Requirements: Str 13,
Con 13, Int 14, Wis 13
Prime Requisite: Str
Hit Dice: 1d8
Samurai
are elite warriors, well trained in many areas of warfare. In most
cases, they serve a powerful lord, but some become ronin
(“wave men”), free from feudal obligation, but without recourse
to the wealth and influence of a patron. However, it is often these
wandering samurai who make the greatest mark on the page of history.
Not every member of the warrior class has the Samurai character class
– these men and women are truly paragons of the warrior code.
Samurai
can wear any kind of armor but cannot use shields. They are able to
use any weapon, but are expected to carry a bastard sword (katana),
both as a symbol of their status, and as a means of defence. Samurai
use the Paladin Experience Table, and the Fighter, Paladin and Ranger
Saving Throw Table. They attack using the Fighter values. Samurai
must be Lawful in alignment.
Bushido,
the way of the warrior, is a code that many of the warrior class try
to follow, but the Samurai is its exemplar. This way can be
summarized in seven essential principles:
- Gi: the right decision, taken with equanimity, the right attitude, the truth. Rectitude. The samurai educates his mind in order to better take the right course, even if that course is death.
- Yu: bravery tinged with heroism. The samurai must recognise fear, and conquer it.
- Jin: universal love, benevolence toward mankind; compassion. The samurai must recognise the suffering in others and aid them.
- Rei: right action--a most essential quality, etiquette, courtesy. The samurai must show respect and gratitude.
- Makoto: utter sincerity; truthfulness. The samurai must strive to be honest.
- Meiyo: honor and glory. The samurai must do that which reflects well on himself, without arrogance.
- Chugo: devotion, loyalty. The samurai is loyal to his lord, his family, his country, and to himself.
Kiai
– by focusing the internal energies of the body (ki)
into a fierce shout, the Samurai can increase his or her Strength to
18 (if it is already 18, then it increases to 19) for 1 round. A
Samurai can focus his or her ki a number of times per day
equal to his or her level.
Reaching
2nd
Level
–
the Samurai gains +1 bonus to damage dice, this increases by +1 every
3 levels after 2nd
Reaching
3rd
Level
–
Samurai can only be surprised on a roll of 1.
Reaching
5th
Level –
The
Samurai gains immunity to all types of fear.
Reaching
6th
Level – The
Samurai can choose to cause fear in all creatures with 1 HD or less
(saving throw vs breath weapon). The Samurai can control whether this
power is in effect at will. Any creatures who fail their save are
struck with fear, either surrendering or fleeing from the Samurai.
Any creature that passes the saving throw is immune to the fear
effect for that encounter.
Reaching
7th
Level – The
Samurai is offered jito
(stewardship)
over one of the properties of his lord; the Samurai is under no
obligation to accept. Should the Samurai refuse, then he or she is
offered a fitting home in the city or camp where the lord makes his
headquarters. If he or she accepts, then a shugo
(constable of the province) watches over and directs the Samurai. As
jito,
the Samurai must watch over the area, settling disputes, protecting
the property, collecting taxes and quelling rebellion. In return, the
Samurai receives one quarter of the taxes collected.
The
lord provides the new jitowith
10 fighters and 1d4 samurai (all of 1st
to 3rd
level). The loyalty of these men ultimately lies with their lord, but
will serve the Samurai unless the lord intervenes. The Samurai will
always retain his or her position as jito
even as he or she increases in level. The duties can be assigned to
an underling (in exchange for a portion of tax), and the Samurai is
not required to remain on the property.
The
Samurai does not own the property, but the only way it can lost is if
the property is horribly mismanaged or the taxes are not turned over
to the Samurai's lord. It is the lord's responsibility to seize
control back from the Samurai in the event of revolt on the latter's
behalf.
Reaching
8th
Level –
The
lord offers the Samurai the position of shugo:
if the Samurai accepts, he or she becomes responsible for the
protection of a province and of protecting the lord's interests in
that province. It is expected that the Samurai will administer
justice and supervise the
jito
under him or her. The Samurai attracts 10d10 1st
Level Fighters as followers, but there is a 20% chance that one of
these is actually a spy sent to infiltrate the new shugo's
household (the spy may be of another class such as a Thief or Ninja).
No more than 1 spy will operate in the household. The fighters will
be loyal to the Samurai as long as their needs are met (food,
housing, adequate pay), and as long as the Samurai's fortune does not
take a turn for the worse.
Reaching
9th
Level – The
Samurai attracts 2d10 1st
Level samurai, all of whom are absolutely loyal to the PC. In
addition, 1d6+1 specialists will request to be taken into the
Samurai's service. There is a 10% chance that one of these is a spy
(typically a Thief or Ninja) sent as a precaution.
Reaching
10th
Level –
The Samurai gains the power of the great
kiai,
or paralysing shout. The character's ki is summoned up in the form of
a ferocious war-cry: all enemies within 10 feet must save vs
paralyzation or be stunned for 1 round. (see p144 AEC). The Samurai's
Strength is also increased to 18 for 2 rounds (if the Samurai already
possesses a Strength of 18, then it increases to 19). The great
kiai can
only be used once per day, and the Samurai cannot use his normal kiai
and
the great
kiai on
the same day.
(Phew! That was a bit of work! On the menu still - ninja, sohei, shukenja and sohei spell lists, conversions of spells, monsters is... a whole bundle of trouble. I am not going to convert yakuza - thieves can cover that. I'm also not converting barbarians at the moment, until I can think of what to do with them.)
I find myself once again wishing that I had waited until you were finished with this project before I had started my new campaign. Nice work, again it retains the flavor of the OA class and loses the unnecessary complexity. I find myself rewriting OA on the fly, martial arts came up in Sunday night's game. That wasn't something I had planned on or prepared for in any way.
ReplyDeleteHi James, yeah sorry, I didn't think to put up a contact email! I'd love to review it, as it sounds very interesting. PDF is fine and my email is christopher dot wellings at gmail dot com
ReplyDelete