| Post/Author/DateTime | Post |
|---|---|
| #1RedHeadSamurai23Jun 26, 2009 0:20:42 | Hey all. I know the topic has been debated but i ave been working on this for a while now and was looking for feedback on this. please tell me what you think. Samurai CLASS TRAITS Role: Defender. You are very tough and have the exceptional ability to contain enemies in melee. Power Source: Ki. You have become a master of combat through endless hours of practice, determination, and your own powerful connection with your soul. Key Abilities: Strength, Dexterity, Wisdom, Constitution Armor Proficiencies: Cloth, Leather, Hide, Chainmail, Scale. Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged. Bonus to Defense: +1 Fortitude, +1 Will Hit Points at 1st Level: 15+ Constitution Score. Hit Points per Level Gained: 6 Healing Surges per Day: 9+ Constitution Modifier. Trained Skills: From the class skills list below, choose 3 trained skills at 1st level. Class Skills: Athletics (Str), Endurance (Con), Insight ( Wis ), Intimidate (Cha),Perception( Wis ). Build Options: Class features: Ancestral Weapon, Ancestral Power, Combat Challenge, Fighting Style (Under question) Samurai are determined combat adepts trained to protect the other members of their adventuring groups. Samurai define the front line by bashing and slicing foes into submission while reflecting enemy attacks through the use of heavy armor. Samurai draw weapons for gold, for glory, for duty, and for the mere joy of unrestrained martial exercise. Regardless of your level of skill and the specific weapons you eventually master, your motivations determine who you defend and who you slay. You could be a noble champion who pledges your blade to gallant causes, a calculating mercenary who cares more for the clink of gold than praise, a homeless prince on the run from assassins, or a blood-loving thug looking for the next good fight. Your future is yours. When you unsheathe your weapon, what battle cry flies from your lips? SAMURAI CLASS FEATURES Some of your most important characteristics are the ability to wear very good armor, your exceptional hit point total, and your mastery of all military weapons. ANCESTRAL WEAPON All samurai are gifted with a weapon from birth and trained to use it in battle. The Samurai gains Superior Weapon Proficiency for one weapon as a free feat. The samurai gains a +1 to attack rolls while using this weapon it also counts for his Ancestral Power Feature ANCESTRAL POWER The ancestral weapon is a sacred gift to a samurai. He eventually learns to communicate with the spirits that are bound into the metal, bringing out its inlaid power. The samurai can draw out the powers in his weapon with meditation. It takes an extended rest period of meditation that requires the samurai to do nothing but focus his mind on his sword and to sacrifice the gp value displayed below. Weapon Bonus Total Sacrifice Required Minimum Character Level +1 360 gp 1st +2 1,800 gp 5th +3 9,000 gp 10th +4 45,000 gp 15th +5 225,000 gp 20th +6 1,125,000 gp 25th COMBAT CHALLENGE In Combat it is Dangerous to ignore a samurai. Every time you attack an enemy, whether the attach hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt. PARAGON PATHS Iaijutsu Master Iaijutsu is the martial art of drawing a weapon and attacking with it in the same fluid motion and its masters are feared and respected throughout the world. Iaijutsu masters harness their ki energy to strike with blinding speed and devastating power. Lightning Blade (11th Level): An Iaijutsu master adds double his Dexterity modifier to initiative. One Strike, Two Cuts (11th Level): When you spend an action point to take an extra attack, An iaijutsu master can make two at-will attacks with his weapon as a standard action This means he can strike twice instead of just once at 21st level the iaijutsu master may use encounter powers for this as well. Strike with No Thought (16th Level): If an iaijutsu master begins combat within melee range of an opponent, he gains a free surprise round, even though his opponents are aware of his presence. The only action the iaijutsu master can take in this surprise round is a standard action to make an at will power attack. The iaijutsu master gains combat advantage for this attack. |
| #2RedHeadSamurai23Jun 26, 2009 0:29:32 | Hey all. I know the topic has been debated but i ave been working on this for a while now and was looking for feedback on this. please tell me what you think. Samurai CLASS TRAITS Role: Defender. You are very tough and have the exceptional ability to contain enemies in melee. Power Source: Ki. You have become a master of combat through endless hours of practice, determination, and your own powerful connection with your soul. Key Abilities: Strength, Dexterity, Wisdom, Constitution Armor Proficiencies: Cloth, Leather, Hide, Chainmail, Scale. Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged. Bonus to Defense: +1 Fortitude, +1 Will Hit Points at 1st Level: 15+ Constitution Score. Hit Points per Level Gained: 6 Healing Surges per Day: 9+ Constitution Modifier. Trained Skills: From the class skills list below, choose 3 trained skills at 1st level. Class Skills: Athletics (Str), Endurance (Con), Insight ( Wis ), Intimidate (Cha),Perception( Wis ). Build Options: Class features: Ancestral Weapon, Ancestral Power, Combat Challenge, Fighting Style (Under question) Samurai are determined combat adepts trained to protect the other members of their adventuring groups. Samurai define the front line by bashing and slicing foes into submission while reflecting enemy attacks through the use of heavy armor. Samurai draw weapons for gold, for glory, for duty, and for the mere joy of unrestrained martial exercise. Regardless of your level of skill and the specific weapons you eventually master, your motivations determine who you defend and who you slay. You could be a noble champion who pledges your blade to gallant causes, a calculating mercenary who cares more for the clink of gold than praise, a homeless prince on the run from assassins, or a blood-loving thug looking for the next good fight. Your future is yours. When you unsheathe your weapon, what battle cry flies from your lips? SAMURAI CLASS FEATURES Some of your most important characteristics are the ability to wear very good armor, your exceptional hit point total, and your mastery of all military weapons. ANCESTRAL WEAPON All samurai are gifted with a weapon from birth and trained to use it in battle. The Samurai gains Superior Weapon Proficiency for one weapon as a free feat. The samurai gains a +1 to attack rolls while using this weapon it also counts for his Ancestral Power Feature ANCESTRAL POWER The ancestral weapon is a sacred gift to a samurai. He eventually learns to communicate with the spirits that are bound into the metal, bringing out its inlaid power. The samurai can draw out the powers in his weapon with meditation. It takes an extended rest period of meditation that requires the samurai to do nothing but focus his mind on his sword and to sacrifice the gp value displayed below. Weapon Bonus Total Sacrifice Required Minimum Character Level +1 360 gp 1st +2 1,800 gp 5th +3 9,000 gp 10th +4 45,000 gp 15th +5 225,000 gp 20th +6 1,125,000 gp 25th COMBAT CHALLENGE In Combat it is Dangerous to ignore a samurai. Every time you attack an enemy, whether the attach hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt. PARAGON PATHS Iaijutsu Master Iaijutsu is the martial art of drawing a weapon and attacking with it in the same fluid motion and its masters are feared and respected throughout the world. Iaijutsu masters harness their ki energy to strike with blinding speed and devastating power. Lightning Blade (11th Level): An Iaijutsu master adds double his Dexterity modifier to initiative. One Strike, Two Cuts (11th Level): When you spend an action point to take an extra attack, An iaijutsu master can make two at-will attacks with his weapon as a standard action This means he can strike twice instead of just once at 21st level the iaijutsu master may use encounter powers for this as well. Strike with No Thought (16th Level): If an iaijutsu master begins combat within melee range of an opponent, he gains a free surprise round, even though his opponents are aware of his presence. The only action the iaijutsu master can take in this surprise round is a standard action to make an at will power attack. The iaijutsu master gains combat advantage for this attack. |
| #3meteoricJun 26, 2009 0:54:56 | Is Ancestral Power supposed to be unable to create weapons with special properties? As you've written it, it can only make a plain Magic Weapon (or the handful of other weapons that are level 5n+1). If you want it to create other weapon properties, you might simply state that the samurai must sacrifice items and gold with total value equal to the value of the item to be created. It strikes me as odd that an ability called One Strike, Two Cuts actually ends up making three attacks (one normal action, 2 at-wills with the bonus action). Letting it be used with encounter powers at 21st might be too much, but I'm not sure on that. What are the Iaijutsu Master's powers? Will this share the Fighter's power list, or will it have its own? |
| #4RustmonsterJun 26, 2009 12:03:31 | So... this class is a Fighter without Combat Superiority, and who are only able to apply their +1 fighting style bonus thing to a single weapon instead of all one or two handed wepaons? Oh, I guess they can enchant their own weapon, but yeah. I don't really understand what purpose this class has. Again, it is like an inferior Fighter who can enchant their own weapon without taking Ritual Caster. Beyond that, officially, Ki has been dropped as a Power Source. You have sort of displayed why they did it. A "Samurai" class has no reason to be "Ki", other than how they are inspired by Japanese traditions. But again, as you have shown, a Samurai is a reflavoured Fighter, just as a Ninja is a reflavoured Rogue. We don't need a billion extra classes just because they are based on Japan. There are two ways you can go with this. Either you can actually make this class mechanically distinct from a Fighter, and actually give it a purpose other than "It has an ancestral weapon hurrah!", or you can simply make it some sort of Fighter option. Something like it replaces the standard Fighting Style choice, but in exchange you get, say, a +1 to damage per tier or something with your chosen type of weapon. |
| #5magus_stragusJun 26, 2009 13:31:49 | I agree with the above poster. You should drop the class and make it a fighter build (because, a samurai is just a fluffed fighter). Try this: Instead of fighter weapon talent, you can choose the following feature: Bushido You gain Quick Draw as a bonus feat, even if you don't meet the prerequisites. The first time you draw your weapon in an encounter, you gain +1 to the next attack roll and +2 to the damage roll. When you score a critical hit, you can use this ability one more time. |
| #6RedHeadSamurai23Jun 26, 2009 13:54:26 | ok the ancestral power works for any weapon that you chose. as well as the +1 to attack rolls. The Iaijutsu master can only make two attacks. I know that the Samurai is nothing but a fluff fighter. Sorry but I want this class to be more like the one from Oriental Adventures. I'm working on the Iaijutsu master powers atm so ill post them in a bit. Thanks for your help. I need to work on this a lot. I like the idea of the quick draw but i want it to last for more than just the first time you draw it. |
| #7vebrandssonJun 26, 2009 13:58:15 | Would a samurai fighter paragon path not suffice for most of what your trying to do here? |
| #8RedHeadSamurai23Jun 26, 2009 14:18:22 | sorry no. ive thought of that and it just doesnt work for me. One Strike, Two Cuts (11th Level): When you spend an action point to take an extra attack, An iaijutsu master can make one at-will power attack with his weapon as a part of the same action. This means he can strike twice instead of just once at 21st level the iaijutsu master may use an encounter power instead. The Iaijutsu Master powers are as follows and i have edited the features of it as well. Bounding Assault Iaijutsu Master Attack 11 You spring across the battlefield using your ability and focus to attack quickly. Encounter - Martial, Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier Special: You may charge and use this power in place of a basic attack. Moving does not provoke attack of opportunity. Lightning Recovery Iaijutsu Master Utility 12 As your foe avoids your first attack your weapon becomes a blur as you attack with lightning speed for a second strike. Immediate Reaction Personal Trigger: You miss an enemy with an attack Effect: you may reroll the attack with a +2 bonus to the attack roll. Finishing Cut Iaijutsu Master Attack 20 You deliver a devastating strike to a wounded foe, aiming to finish them off once and for all. Standard Action Melee Weapon Target: One creature Attack: Strength vs. Reflex Hit: 5[W] + Strength modifier damage and the target takes ongoing 15 damage. (save ends) |
| #9RustmonsterJun 26, 2009 14:18:36 | Would a samurai fighter paragon path not suffice for most of what your trying to do here? I think that this has been stated as WotC's exact plan for "Samurai". Until then, you can always use the Kensai. They even have that whole "Weapon Bond" thing going on! |
| #10RedHeadSamurai23Jun 26, 2009 14:23:12 | actually ive watched that closely and they said it would be more of a feat thing than a paragon path. that way it can be tooled from the very beginning. The reason i want this so badly is because i never got to actually play one in any of my 3.5 games. ive always wanted to but by the time i found a group to play with 4e was released so i had to wait and see what would happen. this is like my labor of love to myself i guess. i just posted it on here so i can make it as balanced as possible. the power set im using is the fighters until i can fully flesh out the power set for it. im using updated BoNS stuff as a reference as well as 3.5 OA and a few others that pop into my head. Im not trying to just make a copy paste fighter but its the only thing i have to go off of. |
| #11vebrandssonJun 26, 2009 14:31:09 | sorry no. ive thought of that and it just doesnt work for me. Just to ask, why not? What in your mind makes a samurai that a fighter with a well themed paragon path and maybe a few creative feats cannot achieve? |
| #12smacintushJun 26, 2009 16:34:36 | I don't agree at all with making the Samurai a defender class. It doesn't fit with what the Samurai actually were and it certainly does not fit with their fighting methods. They are not "tough" and they were not about defending anyone. Their sword fighting style is completely based around not getting hit (in other words: mobility) and doing as much damage in as few strikes as possible. That is the whole purpose of iaijutsu to begin with…to end the fight with one draw of the weapon. The Samurai is the epitome of "glass cannon". High damage, mobility = striker…IMO. |
| #13RedHeadSamurai23Jun 26, 2009 23:57:45 | Ok to get technical the historical samurai started out as cavalry then changed to land based swordsman, then when large scale battles changed to duels they changed again. so that doesnt reallt say anything. and as far as why i see the samurai as a defender is because its always been a defender kind of role. though i can see it as being a striker or something like that. And besides Im basically going off of the samurai from OA which was basically a copy of the fighter with the ancestral daisho ability which is really what im tryin to go for, give the option to tool it however you want like a build option more than just a paragon path or such things like that I just want to flesh out the whole class. im workin on makign it differ from the fighter but its hard to. |
| #14magus_stragusJun 27, 2009 10:30:42 | It's hard to, because a samurai IS a fighter. Any roads, iirc, the samurai from OA was just a fighter with the daisho ability and will save. Why don't you better use the samurai from Complete Warrior? It focused on two-weapon fighting style and fear effects. You can make your 4e samurai this way: focus it on fear effects after attacks, maybe even AoE fear effects; and give it two builds: katana and wakizashi style or two-handed weapon style. The first would be better as an striker, dealing lots of damage to a single target, quick-drawing attacks, but sacrificing mobility for defence. The latter would be better as a defender, protecting the party with block-and-redirect type of powers. Give them also powers that grant temporary hit points and other type of self-buffs. |
| #15lluewhynJun 27, 2009 12:34:48 | Well, you could go with the Tempest Fighter build from Martial Power as a base. The gp totals should be adjusted slightly on the +2 and higher weapons to account for 20% of the value of the +X weapon before them - for example, a +2 weapon should be 1800 gold -73 gold for the return value of the lower power of the weapon. Otherwise, you're doing the equivalent of buying the next higher bonus weapon and just throwing away the weapon before it. Even an equivalent gp value like this is less advantageous than the ability to choose what to do with a replaced weapon- for example, I can buy a +2 Longsword and give my old +1 to the Bow Ranger as a backup melee weapon rather than selling it. Honestly though, I do agree with the Paragon path idea. All of our concepts of Samurai are accomplished fighters before they can claim that title. A 1st level Samurai seems awfully strange, much like a 1st level Ninja. |
| #16vebrandssonJun 27, 2009 15:12:43 | Just to ask, why not? What in your mind makes a samurai that a fighter with a well themed paragon path and maybe a few creative feats cannot achieve? to restate my question in the laziest manner possible. |
| #17RedHeadSamurai23Jun 27, 2009 15:34:13 | It's hard to, because a samurai IS a fighter. Any roads, iirc, the samurai from OA was just a fighter with the daisho ability and will save. Why don't you better use the samurai from Complete Warrior? It focused on two-weapon fighting style and fear effects. You can make your 4e samurai this way: focus it on fear effects after attacks, maybe even AoE fear effects; and give it two builds: katana and wakizashi style or two-handed weapon style. The first would be better as an striker, dealing lots of damage to a single target, quick-drawing attacks, but sacrificing mobility for defence. The latter would be better as a defender, protecting the party with block-and-redirect type of powers. Give them also powers that grant temporary hit points and other type of self-buffs. Thank you finally someone with something other than just arguing with me over what to build it as. i have that set in stone in my mind and that is how im goign with it. i like the ideas of the tempest fighter and AoE fear effects self buffs and stuff like that. as well as the gp value subtraction this is the feedback ive been wanting |
| #18bone_nagaJun 27, 2009 15:52:18 | Couldn't you just change the ancestral power ability to a ritual? Then make a samarai background that instead of a skill bonus grants you free access to that ritual. That seems to be the defining difference between the samarai and a fighter. Then you can use any other base class (ranger, fighter, and warlord seem particularly good fits) to make your samarai, and add in some flavorful paragon paths. |
| #19magus_stragusJun 27, 2009 22:12:11 | Ok, I'll give it a try. Tell me if you like it (and also, please tell me about balancing issues) Samurai Show Role: Defender. You serve as a front-line combatant that use buffs to protect yourself and fear to drive away your enemies. Depending on your class options, you can lean towards a more striker role. Power Source: Martial. You have gained your powers through training, meditation and dedication. Key Abilities: Strenght, Constitution, Wisdom. Armor Proficiencies: Cloth, leather, hide, chainmail, scale; light shield, heavy shield Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged Bonus to Defense: +1 Fortitude, +1 Will Hit Points at 1st Level: 15 + Constitution score Hit Points per Level Gained: 6 Healing Surges per Day: 9 + Constitution modifier Trained Skills: Intimidate (Cha). From the class skills list below, choose three trained skills at 1st level. Class Skills: Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), Intimidate (Cha), Streetwise (Cha) Build Options: Nito-Ichi Samurai, Battojutsu Samurai, Sojutsu Samurai, Kyudo Samurai Class Features: Ancestral Weapon, Ancestral Power, Fighting Style, Fearful Presence Ancestral Weapon All samurai are gifted with a weapon from birth and trained to use it in battle. The Samurai gains Superior Weapon Proficiency for one weapon from the following list as a free feat: bastard sword, fullblade, great spear, kukri (wakizachi) or greatbow The samurai gains a +1 to attack rolls while using this weapon it also counts for his Ancestral Power Feature. Ancestral Power You can perform the Enchant Magic Item ritual. You can only use it on your Ancestral Weapon, and you can add any magical property and level you want (the component cost reflects this). For example, if you want your Ancestral Weapon to be a Flameburst +3 weapon, you must pay 17000 gp. You can also perform the Make Whole ritual, except that you can only use it on your Ancestral Weapon. Fighting Style Choose one of the following fighting styles: Nito-Ichi, Battojutsu, Kyujutsu or Sojutsu Nito-Ichi You are trained to fight with a katana in one hand and a wakizachi in the other. For this, you gain Two-Weapon Defence as a bonus feat, even if you don't meet the prerequisites. You gain only the benefits of this feat as long as you're fighting with your Ancestral Weapon. Battojutsu You are trained to make quick and lethal attacks from the sheath of your sword. As long as you're using your Ancestral Weapon, you're treated as if you had the Quick Draw feat, even if you don't meet the prerequisites. The first time in an encounter you draw your weapon, you get +1 to the next attack roll made in that same turn. When you score a critical hit with your ancestral weapon, you can use this ability once more (you must sheath your weapon first, sheating a weapon is also a minor action). Sojutsu You excel at fighting with spears and quarterstaves. When making melee basic attacks with your ancestral weapon (it must be from the spear group), you can use your constitution modifier instead of your strenght modifier. Also, once per encounter, you can make an opportunity attack against an enemy that is in your reach range (as if you had treathing reach). Kyujutsu Wherever you aim, you put an arrow there. You have such mastery with the bow, that you can use you wisdom modifier instead of your dextery modifier when making ranged basic attack rolls. You also gain Defense mobiity as a bonus feat. You only gain the benefits of this feat when holding your ancestral weapon. Fearful Presence You gain the Fearful Presence encounter power. Fearful Presence You take down your foe with such ability and power that you inspire dreadful fear. Encounter ♦ Fear Free Action Close burst 3 Trigger: Your attack reduces an enemy to 0 hit points or fewer Target: Each enemy in burst Attack: Intimidate vs Will + 5 + 1 per enemy in burst Effect: The target is stunned until the end of your next turn. Aftereffect: The targets gets -2 to its Will defence (save ends) Special: Enemies previously affected by this power obtain obtain +2 to their Will defence against this power. |
| #20LordVisceraJun 28, 2009 13:57:43 | I like it, we'll try it and let you know. We're play testing hybrids also |
| #21magus_stragusJun 28, 2009 19:00:41 | Thanks. If more people like it, I will create more powers. |
| #22RedHeadSamurai23Jun 28, 2009 23:28:24 | Magus...Im jsut speechless. thank you so much. you took what i had done and just improved upon it in was i couldn't image. Thank you so very much. i have some powers for my samurai, (I've been using the magic set editor to make them* got add on from En World*) If you want me to post them. |
| #23magus_stragusJun 28, 2009 23:30:29 | Go ahead, post them. Maybe we can help you putting them in the class. Glad you liked it. (No cookie for me?) |
| #24RedHeadSamurai23Jun 29, 2009 11:20:59 | You get an entire batch of cookies* ok ill post them Lvl 1 Encounter Powers Show Razor’s Edge You draw your weapon as you attack, adding force to the strike and cutting into you foe like a razor. Encounter- Martial, Weapon Standard Action Melee Weapon Requirement: before you attack with this power your weapon must be sheathed. Target: One Creature Attack: Strength vs. AC Special: you may shift 1 square towards your enemy before the attack Hit: 2[W] + Strength modifier Iaijutsu Style: You may shift squares up to your Dexterity modifier. Sun and Moon Strike Like the sun and moon rise and fall, you strike you foe and send him drifting across the battlefield before falling to the ground. Encounter- Martial,Weapon Standard Action Melee Weapon Requirement: you must be wielding two weapons Target: One Creature Attack: Strength vs. AC (both attacks) Hit: 1[W] + Strength modifier each attack. and you slide the target 1 square and knock it prone Niten Ichi Style: You slide the target a number of squares equal to your Wisdom Modifier. |
| #25magus_stragusJun 29, 2009 12:26:17 | Ok, I'll give this its own topic. Feel free to post suggestions in there and use the class however you want. |
| #26odraudeJun 29, 2009 12:36:09 | This is a pretty nice looking class so far. I figured, since you guys are making samurai, you may be interested in checking out my expanded armoury thread. It has several Asian weaponry and new weapon properties. Stats will be up within the next 48 hours. Hope it'll be useful. ![]() http://forums.gleemax.com/showthread.php?t=1204346 |
| #27RedHeadSamurai23Jun 29, 2009 13:07:38 | very cool Magus. Well I already posted one paragon path on here. so i can start workin on the Niten Ichi Ryu one i guess give me a little time and ill post it on here then we can work from here and post it on ur board if we think it'll work |
| #28magus_stragusJun 29, 2009 13:27:26 | Thanks. I'm guessing that most of the Uchigatanas weapons would fit perfectly to the samurai. |
| #29odraudeJun 29, 2009 13:30:14 | Thanks. I'm guessing that most of the Uchigatanas weapons would fit perfectly to the samurai. Yep, plus, I have also included the naginata into the armoury, though I have yet to update this. |
| #30RedHeadSamurai23Jun 29, 2009 13:54:28 | yea the uchigatana would fit nice but i think the samurai is already powerful enough without the uchigatana weapon property. though the asian weapons are easily compared to 4e weapons already in rotation. Katana- bastard sword nodachi- fullblade wakizashi- kukri or short sword though ive wanted to make a few changes to the swords Katana (High Crit, Versatile) Nodachi (High Crit, Brutal) Wakizashi ( Defensive, Off hand) |