Homebrew Samurai Conversion


Homebrew and House Rules


This primary based on the Samurai from Oriental Adventures and other 3.0 and 3.5 books, please posts thoughts on it. I'm removing and changes things on it all the time, but this is the main line version of it. (Sorry for any grammar or spelling errors you find, I will be correcting that soon.) I will also be converting other classes from the Oriental Adventures in the near future aswell, if anyone uses this class please post comments it during your gameplay sessions, thank you. I have made a pdf if anyone like to download it. Samurai0.1a

Samurai

Abilities: Strength is especially important for samurai because it improves their melee attack and damage rolls. Constitution is important for giving samurai lots of hit points, which they'll need in their many battles. Dexterity is important for samurai who want to be skilled archers, improves their Armor Class, and allows them to access to certain Dexterity-oriented feats. Charisma is also important to a Samurai who wishes to increase their Ki Pool and other skill based.

Alignment: Any lawful.
Hit Die: d10.

Class Skills:
A samurai's class skills are Acrobatics (dex), Climb (str), Craft (int), Diplomacy (cha), Intimidate (cha), Perform (cha), Profession (wis), Ride(str), Sense Motive (cha), Swim (str).
Skill Points Gained: 4 + Int Mod.

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +2 Ancestral diasho, Ki Pool
2nd +2 +3 +0 +3 Bonus Feat
3rd +3 +3 +1 +3 Samurai Training
4th +4 +4 +1 +4 Bonus Feat, Ancestral Awaken
5th +5 +4 +1 +4 Samurai Training
6th +6/+1 +5 +2 +5 Bonus Feat
7th +7/+2 +5 +2 +5 Samurai Training
8th +8/+3 +6 +2 +6 Bonus Feat, Ancestral Awaken
9th +9/+4 +6 +3 +6 Samurai Training
10th +10/+5 +7 +3 +7 Bonus Feat
11th +11/+6/+1 +7 +3 +7 Samurai Training
12th +12/+7/+2 +8 +4 +8 Bonus Feat, Ancestral Awaken
13th +13/+8/+3 +8 +4 +8 Samurai Training
14th +14/+9/+4 +9 +4 +9 Bonus Feat
15th +15/+10/+5 +9 +5 +9 Samurai Training
16th +16/+11/+6/+1 +10 +5 +10 Bonus Feat, Ancestral Awaken
17th +17/+12/+7/+2 +10 +5 +10 Samurai Training
18th +18/+13/+8/+3 +11 +6 +11 Bonus Feat
19th +19/+14/+9/+4 +11 +6 +11 Ancestral Awaken
20th +20/+15/+10/+5 +12 +6 +12 Bonus Feat, Ancestral Mastery

Class Features
Weapon and Armor Proficiency: Samurai are proficient with all simple and martial weapons and with light and medium armor. Samurai are not proficient with shields. Note that armor check penalties for armor heavier than leather apply to the skills that receive normal armor check penalties.

Ancestral Daisho: All samurai begin play with a katana and a wakizashi (two masterwork weapons). These are weapons that belonged to the samurai's ancestors, and protecting the weapons is an important point of honor for the samurai. If a samurai where to lose both his ancestral weapon he must commit seppuku to atone for the disgrace. The samurai cannot let anyone welded or modify or it will lose all its latent powers returning to as a normal masterwork weapon. The Ancestral weapon can only be handed down to heirs of that Samurai's family.

Ancestral Awaken: During the course of the samurai's training he unlocks the powers of his katana or wakizashi which were hidden to him. His weapon of choice gains benefits that where imbued by his ancestors. Can only gain one of these abilities below, some abilities have some requirements before gaining. A Samurai must spend during the Awakening 8 hours a day for the required number days to unlock the awaken power in mediation. The Samurai cannot be interrupted during this time. If he is, then the Samurai must start over on the Awakening process.

Ancestral Awaken Unlocks:
Defender of the land: You ancestor defended his lord's lands with all his strength against a common enemy, gain the Bane Weapon Special Ability. (Requires 2 days)
Defender of Man: The weapon empowers his welder with the knowledge and tactics of his ancestor. The welder gains +1 to AC for every 1/4 levels of samurai he has for a number of rounds equal to 3 + cha modifier. (Requires 2 days)
Dragon's Tongue: Your ancestor defeated many dragons in his/her day. From the fires of their breath the welder gains an extra 1d6 points of fire damage. (Works like Flaming Special Ability, Cannot take this ability if have Storm Blade and Winter's Touch, Requires 2 days)
Dragon's Heart: The fire from the Dragon's Tongue burns so hot it explodes with fire on every hit. (Gain Flaming Burst Special Ability, must have Dragon's Tongue, Requires 8 days)
Storm Blade: Swift like lightning was your ancestor in his attacks.(Gain Shock Special Ability, Cannot take this ability if have Dragon's Tongue and Winter's Touch, Requires 2 days)
Thunder Storm: Your blade strikes like a lightning storm. (Gain Shocking Burst Special Ability, Must have Storm Blade, Requires 28 days)
Thunder God: The speed of your blade makes a thundering sound when hitting your foes.(Gain Thundering Special Ability, Requires 2 days)
Keen Eyes: Your weapons shows it's true way of movement. (Gain Keen Special Ability, Requires 2 days)
Cut through the Wind: You weapon feels lighter than normal and more part of you than you thought possible. (Gain the Speed Special Ability, Requires 2 days)
Defender of the Lord: Your blade has been used in the past to defend against that would want to create chaos. (Gain Axiomatic Special Ability, Must be 8th level, Requires 8 days)
The Merciful One: You ancestor had a kind spirit. (Gain Merciful special Ability, Requires 2 days)
Show no Mercy: Your ancestor gave quick death to his foes and struck with such force he bought nations to their knees. (Gain Vorpal Special Ability, Must be 19th level, Requires 50 days)
Thoughts of an Oni: Your ancestor was feared and thought to be an Oni at times, due to his evil deeds that he performed. (Gain the Unholy Special Ability, Must be 12th level, Requires 18 days)
Courage of my Ancestors: The power and courage of your ancestors now flows through you, giving you strength in difficult times. (Gain the Holy Special Ability, Must be 12th level, Requires 18 days)
Cut through Iron: Your weapon is strong and powerful and can cut through all known metal without it being seen. (Gain Brilliant Energy Special Ability, Must be 16th level, Requires 32 days)
Winter's Touch: Cold to the bone and sends chills down your foe's spine, your blade attacks with an icy chill. (Gain the Frost Special Ability, Cannot have Dragon's Tongue and Storm Blade. Requires 2 days)
Hail Storm: Your blade now strikes with the force of a hail storm. (Gain the Icy Burst Special Ability, Must have Winter's Touch, Requires 8 days)
Strike my Foes: Your blade does not feel as dull as once before, gain +1 to attacks and damage rolls. (Requires 2 days)

Ancestral Mastery: The samurai and his ancestral weapons have become a part of his body, when attacking magic foes, his weapons are treated as +5 magic weapon when by passing damage reduction.

Bonus Feats: Starting at 2nd level and every other level, the Samurai gain Bonus Feats. These bonus feats are the same as a fighter and must be picked from the fighter selection of feats.

Ki Pool: At 1st level a Samurai learns the ability to channel personnel Energy or known as Ki. A samurai's Ki pool is equal to 1/2 his level + his charisma modifier. Unlike Monk, Samurai gains their Ki from the spirit of the body and not from mental discipline, they say a Samurai is born not made.

Samurai Training: To a samurai the way of the sword is like a bard's music, it's a fine art to them. Every other level after 3rd they gain a trait in which enhances their combat abilities.

Blade Meditation (Ex): You have learned a meditation that grants you insight into the martial disciplines you have studied through your journey. You gain a +1 on damage rolls with a katana for every four levels of Samurai, this does not stack with Iaijutsu Focus damage rolls.
Setting Sun (Ex): Like blade meditation you are granted a insight bonus to your attack rolls, gaining a +1 on attack rolls for every four levels of Samurai, this does not stack with Iaijutsu Focus attacks.
Iron Heart (Ex): A Samurai can use one of their Ki Pool abilities to grant them +1 to their AC for every four levels of Samurai.
Ancestral Favor (Ex): As a free action a Samurai can use of their Ki Pool abilities once per day to add their charisma modifier to all saving throws. This only lasts for 2d4 + charisma modifier rounds. He can also spend additional ki point to gain an extra 1d4 rounds. A Samurai must be of 7th level or higher before they can select this trait.
Blade of Fury (Ex): If a Samurai delays their attack with his katana until after he is attack in the round, he take advantage of the opening and can add a +2 bonus to his attack and damage rolls. A Samurai must be 5th level before taking this trait.
Blades of Death (Ex): When a Samurai fights with the katana two-handed, he adds double his strength modifier to damage rolls. A Samurai must be 11th level before selecting this trait.
Lightning Blade (Ex): A Samurai can add his charisma modifier to his initiative checks, as well as his Dexterity modifier. A Samurai must be 7th level or higher before selecting this trait.
Strike from the Void (Ex): A samurai adds can add 1/2 his charisma modifier to damage rolls when not using an Iaijutsu Focus attack . A Samurai must be 13th level or higher before selecting this trait.
One Strike, Two Cuts (Ex): As a standard action a Samurai can make two attacks with a katana at his highest base attack bonus. A samurai cannot make another attack after using this trait, this also does not apply to Ki Pool. A Samurai must be 11th level or higher before selecting this trait.
Strike with no Thought (Ex): Once per round a Samurai can use one of their Ki Pool to make an attack of opportunity against a foe that moves into any square threatened by the Samurai, regardless if that movement would normally provoke an attack of opportunity. A Samurai must be 9th level before selecting this trait.
Ki Vigor (Ex): As a standard action a Samurai can heal 1d8 points of damage + his Charisma modifier. For every four levels of Samurai the heal is increased by 1d8 to a maximum of 5d8 at 20th level. A Samurai must be at least 5th level before selecting this trait, and can only be used once per day. This ability also uses an Iaijutsu ability.
Ki Strength (Ex): As a move action a Samurai can add double his Charisma modifier to damage rolls. This ability can only be used once per day and uses a Ki Pool ability.
Ki Clarity (Ex): As a move action a Samurai can add double his Charisma modifier to attack rolls. This ability can only be used once per day as uses a Ki Pool ability.
Ki Surge (Ex): As a immediate action a Samurai feels a surge of their Ki power, a Samurai adds his Charisma modifier to all skill checks made per 1/2 of Samurai levels + charisma modifier number of rounds. A Samurai must be 5th level per selecting this ability and can only use this once per day.
Iaijutsu Focus (Ex): Using one Ki Pool per day a Samurai can channel their energy into a deadly strike. As a standard action a Samurai makes a Combat Maneuver to deal an extra 1d6 points of damage up to a maximum of 10d6 per 5 points over the Combat Maneuver Check.
Iaijutsu Mediation (Ex): A Samurai can add their charisma modifier per damage rolls when using Iaijutsu Focus. A samurai must be 11th level before selecting this trait.
Iaijutsu Defense (Ex): A samurai can use his Combat Maneuver Defense instead of his AC when being attack, the Samurai also now adds his charisma modifier to his CMD. Must have Iaijutsu Focus before selecting his trait. This does not apply for flat-footed and touch attacks.
Ki Blade (Ex): A samurai can channel his ki into his katana and strike foes that he otherwise could not. His weapon is treated as a magic weapon when overcoming damage reduction. It's +1 for every 1/4 of the samurai's level when determining the bonus and uses one point from his ki pool.
Iaijutsu Surge (Ex): Using an extra Ki pool a Samurai can channel extra energy into an Iaijutsu Attack, deal an extra 1d6 points of damage.
Iaijutsu Purity (Ex): When a samurai makes an Iaijutsu attack, he does 1d8 points of damage instead of 1d6. He must be 7th level or higher before gaining this trait it also applies to Iaijutsu Surge.
Iaijutsu Adept (Ex): A samurai can add his charisma modifier to his Combat Maneuver Check when he makes a Iaijutsu Focus attack.
Iaijutsu Master (Ex): A samurai has become a master in his school, he can add 1/2 of his level to Combat Maneuver to both his attacks and damage rolls by expending 2 ki points from his pool. He must have Iaijutsu Focus, Iaijutsu Adept, Iaijutsu Defense and Iaijutsu Purity.
Purity of Diseases (Ex): As a move action a samurai can remove all disease like effects by expending a Ki point. And gain 2d4 rounds of immunity to that disease. He must be at least 5th level to gain this trait, also he can spend additional ki point to gain an extra 1d4 rounds.
Purity of Soul (Ex): As a move action a samurai expend a 2 Ki points to gain 10 + samurai level of spell resistance for 2d4 + charisma modifier number of rounds. He must be at least 13th level to gain this trait. He can also spend additional ki point to gain an extra 1d4 rounds.
No Dishonor (Ex): A samurai can move up to double his normal speed as an immediate action, but can only use when an adjacent foe uses a withdraw action to move away from him. The samurai will use an ki point from his pool.
Frightful Presences (Ex): When a samurai draws his blade, his opponents within 30 feet must succeed on a will save (DC10 + 1/2 of the samurai's level + charisma modifier) or become frightened or shaken. (see page 300 in Pathfinder Bestiary) He can only take this trait at 15th level or higher.
Shadow Step (Ex): Expending 2 Ki Pool ability a Samurai can move double their movement speed as a standard move action within a round.
Abundant Step (Ex): A samurai an expend 2 ki points to slip magically between spaces, as if using the spell dimension door. Using this requires a move action and 2 points from his ki pool. He cannot take other creatures with him when using this ability. Can only take this trait at 15th level.


I really like the main thrust of this class, particularly the Ki Pool and Samurai Training letting you add abilities. But I think it's out of balance with the Pathfinder Core Fighter. Replacing Armor and Weapon training with a slew of abilities that are more powerful, a high will save, more skills which are better than the Fighter class list.

I think a fix might be to tighten up the list of feats, and/or slow down the progression. I think the trick is to make the class that has the samurai flavor, which I think you've captured, but still keep it in balance with the Fighter class.

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