Samurai

Classes AllowedFighter
Ability Score RequirementsStrength 13
Constitution 13
Intelligence 14
Wisdom 13
Prime RequisitesStrength, Intelligence, Wisdom
Races Allowed
Alignments AllowedAny Lawful
The samurai is a warrior from the Lungao culture, or one a warrior inspired by the culture of this eastern land. He lives by a very strict code of honor and behavior, a code demanding: absolute obedience to his lord; readiness to die for honor or for his lord at any time; eagerness to avenge any dishonor to his lord, his family, or himself; willingness to repay all debts honorably; and unwillingness to demonstrate the most dishonorable trait of cowardice.

Role

In a campaign, unless the campaign is set in Lungao or a close-by land, the Samurai is present to provide a touch of the exotic (culture clashes are always very interesting in a campaign it also allows for a variety of warrior who can be tremendously deadly.   A samurai can fall from his noble position within a greater lord's household. It may be that the house has perished in a war or other calamity, or that the samurai's lord has rejected him, or ordered him to commit suicide and the samurai has refused, or that the samurai has left his lord for some other point of honor. Regardless, the samurai is now masterless; he is called ronin . The ronin has all of the abilities of the samurai, but operates under slightly different rules, as you will see below. With your DM's permission, you can create your character as a ronin instead of a samurai. A samurai can become a ronin at any time in a campaign; likewise, by swearing allegiance to a lord who will have him, a ronin can become a samurai again.

Advantages

  • The Samurai and ronin begin play with two free weapon proficiency slots.
  • Samurai and ronin do not need to buy their karana; that is free to the character.
  • The Samurai and ronin are able to focus their vital energies to increase their Strength score temporarily. Once per day per experience level, the Samurai or ronin can increase his Strength to 18/00. This lasts for one full round, and must be preceded by a loud kiai shout (making it impossible for him to summon this strength silently or stealthily). For that round, all his hit probability, damage adjustment, weight allowance, maximum press, open doors, and bend bars/lift gates rolls and functions are calculated as if his Strength wer 18/00.

Disadvantages

  • The Samurai and ronin must become Skilled with the Katana and Daikyu (This is a break from the normal rule that allows only a single specialization at first level, but costs one additional proficiency slot; 5 slots total—two for proficiency, one additional for katana specialization, and two additional for daikyu specialization).
  • The Samurai and ronin must choose their final weapon proficiency from among following weapons: Bo stick (Quarterstaff), Chain, Naginata, Nunchaku, Sai, Shuriken, Tetsubo, or Wakizashi (Shortsword).
  • The Samurai is (supposed to be) absolutely devoted to his lord. He is expected instantly to obey every one of his lord's orders, up to and including killing himself or those he loves. If he refuses to obey an order, he is dishonored and is expected to kill himself. If he does not, he becomes ronin.
  • The Ronin has his own great difficulty: He earns experience points at three-quarters (25% penalty; 15% for humans) the normal rate. When the DM awards the characters their experience, the ronin receives only three-quarters what he would if he were still a samurai. This particular hindrance goes away when the character once again swears allegiance to a lord and becomes a samurai. (Of course, once he's a samurai again, he is subject to the hindrances of the samurai.)
  • Samurai and Ronin must purchase all weapons and armor from among the Samurai weapons and armor available. This includes the weapons listed above for proficiency, the katana, the daikyu, and the following armor: Padded, leather, studded leather, scale mail, and brigandine.

Notable Samurai


Comments

Please Login in order to comment!