Author Topic: Samurai Poll  (Read 66850 times)

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bhu

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Re: Samurai Poll
« Reply #300 on: June 02, 2010, 05:53:11 AM »
Mom is gone so I had a chance to work today.  Saburai just needs capstone.

bhu

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Re: Samurai Poll
« Reply #301 on: June 04, 2010, 05:57:12 AM »
Saburai has it's capstone

bhu

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Re: Samurai Poll
« Reply #302 on: June 08, 2010, 05:07:05 AM »
OK between my job hunting and moms visit I've had little time to do research for anything so we'll do another quick PrC whilst I keep trying to get Jujutsu and Te looked at enough to make stuff for.

Original concept by Eikonos:

TSUJIGIRI


   
“Remorse for what? You people have done everything in the world to me. Doesn't that give me equal right?”

 A Tsujigiri begins much like any other Samurai or warrior.  He goes to war, but unlike other warriors finds himself at home instead of afraid.  Killing becomes second nature to him, and eventually he forgets not only that it's looked down upon by society, but he forgets what life was like before he began killing.  He just knows he doesn't want to quit.  This puts his Daimyo in a tricky position because the Tsujigiri is an excellent tool, willing to do things the other Samurai are not.  He's also terrifying to be quite honest.  No one wants to order a homicidal madman to commit seppuku.

BECOMING A TSUJIGIRI
Samurai become a Tsujigiri by being incredibly good at warfare and slaughter, and incidentally losing their mind and soul in the process.  

 ENTRY REQUIREMENTS
   Alignment:  Must be Evil
   BAB: +6
   Feats: Combat Reflexes, Power Attack, Weapon Focus (Katana)
   Ki Abilities: Kyozetsu, Tsuyoi, Weapons Training
   Skills:  Concentration 6 ranks, Intimidate 6 ranks, Knowledge (War) 6 ranks
   Special: Must have lost sanity due to excessive combat.


Class Skills
 The Tsujigiri's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, Nobility & Royalty, War)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +2    Born to Kill
2. +2    +3     +0     +3    All I See is White
3. +3    +3     +1     +3    Murderer
4. +4    +4     +1     +4    Born to Kill
5. +5    +4     +1     +4    All I See is White
6. +6    +5     +2     +5    Murderer
7. +7    +5     +2     +5    Born to Kill
8. +8    +6     +2     +6    All I See is White
9. +9    +6     +3     +6    Murderer
10.+10   +7     +3     +7    Master Butcher

Weapon Proficiencies: A Tsujigiri gains no new weapon or armor proficiencies.  
 
Born to Kill (Ex): At 1st level you gain a +4 Competence Bonus on Critical confirmation rolls.  This does stack with the Power Critical Feat and similar effects.

At 4th level you gain a +4 Competence Bonus on Opposed Combat Checks.

At 7th level a roll of 1 on an attack or critical confirmation roll is no longer an automatic failure.  Additionally, pponents immune to critical hits lose their immunity against your attacks.

All I See is White (Ex): At 2nd level a number of times per day equal to your Wisdom Modifier you can reroll a critical confirmation roll.  You only get one reroll attempt per roll.

At 5th level a number of times per day equal to your Wisdom Modifier you can reroll an opposed combat check.  You only get one reroll attempt per roll.

At 8th level a number of times per day equal to your Wisdom Modifier you can reroll an attack roll.  You only get one reroll attempt per roll.

Murderer (Ex): At 3rd level a number of times per day equal to your Wisdom Modifier you can reroll any damage dice that roll '1'.  All wounds caused by you bleed an additional hit point per round for the duration of the encounter (this is cumulative per wound).

At 6th level you may reroll any damage dice that roll 2 or less.  All wounds caused by you bleed an additional 2 hit points per round for the duration of the encounter (this is cumulative per wound).

At 9th level you may reroll any damage dice that roll 3 or less.  All wounds caused by you bleed an additional 3 hit points per round for the duration of the encounter (this is cumulative per wound).


Master Butcher (Ex): At 10th level you get an extra reroll per day with each of your Class abilities.  If an attack is successful after you used a reroll on your Attack roll, you automatically do maximum damage.

PLAYING A TSUJIGIRI
 You are for lack of a better term, bat____ insane.  You do not really see others as people, more like 2 dimensional paper figures that exist for your amusement.  And your amusement involves killing them.  A lot.  
 Combat: Tsujigiri love combat up close and personal.  Wetwork excites them, and they always ensure they have to clean blood off themselves after a fight.  This is not to say that there aren't ranged Tsujigiri, but they tend to heavily favor swordsmanship over archery.
 Advancement: Tsujigiri are obsessed with killing, and do what is necessary to get better at it.
Resources: Tsujigiri have access to help from their Lord like any other Samurai, but unless their Lord is particularly Evil it's unlikely they get much help as they may even want to see him fail because he terrifies them.

TSUJIGIRI IN THE WORLD
“Probably the toughest time in anyone's life is when you have to murder a loved one because they're the devil.”
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: You spend your days in the middle of battle killing, only pausing long enough to eat and bathe and returning for more killing.  Most people consider you insane.  Peace time exacerbates this as you have nothing to do, so your skills start to go to waste.  You are known for provoking fights just to keep your edge.
 Notables: Ketsueki (LE Male Samurai 6/Tsujigiri 6) is feared by everyone, even his own employer who plots to be rid of him.
 Organizations: Many Daimyo have Tsujigiri on staff, but few of hem really want them.  They can be a necessary tool, but are a double edged one, and most look to find a way to dispose of the their rabid dog before he bites his masters hand.

NPC Reaction
 Virtually everyone is scared to death of you.  Not so much because they aren't good fighters, because some of them are.  They're terrified because you lack a soul, whatever it is that makes one human.  And because you're unpredictable.  Most people like to think they have someone pegged, and with you that's not easy as it sounds.

TSUJIGIRI IN THE GAME
 This class assumes it's taker is mad beyond all help.  Sure magic could probably restore him, but he doesn't want cured as he doesn't see anything wrong with himself.  Like most Psychopaths the Tsujigiri doesn't see what he does as wrong.
 Adaptation: This is not meant for humorous campaigns.  Tsujigiri are meant for gritty campaigns doused in showers of blood and despair.  They are not happy people.
 Encounters: Tsujigiri are often encountered in times of warfare, or on errands for their lord that others would consider distasteful at best or even suicide missions.

Sample Encounter
EL 12: The PC's have been asked by an enemy Daimyo to rid him of a cancer in his organization: a fighter who has gone mad.  No one has been able to stop him, and no errand the Daimyo has sent him upon has been fatal enough to put an end to him.  So he has approached his longtime nemeses the PC's with an offer: Put an end to this man, and you can have anything you want.


Ketsueki
LE Male Samurai 6/Tsujigiri 6
Init +1, Senses: Listen +8, Spot +8
Languages Common
------------------------------------------------
AC , touch , flat-footed   (+1 Dex, )
hp 90 (12 HD)
Fort +12, Ref +5, Will +14  
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +12, Grp +14
Atk Options Imposing Presence, Born to Kill 4/day, All I See Is White 4/day, Murderer 4/day
Combat Gear
-----------------------------------------------
Abilities Str 14, Dex 13, Con 14, Int 10, Wis 18, Cha 8
SQ
Feats  Advanced Onna-ha Itto Ryu, Combat Expertise, Eyes in the Back of Your Head, Improved Critical (Katana), Power Attack, Power Critical (Katana), Combat Reflexes (B), Indomitable Soul (B), Iron Will (B), Onna-ha Itto Ryu (B), Weapon Focus (Katana)(B)
Skills Concentration +15, Hide +5, Intimidate +16, Knowledge (Local, War) +6, Listen +8, Move Silently +5, Ride +7, Spot +8
Possessions



EPIC TSUJIGIRI

Hit Die: d10
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Tsujigiri gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: June 30, 2010, 11:28:53 PM by bhu »

bhu

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Re: Samurai Poll
« Reply #303 on: June 15, 2010, 06:17:14 AM »
Real life has been interfering, so I'm sorry for the lack of updates.  Tsujigiri has minor update.

bhu

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Re: Samurai Poll
« Reply #304 on: June 17, 2010, 07:04:57 AM »
minor update to tsujigiri

bhu

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Re: Samurai Poll
« Reply #305 on: June 18, 2010, 04:41:29 AM »
any thoughts on the born to kill ability?

bhu

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Re: Samurai Poll
« Reply #306 on: June 21, 2010, 06:17:52 AM »
Tsujigiri updated.  Anyone still out there reading?

GawainBS

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Re: Samurai Poll
« Reply #307 on: June 21, 2010, 03:52:53 PM »
Me. :)

bhu

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Re: Samurai Poll
« Reply #308 on: June 21, 2010, 11:29:12 PM »
yays :bounce

any thoughts?

GawainBS

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Re: Samurai Poll
« Reply #309 on: June 22, 2010, 09:27:34 PM »
It will take a while to sift through all of it.

bhu

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Re: Samurai Poll
« Reply #310 on: June 23, 2010, 05:52:45 AM »
Tsujigiri is ready for reviews

bhu

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Re: Samurai Poll
« Reply #311 on: June 27, 2010, 12:36:34 AM »
Jujutsu Maneuvers

Yoroi Kumichi (Prerequisites: Katame-Waza) You have learned to wrestle opponents who are in armor, thereby using it against them, or grapple while in armor yourself.
Kansetsu-Waza (Prerequisites: Improved Grapple) Various joint locks and arm bars.
Osaekomi-Waza (Prerequisites: Prone Attack) Grappling on the ground and some holds.
Atemi-Waza (Prerequisites: Improved Unarmed Strike) Basic striking techniques.
Shime-Waza (Prerequisites: Improved Grapple) Various choking techniques.
Nage-Waza (Prerequisites: Improved Trip) Tripping and fundamental throwing techniques.
Ukemi (Prerequisites: Tumble 4 ranks) Ukemi is learning to fall quickly without getting hurt (or at least minimizing the pain) and returning quickly to your feet.
Uke-Waza (Prerequisites: Combat Expertise) Basic blocking techniques.
Advanced Katame-Waza (Prerequisites: Katame-Waza) More advanced joint Locks and dislocation, including breaking your opponents neck or spine.
Advanced Osaekomi-Waza (Prerequisites: Osaekomi-Waza) Pinning maneuvers and more advanced groundfighting techniques.
Advanced Atemi-Waza (Prerequisites: Atemi-Waza) More advanced striking techniques using blows to vital points.
Advanced Shime-Waza (Prerequisites: Shime-Waza) More advanced and dangerous choking techniques.
Advanced Nage-Waza (Prerequisites: Nage-Waza) More advanced throwing techniques.
Advanced Uke-Waza (Prerequisites: Uke-Waza) Using blocks to turn or reposition your opponent.



Taijutsu Maneuvers

Koshijutsu (Prerequisites: Stunning Fist) Attacking your opponents muscles and nerve clusters to numb or temporarily disable an opponent.
Koppojutsu (Prerequisites: Superior Unarmed Strike) Powerful strikes capable of breaking bones.
Taihenjutsu Prerequisites: (Lightning Reflexes) Falling defensively and recovering quickly.
Dakentaijutsu (Prerequisites: Improved Unarmed Strike) Basic striking techniques.
Jutaijutsu (Prerequisites: Improved Trip) Throwing techniques.
Sabaki (Prerequisites: Dodge) Learning to dodge attacks, particularly when your opponent is armed and you aren't.
Muto no Jutsu (Prerequisites: Improved Disarm) Disarming an oponent while unarmed.
Improved Koshijutsu (Prerequisites: Koshijutsu) Learning to cause temporary paralysis ot do permanent nerve damage.
Improved Koppojutsu (Prerequisites:  Koppojutsu) More advanced bone breaking techniques.
Improved Taihenjutsu (Prerequisites: Taihenjutsu) Learning to avoid throws or resist tripping completely or use them to reposition an opponent.
Improved Dakentaijutsu (Prerequisites:  Dakentaijutsu) More advanced striking techniques.
Improved Jutaijutsu (Prerequisites: Jutaijutsu) Joint locks and such, especially in combination with throws.
Improved Sabaki (Prerequisites: Sabaki) Learning to gain better position while avoiding your opponents blows.
Improved Muto no Jutsu (Prerequisites: Muto no Jutsu) Taking your opponents weapon for yourself.



Te Maneuvers

Atemi (Prerequisites: Stunning Fist) Atemi is the art of striking vital points on the body such as nerve centers, the carotid artery, joints, or weak spots vulnerable to breaking, or causing concussion from blows to the head.  Damage can be used to distract an opponent to follow up with a more devastating attack.  Unfortunately it is limited against heavily armored opponents.
Zanshin (Prerequisites: Eyes in the Back of Your Head) Zanshin is "relaxed awareness", the ability to be completely aware of ones surroundings (and  thus opponents) while seeming to be not paying attention at all.
Uke (Prerequisites: Combat Expertise) Uke are techniques for blocking or responding to an opponents attacks.
Te Waza (Prerequisites: Improved Unarmed Strike) Te Waza are various punch techniques.
Geri Waza (Prerequisites: Snap Kick) Geri Waza are various kicking attacks, along with some knee strikes.
Tai Sabaki (Prerequisites: Dodge) Tai Sabaki is the art of avoiding attacks.
Kiai (Prerequisites: Combat Focus) Kiai is the building of internal strength released in a short burst for offensive purposes.
Enpi (Prerequisites: Superior Unarmed Strike) Enpi are devastating close quarters elbow strikes.
Advanced Te Waza (Prerequisites: Te Waza) The technique of punch combinations or block/strike combos.
Advanced Geri Waza (Prerequisites: Geri Waza) Multiple kicks or more difficult ones.
Advanced Uke (Prerequisites: Uke) Using blocking to get an advantage instead of merely stopping an attack.
Advanced Atemi (Prerequisites: Atemi) Learning to still hit exposed vital points even when an opponents armor covers most of them.
Advanced Tai Sabaki (Prerequisites: Tai Sabaki) Repositioning yourself in your opponents blind side while simultaneously dodging his attacks.
Advanced Kiai (Prerequisites: Kiai) Learning to channel innser strength for more difficult uses such as defense.
« Last Edit: August 02, 2010, 08:37:54 AM by bhu »

bhu

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Re: Samurai Poll
« Reply #312 on: June 27, 2010, 12:38:50 AM »
Pechin is finished up except Maneuvers.  Without Feats etc it can only get 6 maneuvers of one style, so how many do you thunk I should make?  I was gonna go for 10 each.

GawainBS

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Re: Samurai Poll
« Reply #313 on: June 27, 2010, 10:33:38 AM »
Are you planning on making your own manouvres, or using those from ToB?

bhu

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Re: Samurai Poll
« Reply #314 on: June 27, 2010, 10:29:07 PM »
Making my own.  they won't be quite exactly like ToB

GawainBS

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Re: Samurai Poll
« Reply #315 on: June 27, 2010, 10:40:02 PM »
You sure of that? It sounds like an awful lot of work for something that might already have been done...

bhu

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Re: Samurai Poll
« Reply #316 on: June 28, 2010, 01:50:21 AM »
I'm unemployed.  I need stuff do distract me twixt job searches

Garryl

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Re: Samurai Poll
« Reply #317 on: June 28, 2010, 05:36:50 AM »
Quote

Born to Kill (Ex): At 1st level, a roll of one on a critical confirmation roll is no longer an automatic failure.

At 4th level a roll of 1 on an opposed combat check is no longer an automatic failure.

At 7th level a roll of 1 on an attack roll is no longer an automatic failure.

All I See is White (Ex): At 2nd level a number of times per day equal to your Wisdom Modifier you can reroll a critical confirmation roll.  You only get one reroll attempt per roll.

At 5th level a number of times per day equal to your Wisdom Modifier you can reroll an opposed combat check.  You only get one reroll attempt per roll.

At 8th level a number of times per day equal to your Wisdom Modifier you can reroll an attack roll.  You only get one reroll attempt per roll.

Murderer (Ex): At 3rd level a number of times per day equal to your Wisdom Modifier you can reroll any damage rolls of '1'.

At 6th level you may reroll damage rolls of 2 or less.

At 9th level you may reroll damage rolls of 3 or less.


Master Butcher (Ex): At 10th level you get an extra reroll per day with each of your abilities.  If an attack is successful after you used a reroll on your Attack roll, you automatically do maximum damage.


Born to Kill seems slightly underwhelming. No longer automatically failing to hit on a 1 is useful, but not amazing. Compare to the Steadfast Determination feat, which affects something more vital (Fortitude saves, one of the two major sources of Save or Die/suck effects) and also lets you bolster your Will save by using Con instead of Wisdom (also likely a major boost to an important save, and usually a greater benefit). Maybe if it also let you reroll those 1s, which seems to be the theme of the entire class anyways. Also, the 4th level version has no effect, since 1s on opposed checks aren't automatic failures anyways.

For Murderer, is the ability to reroll based on the total damage roll (including all modifiers), the total damage roll for the base damage of the weapon (such as 2d6 for a greatsword), or the individual dice of damage that are rolled? Does it affect non-weapon damage rolls, such as from a Fireball spell or ability damage from poisons and the like?

Master Butcher seems okay, but it could use some clarification. Does it affect abilities from outside this class that grant rerolls? How about from feats? If yes to either of the above, does it interact with rerolls that aren't limited by day (such as per encounter rerolls, or maneuvers), and how so?
A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
[/spoiler]

bhu

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Re: Samurai Poll
« Reply #318 on: June 29, 2010, 04:04:41 AM »
I revised Tsujigiri, how does it look now?

GawainBS

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Re: Samurai Poll
« Reply #319 on: June 29, 2010, 03:46:40 PM »
I revised Tsujigiri, how does it look now?

Weak. All it offers is Crit based stuff (which gets negated easily) and variable damage rerolling. Variable damage is typically such an insignificant amount of damage that rerolling is next to useless.