Sublime Samurai (3.5e Class)

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Author: Eiji-kun (talk)
Date Created: 3-1-15
Status: Complete
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Sublime Samurai[edit]

Warriors of honor, the samurai is a thing of legend. With the weapon expertise of a fighter and the will and determination of a paladin, they served their lords with undying loyalty. Through the strength of their oaths and their ancestral weapons they move to fight those which oppose order.

Making a Sublime Samurai[edit]

Abilities: Sublime samurai, being melee combatants most of the time, value Strength and Constitution. A strong Dexterity is still important for those lacking heavier armor, and Charisma can also help with both their abilities and their defenses. Intelligence and Wisdom, while valued, are less important.

Races: Any.

Alignment: Non-chaotic.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: As fighter.

Table: The Sublime Samurai

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special ManeuversToB
Fort Ref Will Maneuvers Known Maneuvers Readied Stances Known
1st +1 +2 +0 +2 Ancestral Weapon, Challenge, Oath 3 3 1
2nd +2 +3 +0 +3 Aura of Nobility, Noble Blood, Quick Draw and Sheathe 4 3 1
3rd +3 +3 +1 +3 Ancestral Blessing +1, Diehard 5 3 2
4th +4 +4 +1 +4 Bonus Feat, Mass Intimidation 5 4 2
5th +5 +4 +1 +4 Delay Strikes 6 4 2
6th +6 +5 +2 +5 Unshakable Loyalty 6 4 3
7th +7 +5 +2 +5 Ancestral Blessing +2, Rapid Intimidation 7 4 3
8th +8 +6 +2 +6 Bonus Feat 7 5 3
9th +9 +6 +3 +6 Daimyo 8 5 3
10th +10 +7 +3 +7 Forest Cutting Wind, Lesser Artifact 8 5 4
11th +11 +7 +3 +7 Ancestral Blessing +3 9 5 4
12th +12 +8 +4 +8 Bonus Feat 9 5 4
13th +13 +8 +4 +8 Improved Delay Strikes 10 6 4
14th +14 +9 +4 +9 Sharpness 10 6 4
15th +15 +9 +5 +9 Ancestral Blessing +4 11 6 5
16th +16 +10 +5 +10 Bonus Feat 11 6 5
17th +17 +10 +5 +10 Deadly Cut 12 6 5
18th +18 +11 +6 +11 Pass Ancestral Knowledge 12 6 5
19th +19 +11 +6 +11 Ancestral Blessing +5, Legendary Shogun 13 7 5
20th +20 +12 +6 +12 Artifact Weapon, Bonus Feat 13 7 6

Class Skills (4 + Int modifier per level.)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (local) (nobility) (religion) (Int), Listen (Wis), Martial Lore (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

All of the following are class features of the Sublime Samurai.

Weapon and Armor Proficiency: Sublime Samurai are proficient with all simple and martial weapons, katanas, and bastard swords, with light and medium armor, and with shields (except tower shields).

Maneuvers: At the levels shown above, you gain a new maneuver known from the Dancing Goddess, Diamond Mind, Iron Heart, and Setting Sun disciplines. You must meet a maneuver’s prerequisite to learn it. You add your full Sublime Samurai levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At the levels shown above, you gain an additional maneuver readied per day.

Upon reaching 4th level and every even-numbered sublime samurai level after that (6th, 8th, 10th, and so on) you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver and exchange for the new one. You can choose a maneuver of any level you like, as long as you observe your restriction on the highest level maneuvers you know; you need not replace the old maneuver with a new maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st, 2nd, 3rd, or 4th level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready all three maneuvers you know at 1st level, but as you advance in level and learn more maneuvers you must choose which maneuvers to ready. You ready maneuvers by focusing for 5 minutes. The maneuvers you choose remain readied until you decide to focus again and change them. You need not sleep or rest for any long period of time in order to ready your maneuvers; any time you spend five minutes in thought, you can change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).

You can recover a single expended maneuver as a move action, in which you sheathe or unready the weapon you're using. You can recover all maneuvers at once as a full attack action, in which you sheathe or unready your weapon. Doing this does not provoke attacks of opportunity.

Stances Known: At the levels shown above, you learn a new martial stance from Dancing Goddess, Diamond Mind, Iron Heart, and Setting Sun disciplines. You must meet a stance’s prerequisite to learn it.

Ancestral Weapon: At 1st level a sublime samurai gains a masterwork weapon they are proficient with for free. This is their ancestral weapon, which is the focus of several class features. If the ancestral weapon is ever lost or destroyed, a new one can be assigned in a ritual over 24 hours, and costing 100 gp per level as penance for losing their weapon. If the sublime samurai has the Two-Weapon Fighting feat, they may get two ancestral weapons and bonuses apply to both. They may reforge these weapons at any time if they wish to add a special material component to it, paying the cost of materials as normal.

You never provoke for sheathing or unreadying your ancestral weapon, which you must do every time you wish to refresh maneuvers.

Challenge (Ex): As a swift action 1/encounter, the sublime samurai can issue a challenge to any creature aware of them. Once deployed, the effect lasts until the encounter is over or the creature challenged is defeated and cannot be canceled. You gain a +2 attack bonus and +2 dodge bonus on AC against the target of your challenge, and a -2 penalty on attack and AC against all other creatures. If no other creatures are interfering with the battle between you and the target, the bonus increases to +4 (but the penalty remains the same). The opponent can choose to accept the challenge, and gain the same bonuses and restrictions against you.

The challenge is broken if you attack any other creature, and you take a -4 penalty on attacks and AC against all creatures for the rest of the encounter.

Oath: As a sublime samurai, you swear an oath to uphold honor for your title. While often sworn to a lord, the important part is retaining your behavior as a noble swordsman.

You never gain the +2 attack benefit from flanking, though you may choose to flank and may still benefit from sneak attack.

You must never employ poisons, you will win by strength and skill and direct threat.

You must never attack a helpless opponent, except under lawful pretense (such as an execution).

You must never attack your lord, if any, without first announcing your breaking of ties.

If issued a challenge (from the sublime samurai, and similar features such as from the knight class), you must accept.

You are a representative of honor, and you are expected to follow. While a single infraction often means nothing, serious infractions may cause the sublime samurai to fall and become an ex-sublime samurai (see below).

Aura of Nobility (Su): You exude an aura of nobility and strength. At 2nd level you add your Charisma as a morale bonus to all saving throws. If you are not wearing armor, you also add this bonus to AC. However, if a creature successfully hits you, or you fail a saving throw against a creature's effects, your bonus is halved for 24 hours against that creature as it is shown you are yet mortal.

Noble Blood (Ex): At 2nd level your regal nature helps you in social matters. You gain half your class level to Diplomacy, Intimidate, and Knowledge Nobility checks. Nobles generally start out one step more friendly to you than normal if they recognize your title.

Quick Draw and Sheathe: At 2nd level, the sublime samurai gains Quick Draw and Quick Sheathe as a bonus feat. However, it still takes a move action (or full attack action) to recover your maneuvers by sheathing your weapon.

Ancestral Blessing (Ex): At 3rd level and every four levels beyond, your ancestral weapon begins to awaken to its true power. It gains a +1 enhancement bonus (or a special ability of same value) to your weapon. This does not add to the overall cost of the weapon, but does still require a +1 bonus before adding special abilities as normal. Every time you level you can reassign your bonuses granted by this class feature.

Diehard: At 3rd level, the sublime samurai gains Diehard as a bonus feat.

Bonus Feat: At 4th level and every four levels beyond, the sublime samurai gains a fighter bonus feat. They count their class level as their effective fighter level, but only in regards to their ancestral weapon. The feats gained by this method do not apply to non-ancestral weapons.

Mass Intimidation (Ex): The sublime samurai has an intimidating air about them which lets them shake the morale of others en masse. At 4th level, they may intimidate all opponents within 30 ft when they make an Intimidate check.

Delay Strikes (Su): At 5th level the sublime's samurai's strikes are so keen opponents often don't notice... until it's too late. You may choose to delay the damage on a successful strike up to 5 rounds from when you made the attack. The damage is not applied until the duration is up, where it comes all of a suddenly in one mass. It counts as a single attack for the purpose of bypassing damage reduction.

Unshakable Loyalty (Su): A 6th level sublime's samurai loyalty to the cause cannot be broken. They are immune to charm and compulsion effects.

Rapid Intimidation (Ex): At 7th level, a sublime samurai can Intimidate as a move action.

Daimyo: The 9th level sublime samurai is granted prestige and power, his fame now spread wide. They gain the benefit of the LandlordSBG feat and Leadership feats, but only obtain followers, no cohort. While these benefits do not help directly, your followers will use Landlord benefits to set up a bakufu, a warcamp of your own (if you haven't already provides a place to stay). When in your bakufu, you and allies gain a +2 on all ability and skill checks, recover nightly at twice the normal rate, and double the speed of any long duration skill checks and abilities (such as crafting) thanks to the assistance of your followers.

Forest Cutting Wind (Su): At 10th level you can use a full attack action to make a single attack against all creatures in 60 ft. This may be a standard action maneuver if you wish, done as part of the full round action. While it strikes all valid targets in the area, any maneuvers you use with it are burned out and cannot be refreshed until you meditate and rest for 5 minutes.

Lesser Artifact: At 10th level, the sublime samurai's ancestral weapon becomes something like an artifact. While it can be reduced to 0 hp and rendered inert, it cannot actually be destroyed. You also always know the direction and plane your ancestral weapon is on regardless of distance. The weapon and its abilities continue to function in an antimagic field. Finally, you can repair your ancestral weapon to full health after 1 minute of focus, or to at least 1 hp as a 1 round action.

Improved Delay Strikes (Su): Your ability to delay strikes improves at 13th level. You may delay your strikes indefinitely, and choose to activate your attacks as a free action at any point. However you can only retain up to your Charisma modifier in attacks delayed indefinitely at one time (minimum +1), any beyond this are limited to 5 rounds as normal.

Sharpness (Su): At 14th level, your weapon has been folded over 1000 times, able to destroy even tanks with a single blow, which is why the Americans never invaded Japan and their superior steel. Well, while it won't help with hardness it is capable of bringing down force effects such as wall of force, treating them as if they had hardness equal to their caster level and 5 hp per caster level.

Explosive Finish (Su): At 15th level, killed opponents don't simply drop, you can choose for them to explode in a show of power. If you choose to cause them to explode, opponents deal 1d6 points of damage per CR of the opponent in a 10 ft radius burst, with a Reflex save for half (DC 10 + 1/2 HD + Charisma modifier). This is often used with delayed strike, so the opponent does not blow up in your own face. This act destroys the body, leaving nothing but ash.

Deadly Cut (Ex): At 17th level, you may study a challenged opponent for 3 rounds. You may defend yourself, but you must not attack or the effect is spoiled. At the beginning of the third round, you may make an attack and the opponent must make a Fortitude save (DC 10 + 1/2 HD + Charisma modifier) or die. This counts as death attack, save for the fact that it relies completely on the opponent knowing of your presence rather than being hidden. It counts as death attack for the purpose of pre-requisites. It is typically used in duels between powerful sublime samurai, with a tense stare-off followed by a single strike. On a successful save, the creature does not die, but it takes damage as normal.

Pass Ancestral Knowledge (Su): If a 18th level sublime samurai dies but their body is intact, they may remain conscious but mortally wounded for up to 1 minute. If an ally is within touch range, the sublime samurai may give parting words and transfer their fighting spirit to their ally (dying upon completion), a move action for the ally. This fully heals the ally and duplicates the effects of fusion for the next 24 hours. After which, most sublime samurai pass on. However, some sublime samurai attempt to dominate the body they are in, and the creature must make a Will save (DC 10 + 1/2 HD + Charisma modifier) or die and have the sublime samurai's personality take over. This is typically considered an evil act, and replicates the effect of reincarnate, with the new body being the body of the consumed ally.

Alternatively, they may pass their knowledge into their sword as they die. In this state, the samurai passes knowledge onto the next creature who touches the sword (ally or enemy) and can last forever in this state. Destroying the sword destroys the spirit inside.

Legendary Shogun: At 19th level the sublime samurai's army grows. The number of followers double, and the bonuses your followers provide are doubled (+4 on checks, and four times speeds for crafting and similar).

Artifact Weapon: At 20th level, the sublime samurai's ancestral weapons become true artifacts. They cannot be damaged, and the weapon counts as your body for the purposes of reviving you. You do not pay for revival costs if you have the weapon as your focus.

Ex-Sublime Samurais[edit]

A sublime samurai who ceases to be non-chaotic or who grossly violates the code of conduct loses all sublime samurai maneuvers, noble blood, and supernatural (but not extraordinary) class abilities. They retain weapon, armor, and shield proficiencies. She may not progress any farther in levels as a sublime samurai. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.

Epic Sublime Samurai[edit]

Table: The Epic Sublime Samurai

Hit Die: d8

Level Special
21st
22nd
23rd Ancestral Blessing +6
24th Bonus Feat
25th
26th
27th Ancestral Blessing +7
28th Bonus Feat
29th
30th

4 + Int modifier skill points per level.

Ancestral Blessing: The bonus to ancestral blessing continues to increase by one at 23rd and every four levels beyond.

Bonus Feat: Bonus feats are gained at 24th and every four levels beyond.

Human Sublime Samurai Starting Package[edit]

Weapons: Bastard Sword.

Skill Selection: Pick a number of skills equal to 5 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Autohypnosis 4 Wis
Concentration 4 Con
Diplomacy 4 Cha
Knowledge Nobility 4 Int
Martial Lore 4 Int

Feat: Improved Initiative.

Bonus Feats: Combat Reflexes.

Gear: Chain Shirt.

Gold: 25 gp.

Campaign Information[edit]

Playing a Sublime Samurai[edit]

Religion: Sublime samurais may or may not be religious, but their loyalty belongs to their lord in the world of the living, and less to strange beings from beyond.

Other Classes: Paladins and samurai, though they follow different dogmas, may be able to find common ground in their behavior.

Combat: You're a melee guy, and can even pull some social weight as well.

Advancement: Martial initiator classes all benefit from their PrCs and other melee abilities.

Sublime Samurais in the World[edit]

My sword is a tool of justice!
—Rajin, Warforged Sublime Samurai

Daily Life: Just because you are a warrior doesn't mean you are useless outside of the battlefield. You're a poet, you're an artist, you're a politician and a social worker. You must earn your title through your efforts to make the world a more peaceful place.

Organizations: Samurai are rarely alone, they work with others under the wills of their lords. Rarely a samurai may lose their lore and become wandering ronin. Some keep their honor, but others...

NPC Reactions: Samurai are typically seen and respected, but also feared, for they are warriors of law, but not always good.

Sublime Samurai Lore[edit]

Characters with ranks in Knowledge Nobility can research Sublime Samurais to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Nobility
DC Result
10 Sublime samurai are warriors for law and order. They keep their ancestral weapons at their side, for it is both a tool and a mark of honor.
15 Sublime samurai aren't merely great warriors, but charismatic and intimidating figures who gather the support or fear of those around them.
20 Powerful sublime samurai can cut down entire forests in a single blow, cut a thousand times without causing a wound, or strike down those who challenge them in one motion.
30 Those that reach this level of success can research specific sublime samurai, their whereabouts, who they work for, their weapon of choice, and other details.

Sublime Samurais in the Game[edit]

Adaptation: Samurai can easily be paladins, Jedi, or any other similar organization for your game.

Sample Encounter: The terrifying samurai known as Oda is on a quest to unite the world, regardless how many are trampled underfoot. And he is coming your way.


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Eiji-kun's Homebrew (5605 Articles)
Eiji-kunv
Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral + and Neutral Evil +
Article BalanceHigh +
AuthorEiji-kun +
Base Attack Bonus ProgressionGood +
Class AbilityMartial Maneuvers +
Class Ability ProgressionFull +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
Rated ByLeziad +
RatingRating Pending +
Reflex Save ProgressionPoor +
SkillAppraise +, Autohypnosis +, Balance +, Climb +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Handle Animal +, Intimidate +, Jump +, Knowledge +, Listen +, Martial Lore +, Perform +, Profession +, Ride +, Sense Motive +, Sleight of Hand +, Spot +, Swim + and Tumble +
Skill Points4 +
SummaryA samurai who employs martial maneuvers and quick flashy strikes. +
TitleSublime Samurai +
Will Save ProgressionGood +