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The Samurai; the Yojimbo, Kensai and Ronin

The Samurai; the Yojimbo, Kensai and Ronin

The ; the Yojimbo, Kensai and Ronin.

Samurai are classically lawful elite warriors who use psionic powers known as Ki to awaken the spirits sleeping in their and use incredibly abilities in combat. Making a Samurai A Strong Defensive Melee class that protects other players and duels with powerful foes, They use "Ki" and they would be considered a psionic/Martial Class. Abilities: Strength and Constitution are the most important just to wear heavy armor, deal great physical damage and have plenty of health. Wisdom comes afterwards because it fuels the supernatural abilities of Ki. Dexterity could be taken if using lighter armor but is a distant fourth attribute. Races: Generally Human but Elves, Half Orcs, Dwarves and some races could be accepted by the very tolerant and rare daiymos. Alignment: "Any lawful" Samurai must at least be lawful, though some can be cruel, even the most evil Samurai understand that slaughtering peasants for no extremely important reason is extremely stupid because they are the very backbone of society. Peasants are valuable, at least make their sacrifice be worthwhile . Good and neutral Samurai on the other hand would be hard pressed to murder Peasants or even untouchables without an extremely important reason. Bandits and Wokko pirates on the other hand have left the fabric of society and can be slaughtered wholesale especially if they have become a plague. During large scale wars Samurai's are generally more free reign to do as they see fit to get the goal accomplished. All Samurai would prefer to fight with and Honor, only killing honorable and worthy foes. All Samurai understand that the order of society is extremely important and without it enemies from outside would quickly crush their clans and lay waste to their lands. Samurai's who donate money to temples and society, as well as offerings to their ancestors can actually increase the enchantment of their . Samurai who act in dishonorable ways, bringing shame to their daiymos, clans and people are stripped of their Honor. Their ancestral weapons fall into a deep slumber and will not activate their powers in the presences of the new "Ronin" the only types of weapons that will allow a Ronin to awaken their spirits are the very dangerous possessed weapons such as the legendary . Possessed weapons are bloodthirsty and will force the Ronin to roll a will save or be dominated by said weapon's spirits and sent into a blood thirsty rage or a cold and calculating slaughter of the innocent. Possessed blades only grow stronger from sacrificing the innocent to feed their sadistic blood lust. Ronin are nearly always Chaotic. Only good Ronin can still have a chance of using ancestral weapons if they are protecting villages of innocents and giving their money to charity and the local temples. . Starting Gold: Same as Paladin. Starting Age: Moderate "As fighter"

Message to DM’s and Player’s: The Samurai in this book might definitely be considered somewhat over powered or a Prestige Class, If DM or Player wishes to reduce the power of the Samurai here are some simple tips; reduce the Number of Class Feats by Half or reduce the total amount of KI points by half. That should technically balance out the Samurai.

Sample file

Table: The Samurai Hit Die: d12(Yojimbo)-d10(Ronin and Kensai)

Saving Throws

Base 123456789 Level Special Ki Points/Day Attack Bonus Fort Ref Will 0s nrtttttt

t dd h h h h h h

1st +1 +2 +0 +2 Ancestral Arms and Armor, Samurai Class Feat Wis+1

2nd +2 +3 +0 +3 Samurai Class Feat Wis+2

3rd +3 +3 +1 +3 Samurai Class Feat Wis+3

4th +4 +4 +1 +4 Samurai Class Feat Wis+4

5th +5 +4 +1 +4 Samurai Class Feat Ki Regeneration= Wis/turn Wis+5

6th +6/+1 +5 +2 +5 Samurai Class Feat Wis+6

7th +7/+2 +5 +2 +5 Samurai Class Feat Wis+7

8th +8/+3 +6 +2 +6 Samurai Class Feat Wis+8

9th +9/+4 +6 +3 +6 Samurai Class Feat Wis+9

10th +10/+5 +7 +3 +7 Samurai Class Feat Wis+10

Samurai Class Feat, Greater Ki Regeneration= Wis+Cons

11th +11/+6/+1 +7 +3 +7 Wis+11 a turn

12th +12/+7/+2 +8 +4 +8 Samurai Class Feat Wis+12

13th +13/+8/+3 +8 +4 +8 Samurai Class Feat Wis+13

14th +14/+9/+4 +9 +4 +9 Samurai Class Feat Wis+14

15th +15/+10/+5 +9 +5 +9 Samurai Class Feat Wis+15

16th +16/+11/+6/+1 +10 +5 +10 Samurai Class Feat Wis+16

17th +17/+12/+7/+2 +10 +5 +10 Samurai Class Feat Wis+17

18th +18/+13/+8/+3 +11 +6 +11 Samurai Class Feat Wis+18

19th +19/+14/+9/+4 +11 +6 +11 Samurai Class Feat Wis+19

20th +20/+15/+10/+5 +12 +6 +12 Samurai Class Feat Wis+20 Class Skills (2+ Int modifier per level, ×4 at 1st level) Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str), History (Wis).

Class

Class Features[edit] The Samurai uses his Psionic energy known as Ki and his mastery of combat with different weapons to awaken special abilities from the sleeping ancestral spirits that lie dormant inside each weapon. All of the following are class features of the Samurai.

Weapon and Armor Proficiency: All Armor and all simple and martial weapons. Samurai can pick one exotic weapon at level one to be proficient with or an exotic style of using a weapon, like wielding a one handed or wielding two .

Ancestral Arms and Armor: The Weapons and Armor Samurai inherit from their ancestors and clan are generally already slightly awakened weapons filled with spirits of the noble dead. The Weapon can grow with the Samurai over time whether through slaying powerful foes, donating money to temples and the poor, protecting the weak or receiving praise from a Shogun or high court official. According to the DM if the Samurai has been honorable and lawful in behavior the greater Kami and can simply bless his with an enchantment bonus. Mechanics wise as long as Samurai are role-playing lawfully they can receive discounts or even free weapon enchantments.

Ki Points/Day: A Veteran Samurai’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: Veteran Samurai. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). The Samurai’s Ki Points recover fully every encounter and there are abilities that even rejuvenate Ki points during each turn.

Samurai Class Feats Known: The Samurai is known for using Ki to augment his abilities through specific weapons and styles of combat. Some Samurai are Elite Generalists or "Yojimbo" who can fight with a variety of weapons on the battlefield while other Samurai are Elite specialists who are primarily focused on one or two weapons and the complimentary style, these warriors are known as "Kensai". A Sword Kensai would probably learn Niten and and then use other classes feats that don't interfere with weapons like and Karate, they can even learn other Class feats from the or to compliment their mastery of the sword like "Kaze-Wind" "Kage-Shadow" and "Miru-Eye". This build would have a flying, dual sword wieldingSample terror who can slaughter foes on the ground and in the air whether they come in swarms or are powerful individualfile enemies.

Samurai "Archetypes": Samurai generally fall into a few categories of specialization such as the Elite Bodyguard Generalists Known as Yojimbo who can use a variety of weapons on the battlefield and generally focus on defending his allies as well as wearing heavy armor. Yojimbo can only learn a select few number of "Exotic" class feats which can range only from one or two but they get a healthy boost to their Hit Dice. The Kensai are the opposite of the Yojimbo in the sense that they are purists or specialists that generally focus on a related family of weapons and the Schools of combat that compliment them, So a Kensai would focus on Sojutsu and Bojutsu and generally use Yaris, , Cicada Wing Staffs and other pole weapons while a "Sword" Kensai would use Kenjutsu and Niten technique while wielding a variety of to for both styles and they would both probably compliment technique with some other Ki Magical Combat Disciplines from the Yamabushi such as Kaze "wind" Kage "Shadow" Nami "Wave" Kazan "Fire" Yama "Mountain". Ronin generally are outcasts who have adopted a more rustic, poorer and more traditional style of Combat revolving around Medium Armor, , riding horses, swords and ... Ronin can also learn more skills for survival like stealth, perception and wilderness survival and burrow Class Feats and combat schools from the Ninja class. Ronin get 4+Int modifier for skill set and a Ronin can wear heavy armor but it generally interferes several of his skills.

Samurai Class Feats: Samurai Class Feats are all the Feats with that the Samurai can naturally learn and they can learn as many as they wish and or have levels for. The Yojimbo might be the Samurai who is known to focus primarily on the Samurai Feats while Ronin and Kensai gravitate to either a few Yamabushi Class Feats and or Ninja Class Feats Respectively.

A.) Niten School: This style of combat generally revolves around two swords in combat whether it's two , or Katanas and with extra exotic feats possibly two Odachi (with using exotic feats). A Samurai wielding a No Dachi or an Odachi using two hands can also use this technique because of the extraordinary long blade but he does not get the extra benefits of wielding two weapons. As long as the Samurai is wielding a Katana and Wakizashi, two Wakizashi or two Kama this special abilities suffers penalties to attack nor damage. Nodachi and Odachi's being wielded with two hands suffers no penalties but gets no bonuses as well. Two Katanas require an exotic weapon feat, One Odachi with a Wakizashi/katana requires an exotic weapon feat and Two Odachi require two exotic weapon feats, or there is a two weapon penalty and a Ki penalty. A Samurai or any other character must first learn the Novice Niten Technique, then the Greater Niten Technique and finally the Master Niten Technique in that order. Samurai Class Feat: Novice Niten Technique: Cleaving Blades: Roll standard attack versus all enemies AC in an area directly in front of the Samurai (2x3 area directly surrounding Samurai's square). Dealing primary and secondary weapon damage to all foes with all bonus modifiers that are attached (This can only be done dual wielding though). This ability costs 2 Ki and can only be performed once a turn. Samurai Class Feat: Greater Niten Technique: Niten Counterattack: This ability is performed as a reaction and can only be done a number of times equal to the Samurai's Constitution Modifier. The Samurai uses one weapon of choice as a defensive object to parry incoming attacks and gets +2 to Ac (+4 if using two weapons) and after an incoming attack the Samurai can perform an immediate counter attack which functions just like a standard attack with a standard damage roll. Each counter attack is 1 Ki. Samurai Class Feat: Master Niten Technique: Blade-storm: This ability can only be performed as a full round action, The Samurai literally spins his swords in circles rolling his highest attack modifier for each spinning rotation and dealing both weapon damage to all foes in his immediate area (meaning the 3x3 square surrounding the Samurai). Each Rotation of the Blade-storm costs for 4 Ki and the Samurai can only move one square or five feet for each Rotation..

B.) Kenjutsu School;: Technique generally revolves around using one sword with two hands like a Katana, Odachi, Nodachi, or . Using a or any of the previously mentioned swords one handed can also utilize the Kenjutsu Abilities but with either Ki penalties or without the bonuses. All Samurai School feats must be learned first as novice then greater and finally master. "Samurai Class Feat; Novice Kenjutsu Technique; Rending Blade: Roll highest standard attack versus enemies AC and deal double Weapon damage with double strength modifier combined with all other modifiers for damage. When using a sword with two hands this ability can be used as a Reaction instead. This ability costs 1 Ki and can only be performed twice a turn replacing a standard attack. Samurai Class Feat; Greater Kenjutsu Technique; Deadly Slash: perform the same attack as rending blade but in a straight 20 foot line or four squares and move the samurai with the attack. This attack can go in any direction. This is done as a reaction and only once a turn costs 2 Ki (4 Ki with Naginata or one handed Odachi, Katana). Samurai Class Feat; Master Kenjutsu Technique; Executioner's Blade: This is a full round action, perform an attack identical to "Rending Blade" but then the Samurai can infuse the attack with unlimited Ki dealing Initial cost is 1 Ki. +1d6 extra damage per 2 Ki. The attack can be re-rolled once if it missed. Also if an enemy or character is Killed by this attack their body is partially ruined and either must be sewn together and resurrected or caster must use True Resurrection.

C.) Sojutsu School: This school primarily focuses on using various different (spears) and Naginata (), It's combat style is somewhat situational. It can deliver brutal counter charges to large+, leaping and or flying foes but it can also be used when flying or mounted to deliver brutal impaling charges. All Samurai School feats must be learned first as novice then greater and finally master. Samurai Class Feat: Novice Sojutsu Technique: Deadly Counter-: Any opponent that is Large+, is charging, pouncing or performing a flyby attack will suffer an automatic critical hit. Roll highest Standard attack and can be used as a Reaction but only once, unless combined with Cleave and greater cleave feat. 2 Ki. Samurai Class Feat: Greater Sojutsu Technique: Flying Charge: The Samurai charges forward as a full move action towards a target, rolls highest standard attack and deals a critical hit damage to one foe. The character could also be leaping or falling from higher than 30 feet. If mounted or leaping/falling from 50 feet deal double critical damage. 3 Ki. Samurai Class Feat: Master Sojutsu Technique: Thunder Charge Takes a full round Action, same effect as flying Charge but character Impales his way through multiple foes in a straight line of 25 feet or 5 squares. If character is riding a mount or a falling from a very high place (50 feet+) they now deal double critical damage. Costs 6 Ki.

D.) Tetsubojutsu School: technique uses heavy maces like the bastard great mace known as a Tetsubo, the two handed Kanabo and the Ono one handed and two handed battle . Tetsubojutsu is very similar to Kenjutsu but has special abilities of breaking arms and armor or knocking back and dazing foes and no other weapons can mimic this style. This style requires more Ki that Kenjutsu because of the great weight of the Kanabos and Tetsubos and the more devastating effects they have. All Samurai School feats must be learned first as novice then greaterSample and finally master. file Samurai Class Feat: Novice Tetsubojutsu Technique: Smashing Blow: perform as a Standard attack but with the highest base attack bonus, Smashing Blow deals double weapon damage and double strength modifier. Has a chance of Dazing an opponent and knocking them back if they fail a fortitude save (DC. 10+ (1/2 level)+Strength). 2 Ki and can only be performed twice in combat as a replace for a standard attack. Samurai Class Feat: Greater Tetsubojutsu Technique: Shockwave Slam Exactly as "Smashing Blow" but in the area directly around of the character (3x3 area around Samurai). costs 6 Ki and can be used as a Reaction once a turn. Samurai Class Feat: Master Tetsubojutsu Technique: Shattering Strike So this is a full round action to perform, Roll highest Standard attack with advantage and initially deal the same damage as "Smashing Blow" with initial cost of 2 Ki. adding 3 Ki will add an extra 1d6 damage and Samurai can also use "Sunder" an one enemies Armor or Weapons (roll attack with advantage and +5 bonus).

E.) Karate School (Universal) is focused on kicking and punching foes into submission. Samurai Class Feat: Novice Karate Technique: Stunning Blow Generally this attack is performed as a Kick but a headbutt or punch can be performed as well. This ability works as a bonus action that can be applied to a Standard Attack. Roll standard attack modifier and deal 1d6+str damage and knock-back and daze a foe, enemy must roll versus fortitude (Dc. 10+(1/2 lvl)+str) If they make the fortitude save they can still suffer knock-back to ten feet if they fail a contested strength check. costs 1 Ki and can be used twice in combat to modify an attack. Samurai Class Feat: Greater Karate Technique: Spinning Kick This is the Same as "Stunning Blow" but in the immediate area around the Samurai can only be performed once a turn and as a reaction to being swarmed. costs 3 Ki. Samurai Class Feat: Greater Karate Technique: Dragon Tail Kick As a Bonus action that can be used with a Standard attack, the Samurai can launch into the air (moving full movement speed) and kick a target in the face, roll highest attack bonus, dealing 2d6+Str bludgeoning damage and sending the foe flying back equivalent to full move action of Samurai and be stunned. (enemy must first roll reflex Dc. (10+(1/2 lvl)+Str) and then Fortitude (same)). Can only be performed once a turn 5 Ki.

F.) Jujutsu School (Universal); is a soft style focused on trips, arm locks and strangulation and both techniques can be used with two or one open hands. Samurai Class Feat: Novice Jujutsu Technique: Leg sweep This ability works as a bonus action that can be applied to a Standard Attack, deal no damage but trip an opponent if they fail a Reflex Save (Dc. 10+(1/2 lvl)+str) . The opponent is now prone. costs 2 Ki and can only be used once a turn. Samurai Class Feat: Greater Jujutsu Technique: Disarm arm-lock: Catch an opponents arm, enemy must roll reflex Dc. (10+(1/2 lvl)+Str) and if Samurai catches enemies' arm they can then disarm any object that was being held in their hand(s). This can be performed once a turn as a reaction. 3 Ki. Samurai Class Feat: Master Jujutsu Technique: Choke hold: The Choke hold must be a full round action. First the Samurai must engage a foe in Contested grapple and if the Samurai Wins (Hence a Samurai really should invest in Improved Grapple and other feats) he can apply the choke-hold. Each round the enemy must roll to break free from the choke-hold or they will roll fortitude (Dc. 10+(1/2 of Samurai lvl)+Str) and first round suffer Daze, next round suffer Stun and last round suffer Unconscious. If held for three more rounds the enemy must make a fortitude save or die. This attack only works with living targets who have one head. Generally this ability is used to subdue dangerous targets who the players don't want killed. 3 Ki per round.

G.) Bushido (Samurai or Yamabushi); This is the Honorable conduct the Samurai uses on and off the Battlefield and the sacred duty they have of defending their lords, the land and the people. Using these sacrificial yet honorable abilities regain Ki. Samurai Class Feat; Bushido Novice; Challenge: challenge one foe and roll versus their willpower save to challenge them into personal combat. Enemy must roll Willpower save Versus (Dc. 10+(1/2 lvl)+Wis) of Samurai. This ability can only be performed once a turn but as a bonus action to any standard action or standard attack. Samurai regains (Wis modifier) Ki. Samurai Class Feat; Bushido Greater; Bodyguard: Used as a Bonus action to a Standard action or standard attack action, Samurai swiftly rushes to defend an ally and takes half (Area effect spells) or even full damage (rays and single physical attacks) from attacks aimed for one of their chosen allies. Their allies can now use the Samurai as a literal human shield and attacks aimed at them have to get past the Samurai's AC. Samurai regains (Cons Modifier) Ki. Samurai Class Feat; Bushido Master; Bodyguard: One powerful scream in a 5x5 area around the Samurai that effectively does the same effect as "Challenge" but all enemies are dazed in the first round. Samurai Regains Ki equivalent to the number of foes Challenged and the Samurai is also healed 30 Hp.

H.) Kyudo School: Archery. (Universal) Generally using any , short bows or . can be coated with poison or set aflame. (Universal Combat Skill) Samurai Class Feat; Novice Kyudo Technique; Impaling shot: 2 Ki and replaces one standard attack deals double weapon damage and modifier damage. Enemy has either arm or leg impaled to surface unless they roll Reflex Save (Dc. 10+(1/2 lvl)+Wis) if target is impaled, they are immobilized and must spend a action move to remove the from their impaled limb. Samurai Class Feat; Novice Kyudo Technique; Rain of Arrows: Replaces standard attack deals Ranged Weapon damage in a 3x3 area. Each Rain of Arrows costs 3 Ki. SamuraiSample Class Feat; Novice Kyudo Technique; Heart Piercer: This is a full round action, perform an attackfile identical to "Impaling Shot" but then the Samurai can infuse the attack with unlimited Ki dealing Initial cost is 2 Ki. +1d6 extra damage per 2 Ki. The attack can be re-rolled once if it missed. Also if an enemy or character is Killed by this attack The Arrow immediately rips through the enemy (With cleave and greater cleave feats) and strikes any foe in it's immediate trajectory (like if the foe is behind, in front, to the left or right, whatever direction the arrow was heading it keeps going) dealing full damage and so on and so forth if that opponent dies. Basically this Attack can tear a bloody path through swarms of lesser foes but is still powerful enough to slay a fully armored Warlord or Dragon in battle.

I.) Bojotsu School: (Universal) the art of the staff, saber staffs, cicada wing swords, Bo- and Monk Spades as well as spears and Naginata can also use those technique but suffer a Ki penalty. (Universal Skill) Samurai Class Feat; Novice Bojutsu Technique; Staff push : 1 Ki charge in a straight line and Knock several targets back and possibly knock them over. Replace a standard attack action and only deal 1d4+damage (1d6+dex if cicada wing blade) damage to all foes in a straight

line but enemies must roll against a bull-rush with disadvantage, if enemy fails bull-rush they are knock-backed equal to Monk's movement speed. This ability is great for knocking enemies in mass off cliffs and into spike pits. can only be performed once a turn. Samurai Class Feat; Greater Bojutsu Technique; Staff Counterattack This ability is performed as a reaction and can only be done a number of times equal to the Samurai's Constitution Modifier. The Samurai uses their staff or as a defensive object to parry incoming attacks and gets +3 to Ac and after an incoming attack the Samurai can perform an immediate counter attack which functions just like a standard attack with a standard damage roll. Each counter attack is 1 Ki. ( Next Page) (Continued) Samurai Class Feat; Greater Bojutsu Technique; Staff Whirlwind : This ability can only be performed as a full round action, The Samurai literally spins his Staff in circles rolling his highest attack modifier for each spinning rotation and dealing both weapon damage to all foes in his immediate area (meaning the 3x3 square surrounding the Samurai). Enemies who suffer who fail are Reflex save are also knocked back by 10 feet and this ability can even block arrows. Each Rotation of the Staff Whirlwind costs for 4 Ki and the Samurai can only move one square or five feet for each Rotation.

Yamabushi "Five Dragon Styles" of Combat: These are Yamabushi Class feats that the Samurai can learn but a Samurai can only learn two of these Schools of class feats.

J. )Kaze the Wind Dragon: Yamabushi Class Feat: Novice Kaze: Wind Wings. The Character can move at triple their ordinary distance, leap at triple the distance and imitate the spell "feather fall" or "levitate" as a bonus action. 1 Ki. Yamabushi Class Feat: Greater Kaze: Wind Mastery. 4 Ki and as a bonus action Character can cast either "flight" or "Wind Wall". Yamabushi Class Feat: Master Kaze: Storm God's Blessing. 8 Ki With this ability the Character can either surge forwards as a Lightning bolt and finishing his journey with a an Attack that is considered a Charge, so this ability would be considered a mix of lightning bolt and Dimension door, passing through multiple foes dealing electric damage. They can also simply apply this benefit to their weapon and it courses through the battlefield as a "Lightning bolt" only to appear for it's last foe and deliver a powerful attack to then suddenly vanish with a peal of thunder and return to the owner's hand. This ability can only be done once a round.

K.) Nami The Sea Dragon: Yamabushi Class Feat: Novice Nami: Glyph of Ice: 1 Ki, strike a foe with a normal attack but dealing 1d6 extra cold damage and that foe must roll Strength check or they are Entangled because of large icicles weighting down their arms and or legs. This can be applied to as many normal attack actions as possible in a round. Yamabushi Class Feat: Greater Nami: Arctic Blast: 3 Ki this spell is similar to a combination of "burning hands" but dealing cold damage and "entangle" but the legs and arms of the enemies are bogged down with heavy Ice. This spell can act as a reaction when the Character is struck in combat by enemies and is released from the body like a nova in a 3x3 immediate area. Can only be used once a turn. Yamabushi Class Feat: Master Nami: Ice Prison 6 Ki Similar to "Glyph of Ice" but the enemy takes 4d6 Cold damage and if they fail a Fortitude save they are completely frozen and cannot move or make actions. There is 10hp per Wisdom modifier of HP the Ice has and someone could take a turn or two to free them.

L.) Yama the Mountain Dragon Yamabushi Class Feat: Novice Yama: War-stomp: 2 Ki release a small localized earthquake that forces enemies to make a reflex save or suffer knock-back by 10 feet in a 3x3 square area around caster No Damage. can only be done once as a reaction. Yamabushi Class Feat: Greater Yama: Stone Spikes: 4 Ki cover any plant or stone surface with Stone Spikes as per spell. If the Character is using the spell stone-skin and or wielding a wooden or stone weapon they can now cover themselves with spikes. this ability is a bonus action. Yamabushi Class Feat: Master Yama: Stone Skin: 6 Ki as the spell and can be cast on ally. this ability is a bonus action. as a reversal this ability can petrify an enemy versus Fortitude save.

M.) Kazan The Volcano Dragon Yamabushi Class Feat: Novice Kazan:Fire Glyph 1 Ki this is cast on a weapon and when given 1 Ki gives an attack 2d4 extra fire damage. cast as a reaction. Yamabushi Class Feat: Greater Kazan:Roaring Flame 5 Ki Character can leap a great distance (Triple total movement distance) and when they land they release an explosion of Fire that is half as strong as fireball (5d6) and in 3x3 area where they land. cast as a bonus action to one standard attack only once a turn. Yamabushi Class Feat: Master Kazan: Flame Cloak 8 Ki just like "Fire Shield" and "Wind wall" combined. Takes a full turn to cast this spell. Sample file

N.) Seishin The Spirit Dragon (Ronin, Yamabushi and can learn this school) Yamabushi Class Feat: Novice Seishin: Shadow and Light 2 Ki and Yamabushi can Duplicate effect of Invisibility or Mirror Image. cast as a bonus action during an attack and only once a turn. Yamabushi Class Feat: Greater Seishin: Sun and Moon 4 Ki and Yamabushi can duplicate one of these spells Dark-vision, Light, Darkness and Faerie Fire. cast as a bonus action during a standard attack and only once. Yamabushi Class Feat: Master Seishin: Dragon of the Void 6 Ki as and Yamabushi can now replicate spells Scry, True seeing or Dimension Door. cast as a bonus action during an attack and only once.

Ninja Class Feats These abilities can be used by the Ronin and the Ronin can only use 2. After level 20 the Ronin can select from as many ninja abilities as possible.

O.) School: generally a attached to a chain. (Primarily Ninja skill) Ninja Class Feats: Novice Kunai Ability: Poison Kunai: Hurl one Kunai without a chain as a bonus action to an attack that can be performed once a turn. 2 Ki. Roll highest standard attack versus Ac and deal 1d4+dex damage, enemy must roll Fortitude (Dc. 10+(1/2 lvl)+Int) and if they fail they are poisoned and suffer 1d6 poison damage a turn for encounter or re-rolled fail save. Poison Damage is cumulative with other attacks. Ninja Class Feats: Greater Kunai Ability: Spinning Death: 2 Ki each Roll highest standard Attack versus AC in area immediately around Ninja and dealing Kunai damage to all foes. This can be used as a replacement for a standard attack and if dual wielded can be done a maximum of eight times in one round which would cost 16 Ki in total. Ninja Class Feats: Greater Kunai Ability: Harpoon of pain: 4 Ki. hurl Kunai at foe and pull them towards you Roll highest Standard Action dealing double Kunai damage. Once foe in impaled by Kunai they are subject to a grappling check and if they fail they can be pulled by the Ninja in any direction he is facing. This is a reaction.

P.) Shruiken School: hurled in swarms. Various kinds of shruikens. Kunai not attached to chains can even act as Shruikens. (Primarily Ninja skill) Ninja Class Feats: Novice Shruiken Ability: Shruiken Caltrops: As a Standard Attack the Ninja hurls 5d4 Shruikens down on the ground and the Shruikens acts as Caltrops in an area. 2 Ki. Ninja Class Feats: Master Shruiken Ability: Impaling Shruikens: The Ninja hurls a swarm of Shruikens that impale the hands, arms, feet and body of a enemy to a surface. this replaces standard Attacks and roll highest attack versus enemy Ac, all shruikens deal double damage and enemy is "entangled". 1 Ki per Shruiken. Ninja Class Feats: Master Shruiken Ability: Storm of Shruikens: as a reaction to an attack the Ninja quickly leaps away from danger (double movement) and throws an unlimited number of Shruikens at a target(s). 1 Ki per Shruiken

Q.) Kage School: moves augmented by claws and talons. Various other weapons can act as Tekko-Kage substitutes like Kusurigama, Nunchaku and the (Primarily Ninja skill but Yamabushi can also use this skill) Ninja Class Feats: Novice Tekko-Kage Ability: Claws to the Face: Deal two standard attacks to the face and Blind your enemy for 2 turns. One Reaction. 1 Ki Ninja Class Feats: Greater Tekko-Kage Ability: Claw Dance: While performing full series of Standard attacks the Ninja can perform a series of rolls and leap moving a full move to one or more foes. 2 Ki. Ninja Class Feats: Master Tekko-Kage Ability: Countering Claws: every attack can be countered with a two standard attacks from the tekko cage. Unlimited Reaction 2 Ki / Counter

R.) Renkinjutsu School: This is the infamous school that allows Ninjas to learn how to make poisons and bombs, This is a crude form of Alchemy. Ninja Class Feats: Novice Renkinjutsu Ability: "Web" Bomb: basically casts "Darkness" in an Area. cast once as a reaction a turn. 4 Ki Ninja Class Feats: Greater Renkinjutsu Ability: "Fireball" Bomb: basically casts "Fireball" in an area. Cast once a turn as a Reaction and also releases "Darkness" after the Fireball explosion. 6 Ki Ninja Class Feats: Master Renkinjutsu Ability: "Acid Fog" Bomb: basically casts "Acid Fog" in an Area. cast once as a reaction a turn. 8 Ki

Human Veteran Samurai Starting Package[edit] Weapons: No-Dachi, O-Dachi, Katana, Wakizashi, Ninja-Tou, Nagamaki, Naginata, Yari, (Man Catcher), Ono, Kanabo, Tetsubo, , Bo, Kunai, Shruiken, , Gauntlet, Tou, War Fan, Double Saber Staff, Cicada Wing Swords, Nunchaku, Nunchaku-Bo. Samurai can pick one or two of these weapons based on whether they are a two handed weapon or a one handed weapon, alternatively they can come with traditional daisho of Katana and Wakizashi Samurai can don either , scale mail or O-Yori (Great Armor). Skill Selection: Pick a number of skills equal to 4 + Int modifier. Feat: Weapon Focus (Katana), Weapon Finesse (Katana) . Bonus SampleFeats: Improved Critical (Katana) file Gear: Katana, Wakizashi, Yumi (), Scale mail or Kanabo (Choice of great weapon), O-Yori (Great Armor) Gold: 300 gp.

Campaign Information[edit] Playing a Veteran Samurai[edit] Religion: Samurai can be non-believers, ancestral worshipers and or even worship the Kami and practice the enlightenment of Samsara. Classically the Great Kami Susanoo, Ameratsu, Kenshin, Raijin and Fujin are extremely popular among Samurai as are the Great Celestial Dragons of the Sun, Rain, Sea, Earth and Rivers.