SAMURAI
” The entire country will soon be in the hands of your master, Lord Ieyasu. If this is so, the men who served him will no doubt hope to become daimyo by his appointment. You should know that if such feelings arise, they are inevitably the beginning of the end of one's fortunes in the Way of the Warrior. Being affected by the avarice for office and rank, or wanting to become a daimyo and being eager for such things ... will not one then begin to value his life? And how can a man commit acts of martial valor if he values his life? A man who has been born into the house of a warrior and yet places no loyalty in his heart and thinks only of the fortune of his position will be flattering on the surface and construct schemes in his heart, will forsake righteousness and not reflect on his shame, and will stain the warrior's name of his household to later generations. This is truly regrettable.” The Samurai is a warrior noble who is supposed to accept the concept that his only purpose in life is dying in service to his Lord, or for his own honor. To accept that keeping to the ideals of honor are more important than his own life or happiness. There are many who only pay lip service to this ideal, as in any other profession in life. They make things difficult for those who do follow the Way.
You will be expected to be both a powerful warrior, and an accomplished poet or artisan. You will be expected to lead men into battle, and in turn be led by your Lord who may ask you to give your life whenever he pleases. And if your Lord is an evil and dishonorable man, following his orders to your death is still preferable in the eyes of some to disobeying him and bringing dishonor to yourself. But an evil Lord will eventually put you in the position that leads to your being dishonored regardless of what you do. At that point you may end your life, or become a Ronin. The life of a Ronin will be hard. Your old master may want you dead, your friends and relatives may disown you for the stigma of your dishonor, and finding a new Lord will be next to impossible. Since the only marketable skill you know is killing, you will likely have to become a mercenary or assassin for money.
Welcome to Hell.
MAKING A SAMURAI If you wish to play a Samurai from the earlier days, focus on archery and horsemanship, because you’ll be called upon to use it quite often. If playing a character from the Samurai’s later days you’ll need to use a sword (or a Naginata if female). While males of the Samurai class are expected to be warriors first, and nobility second, it is the reverse for women. They are taught enough to defend the household, and nothing more. If they are better fighters than their husband they often keep this secret so as not to shame him. Later Samurai will always specialize in some particular talent to show they are more than just warriors.
Abilities: Since the Samurai is a warrior, your physical stats are expected to be good. As a Noble your mental stats will be expected to be good. Earlier Samurai are horse archers and will need Dexterity. Later Samurai who are expected to be warrior-poets will need Wisdom and Charisma to deal with other members of the Nobility. Many of your Ki Pool abilities will be based on your mental stats as well.
Races: Only civilized races who have a tendency towards a Lawful alignment produce many Samurai. Members of races who aren’t commonly Lawful are rarely accepted for training, and openly Chaotic races have no chance.
Alignment: Samurai are required to be Lawful. Most are Lawful Neutral, particularly if they follow the Code of Bushido. Lawful Good Samurai are less common, and many end up becoming Ronin, unable to reconcile their duties to their Lord with what they believe to be right. Lawful Evil Samurai are monsters, murdering anything in their path, and manipulating the system to protect themselves.
Starting Gold: Same as a Fighter.
Starting Age: Same as a Fighter.
Class Skills The Samurai's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Geography, History, Local, Nobility & Royalty, War)(Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int
Hit Dice: d10
BAB Fort Ref Will Abilities
1. +1 +2 +0 +2 Military Training, Ki Pool, Ki Abilities
2. +2 +3 +0 +3 Iron Will
3. +3 +3 +1 +3 Imposing Presence (+4 Intimidate Checks)
4. +4 +4 +1 +4 Military Training
5. +5 +4 +1 +4 Iron Will
6. +6 +5 +2 +5 Imposing Presence (Staredown)
7. +7 +5 +2 +5 Military Training
8. +8 +6 +2 +6 Iron Will
9. +9 +6 +3 +6 Imposing Presence (Improved Staredown)
10.+10 +7 +3 +7 Military Training
11.+11 +7 +3 +7 Iron Will
12.+12 +8 +4 +8 Imposing Presence (Imposing Strike)
13.+13 +8 +4 +8 Military Training
14.+14 +9 +4 +9 Iron Will
15.+15 +9 +5 +9 Imposing Presence (Frightful Presence)
16.+16 +10 +5 +10 Military Training
17.+17 +10 +5 +10 Iron Will
18.+18 +11 +6 +11 Imposing Presence (Improved Frightful Presence)
19.+19 +11 +6 +11 Military Training
20.+20 +12 +6 +12 Daimyo
Weapon Proficiencies: Samurai are proficient in all Simple and Martial Weapons, and one Exotic Weapon (please see Oriental Adventures for stats of oriental simple/martial/exotic weapons). They are proficient with all armor, and light and heavy shields, but not tower shields.
Ki Pool (Su): At 1st level the Samurai first begins to learn to channel his Ki to perform acts he would be otherwise unable to do. He may use his Ki a number of times per day equal to either his Charisma or Wisdom Modifier (whichever is greater) plus once more per day for each level of Samurai he takes.
Ki Abilities (Ex): By tapping the power of his Ki a trained Samurai can enhance his abilities in battle, in art, and in life. A Samurai learns one new use for his Ki Pool at each level if he meets the prerequisites. If a Samurai multi classes into a PrC that allows him to continue to learn Ki Abilities, he may still choose Ki Abilities from the Samurai Class list if he meets the prerequisites. At 1st level he may expend up to 1 daily use of his Ki Abilities per round. This increases to twice per round at level 6, and 3 times per round at level 13. Ki abilities are skills the Samurai has trained to perfection, and despite being more than natural, they are not vulnerable to Antimagic Fields and as such are Exceptional Abilities unless it is noted otherwise.
Military Training (Ex): The Samurai is a military occupation primarily, and players can receive training at various fighting styles as long as they remain Samurai. It gives you Bonus Feats at levels 1, 4, 7, 10, 13, 16, and 19 from the following list (you must still meet prerequisites, your Samurai Levels are considered levels in Fighter for purposes of acquiring Weapon Focus, Weapon Specialization, and related Feats): Advanced Kashima Shinto-ryu*, Advanced Ona-ha Itto Ryu*, Advanced Yagu Shinkage Ryu*, Canny Opportunist, Cavalry Charger, Choke Hold, Combat Expertise, Combat intuition, Combat Reflexes, Defensive Sweep, Earth's Embrace, Far Shot, Greater Two-Weapon Defense, Greater Two-Weapon Fighting, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Grapple, Improved Unarmed Strike, Improved Initiative, Improved Mounted Archery, Improved Precise Shot, Improved Quick Cut*, Improved Ride-By Attack*, Improved Trip, Improved Two-Weapon Defense, Improved Two-Weapon Fighting, Kashima Shinto-ryu*, Kashima Shinto-ryu Mastery*, Kiai Shout, Martial Throw, Mounted Archery, Mounted Combat, Ona-ha Itto Ryu*, Ona-ha Itto Ryu Mastery*, Oversized Two-Weapon Fighting, Power Critical, Precise Shot, Point Blank Shot, Quick Cut*, Quick Draw, Prone Attack, Ride-By Attack, Sharp-Shooting, Short Haft*, Spirited Charge, Stand Still, Sweep*, Trample, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus, Weapon Specialization, Yagu Shinkage Ryu*, Yagu Shinkage Ryu Mastery*
*New Feats detailed below.
Iron Will (Ex): At 2nd level the Samurai gains Iron Will as a Bonus Feat.
At 5th level the Samurai gains Indomitable Soul as a Bonus Feat (see PHB II).
At 8th level gains Mind over Matter. Once per round when targeted by an effect that requires a Fortitude or Reflex Saving Throw, the Samurai may opt to use a Willpower Save instead.
At 11th level the Samurai can violate his alignment if ordered to. If his Lord commands him to commit an act his alignment would not normally allow him to perform, and disobeying him would violate the Code of Bushido, then he Samurai can make a Willpower Save (DC 20) to avoid his alignment changing, and any negative effects for violating his alignment. He must seek to repent afterwards, and qualify for an Atonement spell, or after 1 week he takes the full brunt of violating his alignment.
At 14th level the Samurai gains a +4 Resistance Bonus on Willpower Saves against Mind-Affecting Effects. If a Mind-Affecting Effect would cause him to disobey his Lord or violate the tenets of Bushido at any time (for example a Charm or Compulsion spell was cast on him, and he was ordered to commit an act that either Lord or Bushido would object to) he gains a second Saving Throw to escape the effect.
At 17th level the Samurai is immune to Fear and Morale based penalties.
Imposing Presence (Su): At 3rd level you gain a +4 Competence Bonus on intimidation Checks.
At 6th level you gain the ability to Stare Down Foes, and you can Demoralize all opponents within 30’ with a successful Intimidate Check as a Move Action.
At 9th level you gain Improved Staredown, and can Demoralize opponents as a Swift Action instead of a Move Action.
At 12th level any opponent you successfully confirm a critical hit against is automatically Demoralized as if he had failed an opposed check against your Intimidate.
At 15th level you gain the ability to terrify opponents simply by drawing your sword. Whenever you draw your weapon opponents within 30’ must make a Willpower Save (Save DC is 10 plus half level plus Charisma Modifier) or become Frightened for 4d6 rounds (if they have 4 or fewer hit dice) or Shaken for 4d6 rounds if they have more than 5 hit dice, but less than your hit dice. If the Saving Throw is successful hey are immune to this Samurai’s Frightful Presence for 24 hours.
At 18th level your Frightful Presence improves. Opponents must save when you draw your sword or you attack, and if they have less Hit Dice than you they are Panicked instead of Frightened or Shaken.
Daimyo (Ex): At 20th level the Samurai has mastered his command of himself and the world around him. He may not be a leader in the literal sense of the word (i.e. he may not have officially reached Daimyo status), but he is a leader of men nonetheless. Once per round as a Swift Action he may grant himself or one Ally within 60' the ability to reroll a failed roll. If it is an Ally, he may use the Samurai's bonus for he roll if it would be higher, and if it is the Samurai himself he may use the Bonus of any Ally within 60' if it would be higher. This can be used (3 plus Charisma Modifier) times per day. If you have the Leadership Feat your Leadership score increases by an amount equal to your Charisma Modifier.
PLAYING A SAMURAI The Code of Bushido has 7 virtues: Rectitude (a Samurai is expected to conform to the law and rules for moral conduct, and uphold integrity and justice), Courage (he is expected to risk his life in battle when it is possible to achieve something of worth, even if it means his death), Benevolence (he is expected to show mercy), Respect (he is to treat others deserving of respect with such, particularly his lord), Honesty (he must not lie or be deceitful), Honor (he is expected to behave in a dignified manner), and Loyalty (he must do as his lord commands regardless of his personal feelings on the matter). His honor and his loyalty to his Lord are supposed to mean more to him than his own life, or the lives of others. In practice, any truly good or evil Samurai finds it difficult to live up to these ideals. Good Samurai chafe at being given orders to commit evil acts just as much as evil samurai dislike being ordered to perform good acts. Despite being sworn to a life of honesty, many have a pretty good Bluff skill.
Religion: In real life Samurai followed Bushido, and to an extent Zen Buddhism. In DnD this means they are spiritual, but they don’t really worship Gods per se (though some may still practice the old Shinto religion).
Other Classes: The way a Samurai relates to other classes depends on several things. The first being, are they foreigners? If so they are subject to immediate distrust, and possible open hostility. They will never be truly accepted by all, no matter how often they prove themselves. If they aren’t foreigners the question is “What is their station relevant to mine?” If of a lower station the Samurai can pretty much do anything they like, including openly murdering them if they are not well liked (or their Lord will back them up). If of a higher station the Samurai is almost required to be deferential, as he can be asked to kill himself if he is considered to have disgraced himself too much.
Combat: There are several combat styles open to Samurai. The traditional one is an armored archer on horseback, which eventually gave way to an armored man with a sword. Women of Samurai households were taught knife and spear fighting, and many male Samurai learned polearms as well. Many learned exotic fighting styles or weapons as a means of gaining an advantage over opponents by using a weapon or form which wasn’t well known.
Advancement: How a Samurai advances depends entirely on the whims of his Lord in theory. A Daimyo could order a Samurai to take a specific position, and if he ever wishes to have a better position (or at least retain what he has), he’d better do it well. Many Lords will be pragmatic enough to put a Samurai where his strengths will be best used, but particularly evil nobles will use promotion to rid themselves of honest men.
SAMURAI IN THE WORLD “One who is samurai must, before all things, keep constantly in mind, by day and by night....that he has to die”. In real life the Samurai were warriors hired by the nobility to fight their battles for them. They began as little more than paid mercenaries known as Saburai (meaning “those who serve”), and were thought of as barbarians by their condescending masters. Eventually the nobility began to rely on them more and more, and the Samurai evolved into a class of warrior nobility themselves. While they were expected to live their life by the ideals of the Bushido code (although that name wasn’t used until late in their existence), and were even socially ostracized if it was perceived that they hadn’t, the demands of their position meant that living up to that ideal would be extraordinarily difficult. A Samurai was expected to be benevolent and show mercy, but the law stated that he could simply kill anyone of a lower station who insulted him. He was also expected to commit ritual suicide if his honor had been tarnished beyond repair or he had lost a battle and would have to surrender, but there are many writings of the time suggesting that the Samurai were no less pragmatic than any other warrior on a battlefield. Theirs was a twisted life where their lord could order them to die, and they would be expected to comply. Failing to do so meant his family would suffer along with him.
Daily Life: You will always be busy. When you aren’t training men under you to wield a sword, you are learning to refine your own skills under a teacher better than you, or honing your ability at music or poetry to better your social life in some manner other than killing. At any moment your Lord can ask you to perform some task, and you must hop to it, and hope the task is actually achievable. The easiest way for enemies to get rid of you is to dishonor you, or cause you to fall from favor, Always keep your eyes open, and trust no one.
Notables:
Organizations: The Samurai are members of the middle and upper classes, and richer ones own large farms or command armies for the government. All Samurai belong to a military organization of one clan or another. By taking the Leadership Feat and doing well in battle a PC could open his own swordsmanship school, or be promoted to General someday.
NPC Reaction Samurai tend to make people nervous, particularly if they are peasants. They’re allowed to kill any peasant who insults them, and some Samurai are notoriously easy to insult (i.e. Lawful Evil). Nobles above them aren’t supposed to have to fear the Samurai’s anger, but in practice there’s damn little stopping a determined one from killing a member of the ruling class either if he plans it well. Other Samurai even tend to regard Samurai they don’t know with distrust, always wondering if they’ll have to kill him at some point.
SAMURAI IN THE GAME Roleplaying the old ideal of a Samurai will be difficult as it will ask of players to do things they would normally never do: set aside their own desires. They will have to follow the orders of their Lord, even if he is a disagreeable stain on the face of humanity, and be polite and respectful while doing so. Most people roleplay to relieve stress, and Samurai lived highly stressful lives. The class isn’t for everyone.
Adaptation: The Samurai is intended for campaigns with oriental flavor, but with some work it can be adapted to different settings. It’s basically a nobleman warrior, and by using different combat styles and optional class abilities it can be used to mimic fighters from different settings.
Encounters: PC’s will tend to encounter Samurai as leaders (or embers) of military units, lords of various domains, or perhaps bounty hunters assigned to bring them in for trial (or bring back your head if you aren’t cooperative). Many also run farms, schools of swordsmanship, or retire to monasteries if their career has been blemished.
EPIC SAMURAI Hit Die: d10
Skills Points at Each Level : 4 + int
Ki Pool The Epic Samurai gains 1 additional daily use of his Ki Pool for every Epic Level. He does not gain new Ki abilities except as Epic Feats. He also learns one new Ki Ability each level that he knows the prerequisite for.
Bonus Feats: The Epic Samurai gains a Bonus Feat every 3 levels higher than 20th
EX-SAMURAI If a Samurai's master dies, or he is dismissed from his service for whatever reason (usually disgrace), or he becomes of an Alignment other than lawful (which is likely to cause his dismissal), the Samurai is supposed to commit seppuku. If he does not, and chooses to live, he can no longer take levels in the Samurai class, and becomes a Ronin (taking levels in the Prestige Class of the same name, or some other class). If he is accepted as a Samurai again, he can continue to once again take levels in this class.
Short HaftYou are adept at refocusing the reach of your weapon
Prerequisites: Weapon Proficiency with any Reach Weapon.
Benefits: Once per round, you may change the reach of your weapon from it's normal Reach to 5 ft. as a Free Action.
SweepYou are skilled at tripping opponents with your Naginata or Yari.
Prerequisites: Improved Short Haft, Improved Trip
Benefits: Whenever you successfully strike your opponent with your Naginata or Yari you immediately get a Trip Attempt as a Free Action. If the Trip fails your opponent does not get a Trip attempt against you.
Improved Ride-By AttackYou have excelled at attacking masses of infantry on horseback.
Prerequisites: Ride-by Attack, Spirited Charge, BAB +12
Benefits: When mounted and using the Charge Action you may make a separate attack against each opponent within range that you pass. You may not make more attacks per round than you would normally make with a Full Attack, and you take a -2 on each attack roll.
Quick CutYou are capable of doing nasty damage if you get the initiative.
Prerequisites: Quick Draw
Benefits: On the first combat turn when you draw your sword using the Quick Draw Feat, and if you attack before your opponent, you automatically threaten a critical hit.
Improved Quick CutYou are capable of disabling an opponent if you get the initiative
Prerequisites: Quick Cut, Improved Initiative, BAB +10
Benefits: When using your Quick Cut Feat you gain a Circumstance Bonus to Attack and Critical Confirmation rolls equal to (your initiative total minus theirs), or your Level divided by 5, whichever is greater.
School FeatsOna-ha Itto RyuEven when you are surprised foes find you to still be dangerous.
Prerequisites: BAB +4, Exotic Weapon Proficiency (Katana), Eyes in the Back of Your Head
Benefits: Your opponents do not gain the +2 Bonus for Flanking you even if you are Flat-Footed. If you are attacked in a Surprise Round in which you did not successfully sense the enemy or while Flat-Footed you gain an Attack of Opportunity against that opponent. However you are still considered Flat-Footed and Denied your Dexterity Bonus to AC until you can act normally on your next turn.
Advanced Ona-ha Itto RyuAssassins find you to be a very difficult target...
Prerequisites: BAB +12, Combat Expertise, Combat Reflexes, Ona-ha Itto Ryu
Benefits: You keep your Dexterity Bonus to AC, even whole Flat-Footed (but not when immobilized). When making only a single attack with a sword instead of a Full Attack you gain a Circumstance Bonus to Attack and Damage rolls equal to your Wisdom Modifier or your Level divided by 5 (whichever is greater).
Ona-ha Itto Ryu MasteryYou have slain opponents with a single blow.
Prerequisites: BAB +24, Advanced Ona-ha Itto Ryu, Improved Critical (Katana), Power Critical (Katana)
Benefits: You may elect to make a single strike with a sword as a Full Attack. This strike does four times its normal damage. In other words if you normally do 1d6+2 with your short sword you do 4d6+8 when making this attack. If you successfully critical while making this strike you apply the critical multiplier as well (i.e. in the case of the short sword you would do 8d6+16). If you do more than 50 points of damage with this attack (whether it successfully criticals or not) your opponent must make a Fortitude Save (DC is 10 plus half Hit Dice plus Str Modifier) or die immediately.
Yagyu Shinkage RyuWinning must come at any cost.
Prerequisites: BAB +4, Power Attack, Must be proficient with the following weapons: Katana, Wakizashi, Bo Staff, and Shuriken.
Benefits: Whenever you perform a Power Attack, you gain a Bonus on Critical Confirmation rolls equal to the penalty you took for the Power Attack Feat.
Advanced Yagyu Shinkage RyuOne must learn to adapt to and anticipate ones opponent to be a truly great fighter.
Prerequisites: BAB +12, Combat Expertise, Combat Intuition, Yagyu Shinkage Ryu
Benefits: The Bonus to attack rolls you get from your Combat Intuition feat increases to +2, and it also applies to damage rolls. Also, you gain a +2 Circumstance Bonus against any opponent who has missed you at least once in an encounter for the duration of that encounter.
Yagyu Shinkage Ryu MasteryYou have learned to surprise opponents by throwing your sword like a spear.
Prerequisites: BAB +24, Advanced Yagyu Shinkage Ryu, Brutal Throw, Power Throw
Benefits: You may use any sword you are proficient with as a ranged attack weapon with a Range Increment of 10. In addition, any weapon specific Feats (such as Weapon Focus, Improved Critical,etc.) that you can use with your Katana may also be used with your Wakizashi and the Bo Staff and vice versa. Whenever you successfully strike a Flat-Footed opponent you may use one of your ki abilities without expending a daily use of your Ki Pool.
Kashima Shinto-ryuYou have learned to strike with the butt of your weapon.
Prerequisites: BAB +4, Close-Quarters Fighting, Two Weapon Fighting
Benefits: When wielding a polearm you may strike with the butt of your weapon as though it were a double weapon, doing 1d6 bludgeoning damage. You may also do bludgeoning damage when wielding a sword by striking with the hilt (which also does 1d6 bludgeoning damage).
Advanced Kashima Shinto-ryuYou may deliver attacks to weak points by hitting your opponent with the haft of your weapon.
Prerequisites: BAB +12, Kashima Shinto-ryu, Stunning Fist, Weakening Touch
Benefits: You may now use the Feats Freezing the Lifeblood, Pain Touch, Stunning Fist, and Weakening Touch by hitting opponents with any bludgeoning weapon (including the hilt of your sword or the haft of a polearm or spear). once you gain access to those Feats.
Kashima Shinto-ryu MasteryArmor is virtually useless against you as you can always find it's weak points.
Prerequisites: BAB +24, Advanced Kashima Shinto-ryu, Combat Expertise, Improved Feint
Benefits: When you successfully Feint in combat, you may opt to deny your target his Armor Bonus to AC instead of his Dex Bonus.