least one Ally within 60' with at least one level of Ashigaru or Samurai.

At 15th level if you and your Allies Ready an Action to Attack the same opponent, you gain a cumulative +2 Bonus to Attack and Damage rolls for each Ally participating (yourself included).

At 18th level if you and some of your Allies are all within 15' of each other, and you all Fight Defensively that turn, your Bonus to AC increases by +2 for each Ally participating (yourself included).

Samurai (Ex): At 20th level the Ashigaru has finally succeeded in promotion and become one of the Nobility (with all the perks and limitations that bears).  All allies within 60' gain a +2 Circumstance Bonus to Attack rolls (+4 if they have at least 1 level of Ashigaru).  If you have the Leadership Feat your Leadership score increases by an amount equal to your Charisma Modifier, but only when it applies to Cohorts/Followers with at least 1 level of Ashigaru. 


PLAYING AN ASHIGARU
 You are not expected to be capable of adhering to Bushido in the manner of your superiors.  Perversely this also means you are expected to be somewhat cowardly and disloyal, and will have to strive to disprove that (unlike the Samurai who are automatically assumed to be so).  You may wish to be Samurai yourself someday if it's possible, so you are actually more likely to be loyal than the real thing, as you have no reason to take your position for granted since you were born into it.   
 Religion: Being a commoner you're more likely to practice Pure Land Buddhism as opposed to Zen, or more likely to practice the Shinto religion.  Both were more accessible to peasants than the nobles.
 Other Classes: Ashigaru aren't any likelier to be accepting of Foreigners or odd individuals than the Samurai, but they do make exceptions for you if you can fight and have proven yourself to be trustworthy.  After all if you're loyal and good at killing, that increases the likelihood they will survive if fighting next to you.
 Combat: Military training was haphazard and varied widely among the Ashigaru until they become professional soldiers.  Most relied on group tactics and massed attacks to carry the day as opposed to lifelong training honing specific combat skills (or they just attacked from surprise).  You're also likely to be called upon to experiment with any new weapon or tactic the Daimyo comes up with.  You are expendable after all.
 Advancement: An Ashigaru who is loyal, and adheres to Bushido, can in theory rise to become a Samurai himself (though the odds of him being accepted by the other Samurai as anything other than a pretender is small).  More likely is that you'll be killed and forgotten on the battlefield, or by an enraged noble on your side who needs to vent frustration.

ASHIGARU IN THE WORLD
"Don't risk the Samurai testing out the new guns.  Send an Ashigaru to put them through their paces.  Guns do not require skill, and have no place among the nobility."
 You're considered vermin by the Samurai and the court, probable brigands by the peasants you normally work among, and competition by your peers.  Plus all of your Clan Lords enemies are also yours by default, and you don't have the legal protections common to Samurai (at least in the early days).  it will be a hard life, but great reward is possible if you're lucky and skilled enough.
 Daily Life: If war isn't in the air, you're either working a farm, or perhaps building or maintaining weapons for when it does.  You might also be the sandal bearer or spear bearer for the Daimyo (also implying you're his personal bodyguard).  When not busy you'll be picking up training in whatever new weapon or tactic your Lord wishes to try out on the battlefield when war does come. When the era comes when you can be considered actual soldiers instead of conscripts, you'll spend your days in formal military training.
 Notables: Daizu Takamatsu (N Human Male Ashigaru 12) is a loyal servant of his Daimyo, hoping to one day achieve nobility.  He works tirelessly to ensure the safety of his province.  On the other hand there is Motomu Suguhara (LE Human Male Ashigaru 6/Rogue 6) who is little more than a thief and a bully who uses his position to take what he wants after battles.
 Organizations: All Ashigaru work for a Daimyo (at least in theory) or Samurai, and are part of their military's and farms.  So technically they all belong to an organization, it's just one they don't normally feel much loyalty too (at least not until the time comes when they can be promoted to Samurai)

NPC Reaction
 Ashigaru are professional soldiers, or an unruly mob of unwilling fighters.  Neither inspires confidence in the average citizen as their appearance means that slaughter is coming.  They also know that once the fighting is done you'll be picking the bones clean like freakish humanoid crows.  In other words they think of you as brigands, corpse robbers, and brutal thugs.  Even though many of you are undeserving of the reputation.

ASHIGARU IN THE GAME
 The Ashigaru are paradoxically more and less stressful than the Samurai.  they aren't bound by codes of behavior, and are thought little of so in some ways they can even screw up more.  No one really expects them to be skilled, or even trust worthy.  On the other hand, you're still peasants.  Your Samurai commanders can murder you at will and there's nothing anyone can do about it.  The constant threat of death may make this class a bit twitchy for some players.
 Adaptation: The Ashigaru are designed for an oriental campaign, but they can be adapted to other campaigns.  In essence they are either professional soldiers or mercenraies who are lightly armed and armored and sent forward in massive groups.
 Encounters: Ashigaru can be encountered anywhere there is warfare nearby.  Initially they will be peasants or mercenaries drafted into service if necessary, but eventually they will be full time soldiers.  Naval encounters will also normally involve Ashigaru, and in earlier days PC's will often find them looting battlefields.



EPIC ASHIGARU

Hit Die: d10
Skills Points at Each  Level : 4 + int
Ki Pool The Epic Ashigaru gains 1 additional daily use of his Ki Pool for every Epic Level.  He does not gain new Ki abilities except as Epic Feats. 
Bonus Feats: The Epic Ashigaru gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: September 07, 2021, 06:51:23 PM by bhu »

Offline bhu

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Re: Samurai Core Class and Variants
« Reply #3 on: November 09, 2011, 11:35:27 PM »
ONNA-BUGEISHA


   
"I am not afraid…I was born to do this."

 The Onna-Bugeisha were the wives of high ranking Samurai in times of war who have been trained in warfare.  Technically this was to protect their household, family, and honor if it became necessary, but in many cases widowed women had to become warriors to oversee their dead husbands estate or fend off invasions or coups while he was away. 

Many are just as devastating as diplomats and political manipulators as they are on the battlefield.  Raised all their lives to be intensely social, their sudden transformation into warriors as competent as any man often throws their opponents off completely.  Unfortunately the period of their ascendance is brief, and eventually women in Japan are reduced to subservience again by the 17th century.

MAKING AN ONNA-BUGEISHA
 You are pretty similar to regular Samurai except that there won't be much of a focus on horsemanship other than in earlier periods (you're supposed to defend the home after all).  You will also have a stronger focus on diplomatic abilities as you will have to deal with the subterfuge of the court in ways a man wouldn't be exposed to.
 Abilities: Unlike most warriors you are also expected to run a household, appear in court, and be 'charming' (or at least subservient).  In other words you need self control and a desire to succeed in more areas than the men in your life.  Dexterity and Charisma will be necessary for you, and Intelligence and Charisma will be almost as important.  If necessary Strength can be done without so much, but you'll want at least an average score.
 Races: Pretty much the same as the usual Samurai.
 Alignment: As any other Samurai the Onna-Bugeisha are required to be Lawful (and probably have less leeway than their husbands in regard to breaches of alignment or behavior). 
 Starting Wealth: +(1d6+4)
 Reputation: +2
 Starting Age: Same as a Fighter.
 Edo Period Caste: The Onna-Bugeisha are Shi.

Class Skills
 The Onna Bugeisha's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Geography, History, Local, Nobility & Royalty, War)(Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skills Per Day at 1st Level : (6 + int)x4
Skills Per Day at Each Additional Level : 6 + int

Hit Dice: d10

   BAB  Fort    Ref    Will  Abilities
1. +1    +0     +2     +2    Military Training, Ki Pool, Ki Abilities, Samurai
2. +2    +0     +3     +3    Iron Will
3. +3    +1     +3     +3    Diplomatic Training
4. +4    +1     +4     +4    Military Training
5. +5    +1     +4     +4    Iron Will
6. +6    +2     +5     +5    Diplomatic Training
7. +7    +2     +5     +5    Military Training
8. +8    +2     +6     +6    Iron Will
9. +9    +3     +6     +6    Diplomatic Training
10.+10   +3     +7     +7    Military Training
11.+11   +3     +7     +7    Iron Will
12.+12   +4     +8     +8    Diplomatic Training
13.+13   +4     +8     +8    Military Training
14.+14   +4     +9     +9    Iron Will
15.+15   +5     +9     +9    Diplomatic Training
16.+16   +5     +10    +10   Military Training
17.+17   +5     +10    +10   Iron Will
18.+18   +6     +11    +11   Diplomatic Training
19.+19   +6     +11    +11   Military Training
20.+20   +6     +12    +12   Jotei


Weapon Proficiencies: Onna-Bugeisha are proficient with Light, Medium, and Heavy Armor.  They may choose 8 weapons from the Samurai list, and 1 exotic weapon.
 
Ki Pool (Ex): At 1st level the Onna-Bugeisha first begins to learn to channel her Ki to perform acts she would be otherwise unable to do.  She may use her Ki a number of times per day equal to either her Charisma or Wisdom Modifier (whichever is greater) plus once more per day for each level of Samurai she takes.

Ki Abilities (Ex): By tapping the power of her Ki a trained Onna-Bugeisha can enhance her abilities in battle, in art, and in life.  An Onna-Bugeisha learns one new use for her Ki Pool at each level if she meets the prerequisites.  If an Onna-Bugeisha multi classes into a PrC that allows her to continue to learn Ki Abilities, she may still choose Ki Abilities from the Onna-Bugeisha Class list if she meets the prerequisites.  At 1st level she may expend up to 1 daily use of her Ki Abilities per round, and the benefits from the Ability last for 1 round.  This increases to twice per round at level 6 (with a duration of the entire encounter), and 3 times per round at level 13 (with a duration of 1 day).  Ki abilities are skills the Onna-Bugeisha has trained to perfection, and despite being more than natural, they are not vulnerable to Antimagic Fields and as such are Exceptional Abilities unless it is noted otherwise.  They generally either reflect specific combat maneuvers from a school of martial arts, an enhanced use of a skill, or an enhanced use of a Feat.  An Onna-Bugeisha may choose from the following School Ki Abilities:

Military Training (Ex): The Onna-Bugeisha is a military occupation primarily, and players can receive training at various fighting styles as long as they remain Onna-Bugeisha.  It gives you Bonus Feats at levels 1, 4, 7, 10, 13, 16, and 19 from the following list you meet the prerequisites for (your Onna-Bugeisha Levels are considered levels in Fighter for purposes of acquiring Weapon Focus, Weapon Specialization, and related Feats).

Samurai: For purposes of everything except Ki Ability selection Onna-Bugeisha Levels are considered to be Samurai Levels.

Iron Will (Ex): At 2nd level the Onna-Bugeisha gains Iron Will as a Bonus Feat.

At 5th level the Onna-Bugeisha gains Indomitable Soul as a Bonus Feat (see PHB II).

At 8th level she gains Mind over Matter.  Once per round when targeted by an effect that requires a Fortitude or Reflex Saving Throw, the Onna-Bugeisha may opt to use a Willpower Save instead.

At 11th level the Onna-Bugeisha can violate her alignment if ordered to.  If her Lord commands her to commit an act her alignment would not normally allow her to perform, and disobeying him would violate the Code of Bushido, then the Onna-Bugeisha can make a Willpower Save (DC 20) to avoid her alignment changing, and any negative effects for violating her alignment.  She must seek to repent afterwards, and qualify for an Atonement spell, or after 1 week she takes the full brunt of violating her alignment.

At 14th level the Onna-Bugeisha gains a +4 Resistance Bonus on Willpower Saves against Mind-Affecting Effects.  If a Mind-Affecting Effect would cause her to disobey her Lord or violate the tenets of Bushido at any time (for example a Charm or Compulsion spell was cast on her, and she was ordered to commit an act that either Lord or Bushido would object to) she gains a second Saving Throw to escape the effect.

At 17th level the Onna-Bugeisha is immune to Fear and Morale based penalties.

Diplomatic Training (Ex): The Onna-Bugeisha must learn diplomacy as well as fighting, and as such they gain certain abilities related to it.

At Level 3 she gains her choice of one of the following Feats: Deceitful, Investigator, Negotiator, or Persuasive.

At Level 6 she gains the High Society Feat (see Crystal Keep or Dragon 333).

At Level 9 she gains the Master Manipulator Feat.

At level 12 she gains the Leadership Feat.

At Level 15 she gains the Wanderer's Diplomacy Feat.

At level 18 the Onna-Bugeisha can choose any one skill based off her class list based on Charisma.  She gains a Competence Bonus equal to (her Onna-Bugeisha Level divided by 5) with Skill Checks made with that skill.

Jotei (Ex) At 20th level the Onna-Bugeisha has mastered command of herself and the world around her.  She may not be a leader in the literal sense of the word (i.e. she may not have officially reached Jotei status), but she is a leader of men nonetheless.  All Allies within 60' of the Jotei are immune to Fear or Morale Penalties, and gain a +2 Resistance Bonus to Saving Throws against Mind-Affecting Effects.  If you have the Leadership Feat your Leadership score increases by an amount equal to your Charisma Modifier.

PLAYING AN ONNA-BUGEISHA
 Your life is a complex one.  In  early periods women aren't the subservient baby machines they are expected to be later, but neither are they usually thought of as warrior material unless they have proven themselves multiple times.  Eventually your taking up arms would not only be seen as laughable but the mere desire to might be considered an example of mental imbalance.  You will be an enigma, an unknown quantity which others will find difficult to peg down or predict, and that will cause them to hate and fear you.  use that to your advantage, you'll need it to remain among the living.
 Religion: In real life Samurai followed Bushido, and to an extent Zen Buddhism.  In DnD this means they are spiritual, but they don’t really worship Gods per se (though some may still practice the old Shinto religion).
 Other Classes: You relate to other classes in much the same way as any other Samurai, but sometimes your unique perspective causes you to think in ways differently from your male peers.  In other words you have the ability to adapt better, and not have such a stick up your behind.
 Combat: Identical to your male counterparts in most ways, you prefer speed and finesse over shear physical power.  Many Onna-Bugeisha also study exotic, easily concealable weapons that would normally be used by less than honorable fighters who prefer stealth.
 Advancement: As with other Samurai, how you advance depends upon the wishes of your Master, assuming you have one.  Many Onna are so unique that their Lords let them follow their own whims.

ONNA-BUGEISHA IN THE WORLD
War is delightful to those who have not experienced it."
 You will need a pretty thick skin.  Most people assume you have a place due to your gender and station at birth, and they want you to keep to it like everyone else does.  With luck the commander of whatever force you're in takes you seriously, or you at least are the head of a household.  You'll take less crap as a widow who has become a warrior than you will as a single woman whose taken up a life of slaughter in order to prove herself.
 Daily Life: You're busier than the average Samurai.  You have to be twice the woman any of the other members of the house are to still be thought of as attractive, and twice the warrior your male counterparts are to be taken seriously.  Plus you most likely have a household to run, training to attend to, perhaps children, etc. 
 Notables: Akiko Sugiwara (LG Human Female Onna-Bugeisha 12) is a widow who has assumed her husbands station in a time of warfare when traditional male Samurai are in short supply.  The people are more loyal to her than they ever were to her husband anyway.  Misako Koji (LE Human Female Onna-Bugeisha 6/Ronin 6) is a former Samurai who murdered her husband and now spends her days on the run making a living as an assassin.
 Organizations: Usually you will be the widow or wife of a powerful Samurai, but not always.  Since you will be expected to run his household in his absence you will most likely have the Leadership Feat, and be the head of a small organization yourself.

NPC Reaction
 You weird NPC's out.  Due to your societies strict conformity people of both genders will take every opportunity to remind you of your place.  outsiders won't be much better since they will sense your weakness and swarm like all the others do.  You will need to rely on your sword twice as much as a man of your station would, not because you'll be challenged to more fights (which you will), but because no one wants to be seen losing to a woman.  So the easiest way to get what you want is the threat of violence, and the occasional example made.

ONNA-BUGEISHA IN THE GAME
 This class will tend to attract controversy if you play it realistically, so if you do, make sure your player knows what shes in for.
 Adaptation: This is okay for either silly or serious campaigns, but works best ins serious ones.  Drama is well suited for it.
 Encounters: Onna-Bugeisha are encountered in warfare like any other Samurai, or guarding the house while their husband is at war himself.  On rare occasion they can be encountered in the field on missions like any other Samurai.



EPIC ONNA-BUGEISHA

Hit Die: d8
Skills Points at Each  Level : 6 + int
Ki Pool The Epic Onna-Bugeisha gains 1 additional daily use of her Ki Pool for every Epic Level.  She does not gain new Ki abilities except as Epic Feats. 
Bonus Feats: The Epic Onna-Bugeisha gains a Bonus Feat every 3 levels higher than 20th



EX-ONNA-BUGEISHA
If a Onna's master dies, or she is dismissed from his service for whatever reason (usually disgrace), or she becomes of an Alignment other than Lawful (which is likely to cause her dismissal), the Onna is supposed to commit seppuku.  If she does not, and chooses to live, she can no longer take levels in the Onna class, and becomes a Ronin (taking levels in the Prestige Class of the same name, or some other class).  If she is accepted as an Onna again, she can continue to once again take levels in this class.
« Last Edit: September 07, 2021, 06:52:01 PM by bhu »

Offline bhu

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Re: Samurai Core Class and Variants
« Reply #4 on: November 09, 2011, 11:36:06 PM »
http://en.wikipedia.org/wiki/Pechin

PECHIN


   
"No matter how you may excel in the art of Te, and in your scholastic endeavors, nothing is more important than your behavior and your humanity as observed in daily life."

 The Pechin were the Okinawan/Ryukyuan version of Samurai.  Most weren't Buddhists (at least that I can find), and so would not be restricted by the Code of Bushido.  Okinawa also had long periods of being forcibly disarmed by mainland Japan who feared revolt.  As a result they developed the martial art Te, which was the precursor to modern Karate, so as to have a means of defending themselves.  They also traded quite frequently with China and Thailand and show cultural influences from them.  Early Pechin supposedly fought with curved swords and shields, similar to China a the time.

MAKING A PECHIN
 Earlier Pechin were heavily influenced by Chinese fighting, and could be expected to fight with sword and shield and possibly know early forms of Kung Fu as well.  Later Pechin are more influenced by mainland Japan after being cut off from China, and often catty either a Tachi and Wakizashi or a single Katana.  Once the Ryukyus are officially disarmed the Pechin rely on unarmed techniques such as Te ( http://en.wikipedia.org/wiki/Okinawan_martial_arts ) although some may have also learned Jujutsu, Aiki-Jujutsu, or Taijutsu.  Many also practiced Kobudo.
 Abilities: Unlike most Samurai you are never expected to be heavy cavalry.  Your physical stats take precedence because of your practicing unarmed fighting so heavily, and Wisdom also helps the use of some of your abilities.  Charisma helps you with your Perform skills, as art and music are more revered among the Ryukyus than combat.
 Races: Pechin are about the same as regular Samurai in their distribution among races, but there are more of them among Chaotic species.
 Alignment: Pechin were warriors and police both.  As upholders of the Law, they will tend to be Lawful, but they are not required to be the way normal Samurai are, nor are they beholden to the Code of Bushido.
 Starting Wealth: +(1d6+2)
 Reputation: +2
 Starting Age: Same as Fighter.
 Edo Period Caste: While they have the influence of Samurai within their own society, the Pechin are effectively reputable Hinin within Japan (where they spend little time).

Class Skills
 The Pechin's class skills (and the key ability for each skill) are are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Geography, History, Local, Nobility & Royalty, War)(Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d10

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +2    Military Training, Ki Pool, Ki Abilities
2. +2    +3     +0     +3    Iron Will
3. +3    +3     +1     +3    Unarmed Fighting (+1)
4. +4    +4     +1     +4    Military Training
5. +5    +4     +1     +4    Iron Will
6. +6    +5     +2     +5    Unarmed Fighting (+2)
7. +7    +5     +2     +5    Military Training
8. +8    +6     +2     +6    Iron Will
9. +9    +6     +3     +6    Unarmed Fighting (+3)
10.+10   +7     +3     +7    Military Training
11.+11   +7     +3     +7    Iron Will
12.+12   +8     +4     +8    Unarmed Fighting (+4)
13.+13   +8     +4     +8    Military Training
14.+14   +9     +4     +9    Iron Will
15.+15   +9     +5     +9    Unarmed Fighting (+5)
16.+16   +10    +5     +10   Military Training
17.+17   +10    +5     +10    Iron Will
18.+18   +11    +6     +11    Unarmed Fighting (+6)
19.+19   +11    +6     +11    Military Training
20.+20   +12    +6     +12    Sensei


Weapon Proficiencies: Pechin are proficient with Light and Medium Armor.  They are proficient with light and heavy shields, but not tower shields.  They may choose 8 weapons from the Kobudo list, and 1 exotic weapon.
 
Ki Pool (Ex): At 1st level the Pechin first begins to learn to channel his Ki to perform acts he would be otherwise unable to do.  He may use his Ki a number of times per day equal to either his Charisma or Wisdom Modifier (whichever is greater) plus once more per day for each level of Pechin he takes.

Ki Abilities (Ex): By tapping the power of his Ki a trained Pechin can enhance his abilities in battle, in art, and in life.  A Pechin learns one new use for his Ki Pool at each level if he meets the prerequisites.  If a Pechin multi classes into a PrC that allows him to continue to learn Ki Abilities, he may still choose Ki Abilities from the Pechin Class list if he meets the prerequisites.  At 1st level he may expend up to 1 daily use of his Ki Abilities per round, and the benefits from the Ability last for 1 round.  This increases to twice per round at level 6 (with a duration of the entire encounter), and 3 times per round at level 13 (with a duration of 1 day).  Ki abilities are skills the Pechin has trained to perfection, and despite being more than natural, they are not vulnerable to Antimagic Fields and as such are Exceptional Abilities unless it is noted otherwise.  They generally either reflect specific combat maneuvers from a school of martial arts, an enhanced use of a skill, or an enhanced use of a Feat.  A Pechin may choose from the following School Ki Abilities:

Military Training (Ex): The Pechin is a military occupation primarily, and players can receive training at various fighting styles as long as they remain Pechin.  It gives you Bonus Feats at levels 1, 4, 7, 10, 13, 16, and 19 from the following list you meet the prerequisites for (your Pechin Levels are considered levels in Fighter for purposes of acquiring Weapon Focus, Weapon Specialization, and related Feats).

Iron Will (Ex): At 2nd level the Pechin gains Iron Will as a Bonus Feat.

At 5th level the Pechin gains Indomitable Soul as a Bonus Feat (see PHB II).

At 8th level gains Mind over Matter.  Once per round when targeted by an effect that requires a Fortitude or Reflex Saving Throw, the Pechin may opt to use a Willpower Save instead.

At 11th level the Pechin can make a Concentration Check to temporarily ignore any Mind-Affecting effect for a number of rounds equal to his Wisdom Modifier.  The Check DC is equal to the original Save DC of the effect.

At 14th level the Pechin gains a +4 Resistance Bonus on Willpower Saves against Mind-Affecting Effects.  If a Mind-Affecting Effect would cause him to break the Law (for example a Charm or Compulsion spell was cast on him, and he was ordered to commit an act that society would object to) he gains a second Saving Throw to escape the effect.

At 17th level the Samurai is immune to Fear and Morale based penalties.

Unarmed Fighting (Ex): At levels 3, 6, 9, 12, and 15 the Pechin gains a cumulative +1 Bonus to Ac if he is unarmed.  If he is unarmored and carrying a Light Load or less, he also adds his Wisdom Modifier to this Bonus.  At 6th Level is your Unarmed Fighting Bonus is enough to cause an opponent to miss you, you may switch places with him as a Swift Action, and his turn ends.  At 12th Level if your Unarmed Fighting Bonus is enough to cause an opponent to miss you, you may instead make an Attack of Opportunity against him.  At 18th Level when Unarmored and using Total Defense, you can make a Reflex Save (DC is 10 plus 1/2 your opponents Hit Dice plus his Strength Modifier) to halve the damage if he hits you successfully. 

Sensei (Ex):  At Level 20, you threaten a critical with unarmed strikes on an 18-20, and do x3 damage on a successful critical.  You also gain a Bonus on Grapple Checks and Attack rolls for Unarmed Strikes equal to your Wisdom Modifier.

PLAYING A PECHIN
 Try not to be obvious.  Too many people in Japan are afraid of your people rebelling, so try not to show anger or violence, and do not commit acts of aggression in public where there can be witnesses.  You are an artist and a noble, not a common thug or murderer.  Behave as such. 
 Religion: Pechin follow the traditional ancestor worship found in Okinawa.  Unlike other Samurai they don't retire to become Monks as most Shamans and spiritual leaders in their culture are women.
 Other Classes: Pechin are fairly similar to more traditional Samurai in their reactions to other classes.
 Combat: Pechin specialize heavily in unarmed fighting, especially in later years when they have been disarmed by japan.  As a result there are many local variations on Te, and many also specialize in using weapons that are common items such as farming tools (i.e. Kobudo).
 Advancement: Advancement is still somewhat limited by the wishes of a Pechin's employer, but they aren't quite as strict as a normal Samurai's Lord would be.  Pechin are expected to continue to contribute to the development of Te though.

PECHIN IN THE WORLD
"If you’re going to be as a river, make sure you don’t overflow your banks, and kill the life around you."
 Pechin are the defenders of their people, and given the treatment they receive from the rest of Japan they are needed.  While you are not allowed to be armed for much of your existence, there are ways around that.  Unarmed fighting, or using common tools for example.  You might actually be more competent at fighting without a sword than you are with one.
 Daily Life: You pretty much go about your daily job, whatever that is, with the addition of training in Te, and attempting to ever further the style.  If crimes are committed you may be called upon to track down the criminal.  If ar comes you will be expected to fight.
 Notables:
 Organizations: Most Pechin belong to the Okinawan military or some sort of police force.  Their structure is somewhat different than that of the traditional Samurai as some may serve an organization as opposed to a Daimyo.

NPC Reaction
 People look to you for protection from evil men.  Simultaneously, if you are not careful, they will fear you for your martial prowess and come to believe they need protecting from you.  You're regarded equally as oppressor or savior depending on what company you're in.

PECHIN IN THE GAME
 Roleplaying a Pechin will be somewhat easier than mainland Japanese Samurai, and players will have to remember they have somewhat different expectations.  Glory in battle or being a great slayer of men does not bring fame in Okinawan society the way it does in mainstream Japan.
 Adaptation: The Pechin is intended for games with an Okinawan flavor, but can be used to simulate any warrior specializing in unarmed fighting.
 Encounters: Pechin can be encountered anytime the PC's are up to no good as they are the local police force.  If the group expects to train in unarmed fighting, it's likely a Pechin who will be training them (if they can convince one).  Should war occur it will be the Pechin taking up arms.  They can also be found trading at sea.



EPIC PECHIN

Hit Die: d10
Skills Points at Each  Level : 4 + int
Ki Pool The Epic Pechin gains 1 additional daily use of his Ki Pool for every Epic Level.  He does not gain new Ki abilities except as Epic Feats. 
Bonus Feats: The Epic Class Pechin gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: September 07, 2021, 06:52:42 PM by bhu »

Offline bhu

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Re: Samurai Core Class and Variants
« Reply #5 on: November 09, 2011, 11:38:23 PM »
KUGE


   
“The tongue is but three inches long, yet it can kill a man six feet high”

 Kuge was originally used to describe the Emperor and his court, and eventually came to mean the bureaucrats residing at court.  Eventually this also changed to mean nobility siding with the Emperor as opposed to the Shogunate.  The Kuge oversee the day to day details of the empires operation and in theory wield enormous power.  The Metsuke spy upon them, the Yakuza bribe or entrap them, and their allies scheme against them constantly.  Life as a Kuge is sometimes scarcely less troublesome than a warrior Samurai depending on the time period.  Eventually they merge with the Daimyo and form the Kazoku after losing much of their political power and wealth.

MAKING A KUGE
 You will likely begin as a very minor court functionary, and rising higher will require no small amount of ruthlessness and a little luck as well.  Sense Motive will be a very important skill throughout your career, as will Bluff, Diplomacy, and Gather Information.  Kuge without ranks in these will be very short lived.
 Abilities: Much of your duties will require you to convince other people to see your way, which means Charisma will be important.  You'll also need to perceive when others are lying to you if you want to avoid assassins or betrayals, so Wisdom will also be important.  A high Int will help with the skill ranks you need.
 Races: Foreigners cannot be Kuge.  So whatever the dominant race in your campaign is, only they will be accepted, and only if they are locals.
 Alignment: The majority of Kuge will at least make the appearance of being Lawful Good or Neutral to appeal to others and maintain their position.  In reality most are Lawful Neutral or Evil as their job requires them to often do things they object to or find emotionally painful.
 Starting Wealth: +(1d6+4)
 Reputation: +2
 Starting Age: Same as Wizard.
 Edo Period Caste: The Kuge are considered to be above the caste system.  If this Class is used to represent bureaucratic Samurai, they are Shi as usual.

Class Skills
 The Kuge's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Architecture & Engineering, Geography, History, Nobility, Religion)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), and Spot (Wis).
Skills Per Day at 1st Level : (8 + int)x4
Skills Per Day at Each Additional Level : 8 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Bureaucracy, Ki Pool, Ki Abilities
2. +1    +0     +3     +3    Slippery
3. +2    +1     +3     +3    Diplomatic Training
4. +3    +1     +4     +4    Bureaucracy
5. +3    +1     +4     +4    Slippery
6. +4    +2     +5     +5    Diplomatic Training
7. +5    +2     +5     +5    Bureaucracy
8. +6    +2     +6     +6    Slippery
9. +6    +3     +6     +6    Diplomatic Training
10.+7    +3     +7     +7    Bureaucracy
11.+8    +3     +7     +7    Slippery
12.+9    +4     +8     +8    Diplomatic Training
13.+9    +4     +8     +8    Bureaucracy
14.+10   +4     +9     +9    Slippery
15.+11   +5     +9     +9    Diplomatic Training
16.+12   +5     +10    +10   Bureaucracy
17.+12   +5     +10    +10    Slippery
18.+13   +6     +11    +11    Diplomatic Training
19.+14   +6     +11    +11    Bureaucracy
20.+15   +6     +12    +12    Kugyo

Weapon Proficiencies: The Kuge are proficient with Light and Medium Armor.  They may choose 8 weapons from the Samurai list, and 1 exotic weapon.
 
Ki Pool (Ex): At 1st level the Kuge first begins to learn to channel his Ki to perform acts he would be otherwise unable to do.  He may use his Ki a number of times per day equal to either his Charisma Modifier (whichever is greater) plus once more per day for each level of Kuge he takes.

Ki Abilities (Ex): By tapping the power of his Ki a trained Kuge can enhance his abilities in battle, in art, and in life.  A Kuge learns one new use for his Ki Pool at each level if he meets the prerequisites.  If a Kuge multi classes into a PrC that allows him to continue to learn Ki Abilities, he may still choose Ki Abilities from the Kuge Class list if he meets the prerequisites.  At 1st level he may expend up to 1 daily use of his Ki Abilities per round, and the benefits from the Ability last for 1 round.  This increases to twice per round at level 6 (with a duration of the entire encounter), and 3 times per round at level 13 (with a duration of 1 day).  Ki abilities are skills the Kuge has trained to perfection, and despite being more than natural, they are not vulnerable to Antimagic Fields and as such are Exceptional Abilities unless it is noted otherwise.  They generally either reflect specific combat maneuvers from a school of martial arts, an enhanced use of a skill, or an enhanced use of a Feat.  A Kuge may choose from the following School Ki Abilities:

Bureaucracy: The Kuge is a bureaucratic occupation primarily, but as members of the government there are unlucky moments when they will be called upon to fight.  Your training gives you Bonus Feats at levels 1, 4, 7, 10, 13, 16, and 19.  you may choose any Feat you meet the prerequisites for.

Slippery (Ex): At 2nd level the Kuge gains Lightning Reflexes as a Bonus Feat.

At 5th level the Kuge gains Dive for Cover as a Bonus Feat (see Complete Arcane).

At 8th level gains Run Like Hell.  Once per round when targeted by an effect that requires a Willpower or Fortitude Saving Throw, the Kuge may opt to use a Reflex Save instead.

At 11th level the Kuge can make a Concentration Check to temporarily ignore any Stun or Daze effect for a number of rounds equal to his Dexterity Modifier.  The Check DC is equal to the original Save DC of the effect.

At 14th level the Kuge gains a +4 Resistance Bonus on Opposed Checks as well as a +10' increase in Base Land Speed when he is Shaken, Frightened, or Panicked.

At 17th level if the Kuge makes a successful Reflex Saving Throw against something that allows a Save for Partial Effect he takes no effect instead, and a Partial Effect if he fails the Save.

Diplomatic Training (Ex):  The Kuge must learn the fine art of diplomacy if they are to be of any use.

At Level 3 he gains his choice of one of the following Feats: Deceitful, Investigator, Negotiator, or Persuasive.

At Level 6 he gains the High Society Feat (see Crystal Keep or Dragon 333).

At Level 9 he gains the Master Manipulator Feat.

At level 12 he gains the Leadership Feat.

At Level 15 he gains the Wanderer's Diplomacy Feat.

At level 18 the Kuge can choose any one skill based off his class list based on Charisma.  He gains a Competence Bonus equal to (his Kuge Level divided by 5) with Skill Checks made with that skill.

Kugyo (Ex):  At 20th level the Kuge has finally succeeded in promotion and become one of the most powerful men in Japan, though perhaps not an actual Kugyo (with all the perks and limitations that bears).  All allies within 60' gain a +2 Circumstance Bonus to Diplomacy Checks (+4 if they have at least 1 level of Kuge).  If you have the Leadership Feat your Leadership score increases by an amount equal to your Charisma Modifier, but only when it applies to Cohorts/Followers with at least 1 level of Kuge.  You also gain the legal right to carry a Wakizashi.

PLAYING A KUGE
 You are expected to hold the ideals of the court and enforce and contribute to culture.  This means honoring Buddhism, while trying to keep it separate from daily affairs, as well as important Shinto ceremonies.  You must also cater to the whims of those more powerful than you, and usually are expected to be either adept at some form of writing prose or a biwa player.  Writing fiction is held in ill regard, and the peasants are usually contemptible and regarded as subhuman regardles of the time period. 
 Religion: Buddhism holds sway at court depending on the time period, usually the Shingon sect which practiced secrecy and was only open to the elite, or Tantric Buddhism with it's system of rituals and magic.  This puts you at odds with the Samurai once again whose fanatical followings of Zen do not mesh well with the other sects.
 Other Classes: The Samurai are theoretically equals but no Kuge will admit this.  In the earliest times they regarded the Samurai as hired barbarians, and though the public may now accept the Samurai as nobility the old guard refuse.  You will have respect for capable artisans and craftsmen, and religious authorities (because you need to be seen as being devout), but everyone else is pretty much scum.
 Combat: The Kuge were sometimes capable horse archers, and eventually standing archers, but they look down upon fighting and warriors in general.  You have hirelings who fight for you because it's beneath your station.
 Advancement: Advancement largely depends on your superiors and your own ability to lie, cheat, steal, and betray.  If you can achieve a higher station be assured it will not be through honest means.

KUGE IN THE WORLD
“One dog yelping at nothing will set ten thousand straining at their collars”
 Kuge associate virtually only with each other.  The Court is a different world from the rest of Japan, and other than themselves Kuge only encounter Samurai, and sometimes the clergy.  Lower castes are virtually alien to them, and foreigners doubly so.  A majority of your time is taken up by scheming if you're at all smart, so you have no time for anyone who can't be expected to aid you. 
 Daily Life: Much of your day is spent attending to duties, checking on plots you have in motion, gathering information, and responding to political or social threats.  You have very little time to yourself.
 Notables:
 Organizations: All Kuge belong to the Imperial Court.  They also belong to probably at least a few other organizations, some of which will be based along clan or family ties, and some of which will deal with religion, personal ambition, or darker subjects such as magic.

NPC Reaction
 NPC treatment depends on their station.  The Samurai hate you, other Kuge tend to view you as pawns or rivals, and the clergy revile you as competition for the hearts of the peasantry (whom you revile).  Your only real friends are possibly family, allies in some secret organization, and possibly craftsmen or artists you patronize.

CLASS KUGE IN THE GAME
 Unless they're job requires a mobile role, most Kuge are confined to Court (which they have no objection to as they need to be there to make sure no one's backstabbing them).  This will tend to confine campaigns to the COurt unless you give the player reason to leave it.
 Adaptation: Kuge are meant for Japanese campaigns but could be adapted to other oriental settings.
 Encounters: Most PC's will not encounter the Kuge unless they have been hired by them, hired to protect them, hired to protect someone from them, or hired to put them in the ground.  Court duties restrict them from public appearances.



EPIC KUGE

Hit Die: d6
Skills Points at Each  Level : 8 + int
Ki Pool The Epic Kuge gains 1 additional daily use of his Ki Pool for every Epic Level.  He does not gain new Ki abilities except as Epic Feats.
Bonus Feats: The Epic Kuge gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: September 07, 2021, 06:53:27 PM by bhu »

Offline Prime32

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Re: Samurai Core Class and Variants
« Reply #6 on: January 03, 2012, 09:45:22 PM »
Samurai need a ki ability, or even a class feature, which lets them ignore DR+hardness. Maybe Pierce Magical Protection too.
Also a ki ability which makes cherry petals swirl around them dramatically, providing concealment and a minor Intimidate bonus. :p
« Last Edit: January 03, 2012, 09:51:31 PM by Prime32 »

Offline Ziegander

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Re: Samurai Core Class and Variants
« Reply #7 on: January 03, 2012, 10:59:09 PM »
Where are the Ki Abilities for these classes?

Offline bhu

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Re: Samurai Core Class and Variants
« Reply #8 on: January 03, 2012, 11:27:18 PM »
I haven't ported them over yet as I'm reworking them.  They'll be in the Ki abilities post a a lil further down in the subforum

Offline bhu

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Re: Samurai Core Class and Variants
« Reply #9 on: July 26, 2012, 11:07:45 PM »
SHIHAN


   
"Truth is universal. Perception of truth is not."

 Sensei means 'person born before another', and is pretty much immediately bestowed on those in society achieving a certain level of mastery in any profession, including the martial arts.   Shihan means 'master', and is not automatically bestowed upon reaching a particular achievement goal.  A Shihan is a model for the art, a person who leads an exemplary life.  Your goal is not to simply be a great fighter, but an honorable and forthright human being.  Well at least that's the goal of most who want the title.  Some just want prestige, but they tend to fall by the wayside.

MAKING A SHIHAN
 Much like the Samurai you live or die by your reputation.  You will be challenged fairly often so focus on your particular art as much as you can.  You may even wish to specialize in a niche to make your claim to fame if that's your thing.  And since the martial arts are in their infancy there are just as many of you in it for fame and glory as enlightenment.  You'll need to defend yourselves from the brutes who stain the name of your occupation.
 Abilities: Virtually all physical abilities are necessary to the Shihan.  Wisdom is good for some Ki Abilities, and Charisma will come in handy for some wishing to be teachers.
 Races: Shihan come in a variety of races.  Many Japanese legends attribute the learning of Martial skills to Tengu, Kappa, and various other supernatural beings.
 Alignment: Shihan come in a variety of alignments, but given that many are tied to both the Samurai and Buddhism most are Lawful Good or Neutral if they are human. 
 Starting Wealth: +(1d6+2)
 Reputation: +2
 Starting Age: Same as Monk.
 Edo Period Caste Initially most Shihan will be Shi (or honorable Hinin if they are Okinawan).

Class Skills
 The Shihan's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (History, Local, Nobility, War)(Int), Profession (Wis), Sense Motive (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +2    Martial Training, Ki Pool, Ki Abilities
2. +2    +3     +0     +3    Iron Will
3. +3    +3     +1     +3    School Specialty
4. +4    +4     +1     +4    Martial Training
5. +5    +4     +1     +4    Iron Will
6. +6    +5     +2     +5    School Specialty
7. +7    +5     +2     +5    Martial Training
8. +8    +6     +2     +6    Iron Will
9. +9    +6     +3     +6    School Specialty
10.+10   +7     +3     +7    Martial Training
11.+11   +7     +3     +7    Iron Will
12.+12   +8     +4     +8    School Specialty
13.+13   +8     +4     +8    Martial Training
14.+14   +9     +4     +9    Iron Will
15.+15   +9     +5     +9    School Specialty
16.+16   +10    +5     +10   Martial Training
17.+17   +10    +5     +10    Iron Will
18.+18   +11    +6     +11    School Specialty
19.+19   +11    +6     +11    Martial Training
20.+20   +12    +6     +12    Master

Weapon Proficiencies: A Shihan is proficient in the weapons of their school.  Choose any 8 weapons.  They are also proficient in any 2 types of Armor available (and/or Shield if they are from the right time and place).
 
Ki Pool (Ex): At 1st level the Shihan first begins to learn to channel his Ki to perform acts he would be otherwise unable to do.  He may use his Ki a number of times per day equal to either his Charisma or Wisdom Modifier (whichever is greater) plus once more per day for each level of Shihan he takes.

Ki Abilities (Ex): By tapping the power of his Ki a trained Shihan can enhance his abilities in battle, in art, and in life.  A Shihan learns one new use for his Ki Pool at each level if he meets the prerequisites.  If a Shihan multi-classes into a PrC that allows him to continue to learn Ki Abilities, he may still choose Ki Abilities from the Shihan Class list if he meets the prerequisites.  At 1st level he may expend up to 1 daily use of his Ki Abilities per round, and the benefits from the Ability last for 1 round.  This increases to twice per round at level 6 (with a duration of the entire encounter), and 3 times per round at level 13 (with a duration of 1 day).  Ki abilities are skills the Shihan has trained to perfection, and despite being more than natural, they are not vulnerable to Antimagic Fields and as such are Exceptional Abilities unless it is noted otherwise.  They generally either reflect specific combat maneuvers from a school of martial arts, an enhanced use of a skill, or an enhanced use of a Feat.  A Shihan may choose from the following School Ki Abilities:

Martial Training: As a Shihan you are expected to perfect the military arts taught by your school.  Your training gives you Bonus Feats at levels 1, 4, 7, 10, 13, 16, and 19.  These may be any Feats that can conceivably give you a Bonus in Combat, and would be taught by your school.  For example if your school teaches Jujutsu you could learn Improved Grapple, but not Weapon Focus (Sling).  Schools will have lists of appropriate Feats with them.

Iron Will (Ex): At 2nd level the Shihan gains Iron Will as a Bonus Feat.

At 5th level the Shihaan gains Indomitable Soul as a Bonus Feat (see PHB II).

At 8th level the Shihan gains Mind over Matter.  Once per round when targeted by an effect that requires a Fortitude or Reflex Saving Throw, the Shihan may opt to use a Willpower Save instead.

At 11th level the Shiham can make a Concentration Check to temporarily ignore any Mind-Affecting effect for a number of rounds equal to his Wisdom Modifier.  The Check DC is equal to the original Save DC of the effect.

At 14th level the Shihan gains a +4 Resistance Bonus on Willpower Saves against Mind-Affecting Effects.  If a Mind-Affecting Effect would cause him to break the Law (for example a Charm or Compulsion spell was cast on him, and he was ordered to commit an act that society would object to) he gains a second Saving Throw to escape the effect.

At 17th level the Shihan is immune to Fear and Morale based penalties.

School Specialty (Ex): At levels 3, 6, 9, 12, and 15 the Shihan gains a cumulative +1 Bonus to AC if he is wielding a weapon from his fighting school (including being unarmed if his school teaches unarmed methods).  If he is unarmored and carrying a Light Load or less, he also adds his Wisdom Modifier to this Bonus.  At 6th Level if your Unarmed Fighting Bonus is enough to cause an opponent to miss you, you may switch places with him as a Swift Action, and his turn ends.  At 12th Level if your Unarmed Fighting Bonus is enough to cause an opponent to miss you, you may instead make an Attack of Opportunity against him.  At 18th Level when Unarmored and using Total Defense, you can make a Reflex Save (DC is 10 plus 1/2 your opponents Hit Dice plus his Strength Modifier) to halve the damage if he hits you successfully.

Master (Ex): At 20th level the Shihan has mastered command of himself and the world around him.  He may not be a leader in the literal sense of the word, but he is a leader of men nonetheless.  All Allies within 60' of the Master are immune to Fear or Morale Penalties, and gain a +2 Resistance Bonus to Saving Throws against Mind-Affecting Effects.  If you have the Leadership Feat your Leadership score increases by an amount equal to your Charisma Modifier.

PLAYING A SHIHAN
 You strive to lead by example and maintain a proper and respectful life.  But many things get in the way.  Politics often destroy schools more thoroughly than challenges from any rival.  There are many schools which wish to prove they are the best warriors as opposed to leading by example.  You are under constant assault from them, and need to comport yourself carefully in public.  In addition the nobles often get involved to play favorites, and occasionally even the Shinobi or Yakuza come calling if students aren't careful.   Things are worse if the schools teacher was originally an inhuman.  Like many other schools you began out of necessity for wars had fragmented the land.  Honing martial skills was seen as an honorable and worthwhile goal.  But once the wars end and the land was united, you were wise enough to realize those skills would be needed again some day.  You also realize that the youth are too immature to be able to properly make use of the skills you will be teaching.  Hence you must lead by example, and monitor your students carefully.
 Religion: Since many of the martial classes are tied to Zen Buddhism, many Shihan will be Buddhist.  Other forms of Buddhism are also possible, and some in Okinawa may also follow the Ryukyuan religion.  Some just worship themselves if evil enough.
 Other Classes: Most of the priestly and warrior classes respect you.  Even the mystic classes respect you if you have learned appropriate wisdom instead of just head bashing.  Most others respect your ability to hurt them, which is a nice way of saying you make them nervous.
 Combat: Combat varies a lot depending on the art you are learning.  You are stressed to use it only as a last resort, not only to teach you discipline in dealing with others, but to ensure rivals don't learn the schools secrets by watching you.
 Advancement: Advancement largely depends on your school and teacher.  If your teacher has lost his way and is either jealous of your abilities or simply becoming too hidebound to tradition with age you won't advance far unless you leave.  What you are taught depends on the art you study, but when is up to the sensei.

SHIHAN IN THE WORLD
"Do not permit the events of your daily life to bind you, but never withdraw yourself from them."
 How you are treated depends much on your reputation.  Though honestly even if your school has fallen into disrepute, people will still give you something of a wide berth for the simple fact that if they pushed you they know full well what could happen (and with your dishonor you now have even less reason to control yourself if you're no longer seeking to restore your position so much as just cling to what you have left).  If your school has a good reputation you do as well, so long as you conform to the behaviors thought necessary of one of it's members.  Otherwise you may find yourself tossed pretty quick.
 Daily Life: Much of your daily life is spent looking after your students and the affairs of the school.  Affairs like challenges, government crackdowns, etc.  The students maintain it, and there are others for more material concerns.  If you aren't the head of the school, you're pretty much doing whatever he wishes.
 Notables:
 Organizations: If you own your own school your sort of the head of a small organization, one which has potential for fame if you can turn out good students.  Otherwise you're pretty much hoping to inherit the school when the master dies.

NPC Reaction
 NPC's reaction depends on whether or not they belong to your school or a rivals, their social class, your schools reputation, and whether or not they feel a need to prove themselves as a warrior.

SHIHAN IN THE GAME
 Given the political considerations of belonging to a dojo, players may run into occasional government suppression, which has implications for the rest of the party (not that many of the other classes don't).
 Adaptation: This is adaptable to silly or serious campaigns.
 Encounters: Shihan are generally encountered at the dojo they belong to, or occasionally traveling upon some quest.



EPIC SHIHAN

Hit Die: d8
Skills Points at Each  Level : 4 + int
Ki Pool The Epic Shihan gains 1 additional daily use of his Ki Pool for every Epic Level.  He does not gain new Ki abilities except as Epic Feats.
Bonus Feats: The Epic Shihan gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: September 07, 2021, 06:54:11 PM by bhu »