Crane Clan Ronin (3.5e Class)
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- 1 Ronin
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 Crane Clan Ronin.
Those formally of the Crane Clan Ronin retain the roots of their former clan. Incredibly quick and graceful, Crane Clan Ronin use Power Points to execute high level techniques that allow them to attack while avoiding injury themselves. They are well educated and well spoken, comfortable speaking with commoners and lords alike.
Crane Clan Ronin are perfect mid line fighters. Their great speed allows them to attack enemies with impressive maneuvers, aiding allies in combat while avoiding their attacks.
Abilities: Speed is paramount for the Crane Clan Ronin, Dexterity determines Attacks made with their katana and also helps their defense due to their lack of armor. Wisdom is secondary for sharp senses, and a higher AC bonus. And Charisma meant to sway the minds of those they come acorss.
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 + Katana.
Starting Age: Moderate
|Saving Throws||Special||Action Points||Sword as Shield||High Speed Movement|
|1st||+0||+2||+2||+0||Katana, Live by the Sword, High Speed Movement, 1st Degree Techs.||1+Dex||+0||+10 ft.|
|2nd||+1||+3||+3||+0||Quick Draw, Uncanny Dodge||2+Dex||+0||+10 ft.|
|3rd||+2||+3||+3||+1||Sword As Shield||3+Dex||+1||+20 ft.|
|4th||+3||+4||+4||+1||Ki Strike(Magic), Dodge||4+Dex||+1||+20 ft.|
|5th||+3||+4||+4||+1||2nd Degree Techs.||5+Dex||+1||+30 ft.|
|6th||+4||+5||+5||+2||Improved Uncanny Dodge, Mobility||6+Dex||+2||+30 ft.|
|9th||+6/+1||+6||+6||+3||Ki Strike(Alignment)||9+Dex||+3||+50 ft.|
|10th||+7/+2||+7||+7||+3||3rd Degree Techs.||10+Dex||+3||+50 ft.|
|11th||+8/+3||+7||+7||+3||Die by the Sword||11+Dex||+3||+60 ft.|
|15th||+11/+6/+1||+9||+9||+5||Ki Strike(Adamantine)||15+Dex||+5||+80 ft.|
|20th||+15/+10/+5||+12||+12||+6||Fighting Spirit||20+Dex||+6||+100 ft.|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
Weapon and Armor Proficiency: Crane Clan Ronin are proficient with their Katana , all simple and martial weapons, but not armor (cloth only) or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, the Crane clan Ronin loses their High Speed Movement abilities.
These bonuses to AC apply even against touch attacks or when the Ronin is flat-footed. The Ronin loses this bonus when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Katana: At 1st level, the Crane clan Ronin gains his Katana. If anyone but the Ronin attempts to use it, treat it as if it was three sizes larger.
If the Crane clan Ronin uses any weapon, other than their Katana, martial/simple weapons, natural weapons, or unarmed strike, they lose all their class abilities until they draw their sword. If a Ronin loses their sword or its broken they keep their class abilities, except those specifically for their sword.
Ronin Katana: A masterwork Katana.(1d10 Damage 19/20 critical x2)
Live by the Sword(Su): At 1st level, the Crane clan Ronin's Katana is magically attuned to them, if another person gets their sword and tries to use it on its owner, the sword simply passes through the Ronin. If a Ronin is separated from his Katana he can summon it to his hand. Summoning his Katana takes 1 minute. If the Ronin so desires, he may re-attune himself to a new weapon, losing his link with the old.
High Speed Movement The Crane clan Ronin prizes his great speed and trains to increase it. Speed increases by 10' every two levels.
Crane Techniques(Ex): The Crane clan's techniques have been passed down family lines. how ever only those capable enough can learn and use them. There are 5 degrees of techniques, each more difficult to learn than the last. in order to use a technique they must expend energy they have been gathering since the begining of their training. these are called action points(AP).
1st Degree - 1 AP
Strong Footwork (free action) - When in full sprint, the ronin may make one 90 degree turn.
Reflexive opportunity (free action) - Additional AoO
Counter Attack - when an attack by an adjacent enemy misses, take a free AoO.
Evasive Step - step through the threatening range of a reach weapon.
2nd Degree - 5 AP
High Speed Footwork - The ronin's footwork is so skilled that he is able to traverse walls. Movement must end on a platform. This skill negates the need for a Climb check on flat walls.
Shadowless Strike - failed attack from a quick draw renders the target flatfooted against a free AoO with the sheath (1d6+Str Bludgeoning)
Falling Water (standard action) - Ariel attack downward +1d6 per 5 ranks in Tumble
Rising Gust (standard action) - Ariel attack upward +1d6 per 5 ranks in Jump
3rd Degree - 10 AP
Iaijutsu (full round action) - Sword must be sheathed with two free hands. the attack begins in an attack stance or a full sprint that does not provoke AoO. Then the ronin draws his sword into a single slash that doubles damage dice, crit range, and increases crit damage by 100%. The attack may target any body part if applicable at +3 to attack per 5 levels. The attack ends at any point the player wishs from the point of attack to the remaining movement directly behind the target.
Hirazuki (full round action) - Sword must be unsheathed and held in both hands. Stabbing the target repeated in the same spot. All attacks are at full base attack bonus. Each successful strike increases damage by +1d6. Number of attacks is equal to 2+Dex mod.
Senbongiri (full round action) - The Ronin makes a second attack at equivalent BAB for each attack in a full round attack while moving, allowing for attacks on multiple enemies. Struck enemies do not take an AoO against the ronin. each attack must follow a 5' step.
4th Degree - 20 AP
Succession Iaijutsu -
5th Degree - 40 AP
Uncanny Dodge(Ex): At 2nd level, a Ronin can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
Sword As Shield(Ex): At 3rd level, a Ronin has become proficient at defending with a sword as well as attacking. He gains a +1 deflection bonus to AC. This bonus increase +1 every 3rd level, to a max of +6. (+2 at 6th, +3 at 9th, +4 at 12th, +5 at 15th, and +6 at 18th.) This bonus to AC applies even against touch attacks or when the Ronin is flat-footed. The Ronin loses this bonus when he is immobilized or helpless, when he wears heavy armor, when he carries a shield, when he carries a medium or heavy load, or when the Ronin does not have his sword drawn while both hands are occupied. If the Ronin's sword is not drawn, but has at least one hand unoccupied, he automatically uses Quick Draw and retains the bonus to AC
Dodge: at 4th level, the Crane Clan Ronin may designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. They can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Mobility: at 6th level, the Crane Clan Ronin get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
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.
Improved Uncanny Dodge (Ex): At 6th level, a Crane clan Ronin can no longer be flanked.
This defense denies another Ronin the ability to sneak attack the character by flanking him, unless the attacker has at least four more Ronin levels than the target does.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum Ronin level required to flank the character.
Ki Strike(Alignment):At 9th level, a Crane clan Ronin's Katana is treated as his alignment for overcoming Damage Reduction.
Ki Strike(Adamantine):At 15th level, a Crane clan Ronin's katana is treated as an adamantine weapons for over coming damage reduction and bypassing hardness.
Fighting Spirit(Ex): At 20th level a Ronin's fighting spirit fills him with strength. He gains 10 DR/Alignment
Ex-Crane Clan Ronin
|Level||Iaijutsu Uses||Sword as Shield||Unarmored
6 + Int modifier skill points per level.
Bonus Feats: The epic Ronin gains a bonus feat (selected from the list of epic Fighter bonus feats) every two levels after 20th.
Crane Clan Ronin Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Bonus Feats: .
Playing a Crane Clan Ronin
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Crane Clan Ronins in the World
Daily Life: .
NPC Reactions: .
Crane Clan Ronin Lore
Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Crane Clan Ronins in the Game
Sample Encounter: .
EL : .