Author Topic: And here's a Samurai for good measure...  (Read 2312 times)

Offline xaotiq1

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And here's a Samurai for good measure...
« on: March 01, 2013, 04:44:53 PM »
SAMURAI

GAME RULE INFORMATION
Abilities: Strength is the backbone of the samurai’s abilities as it determines the effect of his katas and how difficult his hayauchi is to evade. Constitution determines HP which fuels hayauchi and keeps the samurai standing. Dexterity is good for defense. The samurai’s mental stats are less important, but shouldn’t necessarily be ignored.
Races: Basically how common is the class in the various core races (and other races if you wish to put information in here about them).
Alignment: Any. Even those with neutral or chaotic alignments can be loyal.
Starting Gold: 6d4x10(average gp)
Starting Age: As Cleric.

Class Skills
The Samurai's class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Local), Knowledge (History), Knowledge (Nobility/Royalty), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language, Spot (Wis), Swim (Str), Tumble (Dex)
Skill Points at 1st Level: (4 + int)x4
Skill Points at Each Additional Level: 4 + int

Hit Dice: d12


Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
Katas
Known
1st+0+2+0+2Hayauchi (1d6), Katas (Apprentice), Senzo no Buki2
2nd+1+3+0+3Buki no Tate, Nukihanatsu2
3rd+2+4+1+3Hayauchi (2d6), Sosen no Sasayaki +23
4th+3+4+1+4Chokkan Kaihi3
5th+3+4+1+4Gyakushū, Hayauchi (3d6), Majime 5, Nukihanatsu3
6th+4+5+2+5Katas (Initiate)5
7th+5+5+2+5Hayauchi (4d6), Sugureta Chokkan Kaihi, Tetsu no Hifu5
8th+6/+1+6+2+6-6
9th+6/+1+6+3+6Hayauchi (5d6), Majime 10, Sosen no Sasayaki +46
10th+7/+2+7+3+7Ganko, Nukihanatsu6
11th+8/+3+7+3+7Katas (Master)8
12th+9/+4+8+4+8Hayauchi (6d6), Nukihanatsu8
13th+9/+4+8+4+8Jonetsu, Majime 159
14th+10/+5+9+4+9Hayauchi (7d6)9
15th+11/+6/+1+9+5+9Nukihanatsu, Sosen no Sasayaki +69
16th+12/+7/+2+10+5+10Katas (Grandmaster)11
17th+12/+7/+2+10+5+10Hayauchi (8d6)Majime 2011
18th+13/+8/+3+11+6+11Nukihanatsu12
19th+14/+9/+4+11+6+11Hayauchi (9d6), Menseki12
20th+15/+10/+5+12+6+12Nukihanatsu12
All of the following are class features of the samurai.
Weapon and Armor Proficiency: Samurais are trained in the use of many weapons. A samurai is proficient with all simple and martial weapons. The samurai may also choose any four of the following exotic weapons:  Bastard Sword, Butterfly Sword, Jitte, War Fan, Kau Sin Ke, Kawanaga, Chain, Chijiriki, Kusari-gama, Lajatang, Sang Kauw, War Mace, or Greatspear.Samurais are proficient with all types of armor; but are not proficient with shields of any kind.

Hayai uchi (Quick Draw) (Ex):  At 1st level, you can, as a standard action attack an area instead of individual foes. Each time you use hayai uchi, you can choose whether it takes the form of a 15-foot cone or a 30-foot line. This attack deals the samurai’s weapon damage plus 1d6 points of damage; a successful Reflex save (DC 10 + 1/2 your class level + your Str modifier) halves the damage. Each time you use hayai uchi, you take damage equal to the number of hayai uchi dice you use due to the great strain. This damage is not added to your Majime. As you gain levels, the number of dice you can add to hayauchi's damage increases, as shown on Table: Samurai.
     You are immune to the effect of your own Hayai uchi (but not to other abilities that produce similar effects, even those of other samurai).
     At 10th level, your cone-shaped hayai uchi's range doubles to 30 feet, and your line-shaped hayai uchi's range doubles to 60 feet.

Kata: The training of a samurai allows them to perform feats of strength, grace, and both physical and mental endurance that transcend normal human limitations. Katas are collections of supernatural and/or extraordinary abilities that define an individual samurai’s focus and training.
     Kata come in four tiers: Apprentice (Minarai), Initiate (Deshi), Master (Shushi), and Grand Master (Dancho). If a kata allows a saving throw, the DC will always be 10 + Character Level + Str Modifier. Katas are never subject to spell resistance and may always operate in an anti-magic field. A samurai does not provoke an attack of opportunity when using a kata unless its description says so. Unless stated in the description, katas can be used at will.
     Whenever a samurai gains access to a new level of kata (at 6th, 11th, and 16th level), they automatically learn a kata of that level. This is in addition to the kata normally gained for leveling up. Also, when gaining access to a new level of kata, the samurai may switch out a previously known kata for a new one. The new kata must be of a level one less than the highest the samurai can access. For example, an 11th level samurai may switch out any kata they know and learn a new Apprentice or Initiate level kata in its place.
     A samurai begins with knowledge of 2 katas of the Apprentice level; and learns additional katas as per Table: Samurai.

Senzo Denrai no Buki (Ancestral weapon)(Su): All samurai begin play with a weapon, or pair of weapons, that belonged to the samurai's ancestors, and protecting the weapons is an important point of honor for the samurai. As a samurai gains levels, he has the option of awakening the supernatural abilities latent in the weapons. This option allows a samurai who prefers to use his ancestral blade to wield a magic weapon, while a samurai who wields a tetsubo against fiends can use his treasure to acquire other magic weapons.
     At any time, a samurai may spend time in prayer in order to awaken the ancestral spirits in his weapons. This requires a sacrifice of XP equal to the amount shown on Table: Ancestral Weapon. The samurai must meet the minimum character level (including any prestige class levels) shown on the table.
     The values shown on Table: Senzo no Buki is the total value of sacrifice required to bring a single weapon to the listed weapon bonus. If
a samurai already has a +3 katana; he can raise it to a +4 katana by sacrificing 1,280 XP. If the same samurai wanted to bring his masterwork wakizashi to a +1wakizashi, he would have to sacrifice 80 XP. Samurai with a double weapon need to spend XP for either side of their weapon separately. A samurai may choose to increase the enhancement bonus; or give special abilities to the weapon equal to the total enhancement bonus -1.  Once a samurai has awakened a special ability, they can call upon it when drawing their weapon. Once per encounter, the samurai can sheathe and draw his weapon as a free action and change the enhancement bonus and abilities.
      Before a samurai's ancestral weapon gains its +1 bonus; it is a masterwork weapon, though it does overcome DRX/magic. Its latent supernatural powers cause it to be considered a magic weapon even if its full powers are not yet awakened.
     A samurai who loses his senzo no buki is dishonored (-2 to all attack and damage rolls, saves, skill and ability checks, and -4 to Diplomacy checks) until he can recover them. He cannot enhance any other weapon in this way.

Buki no Tate (Weapon as Shield)(Ex): At 2nd level, a samurai has learned to use their weapons defensively as well as offensively. As long as the samurai is wielding a weapon in each hand or wielding a weapon with both hands, they gain a shield bonus to AC equal to ½ their samurai level.

Nukihanatsu (Draw Out) (Su): At 2nd, 5th, 10th, 12th, 15th, and 20th level,
you can select one of the effects in Table: Nukihanatsu for which you meet the minimum level prerequisite. These effects can alter your hayauchi's damage type or area, or apply a condition to targets in place of damage. Each time you use Hayauchi, you can choose to apply any one nukihanatsu that you know.
The chosen effect either replaces the normal damage dealt by your hayauchi or replaces the standard area of effect. Some effects can be applied only to a cone-shaped hayauchi and others only to line-shaped hayauchi. You can't apply more than one nukihanatsu to your hayauchi unless the effect specifically states otherwise. Also, you can't apply the same effect to your hayauchi in two consecutive rounds (though you still can use your normal hayauchi every round).

(click to show/hide)

Sasayaki no sozen (Ancestor's Whisper)(Su): Beginning at 3rd level, a samurai is able to hear the whispers of ancestors. He may even speak with them to gain knowledge of
events to come or insights into the unseen, granting him a +2 insight bonus to initiative checks and all Knowledge, Listen, Search and Spot checks.
   The bonus increases to +4 at 9th level and to +6 at 15th level.

Chokkan Kaihi (Uncanny Dodge)(Ex): This ability is the same as Uncanny Dodge (PHB).

Gyakushū (Counterattack)(Ex): You can channel the pain of your injuries into a boiling rage that lets you lash out at your enemies with renewed vigor and power. Each attack that strikes you only pushes you onward to greater glory. During your turn, you gain a bonus on attack rolls and damage rolls equal to the current value of your delayed damage pool (see majime, below) divided by 5, and rounding down (minimum +1). You can only gain a maximum bonus on attack rolls and damage rolls of +4 from gyakushū. Use the table below to quickly determine the attack bonus and damage bonus from gyakushū, based on the amount of damage in your delayed damage pool. This ability’s benefits last until the end of your turn.
Delayed
Damage Pool
Gyakushū
Bonus
1—9+1
10—14+2
15—19+3
20+4

Majime (Earnestness)(Ex): Your supreme dedication and intense focus allow you to temporarily set aside the pain and hindering effects of injuries. When an opponent strikes you, the injury does not immediately affect you. You have a delayed damage pool that allows you to forestall the effects of many injuries. This pool begins at 0 with each encounter. When you are attacked, any hit point damage the blow deals is added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0. Any healing you receive can either increase your current hit point total as normal or reduce the total damage in your delayed damage pool. When you receive healing, you choose whether it affects your damage pool, your hit points, or both (you can split the amount of healing as you wish). Most samurai opt to keep as much damage in their delayed damage pool as possible to maximize the benefit of their gyakushū ability (see above). Special effects tied to an attack, such as energy drain, stun, and so forth, still affect you as normal, and their effects are not delayed by this ability. For example, if you are bitten by a venomous spider, you must still attempt a fortitude save against the poison immediately, even though the bite damage shifts into your delayed damage pool. By the same token, any other special attack that imposes a condition, such as a medusa’s petrifying gaze, takes immediate effect on you. At 5th level, your delayed damage pool can hold up to 5 points of damage. Any damage beyond that comes off your hit points as normal. The maximum damage your pool holds increases by 5 at 9th, 13th, and 17th level.

Sugureta Chokkan Kaihi (Improved Uncanny Dodge)(Ex): This ability is the same as Improved Uncanny Dodge (PHB).

Tetsu no Hifu (Second Skin)(Ex): A samurai spends much time in their armor. So much time, that it seems as if the plates, helmet, and mask are part of their own body. At 7th level, a samurai treats any armor worn as one category lighter regardless of materials (to a minimum of light armor). This increases the max Dex bonus by +2 and lowers the ASF by 10% of any armor the samurai wears. It also removes any movement restrictions the armor may carry due to its category. You are also no longer fatigued after sleeping in medium armor.

Ganko (Diehard)(Ex): At 10th level, you gain Die Hard as a bonus feat.

Jonetsu (Mettle)(Ex): At 13th level and higher, a samurai can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping samurai does not gain the benefit of jonetsu.

Menseki (Immunity)(Ex): At 19th level, you gain immunity to paralysis and sleep.


Nukihanatsu Descriptions
(click to show/hide)

Samurai Katas
Apprentice Katas
(click to show/hide)

Initiate Katas
(click to show/hide)

Master Katas
(click to show/hide)

Grandmaster Katas
(click to show/hide)

Kata Descriptions
(click to show/hide)


More thanks than can choke a kraken in advance for any and all constructive criticism!
« Last Edit: March 03, 2013, 12:31:22 AM by xaotiq1 »
"Love doesn't share itself with the world. Love is suspicious, love is needy. Love is fearful, love is greedy. My friends, there is no great love without great jealousy!"  Bender Bending Rodriguez

Offline Garryl

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Re: And here's a Samurai for good measure...
« Reply #1 on: March 01, 2013, 05:53:55 PM »
So... Dragonfire Adept? This is definitely an unusual take on the "samurai" concept.

Any reason you felt the need to translate everything into Japanese? I'd love to know the translations, please.

Offline Jackinthegreen

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Re: And here's a Samurai for good measure...
« Reply #2 on: March 01, 2013, 06:02:38 PM »
Bastard sword isn't on the exotic weapon list?  Seems a bit odd, unless you were doing a weapons revamp.  A samurai shouldn't have to use it of course, but having it as an option would be helpful.

Offline xaotiq1

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Re: And here's a Samurai for good measure...
« Reply #3 on: March 02, 2013, 11:09:11 AM »
Added bastard sword. to the list. But yeah Dragonfire Adept. Well, I used the Warlock as the base of my Monk rewrite, so why not use the other invocation class for the Samurai? I had originally taken the Outsider and Dragon chassis and added things to them, but the amount of skill points, full BAB, and the slew of abilities led posters on GitP to cry overpowered.

Yeah, I just kind of went crazy with the Nihongo, erm,  Japanese. I'll put the English up here in a bit. Now, I am just starting to get the hang of this language. If I have screwed up a translation, please refrain from verbal castration and just PM me so I can get it right. Okay? Super. Any thoughts on what to add or take away here??
« Last Edit: March 02, 2013, 11:54:21 AM by xaotiq1 »
"Love doesn't share itself with the world. Love is suspicious, love is needy. Love is fearful, love is greedy. My friends, there is no great love without great jealousy!"  Bender Bending Rodriguez

Offline bobthe6th

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Re: And here's a Samurai for good measure...
« Reply #4 on: March 02, 2013, 08:38:26 PM »
the damage is a bit high... I would sugest making it nonlethal(or lethal if you are non lethal imune), and droping it to 1/2 class level. That or put in a recharge time.
avatar by Szilard, thank you sir for the fine work!

my home brew.  you should PEACH them...
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Offline xaotiq1

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Re: And here's a Samurai for good measure...
« Reply #5 on: March 03, 2013, 12:32:42 AM »
the damage is a bit high... I would sugest making it nonlethal(or lethal if you are non lethal imune), and droping it to 1/2 class level. That or put in a recharge time.

Made what I think might be an ingenious tweak to the damage taken by using Hayai uchi. Lemme know how I'm doin'!
"Love doesn't share itself with the world. Love is suspicious, love is needy. Love is fearful, love is greedy. My friends, there is no great love without great jealousy!"  Bender Bending Rodriguez