(Quintessential) Samurai (3.5e Class)
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- 1 Quintessential/Exemplar Samurai
- 1.1 Making a Exemplar Samurai
- 1.2 Campaign Information
This is quite possibly the most accurate depiction of a Samurai from the Mongol invasion of Japan to the Sengoku Jidai/ Imjin War (Japanese Invasion of Korea). This Samurai is not excessively rule bound or obsessed with tradition but still follows them. They fight with a variety of Weapons whether Yari Spears, Naginatas (Glaive/Halberd), No Dachi Greatswords, Tetsubos (great Maces) or even the secondary Katana and Wakisashi. These Samurai have abandoned the Yumi longbow and the Art of archery (Kyodo.) Many of them Ride horses and or on foot storming castles and battling on Ships. These Samurai can duel foes but also have no qualms with battling in formations. Though These Samurai might be rough but they are the most lethal Samurai of any age and they rip bloody swaths through formations of enemies.
Making a Exemplar Samurai
The Samurai is a tough, well armored, elite warrior guided by a code of Bushido. They are great at defense and they deal excellent Melee damage up close. They can use their Qi to activate several advanced powers with their favored weapons wether they fight with Dual swords, Great Swords, Tetsubos, Yaris or even bare handed. Though they cannot equip shields some of their more defense combat styles can give them an armor bonus and they stun enemies easily or even shatter their armor and weapons.
Abilities: Strength and Constitution are the most important aspects of the Samurai; strength provides a bonus to attack and damage as well as being able to done heavier armor meanwhile constitution provides more health. Charisma is a tertiary ability that helps Samurai use their Bushido School of combat, influence allies and regain Qi.
Races: Generally Human but some demihumanoids could possibly pass off as a Human Samurai.
Alignment: "Any Lawful". Samurai must be at least lawful when representing their lords and protecting the people and the land. At Times more evil Samurai might cruelly punish low tier members of society like peasants, merchants and prostitutes with beatings or even execution but only when given orders by their liege lords or Daiymo.
Starting Gold: 5d4x10gp.
|Level||Base Attack Bonus||Saving Throws||Special||Power|
|1st||+1||+2||+0||+0||Pick one Weapon Style, Short Rest Regenerate Qi||1+cha|
|2nd||+2||+3||+0||+0||Bonus Feat, Elemental Qi (can add Cha bonus as one element of their choice (Fire Qi/Frost Qi/Lightning Qi) as damage to attacks)||2+cha|
|3rd||+3||+3||+1||+1||Honored by the Ancestors (Can add Charisma modifier to Reflex and Willpower saves), Ancestral Arms and Armour (Simply Donating gold to the poor or society will give a weapon enchantment bonus of your choice followed by a ceremony to the ancestors and Kami spirits)||3+cha|
|4th||+4||+4||+1||+1||Pick Another new Weapon Style||4+cha|
|5th||+5/+1||+4||+2||+2||Bonus Feat, Elemental Qi (add another Elemental form of Qi to damage equal to Charisma Modifier)||5+cha|
|6th||+6/+2||+5||+2||+2||Regenerate Qi in combat = Cha/turn||6+cha|
|8th||+8/+4||+6||+3||+3||Pick a another new Weapon Style||8+cha|
|10th||+10/+5/+1||+7||+3||+3||Elemental Qi (can use the final elemental Qi of choice as bonus magical damage)||10+cha|
|12th||+12/+7/+3||+8||+4||+4||Pick Another new Weapon Style||12+cha|
|13th||+13/+8/+4||+8||+4||+4||Regenerate Qi in Combat = Con+Cha||13+cha|
|15th||+15/+10/+5/+1||+9||+4||+4||Bonus Feat, Greater Elemental Qi (now add double Cha modifier as elemental damage of choice to weapon attacks)||15+cha|
|16th||+16/+11/+6/+2||+10||+5||+5||Pick another new weapon style||16+cha|
|17th||+17/+12/+7/+3||+10||+5||+5||Qi Mastery (Samurai can now also add his Constitution modifier to Qi)||17+Cha+Con|
|18th||+18/+13/+8/+4||+11||+6||+6||Ancestral Resurgence (when down to 0 hp, comeback to 1/2 life and full Qi)||18+cha+Con|
|20th||+20/+15/+10/+5||+12||+6||+6||Pick another new weapon style||20+cha+Con|
Class Skills (<-number of skill points-> + Int modifier per level, ×4 at 1st level)
The Quintessential Samurai is famous for being able to use his Inner Qi to awaken the powers of the spirits of different weapons. They can turn into a spinning storm of razor sharp death, slaughtering countless minions... They can focus their minds to deliver an incredible strike that can render a foe in half or shatter their armor like glass, they can charge with their Yari's and impale multiple foes before they smash into their intended target. With heavy Tetsubos and Kanabos they can strike several foes before them and send them flying backwards. All of the following are class features of the Samurai, the dual sword "Niten" technique famous for being defensive and taking down swarms of lesser foes. The "Kenjutsu" style which is classic for delivering massive Ijiatsu Strikes that can rend a enemy in half or dismember them. The "Sojutsu" style which uses Yari spears and Naginata Halberds to countercharge large and flying monsters but inversely deliver devastating charges and attacks when mounted or when flying or falling from a great height. The "Tetsubojutsu" style which uses heavy two handed Tetsubos and one handed "Kanabo" maces to shatter armor, break weapons and deliver stunning blows. The Samurai is even capable of using his honor in battle with "Bushido" to grant blessings of combat or his hand to hand "Jujitsu" style of combat to deal subduing damage as well as heal himself.
Weapon and Armor Proficiency: All Martial and Simple Weapons as well as Light, medium and heavy Armor.
Qi Points/Day: A Samurai’s ability to manifest Qi abilities is limited by the Qi Points he has available. His base daily allotment of Qi points is given on Table: Exemplar Samurai. In addition, he receives bonus Qi points per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points). His class level may also provide bonus Qi points per day, as may certain feats and items.
<-psi-like class feature-> (Ps): <-class feature game rule information->
These SUPERNATURAL WEAPON STYLES utilize Qi to awaken the spirits and special powers of the Weapons that Samurai's use.
1.) Jujutsu: open handed martial arts are primarily for disability foes to either stun them or set them up for devastating damage. Abilities can only be used when one hand is empty. spending 2 Qi on these Jujutsu abilities heals Samurai 5hp.
a.) Dazing Strike: daze an opponent (combat disadvantage) 1d4+Str. 2 Qi points.
b.) Stunning Strike: Stun an opponent (Goes last for one round). 1d6+str. 3 Qi points.
c.) Leg Sweep: drop opponent to ground. Strength check. 4 Qi points.
2.) Kenjutsu: a balanced style focused primarily on high damage and killing elite foes. Strength is double bonus damage. Can only be used when wielding a Katana, No Dachi, Nagamaki, Ono or Nagainata with two hands. Naginata gets Qi penalty.
a.) Potent Strike 2Qi 2W. Can be performed as interrupt +2 Qi points.
b.) Cleaving Blade 4Qi 3W half circle in front of the Samurai. Interrupt +2 Qi points.
c.) Ijatsu Smite bonus damage of 1d6/2 Qi points added to an attack. So if the Samurai Spends 20 Qi, his attacks with a no dachi will deal 2d6+8 slashing damage plus 10d6 extra damage.
3.) Niten: a primarily defensive style that can also slaughter swarms of lesser foes. +2 to defense. Can only be used when dual wielding two swords, e.g. Katana, ninja-to, Wakisashi... etc. two katanas or kanabos get Qi penalty.
a.) Rending Blades: 2 Qi W+W+str Damage in half circle in front of Samurai.
b.) Counterattack: 2 Qi per extra counter attack, so if a Samurai has 20 Qi and spends it all he can deal 10 extra Counter attacks (deal regular damage of chosen weapon).
c.) Bladestorm: 4 Qi per square traveled to all foes who suffer W1+W2+str in area full circle as samurai travels from one square to another. (If a Samurai spends 20 Qi they can travel 5 squares.).
4.) Sojutsu: defensively a character gains a bonus to damage when fighting large+, charging and or flying foes. Offensively If character is flying, falling, charging or riding on a large+ mount they gain these attack bonuses as well. Can only be used when wielding any Yaris or Naganatas. Nagamaki gets Qi penalty.
a.) Countercharge: 2 Qi 2-3-4W as interrupt based on opponent is large+ and or flying. Can also be used when mounted.
b.) Hook Strike: hook and possibly trip an opponent. 3Qi 2-3W and can be used on horseback or when mounted as ride by attack.
c.) Impaling Charge: deal excellent damage in a line to any opponents. In straight line 2-3-4W 4 Qi per square
5.) Tetsubojutsu: same bonus as Kenjutsu. Character can pulverize walls, doors and objects with attacks. Ono gets Qi penalty.
a.) Bash: Trip, Stun or daze an opponent and deal good damage. 3 Qi 2W 1 attack a turn.
b.) Shatter: deal high damage and possibly shatter or damage someone’s armor or weapon. 1d6/3 Qi extra damage.
c.) Shockwave: similar to Bash but in an half circle area in front of Samurai deal high damage. 6 Qi 3W 1attack.
6.) Bushido: The path of honor. This style is focused on leadership and proper conduct. Ronin cannot use ability with samurai or Yari ashigari.... only with wakko pirates.
a.) Honorable Challenge: taunt an opponent and gain +3 Ac when fighting them. 3 Qi.
b.) Banner Of Honor: if a challenge is accepted any enemy who isn’t challenged that attacks samurai will get combat disadvantage for 1 turn. 1 Qi a turn.
c.) Lion’s Roar: : Inspire all allies in combat to where all allies get advantage on any rolls or Re rolls for 1 turn. 4 Qi.
<-psi-like class feature-> (Ps): <-class feature game rule information->
i.) Short Rest Regenerate Qi (Can regenerate all Qi after a short rest of 30 minutes to one hour)
ii.) Elemental Qi (can add Cha bonus as one element of their choice (Fire Qi/Frost Qi/Lightning Qi) as damage to attacks)
iii.) Honored by the Ancestors (Can add Charisma modifier to Reflex and Willpower saves), Ancestral Arms and Armour (Simply Donating gold to the poor or society will give a weapon enchantment bonus of your choice followed by a ceremony to the ancestors and Kami spirits)
iv.) Regenerate Qi in combat = Qi points is equal to Samurai's Charisma each turn
v.) Regenerate Qi in Combat = Con+Cha
vi.) Greater Elemental Qi (now add double Cha modifier as elemental damage of choice to weapon attacks)
vii.) Qi Mastery (Samurai can now also add his Constitution modifier to Qi pool.)
Viii.) Ancestral Resurgence (when down to 0 hp, comeback to 1/2 life and full Qi but only once a day.)
<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->
<-... repeat as necessary.->
If a Samurai becomes to unlawful he will be banished by either a Shogun or a Daiymo. For that he can still advance in class but he no longer is considered honorable and his Bushido abilities work differently. The Samurai is now considered a Ronin and he is open game to be killed by other Samurai or lesser foes. Only peasants, untouchables, barbarians and bandits can be affected by his Bushido abilities. The Ex-Samurai also loses "Honored by the Ancestors" and can only regain these abilities if he finds a possessed weapon which bounds to him.
Epic Samurai (Kenshin)
|21st||Bonus Feat, 21+Cha+Con Qi points|
|22nd||Improved Ancestral Resurgence (can full heal when dropped to Zero and gain full Qi), 22+Cha+Con Qi|
|24th||Learn a new Weapon Style from the Dragon Monk, Yamabushi or Ninja, 24+Cha+Con Qi|
|25th||25+Cha+Con Qi, Bonus Feat|
|28th||28+Cha+Con Qi, Learn a new Weapon Style from the Dragon Monk, Yamabushi or Ninja|
|30th||30+Cha+Con Qi, Elemental Qi Mastery (deal 3xCha modifier elemental damage of choice to an enemy)|
<-number of skill points-> + Int modifier skill points per level.
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->
<-copy and paste the rows as necessary.->
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
<-pluralized class name-> in the World
|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-race-> <-class->|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
<-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
<-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.