The Kenshi Ronin / Errant Swordsman: a mount-less samourai / cavalier archetype


Homebrew and House Rules

Silver Crusade

2 people marked this as a favorite.

People complained that you could not play Miyamoto Musaishi, or the whole kimono and robe wandering killing machine.
Oh, and that horse. And mounted archery for a wandering swordsman. And banner. Pesky class features !

So, here you go ! There comes the kenshi ronin/errant swordsman, a samurai without master, without armor, without bow, without mount, living and dying by the sword. (Or by any nasty critter you thought off, you sick DMs.)

Hope you'll like it ! :)

Spoiler:

Weapons and Armor Proficiency

Kenshi ronins are proficient with all simple and martial weapons, plus the katana, naginata, wakizashi and the bastard sword. They are not proficient with any armor or shields.

Order

Kenshi Ronins are all members of the kenshi ronin order (see below).

Way Of The Sword (Su)

At 1st level, the kenshi ronin may enhance his weapons as a standard action for 1 minute per level by focusing upon his senses and internal energy. When focusing this way, the kenshi ronin emanates a deadly aura providing him a +1 bonus to Intimidation checks, and a +1 bonus to saving throws against fear. At 5th level, and every five levels thereafter, these bonuses increase by +1.

At 1st level, as long as he is focusing, the kenshi ronin also grants to one melee weapon he wields a +1 bonus to damage. At 4th level, it grants instead a +1 enhancement bonus. For every four levels beyond 4th, the weapon gains another +1 to this enhancement bonus, to a maximum of +5 at 20th level. A kenshi ronin may sacrifice this bonus to add any of the following weapon properties to his weapon: agile (PFS Field Guide), defending, dueling (PFS Field Guide), guided, keen, ki focus, merciful, mighty cleaving, wounding, speed, vorpal.

Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack, and the weapon's maximum enhancements are still limited as normal. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added.
The bonuses and properties granted by this ability are determined when the kenshi ronin focuses, and cannot be changed until he releases his attention. The bonuses apply to one weapon the kenshi ronin wields during his focus, or one end of a double weapon ; .

A kenshi ronin can use this ability once per day at 1st level, and one additional time per day at 10th level and every 5 levels beyond, to a total of four times per day at 20th level.

This ability replaces mount, mounted archer and banner.

Armorless Combatant (Ex)

A kenshi ronin, often by lack of wealth and appropriate training gear, is adept at fighting without wearing armor. When unarmored and unencumbered, the kenshi ronin adds his Wisdom bonus (if any) to his AC and his CMD. In addition, he gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four kenshi ronin levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the kenshi ronin is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

At 4th level, a kenshi ronin also gains a +1 dodge bonus to AC for each enemy adjacent to him, up to a maximum bonus equal to his Wisdom modifier (minimum 1).

Kenshi Ronin/Errant Swordsman Order

Spoiler:

Some ronins never had the opportunity to become a samurai or knight, either by being born in a poverty-stricken family, by following a different path that expected by family, by originally being a simple soldier on a lord's army, or by being heir of a lost nobility. Honing their skills from the lowest ranks of society, often with an heirloom weapon or a sword found and kept secret from a local negligent lord, these ronins are masters of swordmanship. Known as kenshi ronin, these samurai wander the lands, serving their own code of ideals and following the way of the sword - often to meet a brutal end by the sword in their quest for strength, notoriety, wealth or recognition. While kenshi ronin are significantly freer to do as they please, they do not receive the same respect and support that a more dedicated samurai can count on ; and are sometimes shunned as bandits or wandering murderers.

Note that cavaliers can select this order, but they are typically called errant swordsmen instead of ronins.

Becoming Kenshi Ronin: Being a kenshi ronin is rarely if ever the result of a choice for any samourai ; as kenshi ronins tend to never have such oppportunity to begin with, and to be given any respect only by virtue of their admirable skill at arms. A kenshi ronin is dedicated to the only thing in life he's able to do best, and never truly leaves this state of mind. In exceptional cases, a desillusioned ronin may become a kenshi ronin by using the normal rules of dedicating himself to another order, also gaining the kenshi ronin archetype. If a kenshi ronin wishes to dedicate himself to another order, he must do so using the normal rules, losing the kenshi ronin archetype.

Edicts: Kenshi ronins follow their own personal code of ethics and honor. As such, their edicts are extremely flexible and subject to change. Each kenshi ronin should determine his own edicts, which should include at least three provisions. These edicts are subject to GM approval.

Challenge: Whenever a kenshi ronin decares a challenge, he gains a +1 bonus on critical confirmation checks made against the target of his challenge. If the a ronin is the target of a challenge, a smite, a quarry, or similar effect, and he issues a challenge against that character in return, he also gains a a +1 dodge bonus to his AC against attacks made by the target of his challenge. These bonuses increase by +1 for every four class levels the samurai possesses (to a maximum of +5 at 20th level).

Skills: A ronin adds Knowledge (local) (Int) and Survival (Wis) to his list of class skills.

Order Abilities: A ronin samurai gains the following abilities as he increases in level.

Self Reliant (Ex)

At 2nd level, the ronin learns to rely solely on himself, even in the most difficult of times. Whenever the ronin fails a Will saving throw against an effect with a duration greater than 1 round, he can attempt another saving throw at the end of the second round of the effect. If he makes this saving throw, it has the same effect as if he had made the original save (negating part or all of the effect). In addition, whenever a ronin is brought below 0 hit points, on his next turn he can roll twice to stabilize, taking the better result.

Without Master (Ex)

At 8th level, the ronin’s fierce independence allows him to overcome staggering odds. The ronin can summon up this willpower as an immediate action, and can use it in one of three ways. He can use his willpower whenever an attack would reduce him to fewer than 0 hit points but wouldn’t kill him, to instead be at 1 hit point and conscious. He can use his willpower after making an attack roll to confirm a critical hit in order to reroll the confirmation roll. Finally, he can use his willpower to take 10 on a skill check during combat, even if the situation or the skill would not normally allow him to take 10. A ronin can use this ability once during a combat.

Chosen Destiny (Ex)

At 15th level, the ronin is the master of his own destiny. Whenever the ronin makes a saving throw against a charm or compulsion effect, he may roll twice and take the better result. In addition, once per day, the ronin can treat any one d20 roll as if the result were a natural 20. He must declare the use of this ability before the roll is made.

Grand Lodge

Maxximilius wrote:

People complained that you could not play Miyamoto Musaishi, or the whole kimono and robe wandering killing machine.

Oh, and that horse. And mounted archery for a wandering swordsman. And banner. Pesky class features !

So, here you go ! There comes the kenshi ronin/errant swordsman, a samurai without master, without armor, without bow, without mount, living and dying by the sword. (Or by any nasty critter you thought off, you sick DMs.)

Hope you'll like it ! :)

** spoiler omitted **...

Interesting...

Sacrifice Heavy Armour Prof and Shield use for Dodge and Mobility. It fits the concept better (also allows earlier access to Whirlwind attack)... alternatively access to Quickdraw or possibly weapon expertise (I would be wary of this giving this one).

Not sure on your Way of the Sword thing replacing so much... may be worth re-thinking.

Silver Crusade

Gosh, by the way, I forgot to edit the following paragraph from Way of The Sword. That's what I get when there is so much noise around that I can't properly focus on what I'm writting...

In the Way of the Sword ability :

Spoiler:

Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack, and the weapon's maximum enhancements are still limited as normal. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added.
The bonuses and properties granted by this ability are determined when the kenshi ronin focuses, and cannot be changed until he releases his attention. The bonuses apply to one weapon the kenshi ronin wields during his focus, or one end of a double weapon.

A kenshi ronin can use this ability once per day at 1st level, and one additional time per day at 10th level and every 5 levels beyond, to a total of four times per day at 20th level.

This ability replaces mount, mounted archer and banner.

Helaman wrote:

Sacrifice Heavy Armour Prof and Shield use for Dodge and Mobility. It fits the concept better (also allows earlier access to Whirlwind attack)... alternatively access to Quickdraw or possibly weapon expertise (I would be wary of this giving this one).

Not sure on your Way of the Sword thing replacing so much... may be worth re-thinking.

Actually, Way of the Sword was intended to be balanced in egard to a much, much better challenge ability, so you are right about something needed to compensate.

What about a bonus feat at 4th level, taken in the monk's list of bonus feats ? It would allow entry into Whirlwind attack at low levels, or more diverse builds.

EDIT : Or a list of feats considered sub-par because of their high requirements in feats, that a ronin can choose from like a monk whenever he gains a bonus feat. Things like Vital Strike and Whirlwind attack...

Silver Crusade

1 person marked this as a favorite.

Revised for more clarity, and to include suggestions.

Also, errata on the kenshi ronin order : joining another order does not make you lose the kenshi ronin archetype.

Hope you'll like it, and all comments are welcomed, as always. :)

Spoiler:

Weapons and Armor Proficiency

Kenshi ronins are proficient with all simple and martial weapons, plus the katana, naginata, wakizashi and the bastard sword. They are not proficient with any armor or shields ; but are considered as having the Dodge feat for the purposes of qualifying for feats as long as they are unarmored, that they wield no shield, and carry no more than a light load.

This replaces the samurai's weapons and armor proficiencies.

Way Of The Sword (Su)

At 1st level, the kenshi ronin may enhance his weapons as a standard action for 1 minute per level by focusing upon his senses and internal energy. When focusing this way, the kenshi ronin emanates a deadly aura providing him a +1 bonus to Intimidation checks, and a +1 bonus to saving throws against fear. At 5th level, and every five levels thereafter, these bonuses increase by +1.

At 1st level, as long as he is focusing, the kenshi ronin also grants to one melee weapon he wields a +1 bonus to damage. At 4th level, it grants instead a +1 enhancement bonus. For every four levels beyond 4th, the weapon gains another +1 to this enhancement bonus, to a maximum of +5 at 20th level. A kenshi ronin may sacrifice this bonus to add any of the following weapon properties to his weapon: agile (PFS Field Guide), defending, dueling (PFS Field Guide), guided, keen, ki focus, merciful, mighty cleaving, wounding, speed, vorpal.

Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack, and the weapon's maximum enhancements are still limited as normal. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added.
The bonuses and properties granted by this ability are determined when the kenshi ronin focuses, and cannot be changed until he releases his attention. The bonuses apply to one weapon the kenshi ronin wields during his focus, or one end of a double weapon ; the choice of which is made when the ronin draws his weapon.

A kenshi ronin can use this ability once per day at 1st level, and one additional time per day at 6th level and every 6 levels beyond, to a total of four times per day at 18th level.

This ability replaces mount.

Iron Fist, Velvet Glove (Ex)

At level 5, the kenshi ronin gains the Combat Expertise feat. He treats his Wisdom modifier as his Intelligence modifier for the purposes of qualifying for feats.
At level 14, when the kenshi ronin makes a single attack, he adds his Wisdom modifier on damage rolls. This bonus damage is multiplied by critical hits.

This ability replaces banner and greater banner.

Armorless Combatant (Ex)

At 1st level, a kenshi ronin, often by lack of wealth and appropriate training gear, is adept at fighting without wearing armor. When unarmored and unencumbered, the kenshi ronin adds his Wisdom bonus (if any) to his AC and his CMD. In addition, he gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four kenshi ronin levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the kenshi ronin is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

At 4th level, a kenshi ronin also gains a +1 dodge bonus to AC for each enemy adjacent to him, up to a maximum bonus equal to his Wisdom modifier (minimum 1).

This ability replaces the mounted archer ability.

Dark Archive

another variant on te idea is use the kensai magus variant, bump it up to full bab and d10 hd, and drop spells all together.

maybe swap the int based stuff to wis

Dark Archive

Adding this to my watchlist in 3.....2.......1.....click*

Grand Lodge

Name Violation wrote:

another variant on the idea is use the kensai magus variant, bump it up to full bab and d10 hd, and drop spells all together.

maybe swap the int based stuff to wis

I was thinking something similar myself... I like this.

Silver Crusade

I would be lying if I said I wasn't interested by a spell-less kensai when I first saw it, but it would probably best be represented by a fighter archetype, and you would be losing the whole "inebranlanble will/toughness" trope of the wandering swordsmen to become instead a Self-Taught Master, a bit better on offensive and reactivity at the cost of heavy resiliency.

Silver Crusade

Slight typo errata of the Challenge ability :

"If the kenshi ronin/errant swordsman is the target of a challenge, a smite, a quarry, or similar effect, and he issues a challenge against that character in return, he also gains a +1 dodge bonus to his AC against attacks made by the target of his challenge."

Instead of :

"If the a ronin is the target of a challenge, a smite, a quarry, or similar effect, and he issues a challenge against that character in return, he also gains a a +1 dodge bonus to his AC against attacks made by the target of his challenge."

Silver Crusade

Answering the following in the appropriate thread :

Kelsey Arwen MacAilbert wrote:

I just found your mountless samurai. Think it would work in my steampunk guns everywhere setting mechanics wise? Thematically it does work, considering the direction I'm going in with my Japan-inspired country. I'm more concerned about mechanics.

Mind if I create a challenge-less version?

Technically, you'll understand I have difficulties to see how a kenshi ronin (errant master swordman) would fit in a steampunk environment where basically everyone is wielding guns, unless you have some kind of animu final fantasy setting where bullets are made of rubber. The kenshi ronin favors swords, agility and devastating critical hits, like Miyamoto Musaishi would in the kenshi trope ; not much being bulletproof - but I don't know the firearms houserules used.

If in addition, you remove the challenge ability, you are now with a mountless, challengeless cavalier maybe even wielding guns - more commonly named "fighter", or "gunslinger".

Maybe the gun-fu master would be more to your liking.

As to the question about creating your own version of the archetype, feel free to do it for any archetype that you like but would see a bit different !

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / The Kenshi Ronin / Errant Swordsman: a mount-less samourai / cavalier archetype All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules