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.




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