Ronin, Nikutai No Seishin (3.5e Class)
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Ronin, Nikutai No Seishin
These Ronin where once loyal Samurai of Master Seishin. After the murder of their master they Swore to seek revenge. Many years have past since these Ronin have avenged their master But their legend still lives on shaping many futures and causing many to fallow the way of the Ronin master swordsmen
Making a Ronin
Races: The Samurai is primarily found in societies where the law of the land is held in primacy over other things. So while a Samurai himself does not have to be Lawful, Lawful races bear the vast majority of Samurai.
Starting Gold: 4d6x10 gp (140 gold), plus one masterwork weapon.
|1st||+1||+0||+0||+2||Ancestral Weaponry, Pledge of Loyalty bonus feat.|
|2nd||+2||+0||+0||+3||Horde Breaker, Bonus Feat|
|4th||+4||+1||+1||+4||Whirlwind Attack, Bonus Feat|
|5th||+5||+1||+1||+4||Ancestral Guidance, Terrible Blows|
|6th||+6/+1||+2||+2||+5||Blindfighting, Bonus Feat|
|8th||+8/+3||+2||+2||+6||Parry Magic, Bonus Feat|
|10th||+10/+5||+3||+3||+7||Blade of Devastation, Bonus Feat|
|12th||+12/+7/+7||+4||+4||+8||Cut Magic, Bonus Feat|
|13th||+13/+8/+8||+4||+4||+8||Deny Caster Defenses|
|14th||+14/+9/+9||+4||+4||+9||Final Cut, Bonus Feat|
|16th||+16/+11/+11/+11||+5||+5||+10||Reflect Magic, Bonus Feat|
|17th||+17/+12/+12/+12||+5||+5||+10||Blade of Souls|
|18th||+18/+13/+13/+13||+6||+6||+11||Deny Armor, Bonus Feat|
|20th||+20/+15/+15/+15||+6||+6||+12||Iaijutsu Grandmaster, Bonus Feat|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (all skills individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Swim (Str), and Tumble (Dex).
All of the following are class features of the Ronin.
Weapon and Armor Proficiency: Samurai are proficient with all simple and martial weapons, as well as a single exotic weapon appropriate to the Samurai's tradition. Samurai are proficient with light and medium Armor, but not with shields of any kind.
Ancestral Weaponry: Every culture with a Samurai tradition has a signature weapon that Samurai from that culture use. Whether it is the Spiked Chain of the Hobgoblin Khanate of Khadun or the Katana of the Human Empire of Rokugan, the weapon serves as a symbol of the office and prowess of the Samurai.
A samurai can only have one weapon designated as his Ancestral Weapon at a time, and this weapon must be a masterwork weapon exalted by the Samurai's warrior culture. He must perform a 24 hour ritual to call his ancestral spirits into the weapon and designate it as his Ancestral Weapon. This ritual costs 100 gp in incense and offerings, and once performed grants the following abilities:
- Counts as his Ancestral Weapon for all Samurai abilities.
- Has a minimum enhancement bonus to attack and damage equal to his level divided by two (maximum of +10 for a samurai of 20th level or lower).
- The Ancestral weapon has double HPs and +10 Hardness, and has the Ghost Touch special property.
- For every 5 kills with his Ancestral Weapon, the Samurai receives 2d8+4 of health back.
- Example: Bandy Humaido is a halfling samurai, and his people greatly extort the halfling skiprock as a weapon of war – but because the skiprock is thrown weapon ammunition, it is inappropriate as an Ancestral Weapon (which, of course, you could only have one of). As such, Bandy instead draws the power of his ancestors into a short sword.
Pledge of Loyalty: Samurai pledge their loyalty to a Lord, a figure of temporal power and head of a noble family or clan. To retain this Lord, they must follow this Lord's orders and uphold any Code of Conduct the Lord obeys. As long as a Samurai does these two things, he cannot be forced to act against his Lord or Lord's family by mind-affecting effects.
Samurai who have broken their vows to their lord are called ronin, while samurai who have never been pledged to a lord or are unwilling to do so are weaponmasters called kensai, sword saints, or simply "master swordsman" or other descriptive title. Regardless of their name, Samurai without a Lord receive a +4 bonus against mind-affecting effects.
Horde Breaker: A Samurai gains Horde Breaker as a bonus feat at 2nd level. If the Samurai already has this feat, he may choose a Combat Feat instead, but only if he meets the prerequisites of that feat.
Kiai! (Ex): At 3rd level, a Samurai may convert a successful strike into a confirmed critical hit. He may use this ability a number of times per day equal to his half his Samurai level + 4. This ability is a free action that is declared after the strike is rolled and confirmed as a hit, but before damage is rolled. This ability cannot be used on Attacks of Opportunity.
Whirlwind Attack: A Ronin gains Whirlwind attack
Ancestral Guidance (Sp): At 5th level, a Samurai may seek guidance from his ancestors. This counts as a commune effect that can be used once a day. A samurai can also seek guidance from other peoples' ancestors if they are available. This works like a speak with dead effect that may be used once per day.
Terrible Blows (Su): At 5th level, a Samurai's Ancestral Weapon bypasses Damage Reduction and ignores Hardness.
Blindfighting: A Samurai gains Blind Fighting as a bonus feat at 6th level. If the Samurai already has this feat, he may choose a Combat Feat instead, but only if he meets the prerequisites of that feat.
Iaijutsu (Ex): When a 7th level Samurai has the Edge on an opponent, he may take an Attack of Opportunity against that opponent as an immediate action when ever the opponent tries to move, even a 5 ft step, and once per turn in general. example: Lasserine, a Kensai Samurai, takes an Attack of Opportunity to make an attack when she normally could not. such as an extra at the end or start of a Full Attack, or after a full movement. Then in addition, her target tries to take a 5 ft step, she may then make another attack of opportunity. All this, so long as she has the Edge.
Parry Magic (Su): At 8th level, a Samurai may use his Ancestral Weapon to parry magic targeted at him. When the Samurai is targeted by a spell or supernatural ability, he may take an SRD:Attack of Opportunity against the targeted effect. If he can make an attack roll against an AC equal to the spell or effect's DC with this Attack of Opportunity, the effect does not affect him.
Subtle Cut: A Samurai gains Subtle Cut as a bonus feat at 9th level. If the Samurai already has this feat, he may choose another Combat Feat instead, but only if he meets the prerequisites of that feat.
Blade of Devastation (Su): At 10th level, the Samurai may attack enemies within his reach through objects and walls, his Ancestral Weapon automatically destroying any unattended object or wall in the way with a Hardness less than 20. As a result, enemies do not gain cover bonuses against an attacking Samurai. This effect can also pierce force effects.
As a standard action, he can also destroy unattended objects of any Hardness with a successful Ancestral weapon attack, or dispel up to a 10' by 10' section of a [force] effect.
Cut Magic (Su): At 12th level, a Samurai may attack ongoing spell effects by attacking the square they are in for Area of Effect effects or the object or person for targeted effects (which does damage as normal to the object or person). This attack is handled like the Samurai's Parry Magic ability, but it only dispels a 10' by 10' section of an Area of Effect spell or spell-like ability.
Deny Caster Defenses (Ex): At 13th level, a Samurai attacking with his Ancestral Weapon ignores any AC bonuses on his targets that come from spells or spell-like abilities.
Final Cut (Ex): At 14th level, a Samurai's Ancestral Weapon gains the Vorpal special quality, even if it is not a slashing weapon.
Iaijutsu Master (Ex): At 15th level, any enemy struck by a Samurai's Attacks of Opportunity must make a Fortitude save against a DC equal to 10 + ½ the Samurai's HD + the Samurai's Wisdom bonus or be dazed for one round. A successful save against this effect makes the enemy immune to this effect for five rounds.
Reflect Magic (Su): At 16th level, an spell effect that would be dispelled by a successful use of the Samurai's Parry Magic ability can instead be reflected back on the caster, as per a spell turning effect.
+ Int modifier skill points per level.
Bonus Feats: The epic gains a bonus feat (selected from the list of epic bonus feats) every levels after 20th.
Epic Bonus Feat List: .
Ronin Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Bonus Feats: .
Playing a Ronin
Other Classes: .
Ronin in the World
Daily Life: .
NPC Reactions: .
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.
Ronins in the Game
Sample Encounter: .
EL : .