Crab Clan Ronin (3.5e Class)
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A Ronin is a Samurai with no master. They are attuned to their weapons and may never be apart from them if they so wish.
Making a Crab Clan Ronin.
Those formally of the Crab Clan retain the roots of their former clan. Heavily armored and equipped with a keen sense of awareness, Crab Clan ronin are trained to thin out oncoming forces with their archery, and crush the remaining foes who make it to their gate, with a great spiked club.
Crab Clan Ronin make excellent front line fighters, out door scouts, and extreme ranged attackers.
Abilities: Constitution is paramount as a defender. However, you can take Wisdom or Strength to focus on either ranged or close combat.
Alignment: A Ronin may be of any alignment, though their vicious attitude in battle often lead to a chaotic alignment. A few Ronin have a personal code they adhere to.
Starting Gold: 1d8x10 gp + Spiked Club/Long Bow
Starting Age: Simple
|1st||+1||+2||+0||+2||Spiked Club/Long Bow, Animal Companion, Live by the Sword, Rage/Zen(1/day)|
|2nd||+2||+3||+0||+2||Battle Cry, Wild Empathy, Bonus Feat|
|7th||+7/+2||+5||+2||+5||Armor Training, Damage Reduction 2/-|
|8th||+8/+3||+6||+2||+6||Bonus Feat, Rage/Zen(3/day)|
|10th||+10/+5||+7||+3||+7||Damage Reduction 4/-|
|11th||+11/+6/+1||+7||+3||+7||Die by the Sword, Bonus Feat, Armor Training, Greater Rage/Zen, Rage/Zen(4/day)|
|13th||+13/+8/+3||+8||+4||+8||Damage Reduction 6/-|
|14th||+14/+9/+4||+9||+4||+9||Bonus Feat, Indomitable Will|
|15th||+15/+10/+5||+9||+5||+9||Armor Training, Rage/Zen(5/day)|
|16th||+16/+11/+6/+1||+10||+5||+10||Damage Reduction 8/-|
|17th||+17/+12/+7/+2||+10||+5||+10||Bonus Feat, Tireless Rage|
|19th||+19/+14/+9/+4||+11||+6||+11||Damage Reduction 10/-|
|20th||+20/+15/+10/+5||+12||+6||+12||Bonus Feat, Fighting Spirit|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
Weapon and Armor Proficiency: Crab Clan Ronin are proficient with their Spiked Club, all simple and martial weapons, light armor, medium armor, and heavy armor, and all shields. Crab Clan Ronin attack and prerequisites for feats with a bow are determined by his Wisdom, not Dexterity.
AC Bonus (Ex): When unencumbered, the Crab Clan Ronin adds his Wisdom bonus (if any) to his AC.These bonuses to AC apply even against touch attacks or when the Ronin is flat-footed. The Crab Clan Ronin loses this bonus when he is immobilized or helpless.
Spiked Club/Long Bow: At 1st level, a Crab Clan Ronin gains his Spiked Club and Long Bow. If anyone but the Crab Clan Ronin attempts to use it, treat it as if it was three sizes larger.
If the Crab clan Ronin uses any weapon, other than their Spiked Club/Long Bow, martial/simple weapons, natural weapons, or unarmed strike, they lose all their class abilities until they draw their weapon. If a Ronin loses their weapon or it's broken they keep their class abilities, except those specifically for their Weapon.
Ronin Spiked Club: A masterwork Spiked Club.(1d12 Damage 20 critical x2)
Ronin Long Bow: A masterwork Long Bow. (1d8 Damage 20 critical x3)
Animal Companion (Ex): A Crab Clan Ronin may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on his adventures as appropriate for its kind. A 1st-level Crab Clan Ronin’s companion is completely typical for its kind except as noted below. As a crab Clan Ronin advances in level, the animal’s power increases as shown on the table. If a Crab Clan Ronin releases his companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of meditation. This ceremony can also replace an animal companion that has perished. A Crab Clan Ronin of 4th level or higher may select from alternative lists of animals (see below). Should he select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s Crab Clan Ronin level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s Crab Clan Ronin level and compare the result with the Crab Clan Ronin level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the Crab Clan Ronin’s effective level to 0 or lower, him can’t have that animal as a companion.)
Live by the Sword(Su): At 1st level, a Ronin's weapons are magically attuned to them, if another person gets their weapon and tries to use it on its owner, the weapon simply passes through the Ronin. If a Ronin is separated from his weapon, he can summon it to his hand. Summoning his Weapon takes 1 minute. if the Ronin so desires, he may reattune himself to a new weapon, losing his link with the old.
Rage/Zen(Ex): The Crab Clan Ronin can fly into a rage or calm himself into a Zen-state, a certain number of times per day.
In a rage, the Crab Clan Ronin temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the Crab Clan Ronin’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, the Crab Clan Ronin cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. The Crab Clan Ronin may prematurely end his rage. At the end of the rage, the Crab Clan Ronin loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level Crab Clan Ronin, at which point this limitation no longer applies; see below).
In a Zen-state, the Crab Clan Ronin temporarily gains a +4 bonus to Wisdom and a +2 morale bonus on Will saves, but he takes a –1 penalty to Armor Class. The Crab Clan Ronin may prematurely end his Zen-state. At the end of the Zen-state, the Crab Clan Ronin loses the Zen-state modifiers and becomes blind for half the rounds spent in Zen-state.
The Crab Clan Ronin can Rage/Zen only once per encounter. At 1st level he can use his ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage or Zen-state takes no time itself, but a Crab Clan Ronin can do it only during his action, not in response to someone else’s action.
Battle Cry: At 2nd level, the Crab Clan Ronin can cry out in challenge to the opponents around him. Surrounding creatures with the ability to hear must make a successful Will save (DC+10+Crab Clan Ronin level) in order to resist turning attention towards the Crab Clan Ronin. The Crab Clan Ronin may use this ability 3 times a day. This is a movement action. the range of the Battle Cry Increases by 5' every two levels.
Bonus Fighter Feat At 2nd level, the Crab Clan Ronin gets a bonus combat-oriented feat. The Crab Clan Ronin gains an additional bonus feat every 3 Crab Clan Ronin levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A Crab Clan Ronin must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
Armor/Shield Training Starting at 3rd level, a Crab Clan Ronin learns to be more maneuverable while using armors and shields. He reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a Crab Clan Ronin can also move at his normal speed while wearing medium armor. At 7th level, a Crab Clan Ronin can move at his normal speed while wearing heavy armor.
Wild Empathy (Ex): A Crab Clan Ronin can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Crab Clan Ronin rolls 1d20 and adds his Crab Clan Ronin level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Crab Clan Ronin and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A Crab Clan Ronin can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but him takes a –4 penalty on the check.
Damage Reduction (Ex): At 7th level, the Crab Clan Ronin gains Damage Reduction. Subtract 2 from the damage the Crab Clan Ronin takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three Crab Clan Ronin levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 2 point. Damage reduction can reduce damage to 0 but not below 0.
Die by the Sword(Su): at 11th level, the Crane Clan Ronin's bond with his weapon strengthens. Summoning his weapon now takes a standard action. If the blade is not with the ronin upon his death, the blade will summon itself to his side unable to be moved without the body if there is no inheritor. If the body is damaged or destroyed without an inheritor, so will the blade be.
Greater Rage/Zen(Ex):At 11th level, a barbarian’s bonuses to ability score during his rage/zen each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2/-1.
Indomitable Will (Ex): While in a rage, a Crab Clan Ronin of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.
Tireless Rage (Ex): At 17th level and higher, the Crab Clan Ronin no longer becomes fatigued at the end of his rage.
Fighting Spirit(Ex): At 20th level a Ronin's fighting spirit fills him with strength. He gains 10 DR/Alignment
The Crab Clan Ronin's Animal Companion
A Crab Clan Ronin’s animal companion is different from a normal animal of its kind in many ways. A Crab Clan Ronin’s animal companion is more superior to a normal animal of its kind and has special powers, as described below.