Classic Samurai (3.5e Class)

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Samurai

A Samurai is a highly trained warrior who uses his brain and agility as well as strength to overcome opponents. He is well versed in the arts and social skills as well. Most Samurai are nobility who are trained at a very young age, but there are some non nobility that have taken on this class. After a Samurai completes his training, he goes and looks for a Shogun (or any military leader if in a western campaign) to serve. The Shogun houses and pays him and in return, the Samurai will fight his wars or do anything that he is commanded to do. Though Samurai are very religious, most don't serve a particular deity. Instead they focus on inward spiritual matters, much like a monk.

Making a Samurai

A Samurai has lower hit points for a martial class but make up for his with increased armor class. He has combat abilities that the fighter does not but lacks the fighters many feats. He is a very strong melee damage dealer and light tank.

Abilities: Wisdom is the most important stat for a Samurai. It will affect his attack skills as well as his defensive skills. Next would be strength for increased attacking power. Constitution can be used for increasing hit points or Intelligence for increasing skills.

Races: Humans are by far the most common to choose this class. Elves and dwarfs will sometimes choose it as well.

Alignment: Any non-chaotic

Starting Gold: starting gold: 6d6 (21 gp) + katana + Samurai armor

Starting Age: Moderate

Table: The Samurai

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 <-The Path of The blade->
2nd +2 +3 +0 +0 <-Omni Reflexes, Leader Aura, Exalted->
3rd +3 +3 +1 +1 <-Ever Learning, Ghost Slash->
4th +4 +4 +1 +1 <-Blink Step, Sheathed Blade->
5th +5 +4 +1 +1 <-Shadow Blade->
6th +6/+1 +5 +2 +2 <-Mimic Slash->
7th +7/+2 +5 +2 +2 <-Survivalist->
8th +8/+3 +6 +2 +2 <-Blind Duelist->
9th +9/+4 +6 +3 +3 <-Singing Blade->
10th +10/+5 +7 +3 +3 <-Steel Cloth->
11th +11/+6/+1 +7 +3 +3 <-Shadow Dancer->
12th +12/+7/+2 +8 +4 +4 <-Dragon Claw->
13th +13/+8/+3 +8 +4 +4 <-Acupuncture->
14th +14/+9/+4 +9 +4 +4 <-Swift Dodge->
15th +15/+10/+5 +9 +5 +5 <-WarCry->
16th +16/+11/+6/+1 +10 +5 +5 <-Flaming Blade->
17th +17/+12/+7/+2 +10 +5 +5 <-Back Slash->
18th +18/+13/+8/+3 +11 +6 +6 <-Shadow Hunter->
19th +19/+14/+9/+4 +11 +6 +6 <-All goal of Life is Death->
20th +20/+15/+10/+5 +12 +6 +6 <- Fallen Down ->

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Ride (Dex).

Skills

The Path of The blade : At level 1 you have the option to start instead with 1: a Katana and a Wakizashi, 2: a Katana and bonus 20gp, 3: Shortbow, 4: Katana + Longbow, 5: Katana + Shortsword, 6: Katana + Kukri, 7: Katana + Dagger, or 8: Nodachi and -20g on gold roll.

Omni Reflexes : Allows you to react to anything suddenly coming to attack you, or something that gets thrown in your direction. You are never considered flat footed against projectiles or projectile spells. You get a +4 on your AC against projectile attacks, and you also gain the feat Evasion.

Leader Aura : Helps you control a group to act the best way considering your situation (Dungeon Master judges to accept it or not).

Exalted : Makes you dominate any useless ability, like spinning a coin on your finger, or kicking a chair and it lands perfect for you to sit. (Show Off and Charisma enchancement ability) You gain a bonus to Perform checks equal to your Classic Samurai class levels.

Ever Learning : You can gain exp even by training. Training with a martial artist who has more levels than you doubles your XP gain for a day. (Works with levels)

Ghost Slash : A Ghost slash that doesn't actually cut, it's a speed illusion of what your next hit would be, mostly used to drop the enemy's guard so you can hit with precision. You gain the feat Improved Feint, and also you get +4 on all Feint checks you make.

Blink Step : Can be used to move really fast between enemies in battle. You can move your full speed after every successful attack. After the end of the encounter, you are considered Fatigued unless you rest immediately.

Sheathed Blade : A great technique for defense, you can block attacks with your sheathed blade. You can also block projectile magic attacks like fireballs. While your blade is in its sheathe, you receive a +6 bonus to your AC by using the scabbard to block attacks. You also get a +4 to your Saving Throws against projectile magic attacks like fireballs.

Shadow Blade : A technique that binds the user's shadow to an enemy. If you stab your own shadow, you will cut your enemy in the exact same spot you cut your shadow. For the technique to work, there must be enough light to have a shadow. You can use a Full Round Action to bind your shadow to an enemy (Will Save = 10 + your level + your Wisdom modifier). You can then attack your shadow and all damage goes to the enemy.

Mimic Slash : You mimic the enemy's strength and precision with your next sword slash. When you fight 1v1 with an enemy (you attack him and he attacks you), when he attacks you then you can make an attack roll and if you beat his attack roll you block it.

Survivalist : A passive skill that helps you survive being left on any condition in any environment, manipulating luck and probability on a really superficial way. You get a permanent +10 luck bonus on Survival checks.

Blind Duelist : When used, you can fight even in the dark like you can see clearly. You can sense all enemy movements in a 20-ft radius in the dark.

Singing Blade : Must be learned at a blacksmith that recognizes your [Level] power, an ability that helps you sharpen your blade so good, that the air passing through it makes the metal sing. When you use Katana or Kukri or Wakizashi it becomes a +1 magical weapon and sings when you attack.

Steel Armor : You become very good with your Samurai Armor, its AC bonus increases by +4.

Shadow Dancer : You can swing shadow blades at your enemies. You can attack at a range of 30 feet with your sword, but the attacks do -4 damage.

Dragon Claw : Probably the best ability for a swordsmen, you can catch even a Halberd with your bare hands, it will only work once per day.

Acupuncture : You pierce your enemy with the edge of your blade, but it doesn't open a wound as the same size of the blade, it opens a 1 centimeter wound that can go even through leather armor. (Only works on the plate connecting points {Fissures}). Your attacks ignore non-magical armor.

Swift Dodge : You can dodge sword swings, but only when you maintain your blade sheathed. You get a bonus +4 Dodge AC bonus when your weapon is sheathed so you only dodge.

War Cry : A war cry that gives +2 Strength to your party members nearby and raises their speed by 10 feet (does not work if you are alone, and does not buff you). The effect is permanent when you fight alongside others.

Flaming Blade : Your weapon becomes hot when you attack so you can pierce even Plate Armor, you get +1d6 fire damage.

Back Slash : You Swing your blade into your enemy but it will go right through him, instead of cutting him where you landed the hit, it will cut on the complete opposite side of your hit. (If you hit the front of your enemy, the cut will get him on the back)

Shadow Hunter : You release the shadow of your enemy, and if you succeed to cut it before your enemy catches it, the cut will appear on your enemy (cannot deliver a Final Blow). To do this you must do opposed Dexterity Checks with your enemy, if you win you attack his shadow once and the damage is dealt to him.

All goal of Life is Death : You fill with bloodlust, and every time you kill an enemy you will gain +1 STR and +1 DEX.(In-game time. Only lasts 10 minutes, it's renewed everytime you kill and enemy. Does not work with very weak enemies.)

Fallen Down : If one ally is killed in your line of sight, you gain the same status as him for 30 minutes. (In-game time, if your ally has status that you don't use, you can re-allocate them with your dungeon master permission.


Class Features

All of the following are class features of the Samurai.

Weapon and Armor Proficiency: A Samurai is proficient with simple weapons plus the Katana, Wakizashi, Shortbow, Longbow, Shortsword, Kukri, and Dagger. He is proficient with Samurai Armor but not shields.

Starting Gear: A Samurai starts with a Katana and Samurai Armor. Samurai Armor is treated as Splint Mail except the Max dexterity bonus is +4, Armor check penalty is -5, and wearer gains +4 to intimidate checks because of the frighting design. Katana rules are in Dungeon Master's guide.

Code of Honor:' A samurai must follow a specific code or lose certain abilities. If he breaks any of the following, he loses all abilities that are based of Wisdom until he is atoned.

A Samurai must act with honor at all times.

A Samurai must be courageous.

A Samurai must be polite.

A Samurai must obey his Shogun

:'



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