Samurai archetype: Spirit sword
Spirit sword (Samurai archetype)
Hit die: d10.
Skills: 4+int
modifier.
Class skills: Bluff
(Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha),
Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim
(Str).
Weapon and armor proficiency: Spirit
swords are proficient with simple and martial weapons, as well as the
wakizashi, katana, and naginata. They are proficient with all types of armor
and shields, except tower shields.
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
1
|
1
|
2
|
0
|
0
|
Challenge
1/day, order, resolve, spirit guard
|
2
|
2
|
3
|
0
|
0
|
Order
ability, spirit sword
|
3
|
3
|
3
|
1
|
1
|
Weapon
expertise
|
4
|
4
|
4
|
1
|
1
|
Challenge
2/day
|
5
|
5
|
4
|
1
|
1
|
Spirit
sword
|
6
|
6/1
|
5
|
2
|
2
|
Bonus
feat
|
7
|
7/2
|
5
|
2
|
2
|
Challenge
3/day
|
8
|
8/3
|
6
|
2
|
2
|
Order
ability, spirit sword
|
9
|
9/4
|
6
|
3
|
3
|
Greater
resolve
|
10
|
10/5
|
7
|
3
|
3
|
Challenge
4/day
|
11
|
11/6/1
|
7
|
3
|
3
|
Spirit
sword, spiritual ally
|
12
|
12/7/2
|
8
|
4
|
4
|
Bonus
feat, demanding challenge
|
13
|
13/8/3
|
8
|
4
|
4
|
Challenge
5/day
|
14
|
14/9/4
|
9
|
4
|
4
|
Spirit
sword
|
15
|
15/10/5
|
9
|
5
|
5
|
Order
ability
|
16
|
16/11/6/1
|
10
|
5
|
5
|
Challenge
6/day
|
17
|
17/12/7/2
|
10
|
5
|
5
|
True
resolve, Spirit sword
|
18
|
18/13/8/3
|
11
|
6
|
6
|
Bonus
feat
|
19
|
19/14/9/4
|
11
|
6
|
6
|
Challenge
7/day
|
20
|
20/15/10/5
|
12
|
6
|
6
|
Ancestor’s
stand
|
Challenge (Ex): Once per day, a samurai
can challenge a foe to combat. As a swift action, the samurai chooses one
target within sight to challenge. The samurai's melee attacks deal extra damage
when made against the target of their challenge. This extra damage is equal to
the samurai's level. The samurai can use this ability once per day at 1st
level, plus one additional time per day for every three levels beyond 1st, to a
maximum of seven times per day at 19th level.
Challenging
a foe requires much of the samurai's concentration. The samurai takes a –2
penalty to their Armor Class, except against attacks made by the target of
their challenge.
The
challenge remains in effect until the target is dead or unconscious, or until
the combat ends. Each samurai's challenge also includes another effect, which
is listed in the section describing the samurai's order.
Order (Ex): At 1st level, a spirit
sword pledges themselves to the order of the ancestors. The order grants the
samurai a number of bonuses, class skills, and special abilities. In addition, the
order includes a number of edicts the samurai must follow. If they violate
these edicts, they lose the benefits of their order's challenge ability for 24
hours. The violation of an edict is subject to GM interpretation.
Most samurai
belong to the order of the warrior and are dedicated to their lord, but these samurai
have a lord who has died, and they have devoted themselves to not only the
spirit of their lord who has passed, but also the great warriors that have come
before them.
If a spirit
sword samurai loses their dedication to the ancestors, they lose the abilities
associated with the order, as well as their spirit sword abilities.
This
modifies the samurai’s order.
Spirit guard (Su): A samurai’s
connection to the spirits is brought into fruition when they can focus on their
ancestors. While a samurai wears no armor, the spirits come to the samurai’s
aid to guard them with their power. The spirit sword gains sacred AC equal to
their charisma modifier. This bonus increases by 1 at 4th level, and
every 4 levels following, to a maximum of +5 at 20th level.
If the
samurai loses their connection to the spirits or defies their ancestors or
their order as a whole, they lose this AC bonus. If they wear light armor, they
gain half of their spirit guard bonus. If they wear medium or heavy armor, or
wear a shield, they lose the bonus entirely. If they carry a medium or heavier
load, they also lose this bonus.
Resolve (Ex): Starting at 1st level, the
samurai gains resolve that they can call upon to endure even the most
devastating wounds and afflictions. They can use this ability once per day at
1st level, plus one additional time per day for every two samurai levels beyond
1st. Whenever the samurai defeats the target of their challenge, they regain
one daily use of his resolve, up to their maximum number of uses per day.
Defeating the target of their challenge usually involves reducing the target to
0 hit points or fewer, but the GM might rule that an enemy who surrenders or
flees the battle is also defeated. They can use this resolve in a number of
ways.
Determined: As a
standard action, the samurai can spend one use of their resolve to remove the
fatigued, shaken, or sickened condition. If the samurai is at least 8th level,
they can alternatively remove the exhausted, frightened, nauseated, or
staggered condition. If the condition has a duration longer than 1 hour or is
permanent, this ability removes the condition for 1 hour, at which time the condition
returns.
Resolute:
Whenever the samurai is required to make a Fortitude or Will save, they can
spend one use of his resolve as an immediate action to roll twice and take the
better result. They must decide to use this ability before rolling the saving
throw.
Spiritual:
Whenever the samurai fails a saving throw to maintain call of the spirits, they
may spend one use of their resolve to maintain the ability.
Unstoppable: When the
samurai is reduced to fewer than 0 hit points but not slain, they can spend one
use of their resolve as an immediate action to instantly stabilize and remain
conscious. They are staggered, but they do not fall unconscious and begin dying
if they take a standard action. They do fall unconscious if they take
additional damage from any source.
Spirit sword (Su): At 2nd
level, when using their call of the
spirits order ability, the samurai can call upon the spirit as a standard
action (unless stated otherwise) to grant them or allies the power of a mighty
ability using their historical weapon. Once the samurai uses the spirit sword,
they must make a will save equal to 10 + their level. If they fail, call of the spirits immediately ends
after the spirit sword ability completes, and the rest of the call duration is
wasted. In addition, when call of the spirits ends due to a failed save, they
cannot activate the ability again for one minute. At every 3 levels following 2nd,
they gain one additional spirit sword to channel.
The spirit
sword can use this ability a number of times per day equal to ½ their level +
their charisma modifier. The DC for spirit sword abilities (for those affected,
not the samurai’s save to continue call
of the spirits) is equal to 10 + ½ their spirit sword level + their
charisma modifier.
Asura: The spirit sword raises their weapon
to the sky, and strikes down against the enemy within 30 ft. making a melee touch
attack with their weapon as a standard action. The target takes 1d6 additional
damage from this attack as divine energy. The damage of asura increases by 1d6
for every five levels the spirit sword possesses. This additional damage is not
multiplied on a critical hit.
Charijiraden: The spirit sword swirls with ancestral
energies, dealing 1d6 damage per level they possess to all creatures within 10
ft. as divine fire. A successful will save halves this damage. The samurai must
be 5th level before choosing this ability.
Kikuchimoji: The spirit sword slashes their
weapon downward, sending out a slashing wave of spiritual energy in a 30 ft.
line dealing 3d6 damage + ½ their level to all creatures in the area. A
successful reflex save halves this damage. This damage increases by 1d6 for
every 2 levels they possess after 5th. The samurai must be 5th
level before choosing this ability.
Kiyomori: The spirit sword focuses on the
guardian ancestor who wielded the Kiyomori, granting allies (up to their
charisma modifier) within 30 ft. and themselves a +4 deflection bonus to their
armor class, and spell resistance equal to 11 + the samurai’s level for 1 round
per level the spirit sword possesses. This spirit sword must be 14th
level before selecting this ability.
Kotetsu: The spirit sword calls upon the
ancestor’s courageous energies, granting allies within 30 ft. of the samurai a
+2 bonus to saves against fear, charm, and compulsion effects for 1 round per
level of the samurai. If already under one of these effects, the ally gains a
new save with a bonus equal to the samurai’s charisma modifier.
Kusanagi-no-tsurugi: The spirit sword calls
upon the great wielder of this weapon to grant them almighty power for a single, devastating attack. As a full-round action, the spirit sword makes one attack at their highest base attack bonus. If this attack connects, the samural deals 1d6 additional damage on their attack per level they possess. If the spirit sword misses, the ability is wasted.The spirit sword must be 11th
level before choosing this ability.
Masamune: The spirit sword calls upon the
speed and resiliency of the spirit of the masamune, granting them the effects
of the haste spell, as well as fast healing equal to ¼ the samurai’s level for
1 round per level they possess. The samurai must be 5th level before
choosing this ability.
Muramasa: The chaotic power of the muramasa
is mastered by the spirit sword, causing their attacks for 1 round per level to
inflict the confused condition upon enemies they strike for 1
round. A will save negates the confusion condition. The samural
must be 8th level before choosing this ability.
Murasame: Calling upon the healing arts of
the spirit who wielded the murasame, the samurai heals 1d6 hit point damage + ½
their level, plus 1d6 per three levels following first to living creatures
within 30 ft. This can instead be used to damage undead. A successful will save
halves the positive energy damage.
Osafune: Releasing a wave of confounding
energies of the mind, the spirit of the osafune causes enemies within 30 ft. of
the spirit sword to take a -4 penalty to concentration checks, and a -2 penalty
to spell, spell-like ability, and supernatural ability DCs for 1 round per
level of the samurai. A successful will save removes the penalty to DCs, and
reduces the penalty to concentration checks to -2 for the duration.
Shirahadori: The protective power of the
shirahadori coats the samural with a protective shield, granting them a +1
shield bonus to their AC for 1 round per level of the samurai. This bonus
increases by 1 for every four levels the samurai possesses, to a maximum of +6
at 20th level.
Sugari no Ontachi: The samurai unleashes the
ancestor’s power, slowing enemies within 30 ft. of the spirit sword (up to
their charisma modifier) as the slow spell. A will save negates this slow
effect. The samurai must be 8th level or higher to choose this
ability.
This
replaces mount, banner, and greater banner.
Weapon Expertise (Ex): At 3rd level, a
samurai gains an unparalleled expertise with their chosen weapons. At 3rd
level, the samurai selects either the katana, longbow, naginata, or wakizashi.
The samurai can draw the selected weapon as a free action as if they have the
Quick Draw feat. In addition, whenever they threaten a critical hit with the
selected weapon, they gain a +2 bonus on the confirmation roll. Finally, samurai
levels count as fighter levels and stack with any fighter levels they possess
for the purposes of meeting the prerequisites for feats that specifically
select their chosen weapon, such as Weapon Specialization.
Bonus Feat: At 6th level, and every six
levels thereafter, a samurai gains a bonus feat in addition to those gained
from normal advancement. These bonus feats must be selected from those listed
as combat feats. The samurai must meet the requirements of these bonus feats.
Greater Resolve (Ex): At 9th level, a
samurai can spend their resolve to negate some of their most grievous wounds.
After a critical hit is confirmed against them, the samurai can spend one use
of their resolve as an immediate action to treat that critical hit as a normal
hit. Effects that only trigger on a critical hit do not trigger when the
samurai uses this ability.
Spiritual ally (Su): At 11th
level, when attacked by the target of their challenge, the spirit sword can end
their call of the spirits as an immediate action to deflect the attack. This
must be chosen before the hit is confirmed. This can be used once per day, plus
one additional time for every 2 levels following 11th. In addition,
if the samurai’s weapon is destroyed when using call of the spirits, they only lose their ability to call for 24
hours.
This
replaces honorable stand.
Demanding Challenge (Ex): At 12th
level, whenever a samurai declares a challenge, their target must pay attention
to the threat they pose. As long as the target is within the threatened area of
the samurai, it takes a –2 penalty to its AC on attacks made by anyone other
than the samurai.
True Resolve (Ex): At 17th level, a
samurai can spend uses of their resolve to avoid death. If they have at least
two uses of their resolve remaining, they can spend all of the daily uses of
his resolve that they have available to avoid death. Regardless of the source
of the attack that would have killed them, they are left alive, at –1 hit
points (or lower if they were already below –1), unconscious, and stable.
If the
spirit sword’s weapon is destroyed during call of the spirits, if they have at
least two uses of their resolve remaining, they can spend all of the daily uses
of their resolve remaining to retain the ability to call on the spirits, rather
than losing the ability for 24 hours.
Ancestor’s stand (Ex): At 20th level,
once per day if the spirit sword is taken below the hit point threshold that
would normally kill them, their connection with the ancestors tells them it is
not the right time. The samurai is brought back to half their maximum hit
points, and they immediately make a challenge against the foe to brought them
below the death threshold. While this challenge is in effect, all melee and
ranged weapons deal the minimum amount of damage to the samurai, unless the
attack scored is a critical hit. While using this ability, the samurai cannot
be killed by melee or ranged weapons unless they are wielded by the target of
his new challenge. Attacks made by opponents that are not the target of his
challenge deal no damage when samurai has 0 or fewer hit points. This ability
does not work against spells, spell-like abilities, or supernatural abilities,
however these abilities deal half damage while at this health threshold. This
effect lasts until the challenge ends or the samurai takes an offensive action
against a target other than the target of their challenge.
This
replaces last stand.
Order of the Ancestors
Many samurai
devote themselves to the words and edicts of their ancestors, which emphasizes
duty, honor, and loyalty. This code extends not only to the samurai's ancestors,
but also to their comrades and family. Samurai who follow the order of the ancestors
are some of the most respected in the land.
Edicts: The
samurai must protect the lore of their ancestors, historical knowledge, and
their beliefs with their life. He must respect all historical sites, texts, and
burial sites, as well as maintain their relationships with comrades and family
with dignity.
Challenge:
Whenever an order of the warrior samurai declares a challenge, they receive a
+1 sacred bonus to all saving throws, and when using a spirit sword, the DC to
resist its effects for the challenged target increases by 2, and spirit swords
requiring attack rolls increase the roll by 2. The bonus to saving throws
increases by 1 for every 5 levels the samurai possesses.
Skills: An
order of the ancestors samurai adds Knowledge (history) (Int) and Knowledge (religion)
(Int) to their list of class skills. An order of the warrior samurai can make
Knowledge (history) checks untrained. If they have ranks in the skill, they
receive a bonus on the check equal to 1/2 their samurai level (minimum +1) as
long as the check involves the ancestors and historical warriors of their land.
Order
Abilities: A samurai who belongs to the order of the ancestors gains the
following abilities as they increase in level.
Call of the spirits
(Su): For a number of times equal to their level, the spirit sword can call a
spirit into their weapon for 1 minute as a swift action. This spirit grants
them a +1 enhancement bonus to their weapon. This enhancement bonus increases
by 1 for every four levels following 2nd, to a maximum of +5 at 18th
level. This duration is spent in one-minute increments. If their weapon has at
least a +1 enhancement bonus, they can add these abilities using their
enhancement bonus equivalents: Axiomatic, benevolent, brilliant energy,
compassionate, countering, courageous, defending, ghost touch, keen, merciful,
speed, valiant, or vorpal.
If a spirit sword’s
weapon is broken while call of the spirits is active, the samurai cannot call
on their for aid for one week, or when they increase in level, whichever comes
first.
Ancestral boon (Ex): At 8th level. the
samurai can, a number of times per day equal to their charisma modifier, call
upon the ancestors as an immediate action to grant them a boon of fortune. This
allows the spirit sword to roll twice on a d20 and take the better result.
Soul blade (Ex): At
15th level, the samurai gains a true connection with the spirits. When they use
a spirit sword ability, the samurai gains a new save against all conditions
affecting them with a bonus to the save equal to their charisma modifier. In
addition, once per day, the samurai can channel the power of their soul, making
a single attack using all their life force against the target of their
challenge as a full-round action. The target makes a will save. The target
takes an amount of hit point damage equal to the samurai’s maximum hit points. This
attack cannot critically strike. If the attack is successful, the samurai makes
a will save against the same DC. If they fail, their soul is exhausted,
bringing them to 0 hit points, and they are exhausted. A successful save for
the target makes the attack a normal attack. A successful will save by the
samurai negates the damage to themselves. The exhaustion effect cannot be
removed until the samurai rests.
Comments
Post a Comment