A samurai with some flavor


Advice


Dear friends,

I am completely new here, and I am also new to Pathfinder, as I have only randomly played D&D years ago. Yet I find Pathfinder much more interesting, especially because there seems to be more about Eastern mythology and characters.

So my question is: I would love to create a Way of the Warrior Samurai, but with some more flavor; my original idea is to multiclass it with a Hungry Ghost Monk, so to give him some ki sources. Do you think that would be a good idea, in terms of playability?

Second question: is there any software for character generation, that allows to include all these very specific alternate classes? So to have a final idea of how the character would turn out :)

Please forgive me for being broadly naive, any answer is well accepted!

Thaaaanks


This sounds like 1e talk - did you mean to post this in the Second Edition forum?


keftiu wrote:
This sounds like 1e talk - did you mean to post this in the Second Edition forum?

Honestly I have no idea, I thought that Second Edition would be more updated on this kind of topic. Am I wrong? : )


1 person marked this as a favorite.

2nd Edition does not at this time have a specifically-named "Samurai" class. In 1st edition they existed mainly as a niche variation on Cavalier which eschewed the mount in favour of doubling down on the challenge.

You could, without a doubt, make a reasonable 'Samurai' character in 2nd edition through other means, but the particular identity of a samurai as a discrete warrior type is not given to any one class (no more than, say, a knight--i.e. with various feats and archetypes providing tools you can use to create such a character depending what abilities you are looking for).

So you can definitely create a samurai character in 2e who wields daishou and/or a musket, and fights for their feudal lord or wanders the land adhering to their code of honour, but it would not be a Samurai-the-Class or have any specific abilities titled Way of the Warrior.

Even so, you are absolutely correct about Pathfinder (both 1e and 2e) having an overall fair quantity and quality of elements inspired by Eastern mythology informing their setting, including monsters and character options to whet your appetite.

Wayfinders

Yeah, 2e character creation is vastly different from 1e - don't expect specific 1e ideas like classes with particular archetypes, or even multiclassing as a mechanic, to carry over cleanly (or even at all).

That said, some potential options to represent a samurai with in 2e:

- just a good ol' fighter, be it with a katana or a longbow

- champion, particularly of deities like Shizuru (paladin) or General Susumu (tyrant).

- magus, particularly with hybrid studies like Inexorable Iron (two-handed) or Starlit Span (ranged).

- barbarian, particularly if your GM lets you treat your 'rage' as a 'battle-trance' flavor-wise.

- gunslinger, if the idea of a musket-wielding samurai entices you.

Any one of these might be supplemented by archetypes like cavalier (for a mount, a pledge, and potentially a banner, like a sashimono), monk (for ki stuff), or sentinel (for heavy armor stuff, on classes like magus and barbarian).

There's probably more esoteric options like inventor (steampunk samurai? beats me!) or ranger, and archetypes like eldritch archer and mind smith, but those should at least get you started.


RiverMesa wrote:

Yeah, 2e character creation is vastly different from 1e - don't expect specific 1e ideas like classes with particular archetypes, or even multiclassing as a mechanic, to carry over cleanly (or even at all).

That said, some potential options to represent a samurai with in 2e:

- just a good ol' fighter, be it with a katana or a longbow

- champion, particularly of deities like Shizuru (paladin) or General Susumu (tyrant).

- magus, particularly with hybrid studies like Inexorable Iron (two-handed) or Starlit Span (ranged).

- barbarian, particularly if your GM lets you treat your 'rage' as a 'battle-trance' flavor-wise.

- gunslinger, if the idea of a musket-wielding samurai entices you.

Any one of these might be supplemented by archetypes like cavalier (for a mount, a pledge, and potentially a banner, like a sashimono), monk (for ki stuff), or sentinel (for heavy armor stuff, on classes like magus and barbarian).

There's probably more esoteric options like inventor (steampunk samurai? beats me!) or ranger, and archetypes like eldritch archer and mind smith, but those should at least get you started.

Cool, thanks!

Still it seems that I would find more interesting options in 1e, you are right. What would you think of a Sword Saint (Samurai)/Eldritch Scion multi class?


Mind smith samurai that takes the "this blade is an extension of my soul" to a literal extreme and uses a token depicting their house/lord's crest for the focus sounds pretty lit, ngl

Silver Crusade

Barba777 wrote:
RiverMesa wrote:

Yeah, 2e character creation is vastly different from 1e - don't expect specific 1e ideas like classes with particular archetypes, or even multiclassing as a mechanic, to carry over cleanly (or even at all).

That said, some potential options to represent a samurai with in 2e:

- just a good ol' fighter, be it with a katana or a longbow

- champion, particularly of deities like Shizuru (paladin) or General Susumu (tyrant).

- magus, particularly with hybrid studies like Inexorable Iron (two-handed) or Starlit Span (ranged).

- barbarian, particularly if your GM lets you treat your 'rage' as a 'battle-trance' flavor-wise.

- gunslinger, if the idea of a musket-wielding samurai entices you.

Any one of these might be supplemented by archetypes like cavalier (for a mount, a pledge, and potentially a banner, like a sashimono), monk (for ki stuff), or sentinel (for heavy armor stuff, on classes like magus and barbarian).

There's probably more esoteric options like inventor (steampunk samurai? beats me!) or ranger, and archetypes like eldritch archer and mind smith, but those should at least get you started.

Cool, thanks!

Still it seems that I would find more interesting options in 1e, you are right. What would you think of a Sword Saint (Samurai)/Eldritch Scion multi class?

Again, if asking about 1E classes, you need to go to the 1E forum. Although, I will say, most people who are playing PFRPG have moved onto 2E. So if you're planning on joining a game, I'd look into 2E options to make the character you want.


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I have been working on a 2e Samurai class. All work is modified from "Legend of Five Rings" RPG so to get this official it will need some editing and a check by a lawyer, and quite probably a cultural sensitivity look but here it goes:
Samurai
The Samurai are deeply integrated in the politics of their culture. Their core is their ancestry /family and their clan to which they belong. They are then forged by their role and school with their code of honor deeply intertwined. Each Clan has their own Bushido code of Honor, Famous stories are told of the conflicts between family and clan.
HIT POINTS: 10 + Constitution Modifier
Attacks: trained in: all
defense: trained in all
Perception: Trained
Saving Throws Fortitude: Expert | Reflex: Trained | Will: Expert
Skills:
Society: expert
trained in one by clan (see below)
additional" 2 + Intelligence modifier.

Ability Modifier bonus is based upon clan as is one skill
Crab clan: Constitution
Crane: Charisma | Crane: : Charisma | Dragon: Wisdom
Lion: Intelligence | Phoenix: Wisdom | Scorpion: Dexterity
Unicorn: Constitution

** New Skill - Tea Ceremony (chr) - Takes at least 1 hour to do.
Critical Success: All participants are healed 4HP and gain the ability to use a bless spell once in the next 24 hours.
Success: gain ability to use a Bless once in next 24 hours
Failure: Nothing happens other than Ceremony.
Crit Failure: all participants receive sickened condition for 24 hours.

Note: ANY ancestry can belong to any clan.

Honor Code/Bushido code:
Crab: Courage in safeguarding the Empire from terrible hordes . rough and Warlike Crab are less courteous than others. Never flee from combat (withdraw is allowed, just not fleeing) (+1on will saves vs fear effects)
Crane: Courtesy of the deepest importance and power rests in the proper respect. Never insult someone of a higher status. (bonus Society)
Dragon: Sincerity- aligning ones words with one's deeds and intentions. Dragon do not believe in unquestioning loyalty. Never break your word/pledge. Bonus: unarmed combat
Lion: Family/clan Honor is the center of the Lion. Lion are harsh judges of themselves. Never neglect ones duty. (Bonus: Sense Motive)
Scorpion- Scorpion are the secret police. Duty and Loyalty are core because they are deeply involved in subterfuge and deception. the tents of Honor and Righteous mean little to nothing to a Scorpion. Never refuse an order from a superior. (bonu:s stealth OR thievery)
Unicorn: Compassion the core of a unicorn. Understanding and cooperation. Courtesy is not as important as it is with other clans instead being able to deal with a wide variety of beliefs and cultures is core. Never allow preventable suffering. (Bonus One level one Priest spell, usable once per day)

During Combat: Samurai are are almost always the leader in combat
During Social Encounters; Samurai follow the tents of their clan
While Exploring: You are looking for ways to improve your clan standing and possibly your personal standing within your clan.
In Downtime:: You tend to relax and enjoy your downtime as it is a rare time for oneself.

You Might: (See clan descriptions)
Other Probably: Find you aloof or intimidating.
See you as the Police (Samurai often fulfill police roles) *This is true even if part of scorpion clan
Assume you have an urgent task

Samurai Advancement:
1- Ancestry, Background, Initial Proficiencies, Samurai Feat
2- Samurai feat, Skill Feat
3- General feat, skill Increase
4- Samurai feat, Skill Feat, Defense Skill Increase
5- Ability Boost, Ancestry Feat, Skill Increase, Weapon skill increase
6 - Samurai feat, Skill feat
7 - General Feat, Weapon Skill Increase
8- Skill Feat, defense Skill Increase, Samurai Feat,Skill Increase,
9 - Ancestry feat, Skill Increase
10 - Ability Boost, Samurai Feat, Skill Feat
11 - General Feat, Skill Increase
12- Defense Skill Increase, Weapon Skill Increase
13 - Weapon Skill Increase, Ancestry Feat, Skill Increase
14 - Samurai Skill Feat, Skill Feat
15 - Ability Boost, General feat, Skill Increase
16 - Defense Skill Increase, Samurai feat
17- Ancestry Feat, Skill Increase, Weapon Skill Increase
18 - Samurai feat. Skill Feat
19- General feat, Skill Increase
20 - Ability Boost, Weapon Skill Increase, Defense Skill Increase

Class features:
You gain abilities as a Samurai. Lower Level Samurai are under stricter orders with little to no leeway in the interpretations of those orders. As a Samurai increases in rank and successfully follows the code of their clan they are allowed more leeway and more open orders. Failure to follow an order can lead to banishment, death or worse disgrace.

Samurai feats
1- Souring Slice (2 actions)- you throw your weapon: Short range:2, medium:4, Long:6 and do a Melee attach at range
1- Strike the Air(3 actions) - An effect attack that misses on purpose to throw off attackers. all attackers in 50 foot cone must save or receive slowed condition 1 (this ability does NOT stack with other slow and can not be increased)
1- Earth Bind (2 actions- concentration))- You bind yourself to the terrain, becoming almost immovable (can only stay within your 5foot hex Adds +1 AC
1 - Strike as Water (2 actions) - You do NO damage but reduce the enemies defenses by _1 AC for this and next round (does not stack)
1 - Earthen Fist (1 action) your unarmed attacks do d6 damage this round

2- Iaijuitsu (free) - you can sheath or unsheathe a melee weapon as a free action
2 - Warriors Resolve (2 actions)- You reduce your fatigued condition by one
2- Hawk's Precision (1 action) you gain a +1 to hit this round with a missile weapon
2 - Lose Water (2 actions) - on a successful hit, you do no damage but the opponent now has a bleeding condition. (can stack)
2- Fire Eyes (1 action) Add +1 to an Intimidation roll (does not stack)

4- Crescent Moon (3 actions) - you guard yourself and one other within 10 ft increasing both of your AC by +1 9does not stack)
4 - Grip of the Lord (2 actions) - (weapon must have trip ability) You ensnare a Large or giant opponent with your weapon for this and next round (save vs Samurai DC)
4 - Valor!! (1 action) You make yourself a target instead of any other player within 10 ft of you.
4- Pelting rain (2 actions) (ranged weapon only) you shoot two arrows towards an opponent, both miss (no damage) but opponent must save vs Samurai DC or receive Stupefied Condition

6 - Weapon Specialization can add +1 to hit and damage on one weapon with which they are expert or better. Is a permanent condition when using that particular weapon.
6- Crimson Strike - (2 actions) an Attack against an opponents limb holding a weapon, on a successful hit damage is rolled and opponent must save VS Samurai DC or drop weapon
6 Thunder Clap Strike - (3 actions) Character swings their melee weapon in a fast wide arc creating a thunderclap of sound, Semicircle 20ft radius, that does Base weapon damage to all who fail save in the area (No bonuses to damage except magical)

8 -Battle of the Mind (3 actions) One target within line of sight must save vs Samurai DC or do a round of battle in the mind. No damage is actually received but should be calculated to determine winner. Loser receives Frightened Condition 1
8 - Heart Piercing Strike - Melee Weapon, @ actions, plus a move action, Samurai adds wisdom bonus to attack roll for the purpose of determining a critical hit.
8- Tactics (1 to 3 actions) - Samurai Barks orders, all who follow those orders receive a +1 to a roll on next round.

10 - Spinning Blade (2 actions) - Use both Melee weapons with no penalty for using two weapons for a combined strike.
10 - Falling Rain- (1 action) (ranged attack only) - second ranged attack does not suffer usual -5 penalty
10 - Flowing Water - (action + move action) adds Bleeding condition to any successful strike (does stack)

12- Weapon Specialization - this can be stacked on previous specialization or a different weapon. +1 to Hit and +1 to damage
12 - Breath of Wind (1 action) _ Make an unarmed attack to the Solsr Plexus knocking the wind out of opponent (stunned condition)
12 - Crushing Wave (2 actions) - Target receives Both bleeding and fatigued conditions on failing a save vs Samurai DC (can stack)

14 - Disappearing World (2 actions) - A head shot to knock the opponent unconscious Save verses Samurai DC
14 - Iron Mountain (2 move action/charge) knock target prone with a charge

16 Soul Sunder (1 Action) gain Ghost touch ability) to attack Undead or Extraplaner creatures.

18- Strike the Void (3 actions) - Samurai attacks absolutely last in combat order but is able to reroll any One roll OR change from melee to ranged combat with no penalty on actions.
18 - Storm Cloud (3 actions)- Shoot 10 missile weapons in one round with no bonus to attack or damage. any that strike do base roll damage.
18 Pin the Fan (3 actions) with concentration make a single ranged attack roll, add Wisdom bonus on to hit only for determining if it is a critical hit.

As I said I liberally m stealing these ideas so
Credit to:
Legend of the Five Rings
Roleplaying
Core Rulebook
Fantasy Fight Games
1995 West County Rd B2
Roseville MN 55113 USA
Date: 2018
John Wich and David Williams owners of original rights
* I have modified their format to fit Pathfinder 2e and am receiving NO compensation hopefully am okay to share here under fair use act.. Like I said need a Lawyer to get this official.
I in NO way authorize the use of this material for financial gain.

Sovereign Court

I have made a "samurai" for 2e. He is a fighter from Shokoru with a katana, wakizashi and naginata. He then has taken the Martial dedication. When it is finally made legal and he has enough encumbrance available, I am getting the O-Yori armor from The Treasure Vault.


Pathfinder Lost Omens, Rulebook Subscriber

I actually made a more "anime" inspired Samurai using the Swashbuckler, with it's ability to slice through enemies and high mobility, bouncing from target to target. It actually makes a pretty good Samurai with a little imagination, but only as presented in anime and video games.

For a traditional Japanese Warrior and all that entails...I have no idea. Other suggestions here seem perfectly serviceable.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

The new book, Treasure Vault, has tons of new gear that would be of use to a Samurai character, including but nit limited to: gi, kusarigama, naginata, nodachi, O-yoroi, rope dart, and sansetsukon.

Sovereign Court

Ravingdork wrote:
The new book, Treasure Vault, has tons of new gear that would be of use to a Samurai character, including but nit limited to: gi, kusarigama, naginata, nodachi, O-yoroi, rope dart, and sansetsukon.

But how long will it take for the items in that book to be legal?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Andrew the Warwitch wrote:
Ravingdork wrote:
The new book, Treasure Vault, has tons of new gear that would be of use to a Samurai character, including but nit limited to: gi, kusarigama, naginata, nodachi, O-yoroi, rope dart, and sansetsukon.
But how long will it take for the items in that book to be legal?

In PFS you mean? I'm willing to bet the Common items won't take too long at least. I'd say a month after release at the latest were I to guess.

Paizo wants to sell as many copies of their new book as they can, after all.

Sovereign Court

One thing I noticed is that you said Iaijuitsu is nothing more than Quick Draw or Quick Sheath? It is an actual strike. You approach your foe, blade still sheathed, and then in a lighting fast movement draw your blade and strike (all in the same movement).

Vigilant Seal

Andrew the Warwitch wrote:
One thing I noticed is that you said Iaijuitsu is nothing more than Quick Draw or Quick Sheath? It is an actual strike. You approach your foe, blade still sheathed, and then in a lighting fast movement draw your blade and strike (all in the same movement).

Could that not be covered in the rules via something like Stride + Quick Strike?

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