Isildarian Ronin (3.5e Class)

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Masterful fighters, Ronin are artisans with sword, combining power, and grace to carve a masterpiece on the battlefield. They live for the thrill of battle, and often see their worst enemy as a valued friend, each trying their hardest to best the other, and ending up strengthening together.

Making a Ronin.[edit]

A Ronin is a Samurai with no master, whose worst enemy is their greatest friend. One of their best assets is their Zanshin, a state of mind in which they react instinctively to danger.

Ronin make excellent front line fighters, granting spellcasters, or healers cover, and simultaneously benefit from them.

Abilities: Strength is paramount to a Ronin, being a martial class, but Dexterity is also good due to their lack of armor, Wisdom for sharp senses, and a higher AC bonus.

Races: Any.

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: As Rogue

Table: The Ronin

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special AC
Speed Bonus
Fort Ref Will
1st +3 +3 +4 +0 Katana, Live by the Sword +0 +0 ft.
2nd +4 +4 +4 +1 Uncanny Dodge, Quick Draw, Evasion +0 +0 ft.
3rd +5 +4 +6 +2 Fast Movement, Sword As Shield +1 +10 ft.
4th +6 +4 +6 +2 Ki Strike(Magic) +1 +10 ft.
5th +7/+2 +5 +7 +2 Combat Reflexes +1 +10 ft.
6th +8/+3 +5 +8 +3 Improved Uncanny Dodge +2 +20 ft.
7th +9/+4 +5 +8 +3 Fighter Bonus Feat +2 +20 ft.
8th +10/+5 +6 +8 +3 Katana Focus +2 +20 ft.
9th +11/+6 +6 +9 +3 Ki Strike(Alignment) +3 +30 ft.
10th +12/+7 +7 +9 +3 Katana Specialization +3 +30 ft.
11th +13/+8/+1 +7 +9 +3 +3 +30 ft.
12th +14/+9/+2 +8 +10 +4 Greater Katana Focus +4 +40 ft.
13th +15/+10/+3 +8 +10 +4 +4 +40 ft.
14th +16/+11/+4 +9 +11 +4 Greater Katana Specialization +4 +40 ft.
15th +17/+12/+5 +10 +12 +5 Ki Strike(Adamantine) +5 +50 ft.
16th +18/+13/+6/+1 +11 +13 +5 +5 +50 ft.
17th +19/+14/+7/+2 +12 +14 +6 +5 +50 ft.
18th +20/+15/+8/+3 +13 +16 +7 +6 +60 ft.
19th +21/+16/+9/+4 +15 +17 +8 +6 +60 ft.
20th +22/+17/+10/+5 +17 +18 +9 Fighting Spirit +6 +60 ft.

Class Skills (7 + Int modifier per level, ×4 at 1st level)
Balance(Dex), Climb(Str), Concentration(Con), Craft(weaponsmithing)(Int), Diplomacy(Cha), Gather Info(Cha), Intimidate (cha), Jump(Str), Listen(Wis), Move Silently, Perform(weapons drill)(cha), Search(Int), Sense Motive(Wis), Spot(Wis), Tumble(Dex)

  • an Isildarian Ronin uses str instead of cha with it's sheer power rather than charms.

Class Features[edit]

<-fluff about class features->. All of the following are class features of the Ronin. See Balanced Samurai. Ronin posess all non bushido only features, as they no longer follow this code.

Weapon and Armor Proficiency: Ronin are proficient with their Katana Bastard Sword , all simple and martial weapons, but not armor (cloth only) or shields.(if DM permits, allow use of splint mail.

When wearing armor, using a shield, or carrying a medium or heavy load, a Ronin loses their AC bonus, as well as their fast movement abilities.

AC Bonus (Ex): When unarmored and unencumbered, the Ronin adds her Wisdom, as well as her BAB bonus (if any) to her AC.

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, a Ronin gains his Katana. If anyone but the Ronin attempts to use it, treat it as if it was three sizes larger.

If a 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 bastard sword.(1d10 Damage 19/20 critical x2)

Dash At first level, Ronins can dash up to two squares and attack, this instantaneous movement increases by one square per level.

Deceive Ronins may use objects as distractions, for a roll check. (enemy must make perception check)

Live by the Sword(Su): At 1st level, a 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.

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.

Evasion(Ex): At 2nd level, a Ronin can react to danger before his senses would normally allow him to do so. He may avoid damage from things that grant a reflex saving throw for half damage on a successful saving throw.

If a Ronin already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.

Quick Draw: At 2nd level, a Ronin can use Quick Draw.

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 any 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

Ki Strike(Su): At 4th level, a Ronin gains the ability to channel his fighting spirit into his Katana, he gains Ki Strike when attacking with his Katana.

Combat Reflexes: At 5th level a Ronin can use Combat Reflexes.

Improved Uncanny Dodge (Ex): At 6th level, a 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.

Katana Focus:At 8th level, a Ronin gets Weapon Focus as a bonus feat.

Ki Strike(Alignment):At 9th level, a Ronin's Katana is treated as his alignment for overcoming Damage Reduction.

Katana Specialization:At 10th level, a Ronin gets Weapon Specialization as a bonus feat.

Greater Katana Focus:At 12th level, a Ronin gets Greater Weapon Focus

Greater Katana Specialization:At 14th level, a Ronin gets Greater Weapon Specialization.

Ki Strike(Adamant):At 15th level, a 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

Epic Ronin[edit]

Table: The Epic Ronin

Hit Die: d10

Level AC
Speed Bonus
21st +7 +60
22nd +7 +60 Bonus Feat
23rd +7 +70
24th +8 +70 Bonus Feat
25th +8 +80
26th +8 +80 Bonus Feat
27th +9 +90
28th +9 +90 Bonus Feat
29th +9 +100
30th +10 +100 Bonus Feat

7 + 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.

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