Author Topic: Samurai Poll  (Read 65761 times)

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bhu

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Re: Samurai Poll
« Reply #400 on: March 23, 2011, 08:06:01 AM »
Okay I have the first example of fighting school based ki abilities on page 18 up.  Do they seem comparable to the skill based ones?  Should I add more abilities to each with level or increase prerequisites?

I will haunt you until feedback is received  :P

bhu

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Re: Samurai Poll
« Reply #401 on: March 29, 2011, 10:12:52 AM »
Y'all will find some surprises on pages 18-19, still waiting that feedback.

InnaBinder

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Re: Samurai Poll
« Reply #402 on: March 31, 2011, 11:31:04 PM »
oooh, pretty pictures.   :p
Winning an argument on the internet is like winning in the Special Olympics.  You won, but you're still retarded.

I made a Handbook!?

bhu

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Re: Samurai Poll
« Reply #403 on: April 01, 2011, 12:38:56 AM »
feedback on the style ki abilities, not the pretty pics  :smirk

bhu

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Re: Samurai Poll
« Reply #404 on: April 19, 2011, 09:48:28 AM »
well as feedback is lacking I guess I'll have to just finish them off and see if anyone comments in the meantime.  It looks like i may have steady work for the short term, so I can concentrate less on hunting and more on working.

Which also means god willing I'll be on the forums more.

bhu

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Re: Samurai Poll
« Reply #405 on: April 23, 2011, 10:33:34 AM »
added two more styles to the Ki abilities on page 18

bhu

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Re: Samurai Poll
« Reply #406 on: May 10, 2011, 11:05:30 AM »
Is Nito RYu known for anything but the two sword style?  I notice it has some technique with a bo and jitte, but not much is made mention of other than using two swords.

bhu

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Re: Samurai Poll
« Reply #407 on: May 18, 2011, 10:34:32 AM »
time to revise PrCs while im at it

BACKUP ARCHER


   
"Death is like an arrow that is already in flight, and your life lasts only until it reaches you."

 A Teppo-Ka initially has some problems.  It might be quicker and easier to learn a rifle than a bow, but the rifle loads a lot slower and has some issues.  Hence the position of Backup Archers: groups of bowmen providing cover for the Teppo-Ka as he reloads his weapon.

BECOMING A BACKUP ARCHER
Any Ashigaru sufficiently skilled with the bow will likely be asked to become a Backup Archer at some point.

 ENTRY REQUIREMENTS
   Skills:  Knowledge (War) 6 ranks, Spot 8 ranks
   Feats:  Combat Reflexes, Point Blank Shot, Precise Shot, Rapid Shot
   BAB:  +6
   Ki Abilities:  Improved Point Blank Shot, Greater Precise Shot


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

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +2     +0    Rapid Shot, Ki Pool
2. +2    +3     +3     +0    Shot of Opportunity
3. +3    +3     +3     +1    Precision
4. +4    +4     +4     +1    Rapid Shot
5. +5    +4     +4     +1    Shot of Opportunity
6. +6    +5     +5     +2    Precision
7. +7    +5     +5     +2    Rapid Shot
8. +8    +6     +6     +2    Shot of Opportunity
9. +9    +6     +6     +3    Precision
10.+10   +7     +7     +3    Master Archer

Weapon Proficiencies: A Backup Archer gains no new weapon or armor proficiencies.
 
Ki Pool: The Backup Archer's class levels stack with his Ashigaru levels for purposes of determining how many times per day he can use his Ki Pool and for how many Ki Abilities he has learned. A Backup Archer may choose from the following School Ki Abilities:

Rapid Shot (Ex): At 1st level if you may Ready an Action to do double damage against a charging foe with a bow in addition to normal weapons that qualify.

At 3rd level if you attack an opponent who is Flat-Footed or Denied his Dexterity Bonus to AC and hit successfully you automatically threaten a critical.  

At 6th level you may make iterative attacks with a bow like you would with a normal melee weapon.

Shot of Opportunity (Ex): At second level if you have a bow in hand, opponents provoke Attacks of Opportunity as if it were a melee weapon (meaning you can fire on them as an AoO).  If you do this you still provoke an Attack of Opportunity from them as you are using a Ranged Weapon.

At 5th level the range at which an opponent can provoke an Attack of Opportunity from your bow is 10'.  He only gets his Attack of Opportunity now if he has the appropriate Reach.

At 8th level the range increases to 15', and you no longer provoke an Attack of Opportunity for using the bow in this manner.

Precision (Ex): At 3rd level you begin to gain an almost supernatural aim with your bow of choice.  You gain Improved Precise Shot as  a Bonus Feat whether you meet the prerequisites or not.

At 6th level you may ignore up to x points of Armor or Natural Armor Bonus, where x equals your Backup Archer Level.  For example if a 6th level Backup Archer fired on a Troll it could completely ignore his Natural Armor Bonus of +5.  If it fired on a Troll Hunter (See MM page 247) it could ignore the +6 Natural Armor Bonus or the +5 Armor Bonus, but not both.  

At 9th level if your opponent is within 30' your Ranged attacks with your bow are considered touch attacks.

Master Archer (Ex): At 10th level all Ranged Attacks made with your bow threaten a critical on a natural 18-20 (This does not stack with other spells or effects that increase critical threat range).  The range you may make touch attacks with your bow is increased to 60'.

PLAYING A BACKUP ARCHER
 Your goal is to protect the artillery and gunfighters on your side, and incidentally to wreak as much havoc on the opposing sides infantry/cavalry as you can.  Since you provide cover fire, you'll be excelling at sending out arrows as fast as possible as opposed to taking careful aim.  Well usually anyway.  You're still professional enough to take a shot if you can off someone important by doing so.
 Combat: Initially your purpose is to help fire massive volleys of arrows at charging infantry and cavalry to devastate them.  At some point this changes to you protecting the Teppo-Ka while he reloads to fire another volley.  Speed at loosing arrows will have to be your forte.
 Advancement: Much like any Ashigaru, your advancement depends largely on the whims of your Lord.  Although in your case he'll probably want you to simply excel at archery.
Resources: Like the rest of the Ashigaru you are a professional military man, and can be equipped as your Lord desires.  Your fortunes are pretty much linked to his.

BACKUP ARCHERS IN THE WORLD
"Use your head, or somebody else might."
 You are treated much like any other professional soldier.  You earn perhaps a bit less personal glory as you have not single handedly felled foes in a sword fight, but there are those who realize without your contributions the war effort would fail.
 Daily Life: You spend your time drilling with the Teppo-Ka and the other archers preparing for war.  Occasionally your Lord may have a mission for you, but if not you perform your regular job while keeping up your military training.
 Notables: Hayato (LN Human Male Ashigaru 6/Backup Archer 6) calmly pretends to be of little use in melee combat.  It keeps him alive after all.    
 Organizations: All Backup Archers belong to their Lord, much like any other Ashigaru.  His household is the only organization they are supposed to belong to.

NPC Reaction
 As you spend more time training with a bow than a sword people feel more comfortable around you since they erroneously believe you are less likely to cause problems.  It's kind of believed you have no skill at melee fighting.  

BACKUP ARCHERS IN THE GAME
 This class assumes (like all Ashigaru PrC's) that you are a military man, and can be called up forcefully at any time.  Work with the DM on this so it doesn't disrupt things (after all being the servant of a feudal warlord does saddle you with baggage, like extra enemies).
 Adaptation: This is probably best for more serious campaigns given it's nature as a military class.
 Encounters: Backup Archers are generally only really encountered in times of war.  They do other things during peace time, so it's entirely possible to be working among them and not know it.

Sample Encounter
EL 12: The PC's are assigned to escort a local Ashigaru testing a new gun design, and his backup archers.


Hayato
LN Human Male Ashigaru 6/Backup Archer 6
Init +4, Senses: Listen +5, Spot +9
Languages Common
------------------------------------------------
AC , touch , flat-footed   (+4 Dex, )
hp 78 (12 HD)
Fort +11, Ref +14, Will +5  
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +12, Grp +14
Atk Options Blinding Strike, Nauseating Blow
Combat Gear
-----------------------------------------------
Abilities Str 14, Dex 18, Con 13, Int 10, Wis 12, Cha 8
SQ Ki Pool 12/day,
Feats Far Shot, Rapid Shot, 4, Combat Reflexes (B), Formation Expert (B), Improved Precise Shot (B), Precise Shot (B)
Skills Climb +6, Concentration +9, Hide +8, Knowledge (Local, Nobility, War) +6, Listen +5, Move Silently +8, Search +6, Spot +9, Survival +5
Possessions



EPIC BACKUP ARCHER

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Backup Archer gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: May 20, 2011, 10:40:29 AM by bhu »

bhu

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Re: Samurai Poll
« Reply #408 on: May 18, 2011, 10:54:25 AM »
KAGEMUSHA


   
"From infancy on, we are all spies; the shame is not this but that the secrets to be discovered are so paltry and few."

 The Kagemusha are attractive Onna-Bugeisha who have cross trained with Kunoichi to become assassins who can gain entry to the houses of nobles via the front door.  They are seductresses and assassins.  Needless to say they are hated immensely, and when caught they are usually tortured and executed bloodily.  

Still they are quite effective, and this means that no matter how many are slain more will be trained.  After all few people expect women to be trained warriors and murderers, especially ones born as noblewomen who are supposed to find such a fate repulsive.

BECOMING A KAGEMUSHA
Kagemusha are women born of noble blood who have exhibited great  prowess as a warrior, very little scruples when it comes to killing (or at least enough belief in a cause that they can be manipulated), and a willingness to train with Shinobi to become assassins for their Lord.

 ENTRY REQUIREMENTS
   Gender:  Must be female
   Skills:  Bluff 6 ranks, Diplomacy 6 ranks, Gather Information 6 ranks, Sense Motive 6 ranks, Sleight of Hand 6 ranks
   Feats:  Improved Initiative, Quick Draw, Quick Cut
   Alignment:  Cannot be Good or Lawful
   Class Abilities:  At least +1d6 Sneak Attack


Class Skills
 The Kagemusha's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, Nobility, War)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Search (Int), Sense Motive (Wis, Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Rope (Dex).
Skills Points at Each  Level : 8 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Seduction, Ki Pool
2. +1    +0     +3     +3    Deception
3. +2    +1     +3     +3    Assassination
4. +3    +1     +4     +4    Seduction
5. +3    +1     +4     +4    Deception
6. +4    +2     +5     +5    Assassination
7. +5    +2     +5     +5    Seduction
8. +6    +2     +6     +6    Deception
9. +6    +3     +6     +6    Assassination
10.+7    +3     +7     +7    Hitogoroshi

Weapon Proficiencies: A Kagemusha gains no new weapon or armor proficiencies.
 
Seduction (Ex): Kagemusha are well trained in getting men (and even women) to lower their guard.  

At 1st level you may always Take 10 on Gather Information Checks

At 4th level you gain a Dodge Bonus to your Armor Class equal to your Charisma Modifier representing the idea that most beings find you attractive enough that they are reluctant to hit you full force if at all.  

At 7th level you gain a Bonus to Attack and Damage rolls equal to your Charisma Modifier when attacking opponents who are Flat-Footed or Denied their Dexterity Bonus to AC.

Ki Pool:  The Kagemusha's class levels stack with her Onna-Bugeisha levels for purposes of determining how many times per day she can use her Ki Pool and for how many Ki Abilities she has learned. A Kagemusha may choose from the following School Ki Abilities:

Deception (Ex): You are also well trained at deceiving foes.

At 2nd level you can Feint as a Move Action, and may always take 10 on Bluff Checks.

At 5th level you can Feint as a Swift Action, and may always Take 10 on Diplomacy Checks.

At 8th level your opponents do not get bonuses to their Sense Motive Checks based on the inherent unbelievability of your lies.  You may now always Take 10 on Sleight of Hand Checks.

Assassination (Ex): At third level you gain the Death Attack Ability.  This is identical to the Assassin ability on page 180 of the DMG.

At 6th level you only need to observe the target for 2 rounds, and gain +1d6 Sneak Attack.  This stacks with Sneak Attack dice you gain from other sources.

At 9th level if you Feint successfully the next attack you make can be a Death Attack.  If it fails this is merely a normal attack.  This may only be done once per opponent.  You also gain another +1d6 Sneak Attack.

Hitogoroshi (Ex): You gain an additional +1d6 Sneak Attack, and critical hits you successfully confirm on an opponent who is Flat-Footed or Denied his Dexterity Bonus to AC have their multiplier increased by 1 (i.e. if they normally do x2 damage on a critical hit they now do x3).  The Save DC of your Death Attack Ability increases by +2.

PLAYING A KAGEMUSHA
 You must strive to be heartless and emotionless, a creature of artifice and deception.  Discover what your target looks for in a woman, and become that woman.  Deceive him, get close, and murder him before escaping if you can (you are expendable).  Don't fall in love, don't allow yourself the luxury of mercy, and don't get caught.  Suicide is acceptable to surrender.
 Combat: Kagemusha excel at ambushes, and prefer to attack unarmed opponents they have lulled into a false sense of security through seduction and alcohol (and sometimes poison if they're ruthless enough).  The point is that no one must know you have skill as a killer, so you must do it in secret.
 Advancement: Like most Samurai, your advancement will depend greatly on the whims of your Lord and what he wants from you.
Resources: You have a backer of some sort, usually a noble with little scruples, lots of money, and bad things that need doing.  You may not personally believe this of him, but it's most likely true.

KAGEMUSHA IN THE WORLD
"To attempt to silence a man is to pay him homage, for it is an acknowledgement that his arguments are both impossible to answer and impossible to ignore."
 Kagemusha are thought of as incredible (but sadly expendable) tools by their patrons, and the lowest of scum by polite society.  They kill by deception, and are nobly born to boot, which means they're 'supposed to know better'.  Even your own side publicly disowns you.  Well until you get caught, tortured, and subsequently reveal who you work for.  Then your side gets put to death en masse.
 Daily Life: Your life is either training for a mission, or the mission itself.  You have no down time.  You can't afford it.  Enemies from past assignments want you dead.  The nobility want you dead for your 'crimes' against them (although your victims are probably at least as unethical as your employer).  The common folk hear nothing but lies about you and want you dead as well.
 Notables: Mayumi Shimikagi (LN Human Female Onna-Bugeisha 3/Rogue 3/Kagemusha 6) is her Daimyo's greatest weapon.  Posing as a concubine or potential marriage candidate for Samurai who need a wife, she enters their bedrooms and murders them while they are sleeping before sneaking out of the building (or blaming a suitable candidate for the murder).
 Organizations: As with other Samurai, you have the household organization of a Daimyo you belong to.  Given your cross training with the Shinobi you most likely also have contacts with at least one Ninja clan.

NPC Reaction
 NPC's treat you with the usual deference if they think your Samurai (you can have them put to death otherwise), or court you if they're male and unmarried (and sometimes if they are married).  If they know you're an assassin, you're persona non grata.  Any evil can be done to you or anyone in contact with you and there is no shame in it.

KAGEMUSHA IN THE GAME
 kagemusha players will probably have to hide what they really are from the group unless they are her assistants, or she's the undercover assistant for a group of ninjas.  Make sure no one minds this as it might get tedious to some players who don't like having to carry on long term pretenses.
 Adaptation: Kagemusha are best for serious campaigns, especially gritty ones where good and evil are not always clear cut.
 Encounters: Kagemusha are usually encountered when they're on a mission at some nobles court, though most people wouldn't know they were actually next to one.  If the PC's are assigned on a raid against a Ninja clan or spy training ground they may see them too.

Sample Encounter
EL 12: The PC's have been asked to escort a Samurai woman en route to her wedding to a rival clan.  It's assumed many assassins from both sides will not want her to live to see the day.  They encounter many attempts on the way, and one of the PC's at one point sees her defend herself in a manner similar to the Ninja clan used by the Lord who assigned them the job (i.e. she uses a ninja weapon and fighting techniques).  It becomes obvious she's a trained murderess.  But who is she working for? And who is her target?  And is she on the PC's side?


Mayumi Shimikagi
LN Human Female Onna-Bugeisha 3/Rogue 3/Kagemusha 6
Init +3, Senses: Listen +5, Spot +5
Languages Common
------------------------------------------------
AC , touch , flat-footed   (+3 Dex, +3 Dodge, )
hp 51 (12 HD)
Fort +4, Ref +24, Will +20  
Evasion, Trap Sense +1
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +9, Grp +8
Atk Options Sneak Attack +3d6, Death Attack DC 17
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 16, Con 10, Int 12, Wis 13, Cha 16
SQ Ki Pool 12/day, Trapfinding, Seduction, Deception,
Feats Combat Expertise, Combat Reflexes, Eyes in the Back of Your Head, Improved Initiative, Onna-ha Itto Ryu, Quick Draw, Iron Will (B), Negotiator (B), Quick Cut (B)
Skills Bluff +15, Diplomacy +15, Gather Information +15, Hide +13, Knowledge (Local, Nobility) +5, Listen +5, Move Silently +13, Ride +8, Search +5, Sense Motive +13, Sleight of Hand +15, Spot +5, Tumble +9, Use Magic Device +15
Possessions



EPIC KAGEMUSHA

Hit Die: d8
Skills Points at Each  Level : 8 + int
Sneak Attack At Level 22 and every three levels thereafter the Kagemusha gains an additional +1d6 Sneak Attack.
Bonus Feats: The Epic Kagemusha gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: May 20, 2011, 10:40:58 AM by bhu »

bhu

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Re: Samurai Poll
« Reply #409 on: May 18, 2011, 11:33:47 AM »
RONIN


   
“The warrior doesn't care if he's called a beast or a dog; the main thing is winning.”

 Bushido is a difficult code to follow.  It stresses absolute obedience to ones Lord, and absolute honor.  When ones Lord is corrupt, these ideals come into clash, and a Samurai must choose one of them.  Many Samurai aren't fools, and will not take their own life at the whim of an insane nobleman when it would be throwing it away.  While there is life there is hope for regaining ones honor.  Assuming you can survive the killers your former Lord will obligingly place in your way as a gift for disobeying him.

Bushido also states that a Samurai who loses his master must take his own life.  Many choose to find another master instead, and simply wander until they do.  Others never find a master, and find a harsh new world in which they are no longer a soldier-poet, but a paid murderer that affords food and shelter by shedding the blood of other men.  Few return from the psychological blow this situation causes and remain as wanderers or criminals for all their days.  Some begin to enjoy it, while others strive to redeem themselves.



BECOMING A RONIN
To become a Ronin you must simply be a Samurai who has lost his Master.  This can be because your Lord had his lands and title stripped from him, he was killed without an heir, or you were sent away from his service for whatever reason.  It can also mean you were ordered to commit seppuku, and simply decided not to.  

 ENTRY REQUIREMENTS
   BAB:  +6
   Class Abilities:  Imposing Presence (Staredown)
   Feats:  Eyes in the Back of Your Head, Quick Cut, Quick Draw
   Skills:  Bluff 4 ranks, Diplomacy 4 ranks, Intimidate 4 ranks, Knowledge (Local) 4 ranks, Listen 4 ranks, Sense Motive 4 ranks
   Special:  Must have fled or been exiled from the service of your Lord (having fled is far more common).  Usually for having disobeyed an order to commit seppuku or one that you found dishonorable, having failed in an important task, or simply because your lord has died or lost his station.  Must have at least 1 level in the Samurai Class.


Class Skills
 The Ronin'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), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, Nobility & Royalty)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d10

Ronin
Code: [Select]
Level|BAB|Fort Save|Reflex Save|Will Save|Special
1st +1 +0 +2 +2 Ki Pool, Skills of Necessity
2nd +2 +0 +3 +3 Intimidating Blade
3rd +3 +1 +3 +3 Nintai
4th +4 +1 +4 +4 Skills of Necessity
5th +5 +1 +4 +4 Intimidating Blade
6th +6/+1 +2 +5 +5 Nintai
7th +7/+2 +2 +5 +5 Skills of Necessity
8th +8/+3 +2 +6 +6 Intimidating Blade
9th +9/+4 +3 +6 +6 Nintai
10th +10/+5 +3 +7 +7 Folk Hero

Weapon Proficiencies: A Ronin gains proficiency with any one weapon he isn't already proficient with.
 
Ki Pool: The Ronin's class levels stack with his Samurai levels for purposes of determining how many times per day he can use his Ki Pool and for how many Ki Abilities he has learned.  The Ronin cannot take Ki abilities pertaining to his Kenjutsu school unless he can find a new Sensei, which is unlikely.  A Ronin may choose from the following School Ki Abilities:

Skills of Necessity (Ex):  At various points in his 'career', a Ronin will find himself having to perform acts he once thought beneath him (or even openly criminal) to survive, and he must learn skills he would never have once considered.  At levels 1, 4, and 7 he may choose 2 skills from the following list and these are now considered class skills: Balance, Disable Device, Disguise, Escape Artist, Forgery, Knowledge (Nature), Open Lock, Search, Sleight of Hand, Tumble, or Use Rope.

Intimidating Blade (Ex):  As a Ronin you now make use of your abilities to intimidate others more often perhaps than you did as a noble.  Beginning at 2nd level, you gain a Circumstance Bonus equal to your Charisma Modifier to all Attack rolls against any opponent you have Demoralized successfully by using Intimidate.

At 5th level if you successfully Demoralize an opponent he is Shaken for the duration of the encounter as opposed to 1 round.

At 7th level you increase the Critical Multiplier of successful Critical attacks against any opponent subject to a Fear condition (Shaken, Frightened, Panicked, etc) by 1.  I.E. if your attack normally does x2 damage on a successful critical, it now does x3.

Nintai (Ex): At 3rd level if a spell effect allows for half damage/partial effect on a successful Fortitude Saving Throw, you take no Damage/Effect instead.

At 6th level if a spell effect allows for half damage/partial effect on a successful Willpower Saving Throw, you take no Damage/Effect instead.

At 9th level anytime you successfully make a Fortitude or Willpower Saving Throw, you gain a +2 Bonus against that same power/spell/effect for the next 24 hours.

Folk Hero (Ex): Deserved or not, by the time you can reach 10th level your deeds have given you a legendary reputation.  Assuming your campaign uses rules on Ronin automatically being granted outlaw or second class citizen status, you have managed to become an exception to that rule.  You gain double your Charisma Modifier on all Charisma Based Skill checks (and his Leadership Score if he has the Leadership Feat).

PLAYING A RONIN
 You are a desperate man.  Legally you aren't allowed to live in a city or be employed there until you find a new master (assuming that ever happens).  This gives you almost no options for earning money outside of being a criminal, and sentences you to a life of subsistence survival at best.  You'll have to leave and move far from where you are known, change your name, and even then at best you'll get the work no one else wants.  You'll also need to avoid anything that could expose you or draw attention to yourself.  
 Combat: Ronin have many enemies.  The government probably wants them dead, the criminals and mercenaries they killed while part of the nobility have relatives who'd like them dead, and the actions they have had to take to survive in their new world have probably earned them more than a little hate from someone.  As a result, stealth is now part of their vocabulary.  As outnumbered as they are they have little choice to rely on ambush attacks.  Many learn the use of unusual weapons, or ones that they would formerly disdain so as not to stand out.
 Advancement: Ronin are an individualistic lot.  Some do their best to regain their former position.  Some end up as criminals, and discover they enjoy no longer having to hide their true sociopathic nature.  Others decide to abandon the hypocrisy of their former life, while still attempting to maintain the ideals they have always believed in (without worrying about social restrictions too implausible  to maintain).  A few simply resign themselves to their fate as killers, and drown their sorrows in sake and the blood of anything crossing their path.
Resources: Few Ronin have a great amount of resources.  Almost all without fail are quite broke unless they are willing to become criminal and murder for hire.  Ronin who become heroic can occasionally ask favors of those they are helping or have helped in the past, but for the most part you are entirely on your own.

RONIN IN THE WORLD
"It is truly regrettable that a person will treat a man who is valuable to him well, and a man who is worthless to him poorly."
 To be a Ronin and not have committed seppuku upon the loss of your master is considered to be the height of shame by the nobility.  Any Samurai or other noble would just as soon spit on you as look at you, and you must avoid them if you do not wish to have fights you need to avoid for fear of being arrested and executed.  In some cases you are officially banned from living in cities in the hopes you will die in the wilderness, and as such the life of a criminal is impossible to avoid.  It is possible to redeem oneself, but it is very rare indeed for any Ronin to once again become Samurai.  Even peasants feel free to heap humiliation upon the Ronin, and most only find acceptance as Yojimbo (bodyguards), Watari-Kashi (mercenaries), monks, or assassins for the Yakuza (though some of these are less respected than feared).  
 Daily Life: Much of your time is spent avoiding people who want to kill you for past indiscretions, people trying to create confrontations to humiliate you (which will get you caught by your would-be killers), people who want you dead for reasons you haven't learned yet, and really just about everyone else.  While still trying to earn enough to survive.  Lets face it you're pretty much screwed.
 Notables: Tominaga (Lawful Good Male Human Samurai 6/Ronin 6) was once a Samurai of great renown, now fallen into disrepute with the passing of his former master during a coup which tarnished his name.  Running from the Law (which is now composed largely of his former masters enemies), Tominaga ekes out a living taking on risky tasks no one else will do, such as killing demons.
 Organizations: Ronin rarely have any form of organization dedicated to their cause on anything other than a temporary basis (the legend of the 47 Ronin for example).  Occasionally they do have a formal organization dedicated to protecting against roving bands of Ronin bandits (i.e. the Gonin Gumi), but unless they belong to a criminal or mercenary group (or are bodyguard to a particularly powerful individual) they have no real backup.   Ronin are on their own.

NPC Reaction
 The Ronin are almost universally despised.  Samurai hate you as you're a living symbol of their potential for failure.  The criminals hate you because you used to be considered as better than them while massacring them at will, and the peasants for much the same reason.  Once you're no longer a Samurai you learn the world is a much harsher place for the lower castes, and they're only respectful to you while you're around.  Now that you've fallen, they can freely indulge in trying to vent all their frustrations on you.  Even those willing to hire you still look down on you since they know they have you by the short hairs.

RONIN IN THE GAME
 The Ronin are a despised group, and any player wanting to become one will have to realize that he's in for a world of pain.  Virtually everyone he encounters will feel obligated to provoke him since they know he can't fight back without risking discovery.  Make sure to discuss this with the player beforehand so he doesn't feel you're singling him out.
 Adaptation: This is pretty much tailored for a pretty grim, gritty campaign.  Ronin aren't funny, and their lives are prime examples of bleak despair.
 Encounters: Ronin can be encountered just about anywhere.  Many form roving bands of highwaymen in the forests that pick on anything that comes their way, or join the Yakuza as muscle.  A few of the more famous and capable become bodyguards to those rich enough to openly flout the rules of society by having a fallen Samurai as their pet killer.  

Sample Encounter
EL 12:   The PC's are approached by what looks like a possible brigand who asks for help in destroying a particularly disturbing cult grown up around a family of Oni.


Tominaga
Lawful Good Male Human Samurai 6/Ronin 6
Init +2, Senses: Listen +0, Spot +0
Languages Common
------------------------------------------------
AC , touch , flat-footed   (+2 Dex, )
hp 78 (12 HD)
Fort +8, Ref +9, Will +10  
Nintai
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +12, Grp +14
Atk Options Imposing Presence, Intimidating Blade (+2)
Combat Gear
Ki Abilities Known Bear Slayer, Improved Weapons Training, Monster Slayer, Oni Slayer, Yokai Slayer, Weapons Training,
-----------------------------------------------
Abilities Str 14, Dex 14, Con 12, Int 10, Wis 10, Cha 15
SQ Ki Pool 14/day, Skills of Necessity (Balance, Knowledge: Nature, Search, Tumble),
Feats Far Shot, Improved Quick Cut, Point Blank Shot, Precise Shot, Weapon Focus (Katana), Quick Cut (B), Quick Draw (B), Indomitable Soul (B), Iron Will (B)
Skills Balance +6, Bluff +6, Climb +6, Diplomacy +6, Hide +6, Intimidate +6, Jump +6, Knowledge (Local, Nature) +4, Listen +4, Move Silently +6, Ride +6, Sense Motive +4, Survival +4, Tumble +6
Possessions



EPIC RONIN

Hit Die: d10
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Ronin gains a Bonus Feat every 2 levels higher than 20th

EX-RONIN

Once he has been accepted by a new master (and can gain new levels of Samurai), the Ronin can no longer take levels in the Ronin Prestige Class until he has been thrown out by the aforementioned new master and is a Ronin once more.



« Last Edit: May 20, 2011, 10:47:15 AM by bhu »

bhu

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Re: Samurai Poll
« Reply #410 on: May 18, 2011, 11:50:53 AM »
SABURAI


   
"Anyone can be a barbarian; it requires a terrible effort to remain a civilized man."

 The earliest forms of Samurai were the Saburai, mounted cavalry fighters from regional areas of Japan thought of as little more than Barbarians by the court and Emperor they were hired to protect.  There is some evidence they were schooled, but the courts writings of the time express little more than disdain.  The Saburai's title translates as "those who serve", and in general it is thought that it was not meant in a complimentary manner.

BECOMING A SABURAI
Generally start as one of the Samurai variant classes and specialize in archery and mounted combat.

 ENTRY REQUIREMENTS
   Skills:  Ride 9 ranks
   Feats:  Mounted Archery, Mounted Combat, Point Blank Shot, Ride-by Attack
   Ki Abilities:  Cavalryman, Improved Mounted Archery, Improved Point Blank Shot,
   BAB:  +6


Class Skills
 The Saburai's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Geography, History, Local, Nobility & Royalty, War)(Int), Listen (Wis), Profession (Wis), Ride (Dex), 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    Mounted Combat Specialist, Ki Pool
2. +2    +3     +0     +3    Archery Specialist
3. +3    +3     +1     +3    Bodyguard
4. +4    +4     +1     +4    Mounted Combat Specialist
5. +5    +4     +1     +4    Archery Specialist
6. +6    +5     +2     +5    Bodyguard
7. +7    +5     +2     +5    Mounted Combat Specialist
8. +8    +6     +2     +6    Archery Specialist
9. +9    +6     +3     +6    Bodyguard
10.+10   +7     +3     +7    Veteran

Weapon Proficiencies: A Saburai gains no new weapon or armor proficiencies.
 
Ki Pool: The Saburai's class levels stack with his Samurai levels for purposes of determining how many times per day he can use his Ki Pool and for how many Ki Abilities he has learned. A Saburai may choose from the following School Ki Abilities:

Mounted Combat Specialist (Ex): Beginning at Level 1 you gain a +2 Competence Bonus to all attack and damage rolls while mounted.  This increases to +4 at Level 4, and +6 at Level 7.

Archery Specialist (Ex): At levels 2, 5, and 8 the Saburai may choose a Feat from the following list that he qualifies for: Able Sniper, Bowslinger, Deadeye Shot, Defensive Archery, Far Shot, Improved Precise Shot, Improved Rapid Shot, Manyshot, Penetrating Shot, Plunging Shot, Precise Shot, Ranged Weapon Mastery, Rapid Shot, Sharp-Shooting, Woodland Archery, or Zen Archery.

Bodyguard (Ex): Since they are often required to act as bodyguards the Saburai are good at reacting quickly to trouble.  At 3rd level the Saburai gains a +2 Competence Bonus to Initiative rolls and one of the following checks (which cannot be changed after being chosen): Listen, Sense Motive, or Spot Checks.  This Bonus increases to +4 at level 6, and +6 at level 9.

Veteran (Ex): Any opponents who attack you in melee range and miss provoke an Attack of Opportunity.  This does not grant you additional attacks of opportunity.


PLAYING A SABURAI
 You are meant to put down rebellions and protect the Court.  In other words you can't be adverse to killing on command or putting up with officious prigs who consider you dirt under their feet.  Patience is a virtue you will have to have a lot of, and your morality is something you will have to sometimes have the will to ignore.  
 Combat: Saburai are archers and cavalry, and you will be expected to excel at both.  You will also be expected to be observant as many of you will be bodyguards to the nobility.
 Advancement: Generally your training is less subject to the whims of your Lord and more to the military group you belong to.  Granted the military will expect you to keep up with their ideas for the combat skills you will need to have.
Resources: You may not have much in the way of support from your employer himself, but your fellow Saburai will help you if they can.  Generally you may only have what resources you can get upon your own.

SABURAI IN THE WORLD
"Wipe your feet you ignorant thug!"
 Saburai are hated and feared by everyone.  The peasant beacuse you kill them.  The nobility because they realize you work for monay and can be turned against them (at least until Bushido begins to form).
 Daily Life: You train for war or guars whatever you're assigned to.  This is life until the fighting begins, then it's time to ride out to kill what's probably a bunch of peasants with insufficient training and equipment.
 Notables: Jun Akimoto (LN Human Male Ashigaru 6/Saburai 6) is a typical Saburai ordered to guard the local Daimyo.
 Organizations: You're basically a mercenary free to be hired by whatever Lord wants you.  With any luck you'll get a competent one.

NPC Reaction
 NPC's are terrified of Saburai, whom they consider little more than uneducated raiders who murder for pay.  The Lord points at someone and orders you to kill and you do so like a dog.  There's a lack of respect I guess I'm saying but there's plenty of fear.

SABURAI IN THE GAME
 This class kind of assumes you're a servant.  You may have a lot of time away from your lord fighting, but when he's around your the rug underneath his feet.  Make sure players understand this before taking the PrC.
 Adaptation: This is for an early Heian period Japan setting.  It can be adapted to other campaigns but will need a little tweaking.
 Encounters: Saburai are most often found murdering rebellious villagers, guarding nobles, or doing whatever hired enforcers do.

Sample Encounter
EL 12: Several assassination attempts have been made against a local Lord, and many of his guards are dead.  Small wonder since they are cavalry and archer specialists as opposed to expert Yojimbo.  The PC's have been asked to find out what force is ripping them apart in the night.


Jun Akimoto
LN Human Male Ashigaru 6/Saburai 6
Init +6, Senses: Listen +14, Spot +10
Languages Common
------------------------------------------------
AC , touch , flat-footed   (+2 Dex, )
hp 78 (12 HD)
Fort +11, Ref +7, Will +13  
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +12, Grp +14
Atk Options Imposing Presence, Ki Pool 13/day, Mounted Combat Specialist +4, Bodyguard +4 (Listen checks)
Combat Gear
-----------------------------------------------
Abilities Str 14, Dex 14, Con 13, Int 10, Wis 16, Cha 8
SQ
Feats Far Shot, Improved Mounted Archery, Point Blank Shot, Precise Shot, Ride-by Attack, Spirited Charge, Indomitable Soul (B), Iron Will (B), Mounted Archery(B), Mounted Combat (B), Precise Shot (B), Rapid Shot (B)
Skills Bluff +4, Climb +7, Intimidate +15, Knowledge (Local, Royalty, War) +2, Listen +14, Ride +20, Spot +10
Possessions



EPIC SABURAI

Hit Die: d10
Skills Points at Each  Level : 4 + int
Mounted Combat Specialist At Level 21 and every 3 levels thereafter the Saburai's Mounted Combat Bonus increases by an additional +2.
Archery Specialist At Level 22 and every 3 levels thereafter the Saburai may choose an additional Feat from his list or from the following list of Epic Feats: Combat Archery, Distant Shot, Swarm of Arrows.
Bodyguard At level 23 and every 3 levels thereafter the Saburai's Bodyguard Bonus increases by an additional +2.
Bonus Feats: The Epic Saburai gains a Bonus Feat every 5 levels higher than 20th
« Last Edit: May 20, 2011, 10:46:57 AM by bhu »

bhu

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Re: Samurai Poll
« Reply #411 on: May 18, 2011, 12:01:04 PM »
TEPPO-KA


   
"The only real power comes out of a long rifle."

 Once guns have been introduced the Ashigaru will be expected to learn them since they are considered weapons that don't require skill (and technically violate the Samurai Code).  Initially used sparingly, once enough people are trained you are marched out en masse like the other infantry and archers.  But for a time you will be a necessary specialist. Please note that stats for Matchlock and Flintlock Firearms are on page 20 of D20 Past.

BECOMING A TEPPO-KA
Any commoner in the infantry (which means the Ashigaru in Japanese campaigns) who is capable of wielding a rifle pretty much qualifies for this PrC if they're willing.  Initially you'll be expected to care for the gun so you'll also be expected to have the Craft necessary to take care of it.

 ENTRY REQUIREMENTS
   Feats:  Exotic Weapon Proficiency (Matchlock Rifle or Flintlock Rifle), Far Shot, Leadership (usually to have backup archers), Point Blank Shot
   Skills:  Concentration 6 ranks, Craft (Gunsmithing) 6 ranks, Knowledge (War) 6 ranks
   BAB:  +6


Class Skills
 The Teppo-Ka's class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Geography, Local, Nobility & Royalty, War)(Int), Listen (Wis), Profession (Wis), Search (Int), Spot (Wis), and Survival (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +0     +2     +2    Superior Aim +1 die, Ki Pool
2. +2    +0     +3     +3    Close Combat
3. +3    +1     +3     +3    Sniper
4. +4    +1     +4     +4    Superior Aim +2 die
5. +5    +1     +4     +4    Close Combat
6. +6    +2     +5     +5    Sniper
7. +7    +2     +5     +5    Superior Aim +3 die
8. +8    +2     +6     +6    Close Combat
9. +9    +3     +6     +6    Sniper
10.+10   +3     +7     +7   Veteran Marksman

Weapon Proficiencies: A Teppo-Ka gains no new weapon or armor proficiencies.
 
Ki Pool: The Teppo-Ka's class levels stack with his Ashigaru levels for purposes of determining how many times per day he can use his Ki Pool and for how many Ki Abilities he has learned. The Teppo-Ka can continue to learn Ki abilities from schools he gained as an Ashigaru, but at least 2 of every 3 must come from TeppoJutsu.

Superior Aim (Ex): Beginning at 1st level whenever you ready an action to fire a gun and hit successfully you do an extra die of damage.  For example if the gun does 2d6, it now does 3d6.  If it does 2d8, it now does 3d8.  When using this ability the critical multiplier of the weapon also increases by 1 (i.e. if it normally did x2 damage on a successful critical, it now does x3). 

You gain another die at levels 4 and 7.

Close Combat (Ex): At second level you may hit someone with the butt of your rifle in close combat (it does damage as if it were a club).  You are considered proficient with it, and any applicable feats applying to your Rifle (Improved Critical, Weapon Focus, etc.) also apply to the butt of your gun. 

At 5th level you gain proficiency with Bayonets (see D20 Past page 26).

At 8th level whenever an opponent moves more than 10' to attack you, and you are aware of his presence, and holding a firearm, he provokes an Attack of Opportunity. 

Sniper (Ex): Beginning at 3rd level you take only half the normal penalties to Spot Checks and ranged attack rolls due to distance modifiers.

At 6th level the Teppo-Ka can make a single ranged attack as a Full Round Action.  This attack is made with no penalty for range, though it does not increase the maximum range of the weapon.  This ability can be used in conjunction with any ability that does extend weapon range, such as the Far Shot Feat.

At 9th level if you have any Sudden Strike, Death Attack or Sneak Attack Dice, you may use them on ranged attacks out to a distance of 60'.

Veteran Marksman (Ex): At 10th level if you have any Sudden Strike, Death Attack, or Sneak Attack abilities, you may now use them at full range.

PLAYING A TEPPO-KA
 Initially you are a specialist trying out experimental new weaponry, and reporting to your superiors on it's battlefield use.  You'll even have your own personal team of archers to back you up and prevent the opposing side from getting close to you while you reload.  Once your Daimyo believes the rifles you use have been perfected (and you have trained enough of your fellow soldiers in it's proper use) you will be part of an elite unit sent to destroy the cavalry on the opposing side.
 Combat: While you focus on ranged combat and quick reloading, you are also expected to wield your rifle in melee with a bayonet (or as a club if necessary).  You will have little time studying other combat arts until your Daimyo believes you have perfected this one.
 Advancement: If you wish to continue receiving military training you will have to do as the Daimyo says, which limits your advancement to what he wants.  Unless you find another Lord wishing to make use of your skills that is.
Resources: You have the usual resources available to members of the military as long as you belong to one of their units.  If you quit you're on your own.

TEPPO-KA IN THE WORLD
"All political power comes from the barrel of a gun. We must gain command of all the guns, that way, no guns can ever be used to command us."
 You're pretty much like any other soldier in the military.  You will gain a little more notoriety at first due to the unusual nature of your station, but once riflemen become common, you'll just be a veteran member of another type of military unit.  The populace tends to adore or hate you depending on their views of the army.
 Daily Life: Much of your day is spent training and doing the usual military chores.  If it's time for war, you'll probably spend much of the day fighting.
 Notables: Koji Aikawa (N Human Male Ashigaru 6/Teppo-Ka 6) is a veteran rifleman of his Daimyo's forces, and as gained considerable status due to several lucky kills he has made against opposing armies.
 Organizations: Almost all Teppo-Ka belong to the military.  There are a few among bandits and such, but they earn a much better living as mercenaries or formal military, and it's rare to see any but the disgraced in another organization.

NPC Reaction
 NPC reactions to you depend on their view of the particular armed force you belong to.  In a united Japan this will be less problematic than when the nobles are sparring with one another.  If there are feuding factions, you could simply gain a death sentence by being in the wrong place at the wrong time.

TEPPO-KA IN THE GAME
 This is assumed to be a military class, and that you are running a military campaign.  If you aren't some adaptation will be required fluff wise.
 Adaptation: Military campaigns being what they are, Teppo-Ka will generally belong to serious or gritty campaigns.  Comedy is of course possible, but since your class is devoted to gaining skill at killing people that makes it pretty dark comedy.
 Encounters: Teppo-Ka are generally encountered in times of warfare.  They are considered too valuable to waste on other missions (although decent snipers may be sent on solo missions or in small groups).

Sample Encounter
EL 12: The PC's have been hired as they have shown themselves to be decent archers.  Little do they know they're being hired to essentially provide fire support for a man with an experimental battlefield weapon.


Koji Aikawa
N Human Male Ashigaru 6/Teppo-Ka 6
Init +4, Senses: Listen +2, Spot +12
Languages Common
------------------------------------------------
AC , touch , flat-footed   (+4 Dex, )
hp 78 (12 HD)
Fort +8, Ref +14, Will +9 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +12, Grp +13
Atk Options Ambush Tactics (Blinding Strike, Nauseating Blow)
Combat Gear
Ki Abilities Known
-----------------------------------------------
Abilities Str 12, Dex 18, Con 13, Int 10, Wis 14, Cha 8
SQ Ki Pool 14/day
Feats Exotic Weapon Proficiency (Matchlock Rifle), Far Shot, Leadership, Point Blank Shot, Precise Shot, Weapon Focus (Matchlock Rifle), Combat Reflexes (B), Formation Expert (B), Improved Critical (Matchlock Rifle (B), Weapon Specialization (Matchlock Rifle)(B),
Skills Concentration +11, Craft (Gunsmithing) +10, Knowledge (Local, Nobility, War) +10, Spot +12
Possessions



EPIC TEPPO-KA

Hit Die: d10
Skills Points at Each  Level : 4 + int
Superior Aim At level 21 and every 3 levels thereafter the Teppo-Ka gains an additional die with this ability.
Bonus Feats: The Epic Teppo-Ka gains a Bonus Feat every 3 levels higher than 20th

bhu

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Re: Samurai Poll
« Reply #412 on: May 18, 2011, 12:04:09 PM »
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, opponents 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: May 20, 2011, 10:47:52 AM by bhu »

bhu

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Re: Samurai Poll
« Reply #413 on: May 18, 2011, 12:10:26 PM »
YOJIMBO


   
"I'm not dying yet. I have to kill quite a few men first."

 Yojimbo are bodyguards, usually Ronin who have nothing to lose.  Nobles and criminals alike prefer hiring desperate men as bodyguards as it makes them easier to manipulate (or so they believe).  After all their bodyguard is an outlaw, only living inside the city at their whim.  If he's discovered he may be killed, and the employer can simply disavow any knowledge of his true identity.  

But you get paid and fed well, particularly if you're good at killing.  Because men who have bodyguards usually have more than enough enemies to warrant one, and they're often as crooked as your would be master.  With a little luck you can play both sides and see to it everyone gets whats coming to them.


BECOMING A YOJIMBO
Yojimbo are typically Samurai with little to no pay who need to gain more money, or Ronin hired for their expendability.

 ENTRY REQUIREMENTS
   Class Abilities:  Imposing Presence (Staredown)
   Skills:  Bluff 4 ranks, Intimidate 4 ranks, Listen 4 ranks, Sense Motive 4 ranks, Spot 4 ranks
   Feats:  Combat Reflexes, Improved Initiative


Class Skills
 The Yojimbo's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Local, Nobility & Royalty)(Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d10

Ronin
Code: [Select]
Level BAB Fort Save Reflex Save Will Save Special
1st +1 +0 +2 +2 Unarmored Warrior, Ki Pool
2nd +2 +0 +3 +3 Born to Kill
3rd +3 +1 +3 +3 Sneak Attack +1d6
4th +4 +1 +4 +4 Unarmored Warrior
5th +5 +1 +4 +4 Born to Kill
6th +6/+1 +2 +5 +5 Sneak Attack +2d6
7th +7/+2 +2 +5 +5 Unarmored Warrior
8th +8/+3 +2 +6 +6 Born to Kill
9th +9/+4 +3 +6 +6 Sneak Attack +3d6
10th +10/+5 +3 +7 +7 A Man of Great Reputation

Weapon Proficiencies: A Yojimbo learns no new armor proficiencies, but you do learn one new Exotic Weapon proficiency.  Many are proficient with the Rokushakubo.
 
Ki Pool: The Yojimbo's class levels stack with his Samurai levels for purposes of determining how many times per day he can use his Ki Pool and for how many Ki Abilities he has learned. The Yojimbo can learn Ki abilities from his former schools, and many add a new school for some sort of exotic weapon.  A Yojimbo may choose from the following School Ki Abilities:

Unarmored Warrior (Ex): Since you usually have no armor (either you can't afford it, or aren't allowed to wear it if you're a Ronin) you must learn to rely on your reflexes as your primary defense.  At level 1 you gain a Dodge Bonus to AC equal to your Dexterity Modifier+2 (i.e. if you have a Dex Mod of +2, you get a +4 Dodge Bonus to AC).  You only get this Dodge Bonus if you are wearing Light or no armor, and have no more than a Light Load.  Unlike other Dodge Bonuses you retain this while Flat-footed.

This increases by +2 at levels 4 and 7.

Born to Kill (Ex): Beginning at 2nd level if you miss with a melee attack you may expend one daily use of your ki Pool as a Free Action to re-roll that attack roll.  

At 5th level when you do this you may also re-roll critical confirmation rolls.  Whether re-rolling an attack roll or a critical confirmation you get a Bonus on the re-roll equal to your Charisma modifier.

At 8th level after making a damage roll, you may expend one daily use of your Ki ability to re-roll any die roll that is equal to or less than your Dexterity Modifier.  For example if you attack with a No Dachi (which does 2d6), and have a Dexterity Modifier of +3, you may re-roll any attack dice that rolled a 3 or less.

Sneak Attack (Ex): At levels 3, 6, and 9 you get an extra Sneak Attack die (this is identical to the ability listed on page 50 of the PHB.  This stacks with Sneak Attack dice you may get from any other source.

A Man of Great Reputation (Ex): At level 10 you have achieved fame beyond that of most men.  Opponents within 60' of you are considered Shaken for the duration of their encounter with you.  If you have the Leadership Feat your Leadership score increases by an amount equal to your Charisma Modifier.

PLAYING A YOJIMBO
 Technically you are a bodyguard.  You are there to kill anyone attempting to hire your master.  In practice, you're also there to murder anyone who displeases him.  If you have any scruples about being an assassin you'll have to lay them aside if you want to be a bodyguard.  On the plus side, your thought of as a monster or outlaw anyway, so you can pretty much indulge in whatever eccentric behavior you like.  As long as you have your employers favor you can get away with it because people already think you may be crazy anyway.
 Combat: Not being a Samurai, and not having the advantage of being an outlaw, you aren't really allowed your old armor, and now have to fight without it.  Sometimes you have to make do without the sword you'd prefer to use, but you've learned new weapons to make up for it.  Nowadays you concentrate more on stealth than stand up fighting.
 Advancement: Yojimbo rarely serve a single master for long (unless they're still Samurai), and try not to stay anywhere they've worn out their welcome which is just about anywhere they've ever been to.  This makes training in anything rather difficult, but you'll get plenty of practice at killing usually.
Resources: You usually have a patron, but he expects you to make do with what you have, or be resourceful.  That way he spends less on you.  A few masters are less penny pinching and give you some decent equipment, but don't expect it to happen a lot.

YOJIMBOS IN THE WORLD
"Kill one or a hundred. You only hang once."
 Yojimbo are universally mistrusted, hated, and feared.  No one ever knows when your Lord may be offended and send you to deal with them.  Most of the peasants and merchants aren't used to dealing with professional killers, and you make them nervous.  Especially since many others of your kind are violent psychotics.
 Daily Life: You spend the day and night guarding the life of someone, usually someone unworthy.  A villain of the worst kind.  Perhaps you need him alive, or just need his money.  If not, perhaps you're looking to put an end to him.
 Notables: Sakurambo (N Male Human Samurai 6/Ronin 4/Yojimbo 2) is a former Samurai looking for revenge on the Yakuza who cost him a job he didn't really care for.  Truth be told he might just be looking for an excuse to murder someone.
 Organizations: Yojimbo are loners.  Ronins who have taken up lives as cheap muscle for the Gods know who.  They may work for an organization (usually a Noble's administration, or a Yakuza clan), but none are dedicated to training bodyguards for the most part.  Some Yojimbo are also Samurai with little in the way of pay making up for their financial lack.  They will be part of their employers household and any organization attached to it, as they have less of a stigma than Ronin bodyguards.

NPC Reaction
 NPC's are usually terrified of Yojimbo, especially if you're Ronin.  They think of you as someone's pet assassin, and possibly a violent lunatic as well.  The fact that many in your profession are also criminals or sociopaths doesn't help much.

YOJIMBOS IN THE GAME
 A Yojimbo is usually required to be subservient to someone who has him at a disadvantage.  Not many players typically would enjoy such a thing, so you'll want to discuss this with them before they try playing this.
 Adaptation: Yojimbo are usually meant for pretty gritty campaigns.  They're hired thugs sent to do the dirty work of people who need to appear socially acceptable.  This doesn't imply a light hearted tone.
 Encounters: Yojimbo are encountered guarding their charge, or on an errand for him.  Usually an errand that portends trouble for someone.

Sample Encounter
EL 12: The PC's are guards at a simple village who have been called in the middle of the night.  The Captain has summoned everyone because the entire clientele of the local gambling hall has been violently murdered.  The description of the perpetrator sounds a lot like the new bodyguard of a merchant in a nearby town known for causing trouble.  The PC's get the sinking feeling they'll be chosen to go interview him, and they're correct.


Sakurambo
N Male Human Samurai 6/Ronin 4/Yojimbo 2
Init +6, Senses: Listen +4, Spot +4
Languages Common
------------------------------------------------
AC , touch , flat-footed   (+2 Dex, +6 Dodge, )
hp 78 (12 HD)
Fort +8, Ref +11, Will +14  
Nintai
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +12, Grp +14
Atk Options Intimidating Blade +2, Sneak Attack +2d6, Born to Kill
Combat Gear
Ki Abilities
-----------------------------------------------
Abilities Str 14, Dex 14, Con 12, Int 10, Wis 10, Cha 15
SQ Ki Pool 14/day, Imposing Presence (Staredown), Skills of Necessity (Sleight of Hand, Tumble),
Feats Combat Expertise, Combat Reflexes, Eyes in the Back of Your Head, Improved Quick Cut, Quick Cut, Quick Draw, Improved Initiative (B), Indomitable Soul (B), Iron Will (B), Onna-ha Itto Ryu (B)
Skills Bluff +6, Concentration +9, Diplomacy +6, Hide +6, Intimidate +10, Knowledge (Local) +4, Listen +4, Move Silently +6, Ride +6, Sense Motive +4, Sleight of Hand +6, Spot +4, Tumble +6
Possessions



EPIC YOJIMBO

Hit Die: d10
Skills Points at Each  Level : 4 + int
Unarmored Warrior At level 21 and every 3 levels thereafter your Dodge Bonus increases by an additional +2.
Sneak Attack At level 23 and every 3 levels thereafter you gain an extra die of Sneak Attack.
Bonus Feats: The Epic Yojimbo gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: September 17, 2011, 09:19:36 AM by bhu »

bhu

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Re: Samurai Poll
« Reply #414 on: May 19, 2011, 10:32:50 AM »
http://en.wikipedia.org/wiki/%C5%8Cmetsuke

METSUKE


   
"Every man is surrounded by a neighborhood of voluntary spies."

 The Metsuke are nobles working as spies for the Shogun (in some odd cases they are Samurai, if a Samurai was necessary to gain access to whatever organization they wished to spy upon).  Divided into two groups, the Metsuke were responsible for supervising those ranking below Daimyo status, and the Ometsuke (a similar group) were responsible for the Daimyo themselves.  While appearing to be bureaucrats (or Samurai who have retired to the bureaucracy), they are the secret police of the Shogun.  Originally intended as a sort of 'internal affairs' they rooted out corruption and inefficiency, and eventually also became involved in foreign affairs, becoming a true spy agency of sorts.

BECOMING A METSUKE
You must come from Noble background and pass many tests to become a Metsuke.

 ENTRY REQUIREMENTS
   Class:  You must have 6 Levels minimum in any of the Samurai variant Core Classes (except Sohei or Yamabushi) or 6 Levels in Kuge.
   Skills:  Bluff 4 ranks, Diplomacy 4 ranks, Gather Information 4 ranks, Hide 4 ranks, Knowledge (Local, Nobility) 4 ranks, Move Silently 4 ranks, and Sense Motive 4 ranks
   Feats:  Crowd Tactics, Deceitful, Fade into Violence (see PHB2, RoD)
   Special:    


Class Skills
 The Metsuke's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), and Spot (Wis).
Skills Points at Each  Level : 8 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    
2. +1    +0     +3     +3    
3. +2    +1     +3     +3    
4. +3    +1     +4     +4    
5. +3    +1     +4     +4    
6. +4    +2     +5     +5    
7. +5    +2     +5     +5    
8. +6    +2     +6     +6    
9. +6    +3     +6     +6    
10.+7    +3     +7     +7  

Weapon Proficiencies: A place to put the different proficiencies.
 Put all the different class abilities in here!
 
PLAYING A METSUKE
 Your life is an endless nightmare if you do not possess the will.  All men save the Shogun are your enemies, and if you stumble on the wrong secrets without some way of protecting yourself you may well end up on his blacklist as well.  You have one of the most unpopular jobs of the realm: censoring the public, and spying on the nobility.  No one likes you.  Your life is made more perilous by being required to associate with unclean individuals to get your job done.
 Combat: Most Metsuke are not meant for combat, they have squads of men to do that for them assuming they're acting in an official  capacity, or hired bodyguards.  They might want some food tasters as well.
 Advancement: Advancement for you depends on your success and what your master desires of you.  Do well and you will become possibly rich and powerful.  Fail, and if you live you will likely be given suicidal assignments or undesirable positions.
Resources: Being as you are an agent of the Shogun you have access to a wide array of equipment, men, and resources (as long as he likes you).  Given the nature of your work however, you will need a viable reason for being given the equipment.

METSUKE IN THE WORLD
"I just don't trust him."
 You're a spy.  All the nobility know it, but they all know you have the Shogun's ear as well.  This means despite many knowing who you are (assuming you've been unlucky enough to be caught), many will fight for your favor, allowing you to do your job regardless.  The rest want to kill you, and make it look like someone else did it.
 Daily Life: Virtually all of your time is spent scheming, while trying to portray yourself as just another government official.  There's no other way for you to keep track of all the plots you have going.
 Notables:
 Organizations: All Metsuke report to the Shogun or similar high ranking authority figure.  Therefore they are part of his organization, though their job is to keep track of it's members for betrayal.

NPC Reaction
 You are not a well-liked man.  Oh there's plenty of people who kiss your ass in public, but they'd all love to see you hang.  You have no illusions about your master considering you expendable either.

METSUKE IN THE GAME
 This PrC assumes you work for the government, and in a touchy capacity.  The campaign can conceivably revolve around your exploits.
 Adaptation: Metsuke are done primarily for a Japanes style campaign.  Some asian governments might have a similar position.
 Encounters: PC's will rarely encounter a Metsuke unless they have the misfortune to somehow be involved n or near high level political squabbles.  They may find more unscrupulous ones burning villages to cover up something that needs hidden or some similar act.

Sample Encounter
EL 12: The PC's are hired by a lowly merchant with suspiciously large amounts of money to kill some local bandits.  Spying upon them they realize the bandits are starving protesters.  Leaving the area they quickly discover the 'bandits' have been slaughtered, and the blame has been placed on them by the same merchant who hired them.  A merchant who now appears to be a much wealthier government official.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will +  
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC METSUKE

Hit Die: d8
Skills Points at Each  Level : 8 + int
Class Ability
Class Ability
Bonus Feats: The Epic Metsuke gains a Bonus Feat every x levels higher than 20th
« Last Edit: August 08, 2011, 02:07:00 AM by bhu »

bhu

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Re: Samurai Poll
« Reply #415 on: May 19, 2011, 10:38:21 AM »
MACHI-KATA DOSHIN


   
"I've been portrayed as a cynical barbarian preying on the very people I was charged to defend, and some days I'm not so sure the accusation isn't valid."  

 The Machi-Kata Doshin are medieval Japan's police force, trained in unarmed (or at least non lethal) methods of fighting as they were supposed to bring criminals to trial.  Typically they were low level Samurai who inherited their position, and because they were often involved with commoners (usually murder investigations) and public executions the higher ranking Samurai looked down upon them.  Their official stipends were fairly poor, and most had to run businesses on the side (which the law forbade them to do) or rely on gifts or bribes from the locals to make do.   They wore uniforms as opposed to armor, and most carried a lightweight, thin bladed set of Daisho, and a Jutte (light armor was provided for raids or arrests likely to end in bloodshed).  Those unable to procure a Jutte filed the edge off a short sword and used it as a club.

BECOMING A MACHI-KATA
How you would normally become a member of this prestige class.

 ENTRY REQUIREMENTS
   Feats:  Machikata (see below), Exotic Weapon Proficiency (Jutte)
   Skills:  Bluff 6 ranks, Intimidate 6 ranks, Knowledge (Local) 8 ranks
   Special:  Must have at least one rank in Samurai or Pechin, must be appointed by noble
  


Class Skills
 The Machi-Kata's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Local, Nobility)(Int), Listen (Wis), Sense Motive (Wis), and Spot (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    
2. +1    +3     +0     +3    
3. +2    +3     +1     +3    
4. +3    +4     +1     +4    
5. +3    +4     +1     +4    
6. +4    +5     +2     +5    
7. +5    +5     +2     +5    
8. +6    +6     +2     +6    
9. +6    +6     +3     +6    
10.+7    +7     +3     +7  

Weapon Proficiencies: A Machi-Kata gains proficiency with all Police Weapons.
 
PLAYING A MACHI-KATA
 Life sucks.  Your training and equipment are inadequate, to break even you have to break the laws you swore to uphold, and everyone hates you or looks down on you while expecting miraculous results while allowing you no funds or asking you to arrest men better trained and armed than your own.
 Combat: You are trained strictly in limited self defense, and non lethal fighting (after all you're supposed to bring them in alive).  The other Samurai feel you're inferior to them and don't wish to risk you being on par with them.
 Advancement: Advancement depends on your Lord, or what city you end up in, and what you're willing to do to make ends meet.  Machi-Kata vary wildly.
Resources: In theory you are government funded, but they often deliberately underfund you.  The Samurai don't want to be potentially arrested by their lessers, nor does the government want an armed force for hunting down petty murderers.

MACHI-KATA IN THE WORLD
"Who do you think you are Hanzo?"
 You get crapped on a lot.  The people hate and fear you because you're a cop.  The Samurai hate you because they consider you dirt, but someday you may be asked to arrest them.  The criminals hate you because you're the enemy.  And the government hates you because of your poor success rate.  It's be better if they paid you more and gave you decent stuff.
 Daily Life: Much of your time is spent uselessly wandering around trying to find out who murdered some poor peasant.  Either no one cares, or they hate and fear either you or someone else involved, so you get nowhere.  Most crimes are like that.
 Notables:
 Organizations: As a cop you're automatically a member of an organization: the local police force.  Good luck you poor bastard.

NPC Reaction
 NPC's hide or run for it when you come around, sometimes even if they didn't do anything.  After all you just need to find a guilty party.  He doesn't really have to be guilty, just able to be accused if you get our drift.

MACHI-KATA IN THE GAME
 Your official duties will restrict your travel so campaigns will have to take place within your jurisdiction unless you can get permission to leave.
 Adaptation: This is pretty strictly Japanese, but it could also pass for any fantasy type police.
 Encounters: PC's usually encounter a cop when they heed to hire help, find someone to take the fall, or need cannon fodder.

Sample Encounter
EL 12: A local cop has asked for your assistance in a murder investigation.  Everyone knows him, but you are from outside the prefecture and can possibly make inroads among the locals to sift for information he cannot.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will +  
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC MACHI-KATA

Hit Die: d8
Skills Points at Each  Level : 4 + int
Class Ability
Class Ability
Bonus Feats: The Epic Machi-Kata gains a Bonus Feat every x levels higher than 20th
« Last Edit: August 08, 2011, 02:12:38 AM by bhu »

bhu

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Re: Samurai Poll
« Reply #416 on: May 20, 2011, 09:56:35 AM »
TEGUMI WRESTLER

http://www.ikigaiway.com/2009/tegumi-okinawan-grappling-and-wrestling/


   
"Once you've wrestled, everything else in life is easy."  

 Tegumi (also known as Muto) is the traditional form of grappling practiced in Okinawa, Japan and is possible the precursor to Te, which eventually became modern Karate (even though Tegumi would more resemble jujutsu than Karate).  It began a a sport of sorts and evolved into a self defense art adding strikes, before both it and Karate moved towards sports forms as the teachers realized that adolescents didn't have the self control to use it properly.

BECOMING A TEGUMI WRESTLER
How you would normally become a member of this prestige class.

 ENTRY REQUIREMENTS
   Skills:  Tumble 6 ranks
   Base Fortitude Save: +5
   Feats:  Improved Unarmed Strike, Improved Grapple, Earth's Embrace
   Special:  Must be Okinawan and accepted by a teacher

Class Skills
 The Tegumi Wrestler's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Intimidate (Cha), Knowledge (Local)(Int), Profession (Wis), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    
2. +2    +3     +0     +0    
3. +3    +3     +1     +1    
4. +4    +4     +1     +1    
5. +5    +4     +1     +1    
6. +6    +5     +2     +2    
7. +7    +5     +2     +2    
8. +8    +6     +2     +2    
9. +9    +6     +3     +3    
10.+10   +7     +3     +3  

Weapon Proficiencies: Tegumi gain no new weapon or armor proficiencies.
 
PLAYING A TEGUMI WRESTLER
 Tegumi is a common sport and past time in Okinawa.  To win you must pin your opponents shoulders to the ground much like standard wrestling.  Eventually as it becomes more common it will merge with Te to become an empty hand fighting art, and teachers of it can become famous.
 Combat: You are highly trained at unarmed combat, and very little else unless you have also studied Kobudo.  You prefer to be up close and personal.
 Advancement: Advancement is largely up to whomever your teacher is.  Of course you can always risk switching dojos...
Resources: Tegumi isn't a paid position, though it is well respected.  You are probably dirt poor, even if you're famous.

TEGUMI WRESTLERS IN THE WORLD
"How did you do that"
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: You likely belong to a training school unless a family member is a fighter.  In theory you can call on fellow classmates in times of need.

NPC Reaction
 Tegumi are respected, so you rarely get many problems.

TEGUMI WRESTLERS IN THE GAME
 Tegumi fighters are well known and having one in the party will draw attention to it.
 Adaptation: This is based on an Okinawan fighting stye, but will work okay for a fantasy campaign that has a mainland and a smaller island kingdom it has occupied.
 Encounters: PC's who look tough may be challenged to the occasional friendly match.

Sample Encounter
EL 12: The PC's have been hired as security for a wrestling event.  Bandits have been in the area, and the town headman wants things to move smoothly.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will +  
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC TEGUMI WRESTLER

Hit Die: d10
Skills Points at Each  Level : 4 + int
Class Ability
Class Ability
Bonus Feats: The Epic Tegumi Wrestler gains a Bonus Feat every x levels higher than 20th
« Last Edit: August 08, 2011, 02:26:32 AM by bhu »

bhu

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Re: Samurai Poll
« Reply #417 on: May 20, 2011, 09:57:03 AM »
SUMAI


   
"I am just glad to be able to do sumo on the grandest stage. That is enough for me."

 The sport of Sumo wrestling originally began as Shinto ritual, usually performed by Ronin who needed extra income.  Unlike Tegumi which is one in the traditional methods of wrestling (submission, injury, pinning), Sumo is won by the first participant to force his opponent out of the ring or to touch the ground with any part of his body other than his feet.  Originally known as Sumai, it was a form of primitive hand to hand combat used by early Samurai.  The goal was to knock your opponent to the ground and trample him into submission.  It included striking, kicking and headbutting, and only as Shinto took hold of it did it become the more modern sport seen today (although due to politics it did see occasional battlefield revivals, and even influence jujutsu which replaced it as combat grappling).  

BECOMING A SUMAI
How you would normally become a member of this prestige class.

 ENTRY REQUIREMENTS
   Feats:  Improved Unarmed Strike, Improved Grapple, Power Attack, Rikishi
   BAB:  +6
   Skills:  Balance 4 ranks, Knowledge (Religion) 4 ranks
   Special:  Must be accepted into a specialized training school.


Class Skills
 The Sumai's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Intimidate (Cha), Knowledge (Local, Nobility, Religion)(Int), and Profession (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    
2. +2    +3     +0     +0    
3. +3    +3     +1     +1    
4. +4    +4     +1     +1    
5. +5    +4     +1     +1    
6. +6    +5     +2     +2    
7. +7    +5     +2     +2    
8. +8    +6     +2     +2    
9. +9    +6     +3     +3    
10.+20   +7     +3     +3  

Weapon Proficiencies: Sumai gain no new weapon or armor proficiencies.

PLAYING A SUMAI
 You are a minor celebrity.  You aren't well paid of course, and required to fund your own travel, but you do get famous.  You're also subject to the whims of rulers since you're wrestling is both a national symbol and a religious ritual.  Which means life can be very complicated for you.
 Combat: You are highly trained in combat, in a very specific situation.  Your power and bulk might help in some fights but there will be many men who can use their speed and accuracy to turn it against you.  The Samurai gets by on skill and technique, you get by on brute force and intimidation.
 Advancement: All Sumo advance pretty much advance along the same path, and they aren't allowed to deviate from it.  At least in later years.
Resources: Your life is supposed to be dedicated to Sumo, or to your Lord in the case of Samurai who practice wrestling to develop power.  You usually just make ends meet.

SUMAI IN THE WORLD
"He wrestles with the Kami, what chance do I have?"
 You're pretty isolated from everyone else due to your training.  You really don't get to mix much with common people or even nobility, and thusly they consider you exotic.
 Daily Life: Daily life is consumed by training, traveling to matches, and performing.  It's all you know.
 Notables:
 Organizations: You usually belong to a school of some sort, or a temple, or some other organization wishing to sponsor a wrestler.

NPC Reaction
 You're an idol to many assuming you win (or at least a hometown idol if you cant).  You may also be an enforcer for the Yakuza, in which case you'll definitely be feared.

SUMAI IN THE GAME
 De to your training, unless you're anything but a part time Sumo, or you're with the military at a time when they practiced it, or you have some means of escaping training, adventuring will be difficult for you.
 Adaptation: This one can be serious or silly, but fitting it into a campaign will require some work.
 Encounters: Unless they're a Sumo themselves PC's will rarely encounter a Sumo unless they're asked to guard or assassinate one.

Sample Encounter
EL 12: The PC's have just entered a restaurant to find it littered with unconscious men, and a group of bloodied, drunken Sumo smiling at them nastily.  Looks like they'll have to put some effort into getting that Sake tonight.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will +  
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC SUMAI

Hit Die: d10
Skills Points at Each  Level : 4 + int
Class Ability
Class Ability
Bonus Feats: The Epic Sumai gains a Bonus Feat every x levels higher than 20th
« Last Edit: August 08, 2011, 02:27:03 AM by bhu »

bhu

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Re: Samurai Poll
« Reply #418 on: May 20, 2011, 10:51:45 AM »
You will notice some minor changes if you look at Ki Pool on the various classes and on page 18.  Will finish up the new PrC's shortly.

Jim Profit

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Re: Samurai Poll
« Reply #419 on: May 21, 2011, 02:15:57 PM »
Agreed. Make it flexible. You know how rangers get weapon style? Give samurais armor style, since some were heavy armored fighters and others weren't. That's one idea...

This... Samurai should be armor based. It might step on the knight's toes, but frankly the knight needed work too. So what I'm thinking is, depending on the type of armor you wear, you get certain bonuses.

No Armor: Gain a bonus to all saving throws equal to wisdom modifier.
Light Armor: Gain a bonus to reflex saves equal to AC bonus of armor worn.
Medium Armor: Gain a bonus to will saves equal to AC bonus of armor worn.
Heavy Armor: Gain a bonus to fortitude saves equal to AC bonus of armor worn.

The samurai should also gain an ability that boosts the armor rating of your armor worn. Kind of like how a ninja or monk gains an AC bonus instinctively, but this one only applies to any worn armor.

It still doesn't do a whole lot for the samurai though. He could have incredible armor class, and it all be ruined by being caught flat-footed, touch attacks, which aren't rare circumstances...

I don't think the samurai really needs a ki pool. The whole ki thing is kind of corny. Even if it does fit the Eastern style class theme. I would argue instead, for a whole new mechanic for the samurai. "Honor points", you earn honor by purposely making yourself suck in combat. And then honor can be used later...

During the start of combat, you must declare a sacrifice. Here are some sacrifice examples;

-Taking a -X to your total armor class.
-Taking a -X penalty to a saving throw.
-Taking a -X to attack rolls.
-Taking -X in damage rolls.

At the end of combat. You receive honor points equal to the total number of X. (You may choose more then one sacrifice) So if Jim Profit, chooses to forgo a sacrifice 4 in fortitude and reflex saves. That means at the end of the encounter, I will earn eight honor points.

Honor points can then be spent to increase a saving throw, AC bonus, skillcheck, ability check, attack roll, and damage roll bonus, by an amount equal to the number of honor points you're willing to give up. This boost lasts for one round initially, but can be increased by an additional round for an additional honor point.

So Jim Profit expends four honor points to increase his attack rolls by +4. He then expends another four honor so now it lasts for five rounds. This essentially lets you pick your battles, and you can fluff it up as a samurai doesn't fight at full strength to save a weaker enemy the shame of knowing he never stood a chance, or perhaps wants to "fight fair", or is a pretentious twat about it and figures he's not going to give it his all against an enemy that isn't really up to speed. Whatever the reason, samurai plan to get hit as much as they don't. It's a much more unique take on the samurai. Rather then ki points. The only reason I could think to stick to ki points, is incase of gestalt or well thought out builds, where you plan to take another ki based class and have the ki points stack.

To limit the abuse of honor points, you can never have more honor points in reserve, then your samurai level+wisdom modifier. So a level one samurai is limited to five honor. I don't mean to make D&D sound like an mmo, but samurai will now be the envy of other players during boss battles. Doing what psionics couldn't, and pulling off a nova. Using ki points would be an immediate/free action.



Some might want to argue that the samurai needs some sort of paladin code. I hate alignment based restrictions, as people can't even on alignments themselves, let alone when to enforce them. So if anyone insists on an alignment thing, I actually have some mechanical ideas for how a samurai would lose his grace and become an ex-samurai. He chooses one of the honor codes he is sworn by below.

--Cleanliness. (A samurai should have good hygiene. If a samurai fails a saving throw three times that would cause him to become sickened or nauseated, he falls.)

--Polite. (A samurai is to have good social standing. A samurai who rolls a 1 three times on a charisma based skillcheck, falls.)

--Brave. (A samurai is not to show signs of weakness and to be more then willing to defend his lord. A samurai who fails his saving throw against a fear effect three times, falls.)

--Loyal. (A samurai holds his loyalty to his lord, and the alignment which represents his lord. If a samurai kills a creature of his lord's alignment, he falls.)

Loyalty can get a bit weird, and interesting. Considering that you could be loyal to a lord of a completely different alignment then yourself. Could make for some interesting roleplaying. An ex-samurai doesn't lose any of his abilities, but cannot gain any more levels in samurai until he has atoned. I'm not sure how fallen status works, I've never experienced it in any of my games, but I would hope that when you collect XP, you could "use it later" when you've atoned, then gain a sudden burst of samurai levels if everyone else was leveling while you were atoning. But this is only if someone really demands it. Because honestly, no class should have roleplaying straightjackets. And it always seem we pay more attention to the lower tier classes when it comes to this. No one ever says a druid isn't being neutral enough, or a cleric's being his deity's alignment enough, (if he even HAS a deity. "Worship a concept", how convenient...) but everyone holds the paladin to this ridiculous standard. At least on message board topics of whining. And I can only guess it has something to do with older editions before my time. But I imagine samurai suffer a similar problem in Eastern campaigns. There's more then enough ways to roleplay out a fall without having to resort to actually effecting the dice.