Samurai: Difference between revisions
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- <b>Skill Points:</b> 2 + Int modifier per level, x4 at first level. | - <b>Skill Points:</b> 2 + Int modifier per level, x4 at first level. | ||
- <b>Class Skills:</b> Concentration, Craft | - <b>Class Skills:</b> Concentration, Craft: Armorsmithing, Craft: Weaponsmithing, Craft: Woodworking, Diplomacy, Intimidate, Knowledge: History, Knowledge: Nobility and Royalty, Profession: Cook, Profession: Fisher, Profession: Woodcutter, Sense Motive. | ||
- <b>Daisho Proficiency:</b> In melee combat, a samurai favors the katana and the wakizashi. Because a samurai is trained in their use, he gains the Exotic Weapon Proficiency feat. | - <b>Daisho Proficiency:</b> In melee combat, a samurai favors the katana and the wakizashi. Because a samurai is trained in their use, he gains the Exotic Weapon Proficiency feat. | ||
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At level 7, 12, and 17 he can make a kiai smite an additional time per day. | At level 7, 12, and 17 he can make a kiai smite an additional time per day. | ||
- <b> | - <b>Iaijutsu Master:</b> By 5th level, a samurai has become adept at iaijutsu, a fighting technique that concentrates on drawing his weapon and striking a foe in one fluid motion. He gains the lightning reflexes feat. | ||
- <b>Staredown:</b> At 6th level, a samurai becomes able to strike fear into his foes by his mere presence. He gains a +4 bonus on intimidate checks. | - <b>Staredown:</b> At 6th level, a samurai becomes able to strike fear into his foes by his mere presence. He gains a +4 bonus on intimidate checks. | ||
- <b>Improved Initiative:</b> At 8th level, a samurai has practiced iaijutsu techniques used in ritual duels between two samurai, and is able to anticipate when any enemy will attack. He now has the Improved Initiative feat. | |||
- <b>Mass Staredown:</b> At 10th level, the samurai's demoralize ability can be used to affect all enemies within 30' | - <b>Mass Staredown:</b> At 10th level, the samurai's demoralize ability can be used to affect all enemies within 30' | ||
- <b>Daisho Focus:</b> At 13th level, the Samurai becomes particularly adept at striking accurately when wielding a katana and wakizashi combined. With a katana in the main and a short sword in the off-hand, only a -1 penalty applies for fighting with two weapons in hand. Additionally, you gain a +1 damage bonus on both hands. | |||
- <b>Improved Staredown:</b> At 14th level, the samurai's demoralize ability can be used to affect all enemies within 30' and is no longer an activated effect, but a persistent one. | - <b>Improved Staredown:</b> At 14th level, the samurai's demoralize ability can be used to affect all enemies within 30' and is no longer an activated effect, but a persistent one. | ||
- <b>Frighful Presence:</b> A 20th level samurai's bravery, honor, and fighting prowress have become legendary. When the samurai draws his blade, opponents within 30 feet must succeed on a will save (DC 20 + Cha Modifier) or be panicked for 4d6 rounds. Creatures with 20 or more Hit Dice are not effected. | - <b>Frighful Presence:</b> A 20th level samurai's bravery, honor, and fighting prowress have become legendary. When the samurai draws his blade, opponents within 30 feet must succeed on a will save (DC 20 + Cha Modifier) or be panicked for 4d6 rounds. Creatures with 20 or more Hit Dice are not effected. |
Latest revision as of 08:36, 8 December 2010
Samurai
Known for their matchless bravery and strict code of honor, the samurai are the noble soldiers of Kara-Tur. The Samurai brings courage and honor to the service of a lord, general, or other leader. The reputation of samurai for being tenacious in combat often precedes them in battle, and their mere presence is often enough to make dishonorable enemies slink away in the darkness.
Class Features:
- Alignment Restrictions: Almost every aspect of a samurai's life is ruled by the code of bushido, which demands total obedience to one's lord, bravery in the face of utmost peril, and honor and repsect to superiors, peers, and lessers alike. Samurai are always lawful, stoic in demeanor, and implacable when matters of honor and justice are concerned.
Samurai must swear allegiance to a lord. Lords can be other PCs of level 10+, existing Sundren NPCs, or even figments of your imagination in other lands. Please role play your character as following your lord's will. We do not have Ronin here.
- Hit Die: d10
- Base Attack Bonus: High.
- High Saves: Fortitude.
- Weapon Proficiencies: Simple and martial weapons.
- Armor Proficiencies: All types of armor (heavy, medium, and light).
- Skill Points: 2 + Int modifier per level, x4 at first level.
- Class Skills: Concentration, Craft: Armorsmithing, Craft: Weaponsmithing, Craft: Woodworking, Diplomacy, Intimidate, Knowledge: History, Knowledge: Nobility and Royalty, Profession: Cook, Profession: Fisher, Profession: Woodcutter, Sense Motive.
- Daisho Proficiency: In melee combat, a samurai favors the katana and the wakizashi. Because a samurai is trained in their use, he gains the Exotic Weapon Proficiency feat.
- Two Swords as One: At 2nd level, a samurai has learned to wield the katana and wakizashi together. He gains the Two-Weapon Fighting feat. He gains Improved Two Weapon Fighting at level 10, Greater Two weapon fighting at level 16, and Perfect Two Weapon Fighting at 21st level.
- Kiai Smite: Once per day, a samurai of 3rd level or higher can give a great cry during combat that invigorates him. When a samurai shouts, his next attack gains a bonus on the attack roll and damage roll equal to his Charisma modifier. At level 7, 12, and 17 he can make a kiai smite an additional time per day.
- Iaijutsu Master: By 5th level, a samurai has become adept at iaijutsu, a fighting technique that concentrates on drawing his weapon and striking a foe in one fluid motion. He gains the lightning reflexes feat.
- Staredown: At 6th level, a samurai becomes able to strike fear into his foes by his mere presence. He gains a +4 bonus on intimidate checks.
- Improved Initiative: At 8th level, a samurai has practiced iaijutsu techniques used in ritual duels between two samurai, and is able to anticipate when any enemy will attack. He now has the Improved Initiative feat.
- Mass Staredown: At 10th level, the samurai's demoralize ability can be used to affect all enemies within 30'
- Daisho Focus: At 13th level, the Samurai becomes particularly adept at striking accurately when wielding a katana and wakizashi combined. With a katana in the main and a short sword in the off-hand, only a -1 penalty applies for fighting with two weapons in hand. Additionally, you gain a +1 damage bonus on both hands.
- Improved Staredown: At 14th level, the samurai's demoralize ability can be used to affect all enemies within 30' and is no longer an activated effect, but a persistent one.
- Frighful Presence: A 20th level samurai's bravery, honor, and fighting prowress have become legendary. When the samurai draws his blade, opponents within 30 feet must succeed on a will save (DC 20 + Cha Modifier) or be panicked for 4d6 rounds. Creatures with 20 or more Hit Dice are not effected. This ability has a cooldown of 5 minutes before it can be used again.
Ex-Samurai
If a samurai ever disobeys a direct order from his lord, or his alignment becomes unlawful he immediatey loses all class abilities based on his Charisma. (Smite, Staredown, Frightful Presence).