Saturday, August 29, 2009

The Samurai Class for Pathfinder



I run a bi-weekly game here for my local group using Monte Cook's Dungeon-a-Day campaign. Now that Pathfinder is out (and it has made a significant attempt at stopping the 10-minute adventuring day) I've decided to switch on over to that from 3.5 edition D&D. This would be a seamless transition, especially since Jason Bulhman himself has been doing conversions over at the Dungeon-a-Day blog, but of course I have a snag.

One of my players has himself a Samurai. Hiro is an important part of the group, and an interesting part of the game. Sadly the Fighter and other Pathfinder classes just don't have the right flavor for Hiro. I'm sure the guys over at Paizo will get around to doing an oriental adventure supplement, but for now I have a passion to play Pathfinder and a player who has a passion for his blade wielding knight from the eastern lands.

To that end I've rebuilt the Samurai for use with the Pathfinder ruleset.

Samurai

In the east great warriors rise up, dedicated to justice and honor these courageous warriors serve their culture as knights and lords. Masters of the katana, the symbol of their office, samurai refine the act of taking lives into a beautiful art. Able to excert enough force to strike foes at distance and sever an opponent in two with a single swipe of their magnificient blades the samurai strikes fear into the hearts of their opponents. In their homeland the samurai is an unbeatable force, striking a powerful blow for order.

Role: Samurai are powerful melee combatants. Able to call upon their powerful resolve to see themselves through the most deadly of battles the samurai serves her allies as heavily armored warrior so skilled with the blade that they often defeat a foe before that enemy ever has a chance to strike back.

Class Skills
The samurai's class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (nobility) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis).
Skill Ranks per level: 2 + Int modifier

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+1+2+0+0Sword of Office, Kiai Shout 1/day
2nd+2+3+0+0Battojutsu Savant
3rd+3+3+1+1Art of the Draw
4th+4+4+1+1Menace +2, Kiai Shout 2/day
5th+5+4+1+1Bonus Feat
6th+6/+1+5+2+2Deadly Draw
7th+7/+2+5+2+2Kiai Shout 3/day
8th+8/+3+6+2+2Menace +4
9th+9/+4+6+3+3Mass Menace
10th+10/+5+7+3+3Kiai Shout 4/day, Bonus Feat
11th+11/+6/+1+7+3+3Lethal Draw
12th+12/+7/+2+8+4+4Menace +6
13th+13/+8/+3+8+4+4Kiai Shout 5/day
14th+14/+9/+4+9+4+4Ki Shockwave 7d6
15th+15/+10/+5+9+5+5Bonus Feat
16th+16/+11/+6/+1+10+5+5Menace +8, Kiai Shout 6/day, Ki Shockwave 8d6
17th+17/+12/+7/+2+10+5+5Fatal Draw
18th+18/+13/+8/+3+11+6+6Ki Shockwave 9d6
19th+19/+14/+9/+4+11+6+6Kiai Shout 7/day
20th+20/+15/+10/+5+12+6+6Menace +10, Bonus Feat, Ki Shockwave 10d6





Class Features:
All of the following are class features for the samurai.

Weapon and Armor Proficiency:
Samurai are proficient with all simple and martial weapons, and with all types of armor (heavy, medium, and light), but not with shields.

Sword of Office (Ex):
Samurai have a symbol of office known as the odachi (masterwork greatsword). Samurai receive an heirloom odachi at 1st level. Because samurai train extensively with the blade, they receive Weapon Focus (Odachi) as a bonus feat.

Kiai Shout (Ex):
Once per day a samurai can give a great cry that bolsters his resolve. When the samurai shouts (a swift action) he can add his charisma bonus (minimum 1) to his attack and damage rolls against his foes.

In addition, while kiai shout is in effect, the samurai gains a bonus to his Fortitude and Will saves equal to his Charisma modifier (if any).

The kiai shout ability remains in effect for a number of rounds equal to the amount of levels the character has in the samurai class. At 4th level, and every three levels thereafter, the samurai may make one additional kiai shout per day (to a maximum of seven at 19th level).

Battojutsu Savant (Ex):
At 2nd level the samurai has learned the art of the draw, gaining Quick Draw as a bonus feat, but only when he draws the odachi.

Art of the Draw (Ex):
At 3rd level and every level thereafter, when a samurai begins combat with his odachi sheathed he gains the benefit of the Improved Initiative feat.

Menace(Ex):
At 4th level a samurai's mere presence is enough to cause opponents to falter. A samurai gains a +2 bonus on Intimidate checks made to demoralize an opponent. At 8th level and every four levels thereafter this bonus increase by +2 (to a maximum of +10 at 20th level).

Bonus Feats: At 5th level, and every five levels thereafter the samurai gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be chosen from the following list:

Blinding Critical, Cleave, Combat Expertise, Combat Reflexes, Critical Focus, Critical Mastery, Deafening Critical, Double Slice, Exhausting Critical, Great Cleave, Improved Critical, Intimidating Prowess, Lunge, Power Attack, Sickening Critical, Staggering Critical, Stunning Critical, Tiring Critical.

Deadly Draw (Ex):
At 6th level the Samurai is able to produce an incredible amount of force with a single cut, gaining the Vital Strike feat for free even if he does not meet the prerequisites, but only when wielding the odachi.

Mass Menace (Ex):
At 9th level the samurai has cultivated such prowess and fame that his presence can make even large groups of enemies falter in his presence. As a standard action the samurai can use intimidate to demoralize all opponents within 30ft.

Lethal Draw (Ex):
At 11th level the samurai learns to focus his chi along his blade. While wielding the odachi the samurai is treated as having Improved Vital Strike even if he does not ordinarily qualify for the feat.

Ki Shockwave (Su):
At 14th level, while under the effects of the kiai shout and not fatigued a samurai may swing his blade with such force that he can attack enemies far outside of his reach. The samurai may send a shockwave (a standard action) through the air towards an opponent who must be within 20ft. This attack deals 1d6 damage per half your samurai level. The enemy receives a reflex save for half damage. The DC of this save is equal to 10 + 1/2 your samurai level + your Charisma modifier. Using this ability ends the effect of a kiai shout after which the samurai is fatigued for a number of rounds equal to his half his class level.

Fatal Draw (Ex):
At 17th level the samurai can exert a superhuman amount of force behind his attacks. While wielding the odachi the samurai gains the Greater Vital Strike feat even if he normally does not meet the prerequisites.

Alternative Samurai Abilities

To play a samurai more akin to the 3.5 version use the table and class features below:


LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+1+2+0+0Sword of Office, Kiai Shout 1/day
2nd+2+3+0+0Two as One
3rd+3+3+1+1Iaijutsu Savant
4th+4+4+1+1Kiai Shout 2/day, Menace +2
5th+5+4+1+1Bonus Feat
6th+6/+1+5+2+2Two-Swords Adept
7th+7/+2+5+2+2Kiai Shout 3/day
8th+8/+3+6+2+2Menace +4
9th+9/+4+6+3+3Mass Menace
10th+10/+5+7+3+3Kiai Shout 4/day, Bonus Feat
11th+11/+6/+1+7+3+3Two-Swords Sensei
12th+12/+7/+2+8+4+4Menace +6
13th+13/+8/+3+8+4+4Kiai Shout 5/day
14th+14/+9/+4+9+4+4Ki Shockwave 7d6
15th+15/+10/+5+9+5+5Bonus Feat
16th+16/+11/+6/+1+10+5+5Kiai Shout 6/day, Menace +8, Ki Shockwave 8d6
17th+17/+12/+7/+2+10+5+5Daisho Kensei
18th+18/+13/+8/+3+11+6+6Ki Shockwave 9d6
19th+19/+14/+9/+4+11+6+6Kiai Shout 7/day
20th+20/+15/+10/+5+12+6+6Menace +10, Bonus Feat, Ki Shockwave 10d6



Weapon and Armor Proficiency:
Samurai are proficient with all simple and martial weapons, and with all types of armor (heavy, medium, and light), but not with shields.

Daisho Proficiency (Ex):
Samurai have a symbol of office known as the daisho. A daisho is a set of two swords, the katana (a masterwork bastard sword) and the wakizashi (a masterwork short sword). Samurai receive an heirloom set of daisho, at first level. Because a samurai is trained in their use, he gains Exotic Weapon Proficiency (bastard sword) as a bonus feat.

Kiai Shout (Ex):
Once per day a samurai can give a great cry that bolsters his resolve. When the samurai shouts (a swift action) he can add his charisma bonus (minimum 1) to his attack and damage rolls against his foes.

In addition, while kiai shout is in effect, the samurai gains a bonus to his Fortitude and Will saves equal to his Charisma modifier (if any).

The kiai shout ability remains in effect for a number of rounds equal to the amount of levels the character has in the samurai class. At 4th level, and every three levels thereafter, the samurai may make one additional kiai shout per day (to a maximum of seven at 19th level).

Two as One (Ex):
At 2nd level the samurai has gained such skill with his daisho that when wielding only a katana and a wakizashi he is treated as having the Two-weapon Fighting feat (even if he doesn't meet the prerequisites).

Iajutsu Savant (Ex):
At 3rd level the samurai has learned the art of the draw, gaining Quick Draw as a bonus feat, but only when he draws the katana or wakizashi.

Menace(Ex):
At 4th level a samurai's mere presence is enough to cause opponents to falter. A samurai gains a +2 bonus on Intimidate checks made to demoralize an opponent. At 8th level and every four levels thereafter this bonus increase by +2 (to a maximum of +10 at 20th level).

Bonus Feats: At 5th level, and every five levels thereafter the samurai gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be chosen from the following list:

Blinding Critical, Cleave, Combat Expertise, Combat Reflexes, Critical Focus, Critical Mastery, Deafening Critical, Double Slice, Exhausting Critical, Great Cleave, Improved Critical, Intimidating Prowess, Lunge, Power Attack, Sickening Critical, Staggering Critical, Stunning Critical, Tiring Critical.

Two-swords Adept (Ex):
At 6th level the samurai's mastery of the wakazashi and katana have increased to the point that he is treated as having Improved Two-Weapon Fighting even if he doesn't have the prerequisites. He must be wielding both a katana and wakizashi for this ability to function.

Mass Menace (Ex):
At 9th level the samurai has cultivated such prowess and fame that his presence can make even large groups of enemies falter in his presence. As a standard action the samurai can use intimidate to demoralize all opponents within 30ft.

Two-swords Sensei (Ex):
At 11th level the samurai's daisho are a natural extension of his soul. While wielding a katana and wakizashi the samurai is treated as having Greater Two-Weapon Fighting even if he normally does not meet the prerequisites.

Ki Shockwave (Su):
At 14th level, while under the effects of the kiai shout a samurai may swing his blade with such force that he can attack enemies far outside of his reach. The samurai may send a shockwave (a standard action) through the air towards an opponent who must be within 20ft. This attack deals 1d6 damage per half your samurai level. The enemy receives a reflex save for half damage. The DC of this save is equal to 10 + 1/2 your samurai level + your Charisma modifier. Using this ability ends the effect of a kiai shout after which the samurai is fatigued for a number of rounds equal to his half his class level.

Daisho Kensei (Ex):
At 17th level the samurai has mastered the two-sword school style of martial arts. When using a wakizashi and katana he has no penalties on attack rolls due to wielding two weapons.

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