Samurai Revised (PEACH)

Post/Author/DateTimePost
#1

lord_karsus

Sep 17, 2008 22:15:18
-Just looking for more feedback:

Game Rule Information



Samurai have the following game statistics:
Abilities: Strength is especially important for the sword-wielding Samurai. Dexterity is especially important for the bow-wielding Samurai. Constitution adds to his/her Hit Points, allowing him/her to survive longer in battle. Many of the Samurai’s secondary abilities are tied to Charisma, so this ability score is important as well.
Alignment: Any Lawful
Hit Die: d10

Class Skills
The Samurai’s class skills (and the key ability for each skill) are Climb (STR), Concentration (CON), Craft (INT), Diplomacy (CHA), Intimidate (CHA), Jump (STR), Knowledge [History] (INT), Knowledge [Nobility and Royalty] (INT), Perform (CHA), Profession (WIS), Ride (DEX), Sense Motive (WIS), Swim (STR) and Tumble (STR)
Skill Points at 1st Level: (4 + INT Modifier) x 4
Skill Points at Each Additional Level: 4 + INT Modifier

Class Features

[u]Level [/u][u]BAB [/u][u]Fort [/u][u]Ref [/u][u]Will [/u][u]Special[/u]<br /> 01 +1 +2 +0 +2 Ancestral Daisho; Daisho Proficiency<br /> 02 +2 +3 +0 +3 Martial Arts<br /> 03 +3 +3 +1 +3 Serve the Lord<br /> 04 +4 +4 +1 +4 Bonus Feat; Vow +1<br /> 05 +5 +4 +1 +4 Samurai Staredown; Ki Power<br /> 06 +6/1 +5 +2 +5 Katana Familiarity<br /> 07 +7/2 +5 +2 +5 ---<br /> 08 +8/3 +6 +2 +6 Bonus Feat; Vow +2<br /> 09 +9/4 +6 +3 +6 ---<br /> 10 +10/5 +7 +3 +7 Improved Ki Power<br /> 11 +11/6/1 +7 +3 +7 ---<br /> 12 +12/7/2 +8 +4 +8 Bonus Feat; Vow +3<br /> 13 +13/8/3 +8 +4 +8 ---<br /> 14 +14/9/4 +9 +4 +9 ---<br /> 15 +15/10/5 +9 +5 +9 Greater Samurai Staredown<br /> 16 +16/11/6/1 +10 +5 +10 Bonus Feat; Vow +4<br /> 17 +17/12/7/2 +10 +5 +10 ---<br /> 18 +18/13/8/3 +11 +6 +11 ---<br /> 19 +19/14/9/4 +11 +6 +11 ---<br /> 20 +20/15/10/5 +12 +6 +12 Frightful Presence; Bonus Feat; Vow +5
#2

baneofelves

Sep 17, 2008 22:31:20
Nice. It looks way better than CW's Samurai. Now I actually want to try the class. VERY nice LK
#3

rhialto

Sep 18, 2008 2:04:34
I'd be tempted to make the minimum character level for the daisho enhancement bonus equal to twice the size of the enhancement bonus. yes, thsi means the bonuses come a bit earlier than you might expect if the character had to kick down doors and take the orcs' stuff, but there is a significant penalty built in (only this specific pair of weapns can have this enhancement).

Also, is there a specific game effect from being dishonoured?
#4

lord_karsus

Sep 18, 2008 12:35:49
I'd be tempted to make the minimum character level for the daisho enhancement bonus equal to twice the size of the enhancement bonus. yes, thsi means the bonuses come a bit earlier than you might expect if the character had to kick down doors and take the orcs' stuff, but there is a significant penalty built in (only this specific pair of weapns can have this enhancement).

-The table is taken directly from the 3e OA Samurai class.

Also, is there a specific game effect from being dishonoured?

-In some book, somewhere, there may be official rules. As far as I am aware, in my own games, there isn't. The closest there is that I use is for the Ronin PrC that I created. It is this class "bonus" ability:

Dishonor (Ex): A Ronin is inherently dishonored. This infamy- deserved or not- follows the Ronin everywhere he/she goes. Those who associate with a Ronin are also considered to have their honor tainted. As a result, the Ronin gets a –4 penalty to all Charisma-based skill checks with all residents of [Insert Oriental Setting] who put an emphasis on their honor and are aware that the character is a Ronin.