Saturday, July 7, 2012

Samurai

This is a new class introduced into my campaign world. The class gets its background from the city in which it exists. Uldrak was an ancient city, and during the second age staged a coup against the empire. After being soundly defeated Uldrak gave up peacefully, and agreed to imprison itself and its culture to keep others away from its seeds of betrayal. A dishonored city, the people of Uldrak became chaotic, despondant, depressed. After centuries of miserable life, leaders emerged that began to focus on rebuilding the city, a city dedicated to honor, to sacrifice, and to loyalty. A city that would one day be able to prove its worth once again to the empire. All people of Uldrak rallied behind this new cause, and an age of rebuilding and regoverning began. The samurai came out of this time. The samurai is a warrior dedicated to maintaining the honor and loyalty of its populace. Since it was still a time of chaos, and some didnt agree with the new direction, warriors were made to put an end to any who stood in the way of this new age. The samurai were fast, fearless, and deadly. Samurai clans were built to defend the new leaders and people of import as well as weed out and kill the chaos that would try to sprout up amongst the populace. Many of the clans died out over time, though a few still exist even in the current age.  A samurai is not a fighter. They have many limitations that fighters do not, and have a unique way of fighting that has its own limitations as well. Fighters do exist in Uldrak, and usually make up the armies and town guards. Samurai are still the honor, pride, and heart of the Uldrak nation, and stand ever vigilant against threats that would seek to cause chaos or disharmony in there beloved city.


Samurai -
Hit Die - A samurai has a d10 for there HD
BaB - A samurai has a fighters BaB -
Skills - 2 + int modifier
     --A samurais skills are Craft, Profession, Gather Information, Knowledge Local, Sense Motive, Diplomacy, Ride, Animal Handling, Jump, swimming, climbling.
Saves - Fort and Will are good
Restrictions - Must be a lawful alignment -
Samurai cannot be multiclassed into and once you leave the class you may never return to it. Samurai must practice there entire life to learn there skills, and stepping away from there rigid training, even for a short time, can be devestating to there fighting style.

Code of Ethics and Honor - Samurai have strict codes to make sure there behavior stays to a certain norm, enemies can be expected to try and exploit those weaknesses.
1 - A samurai can never have more than 6 magic items on his person at a time. A samurai sword does not count against this limit. Samurai believe magic to be beneficial, but also believe it is an unfair advantage if used in quantity. Samurai believe there skills are far more honed than magical trinkets, and overusing them dishonors there ancestors.
2 - Samurai cannot feint, bluff, or use the disguise or bluff skill to gain an advantage in combat. Very few use these skills or abilities outside of combat, though it is not forbidden to do so.
3 - Finally, samurai cannot lie or be deceptive, though they can refuse to speak the truth. If in question as to whether something is a lie or deceptive, always rule against the samurai.
----If the samurai breaks his code, he forfiets his Ancestral Weapon and Ancestral Destiny class features until the dawn of the next day. A samurai who dishonors his ancestors, loses there favor.
A character who loses his Ancestral Weapon class feature still treats it as a masterwork katana.

Weapon Proficiency - Bastard Sword (katana) - A samurai is forbidden from using other weapons.
Armor Proficiency - Any - no shield training -

lvl
1 - Sword Saint - Iaijutsu -
2 - Ancestral Weapon -
3 - Fastest Cut - D6
4 - Improved Initiative (feat)
5 - Ancestral Destiny -
6 - Fastest Cut - 2d6
7 - Chi -Spiritual Pool, lesser power-
8 - Improved Weapon Focus (Katana)
9 - Fastest Cut - 3d6
10 - Ancestral Destiny -
11 - Invisible Blade
12 - Fastest Cut - 4d6 -
13 - +2 to base katana damage
14 - Chi - Increased Power
15 - Ancestral Destiny - Fastest Cut - 5d6
16 - +4 to base katana damage
17 -
18 - Fastest Cut - 6d6
19
20 - Ancestral Destiny -

Class Features -

Sword Saint - a Samurai is a master of one weapon, and one weapon only. The katana is the samurais chosen weapon, and a samurai starts with a masterwork katana forged from his clans finest weaponsmiths. In some instances a samurai is given one of his ancestors swords instead. A Samurai is lost without his sword, and takes great care to maintain and protect it as if it were part of him. A samurai gains weapon focus in the use of the katana as a bonus feat at 1st level.


Fastest Cut - If a the samurai strikes a foe that is flat footed he gets additional damage based on his level. Samurai usually make use of Iaijutsu to perform this manuevar, as bluff and feints are considered bad form. The damage from the fastest cut can only be applied once per round on a single target.

Iaijutsu - This is the samurais fighting style which believes in the first and last cut - Iaijutsu is the art of drawing, cutting, and sheathing ones weapon in a fluid, graceful attack that kills most foes outright. Samurai do not like long draw out fights, but fights that are won or lost in but a few moments.  The term Iaijutsu attack refers to using this style in lieu of a regular attack routine.
A samurai can use a special attack manuevar as a full round action (Iaijutsu attack). This allows the samurai to move his normal speed, attack with his weapon (even if its sheathed) and then sheath his weapon. A samurai using this manuevar does not provoke attacks of oppurtunity from moving through spaces, and temporarily ignores the armor penalty to his movement. The attack is at his full base attack bonus. At level 6 while using this manuevar the Samurai's attacks become increasingly faster, allowing an extra cut with one single attack. No attack roll is needed, and the primary attack roll needs to strike the target in order for it to hit. The extra Attack does standard damage. The only modifiers that add to this secondary damage are the base damage, enhancement modifiers from the sword, and the samurais strength modifier as per normal for the attack (1 or 2 handed) Any other modifiers are ignored, as the attack happens to fast for it to take hold. This includes smiting, power attack modifier, and all special damage sources. The new attack is treated as a single attack for most  purposes, including DR etc. So the damage would be tallied as one lump sum, then abjucated to the target. At level 11 he gets a third attack, and at 16 he gets a fourth. All attacks generated from the Iaijutsu attack must attack the primary target, and cannot be used to damage or hurt anyone other than the primary target. ie, cleave, great cleave, and similar effects would be useless. A critical hit on the primary attack only increases the damage of the first attack. The secondary attacks damage normally.
(Note - An Iaijutsu manuever requires the samurai to attack, so a target must be designated for the samurai to be able to declare an Iaijutsu maneuver.)
Invisible Blade -
At level 11 opponents can no longer visually see the samurais attacks as it happens so fast that it is nearly impossible to defend against. All opponents v.s. your Iaijutsu attack are considered flat footed.

At level 13 and again at level 16 the samurai does +2 points of damage to his base katana damage. This is +2 at 13, and an additional +2 at 16 for a total of +4 base damage to his attacks.

Ancestral Weapon - The samurais weapon is attuned to the very spirit of the samurai and that of his ancestors. This is no ordinary weapon, and becomes incredibly powerful as the samurai progresses in level. At 2nd level the sword is treated in all respects as a +1 katana. At every even level after this the sword gains another enhancement bonus, to a maximum of +10 at level 20. All standard rules apply for weapons and properties. The samurai can choose where the bonus goes as he advances in level, he can increase the enhancement bonus, give his sword a property, or save the bonuse for the next level. For example - Gazrei gets to level 4. Instead of making his weapon a +2 weapon, or gaining an ability, he chooses to save his bonus. At level 6 he chooses to add a burst quality to his weapon which takes up the two points. Once a swords properties are chosen, they cannot be changed or undone. If a samurais sword is destroyed, he can get it replaced at a proper shrine to Kvatch. The cost to rebuild the sword is 300gp per level of the samurai. Replacing the sword requires the priests to perform a 1 week ritual over the swords remains. If given to another person, the sword is of masterwork quality only, and only functions as a magic weapon in the hands of the samurai for whom it was forged.

Ancestral Destiny - All samurai carry there chosen blade. This blade and only this blade contains a portion of the spirit that made there clan powerful. Some blades are said to have more destiny than others, but each blade is considered a measure of the clans overall worth and strength. While a Samurai has his ancestral weapon he can utilize the ancestral power of his sword.  As the samurai increases in level, the power that he can harness from his sword also increases.

Finally, similar to ninjas, samurai have a small pool of spiritual energy known as Chi. This spiritual power comes through there deep connection to there ancestors, and the awakening of there ancestral sword. Though small in comparison to ninjas, a samurai can utilize his spiritual energy to heal his wounds, perform physical feats above his normal ability, and enhance his attacks. In any single round a samurai can only spend one point of Chi.
A samurai's Chi pool is 3+his charisma modifier. A samurai at level 7 gets a Chi Discipline. He can channel Chi into this discipline at the indicated action.
A samurais powers are chosen by a discipline. Samurai disciplines are very limited in what they can do, but add flavor and options to a samurais attack style.
Discipline -
1 / Overbearing Assault - You force Chi into your muscles and strikes allowing you to do more damage to your foes.This simple discipline allows the samurai to funnel his Chi into his attacks. This costs 1 point of Chi (you may only spend 1 point) and the required action is any attack action. This attack does +2d6 damage.
2 / Unyielding Skin - You funnel Chi into your muscles and skin, hardening them to lessen the impact of blows and attacks. You spend 1 point of Chi to gain DR 5/- for 3 rounds. This is a swift action.
3 /  Rejuvinating Breath - You can utilize a point of Chi (you may only spend 1 point) and channel it into your injuries to aid in there mend. This is a swift action. You heal yourself of 2d6 points of damage.
4 / Self Mastery - You can utilize a point of Chi to gain a +10 bonus to any skill check relying on strength or dexterity. This bonus lasts for the duration of the individual skill check.

Greater Discipline -
The Discipline of your choice becomes more powerful through your extended use.
1 / Overbearing Assault - The force of your discipline increases. By spending a point of Chi you can now do +3d6 points of damage on one primary attack. The action required remains the same as before. Also, due to the force of your attacks, if you do any additional attacks this round each attack adds 1D6 to its damage as well.
2 / Unyielding Skin - Funneling Chi into your body not only increases the strength and durability of your skin, but your muscle mass and organ durability as well. While you have the damage reduction from this discipline activated you now ignore critical damage 50% of the time. The DR remains the same, but the duration lasts 5 rounds.
3 / Rejuvinating Breath - By focusing your chi into healing your wounds you can more extensively effect your bodies rejuvination. The healing becomes +4d6 when you use a point of Chi, this ability also restores d4 points of ability damage or ability drain per use.
4 / Self Mastery - You can push the limits of your own body. By spending a point of Chi you can dispel the Exhausted or Fatigued condition, ignore the need to sleep for a day, ignore the need to eat or drink for a day, or add 10' to your base land speed for 1 round. Each individual use uses one point of Chi. Using the chi to add to your land speed is part of the move action.

No comments: