[Class] Samurai

Started by Mysticsage, November 26, 2013, 08:05:45 PM

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Mysticsage

http://www.dandwiki.com/wiki/Ronin_%283.5e_Class%29
Making a samurai.
One of their best assets is their Zanshin, a state of mind in which they react instinctly to danger.

Samurai make excellent front line fighters, granting spellcasters, or healers cover, and simultaneously benefit from them.

Abilities: Strength is paramount to a samurai, being a martial class, but Dexterity is also good due to their lack of armor, and Wisdom for sharp senses, and a higher AC bonus.

Races: Any.

Alignment: A samurai may be of any alignment, though their vicious attitude in battle often lead to a chaotic alignment, but a few samurai in have a personal code they adhere to.

Starting Gold: 1d8x10 gp + Katana.

Starting Age: As Rogue

Table: The Samurai

Hit Die: d10
Level        BAB        fort      ref       will                 Special                            ac bonus            Spd bonus
1st            +1            +2      +2          +0          Katana, Live by the Sword    +0                        +0 ft.
2nd            +2            +3      +3          +0       Uncanny Dodge, Quick Draw    +0                        +0 ft.
3rd            +3            +3      +3          +1    Fast Movement, Ki Strike(Magic)    +0                        +5 ft.
4th            +4            +4      +4          +1               Sword As Shield                    +1                        +5 ft.
5th            +5            +4      +4          +1               Combat Reflexes                +1                       +10 ft.
6th          +6/+1    +5      +5          +2         Improved Uncanny Dodge            +1                       +10 ft.
7th          +7/+2    +5      +5          +2                                                       +2                       +15 ft.
8th          +8/+3    +6      +6          +2                  Katana Focus                    +2                       +15 ft.
9th         +9/+4            +6      +6          +3              Ki Strike(Alignment)            +2                       +20 ft.
10th      +10/+5    +7      +7          +3           Katana Specialization            +3                       +20 ft.
11th         +11/+6/+1   +7      +7          +3                                                       +3                       +25 ft.
12th      +12/+7/+2    +8      +8          +4           Greater Katana Focus            +3                       +25 ft.
13th      +13/+8/+3    +8      +8          +4                                                       +4                       +30 ft.
14th      +14/+9/+4    +9      +9          +4    Greater Katana Specialization    +4                       +30 ft.
15th      +15/+10/+5  +9      +9          +5        Ki Strike(Adamantine)            +4                       +35 ft.
16th +16/+11/+6/+1 +10       +10       +5                                                       +5                       +35 ft.
17th  +17/+12/+7/+2 +10   +10    +5                                                       +5                       +40 ft.
18th  +18/+13/+8/+3 +11   +11    +6                                                       +5                       +40 ft.
19th  +19/+14/+9/+4 +11   +11    +6                                                       +6                       +45 ft.
20th   +20/+15/+10/+5 +12  +12    +6                Fighting Spirit                    +6                       +45 ft.

Class Skills (6 + Int modifier per level, ?4 at 1st level)
Balance(Dex), Concentration(Con), Climb(Str), Craft(weaponsmithing)(Int), Diplomacy(Cha), Gather Info(Cha), Jump(Str), Listen(Wis), Perform(weapons drill)(cha), Search(Int), Sense Motive(Wis), Spot(Wis), Tumble(Dex)
Class Features

All of the following are class features of the Samurai.

Weapon and Armor Proficiency: Samurai are proficient with their Katana Bastard Sword , but not armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a samurai loses their AC bonus, as well as their fast movement abilities.

AC Bonus (Ex): When unarmored and unencumbered, the samurai adds her Wisdom bonus (if any) to her AC.

These bonuses to AC apply even against touch attacks or when the samurai is flat-footed. The samurai lose these bonuses when they are immobilized or helpless, when they wear any armor, when they carry a shield, or when they carry a medium or heavy load.

Katana: At 1st level, a samurai gains their Katana. If anyone but the samurai attempts to use it treat it as if it was three sizes larger.

If a samurai uses any weapon, other than their Katana, natural weapons, or unarmed strike, they lose all their class abilities until they draw their sword. If a samurai loses their sword or its broken they keep their class abilities, except those specifically for their sword.

Ronin Katana: A masterwork bastard sword.(1d10 Damage 19/20 critical x2)

Live by the Sword(Su): At 1st level, a ronin's Katana is magically attuned to them, if another person gets their sword and tries to use it on its owner, the sword simply passes through the ronin. If a ronin is separated from his Katana he can summon it to his hand. Summoning his Katana takes 1 minute.

Uncanny Dodge(Ex): At 2nd level, a ronin can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

If a ronin already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.

Quick Draw: At 2nd level, a ronin can use Quick Draw.

Ki Strike(Su): At 3rd level, a ronin gains the ability to channel his fighting spirit into his Katana, he gains Ki Strike when attacking with his Katana.

Sword As Shield(Ex): At 4th level, a ronin has become proficient at defending with a sword as well as attacking. He gains a +1 shield bonus to AC. This bonus increase +1 every 3rd level, to a max of +6. (+2 at 7th, +3 at 10th, +4 at 13th, +5 at 16th, and +6 at 19th.)

Combat Reflexes: At 5th level a ronin can use Combat Reflexes.

Improved Uncanny Dodge (Ex): At 6th level, a ronin can no longer be flanked.

This defense denies another ronin the ability to sneak attack the character by flanking him, unless the attacker has at least four more ronin levels than the target does.

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum ronin level required to flank the character.

Katana Focus:At 8th level, a ronin gets Weapon Focus as a bonus feat.

Ki Strike(Alignment):At 9th level, a ronin's Katana is treated as his alignment for overcoming Damage Reduction.

Katana Specialization:At 10th level, a ronin gets Weapon Specialization as a bonus feat.

Greater Katana Focus:At 12th level, a ronin gets Greater Weapon Focus

Greater Katana Specialization:At 14th level, a ronin gets Greater Weapon Specialization.

Ki Strike(Adamant):At 15th level, a ronin's katane is treated as an adamantine weapons for over coming damage reduction and bypassing hardness.

Fighting Spirit(Ex): At 20th level a ronin's fighting spirit fills him with strength. He gains 10 DR/Alignment
Epic Ronin