Class Alterations
Martial Maneuvers save DCs work closer to that of spell save DCs, rather than being 10+Maneuver Level+Relevant Modifier, it is 10+1/2 Initiator Level+Relevant Modifier. This is so maneuvers will level better as you go along (I'm not sure why they made it different from regular special abilities which follow this formula)
Martial Adept Classes in Aaralynn (as detailed within book of Nine Swords) are changed as follows, mainly dealing with the different styles (disciplines):
Scorching Gale (Desert Wind) Style no longer exists in Aaralynn due to the last surviving school of the style being swept into the ocean south of what is now the Kelly Desert circa 1414.
Devoted Spirit Style is helmed entirely by worshipers of Mileni, mainly aasimars. Users of Devoted Spirit will not teach the style to an evil being, and if a user is found to be utilizing the style for evil ends, the scholars of the style act quickly to bring an end to the misuse of power. Associated weapons no longer include greatclub and maul, but instead are greatsword and bastard sword.
Diamond Mind is unchanged.
Iron Heart is unchanged.
Setting Sun does not exist.
Aperto Escuro (Shadow Hand) is only known by a drow order, and only taught to other drow in the order. The drow of this order refuse to teach the techniques to anyone who is not fully-blooded drow, even if they have 1/8th of another race's blood.
Tama Hebi (Stone Dragon) is unchanged.
Tiger Claw is unchanged.
White Raven is unchanged. It is taught by both Kenku and Taokaga mainly, mostly to other Kenku or Taokaga.
All names of maneuvers and stances remain the same.
Martial Adepts do not exist in Shuulmenth Tsuiho, nor do they apparently exist in Keifel/Schriemann. Although Martial Adepts do not exist in Shuulmenth Tsuiho Martial Manuevers are still known by many.
Martial Adepts are commonly found in Wyruulanthea, mainly employed by The Universal Taskmasters of Society.
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Feat Progression for a Fighter instead of being;
Gain Feat at Levels 1, 2, 4, 6, 8, 10, 12, 14, 16, 18, 20
becomes;
Gain Feat at Levels 1, 2, 4, 5, 7, 8, 10, 11, 13, 14, 16, 17, 19, 20----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Kensai (Fighter Variant) Base Class has its title changed to Specialist.
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Knight Class is being handled by Leeland.
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Ninja Class is completely changed as follows:
Abilities: The Abilities that a ninja requires depends upon their choice in ninja specializations. Both Dexterity and Wisdom are useful across the board to all ninjas due to them both contributing to their AC.
Alignment: Any
Four different Clans of Ninja exist in Aaralynn, each with their own goals and intentions. No Clan is known to the public at large, however the existence of each is common knowledge to the Ninja Clans themselves. In areas of influence they may be notable, or known but rarely so outside of this area. They are as follows:
The Iga Ninja Clan: The Clan of Ninja in the west of the Aaralynn island. A self-contained and reserved clan of ninja concerned only with the protection of those oppressed and the area considered by them as still "The Iga Province". Formed by Grandmaster Dosan and Higure Hattori. Formed before the Gorgeth Regime overtook the island nation, however it officially asserted its presence by combating the control of the Gorgeth in the west of the island. The Monastic Order associated with them maintains itself as a policed force in the Iga region. Based somewhere around Kammi.
The Setting Sun Ninja Clan: A reclusive Clan of Ninja in the northern span of Aaralynn. Their focus in ninjitsu is mobility, being affiliated with the Weightless Foot Order of Aaralynn. They are the keepers of a special technique which grants them overland flight. The Clan is based near the cities of Sheena and Janelle, with the Weightless Foot Order based between the close points of the Mei River nearby the Yulia Lake. They are the rival Clan to the Iga of the West.
The Arahavolga Ninja Clan: The Clan of Ninja run by the Government of Aaralynn. Utilized mainly in espionage during times of conflict, protection of important persons, objects or documents, and subversion of threats to public safety. As a part of The Internal Affairs Division of The Government of Aaralynn, they are a publicly acknowledged force, but its membership and abilities are not disclosed to anyone. Even other Clans are not fully aware of their abilities. Lead apparently by Leonidas Sergisenn: Councilman of Internal Affairs of The Government of Aaralynn. Officially Acknowledged in 1508 with the establishment of the current government, however it is not known exactly when it was formed. Bases are unknown, but assumed to be in larger cities.
The Shun-Torga Ninja Clan: The Lost Clan of Ninja. The Shun-Torga seem to have disappeared completely from the radar even to other Ninja Clans. Their presence seemed to wane in the 1550's. Utilized assassination tactics to move as influence to those in power before disappearing. From time to time small hints of their presence are found in the present day. Thought to have originated in Kursio before the Gorgeth Regime took control of Aaralynn while the smaller island was still under the influence of The Orayshiman Empire. Leader and Bases are unknown.
Multiple separate Clans of ninja exist in the land of Wyruulanthea. Some engage in wars for lands or are the driving force behind societal conflicts. Known ones are as follows:
The Karashi Clan: The Clan of The Wasabi Family. The Karashi Ninjas are the clan who serve The Wasabi Family. The Wasabi Estate is nestled in the West of Wyruulanthea. Apparently an offshoot of an older clan of ninjitsu which is now defunct; The Dijyono. Once Taught by Grandmaster of Karashi: Tamakao Karashi. After the ascension of the United Taskmasters of Society to political power, the Karashi have gone deep undercover, even by the standards of common ninjitsu practice. It is rumored that they fight against the oppression of the government.
The Hadanshi Clan: The Clan from the Island of Lansasri. The Hadanshi Ninjas long protected the shores of Lansasri. Before it was swallowed by the sea, it is rumored that one of the masters of their clan's arts escaped to safety.
The Mizute Clan: The Clan that asserted dominance in the Yuoleng Region of Wyruulanthea. After extended periods of internal conflict within the water heavy area of the east of Wyruulanthea, The Mizute clan gained ruling power from stealing the knowledge of nearby rival clans and amalgamating their abilities into their own repertoire.
Others include, but are not limited to:
The Zayatsimimi School: The Mimitaro Ninjitsu Teachings. The Zayatsimimi school is not as much a clan of it's own but one half of the training undergone by the protectors of the Mimitaro people, The King's Instruments. The art of stealth and precision is used in conjunction with martial training to quell the enemies of the Mimitaros of Beshfell. Derived from Ancient Elven Ninjitsu techniques.
Hit Dice: d6
Skill Points: 6+Int Mod
Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex)
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Movement | AC Bonus | Special |
1st | +0 | +0 | +2 | +0 | +0' | +0 | Ki Power, Trapfinding, Sudden Strike +1d6 |
2nd | +1 | +0 | +3 | +0 | +0' | +0 | Evasion, Ninjitsu Talent |
3rd | +2 | +1 | +3 | +1 | +0' | +0 | Sudden Strike +2d6 |
4th | +3 | +1 | +4 | +1 | +10' | +0 | Acrobatics +2 |
5th | +3 | +1 | +4 | +1 | +10' | +1 | Sudden Strike +3d6, Ninjitsu Talent |
6th | +4 | +2 | +5 | +2 | +10' | +1 | Speed Climb |
7th | +5 | +2 | +5 | +2 | +10' | +1 | Sudden Strike +4d6 |
8th | +6/+1 | +2 | +6 | +2 | +20' | +1 | Acrobatics +4, Ninjitsu Talent |
9th | +6/+1 | +3 | +6 | +3 | +20' | +1 | Sudden Strike +5d6 |
10th | +7/+2 | +3 | +7 | +3 | +20' | +2 | |
11th | +8/+3 | +3 | +7 | +3 | +20' | +2 | Sudden Strike +6d6, Ninjitsu Talent |
12th | +9/+4 | +4 | +8 | +4 | +30' | +2 | Acrobatics +6 |
13th | +9/+4 | +4 | +8 | +4 | +30' | +2 | Sudden Strike +7d6 |
14th | +10/+5 | +4 | +9 | +4 | +30' | +2 | Ninjitsu Talent |
15th | +11/+6/+1 | +5 | +9 | +5 | +30' | +3 | Sudden Strike +8d6 |
16th | +12/+7/+2 | +5 | +10 | +5 | +40' | +3 | Acrobatics +8 |
17th | +12/+7/+2 | +5 | +10 | +5 | +40' | +3 | Sudden Strike +9d6, Ninjitsu Talent |
18th | +13/+8/+3 | +6 | +11 | +6 | +40' | +3 | |
19th | +14/+9/+4 | +6 | +11 | +6 | +40' | +3 | Sudden Strike +10d6 |
20th | +15/+10/+5 | +6 | +12 | +6 | +50' | +4 | Acrobatics +10, Ninjitsu Talent |
Class Features:
Weapon Proficiencies: Simple Weapons, Hand Crossbow, Kama, Kukri, Nunchaku, Sai, Shortbow, Short Sword, Shuriken & Siangham.
Armor Proficiencies: None.
AC Bonus, Ki Pool (Ki Power), Speed Climb, Sudden Strike and Trapfinding all remain the same as in Complete Adventurer.
Fast Movement: As a ninja progresses in level their movement increases as shown on the table. A ninja in armor (even light armor) or carrying a medium or heavy load loses this extra speed.
Acrobatics: At 4th level a ninja gains a +2 Bonus to Climb, Jump, & Tumble. This bonus increases to +4 at 8th level, +6 at 12th level, +8 at 16th level, and +10 at 20th level.
Ninjitsu Talent: At 2nd level and every third level after (5th, 8th, 11th, 14th, 17th, 20th) a ninja gains a special ability from the list below. Different Ninja Clans also gain access to unique special abilities for their Clan which are also listed below. Certain Ninjitsu Talents require previous Ninjitsu Talents or other prerequisites which are listed in their descriptions. A Ninja may choose any Ninjitsu Talent which has already been made available to them.
Level | General Talents | Iga School | Setting Sun School | Arahavolga School | Shun-Torga School | Karashi School | Zayatsimimi School |
2nd | Ghost Step (Invisible) Poison Use | Voices In The Night Creeping Shadow | Cloud Skipper | ????? | ????? | Ninjitsu Metabolism | Face of Bravery |
5th | Ki Dodge Spider-Waller | Trick of The Dark | Expanded Acrobatics | ????? | ????? | Metabolic Interference | Skin of Sinik |
8th | Improved Evasion Improved Poison Use Ghost Strike | Dark Sight Shadow Shield | ????? | ????? | ????? | Metabolic Focus | ????? |
11th | Greater Ki Dodge Camouflage Ghost Step (Ethereal) | Shadow Blade | ????? | ????? | ????? | Metabolic Amplification | ????? |
14th | Hide In Plain Sight Ghost Mind Poison Immunity | Night's Deception | ????? | ????? | ????? | Metabolic Memory | ????? |
17th | Perfected Ki Dodge Ghost Sight | Sword of Shadows | ????? | ????? | ????? | Metabolic Halt | ????? |
20th | Ghost Walk | Child of Shaow | ????? | ????? | ????? | Metabolic Reversal | ????? |
Jutsu Feats which require certain Ninjitsu Talents have their prerequisites altered to match the requisite levels in which the ability would be obtainable i.e. Ghost Step (Invisible) at 2nd Level, Ki Dodge at 5th Level & Ghost Strike at 8th Level.
The following Feats are exceptions to the revision and remain in need of the specific Ninutsu Talent:
River Eel Jutsu (Ki Dodge) & Wind Oxen Jutsu (Ghost Strike)
Ninjitsu Talent Descriptions:In general Ninjitsu Talents require a swift action and one free hand to perform. Unless stated in the ability description, this is accurate of all Ninja Talents. They are all Extraordinary Abilities (Ex).
General Talents: Talents available to a ninja of any clan.
Ghost Step Invisible: As in Complete Adventurer, by spending one ki point you may become invisible for one round.
Poison Use: As in Complete Adventurer, you never risk poisoning yourself when applying a poison or when using a poison laced weapon.
Ki Dodge: As in Complete Adventurer, by spending one ki point you gain partial concealment granting 20% miss chance for one round.
Spider-waller: By spending one ki point, you may walk upon walls as though the spell spiderclimb were cast on you at your land speed.
Improved Evasion: as the ability in Player Handbook I.
Improved Poison Use: Altered partially from Complete Adventurer, applying a poison is reduced to a move action instead of a standard action.
This ability also reduces the time needed for certain poison use feats (eg. Empower Poison) to a standard action. Requires Poison Use.
Ghost Strike: Altered partially from Complete Adventurer, by spending a ki point as a swift action, you may empower your attacks to strike ethereal targets while you are material for one round. You may also use this ability to strike material opponents while you are ethereal (like when using Ghost Step (Ethereal)). Requires Ghost Step (Invisible).
Greater Ki Dodge: As in Complete Adventurer, your ki dodge ability increases to give total cover granting 50% miss chance for one round. Requires Ki Dodge.
Camouflage: As the Ranger Special ability, you no longer require cover to hide in a natural environment.
Ghost Step (Ethereal): As in Complete Adventurer, by spending one ki point you may become ethereal for one round. Requires Ghost Step (Invisible).
Hide in Plain Sight: As the Ranger Special ability, you may make a hide check while being observed, while in a natural environment. Requires Camouflage.
Ghost Mind: Altered from Complete Adventurer, with this ability, in order to detect a ninja with a spell of the
Divination subschool, the spellcaster must make a caster check (DC 20+Ninja level). Requires Ghost Strike & Ghost Step (Invisible).
Poison Immunity: You gain immunity to all poisons. Requires Improved Poison Use.
Perfected Ki Dodge: Your Ki Dodge ability increases to encompass your martial prowess as well. Your Ki Dodge ability now grants 75% miss chance, and if your attacker misses his attack due to your miss chance, you may take an attack of opportunity on him. Requires Greater Ki Dodge & Ki Dodge
Ghost Sight: Altered slightly from Complete Adventurer, you may see ethereal creatures as easily as you see material creatures.
By spending one ki point, you may see as thoug you have had True Seeing cast upon you for one round. Requires Ghost Mind, Ghost Strike & Ghost Step (Invisible)
Ghost Walk: As in Complete Adventurer, by spending two ki points, you may travel to the Ethereal Plane as the spell Ethereal Jaunt. Requires Ghost Step (Ethereal) & Ghost Step (Invisible)
Iga Talents: Talents available to Iga Clan Ninjas. They focus the use of shadows to fell foes.
Voices in the Night: Spend one ki point, effect as the spell Ghost Sound, except duration is rounds equal to ninja level. range 25'+5'/2 levels. DC 11+Wis Mod. Increase DC by 2 per extra ki points spent.
Creeping Shadow: Spend one ki point, effect as the spell Darkness, centered on ninja's position.
Trick of The Dark: Spend one ki point, effect as the spell Major Image. DC 12+Wis Mod. Increase DC by 2 per extra ki points spent.
Dark Sight: Spend one ki point, gain darkvision out to 90' for ninja level number of hours.
Shadow Shield: As an immediate action, you may negate 5*# of ki points you spend points of damage from the next attack which would damage you. Requires Creeping Shadow.
Shadow Blade: As an attack action, strike a target within 30' with a ranged touch attack. Damage dealt is 3d4 per two ki points spent. Maximum number of ki points that can be spent is 1/2 ninja level. Eg. spend 1 ki point, deal 1d4, 2 = 3d4, 3 = 4d4, 4 = 6d4, 5 = 7d4, 6 = 9d4 etc...
Night's Deception: Spend two ki points, effect as the spell Permanent Image. DC 17+Wis Mod. Increase DC by 2 per extra ki point spent. Requires Trick of The Dark.
Sword of Shadows: As Shadow Blade except the d4s become d6s. If the attack is one to which Sudden strike is applicable, the d6s from Sword of Shadows become d8s. Requires Shadow Blade.
Child of Shadow: As a standard action create a Shadow copy of yourself. Lasts for 1d4+1 rounds. Multiple copies can be created for an additional two ki points each. Max of Three.
Setting Sun Talents: Talents available to Setting Sun Clan Ninjas. They focus on using the body to its peak performance.
Karashi Talents: Talents available to Karashi Clan Ninjas. They focus on altering one's bodily functions to command power on the field.
Ninjitsu Metabolism: By spending one ki point, you gain the effect of the spell Haste for one round.
Metabolic Interference: By spending one ki point, you may create a slow effect on enemies within a 20' radius of yourself for one round. DC is 12+Wis Mod. Increase DC by 2 per extra ki point used.
Metabolic Focus: By spending one ki point, you may gain the benefits of both being larger and smaller for one round. In effect gain a +4 Size Modifier on Grapple, Increased damage dice as though you were one size category larger, & +4 Size modifier on Hide, +1 Attack & AC as though you were one size category smaller. Requires Ninjitsu Metabolism.
Metabolic Amplification: Whenever you would confirm a critical hit, after you have confirmed the critical but before you have rolled the damage, you may as an immediate action spend one ki point to increase the multiplier by one step. By spending an additional three points, you may increase it by another step. The maximum increase is two steps.
Metabolic Memory: By spending a ki point, you may have any effect which affected you in the previous round occur again. You may reach further back another round by spending another ki point. You may reach back up to five rounds by spending the maximum of five ki points. You cannot repeat a repeating of an action. If you wish to repeat an effect, you must use skill points based upon the instance in which it originally occurred. You may not repeat the effect of another ninjitsu ability. Requires Metabolic Focus & Ninjitsu Metabolism.
Metabolic Halt: By spending 5 ki points, you may create the effect of the spell Time Stop. This may be performed a maximum of once per encounter. Requires Ninjitsu Metabolism, Metabolic Interference & Metabolic Focus.
Metabolic Reversal: By spending 7 ki points, you create the effect of the psionic power Time Regression.This may be performed a maximum of once per day regardless of remaining ki points in one's ki pool. Requires Ninjitsu Metabolism, Metabolic Interference, Metabolic Focus, Metabolic Amplification, Metabolic Memory, & Metabolic Halt.
Hadanshi Talents: Talents available to Hadanshi Clan Ninjas. The focus of these abilities is explosions and pyrotechnics.
Mizute Talents: Talents available to Mizute Clan Ninjas. They focus on gaining defense and movement closer to that of water.
Zayatsimmi Talents: Talents available to Zayatsimmi Clan Ninjas. They focus on both defensive and coercion tactics.
... More Later ...
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Samurai Class is completely changed as follows:
Abilities: The Abilities of a Samurai are mostly best determined by specific clan the Samurai is a part of. Strength is useful across the board.
In Aaralynn, the following Clans exist:
Lion: Spread about the east coast of Aaralynn. Mainly populated by Human, Catfolk and Leonin Families. Focus on Awareness and Endurance are the tenants of Lion Clan training. Constitution and Wisdom are the scores associated with Lion Samurai. Ancestral Weaponry include Katana, and Jian (longsword). A Temple is located in the City of Torin, with two Shrines located in Belva and Eliza.
Scorpion: Spread about the Southeastern area of Aaralynn between the west edge of the Kelly Desert and the east bank of the Rooney Lake. Composed mostly of Dwarven and formerly Gnome families. With the disappearance of the Gnome people went a majority of the Samurai and families of this clan. Focus on Deception and Misdirection are the tenets of Scorpion Clan training. Dexterity and Charisma are the scores associated with Scorpion Samurai. Rivals to the Wren Clan of the North. Ancestral Weaponry include Katana, Scythe, and Guandao (Halberd). A Temple is located in Ardith, and a Shrine is located in Anne.
Wren: Spread about the Northwestern area of the Island of Aaralynn. Composed mainly of Human, Elven, and Catfolk families. Focus on Mobility and Speed are the tenets of Wren Clan training. Dexterity and Charisma are the scores associated with Wren Samurai. Rivals to the Scorpion Clan to the South. Ancestral Weaponry include Katana, Pi Bian (Whip) and Da Dao (Glaive). A Temple is located in Matilda, with three Shrines located respectively in Janelle, Sheena, and Porsche.
Dog: Spread across the western coast of Aaralynn. Composed mainly of Human and Wolf-folk families. Focus on Mounted Combat and Archery are the tenets of Dog Samurai training. They are common to ride on Riding Dogs. Dexterity and Wisdom are the scores associated with Dog Samurai. Ancestral Weaponry include Katana, and Composite Longbow & Shortbow. A Temple is located in Kammi, and there are two Shrines, one in Laaysa and one in Aveline.
[Crab]: The Crab Clan is defunct. It is an ancient clan that no longer continues tutelage in the way of the samurai. Spread along the eastern coast of Mondoe and the entire nation of Kursio. 90% of the weaponry of the clan are in possession of the last surviving families, with the rest either destroyed or otherwise unaccounted for. Much of the techniques of the style were engraved upon the weaponry leaving some to find them and take up the style through self-teaching. Cloistered Defense and Overwhelming Power are the tenets of Crab Style. Ancestral Weaponry include Katana (all accounted for), Greatclub (some missing) and warhammer (some missing). The Shrines of the Crab Clan are in Miitool on Mondoe and Kenoto in Kursio, with the Temple within the underwater region of Kursio.
[Dragon]: The Dragon Clan is defunct. The ancient clan tasked with defending Karazann The Engineer. Karazann was said to be on a first name basis with all the Dragon Clan Samurai, knowing all 144 personally. The Samurai of the Clan were alleged to have been able to fly with magical aid from Karazann. The techniques associated with the Dragon Clan are two-weapon fighting and Unarmed Combat, although this is merely speculation. With the sinking of the stretch of land connecting what is now Aaralynn and Mondoe, so was sank all of the Ancestral Weaponry and Clan Shrines of The Dragon Clan. Very few weaponry of the clan have been found and are on display in a museum in Farrah. There are no users of the Dragon Clan Style, and there are no known remaining families. The locations of the Temples and Shrines are lost as well.
Alignment: Any Lawful
Special: A samurai may only be a member of one clan.
A samurai who ceases to be lawful or who commits an act of grave dishonor loses all samurai class features that depend on Charisma or Charisma-based checks. This includes the use of Ancestral weaponry which becomes a masterwork weapon in the hands of the former samurai as when they were level 1. Minor embarrassments don’t count, but major breaks with the code of bushido do. Acts that could lose a samurai his status include disobeying an order from a superior officer or feudal lord, fleeing in cowardice from an important battle, being caught in a major lie or other breach of integrity, and appallingly rude behavior. A disgraced character may not progress any farther as a samurai. He regains his class features the ability to advance in the class if he atones for his violations (see the atonement spell, page 201 of the Player’s Handbook), assuming the feudal lord offers a chance at redemption. (Some feudal lords demand ritual suicide as the only act that cleanses the stain of dishonor.)
Like a member of any other class, a samurai may be a multiclass character, but multiclass samurai face a special restriction. A samurai who gains a level in any class other than samurai may never again raise his samurai level, though he retains all his current samurai abilities. The way of the samurai demands constant adherence to the code of bushido. Samurai may sometimes take levels in particular prestige classes without violating this code.
Some disgraced samurai take levels in the Ronin prestige class (Update to come later) which gives them a chance to regain their lost class features.
Hit Dice: d12.
Skill Points: 4+Int Mod
Skills: Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Religion) (Nobility and Royalty) (Int), Profession (Wis), Sense Motive (Wis), Swim (Str), Iaijutsu Focus (Cha)
Different Clans gain additional Skills in addition to these:
Lion: Concentration (Con), Listen (Wis), Spot (Wis)
Scorpion: Bluff (Cha), Hide (Dex), Perform (Cha)
Wren: Gather Info (Cha), Balance (Dex), Tumble (Dex)
Dog: Ride (Dex), Heal (Wis), Survival (Wis)
[Crab]: Appraise (Int), Know (architecture and engineering) (Int), Search (Int)
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +2 | +0 | +0 | Weaponry of The Ancestors, Bonus Feat |
2nd | +2 | +3 | +0 | +0 | Bonus Feat, Staredown (+4) |
3rd | +3 | +3 | +1 | +1 | Kiai Smite 1/day |
4th | +4 | +4 | +1 | +1 | Mass Staredown (30') |
5th | +5 | +4 | +1 | +1 | Bonus Feat |
6th | +6/+1 | +5 | +2 | +2 | Kiai Smite 2/day, Staredown (+6) |
7th | +7/+2 | +5 | +2 | +2 | Improved Staredown |
8th | +8/+3 | +6 | +2 | +2 | Bonus Feat, Mass Staredown (40') |
9th | +9/+4 | +6 | +3 | +3 | Kiai Smite 3/day |
10th | +10/+5 | +7 | +3 | +3 | Frightful Presence, Staredown (+8 ) |
11th | +11/+6/+1 | +7 | +3 | +3 | Bonus Feat |
12th | +12/+7/+2 | +8 | +4 | +4 | Kiai Smite 4/day, Mass Staredown (50') |
13th | +13/+8/+3 | +8 | +4 | +4 | |
14th | +14/+9/+4 | +9 | +4 | +4 | Bonus Feat, Staredown (+10) |
15th | +15/+10/+5 | +9 | +5 | +5 | Kiai Smite 5/day |
16th | +16/+11/+6/+1 | +10 | +5 | +5 | Mass Staredown (60') |
17th | +17/+12/+7/+2 | +10 | +5 | +5 | Bonus Feat |
18th | +18/+13/+8/+3 | +11 | +6 | +6 | Kiai Smite 6/day, Staredown (+12) |
19th | +19/+14/+9/+4 | +11 | +6 | +6 | |
20th | +20/+15/+10/+5 | +12 | +6 | +6 | Bonus Feat, Mass Staredown (70') |
Class Features:
Weapon Proficiencies: All Simple & Martial
Armor Proficiency: Light & Medium
Kiai Smite remains the same as in Complete Warrior.
Weaponry of The Ancestors: Each Samurai begins play with a pair of weapons bestowed upon them by their clan. One of which is one of the Ancestral Weaponry of their clan and the other is either a wakizashi (shortsword) or a tanto (dagger). The weaponry is hand-crafted by the Anointed Smith of the Clan. These weapons have been passed down through their families for years. These weapons are are an integral part of the Samurai and protecting them is a part of their code. As a samurai acquires treasures through adventuring, they may awaken supernatural abilities within their Ancestral Weapon. At anytime, a Samurai may retreat to a temple or shrine of their clan and spend time in prayer to enhance their Ancestral Weaponry. This requires a sacrifice of valuable items shown on the table below.this sacrifice does not have to be gold, the character can sacrifice magical or other valuable items worth the required amounts. The Samurai must meet the minimum character level including any prestige class levels shown on the table and spend 1 day per 1000 gp sacrificed in the shrine or temple. During this time they must spend at least 8 hours per daykneeling before his ancestors and weapons not stopping to eat or sleep.
The values shown on the below table are the total value of sacrifice required to bring a single weapon to the listed weapon bonus. Before a Samurai's weapon can become a +1 weapon it is an ordinary masterwork weapon in every way. Its latent supernatural powers do not cause it to be considered a magic weapon in anyway until those powers are awakened. A Samurai who loses his Ancestral Weaponry is dishonored until he can recover them. They cannot enhance any other weapons in this way.
Weapon Bonus | Total Sacrifice Required | Minimum Character Level |
+1 | 2,000 gp | 4th |
+2 | 8,000 gp | 7th |
+3 | 18,000 gp | 9th |
+4 | 32,000 gp | 11th |
+5 | 50,000 gp | 13th |
+6* | 72,000 gp | 14th |
+7* | 98,000 gp | 15th |
+8* | 128,000 gp | 16th |
+9* | 162,000 gp | 17th |
+10* | 200,000 gp | 18th |
Due to the tapering of magical power in Aaralynn, the needed sacrifice for a Samurai's weapon is multiplied by 3/2. Ex: +1 becomes 3,000, +2 becomes 12,000 etc...
Frightful Presence as the feat, adding drawing one's weapon to the list of actions which trigger the ability. If the samurai already possesses this feat, then this adds 3 to the DC needed to resist the effect.
Bonus Feats are selected from different lists based on which clan the Samurai belongs to. To take the feat the Samurai must still have all prerequisites.
Lion: Endurance, Die Hard, Combat Expertise, Improved Disarm, Improved Trip, Awareness*, Toughness, Skill Focus (Iaijutsu Focus) (Spot) (Listen), Monkey Grip, Gorilla Grip*, Exotic Weapon Proficiency (Katana), Weapon Focus (Katana) (Jian), Weapon Specialization (Katana) (Jian), Greater Weapon Focus (Katana) (Jian), Earth Sense, Earth Adept, Earth Master [For feats which would normally require fighter levels, replace with levels in Samurai.]
Scorpion: Improved Initiative, Danger Sense, Death Blow, Blind Fight, Hear The Unseen, Weapon Finesse, Improved Weapon Finesse, Backhand Style, Backhand Style Mastery, Anything Goes Combat*, Anything Goes Long*, Dodge, Mobility, Spring Attack, Bounding Assault, Rapid Blitz, Combat Expertise, Improved Feint, Improved Trip, Lightning Reflexes, Prone Attack, Close Crouching*, Ground Defense*, Level Playing Field*, Scorpion Sting** Skill Focus (Iaijutsu Focus) (Hide) (Bluff), Weapon Focus (Guan Dao) (Scythe)
Wren: Combat Reflexes, Improved Combat Reflexes, Greater Combat Reflexes, Vexing Flanker, Adaptable Flanker, Deft Opportunist, Hindering Opportunist, Opportunistic Tactician, Evasive Reflexes, Flight of The Wren**, Dodge, Mobility, Spring Attack, Bounding Assault, Rapid Blitz, Combat Expertise, Improved Combat Expertise, Improved Disarm, Quick Draw, Quick Sheathe*, Run, Dash, Sprinter, Brachiation, Roofwalker, Accelerated Balancing*, Accelerated Climbing*, Exotic Weapon Proficiency (Whip), Skill Focus (Iaijutsu Focus) (Gather Info) (Balance), Weapon Focus (Da Dao) (Pi Bian)
Dog: Animal Affinity, Attuned Stride*, Mounted Combat, Mounted Archery, Improved Mounted Archery, Mounted Fighting, Ride-By Attack, Trample, Point Blank Shot, Manyshot, Far Shot, Defensive Archery, Rapid Shot, Improved Rapid Shot, Precise Shot, Bow Feint, Efficient Pull, Improved Precise Shot, Penetrating Shot, Plunging Shot, Ranged Disarm, Ranged Pin, Zen Archery, Skill Focus (Spot) (Ride) (Handle Animal), Weapon Focus (Composite Longbow) (Composite Shortbow)
[Crab]: Heavy Armor Proficiency, Shield Proficiency, Power Attack, Improved Sunder, Cleave, Great Cleave, Improved Bull Rush, Weapon Focus (Spiked Armor) (Spiked Shield) (Greatclub) (Warhammer), Blood-Spiked Charger, Brutal Strike, Combat Brute, Combat Engineer, Pushback, Skill Focus (Know (architecture and engineering))
*: New Feat Listed Below.
**: New Feat Listed Below exclusive to this Clan of Samurai.
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Swashbuckler Class is Completely changed as follows:
Abilities: The lightly armored swashbuckler depends on a high Dexterity for her Armor Class, as well as for many class skills. High Intelligence and Charisma scores are also hallmarks of a successful swashbuckler. Strength is not as important for a swashbuckler as it is for other melee combatants.
Alignment: Any.
Hit Die: d8.
Skill Points: 6+Int Mod
Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Escape Artist (Dex), Forgery (Int), Gather Info (Cha), Intimidate (Cha), Jump (Str), Knowledge (Local) (Ship) (Int), Listen (Wis), Open Lock (Dex), Perform (Cha), Profession (Shipwright) (Sailor) (Wis), Search (Int), Sleight of Hand (Dex), Speak Language, Survival (Wis), Swim (Str), Tumble (Dex)
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +2 | +2 | +0 | Weapon Finesse, Dodge (As Feats) |
2nd | +2 | +3 | +3 | +0 | Dextrous Grip |
3rd | +3 | +3 | +3 | +1 | Insightful Strike |
4th | +4 | +4 | +4 | +1 | Dodge Bonus 2 |
5th | +5 | +4 | +4 | +1 | Acrobatic Charge |
6th | +6/+1 | +5 | +5 | +2 | Improved Flanking (+4) |
7th | +7/+2 | +5 | +5 | +2 | Dodge Bonus 3 |
8th | +8/+3 | +6 | +6 | +2 | Lucky |
9th | +9/+4 | +6 | +6 | +3 | Slippery Mind |
10th | +10/+5 | +7 | +7 | +3 | Dodge Bonus 4 |
11th | +11/+6/+1 | +7 | +7 | +3 | Acrobatic Skill Mastery |
12th | +12/+7/+2 | +8 | +8 | +4 | Improved Flanking (+6) |
13th | +13/+8/+3 | +8 | +8 | +4 | Dodge Bonus 5 |
14th | +14/+9/+4 | +9 | +9 | +4 | Weakening Critical |
15th | +15/+10/+5 | +9 | +9 | +5 | Luckier |
16th | +16/+11/+6/+1 | +10 | +10 | +5 | Dodge Bonus 6 |
17th | +17/+12/+7/+2 | +10 | +10 | +5 | Wounding Critical |
18th | +18/+13/+8/+3 | +11 | +11 | +6 | Improved Flanking ( +8 ) |
19th | +19/+14/+9/+4 | +11 | +11 | +6 | Dodge Bonus 7 |
20th | +20/+15/+10/+5 | +12 | +12 | +6 | Severing Critical |
Class Features:
Weapon Proficiencies: Simple, Light & One Handed Martial, & Whip
Armor Proficiency: Light
All Class abilities remain as in Complete Warrior except as where noted here:
Dextrous Grip: Any weapon which would be considered a one handed melee weapon you may use as a light weapon. This allows you to use Weapon Finesse with said weapon. You may not use both hands to deal 1&1/2 Str Mod to damage or use Power Attack with said weapon unless you forgo using weapon finesse with it.
Dodge Bonus: Your Dodge Bonus from the Dodge feat increases to +2. You may split it as you please amongst multiple targets. This increases every 3 levels. Your dodge bonus to your AC against a target may not exceed the difference between your Hit Dice+1, Minimum 2. Ex. a 19th level Swashbuckler is fighting a 23 Hit Dice Creature and 2 16 Hit Dice Creatures. They can only apply 5 of their dodge bonus to their AC, however they may use their remaining 2 Dodge Bonus against one of the 16 Hit Dice Creatures or 1 on each.
Unlike the normal Dodge Feat, this bonus is negated if wearing more than light armor or carrying more than a light load.
Improved Flanking: As ability in Complete Warrior except the bonus to the swashbuckler increases by 2 every six levels. This Class ability effectively nullifies the personal effect of the Superior Flanking Feat, however it does correlate the secondary effect still if a swashbuckler has said feat.
Luckier: As Lucky but now 2/day
Severing Critical: A Critical hit dealt by a Swashbuckler deals 2 Dex damage on top of the 2 Str and 2 Con damage they already deal from Weakening & Wounding Critical. On top of this, a swashbuckler's Int Mod is added as a bonus to the ability damage dealt by Weakening, Wounding & Severing Critical.
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