Author Topic: Samurai Poll  (Read 95336 times)

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bhu

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Re: Samurai Poll
« Reply #260 on: March 30, 2010, 02:07:02 AM »
Backup Archer edited, and has new ability.

bhu

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Re: Samurai Poll
« Reply #261 on: March 31, 2010, 02:09:48 AM »
Edited Teppo-Ka and Backup Archer, Backup just needs capstone now

bhu

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Re: Samurai Poll
« Reply #262 on: April 03, 2010, 03:48:37 AM »
Ashigaru has two new Ki Abilities.

bhu

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Re: Samurai Poll
« Reply #263 on: April 07, 2010, 03:17:07 AM »
capstone for Backup Archer is up.

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Re: Samurai Poll
« Reply #264 on: April 10, 2010, 03:31:17 AM »
ONNA-BUGEISHA


   


 The Onna-Bugeisha were the wives of high ranking Samurai in times of war who have been trained in warfare.  Technically this was to protect their household, family, and honor if it became necessary, but in many cases widowed women had to become warriors to oversee their dead husbands estate or fend off invasions or coups while he was away.  

Many are just as devastating as diplomats and political manipulators as they are on the battlefield.  Raised all their lives to be intensely social, their sudden transformation into warriors as competent as any man often throws their opponents off completely.  Unfortunately the period of their ascendance is brief, and eventually women in Japan are reduced to subservience again by the 17th century.

MAKING AN ONNA-BUGEISHA
 You are pretty similar to regular Samurai except that there won't be much of a focus on horsemanship other than in earlier periods (you're supposed to defend the home after all).  You will also have a stronger focus on diplomatic abilities as you will have to deal with the subterfuge of the court in ways a man wouldn't be exposed to.
 Abilities: Unlike most warriors you are also expected to run a household, appear in court, and be 'charming' (or at least subservient).  In other words you need self control and a desire to succeed in more areas than the men in your life.  Dexterity and Charisma will be necessary for you, and Intelligence and Charisma will be almost as important.  If necessary Strength can be done without so much, but you'll want at least an average score.
 Races: Basically how common is the class in the various core races (and other races if you wish to put information in here about them).
 Alignment: As any other Samurai the Onna-Bugeisha are required to be Lawful (and probably have less leeway than their husbands in regard to breaches of alignment or behavior).  
 Starting Gold: Same as a Fighter.
 Starting Age: Same as a Fighter.

Class Skills
 The Onna Bugeisha's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Geography, History, Local, Nobility & Royalty, War)(Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skills Per Day at 1st Level : (6 + int)x4
Skills Per Day at Each Additional Level : 6 + int

Hit Dice: d8

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

Weapon Proficiencies: Onna-Bugeisha are proficient with Simple and Martial Weapons and with Light, Medium, and Heavy Armor.  They also have proficiency with any one Exotic Weapon.
 
Ki Pool (Su): At 1st level the Onna-Bugeisha first begins to learn to channel her Ki to perform acts she would be otherwise unable to do.  She may use her Ki a number of times per day equal to either her Charisma or Wisdom Modifier (whichever is greater) plus once more per day for each level of Samurai she takes.

Ki Abilities (Ex): By tapping the power of her Ki a trained Onna-Bugeisha can enhance her abilities in battle, in art, and in life.  A Samurai learns one new use for her Ki Pool at each level if she meets the prerequisites.  If a Onna-Bugeisha multi classes into a PrC that allows her to continue to learn Ki Abilities, she may still choose Ki Abilities from the Onna-Bugeisha Class list if she meets the prerequisites.  At 1st level she may expend up to 1 daily use of her Ki Abilities per round.  This increases to twice per round at level 6, and 3 times per round at level 13.  Ki abilities are skills the Onna-Bugeisha has trained to perfection, and despite being more than natural, they are not vulnerable to Antimagic Fields and as such are Exceptional Abilities unless it is noted otherwise.

Military Training (Ex): The Onna-Bugeisha is a military occupation primarily, and players can receive training at various fighting styles as long as they remain Onna-Bugeisha.  It gives you Bonus Feats at levels 1, 4, 7, 10, 13, 16, and 19 from the following list (you must still meet prerequisites, your Onna-Bugeisha Levels are considered levels in Fighter for purposes of acquiring Weapon Focus, Weapon Specialization, and related Feats):  Advanced Kashima Shinto-ryu*, Advanced Ona-ha Itto Ryu*, Advanced Yagyu Shinkage Ryu*, Canny Opportunist, Cavalry Charger, Choke Hold, Combat Expertise, Combat intuition, Combat Reflexes, Defensive Sweep, Deft Opportunist, Earth's Embrace, Evasive Reflexes, Far Shot, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Grapple, Improved Unarmed Strike, Improved Initiative, Improved Mounted Archery, Improved Precise Shot, Improved Quick Cut*, Improved Ride-By Attack*, Improved Trip, Kashima Shinto-ryu*, Kashima Shinto-ryu Mastery*, Kiai Shout, Martial Throw, Mounted Archery, Mounted Combat, Ona-ha Itto Ryu*, Ona-ha Itto Ryu Mastery*, Oversized Two-Weapon Fighting, Power Critical, Precise Shot, Point Blank Shot, Quick Cut*, Quick Draw, Prone Attack, Ride-By Attack, Sharp-Shooting, Short Haft*, Spirited Charge, Stand Still, Sweep*, Telling Blow, Trample, Weapon Focus, Weapon Specialization, Yagyu Shinkage Ryu*, Yagyu Shinkage Ryu Mastery*

Samurai: For purposes of everything except Ki Ability selection Onna-Bugeisha Levels are considered to be Samurai Levels.

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

At 5th level the Onna-Bugeisha gains Indomitable Soul as a Bonus Feat (see PHB II).

At 8th level she gains Mind over Matter.  Once per round when targeted by an effect that requires a Fortitude or Reflex Saving Throw, the Onna-Bugeisha may opt to use a Willpower Save instead.

At 11th level the Onna-Bugeisha can violate her alignment if ordered to.  If her Lord commands her to commit an act her alignment would not normally allow her to perform, and disobeying him would violate the Code of Bushido, then the Onna-Bugeisha can make a Willpower Save (DC 20) to avoid her alignment changing, and any negative effects for violating her alignment.  She must seek to repent afterwards, and qualify for an Atonement spell, or after 1 week she takes the full brunt of violating her alignment.

At 14th level the Onna-Bugeisha gains a +4 Resistance Bonus on Willpower Saves against Mind-Affecting Effects.  If a Mind-Affecting Effect would cause her to disobey her Lord or violate the tenets of Bushido at any time (for example a Charm or Compulsion spell was cast on her, and she was ordered to commit an act that either Lord or Bushido would object to) she gains a second Saving Throw to escape the effect.

At 17th level the Onna-Bugeisha is immune to Fear and Morale based penalties.

Diplomatic Training (Ex): The Onna-Bugeisha must learn diplomacy as well as fighting, and as such they gain certain abilities related to it.

At Level 3 she gains her choice of one of the following Feats: Deceitful, Investigator, Negotiator, or Persuasive.

At Level 6 she gains the High Society Feat (see Crystal Keep or Dragon 333).

At Level 9 she gains the Master Manipulator Feat.

At level 12 she gains the Leadership Feat.

At Level 15 she gains the Wanderer's Diplomacy Feat.

At level 18 the Onna-Bugeisha can choose any one skill based off her class list based on Charisma.  She gains a Competence Bonus equal to (her Onna-Bugeisha Level divided by 5) with Skill Checks made with that skill.

Jotei (Ex) At 20th level the Onna-Bugeisha has mastered command of herself and the world around her.  She may not be a leader in the literal sense of the word (i.e. she may not have officially reached Jotei status), but she is a leader of men nonetheless.  All Allies within 60' of the Jotei are immune to Fear or Morale Penalties, and gain a +2 Resistance Bonus to Saving Throws against Mind-Affecting Effects.  If you have the Leadership Feat your Leadership score increases by an amount equal to your Charisma Modifier.

PLAYING AN ONNA-BUGEISHA
 Your life is a complex one.  In  early periods women aren't the subservient baby machines they are expected to be later, but neither are they usually thought of as warrior material unless they have proven themselves multiple times.  Eventually your taking up arms would not only be seen as laughable but the mere desire to might be considered an example of mental imbalance.  You will be an enigma, an unknown quantity which others will find difficult to peg down or predict, and that will cause them to hate and fear you.  use that to your advantage, you'll need it to remain among the living.
 ReligionOther Classes: You relate to other classes in much the same way as any other Samurai, but sometimes your unique perspective causes you to think in ways differently from your male peers.  In other words you have the ability to adapt better, and not have such a stick up your behind.
 Combat: Identical to your male counterparts in most ways, you prefer speed and finesse over shear physical power.  Many Onna-Bugeisha also study exotic, easily concealable weapons that would normally be used by less than honorable fighters who prefer stealth.
 Advancement: As with other Samurai, how you advance depends upon the wishes of your Master, assuming you have one.  Many Onna are so unique that their Lords let them follow their own whims.

ONNA-BUGEISHA IN THE WORLD
War is delightful to those who have not experienced it."
 You will need a pretty thick skin.  Most people assume you have a place due to your gender and station at birth, and they want you to keep to it like everyone else does.  With luck the commander of whatever force you're in takes you seriously, or you at least are the head of a household.  You'll take less crap as a widow who has become a warrior than you will as a single woman whose taken up a life of slaughter in order to prove herself.
 Daily Life: You're busier than the average Samurai.  You have to be twice the woman any of the other members of the house are to still be thought of as attractive, and twice the warrior your male counterparts are to be taken seriously.  Plus you most likely have a household to run, training to attend to, perhaps children, etc.  
 Notables: Akiko Sugiwara (LG Human Female Onna-Bugeisha 12) is a widow who has assumed her husbands station in a time of warfare when traditional male Samurai are in short supply.  The people are more loyal to her than they ever were to her husband anyway.  Misako Koji (LE Human Female Onna-Bugeisha 6/Ronin 6) is a former Samurai who murdered her husband and now spends her days on the run making a living as an assassin.
 Organizations: Usually you will be the widow or wife of a powerful Samurai, but not always.  Since you will be expected to run his household in his absence you will most likely have the Leadership Feat, and be the head of a small organization yourself.

NPC Reaction
 You weird NPC's out.  Due to your societies strict conformity people of both genders will take every opportunity to remind you of your place.  outsiders won't be much better since they will sense your weakness and swarm like all the others do.  You will need to rely on your sword twice as much as a man of your station would, not because you'll be challenged to more fights (which you will), but because no one wants to be seen losing to a woman.  So the easiest way to get what you want is the threat of violence, and the occasional example made.

ONNA-BUGEISHA IN THE GAME
 This class will tend to attract controversy if you play it realistically, so if you do, make sure your player knows what shes in for.
 Adaptation: This is okay for either silly or serious campaigns, but works best ins serious ones.  Drama is well suited for it.
 Encounters: Onna-Bugeisha are encountered in warfare like any other Samurai, or guarding the house while their husband is at war himself.  On rare occasion they can be encountered in the field on missions like any other Samurai.



EPIC ONNA-BUGEISHA

Hit Die: d8
Skills Points at Each  Level : 6 + int
Ki Pool The Epic Onna-Bugeisha gains 1 additional daily use of her Ki Pool for every Epic Level.  She does not gain new Ki abilities except as Epic Feats.  
Bonus Feats: The Epic Onna-Bugeisha gains a Bonus Feat every 3 levels higher than 20th



EX-ONNA-BUGEISHA
If a Onna's master dies, or she is dismissed from his service for whatever reason (usually disgrace), or she becomes of an Alignment other than Lawful (which is likely to cause her dismissal), the Onna is supposed to commit seppuku.  If she does not, and chooses to live, she can no longer take levels in the Onna class, and becomes a Ronin (taking levels in the Prestige Class of the same name, or some other class).  If she is accepted as an Onna again, she can continue to once again take levels in this class.
« Last Edit: May 08, 2010, 02:34:49 AM by bhu »

bhu

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Re: Samurai Poll
« Reply #265 on: April 14, 2010, 02:34:13 AM »
Finally some time to myself to work!  The Onna has been updated.

bhu

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Re: Samurai Poll
« Reply #266 on: April 19, 2010, 03:29:32 AM »
The Pechin (Okinawan Samurai) seem to have specialized quite a bit in Te, an unarmed form if fighting.   They could make a decent class variant assuming I can find enough info on them.  Whilst I finish up the Onna tho, I really need to figure out what I'm gonna do with the Ki abilities.  Do you think simple level prerequisites tone them down enough?  Shall I redo them entirely?  Maybe base them off concentration rolls or make them similar to Maneuvers?

bhu

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Re: Samurai Poll
« Reply #267 on: April 20, 2010, 03:36:08 AM »
I just need to fill in the Feat list for Military Training and the 18th level ability for Diplomatic Training and the Onna-Bugeisha has her class abilities.

bhu

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Re: Samurai Poll
« Reply #268 on: April 22, 2010, 03:31:00 AM »
Ashigaru and Onna-Bugeisha updated.

bhu

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Re: Samurai Poll
« Reply #269 on: April 23, 2010, 01:00:25 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. The Kagemusha also gains access to several Ki abilities not open to the Onna-Bugeisha (which will be detailed below).

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 01, 2010, 03:09:44 AM by bhu »

bhu

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Re: Samurai Poll
« Reply #270 on: April 24, 2010, 02:18:10 AM »
Onna and Kagemusha updated

bhu

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Re: Samurai Poll
« Reply #271 on: April 26, 2010, 02:55:51 AM »
kagemusha updated.  I start training this week for the Census, so lemme get used to whatever the heck my new schedule is, and I'll be back to posting normally.

bhu

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Re: Samurai Poll
« Reply #272 on: April 26, 2010, 10:42:27 PM »
Got some of the class abilities up for Kagemusha.  Anyone think the 9th level ability is over the top?

Garryl

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Re: Samurai Poll
« Reply #273 on: April 27, 2010, 12:38:55 AM »
Quote
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 you can make a Death Attack if you make a successful Feint.  If the Feint fails, you make a normal attack.  You also gain another +1d6 Sneak Attack.

Got some of the class abilities up for Kagemusha.  Anyone think the 9th level ability is over the top?

If you don't mind the Kagemusha forcing a save or die every round, its fine. If you don't, it needs work. Remember that she can feint as a swift action and take 10 on the Bluff check. Against most opponents, that's almost an automatic success on the feint. Sense Motive isn't a particularly common skill, which only leaves BaB + Wisdom to resist. Assuming Charisma to be a secondary stat on par with Constitution in most builds, that makes about a 75% success rate on the feint against most front-liners. There's still the save to resist the Death Attack, though.

The wording of the ability is a bit unclear. When the Kagemusha feints, does she get a free attack, or does the ability just modify the next attack she makes? Does a feint allow a Death Attack attempt on only the next attack or all attacks for the round (or indefinitely)? If the feint fails, can you still make a sneak attack, or is it only a perfectly normal attack?

I don't think the Assassination (Death Attack) ability actually works until 6th level. Assassination requires you to make a sneak attack that deals damage. If you don't have sneak attack from other sources, can you actually, technically, make a sneak attack?
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bhu

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Re: Samurai Poll
« Reply #274 on: April 28, 2010, 12:53:53 AM »
She gets 1d6 sneak attack at 6th level, and sneak attack will prolly be among the prereqs to (you'll notice the example NPC is Onna3/Rogue 3/kagemusha 6

I reworded the ability to make it a lil clearer.

Garryl

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Re: Samurai Poll
« Reply #275 on: April 28, 2010, 01:19:04 AM »
The problem was the 3rd level version not working without sneak attack, which isn't gained until 6th level. If sneak attack is one of the prerequisites to enter the class, then all should be good.

Is Kagemusha supposed to stack for Ki ability uses/day? Your example encounter NPC has it, but the class description doesn't.
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bhu

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Re: Samurai Poll
« Reply #276 on: April 29, 2010, 12:37:23 AM »
Yes I'll get that up.

She now has all abilities except capstone
« Last Edit: April 29, 2010, 12:43:52 AM by bhu »

bhu

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Re: Samurai Poll
« Reply #277 on: May 01, 2010, 03:10:30 AM »
kagemusha is revised, and has most of it's stuff up except the example NPC. If you like it's Pechin time.

bhu

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Re: Samurai Poll
« Reply #278 on: May 03, 2010, 02:51:27 AM »
http://en.wikipedia.org/wiki/Pechin

PECHIN


   
"No matter how you may excel in the art of Te, and in your scholastic endeavors, nothing is more important than your behavior and your humanity as observed in daily life."

 The Pechin were the Okinawan/Ryukyuan version of Samurai.  Most weren't Buddhists (at least that I can find), and so would not be restricted by the Code of Bushido.  Okinawa also had long periods of being forcibly disarmed by mainland Japan who feared revolt.  As a result they developed the martial art Te, which was the precursor to modern Karate, so as to have a means of defending themselves.  They also traded quite frequently with China and Thailand and show cultural influences from them.  Early Pechin supposedly fought with curved swords and shields, similar to China a the time.

MAKING A PECHIN
 Earlier Pechin were heavily influenced by Chinese fighting, and could be expected to fight with sword and shield and possibly know early forms of Kung Fu as well.  Later Pechin are more influenced by mainland Japan after being cut off from China, and often catty either a Tachi and Wakizashi or a single Katana.  Once the Ryukyus are officially disarmed the Pechin rely on unarmed techniques such as Te ( http://en.wikipedia.org/wiki/Okinawan_martial_arts ) although some may have also learned Jujutsu, Aiki-Jujutsu, or Taijutsu.  Many also practiced Kobudo.
 Abilities: Unlike most Samurai you are never expected to be heavy cavalry.  Your physical stats take precedence because of your practicing unarmed fighting so heavily, and Wisdom also helps the use of some of your abilities.  Charisma helps you with your Perform skills, as art and music are more revered among the Ryukyus than combat.
 Races: Pechin are about the same as regular Samurai in their distribution among races, but there are more of them among Chaotic species.
 Alignment: Pechin were warriors and police both.  As upholders of the Law, they will tend to be Lawful, but they are not required to be the way normal Samurai are, nor are they beholden to the Code of Bushido.
 Starting Gold: Same as Fighter.
 Starting Age: Same as Fighter.
Class Skills
 The Pechin's class skills (and the key ability for each skill) are are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Geography, History, Local, Nobility & Royalty, War)(Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d10

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

Weapon Proficiencies: A place to put the different proficiencies.
 Put all the different class abilities in here!
 
Ki Pool (Su): At 1st level the Pechin first begins to learn to channel his Ki to perform acts he would be otherwise unable to do.  He may use his Ki a number of times per day equal to either his Charisma or Wisdom Modifier (whichever is greater) plus once more per day for each level of Pechin he takes.

Ki Abilities (Ex): By tapping the power of his Ki a trained Pechin can enhance his abilities in battle, in art, and in life.  A Pechin learns one new use for his Ki Pool at each level if he meets the prerequisites.  If a Pechin multi classes into a PrC that allows him to continue to learn Ki Abilities, he may still choose Ki Abilities from the Pechin Class list if he meets the prerequisites.  At 1st level he may expend up to 1 daily use of his Ki Abilities per round.  This increases to twice per round at level 6, and 3 times per round at level 13.  Ki abilities are skills the Pechin has trained to perfection, and despite being more than natural, they are not vulnerable to Antimagic Fields and as such are Exceptional Abilities unless it is noted otherwise.

Military Training (Ex): The Pechin is a military occupation primarily, and players can receive training at various fighting styles as long as they remain Pechin.  It gives you Bonus Feats at levels 1, 4, 7, 10, 13, 16, and 19 from the following list (you must still meet prerequisites, your Pechin Levels are considered levels in Fighter for purposes of acquiring Weapon Focus, Weapon Specialization, and related Feats): Canny Opportunist, Cavalry Charger, Choke Hold, Combat Expertise, Combat Focus, Combat Intuition, Combat Reflexes, Defensive Sweep, Dodge, Earth's Embrace, Eyes in the Back of Your Head, Far Shot, Greater Two-Weapon Defense, Greater Two-Weapon Fighting, Greater Weapon Focus, Greater Weapon Specialization, Heavy Armor Optimization, Improved Critical, Improved Grapple, Improved Unarmed Strike, Improved Initiative, Improved Quick Cut*, Improved Ride-By Attack*, Improved Trip, Improved Two-Weapon Defense, Improved Two-Weapon Fighting, Kashima Shinto-ryu*, Kashima Shinto-ryu Mastery*, Kiai Shout, Lightning Reflexes, Martial Throw, Mounted Combat, Ona-ha Itto Ryu*, Ona-ha Itto Ryu Mastery*, Oversized Two-Weapon Fighting, Power Critical, Precise Shot, Point Blank Shot, Quick Cut*, Quick Draw, Prone Attack, Ride-By Attack, Snap Kick, Spirited Charge, Stand Still, Stunning Fist, Superior Unarmed Strike, Sweep*, Trample, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus, Weapon Specialization, Yagu Shinkage Ryu*, Yagu Shinkage Ryu Mastery*

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

At 5th level the Pechin gains Indomitable Soul as a Bonus Feat (see PHB II).

At 8th level gains Mind over Matter.  Once per round when targeted by an effect that requires a Fortitude or Reflex Saving Throw, the Pechin may opt to use a Willpower Save instead.

At 11th level the Pechin can make a Concentration Check to temporarily ignore any Mind-Affecting effect for a number of rounds equal to his Wisdom Modifier.  The Check DC is equal to the original Save DC of the effect.

At 14th level the Pechin gains a +4 Resistance Bonus on Willpower Saves against Mind-Affecting Effects.  If a Mind-Affecting Effect would cause him to break the Law (for example a Charm or Compulsion spell was cast on him, and he was ordered to commit an act that society would object to) he gains a second Saving Throw to escape the effect.

At 17th level the Samurai is immune to Fear and Morale based penalties.

Unarmed Fighting (Ex): At Level 3 the Pechin chooses one style of Unarmed Fighting: Jujutsu, Taijutsu or Te.  At levels 3, 6, 9, 12, 15, and 18 the Pechin can choose a new maneuver from this style (Maneuvers will be listed later in the thread).

Sensei (Ex):  At Level 20, you threaten a critical with unarmed strikes on an 18-20, and do x3 damage on a successful critical.  You also gain a Bonus on Grapple Checks and Attack rolls for Unarmed Strikes equal to your Wisdom Modifier.

PLAYING A PECHIN
 Try not to be obvious.  Too many people in Japan are afraid of your people rebelling, so try not to show anger or violence, and do not commit acts of aggression in public where there can be witnesses.  You are an artist and a noble, not a common thug or murderer.  Behave as such. 
 Religion: Pechin follow the traditional ancestor worship found in Okinawa.  Unlike other Samurai they don't retire to become Monks as most Shamans and spiritual leaders in their culture are women.
 Other Classes: Pechin are fairly similar to more traditional Samurai in their reactions to other classes.
 Combat: Pechin specialize heavily in unarmed fighting, especially in later years when they have been disarmed by japan.  As a result there are many local variations on Te, and many also specialize in using weapons that are common items such as farming tools (i.e. Kobudo).
 Advancement: Advancement is still somewhat limited by the wishes of a Pechin's employer, but they aren't quite as strict as a normal Samurai's Lord would be.  Pechin are expected to continue to contribute to the development of Te though.

PECHIN IN THE WORLD

 Pechin are the defenders of their people, and given the treatment they receive from the rest of Japan they are needed.  While you are not allowed to be armed for much of your existence, there are ways around that.  Unarmed fighting, or using common tools for example.  You might actually be more competent at fighting without a sword than you are with one.
 Daily Life: You pretty much go about your daily job, whatever that is, with the addition of training in Te, and attempting to ever further the style.  If crimes are committed you may be called upon to track down the criminal.  If ar comes you will be expected to fight.
 Notables:
 Organizations: Most Pechin belong to the Okinawan military or some sort of police force.  Their structure is somewhat different than that of the traditional Samurai as some may serve an organization as opposed to a Daimyo.

NPC Reaction
 People look to you for protection from evil men.  Simultaneously, if you are not careful, they will fear you for your martial prowess and come to believe they need protecting from you.  You're regarded equally as oppressor or savior depending on what company you're in.

PECHIN IN THE GAME
 Roleplaying a Pechin will be somewhat easier than mainland Japanese Samurai, and players will have to remember they have somewhat different expectations.  Glory in battle or being a great slayer of men does not bring fame in Okinawan society the way it does in mainstream Japan.
 Adaptation: The Pechin is intended for games with an Okinawan flavor, but can be used to simulate any warrior specializing in unarmed fighting.
 Encounters: Pechin can be encountered anytime the PC's are up to no good as they are the local police force.  If the group expects to train in unarmed fighting, it's likely a Pechin who will be training them (if they can convince one).  Should war occur it will be the Pechin taking up arms.  They can also be found trading at sea.



EPIC PECHIN

Hit Die: d10
Skills Points at Each  Level : 4 + int
Ki Pool The Epic Pechin gains 1 additional daily use of his Ki Pool for every Epic Level.  He does not gain new Ki abilities except as Epic Feats. 
Bonus Feats: The Epic Class Pechin gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: July 28, 2010, 01:22:20 AM by bhu »

Flay Crimsonwind

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Re: Samurai Poll
« Reply #279 on: May 03, 2010, 03:22:09 AM »
Dude, kagemusha makes me wish to take leadership just to have a female kagemusha/ninja cohort.