<The Samurai, The History Channel: Part 1>
Experience Points | Experience
Level |
Level Title | 10-sided Dice
for Accum. Hit Points |
Damage Bonus | THACO | Saves | Proficiencies | Special
Abilities |
0 -- 2,500 | 1 | White belt | 1 | 0 | 20 (1/1) | 14.15.16.17.17 | 5.
You must specialize in the katana. You must specialize in the daikyu. |
- |
2,501 -- 5,000 | 2 | Yellow belt | 2 | +1 | 19 | 14.15.16.17.17 | - | - |
5,001 -- 10,000 | 3 | Blue belt | 3 | +1 | 18 | 13.14.15.16.16 | - | - |
10,001 -- 18,000 | 4 | Brown belt | 4 | +1 | 17 | 13.14.15.16.16 | - | - |
18,001 -- 36,500 | 5 | Samurai (Black belt, 1st Dan) | 5 | +2 | 16 (3/2) | 11.12.13.13.14 | - | - |
36,501 -- 75,000 | 6 | Master Samurai (Black belt, 2nd Dan) | 6 | +2 | 15 | 11.12.13.13.14 | - | - |
75,001 -- 135,000 | 7 | Ninja (Black, 3rd Dan) | 7 | +2 | 14 | 10.11.12.12.13 | - | - |
135,001 -- 235,000 | 8 | Hatamoto (Black, 4th Dan) | 8 | +3 | 13 | 10.11.12.12.13 | - | - |
235,001 -- 400,000 | 9 | Daimyo (Black, 5th Dan) | 9 | +3 | 12 (2/1) | 8.9.10.9.11 | - | - |
400,001 -- 650,000 | 10 | Tai-Pan (Black, 6th Dan) | 9 + 2 | +3 | 11 | 8.9.10.9.11 | - | - |
650,001 -- 1,000,000 | 11 | Taiko (Black, 7th Dan) | 9 + 4 | +4 | 10 | 7.8.9.8.10 | - | - |
1,000,001 -- 1,300,000 | 12 | Shogun (Black belt, red sash) | 9 + 6 | +4 | 9 | 7.8.9.8.10 | - | - |
300,000 XP are required
for each level beyond 12th.
Samurai gain 2 hp per
level beyond 10th.
<level titles are from d49.18> <check>
A samurai is first and foremost a warrior, one who lives and dies by the sword.
The prime duty in his life is to serve && obey his daimyo (lord) in all things.
In doing so, the samurai gains honor &
xperience, increasing in power and
importance in the world. However, bushido
(the code of the samurai) is hard & unrelenting.
A samurai must be willing to accept his
death
at any moment.
There can be no failure for a samurai
when serving his daimyo, for his only
choices are to succeed or die in the attempt.
If the samurai accepts these choices,
he cannot fail since death
is not failure; it is the ultimate service a samurai can render
to his daimyo.
To properly serve his daimyo, a samurai
must be skilled in many things.
He is routinely expected to know the use
of the katana (sword) and daikyu (great bow).
He must be adept at horsemanship.
Ideally, he must also be accomplished
in the arts.
These include calligraphy, music, noh,
poetry, and painting.
Indeed, these skills are almost important
as his combat training.
A samurai character must strive for perfection
in all these things, since they reflect upon his honor, the honor of the
daimyo, and the honor of his family.
The samurai class has no prime requisite,
and thus samurai characters do not gain experience for having high ability
scores.
A samurai must have min. scores of 13
in STR, WIS, and Con, and 14 in Int.
A samurai must be of lawful alignment,
although he can be good, evil, or .
The samurai fights and makes saves as
a fighter.
Human or spirit folk samurai belong to
the highest caste and are commonly of noble birth.
A such, they gain a +10 bonus to the die
roll on Table 38: Character Birth when determining
their social position.
Korobokuru
who wish to become samurai must first find a daimyo who will act as their
sponsor and obtain permission to become part of his household.
Accordingly, korobokuru do not
use Table 38, but automatically begin at Upper Class.
Untli a sponsor is found, the korobokuru
samurai is treated as if he were a bushi, unable to advance beyond the
1st level.
He must choose the weapon specializations
and proficiencies required of a samurai, but does not gain any other advantages
of the class.
Samurai characters roll 10-sided dice to determine their HP, gaining one HD per level. <is this line really necessary?>
At 1st level they have five proficiency
slots.
Every samurai must specialize with the
katana.
The remaining four slots must be used
for daikyu specialization or any non-weapon proficiencies. <>
Only samurai are allowed to specialize
in two weapons at once, and these must be katana and daikyu. <>
A samurai can wear any armor but cannot
use a shield.
Gaining proficiency with and using weapons
favored by ninja causes a samurai to lose honor.
By 2nd level every samurai character must
have proficiency in horsemanship.
By 3rd level every samurai character must
have proficiency with the bow.
By 6th level the samurai must have proficiences
in calligraphy, painting, and poetry.
The samurai has several other special abilities
that he gains as he increases in level.
These abilities can only be used when
the samurai reaches or surpasses the stated level.
At 1st level the samurai begins to learn
the art of focusing his ki (the energy of his body).
By concentrating on his breathing and
using a kiai (a loud, fierce shout), the samurai increases his Str to 18/00.
This effect lasts only one round.
A samurai can focus his ki a number of
times per day equal to his level.
Thus, a 7th level samurai can focus his
ki seven times in a single day.
Starting at 2nd level a samurai gains a
+1 bonus to his damage dice rolls.
This bonus increases by an additional
point for every three levels beyond 2nd (+2 at 5th level, +3 at 8th level,
etc.).
At 3d level, the samurai character is surprised only on a roll of 1 on 1d6.
At 5th level, the samurai is immune to all types of fear.
At 6th level, the appearance of a samurai
can cause fear in all creatures with 1 HD or less (save vs. Breath Weapon
is allowed).
The samurai can control this power, turning
it on and off (as it were) at will.
Any characters or creatures struck by
fear flee from teh samurai or surrender to him, depending on the circumstances.
A creature that passes its save is immune
to this effect for the remainder of the encounter.
At 7th level, the samurai is offered jito
(stewardship) over one of the properties of his daimyo.
This requires a min. honor score of 50.
He is not required to accept.
If he does, the charater is watched over
and directed by the daimyo's shugo (constable of the province).
As jito, the samurai must watch
over the area for his daimyo, protecting property, settling disputes, quelling
rebellions, and collecting taxes.
In return, he receives one-quarter of
all the taxes he collects.
The daimyo also provides the new jito with 10 bushi and one to four samurai, all of 1st to 3rd level.
These men are ultimately loyal to the daimyo,
but will faithfully serve the character unless and until the daimyo intervenes.
The samurai character retains his position
of jito over this land from this point on, even if he increases in level
and establishes his own family and property.
He can assign his duties to an underling
(in exchange for a portion of the tax) and is not required to remain on
the property.
This grant of land can only be lost if
the samurai fails to turn over the daimyo's portion of the taxes or if
he blatantly mismanages the property.
Even then, it is the daimyo's responsibility
to regain control of the property, and it is not unknown for a jito to
usurp the property of his master, claiming it as his own.
Although he collects rent from it, the
property does not belong to the PC -- it is still held by the daimyo.
The daimyo (and only the daimyo) has the
right to dispose of the property as he wishes.
Should the samurai refuse the offer of stewardship, his daimyo offers a fitting homes in the city or bakufu (camp office) where he makes his headquarters.
At 8th level the daimyo offers the samurai
the position of shugo (constable of a province).
If he accepts, the samurai takes on the
duties of arranging for the protection of an entire province and looking
after the daimyo's affairs in the province.
He is expected to administer justice and
supervise the jito in the area.
The samurai automatically attracts 10d10
bushi as followers.
There is a 20% chance that one of these
bushi is a ninja sent to infiltrate the household.
No more than one nija will ever operate
in any household.
These bushi will be loyal to the samurai
as long as they are adequately paid, housed, and fed, and the fortunes
of their samurai master do not look too bleak.
At 9th level the samurai automatically
attracts 2d10 samurai of 1st level.
These samurai will be absolutely loyal
to the PC samurai, as befits his station.
In addition, 2-7 specialists (armorers,
weapon-smiths, etc.) request to be taken into the character's service.
There is a 10% chance that one of these
is a ninja sent to spy on the activities of the character (as a precaution).
GREAT KIAI: AT 9TH LEVEL THE SAMURAI
ALSO GAINS THE ABILITY OF THE GREAT KIAI, OR PARALYZING SHOUT.
THIS POWER DRAWS UPON THE CHARACTER'S
KI, EXPLODING IN A FEROCIOUS, WARLIKE SHOUT.
THE SAMURAI'S STR SCORE IS RAISED TO 18/00
FOR TWO ROUNDS AND
ALL ENEMIES WITHIN 10 FEET MUST SAVE VS.
PARALYZATION OR BE STUNNED FOR ONE ROUND.
Stunned characters cannot move or attack
and gain no AC bonuses for Dex and shields.
The great kiai can only be used once per
day.
The character cannot use his normal ki
power and the great kiai on the same day, as the great kiai severely taxes
his inner strength.
Q: Can samurai PCs
become daimyos?
If so, at what level?
A: Samurai characters
can become daimyos
but not simply by virtue
of level. The
character must first gain
control of a
province, either by conquest
or by imperial
decree (or both). Once control
is
firmly established, the
character becomes
a daimyo. The character
must be at least
10th level in order to have
the hierarchy
of followers described on
page 22 of the
Oriental Adventures
tome.
(151.8)
Q: What kind of property
does a
samurai get at 9th level?
How much
property does a jito get?
A: Samurai do not
get property at 9th level;
they get the great kiai
and followers. They
are offered stewardship,
not ownership,
of various properties at
earlier levels. A
jito (the stewardship offered
to a 7th-level
samurai) generally manages
one to three
villages for his daimyo.
(151.58)
As noted before, bushido (the way of the
warrior) is a difficult road to follow.
At its center are the principles of honor,
loyalty, and courage.
Some of the basic beliefs of this ethic
are:
The samurai is obedient to his lord.
It is a samurai's right to protest against
bad judgements or orders from his lord, and death is the final protest
a samurai can make.
The samurai is ready to die at any time.
There is no such thing as failure, only
death
or success.
To die in the service of one's lord is
the greatest service a samurai can render.
No dishonor can go unavenged.
Dishonor to lord or family is also dishonor
to the samurai.
Mercy is not due the enemy.
All debts, both of vengeance and gratitude,
are repaid.
Cowardice is dishonorable.
These precepts are embodied in the rules
on honor presented later.
Samurai characters must maintain their
honor above set values.
Failure to do so will result in the character
losing their samurai status, becoming a ronin.
The ronin is a samurai without a master.
He may have disgraced himself and been
expelled from his daimyo's service as a consequence.
He may voluntarily leave his master's
service, especially if he must perform some act that would normally bring
disgrace to his lord (such as slaying an ally of the daimyo who murdered
a member of the character's family).
Thereafter, the character is treated as
a ronin in all respects.
He retains the abilities of a samurai
(except those relating to property and attracting fighting men).
He can still advance in level as a samurai
character, but at double the normal XP cost.
A ronin can return to full samurai status,
either with his old daimyo or a
different one, provided his honor is above
the required level and the daimyo accepts him.
Once a ronin secures a position, he is
treated as a normal samurai once again.
However, dishonorable actions will make
him, distrusted, hated, and (worst of all) ridiculed by others.
A samurai gains little respect or power
through reprehensible actions.
Q: When a samurai
is granted a fief,
or when any character's
family
owns land, how do you determine
what the property's resources
are
and how many peasants live
on it?
A: All of these details
are up to the DM.
Common sense and what resources
are
available in your campaign
should govern
this decision. Pages 31-36
<(Family, Honor)> of
OA
give basic information that
will help you make decisions
about family
resources. The population
and productivity
of an area have to be determined
by
the DM. The DSG,
WSG, and DMG
provide some information.
Page 34 of
OA also has some
information,
and the WORLD OF GREYHAWK
Fantasy Setting should provide
some useful
examples.
(121.22)
Q: Page 22 of OA
seems to indicate that a
samurai can
specialize with a katana
using only
one slot. Does this special
ability
also apply to the daikyu?
A: Paragraph two,
page 22, is misleading.
The samurai uses two slots
when specializing
with the katana, and must
use three
when specializing with the
daikyu.
(121.22)
0 LEVEL
* ki shout (18.00 Str for one round)
* [2] damage bonus
* [3] surprised only 1 in 6
* [5] immune to fear
* [6] cause fear
* [9] great kiai
<samurai minis: front, back. Citadel?>
1. SUBCLASS = cavalier
2. SOCIAL CLASS MINIMUM = roll on Birth
Rank table required, at +10 if human or spirit folk. Korobokuru: ^
see
above ^.
3. ABILITY SCORE MINIMUMS
STRENGTH = 13
INTELLIGENCE = 14
WISDOM = 13
DEXTERITY = 6
CONSTITUTION = 13
CHARISMA = 6
COMELINESS = 3
PERCEPTION = <>
4. POSSIBLE RACES & MAX. LEVEL ATTAINABLE
= korobokuru (6-7),
human (U), spirit folk (12),
5. MULTI-CLASS POSSIBILITIES = none
6. HIT DIE TYPE = d10
7. MAXIMUM NUMBER OF HIT DICE = 9
8. SPELL ABILITY = no
9. ARMOR PERMITTED = any
10. SHIELD PERMITTED = none
11. WEAPONS PERMITTED = any (Proficiency
in or use of ninja preferred weapons will lead to a loss of honor
for the character.)
12. OIL PERMITTED = no (The use of oil
in personal combat is unacceptable, but the character can use oil in siege
warfare.)
13. POISON PERMITTED = only if evil
14. ALIGNMENT = LG, LN, LE
15. STARTING MONEY = 2-12 ch'ien + 1-10
tael (ch'ao) (10-120 gp + 10-100 sp)
16. WEAPON PROFICIENCIES = *. **. L1:
katanaspecialization
(free @L1). L3 -> bow is required.
17. NON-PROFICIENCY PENALTY = -2
18. NON-WEAPON
PROFICIENCIES = *. L2 -> horsemanship
is required. L6 -> calligraphy, painting, and poetry is required.
19. STARTING AGE = human: 18+1d4,
korobokuru: 35+3d4, spirit folk: 35+2d4
20. COMBAT = fighter (5-8: 3/2) (9+: 2/1)
21. SAVING THROWS = fighter
22. MAGIC ITEMS = <as cavalier?>
23. FAMILY = required
24. HONOR =
Entering into debt: -3
Fleeing a fight: -10
Forming an alliance with an NPC family: +1
Gaining a court proficiency:
+1
Leading a losing force in battle: -4
Leading a victorious force in battle: +3
Losing item of quality: -5
Losing magical item: -10
Refusing one's lord: -3
Taking a bribe: -1
Taking prisoners: +1
Using a ninja-preferred weapon: -3
25. SKILLS: 4@L1, 5@L2, 6@L3, 7@L4, 8@L5, 9@L6, 10@L7, 11@L8, 12@L9
* OA proficiencies work a little differently,
with both WPs and NWPs using the same pool of points.
Samurai begin with 4 skill points. In
addition to the bonus skill of katana specialization, samurai must use
these 4 skill points for daikyu specialization and/or NWPs.
** Only samurai are allowed to specialize in two weapons at once, and these must be katana and daikyu.
1. SUBCLASS = n/a
2. SOCIAL CLASS MINIMUM =
3. ABILITY SCORE MINIMUMS
STRENGTH =
INTELLIGENCE =
WISDOM =
DEXTERITY =
CONSTITUTION =
CHARISMA =
COMELINESS =
4. POSSIBLE RACES & MAX. LEVEL ATTAINABLE =
5. MULTI-CLASS POSSIBILITIES =
6. HIT DIE TYPE =
7. MAXIMUM NUMBER OF HIT DICE =
8. SPELL ABILITY =
9. ARMOR PERMITTED =
10. SHIELD PERMITTED =
11. WEAPONS PERMITTED =
12. OIL PERMITTED =
13. POISON PERMITTED =
14. ALIGNMENT =
15. STARTING MONEY =
16. WEAPON PROFICIENCIES =
17. NON-PROFICIENCY PENALTY =
18. NON-WEAPON PROFICIENCIES =
19. STARTING AGE =
20. COMBAT =
21. SAVING THROWS =
22. MAGIC ITEMS =