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1character Classes: The Samurai

The document provides information on four character classes: 1) Samurai - Loyal fighters who excel with swords and value honor above all else. They gain combat bonuses and can demoralize enemies. 2) Ninja - Stealthy assassins loyal to their house. They sneak attack, cast spells, and jump between shadows at higher levels. 3) Bender - Magic-users who channel one of four elemental forces. Their spells depend on their chosen element. 4) Details are given on each class's abilities, skills, spells, and progression through levels.
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0% found this document useful (0 votes)
63 views10 pages

1character Classes: The Samurai

The document provides information on four character classes: 1) Samurai - Loyal fighters who excel with swords and value honor above all else. They gain combat bonuses and can demoralize enemies. 2) Ninja - Stealthy assassins loyal to their house. They sneak attack, cast spells, and jump between shadows at higher levels. 3) Bender - Magic-users who channel one of four elemental forces. Their spells depend on their chosen element. 4) Details are given on each class's abilities, skills, spells, and progression through levels.
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as RTF, PDF, TXT or read online on Scribd
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1Character Classes

The Samurai
The Noble Fighter, Samurais are royal clansmen who relish in the
finer aspects of combat, making sword craft a sort of vicious art form.
Servants to whatever royal house raised them, samurai’s are
extremely loyal, and would choose death over dishonoring their lord
every time. Many people see samurais as larger than life and many
samurais use their fierce reputation in and out of battle.

Game rule information:

Alignment: Lawful (Whether Good, Evil, or Neutral, depends on House) Hit Die: d10

Class Skills: Bluff(Cha), Climb(Str), Craft(Int), Gather Information(Cha), Handle


Animal(Cha), Intimidate(Cha), Jump(Str), Sense Motive(Wis)

Skill Points at first level: (3 + Int Modifier) x4

At each additional level: 3 + Int Modifier

Class Features:

Weapon and Armor Proficiency: A samurai is proficient with all simple and martial
weapons and also the bastard sword. They are also proficient in all armor but no shields.

Bonus feats: At first level, a samurai can choose one extra combat oriented feat, as if
he were a fighter. Unlike a fighter, however, samurai’s only get bonus feats every 4th
level (4th, 8th, etc.)

Acting under Pressure: At 3rd level the samurai gets a bonus on feint checks while in
combat and Bluff and Perform checks while under pressure. The bonus is +2 per 3 levels
of samurai.

Battle Shout: At 6th level the samurai gains the ability to shout at enemies while he
draws his swords in an attempt to demoralize his opponents. The foes must make a will
save for 10 + Samurai’s level/2 + Cha modifier. If they fail they are panicked for 2d4
rounds and suffer a -4 to their AC. If they fail by 3 or more they attempt to flee
immediately.

Flourishing Under Pressure; at 10th level the samurai becomes even more confident in
extenuating circumstances. Using the danger to sharpen his focus, the Samurai adds his
acting under Pressure bonus to counter act any armor penalty he might incur.

Disciplined Mind, Body, and Soul: At 8th level the samurai becomes the very
definition of disciplined, now able to apply his Cha modifier to his Fortitude, Reflex, and
Will Saves.

Epic Battle Shout: At 14th level, the samurai’s battle shout is stuff of legend. He can
now use his Battle Shout whenever he bull rushes or charges enemies (which will give an
additional +2 to the save value) for the same value. And if it succeeds on even one enemy
all allies within a twenty foot radius gain are inspired and gain a +3 + Samurai’s Cha
Modifier/2 to their next 1d4 attacks.

Fortitu Refle
Leve Base Atk de x Will
l Bonus Save Save Save Special
1st +1 +2 +0 +0 Bonus Feat
2nd +2 +3 +0 +0
Acting Under
3rd +3 +3 +1 +1 Pressure
4th +4 +4 +1 +1 Bonus Feat
5th +5 +4 +1 +1
Battle Shout 1 Per
6th +6/+1 +5 +2 +2 day
7th +7/+2 +5 +2 +2
Disciplined
8th +8/+3 +6 +2 +2 Mind/Bonus Feat
Battle Shout 2 Per
9th +9/+4 +6 +3 +3 day
Flourish Under
10th +10/+5 +7 +3 +3 Pressure
+11/+6/
11th +1 +7 +3 +3
+12/+7/ Battle Shout 3 Per
12th +2 +8 +4 +4 Day
+13/+8/
13th +3 +8 +4 +4
+14/+9/
14th +4 +9 +4 +4 Epic Battle Shout
+15/+10 Battle Shout 4 Per
15th /+5 +9 +5 +5 Day
The Ninja
The assassins of the mountain lands, the ninja excels at the art of
silent slaughter. Loyal to their noble house like the Samurai, but free
from the emotional ties to order, ninja’s do whatever it takes to
appease the master’s will. And what the master doesn’t know won’t
hurt him. The most experienced ninja even has subtle magic at his
command.

Game rule Information:

Alignment: Any Hit Die: 6

Class skills:

See rouges skill list minus the following: Appraise, Disguise, Sleight of hand.

Skill points at 1st level: (5 +Int Modifier) x 4

At each additional level: 5+Int Modifier

Class Features

Weapon and armor proficiency:

Ninjas are proficient with all martial weapons and light exotic weapons. They are also
good in light armor, but no shields.

Sneak Attack: Works as same as the Rouge ability of the same name.

Spells: At the beginning of 3rd level the Ninja begins to be able to cast arcane spells
(the same spells available to the Assassin prestige class). The Ninja must have an
intelligence of 10 + the spells level, and the bonus spells are based on their intelligence
score.

Death Attack: Works as the Assassins ability of the same name.

The
Ninja
Base Fortitu
Atk. de Reflex Will
Level Bonus Save Save Save Special
Sneak Atk
1st +0 +0 +2 +0 1d6
2nd +1 +0 +3 +0
Sneak Atk
3rd +2 +1 +3 +1 2d6/Spells
4th +3 +1 +4 +1
Sneak Atk
5th +3 +1 +4 +1 3d6
6th +4 +2 +5 +2 Death Attack
7th +5 +2 +5 +2
Hide In plain
8th +6/+1 +2 +6 +2 sight
Sneak Atk
9th +6/+1 +3 +6 +3 4d6
Shadow
10th +7/+2 +3 +7 +3 Jump 20ft
11th +8/+3 +3 +7 +3

Shadow
12th +9/+4 +4 +8 +4 Jump 40ft
Sneak Atk
13th +9/+4 +4 +8 +4 5d6
14th +10/+5 +4 +9 +4
Shadow
Jump
+11/+6/ 60ft/Sneak
15th +1 +5 +9 +5 Atk 6d6
Hide in plain sight: Works as the Assassins ability of the same name.

Shadow Jump: At 10th level the Ninja gains his final new ability. Now able to jump
from shadow to shadow instantaneously, this ability works the same as the Dimension
Door spell, but both the starting and ending points must be in shadow. The distance
capable lengthens as the Ninja gains levels.

Ninja Spells
Per Day
Level 1st 2nd 3rd 4th
3rd 0
4th 1
5th 2 0
6th 2 1
7th 3 1 0
8th 3 2 1
9th 3 2 1 0
10th 3 2 2 1
11th 3 3 2 1
12th 4 3 2 2
13th 4 3 2 2
14th 4 3 2 2
15th 4 4 3 2
Ninja Spells
Known
Level 1st 2nd 3rd 4th
3rd 2
4th 3
5th 3 2
6th 4 2
7th 4 2 2
8th 4 3 2
9th 4 3 2 2
10th 4 3 3 2
11th 4 4 3 2
12th 4 4 3 3
13th 4 4 3 3
14th 4 4 4 3
15th 4 4 4 4

The Bender
Harnessing the innate magical talents in their own blood, Bender’s
honed that talent into controlling the elements. There are Bender’s for
the four elements of Fire, Earth, Wind, and Water. The Benders channel
the natural force of the Elements to cast arcane spells, each element
acting like a set of magical schools. A Bender can only choose one
element has a specialized school and two prohibited schools.

Game Rule Information


Alignment: Any Hit die: d4

Class Skills

At first level: (2+int modifier) x2

At each additional level: 2+int modifier

Fire:

Special: Evocation

Prohibited: Abjuration/Necromancy

Water:

Special: Illusion

Prohibited: Conjuration/Necromancy

Earth:

Special: Conjuration

Prohibited: Illusion/Necromancy

Air:

Special: Abjuration

Prohibited: Evocation/Necromancy

Bending Spells

Along with the arcane spells allowed, the Bender also gets one extra elemental spell
per available caster level. These spells do not need to be prepared but they can only be
cast once a day. For the list of bending spells see the Cleric Domain spells of the same
name.

The Bender
Base Fortitu
Atk de Reflex
Level Bonus Save Save Will
1st +1 0 0 +2
2nd +1 +1 0 +3
3rd +2 +1 +1 +3
4th +2 +2 +1 +4
5th +3 +2 +2 +4
6th +3 +3 +2 +5
7th +4 +3 +3 +6
8th +5 +4 +3 +6
9th +5 +4 +4 +7
10th +6/+1 +5 +4 +7
11th +6/+1 +5 +5 +8
12th +7/+2 +6 +5 +9
13th +8/+3 +6 +6 +9
14th +8/+1 +7 +6 +10
15th +9/+4 +8 +6 +10

The Bender Spells Per


Day
Level 0 1st 2nd 3rd 4th 5th 6th 7th
1st 4 2
2nd 5 2
3rd 5 3
4th 6 3 1
5th 6 4 2
6th 7 4 2 1
7th 7 4 3 2 1
8th 7 5 3 2 2
9th 7 5 4 3 2
10th 7 5 4 3 3 1
11th 8 5 4 4 3 2
12th 8 5 5 4 4 2 1
13th 8 6 5 4 4 3 2
14th 8 6 5 5 4 3 3 1
15th 8 6 6 5 5 4 3 2

Bender Spells Known


Level 0 1st 2nd 3rd 4th 5th 6th 7th
1st 2 1
2nd 3 2
3rd 3 2
4th 4 3 1
5th 4 3 2
6th 5 4 2 1
7th 5 4 3 2
8th 6 5 3 2 1
9th 6 5 4 3 2 1
10th 7 5 4 3 2 2
11th 7 5 5 4 3 2
12th 8 5 5 4 3 3 1
13th 8 5 5 5 4 3 2
14th 9 5 5 5 4 4 2 1
15th 9 5 5 5 4 4 3 2

The Shaman
Shamans, like monks, find peace in inner discipline. How shamans
differ, however, is that they commune with spirits to achieve this
discipline. Powerful shamans even can have those spirits posses them,
allowing the spirits of old to flow through them.

Game Rule Information

Alignment: Any Lawful Hit Die: d8

Class skills:

Animal Empathy, Climb, Craft, Diplomacy, Heal, Jump, knowledge (Arcana, Nature),
Spellcraft, Perform

Skill Points at first level: (4+int modifier) x4

At each additional level: 4+int modifier

Weapon and armor proficiency: Shamans are proficient with simple weapons, but no
armor or shields.

Spells: Shamans cast spells exactly the same way druids do (albeit not as much),
prepare them in the same way, and even share the same spell list.

Possession: At 5th level the shaman gets the ability to become possessed by a spirit.
The spirits are as follows: The spirit of the Bear, The spirit of the Serpent, The spirit of
the Boar, The spirit of the Owl, The spirit of the Dragon, The spirit of the Mouse, The
spirit of the Eagle, and The spirit of the Wolf.

Each spirit has its own special abilities and manifest itself as an aura around the shaman
(they see the animal instead of the Shaman)

Possess Item: at 8th level (and with consent of the spirit) the shaman is able to imbue an
object in his/her possession with a spirit in his company. The item then gains a bonus (or
ability) similar to whatever affect it had on the shaman when it possessed him.

Soul Solidify: At 12th level the shaman gains the ability to take a spirit that travels
with him and, with his magic, make it an actual solid creature. The creature acts as a
summoned extraplanar creature (when its hp reaches 0 it goes back into the spirit world).
The creature, in most senses, is that of a normal creature of the same name with HD equal
to the creatures base HD+ the Shamans caster levels. The creature differs from the base
creature in that it is treated as a magical creature and has a few magical abilities detailed
more in their description. The shaman can use this ability 2 times a day but not within the
same hour. At 15th level he can do it 4 times a day.

The Shaman
Base Fortitu
Atk de Reflex
Level Bonus Save Save Will Special
1st 0 +1 +1 +2
2nd +1 +1 +1 +3
3rd +2 +2 +2 +3
4th +2 +2 +2 +4
Possession
5th +3 +3 +3 +4 (1/day)
Possession
6th +3 +3 +3 +5 (2/day)
Possession
7th +4 +4 +4 +5 (3/day)
8th +4 +4 +4 +6 Possess Item
Possession
9th +5 +5 +5 +6 (4/day)
10th +5 +5 +5 +7
Possession
11th +6/+1 +6 +6 +7 (5/day)
12th +6/+1 +6 +6 +8 Solidify Soul
13th +7/+2 +7 +7 +8
14th +7/+2 +7 +7 +9
Possession
15th +8/+3 +7 +7 +9 (6/day)

Shaman Spells Per Day


Level 0 1 2 3 4 5 6 7
1st 2 1
2nd 2 1
3rd 3 2 1
4th 3 2 2
5th 4 3 2 1
6th 4 3 3 1
7th 5 4 3 2 1
8th 5 4 4 2 1
9th 5 5 4 3 2 1
10th 5 5 4 3 2 2
11th 6 5 4 4 3 2 1
12th 6 5 5 4 3 3 1
13th 6 6 5 4 3 3 2 1
14th 6 6 5 5 4 4 3 2
15th 7 6 6 5 5 3 3 3

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