Author Topic: Samurai Poll  (Read 97823 times)

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bhu

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Re: Samurai Poll
« Reply #200 on: January 16, 2010, 10:05:19 AM »
Ronin is done cept for capstone and new Ki abilities.

bhu

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Re: Samurai Poll
« Reply #201 on: January 19, 2010, 06:25:39 AM »
Capstone for Ronin is up.  Any thoughts?

Flay Crimsonwind

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Re: Samurai Poll
« Reply #202 on: 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.

bhu

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Re: Samurai Poll
« Reply #203 on: 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.

bhu

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Re: Samurai Poll
« Reply #204 on: January 20, 2010, 07:22:37 AM »
YOJIMBO


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

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

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


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

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


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

Hit Dice: d10

Ronin
[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
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +12, Grp +14
Atk Options Intimidating Blade +2, Sneak Attack +2d6, Born to Kill
Combat Gear
Ki Abilities
-----------------------------------------------
Abilities Str 14, Dex 14, Con 12, Int 10, Wis 10, Cha 15
SQ Ki Pool 14/day, Imposing Presence (Staredown), Skills of Necessity (Sleight of Hand, Tumble),
Feats Combat Expertise, Combat Reflexes, Eyes in the Back of Your Head, Improved Quick Cut, Quick Cut, Quick Draw, Improved Initiative (B), Indomitable Soul (B), Iron Will (B), Onna-ha Itto Ryu (B)
Skills Bluff +6, Concentration +9, Diplomacy +6, Hide +6, Intimidate +10, Knowledge (Local) +4, Listen +4, Move Silently +6, Ride +6, Sense Motive +4, Sleight of Hand +6, Spot +4, Tumble +6
Possessions



EPIC YOJIMBO

Hit Die: d10
Skills Points at Each  Level : 4 + int
Unarmored Warrior At level 21 and every 3 levels thereafter your Dodge Bonus increases by an additional +2.
Sneak Attack At level 23 and every 3 levels thereafter you gain an extra die of Sneak Attack.
Bonus Feats: The Epic Yojimbo gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: February 05, 2010, 08:22:13 AM by bhu »

bhu

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Re: Samurai Poll
« Reply #205 on: January 28, 2010, 07:09:05 AM »
Updated Yojimbo, added two new Ki abilities to Samurai.

bhu

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Re: Samurai Poll
« Reply #206 on: 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?

GawainBS

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Re: Samurai Poll
« Reply #207 on: 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.

bhu

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Re: Samurai Poll
« Reply #208 on: February 02, 2010, 07:57:12 AM »
Got all of the Yojimbo up cept the capstone

bhu

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Re: Samurai Poll
« Reply #209 on: February 04, 2010, 06:56:06 AM »
Yojimbo is done for now so on to the next one:

ASHIGARU


   


 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.
« Last Edit: May 08, 2010, 02:34:02 AM by bhu »

Flay Crimsonwind

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Re: Samurai Poll
« Reply #210 on: 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!

GawainBS

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Re: Samurai Poll
« Reply #211 on: February 04, 2010, 08:32:19 AM »
Weren't Ashigaru the peasant militia? Might not be the greatest fluff for a PrC...

bhu

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Re: Samurai Poll
« Reply #212 on: 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.
« Last Edit: February 04, 2010, 08:44:02 AM by bhu »

GawainBS

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Re: Samurai Poll
« Reply #213 on: February 04, 2010, 09:35:12 AM »
Ashigaru are lightly armored spear fighters as far as I know.

Well, yes, peasant militia.
« Last Edit: February 04, 2010, 09:36:48 AM by GawainBS »

bhu

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Re: Samurai Poll
« Reply #214 on: February 05, 2010, 08:08:30 AM »
You has given me an idea  :smirk

GawainBS

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Re: Samurai Poll
« Reply #215 on: February 05, 2010, 08:14:24 AM »
I'm curious...

bhu

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Re: Samurai Poll
« Reply #216 on: February 05, 2010, 08:20:03 AM »
I'm curious...

You'll notice a format change to the Ashigaru  :D

Flay Crimsonwind

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Re: Samurai Poll
« Reply #217 on: 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.

GawainBS

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Re: Samurai Poll
« Reply #218 on: 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.

bhu

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Re: Samurai Poll
« Reply #219 on: February 06, 2010, 08:00:11 AM »
It's the first Samurai class variant :D