Shourai Samurai (3.5e Class)
Masters of the sword, the Shourai Samurai are very fast and graceful in combat. Most follow the tutelage of a single sensei, or master, throughout their adolescent years. Many are taught in a large academy where one sensei has command of several students. Through difficult and very straining training the students grow tougher and faster, mastering their blades and learning to live by the code of their academy, Hakumens Grace, Raidens Clad, Shenobis Zealots, Ryus lineage, and many others.
We are the Shourai Samurai, the master of the blade. We fight to win, and uphold the honor of our school above all else. We are humble and courteous to others. We will not harm the innocent and will not flee from a battle, no matter what the odds. We strike down our foes with godlike speed, and honor all of our enemies in our memories, praying for the safe passage of their souls into the afterlife. Those not trained in an academy might adhere to a slightly different code, but this code would serve most trained at the academy.
Background: Shourai Samurai academies primarily accept children due to their pureness and lack of true alignment. The gates of the academies are enchanted so as to only allow lawful good or lawful neutral creatures to pass through. Once accepted into the academy the Shourai Samurai receive specialized tutelage in the art of combat and the world.
Many Shourai Samurai make names for themselves after leaving their academies, many become famous heroes, and many that have reached such status or fame take on students of their own, whether in their own homes or in the homes of their students, they are full time teachers until the time when the training is complete, and very rarely is the student allowed to move away before completing his training. As most masters come from the Orient, Poetry is one of the skills learned during training.
Making a Shourai Samurai[edit]
Abilities: Abilities Strength and Dexterity Wisdom, and Charisma are very important skills for the Shourai Samurai. Strength powers the Shourai Samurai powerful attacks and Dexterity makes the Shourai Samurai nimble on their feet and quick to counterstrike when need be. Wisdom is also prized among the Shourai Samurai and assists in their ability to avoid many attacks. Charisma is an important ability for their Iaijutsu Focus skill as well.
Starting Gold: 6 D4 X 10
Starting Age: Minimum age of 18.(More for longer lived races, must at least be at the age of majority.)
Class Skills (5 + Int modifier per level, ×4 at 1st level)Balance(dex), Bluff(cha), Climb(str), Concentration(con), Craft(Weapon smith)(int), Craft(Leather Working)(int), Diplomacy(cha), Gather Information(cha), Intimidate(cha), Jump(str), Knowledge (Local, Geography,History, and one of choice)(int), Listen(wis), Move Silently(dex), Perform(string instrument)(cha), Search(wis), Sense Motive(wis), Spot(wis), Survival(wis), Tumble(dex), Use Rope(str), Iaijutsu Focus(cha)
Level | Base Attack Bonus |
Saving Throws | Special | ||
---|---|---|---|---|---|
Fort | Ref | Will | |||
1st | +1 | +1 | +2 | +1 | Bonus Feat,Evasion |
2nd | +2 | +2 | +2 | +1 | Bonus Feat, Counter Strike, After image |
3rd | +3 | +2 | +3 | +1 | Heavens Step, Improved Evasion |
4th | +4 | +3 | +3 | +2 | Bonus Feat, Fearless Heart |
5th | +5 | +3 | +4 | +2 | |
6th | +6/+1 | +4 | +4 | +3 | Bonus Feat,Blade Knowledge, Blade of the Firefly |
7th | +7/+2 | +4 | +5 | +3 | |
8th | +8/+3 | +5 | +5 | +4 | Bonus Feat, Iaijutsu Duel |
9th | +9/+4 | +5 | +6 | +4 | |
10th | +10/+5 | +6 | +6 | +5 | Bonus Feat, heavens Strike |
11th | +11/+6/+1 | +6 | +7 | +5 | |
12th | +12/+7/+2 | +7 | +7 | +6 | Bonus Feat, Body of Yin and Yang |
13th | +13/+8/+3 | +7 | +8 | +6 | |
14th | +14/+9/+4 | +8 | +8 | +7 | Bonus Feat, Shishounanatsubushi |
15th | +15/+10/+5 | +8 | +9 | +7 | |
16th | +16/+11/+6/+1 | +9 | +9 | +8 | Bonus Feat, One Strike Seven Cuts |
17th | +17/+12/+7/+2 | +9 | +10 | +8 | |
18th | +18/+13/+8/+3 | +10 | +10 | +9 | Bonus Feat, Ryu Sorisen |
19th | +19/+14/+9/+4 | +10 | +11 | +9 | |
20th | +20/+15/+10/+5 | +11 | +11 | +10 | Bonus Feat, Omakai Ryuu |
Class Features[edit]
All of the following are class features of the Shourai Samurai.
Weapon and Armor Proficiency: Shourai Samurai are proficient in the Katana, Wakizashi, Scimitar, Rapier, and Falchion. Their techniques can be used with other blades, so long as they have a similar curved shape. Shourai Samurai are also proficient in any light and medium armor, and receive their Cha mod to their armor class in addition to their Dex mod when wearing light, medium, or no armor.
Bonus Feats : Shourai Samurai gain bonus feats as if they were fighters, even for those that only fighters can gain.
Evasion (Ex): Evasion (Ex): A Shourai Samurai of 2nd level or higher can avoid even magical and unusual attacks with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), they instead takes no damage. Evasion can be used only if a Shourai Samurai is wearing light, medium or no armor. A helpless Shourai Samurai (such as one who is unconscious or paralysed) does not gain the benefit of evasion.
After Image (Ex): At second Level, the Shourai Samurai gains the ability to move with quick bursts of speed leaving lasting images of him/her self as a distraction leaving the enemy confused, this is a swift action (all enemies are flatfooted to the Blade Master for that round.)
Counter Strike (Ex): At second level, by sacrificing all other actions during the round (i.e. attacks of opportunity) a Shourai Samurai can roll a reflex save to counter any attack made against them by an adjacent opponent. DC of the opponent’s attack roll. After a successful save the Shourai Samurai can roll their own attack on their opponent, this attack is made off of the target’s touch AC.
Heavens Step (Ex): At third level Shourai Samurai gain the ability to cover a large area in the blink of an eye. Using this Crimson step the Shourai Samurai can cover the range of 30 ft +5 feet for every 5 levels of Shourai Samurai, Max of 60 feet. This can be used an unlimited number of times a day, but the Shourai Samurai can only make up to 3 “steps” in one round of combat.
Improved Evasion (Ex): At third level, a Shourai Samurai’s evasion ability improves. They still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, but henceforth they take only half damage on a failed save. A help-less Shourai Samurai (such as one who is unconscious or paralysed) does not gain the benefit of improved evasion. (Special Note: The Shourai Samurai recieve this class ability at such a low level is due to the high rate of speed that they are able to move at due to their Heavenly Step ability.)
Fearless Heart (Ex): At fourth level a Shourai Samurai's heart has been hardened against many of the compulsions of fear. This grants them an immunity to Fear and intimidate checks.
Blades Knowledge (Ex): At sixth level a Shourai Samurai can effectively use two swords, they are treated as having the two weapon fighting feats up to greater two weapon fighting.
Blade of the Firefly (Ex): At sixth level a Shourai Samurai learns a double attack. In this attack the Shourai Samurai unsheathes their sword, striking their opponent and then steps forward to strike their target again with a second lightning fast slash. This attack can only be used on one target and consumes two attacks for their round. If either attack crits increase the critical multiplier by one.
Iaijutsu Duel (Ex): At eighth level a Shourai Samurai can call out an opponent on the battlefield, designating him as his personal target. This ability works as the Goad feat listed in the Complete Adventurer book on page 109 (so long as nobody else attacks him). After starting the Iaijutsu duel the Shourai Samurai can add Iaijutsu Focus to his attacks to increase damage, as can the opponent, given he has the skill.
Heavens Strike (Ex): At tenth level a Shourai Samurai can combine his Heaven step with a Shourai Samurai attack. When performing this maneuver the Shourai Samurai uses the Crimson step to close the gap between himself and one opponent, unsheathes his blade in a strike and moves behind them, not provoking attacks of opportunity. This attack will add 4D6 to the normal damage inflicted, and any crits are multiplied by 4. As well, the target must make a fort save DC of 10 + ½ Shourai Samurai Lvl + Str mod or die. This attack works off of Flat-footed ac.
Body of Yin and Yang (Ex): Starting at 12th level a Shourai Samurai can invoke the elements of nature to gain temporary bonuses. A percentile must be rolled and one of the following abilities can be granted:
1-20 Earth: A damage Reduction of 5/+1 bludgeoning is added to the character.
21-40 Wind: A +5 is added to AC.
41-60 Fire: 2d6 Fire damage is added to all attacks, as well a fire resistance of 5 is granted.
61-80 Water: 2d6 Frost damage is added to all attacks, as well a cold resistance of 5 is granted.
81-97 Dark or Light: A holy or unholy aura surrounds the Shourai Samurai (depending on alignment, neutral can choose), this aura will add a d8 of damage to creatures of good or evil alignment, depending on the Shourai Samurai’s aura.
98-100 Yin and Yang: All of the bonuses from Earth, wind, fire, and water are granted and on a roll of 100 the amount of time the bonuses are in affect double.(Fire and water attack bonus do not add together though the player chooses which damage to add and a second d6 is added for that damage, or the character can choose to add one element to one weapon and one to the other when dual wielding, though both weapons only get the first additional d6.)
The affect of this ability will last for 1d6 + Wis mod rounds. And can be used a number of times a day equal to half of their con mod, minimum 1.
Death Lotus (Ex): At fourteenth level the Shourai Samurai have increased their skill of the blade to such a degree that they can stab seven critical points on the human body with such speed that the untrained eye doesn’t realize that the attack was made, until after the attack has been made. This attack can only be used once a day and works off of the touch AC. A fort save must be made or the victim dies immediately, Fort save DC of 10 + Shourai Samurai level + Wis mod.
One Strike Seven cuts (Ex): At sixteenth level a Shourai Samurai can use his Heavens step to close in on an opponent and strike seven times. This attack goes off of the Flat-footed AC and only one attack roll has to be made. All attacks are at base damage, crits are times 2.
Ryu Sorisen (Ex): At eighteenth level a Shourai Samurai can leap high into the air with his sword unsheathed. Light reflecting off of the blade can temporarily mesmerize the opponent, will save DC is 5 + 1/2 Hitokiri Level + Cha mod. On the descent the Shourai Samurai can slash at their opponent, if their opponent attempts to guard with his sword this attack can slash through the sword in a sunder attempt and possibly through the opponent. Fort save DC of 10 + half Shourai Samurai Lvl + Cha. If blocking with an unbreakable item then the attack does not connect, if sunder attempt fails equal damage is inflicted to both weapons. All damage inflicted to target is doubled and crit is times 4(effectively a times 6 on crit).
Omakai Ryuu (Ex): At twentieth level a Shourai Samurai has mastered his sheath and sword and can draw his blade with a speed exceeding that of the god’s own hands. This attack deals 3d12 points of damage, crits are times 4, and a fort save dc of 10 + Shourai Samurai Lvl + Str Mod or be cut in half.
Ex-Shourai Samurai[edit]
Because it is a truly martial class, and all of the abilities are learned through physical training, a Shourai Samurai cannot loose the Shourai Samurai abilities. However, a Shourai Samurai clad in heavy armor looses the additional Wis mod to Amor Class. Shourai Samurai that change from lawful to a non-lawful alignment may never train under the tutelage of the monestary until their alignment has changed back to lawful neutral or good
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