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 AbilitiesAshigaru Class VariantBackup Archer PrCJujutsu, Taijutsu, and TeKagemusha PrCOnna-Bugeisha Class VariantPechin Class VariantRonin PrCSaburai PrCTeTeppo-Ka PrCTsujigiri PrCYojimbo PrCSamurai 2Ashigaru 2Onna-Bugeisha 2Pechin 2SoheiYamabushi[spoiler]
SAMURAI 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 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.
RacesAlignment: 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)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.
ReligionOther ClassesCombatAdvancementSAMURAI IN THE WORLD Daily LifeNotables:
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 IN THE GAMEAdaptationEncountersEPIC 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 HaftYou 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.
SweepYou 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 AttackYou 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 CutYou 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 CutYou 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 FeatsOna-ha Itto RyuEven 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 RyuAssassins 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 MasteryYou 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 RyuWinning 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 RyuOne 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 MasteryYou 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-ryuYou 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-ryuYou 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 MasteryArmor 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.