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Play Like You Have To! => D&D Deliberations => : bhu March 28, 2009, 03:14:36 AM

: Samurai Poll
: bhu March 28, 2009, 03:14:36 AM
I'm thinking of making a Samurai remake soon so I wanted to do a bit of a poll.

Pros: I'd like to know what (if anything) people like about the class, and what they'd like me to keep in the remake.

Cons: What do you hate about the class, and would like to see left out?

Flavor: Would you prefer a pure fantasy class with vaguely oriental flavor as it is now?  Or something closer to the reality?  Do you still want it to be a heavily armored melee fighter wielding two weapons that intimidates opponents?

Updated 10/25/10

Ki Abilities (http://brilliantgameologists.com/boards/index.php?topic=3996.msg128541#msg128541)

Ashigaru Class Variant (http://brilliantgameologists.com/boards/index.php?topic=3996.msg232338#msg232338)

Backup Archer PrC (http://brilliantgameologists.com/boards/index.php?topic=3996.msg248205#msg248205)

Jujutsu, Taijutsu, and Te (http://brilliantgameologists.com/boards/index.php?topic=3996.msg284979#msg284979)

Kagemusha PrC (http://brilliantgameologists.com/boards/index.php?topic=3996.msg260664#msg260664)

Onna-Bugeisha Class Variant (http://brilliantgameologists.com/boards/index.php?topic=3996.msg256035#msg256035)

Pechin Class Variant (http://brilliantgameologists.com/boards/index.php?topic=3996.msg264627#msg264627)

Ronin PrC (http://brilliantgameologists.com/boards/index.php?topic=3996.msg208907#msg208907)

Saburai PrC (http://brilliantgameologists.com/boards/index.php?topic=3996.msg268702#msg268702)

Te (http://brilliantgameologists.com/boards/index.php?topic=3996.msg299541#msg299541)

Teppo-Ka PrC (http://brilliantgameologists.com/boards/index.php?topic=3996.msg237455#msg237455)

Tsujigiri PrC (http://brilliantgameologists.com/boards/index.php?topic=3996.msg277513#msg277513)

Yojimbo PrC (http://brilliantgameologists.com/boards/index.php?topic=3996.msg227737#msg227737)

Samurai 2 (http://brilliantgameologists.com/boards/index.php?topic=3996.msg326621#msg326621)

Ashigaru 2 (http://brilliantgameologists.com/boards/index.php?topic=3996.msg331728#msg331728)

Onna-Bugeisha 2 (http://brilliantgameologists.com/boards/index.php?topic=3996.msg331730#msg331730)

Pechin 2 (http://brilliantgameologists.com/boards/index.php?topic=3996.msg331732#msg331732)

Sohei (http://brilliantgameologists.com/boards/index.php?topic=3996.msg333609#msg333609)

Yamabushi (http://brilliantgameologists.com/boards/index.php?topic=3996.msg344798#msg344798)

[spoiler]SAMURAI

(http://Picture URL)
   
” The entire country will soon be in the hands of your master, Lord Ieyasu. If this is so, the men who served him will no doubt hope to become daimyo by his appointment. You should know that if such feelings arise, they are inevitably the beginning of the end of one's fortunes in the Way of the Warrior. Being affected by the avarice for office and rank, or wanting to become a daimyo and being eager for such things ... will not one then begin to value his life? And how can a man commit acts of martial valor if he values his life? A man who has been born into the house of a warrior and yet places no loyalty in his heart and thinks only of the fortune of his position will be flattering on the surface and construct schemes in his heart, will forsake righteousness and not reflect on his shame, and will stain the warrior's name of his household to later generations. This is truly regrettable.”

 The Samurai is a warrior noble who is supposed to accept the concept that his only purpose in life is dying in service to his Lord, or for his own honor.  To accept that keeping to the ideals of honor are more important than his own life or happiness.  There are many who only pay lip service to this ideal, as in any other profession in life.  They make things difficult for those who do follow the Way.  

You will be expected to be both a powerful warrior, and an accomplished poet or artisan.  You will be expected to lead men into battle, and in turn be led by your Lord who may ask you to give your life whenever he pleases.  And if your Lord is an evil and dishonorable man, following his orders to your death is still preferable in the eyes of some to disobeying him and bringing dishonor to yourself.  But an evil Lord will eventually put you in the position that leads to your being dishonored regardless of what you do.  At that point you may end your life, or become a Ronin.  The life of a Ronin will be hard.  Your old master may want you dead, your friends and relatives may disown you for the stigma of your dishonor, and finding a new Lord will be next to impossible.  Since the only marketable skill you know is killing, you will likely have to become a mercenary or assassin for money.  

Welcome to Hell.

MAKING A SAMURAI
 If you wish to play a Samurai from the earlier days, focus on archery and horsemanship, because you’ll be called upon to use it quite often.  If playing a character from the Samurai’s later days you’ll need to use a sword (or a Naginata if female).  While males of the Samurai class are expected to be warriors first, and nobility second, it is the reverse for women.  They are taught enough to defend the household, and nothing more.  If they are better fighters than their husband they often keep this secret so as not to shame him.  Later Samurai will always specialize in some particular talent to show they are more than just warriors.
 Abilities: Since the Samurai is a warrior, your physical stats are expected to be good.  As a Noble your mental stats will be expected to be good.  Earlier Samurai are horse archers and will need Dexterity.  Later Samurai who are expected to be warrior-poets will need Wisdom and Charisma to deal with other members of the Nobility.  Many of your Ki Pool abilities will be based on your mental stats as well.
 Races: Only civilized races who have a tendency towards a Lawful alignment produce many Samurai.  Members of races who aren’t commonly Lawful are rarely accepted for training, and openly Chaotic races have no chance.
 Alignment: Samurai are required to be Lawful.  Most are Lawful Neutral, particularly if they follow the Code of Bushido.  Lawful Good Samurai are less common, and many end up becoming Ronin, unable to reconcile their duties to their Lord with what they believe to be right.  Lawful Evil Samurai are monsters, murdering anything in their path, and manipulating the system to protect themselves.
 Starting Gold: Same as a Fighter.
 Starting Age: Same as a Fighter.

Class Skills
 The Samurai's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (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

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +2    Military Training, Ki Pool, Ki Abilities
2. +2    +3     +0     +3    Iron Will
3. +3    +3     +1     +3    Imposing Presence (+4 Intimidate Checks)
4. +4    +4     +1     +4    Military Training
5. +5    +4     +1     +4    Iron Will
6. +6    +5     +2     +5    Imposing Presence (Staredown)
7. +7    +5     +2     +5    Military Training
8. +8    +6     +2     +6    Iron Will
9. +9    +6     +3     +6    Imposing Presence (Improved Staredown)
10.+10   +7     +3     +7    Military Training
11.+11   +7     +3     +7    Iron Will
12.+12   +8     +4     +8    Imposing Presence (Imposing Strike)
13.+13   +8     +4     +8    Military Training
14.+14   +9     +4     +9    Iron Will
15.+15   +9     +5     +9    Imposing Presence (Frightful Presence)
16.+16   +10    +5     +10   Military Training
17.+17   +10    +5     +10   Iron Will
18.+18   +11    +6     +11   Imposing Presence (Improved Frightful Presence)
19.+19   +11    +6     +11   Military Training
20.+20   +12    +6     +12   Daimyo


Weapon Proficiencies: Samurai are proficient in all Simple and Martial Weapons, and one Exotic Weapon (please see Oriental Adventures for stats of oriental simple/martial/exotic weapons).  They are proficient with all armor, and light and heavy shields, but not tower shields.  
 
Ki Pool (Su): At 1st level the Samurai 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 Samurai he takes.

Ki Abilities (Ex): By tapping the power of his Ki a trained Samurai can enhance his abilities in battle, in art, and in life.  A Samurai learns one new use for his Ki Pool at each level if he meets the prerequisites.  If a Samurai multi classes into a PrC that allows him to continue to learn Ki Abilities, he may still choose Ki Abilities from the Samurai 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 Samurai 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 Samurai is a military occupation primarily, and players can receive training at various fighting styles as long as they remain Samurai.  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 Samurai 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 Yagu Shinkage Ryu*, Canny Opportunist, Cavalry Charger, Choke Hold, Combat Expertise, Combat intuition, Combat Reflexes, Defensive Sweep, Earth's Embrace, Far Shot, Greater Two-Weapon Defense, Greater Two-Weapon Fighting, 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, Improved Two-Weapon Defense, Improved Two-Weapon Fighting, 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*, Trample, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus, Weapon Specialization, Yagu Shinkage Ryu*, Yagu Shinkage Ryu Mastery*

*New Feats detailed below.


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

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

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

At 14th level the Samurai gains a +4 Resistance Bonus on Willpower Saves against Mind-Affecting Effects.  If a Mind-Affecting Effect would cause him to disobey his Lord or violate the tenets of Bushido at any time (for example a Charm or Compulsion spell was cast on him, and he was ordered to commit an act that either Lord or Bushido 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.

Imposing Presence (Su): At 3rd level you gain a +4 Competence Bonus on intimidation Checks.

At 6th level you gain the ability to Stare Down Foes, and you can Demoralize all opponents within 30’ with a successful Intimidate Check as a Move Action.  

At 9th level you gain Improved Staredown, and can Demoralize opponents as a Swift Action instead of a Move Action.

At 12th level any opponent you successfully confirm a critical hit against is automatically Demoralized as if he had failed an opposed check against your Intimidate.

At 15th level you gain the ability to terrify opponents simply by drawing your sword.  Whenever you draw your weapon opponents within 30’ must make a Willpower Save (Save DC is 10 plus half level plus Charisma Modifier) or become Frightened for 4d6 rounds (if they have 4 or fewer hit dice) or Shaken for 4d6 rounds if they have more than 5 hit dice, but less than your hit dice.    If the Saving Throw is successful hey are immune to this Samurai’s Frightful Presence for 24 hours.

At 18th level your Frightful Presence improves.  Opponents must save when you draw your sword or you attack, and if they have less Hit Dice than you they are Panicked instead of Frightened or Shaken.

Daimyo (Ex): At 20th level the Samurai has mastered his command of himself and the world around him.  He may not be a leader in the literal sense of the word (i.e. he may not have officially reached Daimyo status), but he is a leader of men nonetheless.  Once per round as a Swift Action he may grant himself or one Ally within 60' the ability to reroll a failed roll.  If it is an Ally, he may use the Samurai's bonus for he roll if it would be higher, and if it is the Samurai himself he may use the Bonus of any Ally within 60' if it would be higher. This can be used (3 plus Charisma Modifier) times per day.  If you have the Leadership Feat your Leadership score increases by an amount equal to your Charisma Modifier.

PLAYING A SAMURAI
 The Code of Bushido has 7 virtues: Rectitude (a Samurai is expected to conform to the law and rules for moral conduct, and uphold integrity and justice), Courage (he is expected to risk his life in battle when it is possible to achieve something of worth, even if it means his death), Benevolence (he is expected to show mercy), Respect (he is to treat others deserving of respect with such, particularly his lord), Honesty (he must not lie or be deceitful), Honor (he is expected to behave in a dignified manner), and Loyalty (he must do as his lord commands regardless of his personal feelings on the matter).  His honor and his loyalty to his Lord are supposed to mean more to him than his own life, or the lives of others.  In practice, any truly good or evil Samurai finds it difficult to live up to these ideals.  Good Samurai chafe at being given orders to commit evil acts just as much as evil samurai dislike being ordered to perform good acts.  Despite being sworn to a life of honesty, many have a pretty good Bluff skill.
 Religion:  In real life Samurai followed Bushido, and to an extent Zen Buddhism.  In DnD this means they are spiritual, but they don’t really worship Gods per se (though some may still practice the old Shinto religion).
 Other Classes: The way a Samurai relates to other classes depends on several things.  The first being, are they foreigners?  If so they are subject to immediate distrust, and possible open hostility.  They will never be truly accepted by all, no matter how often they prove themselves.  If they aren’t foreigners the question is “What is their station relevant to mine?”  If of a lower station the Samurai can pretty much do anything they like, including openly murdering them if they are not well liked (or their Lord will back them up).  If of a higher station the Samurai is almost required to be deferential, as he can be asked to kill himself if he is considered to have disgraced himself too much.
 Combat:  There are several combat styles open to Samurai.  The traditional one is an armored archer on horseback, which eventually gave way to an armored man with a sword.  Women of Samurai households were taught knife and spear fighting, and many male Samurai learned polearms as well.  Many learned exotic fighting styles or weapons as a means of gaining an advantage over opponents by using a weapon or form which wasn’t well known.
 Advancement: How a Samurai advances depends entirely on the whims of his Lord in theory.  A Daimyo could order a Samurai to take a specific position, and if he ever wishes to have a better position (or at least retain what he has), he’d better do it well.  Many Lords will be pragmatic enough to put a Samurai where his strengths will be best used, but particularly evil nobles will use promotion to rid themselves of honest men.

SAMURAI IN THE WORLD
“One who is samurai must, before all things, keep constantly in mind, by day and by night....that he has to die”.
 In real life the Samurai were warriors hired by the nobility to fight their battles for them.  They began as little more than paid mercenaries known as Saburai (meaning “those who serve”), and were thought of as barbarians by their condescending masters.  Eventually the nobility began to rely on them more and more, and the Samurai evolved into a class of warrior nobility themselves.  While they were expected to live their life by the ideals of the Bushido code (although that name wasn’t used until late in their existence), and were even socially ostracized if it was perceived that they hadn’t, the demands of their position meant that living up to that ideal would be extraordinarily difficult.  A Samurai was expected to be benevolent and show mercy, but the law stated that he could simply kill anyone of a lower station who insulted him.  He was also expected to commit ritual suicide if his honor had been tarnished beyond repair or he had lost a battle and would have to surrender, but there are many writings of the time suggesting that the Samurai were no less pragmatic than any other warrior on a battlefield.  Theirs was a twisted life where their lord could order them to die, and they would be expected to comply.  Failing to do so meant his family would suffer along with him.
 Daily Life: You will always be busy.  When you aren’t training men under you to wield a sword, you are learning to refine your own skills under a teacher better than you, or honing your ability at music or poetry to better your social life in some manner other than killing.  At any moment your Lord can ask you to perform some task, and you must hop to it, and hope the task is actually achievable.  The easiest way for enemies to get rid of you is to dishonor you, or cause you to fall from favor,  Always keep your eyes open, and trust no one.
 Notables:
 Organizations: The Samurai are members of the middle and upper classes, and richer ones own large farms or command armies for the government.  All Samurai belong to a military organization of one clan or another.  By taking the Leadership Feat and doing well in battle a PC could open his own swordsmanship school, or be promoted to General someday.

NPC Reaction
 Samurai tend to make people nervous, particularly if they are peasants.  They’re allowed to kill any peasant who insults them, and some Samurai are notoriously easy to insult (i.e. Lawful Evil).   Nobles above them aren’t supposed to have to fear the Samurai’s anger, but in practice there’s damn little stopping a determined one from killing a member of the ruling class either if he plans it well.  Other Samurai even tend to regard Samurai they don’t know with distrust, always wondering if they’ll have to kill him at some point.

SAMURAI IN THE GAME
 Roleplaying the old ideal of a Samurai will be difficult as it will ask of players to do things they would normally never do: set aside their own desires.  They will have to follow the orders of their Lord, even if he is a disagreeable stain on the face of humanity, and be polite and respectful while doing so.  Most people roleplay to relieve stress, and Samurai lived highly stressful lives.  The class isn’t for everyone.
 Adaptation: The Samurai is intended for campaigns with oriental flavor, but with some work it can be adapted to different settings.  It’s basically a nobleman warrior, and by using different combat styles and optional class abilities it can be used to mimic fighters from different settings.
 Encounters: PC’s will tend to encounter Samurai as leaders (or embers) of military units, lords of various domains, or perhaps bounty hunters assigned to bring them in for trial (or bring back your head if you aren’t cooperative).  Many also run farms, schools of swordsmanship, or retire to monasteries if their career has been blemished.



EPIC SAMURAI

Hit Die: d10
Skills Points at Each  Level : 4 + int
Ki Pool The Epic Samurai gains 1 additional daily use of his Ki Pool for every Epic Level.  He does not gain new Ki abilities except as Epic Feats.  He also learns one new Ki Ability each level that he knows the prerequisite for.
Bonus Feats: The Epic Samurai gains a Bonus Feat every 3 levels higher than 20th


EX-SAMURAI
If a Samurai's master dies, or he is dismissed from his service for whatever reason (usually disgrace), or he becomes of an Alignment other than lawful (which is likely to cause his dismissal), the Samurai is supposed to commit seppuku.  If he does not, and chooses to live, he can no longer take levels in the Samurai class, and becomes a Ronin (taking levels in the Prestige Class of the same name, or some other class).  If he is accepted as a Samurai again, he can continue to once again take levels in this class.



Short Haft
You are adept at refocusing the reach of your weapon
 Prerequisites: Weapon Proficiency with any Reach Weapon.
 Benefits: Once per round, you may change the reach of your weapon from it's normal Reach to 5 ft. as a Free Action.

Sweep
You are skilled at tripping opponents with your Naginata or Yari.
 Prerequisites: Improved Short Haft, Improved Trip
 Benefits: Whenever you successfully strike your opponent with your Naginata or Yari you immediately get a Trip Attempt as a Free Action.  If the Trip fails your opponent does not get a Trip attempt against you.

Improved Ride-By Attack
You have excelled at attacking masses of infantry on horseback.
 Prerequisites: Ride-by Attack, Spirited Charge, BAB +12
 Benefits: When mounted and using the Charge Action you may make a separate attack against each opponent within range that you pass.  You may not make more attacks per round than you would normally make with a Full Attack, and you take a -2 on each attack roll.

Quick Cut
You are capable of doing nasty damage if you get the initiative.
 Prerequisites: Quick Draw
 Benefits: On the first combat turn when you draw your sword using the Quick Draw Feat, and if you attack before your opponent, you automatically threaten a critical hit.

Improved Quick Cut
You are capable of disabling an opponent if you get the initiative
 Prerequisites: Quick Cut, Improved Initiative, BAB +10
 Benefits: When using your Quick Cut Feat you gain a Circumstance Bonus to Attack and Critical Confirmation rolls equal to (your initiative total minus theirs), or your Level divided by 5, whichever is greater.


School Feats


Ona-ha Itto Ryu
Even when you are surprised foes find you to still be dangerous.
 Prerequisites: BAB +4, Exotic Weapon Proficiency (Katana), Eyes in the Back of Your Head
 Benefits: Your opponents do not gain the +2 Bonus for Flanking you even if you are Flat-Footed.  If you are attacked in a Surprise Round in which you did not successfully sense the enemy or while Flat-Footed you gain an Attack of Opportunity against that opponent.  However you are still considered Flat-Footed and Denied your Dexterity Bonus to AC until you can act normally on your next turn.


Advanced Ona-ha Itto Ryu
Assassins find you to be a very difficult target...
 Prerequisites: BAB +12, Combat Expertise, Combat Reflexes, Ona-ha Itto Ryu
 Benefits: You keep your Dexterity Bonus to AC, even whole Flat-Footed (but not when immobilized).  When making only a single attack with a sword instead of a Full Attack you gain a Circumstance Bonus to Attack and Damage rolls equal to your Wisdom Modifier or your Level divided by 5 (whichever is greater).



Ona-ha Itto Ryu Mastery
You have slain opponents with a single blow.
 Prerequisites: BAB +24, Advanced Ona-ha Itto Ryu, Improved Critical (Katana), Power Critical (Katana)
 Benefits: You may elect to make a single strike with a sword as a Full Attack.  This strike does four times its normal damage.  In other words if you normally do 1d6+2 with your short sword you do 4d6+8 when making this attack.  If you successfully critical while making this strike you apply the critical multiplier as well (i.e. in the case of the short sword you would do 8d6+16).  If you do more than 50 points of damage with this attack (whether it successfully criticals or not) your opponent must make a Fortitude Save (DC is 10 plus half Hit Dice plus Str Modifier) or die immediately.  


Yagyu Shinkage Ryu
Winning must come at any cost.
 Prerequisites: BAB +4, Power Attack, Must be proficient with the following weapons: Katana, Wakizashi, Bo Staff, and Shuriken.
 Benefits: Whenever you perform a Power Attack, you gain a Bonus on Critical Confirmation rolls equal to the penalty you took for the Power Attack Feat.


Advanced Yagyu Shinkage Ryu
One must learn to adapt to and anticipate ones opponent to be a truly great fighter.
 Prerequisites: BAB +12, Combat Expertise, Combat Intuition, Yagyu Shinkage Ryu
 Benefits: The Bonus to attack rolls you get from your Combat Intuition feat increases to +2, and it also applies to damage rolls.  Also, you gain a +2 Circumstance Bonus against any opponent who has missed you at least once in an encounter for the duration of that encounter.


Yagyu Shinkage Ryu Mastery
You have learned to surprise opponents by throwing your sword like a spear.
 Prerequisites: BAB +24, Advanced Yagyu Shinkage Ryu, Brutal Throw, Power Throw
 Benefits:  You may use any sword you are proficient with as a ranged attack weapon with a Range Increment of 10.  In addition, any weapon specific Feats (such as Weapon Focus, Improved Critical,etc.) that you can use with your Katana may also be used with your Wakizashi and the Bo Staff and vice versa.  Whenever you successfully strike a Flat-Footed opponent you may use one of your ki abilities without expending a daily use of your Ki Pool.


Kashima Shinto-ryu
You have learned to strike with the butt of your weapon.
 Prerequisites: BAB +4, Close-Quarters Fighting, Two Weapon Fighting
 Benefits: When wielding a polearm you may strike with the butt of your weapon as though it were a double weapon, doing 1d6 bludgeoning damage.  You may also do bludgeoning damage when wielding a sword by striking with the hilt (which also does 1d6 bludgeoning damage).  


Advanced Kashima Shinto-ryu
You may deliver attacks to weak points by hitting your opponent with the haft of your weapon.
 Prerequisites: BAB +12, Kashima Shinto-ryu, Stunning Fist, Weakening Touch
 Benefits: You may now use the Feats Freezing the Lifeblood, Pain Touch, Stunning Fist, and Weakening Touch by hitting opponents with any bludgeoning weapon (including the hilt of your sword or the haft of a polearm or spear). once you gain access to those Feats.


Kashima Shinto-ryu Mastery
Armor is virtually useless against you as you can always find it's weak points.
 Prerequisites: BAB +24, Advanced Kashima Shinto-ryu, Combat Expertise, Improved Feint
 Benefits: When you successfully Feint in combat, you may opt to deny your target his Armor Bonus to AC instead of his Dex Bonus.



: Re: Samurai Poll
: Straw_Man March 28, 2009, 03:36:07 AM


Flavor: Would you prefer a pure fantasy class with vaguely oriental flavor as it is now?  Or something closer to the reality?  Do you still want it to be a heavily armored melee fighter wielding two weapons that intimidates opponents?


  NOT! I do like intimidation and the flavour of kiai. But do allow for people who want to two hand bastard sword or do the ridiculous TWF. Musashi did. Real samurai use swords, bows, yari, halberds, if it could kill they used it. Any way to make it that flexible?
: Re: Samurai Poll
: AfterCrescent March 28, 2009, 04:11:06 AM
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...

I like the weapon feature of the original 3.0 class. I'd like to see that brought back.
: Re: Samurai Poll
: JaronK March 28, 2009, 05:07:15 AM
I like the Ancestral Daisho ability of the OA Samurai.  I like the intimidate abilities of the CW Samurai.  That's about it.

Honestly, I think the Warblade does Samurai well enough, since you can just take the Ancestral Relic feat and effectively get Ancestral Daisho, but if you want a non-ToB version, I'd want to see those two abilities in there.  If it's going to be ToB based, then Diamond Mind needs to be in there, along with Stone Dragon.

JaronK
: Re: Samurai Poll
: Sinfire Titan March 28, 2009, 05:09:50 AM
If it's ToB-based and doesn't feel like Samurai Jack, then you're doing it wrong.
: Re: Samurai Poll
: bhu March 28, 2009, 08:36:09 AM


Flavor: Would you prefer a pure fantasy class with vaguely oriental flavor as it is now?  Or something closer to the reality?  Do you still want it to be a heavily armored melee fighter wielding two weapons that intimidates opponents?


  NOT! I do like intimidation and the flavour of kiai. But do allow for people who want to two hand bastard sword or do the ridiculous TWF. Musashi did. Real samurai use swords, bows, yari, halberds, if it could kill they used it. Any way to make it that flexible?

Of course :D

Ki Abilities

Improved Point Blank Shot
Prerequisites: Point Blank Shot
Benefits: When using your Point Blank Shot Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and the Bonus from the Feat is equal to your Dexterity Modifier (instead of +1) for the remainder of this round.


Greater Point Blank Shot
Prerequisites: Point Blank Shot, Improved Point Blank Shot
Benefits: When using your Point Blank Shot Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and for the remainder of this round your Ranged attacks do not provoke Attacks of Opportunity.


Greater Precise Shot
Prerequisites: Precise Shot
Benefits: When using your Precise Shot Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and for the remainder of this round your Ranged attacks ignore Shield or Armor Bonuses to AC.


Ultimate Precise Shot
Prerequisites: Precise Shot, Greater Precise Shot
Benefits When using your Precise Shot Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and for the remainder of this round your Ranged attacks automatically threaten a critical if they successfully hit.


Improved Far Shot
Prerequisites: Far Shot
Benefits: When using your Far Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and for the remainder of this round the maximum range of your Ranged attacks are doubled.


Greater Far Shot
Prerequisites: Far Shot, Improved Far Shot
Benefits: When using your Far Shot Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and for the remainder of this round your Ranged attacks do not take to hit penalties based on what range increment your opponent is in.


Improved Mounted Archery
Prerequisites: Mounted Archery
Benefits: When using your Mounted Archery Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and for the remainder of the round you take no attack penalties unless your mount is running, and even then the penalty is only -2.


Greater Mounted Archery
Prerequisites: Mounted Archery, Improved Mounted Archery
Benefits: When using your Mounted Archery Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and for the remainder of the encounter you take no attack penalties unless your mount is running, and even then the penalty is only -2.


Weapons Training
Prerequisites: Weapon Focus
Benefits: By expending one daily use of your Ki Pool as a Free Action you gain a Bonus on all attacks this round made with a weapon you have the Weapon Focus Feat for equal to your Level divided by 5 or your Charisma Modifier (Whichever is greater).


Improved Weapons Training
Prerequisites: Weapon Focus, Weapons Training
Benefits: As per Weapons Training, but you apply the bonus to all attacks you make that round whether you have the Weapon Focus Feat for them or not.


Greater Weapons Training
Prerequisites: Improved Weapons Training, Weapon Focus, Weapons Training
Benefits: As per Improved Weapons Training, but the Bonus lasts for the duration of the encounter instead of a single round.


Weapons Training Mastery
Prerequisites: Greater Weapons Training, Improved Weapons Training, Weapon Focus, Weapons Training, BAB +12
Benefits: By expending one daily use of your Ki Pool as a Free Action you can declare any one attack with a weapon you have the Weapon Focus Feat for an automatic success, you do not need to roll to hit.


Strike Training
Prerequisites: Weapon Specialization
Benefits: By expending one daily use of your Ki Pool as a Free Action you gain a Bonus on all damage rolls this round made with a weapon you have the Weapon Specialization Feat for equal to your Level divided by 5 or your Charisma Modifier (Whichever is greater).


Improved Strike Training
Prerequisites: Strike Training, Weapon Specialization
Benefits:  As per Strike Training, but you apply the bonus to all successful attacks you make that round whether you have the Weapon Specialization Feat for them or not.


Greater Strike Training
Prerequisites: Improved Strike Training, Weapon Specialization
Benefits:  As per Improved Strike Training, but the Bonus lasts for the duration of the encounter instead of a single round.


Strike Training Mastery
Prerequisites: Greater Strike Training, Improved Strike Training, Weapon Specialization, BAB +12
Benefits: By expending one daily use of your Ki Pool as a Free Action you can do maximum damage with a successful attack you have made with a weapon you have the Weapon Specialization Feat for.


One Kill
Prerequisites: Power Critical, BAB +8
Benefits: By expending one daily use of your Ki Pool as a Free Action you automatically threaten a Critical with any attack made with a weapon you have the Power Critical Feat for on this round.


Improved One Kill
Prerequisites: One Kill, Power Critical, BAB +12
Benefits: By expending one daily use of your Ki Pool as a Free Action you automatically threaten a Critical with any attack made this round.


Greater One Kill
Prerequisites: Improved One Kill, Power Critical, BAB +21
Benefits: By expending one daily use of your Ki Pool as a Free Action you automatically threaten a Critical with any attack made during this encounter.


Cavalryman
Prerequisites: Mounted Combat
Benefits: By expending one daily use of your Ki Pool as a Free Action you may reduce the DC of a Ride check by -5.


Veteran Cavalryman
Prerequisites: Cavalryman, Mounted Combat
Benefits: By expending one daily use of your Ki Pool as a Free Action you may reduce the DC of a Ride check by -10.


Master Cavalryman
Prerequisites: Cavalryman, Mounted Combat, Veteran Cavalryman
Benefits: By expending one daily use of your Ki Pool as a Free Action you may reduce the DC of a Ride check by -15.


Bear Slayer
Prerequisites: BAB 3+
Benefits: By expending one daily use of your Ki Pool as a Free Action after you successfully attack an Animal, you may immediately declare that attack to be a Critical hit.


Monster Slayer
Prerequisites: Bear Slayer
Benefits: By expending one daily use of your Ki Pool as a Free Action after you successfully attack a Magical Beast, you may immediately declare that attack to be a Critical hit.


Yokai Slayer
Prerequisites: Monster Slayer
Benefits: By expending one daily use of your Ki Pool as a Free Action after you successfully attack a Monstrous Humanoid, you may immediately declare that attack to be a Critical hit.


Oni Slayer
Prerequisites: Yokai Sayer
Benefits: By expending one daily use of your Ki Pool as a Free Action after you successfully attack an Outsider with the Evil subtype, you may immediately declare that attack to be a Critical hit.


Favor of the Kami
Prerequisites: 6th level
Benefits: By expending one daily use of your Ki Pool as a Free Action you may Take 10 on any Skill Check you have ranks in instead of making the normal roll.


Improved Favor of the Kami
Prerequisites: Favor of the Kami, 10th level
Benefits: By expending one daily use of your Ki Pool as a Free Action you may Take 10 on any Skill Check you have no ranks in instead of making the normal roll.


Greater Favor of the Kami
Prerequisites: Improved Favor of the Kami, 14th level
Benefits: By expending one daily use of your Ki Pool as a Free Action you may Take 20 on any Skill Check instead of making the normal roll.


Armor Optimization
Prerequisites: BAB +3
Benefits: By expending one daily use of your Ki Pool as a Free Action you may reduce the Armor Check Penalty of whatever armor you are wearing by 2 for 1 round.


Improved Armor Optimization
Prerequisites: Armor Optimization
Benefits: By expending one daily use of your Ki Pool as a Free Action you may reduce the Armor Check Penalty of whatever armor you are wearing by 2 for the duration of the encounter, or by 4 for 1 round.


Greater Armor Optimization
Prerequisites: Improved Armor Optimization
Benefits: By expending one daily use of your Ki Pool as a Free Action you may reduce the Armor Check Penalty of whatever armor you are wearing by 4 for the duration of the encounter, or by 6 for 1 round.


Battojutsu
Prerequisites: Quick Draw
Benefits: On the first combat turn when you draw your sword using the Quick Draw Feat, and if you attack before your opponent, you may expend a daily use of your Ki Pool as a Free Action, and if you successfully damage your opponent he is still considered Flat-Footed until after your Action on the next round.  


Improved Battojutsu
Prerequisites: Battojutsu, Quick Draw
Benefits: On the first turn of combat (or in the surprise round if you get the drop on your opponent) you can expend 1 Daily use of your Ki ability and your attack is considered a touch attack.


Greater Battojutsu
Prerequisites: Battojutsu, Improved Battojutsu, Quick Draw
Benefits: On the first turn of combat (or in the surprise round if you get the drop on your opponent) you can expend 1 Daily use of your Ki ability, and instead of your normal Initiative Modifier you can use your BAB to modify your Initiative.


Kyozetsu
Prerequisites: Combat Reflexes
Benefits: By expending one daily use of your Ki Pool as a Free Action when making an Attack of Opportunity you gain a +2 Bonus on the Attack and Damage rolls of any Attacks of Opportunity you make for 1 round.


Improved Kyozetsu
Prerequisites: Combat Reflexes, Kyozetsu
Benefits: By expending one daily use of your Ki Pool as a Free Action when making an Attack of Opportunity you gain a +2 Bonus on the Attack and Damage rolls of any Attacks of Opportunity you make for the duration of the encounter.


Greater Kyozetsu
Prerequisites: Combat Reflexes, Improved Kyozetsu, Kyozetsu
Benefits: By expending one daily use of your Ki Pool as a Free Action you can make Attacks of Opportunity you would normally be denied to to an opponents Feats/Class abilities for the rest of the encounter.  For example, if your opponent has the Improved Grapple Feat, you may still make Attacks of Opportunity against him if he attempts to grapple you.


Bougyo
Prerequisites: Combat Expertise
Benefits: By expending one daily use of your Ki Pool as a Free Action when using your Combat Expertise Feat you may increase your Dodge Bonus to AC by +2 for the round.


Improved Bougyo
Prerequisites: Bougyo, Combat Expertise
Benefits: By expending one daily use of your Ki Pool as a Free Action when using your Combat Expertise Feat you may increase your Dodge Bonus to AC by +2 for the duration of the encounter (if you do not use the Combat Expertise Feat on any round during the encounter you still gain this Dodge Bonus).  


Greater Bougyo
Prerequisites: Bougyo, Combat Expertise, Improved Bougyo
Benefits: By expending one daily use of your Ki Pool as a Free Action when using your Combat Expertise Feat you may turn any successful Critical hit you receive into a regular hit.


Keikai
Prerequisites: Eyes in the Back of Your Head
Benefits: If you are attacked while Denied your Dexterity Bonus to AC, you may expend a daily use of your Ki Pool as a Free Action to retain the Benefits of your Eyes in the Back of Your Head Feat.


Improved Keikai
Prerequisites: Eyes in the Back of Your Head, Keikai
Benefits: By expending one daily use of your Ki Pool as a Free Action opponents who are flanking you do not gain the Benefit of their Sneak Attack dice for 1 round.


Greater Keikai
Prerequisites: Eyes in the Back of Your Head, Improved Keikai, Keikai
Benefits: By expending one daily use of your Ki Pool as a Free Action opponents who are flanking you do not gain the Benefit of their Sneak Attack dice for the duration of the encounter.


Tsuyoi
Prerequisites: Power Attack
Benefits: When using your Power Attack Feat, you may expend a daily use of your Ki Pool as a Free Action to add one die to the weapon damage for that round.  For example a 1d8 weapon wound do 2d8.


Improved Tsuyoi
Prerequisites: Power Attack, Tsuyoi
Benefits: When using your Power Attack Feat, you may expend a daily use of your Ki Pool as a Free Action to add one die to the weapon damage for the duration of the encounter.


Greater Tsuyoi
Prerequisites: Power Attack, Improved Tsuyoi, Tsuyoi
Benefits: When using your Power Attack Feat, you may expend multiple daily uses of your Ki Pool as a Free Action to add multiple dice to the weapon damage for one round.  For example if you have a 1d8 weapon, and spend 3 uses of your Ki Pool, it does 4d8 for that round.
: Re: Samurai Poll
: bhu March 28, 2009, 08:39:48 AM
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...

I like the weapon feature of the original 3.0 class. I'd like to see that brought back.

I am uncertain if I have the 3.0 class anywhere...which book was it?
: Re: Samurai Poll
: RobbyPants March 28, 2009, 11:47:33 AM
I'm assuming he means the Oriental Adventures one.
: Re: Samurai Poll
: Johannixx March 28, 2009, 12:01:22 PM
To me, a Samurai is just a Fighter with bonus skill points that can only be put into Diplomacy, Craft (Calligraphy), Knowledge(Nobility & Royalty) and Ride (with all of the above added to the class skill list).  Fighter is about as flexible as you can get, with the current number of useful feats out there.

Then again, Samurai is a social class, rather than a fighting class, so I could just as easily see Samurai paladins, rangers, bards, or even experts (the vast majority of the later-period Tokugawa shogunate officials were basically bureaucrats, after all).
: Re: Samurai Poll
: veekie March 28, 2009, 12:39:22 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...

I like the weapon feature of the original 3.0 class. I'd like to see that brought back.
This sounds like the way to do things. I suppose you could base it off L5R?
: Re: Samurai Poll
: woodenbandman March 28, 2009, 02:02:59 PM
I have to say that I prefer ToB samurai. Every type of Samurai; the battlecharger/leader/katana basher; the two weapon using hurricane of steel; the crafty samurai who studies his opponents and attacks their weaknesses; all of these are easily created with single-classed Martial Adepts, or they will use one prestige class. So I'd say that I use the ToB samurai, because their easy to make and you don't need to do the whole Wuxia hero thing. Tiger Claw, White Raven, some Devoted Spirit, Iron Heart, Diamond Mind, Setting Sun, and Stone Dragon are all thematically appropriate for a Samurai, depending on what kind of samurai you're making. Just kinda avoid Tornado Throw (even though it's boss as hell), and you'll do fine.
: Re: Samurai Poll
: bhu March 31, 2009, 09:25:29 AM
Keep Peeking in the Inspiration Strikes board.  I'll have something up soon as I cna
: Re: Samurai Poll
: Midnight_v April 03, 2009, 01:28:24 AM
Flavor.

Vaguely oriental. Though the need to have orders of Evil hobogoblin samurai as well as Aasimar(Nephilim) should be there also. Bushido or the "code" should be an integral thing to them. Lastly... I'd like to see them keep Iuijustu Focus the skill as well as Ancestral relic. I suppose one could just add sudden strike instead ala Ghost faced killer as long as they had a good advancement rate for it.
Yes flexibility, though also... the whole katana mystique seems really the key to being a samurai in a lot of peoples minds. I suggest any d10 weapon maybe? Then a bow should be added in there too, as most samurai were about horse and bow. . . can't wait to see what you come up with.
: Re: Samurai Poll
: Solo April 03, 2009, 02:38:11 AM
I'm thinking of making a Samurai remake soon so I wanted to do a bit of a poll.

Pros: I'd like to know what (if anything) people like about the class, and what they'd like me to keep in the remake.

Cons: What do you hate about the class, and would like to see left out?

Flavor: Would you prefer a pure fantasy class with vaguely oriental flavor as it is now?  Or something closer to the reality?  Do you still want it to be a heavily armored melee fighter wielding two weapons that intimidates opponents?



What I dislike about the Samurai in any of its incarnations is that it is a Westernized - and therefore bastardized - idea of what a Japanese warrior was like, based off of Japanese pop culture misconceptions.

No, Samurai did not fight exclusively with katana. Katana are relatively recent weapons. Samurai started out as mounted warriors with bows and spears, which are much more useful on a battlefield than a sword, which would have been the equivalent of a sidearm such as a pistol. (Or so I hear, at any rate.)

Now, I am aware that we are playing a fantasy game and etc, and that stereotypes are fun to a certain extent. But please don't let the Samurai-Japanese-Honorable Warrior-Dual Wielding-Toshiba-Honda-Mitsubishi-Kawasaki-Katana-Seppuku stereotype be the defining feature of the class.
: Re: Samurai Poll
: Midnight_v April 03, 2009, 03:41:45 AM
Wow... I totally disagree. I belive the "pop" samurai "Idea-set" is preferable to any "historical" type.
Mainly because we are talking about a fantasy game and one that draws heaviliy on the "pop" hell even the "pulp" ideas of what has been written. Historically innaccurate as it may be, it is a very small minority of people who read the word "Samurai" and envision
A spearman.
.....
Alternitively... we are in a fantasy world It maybe advisable to simple have a class that focuses on the use of a Racial weapon combination. Katana(MWBastardsword), Dwarven Waraxe(etc)... Hobgoblin butchersword or whatever. It should probbably be a defined weapon with a specific set of statistics to keep everyone from being a spikechain samurai or whatever, too.

I'm reminder of the "Limit Soilder" from the old board actually...
: Re: Samurai Poll
: Solo April 03, 2009, 03:45:40 AM
I just tire of seeing people say "Samurai class! That means I get to swing a katana and be all seppuku and shit, right?"

You're right when people envision samuai as warriors who fought with katana, but basing a class around that seems kinda pointless when we already have fighters and warblades, who's point is to kill things by hitting them with swords a lot.

What crucial aspect of Samurai-ness cannot be done with existing melee classes? What part of being a Samurai is a dedicated class going to bring to life?

Samurai would have training in things like painting, diplomacy and etc that fighters would not have, but other than that, not much.

I also feel that letting real world fluff interfere too much with the mechanics of a class leads to fail. Just look at the Monk...

Or perhaps I'm just perpetually irritated when I see people misabuse Asian culture. Don't even get me started on fried cream cheese wontons.
: Re: Samurai Poll
: veekie April 03, 2009, 06:37:09 AM
Alternitively... we are in a fantasy world It maybe advisable to simple have a class that focuses on the use of a Racial weapon combination. Katana(MWBastardsword), Dwarven Waraxe(etc)... Hobgoblin butchersword or whatever. It should probbably be a defined weapon with a specific set of statistics to keep everyone from being a spikechain samurai or whatever, too.
This seems to be the ideal way to apply this in a fantasy world, or it's a PrC, not a base class, being simply far too niched. A Warrior Of Culture.
: Re: Samurai Poll
: bhu April 03, 2009, 09:28:30 AM
If it makes you feel better Solo I'm making them proficient with all the traditional Samurai weapons, including spears  :sofa

They'll have class abilities dedicated to what they prefer to fight with, so you can go traditional pop culture swordfighter type, or mounted archer/spearman if you wish


I have noted in researching them that the japanese fighters used shields before advances in weaponry and such were considered to have made them obsolete.  Im considering letting the samurai be proficient with shields assuming i can ever find a bloody picture of one of them...(it would help to know what kind of shield was used).
: Re: Samurai Poll
: bhu April 03, 2009, 10:10:35 AM
Sneak preview of skills.  If you wish to leave feedback now is the time:

Class Skills
 The Samurai's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Geography, History, Local, Nobility & Royalty)(Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spot (Wis).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int
: Re: Samurai Poll
: Solo April 03, 2009, 12:06:43 PM
If it makes you feel better Solo I'm making them proficient with all the traditional Samurai weapons, including spears  :sofa

They'll have class abilities dedicated to what they prefer to fight with, so you can go traditional pop culture swordfighter type, or mounted archer/spearman if you wish


I have noted in researching them that the japanese fighters used shields before advances in weaponry and such were considered to have made them obsolete.  Im considering letting the samurai be proficient with shields assuming i can ever find a bloody picture of one of them...(it would help to know what kind of shield was used).

I doubt they had tower shields, but anything below that seems fair game.
: Re: Samurai Poll
: Midnight_v April 03, 2009, 01:17:49 PM
Sneak preview of skills.  If you wish to leave feedback now is the time:

Class Skills
 The Samurai's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Geography, History, Local, Nobility & Royalty)(Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spot (Wis).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Bhu? Have you seen the 3.0 samurai, yet? You're missing Iujustu focus (which now a days is the province of factotums... I guess I miss it is all) 
Moreso just for reference the Rokugani samura. L5R d20 does the has almost the same list ast this so It seems to mesh well if you care to give it a quick glance.

SOLO
Yes asian culture is misrepresented ... A LOT! Sadly, fanboy-ism makes up a big part of what affects our D&D community. Be it Katanas or Drow with two scrimitars, its just one of those things. The idea bhu has is good. The "Warrior of Culture w/ his exotic weapon" is a good one if stated up correctly.
M.
: Re: Samurai Poll
: Flay Crimsonwind April 04, 2009, 12:11:34 AM
Funnily enough, I've been slowly filling two prcs out using ToB maneuvers as some fill that are based off of Niten-ryu and Skinkage-ryu, albeit solely based off my reading the Book of Five Rings and The Life-Giving Sword too many times. I might put a link to them here when I'm done. Trying to be accurate to the two books ideal of a warrior whom uses specialized training and mental-honing, kinda historical more than fanboy, but the ToB will I assume make up for the difference...
: Re: Samurai Poll
: bhu April 04, 2009, 08:56:03 AM
Iaijutsu Focus will be returning in a fashion.  Not all samurai studied Iaijutsu, and only the ones who study it will get that type of skill/ability.  Others will get something else.  I'm also adding swim to the skill list.  it's an island nation, swimming should be pretty common.


and another peek:

Weapon Proficiencies: Samurai are proficient in all Simple and Martial Weapons, and the Katana (please see Oriental Adventures for stats of oriental simple/martial weapons).  They are proficient with all armor, and light and heavy shields, but not tower shields. 
: Re: Samurai Poll
: woodenbandman April 04, 2009, 01:29:47 PM
Needs moar exotic polearms.
: Re: Samurai Poll
: Bozwevial April 04, 2009, 11:50:29 PM
How about "proficiency with one exotic weapon of their choice"?

Unless you feel the OA simple/martial weapons cover it.
: Re: Samurai Poll
: bhu April 05, 2009, 12:14:09 AM
Needs moar exotic polearms.

Some of the exotic polearms are martial weapons in OA.
: Re: Samurai Poll
: bhu April 05, 2009, 12:15:56 AM
How about "proficiency with one exotic weapon of their choice"?

Unless you feel the OA simple/martial weapons cover it.

Im thinking of adding that at later levels as many samurai sem to have experimented with exotic weapons eventually, but as a military unit they were expected to fight with the same weapons/armor, so they'd be more likely to specialize in them except for individuals who wanted to be different (which isn't such a good thing in a conformist society).
: Re: Samurai Poll
: KMD April 09, 2009, 01:37:11 PM
Well, I agree with Bozwevial on the weapon thing, for the purpose of a flavorful Ancestral Daisho.
: Re: Samurai Poll
: woodenbandman April 09, 2009, 10:00:20 PM
Give them some intimidate abilities that are focused on strength. Like EjoThims's Python race, with Skilled Intimidate (it lets you use your highest stat for determining your bonus on intimidate). That'd alleviate some of the MADness and be a cool ability in general (though it might make the intimidating barbarian build a bit more stupid)
: Re: Samurai Poll
: bhu April 10, 2009, 06:20:25 AM
I'll have some fluff to peek at shortly.  My online job had a deadline I had to meet this week, but this weekend I  *may* have some me time, so I'll be trying to do as much as possible.
: Re: Samurai Poll
: bhu April 11, 2009, 10:12:02 AM
Oh and I'll work te Ancestral Daisho in somehow.  Prolly as a Feat Tree or something.  Not sure yet.
: Re: Samurai Poll
: JaronK April 11, 2009, 06:07:26 PM
Just be aware that the Ancestral Relic feat from BoED is basically the same as the Daisho, so it shouldn't be a whole feat tree.

JaronK
: Re: Samurai Poll
: bhu April 15, 2009, 09:17:44 AM
Any objections to the fwuffiness written so far?


SAMURAI

(http://Picture URL)
   
” The entire country will soon be in the hands of your master, Lord Ieyasu. If this is so, the men who served him will no doubt hope to become daimyo by his appointment. You should know that if such feelings arise, they are inevitably the beginning of the end of one's fortunes in the Way of the Warrior. Being affected by the avarice for office and rank, or wanting to become a daimyo and being eager for such things ... will not one then begin to value his life? And how can a man commit acts of martial valor if he values his life? A man who has been born into the house of a warrior and yet places no loyalty in his heart and thinks only of the fortune of his position will be flattering on the surface and construct schemes in his heart, will forsake righteousness and not reflect on his shame, and will stain the warrior's name of his household to later generations. This is truly regrettable.”

 The Samurai is a warrior noble who is supposed to accept the concept that his only purpose in life is dying in service to his Lord, or for his own honor.  To accept that keeping to the ideals of honor are more important than his own life or happiness.  There are many who only pay lip service to this ideal, as in any other profession in life.  They make things difficult for those who do follow the Way. 

You will be expected to be both a powerful warrior, and an accomplished poet or artisan.  You will be expected to lead men into battle, and in turn be led by your Lord who may ask you to give your life whenever he pleases.  And if your Lord is an evil and dishonorable man, following his orders to your death is still preferable in the eyes of some to disobeying him and bringing dishonor to yourself.  But an evil Lord will eventually put you in the position that leads to your being dishonored regardless of what you do.  At that point you may end your life, or become a Ronin.  The life of a Ronin will be hard.  Your old master may want you dead, your friends and relatives may disown you for the stigma of your dishonor, and finding a new Lord will be next to impossible.  Since the only marketable skill you know is killing, you will likely have to become a mercenary or assassin for money. 

Welcome to Hell.

MAKING A SAMURAI
 Quick generalization of what you should focus on when making the class.
 Abilities: Since the Samurai is a warrior, your physical stats are expected to be good.  As a Noble your mental stats will be expected to be good.  Earlier Samurai are horse archers and will need Dexterity.  Later Samurai who are expected to be warrior-poets will need Wisdom and Charisma to deal with other members of the Nobility.  Many of your Ki Pool abilities will be based on your mental stats as well.
 Races: Only civilized races who have a tendency towards a Lawful alignment produce many Samurai.  Members of races who aren’t commonly Lawful are rarely accepted for training, and openly Chaotic races have no chance.
 Alignment: Samurai are required to be Lawful.  Most are Lawful Neutral, particularly if they follow the Code of Bushido.  Lawful Good Samurai are less common, and many end up becoming Ronin, unable to reconcile their duties to their Lord with what they believe to be right.  Lawful Evil Samurai are monsters, murdering anything in their path, and manipulating the system to protect themselves.
 Starting Gold: Same as a Fighter.
 Starting Age: Same as a Fighter.

Class Skills
 The Samurai's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Geography, History, Local, Nobility & Royalty)(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


Weapon Proficiencies: Samurai are proficient in all Simple and Martial Weapons, and one Exotic Weapon (please see Oriental Adventures for stats of oriental simple/martial/exotic weapons).  They are proficient with all armor, and light and heavy shields, but not tower shields. 
 


PLAYING A SAMURAI
 Brief description on how to play the class you are designing.
 Religion: A brief description of the different religions that the class commonly follows. It's best to state your sources if you are using non-core gods.
 Other Classes: An in detail section on how your class interacts with other classes. Best to state your sources if your going to refer to non-core classes.
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: How a Samurai advances depends entirely on the whims of his Lord in theory.  A Daimyo could order a Samurai to take a specific position, and if he ever wishes to have a better position (or at least retain what he has), he’d better do it well.  Many Lords will be pragmatic enough to put a Samurai where his strengths will be best used, but particularly evil nobles will use promotion to rid themselves of honest men.

SAMURAI IN THE WORLD
“One who is samurai must, before all things, keep constantly in mind , by day and by night....that he has to die”.
 In real life the Samurai were warriors hired by the nobility to fight their battles for them.  They began as little more than paid mercenaries known as Saburai (meaning “those who serve”), and were thought of as barbarians by their condescending masters.  Eventually the nobility began to rely on them more and more, and the Samurai evolved into a class of warrior nobility themselves.  While they were expected to live their life by the ideals of the Bushido code (although that name wasn’t used until late in their existence), and were even socially ostracized if it was perceived that they hadn’t, the demands of their position meant that living up to that ideal would be extraordinarily difficult.  A Samurai was expected to be benevolent and show mercy, but the law stated that he could simply kill anyone of a lower station who insulted him.  He was also expected to commit ritual suicide if his honor had been tarnished beyond repair or he had lost a battle and would have to surrender, but there are many writings of the time suggesting that the Samurai were no less pragmatic than any other warrior on a battlefield.  Theirs was a twisted life where their lord could order them to die, and they would be expected to comply.  Failing to do so meant his family would suffer along with him.
 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: The Samurai are members of the middle and upper classes, and richer ones own large farms or command armies for the government.  All Samurai belong to a military organization of one clan or another.  By taking the Leadership Feat and doing well in battle a PC could open his own swordsmanship school, or be promoted to General someday.

NPC Reaction
 Samurai tend to make people nervous, particularly if they are peasants.  They’re allowed to kill any peasant who insults them, and some Samurai are notoriously easy to insult (i.e. Lawful Evil).   Nobles above them aren’t supposed to have to fear the Samurai’s anger, but in practice there’s damn little stopping a determined one from killing a member of the ruling class either if he plans it well.  Other Samurai even tend to regard Samurai they don’t know with distrust, always wondering if they’ll have to kill him at some point.

SAMURAI IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: The Samurai is intended for campaigns with oriental flavor, but with some work it can be adapted to different settings.  It’s basically a nobleman warrior, and by using different combat styles and optional class abilities it can be used to mimic fighters from different settings.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.



EPIC SAMURAI

Hit Die: d10
Skills Points at Each  Level : 4 + int
Class Ability
Class Ability.
Bonus Feats: The Epic Samurai gains a Bonus Feat every x levels higher than 20th

: Re: Samurai Poll
: Midnight_v April 15, 2009, 10:47:19 AM
Awsome so far.  ;)
: Re: Samurai Poll
: Bozwevial April 19, 2009, 02:02:11 PM
I like what I'm seeing...Presumably, the samurai won't have too much MAD.
: Re: Samurai Poll
: bhu April 20, 2009, 12:03:50 AM
I like what I'm seeing...Presumably, the samurai won't have too much MAD.

MAD?
: Re: Samurai Poll
: Risada April 20, 2009, 12:06:52 AM
MAD?

Multiple Ability Dependancy (ie class needs lots of different stats to work...)
: Re: Samurai Poll
: Midnight_v April 20, 2009, 10:59:30 AM
I think if you make it right it sometimes it can be an either or type of thing, but I can think of rare cases of that, like the warrior classes: Strength as a primary or Dex as a primary.
the problem with the samurai I forsee is the need for Strength or Dex + Con + Charisma.
I've been thinking that maybe they should replace charisma with dex based things like the Iujitsu master.
Charisma to Ac & init. I realize they perhaps should have some supernatural powers otherwise they're just fighters.
I also think if they're going to have a "fighting" style it shuold be in additon to class abilities that are not duplicatable by feats ( except maybe Ancestral Relic)
sorry just random musings. . .
: Re: Samurai Poll
: JaronK April 20, 2009, 04:40:50 PM
There's nothing wrong with a class having MAD if its other abilities balance it out.  So as long as the samurai is strong enough, it's okay to need str, dex, con, and cha.

I think Ancestral Daisho should give you two weapons of your choice, and any feat that applies to one of them applies to the other if it's legal to do so (so if chose Katana and Longbow, and took Weapon Focus Katana, you effectively have Weapon Focus Longbow).  You should then effectively get the Ancestral Relic feat with both of them.

JaronK
: Re: Samurai Poll
: Solo April 20, 2009, 04:54:22 PM
How many good MAD classes are there?
: Re: Samurai Poll
: JaronK April 20, 2009, 05:27:52 PM
Binders need Charisma (for their abilities), Con (their abilities and hitpoints), Str (for melee forms) and Dex (same).  Swordsages have a very good use for Strength, Dex, Con, and Wis.  Bards need Dex, Int, Cha, and Con.  All three are nicely balanced classes.  One could make a similar argument for the Warblade, though his need for Int isn't really that high.

JaronK
: Re: Samurai Poll
: Bozwevial April 20, 2009, 05:29:00 PM
We'll just have to wait and see what bhu does with the class abilities.
: Re: Samurai Poll
: Prime32 April 20, 2009, 05:58:45 PM
Ooh! Ki Strike! Add Ki Strike!
(because you gotta have katanas which ignore hardness)
: Re: Samurai Poll
: DaveoftheRave April 20, 2009, 08:29:13 PM
I realize they perhaps should have some supernatural powers otherwise they're just fighters.

I would only add supernatural powers at level 7+.

Fluffwise they're non-magical so they shouldn't get magical powers until they become superhuman.
: Re: Samurai Poll
: Midnight_v April 20, 2009, 08:34:37 PM
How many good MAD classes are there?
Fu. for the win. 1 out of 54 is poor odds.


I would only add supernatural powers at level 7+.

Fluffwise they're non-magical so they shouldn't get magical powers until they become superhuman.
Yeah. Yeah you're right. I agree with this whole heartedly.

Binders need Charisma (for their abilities), Con (their abilities and hitpoints), Str (for melee forms) and Dex (same).  Swordsages have a very good use for Strength, Dex, Con, and Wis.  Bards need Dex, Int, Cha, and Con.  All three are nicely balanced classes.  One could make a similar argument for the Warblade, though his need for Int isn't really that high.
Frankly this is what I said you can give people Either; Or options if you do it well... frankly what he's listed are a group of examples that are good because people can DO things to make them not made ala "ignoring some aspect of the class" or, "replacing use of an ability for another.
Further SSages generally are not mad they use Wis/Dex mostly... or they're part warblade and many times they can live without con because they do things like Teleport and turn invisible at will any number of times per day. -M

Binders are good but they are allowed to ignore their ability scores as well. They dont' HAVE to have charisma to be some kind of "Binding Melee" buffer monster.
A few of thier binds actually have +4 to X stat as one of the 4 abilities. So they reduce Mad by ... ignoring the weak stat. Essentially making them not mad.

Barring having the abilitiy to rework stats at will Solo is correct.
: Re: Samurai Poll
: JaronK April 20, 2009, 09:15:52 PM
They still lose a good bit if they dump charisma, as many strong abilities they have are charisma based.  It's not like a Monk's "if you don't have these, you die" thing, but binders are still a charisma class.  I also would never take a Swordsage into a fight without a reasonable con, if I could at all avoid it.  They can go down very fast, and remember that it's tough for them to teleport out and then refresh that teleport.  Without Dex, Wis, and Con they're extremely fragile which is very dangerous at levels where a few hits can knock you out.  They can dodge strength, but doing so generally requires Shadow Blade and Weapon Finesse, which is hard for an already feat hungry class.

I mean, let's face it, other traditional MAD classes can also dodge their MAD with feats and such if they really want.  Paladins can take Serenity, Monks can dip Swordsage and take Shadow Blade/Weapon Finesse, etc.  That doesn't mean their MAD doesn't exist, only that they can dodge it by paying something else (usually feats).

The point is, it's quite possible to make a class that makes strong use of a good number of stats and still have it be balanced.  You just have to count that as a weakness of the class and have appropriate strengths to deal with it.  For example, you could have a Samurai that needs Str, Con, and Charisma, while still having good use of Dex (for initiative, reflex saves, etc), and have a balanced warrior... assuming his abilities are generally good to make up for the lower main stats.  And sure, you could just dump charisma on a Samurai who has a bunch of Charisma based abilities, just as you could for Binders... it's not a great plan most of the time, but you could do it.

JaronK
: Re: Samurai Poll
: Midnight_v April 20, 2009, 09:54:31 PM
Uh huh... Anyone else care to weigh in here?

Begin rant:
They still lose a good bit if they dump charisma, as many strong abilities they have are charisma based
Maybe but not if my role is "fighter" and my class is binder. In that case  really you dont' give a damn about the charisma really. Depanding on various things.
Non the less. Mad is "Generally Speaking" a bad thing. There maybe a few instances where thats not the case but the vast majority of the time its fucking over a class.
Moreover does any one else see this as making a druid argument. Binder to a lesser degree.
His original statement was somthing like "you can make a class that has mad and is good by giving it good class abilities"
read: Druid. Okay so if you've figured out a class that has a build in power that oviates the need for mad then you may as well not have the mad at all, Jaronk.
Without wild shape and an animal companion druid would be made. Great argument I suppose, still though you've gone and done what I proposed. Made a class that make made irrelavant. Thats not taking feats thats just the situation...
"Lets face facts" ....
Yes lets Making a class with Multiple Attribute dependance is generally a bad thing OVERWHELMINGLY SO. So while they're maybe a few example of a class that obviates it own made we should level with that from the begining.
Hell give it two paths, but give those using Str/Chr(con) eqivalent and Parallel to those using Dex/Wis Go Samurai.
Though really it'd be just as well to make it a Chr replaces things class Ala iujustu master.
Charisma to this, charisma to that + some fear powers. Since really these guys are getting by on rep a lot of the times anyway "Oh fuck a samurai!" is kinda what goes down.
So there are options many options to be considered without saying
"Here be Mad. (but heres 3d6 + character level damage to all your attacks every other round so don't worry about it) which is to say... you're not Mad anymore.
bah.

: Re: Samurai Poll
: JaronK April 20, 2009, 10:51:47 PM
If your role is "Fighter" and your class is "Binder" you've made yourself a lot weaker by ignoring a ton of your useful abilities and losing a lot of flexibility.  Are you really claiming that Binder isn't a charisma based class?  That's kind of like saying you can dump Str and Con as a Swordsage if your role is Scout.  Sure, but you've just lost all combat abilities.  I mean heck, a Monk can dump con, and str and be a scout too.  If MAD doesn't count when you can dump a bunch of abilities to avoid it, then there's no such thing as MAD anyway.  I mean really, what class has MAD under that logic?  A Paladin can tank just fine without Wisdom, as long as he ignores his casting ability.  He can be a charger with only Strength and Con too.  Of course, other classes are better at that, but then again other classes are better than Binders at being fighters without charisma.

Meanwhile, why do you bring up Druid as a class with MAD?  Druids are one of the most SAD classes out there.  Wisdom is great, con is useful, and that's all you need, due to Wild Shape.  Without Wild Shape, they wouldn't need Dex or Str anyway since they wouldn't be a combat class, so that's sort of moot.

The point is, if you make a Samurai character that's effective with Strength and Con, but gets a bunch of other abilities if he uses Charisma, and can make good use of Dexterity too, you just have to balance him taking into account the MAD issue.  That's all there is to it.

JaronK
: Re: Samurai Poll
: Midnight_v April 20, 2009, 11:31:24 PM
The point is, if you make a Samurai character that's effective with Strength and Con, but gets a bunch of other abilities if he uses Charisma, and can make good use of Dexterity too, you just have to balance him taking into account the MAD issue.  That's all there is to it.
Bullshit. No offense but... bullshit. Anytime someont makes a statment and ends it with an absolutist statement, people... suspect bullshit.
Lets look at the argument as you present it with binder instead.
"if you make a Binder character that's effective with Strength and Con, but gets a bunch of other abilities if he uses Charisma, and can make good use of Dexterity too, you just have to balance him taking into account the MAD issue."
What then...?
you've made yourself a lot weaker by ignoring a ton of your useful abilities and losing a lot of flexibility
And no..even at that, even with my statment that's not all there is to it.

Point being either you make a class with Sad, or you make the class with Mad and as I said from the begining a path to choose Either way he's going to miss out on something if you don't calculate in that there'll be "X" types of Samurai out there...
Though... I am familiar with the way you dig your feet in about these things. So having stated my point and you stating yours I'll wait till a 3rd party weighs in, no point it delving into childishness "Nuh-uh" "Uh-huh"
won't get us anywhere.
Mad on the table then. Discuss.
: Re: Samurai Poll
: JaronK April 21, 2009, 12:03:46 AM
Um, what's the problem?  A Binder can indeed  be effective with Strength and Con, but he does get other abilities if he uses Charisma, and can make good Dexterity too.  Also, he's got MAD issues doing that, but he is indeed balanced.

What are you trying to argue here?  That Binders don't make good use of all four stats?  That Binders aren't balanced?  That it doesn't count as MAD because it's theoretically possible to dump Charisma and Dex, despite the fact that it limits your options?  What are you saying?  Seriously Midnight, I don't understand your point here at all.  You seem to be implying that your quoted portion about binders is in some way false, but I don't see how it is.  And I would in fact use the Binder as an excellent example of exactly how it can be done.

As I understand it, you're arguing that MAD is always a bad thing no matter what and can't be used as a balancing factor in making a class... is that correct?  If so, why doesn't the Binder, as well as the Swordsage or possibly the Rogue (depending on the power level you consider "balanced) count as a counterexample?  Only one is needed to contradict an "always" statement.

JaronK

: Re: Samurai Poll
: Solo April 21, 2009, 12:11:34 AM
Hey, can you give the Samurai concentration as a class skill, and allow for easy entry into the Kensai PrC?
: Re: Samurai Poll
: Midnight_v April 21, 2009, 12:53:08 AM
Seriously Midnight, I don't understand your point here at all.

Its okay Jaronk. It's not worth it. Lets just move on.


Hey, can you give the Samurai concentration as a class skill, and allow for easy entry into the Kensai PrC?
I agree with this. Seems a natural fit anyway now that I think about it.
: Re: Samurai Poll
: Bozwevial April 21, 2009, 12:55:49 AM
Just in case we decide to take a Warblade dip for some Diamond Mind?  ;)
: Re: Samurai Poll
: bhu April 21, 2009, 07:24:15 AM
Concentration is  a class skill already :D

Wow this really took off again...
: Re: Samurai Poll
: bhu April 26, 2009, 04:12:00 AM
just a peek to let you know Im still working:

SAMURAI

(http://Picture URL)
   
” The entire country will soon be in the hands of your master, Lord Ieyasu. If this is so, the men who served him will no doubt hope to become daimyo by his appointment. You should know that if such feelings arise, they are inevitably the beginning of the end of one's fortunes in the Way of the Warrior. Being affected by the avarice for office and rank, or wanting to become a daimyo and being eager for such things ... will not one then begin to value his life? And how can a man commit acts of martial valor if he values his life? A man who has been born into the house of a warrior and yet places no loyalty in his heart and thinks only of the fortune of his position will be flattering on the surface and construct schemes in his heart, will forsake righteousness and not reflect on his shame, and will stain the warrior's name of his household to later generations. This is truly regrettable.”

 The Samurai is a warrior noble who is supposed to accept the concept that his only purpose in life is dying in service to his Lord, or for his own honor.  To accept that keeping to the ideals of honor are more important than his own life or happiness.  There are many who only pay lip service to this ideal, as in any other profession in life.  They make things difficult for those who do follow the Way. 

You will be expected to be both a powerful warrior, and an accomplished poet or artisan.  You will be expected to lead men into battle, and in turn be led by your Lord who may ask you to give your life whenever he pleases.  And if your Lord is an evil and dishonorable man, following his orders to your death is still preferable in the eyes of some to disobeying him and bringing dishonor to yourself.  But an evil Lord will eventually put you in the position that leads to your being dishonored regardless of what you do.  At that point you may end your life, or become a Ronin.  The life of a Ronin will be hard.  Your old master may want you dead, your friends and relatives may disown you for the stigma of your dishonor, and finding a new Lord will be next to impossible.  Since the only marketable skill you know is killing, you will likely have to become a mercenary or assassin for money. 

Welcome to Hell.

MAKING A SAMURAI
 Quick generalization of what you should focus on when making the class.
 Abilities: Since the Samurai is a warrior, your physical stats are expected to be good.  As a Noble your mental stats will be expected to be good.  Earlier Samurai are horse archers and will need Dexterity.  Later Samurai who are expected to be warrior-poets will need Wisdom and Charisma to deal with other members of the Nobility.  Many of your Ki Pool abilities will be based on your mental stats as well.
 Races: Only civilized races who have a tendency towards a Lawful alignment produce many Samurai.  Members of races who aren’t commonly Lawful are rarely accepted for training, and openly Chaotic races have no chance.
 Alignment: Samurai are required to be Lawful.  Most are Lawful Neutral, particularly if they follow the Code of Bushido.  Lawful Good Samurai are less common, and many end up becoming Ronin, unable to reconcile their duties to their Lord with what they believe to be right.  Lawful Evil Samurai are monsters, murdering anything in their path, and manipulating the system to protect themselves.
 Starting Gold: Same as a Fighter.
 Starting Age: Same as a Fighter.

Class Skills
 The Samurai's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Geography, History, Local, Nobility & Royalty)(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

:
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +2   
2. +2    +3     +0     +3   
3. +3    +3     +1     +3   
4. +4    +4     +1     +4   
5. +5    +4     +1     +4   
6. +6    +5     +2     +5   
7. +7    +5     +2     +5   
8. +8    +6     +2     +6   
9. +9    +6     +3     +6   
10.+10   +7     +3     +7   
11.+11   +7     +3     +7   
12.+12   +8     +4     +8   
13.+13   +8     +4     +8   
14.+14   +9     +4     +9   
15.+15   +9     +5     +9   
16.+16   +10     +5     +10   
17.+17   +10     +5     +10   
18.+18   +11     +6     +11   
19.+19   +11     +6     +11   
20.+20   +12     +6     +12   

Weapon Proficiencies: Samurai are proficient in all Simple and Martial Weapons, and one Exotic Weapon (please see Oriental Adventures for stats of oriental simple/martial/exotic weapons).  They are proficient with all armor, and light and heavy shields, but not tower shields. 
 


PLAYING A SAMURAI
 Brief description on how to play the class you are designing.
 Religion:  In real life Samurai followed Bushido, and to an extent Zen Buddhism.  In DnD this means they are spiritual, but they don’t really worship Gods per se (though some may still practice the old Shinto religion).
 Other Classes: The way a Samurai relates to other classes depends on several things.  The first being, are they foreigners?  If so they are subject to immediate distrust, and possible open hostility.  They will never be truly accepted by all, no matter how often they prove themselves.  If they aren’t foreigners the question is “What is their station relevant to mine?”  If of a lower station the Samurai can pretty much do anything they like, including openly murdering them if they are not well liked (or their Lord will back them up).  If of a higher station the Samurai is almost required to be deferential, as he can be asked to kill himself if he is considered to have disgraced himself too much.
 Combat:  There are several combat styles open to Samurai.  The traditional one is an armored archer on horseback, which eventually gave way to an armored man with a sword.  Women of Samurai households were taught knife and spear fighting, and many male Samurai learned polearms as well.  Many learned exotic fighting styles or weapons as a means of gaining an advantage over opponents by using a weapon or form which wasn’t well known.
 Advancement: How a Samurai advances depends entirely on the whims of his Lord in theory.  A Daimyo could order a Samurai to take a specific position, and if he ever wishes to have a better position (or at least retain what he has), he’d better do it well.  Many Lords will be pragmatic enough to put a Samurai where his strengths will be best used, but particularly evil nobles will use promotion to rid themselves of honest men.

SAMURAI IN THE WORLD
“One who is samurai must, before all things, keep constantly in mind , by day and by night....that he has to die”.
 In real life the Samurai were warriors hired by the nobility to fight their battles for them.  They began as little more than paid mercenaries known as Saburai (meaning “those who serve”), and were thought of as barbarians by their condescending masters.  Eventually the nobility began to rely on them more and more, and the Samurai evolved into a class of warrior nobility themselves.  While they were expected to live their life by the ideals of the Bushido code (although that name wasn’t used until late in their existence), and were even socially ostracized if it was perceived that they hadn’t, the demands of their position meant that living up to that ideal would be extraordinarily difficult.  A Samurai was expected to be benevolent and show mercy, but the law stated that he could simply kill anyone of a lower station who insulted him.  He was also expected to commit ritual suicide if his honor had been tarnished beyond repair or he had lost a battle and would have to surrender, but there are many writings of the time suggesting that the Samurai were no less pragmatic than any other warrior on a battlefield.  Theirs was a twisted life where their lord could order them to die, and they would be expected to comply.  Failing to do so meant his family would suffer along with him.
 Daily Life: You will always be busy.  When you aren’t training men under you to wield a sword, you are learning to refine your own skills under a teacher better than you, or honing your ability at music or poetry to better your social life in some manner other than killing.  At any moment your Lord can ask you to perform some task, and you must hop to it, and hope the task is actually achievable.  The easiest way for enemies to get rid of you is to dishonor you, or cause you to fall from favor,  Always keep your eyes open, and trust no one.
 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: The Samurai are members of the middle and upper classes, and richer ones own large farms or command armies for the government.  All Samurai belong to a military organization of one clan or another.  By taking the Leadership Feat and doing well in battle a PC could open his own swordsmanship school, or be promoted to General someday.

NPC Reaction
 Samurai tend to make people nervous, particularly if they are peasants.  They’re allowed to kill any peasant who insults them, and some Samurai are notoriously easy to insult (i.e. Lawful Evil).   Nobles above them aren’t supposed to have to fear the Samurai’s anger, but in practice there’s damn little stopping a determined one from killing a member of the ruling class either if he plans it well.  Other Samurai even tend to regard Samurai they don’t know with distrust, always wondering if they’ll have to kill him at some point.

SAMURAI IN THE GAME
 Roleplaying the old ideal of a Samurai will be difficult as it will ask of players to do things they would normally never do: set aside their own desires.  They will have to follow the orders of their Lord, even if he is a disagreeable stain on the face of humanity, and be polite and respectful while doing so.  Most people roleplay to relieve stress, and Samurai lived highly stressful lives.  The class isn’t for everyone.
 Adaptation: The Samurai is intended for campaigns with oriental flavor, but with some work it can be adapted to different settings.  It’s basically a nobleman warrior, and by using different combat styles and optional class abilities it can be used to mimic fighters from different settings.
 Encounters: PC’s will tend to encounter Samurai as leaders (or embers) of military units, lords of various domains, or perhaps bounty hunters assigned to bring them in for trial (or bring back your head if you aren’t cooperative).  Many also run farms, schools of swordsmanship, or retire to monasteries if their career has been blemished.



EPIC SAMURAI

Hit Die: d10
Skills Points at Each  Level : 4 + int
Class Ability
Class Ability
Bonus Feats: The Epic Samurai gains a Bonus Feat every x levels higher than 20th
: Re: Samurai Poll
: Flay Crimsonwind April 26, 2009, 11:29:02 PM
Looks damn good, and I like that (it appears) you know what the hell you're talking about, historically-speaking. What's the blurp at the beginning taken from? It sounds familiar, but if you made it up, all the more kudos.  :)
: Re: Samurai Poll
: bhu April 27, 2009, 12:13:44 AM
I googled Smaurai quotes for both quotes  :blush
: Re: Samurai Poll
: bhu May 10, 2009, 09:57:08 AM
I keep forgetting to post this.  Before there are any freakouts, relax, everything you want ability wise will be in here somwhere

SAMURAI

(http://Picture URL)
   
” The entire country will soon be in the hands of your master, Lord Ieyasu. If this is so, the men who served him will no doubt hope to become daimyo by his appointment. You should know that if such feelings arise, they are inevitably the beginning of the end of one's fortunes in the Way of the Warrior. Being affected by the avarice for office and rank, or wanting to become a daimyo and being eager for such things ... will not one then begin to value his life? And how can a man commit acts of martial valor if he values his life? A man who has been born into the house of a warrior and yet places no loyalty in his heart and thinks only of the fortune of his position will be flattering on the surface and construct schemes in his heart, will forsake righteousness and not reflect on his shame, and will stain the warrior's name of his household to later generations. This is truly regrettable.”

 The Samurai is a warrior noble who is supposed to accept the concept that his only purpose in life is dying in service to his Lord, or for his own honor.  To accept that keeping to the ideals of honor are more important than his own life or happiness.  There are many who only pay lip service to this ideal, as in any other profession in life.  They make things difficult for those who do follow the Way. 

You will be expected to be both a powerful warrior, and an accomplished poet or artisan.  You will be expected to lead men into battle, and in turn be led by your Lord who may ask you to give your life whenever he pleases.  And if your Lord is an evil and dishonorable man, following his orders to your death is still preferable in the eyes of some to disobeying him and bringing dishonor to yourself.  But an evil Lord will eventually put you in the position that leads to your being dishonored regardless of what you do.  At that point you may end your life, or become a Ronin.  The life of a Ronin will be hard.  Your old master may want you dead, your friends and relatives may disown you for the stigma of your dishonor, and finding a new Lord will be next to impossible.  Since the only marketable skill you know is killing, you will likely have to become a mercenary or assassin for money. 

Welcome to Hell.

MAKING A SAMURAI
 If you wish to play a Samurai from the earlier days, focus on archery and horsemanship, because you’ll be called upon to use it quite often.  If playing a character from the Samurai’s later days you’ll need to use a sword (or a Naginata if female).  While males of the Samurai class are expected to be warriors first, and nobility second, it is the reverse for women.  They are taught enough to defend the household, and nothing more.  If they are better fighters than their husband they often keep this secret so as not to shame him.  Later Samurai will always specialize in some particular talent to show they are more than just warriors.
 Abilities: Since the Samurai is a warrior, your physical stats are expected to be good.  As a Noble your mental stats will be expected to be good.  Earlier Samurai are horse archers and will need Dexterity.  Later Samurai who are expected to be warrior-poets will need Wisdom and Charisma to deal with other members of the Nobility.  Many of your Ki Pool abilities will be based on your mental stats as well.
 Races: Only civilized races who have a tendency towards a Lawful alignment produce many Samurai.  Members of races who aren’t commonly Lawful are rarely accepted for training, and openly Chaotic races have no chance.
 Alignment: Samurai are required to be Lawful.  Most are Lawful Neutral, particularly if they follow the Code of Bushido.  Lawful Good Samurai are less common, and many end up becoming Ronin, unable to reconcile their duties to their Lord with what they believe to be right.  Lawful Evil Samurai are monsters, murdering anything in their path, and manipulating the system to protect themselves.
 Starting Gold: Same as a Fighter.
 Starting Age: Same as a Fighter.

Class Skills
 The Samurai's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Geography, History, Local, Nobility & Royalty)(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

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

Weapon Proficiencies: Samurai are proficient in all Simple and Martial Weapons, and one Exotic Weapon (please see Oriental Adventures for stats of oriental simple/martial/exotic weapons).  They are proficient with all armor, and light and heavy shields, but not tower shields. 
 
Ki Pool (Su): At 1st level the Samurai 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 Samurai he takes.

Military Training (Ex):

Iron Will (Ex):

Imposing Presence (Su):

Daimyo (Ex):

PLAYING A SAMURAI
 The Code of Bushido has 7 virtues: Rectitude (a Samurai is expected to conform to the law and rules for moral conduct, and uphold integrity and justice), Courage (he is expected to risk his life in battle when it is possible to achieve something of worth, even if it means his death), Benevolence (he is expected to show mercy), Respect (he is to treat others deserving of respect with such, particularly his lord), Honesty (he must not lie or be deceitful), Honor (he is expected to behave in a dignified manner), and Loyalty (he must do as his lord commands regardless of his personal feelings on the matter).  His honor and his loyalty to his Lord are supposed to mean more to him than his own life, or the lives of others.  In practice, any truly good or evil Samurai finds it difficult to live up to these ideals.  Good Samurai chafe at being given orders to commit evil acts just as much as evil samurai dislike being ordered to perform good acts.  Despite being sworn to a life of honesty, many have a pretty good Bluff skill.
 Religion:  In real life Samurai followed Bushido, and to an extent Zen Buddhism.  In DnD this means they are spiritual, but they don’t really worship Gods per se (though some may still practice the old Shinto religion).
 Other Classes: The way a Samurai relates to other classes depends on several things.  The first being, are they foreigners?  If so they are subject to immediate distrust, and possible open hostility.  They will never be truly accepted by all, no matter how often they prove themselves.  If they aren’t foreigners the question is “What is their station relevant to mine?”  If of a lower station the Samurai can pretty much do anything they like, including openly murdering them if they are not well liked (or their Lord will back them up).  If of a higher station the Samurai is almost required to be deferential, as he can be asked to kill himself if he is considered to have disgraced himself too much.
 Combat:  There are several combat styles open to Samurai.  The traditional one is an armored archer on horseback, which eventually gave way to an armored man with a sword.  Women of Samurai households were taught knife and spear fighting, and many male Samurai learned polearms as well.  Many learned exotic fighting styles or weapons as a means of gaining an advantage over opponents by using a weapon or form which wasn’t well known.
 Advancement: How a Samurai advances depends entirely on the whims of his Lord in theory.  A Daimyo could order a Samurai to take a specific position, and if he ever wishes to have a better position (or at least retain what he has), he’d better do it well.  Many Lords will be pragmatic enough to put a Samurai where his strengths will be best used, but particularly evil nobles will use promotion to rid themselves of honest men.

SAMURAI IN THE WORLD
“One who is samurai must, before all things, keep constantly in mind , by day and by night....that he has to die”.
 In real life the Samurai were warriors hired by the nobility to fight their battles for them.  They began as little more than paid mercenaries known as Saburai (meaning “those who serve”), and were thought of as barbarians by their condescending masters.  Eventually the nobility began to rely on them more and more, and the Samurai evolved into a class of warrior nobility themselves.  While they were expected to live their life by the ideals of the Bushido code (although that name wasn’t used until late in their existence), and were even socially ostracized if it was perceived that they hadn’t, the demands of their position meant that living up to that ideal would be extraordinarily difficult.  A Samurai was expected to be benevolent and show mercy, but the law stated that he could simply kill anyone of a lower station who insulted him.  He was also expected to commit ritual suicide if his honor had been tarnished beyond repair or he had lost a battle and would have to surrender, but there are many writings of the time suggesting that the Samurai were no less pragmatic than any other warrior on a battlefield.  Theirs was a twisted life where their lord could order them to die, and they would be expected to comply.  Failing to do so meant his family would suffer along with him.
 Daily Life: You will always be busy.  When you aren’t training men under you to wield a sword, you are learning to refine your own skills under a teacher better than you, or honing your ability at music or poetry to better your social life in some manner other than killing.  At any moment your Lord can ask you to perform some task, and you must hop to it, and hope the task is actually achievable.  The easiest way for enemies to get rid of you is to dishonor you, or cause you to fall from favor,  Always keep your eyes open, and trust no one.
 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: The Samurai are members of the middle and upper classes, and richer ones own large farms or command armies for the government.  All Samurai belong to a military organization of one clan or another.  By taking the Leadership Feat and doing well in battle a PC could open his own swordsmanship school, or be promoted to General someday.

NPC Reaction
 Samurai tend to make people nervous, particularly if they are peasants.  They’re allowed to kill any peasant who insults them, and some Samurai are notoriously easy to insult (i.e. Lawful Evil).   Nobles above them aren’t supposed to have to fear the Samurai’s anger, but in practice there’s damn little stopping a determined one from killing a member of the ruling class either if he plans it well.  Other Samurai even tend to regard Samurai they don’t know with distrust, always wondering if they’ll have to kill him at some point.

SAMURAI IN THE GAME
 Roleplaying the old ideal of a Samurai will be difficult as it will ask of players to do things they would normally never do: set aside their own desires.  They will have to follow the orders of their Lord, even if he is a disagreeable stain on the face of humanity, and be polite and respectful while doing so.  Most people roleplay to relieve stress, and Samurai lived highly stressful lives.  The class isn’t for everyone.
 Adaptation: The Samurai is intended for campaigns with oriental flavor, but with some work it can be adapted to different settings.  It’s basically a nobleman warrior, and by using different combat styles and optional class abilities it can be used to mimic fighters from different settings.
 Encounters: PC’s will tend to encounter Samurai as leaders (or embers) of military units, lords of various domains, or perhaps bounty hunters assigned to bring them in for trial (or bring back your head if you aren’t cooperative).  Many also run farms, schools of swordsmanship, or retire to monasteries if their career has been blemished.



EPIC SAMURAI

Hit Die: d10
Skills Points at Each  Level : 4 + int
Ki Pool The Epic Samurai 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 Samurai gains a Bonus Feat every 3 levels higher than 20th

: Re: Samurai Poll
: Solo May 10, 2009, 03:21:26 PM
Samurai tend to make people nervous, particularly if they are peasants.  They’re allowed to kill any peasant who insults them, and some Samurai are notoriously easy to insult (i.e. Lawful Evil).
Ah, now we see the violence inherent in the system!
: Re: Samurai Poll
: bhu May 12, 2009, 06:57:28 AM
Okay the theme here is that at the first 3 levels you gain your first class abilities, which will usually be a set you can choose from.  At each level thereafter you gain Feats or Ki Pool abilities based on what you chose.

SOund okay?
: Re: Samurai Poll
: bhu May 27, 2009, 06:30:07 AM
I know its been a couple days (okay more than a couple) since I posted, but I havent forgotten I swear.  Ive just had some deadlines to meet for my online job and Im spread a lil thin, and Im trying not to hurry and do this one right.
: Re: Samurai Poll
: Solo May 27, 2009, 06:58:27 AM
You have dishonored yourself and your ancestors.
: Re: Samurai Poll
: bhu May 27, 2009, 08:25:26 AM
You have dishonored yourself and your ancestors.

Given the nature of some of my ancestors im not sure dishonoring htem is actually possible.  They're pretty thoroughly dishonored already  :lol
: Re: Samurai Poll
: veekie May 27, 2009, 08:30:04 AM
bhu wins this round.
: Re: Samurai Poll
: bhu May 31, 2009, 10:22:17 PM
Okay I've begun editing in some of the class abilities.  Can anyone think of any applicable combat styles/military positions i haven't/should list?


SAMURAI

(http://Picture URL)
   
” The entire country will soon be in the hands of your master, Lord Ieyasu. If this is so, the men who served him will no doubt hope to become daimyo by his appointment. You should know that if such feelings arise, they are inevitably the beginning of the end of one's fortunes in the Way of the Warrior. Being affected by the avarice for office and rank, or wanting to become a daimyo and being eager for such things ... will not one then begin to value his life? And how can a man commit acts of martial valor if he values his life? A man who has been born into the house of a warrior and yet places no loyalty in his heart and thinks only of the fortune of his position will be flattering on the surface and construct schemes in his heart, will forsake righteousness and not reflect on his shame, and will stain the warrior's name of his household to later generations. This is truly regrettable.”

 The Samurai is a warrior noble who is supposed to accept the concept that his only purpose in life is dying in service to his Lord, or for his own honor.  To accept that keeping to the ideals of honor are more important than his own life or happiness.  There are many who only pay lip service to this ideal, as in any other profession in life.  They make things difficult for those who do follow the Way. 

You will be expected to be both a powerful warrior, and an accomplished poet or artisan.  You will be expected to lead men into battle, and in turn be led by your Lord who may ask you to give your life whenever he pleases.  And if your Lord is an evil and dishonorable man, following his orders to your death is still preferable in the eyes of some to disobeying him and bringing dishonor to yourself.  But an evil Lord will eventually put you in the position that leads to your being dishonored regardless of what you do.  At that point you may end your life, or become a Ronin.  The life of a Ronin will be hard.  Your old master may want you dead, your friends and relatives may disown you for the stigma of your dishonor, and finding a new Lord will be next to impossible.  Since the only marketable skill you know is killing, you will likely have to become a mercenary or assassin for money. 

Welcome to Hell.

MAKING A SAMURAI
 If you wish to play a Samurai from the earlier days, focus on archery and horsemanship, because you’ll be called upon to use it quite often.  If playing a character from the Samurai’s later days you’ll need to use a sword (or a Naginata if female).  While males of the Samurai class are expected to be warriors first, and nobility second, it is the reverse for women.  They are taught enough to defend the household, and nothing more.  If they are better fighters than their husband they often keep this secret so as not to shame him.  Later Samurai will always specialize in some particular talent to show they are more than just warriors.
 Abilities: Since the Samurai is a warrior, your physical stats are expected to be good.  As a Noble your mental stats will be expected to be good.  Earlier Samurai are horse archers and will need Dexterity.  Later Samurai who are expected to be warrior-poets will need Wisdom and Charisma to deal with other members of the Nobility.  Many of your Ki Pool abilities will be based on your mental stats as well.
 Races: Only civilized races who have a tendency towards a Lawful alignment produce many Samurai.  Members of races who aren’t commonly Lawful are rarely accepted for training, and openly Chaotic races have no chance.
 Alignment: Samurai are required to be Lawful.  Most are Lawful Neutral, particularly if they follow the Code of Bushido.  Lawful Good Samurai are less common, and many end up becoming Ronin, unable to reconcile their duties to their Lord with what they believe to be right.  Lawful Evil Samurai are monsters, murdering anything in their path, and manipulating the system to protect themselves.
 Starting Gold: Same as a Fighter.
 Starting Age: Same as a Fighter.

Class Skills
 The Samurai's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Geography, History, Local, Nobility & Royalty)(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

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +2    Military Training, Ki Pool
2. +2    +3     +0     +3    Iron Will
3. +3    +3     +1     +3    Imposing Presence (+4 Intimidate Checks)
4. +4    +4     +1     +4    Military Training
5. +5    +4     +1     +4    Iron Will
6. +6    +5     +2     +5    Imposing Presence (Staredown)
7. +7    +5     +2     +5    Military Training
8. +8    +6     +2     +6    Iron Will
9. +9    +6     +3     +6    Imposing Presence (Improved Staredown)
10.+10   +7     +3     +7    Military Training
11.+11   +7     +3     +7    Iron Will
12.+12   +8     +4     +8    Imposing Presence (Imposing Strike)
13.+13   +8     +4     +8    Military Training
14.+14   +9     +4     +9    Iron Will
15.+15   +9     +5     +9    Imposing Presence (Frightful Presence)
16.+16   +10    +5     +10   Military Training
17.+17   +10    +5     +10   Iron Will
18.+18   +11    +6     +11   Imposing Presence (Improved Frightful Presence)
19.+19   +11    +6     +11   Military Training
20.+20   +12    +6     +12   Daimyo


Weapon Proficiencies: Samurai are proficient in all Simple and Martial Weapons, and one Exotic Weapon (please see Oriental Adventures for stats of oriental simple/martial/exotic weapons).  They are proficient with all armor, and light and heavy shields, but not tower shields. 
 
Ki Pool (Su): At 1st level the Samurai 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 Samurai he takes.

Military Training (Ex):  The Samurai is a military occupation primarily, and players can train in one of several positions.  These positions must be chosen at 1st level, and improve with time (think of it as similar to the Rangers Combat Style).  It gives you Bonus Feats at levels 1, 4, 7, 10, 13, 16, and 19.  If you wish to change the focus of your Military training at a higher level (for example you are a Horse Archer, and wish to become a Swordsman at level 10), you must start from the beginning (i.e. you would get the Bonus Feat the Swordsman gets at 1st level).  If you already have this Feat you gain a Bonus Feat of your choice.  You may choose from:

Horse Archer: You are one of the first Samurai, specializing in fighting with shortbows from horseback.

Infantry Archer: You are one of the lower ranking Samurai, standing in the back with masses of longbow archers.

Spearman: You are one of the lower ranking Samurai fighting on the frontlines with Yari, or the wife of a Samurai fighting with a Naginata.

Swordsman: You have studied in a professional Kenjustsu school, and maybe you hope to run one yourself someday.  Meanwhile you fight in the infantry with your Katana.

Double Swordsman:  You have studied Miyamoto Musashi’s two sword fighting style.

Cavalry: You fight from horseback with spears and swords.  Most likely you are doing better for yourself than the average footman.

Individual: You have studied the use of an exotic weapon (or an unarmed combat style) and are well known for using it along with a sword in battle.  You may gain fame from this, but it also means you will be looked down on by some as this makes you stand out and be different. 


Iron Will (Ex):

Imposing Presence (Su): At 3rd level you gain a +4 Competence Bonus on intimidation Checks.

At 6th level you gain the ability to Stare Down Foes, and you can Demoralize all opponents within 30’ with a successful Intimidate Check as a Move Action. 

At 9th level you gain Improved Staredown, and can Demoralize opponents as a Swift Action instead of a Move Action.

At 12th level any opponent you successfully confirm a critical hit against is automatically Demoralized as if he had failed an opposed check against your Intimidate.

At 15th level you gain the ability to terrify opponents simply by drawing your sword.  Whenever you draw your weapon opponents within 30’ must make a Willpower Save (Save DC is 10 plus half level plus Charisma Modifier) or become Frightened for 4d6 rounds (if they have 4 or fewer hit dice) or Shaken for 4d6 rounds if they have more than 5 hit dice, but less than your hit dice.    If the Saving Throw is successful hey are immune to this Samurai’s Frightful Presence for 24 hours.

At 18th level your Frightful Presence improves.  Opponents must save when you draw your sword or you attack, and if they have less Hit Dice than you they are Panicked instead of Frightened or Shaken.

Daimyo (Ex):

PLAYING A SAMURAI
 The Code of Bushido has 7 virtues: Rectitude (a Samurai is expected to conform to the law and rules for moral conduct, and uphold integrity and justice), Courage (he is expected to risk his life in battle when it is possible to achieve something of worth, even if it means his death), Benevolence (he is expected to show mercy), Respect (he is to treat others deserving of respect with such, particularly his lord), Honesty (he must not lie or be deceitful), Honor (he is expected to behave in a dignified manner), and Loyalty (he must do as his lord commands regardless of his personal feelings on the matter).  His honor and his loyalty to his Lord are supposed to mean more to him than his own life, or the lives of others.  In practice, any truly good or evil Samurai finds it difficult to live up to these ideals.  Good Samurai chafe at being given orders to commit evil acts just as much as evil samurai dislike being ordered to perform good acts.  Despite being sworn to a life of honesty, many have a pretty good Bluff skill.
 Religion:  In real life Samurai followed Bushido, and to an extent Zen Buddhism.  In DnD this means they are spiritual, but they don’t really worship Gods per se (though some may still practice the old Shinto religion).
 Other Classes: The way a Samurai relates to other classes depends on several things.  The first being, are they foreigners?  If so they are subject to immediate distrust, and possible open hostility.  They will never be truly accepted by all, no matter how often they prove themselves.  If they aren’t foreigners the question is “What is their station relevant to mine?”  If of a lower station the Samurai can pretty much do anything they like, including openly murdering them if they are not well liked (or their Lord will back them up).  If of a higher station the Samurai is almost required to be deferential, as he can be asked to kill himself if he is considered to have disgraced himself too much.
 Combat:  There are several combat styles open to Samurai.  The traditional one is an armored archer on horseback, which eventually gave way to an armored man with a sword.  Women of Samurai households were taught knife and spear fighting, and many male Samurai learned polearms as well.  Many learned exotic fighting styles or weapons as a means of gaining an advantage over opponents by using a weapon or form which wasn’t well known.
 Advancement: How a Samurai advances depends entirely on the whims of his Lord in theory.  A Daimyo could order a Samurai to take a specific position, and if he ever wishes to have a better position (or at least retain what he has), he’d better do it well.  Many Lords will be pragmatic enough to put a Samurai where his strengths will be best used, but particularly evil nobles will use promotion to rid themselves of honest men.

SAMURAI IN THE WORLD
“One who is samurai must, before all things, keep constantly in mind , by day and by night....that he has to die”.
 In real life the Samurai were warriors hired by the nobility to fight their battles for them.  They began as little more than paid mercenaries known as Saburai (meaning “those who serve”), and were thought of as barbarians by their condescending masters.  Eventually the nobility began to rely on them more and more, and the Samurai evolved into a class of warrior nobility themselves.  While they were expected to live their life by the ideals of the Bushido code (although that name wasn’t used until late in their existence), and were even socially ostracized if it was perceived that they hadn’t, the demands of their position meant that living up to that ideal would be extraordinarily difficult.  A Samurai was expected to be benevolent and show mercy, but the law stated that he could simply kill anyone of a lower station who insulted him.  He was also expected to commit ritual suicide if his honor had been tarnished beyond repair or he had lost a battle and would have to surrender, but there are many writings of the time suggesting that the Samurai were no less pragmatic than any other warrior on a battlefield.  Theirs was a twisted life where their lord could order them to die, and they would be expected to comply.  Failing to do so meant his family would suffer along with him.
 Daily Life: You will always be busy.  When you aren’t training men under you to wield a sword, you are learning to refine your own skills under a teacher better than you, or honing your ability at music or poetry to better your social life in some manner other than killing.  At any moment your Lord can ask you to perform some task, and you must hop to it, and hope the task is actually achievable.  The easiest way for enemies to get rid of you is to dishonor you, or cause you to fall from favor,  Always keep your eyes open, and trust no one.
 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: The Samurai are members of the middle and upper classes, and richer ones own large farms or command armies for the government.  All Samurai belong to a military organization of one clan or another.  By taking the Leadership Feat and doing well in battle a PC could open his own swordsmanship school, or be promoted to General someday.

NPC Reaction
 Samurai tend to make people nervous, particularly if they are peasants.  They’re allowed to kill any peasant who insults them, and some Samurai are notoriously easy to insult (i.e. Lawful Evil).   Nobles above them aren’t supposed to have to fear the Samurai’s anger, but in practice there’s damn little stopping a determined one from killing a member of the ruling class either if he plans it well.  Other Samurai even tend to regard Samurai they don’t know with distrust, always wondering if they’ll have to kill him at some point.

SAMURAI IN THE GAME
 Roleplaying the old ideal of a Samurai will be difficult as it will ask of players to do things they would normally never do: set aside their own desires.  They will have to follow the orders of their Lord, even if he is a disagreeable stain on the face of humanity, and be polite and respectful while doing so.  Most people roleplay to relieve stress, and Samurai lived highly stressful lives.  The class isn’t for everyone.
 Adaptation: The Samurai is intended for campaigns with oriental flavor, but with some work it can be adapted to different settings.  It’s basically a nobleman warrior, and by using different combat styles and optional class abilities it can be used to mimic fighters from different settings.
 Encounters: PC’s will tend to encounter Samurai as leaders (or embers) of military units, lords of various domains, or perhaps bounty hunters assigned to bring them in for trial (or bring back your head if you aren’t cooperative).  Many also run farms, schools of swordsmanship, or retire to monasteries if their career has been blemished.



EPIC SAMURAI

Hit Die: d10
Skills Points at Each  Level : 4 + int
Ki Pool The Epic Samurai 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 Samurai gains a Bonus Feat every 3 levels higher than 20th
: Re: Samurai Poll
: GawainBS June 01, 2009, 05:59:44 AM
Something that bothers  me to no end with every warrior-like class: they have to devote significant resources to be more or less effective without weapons.
My commendation: give Improved Unarmed Strike as a bonus feat.
: Re: Samurai Poll
: bhu June 01, 2009, 08:36:01 AM
Lemme finish up Military training and Iron Will first.  Plus the Ki Pool abilities still need to be figured out, so I can work something in there.
: Re: Samurai Poll
: bhu June 11, 2009, 09:53:09 AM
I added in the Iron WIll stuffs:

SAMURAI

(http://Picture URL)
   
” The entire country will soon be in the hands of your master, Lord Ieyasu. If this is so, the men who served him will no doubt hope to become daimyo by his appointment. You should know that if such feelings arise, they are inevitably the beginning of the end of one's fortunes in the Way of the Warrior. Being affected by the avarice for office and rank, or wanting to become a daimyo and being eager for such things ... will not one then begin to value his life? And how can a man commit acts of martial valor if he values his life? A man who has been born into the house of a warrior and yet places no loyalty in his heart and thinks only of the fortune of his position will be flattering on the surface and construct schemes in his heart, will forsake righteousness and not reflect on his shame, and will stain the warrior's name of his household to later generations. This is truly regrettable.”

 The Samurai is a warrior noble who is supposed to accept the concept that his only purpose in life is dying in service to his Lord, or for his own honor.  To accept that keeping to the ideals of honor are more important than his own life or happiness.  There are many who only pay lip service to this ideal, as in any other profession in life.  They make things difficult for those who do follow the Way. 

You will be expected to be both a powerful warrior, and an accomplished poet or artisan.  You will be expected to lead men into battle, and in turn be led by your Lord who may ask you to give your life whenever he pleases.  And if your Lord is an evil and dishonorable man, following his orders to your death is still preferable in the eyes of some to disobeying him and bringing dishonor to yourself.  But an evil Lord will eventually put you in the position that leads to your being dishonored regardless of what you do.  At that point you may end your life, or become a Ronin.  The life of a Ronin will be hard.  Your old master may want you dead, your friends and relatives may disown you for the stigma of your dishonor, and finding a new Lord will be next to impossible.  Since the only marketable skill you know is killing, you will likely have to become a mercenary or assassin for money. 

Welcome to Hell.

MAKING A SAMURAI
 If you wish to play a Samurai from the earlier days, focus on archery and horsemanship, because you’ll be called upon to use it quite often.  If playing a character from the Samurai’s later days you’ll need to use a sword (or a Naginata if female).  While males of the Samurai class are expected to be warriors first, and nobility second, it is the reverse for women.  They are taught enough to defend the household, and nothing more.  If they are better fighters than their husband they often keep this secret so as not to shame him.  Later Samurai will always specialize in some particular talent to show they are more than just warriors.
 Abilities: Since the Samurai is a warrior, your physical stats are expected to be good.  As a Noble your mental stats will be expected to be good.  Earlier Samurai are horse archers and will need Dexterity.  Later Samurai who are expected to be warrior-poets will need Wisdom and Charisma to deal with other members of the Nobility.  Many of your Ki Pool abilities will be based on your mental stats as well.
 Races: Only civilized races who have a tendency towards a Lawful alignment produce many Samurai.  Members of races who aren’t commonly Lawful are rarely accepted for training, and openly Chaotic races have no chance.
 Alignment: Samurai are required to be Lawful.  Most are Lawful Neutral, particularly if they follow the Code of Bushido.  Lawful Good Samurai are less common, and many end up becoming Ronin, unable to reconcile their duties to their Lord with what they believe to be right.  Lawful Evil Samurai are monsters, murdering anything in their path, and manipulating the system to protect themselves.
 Starting Gold: Same as a Fighter.
 Starting Age: Same as a Fighter.

Class Skills
 The Samurai's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Geography, History, Local, Nobility & Royalty)(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

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +2    Military Training, Ki Pool
2. +2    +3     +0     +3    Iron Will
3. +3    +3     +1     +3    Imposing Presence (+4 Intimidate Checks)
4. +4    +4     +1     +4    Military Training
5. +5    +4     +1     +4    Iron Will
6. +6    +5     +2     +5    Imposing Presence (Staredown)
7. +7    +5     +2     +5    Military Training
8. +8    +6     +2     +6    Iron Will
9. +9    +6     +3     +6    Imposing Presence (Improved Staredown)
10.+10   +7     +3     +7    Military Training
11.+11   +7     +3     +7    Iron Will
12.+12   +8     +4     +8    Imposing Presence (Imposing Strike)
13.+13   +8     +4     +8    Military Training
14.+14   +9     +4     +9    Iron Will
15.+15   +9     +5     +9    Imposing Presence (Frightful Presence)
16.+16   +10    +5     +10   Military Training
17.+17   +10    +5     +10   Iron Will
18.+18   +11    +6     +11   Imposing Presence (Improved Frightful Presence)
19.+19   +11    +6     +11   Military Training
20.+20   +12    +6     +12   Daimyo


Weapon Proficiencies: Samurai are proficient in all Simple and Martial Weapons, and one Exotic Weapon (please see Oriental Adventures for stats of oriental simple/martial/exotic weapons).  They are proficient with all armor, and light and heavy shields, but not tower shields. 
 
Ki Pool (Su): At 1st level the Samurai 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 Samurai he takes.

Military Training (Ex):  The Samurai is a military occupation primarily, and players can train in one of several positions.  These positions must be chosen at 1st level, and improve with time (think of it as similar to the Rangers Combat Style).  It gives you Bonus Feats at levels 1, 4, 7, 10, 13, 16, and 19.  If you wish to change the focus of your Military training at a higher level (for example you are a Horse Archer, and wish to become a Swordsman at level 10), you must start from the beginning (i.e. you would get the Bonus Feat the Swordsman gets at 1st level).  If you already have this Feat you gain a Bonus Feat of your choice.  You may choose from:

Horse Archer: You are one of the first Samurai, specializing in fighting with shortbows from horseback.

Infantry Archer: You are one of the lower ranking Samurai, standing in the back with masses of longbow archers.

Spearman: You are one of the lower ranking Samurai fighting on the frontlines with Yari, or the wife of a Samurai fighting with a Naginata.

Swordsman: You have studied in a professional Kenjustsu school, and maybe you hope to run one yourself someday.  Meanwhile you fight in the infantry with your Katana.

Double Swordsman:  You have studied Miyamoto Musashi’s two sword fighting style.

Cavalry: You fight from horseback with spears and swords.  Most likely you are doing better for yourself than the average footman.

Individual: You have studied the use of an exotic weapon (or an unarmed combat style) and are well known for using it along with a sword in battle.  You may gain fame from this, but it also means you will be looked down on by some as this makes you stand out and be different. 


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

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

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

At 14th level the Samurai gains a +4 Resistance Bonus on Willpower Saves against Mind-Affecting Effects.  If a Mind-Affecting Effect would cause him to disobey his Lord or violate the tenets of Bushido at any time (for example a Charm or Compulsion spell was cast on him, and he was ordered to commit an act that either Lord or Bushido 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.

Imposing Presence (Su): At 3rd level you gain a +4 Competence Bonus on intimidation Checks.

At 6th level you gain the ability to Stare Down Foes, and you can Demoralize all opponents within 30’ with a successful Intimidate Check as a Move Action. 

At 9th level you gain Improved Staredown, and can Demoralize opponents as a Swift Action instead of a Move Action.

At 12th level any opponent you successfully confirm a critical hit against is automatically Demoralized as if he had failed an opposed check against your Intimidate.

At 15th level you gain the ability to terrify opponents simply by drawing your sword.  Whenever you draw your weapon opponents within 30’ must make a Willpower Save (Save DC is 10 plus half level plus Charisma Modifier) or become Frightened for 4d6 rounds (if they have 4 or fewer hit dice) or Shaken for 4d6 rounds if they have more than 5 hit dice, but less than your hit dice.    If the Saving Throw is successful hey are immune to this Samurai’s Frightful Presence for 24 hours.

At 18th level your Frightful Presence improves.  Opponents must save when you draw your sword or you attack, and if they have less Hit Dice than you they are Panicked instead of Frightened or Shaken.

Daimyo (Ex):

PLAYING A SAMURAI
 The Code of Bushido has 7 virtues: Rectitude (a Samurai is expected to conform to the law and rules for moral conduct, and uphold integrity and justice), Courage (he is expected to risk his life in battle when it is possible to achieve something of worth, even if it means his death), Benevolence (he is expected to show mercy), Respect (he is to treat others deserving of respect with such, particularly his lord), Honesty (he must not lie or be deceitful), Honor (he is expected to behave in a dignified manner), and Loyalty (he must do as his lord commands regardless of his personal feelings on the matter).  His honor and his loyalty to his Lord are supposed to mean more to him than his own life, or the lives of others.  In practice, any truly good or evil Samurai finds it difficult to live up to these ideals.  Good Samurai chafe at being given orders to commit evil acts just as much as evil samurai dislike being ordered to perform good acts.  Despite being sworn to a life of honesty, many have a pretty good Bluff skill.
 Religion:  In real life Samurai followed Bushido, and to an extent Zen Buddhism.  In DnD this means they are spiritual, but they don’t really worship Gods per se (though some may still practice the old Shinto religion).
 Other Classes: The way a Samurai relates to other classes depends on several things.  The first being, are they foreigners?  If so they are subject to immediate distrust, and possible open hostility.  They will never be truly accepted by all, no matter how often they prove themselves.  If they aren’t foreigners the question is “What is their station relevant to mine?”  If of a lower station the Samurai can pretty much do anything they like, including openly murdering them if they are not well liked (or their Lord will back them up).  If of a higher station the Samurai is almost required to be deferential, as he can be asked to kill himself if he is considered to have disgraced himself too much.
 Combat:  There are several combat styles open to Samurai.  The traditional one is an armored archer on horseback, which eventually gave way to an armored man with a sword.  Women of Samurai households were taught knife and spear fighting, and many male Samurai learned polearms as well.  Many learned exotic fighting styles or weapons as a means of gaining an advantage over opponents by using a weapon or form which wasn’t well known.
 Advancement: How a Samurai advances depends entirely on the whims of his Lord in theory.  A Daimyo could order a Samurai to take a specific position, and if he ever wishes to have a better position (or at least retain what he has), he’d better do it well.  Many Lords will be pragmatic enough to put a Samurai where his strengths will be best used, but particularly evil nobles will use promotion to rid themselves of honest men.

SAMURAI IN THE WORLD
“One who is samurai must, before all things, keep constantly in mind , by day and by night....that he has to die”.
 In real life the Samurai were warriors hired by the nobility to fight their battles for them.  They began as little more than paid mercenaries known as Saburai (meaning “those who serve”), and were thought of as barbarians by their condescending masters.  Eventually the nobility began to rely on them more and more, and the Samurai evolved into a class of warrior nobility themselves.  While they were expected to live their life by the ideals of the Bushido code (although that name wasn’t used until late in their existence), and were even socially ostracized if it was perceived that they hadn’t, the demands of their position meant that living up to that ideal would be extraordinarily difficult.  A Samurai was expected to be benevolent and show mercy, but the law stated that he could simply kill anyone of a lower station who insulted him.  He was also expected to commit ritual suicide if his honor had been tarnished beyond repair or he had lost a battle and would have to surrender, but there are many writings of the time suggesting that the Samurai were no less pragmatic than any other warrior on a battlefield.  Theirs was a twisted life where their lord could order them to die, and they would be expected to comply.  Failing to do so meant his family would suffer along with him.
 Daily Life: You will always be busy.  When you aren’t training men under you to wield a sword, you are learning to refine your own skills under a teacher better than you, or honing your ability at music or poetry to better your social life in some manner other than killing.  At any moment your Lord can ask you to perform some task, and you must hop to it, and hope the task is actually achievable.  The easiest way for enemies to get rid of you is to dishonor you, or cause you to fall from favor,  Always keep your eyes open, and trust no one.
 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: The Samurai are members of the middle and upper classes, and richer ones own large farms or command armies for the government.  All Samurai belong to a military organization of one clan or another.  By taking the Leadership Feat and doing well in battle a PC could open his own swordsmanship school, or be promoted to General someday.

NPC Reaction
 Samurai tend to make people nervous, particularly if they are peasants.  They’re allowed to kill any peasant who insults them, and some Samurai are notoriously easy to insult (i.e. Lawful Evil).   Nobles above them aren’t supposed to have to fear the Samurai’s anger, but in practice there’s damn little stopping a determined one from killing a member of the ruling class either if he plans it well.  Other Samurai even tend to regard Samurai they don’t know with distrust, always wondering if they’ll have to kill him at some point.

SAMURAI IN THE GAME
 Roleplaying the old ideal of a Samurai will be difficult as it will ask of players to do things they would normally never do: set aside their own desires.  They will have to follow the orders of their Lord, even if he is a disagreeable stain on the face of humanity, and be polite and respectful while doing so.  Most people roleplay to relieve stress, and Samurai lived highly stressful lives.  The class isn’t for everyone.
 Adaptation: The Samurai is intended for campaigns with oriental flavor, but with some work it can be adapted to different settings.  It’s basically a nobleman warrior, and by using different combat styles and optional class abilities it can be used to mimic fighters from different settings.
 Encounters: PC’s will tend to encounter Samurai as leaders (or embers) of military units, lords of various domains, or perhaps bounty hunters assigned to bring them in for trial (or bring back your head if you aren’t cooperative).  Many also run farms, schools of swordsmanship, or retire to monasteries if their career has been blemished.



EPIC SAMURAI

Hit Die: d10
Skills Points at Each  Level : 4 + int
Ki Pool The Epic Samurai 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 Samurai gains a Bonus Feat every 3 levels higher than 20th
: Re: Samurai Poll
: GawainBS June 11, 2009, 10:43:06 AM
I'd change the +4 Resistance bonus vs Mindaffecting to something else than Resistance, otherwise it gets trompted by a Cloak of Resistance, especially that the level (14) that he gets this ability.
: Re: Samurai Poll
: bhu June 12, 2009, 07:04:28 AM
Competence?
: Re: Samurai Poll
: GawainBS June 12, 2009, 07:11:21 AM
Yes, that sounds good. Or maybe Morale.
: Re: Samurai Poll
: Flay Crimsonwind June 13, 2009, 06:02:29 AM
Can the class be spoilered in the OP?
: Re: Samurai Poll
: bhu June 13, 2009, 06:07:46 AM
Can the class be spoilered in the OP?

Yup.  From now on I'll be editing the revised versions into the spoiler.
: Re: Samurai Poll
: bhu June 26, 2009, 09:56:17 AM
Minor update on front page.

Time for me to work out the military training and I need 7 Feats for each option.

For the horse Archers theres obviously Mounted Combat, Mounted Archery, Improved Mounted Archery, and Ride-by Attack.  Should I make the other three regular archery Feats or come up with something new? And are there any Feats for mounted archers Ive missed?

: Re: Samurai Poll
: GawainBS June 26, 2009, 10:32:35 AM
You need regular Archery feats as well, so put them in. WF (Longbow) is also a good fluffwise option.
: Re: Samurai Poll
: bhu July 06, 2009, 09:54:02 AM
Okay I got the Feats for the Horse Archer up, and the Infantry archer is coming this week.
: Re: Samurai Poll
: bhu July 08, 2009, 09:16:16 AM
Archer Feats are up.  I think I may have missed one.  Isn't there a feat that lets you fire a ranged weapon without provoking an attack of opportunity?
: Re: Samurai Poll
: GawainBS July 08, 2009, 09:30:14 AM
Archer Feats are up.  I think I may have missed one.  Isn't there a feat that lets you fire a ranged weapon without provoking an attack of opportunity?

An Epic one, and one from the World of Warcraft d20 RPG.
: Re: Samurai Poll
: bhu July 10, 2009, 10:07:34 AM
Hmm....I cant find too many feats that scream "Spear fighting", so lemme do some research on how the japanese actually use spears and polearms.  I may have to make a few new Feats.
: Re: Samurai Poll
: GawainBS July 10, 2009, 10:13:30 AM
Hmm....I cant find too many feats that scream "Spear fighting", so lemme do some research on how the japanese actually use spears and polearms.  I may have to make a few new Feats.

A very useful feat would be a non-nerfed version of PHBII's Short Haft, i.e. let reach weapons threaten inside the 5ft zone. But ignore the swift action. Make it a free action.
Hold the Line is flavourful.
Weapon Focus and such.
Some overlap probably from other feat trees: Power Attack.
Combat Reflexes.
Stand Still. (XPH).
Check www.crystalkeep.com, it has a listing of Polearm feats, I think.
: Re: Samurai Poll
: bhu July 11, 2009, 09:49:20 AM
Hmm...Kenjutsu seems to vary quite a bit too.  Should I make a defensive and an offensive style?
: Re: Samurai Poll
: GawainBS July 11, 2009, 10:41:16 AM
I'd put emphasis on offense. It's more Samurai-esque.
: Re: Samurai Poll
: bhu July 12, 2009, 09:39:06 AM
How about I make one of the Feats a style Feat.  You get whichever Feat goes with the school you practiced in.

All I'd have to do is research the various schools of Kenjutsu  :banghead
: Re: Samurai Poll
: Flay Crimsonwind July 13, 2009, 12:10:56 AM
I'll help with the school names, once my brain is back on. for now I'll say you'd probably want to use one of the more famous old Yagyu schools like Yagyu Shinkage Ryu for your kenjutsu type, and if going offense/defense let it take the defensive (ever read about the No-Mind? Shuji Suriken sounds a bit more defensively minded than straight out offense, though it IS used for cutting a foe down). They're just too large a school and too famous a school name to pass up. Also, Miyamoto Musashi's style of two-swords was called Hyoho Niten Ichi Ryu, or Niten Ryu for short.

For the odd styles, maybe a note that the old school Kage-Ryu had an emphasis on No-Dachi (greatswords?) or something.

First off, definitely decide on a time period you want the class to be from. Are we talking 17th century, if we're mentioning Musashi's style in the past tense? Just make sure which you'd like, since schools were split, modified, and preferred over one another depending on the years we're talking...
: Re: Samurai Poll
: Vinom July 13, 2009, 03:25:20 AM
Have you considered making Samurai and Ronin two different classes, like Paladin and Blackguard?
: Re: Samurai Poll
: GawainBS July 13, 2009, 05:17:57 AM
To be honest, I'd stick with one swordstyle. Just give it several feat options. Both TWF and Power Attack, for example.
Making more styles is probably more effort than it's worth.
: Re: Samurai Poll
: bhu July 13, 2009, 06:38:38 AM
I'll help with the school names, once my brain is back on. for now I'll say you'd probably want to use one of the more famous old Yagyu schools like Yagyu Shinkage Ryu for your kenjutsu type, and if going offense/defense let it take the defensive (ever read about the No-Mind? Shuji Suriken sounds a bit more defensively minded than straight out offense, though it IS used for cutting a foe down). They're just too large a school and too famous a school name to pass up. Also, Miyamoto Musashi's style of two-swords was called Hyoho Niten Ichi Ryu, or Niten Ryu for short.

For the odd styles, maybe a note that the old school Kage-Ryu had an emphasis on No-Dachi (greatswords?) or something.

First off, definitely decide on a time period you want the class to be from. Are we talking 17th century, if we're mentioning Musashi's style in the past tense? Just make sure which you'd like, since schools were split, modified, and preferred over one another depending on the years we're talking...

Theoretically I'd like it to be flexible enough to cover most time periods.
: Re: Samurai Poll
: bhu July 13, 2009, 06:39:05 AM
Have you considered making Samurai and Ronin two different classes, like Paladin and Blackguard?

Ronin is getting saved till after the Samurai is done.
: Re: Samurai Poll
: bhu July 13, 2009, 06:39:53 AM
To be honest, I'd stick with one swordstyle. Just give it several feat options. Both TWF and Power Attack, for example.
Making more styles is probably more effort than it's worth.

True, but Im known for being stubborn enough to take my time to do some things :D

God knows this class would be finished otherwise...
: Re: Samurai Poll
: bhu July 14, 2009, 09:49:03 AM
A quick peek on wiki reveals the following list:


Hyoho Niten Ichi-ry?
Kashima Shinden Jikishinkage-ry?
Kashima Shin-ry?
Kashima Shinto-ry?
Maniwa Nen-ry?
Tatsumi-ry?
Tenshin Sh?den Katori Shint?-ry?
Yagy? Shinkage-ry?
Owari Yagyű-ryű


http://www.koryu.com/guide/kenjutsu.html


are there any more schools besides these?
: Re: Samurai Poll
: GawainBS July 16, 2009, 07:39:24 AM
One way to do the different schools, might be to include Martial Study and Martial Stance in the bonus feat list. Diamond Mind just screams No-thought to me, for example. Since the Samurai would only count half his level for initiator level and have no recovery mechanic (not to mention only end up with four manouvres max), this doesn't seem to be terribly overpowered.
At a later level, you might want to add some feat/ability that lets him add his WIS mod to his IL and selecter higher level manouvres, if he qualifies.
: Re: Samurai Poll
: bhu July 16, 2009, 08:14:13 AM
Lemme do the Ki abilities first.  Actually now that I think of it they might be better for simulating school styles than the Feats...
: Re: Samurai Poll
: bhu July 18, 2009, 09:16:19 AM
The Two Swrod style is done.  I think for regular Kenjutsu they'll get two feats based on their school, and all the others will be the same. 
: Re: Samurai Poll
: bhu July 22, 2009, 10:35:10 AM
kenjutsu is done (except ofr the School Feats), and I'm adding Iaijutsu as a Feat set as well.  Any thoughts on the Cavalry guy?  There dont seem to be many mounted feats.  I might fill it in with weapon abased feats for the spear or sword.
: Re: Samurai Poll
: bhu July 23, 2009, 10:25:03 AM
Okay the path of the Individual (exotic weapons) is better done by prestige classes. 

So for now all I need to do is finish up Iaijutsu, make the School Feats, and then start on the Ki abilities.  All the other Military Training Feat sets should be up.  I of course await your feedback as always :D

: Re: Samurai Poll
: bhu July 24, 2009, 09:12:23 AM
Any suggestions for the last two Iaijutsu Feats?  I'm thinking I may have to make a few.
: Re: Samurai Poll
: GawainBS July 24, 2009, 11:52:41 AM
Any suggestions for the last two Iaijutsu Feats?  I'm thinking I may have to make a few.

What do you feel is missing?
: Re: Samurai Poll
: bhu July 24, 2009, 09:15:40 PM
well we have the ability to strike first, and quickly, but not devastatingly
: Re: Samurai Poll
: TheWordSlinger July 25, 2009, 12:12:34 AM
I don't see Iaijutsu Focus as a Class Skill, so maybe that at level one and delay everything else one step?
: Re: Samurai Poll
: GawainBS July 25, 2009, 08:19:53 AM
Maybe turn some of the Iaijutsu Master abilities in feats?
: Re: Samurai Poll
: bhu July 25, 2009, 11:15:15 AM
I don't see Iaijutsu Focus as a Class Skill, so maybe that at level one and delay everything else one step?

I could but I'm not sure it would be balanced.  They gain an extra skill (but no ranks in it unless they spend them) and lose a Feat.
: Re: Samurai Poll
: Havok4 July 25, 2009, 11:58:33 AM
I don't see Iaijutsu Focus as a Class Skill, so maybe that at level one and delay everything else one step?

I could but I'm not sure it would be balanced.  They gain an extra skill (but no ranks in it unless they spend them) and lose a Feat.

Maybe give them that skill and skill focus in it. Or maybe half their samuri levels as a bonus to Iajutsu focus. Also that path should definitely get quick draw as a bonus feat.
: Re: Samurai Poll
: bhu July 27, 2009, 10:30:17 AM
All the Feats Sets for Military Training are done and edited into the 1st page, I jsut have to make sup the new ones, and I'm getting ready to edit them in.  Any thoughts on the Feat lists so far?  THings I left out I shouldn't have for example?
: Re: Samurai Poll
: bhu July 29, 2009, 10:00:26 AM
Initially I named the 20th level ability Daimyo with the expectation of giving you some sort of Increased abilities with the Leadership Feat, but my muse has fallen silent. 

So anything you guys would like to see for the capstone?
: Re: Samurai Poll
: GawainBS July 29, 2009, 10:34:25 AM
A capstone specific to your path?
: Re: Samurai Poll
: bhu July 31, 2009, 10:34:01 AM
A capstone specific to your path?

Possible but I've done that with so many PrC's I wanted to try something else.

Also the first two Feats I needed to make are done, and the EPic Samurai now gets a Bonus Feat based on his Military Training path.
: Re: Samurai Poll
: GawainBS July 31, 2009, 10:39:28 AM
The problem is that each path makes for a very different build, so they can't all benefit as much from the same capstone.
: Re: Samurai Poll
: bhu July 31, 2009, 10:52:58 AM
The problem is that each path makes for a very different build, so they can't all benefit as much from the same capstone.

Yup.  But I wanna try to think of something that pulls that off somehow.
: Re: Samurai Poll
: bhu August 03, 2009, 07:07:25 AM
I got all the Feats done cept for the School Feats.  Come of them feel a little clunky but my mind is elsewhere so I intend to come back to it later.
: Re: Samurai Poll
: Flay Crimsonwind August 03, 2009, 07:42:52 AM
Eh, if you read it once through, they might seem a bit clunky, but if you consider what they're doing, they seem just fine.

Still thinking up some ideas for those school feats, haven't abandoned you yet!
: Re: Samurai Poll
: bhu August 03, 2009, 09:40:53 AM
Yays!  :bounce

I'm trying to come up with some ideas too I just needed to get those others out of the way.  I think I may have an Idea for Daimyo, but I wanna fool around with it a bit offline before posting.

Coming soon I swear.
: Re: Samurai Poll
: bhu August 05, 2009, 10:38:37 AM
Okay I have one version of the Daimyo ability edited in on page 1.  Whaddya think? Is the bonus ok or would allowing them to reroll a failed roll be better?
: Re: Samurai Poll
: GawainBS August 05, 2009, 11:02:27 AM
I think there's very little connection between the name Daimyo and the ability. Apart from that, which kind of action does it take?
A suggestion: an extra standard action once per encounter, or CHA mod times per encounter.
: Re: Samurai Poll
: bhu August 06, 2009, 10:29:57 AM
Reworded it.  How about now?
: Re: Samurai Poll
: Akalsaris August 07, 2009, 07:37:44 PM
If it's ToB-based and doesn't feel like Samurai Jack, then you're doing it wrong.

Heh...truer words never spoken...
: Re: Samurai Poll
: bhu August 08, 2009, 07:45:48 AM
Tweaked Daimyo again, and added the names of the first 3 schools I'm gonna make Feats for.  If there are other schools I should definitly be adding let me know.
: Re: Samurai Poll
: bhu August 10, 2009, 08:07:57 AM
Hey whats the character limit on our posts?  I'm thinking after I do the school Feats I my not ave enough room left in the first post to edit in the Ki Abilities.
: Re: Samurai Poll
: Risada August 10, 2009, 09:27:21 AM
Hey whats the character limit on our posts?  I'm thinking after I do the school Feats I my not ave enough room left in the first post to edit in the Ki Abilities.

It should be around 40k-50k, IIRC...
: Re: Samurai Poll
: The_Mad_Linguist August 11, 2009, 02:32:37 AM
Hmm.  Flick of the wrist (complete warrior) might be a good choice for the iaijutsu path as well, but I'm not sure where you'd put it.
: Re: Samurai Poll
: bhu August 11, 2009, 08:28:34 AM
Thanks risada!

Flick of the Wrist can only be used with Light Weapons, so that leaves out Katanas  :(
: Re: Samurai Poll
: GawainBS August 11, 2009, 08:41:39 AM
Thanks risada!

Flick of the Wrist can only be used with Light Weapons, so that leaves out Katanas  :(

Change it?
: Re: Samurai Poll
: bhu August 11, 2009, 10:33:43 AM
Thanks risada!

Flick of the Wrist can only be used with Light Weapons, so that leaves out Katanas  :(

Change it?

Im thinking of working it into the Ki abilities.
: Re: Samurai Poll
: bhu August 15, 2009, 09:44:12 AM
Ono-ha Itto Ryu is described as a form of swordsmanship for killing the opponent with one stroke, that strives for simplicity in actions and movements, and is uninterested in anything but technical swordsmanship (i.e. it didnt seek religious or spiritual meanings in kenjutsu).  Modern Kendo is heavily influenced by it.

http://www.tokumeikan.com/ono-ha_itto_ryu.htm

http://www.fightingarts.com/reading/article.php?id=370

How about the 3 feats give him the ability to avoid being flat footed, focusing on acting without actually thinking.  SOme sort of auto defense basically.



: Re: Samurai Poll
: Flay Crimsonwind August 15, 2009, 06:01:15 PM
Seeing as the class gets no form of uncanny dodge (evasion, as it's done for DnD, doesn't quite seem to suit the class, but uncanny dodge could be worked into this as it's a dueling style...), it might be a nice touch to give something superficially similar to it, maybe as the advanced feat, just so people can't cherry pick it as a feat. Alternatively, make it the base feat, but make it so it's harder to take a second style.

As for the mastery of Itto Ryu, maybe something that "allows you to make a singular, powerful attack, showing full control over the blade and mastery of the form itself" in flavor, basically FF/touch attack against a foe, or perhaps an improved version of the quick cut. I still think the feat reqs should include a level limit, so you can't take more than MAYBE two mastery feats if you're clever. I think mastery of three styles might be a PrC akin to the Master of Nine, but not every samurai should be easily capable of it. But should it be a skill/BAB limit, or like the old monk-style feats just a great number of feats needed as prereqs? Perhaps it could be more like, Itto Ryu's mastery has a pre-req of Imposing Strike plus the two feats before it, plus power attack and power critical, and the effect is that you may treat one attack on one opponent for one round every round equal to your level/6 (wow, poorly worded) that is demoralized by your imposing presence as though it had a x4 base critical multiplier. Sort of the cliche of "one-hit, one kill."
: Re: Samurai Poll
: bhu August 16, 2009, 12:40:39 AM
Imposing Strike?
: Re: Samurai Poll
: Flay Crimsonwind August 16, 2009, 03:17:13 AM
Imposing Strike?
Level 12's Imposing Presence ability. I was trying to lock it down via class features and level, that's just a rough idea.
: Re: Samurai Poll
: bhu August 17, 2009, 09:40:36 AM
The Mastery Feats were going to be Epic Feats unless you'd rather I didn't.
: Re: Samurai Poll
: Flay Crimsonwind August 17, 2009, 04:31:59 PM
Hm, that actually sounds a lot better...
: Re: Samurai Poll
: bhu August 19, 2009, 11:27:06 AM
My thoughts:

4th level feat: you may attack normally during surprise round, but still dont have your Dex Bonus to AC

13th level feat: add to damage with successful concentration check

epic feat: one hit, one kill (the increased critical multiplier thingie)
: Re: Samurai Poll
: bhu August 20, 2009, 07:25:39 AM
Got the prerequisites for the initial Feat up.  Still thinking on the others.
: Re: Samurai Poll
: bhu August 23, 2009, 07:00:26 AM
Ono-ha Itto Ryu Feats done.  let me know your thoughts as usual.
: Re: Samurai Poll
: bhu August 25, 2009, 09:53:54 AM
http://en.wikipedia.org/wiki/Yagy%C5%AB_Shinkage-ry%C5%AB
http://en.allexperts.com/e/y/ya/yagyu_shinkage-ryu.htm

Yagyu seems to use the ability to throw a sword, and to use more mobile techniques due to wearing lighter armor.  It also adopts the attitude of winning at any cost, and adapting to you opponent. 

Im thinking one Feat for some sort of sacrfice strike, one for adapting to the opponent and one for throwing the sword. 

It also teaches more weapons than the sword so maybe one of the feats allows the use of Feats like weapon Focus (Katana) the samurai may have to be used with Yagyu weapons.
: Re: Samurai Poll
: bhu August 26, 2009, 09:19:41 AM
Yagyu feats are up
: Re: Samurai Poll
: Flay Crimsonwind August 28, 2009, 01:15:06 AM
Yagyu Style:
[spoiler]
: bhu
Yagyu Shinkage Ryu
Winning must come at any cost.
 Prerequisites: BAB +4, Power Attack, Must be proficient with the following weapons: Katana, Wakizashi, Bo Staff, and Shuriken.
 Benefits: Whenever you perform a Power Attack, you gain a Bonus on Critical Confirmation rolls equal to the penalty you took for the Power Attack Feat.
Hella!

(Translation note: Means really good, love it, keep it. Sidenote: Probably among the best abilities this school gets; take that as you will)
: bhu
Advanced Yagyu Shinkage Ryu
One must learn to adapt to and anticipate ones opponent to be a truly great fighter.
 Prerequisites: BAB +12, Combat Expertise, Combat Intuition, Yagyu Shinkage Ryu
 Benefits: The Bonus to attack rolls you get from your Combat Intuition feat increases to +2, and it also applies to damage rolls.  Also, you gain a +2 Circumstance Bonus against any opponent who has missed you at least once in an encounter for the duration of that encounter.
Hmm, good as well.....
: bhu
Yagyu Shinkage Ryu Mastery
You have learned to surprise opponents by throwing your sword like a spear.
 Prerequisites: BAB +24, Advanced Yagyu Shinkage Ryu, Brutal Throw, Power Throw
 Benefits:  You may use any sword you are proficient with as a ranged attack weapon with a Range Increment of 10.  In addition, any weapon specific Feats (such as Weapon Focus, Improved Critical,etc.) that you can use with your Katana may also be used with your Wakizashi and the Bo Staff.
Potentially wicked, but do you really think it's strong enough to warrant it being an epic level feat? I ask honestly because I have never played epic and cannot fathom what the growth is (I only know the difference in 9th level spells and the ridiculous epic/10th level spells, and THAT is quite a jump). Personally, I'd switch this and the advanced benefits, and make the advanced (now mastery) bonuses maybe +4 or even +6 to compensate.

I think it's great ideas that maybe just need to be shuffled/re-prioritized. Just doesn't seem to match the benefits of mastering Itto Ryu. But the throwing sword thing is a great mid-level ability, if you think it could be switched around.
[/spoiler]
Kashima Shinto-ryu
[spoiler]Alright, here's where I'm still researching. Getting through armor could be something along the lines of a tactical touch attack, no problem no issue pretty close. Seems bland though, considering you can do that w/ ToB and going diamond mind for a few levels, but something similar might be nice.

I was thinking some way of scaling an effectively sneak attack similar ability with level for a mastery or advanced feat, but can't think of a way of doing it that doesn't bite into other classes/kinda de-rails from the samurai class in general. So instead, I was thinking bonuses against an armored opponent, or a way to give opponents wearing armor penalties that climb per getting hit with the first-tier feat. Kind of akin to how blood in the water stance grants climbing bonuses per crit you score, y'see? Alternatively, this could be a bonus that somehow scales higher as you progress in level that is effective against armored foes, or higher power attack bonuses against armored foes (which in turn could be a good advanced or basic feat). [/spoiler]
Other Note:
[spoiler]Once done, I think pbp needs a serious medieval japan campaign, low-magic low-ToB (I'm looking at you, ninja fixes!), and thus will playtest these guys.[/spoiler]
: Re: Samurai Poll
: bhu August 28, 2009, 09:26:35 AM
Epic Feats vary in power wildly.  I dont even bother to consult them when making new ones.  I do agree it needs a lil something though...
: Re: Samurai Poll
: bhu August 30, 2009, 10:44:44 AM
http://www.koryu.com/library/mskoss3.html

Kashima Shinto Ryu relies on hitting gaps and weak points in an opponents armor, and using atemi (hitting weak points to stun, injure, or immobilize opponents) by hitting them with a weapons haft or butt.  They also teach fighting with spears, staves, hooked spears, tanto, shuriken, stickfighting, unarmed combat,  and polearms.  They would also likely have some abilities with Balance checks and movement, mounted combat, surprise attacks.

Im thinking the 1st feat could be some sort of butt strike allowing you to use stunning fist and similar feats with the weapon

the second would be the atemi or weak point hitting

and the mastery feat could be some sort of ability to ignore armor bonuses.

I also edited the Mastery Feat for Yagyu.
: Re: Samurai Poll
: Flay Crimsonwind August 30, 2009, 05:32:12 PM
Yeeeep, that looks a good bit better. Though of course we dunno the k abilities, I trust that'll do it some justice. About those; thinking things superficially similar to the CA ninja's abilities? Like, spend a point, get a spell effect?

Anywho, back to what I'm (basically) good for, in response to your message the Itto ryu feats are fine, as far as I'm concerned. I can see it's 1-hit mastery ability being appealing to anyone wanting to do a "duelist" samurai that is found abundantly in anime, so probably best to leave it as mechanically un-boinked as it is. Yagyu mastery looks better now, and the other abilities looked fine to start with.

As for Kashima (and that's an awesome site, btw), stunning fist is a good thought, but since it isn't very easy to enter; a samurai would have to take IUS early then take stunning fist as a level 9 feat, which if the FIRST school feat benefits from stunning fist doesn't make a lot of sense. I mean, I suppose the samurai could take a level of monk, but samurai did learn to fight unarmed without breaking from their training. So you might think of making the weak-point strike earlier (though Iono bout the balance of that...) so that the stunning fist-boosting level of school mastery could actually, y'know, happen on a single classes guy, or alternatively re-write stuning fist so instead of having it a separate feat to the school feat, make it a superficially similar feat that gets the extra uses/day like a monk would with the original feat, but that works for a samurai instead. If you did it that way, it'd work like a first level mastery feat (quite powerful for a PAer, so attractive), and the setup would do fine after that. But the mastery allowing some sort of armor negation would be awesome!
: Re: Samurai Poll
: bhu August 31, 2009, 10:37:27 AM
got the 1st 2 Kashima Feats up.
: Re: Samurai Poll
: bhu September 02, 2009, 12:06:46 PM
Kashima Mastery Feat  up.  If you guys like it's time to start on the Ki abilities  :D
: Re: Samurai Poll
: bhu September 07, 2009, 09:18:22 AM
I guess thats a yes then.

Okay the idea for the Ki abilities is the ability to expend a use of your Ki Pool to temporarily use a Feat or Maneuver (similar to a Tactical Feat), get a bonus to a roll, temporarily ignore a penalty or status effect of some kind, automatically threaten a critical, etc.  Initially it would be small (+1 to hit with a specific weapon in a specific situation for 1 round), but by 20th level would be quite unrestricted (a bonus to all attack rolls for 1 round equal to your Wisdom Score, or a +2 to all attack rolls for 24 hours).  I just need to make enough options for each level (think 8 is enough?), and think up the prerequisites.
: Re: Samurai Poll
: bhu September 11, 2009, 10:56:01 AM
Okay we'll start off with generic stuff that any of the different options can use, and Horse Archers.  I'm thinking they need abilities to mount/dismount the horse easily, make trick shots perhaps (or just better ones), optional critical effects, etc.  While I'm trying to find out what they were capable of doing in real life, anyone have any thoughts on what you'd like to see them do?
: Re: Samurai Poll
: Risada September 11, 2009, 12:04:59 PM
Okay we'll start off with generic stuff that any of the different options can use, and Horse Archers.  I'm thinking they need abilities to mount/dismount the horse easily, make trick shots perhaps (or just better ones), optional critical effects, etc.  While I'm trying to find out what they were capable of doing in real life, anyone have any thoughts on what you'd like to see them do?

If you want to make their shots to do something else, maybe some tricks involving ranged pin/disarm/sunder? And maybe a free/swift action to mount or dismount a horse might be good too...
: Re: Samurai Poll
: bhu September 12, 2009, 10:46:36 AM
Okay I got two examples of the Ki abilities up on the front page.  The prerequisites are just for right now, I can modify them later if needed.  This is just to give an example of what the Ki abilities will look like.
: Re: Samurai Poll
: bhu September 16, 2009, 11:12:13 AM
Added a few more Ki abilities.  Hopefully once the PC is fixed it'll be fast enough for me to do more work.
: Re: Samurai Poll
: bhu September 24, 2009, 09:57:30 AM
Sorry for the lack of updatage, I've been busy.  Added two more Ki abilities.
: Re: Samurai Poll
: bhu September 27, 2009, 11:23:04 AM
Added few more Ki abilities.  Now that you guys have at least a decent idea of one direction I'll be going with them any thoughts?
: Re: Samurai Poll
: Brainpiercing September 30, 2009, 01:50:00 PM
I apologise in advance, I haven't read the entire thread.

Now, I have read the class description on the front page, and I can tell you one thing immediately:  Some of the bonus feat progressions are off. You'd want many things earlier, and others later. Of course it might be thematicaly wrong, but it's still supposed to be a D&D class, right?
Things like this:
Infantry Archer: You are one of the lower ranking Samurai, standing in the back with masses of longbow archers. You gain the following Feats: 1: Point Blank Shot, 4: Far Shot, 7: Precise Shot, 10: Improved Critical (Composite Longbow), 13: Sharp-Shooting, 16: Penetrating Shot, and 19: Improved Precise Shot.
Precise shot, for instance, is just way too late. Unless you wanted to give the person an open bonus feat of course (at best state clearly that if you already have a feat from the bonus feats, pick a free one). Now I know that you are envisioning an infantry archer who stands around in a group of archers shooting at enemy formations, but what's the point of making a D&D class option if noone is ever going to take it? Noone is ever going to play a samurai in such a hierarchy. And NPCs don't need that much attention to detail.
: Re: Samurai Poll
: bhu October 01, 2009, 08:45:17 AM
I can always fiddle with them once I get the Ki Abilities done.  If it weren't for the constant rl distractions I should've had this thing and a few PrC's done already.
: Re: Samurai Poll
: bhu October 07, 2009, 08:32:27 AM
Added 3 new Ki abilities.  Effectively I'm beginning to work in the Ki SMite.
: Re: Samurai Poll
: bhu October 10, 2009, 09:28:19 AM
3 more Ki abilities, edited the text on using the Ki Abilities in the class description, and slightly edited Military Training.

As things have been slow I have been considering posting pictures of Japanese women in boundage.  :p
: Re: Samurai Poll
: Risada October 10, 2009, 11:02:27 AM
Looks good so far...

... and I don't mind if you post some of those pics, bhu  :lmao :lmao
: Re: Samurai Poll
: InnaBinder October 10, 2009, 11:29:33 AM
Japanese shield (http://www.pbase.com/joanseeuw/image/41052065)
: Re: Samurai Poll
: bhu October 10, 2009, 10:13:16 PM
Japanese shield (http://www.pbase.com/joanseeuw/image/41052065)

That...looks mighty unwieldly...and not terribly protective...no wonder they gave up on developing shields.
: Re: Samurai Poll
: TheBrood October 10, 2009, 11:47:55 PM
ahahaha those look horrible :P
might aswell just use a sheet of ply wood  :lol
: Re: Samurai Poll
: bhu October 14, 2009, 07:55:01 AM
Anyne think the new Ki abilities involving Critical hits are over the top?
: Re: Samurai Poll
: GawainBS October 14, 2009, 08:02:28 AM
I feel that you should just roll Short Haft and Improved Short Haft into one feat that lets you threaten your deadzone as well. The stupid Spiked Chain lets you do that and more for one feat, and polearms are way cooler than that piece of links.
: Re: Samurai Poll
: bhu October 19, 2009, 08:15:54 AM
I feel that you should just roll Short Haft and Improved Short Haft into one feat that lets you threaten your deadzone as well. The stupid Spiked Chain lets you do that and more for one feat, and polearms are way cooler than that piece of links.

You have a point.  WHat shall I use for the other Feat though?
: Re: Samurai Poll
: GawainBS October 19, 2009, 10:32:53 AM
Stand Still seem appropriate.
Maybe a feat from a Dragon Magazine: Spear Master: you can treat all spears as double weapons, with the wooden end doing 1d6 bludgeoning.
: Re: Samurai Poll
: bhu October 25, 2009, 09:52:25 AM
I cant find Spear Master but Stand Still does seem appropriate.  Edited them in.
: Re: Samurai Poll
: bhu October 28, 2009, 10:10:04 AM
Added new set of Ki abilities.  Is there anything anyone would like to see while Im working on this?
: Re: Samurai Poll
: bhu November 01, 2009, 08:33:07 AM
Well as it's been a few days with no response to my last question, perhaps I should work on redoing the Ronin PrC whilst thinking up new Ki Abilities.  Any objections?
: Re: Samurai Poll
: GawainBS November 01, 2009, 08:34:35 AM
No, still waiting for those bondage pics.
: Re: Samurai Poll
: bhu November 05, 2009, 08:59:44 AM
No, still waiting for those bondage pics.

 :lol
: Re: Samurai Poll
: bhu November 11, 2009, 09:47:46 AM
RONIN

(http://Picture URL)
   
“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
[table=head]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[/table]

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 also gains access to several Ki abilities not open to the Samurai (which will be detailed below).

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.


Ki Abilities

Ability
Prerequisites:
Benefits:
: Re: Samurai Poll
: bhu November 19, 2009, 10:01:18 AM
So is the fluff for Ronin so far accurate enough?
: Re: Samurai Poll
: bhu December 02, 2009, 10:53:39 AM
Sorry for the lack of updates guys, times have been interesting.  Got the prerequisites up for Ronin (and some chassis stuff).  Anyone disagree?
: Re: Samurai Poll
: InnaBinder December 03, 2009, 12:21:31 AM
Sorry for the lack of updates guys, times have been interesting.  Got the prerequisites up for Ronin (and some chassis stuff).  Anyone disagree?
I don't disagree so far, though I find a full BAB class with a poor Fort save progression very odd.
: Re: Samurai Poll
: bhu December 05, 2009, 06:26:16 AM
Sorry for the lack of updates guys, times have been interesting.  Got the prerequisites up for Ronin (and some chassis stuff).  Anyone disagree?
I don't disagree so far, though I find a full BAB class with a poor Fort save progression very odd.

There are precedents for it (Knight and Hexblade for example)...

plus there will be stuffs to make up for it
: Re: Samurai Poll
: bhu December 12, 2009, 08:30:07 AM
Anyone have any thoughts on good sources to read for possible Ki abilities?  Its hinted that Samurai who became Kensei had supernatural abilities, but I cant find anything beyond "I can kill stuff real good".
: Re: Samurai Poll
: bhu December 16, 2009, 08:44:12 AM
Added 4 new Ki abilities
: Re: Samurai Poll
: kevin_video December 16, 2009, 06:01:29 PM
Con: The Oriental Adventures one is better.

I liked the fact that it got a bonus feat every third level after fourth, and that it had a strong Will bonus as well. I didn't like that you didn't get anything at 20th though. The weapon upgrades at certain levels was nice too. Almost like having a legacy weapon without the penalties.

This new one kind of sucks. It's too limited, and it lost its strong Will. The 3.5 version needs a lot of upgrades. If I'm forced to be a samurai, I take up Ronin as soon as possible so that I can get cooler, better. Unless that's not allowed. Then I'll go Dragon Samurai.
: Re: Samurai Poll
: bhu December 17, 2009, 07:14:46 AM
Con: The Oriental Adventures one is better.

I liked the fact that it got a bonus feat every third level after fourth, and that it had a strong Will bonus as well. I didn't like that you didn't get anything at 20th though. The weapon upgrades at certain levels was nice too. Almost like having a legacy weapon without the penalties.

This new one kind of sucks. It's too limited, and it lost its strong Will. The 3.5 version needs a lot of upgrades. If I'm forced to be a samurai, I take up Ronin as soon as possible so that I can get cooler, better. Unless that's not allowed. Then I'll go Dragon Samurai.

It still has a Good Will Save and an Iron Will class ability.  How has it lost it's strong Will? 

For that matter how is it too limited?
: Re: Samurai Poll
: kevin_video December 17, 2009, 01:54:41 PM
Con: The Oriental Adventures one is better.

I liked the fact that it got a bonus feat every third level after fourth, and that it had a strong Will bonus as well. I didn't like that you didn't get anything at 20th though. The weapon upgrades at certain levels was nice too. Almost like having a legacy weapon without the penalties.

This new one kind of sucks. It's too limited, and it lost its strong Will. The 3.5 version needs a lot of upgrades. If I'm forced to be a samurai, I take up Ronin as soon as possible so that I can get cooler, better. Unless that's not allowed. Then I'll go Dragon Samurai.

It still has a Good Will Save and an Iron Will class ability.  How has it lost it's strong Will?  

For that matter how is it too limited?
Not all of it is here. I was talking about the original from Complete Warrior. Yours is way better. The only problem I have with your is it's too powerful. I mean, it's got two good saves, full BAB, no dead levels, and 4+INT skills? No class can compare to it.
: Re: Samurai Poll
: Havok4 December 17, 2009, 02:31:45 PM
Con: The Oriental Adventures one is better.

I liked the fact that it got a bonus feat every third level after fourth, and that it had a strong Will bonus as well. I didn't like that you didn't get anything at 20th though. The weapon upgrades at certain levels was nice too. Almost like having a legacy weapon without the penalties.

This new one kind of sucks. It's too limited, and it lost its strong Will. The 3.5 version needs a lot of upgrades. If I'm forced to be a samurai, I take up Ronin as soon as possible so that I can get cooler, better. Unless that's not allowed. Then I'll go Dragon Samurai.

It still has a Good Will Save and an Iron Will class ability.  How has it lost it's strong Will?  

For that matter how is it too limited?
Not all of it is here. I was talking about the original from Complete Warrior. Yours is way better. The only problem I have with your is it's too powerful. I mean, it's got two good saves, full BAB, no dead levels, and 4+INT skills? No class can compare to it.
Warblade? That seems pretty close.
: Re: Samurai Poll
: kevin_video December 17, 2009, 03:12:23 PM
Warblade? That seems pretty close.
No, that's not even pushing it. Yeah it's got the hit die, but it doesn't have the extra save, and the disciplines just make it something you'd want to take over a fighter. Of course, in the revised version (the creators were interviewed a while back), they don't get their maneuvers back during combat, and they have d10 HD. The Tome of Battle version is apparently more for Pathfinder players. So says them.
: Re: Samurai Poll
: GawainBS December 17, 2009, 07:01:45 PM
Warblade? That seems pretty close.
No, that's not even pushing it. Yeah it's got the hit die, but it doesn't have the extra save, and the disciplines just make it something you'd want to take over a fighter. Of course, in the revised version (the creators were interviewed a while back), they don't get their maneuvers back during combat, and they have d10 HD. The Tome of Battle version is apparently more for Pathfinder players. So says them.

Warblades get a defacto good Ref save, aren't defenseless on the Will save bonus side thanks to manouvres, and get more out of their skill list because of the INT synergy.
Also, manouvres > this samurai's abilities.
: Re: Samurai Poll
: Havok4 December 17, 2009, 07:52:44 PM
Warblade? That seems pretty close.
No, that's not even pushing it. Yeah it's got the hit die, but it doesn't have the extra save, and the disciplines just make it something you'd want to take over a fighter. Of course, in the revised version (the creators were interviewed a while back), they don't get their maneuvers back during combat, and they have d10 HD. The Tome of Battle version is apparently more for Pathfinder players. So says them.

Where are you getting this revision information, I have never heard of anything like it.
: Re: Samurai Poll
: kevin_video December 18, 2009, 01:23:57 AM
Warblade? That seems pretty close.
No, that's not even pushing it. Yeah it's got the hit die, but it doesn't have the extra save, and the disciplines just make it something you'd want to take over a fighter. Of course, in the revised version (the creators were interviewed a while back), they don't get their maneuvers back during combat, and they have d10 HD. The Tome of Battle version is apparently more for Pathfinder players. So says them.

Where are you getting this revision information, I have never heard of anything like it.
I read it the Pathfinder site. Much like other sites that linked Mike Mearls and his revision of the Hexblade, the creators of the Warblade, and other classes in the Tome of Battle book, were quoted as well with the new revisions that they thought should have been there in the first place.

@ Gaiwan: Defacto to Reflex? What?
: Re: Samurai Poll
: JaronK December 18, 2009, 06:49:03 AM
@ Gaiwan: Defacto to Reflex? What?

He's refering to the Diamond Mind manuevers that replace your Reflex Save or Will Save (there's a fort save one too, but it's not really necessary) with a Concentration check.  That gets the job done when you need it.

JaronK
: Re: Samurai Poll
: kevin_video December 18, 2009, 06:51:15 AM
@ Gaiwan: Defacto to Reflex? What?

He's refering to the Diamond Mind manuevers that replace your Reflex Save or Will Save (there's a fort save one too, but it's not really necessary) with a Concentration check.  That gets the job done when you need it.
Okay. The warblade and swordsage in my group both have Moment of the Perfect Mind, but I didn't know of the reflex one since neither use it.
: Re: Samurai Poll
: bhu December 18, 2009, 08:22:23 AM
Not all of it is here. I was talking about the original from Complete Warrior. Yours is way better. The only problem I have with your is it's too powerful. I mean, it's got two good saves, full BAB, no dead levels, and 4+INT skills? No class can compare to it.

Oooooh okay.  Misread that. 

Re: Power level.  I wasn't designing it to be on the same power level as most of hte melee classes.  I was aiming for a melee class people would want to play as much as CoDzilla.  Granted it's not at that level, but mebbe after a few more ki abilities...
: Re: Samurai Poll
: GawainBS December 18, 2009, 08:42:22 AM
Actually, I was referring to the Warblade's probably higher-than-average INT score, which adds to their REF save. Like Jaronk says, Will saves aren't THAT much of a problem for Iron Heart/Diamond Mind initiates.
: Re: Samurai Poll
: bhu December 18, 2009, 10:22:41 AM
Either my google fu is taking the day off, or a page I used to peek at is no longer.  Id swear there was a page I saw somewhere discussing legendary feats or abilities attributed to samurai, and I intended to go back to it for inspiration for ki abilities, but now i cant find the damn thing (or anything else like it).
: Re: Samurai Poll
: InnaBinder December 19, 2009, 10:23:39 AM
http://wiki.samurai-archives.com/index.php?title=Category:Samurai (http://wiki.samurai-archives.com/index.php?title=Category:Samurai)
: Re: Samurai Poll
: bhu December 19, 2009, 11:28:51 AM
http://wiki.samurai-archives.com/index.php?title=Category:Samurai (http://wiki.samurai-archives.com/index.php?title=Category:Samurai)

Thanks IB, but they're mostly (very) brief biographies.  I'm trying to find the abilities attributed to the few individuals who are thought of as kensei, but unfortunately the term is used in so many games I'm having trouble doing searches anywhere.  Everything i click on is either an RPG or a video game, or about the Japanese Gods as opposed to legends of famous warriors.  kensei were basically any samurai with incredible skill with the sword (or unarmed fighting in the case of Okinawa) as well as great philosophers.  There weren't many of them apparently, and finding their stuff is a pain.
: Re: Samurai Poll
: JaronK December 19, 2009, 05:03:06 PM
Actually, I was referring to the Warblade's probably higher-than-average INT score, which adds to their REF save. Like Jaronk says, Will saves aren't THAT much of a problem for Iron Heart/Diamond Mind initiates.

Ah, right, there's that too.

JaronK
: Re: Samurai Poll
: bhu December 26, 2009, 05:11:36 AM
updated ronin fluff
: Re: Samurai Poll
: bhu December 27, 2009, 07:24:52 AM
3 new ki abilities, added Knowledge: War to skill list
: Re: Samurai Poll
: bhu January 04, 2010, 09:08:20 AM
Okay would you guys prefer unarmed combat as another form of military training, or as a PrC?  I'm told unarmed comabt was taught fairly widely.
: Re: Samurai Poll
: GawainBS January 04, 2010, 09:15:59 AM
Okay would you guys prefer unarmed combat as another form of military training, or as a PrC?  I'm told unarmed comabt was taught fairly widely.

Yes, it should be incorporated in the baseclass, even, regardless of training. Adding in a training that enhances it would be even better. This really is a pet peeve of mine: every warrior in history (and in present) gets taught the basics of hand to hand, yet in RPGs, you always have to jump through hoops to be even remotely efficient in it, without focusing exclusively on it.
: Re: Samurai Poll
: bhu January 05, 2010, 07:21:48 AM
So what styles were around other than Te, Jujutsu, and Sumai at teh time?
: Re: Samurai Poll
: GawainBS January 05, 2010, 07:54:14 AM
So what styles were around other than Te, Jujutsu, and Sumai at teh time?

As far as class mechanics go, I wouldn't worry too much about it. Just IUS, SIUS and Improved Grapple work nice.
: Re: Samurai Poll
: bhu January 05, 2010, 10:08:02 AM
I went with jujutsu.  Added it in as a Military Training thingie.
: Re: Samurai Poll
: bhu January 07, 2010, 07:25:28 AM
Added the Ex Samurai and Ex Ronin descriptions to their respective classes, and did some work on the Ronin as well. I need to hold off on the Ronin abilities/example NPC until I decide about Military Training. Do you guys prefer it the way it is similar to the Ranger combat focus? Or should I just make it a Bonus Feat at each applicable level form a list.
: Re: Samurai Poll
: bhu January 09, 2010, 08:15:53 AM
I haven't found a way to really make the Feats for Military training work as a Combat style the way I'd like to, and I think it kinda pigeonholes the Samurai a little too. So I changed the way it works a little. I can edit in more Feats as I add schools, as people request, or as I go through the books and find ones that fit appropriately.
: Re: Samurai Poll
: bhu January 10, 2010, 07:18:42 AM
Anyone know if they had locks in feudal japan?
: Re: Samurai Poll
: j0lt January 10, 2010, 07:30:21 AM
Anyone know if they had locks in feudal japan?

Yes, they did.  I'll try to find a pic in a bit...

Not sure how old this one is, but this is the basic design.
[spoiler]http://regex.info/i/JEF_031472.jpg[/spoiler]
: Re: Samurai Poll
: Flay Crimsonwind January 12, 2010, 05:58:43 AM
Anyone know if they had locks in feudal japan?
....Are you refering to, like, on a door, or a lock like he can't move his arm anymore?

Sorry I've been gone for so long, kinda slipped my mind. The ki abilities look sick, good job!
: Re: Samurai Poll
: bhu January 12, 2010, 07:26:02 AM
Anyone know if they had locks in feudal japan?
....Are you refering to, like, on a door, or a lock like he can't move his arm anymore?

Sorry I've been gone for so long, kinda slipped my mind. The ki abilities look sick, good job!

Doors and such.

Woo! Flay is back!
: Re: Samurai Poll
: bhu January 14, 2010, 09:35:03 AM
New class ability for Ronin up.
: Re: Samurai Poll
: bhu January 16, 2010, 10:05:19 AM
Ronin is done cept for capstone and new Ki abilities.
: Re: Samurai Poll
: bhu January 19, 2010, 06:25:39 AM
Capstone for Ronin is up.  Any thoughts?
: Re: Samurai Poll
: Flay Crimsonwind January 19, 2010, 06:44:23 AM
I fucking love the capstone for the ronin, since it can fit a good character or an evil one either way (diplomacy or intimidate, very dread pirate of you). Much niceness, well done! Just one thing..... well, two. First, the samurai class table is lovely, whereas there's a coding error there. I don't recognize the coding, or I'd have fixed it for you and posted it for ease. Second.... wait a minute, there was a nearly breached character limit to your first post, huh? Maybe just a link to the ronin class, for people who aren't following and don't know it's on page 9? The class looks nifty, I'll say again we need a samurai campaign to really test it out though.
: Re: Samurai Poll
: bhu January 19, 2010, 08:31:52 AM
Added link to Ronin on page 1.  I also moved the Ki Abilities and put a link to them.
: Re: Samurai Poll
: bhu January 20, 2010, 07:22:37 AM
YOJIMBO

(http://Picture URL)
   
"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
[table=head]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[/table]

Weapon Proficiencies: A Yojimbo learns no new armor proficiencies, but you do learn one new Exotic Weapon proficiency.
 
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 also gains access to several Ki abilities not open to the Samurai (which will be detailed below).

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.


Name
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
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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
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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
: Re: Samurai Poll
: bhu January 28, 2010, 07:09:05 AM
Updated Yojimbo, added two new Ki abilities to Samurai.
: Re: Samurai Poll
: bhu January 30, 2010, 09:17:43 PM
I'm thinking about making some changes to Ki abilities having their effects based on a successful Concentration check.  Martial Arts are about concentration after all.  Any thoughts?
: Re: Samurai Poll
: GawainBS January 30, 2010, 09:24:24 PM
I'm thinking about making some changes to Ki abilities having their effects based on a successful Concentration check.  Martial Arts are about concentration after all.  Any thoughts?

Good idea, but I suggest that the Concentration check determines the magnitude/degree of succes, not just the succesful usage.
: Re: Samurai Poll
: bhu February 02, 2010, 07:57:12 AM
Got all of the Yojimbo up cept the capstone
: Re: Samurai Poll
: bhu February 04, 2010, 06:56:06 AM
Yojimbo is done for now so on to the next one:

ASHIGARU

(http://Picture URL)
   
“Blood is just red sweat.”

 Japan's armies required lots of men to make up for the losses due to constant warfare, and an elite cadre of warrior nobles simply didn't fit the bill.  Samurai were trained from birth, so the loss of even one took years to replace.  Enter the Ashigaru, mercenaries who killed for pay (which was usually plundered from whoever their Master was fighting).  Eventually to head off the mercenaries more brutal instincts and chaotic nature the government officially retained them as conscripts (along with the local peasantry).  This stopped disloyalty and desertion, and allowed for the Ashigaru to finally receive formal training and equipment as opposed to simply having them steal weapons and armor off the corpses of the opposing army to use.

Eventually becoming professional soldiers the Ashigaru manned Japan's navies, and were responsible for siege equipment.  Some rose from nothing to become the bodyguards of powerful Daimyo, or even Samurai.  Looked down upon by the actual Samurai, they had less restrictions and weren't required to adhere to the Code of Bushido quite so fiercely.  Many deserted their Lord if they weren't treated well, and signed on with his competition.  But if they fought hard, and slaughtered enough people, they did have the dangling carrot of a reward of nobility hanging in front of their faces.

MAKING AN ASHIGARU
 If you wish to play the earlier Ashigaru, concentrate on survival.  You'll need skills that let you hide or disappear since you'll be getting thrown unprepared into deadly situations you have little training or experience for.  Couple that with poor quality weapons, and a nobility that expects you to lay down your lives for them, and you'll quickly see that fleeing is preferable to fighting.  You're just a pawn.  If you're playing one of the professional Ashigaru from later periods, desertion won't be an option.  Concentrate on fighting skills to keep yourself alive.
 Abilities: Given your profession, high physical stats are almost a necessity.  A pretty good Wisdom score will come in handy too (and Charisma if you need to bluff your way past troops when fleeing the battle).
 Races: So long as they aren't barbaric tribesman, members of any civilized race will be accepted as Ashigaru if they have someone to vouch for them that their prospective Lord trusts.
 Alignment: Ashigaru may be of any Alignment, though their Lords would obviously prefer they be Lawful if possible.
 Starting Gold: Same as a Fighter.
 Starting Age: Same a a Fighter.

Class Skills
 The Ashigaru's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography, Local, Nobility & Royalty, War)(Int), Listen (Wis), Move Silently (Dex), Perform (usually Drums)(Cha), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d10

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +2     +0    Military Training, Ki Pool, Ki Abilities, Samurai
2. +2    +3     +3     +0    Ambush Tactics
3. +3    +3     +3     +1    Group Tactics
4. +4    +4     +4     +1    Military Training
5. +5    +4     +4     +1    Ambush Tactics
6. +6    +5     +5     +2    Group Tactics
7. +7    +5     +5     +2    Military Training
8. +8    +6     +6     +2    Ambush Tactics
9. +9    +6     +6     +3    Group Tactics
10.+10   +7     +7     +3    Military Training
11.+11   +7     +7     +3    Ambush Tactics
12.+12   +8     +8     +4    Group Tactics
13.+13   +8     +8     +4    Military Training
14.+14   +9     +9     +4    Ambush Tactics
15.+15   +9     +9     +5    Group Tactics
16.+16   +10    +10    +5    Military Training
17.+17   +10    +10    +5    Ambush Tactics
18.+18   +11    +11    +6    Group Tactics
19.+19   +11    +11    +6    Military Training
20.+20   +12    +12    +6    Samurai


Weapon Proficiencies: Ashigaru are proficient with all Simple Weapons, and Light and Medium Armor.  They are proficient with all armor, and light and heavy shields, but not tower shields.  Ashigaru are also proficient with any 4 other weapons representing the farming implements they substituted for actual combat weapons, or whatever they could loot from the battlefield (or occasionally were even trained to use).  Usually they fought with Yari and Yumi, though eventually many were trained with the Teppo and Pike (Nagae Yari) as well.  Many were allowed to carry the Wakizashi, but not until late in the period in which they thrived were they allowed Katanas.
 
Ki Pool (Ex): At 1st level the Ashigaru first begins to learn to channel his Ki to perform acts he would be otherwise unable to do.  He may use his Ki a number of times per day equal to either his Charisma or Wisdom Modifier (whichever is greater) plus once more per day for each level of Ashigaru he takes.

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

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

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

Ambush Tactics (Ex): Since you aren't restricted in the use of ambushes like the  Samurai are, you rely on them quite heavily.  Whenever you attack an opponent Denied his Dexterity Bonus to Armor Class, or whom you flank, you may use one of the following attacks (Their effects are in addition to your damage and can be used with ranged abilities if the opponent is within 30'.  If used at range the Save DC's are based on Dex not Str.):

At 2nd level you gain Blinding Strike.  Your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be Blinded for 1d3 rounds.

At 5th level you gain Nauseating Blow.  Your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be Nauseated for 1d4 rounds.

At 8th level you gain Confusing Blow.  Your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be Confused for 1d6 rounds.

At 11th level you gain Despairing Strike.  Your opponent must make a Willpower Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be Panicked for 1d6 rounds.

At 14th level you gain Knockout Blow.  Your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be rendered unconscious for 1 round, and Stunned the round after.

At 17th level you gain Killing Blow.  Your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or die immediately.  

Group Tactics (Ex): Due to their lack of training (at least initially) the Ashigaru rely on masses to beat opponents.  

At 3rd level you gain Combat Reflexes as a Bonus Feat

At 6th level you gain Formation Expert as a Bonus Feat.

At 9th level you gain Vexing Flanker as a Bonus Feat.

At 12th level you become Immune to Fear and Morale based Penalties as long as there is at least one Ally within 60' with at least one level of Ashigaru or Samurai.

At 15th level if you and your Allies Ready an Action to Attack the same opponent, you gain a cumulative +2 Bonus to Attack and Damage rolls for each Ally participating (yourself included).

At 18th level if you and some of your Allies are all within 15' of each other, and you all Fight Defensively that turn, your Bonus to AC increases by +2 for each Ally participating (yourself included).

Samurai (Ex): At 20th level the Ashigaru has finally succeeded in promotion and become one of the Nobility (with all the perks and limitations that bears).  All allies within 60' gain a +2 Circumstance Bonus to Attack rolls (+4 if they have at least 1 level of Ashigaru).  If you have the Leadership Feat your Leadership score increases by an amount equal to your Charisma Modifier, but only when it applies to Cohorts/Followers with at least 1 level of Ashigaru.  


PLAYING AN ASHIGARU
 You are not expected to be capable of adhering to Bushido in the manner of your superiors.  Perversely this also means you are expected to be somewhat cowardly and disloyal, and will have to strive to disprove that (unlike the Samurai who are automatically assumed to be so).  You may wish to be Samurai yourself someday if it's possible, so you are actually more likely to be loyal than the real thing, as you have no reason to take your position for granted since you were born into it.  
 Religion: Being a commoner you're more likely to practice Pure Land Buddhism as opposed to Zen, or more likely to practice the Shinto religion.  Both were more accessible to peasants than the nobles.
 Other Classes: Ashigaru aren't any likelier to be accepting of Foreigners or odd individuals than the Samurai, but they do make exceptions for you if you can fight and have proven yourself to be trustworthy.  After all if you're loyal and good at killing, that increases the likelihood they will survive if fighting next to you.
 Combat: Military training was haphazard and varied widely among the Ashigaru until they become professional soldiers.  Most relied on group tactics and massed attacks to carry the day as opposed to lifelong training honing specific combat skills (or they just attacked from surprise).  You're also likely to be called upon to experiment with any new weapon or tactic the Daimyo comes up with.  You are expendable after all.
 Advancement: An Ashigaru who is loyal, and adheres to Bushido, can in theory rise to become a Samurai himself (though the odds of him being accepted by the other Samurai as anything other than a pretender is small).  More likely is that you'll be killed and forgotten on the battlefield, or by an enraged noble on your side who needs to vent frustration.

ASHIGARU IN THE WORLD
"Don't risk the Samurai testing out the new guns.  Send an Ashigaru to put them through their paces.  Guns do not require skill, and have no place among the nobility."
 You're considered vermin by the Samurai and the court, probable brigands by the peasants you normally work among, and competition by your peers.  Plus all of your Clan Lords enemies are also yours by default, and you don't have the legal protections common to Samurai (at least in the early days).  it will be a hard life, but great reward is possible if you're lucky and skilled enough.
 Daily Life: If war isn't in the air, you're either working a farm, or perhaps building or maintaining weapons for when it does.  You might also be the sandal bearer or spear bearer for the Daimyo (also implying you're his personal bodyguard).  When not busy you'll be picking up training in whatever new weapon or tactic your Lord wishes to try out on the battlefield when war does come. When the era comes when you can be considered actual soldiers instead of conscripts, you'll spend your days in formal military training.
 Notables: Daizu Takamatsu (N Human Male Ashigaru 12) is a loyal servant of his Daimyo, hoping to one day achieve nobility.  He works tirelessly to ensure the safety of his province.  On the other hand there is Motomu Suguhara (LE Human Male Ashigaru 6/Rogue 6) who is little more than a thief and a bully who uses his position to take what he wants after battles.
 Organizations: All Ashigaru work for a Daimyo (at least in theory) or Samurai, and are part of their military's and farms.  So technically they all belong to an organization, it's just one they don't normally feel much loyalty too (at least not until the time comes when they can be promoted to Samurai)

NPC Reaction
 Ashigaru are professional soldiers, or an unruly mob of unwilling fighters.  Neither inspires confidence in the average citizen as their appearance means that slaughter is coming.  They also know that once the fighting is done you'll be picking the bones clean like freakish humanoid crows.  In other words they think of you as brigands, corpse robbers, and brutal thugs.  Even though many of you are undeserving of the reputation.

ASHIGARU IN THE GAME
 The Ashigaru are paradoxically more and less stressful than the Samurai.  they aren't bound by codes of behavior, and are thought little of so in some ways they can even screw up more.  No one really expects them to be skilled, or even trust worthy.  On the other hand, you're still peasants.  Your Samurai commanders can murder you at will and there's nothing anyone can do about it.  The constant threat of death may make this class a bit twitchy for some players.
 Adaptation: The Ashigaru are designed for an oriental campaign, but they can be adapted to other campaigns.  In essence they are either professional soldiers or mercenraies who are lightly armed and armored and sent forward in massive groups.
 Encounters: Ashigaru can be encountered anywhere there is warfare nearby.  Initially they will be peasants or mercenaries drafted into service if necessary, but eventually they will be full time soldiers.  Naval encounters will also normally involve Ashigaru, and in earlier days PC's will often find them looting battlefields.



EPIC ASHIGARU

Hit Die: d10
Skills Points at Each  Level : 4 + int
Ki Pool The Epic Ashigaru gains 1 additional daily use of his Ki Pool for every Epic Level.  He does not gain new Ki abilities except as Epic Feats.  
Bonus Feats: The Epic Ashigaru gains a Bonus Feat every 3 levels higher than 20th



Ki Abilities

Sudden Strike
Prerequisites: Hide 4 ranks
Benefits: On any turn in which you successfully attack an opponent who has been Denied his Dexterity Bonus to AC, you may expend a daily use of your Ki Pool as a Free Action to gain +1d6 Sudden Strike for that round (see Complete Adventurer page 8 for a description of the Sudden Strike ability).  


Improved Sudden Strike
Prerequisites: Hide 4 ranks, Sudden Strike
Benefits: This Ki ability may be taken multiple times.  It works like the Sudden Strike ability, except the extra Sudden Strike dice are equal to the number of times you have taken this Ki ability (with another die for the original Sudden Strike ability).


Greater Sudden Strike
Prerequisites: Hide 4 ranks, Improved Sudden Strike, Sudden Strike
Benefits: When using your Improved Sudden Strike Ability you now get dice of Sneak Attack instead of Sudden Strike (See PHB page 50).  When gaining this ability, you may now use the extra dice while flanking as well.


Distant Sudden Strike
Prerequisites: Hide 4 ranks, Far Shot, Sudden Strike
Benefits: By expending one daily use of your Ki Pool as a Free Action you may now use your Sudden Strike dice gained from other Ki Abilities or class levels at a Range of 60' for the duration of the encounter.


Improved Distant Sudden Strike
Prerequisites: Hide 4 ranks, Distant Sudden Strike, Far Shot, Sudden Strike
Benefits: By expending one daily use of your Ki Pool as a Free Action you may now use your Sudden Strike dice gained from other Ki Abilities or class levels at the full range of your Ranged Attack for the duration of the encounter.


Improved Point Blank Shot
Prerequisites: Point Blank Shot
Benefits: When using your Point Blank Shot Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and the Bonus from the Feat is equal to your Dexterity Modifier (instead of +1) for the remainder of this round.


Greater Point Blank Shot
Prerequisites: Point Blank Shot, Improved Point Blank Shot
Benefits: When using your Point Blank Shot Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and for the remainder of this round your Ranged attacks do not provoke Attacks of Opportunity.


Greater Precise Shot
Prerequisites: Precise Shot
Benefits: When using your Precise Shot Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and for the remainder of this round your Ranged attacks ignore Shield or Armor Bonuses to AC.


Ultimate Precise Shot
Prerequisites: Precise Shot, Greater Precise Shot
Benefits When using your Precise Shot Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and for the remainder of this round your Ranged attacks automatically threaten a critical if they successfully hit.


Improved Far Shot
Prerequisites: Far Shot
Benefits: When using your Far Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and for the remainder of this round the maximum range of your Ranged attacks are doubled.


Greater Far Shot
Prerequisites: Far Shot, Improved Far Shot
Benefits: When using your Far Shot Feat you may expend a daily use of your Ki ability as a Free Action before making the attack roll, and for the remainder of this round your Ranged attacks do not take to hit penalties based on what range increment your opponent is in.


Weapons Training
Prerequisites: Weapon Focus
Benefits: By expending one daily use of your Ki Pool as a Free Action you gain a Bonus on all attacks this round made with a weapon you have the Weapon Focus Feat for equal to your Level divided by 5 or your Charisma Modifier (Whichever is greater).


Improved Weapons Training
Prerequisites: Weapon Focus, Weapons Training
Benefits: As per Weapons Training, but you apply the bonus to all attacks you make that round whether you have the Weapon Focus Feat for them or not.


Greater Weapons Training
Prerequisites: Improved Weapons Training, Weapon Focus, Weapons Training
Benefits: As per Improved Weapons Training, but the Bonus lasts for the duration of the encounter instead of a single round.


Weapons Training Mastery
Prerequisites: Greater Weapons Training, Improved Weapons Training, Weapon Focus, Weapons Training, BAB +12
Benefits: By expending one daily use of your Ki Pool as a Free Action you can declare any one attack with a weapon you have the Weapon Focus Feat for an automatic success, you do not need to roll to hit.


Strike Training
Prerequisites: Weapon Specialization
Benefits: By expending one daily use of your Ki Pool as a Free Action you gain a Bonus on all damage rolls this round made with a weapon you have the Weapon Specialization Feat for equal to your Level divided by 5 or your Charisma Modifier (Whichever is greater).


Improved Strike Training
Prerequisites: Strike Training, Weapon Specialization
Benefits:  As per Strike Training, but you apply the bonus to all successful attacks you make that round whether you have the Weapon Specialization Feat for them or not.


Greater Strike Training
Prerequisites: Improved Strike Training, Weapon Specialization
Benefits:  As per Improved Strike Training, but the Bonus lasts for the duration of the encounter instead of a single round.


Strike Training Mastery
Prerequisites: Greater Strike Training, Improved Strike Training, Weapon Specialization, BAB +12
Benefits: By expending one daily use of your Ki Pool as a Free Action you can do maximum damage with a successful attack you have made with a weapon you have the Weapon Specialization Feat for.


One Kill
Prerequisites: Power Critical, BAB +8
Benefits: By expending one daily use of your Ki Pool as a Free Action you automatically threaten a Critical with any attack made with a weapon you have the Power Critical Feat for on this round.


Improved One Kill
Prerequisites: One Kill, Power Critical, BAB +12
Benefits: By expending one daily use of your Ki Pool as a Free Action you automatically threaten a Critical with any attack made this round.


Greater One Kill
Prerequisites: Improved One Kill, Power Critical, BAB +21
Benefits: By expending one daily use of your Ki Pool as a Free Action you automatically threaten a Critical with any attack made during this encounter.


Bear Slayer
Prerequisites: BAB 3+
Benefits: By expending one daily use of your Ki Pool as a Free Action after you successfully attack an Animal, you may immediately declare that attack to be a Critical hit.


Monster Slayer
Prerequisites: Bear Slayer
Benefits: By expending one daily use of your Ki Pool as a Free Action after you successfully attack a Magical Beast, you may immediately declare that attack to be a Critical hit.


Yokai Slayer
Prerequisites: Monster Slayer
Benefits: By expending one daily use of your Ki Pool as a Free Action after you successfully attack a Monstrous Humanoid, you may immediately declare that attack to be a Critical hit.


Oni Slayer
Prerequisites: Yokai Sayer
Benefits: By expending one daily use of your Ki Pool as a Free Action after you successfully attack an Outsider with the Evil subtype, you may immediately declare that attack to be a Critical hit.


Favor of the Kami
Prerequisites: 6th level
Benefits: By expending one daily use of your Ki Pool as a Free Action you may Take 10 on any Skill Check you have ranks in instead of making the normal roll.


Improved Favor of the Kami
Prerequisites: Favor of the Kami, 10th level
Benefits: By expending one daily use of your Ki Pool as a Free Action you may Take 10 on any Skill Check you have no ranks in instead of making the normal roll.


Greater Favor of the Kami
Prerequisites: Improved Favor of the Kami, 14th level
Benefits: By expending one daily use of your Ki Pool as a Free Action you may Take 20 on any Skill Check instead of making the normal roll.


Armor Optimization
Prerequisites: BAB +3
Benefits: By expending one daily use of your Ki Pool as a Free Action you may reduce the Armor Check Penalty of whatever armor you are wearing by 2 for 1 round.


Improved Armor Optimization
Prerequisites: Armor Optimization
Benefits: By expending one daily use of your Ki Pool as a Free Action you may reduce the Armor Check Penalty of whatever armor you are wearing by 2 for the duration of the encounter, or by 4 for 1 round.


Greater Armor Optimization
Prerequisites: Improved Armor Optimization
Benefits: By expending one daily use of your Ki Pool as a Free Action you may reduce the Armor Check Penalty of whatever armor you are wearing by 4 for the duration of the encounter, or by 6 for 1 round.


Battojutsu
Prerequisites: Quick Draw
Benefits: On the first combat turn when you draw your sword using the Quick Draw Feat, and if you attack before your opponent, you may expend a daily use of your Ki Pool as a Free Action, and if you successfully damage your opponent he is still considered Flat-Footed until after your Action on the next round.  


Improved Battojutsu
Prerequisites: Battojutsu, Quick Draw
Benefits: On the first turn of combat (or in the surprise round if you get the drop on your opponent) you can expend 1 Daily use of your Ki ability and your attack is considered a touch attack.


Greater Battojutsu
Prerequisites: Battojutsu, Improved Battojutsu, Quick Draw
Benefits: On the first turn of combat (or in the surprise round if you get the drop on your opponent) you can expend 1 Daily use of your Ki ability, and instead of your normal Initiative Modifier you can use your BAB to modify your Initiative.


Kyozetsu
Prerequisites: Combat Reflexes
Benefits: By expending one daily use of your Ki Pool as a Free Action when making an Attack of Opportunity you gain a +2 Bonus on the Attack and Damage rolls of any Attacks of Opportunity you make for 1 round.


Improved Kyozetsu
Prerequisites: Combat Reflexes, Kyozetsu
Benefits: By expending one daily use of your Ki Pool as a Free Action when making an Attack of Opportunity you gain a +2 Bonus on the Attack and Damage rolls of any Attacks of Opportunity you make for the duration of the encounter.


Greater Kyozetsu
Prerequisites: Combat Reflexes, Improved Kyozetsu, Kyozetsu
Benefits: By expending one daily use of your Ki Pool as a Free Action you can make Attacks of Opportunity you would normally be denied to to an opponents Feats/Class abilities for the rest of the encounter.  For example, if your opponent has the Improved Grapple Feat, you may still make Attacks of Opportunity against him if he attempts to grapple you.


Bougyo
Prerequisites: Combat Expertise
Benefits: By expending one daily use of your Ki Pool as a Free Action when using your Combat Expertise Feat you may increase your Dodge Bonus to AC by +2 for the round.


Improved Bougyo
Prerequisites: Bougyo, Combat Expertise
Benefits: By expending one daily use of your Ki Pool as a Free Action when using your Combat Expertise Feat you may increase your Dodge Bonus to AC by +2 for the duration of the encounter (if you do not use the Combat Expertise Feat on any round during the encounter you still gain this Dodge Bonus).  


Greater Bougyo
Prerequisites: Bougyo, Combat Expertise, Improved Bougyo
Benefits: By expending one daily use of your Ki Pool as a Free Action when using your Combat Expertise Feat you may turn any successful Critical hit you receive into a regular hit.


Keikai
Prerequisites: Eyes in the Back of Your Head
Benefits: If you are attacked while Denied your Dexterity Bonus to AC, you may expend a daily use of your Ki Pool as a Free Action to retain the Benefits of your Eyes in the Back of Your Head Feat.


Improved Keikai
Prerequisites: Eyes in the Back of Your Head, Keikai
Benefits: By expending one daily use of your Ki Pool as a Free Action opponents who are flanking you do not gain the Benefit of their Sneak Attack dice for 1 round.


Greater Keikai
Prerequisites: Eyes in the Back of Your Head, Improved Keikai, Keikai
Benefits: By expending one daily use of your Ki Pool as a Free Action opponents who are flanking you do not gain the Benefit of their Sneak Attack dice for the duration of the encounter.


Tsuyoi
Prerequisites: Power Attack
Benefits: When using your Power Attack Feat, you may expend a daily use of your Ki Pool as a Free Action to add one die to the weapon damage for that round.  For example a 1d8 weapon wound do 2d8.


Improved Tsuyoi
Prerequisites: Power Attack, Tsuyoi
Benefits: When using your Power Attack Feat, you may expend a daily use of your Ki Pool as a Free Action to add one die to the weapon damage for the duration of the encounter.


Greater Tsuyoi
Prerequisites: Power Attack, Improved Tsuyoi, Tsuyoi
Benefits: When using your Power Attack Feat, you may expend multiple daily uses of your Ki Pool as a Free Action to add multiple dice to the weapon damage for one round.  For example if you have a 1d8 weapon, and spend 3 uses of your Ki Pool, it does 4d8 for that round.
: Re: Samurai Poll
: Flay Crimsonwind February 04, 2010, 07:03:47 AM
Does the yojimbo always have that dodge bonus to armor? Might otherwise add a clause of " If the yojimbo would lose their dex bonus to AC..." etc etc. Love the capstone, and how brutally effective (somewhat higher powered than I'd expected) this class can be for melee.

Born to kill's text doesn't match the table (table is at 2, 5, and 8, while the text says 2, 4, and 6)....

I think that's all, though I find it funny the d10 hd, full bab, re-rolling low damage and missed attacks has a bad fort save... I wouldn't change that, it's just interesting how this class will probably be refluffed most easily for the anime-esque single-strike killing warrior (thinking Jin from Samurai Champloo, that stereotype). Just so you're prepared!
: Re: Samurai Poll
: GawainBS February 04, 2010, 08:32:19 AM
Weren't Ashigaru the peasant militia? Might not be the greatest fluff for a PrC...
: Re: Samurai Poll
: bhu February 04, 2010, 08:42:08 AM
Ashigaru are lightly armored spear fighters as far as I know.

I'll fix the Yojimbo shortly

it and the Ronin had Reflex saves as they'll be lightly armored if at all, and dodging most of the time.
: Re: Samurai Poll
: GawainBS February 04, 2010, 09:35:12 AM
Ashigaru are lightly armored spear fighters as far as I know.

Well, yes, peasant militia. (http://en.wikipedia.org/wiki/Ashigaru[/url)
: Re: Samurai Poll
: bhu February 05, 2010, 08:08:30 AM
You has given me an idea  :smirk
: Re: Samurai Poll
: GawainBS February 05, 2010, 08:14:24 AM
I'm curious...
: Re: Samurai Poll
: bhu February 05, 2010, 08:20:03 AM
I'm curious...

You'll notice a format change to the Ashigaru  :D
: Re: Samurai Poll
: Flay Crimsonwind February 05, 2010, 10:13:45 PM
I'm curious...

You'll notice a format change to the Ashigaru  :D
Sweeeet I see whatcha did there.
: Re: Samurai Poll
: GawainBS February 06, 2010, 06:53:51 AM
Don't get me wrong, I'm all for a lightly armoured spearfighter. :) I do think it's a good idea to make it a baseclass, though.
: Re: Samurai Poll
: bhu February 06, 2010, 08:00:11 AM
It's the first Samurai class variant :D
: Re: Samurai Poll
: bhu February 10, 2010, 08:42:47 AM
I'm seeing a certain amount of distaste elsewhere for the Ki mechanic as is.  Anyone here agree?  I was thinking of modifying it anyway.
: Re: Samurai Poll
: bhu February 11, 2010, 09:41:21 AM
3 new Ki abilities
: Re: Samurai Poll
: bhu February 12, 2010, 09:05:57 AM
New Ki abilities up.
: Re: Samurai Poll
: bhu February 16, 2010, 07:35:58 AM
Ashigaru updated
: Re: Samurai Poll
: Flay Crimsonwind February 16, 2010, 05:18:49 PM
Ashigaru updated
Hey, look, you made a better fighter!  :P
: Re: Samurai Poll
: bhu February 17, 2010, 08:58:54 AM
Ashigaru updated
Hey, look, you made a better fighter!  :P
Ambush abilities are added  :P
: Re: Samurai Poll
: bhu February 20, 2010, 07:30:25 AM
Ashigaru capstone is up.
: Re: Samurai Poll
: bhu February 21, 2010, 07:58:04 AM
TEPPO-KA

(http://Picture URL)
   
"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

:
[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 also gains access to several Ki abilities not open to the Ashigaru (which will be detailed below).

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
: Re: Samurai Poll
: bhu February 23, 2010, 08:37:58 AM
I read this in WIki:

In the early 16th century, the term "arquebus" had a confusing variety of meanings. Some writers used it to denote any matchlock shoulder gun, referring to light versions as caliver and heavier pieces fired from a fork rest as musket. Others treated the arquebus and caliver synonymously, both referring to the lighter, forkless shoulder-fired matchlock. As the 16th century progressed, the term arquebus came to be clearly reserved for the lighter forkless weapon. When the wheel lock was introduced, wheel lock shoulder arms came to be called arquebuses, while lighter, forkless matchlock and flintlock shoulder weapons continued to be called calivers until the mid-17th century, when the light flintlock versions came to be called fusils or fuzees.[6]

So does anyone know which particular gun the Ashigaru used?
: Re: Samurai Poll
: veekie February 23, 2010, 12:25:18 PM
I reckon it's the shoulder fired version, I think, since they'd probably be used to generate volume of fire, rather than going for power(sides, with oriental armor as it is, they wouldn't really need the penetrating power of the  heavier versions as much as they needed the ability to quickly reposition).  That they were effective against cavalry suggests they can reposition quickly, at least.
: Re: Samurai Poll
: Flay Crimsonwind February 24, 2010, 04:31:46 AM
I reckon it's the shoulder fired version, I think, since they'd probably be used to generate volume of fire, rather than going for power(sides, with oriental armor as it is, they wouldn't really need the penetrating power of the  heavier versions as much as they needed the ability to quickly reposition).  That they were effective against cavalry suggests they can reposition quickly, at least.
Agreed; I'm (bad point of fact though) kind of imagining the guns used by Lady Iboshi's men in Princess Mononoke.
: Re: Samurai Poll
: bhu February 25, 2010, 12:58:18 AM
http://en.wikipedia.org/wiki/Firearms_of_Japan  got this from one of the guys over on GitP.  If what it says is true all I gotta do is stat out matchlock rifles (with a few variations)
: Re: Samurai Poll
: GawainBS February 25, 2010, 07:29:42 AM
http://en.wikipedia.org/wiki/Firearms_of_Japan  got this from one of the guys over on GitP.  If what it says is true all I gotta do is stat out matchlock rifles (with a few variations)

Be sure to not fall in the trap of them requiring a Standard Action to reload, or at least offer ways to reduce that to a Free Action. We all know D&D and reality don't like each other. ;)
: Re: Samurai Poll
: bhu February 26, 2010, 12:09:26 AM
Teppo-Ka were backed up by archers.  They could only fire two rounds per minute (i.e. once every 5 rounds), so the archers surrounding them picked off oncoming troops and provided cover fire.  Eventually they shifted to firing in volleys so they could present a steady hail of bullets.
: Re: Samurai Poll
: GawainBS February 26, 2010, 08:31:52 AM
Teppo-Ka were backed up by archers.  They could only fire two rounds per minute (i.e. once every 5 rounds), so the archers surrounding them picked off oncoming troops and provided cover fire.  Eventually they shifted to firing in volleys so they could present a steady hail of bullets.

If you're planning on making this a D&D class, don't bother with historical accuracy. Nobody is going to play something that can only do something every five rounds. Most people here have probably finished the encounter by then. :)
: Re: Samurai Poll
: bhu February 26, 2010, 10:10:28 AM
Well the next class was gonna be the backup archer  :p

I was gonna make rifles about as nasty as they are in real life, doing huge damage every so many rounds (like a breath weapon).  The backup archers will be your posse to prevent troubles while you reload.  hence why leadership is required for the class.

I jsut noticed I didn't really say whether or not the Ambush ability of the Ashigaru could be used at range or not. Should I limit it to melee?
: Re: Samurai Poll
: The_Mad_Linguist February 26, 2010, 10:32:49 AM
Nobody is going to play something that can only do something every five rounds. Most people here have probably finished the encounter by then. :)

I disagree

See: binders.
: Re: Samurai Poll
: GawainBS February 26, 2010, 10:50:59 AM
Nobody is going to play something that can only do something every five rounds. Most people here have probably finished the encounter by then. :)

I disagree

See: binders.

I admit, I don't know binders.

So far, I've never been impressed by guns in D&D. At low lvls, they could be one-hit kill weapons. But the same is true for daggers... At high levels, RoF overcomes high base damage.
: Re: Samurai Poll
: bhu February 28, 2010, 08:38:41 AM
Teppo-Ka updated.  I realize it took the Japanese a while to reverse engineer the rifles, anyone have any idea about the ammo?
: Re: Samurai Poll
: bhu March 03, 2010, 07:54:46 AM
Minor updates to Ashigaru and Teppo-Ka
: Re: Samurai Poll
: bhu March 07, 2010, 09:39:28 PM
Minor updates to Ashigaru and Teppo-Ka
: Re: Samurai Poll
: bhu March 08, 2010, 11:19:03 PM
Edited the Military Training Feats for Samurai and Ashigaru, and the Teppo-Ka has it's first set of class abilities.

I'm assuming the Japanese had cannonry, anyone know much about it?
: Re: Samurai Poll
: bhu March 10, 2010, 10:23:30 PM
Does the superior aim ability for the Teppo-Ka seem to weak?
: Re: Samurai Poll
: bhu March 12, 2010, 02:56:05 PM
As a way of solving some of the current iffiness with Ki abilities, would it help if I put level prerequisites on them?   For example the first ability in the tree can be taken at any level, but the next two in the chain require you to be a certain level before taking them?
: Re: Samurai Poll
: Flay Crimsonwind March 15, 2010, 06:55:37 AM
As a way of solving some of the current iffiness with Ki abilities, would it help if I put level prerequisites on them?   For example the first ability in the tree can be taken at any level, but the next two in the chain require you to be a certain level before taking them?
Doesn't sound like it could hurt. Might include a feat that allows you to bypass this for a single group of ki abilities, called Sword-arts Prodigy or somesuch.

As for the Teppo-Ka... I'm not as proficient with ranged guys, but the idea could work well if it's ever odd numbered level. It's a great idea for ranged heroes, but just three dice increases seems too insignificant... I'd normally say four, but you could make it evened out and make it five over nine levels.
: Re: Samurai Poll
: bhu March 15, 2010, 02:08:15 PM
I added a critical multiplier as opposed to more dice.  I also have the SNiper ability done, so I just need a capstone.
: Re: Samurai Poll
: bhu March 17, 2010, 01:32:38 AM
Teppo-Ka now has capstone (and it's a brutal one)
: Re: Samurai Poll
: Flay Crimsonwind March 18, 2010, 11:34:15 PM
Teppo-Ka now has capstone (and it's a brutal one)
AHAHAHA! YEEEEEESH!  :evillaugh

That's a sick-as-fuck capstone! Makes those features a lot more useful, if only we can find a good way of adding SS/SA to a build like this...
: Re: Samurai Poll
: Garryl March 19, 2010, 12:36:50 AM
Teppo-Ka seems odd. It's 10th level class feature completely invalidates its 9th level feature.
: Re: Samurai Poll
: bhu March 19, 2010, 01:43:56 AM
Teppo-Ka now has capstone (and it's a brutal one)
AHAHAHA! YEEEEEESH!  :evillaugh

That's a sick-as-fuck capstone! Makes those features a lot more useful, if only we can find a good way of adding SS/SA to a build like this...

SS/SA?
: Re: Samurai Poll
: Flay Crimsonwind March 19, 2010, 01:48:59 AM
Teppo-Ka now has capstone (and it's a brutal one)
AHAHAHA! YEEEEEESH!  :evillaugh

That's a sick-as-fuck capstone! Makes those features a lot more useful, if only we can find a good way of adding SS/SA to a build like this...

SS/SA?
Sudden Strike/Sneak Attack.

And I suppose it's an abrupt range change for a single level, didn't see that 9th level ability. Hrm...
: Re: Samurai Poll
: bhu March 19, 2010, 02:02:24 AM
Peek at the Ashigaru's Ki abilities.  They can use them to get SS/SA
: Re: Samurai Poll
: bhu March 20, 2010, 08:54:15 PM
BACKUP ARCHER

(http://Picture URL)
   
"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

:
[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. The Backup Archer also gains access to several Ki abilities not open to the Ashigaru (which will be detailed below).

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:
 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: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
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
: Re: Samurai Poll
: bhu March 22, 2010, 03:16:13 AM
Archer slightly updated.

Did Ashgaru use the Yumi shortbow or the Daikyu longbow primarily?
: Re: Samurai Poll
: bhu March 25, 2010, 02:18:27 AM
Backup Archer just needs abilities, Ashigaru and Samurai have a new Ki ability.
: Re: Samurai Poll
: bhu March 27, 2010, 03:01:24 AM
So how does the Shot of Opportunity ability seem so far?
: Re: Samurai Poll
: Risada March 27, 2010, 07:15:52 AM
So how does the Shot of Opportunity ability seem so far?

To be honest... I don't understand it much.

At second level if you have a bow in hand, and an opponent would provoke an Attack of Opportunity if you had a melee weapon in hand...

Is this right? Isn't it "if the opponent has a melee weapon in hand"?
: Re: Samurai Poll
: Flay Crimsonwind March 29, 2010, 12:49:12 AM
I think it is more "you can make attacks of opportunity at melee range with a bow (however, you still provoke an AoO for using a ranged weapon at close range)."
: Re: Samurai Poll
: bhu March 29, 2010, 02:24:59 AM
Yup.  I shall edit the text.
: Re: Samurai Poll
: veekie March 29, 2010, 09:28:31 AM
I think it is more "you can make attacks of opportunity at melee range with a bow (however, you still provoke an AoO for using a ranged weapon at close range)."
I just had this amusing mental image of two blokes with bows and combat reflexes making "AoO against your AoO".
: Re: Samurai Poll
: bhu March 30, 2010, 02:07:02 AM
Backup Archer edited, and has new ability.
: Re: Samurai Poll
: bhu March 31, 2010, 02:09:48 AM
Edited Teppo-Ka and Backup Archer, Backup just needs capstone now
: Re: Samurai Poll
: bhu April 03, 2010, 03:48:37 AM
Ashigaru has two new Ki Abilities.
: Re: Samurai Poll
: bhu April 07, 2010, 03:17:07 AM
capstone for Backup Archer is up.
: Re: Samurai Poll
: bhu April 10, 2010, 03:31:17 AM
ONNA-BUGEISHA

(http://Picture URL)
   
"I am not afraid…I was born to do this."

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

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

MAKING AN ONNA-BUGEISHA
 You are pretty similar to regular Samurai except that there won't be much of a focus on horsemanship other than in earlier periods (you're supposed to defend the home after all).  You will also have a stronger focus on diplomatic abilities as you will have to deal with the subterfuge of the court in ways a man wouldn't be exposed to.
 Abilities: Unlike most warriors you are also expected to run a household, appear in court, and be 'charming' (or at least subservient).  In other words you need self control and a desire to succeed in more areas than the men in your life.  Dexterity and Charisma will be necessary for you, and Intelligence and Charisma will be almost as important.  If necessary Strength can be done without so much, but you'll want at least an average score.
 Races: 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

:
[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.
 Religion: In real life Samurai followed Bushido, and to an extent Zen Buddhism.  In DnD this means they are spiritual, but they don’t really worship Gods per se (though some may still practice the old Shinto religion).
 Other Classes: You relate to other classes in much the same way as any other Samurai, but sometimes your unique perspective causes you to think in ways differently from your male peers.  In other words you have the ability to adapt better, and not have such a stick up your behind.
 Combat: Identical to your male counterparts in most ways, you prefer speed and finesse over shear physical power.  Many Onna-Bugeisha also study exotic, easily concealable weapons that would normally be used by less than honorable fighters who prefer stealth.
 Advancement: As with other Samurai, how you advance depends upon the wishes of your Master, assuming you have one.  Many Onna are so unique that their Lords let them follow their own whims.

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

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

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



EPIC ONNA-BUGEISHA

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



EX-ONNA-BUGEISHA
If a Onna's master dies, or she is dismissed from his service for whatever reason (usually disgrace), or she becomes of an Alignment other than Lawful (which is likely to cause her dismissal), the Onna is supposed to commit seppuku.  If she does not, and chooses to live, she can no longer take levels in the Onna class, and becomes a Ronin (taking levels in the Prestige Class of the same name, or some other class).  If she is accepted as an Onna again, she can continue to once again take levels in this class.
: Re: Samurai Poll
: bhu April 14, 2010, 02:34:13 AM
Finally some time to myself to work!  The Onna has been updated.
: Re: Samurai Poll
: bhu 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?
: Re: Samurai Poll
: bhu 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.
: Re: Samurai Poll
: bhu April 22, 2010, 03:31:00 AM
Ashigaru and Onna-Bugeisha updated.
: Re: Samurai Poll
: bhu April 23, 2010, 01:00:25 AM
KAGEMUSHA

(http://Picture URL)
   
"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

:
[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
: Re: Samurai Poll
: bhu April 24, 2010, 02:18:10 AM
Onna and Kagemusha updated
: Re: Samurai Poll
: bhu 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.
: Re: Samurai Poll
: bhu 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?
: Re: Samurai Poll
: Garryl April 27, 2010, 12:38:55 AM
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?
: Re: Samurai Poll
: bhu 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.
: Re: Samurai Poll
: Garryl 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.
: Re: Samurai Poll
: bhu April 29, 2010, 12:37:23 AM
Yes I'll get that up.

She now has all abilities except capstone
: Re: Samurai Poll
: bhu 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.
: Re: Samurai Poll
: bhu May 03, 2010, 02:51:27 AM
http://en.wikipedia.org/wiki/Pechin (http://en.wikipedia.org/wiki/Pechin)

PECHIN

(http://Picture URL)
   
"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 (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

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

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

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



EPIC PECHIN

Hit Die: d10
Skills Points at Each  Level : 4 + int
Ki Pool The Epic Pechin gains 1 additional daily use of his Ki Pool for every Epic Level.  He does not gain new Ki abilities except as Epic Feats. 
Bonus Feats: The Epic Class Pechin gains a Bonus Feat every 3 levels higher than 20th
: Re: Samurai Poll
: Flay Crimsonwind May 03, 2010, 03:22:09 AM
Dude, kagemusha makes me wish to take leadership just to have a female kagemusha/ninja cohort.
: Re: Samurai Poll
: bhu May 03, 2010, 03:23:03 AM
Wait'll I finish this and do Ninja Redux  :D ;)
: Re: Samurai Poll
: Flay Crimsonwind May 03, 2010, 03:39:03 AM
I've got another three levels before I can take it, I'll wait!  :D Pechin... like a regional samurai? Can't wait to see the twist on that one.

EDIT: ah, right, wiki article linked at the friggin top.... well, at least I learned something!  :p Why unarmed, specifically, for a pechin?
EDIT 2: Ah, unarmed ryukin samurai. I have to stop typing when I'm tired...
: Re: Samurai Poll
: bhu May 04, 2010, 03:38:25 AM
I've started editing i nthe fluff for the Pechin, but I can;t find much on them, so if I get anything wrong let me know and I will correct.
: Re: Samurai Poll
: bhu May 07, 2010, 03:23:57 AM
Okay possible styles for the Pechin include (for Japan):

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

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

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

For Okinawa:

Te: http://en.wikipedia.org/wiki/Okinawan_martial_arts

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

I can try to do all these, or concentrate on Te for the Pechin along with maybe Taijutsu, and make the others PrC's.

Thoughts?
: Re: Samurai Poll
: Flay Crimsonwind May 07, 2010, 04:49:20 AM
Focus on Te; taijutsu should be part of the ninja/ninjutsu spinoff, and the Sumo and jujutsu probably should be PrCs.... though I suppose it could be a pathed Te for Okinawan and Jujutsu for the mainland, making them separate by where they lived (with similar but different abilities). That can be a lot to ask for though, I wouldn't blame you for working it simpler.
: Re: Samurai Poll
: bhu May 08, 2010, 02:16:38 AM
Taijutsu wasn't specific to one martial art n Japan though.  It was a set of techniques used by various schools (or so I'm led to believe).
: Re: Samurai Poll
: veekie May 08, 2010, 05:00:27 AM
Well, a direct translation of the term is literally Body Arts, so it'd seem to refer to martial arts in general, actually.

Just because Naruto used it doesn't mean it's related to ninjutsu beyond being sometimes practiced by the same sort of people.
: Re: Samurai Poll
: Flay Crimsonwind May 08, 2010, 05:12:01 AM
I only say it because I've seen it often attributed to and combined with ninjutsu, and knowing it was a skill practiced by historic ninja, I just assumed it would fit better, but hey, there's wikipedia to fuck that assumption up. Yeah, I suppose it's more universal.
: Re: Samurai Poll
: bhu May 08, 2010, 02:45:38 PM
I'll peek about and see what more i can find
: Re: Samurai Poll
: bhu May 14, 2010, 04:23:10 AM
A PrC to work on whilst I stud  the martial arts for the Pechin

SABURAI

(http://Picture URL)
   
"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

:
[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. The Saburai also gains access to several Ki abilities not open to the Samurai (which will be detailed below).

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
: Re: Samurai Poll
: bhu May 15, 2010, 04:00:36 AM
Anyone knowledgeable about weapons and armor in 7th-9th century Japan?
: Re: Samurai Poll
: bhu May 20, 2010, 01:01:10 AM
Okay initially I'd figured the Saburai were mounted archers but stuff I've been reading seems to contradict that.  Was there mounted archery in Japan?  If not I need to tweak things a little for the classes.
: Re: Samurai Poll
: Flay Crimsonwind May 20, 2010, 01:13:59 AM
Okay initially I'd figured the Saburai were mounted archers but stuff I've been reading seems to contradict that.  Was there mounted archery in Japan?  If not I need to tweak things a little for the classes.
Specifically mounted cavalry? I don't know, not to my (rather limited) knowledge, but I know that people on horseback might use shortbows. I'm probably confusing it with the Mongols, but still.
: Re: Samurai Poll
: veekie May 20, 2010, 05:09:49 AM
^^
It's fairly common sense for most light cavalry to have shortbows to take advantage of their mobility, particularly when metal armor isn't as common(which need the greater power you can get out of standing longbows).
: Re: Samurai Poll
: bhu May 21, 2010, 03:22:17 AM
Saburai updated
: Re: Samurai Poll
: Flay Crimsonwind May 23, 2010, 02:13:26 AM
Watching Sanjuro, awesome "sequel" to Yojimbo, and immediately remembered that I didn't link to the possible samurai magic items here.

So, here it is, over in the campaign thread. (http://brilliantgameologists.com/boards/index.php?topic=7897.msg264589#msg264589) If you'd like me to repost 'em here, I totally can too.

EDIT: Reposted!
-Ki Smite (http://realmshelps.dandello.net/cgi-bin/feats.pl?Ki_Smite) (+2 weapon bonus) - You can spend one daily use of ki power to grant yourself a bonus on your next melee attack roll equal to your Wisdom bonus. You also deal extra damage equal to your ki-pool granting class levels plus your current pool of ki power uses (not counting the ki use spent to activate this feat).

-Karmic Healing (http://realmshelps.dandello.net/cgi-bin/feats.pl?Karmic_Healing) (+2 armor bonus) - You can spend one daily use of ki power to heal yourself a number of hit points equal to half your ki-pool granting class levels (minimum 1) multiplied by your Wisdom bonus. Alternatively, you may instead spend one daily use to remove the fatigue condition or reduce the exhausted condition to fatigued.

-Blessed Juzu (http://www.soshina.org/ProductImages/juzu/rosewood_juzu_sw.jpg): A form of japa mala, Eastern prayer beads, compared to western rosaries in their use. Either on bracelets with a number of beads divisible by three, or on necklaces of 111 beads, these have been blessed to focus one's internal energy, allowing priests and warriors alike to center themselves.

The bearer of a bracelet of mala beads adds four extra uses of ki to their daily ki pool, and the item does not use up an item slot on the body. If the bearer has a necklace of beads, by attuning themselves with five minutes of meditation or prayer in the morning, they add four extra uses of ki to their daily ki pool, and may once a day pray or meditate for ten minutes to regain six uses of ki (may not bring total above one's normal ki-pool); the necklace is worn in the neck space. A wearer may only attune themselves to one string of beads per day. (Bracelet: 7,500 gp, Necklace: 15,000 gp)

-Wolves Tasuki (http://fuuryusi.cool.ne.jp/kituke-men/tasuki.JPG): A chord wrapped around the torso so as to keep the sleeves from interfering with ones task, these were implemented in uniforms by the Shinsengumi, known as the "Wolves of Mibu." Just wearing one can help the wearer focus on their task, and can help any swordsman by stopping the sleeves from restricting their movement. As a free action, by expending a daily use of ki, the wearer may reroll any attack roll, damage roll, or skill check once per round. 10,000 gp?
: Re: Samurai Poll
: bhu May 23, 2010, 03:07:19 AM
Repostin' is fine :D
: Re: Samurai Poll
: bhu May 24, 2010, 02:18:00 AM
Anyone know if the early Sabura were granted nobility for services rendered?  I'm trying to decide on the capstone.
: Re: Samurai Poll
: bhu May 27, 2010, 01:57:42 AM
Would you prefer the martial arts for the Pechin as ToB style maneuvers, feats, ki abilities, or some mix of the above?  I was thinking of making them a mix of stances and maneuvers you perform by expending uses of your ki pool.
: Re: Samurai Poll
: Flay Crimsonwind May 27, 2010, 02:01:10 AM
Would you prefer the martial arts for the Pechin as ToB style maneuvers, feats, ki abilities, or some mix of the above?  I was thinking of making them a mix of stances and maneuvers you perform by expending uses of your ki pool.
I like this idea, especially since it differentiates itself from the samurai class, whose styles all are revolving around feats and minor maneuvers with ki points.
: Re: Samurai Poll
: bhu June 02, 2010, 01:53:11 AM
Mom is gone so I had a chance to work today.  Saburai just needs capstone.
: Re: Samurai Poll
: bhu June 04, 2010, 01:57:12 AM
Saburai has it's capstone
: Re: Samurai Poll
: bhu June 08, 2010, 01:07:05 AM
OK between my job hunting and moms visit I've had little time to do research for anything so we'll do another quick PrC whilst I keep trying to get Jujutsu and Te looked at enough to make stuff for.

Original concept by Eikonos:

TSUJIGIRI

(http://Picture URL)
   
“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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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


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



EPIC TSUJIGIRI

Hit Die: d10
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Tsujigiri gains a Bonus Feat every 2 levels higher than 20th
: Re: Samurai Poll
: bhu June 15, 2010, 02:17:14 AM
Real life has been interfering, so I'm sorry for the lack of updates.  Tsujigiri has minor update.
: Re: Samurai Poll
: bhu June 17, 2010, 03:04:57 AM
minor update to tsujigiri
: Re: Samurai Poll
: bhu June 18, 2010, 12:41:29 AM
any thoughts on the born to kill ability?
: Re: Samurai Poll
: bhu June 21, 2010, 02:17:52 AM
Tsujigiri updated.  Anyone still out there reading?
: Re: Samurai Poll
: GawainBS June 21, 2010, 11:52:53 AM
Me. :)
: Re: Samurai Poll
: bhu June 21, 2010, 07:29:12 PM
yays :bounce

any thoughts?
: Re: Samurai Poll
: GawainBS June 22, 2010, 05:27:34 PM
It will take a while to sift through all of it.
: Re: Samurai Poll
: bhu June 23, 2010, 01:52:45 AM
Tsujigiri is ready for reviews
: Re: Samurai Poll
: bhu June 26, 2010, 08:36:34 PM
Jujutsu Maneuvers

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



Taijutsu Maneuvers

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



Te Maneuvers

Atemi (Prerequisites: Stunning Fist) Atemi is the art of striking vital points on the body such as nerve centers, the carotid artery, joints, or weak spots vulnerable to breaking, or causing concussion from blows to the head.  Damage can be used to distract an opponent to follow up with a more devastating attack.  Unfortunately it is limited against heavily armored opponents.
Zanshin (Prerequisites: Eyes in the Back of Your Head) Zanshin is "relaxed awareness", the ability to be completely aware of ones surroundings (and  thus opponents) while seeming to be not paying attention at all.
Uke (Prerequisites: Combat Expertise) Uke are techniques for blocking or responding to an opponents attacks.
Te Waza (Prerequisites: Improved Unarmed Strike) Te Waza are various punch techniques.
Geri Waza (Prerequisites: Snap Kick) Geri Waza are various kicking attacks, along with some knee strikes.
Tai Sabaki (Prerequisites: Dodge) Tai Sabaki is the art of avoiding attacks.
Kiai (Prerequisites: Combat Focus) Kiai is the building of internal strength released in a short burst for offensive purposes.
Enpi (Prerequisites: Superior Unarmed Strike) Enpi are devastating close quarters elbow strikes.
Advanced Te Waza (Prerequisites: Te Waza) The technique of punch combinations or block/strike combos.
Advanced Geri Waza (Prerequisites: Geri Waza) Multiple kicks or more difficult ones.
Advanced Uke (Prerequisites: Uke) Using blocking to get an advantage instead of merely stopping an attack.
Advanced Atemi (Prerequisites: Atemi) Learning to still hit exposed vital points even when an opponents armor covers most of them.
Advanced Tai Sabaki (Prerequisites: Tai Sabaki) Repositioning yourself in your opponents blind side while simultaneously dodging his attacks.
Advanced Kiai (Prerequisites: Kiai) Learning to channel innser strength for more difficult uses such as defense.
: Re: Samurai Poll
: bhu June 26, 2010, 08:38:50 PM
Pechin is finished up except Maneuvers.  Without Feats etc it can only get 6 maneuvers of one style, so how many do you thunk I should make?  I was gonna go for 10 each.
: Re: Samurai Poll
: GawainBS June 27, 2010, 06:33:38 AM
Are you planning on making your own manouvres, or using those from ToB?
: Re: Samurai Poll
: bhu June 27, 2010, 06:29:07 PM
Making my own.  they won't be quite exactly like ToB
: Re: Samurai Poll
: GawainBS June 27, 2010, 06:40:02 PM
You sure of that? It sounds like an awful lot of work for something that might already have been done...
: Re: Samurai Poll
: bhu June 27, 2010, 09:50:21 PM
I'm unemployed.  I need stuff do distract me twixt job searches
: Re: Samurai Poll
: Garryl June 28, 2010, 01:36:50 AM

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

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

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

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

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

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

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

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

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


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


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

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

Master Butcher seems okay, but it could use some clarification. Does it affect abilities from outside this class that grant rerolls? How about from feats? If yes to either of the above, does it interact with rerolls that aren't limited by day (such as per encounter rerolls, or maneuvers), and how so?
: Re: Samurai Poll
: bhu June 29, 2010, 12:04:41 AM
I revised Tsujigiri, how does it look now?
: Re: Samurai Poll
: GawainBS June 29, 2010, 11:46:40 AM
I revised Tsujigiri, how does it look now?

Weak. All it offers is Crit based stuff (which gets negated easily) and variable damage rerolling. Variable damage is typically such an insignificant amount of damage that rerolling is next to useless.
: Re: Samurai Poll
: bhu June 29, 2010, 06:16:35 PM
How about if i add 'damage done by rerolls can only by spells or supernatural abilties'
: Re: Samurai Poll
: Risada June 29, 2010, 06:23:26 PM
I think Tsujigiri needs an ability to allow him to bypass crit immunity... and Born to Kill's 7th level ability sould grant him a reroll....
: Re: Samurai Poll
: GawainBS June 29, 2010, 06:33:17 PM
How about if i add 'damage done by rerolls can only by spells or supernatural abilties'

What do you mean? Personally, I think it would worse. How about each step of the ability increasing the damage die of a weapon by one step? It's a persistent improvement, but nothing that will make damage soar. (Apart from specific optimisation, of course.)
I second the "Bypas crit immunity"thing.
: Re: Samurai Poll
: bhu June 29, 2010, 07:38:45 PM
Changed some stuff.  How bout now?
: Re: Samurai Poll
: Risada June 29, 2010, 11:43:00 PM
Changed some stuff.  How bout now?

Nice.... but I would add one word in there, to make sure we get both abilities...

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.

: Re: Samurai Poll
: bhu July 04, 2010, 11:05:06 PM
Edited in the names for the Taijutsu techniques.  Most of the stuff Im finding for it are AIkido or Judo or Ninutsu videos, so I may have to wing some of it (unless some kindly people have advice)
: Re: Samurai Poll
: bhu July 07, 2010, 08:11:36 PM
Got the Taijutsu prerequisites up, and the list for Jujutsu Maneuvers
: Re: Samurai Poll
: bhu July 09, 2010, 10:15:45 PM
Okay actual Te varied somewhat, and I cant find much of any real info on it, but i can find stuff on the styles of early karate it evolved into.  The only problem is what to pick to base Te on for the class.  Anyone have any thoughts on this?
: Re: Samurai Poll
: bhu July 12, 2010, 11:08:02 PM
http://en.wikipedia.org/wiki/Comparison_of_karate_styles

Going by this list my options would seem to be Goju-Ryu, Isshin-Ryu, Shito-Ryu, and Uechi-Ryu.  Anyone have opinions on where I start?
: Re: Samurai Poll
: bhu July 20, 2010, 12:55:35 AM
No one?  No one at all?  Guess I'll give it a random shot shortly then.
: Re: Samurai Poll
: bhu July 22, 2010, 01:59:49 AM
Okay I edited the names for Te Maneuvers into the list o nthe previous page.  You like or too iffy?
: Re: Samurai Poll
: The_Mad_Linguist July 22, 2010, 02:07:19 AM
Well, I hope that your "improved" versions aren't just going to turn a +2 into a +5 or give 3/encounter instead of 1/encounter - without knowing that, can't say anything.
: Re: Samurai Poll
: bhu July 22, 2010, 02:45:22 PM
The feedback Im kinda asking for is "is this central to the actual use of this martial art".  If there's something I left out thats really obvious that I dont know about now would be the time to tell me (for example if Te also includes Grappling).
: Re: Samurai Poll
: The_Mad_Linguist July 22, 2010, 02:49:09 PM
Ah, well, the sum total of my martial arts knowledge is "call the cops", so I can't really say anything  :p
: Re: Samurai Poll
: bhu July 23, 2010, 02:05:24 AM
Okay all the Maneuvers have their initial prerequisites up.  Hopefully I can find a way of avoiding making them too Feat intensive.
: Re: Samurai Poll
: bhu July 28, 2010, 01:23:28 AM
Just noticed I didn't have the Military Training Feats up for Pechin

D'oh!

I added them in. 
: Re: Samurai Poll
: bhu August 02, 2010, 04:38:27 AM
Maneuver descriptions ready to go, actual crunch coming up.
: Re: Samurai Poll
: bhu August 05, 2010, 03:56:12 AM
Okay I'm probably gonna run into the character limit if I leave all 3 styles in one post, so I'm starting off with Te reposted here.  Atemi has example names of attacks usable with that maneuver, I just have to decide what would be the best way to learn them.  The three options are Feats as prerequisites (which could easily be too Feat intensive), learn a new one any time you learn any new feat regardless of what it is, or BAB.  Any preferences?

Te Maneuvers

Atemi (Prerequisites: Stunning Fist) Atemi is the art of striking vital points on the body such as nerve centers, the carotid artery, joints, or weak spots vulnerable to breaking, or causing concussion from blows to the head.  Damage can be used to distract an opponent to follow up with a more devastating attack.  Unfortunately it is limited against heavily armored opponents.  Atemi techniques cannot be used against opponents wearing Heavy Armor.
Eye Punch When making an successful Unarmed Strike attack with your Stunning Fist Feat you may Blind your opponent instead of Stunning him.
Low Blow When making an successful Unarmed Strike attack with your Stunning Fist Feat you may Paralyze your opponent instead of Stunning him.
Concussing Blow When making an successful Unarmed Strike attack with your Stunning Fist Feat you may Confuse your opponent instead of Stunning him.
Numb Body When making an successful Unarmed Strike attack with your Stunning Fist Feat you may make your opponent Flat-footed instead of Stunning him.
Minor Bone Break When making an successful Unarmed Strike attack with your Stunning Fist Feat you may Slow (as per the spell) your opponent instead of Stunning him.
Zanshin (Prerequisites: Eyes in the Back of Your Head) Zanshin is "relaxed awareness", the ability to be completely aware of ones surroundings (and  thus opponents) while seeming to be not paying attention at all.
Spatial Awareness At Level 4+ you are no longer considered Flanked, and may not be Sneak Attacked unless you are considered Flat-Footed.
Supernatural Awareness At Level 8+ you no longer lose your Dex Bonus to AC, and are never considered Flat-Footed.
Uke (Prerequisites: Combat Expertise) Uke are techniques for blocking or responding to an opponents attacks. You may only use one Uke technique at a time.
Painful Block If your opponent misses you on a round you are Fighting Defensively with the Combat Expertise Feat, he takes damage equal to your unarmed strike damage.
Countering Block When Fighting Defensively with the Combat Expertise Feat you can take a penalty to your Attack Rolls equal to your (BAB plus Wisdom Modifier).
Unbalancing Block If your opponent misses you on a round you are using the Total Defense option, he suffers an untyped penalty to his AC for 1 round equal to your Wisdom Modifier.
Te Waza (Prerequisites: Improved Unarmed Strike) Te Waza are various punch techniques.
Palm Strike If you successfully confirm a Critical hit with an Unarmed Strike while using your Stunning Fist Feat, the Stunning effect lasts 1 round longer.
Knife Hand The Save DC of your Stunning Fist Attack is +1.
Quick Strike You may take a penalty to Damage rolls equal to your Dexterity Modifier, and add it to your Attack rolls with your Unarmed Strikes.
Power Strike You may take a penalty to Attack rolls equal to your Strength Modifier, and add it to your Damage rolls with your Unarmed Strikes.
Geri Waza (Prerequisites: Snap Kick) Geri Waza are various kicking attacks, along with some knee strikes.
Front Push Kick If an opponent moves into or through a square you threaten and provokes an Attack of Opportunity, and you successfully hit him with an Unarmed Strike, his movement ends in that square, and his turn is over.
Knee Kick If you successfully attack an opponent who is Grappling you with your Unarmed Strike, he must make a Fortitude Save (DC is 10 plus half HD plus Str Modifier) or let you go.
Thrusting Kick If you make a Full Attack with your Unarmed Strike, you may opt to 'give up' all but one attack, and increase the damage of your single attack assuming it hits.  If the attack does hit it does normal damage times (the number of attacks given up  plus 1).  For example if you can make 4 attacks with an Unarmed Strike, and choose to make only one, it does normal damage x4.
Stomp Kick If you successfully attack an opponent who is Prone with your Unarmed Strike, you do full damage and do not need to roll.
Tai Sabaki (Prerequisites: Dodge) Tai Sabaki is the art of avoiding attacks.
Dodge The Bonus you get from your Dodge Feat is now equal to your Wisdom Modifier.
Unarmed Dodge If you are unarmed and your opponent is not, your Bonus from the Dodge Feat is increased by +2.
Redirect Opponent If an opponent you are using your Dodge Bonus against makes a Bull Rush or overrun attack against you he charges past you harmlessly as you redirect him around you unless he makes a Reflex Saving Throw (Save DC is 10 plus 1/2 HD plus Dexterity Modifier).
Kiai (Prerequisites: Combat Focus) Kiai is the building of internal strength released in a short burst for offensive purposes.
Force As a Swift Action you may switch your Combat Focus from a Bonus to Will Saves to a Bonus to Damage instead.
Pushback As a Swift Action you may switch your Combat Focus from a Bonus to Will Saves to a Bonus to Bull Rush and Overrun Checks instead.
Demoralize As a Swift Action you may switch your Combat Focus from a Bonus to Will Saves to a Bonus to Intimidate Checks instead.
Enpi (Prerequisites: Superior Unarmed Strike) Enpi are devastating close quarters elbow strikes.
Elbow Strike If you successfully use an Unarmed Strike to attack an opponent that is Grappling you, you add an additional amount of damage equal to (Level divided by 5).
Elbow Counter If you successfully use the Painful Block ability, you add an additional amount of damage equal to (Level divided by 5).
Advanced Te Waza (Prerequisites: Te Waza) The technique of punch combinations or block/strike combos.
Double Punch (Torso) If you hit the same opponent twice in one round with your Unarmed Strike, you can make a Bull Rush Attack as a Free Action without provoking an Attack of Opportunity.
Double Punch (Face/Groin) If you hit the same opponent twice in one round with your Unarmed Strike, he is Stunned for 1 round (he does not receive a Saving Throw).
Block/Strike If your opponent misses you on a round you are Fighting Defensively with the Combat Expertise Feat, he immediately provokes an Attack of Opportunity (you do not apply the Attack roll for Fighting Defensively to this attack, and this does stack with Painful Block).
Rising Strike If you successfully hit your opponent with an Unarmed Strike, you may expend one of your daily uses of Stunning Fist to give him a -2 Penalty to AC until the next round.
Advanced Geri Waza (Prerequisites: Geri Waza) Multiple kicks or more difficult ones.
Joint Break Kick If you successfully hit with an Unarmed Strike you may expend one daily use of your Stunning Fist Feat to render your opponent unable to walk until the damage is healed.
Double Kick If you successfully hit an opponent with an Unarmed Strike you may expend 1 daily use of your Ki Power to immediately attack your opponent again with the same BAB (you may do this a maximum of once per round).
Knee to the Face If you successfully Grapple an opponent you may opt to not do damage for 1 round to automatically Stun the opponent for 1 round.
Flying Knee If you perform a Charge using the Leap Attack Feat you automatically Stun your opponent for 1 round.
Advanced Uke (Prerequisites: Uke) Using blocking to get an advantage instead of merely stopping an attack.
Block/Grab If your opponent misses you on a round you are Fighting Defensively with the Combat Expertise Feat, you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.
Pulling Block If your opponent misses you on a round you are Fighting Defensively with the Combat Expertise Feat, and he is in an adjacent square, you may immediately move him 5' to another adjacent square.  He is -1 on AC until his next turn.
Advanced Atemi (Prerequisites: Atemi) Learning to still hit exposed vital points even when an opponents armor covers most of them.
Rabbit Punch When making an successful Unarmed Strike attack with your Stunning Fist Feat against a Stunned, Flat-Footed, Prone, Dazed, or Blind opponent you may Kill him instead of Stunning him if he fails the Saving Throw.
Defeat Armor Atemi may now be used against opponents wearing Heavy Armor, this is a Supernatural ability.
Carotid Artery Strike When making an successful Unarmed Strike attack with your Stunning Fist Feat you may render your opponent Unconscious instead of Stunning him.
Joint Strike If you successfully hit with an Unarmed Strike you may expend one daily use of your Stunning Fist Feat to render your opponent unable to use one arm until the damage is healed.
Advanced Tai Sabaki (Prerequisites: Tai Sabaki) Repositioning yourself in your opponents blind side while simultaneously dodging his attacks.
Switch Places If an opponent you are using your Dodge Bonus against fails to hit you with a melee attack you and he may switch places, and his turn ends.
Create Blind Spot If an opponent you are using your Dodge Bonus against fails to hit you with a melee attack you get a cumulative +1 to attack and Damage rolls on your next turn for each attack that misses.
Evade and Attack If an opponent you are using your Dodge Bonus against fails to hit you with a melee attack by 5 or more, he immediately provokes an Attack of Opportunity.
Advanced Kiai (Prerequisites: Kiai) Learning to channel inner strength for more difficult uses such as defense.
Defensive Force As a Swift Action you may switch your Combat Focus from a Bonus to Will Saves to a Deflection Bonus to Will Saves instead.
Absorb Damage As a Swift Action you may switch your Combat Focus from a Bonus to Will Saves to Damage Reduction instead. You gain DR/- equal to your Combat Focus Bonus.
Fighting Spirit As a Swift Action you may switch your Combat Focus from a Bonus to Will Saves to any double the bonus on anyone roll during the round of your choice.
: Re: Samurai Poll
: bhu August 11, 2010, 03:32:11 AM
Jujutsu Maneuvers

Yoroi Kumichi (Prerequisites: Katame-Waza) You have learned to wrestle opponents who are in armor, thereby using it against them, or grapple while in armor yourself.
Grappling in Armor When making a Grapple against an opponent while you are in armor, your opponent gets no bonuses with his own Yoroi Kumichi abilities if he has any.
Grappling Armored Opponents When making a Grapple Check against an armored opponent while unarmored yourself, you may add his Armor Check Penalty as a Bonus to your Grapple Check.
Tripping Armored Opponents When making a Trip Attempt against an armored opponent while unarmored yourself, you may add his Armor Check Penalty as a Bonus to your Tripping Check.
Throwing Armored Opponents When making an attempt to throw an armored opponent while unarmored yourself, you may add his Armor Check Penalty as a Bonus to your Grapple Check.  For purposes of this ability 'throw' is using any unarmed combat Feat with the word throw in the title, Maneuvers of the Sublime Way that throw opponents to the ground, or Jujutsu/Taijuts throwing techniques.
Katame-Waza (Prerequisites: Improved Grapple) Various joint locks and arm bars.
Arm Locks Opponents you Grapple cannot make attacks with Light Weapons until they escape your Grapple.
Leg Locks You don't take penalties to Grapple Standing opponents when you are Prone (i.e. you don't take the -4 Penalty on the Touch Attack to initiate the Grapple).
Pain Compliance Hold If an opponent you are Grappling attempts to attack you with a weapon or unarmed strike he must make a Fortitude Save (DC is 1o plus 1/2 HD plus Str Modifier) or be Stunned 1 round.
Joint Extension If an opponent you are Grappling attempts to attack you with a weapon or unarmed strike he must make a Fortitude Save (DC is 1o plus 1/2 HD plus Str Modifier) or take a -2 Penalty to Attack ROlls with that limb for the rest of the encounter.
Osaekomi-Waza (Prerequisites: Prone Attack) Grappling on the ground and some holds.
Prone Grappling You are +2 on Attack rolls and Grapple Checks against a Prone opponent.
Control Holds When you are Grappling a Prone opponent he is -2 on Grapple rolls to escape and on Attack rolls.
Atemi-Waza (Prerequisites: Improved Unarmed Strike) Basic striking techniques.
Knife Hand The Save DC of your Stunning Fist Attack is +1.
Quick Strike You may take a penalty to Damage rolls equal to your Dexterity Modifier, and add it to your Attack rolls with your Unarmed Strikes.
Power Strike You may take a penalty to Attack rolls equal to your Strength Modifier, and add it to your Damage rolls with your Unarmed Strikes.
Thrusting Kick If you make a Full Attack with your Unarmed Strike, you may opt to 'give up' all but one attack, and increase the damage of your single attack assuming it hits.  If the attack does hit it does normal damage times (the number of attacks given up  plus 1).  For example if you can make 4 attacks with an Unarmed Strike, and choose to make only one, it does normal damage x4.
Elbow Strike If you successfully use an Unarmed Strike to attack an opponent that is Grappling you, you add an additional amount of damage equal to (Level divided by 5).
Shime-Waza (Prerequisites: Improved Grapple) Various choking techniques.
Prone Choke Holds If you have a Prone opponent Pinned in a Grapple, you may elect to cut off his air instead of doing damage.  This works like suffocation on page 304 of the DMG, except the opponent needs only Save as long as you can keep up the Pin (if he breaks the hold you have to start over), and he goes unconscious instead of dying.
Prone Strangle Holds If you have a Prone opponent Pinned in a Grapple, you may elect to damage his windpipe.  This works like suffocation on page 304 of the DMG, and also does your normal Grapple damage, btu as it requires more effort opponents outside of the Grapple get an additional +2 Bonus on attack rolls against you.
Nage-Waza (Prerequisites: Improved Trip) Tripping and fundamental throwing techniques.
Hand Throws If you succeed in making a Trip Attack against an opponent, he must make a Reflex Save (DC is 10 plus 1/2 HD plus Str Modifier) or drop what he is holding.
Foot Throws If you succeed in making a Trip Attack against an opponent, his turn ends immediately and he can take no further Actions.
Ukemi (Prerequisites: Tumble 4 ranks) Ukemi is learning to fall quickly without getting hurt (or at least minimizing the pain) and returning quickly to your feet.
Proper Falling Any attack that causes you to become Prone (trips and throws) does -1 damage per die.
Standing Quickly You no longer provoke an Attack of Opportunity when Standing Up.
Roll  Whenever an attack causes you to become prone, you get a 5 ft. step as a Free Action as you are trained to roll out of the way.
Uke-Waza (Prerequisites: Combat Expertise) Basic blocking techniques.  You may only use one Uke-Waza technique at a time.
Block/Grab If your opponent misses you on a round you are Fighting Defensively with the Combat Expertise Feat, you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.
Unbalancing Block If your opponent misses you on a round you are using the Total Defense option, he suffers an untyped penalty to his AC for 1 round equal to your Wisdom Modifier.
Countering Block When Fighting Defensively with the Combat Expertise Feat you can take a penalty to your Attack Rolls equal to your (BAB plus Wisdom Modifier).
Advanced Katame-Waza (Prerequisites: Katame-Waza) More advanced joint Locks and dislocation, including breaking your opponents neck or spine.
Neck Breaking
Break Arm
Break Leg
Advanced Osaekomi-Waza (Prerequisites: Osaekomi-Waza) Pinning maneuvers and more advanced groundfighting techniques.
Improved Pinning
Improved Prone Grappling
Advanced Atemi-Waza (Prerequisites: Atemi-Waza) More advanced striking techniques using blows to vital points.
Eye Punch When making an successful Unarmed Strike attack with your Stunning Fist Feat you may Blind your opponent instead of Stunning him.
Knee to the Face If you successfully Grapple an opponent you may opt to not do damage for 1 round to automatically Stun the opponent for 1 round.
Elbow Counter If you successfully use the Painful Block ability, you add an additional amount of damage equal to (Level divided by 5).
Numb Body When making an successful Unarmed Strike attack with your Stunning Fist Feat you may make your opponent Flat-footed instead of Stunning him.
Carotid Artery Strike When making an successful Unarmed Strike attack with your Stunning Fist Feat you may render your opponent Unconscious instead of Stunning him.
Joint Strike If you successfully hit with an Unarmed Strike you may expend one daily use of your Stunning Fist Feat to render your opponent unable to use one arm until the damage is healed.
Block/Strike If your opponent misses you on a round you are Fighting Defensively with the Combat Expertise Feat, he immediately provokes an Attack of Opportunity (you do not apply the Attack roll for Fighting Defensively to this attack, and this does stack with Painful Block).
Rising Strike If you successfully hit your opponent with an Unarmed Strike, you may expend one of your daily uses of Stunning Fist to give him a -2 Penalty to AC until the next round.
Joint Break Kick If you successfully hit with an Unarmed Strike you may expend one daily use of your Stunning Fist Feat to render your opponent unable to walk until the damage is healed.
Advanced Shime-Waza (Prerequisites: Shime-Waza) More advanced and dangerous choking techniques.
Standing Choke Holds
Standing Strangle Holds
Advanced Nage-Waza (Prerequisites: Nage-Waza) More advanced throwing techniques.
Hip Throws
Sacrifice Throws
Breaking Throw
Advanced Uke-Waza (Prerequisites: Uke-Waza) Using blocks to turn or reposition your opponent.
Maneuvering Block
Pulling Block If your opponent misses you on a round you are Fighting Defensively with the Combat Expertise Feat, and he is in an adjacent square, you may immediately move him 5' to another adjacent square. He is -1 on AC until his next turn.
: Re: Samurai Poll
: bhu August 12, 2010, 05:35:21 AM
[SIZE="5"]Taijutsu Maneuvers[/SIZE]

Koshijutsu (Prerequisites: Stunning Fist) Attacking your opponents muscles and nerve clusters to numb or temporarily disable an opponent.  Koshijutsu techniques cannot be used against opponent in Heavy Armor.
Numb Arm When making an successful Unarmed Strike attack with your Stunning Fist Feat you may make one of your opponents arms useless instead of Stunning him.  The arm may not hold anything or be used for attacks for the normal duration of the Stun effect.
Numb Leg When making an successful Unarmed Strike attack with your Stunning Fist Feat you may make your opponent Prone instead of Stunning him.  The opponent cannot stand for the normal duration of the Stun effect.
Numb Body When making an successful Unarmed Strike attack with your Stunning Fist Feat you may make your opponent Flat-footed instead of Stunning him.
Pain Strike When making an successful Unarmed Strike attack with your Stunning Fist Feat you may make your opponent take a -2 Penalty to Fortitude Saves for the duration of the Stun effect instead of Stunning him.
Koppojutsu (Prerequisites: Superior Unarmed Strike) Powerful strikes capable of breaking bones.
Power Strike You may take a penalty to Attack rolls equal to your Strength Modifier, and add it to your Damage rolls with your Unarmed Strikes.
Concussing Blow When making an successful Unarmed Strike attack with your Stunning Fist Feat you may Confuse your opponent instead of Stunning him.
Minor Bone Break When making an successful Unarmed Strike attack with your Stunning Fist Feat you may Slow (as per the spell) your opponent instead of Stunning him.
Taihenjutsu Prerequisites: (Lightning Reflexes) Falling defensively and recovering quickly.
Proper Falling Any attack that causes you to become Prone (trips and throws) does -1 damage per die.
Standing Quickly You no longer provoke an Attack of Opportunity when Standing Up.
Dakentaijutsu (Prerequisites: Improved Unarmed Strike) Basic striking techniques.
Quick Strike You may take a penalty to Damage rolls equal to your Dexterity Modifier, and add it to your Attack rolls with your Unarmed Strikes.
Low Blow When making an successful Unarmed Strike attack with your Stunning Fist Feat you may Paralyze your opponent instead of Stunning him.
Eye Punch When making an successful Unarmed Strike attack with your Stunning Fist Feat you may Blind your opponent instead of Stunning him.
Front Push Kick If an opponent moves into or through a square you threaten and provokes an Attack of Opportunity, and you successfully hit him with an Unarmed Strike, his movement ends in that square, and his turn is over.
Palm Strike If you successfully confirm a Critical hit with an Unarmed Strike while using your Stunning Fist Feat, the Stunning effect lasts 1 round longer.
Knife Hand The Save DC of your Stunning Fist Attack is +1.
Stomp Kick If you successfully attack an opponent who is Prone with your Unarmed Strike, you do full damage and do not need to roll.
Jutaijutsu (Prerequisites: Improved Trip) Throwing techniques.
Hand Throws If you succeed in making a Trip Attack against an opponent, he must make a Reflex Save (DC is 10 plus 1/2 HD plus Str Modifier) or drop what he is holding.
Foot Throws If you succeed in making a Trip Attack against an opponent, his turn ends immediately and he can take no further Actions.
Sabaki (Prerequisites: Dodge) Learning to dodge attacks, particularly when your opponent is armed and you aren't.
Dodge The Bonus you get from your Dodge Feat is now equal to your Wisdom Modifier.
Unarmed Dodge If you are unarmed and your opponent is not, your Bonus from the Dodge Feat is increased by +2.
Redirect Opponent If an opponent you are using your Dodge Bonus against makes a Bull Rush or overrun attack against you he charges past you harmlessly as you redirect him around you unless he makes a Reflex Saving Throw (Save DC is 10 plus 1/2 HD plus Dexterity Modifier).
Muto no Jutsu (Prerequisites: Improved Disarm) Disarming an opponent while unarmed.
Disarm Opponent You may disarm an opponent without holding a weapon yourself because you do so by striking his arm.  There are no penalties or bonuses for either combatant for weapon size or abilities because of this.
Improved Koshijutsu (Prerequisites: Koshijutsu) Learning to cause temporary paralysis to do permanent nerve damage.
Paralyze Arm
Paralyze Leg
Paralyze Body
Carotid Artery Strike When making an successful Unarmed Strike attack with your Stunning Fist Feat you may render your opponent Unconscious instead of Stunning him.
???
Defeat Armor Koshijutsu may now be used against opponents wearing Heavy Armor, this is a Supernatural ability.
Improved Koppojutsu (Prerequisites:  Koppojutsu) More advanced bone breaking techniques.
Break Arm
Break Leg
Break Ribs
Joint Break Kick If you successfully hit with an Unarmed Strike you may expend one daily use of your Stunning Fist Feat to render your opponent unable to walk until the damage is healed.
Improved Taihenjutsu (Prerequisites: Taihenjutsu) Learning to avoid throws or resist tripping completely or use them to reposition an opponent.
Evade Throw
Reposition Opponent
Improved Dakentaijutsu (Prerequisites:  Dakentaijutsu) More advanced striking techniques.
Rabbit Punch When making an successful Unarmed Strike attack with your Stunning Fist Feat against a Stunned, Flat-Footed, Prone, Dazed, or Blind opponent you may Kill him instead of Stunning him if he fails the Saving Throw.
Block/Strike If your opponent misses you on a round you are Fighting Defensively with the Combat Expertise Feat, he immediately provokes an Attack of Opportunity (you do not apply the Attack roll for Fighting Defensively to this attack, and this does stack with Painful Block).
Double Punch (Torso) If you hit the same opponent twice in one round with your Unarmed Strike, you can make a Bull Rush Attack as a Free Action without provoking an Attack of Opportunity.
Double Punch (Face/Groin) If you hit the same opponent twice in one round with your Unarmed Strike, he is Stunned for 1 round (he does not receive a Saving Throw).
Improved Jutaijutsu (Prerequisites: Jutaijutsu) Joint locks and such, especially in combination with throws.
Hip Throws
Arm Locks Opponents you Grapple cannot make attacks with Light Weapons until they escape your Grapple.
Pain Compliance Hold If an opponent you are Grappling attempts to attack you with a weapon or unarmed strike he must make a Fortitude Save (DC is 1o plus 1/2 HD plus Str Modifier) or be Stunned 1 round.
Hold/Throw
Improved Sabaki (Prerequisites: Sabaki) Learning to gain better position while avoiding your opponents blows.
Switch Places If an opponent you are using your Dodge Bonus against fails to hit you with a melee attack you and he may switch places, and his turn ends.
Create Blind Spot If an opponent you are using your Dodge Bonus against fails to hit you with a melee attack you get a cumulative +1 to attack and Damage rolls on your next turn for each attack that misses.
Evade and Attack If an opponent you are using your Dodge Bonus against fails to hit you with a melee attack by 5 or more, he immediately provokes an Attack of Opportunity.
Improved Muto no Jutsu (Prerequisites: Muto no Jutsu) Taking your opponents weapon for yourself.
Steal Weapon
: Re: Samurai Poll
: bhu August 15, 2010, 05:41:42 AM
OK hte three lists have been revised to give them all the same number of maneuvers.  Te had far more than the other two.

Anyone have thoughts? 
: Re: Samurai Poll
: bhu August 20, 2010, 03:28:18 AM
OK peek at Atemi for Teon page 17.  Any thoughts on whether or not you like this?  What direction I go in depends on some initial feedback.
: Re: Samurai Poll
: Flay Crimsonwind August 21, 2010, 07:36:33 AM
Personally, I love the idea of inflicting status issues on people by hitting them; magic can do it, melee should have it's options too. What're you thinking bhu?
: Re: Samurai Poll
: bhu August 22, 2010, 12:38:34 AM
well if people actually like what ive got so far, Ill keep going.  If thy thought pffftt then I needed to redo. 

Also I need to figure out how each of these little options gets learned.
: Re: Samurai Poll
: bhu August 25, 2010, 05:05:58 AM
Dodging and Elbow Strikes are up
: Re: Samurai Poll
: bhu August 27, 2010, 04:20:27 AM
Basic Kiai and punching stuff is up
: Re: Samurai Poll
: bhu August 30, 2010, 03:43:55 AM
I got the basic kicking and Zanshin stuff up.
: Re: Samurai Poll
: bhu September 01, 2010, 04:51:22 AM
Jujutsu now has armor grappling added.  Is it worded clearly enough?
: Re: Samurai Poll
: bhu September 06, 2010, 03:50:26 AM
Few more Jujutsu abilities up
: Re: Samurai Poll
: bhu September 12, 2010, 05:52:42 AM
A prone PC can grapple a standing opponent cant he?
: Re: Samurai Poll
: The_Mad_Linguist September 12, 2010, 05:58:45 AM
A prone PC can grapple a standing opponent cant he?
I think so.
: Re: Samurai Poll
: bhu September 13, 2010, 04:29:35 AM
Got throws and locks done for now.  Not sure I like the way they are currently.
: Re: Samurai Poll
: bhu September 20, 2010, 05:08:53 AM
Finally got a chance to do more stuff.  Looks like I'll need another Taijutsu ability as well.
: Re: Samurai Poll
: bhu September 26, 2010, 05:43:31 AM
You'll notice a nice update to teh styles.  The process of doing these has given me the beginnings of new ideas.  I may redesign the Pechin at least, but I'm thinking of changes to the Samurai as a whole.
: Re: Samurai Poll
: bhu October 02, 2010, 04:17:43 AM
Interest in this seems to have waned, so it needs some reworking.  It will start again soon.
: Re: Samurai Poll
: bhu October 08, 2010, 04:54:28 AM
Okay what I'm thinking of doing for the revised class is this:

All Samurai have Ki Abilities that grant them some minor effect for a limited period of time.  They expend Ki to use them.  At lower levels they get the ability for a round, then maybe for a full encounter, and at the highest levels perhaps all day.  Combat maneuvers will also be made into Ki Abilities as will the Style Feats.
: Re: Samurai Poll
: bhu October 12, 2010, 03:49:45 AM
you will notice some differences in the Military Training Feat list and the explanation of Ki Abilities.


SAMURAI

(http://i212.photobucket.com/albums/cc70/bhutastan/PRCS/samurai.jpg)
   
” The entire country will soon be in the hands of your master, Lord Ieyasu. If this is so, the men who served him will no doubt hope to become daimyo by his appointment. You should know that if such feelings arise, they are inevitably the beginning of the end of one's fortunes in the Way of the Warrior. Being affected by the avarice for office and rank, or wanting to become a daimyo and being eager for such things ... will not one then begin to value his life? And how can a man commit acts of martial valor if he values his life? A man who has been born into the house of a warrior and yet places no loyalty in his heart and thinks only of the fortune of his position will be flattering on the surface and construct schemes in his heart, will forsake righteousness and not reflect on his shame, and will stain the warrior's name of his household to later generations. This is truly regrettable.”

 The Samurai is a warrior noble who is supposed to accept the concept that his only purpose in life is dying in service to his Lord, or for his own honor.  To accept that keeping to the ideals of honor are more important than his own life or happiness.  There are many who only pay lip service to this ideal, as in any other profession in life.  They make things difficult for those who do follow the Way.  

You will be expected to be both a powerful warrior, and an accomplished poet or artisan.  You will be expected to lead men into battle, and in turn be led by your Lord who may ask you to give your life whenever he pleases.  And if your Lord is an evil and dishonorable man, following his orders to your death is still preferable in the eyes of some to disobeying him and bringing dishonor to yourself.  But an evil Lord will eventually put you in the position that leads to your being dishonored regardless of what you do.  At that point you may end your life, or become a Ronin.  The life of a Ronin will be hard.  Your old master may want you dead, your friends and relatives may disown you for the stigma of your dishonor, and finding a new Lord will be next to impossible.  Since the only marketable skill you know is killing, you will likely have to become a mercenary or assassin for money.  

Welcome to Hell.

MAKING A SAMURAI
 If you wish to play a Samurai from the earlier days, focus on archery and horsemanship, because you’ll be called upon to use it quite often.  If playing a character from the Samurai’s later days you’ll need to use a sword (or a Naginata if female).  While males of the Samurai class are expected to be warriors first, and nobility second, it is the reverse for women.  They are taught enough to defend the household, and nothing more.  If they are better fighters than their husband they often keep this secret so as not to shame him.  Later Samurai will always specialize in some particular talent to show they are more than just warriors.
 Abilities: Since the Samurai is a warrior, your physical stats are expected to be good.  As a Noble your mental stats will be expected to be good.  Earlier Samurai are horse archers and will need Dexterity.  Later Samurai who are expected to be warrior-poets will need Wisdom and Charisma to deal with other members of the Nobility.  Many of your Ki Pool abilities will be based on your mental stats as well.
 Races: Only civilized races who have a tendency towards a Lawful alignment produce many Samurai.  Members of races who aren’t commonly Lawful are rarely accepted for training, and openly Chaotic races have no chance.
 Alignment: Samurai are required to be Lawful.  Most are Lawful Neutral, particularly if they follow the Code of Bushido.  Lawful Good Samurai are less common, and many end up becoming Ronin, unable to reconcile their duties to their Lord with what they believe to be right.  Lawful Evil Samurai are monsters, murdering anything in their path, and manipulating the system to protect themselves.
 Starting Gold: Same as a Fighter.
 Starting Age: Same as a Fighter.

Class Skills
 The Samurai's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (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

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +2    Military Training, Ki Pool, Ki Abilities
2. +2    +3     +0     +3    Iron Will
3. +3    +3     +1     +3    Imposing Presence (+4 Intimidate Checks)
4. +4    +4     +1     +4    Military Training
5. +5    +4     +1     +4    Iron Will
6. +6    +5     +2     +5    Imposing Presence (Staredown)
7. +7    +5     +2     +5    Military Training
8. +8    +6     +2     +6    Iron Will
9. +9    +6     +3     +6    Imposing Presence (Improved Staredown)
10.+10   +7     +3     +7    Military Training
11.+11   +7     +3     +7    Iron Will
12.+12   +8     +4     +8    Imposing Presence (Imposing Strike)
13.+13   +8     +4     +8    Military Training
14.+14   +9     +4     +9    Iron Will
15.+15   +9     +5     +9    Imposing Presence (Frightful Presence)
16.+16   +10    +5     +10   Military Training
17.+17   +10    +5     +10   Iron Will
18.+18   +11    +6     +11   Imposing Presence (Improved Frightful Presence)
19.+19   +11    +6     +11   Military Training
20.+20   +12    +6     +12   Daimyo


Weapon Proficiencies: Samurai are proficient in all Simple and Martial Weapons, and one Exotic Weapon (please see Oriental Adventures for stats of oriental simple/martial/exotic weapons).  They are proficient with all armor, and light and heavy shields, but not tower shields.  
 
Ki Pool (Ex): At 1st level the Samurai 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 Samurai he takes.

Ki Abilities (Ex): By tapping the power of his Ki a trained Samurai can enhance his abilities in battle, in art, and in life.  A Samurai learns one new use for his Ki Pool at each level if he meets the prerequisites.  If a Samurai multi classes into a PrC that allows him to continue to learn Ki Abilities, he may still choose Ki Abilities from the Samurai Class list if he meets the prerequisites.  At 1st level he may expend up to 1 daily use of his Ki Abilities per round, and the benefits from the Ability last for 1 round.  This increases to twice per round at level 6 (with a duration of the entire encounter), and 3 times per round at level 13 (with a duration of 1 day).  Ki abilities are skills the Samurai has trained to perfection, and despite being more than natural, they are not vulnerable to Antimagic Fields and as such are Exceptional Abilities unless it is noted otherwise.  They generally either reflect specific combat maneuvers from a school of martial arts, an enhanced use of a skill, or an enhanced use of a Feat.  A Samurai may choose from the following School Ki Abilities:

Military Training (Ex):  The Samurai is a military occupation primarily, and players can receive training at various fighting styles as long as they remain Samurai.  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 Samurai Levels are considered levels in Fighter for purposes of acquiring Weapon Focus, Weapon Specialization, and related Feats): Canny Opportunist, Cavalry Charger, Choke Hold, Combat Expertise, Combat intuition, Combat Reflexes, Defensive Sweep, Earth's Embrace, Far Shot, Greater Two-Weapon Defense, Greater Two-Weapon Fighting, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Grapple, Improved Unarmed Strike, Improved Initiative, Improved Mounted Archery, Improved Precise Shot, Improved Trip, Improved Two-Weapon Defense, Improved Two-Weapon Fighting,  Kiai Shout, Martial Throw, Mounted Archery, Mounted Combat, Oversized Two-Weapon Fighting, Power Critical, Precise Shot, Point Blank Shot, Quick Draw, Prone Attack, Ride-By Attack, Sharp-Shooting, Spirited Charge, Stand Still, Trample, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus, Weapon Specialization.



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

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

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

At 14th level the Samurai gains a +4 Resistance Bonus on Willpower Saves against Mind-Affecting Effects.  If a Mind-Affecting Effect would cause him to disobey his Lord or violate the tenets of Bushido at any time (for example a Charm or Compulsion spell was cast on him, and he was ordered to commit an act that either Lord or Bushido 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.

Imposing Presence (Su): At 3rd level you gain a +4 Competence Bonus on intimidation Checks.

At 6th level you gain the ability to Stare Down Foes, and you can Demoralize all opponents within 30’ with a successful Intimidate Check as a Move Action.  

At 9th level you gain Improved Staredown, and can Demoralize opponents as a Swift Action instead of a Move Action.

At 12th level any opponent you successfully confirm a critical hit against is automatically Demoralized as if he had failed an opposed check against your Intimidate.

At 15th level you gain the ability to terrify opponents simply by drawing your sword.  Whenever you draw your weapon opponents within 30’ must make a Willpower Save (Save DC is 10 plus half level plus Charisma Modifier) or become Frightened for 4d6 rounds (if they have 4 or fewer hit dice) or Shaken for 4d6 rounds if they have more than 5 hit dice, but less than your hit dice.    If the Saving Throw is successful hey are immune to this Samurai’s Frightful Presence for 24 hours.

At 18th level your Frightful Presence improves.  Opponents must save when you draw your sword or you attack, and if they have less Hit Dice than you they are Panicked instead of Frightened or Shaken.

Daimyo (Ex): At 20th level the Samurai has mastered his command of himself and the world around him.  He may not be a leader in the literal sense of the word (i.e. he may not have officially reached Daimyo status), but he is a leader of men nonetheless.  Once per round as a Swift Action he may grant himself or one Ally within 60' the ability to reroll a failed roll.  If it is an Ally, he may use the Samurai's bonus for he roll if it would be higher, and if it is the Samurai himself he may use the Bonus of any Ally within 60' if it would be higher. This can be used (3 plus Charisma Modifier) times per day.  If you have the Leadership Feat your Leadership score increases by an amount equal to your Charisma Modifier.

PLAYING A SAMURAI
 The Code of Bushido has 7 virtues: Rectitude (a Samurai is expected to conform to the law and rules for moral conduct, and uphold integrity and justice), Courage (he is expected to risk his life in battle when it is possible to achieve something of worth, even if it means his death), Benevolence (he is expected to show mercy), Respect (he is to treat others deserving of respect with such, particularly his lord), Honesty (he must not lie or be deceitful), Honor (he is expected to behave in a dignified manner), and Loyalty (he must do as his lord commands regardless of his personal feelings on the matter).  His honor and his loyalty to his Lord are supposed to mean more to him than his own life, or the lives of others.  In practice, any truly good or evil Samurai finds it difficult to live up to these ideals.  Good Samurai chafe at being given orders to commit evil acts just as much as evil samurai dislike being ordered to perform good acts.  Despite being sworn to a life of honesty, many have a pretty good Bluff skill.
 Religion:  In real life Samurai followed Bushido, and to an extent Zen Buddhism.  In DnD this means they are spiritual, but they don’t really worship Gods per se (though some may still practice the old Shinto religion).
 Other Classes: The way a Samurai relates to other classes depends on several things.  The first being, are they foreigners?  If so they are subject to immediate distrust, and possible open hostility.  They will never be truly accepted by all, no matter how often they prove themselves.  If they aren’t foreigners the question is “What is their station relevant to mine?”  If of a lower station the Samurai can pretty much do anything they like, including openly murdering them if they are not well liked (or if their Lord will back them up).  If of a higher station the Samurai is almost required to be deferential, as he can be asked to kill himself if he is considered to have disgraced himself too much.
 Combat:  There are several combat styles open to Samurai.  The traditional one is an armored archer on horseback, which eventually gave way to an armored man with a sword.  Women of Samurai households were taught knife and spear fighting, and many male Samurai learned polearms as well.  Many learned exotic fighting styles or weapons as a means of gaining an advantage over opponents by using a weapon or form which wasn’t well known.
 Advancement: How a Samurai advances depends entirely on the whims of his Lord in theory.  A Daimyo could order a Samurai to take a specific position, and if he ever wishes to have a better position (or at least retain what he has), he’d better do it well.  Many Lords will be pragmatic enough to put a Samurai where his strengths will be best used, but particularly evil nobles will use promotion to rid themselves of honest men.

SAMURAI IN THE WORLD
“One who is samurai must, before all things, keep constantly in mind, by day and by night....that he has to die.”
 In real life the Samurai were warriors hired by the nobility to fight their battles for them.  They began as little more than paid mercenaries known as Saburai (meaning “those who serve”), and were thought of as barbarians by their condescending masters.  Eventually the nobility began to rely on them more and more, and the Samurai evolved into a class of warrior nobility themselves.  While they were expected to live their life by the ideals of the Bushido code (although that name wasn’t used until late in their existence), and were even socially ostracized if it was perceived that they hadn’t, the demands of their position meant that living up to that ideal would be extraordinarily difficult.  A Samurai was expected to be benevolent and show mercy, but the law stated that he could simply kill anyone of a lower station who insulted him.  He was also expected to commit ritual suicide if his honor had been tarnished beyond repair or he had lost a battle and would have to surrender, but there are many writings of the time suggesting that the Samurai were no less pragmatic than any other warrior on a battlefield.  Theirs was a twisted life where their lord could order them to die, and they would be expected to comply.  Failing to do so meant his family would suffer along with him.
 Daily Life: You will always be busy.  When you aren’t training men under you to wield a sword, you are learning to refine your own skills under a teacher better than you, or honing your ability at music or poetry to better your social life in some manner other than killing.  At any moment your Lord can ask you to perform some task, and you must hop to it, and hope the task is actually achievable.  The easiest way for enemies to get rid of you is to dishonor you, or cause you to fall from favor,  Always keep your eyes open, and trust no one.
 Notables:
 Organizations: The Samurai are members of the middle and upper classes, and richer ones own large farms or command armies for the government.  All Samurai belong to a military organization of one clan or another.  By taking the Leadership Feat and doing well in battle a PC could open his own swordsmanship school, or be promoted to General someday.

NPC Reaction
 Samurai tend to make people nervous, particularly if they are peasants.  They’re allowed to kill any peasant who insults them, and some Samurai are notoriously easy to insult (i.e. Lawful Evil).   Nobles above them aren’t supposed to have to fear the Samurai’s anger, but in practice there’s damn little stopping a determined one from killing a member of the ruling class either if he plans it well.  Other Samurai even tend to regard Samurai they don’t know with distrust, always wondering if they’ll have to kill him at some point.

SAMURAI IN THE GAME
 Roleplaying the old ideal of a Samurai will be difficult as it will ask of players to do things they would normally never do: set aside their own desires.  They will have to follow the orders of their Lord, even if he is a disagreeable stain on the face of humanity, and be polite and respectful while doing so.  Most people roleplay to relieve stress, and Samurai lived highly stressful lives.  The class isn’t for everyone.
 Adaptation: The Samurai is intended for campaigns with oriental flavor, but with some work it can be adapted to different settings.  It’s basically a nobleman warrior, and by using different combat styles and optional class abilities it can be used to mimic fighters from different settings.
 Encounters: PC’s will tend to encounter Samurai as leaders (or embers) of military units, lords of various domains, or perhaps bounty hunters assigned to bring them in for trial (or bring back your head if you aren’t cooperative).  Many also run farms, schools of swordsmanship, or retire to monasteries if their career has been blemished.



EPIC SAMURAI

Hit Die: d10
Skills Points at Each  Level : 4 + int
Ki Pool The Epic Samurai gains 1 additional daily use of his Ki Pool for every Epic Level.  He does not gain new Ki abilities except as Epic Feats.  He also learns one new Ki Ability each level that he knows the prerequisite for.
Bonus Feats: The Epic Samurai gains a Bonus Feat every 3 levels higher than 20th


EX-SAMURAI
If a Samurai's master dies, or he is dismissed from his service for whatever reason (usually disgrace), or he becomes of an Alignment other than lawful (which is likely to cause his dismissal), the Samurai is supposed to commit seppuku.  If he does not, and chooses to live, he can no longer take levels in the Samurai class, and becomes a Ronin (taking levels in the Prestige Class of the same name, or some other class).  If he is accepted as a Samurai again, he can continue to once again take levels in this class.

: Re: Samurai Poll
: bhu October 14, 2010, 12:59:46 AM
Feat Based Ki Abilities
Feat based Abilities can be taken by any of the Samurai variant classes so long as they have the appropriate Feats.

Combat Intuition
Prerequisites:
Benefits:

Deadly Defense
Prerequisites:
Benefits:

Improved Initiative
Prerequisites:
Benefits:

Mountain Warrior
Prerequisites:
Benefits:

Overwhelming Assault
Prerequisites:
Benefits:

Quick Draw
Prerequisites:
Benefits:

Death Blow
Prerequisites:
Benefits:

Precise Swing
Prerequisites:
Benefits:

Weapon Focus
Prerequisites:
Benefits:

Greater Weapon Focus
Prerequisites:
Benefits:

Weapon Specialization
Prerequisites:
Benefits:

Greater Weapon Specialization
Prerequisites:
Benefits:

Improved Critical
Prerequisites:
Benefits:

Power Critical
Prerequisites:
Benefits:

Weapon Supremacy
Prerequisites:
Benefits:

Feat Name
Prerequisites:
Benefits:
: Re: Samurai Poll
: bhu October 14, 2010, 01:00:19 AM
Skill Based Ki Abilities
Skill Based Ki Abilities can be taken by any Samurai variant class so long as they possess the appropriate skill ranks.

Balance
Prerequisites: Balance as a Class Skill, Balance 4 ranks
Benefits:  Once this Ability is acquired it's effects vary by Level.  From 1st-5th Level you can expend 1 daily use of your Ki to avoid having to stop moving for a round if you miss your Balance Check by 4 or better OR gain a +4 Bonus to the roll.  At 6th Level you can expend one daily use to avoid the -5 penalty while moving at full speed, or to avoid falling if you miss your Check by 5 or more (you must halt for 1 round instead).  At 11th Level you can expend one daily use to keep your Dexterity Bonus to AC while Balancing OR Take a 20 on the Balance Check instead of making the normal roll.

Bluff
Prerequisites: Bluff as a Class Skill, Bluff 4 ranks
Benefits:

Climb
Prerequisites: Climb as a Class Skill, Climb 4 ranks
Benefits:

Concentration
Prerequisites: Concentration as a Class Skill, Concentration 4 ranks
Benefits:

Craft
Prerequisites: Craft as a Class Skill, Craft 4 ranks
Benefits:

Diplomacy
Prerequisites: Diplomacy as a Class Skill, Diplomacy 4 ranks
Benefits:

Gather Information
Prerequisites: Gather Information as a Class Skill, Gather Information 4 ranks
Benefits:

Hide
Prerequisites: Hide as a Class Skill, Hide 4 ranks
Benefits:

Intimidate
Prerequisites: Intimidate as a Class Skill, Intimidate 4 ranks
Benefits:

Jump
Prerequisites: Jump as a Class Skill, Jump 4 ranks
Benefits:

Knowledge
Prerequisites: Knowledge as a Class Skill, Knowledge 4 ranks
Benefits:

Listen
Prerequisites: Listen as a Class Skill, Listen 4 ranks
Benefits:

Move Silently
Prerequisites: Move Silently as a Class Skill, Move Silently 4 ranks
Benefits:

Perform
Prerequisites: Perform as a Class Skill, Perform 4 ranks
Benefits:

Ride
Prerequisites: Ride as a Class Skill, Ride 4 ranks
Benefits:

Sense Motive
Prerequisites: Sense Motive as a Class Skill, Sense Motive 4 ranks
Benefits:

Spellcraft
Prerequisites: Spellcraft as a Class Skill, Spellcraft 4 ranks
Benefits:

Spot
Prerequisites: Spot as a Class Skill, Spot 4 ranks
Benefits:

Survival
Prerequisites: Survival as a Class Skill, Survival 4 ranks
Benefits:

Swim
Prerequisites: Swim as a Class Skill, Swim 4 ranks
Benefits:

Tumble
Prerequisites: Tumble as a Class Skill, Tumble 4 ranks
Benefits:

Use Magic Device
Prerequisites: Use Magic Device as a Class Skill, Use Magic Device 4 ranks
Benefits:
: Re: Samurai Poll
: bhu October 14, 2010, 01:00:45 AM
Fighting School Style Based Ki Abilities
PC's are limited in choosing School Ki Abilities by their Class.

Onna-ha Itto Ryu

Awareness
Prerequisites: Alertness, Dodge
Benefits: By expending one daily use of your Ki Power, your opponents do not gain the +2 Bonus for Flanking you even if you are Flat-Footed.  

Avoidance
Prerequisites: Awareness
Benefits:By expending a daily use of your Ki Power, you keep your Dexterity Bonus to AC, even while Flat-Footed (but not when immobilized).

Center Line Cut
Prerequisites: Power Attack, Cleave
Benefits:By expending a daily use of your Ki Power when making only a single attack with a sword instead of a Full Attack, you gain a Circumstance Bonus to Attack and Damage rolls equal to your Wisdom Modifier or your Level divided by 5 (whichever is greater).

Focused Cut
Prerequisites: Center Line Cut
Benefits: By expending a daily use of your Ki Power, you may elect to make a single strike with a sword as a Full Attack.  This strike does four times its normal damage.  In other words if you normally do 1d6+2 with your short sword you do 4d6+8 when making this attack.  If you successfully critical while making this strike you apply the critical multiplier as well (i.e. in the case of the short sword you would do 8d6+16).  If you do more than 50 points of damage with this attack (whether it successfully criticals or not) your opponent must make a Fortitude Save (DC is 10 plus half Hit Dice plus Str Modifier) or die immediately.


Yagyu Shinkage Ryu

Winning is Worth the Risk
Prerequisites: Power Attack, Must be proficient with the following weapons: Katana, Wakizashi, Bo Staff
Benefits: When you perform an attack with your Power Attack Feat with one of the above weapons you may expend a Daily Use of your Ki Power, and you gain a Bonus on Critical Confirmation rolls equal to the Penalty you took to your initial Attack roll.

Combat Awareness
Prerequisites: Combat Expertise, Combat Intuition
Benefits: By expending a Daily Use of your Ki Power the Bonus to attack rolls you get from your Combat Intuition feat increases to +2, and it also applies to damage rolls.  Also, you gain a +2 Circumstance Bonus against any opponent who has missed you at least once in an encounter for the duration of that encounter.

Shuriken Master
Prerequisites: Exotic Weapon Proficiency (Shuriken), Precise Shot
Benefits: By expending a Daily Use of your Ki Power you may make attacks with Shuriken as Ranged Touch Attacks.

Sword Master
Prerequisites: Shuriken Master
Benefits: By expending a Daily Use of your Ki Power you may use any sword you are proficient with as a ranged attack weapon with a Range Increment of 10, and any Feats you have that apply to ranged attacks (including Weapon Focus/Specialization) also apply to this attack.

Win At Any Cost
Prerequisites: Winning is Worth the Risk
Benefits: Whenever you successfully strike a Flat-Footed opponent you may use one of your ki abilities without expending a daily use of your Ki Pool this same round.

Yagyu Shinkage Ryu Mastery
Prerequisites: Any three other Ki Powers from this style
Benefits: Any weapon specific Feats or abilities (such as Weapon Focus, Improved Critical,etc.) that you have with a weapon used by this style (Katana, Wakizashi, Bo Staff, and Shuriken) may now be used with weapons used by this style if you expend a Daily Use of your Ki Ability.


Kashima Shinto-ryu

Pole Strike
Prerequisites: Close-Quarters Fighting, Two Weapon Fighting
Benefits: When wielding a polearm you may expend a Daily Use of your Ki Power to strike with the butt of your weapon as though it were a double weapon, doing 1d6 bludgeoning damage.  Optionally you may also do bludgeoning damage when wielding a sword by striking with the hilt (which also does 1d6 bludgeoning damage).  

Vital Strike
Prerequisites: Pole Strike, and one of the following: Freezing the Lifeblood, Pain Touch, Stunning Fist, or Weakening Touch
Benefits: By expending a Daily Use of your Ki Power you may now use the Feats Freezing the Lifeblood, Pain Touch, Stunning Fist, and Weakening Touch by hitting opponents with any bludgeoning weapon (including the hilt of your sword or the haft of a polearm or spear) assuming you have access to the Feat.

Aim for the Gaps
Prerequisites: Combat Expertise, Improved Feint
Benefits: By expending a Daily Use of your Ki Power when you successfully Feint in combat, you may opt to deny your target his Armor Bonus to AC instead of his Dex Bonus.


Nito-Ryu

Two Swords as One
Prerequisites: Two Weapon Fighting, must be proficient with the following weapons: Bo Staff, Jitte, Katana, Wakizashi
Benefits:


Te
Can only be taken if you have levels in Pechin.
Feat Name
Prerequisites:
Benefits:


Tegumi
Can only be taken if you have levels in Tegumi Wrestler.
Feat Name
Prerequisites:
Benefits:


Taijutsu
Cannot be taken if you have levels in Pechin, unless you also take levels in another Samurai Class, or a PrC such as Ronin or Yojimbo.
Feat Name
Prerequisites:
Benefits:


Jujutsu
Cannot be taken if you have levels in Pechin, unless you also take levels in another Samurai Class, or a PrC such as Ronin or Yojimbo.
Feat Name
Prerequisites:
Benefits:


Sumo
Cannot be taken unless you have levels in Ronin or Yojimbo or Sumai.
Feat Name
Prerequisites:
Benefits:


Iaijutsu

Feat Name
Prerequisites:
Benefits:


Teppo Jutsu
Can only be taken if you have levels in Ashigaru, Sohei, or Yamabushi.
Feat Name
Prerequisites:
Benefits:


Kyujutsu

Feat Name
Prerequisites:
Benefits:


Naginatajutsu

Feat Name
Prerequisites:
Benefits:


Sojutsu

Feat Name
Prerequisites:
Benefits:


Bojutsu

Feat Name
Prerequisites:
Benefits:


Jojutsu

Feat Name
Prerequisites:
Benefits:


Juttejutsu

Feat Name
Prerequisites:
Benefits:


Shurikenjutsu
Can only be taken if you have levels in Samurai or Onna-Bugeisha.
Feat Name
Prerequisites:
Benefits:


Kobudo
Can only be taken if you have levels in  Pechin or Kobudoka.
Feat Name
Prerequisites:
Benefits:


Tantojutsu

Feat Name
Prerequisites:
Benefits:


Tessenjutsu

Feat Name
Prerequisites:
Benefits:


Kanabo-jutsu
Cannot be taken unless you have levels in Sohei, Ronin, Yamabushi, or Yojimbo.
Feat Name
Prerequisites:
Benefits:


Ninjutsu
Cannot be taken unless you have levels in Kagemusha or Metsuke.
Feat Name
Prerequisites:
Benefits:


Yojimbo
Cannot be taken unless you have levels in Ronin.
Feat Name
Prerequisites:
Benefits:


Yojimbo
Cannot be taken unless you have levels in Yojimbo.
Feat Name
Prerequisites:
Benefits:
: Re: Samurai Poll
: Flay Crimsonwind October 14, 2010, 05:19:52 AM
Well now I'm all excited! I like how the ki abilities are ordered into the different categories now, as skills, school, and combat general; the schools should be interesting to see indeed! This might be where you think to restrict samurai normally to one school, somewhat like the UA clan feats (was it clans, or bloodlines? You know what I mean?), and then maybe have a feat that allows for one to learn a school's ki-abilities, without getting the feat ability. To show dabbling, but not actual dedication. Then you can get somewhat more creative with the schools.

Just tossing that at you, make of it what you will. What were you considering for school abilities thus far?
: Re: Samurai Poll
: bhu October 14, 2010, 07:12:19 PM
I was gonna convert the school feats to ki abilities, and start adding combat maneuvers and martial arts stuff.
: Re: Samurai Poll
: bhu October 16, 2010, 03:54:21 AM
Okay I'm listing fighting styles now, if I miss an unarmed fighting style, kenjutsu school, or weapon style the Samurai would usually know, please inform me.
: Re: Samurai Poll
: bhu October 18, 2010, 02:46:50 AM
Apparently the Manriki-Gusari was invented by a Samurai to bloodlessly disarm people at the imperial castle, but it's use was quickly adopted by the ninja clans (or so spurious internet articles inform me).  Should I include it in the styles since it was only used briefly by the samurai, and only in certain areas?
: Re: Samurai Poll
: bhu October 25, 2010, 02:27:59 AM
ASHIGARU

(http://i212.photobucket.com/albums/cc70/bhutastan/PRCS/ashigaru.jpg)
   
“Blood is just red sweat.”

 Japan's armies required lots of men to make up for the losses due to constant warfare, and an elite cadre of warrior nobles simply didn't fit the bill.  Samurai were trained from birth, so the loss of even one took years to replace.  Enter the Ashigaru, mercenaries who killed for pay (which was usually plundered from whoever their Master was fighting).  Eventually to head off the mercenaries more brutal instincts and chaotic nature the government officially retained them as conscripts (along with the local peasantry).  This stopped disloyalty and desertion, and allowed for the Ashigaru to finally receive formal training and equipment as opposed to simply having them steal weapons and armor off the corpses of the opposing army to use.

Eventually becoming professional soldiers the Ashigaru manned Japan's navies, and were responsible for siege equipment.  Some rose from nothing to become the bodyguards of powerful Daimyo, or even Samurai.  Looked down upon by the actual Samurai, they had less restrictions and weren't required to adhere to the Code of Bushido quite so fiercely.  Many deserted their Lord if they weren't treated well, and signed on with his competition.  But if they fought hard, and slaughtered enough people, they did have the dangling carrot of a reward of nobility hanging in front of their faces.

MAKING AN ASHIGARU
 If you wish to play the earlier Ashigaru, concentrate on survival.  You'll need skills that let you hide or disappear since you'll be getting thrown unprepared into deadly situations you have little training or experience for.  Couple that with poor quality weapons, and a nobility that expects you to lay down your lives for them, and you'll quickly see that fleeing is preferable to fighting.  You're just a pawn.  If you're playing one of the professional Ashigaru from later periods, desertion won't be an option.  Concentrate on fighting skills to keep yourself alive.
 Abilities: Given your profession, high physical stats are almost a necessity.  A pretty good Wisdom score will come in handy too (and Charisma if you need to bluff your way past troops when fleeing the battle).
 Races: So long as they aren't barbaric tribesman, members of any civilized race will be accepted as Ashigaru if they have someone to vouch for them that their prospective Lord trusts.
 Alignment: Ashigaru may be of any Alignment, though their Lords would obviously prefer they be Lawful if possible.
 Starting Gold: Same as a Fighter.
 Starting Age: Same a a Fighter.

Class Skills
 The Ashigaru's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography, Local, Nobility & Royalty, War)(Int), Listen (Wis), Move Silently (Dex), Perform (usually Drums)(Cha), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d10

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +2     +0    Military Training, Ki Pool, Ki Abilities, Samurai
2. +2    +3     +3     +0    Ambush Tactics
3. +3    +3     +3     +1    Group Tactics
4. +4    +4     +4     +1    Military Training
5. +5    +4     +4     +1    Ambush Tactics
6. +6    +5     +5     +2    Group Tactics
7. +7    +5     +5     +2    Military Training
8. +8    +6     +6     +2    Ambush Tactics
9. +9    +6     +6     +3    Group Tactics
10.+10   +7     +7     +3    Military Training
11.+11   +7     +7     +3    Ambush Tactics
12.+12   +8     +8     +4    Group Tactics
13.+13   +8     +8     +4    Military Training
14.+14   +9     +9     +4    Ambush Tactics
15.+15   +9     +9     +5    Group Tactics
16.+16   +10    +10    +5    Military Training
17.+17   +10    +10    +5    Ambush Tactics
18.+18   +11    +11    +6    Group Tactics
19.+19   +11    +11    +6    Military Training
20.+20   +12    +12    +6    Samurai


Weapon Proficiencies: Ashigaru are proficient with all Simple Weapons.  They are proficient with light and medium armor, light and heavy shields, but not tower shields.  Ashigaru are also proficient with any 4 other weapons representing the farming implements they substituted for actual combat weapons, or whatever they could loot from the battlefield (or occasionally were even trained to use).  Usually they fought with Yari and Yumi, though eventually many were trained with the Teppo and Pike (Nagae Yari) as well.  Many were allowed to carry the Wakizashi, but not until late in the period in which they thrived were they allowed Katanas.
 
Ki Pool (Ex): At 1st level the Ashigaru first begins to learn to channel his Ki to perform acts he would be otherwise unable to do.  He may use his Ki a number of times per day equal to either his Charisma or Wisdom Modifier (whichever is greater) plus once more per day for each level of Ashigaru he takes.

Ki Abilities (Ex): By tapping the power of his Ki a trained Ashigaru can enhance his abilities in battle, in art, and in life.  An Ashigaru learns one new use for his Ki Pool at each level if he meets the prerequisites.  If an Ashigaru multi classes into a PrC that allows him to continue to learn Ki Abilities, he may still choose Ki Abilities from the Ashigaru Class list if he meets the prerequisites.  At 1st level he may expend up to 1 daily use of his Ki Abilities per round, and the benefits from the Ability last for 1 round.  This increases to twice per round at level 6 (with a duration of the entire encounter), and 3 times per round at level 13 (with a duration of 1 day).  Ki abilities are skills the Ashigaru has trained to perfection, and despite being more than natural, they are not vulnerable to Antimagic Fields and as such are Exceptional Abilities unless it is noted otherwise.  They generally either reflect specific combat maneuvers from a school of martial arts, an enhanced use of a skill, or an enhanced use of a Feat.  An Ashigaru may choose from the following School Ki Abilities:

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

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

Ambush Tactics (Ex): Since you aren't restricted in the use of ambushes like the  Samurai are, you rely on them quite heavily.  Whenever you attack an opponent Denied his Dexterity Bonus to Armor Class, or whom you flank, you may use one of the following attacks (Their effects are in addition to your damage and can be used with ranged abilities if the opponent is within 30'.  If used at range the Save DC's are based on Dex not Str.):

At 2nd level you gain Blinding Strike.  Your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be Blinded for 1d3 rounds.

At 5th level you gain Nauseating Blow.  Your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be Nauseated for 1d4 rounds.

At 8th level you gain Confusing Blow.  Your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be Confused for 1d6 rounds.

At 11th level you gain Despairing Strike.  Your opponent must make a Willpower Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be Panicked for 1d6 rounds.

At 14th level you gain Knockout Blow.  Your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be rendered unconscious for 1 round, and Stunned the round after.

At 17th level you gain Killing Blow.  Your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or die immediately.  

Group Tactics (Ex): Due to their lack of training (at least initially) the Ashigaru rely on masses to beat opponents.  

At 3rd level you gain Combat Reflexes as a Bonus Feat

At 6th level you gain Formation Expert as a Bonus Feat.

At 9th level you gain Vexing Flanker as a Bonus Feat.

At 12th level you become Immune to Fear and Morale based Penalties as long as there is at least one Ally within 60' with at least one level of Ashigaru or Samurai.

At 15th level if you and your Allies Ready an Action to Attack the same opponent, you gain a cumulative +2 Bonus to Attack and Damage rolls for each Ally participating (yourself included).

At 18th level if you and some of your Allies are all within 15' of each other, and you all Fight Defensively that turn, your Bonus to AC increases by +2 for each Ally participating (yourself included).

Samurai (Ex): At 20th level the Ashigaru has finally succeeded in promotion and become one of the Nobility (with all the perks and limitations that bears).  All allies within 60' gain a +2 Circumstance Bonus to Attack rolls (+4 if they have at least 1 level of Ashigaru).  If you have the Leadership Feat your Leadership score increases by an amount equal to your Charisma Modifier, but only when it applies to Cohorts/Followers with at least 1 level of Ashigaru.  


PLAYING AN ASHIGARU
 You are not expected to be capable of adhering to Bushido in the manner of your superiors.  Perversely this also means you are expected to be somewhat cowardly and disloyal, and will have to strive to disprove that (unlike the Samurai who are automatically assumed to be so).  You may wish to be Samurai yourself someday if it's possible, so you are actually more likely to be loyal than the real thing, as you have no reason to take your position for granted since you were born into it.  
 Religion: Being a commoner you're more likely to practice Pure Land Buddhism as opposed to Zen, or more likely to practice the Shinto religion.  Both were more accessible to peasants than the nobles.
 Other Classes: Ashigaru aren't any likelier to be accepting of Foreigners or odd individuals than the Samurai, but they do make exceptions for you if you can fight and have proven yourself to be trustworthy.  After all if you're loyal and good at killing, that increases the likelihood they will survive if fighting next to you.
 Combat: Military training was haphazard and varied widely among the Ashigaru until they become professional soldiers.  Most relied on group tactics and massed attacks to carry the day as opposed to lifelong training honing specific combat skills (or they just attacked from surprise).  You're also likely to be called upon to experiment with any new weapon or tactic the Daimyo comes up with.  You are expendable after all.
 Advancement: An Ashigaru who is loyal, and adheres to Bushido, can in theory rise to become a Samurai himself (though the odds of him being accepted by the other Samurai as anything other than a pretender is small).  More likely is that you'll be killed and forgotten on the battlefield, or by an enraged noble on your side who needs to vent frustration.

ASHIGARU IN THE WORLD
"Don't risk the Samurai testing out the new guns.  Send an Ashigaru to put them through their paces.  Guns do not require skill, and have no place among the nobility."
 You're considered vermin by the Samurai and the court, probable brigands by the peasants you normally work among, and competition by your peers.  Plus all of your Clan Lords enemies are also yours by default, and you don't have the legal protections common to Samurai (at least in the early days).  it will be a hard life, but great reward is possible if you're lucky and skilled enough.
 Daily Life: If war isn't in the air, you're either working a farm, or perhaps building or maintaining weapons for when it does.  You might also be the sandal bearer or spear bearer for the Daimyo (also implying you're his personal bodyguard).  When not busy you'll be picking up training in whatever new weapon or tactic your Lord wishes to try out on the battlefield when war does come. When the era comes when you can be considered actual soldiers instead of conscripts, you'll spend your days in formal military training.
 Notables: Daizu Takamatsu (N Human Male Ashigaru 12) is a loyal servant of his Daimyo, hoping to one day achieve nobility.  He works tirelessly to ensure the safety of his province.  On the other hand there is Motomu Suguhara (LE Human Male Ashigaru 6/Rogue 6) who is little more than a thief and a bully who uses his position to take what he wants after battles.
 Organizations: All Ashigaru work for a Daimyo (at least in theory) or Samurai, and are part of their military's and farms.  So technically they all belong to an organization, it's just one they don't normally feel much loyalty too (at least not until the time comes when they can be promoted to Samurai)

NPC Reaction
 Ashigaru are professional soldiers, or an unruly mob of unwilling fighters.  Neither inspires confidence in the average citizen as their appearance means that slaughter is coming.  They also know that once the fighting is done you'll be picking the bones clean like freakish humanoid crows.  In other words they think of you as brigands, corpse robbers, and brutal thugs.  Even though many of you are undeserving of the reputation.

ASHIGARU IN THE GAME
 The Ashigaru are paradoxically more and less stressful than the Samurai.  they aren't bound by codes of behavior, and are thought little of so in some ways they can even screw up more.  No one really expects them to be skilled, or even trust worthy.  On the other hand, you're still peasants.  Your Samurai commanders can murder you at will and there's nothing anyone can do about it.  The constant threat of death may make this class a bit twitchy for some players.
 Adaptation: The Ashigaru are designed for an oriental campaign, but they can be adapted to other campaigns.  In essence they are either professional soldiers or mercenraies who are lightly armed and armored and sent forward in massive groups.
 Encounters: Ashigaru can be encountered anywhere there is warfare nearby.  Initially they will be peasants or mercenaries drafted into service if necessary, but eventually they will be full time soldiers.  Naval encounters will also normally involve Ashigaru, and in earlier days PC's will often find them looting battlefields.



EPIC ASHIGARU

Hit Die: d10
Skills Points at Each  Level : 4 + int
Ki Pool The Epic Ashigaru gains 1 additional daily use of his Ki Pool for every Epic Level.  He does not gain new Ki abilities except as Epic Feats.  
Bonus Feats: The Epic Ashigaru gains a Bonus Feat every 3 levels higher than 20th
: Re: Samurai Poll
: bhu October 25, 2010, 02:33:27 AM
ONNA-BUGEISHA

(http://i212.photobucket.com/albums/cc70/bhutastan/PRCS/onna-bugeisha.jpg)
   
"I am not afraid…I was born to do this."

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

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

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

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

Hit Dice: d8

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


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

Ki Abilities (Ex): By tapping the power of her Ki a trained Onna-Bugeisha can enhance her abilities in battle, in art, and in life.  An Onna-Bugeisha learns one new use for her Ki Pool at each level if she meets the prerequisites.  If an Onna-Bugeisha multi classes into a PrC that allows her to continue to learn Ki Abilities, she may still choose Ki Abilities from the Onna-Bugeisha Class list if she meets the prerequisites.  At 1st level she may expend up to 1 daily use of her Ki Abilities per round, and the benefits from the Ability last for 1 round.  This increases to twice per round at level 6 (with a duration of the entire encounter), and 3 times per round at level 13 (with a duration of 1 day).  Ki abilities are skills the Onna-Bugeisha has trained to perfection, and despite being more than natural, they are not vulnerable to Antimagic Fields and as such are Exceptional Abilities unless it is noted otherwise.  They generally either reflect specific combat maneuvers from a school of martial arts, an enhanced use of a skill, or an enhanced use of a Feat.  An Onna-Bugeisha may choose from the following School Ki Abilities:

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

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

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

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

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

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

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

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

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

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

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

At Level 9 she gains the Master Manipulator Feat.

At level 12 she gains the Leadership Feat.

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

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

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

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

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

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

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



EPIC ONNA-BUGEISHA

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



EX-ONNA-BUGEISHA
If a Onna's master dies, or she is dismissed from his service for whatever reason (usually disgrace), or she becomes of an Alignment other than Lawful (which is likely to cause her dismissal), the Onna is supposed to commit seppuku.  If she does not, and chooses to live, she can no longer take levels in the Onna class, and becomes a Ronin (taking levels in the Prestige Class of the same name, or some other class).  If she is accepted as an Onna again, she can continue to once again take levels in this class.
: Re: Samurai Poll
: bhu October 25, 2010, 02:37:40 AM
http://en.wikipedia.org/wiki/Pechin (http://en.wikipedia.org/wiki/Pechin)

PECHIN

(http://i212.photobucket.com/albums/cc70/bhutastan/PRCS/Pechin.jpg)
   
"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 (http://en.wikipedia.org/wiki/Okinawan_martial_arts) ) although some may have also learned Jujutsu, Aiki-Jujutsu, or Taijutsu.  Many also practiced Kobudo.
 Abilities: Unlike most Samurai you are never expected to be heavy cavalry.  Your physical stats take precedence because of your practicing unarmed fighting so heavily, and Wisdom also helps the use of some of your abilities.  Charisma helps you with your Perform skills, as art and music are more revered among the Ryukyus than combat.
 Races: Pechin are about the same as regular Samurai in their distribution among races, but there are more of them among Chaotic species.
 Alignment: Pechin were warriors and police both.  As upholders of the Law, they will tend to be Lawful, but they are not required to be the way normal Samurai are, nor are they beholden to the Code of Bushido.
 Starting Gold: Same as Fighter.
 Starting Age: Same as Fighter.
Class Skills
 The Pechin's class skills (and the key ability for each skill) are are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Geography, History, Local, Nobility & Royalty, War)(Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d10

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


Weapon Proficiencies: Pechin are proficient with all Simple Weapons, and Light and Medium Armor.  They are proficient with light and heavy shields, but not tower shields.  Pechin are also proficient with any 4 other weapons representing the farming implements they substituted for actual combat weapons once they were forbidden to go armed.  Usually this will be weapons common to Kobudo.
 
Ki Pool (Ex): At 1st level the Pechin first begins to learn to channel his Ki to perform acts he would be otherwise unable to do.  He may use his Ki a number of times per day equal to either his Charisma or Wisdom Modifier (whichever is greater) plus once more per day for each level of Pechin he takes.

Ki Abilities (Ex): By tapping the power of his Ki a trained Pechin can enhance his abilities in battle, in art, and in life.  A Pechin learns one new use for his Ki Pool at each level if he meets the prerequisites.  If a Pechin multi classes into a PrC that allows him to continue to learn Ki Abilities, he may still choose Ki Abilities from the Pechin Class list if he meets the prerequisites.  At 1st level he may expend up to 1 daily use of his Ki Abilities per round, and the benefits from the Ability last for 1 round.  This increases to twice per round at level 6 (with a duration of the entire encounter), and 3 times per round at level 13 (with a duration of 1 day).  Ki abilities are skills the Pechin has trained to perfection, and despite being more than natural, they are not vulnerable to Antimagic Fields and as such are Exceptional Abilities unless it is noted otherwise.  They generally either reflect specific combat maneuvers from a school of martial arts, an enhanced use of a skill, or an enhanced use of a Feat.  A Pechin may choose from the following School Ki Abilities:

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

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

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

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

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

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

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

Unarmed Fighting (Ex): At levels 3, 6, 9, 12, and 15 the Pechin gains a cumulative +1 Bonus to Ac if he is unarmed.  If he is unarmored and carrying a Light Load or less, he also adds his Wisdom Modifier to this Bonus.  At 6th Level is your Unarmed Fighting Bonus is enough to cause an opponent to miss you, you may switch places with him as a Swift Action, and his turn ends.  At 12th Level if your Unarmed Fighting Bonus is enough to cause an opponent to miss you, you may instead make an Attack of Opportunity against him.  At 18th Level when Unarmored and using Total Defense, you can make a Reflex Save (DC is 10 plus 1/2 your opponents Hit Dice plus his Strength Modifier) to halve the damage.  

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

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

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

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

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



EPIC PECHIN

Hit Die: d10
Skills Points at Each  Level : 4 + int
Ki Pool The Epic Pechin gains 1 additional daily use of his Ki Pool for every Epic Level.  He does not gain new Ki abilities except as Epic Feats.  
Bonus Feats: The Epic Class Pechin gains a Bonus Feat every 3 levels higher than 20th
: Re: Samurai Poll
: bhu October 26, 2010, 02:30:24 AM
Let me know if you like the revised Pechin.  If so I'll do up the Yamabushi and Sohei, and then fire up teh Feats and Ki stuff.
: Re: Samurai Poll
: bhu October 30, 2010, 02:02:54 AM
http://en.wikipedia.org/wiki/S%C5%8Dhei

SOHEI

(http://i212.photobucket.com/albums/cc70/bhutastan/PRCS/sohei.jpg)
   
"Your worst enemy cannot harm you as much as your own unguarded thoughts."

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

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

Class Skills
 The Sohei's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana, History, Local, Nature, Nobility & Royalty, Religion, War)(Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skills Per Day at 1st Level : (4 + int) x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d10

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

Weapon Proficiencies: Sohei are proficient with Simple and Martial Weapons and with Light, Medium, and Heavy Armor.  They also have proficiency with any one Exotic Weapon.
 
Ki Pool (Ex): At 1st level the Sohei first begins to learn to channel his Ki to perform acts he would be otherwise unable to do.  He may use his Ki a number of times per day equal to either his Wisdom Modifier plus once more per day for each level of Sohei he takes.

Ki Abilities (Ex): By tapping the power of his Ki a trained Sohei can enhance his abilities in battle, in art, and in life.  A Sohei learns one new use for his Ki Pool at each level if he meets the prerequisites.  If a Sohei multi classes into a PrC that allows him to continue to learn Ki Abilities, he may still choose Ki Abilities from the Sohei Class list if he meets the prerequisites.  At 1st level he may expend up to 1 daily use of his Ki Abilities per round, and the benefits from the Ability last for 1 round.  This increases to twice per round at level 6 (with a duration of the entire encounter), and 3 times per round at level 13 (with a duration of 1 day).  Ki abilities are skills the Sohei has trained to perfection, and despite being more than natural, they are not vulnerable to Antimagic Fields and as such are Exceptional Abilities unless it is noted otherwise.  They generally either reflect specific combat maneuvers from a school of martial arts, an enhanced use of a skill, or an enhanced use of a Feat.  A Sohei may choose from the following School Ki Abilities:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



EPIC SOHEI

Hit Die: d10
Skills Points at Each  Level : 4 + int
Ki Pool The Epic Sohei gains 1 additional daily use of his Ki Pool for every Epic Level.  He does not gain new Ki abilities except as Epic Feats.  
Bonus Feats: The Epic Sohei gains a Bonus Feat every 3 levels higher than 20th
: Re: Samurai Poll
: bhu November 02, 2010, 02:13:48 AM
Yamabushi seem more like Clerics.  I'll need to look at them more before doing them up.
: Re: Samurai Poll
: bhu November 05, 2010, 04:10:07 AM
I just got a ton of stuff dumped on me this week (not all of it bad for a change).  Lemme get caught up in real life and I'll get this fired back up).
: Re: Samurai Poll
: bhu November 06, 2010, 03:40:49 AM
Sohei updated.
: Re: Samurai Poll
: bhu November 09, 2010, 03:18:28 AM
Almost have the Sohei fluffies done.  If my research is wrong or anyone would like to chime in now is a good time.
: Re: Samurai Poll
: bhu November 13, 2010, 03:49:05 AM
Sohei fluff is done.  If no one wants any changes I shall finish off the last of the class abilities.
: Re: Samurai Poll
: InnaBinder November 13, 2010, 09:49:11 AM
Love the Ashigaru.
: Re: Samurai Poll
: bhu November 18, 2010, 03:22:48 AM
Thanks IB :D

Anyone have thoughts on the Holy Man abilities?
: Re: Samurai Poll
: bhu November 25, 2010, 02:51:41 AM
I guess not, moving on:

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

http://shugendo.fr/main.html

YAMABUSHI

(http://i212.photobucket.com/albums/cc70/bhutastan/PRCS/Yamabushi2.jpg)
   
"A single sincere prayer moves heaven. You will surely realise the divine presence through sincere prayer."

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

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

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

Hit Dice: d8

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

Weapon Proficiencies: Yamabushi are proficient with Simple and Martial Weapons and with Light, Medium, and Heavy Armor.  They also have proficiency with any one Exotic Weapon.
 
Ki Pool (Ex): At 1st level the Yamabushi first begins to learn to channel his Ki to perform acts he would be otherwise unable to do.  He may use his Ki a number of times per day equal to either his Wisdom Modifier plus once more per day for each level of Yamabushi he takes.

Ki Abilities (Ex): By tapping the power of his Ki a trained Yamabushi can enhance his abilities in battle, in art, and in life, or access his spiritual powers.  A Yamabushi learns one new use for his Ki Pool at each level if he meets the prerequisites.  If a Yamabushi multi classes into a PrC that allows him to continue to learn Ki Abilities, he may still choose Ki Abilities from the Yamabushi Class list if he meets the prerequisites.  At 1st level he may expend up to 1 daily use of his Ki Abilities per round, and the benefits from the Ability last for 1 round.  This increases to twice per round at level 6 (with a duration of the entire encounter), and 3 times per round at level 13 (with a duration of 1 day).  Ki abilities are skills the Yamabushi has trained to perfection, and despite being more than natural, they are not vulnerable to Antimagic Fields and as such are Exceptional Abilities unless it is noted otherwise.  They generally either reflect specific combat maneuvers from a school of martial arts, an enhanced use of a skill, or an enhanced use of a Feat.  A Yamabushi may choose from the following School Ki Abilities:

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



YAMABUSHI

Hit Die: d8
Skills Points at Each  Level : 4 + int
Ki Pool The Epic Yamabushi gains 1 additional daily use of his Ki Pool for every Epic Level.  He does not gain new Ki abilities except as Epic Feats.  
Bonus Feats: The Epic Yamabushi gains a Bonus Feat every 3 levels higher than 20th
: Re: Samurai Poll
: InnaBinder November 25, 2010, 10:09:43 AM
2 random thoughts on Sohei:

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

2) "Willpower save" is referenced repeatedly.  Is that just a standard Will save, or is there some differentiation that I've not been observant enough to catch?
: Re: Samurai Poll
: Garryl November 25, 2010, 11:43:54 AM
Will is just the standard shorthand for Willpower, similar to Fort => Fortitude and Ref => Reflex. Reflex doesn't get shortened as often, though, because it's only two syllables instead of three. The two terms are interchangeable.
: Re: Samurai Poll
: bhu November 25, 2010, 08:16:22 PM
Where is the spinning halberd feat from?
: Re: Samurai Poll
: GawainBS November 26, 2010, 11:58:35 AM
Complete Warrior.
: Re: Samurai Poll
: bhu November 29, 2010, 02:24:57 AM
Anyone knowledgeable about weapons/armor common to Yamabushi?
: Re: Samurai Poll
: InnaBinder December 10, 2010, 02:05:14 PM
Where is the spinning halberd feat from?
Complete Warrior, p114.
: Re: Samurai Poll
: bhu December 11, 2010, 03:03:28 AM
Just noticed I forgot the capstone for the Sohei.  Cna't believe you guys let me get away with that.  I has added it now of course.
: Re: Samurai Poll
: bhu December 20, 2010, 01:16:02 AM
Shugendoo now has fluffies and some extra crunch
: Re: Samurai Poll
: Flay Crimsonwind December 21, 2010, 08:58:15 AM
Sohei and Pechin look fecking amazing, and I love their abilities and capstones. Less impressed by the Ashigaru capstone, though I guess when you're capstone makes you another person's starting class :p ....

I kinda want a Onna-Bugeisha cohort/apprentice, to become my personal ninja and right-hand... woman... in the Jester's Realm campaign, but I'll see about that later...

Shugendo still has no anything on my page though... you sure you sent it, kitty-man?

-EDIT- You called the Yamabushi Shugendo in their Daily life section, if that's what you meant. And the fluff looks good...
: Re: Samurai Poll
: bhu December 21, 2010, 05:18:27 PM
I changed Feat options for some classes so Spinning Halberd is now open. 

I'm open to suggestions about the capstone for Ashigaru :D

I wasn't refering to the class in Daily Life but the religion, I has edited to make clearer.
: Re: Samurai Poll
: bhu January 04, 2011, 06:05:39 AM
Okay I added the rest of teh Yamabushi.  I tried to stick strictly to abilities I could find they were supposed to be able to do.  They'll also have several PrC's such as the Oni Lord (converter of Demons), Shamaness (Divination, exorcism and possession specialist), and I guess I'll call the other warder or something (they make amulets or rituals designed to ward off disease, theft, spirits, etc).

If you guys like this I can concentrate on the Ki Abilities.
: Re: Samurai Poll
: bhu January 08, 2011, 04:20:37 AM
Okay since no one has objected, I'll begin editing the Ki abilities onto page 18.  If anyone has suggestions let me know.
: Re: Samurai Poll
: bhu January 13, 2011, 05:54:43 AM
Dont have room for these on page 18 so the religious and mystic stuff will go here



Shugendo Based Ki Abilities


Name
Prerequisites:
Benefits:

Name
Prerequisites:
Benefits:

Name
Prerequisites:
Benefits:

Name
Prerequisites:
Benefits:

Name
Prerequisites:
Benefits:
: Re: Samurai Poll
: bhu January 28, 2011, 06:59:08 AM
Sorry this is moving slow guys, I have a ton of stuff to look up.   :blush
: Re: Samurai Poll
: InnaBinder January 31, 2011, 05:50:53 PM
Ashigaru are proficient with all Simple Weapons, and Light and Medium ArmorThey are proficient with all armor, and light and heavy shields, but not tower shields.

Please explain the minor discrepancy in the bolded bits.   :p
: Re: Samurai Poll
: bhu January 31, 2011, 08:24:51 PM
Ashigaru are proficient with all Simple Weapons, and Light and Medium ArmorThey are proficient with all armor, and light and heavy shields, but not tower shields.

Please explain the minor discrepancy in the bolded bits.   :p

Sigh...fixed


Goddammit I gotta stop posting shit in the wee hours...
: Re: Samurai Poll
: The_Mad_Linguist January 31, 2011, 10:56:08 PM
Ashigaru are proficient with all Simple Weapons, and Light and Medium ArmorThey are proficient with all armor, and light and heavy shields, but not tower shields.

Please explain the minor discrepancy in the bolded bits.   :p

Sigh...fixed


Goddammit I gotta stop posting shit in the wee hours...
It's an easy mistake to make.  It's not as if anyone uses heavy armor.
: Re: Samurai Poll
: bhu February 13, 2011, 08:14:06 PM
More delays while i figure out some sort of CPU fan error  :banghead
: Re: Samurai Poll
: bhu February 26, 2011, 04:02:08 AM
Okay I did the Balance Ki Ability back on page 18 as an example of what I intend to do with the Skill based Ki abilities.  Anyone thoughts from anyone?
: Re: Samurai Poll
: Flay Crimsonwind February 28, 2011, 05:39:11 PM
I like that it addresses details of the skill instead of just giving a flat +5/+10/+15 bonus that scales with levels. Seems good to me, though for horders of their ki points, it might seem weaker than some of the other ki abilities.

Still, I'd find it useful.
: Re: Samurai Poll
: bhu March 01, 2011, 07:08:58 AM
I can still add other stuff to it, I just wanted to see what people thought.
: Re: Samurai Poll
: bhu March 02, 2011, 06:48:34 AM
I added a few abilities FLay.  Still look good?
: Re: Samurai Poll
: bhu March 11, 2011, 05:55:39 AM
I haven't forgotten this I swear.  Let me get my life together and posting will resume.
: Re: Samurai Poll
: bhu March 23, 2011, 04:06:01 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
: Re: Samurai Poll
: bhu March 29, 2011, 06:12:52 AM
Y'all will find some surprises on pages 18-19, still waiting that feedback.
: Re: Samurai Poll
: InnaBinder March 31, 2011, 07:31:04 PM
oooh, pretty pictures.   :p
: Re: Samurai Poll
: bhu March 31, 2011, 08:38:56 PM
feedback on the style ki abilities, not the pretty pics  :smirk
: Re: Samurai Poll
: bhu April 19, 2011, 05:48:28 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.
: Re: Samurai Poll
: bhu April 23, 2011, 06:33:34 AM
added two more styles to the Ki abilities on page 18
: Re: Samurai Poll
: bhu May 10, 2011, 07:05:30 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.
: Re: Samurai Poll
: bhu May 18, 2011, 06:34:32 AM
time to revise PrCs while im at it

BACKUP ARCHER

(http://i212.photobucket.com/albums/cc70/bhutastan/PRCS/backuparcher.jpg)
   
"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

:
[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
: Re: Samurai Poll
: bhu May 18, 2011, 06:54:25 AM
KAGEMUSHA

(http://i212.photobucket.com/albums/cc70/bhutastan/PRCS/kagemusha.jpg)
   
"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

:
[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
: Re: Samurai Poll
: bhu May 18, 2011, 07:33:47 AM
RONIN

(http://i212.photobucket.com/albums/cc70/bhutastan/PRCS/ronin.jpg)
   
“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
:
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.



: Re: Samurai Poll
: bhu May 18, 2011, 07:50:53 AM
SABURAI

(http://i212.photobucket.com/albums/cc70/bhutastan/PRCS/saburai.jpg)
   
"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

:
[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
: Re: Samurai Poll
: bhu May 18, 2011, 08:01:04 AM
TEPPO-KA

(http://i212.photobucket.com/albums/cc70/bhutastan/PRCS/teppoka.jpg)
   
"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

:
[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
: Re: Samurai Poll
: bhu May 18, 2011, 08:04:09 AM
Original concept by Eikonos:

TSUJIGIRI

(http://i212.photobucket.com/albums/cc70/bhutastan/PRCS/tsujigiri.jpg)
   
“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

:
[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
: Re: Samurai Poll
: bhu May 18, 2011, 08:10:26 AM
YOJIMBO

(http://i212.photobucket.com/albums/cc70/bhutastan/PRCS/yojimbo.jpg)
   
"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
:
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
: Re: Samurai Poll
: bhu May 19, 2011, 06:32:50 AM
http://en.wikipedia.org/wiki/%C5%8Cmetsuke

METSUKE

(http://i212.photobucket.com/albums/cc70/bhutastan/PRCS/metsuke.jpg)
   
"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

:
[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
: Re: Samurai Poll
: bhu May 19, 2011, 06:38:21 AM
MACHI-KATA DOSHIN

(http://i212.photobucket.com/albums/cc70/bhutastan/PRCS/machikata.jpg)
   
"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

:
[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
: Re: Samurai Poll
: bhu May 20, 2011, 05:56:35 AM
TEGUMI WRESTLER

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

(http://i212.photobucket.com/albums/cc70/bhutastan/PRCS/tegumiwrestler.jpg)
   
"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

:
[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
: Re: Samurai Poll
: bhu May 20, 2011, 05:57:03 AM
SUMAI

(http://i212.photobucket.com/albums/cc70/bhutastan/PRCS/sumai.jpg)
   
"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

:
[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
: Re: Samurai Poll
: bhu May 20, 2011, 06:51:45 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.
: Re: Samurai Poll
: Jim Profit May 21, 2011, 10:15:57 AM
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...
(http://th644.photobucket.com/albums/uu169/Arnk/Naruto%20fanart/Shikamaru/th_Shikamaru-2.jpg)
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.


(http://th644.photobucket.com/albums/uu169/Arnk/Naruto%20fanart/Shikamaru/th_Shikamaruwall.jpg)
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.
: Re: Samurai Poll
: bhu May 22, 2011, 06:07:13 AM
Several of the abilities you mentioned will be forthcoming with the Ki abilities.  I know Ki seems cliche but I couldn't think of a better working title for the moment, and when people read it they automatically have an idea of what to think of.
: Re: Samurai Poll
: bhu May 23, 2011, 07:11:06 AM
KOBUDOKA

(http://i212.photobucket.com/albums/cc70/bhutastan/PRCS/kobudo.jpg)
   
"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."

 Kobudo is the traditional Okinawan weapon based martial art.  It is said it was developed when the Okinawans were occupied by mainland Japan, and forbidden to carry weapons but there is little if any historical evidence for this as Kobudo predates the occupation.  Due to their proximity to China they were heavily influenced by Chinese fighting styles, and their vast array of techniques and ever more exotic weapons.  Kobudo is known for using a large variety of weapons, and it has some crossover with Karate as there are some empty hand techniques as well.  

BECOMING A KOBUDOKA  
Mostly you need to be accepted by a teacher, and show him you have whatever it is he's looking for.

 ENTRY REQUIREMENTS
   BAB:  +6
   Feats:  Exotic Weapon Proficiency (any Kobudo Weapon), Improved Unarmed Strike, Two Weapon Fighting
   Skills:  Concentration 6 ranks, Knowledge (Local) 6 ranks
   Special: Must be Okinawan and accepted by a teacher


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

Hit Dice: d10

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

Weapon Proficiencies: A Kobudoka gains proficiency with all Kobudo weapons.
 
PLAYING A KOBUDOKA
 You have devoted yourself to Kobudo.  Where as other practice Kobudo for military purposes, you have devoted your life to perfecting and refining it.  Eventually if you are lucky you will find fame as a teacher.  Or get drug into a hellish life of nonstop fighting as everyone attempts to prove themselves at your expense.
 Combat: You're life is devoted to a combat art.  Granted it's varied enough that you can approach it several different ways, but usually you have a weapon or two you feel most comfortable with.  How you fight will kind of depend on that preference.
 Advancement: Advancement depends a lot on your sensei initially, and on your own preferences once he's taught you all he can.
Resources: You are likely fairly poor unless you had quite a bit of money before devoting your life to the martial arts.  And unless you become famous as a teacher with wealthy students you won't be getting any richer.

KOBUDOKA IN THE WORLD
"Don't hit at all if it's honorably possible to avoid
hitting; but never hit soft."

 Depending on your individual attitude and what you use your skills for you will either be revered or hated by society.  Bullies are not well thought of, but if you aren't a bully you're held to a higher standard than others, expected to defend those in need.  Which will often bring you conflict you might not want.
 Daily Life: Much of your daily life is study, and care of the dojo.  Occasionally you will have to defend it from challengers, or even from the government who might want it shut down.
 Notables:
 Organizations: Generally the only organization you belong to is the dojo you learn from or teach at.  If you become involved in politics or religion (willingly or not) you may end up tied to a conspiracy of some sort.

NPC Reaction
 NPC's tend to love or hate you.  You're either the local hero or the local menace.  It'd be nice to find some place in between, but others often force you to take a side because of their own ambitions.

KOBUDOKA IN THE GAME
 Hardcore study of the martial arts require long hours of intense practice, which means you have not so much time to run about kicking monsters in the face as you'd like.  Of course many of the other oriental PrC's restrict movement so maybe it won't be such a problem.
 Adaptation: This is meant for ancient Okinawa, but can be easily enough adapted to another fantasy realm with oriental flavor.
 Encounters: PC's involved in the martial world may encounter Kobudoka, as will anyone causing trouble in Okinawa (or whatever land you're using in it's place).

Sample Encounter
EL 12: The PC's have been hired to destroy a dojo hiding bandits and mercenaries.  Once they get there however it appears to be a poor, run-down school staffed by old men.  Something is obviously off.


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 KOBUDOKA

Hit Die: dx
Skills Points at Each  Level : x + int
Class Ability
Class Ability
Bonus Feats: The Epic Kobudoka gains a Bonus Feat every x levels higher than 20th
: Re: Samurai Poll
: bhu June 24, 2011, 06:10:53 AM
Havent forgotten this, just gimme till the 1st when i finish my job
: Re: Samurai Poll
: bhu July 03, 2011, 04:17:06 AM
KUGE

(http://i212.photobucket.com/albums/cc70/bhutastan/PRCS/Kuge.jpg)
   
“The tongue is but three inches long, yet it can kill a man six feet high”

 Kuge was originally used to describe the Emperor and his court, and eventually came to mean the bureaucrats residing at court.  Eventually this also changed to mean nobility siding with the Emperor as opposed to the Shogunate.  The Kuge oversee the day to day details of the empires operation and in theory wield enormous power.  The Metsuke spy upon them, the Yakuza bribe or entrap them, and their allies scheme against them constantly.  Life as a Kuge is sometimes scarcely less troublesome than a warrior Samurai depending on the time period.  Eventually they merge with the Daimyo and form the Kazoku after losing much of their political power and wealth.

MAKING A KUGE
 You will likely begin as a very minor court functionary, and rising higher will require no small amount of ruthlessness and a little luck as well.  Sense Motive will be a very important skill throughout your career, as will Bluff, Diplomacy, and Gather Information.  Kuge without ranks in these will be very short lived.
 Abilities: Much of your duties will require you to convince other people to see your way, which means Charisma will be important.  You'll also need to perceive when others are lying to you if you want to avoid assassins or betrayals, so Wisdom will also be important.  A high Int will help with the skill ranks you need.
 Races: Foreigners cannot be Kuge.  So whatever the dominant race in your campaign is, only they will be accepted, and only if they are locals.
 Alignment: The majority of Kuge will at least make the appearance of being Lawful Good or Neutral to appeal to others and maintain their position.  In reality most are Lawful Neutral or Evil as their job requires them to often do things they object to or find emotionally painful.
 Starting Gold: Same as Fighter.
 Starting Age: Same as Wizard.

Class Skills
 The Kuge's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Architecture & Engineering, Geography, History, Nobility, Religion)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), and Spot (Wis).
Skills Per Day at 1st Level : (8 + int)x4
Skills Per Day at Each Additional Level : 8 + int

Hit Dice: d6

:
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    
2. +1    +0     +0     +3    
3. +2    +1     +1     +3    
4. +3    +1     +1     +4    
5. +3    +1     +1     +4    
6. +4    +2     +2     +5    
7. +5    +2     +2     +5    
8. +6    +2     +2     +6    
9. +6    +3     +3     +6    
10.+7    +3     +3     +7    
11.+8    +3     +3     +7    
12.+9    +4     +4     +8    
13.+9    +4     +4     +8    
14.+10   +4     +4     +9    
15.+11   +5     +5     +9    
16.+12   +5     +5     +10  
17.+12   +5     +5     +10    
18.+13   +6     +6     +11    
19.+14   +6     +6     +11    
20.+15   +6     +6     +12  

Weapon Proficiencies: The Kuge are proficient with all bows, long and short swords, Tanto, and the Tessen.
 
PLAYING A KUGE
 You are expected to hold the ideals of the court and enforce and contribute to culture.  This means honoring Buddhism, while trying to keep it separate from daily affairs, as well as important Shinto ceremonies.  You must also cater to the whims of those more powerful than you, and usually are expected to be either adept at some form of writing prose or a biwa player.  Writing fiction is held in ill regard, and the peasants are usually contemptible and regarded as subhuman regardles of the time period.  
 Religion: Buddhism holds sway at court depending on the time period, usually the Shingon sect which practiced secrecy and was only open to the elite, or Tantric Buddhism with it's system of rituals and magic.  This puts you at odds with the Samurai once again whose fanatical followings of Zen do not mesh well with the other sects.
 Other Classes: The Samurai are theoretically equals but no Kuge will admit this.  In the earliest times they regarded the Samurai as hired barbarians, and though the public may now accept the Samurai as nobility the old guard refuse.  You will have respect for capable artisans and craftsmen, and religious authorities (because you need to be seen as being devout), but everyone else is pretty much scum.
 Combat: The Kuge were sometimes capable horse archers, and eventually standing archers, but they look down upon fighting and warriors in general.  You have hirelings who fight for you because it's beneath your station.
 Advancement: Advancement largely depends on your superiors and your own ability to lie, cheat, steal, and betray.  If you can achieve a higher station be assured it will not be through honest means.

KUGE IN THE WORLD
“One dog yelping at nothing will set ten thousand straining at their collars”
 Kuge associate virtually only with each other.  The Court is a different world from the rest of Japan, and other than themselves Kuge only encounter Samurai, and sometimes the clergy.  Lower castes are virtually alien to them, and foreigners doubly so.  A majority of your time is taken up by scheming if you're at all smart, so you have no time for anyone who can't be expected to aid you.  
 Daily Life: Much of your day is spent attending to duties, checking on plots you have in motion, gathering information, and responding to political or social threats.  You have very little time to yourself.
 Notables:
 Organizations: All Kuge belong to the Imperial Court.  They also belong to probably at least a few other organizations, some of which will be based along clan or family ties, and some of which will deal with religion, personal ambition, or darker subjects such as magic.

NPC Reaction
 NPC treatment depends on their station.  The Samurai hate you, other Kuge tend to view you as pawns or rivals, and the clergy revile you as competition for the hearts of the peasantry (whom you revile).  Your only real friends are possibly family, allies in some secret organization, and possibly craftsmen or artists you patronize.

CLASS KUGE IN THE GAME
 Unless they're job requires a mobile role, most Kuge are confined to Court (which they have no objection to as they need to be there to make sure no one's backstabbing them).  This will tend to confine campaigns to the COurt unless you give the player reason to leave it.
 Adaptation: Kuge are meant for Japanese campaigns but could be adapted to other oriental settings.
 Encounters: Most PC's will not encounter the Kuge unless they have been hired by them, hired to protect them, hired to protect someone from them, or hired to put them in the ground.  Court duties restrict them from public appearances.



EPIC KUGE

Hit Die: d6
Skills Points at Each  Level : 8 + int
Class Ability
Class Ability.
Bonus Feats: The Epic Kuge gains a Bonus Feat every x levels higher than 20th
: Re: Samurai Poll
: bhu July 28, 2011, 01:52:13 AM
All PrC's cept Kobudoka now have fluff
: Re: Samurai Poll
: bhu August 07, 2011, 10:27:50 PM
PrC's and Kuge updated will be adding new weapon groups soon as I finish their abilities.
: Re: Samurai Poll
: bhu August 26, 2011, 04:48:58 AM
Police Weapons Hachiwari, Hanbo, Hayatejo, Jo, Jutte, Kusari-Fundo, Kamayari, Kannawa, Kanemuchi, Katana, Kusarigama, Nanbankagi/Shakyo, Sasumata, Sodegarami, Tanto, Te-Gi (mace), Tekkan, Tessen (folding and non-folding), Teyari, Tobikuchi, Torihimo/Torinawa, Tsukubo, Uchiharai Jutte, Wakizashi

Ninja Weapons Aikuchi, Ashiko, Bokken, Fukimi Bari, Fukiya, Hanbo, Hankyu, Happo, Jo, Jutte, Kaginawa, Kaiken, Kakushi Kusarigama, Kakute, Katana, Kiseru, Kunai, Kusari-Fundo, Kusarigama, Kyoketsu-Shoge, Metsubishi, Nagamaki, Naginata, Neko-Te, Shinobi-Zue/Shikomizue, Shobo, Shuriken, Tachi, Tanto, Tekagi-Shuko, Tekko, Teppo, Tessen, Torihimo/Torinawa, Torinoko, Wakizashi, Yagyuzue, Yari, Yubi-Bo, Yumi

Yakuza Weapons

Kobudo Weapons Bo, Eku, Hanbo, Hari, Kama, Kumade, Kusarigama, Kuwa, Nunchaku, Nunti-Bo, Rochin, Sai, Sansetsukon, Suntetsu, Surujin, Tambo, Tanto, Tekko, Tonfa  rope??

Samurai Weapons Bokken, Dai-kyu, Hachiwara/Kabutowari, Jutte, Kaginawa, Kansashi (women only), Katana, Nagamaki, Naginata, Shuriken, Tessen/Tenarashi/Motsu-shaku, Wakizashi, Yagyuzue, Yari, Yumi

Exotic Weapons Ararebo, Bisento, Chashitsuto, Chidorigane, Chigiriki, Daisharin, Dokko, Fundonawa, Hunhananejibo, Hananejibo, Hoko Yari, Jo, Kaibo, Kanamuchi (iron whip), Kiseru, Kittate, Konpei, Konpi, Kumade, Kuruman Bo, Kururi, Kusaribo, Kusarijutte, Kusariryuta, Kusariuchibo, Marohoshi, Mijin, Mukujutte, Musashi Kaiken, Naeshi, Nagenawa (lasso), Naigama, Nanban Hananeji, Nyoibo (big club), Obi, Okusarigama, Otsuchi, Seki-Bo (Stone CLub), Shakuhachi, Shikomibue (flute), Tamabo, Tama Tetsu (thrown iron balls), Tanazue (staf with balls on end), Tekkan/Tetto, Tesshaku, Tetsutsubute (thrown iron discs), Tetsuniyoi, Toami (fishing net), Tsuchi (warhammer), Yagyuzue, Yatate, Yawara, Yumiorezue

Yamabushi Weapons Bo, Fuetsu (poleaxe), Masakari (handaxe), Naginata,

Sohei Weapons Bo, Fuetsu, Kanabo, Naginata, Ono (battleaxe)

Ashigaru Weapons Kaginawa, Katana, Nagae Yari, Naginata, No-Dachi, Oyumi, Tanto, Teppo, Wakizashi, Yari, Yumi


need name for dagger hidden in a jutte, kanabo is 1 1/2 handed club, tetsubo is 2 hand, kansaibo is one, shikomi (hidden weapons)
: Re: Samurai Poll
: bhu September 01, 2011, 04:29:41 AM
Decided to try for weapon groups first before PrC powers.  Am trying to organize them above if possible.  May take a bit.
: Re: Samurai Poll
: bhu September 13, 2011, 06:27:02 AM
Still going through weapons.  Some of these may be mechanically similar, but i wanna get teh names up and collected so I can start sorting thru them
: Re: Samurai Poll
: bhu September 22, 2011, 05:01:27 AM
OK I think I've got a fairly extensive list of weaponry I just have to decide who gets what and then begin statting up.

If anyone can think of anything I've missed do please let me know.
: Re: Samurai Poll
: bhu October 07, 2011, 06:39:16 AM
SHIHAN

(http://i212.photobucket.com/albums/cc70/bhutastan/PRCS/shihan.jpg)
   
Quote of Some Kind by a member of the class!

 A general description of whatever the class is!

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

 ENTRY REQUIREMENTS
   :  
   :  
   :  
   :  
   :  


Class Skills
 The Shihan's class skills (and the key ability for each skill) are....
Skills Points at Each  Level : x + int

Hit Dice: dx

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

Weapon Proficiencies: A place to put the different proficiencies.
 Put all the different class abilities in here!
 
PLAYING A SHIHAN
 Brief description on how to play the class you are designing.
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

SHIHAN IN THE WORLD
A quote of somebody else talking about your class!
 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: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

SHIHAN IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.


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 SHIHAN

Hit Die: dx
Skills Points at Each  Level : x + int
Class Ability
Class Ability
Bonus Feats: The Epic Shihan gains a Bonus Feat every x levels higher than 20th
: Re: Samurai Poll
: Flay Crimsonwind October 10, 2011, 08:59:30 AM
I was gonna convert the school feats to ki abilities, and start adding combat maneuvers and martial arts stuff.
Still hella excited for this. Kuge immediately drew to mind the character of Varys from the Song of Ice and Fire saga..... and now that I'm reading about them probably were the inspiration for his character.

Police weapons..... you thinking of a policeman (or japanese equivalent) class? That could be interesting....

As soon as the ki abilities are done for the samurai v2, mind if I update Zachary, since we're in a combat-lull, with violence on the not too near, not too distant horizon?
: Re: Samurai Poll
: bhu October 10, 2011, 08:04:58 PM
You can update him.  It'll prolly be a bit fore i get it all done though life seems to sucker punch me the second i get free time
: Re: Samurai Poll
: bhu October 19, 2011, 08:19:05 AM
Arrows
Hina-Ya Fire arrow.
Kaburi-Ya/Hiki-Ya/Hiniki-Ya Blunt arrow designed to make whistling sound for signaling.
Karimata V shaped arrowhead.
Mato-ya Blunt arrows for practice.
Togari-Ya Traditional arrow.
Watakusi Large arrowhead with backward facing barbs.
Yanagi-Ba Also called Willow Leaf, a broad arrowhead with a pattern cut into it.

Axes
Fuetsu The Fuetsu was rarely used as a weapon by anyone other than Sohei, but would use Battleaxe stats.
Masakari The Masakari is rather like a hatchet with a backwards facing spike.  Again, used more as a tool than a weapon.
Ono  The Ono is a Bo staff length axe that could use Greataxe stats.  It was probably used as a tool or means of destroying fortifications more often than as a weapon.

Bows and Crossbows
Dai-Kyu/Oyumi  The 2 meter tall longbow.
Dokyu Repeating crossbow imported from China.
Hankyu/Koyumi Hankyu refers to the smaller bows used in Zen archery.
Hoko-yumi Mongolian or Chinese recurved bow encountered early.  Would have been somewhat rare.
Ishiyumi These would be large wall mounted crossbows, Chinese imports which were used in castle defense (and sometimes used for shooting stones, or multiple bolts).   The name also refers to catapults.
Teppo Yumi This would probably be the equivalent of a Hand Crossbow.
Shinobi Yumi I'm using this to refer to short bows it was claimed were used by ninjas because I can't find another name.
Suzume Yumi Hunting bow.

Chain and Rope Weapons
Chidorigane Bizarre weapon consisting of a 46 cm long metal pipe with a tassel at one end, and a short chain with a sharpened metal weight at the end that resembles a Plover's wings.  Also called the Nanban.  The chain could be retracted or extended.
Chijiriki Also called Chijirigi, or Chigiriki.  It's a solid or hollow bamboo or iron staff which hides a length of chain and a large weight.  Sort of a hidden flail.  Length varied from the users forearm, to that of a Bo Staff. Butt is often shod with metal for striking.
Fundonawa Police weapon for restraining people consisting of a rope with a metal weight at one or both ends.  Length is usually 48.5 cm.
Gunhananeji Hananeji with a sickle blade.
Hananejibo Also called Hananeji or Hananejiri.  30-85 cm staff with a hole 1 or 2 hands lengths from one end through which a cord was wound.  Originally a stable tool.
Hayatejo Consisted of 5 iron plates 2-3 cm long connected to each other on the longer side with a hinge, sort of resembling a large bracelet with teeth on the inside of each plate.  The two outer plates had rings so they could be held by the thumb and forefinger, with a length of cord attached to one of the rings.  Used for restraining prisoners by the hand or throat.
Kaginawa Steel hook attached to a rope.
Kakushi Kusarigama Smaller version of the Kusarigama meant to be concealable in ones pocket.  The blade is generally blunt but could be sharpened.
Kannawa An arresting rope with a metal ring at one end.
Kittate A candle holder that could be used as a weapon in emergencies or to conceal other things.  Probably mostly a ninja weapon.
Konpei Similar to a Chidorigane but with a round metal weight, a much longer chain, and the metal pipe handle could slide along the length of the chain.
Konpi 3-13 foot length of chain with a metal weight at one end, and a metal ring at the other.  The ring has a short loop of chain attached to it, or with a horned ring, or with a flat iron bar.
Kuruman Bo Think of a nunchaku, except one of the sticks is the length of a Bo staff.  Basically a Heavy Flail made of wood.
Kururi One of various japanese names for flails, probably wooden.
Kusaribo Also called Kusari Furizue, Kusari Furijo, and several other names.  Basically the same as the Chijiriki, but some Chijiriki had spearheads attached to their chain instead of metal weights so I'm using this name for it.
Kusari-Fundo Also called Manriki, Manrikigusari, Ryofundogusari, and God alone knows how many other names.  Basically a 12-48 inch chain with a metal weight at each end.
Kusarigama Kama attached to a chain with a metal weight at the other end.  There is a variant called the Bauhatsugama where the metal weight is replaced with a fragile container of blinding powder, or poisons.
Kusarijutte Jutte attached to a 6 foot chain with a metal weight at the other end.
Kusariryuta 13 foot chain with a metal weight at one end and a 3 pronged hook at the other.
Kusariuchibo Iron truncheon connected to a chain with a metal weight at the other end.  If the truncheon is wood it's called a Bunbunbai.
Kyoketsu-Shoge Metal ring attached to 12-18 ft of rope with a blade at the other end that also has a backwards facing secondary blade.
Mijin Sort of a chain bolas.
Mukujutte/Nanban Hananeji Hananejibo with weight and chain attached that can be extended from one end.
Nagenawa A lasso.
Nunchaku Two sticks connected by a short chain or rope.
Okusarigama Larger version of the Kusarigama, also called an Ohgama.
Sansetsukon Three (or sometimes four) section staff.
Surujin Also called Suruchin, it is a 2-3m long rope with a weight tied to each end (or a weight at one end and a spike at the other).  Made from chain in more modern times.
Torihimo/Torinawa 12 foot rope used for restraining prisoners, often attached to a Jutte.
Yumiorezue Broken Yumi turned into a sort of sectional whip for self defense.

Clubs, Maces, and Hammers
Ararebo Short one handed wooden club with iron studs at the end.
Hachiwari/Kabutowari
Hanbojutte Wooden jutte.
Jutte Iron truncheon with a short prong and attached tassel or rope.  Sometimes used to conceal a blade or spearhead inside.  Also called Jitte.
Kanabo One and a half handed version of the Ararebo.
Kanemuchi Referred to as an iron whip, this is basically a long metal stick made to look like a horse whip.
Kansaibo Hardwood staff reinforced with iron.  A lighter version of the Tetsubo.
Kiseru Tobacco pipe that eventually became a self defense weapon popular among commoners and Yakuza.
Naeshi Basically a Jutte without the prong.
Nanbankagi/Shakyo Hand held forked truncheon with a tassel attached.  The Nanbankagi is a U shaped fork, while the Shakyo is Y shaped.
Nyoibo 2 meter wooden club with a strap at one end.
Otsuchi 6 foot long wooden hammer used for forced entry.
Sai Dagger shaped metal truncheon with two prongs at the handle.
Seki-Bo Knobbed primitive stone war club.
Shakuhachi Large bamboo flute sometimes used as self defense weapon by monks.
Te-Gi Mace used by Japanese police.
Tetsubo Two handed version of the Ararebo.
Tetsuniyoi Wooden scepter used by Buddhists for teaching Sutras that eventually became a self defense weapon made of iron.
Tonfa Club that serves as the inspiration for modern police batons.
Tsuchi Warhammer.
Uchiharai Jutte Thin Jutte nearly the length of a Katana.

Knives and Swords
Bokken Any wooden practice version of the Tanto, Wakizashi, or Katana.
Chashitsuto Elaborately carved wooden Tanto used in the tea ceremony which was eventually adopted as a self defense weapon.
Chisa Gatana Sword between the length of a Katana and Wakizashi.
Chokuto Straight single edged hacking sword.
Kanigawa
Katana Curved longsword measuring 60-70cm.
Kodachi Short sword less than 60cm that coud be carried by merchants.
No-Dachi Two handed sword with a blade more than 1m in length.
Shikomi Sensu Dagger whose sheath is meant to look like a closed fan.
Suburito Heavier version of the Bokken meant for building muscle.
Tachi Precursor to the Katana up to 78cm in length.
Tanto Single or double edged knife 6-12" long.  If forged without a guard it is called an Aikuchi.  If reinforced and widened for piercing armor it is called a Yoroi Toshi/Yoroidoshi.  
Tekkan/Tetto Iron truncheon made to look like a Wakizashi while sheathed.
Tsurugi Early double edged broadsword.
Wakizashi 12-24" curved short sword.
Zanbato Greatsword disputed to have been used in an actual battle.

Polearms
Bisento Anti-cavalry precursor to the Naginata somewhat resembling the Chinese Guan Dao.
Nagamaki Polearm resembling a longsword with a 2-4' blade and an equally long handle.
Naginata Polearm sinilar to the glaive with a 30-60cm blade.
Naigama Polearm length kama, a scythe basically.  Also called an Ogama.
Nunti-Bo Fisherman's gaffe hook modified to be a weapon.  It's head looks rather like a sai, except one prong faces the opposite direction of the other.
Sasumata Polearm common to police with a U shaped head.
Sodegarami Polearm common to police with multiple spiked prongs as a head..
Tsuki Yari Nari Polearm with a crescent blade.
Tsukubo Polearm common to police with a T shaped head.

Spears
Hoko Yari 6' spear with wavy blade with a sickle shaped horn on one or both sides.
Kagi Yari Has a long blade with a side hook, similar to a Fauchard.  Sort of a weird L shape the opposite of the Kata Kama Yari.
Kamayari Yari with a Kama at the base of the blade.
Nagae Yari Japanese pike, about 15-22' long.
Rochin Short stabbing weapon with designs varying from a spear the length of the forearm to a machete like weapon.
Shakujo Yari Ringed priests staff concealing a spear.
Teyari Shorter spear preferred by policemen.
Yari Japanese Long Spear with a blade for a tip.  Variants include the Bishamon Yari with a blade sort of like a fleur-de-lis, the Kata Kama Yari with a straight blade perpendicular to the main blade in a weird L shape, the Jumonji Yari which has two shorter blades branching off from the main one in a trident like shape, Kikuchi Yari whose blades were only single edged, the Omi Yari which had a very long blade, the Sankaku Yari which had a point but no edge, Juji Yari which had a cross shaped head, the Futomata Yari with a forked head, and the Kikuchi Yari which had a very broad spadelike head.

Staves
Bo Staff roughly 2m long, also called Rokushakubo.  
Hanbo Staff about 1m in length.
Jo Staff slightly longer than 4'.
Shakujo Priests staff with metal rings.
Tamazue Staff with balls at either end.
Tambo Staff shorter than 1m.
Yagyuzue Iron rod camouflaged to look like a walking stick.
Yubi-Bo 8" staff.

Thrown
Bakuchi Ire bamboo tubes filled with gunpowder.  Basically noise bombs.
Bo Shuriken 5-8" steel throwing spike.
Dokko Shuriken Throwing weapon similar in appearance to a Dokko.
Enbangata Shuriken Disc shaped shuriken.
Enbigata Shuriken Also called Matsubagata or Hiengata, these shuriken are v shaped like a Swallow's tail.
Fumibari/Kogai/Uchi-Ya Throwing darts (some can also be fired from blowgun).
Gandomeken Throwing knife.
Happo Egg filled with blinding powder
Hi-kyu Hollow clay ball filled with gunpowder
Hira Shuriken Throwing star type shuriken.
Makibishi Caltrops made from dried seed pods or iron.
Kemuridama Smoke bomb.
Metsubishi Blinding powder.
Nageteppo Firecracker used as a Flash bomb.
Tama Tetsu Iron throwing balls.
Tetsutsubute Flat metal throwing discs.
Torinoko Smoke powder or tiny explosive charge kept in egg.  
Tsubute Throwing stones.
Uchi-ne Javelin.


Unusual
Ashiko Strap wrapped around the foot with spikes to aid in climbing.
Bankokuchoki Brass knuckles.
Dochu Kogai/Shikomi Kogai Spikes disguised as chopsticks.
Dokko/Gorinkudaki Small carved wooden object used in Buddhism and adapted for use as a self defense weapon (a fist load).
Eko/Kaibo The boat oar, developed into a weapon.
Fukimi-Bari Darts held in the mouth and spit into an opponents eyes.
Fukiya Japanese blowgun.
Goshinyo Yokubue Iron flute.
Hari A fish hook sometimes used as a weapon in Kobudo.  Term also used for needles.
Hyakurai-Ju A dozen or more gun barrels rigged to go off inside a barrel causing a series of loud explosions.  Mostly meant as a noise bomb to distract or terrify but I can't imagine it's fun for anyone in the vicinity.
Jirai/Jiraka Primitive land mines.  Basically a wooden case filled with explosive that had a long fuse that had to be lit, so enemy movements had to be predicted and timed.
Kaginawa Grappling hook.
Kakute Iron Ring with one or more spices, usually poisoned.
Kama Sickle used in various eastern martial arts.
Kansashi Traditional hairpin used as a weapon of last resort.
Kumade Leaf Rake adapted to be a self defense weapon.
Kunai Gardening and masonry tool adapted to self defense (sort of a trowel).
Kuai Cane used as a weapon in Kobudo.
Kuwa Farmer's hoe adapted as a self defense weapon.
Marohoshi Looks sort of like a traditional spearhead with crossguards and a tassel.
Musashi Kaiken Looks sort of an axehead with a trapezoid shaped open through which the hand is passed to grip it.
Nanban Hachiwari Blunt kama, sort of like a pick.
Neko-Te Contrary to popular depictions of these as finger claws, they're more like strap on Wolverine style claws, and used more for parrying than attacking.
Obi Kimono sash.
Shinobi-Zue One of several ninja weapons meant to resemble a cane or walking stick, a staff, or a priests baton.  It usually concealed a sword blade, spearhead, hook, chain, or whatever else the owner could think of.
Shikomibue Metal flute smaller than a Shakuhachi, sometimes with a hidden point or blade.
Shobo Short stick with cord to wrap around fingers.  Basically a fist load.
Suikan Bladder filled with irritant, poison, or mild acid connected to bamboo blowtube.
Suntetsu 6 inch metal rod with spiked ends and a ring used to grip it.  Another fist load.
Tekagi-Shuko Strap wrapped around hand with spikes to aid in climbing.
Tekko Originally a pair of horse shoes welded together to be used as bras knuckles it was replaced with the stirrup as that was more concealable.
Tessen/Tenarashi/Motsu-shaku
Tesshaku 16" iron bar used as a measuring ruler.
Toami Fishing net used as a weapon.
Tobikuchi Sort of a pickaxe used by firement to demolish support beams so fires wouldnt spread or to tear open buildings.
Yatate/Goshinyo Yatate Ink set and carrying box modified for self defense as a club.
Yawara Symbolic Buddhist object resembling a wooden dumbbell which became used as a fist load.



Firearms
Futokoro Teppo Primitive derringer.
Hi-ya-zutsu Bamboo tube used to shoot fireworks of flaming arrows.
Tetsuho Early hand cannon imported from China.  Little more than an iron tube.
Tanegashima Snap Matchlock rifles introduced by the Portuguese.
Kozutsu Primitive bazooka that was destroyed after 1-3 shots.  Meant for firing iron balls or primitive rockets/fireworks.
Ozutsu Larger version of the matchlock rifle.  Basically a small man portable cannon which eventually developed into artillery cannons bearing the same name.
Bajo-Zutsu Matchlock carbine made for horsemen.  During the Edo period there were 3 and 6 shot experimental versions.
Tanzutsu Matchlock pistol.
Sode-Tsutsu  Also called an O-deppo or Sode Teppo.  Basically a large wooden tube that acts as a primitive one shot shotgun used for door breeching.
Geweer Flintlock Flintlock pistols and rifles (and some artillery) introduced by the Dutch..  The name was also used for some Mortars and field artillery.
: Re: Samurai Poll
: bhu October 20, 2011, 07:00:52 AM
Does anyone know if the japanese had different names for different firearms?  Teppo seems to be all i can find.
: Re: Samurai Poll
: Flay Crimsonwind October 20, 2011, 07:26:34 AM
I think cannon is taihou, kennjuu is a pistol, rindoushiki refers to a revolver, sogekijuu means sniper rifle (though I believe in a more modern sense)..... not sure what a musket-rifle would be like...
: Re: Samurai Poll
: bhu October 27, 2011, 07:28:02 AM
Found some more links i need to research and then I'll be finalizing the weapons lists.
: Re: Samurai Poll
: bhu October 28, 2011, 05:48:55 AM
does anyone know if the following exist or their just bull:

Sode Tsutsu: primitive one use shotgun

Jirai or Jiraika: primitive land mine

Shikoro: saw bladed knife or sword

Neru Kawaito/Neru-Kawa ito: Laminated wood/leather shield

Dokuenjutsu: poison smoke grenades

Gobo: wooden club

Chosen Jitte: basically a chain whip
: Re: Samurai Poll
: Flay Crimsonwind October 28, 2011, 06:37:02 AM
Hmmm, what stands out for me is the shikoro, which is actually the layered plating on the back and sides of a samurai helmet. So that one is probably a media-made blade. I don't recall what they were called, but I do remember tall shields of laminated wood; I wouldn't be surprised if they had leather on them. Jirai/jiraika are mines, but I don't know how far back they go. All I know about gobo is that it's a salad. Poison gas bombs.... I feel like it's so media-laden that it might have, but I don't know for sure...
: Re: Samurai Poll
: bhu October 28, 2011, 06:40:22 AM
Thanks flay.
: Re: Samurai Poll
: Kuroimaken October 28, 2011, 10:17:31 AM
Hmmm, what stands out for me is the shikoro, which is actually the layered plating on the back and sides of a samurai helmet. So that one is probably a media-made blade. I don't recall what they were called, but I do remember tall shields of laminated wood; I wouldn't be surprised if they had leather on them. Jirai/jiraika are mines, but I don't know how far back they go. All I know about gobo is that it's a salad. Poison gas bombs.... I feel like it's so media-laden that it might have, but I don't know for sure...

Actually, the chinese could already use landmines and the like by the 16th century. The Japanese typically scoffed at the use of explosives except as siege weapons up until Nobunaga handed Katsuyori Takeda's ass back to him on a silver platter with a musketeer army 1/5th the size of his own.
: Re: Samurai Poll
: Flay Crimsonwind October 28, 2011, 11:25:57 AM
Sweet, so the mines are go! :D
: Re: Samurai Poll
: veekie October 28, 2011, 01:57:45 PM
Hmmm, what stands out for me is the shikoro, which is actually the layered plating on the back and sides of a samurai helmet. So that one is probably a media-made blade. I don't recall what they were called, but I do remember tall shields of laminated wood; I wouldn't be surprised if they had leather on them. Jirai/jiraika are mines, but I don't know how far back they go. All I know about gobo is that it's a salad. Poison gas bombs.... I feel like it's so media-laden that it might have, but I don't know for sure...

Actually, the chinese could already use landmines and the like by the 16th century. The Japanese typically scoffed at the use of explosives except as siege weapons up until Nobunaga handed Katsuyori Takeda's ass back to him on a silver platter with a musketeer army 1/5th the size of his own.
Even earlier for the chinese I think, though they didn't go into common use until the stated time period I think.

Those goddamn alchemists found a hell of a lot of ways to blow things/people up while poisoning them in the pursuit of immortality.
: Re: Samurai Poll
: bhu October 29, 2011, 05:39:34 AM
Either of you heard of Hyakurai?  I keep seeing references to a primitive explosive, or several guns detonated in a barrel to cause noise and sow fear and confusion.

Also what about these :

Arare: 3 dimensional shuriken basically

Bakuchi Ire: bamboo tubes filled with gunpowder.  Basically noise bombs.

Bakurai bishi: Caltrops containing minor explosives (sounds like bull to me)

Hi-kyu: Hollow clay ball filled with gunpowder

Hi-ya-zutsu: Bamboo tube used to shoot fireworks of flaming arrows.

Kame baku: Spiked iron shell filled with gunpowder.

Mitsu te: Pole attached to a chain with several hooks at teh other end.

Nage-gama: Throwing sickle?

Nage-ken: Small throwing sword (wtf?)

Seiryu-to: Sort of like a machete

Sode-teppo: Crude one shot gun made from a bamboo tube.

Suikan: Bladder filled with irritant, poison, or mild acid connected to bamboo blowtube.

Tabi-Yumi: Traveling bow, a collapsible shortbow with very short range.
: Re: Samurai Poll
: veekie October 29, 2011, 08:03:06 AM
Not familiar with the Japanese edition, but I've read somewhere the chinese version of the same used barrels of explosives mounted on wheels, which they lit, rolled towards the enemy, and then the barrels would explode and generally throw cavalry into disarray.