Author Topic: Samurai Poll  (Read 66847 times)

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Flay Crimsonwind

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Re: Samurai Poll
« Reply #360 on: October 14, 2010, 09:19:52 AM »
Well now I'm all excited! I like how the ki abilities are ordered into the different categories now, as skills, school, and combat general; the schools should be interesting to see indeed! This might be where you think to restrict samurai normally to one school, somewhat like the UA clan feats (was it clans, or bloodlines? You know what I mean?), and then maybe have a feat that allows for one to learn a school's ki-abilities, without getting the feat ability. To show dabbling, but not actual dedication. Then you can get somewhat more creative with the schools.

Just tossing that at you, make of it what you will. What were you considering for school abilities thus far?

bhu

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Re: Samurai Poll
« Reply #361 on: October 14, 2010, 11:12:19 PM »
I was gonna convert the school feats to ki abilities, and start adding combat maneuvers and martial arts stuff.

bhu

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Re: Samurai Poll
« Reply #362 on: October 16, 2010, 07:54:21 AM »
Okay I'm listing fighting styles now, if I miss an unarmed fighting style, kenjutsu school, or weapon style the Samurai would usually know, please inform me.

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Re: Samurai Poll
« Reply #363 on: October 18, 2010, 06:46:50 AM »
Apparently the Manriki-Gusari was invented by a Samurai to bloodlessly disarm people at the imperial castle, but it's use was quickly adopted by the ninja clans (or so spurious internet articles inform me).  Should I include it in the styles since it was only used briefly by the samurai, and only in certain areas?

bhu

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Re: Samurai Poll
« Reply #364 on: October 25, 2010, 06:27:59 AM »
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 Gold: Same as a Fighter.
 Starting Age: Same a a Fighter.

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 all Simple Weapons.  They are proficient with light and medium armor, light and heavy shields, but not tower shields.  Ashigaru are also proficient with any 4 other weapons 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 must still meet prerequisites, your Ashigaru Levels are considered levels in Fighter for purposes of acquiring Weapon Focus, Weapon Specialization, and related Feats): Canny Opportunist, Choke Hold, Close-Quarters Fighting, Combat Expertise, Combat Intuition, Combat Reflexes, Danger Sense, Defensive Sweep, Deft Opportunist, Deft Strike, Distracting Attack, Earth's Embrace, Evasive Reflexes, Expert Tactician, Far Shot, Greater Weapon Focus, Greater Weapon Specialization, Hold the Line, Improved Critical, Improved Grapple, Improved Unarmed Strike, Improved Initiative, Improved Precise Shot, Improved Trip, Intimidating Strike, Kiai Shout, Martial Throw, Melee Weapon Mastery, Mounted Archery, Mounted Combat, Overwhelming Assault, Penetrating Shot, Point Blank Shot, Power Critical, Precise Shot, Prone Attack, Quick Draw, Ranged Weapon Mastery, Rapid Assault, Sharp-Shooting, Stand Still, Telling Blow, Weapon Focus, Weapon Specialization.

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: May 20, 2011, 10:24:01 AM by bhu »

bhu

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Re: Samurai Poll
« Reply #365 on: October 25, 2010, 06:33:27 AM »
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 Gold: Same as a Fighter.
 Starting Age: Same as a Fighter.

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: d8

   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 Simple and Martial Weapons and with Light, Medium, and Heavy Armor.  They also have proficiency with any one 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 must still meet prerequisites, your Onna-Bugeisha Levels are considered levels in Fighter for purposes of acquiring Weapon Focus, Weapon Specialization, and related Feats): Canny Opportunist, Cavalry Charger, Choke Hold, Combat Expertise, Combat intuition, Combat Reflexes, Defensive Sweep, Deft Opportunist, Earth's Embrace, Evasive Reflexes, Far Shot, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Grapple, Improved Unarmed Strike, Improved Initiative, Improved Mounted Archery, Improved Precise Shot, Improved Trip, Kiai Shout, Martial Throw, Mounted Archery, Mounted Combat, Oversized Two-Weapon Fighting, Power Critical, Precise Shot, Point Blank Shot, Quick Draw, Prone Attack, Ride-By Attack, Sharp-Shooting, Spirited Charge, Stand Still, Telling Blow, Trample, Weapon Focus, Weapon Specialization.

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: May 20, 2011, 10:24:33 AM by bhu »

bhu

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Re: Samurai Poll
« Reply #366 on: October 25, 2010, 06:37:40 AM »
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 Gold: Same as Fighter.
 Starting Age: Same as Fighter.
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 all Simple Weapons, and Light and Medium Armor.  They are proficient with light and heavy shields, but not tower shields.  Pechin are also proficient with any 4 other weapons representing the farming implements they substituted for actual combat weapons once they were forbidden to go armed.  Usually this will be weapons common to Kobudo.
 
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 must still meet prerequisites, your Pechin Levels are considered levels in Fighter for purposes of acquiring Weapon Focus, Weapon Specialization, and related Feats): Canny Opportunist, Cavalry Charger, Choke Hold, Combat Expertise, Combat Focus, Combat Intuition, Combat Reflexes, Defensive Sweep, Dodge, Earth's Embrace, Eyes in the Back of Your Head, Far Shot, Greater Two-Weapon Defense, Greater Two-Weapon Fighting, Greater Weapon Focus, Greater Weapon Specialization, Heavy Armor Optimization, Improved Critical, Improved Grapple, Improved Unarmed Strike, Improved Initiative, Improved Trip, Improved Two-Weapon Defense, Improved Two-Weapon Fighting, Kiai Shout, Lightning Reflexes, Martial Throw, Mounted Combat, Oversized Two-Weapon Fighting, Power Critical, Precise Shot, Point Blank Shot, Quick Draw, Prone Attack, Ride-By Attack, Snap Kick, Spirited Charge, Stand Still, Stunning Fist, Superior Unarmed Strike, Trample, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus, Weapon Specialization.

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.  

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: May 20, 2011, 10:24:56 AM by bhu »

bhu

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Re: Samurai Poll
« Reply #367 on: October 26, 2010, 06:30:24 AM »
Let me know if you like the revised Pechin.  If so I'll do up the Yamabushi and Sohei, and then fire up teh Feats and Ki stuff.

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Re: Samurai Poll
« Reply #368 on: October 30, 2010, 06:02:54 AM »
http://en.wikipedia.org/wiki/S%C5%8Dhei

SOHEI


   
"Your worst enemy cannot harm you as much as your own unguarded thoughts."

 The Sohei are lay members of Buddhist monasteries.  They handle various secular activities such as construction and defense of the temples.  The Sohei are also responsible for making the monks thoughts known about political appointments of Abbots and other priests via demonstrations, riots, and occasionally armed rebellion.  Most of the monastic orders vie for riches and political power as much as any noble, and they don't like the member of a different order being placed as an Abbot of their own.  Or perhaps they belong to different sects of Buddhism.

MAKING A SOHEI
 Sohei are often fanatic warriors devoted to their particular order more than Bushido.  In fact they generally fought more with rival sects of Buddhists for political and social power than they did the Samurai (especially since the few times they did interfere in secular politics they paid a heavy price for it with the burning of their temples.  Many relied on the superstitious fears of the commoners to intimidate them based on their 'holy' status, as opposed to the Samurai's more straight forward ability to simply murder them at any time.  Also, unlike the Samurai you are expected to behave as Monks instead of being accomplished warriors/artists.
 Abilities: Unlike most Samurai your Wisdom plays a more important role as your Ki abilities work off of Wisdom alone.  Particularly the few Divine abilities you will be getting.  As you are also a warrior and required to fight you will need physical Abilities to be in good condition as well.
 Races: Sohei are members or Buddhist monasteries, so only races with he Buddhist religion will have them.  
 Alignment: In keeping with Buddhism most Sohei are Neutral, or at least strive to be.  They can be oddly passionate in defending their monasteries and faith considering Buddhism's rejection of personal desire.
 Starting Gold: Same as a Fighter.
 Starting Age: Same as a Fighter.

Class Skills
 The Sohei's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana, History, Local, Nature, Nobility & Royalty, Religion, War)(Int), Listen (Wis), 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

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

Weapon Proficiencies: Sohei are proficient with Simple and Martial Weapons and with Light, Medium, and Heavy Armor.  They also have proficiency with any one Exotic Weapon.
 
Ki Pool (Ex): At 1st level the Sohei 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 Wisdom Modifier plus once more per day for each level of Sohei he takes.

Ki Abilities (Ex): By tapping the power of his Ki a trained Sohei can enhance his abilities in battle, in art, and in life.  A Sohei learns one new use for his Ki Pool at each level if he meets the prerequisites.  If a Sohei multi classes into a PrC that allows him to continue to learn Ki Abilities, he may still choose Ki Abilities from the Sohei 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 Sohei 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 Sohei may choose from the following School Ki Abilities:

Military Training (Ex): The Sohei is a military occupation primarily, and players can receive training at various military skills as long as they remain Sohei.  It gives you Bonus Feats at levels 1, 4, 7, 10, 13, 16, and 19 from the following list (you must still meet prerequisites, your Sohei Levels are considered levels in Fighter for purposes of acquiring Weapon Focus, Weapon Specialization, and related Feats): Canny Opportunist, Choke Hold, Close-Quarters Fighting, Combat Expertise, Combat Intuition, Combat Reflexes, Danger Sense, Defensive Sweep, Deft Opportunist, Deft Strike, Distracting Attack, Earth's Embrace, Evasive Reflexes, Expert Tactician, Far Shot, Greater Weapon Focus, Greater Weapon Specialization, Hold the Line, Improved Critical, Improved Grapple, Improved Unarmed Strike, Improved Initiative, Improved Precise Shot, Improved Trip, Intimidating Strike, Kiai Shout, Martial Throw, Melee Weapon Mastery, Mounted Archery, Mounted Combat, Overwhelming Assault, Penetrating Shot, Point Blank Shot, Power Critical, Precise Shot, Prone Attack, Quick Draw, Ranged Weapon Mastery, Rapid Assault, Sharp-Shooting, Spinning Halberd, Stand Still, Telling Blow, Weapon Focus, Weapon Specialization.

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

At 5th level the Sohei 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 Sohei may opt to use a Willpower Save instead.

At 11th level the Sohei 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 Sohei gains a +4 Resistance Bonus on Willpower Saves against Mind-Affecting Effects.  If a Mind-Affecting Effect would cause him to break his monastic vows (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 Sohei is immune to Fear and Morale based penalties.

Holy Man (Su): You are protected by the Gods, and those who attack you risk curses or even death.  Each time you choose to use your Holy Man ability you expend one daily use of your Ki Pool.

At 3rd Level anyone attacking the Sohei with a melee or ranged attack must make a Willpower Save (DC is 10 plus 1/2 HD plus Wisdom Modifier) or be affected as if by a Blindness/Deafness spell.  

At 6th Level anyone attacking the Sohei with a melee or ranged attack must make a Willpower Save (DC is 10 plus 1/2 HD plus Wisdom Modifier) or be affected as if by a Bestow Curse spell.  The Sohei can use an effect from a lower level instead if he wishes.

At 9th Level anyone attacking the Sohei with a melee or ranged attack must make a Willpower Save (DC is 10 plus 1/2 HD plus Wisdom Modifier) or be affected as if by a Feeblemind spell.  The Sohei can use an effect from a lower level instead if he wishes.

At 12th Level anyone attacking the Sohei with a melee or ranged attack must make a Willpower Save (DC is 10 plus 1/2 HD plus Wisdom Modifier) or be affected as if by a Harm spell.  The Sohei can use an effect from a lower level instead if he wishes.

At 15th Level anyone attacking the Sohei with a melee or ranged attack must make a Willpower Save (DC is 10 plus 1/2 HD plus Wisdom Modifier) or be affected as if by a Symbol of Death spell.  The Sohei can use an effect from a lower level instead if he wishes.

At 18th Level anyone attacking the Sohei with a melee or ranged attack must make a Willpower Save (DC is 10 plus 1/2 HD plus Wisdom Modifier) or be affected as if by an Energy Drain spell.  The Sohei can use an effect from a lower level instead if he wishes.

Abbot (Su):  At 20th Level the Sohei can extend your Holy Man Ability to include all Allies within 30' as a Standard Action for 3 rounds plus a number of rounds equal to your Wisdom Modifier.  You still have to expend a daily use of your Ki Pool whenever an Ally is successfully attacked if you wish to use the Ability.

PLAYING A SOHEI
 The peasants (and to some extent the less reasonable Samurai) can be intimidated by your status as a holy man.  Claims of people being struck dead by the Buddha for simply daring to oppose you are common, and you do your best to inflame those rumors.  After all they may come in handy when you need to pull your behind from the fire, or convince the peasantry to hide you from the Samurai by not mentioning which way you left town if asked.
 Religion: Sohei are Buddhists, but there are conflicting monastic orders, as well as conflicting versions of Buddhism (Pure Land vs Zen being the best known).  Most Sohei are fairly devout (at least if they want to keep their divine powers), and are required to be fairly fanatic in their allegiance to remain within the temples favor.  
 Other Classes: The Samurai and the Sohei often do not get along as they have differing (sometimes opposing) goals, and usually they try to co-opt or murder one another.  Also the Sohei are allowed to associate publicly with people the Samurai can't, so they are a bit more accepted in some areas (or perhaps less accepted depending on their religious beliefs and their intensity).  In general the nobility wants to either befriend or extinguish them, other religions are considered enemies (along with associated classes), and they don't get along with gaijin anymore than any other Japanese.
 Combat: Much like the Ashigaru you gravitate towards new or exotic weaponry, both as a means of keeping up with the times and to intimidate others.  Generally each temple has a specialty along with the ever present Naginatas they favor.    
 Advancement: Advancement for you depends on what your order needs you to do.  After all besides being a monk, you are also a lay brother responsible for many day to day chores, and for defense of the monastery.  What you become depends on their needs, unless you're willing to strike out on your own (which could be deadly for you).  

SOHEI IN THE WORLD
"Holding on to anger is like grasping a hot coal with the intent of throwing it at someone else; you are the one who gets burned."
 The common folk do not see you much since you spend all your time training at temples, usually in the mountains.  The nobility send you gifts in attempts to curry favor, but they rarely leave their own power bases to do so.  Generally you interact with the peasantry for sundry means such as getting supplies, and the Samurai when fighting with or against them.  
 Daily Life: Your daily life is composed of prayer, training, and chores.  You are expected to do well at all of them.  If not your daily routine consists of punishment.  Whenever the temple needs to be defended, or trouble stirred up, or people killed you may also be called upon.
 Notables:
 Organizations: All Sohei belong to a Buddhist monastery and the brotherhood of monks within, even if they themselves are lay members.  

NPC Reaction
 NPC's are generally terrified of you.  They have no idea what you're up to or what you want when you appear, and acting against you may be prohibited by the Gods.  Also the Samurai may want you dead, so your mere appearance is a possible harbinger of death and chaos.

SOHEI IN THE GAME
 This class can monkey wrench campaigns depending on what the other PC's are, as the Sohei's orders may conflict with the parties goals (especially if the rest of them are Samurai).
 Adaptation: This is probably best for campaigns with a focus on a Buddhist temple, as opposed to the court intrigues of the Samurai.
 Encounters: Sohei are encountered in riots and protests when their order feels it has been wronged, when their temples go to war with one another (or with the Samurai), or in most monasteries with any political power.



EPIC SOHEI

Hit Die: d10
Skills Points at Each  Level : 4 + int
Ki Pool The Epic Sohei 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 Sohei gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: May 20, 2011, 10:25:25 AM by bhu »

bhu

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Re: Samurai Poll
« Reply #369 on: November 02, 2010, 06:13:48 AM »
Yamabushi seem more like Clerics.  I'll need to look at them more before doing them up.

bhu

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Re: Samurai Poll
« Reply #370 on: November 05, 2010, 08:10:07 AM »
I just got a ton of stuff dumped on me this week (not all of it bad for a change).  Lemme get caught up in real life and I'll get this fired back up).

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Re: Samurai Poll
« Reply #371 on: November 06, 2010, 07:40:49 AM »
Sohei updated.

bhu

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Re: Samurai Poll
« Reply #372 on: November 09, 2010, 08:18:28 AM »
Almost have the Sohei fluffies done.  If my research is wrong or anyone would like to chime in now is a good time.

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Re: Samurai Poll
« Reply #373 on: November 13, 2010, 08:49:05 AM »
Sohei fluff is done.  If no one wants any changes I shall finish off the last of the class abilities.

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Re: Samurai Poll
« Reply #374 on: November 13, 2010, 02:49:11 PM »
Love the Ashigaru.
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Re: Samurai Poll
« Reply #375 on: November 18, 2010, 08:22:48 AM »
Thanks IB :D

Anyone have thoughts on the Holy Man abilities?

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Re: Samurai Poll
« Reply #376 on: November 25, 2010, 07:51:41 AM »
I guess not, moving on:

http://en.wikipedia.org/wiki/Yamabushi

http://shugendo.fr/main.html

YAMABUSHI


   
"A single sincere prayer moves heaven. You will surely realise the divine presence through sincere prayer."

 Yamabushi are adherents of a spiritual religion known as Shugendo, a fusion of Shinto animist beliefs, Tantric Buddhism, Taoist magic, Shamanism, and other practices.  They are wandering ascetics who meditate and study on lone mountains, usually alone or in small groups that go on pilgrimages.  Early in their formation the Yamabushi had extensive contact with the early precursors of the Ninja clans, and are said to have remained in close contact with them forever after, and even hired them for protection.  They are also known as Shugenja or Shugyosha.  They seek long life, magical power, and enlightenment (not always in that order).

MAKING A YAMABUSHI
 Yamabushi are devoted to finding enlightenment (and in some cases magical knowledge).  In either case you will need to avoid the temptations of the secular world for the spiritual.  But your seclusion means you will need to be self-sufficient and capable of defending yourself against troubles.  And you will find much to trouble you in your travels.
 Abilities: Wisdom is of importance to all Yamabushi as their powers derive from it.  Physical abilities will be necessary if you are also to be a warrior, and Charisma will be helpful for bluffing your way out of trouble.  Given their focus on physical Endurance Con should be high.
 Races: Yamabushi are usually human, though some can be found among other species that are capable of solitude as well.
 Alignment: Yamabushi strive for Neutrality as most Buddhists do, but their magic studies often expose them to powers that may cause them to stray from that path.
 Starting Gold: Same as Cleric.
 Starting Age: Same as Cleric.

Class Skills
 The Yamabushi's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Jump (Str), Knowledge (Arcane, History, Local, Nature, Religion)(Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skills Per Day at 1st Level : (4 + int) x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d8

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

Weapon Proficiencies: Yamabushi are proficient with Simple and Martial Weapons and with Light, Medium, and Heavy Armor.  They also have proficiency with any one Exotic Weapon.
 
Ki Pool (Ex): At 1st level the Yamabushi 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 Wisdom Modifier plus once more per day for each level of Yamabushi he takes.

Ki Abilities (Ex): By tapping the power of his Ki a trained Yamabushi can enhance his abilities in battle, in art, and in life, or access his spiritual powers.  A Yamabushi learns one new use for his Ki Pool at each level if he meets the prerequisites.  If a Yamabushi multi classes into a PrC that allows him to continue to learn Ki Abilities, he may still choose Ki Abilities from the Yamabushi 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 Yamabushi 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 Yamabushi may choose from the following School Ki Abilities:

Martial Studies (Ex): The Yamabushi need to study the martial arts to defend themselves due to their solitude, and players can receive training at various military skills as long as they remain Yamabushi.  It gives you Bonus Feats at levels 1, 4, 7, 10, 13, 16, and 19 from the following list (you must still meet prerequisites, your Yamabushi Levels are considered levels in Fighter for purposes of acquiring Weapon Focus, Weapon Specialization, and related Feats): Canny Opportunist, Choke Hold, Close-Quarters Fighting, Combat Expertise, Combat Intuition, Combat Reflexes, Danger Sense, Defensive Sweep, Deft Opportunist, Deft Strike, Distracting Attack, Earth's Embrace, Evasive Reflexes, Expert Tactician, Far Shot, Greater Weapon Focus, Greater Weapon Specialization, Hold the Line, Improved Critical, Improved Grapple, Improved Unarmed Strike, Improved Initiative, Improved Precise Shot, Improved Trip, Intimidating Strike, Kiai Shout, Martial Throw, Melee Weapon Mastery, Mounted Archery, Mounted Combat, Overwhelming Assault, Penetrating Shot, Point Blank Shot, Power Critical, Precise Shot, Prone Attack, Quick Draw, Ranged Weapon Mastery, Rapid Assault, Sharp-Shooting, Spinning Halberd, Stand Still, Telling Blow, Weapon Focus, Weapon Specialization.


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

At 5th level the Yamabushi 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 Yamabushi may opt to use a Willpower Save instead.

At 11th level the Yamabushi 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 Yamabushi gains a +4 Resistance Bonus on Willpower Saves against Mind-Affecting Effects.  If a Mind-Affecting Effect would cause him to break his monastic vows (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 Yamabushi is immune to Fear and Morale based penalties.

Shugendo (Su): At 3rd Level you may expend a daily use of your Ki Pool to cast Resist Energy (Caster Level is equal to Hit Dice).  You also permanently gain the benefits of the Endure Elements spell.

At 6th Level you may expend a daily use of your Ki Pool as a Free Action to cast Fly (Caster Level is equal to Hit Dice).

At 9th Level you may expend a daily use of your Ki Pool as a Free Action to cast Commune (Caster Level is equal to Hit Dice).

At 12th Level you may expend a daily use of your Ki Pool as a Free Action to cast Control Weather (Caster Level is equal to Hit Dice).

At 15th Level you may expend a daily use of your Ki Pool to convert an opponent to Buddhism through speech.  This requires a Standard Action, and is language dependent.  If the target fails a Willpower Save (DC is 10 plus 1/2 HD plus Wisdom Modifier) you change his or her Alignment to Neutral or Neutral Good.  Many Yamabushi use this to convert Oni.

At 18th Level weapons refuse to kill you.  Any time a weapon would do enough damage to kill you, you get a Sunder Attack against it as a Free Action.  You do not provoke an Attack of Opportunity, and Size Modifiers are not included (nor are modifiers due to weapon type).  You get your Wisdom Modifier instead of Dex or Str for the roll, and if successful you take no damage from the weapon, and your Sunder attack does 2d6 plus your Wisdom modifier in damage, and ignores the weapons Hardness.

Holy Ascetic (Su):  Your Divine Powers are such that you are now Immortal.  Your Alignment changes to Neutral and may not be altered and you become an Outsider with the Native Subtype.  You no longer require, air, food, or water, do not sleep, and do not age (and are immune to age and sleep effects).  You are immune to all Diseases and Poisons.

PLAYING A YAMABUSHI
 You are a mountain ascetic, little understood by others.  The government occasionally views your religious beliefs and tenuous collusion with Ninja clans as a threat of some sort, and they do not like you.  Banning of your religion is a common problem, as well as misunderstandings and accusations of sorcery.  This only drives you further into seclusion, as the company of others is not necessary for enlightenment.
 Religion: A decent discussion of Shugendo would be too long to post here, but there is a pantheon of deities, and all Yamabushi are required to be members of the religion.
 Other Classes: The other Samurai classes will be deeply suspicious of you at best considering your sects occasional cross training with the Ninjas.  You may be more open to associating with foreigners than the other Samurai style classes.
 Combat: You prefer the Naginata like the Sohei, but you use swords and knives as much as any other Samurai class, and one group of Yamabushi were even famous for using rifles.
 Advancement: Yamabushi can go in more than a few directions.  They can end up becoming spirits or achieving Enlightenment, specializing in some form of magic or martial arts, or spend their entire lives treading an uneasy path between these extremes.

YAMABUSHI IN THE WORLD
"What's he doing in town Ezo?  Follow him and report back to me."
 With Yamabushi being hermits and loners they are not always well thought of, and misfortune is often blamed on them unfairly.  Many are accused of collusion with Ninjas in committing assassinations or practicing black magic in order to provide an excuse for their execution or arrest.  But they are also heavily consulted for good luck charms written on papers or in the form of amulets, divinations, to talk with spirits, or to exorcise the same.
 Daily Life: The Shugendo religion stresses physical endurance as being necessary to the path to enlightenment.  Devotees fast, meditate under freezing waterfalls, chant sutras in the snow, or perform other daily acts of endurance to pray and show religious observance.  Much of their time is spent in religious ritual or study, or practicing the martial arts to defend themselves.
 Notables: Daizu Hirono (Yamabushi 12) is a lone wanderer seeking spiritual enlightenment.  Tsuruko (Yamabushi 6/Shamaness 6) is a local seer and allows herself to be possessed by SPirits for those asking advice.
 Organizations: While they are an religious organization, the Yamabushi are so loosely organized they are not considered a true physical presence (which is intended).  If people thought they were organized enough to be a threat they might be put down.

NPC Reaction
 NPC's are terrified yet perversely attracted to the Yamabushi.  They have helpful abilities, such as exorcising demons and spirits, but they also have many ugly rumors spread about them that put people off.

YAMABUSHI IN THE GAME
 The Yamabushi are loners, and tend to invite trouble which could make their presence in a party difficult.  The Yamabushi will resent having to take time from his studies to do other things even if only subconsciously.  He will also attract unwelcome attention to the group.
 Adaptation: This is obviously intended for an oriental campaign with a strong Japanese influence.
 Encounters: Yamabushi can be found on pilgrimages, on mountain temples, or as lonely hermits in the middle of nowhere.  



YAMABUSHI

Hit Die: d8
Skills Points at Each  Level : 4 + int
Ki Pool The Epic Yamabushi 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 Yamabushi gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: May 20, 2011, 10:25:55 AM by bhu »

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Re: Samurai Poll
« Reply #377 on: November 25, 2010, 03:09:43 PM »
2 random thoughts on Sohei:

1) If memory serves (big if), their fighting style was centered around the Halberd or its equivalent, in previous editions and historically.  Opening up the Spinning Halberd feat to them may be appropriate.

2) "Willpower save" is referenced repeatedly.  Is that just a standard Will save, or is there some differentiation that I've not been observant enough to catch?
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Re: Samurai Poll
« Reply #378 on: November 25, 2010, 04:43:54 PM »
Will is just the standard shorthand for Willpower, similar to Fort => Fortitude and Ref => Reflex. Reflex doesn't get shortened as often, though, because it's only two syllables instead of three. The two terms are interchangeable.
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Re: Samurai Poll
« Reply #379 on: November 26, 2010, 01:16:22 AM »
Where is the spinning halberd feat from?