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To WV NOS A Player’s Guide to Combat for All Classes 2 gow Oe einen: ee he = et COMPLETE WARRIOR™ A Player's Guide to Combat for All Classes Ayr CorLixs, Davi Noonax, Eb Sraik ADDITIONAL DESIGN ‘Jesse Droxen DEVELOPMENT TEAM ‘MicisAv1. Donats (Leap), ANDREW J. Frsci, Ricuarp Baxer, Davrp Ecketgerry ay: De. Wiggee teh One Ras SS Daiz Donovas, Kim Monay MANAGING EDITOR ACRE DIR Bc To R Dawy Muxny pig ty eo Ro alk oD gt Warne REvNoLps TNOTE RIOR AR TIS§ Tes Brunt CHUMEny, Ep Cox, Wavsr ENGLAND, Reséoca Guay-MrrcHELt, JERENO* JaRVis, Dovs Kovacs, Grscer Kiinig, Jou ann , Laura Laxey, Davip Mantis, ey Momus Denis Caanaree McCLans, DESIGN MANAGER Marr Mircrett, Steve Parsoory, Ep Sranx Warne Revwotts, Davip Roacs, Make Svzie,Buray Sonor, Row Sre: ‘Jort Tuomas GRAPHIC. DESIGNER’ DEVELOPMENT MANAGER pe ANDREM J. Frncit DIRECTOR OF RPG R&D BILL SLAVICSEK Dawn Merny VICK PRESIDENT OF ruBLrsHin@ | GRAPHIC PRODUCTION SPECIALIST, Mary Kincorr “ANGELIKA Loxotz IMAGE TECHNICIAN FROJEGT MANAGER Jasos Wire Maxry Durran PRODUCTION MANAGER | ORIGINAL INTERIOR DESIGN Gras Deoxe Sean GLENN Sources Sword and Fst by Jason Cark Tome and Blod by Brice R. Cordell and Skip Williams, Defenders of she Faith by Rich Redan and James Wyatt, Maitert ofthe Wild by David Fekslberry and Mike Selinker, Sovg aud Silence by David Noonan, and John Ratelills Oriental ventures bs James Wyatt; Epic Lecel Handbook by Andy Collins Bruce R. Cordell nd Thomas IM. eid; various Dragon magerine isues od contributors incloding Andy Collins, Monte Cook, and Kolja Liquetts Fased of the original Diisarons & Dancons® rules created By Gary Gygax an Dave Arnisson, and ehe new Dosaxoxs® Dkacons fame designed by Jonachan Tweet, Monte Cook, kip Williams, Kichard Baker, and Peter Adkison. ‘This Wizauos oF nit Coasr® game product contains no Open Game Content. No portion of this work may’ be reproduce in ny form without written permission. To learn more about the Open Gaming License andthe 420 System License, plesse visit twwnaizardscom/d20. ane Me Sh agstond 18003246196 ‘620.176554-00. EN 3224673380 ri ag Det ee ms ret rr ts Tapa are coon acre Ree at a a a ee ne ae ae Vist our website at worwwizardscom/dnd Introduction ‘Martial Chartres The Complete Warrior chapter : Clases Hevblade (Game Rue Information Soma 3 (Came Rule information Swashbuckler ‘GiincRileTalocnation ‘Varia Paladins and Rangers Without Spellesing. Variant Fadia Variant Ranger. Chapter 2: Prestige lasses Picking» Prestige Class ‘The Masti Prestige Classes. Bear Warrior Bladesinger Camalier Desk Hunter Dini Stalker. Dervish Drunken Master Exot Weapon Master ‘Bye of Grou, Frenied Berserker Gnome Gant Sayer, Halfling Outrider Nalking Huck Hamer ofthe Desa Avie Bade Juss. Kenai night of th Chalice Knight Powctor Master Thrower [Master ofthe Unseen Hand Minds. [Natures Warrior eeu Slayer, (Onde ofthe Bow Inte Purple Dagon Knight Rage Mage Revager Reaping Maule Ronin, spellsword Stonelord “Tettooed Monk. “Thayan Knight ‘War Chanter Warshaper Cchapter3: Supplemental Rules. ets ‘Choosing Fests General ets, Divine Fens Tactical Feats ‘Werpon Sie Feats. New pels ‘New Domains Hexblade Spells Contents us CCusedias Familias “Acquicng a Cuardian Familia. Spark Guardian GGrunder Guardian Blade Guardian, sl Perform Wespo Del) (Ch) Knowledge Sleight of Hand Chapter: Fantasy Warfare. “wo Views of Fanny Waren storia Warfare Modern Inspted Warfare “AMercenaty Campaign ‘Mercenary Mini-Advestures Sporting Combat Joust. CGladitril Marches Archary Contests CConjuers Chess Alabaster Cup Magic tems New Armor Special Abilis New Specie Armor Description. New Weapon Special Abilities [New Specific Weapon Descriptions [New Wondros ems New Special Maerels, ‘Warriors in the Campaign. ‘Warsior Campaigns Spellesting Magic tems Surviving jd Wars Caiznigh ‘Warroe Organizations ‘se Zum Monastery ‘The Knight Proves Onder ofthe How Onder ofthe Chalice Purple Dragons The Ravages Deities and Warriors Using the Deities fom the Bayer Hendiok. The Warrior Fantheon. ‘The Epic Wait. Becoming an Epsc-Level Warrior Epic Level Prestge-Clss Chariters Epic Fas. [A Warrior and His Weapons Exocc Weapons Exotic Werpon Descriptions Primitive Weapons Improsised Weapons Sidebars Organization: The Eyes of Graumsh Oathof Service The Code ofthe Kn Revager Rites Behind che Curtain: World Specific Prestige Classes Behind the Curtin Tata est ‘Behind the Curtain Epic Levels and Prestige Classes ug ua 13 4 bs 20 1m 13 1m re as ns 17 17 w M8 us 1 10 133 1st 155 iss Numbered Tables ‘ible 1c The Hexbade Table 2: Herblade Spells Known Table 1-3: The Samoa “able 1-4 the Swashbvekler “Table 2-1: Prestige Class Groupings “Table 2-2 The Bear Werior “able 2-2: The Blaesinger Tile 2-4: The Cavalier. Table 2-5: The Dat Hunter “ble 2-6: The Dircwood Stalker. Teble2 7. The Dervis Table 2-€ The Drunken Master Table 2-9 The Exotic Weapon Master. Table 2-10: The Bye of Gruumsh ‘ble 2-11; The Fenced Berserker Tile 2-15: The Hunter ofthe Dead Table 216: The insbe lade “Table 2-17 The Justicia, Table 218: The Keni Table 219: The Knight ofthe Chalice. Table 2-20: The Knight Protector Inble2-21-The Master Thrower “ible 2-20: The Master ofthe ‘Unseen Hand Table 2-25: the Mindspy “Table 2-24 The Nature's Warrior “Table 2-25: The Oecul Shyer “Table 2-26: The Onder ofthe Bow Ini. Table 2-27 The Purple Drgor Kaight Table 2-28: The Rage Mage “Table 2-26: The Ravager “Table 2-30: The Reaping Maulr. Tible2-31-The Ronin “Table 2-32: The Spellsword Table 2-33 The Stonelord “Tible 2-34 The Taeoed Mone “able 2-36 The Thayan Knight Table 2-36: The War Chavet Table 2-37: The Warshaper ble 3-1:General Feats Table Table 3-3 Tatil Feats Table 5-4: Weapon Sele Fes Thble 4-1: Missions Table 4-2 Complications, Table 4-5 Support Table 44: Gladiator Crowd Reaction, Table 4-5 The Wertior Pantheon Table 4-«: New Exotic Weapons “able 47: Improvised Weapon Damage Divine Fst 2 “ * 8 %s 29 Ww 158 Mus by WF Regnots Introduction ‘The Complete Warrior book is a rules accessory for the Duncvoss & Dracons® Roleplaying Game. It is primarily a player resource focusing on new options and expanded rules for D&D players who want to create or advance martial characters. DMs can use this book as a resource for creating or optimizing their own creations. So what is a martial character? The authors of this book define 2 martial character as any character that focuses his ot her development on improving his or her combat capabili ties, particularly those capabilities that emphasize melee or ranged combat over spellcasting, skill use, or other abilities common to a D&D character, (For brevity in some places throughout this book, including its ttle, martial characters are referred to as warriors. In this context, ‘warrior’ does not < refer to a member of the warrior NPC class described in the Dun- sn Master's Guide—although a character with levels in that class could be considered a martial character and could benefit from the material in this book just as any other character might) ‘Again, though, this doesnt mean that if you're playing a wizard you hefting a greatsword. This book ‘O° details options for non-“fighter-types" fi « effectiveness. Spelleasting warriors, skill-using soldiers, and holy (or unholy) I youtre playing a rogue whold like to improve her chances to hit, ora sorcerer who might like to withstand a few more should don plate armor and start who want t0 maximize their combat ‘combatants ofall types can find resources within these pages. points of damage, this book is for you “Thisbook contains information forplayersand DMs, showcas- ing new and intezesting options for characters and creatures utilizing the D&eD combat rules, Players can read through the ‘entire book without hesitation—DMs can use the material ro ‘generate their own surprises without any help! Classes (Chapter 1): This chapter introduces three new character clases: the arcane hexblade, the honorable samu- ri, and the dexterous swashbuckler. Each class provides an alternative for players interested in ‘a different kind of fighter” And, in keeping with the theme of alternatives this chapter concludes with some variant rules for existing classes, including variant rangers and paladins. Martial Prestige Classes (Chapter2): A large numberof prestige classes are presented here, all with 2 focus on being. better in combat. Whether youre playing fighter, a wizard, a lexi, oreven some sort of strange monstrous character, ou should find a prestige class here that appeals to you. Supplemental Rules (Chapter 3): This chapter includes cormpila tions of new feats and spells as well as some other rules systems you sight not expect in a book for warriortypes. Fighting spellcasters should enjoy the section on guard: ian familiars, and the chapter algo discusses new uses for skills such as Concentration, Perform, and Knowledge Fantasy Warfare (Chapter 4): A book for martial characters wou be complete without a chapter on war fare. We look at historical warfare and fantasy warfare with a more modern slant Hire are suggestions and rules for war-oriented adventures as well as advice on running a wartime campaign. Players should find the sections on magic items and warrior organi zations useful, and both DMs and players an use the section (on the warrior pantheon. SOURCES This book includes material from other sources, including Dragon magazine, web articles previously published on the Wizards of the Coast website, nd earlier works like Sword and Fist. Much of this material has been picked up and revised based on feedback and comments from D&D players and DMs all around the world. We hope you like the changes we made to the prestige classes, feats, and other elements of the game as well as the large amount of brand-new material you'll find Inthese pages. Remember, however, that Dunceons & Datcons is your game. Ifyou've been playing with a particular prestige cass or feat that we've picked up and revised, we hope you'l look at the new version and see why we made the changes but you don'thave to pay with the revised material i'you don’t want to. The Dungeon Master, as always, should make the final call about what material belongs in his or her game, and ifyou've been playing wth an alder version of ‘something that appears in this book and you're having fun doing it, don't worry about making a change. We think al he changes we've ‘made are fo the best, bu it's your game, afer all. be latest edition of the Dose has been about options fi The xevised versions of the eote Tul evidence of that, as is this book, When-the design- plete warrior” books sflould include, the idea of new classes came up Z7Ok course, prestige classe’ are one type of afteition since the concept mn Masters Guide. -However, lasses have tiven the same amount of exposure in D&D®accessories prodiiced by Wizardsof the Coast ‘This chaptet remedies ther lack of attention to some degree With the presentation of three new chara classes for the game. Following those class ‘arg new variant versions of the paladin and ranger classes, thats Combining the dynamic powers of martial prowess and areane might, the hexblade presents a deadly challenge to ‘opponents unused to such a foe. ‘Adventures: Henblades adventure for personal. guin, whether thar gain is power, prestige, wealth, orall the above Characteristics: The heyblade’ilances/ralemts in ‘combat and arcane spelleasting. At lower levels, the hex blade relies on melee ability augmented by his special ‘power to curse his enemies. As he galas experience, he becomes capable of gesting altmired nishber of spells awhile his curse ability becomes more potent and he gains the cbility to Warp the nofmal laws of probability, Fle ean also drawv upon the service of familiar to fur thet augment his abilities Alignment? The style of the hexblade tends «© be selfisby sometimes even cruel, though it is by | characters. Sul, even the frienfliest hexblide i& ax best neural. Hexblades tay be 0 minted, disciplined or creative, and thus have no particular bent toward no. means limited to wonicalor fe Jawor chaos: Religion: Most hexblades areatt very pious, felying on their own talents rather than count ‘ng on a deity co prosect them. Those who revere a deity often choose Wee Jas (deity of death and rragie) or Boccob the Ut f Some particulatly evil hexblades venerate (dei ity of secrets). Background: Like that ofthe sorcerer, the power of the hexblade often displays itselfaranearlyage, im Fy inn le) ae > tu m Co) ie} PA (nal frequently in the form of unexplained accidents or other inci dents of bad luck experienced by those around the budding hrexblade, Though the hexblade is ultimately 2 self-taught character, many receive rudimentary training from another arcane pellcaste, such asan older hexblade, sorcerer, wizard, or bard, before setting offon their own, Unlike sorcerers, hexblades share @ unique bond. Though two hexblades who meet in a tavern or apothecary won't necessarily strike up a lasting friendship, itis are for ro hexblades to oppose one another unless great personal gain ison the line Races: As with sorcerers, most hexblades are humans oF half-lves. Those few gnomes who enjoy a cruel twist to their levity may take up the tradition. Elves wishing to mix magic and warfare more often become fighter/wizards. Dwarves and halflings rarely exhibit the self-centered behavior common among hexblades Among the savage humanoids, hexblades may be found as leaders or advisors. ‘Other Classes: Hexblades tend to get elong best with other classes whose members look out for themselves before others, including rogues, rangers, and barbarians. They avoid paladinsand other characters dedicated tothe service of good or other high-minded ideals. Hexblades sometimes feel jeal- ous of the sorcerers superior arcane talents, and they shun wizards as weak book-learners Role: Though a capable melee combatant, the hexblade relies on opportunistic use of his spells and special abilities toaugment this role in the group. A hexblade with the proper skill selection can make fine leader fora group comfortable with his style GAME RULE INFORMATION Hexblades have the following game statistics. Abilities: Charisma controls many of the hexblade's spe Tasus 1-1: THE HexaLADE Bese For Ref will — Spells per Day — level _Aitack Bonus ___Save_Save. Save _ Special Yst_ nd "3rd 4th ist at 40 40 42. Hexblade’s curse 1/day ——— 2nd 22 4040 +3 Arcane resistance — Bd 33 HLS 3 Mette sss ah #1 +144 Summon familiar a Sth 48 4151 44 Bonus eat, hesblade's curse 2/day = Sh 46/41 4242s = hosp 4242 45 Greaterhexblade’s curse Pos Bh 48/03 24246 — —a sth 43/8 3 +6 Hexblade’scurse3jday (AUS Orn +10/+5 434347 Bonus feat a Wh -ay/seyet Te a 12th 12/7/42 44 +448 Aura of unluck /day a Bh 3/3/83 4044148) Hoxblade’s curse 4/day es lath 14/9/44 Moa a 15th 95/10/45 4545 49 Bonus feat EOE TEE Veh s16/+11/46/+1 +5 45410. Aura of unluck 2/day a Vth 7/1272 4545-110. Heslade's curse Sjday an aa aay WBth418/s13/-8/43 6 46 say 18th g/e14/a9/eg 464611 Dicehelade’s curse SESE 2th +20/s15/s10)+5 +6 +6 12-—Aura of unluck 3/day, bonus feat . oo a 2 cial powers, including his spelleasting. Strength isimportant forhim because ofits role in combat. Dexterity and Constitu- tion both contribute to the hexblade's long-term survival. Alignment: Any nongood. Hit Die: dto. Class Skills The hexblade's class skills (and the key ability for each skill) are Bluff (Cha), Concenteation (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) Int), Profession (Wis), Ride (Dex), and Spellcraft (Ing). See Chapter 4 in the Players Handbook for skill descriptions. Skill Points at ist Level: (2+ Int modifier). Skill Points at Each Additional Level: 2 + In modifier. Class Features Allofthe following are clas features of the hexblade. ‘Weapon and Armor Proficiency: Hexblades are pro ficient with all simple and martial weapons, and with light armor but not with shields, Because the somatic components required for hexblade spells are simple, a hexblade can cast hex- blade spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spelleaster,a hexblade wearing medium or heavy armor for using a shield incurs a chance of arcane spell failure ifthe spell in question has a somatic component (and most do). A rmuliclass hexblade stillincurs the normal arcane spel failure chance for arcane spells derived from other classes. Hexblade’s Curse (Su): Once per day, 28a free action, a hexblade can unleash a curse upon a foe. The target must be visible o the hexblade and within 60 feet. The target of a hexblade’s curse takes a -2 penalty on attacks, saves, abil ity checks, skill checks, and weapon damage rolls for 1 hour thereafter. A successful Will save (DC 10 + 1/2 hexblade’s class level» hexblade's Cha modifier) negates the effect. At every four levels beyond ist (sth, 9th, 13th, and 17th a hexblade guins the ability to use his curse one additional time per day, as indicated on Table 1-1. Multiple hexblade's curses don't stack, and any foe that successfully resists the effect eannot be affected again by the same hexblade's curse for 24 hours. ‘Any effect that removes or dispels a curse eliminates the effect of hexblade’s curse Arcane Resistance (Su): At 2nd level,ahexblade gains a bonuis equal to his Charisma bonus (minimum +1)0n saving throws against spells and spell-like effects Mettle (Ex): At 3rd level and higher, « hexblade can resist magical and unusual attacks with gr willpower or fortitude. IFhe makes a successful Will or Fortitude save against an atack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will halfor Fortitude partial), he instead completely negates the effect. An unconscious or sleeping hexblede does not gain the benefit of mettle Familiar: Beginning a 4th level, a hexblade can obtain a familiar. Doing so takes 24 hours and uses uupmagical materials that cost 100 gp. A familiar is magical beast that resembles @ small animal and is unusu ally tough and intelli gent. The creatu ‘companion and servant. The hexblade chooses the kind of familiar he gers. As th hexblade advances in level, his familiar also increases in power. the hexblade as asorcerer of three levels lower for determining the familiar powersand abilities (see the Familiars side baron page 52 of the Players Handbook). If the familiar dies or is dismissed by the hexblade, the latter must attempt ¢ DC 15 Fortitude saving throws ses 200 experience Failure means he points per hexblade level; success reduces the loss to one-half that amount. However, a hexblade's gobelow Oas the result of experience point total can n familiar’ demise or dismissal. A slain or dismissed familiar cannot be replaced fora year and day. A slain familiar can be raised from the dead just as a character can be, butt does not lose a level ora point of Constitution when this happy event A character with more than one class that grants a familiar ‘may have only one familiar at atime, A besblede Spells: Beginning at 4th level,a hexblade gains the ability to castasmall numberof arcane spells, which are drawn from the hexblade spell list (ee Chapter 3). He can cast any spell he knows without preparing itahead of time, just asa sorcerer can (see page 54 ofthe Player's Handbool To learn or cast a spell, a hexblade must have a Charisma score equal to at least 10+ the spell level (Cha 11 for tstlevel spells, Cha 12 for 2nd-level spells, and so forth). The Di culty Class fora saving throw against a hexblade'’s spell is 10 5 + the spell level + the hexblade’s Cha modifier. Tike other spelleasters, a hexblade can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1-1, In addition, he receives bonus spells per day if he has a high Charisma seore (see Table 1: Ability Modifiers and Bonus Spells, page 8 of the Player’s Handbook). When ‘Table 1-1 indicates that the hexblade gets 0 spells per day of a given spell level (for instance, ist-level spells for 2 4thrlevel hexblade), he gains only the bonus spells he would be entitled to based on his Cha risma score for tat spell level The hexblade's selection of spells, is extremely limited. A hexblade begins play knowing no spells, but gainsone or more new spellsat certain, levels, as indicated on Table 1-2. (alike spells per day, his Charisma score does not affect the number of spells a hexblade knows the ‘numbers on Table 1-2 are fixed) Upon reaching 12th level, and at every third hexblade level So after that (45th and sath), a hexblade can choose to learn « new spell in place of one he already knows. In effect, the hexblade “loses” the ola spell in exchange forthe new one. The new spell’s level must be the same as that of the spell being exchanged, and it must beat least two levels lower than the highest-level hhexblade spell the hexblade can cast. For instance, upon reaching 12th level, a hexblade could trade in a single level spel two spell levels below the highest-level hexblade spell he can cast, which is 3rd) fora different 1st-level spell ‘At th level, he could trade in a single tstlevel or 2nd-level spell (since he now can cast 4th-level hexblade spells) for a different spell ofthe same level. A hexblade may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level Through 3rd level, a hexblade has no caster level. At 4th level and higher, his caster level is one-half his hexblade level ‘Taste 1-2; Hexatane Spetis Known Spells Known 2nd 3rd Level st 2nd Sid ath sth sth 7th th 3th roth mith 12h 13th Vath 15th 16th 7th 18th 19th 20th 1 Provided the hexblade has sufficient Charisma to have a bonus spell ofthis level th 2 Ei 3 4 4 4 5 vel aamebamewomn| | iliz olpiope ingens Il tel iE Bonus Feat: Ar sth level, and every five levels thereafter (toth, 15th, and 20th), @ hexblade gains a bonus feat, which rust be selected from the following list: Combat Cast ing, Greater Spell Focus (enchantment, necromaney, ot transmutation only), Greater Spell Penetration, Spell Focus (enchantment, necromancy, or transmutation only), Spell Penetration, Greater Hexblade's Curse (Su): When hexblade attains 7th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage tolls incurred by a target ofthe hexblade’s curse becomes—4 instead of 2. ‘Aura of Unluck (Su): Once per day, a hexblade of 12th level or higher can create a baleful aura of misfortune. Any melee or ranged attack made against the hexblade while this aura of unluck is active bas «20% miss chance (similar tothe effect of concealment), Activating the aura is a free action, and the aura lasts for a number of rounds equal to 3 + the hhexblade's Charisma bonus (if any) {At 1sth level and higher, a hexblade can use his aura of unluck twice per day. A 20th-level hexblade can activate this aura three times per day. Dire Hexblade’s Curse (Su): When a hexblade attains 19th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by a target ofthe hrexblade’s curse becomes~6 instead of -4 Ex-Hexblades ‘A hexblade who becomes good-aligned loses all hexblade spells and all supernatural class abilities. His familiar becomes a normal animal and leaves the hexblade’s service as soon as possible, He may not progress any farther in levels as a hexblade. He retains all the other benefits of the class (weapon and armor proficiencies and bonus feats). Human Hexblade Starting Package Armor: Stuided leather (+3 AC, armor check penalty ~ speed 30 f, 20 Ib), Weapons: Longsword (1d8, crit 19-20/%2, 4 Ib, one handed, slashing) Skill Selection: Pick « number of skills equal to 3+ Int modifier. ‘Armor Cheek ‘kil Ranks Ability Penalty Bluff 4 Cha ea Ride 4 Dex = Knowledge (arcana) 4 Int ws Intimidate 4 Cha = Diplomacy 4 Cha z Spelleraft 4 Int Spot (cc) 2 Wis 3 Listen (cc) 2 Wis = Feat: Weapon Focus (longsword). Bonus Feat (Human): Improved Initiative Gear: Backpack with waterskin, one day’ tail rations, bedroll, sac, flint and steel. Hooded lantern, 3 pints of ol Quiver with 20 arrows Gold: 6 gp. pee. SAMURAI Known for their matchless bravery and strict code of hhonor, the samurai were the noble soldiers of feudal Japan, In a fantasy setting, the samurai brings that cour- age and honor to the service of a lord, general, or other Teader. The reputation of samurai for being tenacious in combat often precedes them in battle, and their mere presence is often enough to make dishonorable enemies slink away in the darkness. Adventures: Samurai undertake quests and other adven- turesat the behest oftheir lord, who often uses mid- ro high- level samurai as troubleshooters. A samutai might be ordered to defend a village beset by bandits, to lead allies in battle, or to hunt down and duel a rival who has stained the lords honor. Characteristics: Wielding their signature katana (bastard sword) and wakizashi (short sword) simultaneously, samurai ane aspotentin melee asa fighter, although they are less versa- tile. Their adherence tothe code of bushido is intimidating t0 their foes, and the fixed stare ofa samurai can unnerve most opponents Alignment: Almost every aspect ofa samurai'sifeisruled by the code of bushido, which demands total obedience to ines lord, bravery in the face of utmost peril, and honor and respect t0 superiors, peers, and lessers alike. Samurai are allways lawful, stoic in demneancr, and implacable when mat ters of honor and justice are concerned Religion: In a fantasy world, some samurai worship no deity, instead relying on the code of bushido for guid ance om moral and ethical issues. Others gravitate to the worship of deities of law, honor, and/justice, such as Heironeous and St. Cuthbert. Some evil samurai find the tyrannical teachings of Hextor acceptable. Background: Samurai are traditionally of noble birth, although folk tales are replete with samurai who were orphans adopted by noble families or foot soldiers who showed outstanding bravery in battle. Becoming « samurai means untold hours learn ing to use the katana and waki zashi, lessons in manners and etiquette, and relentless instruc tion in the tenets of bushido. Races: The clan-ased awful y ofthe dwarves would make food mateh for samurai culture long lives and sense of history could lead them down the samurai’ path Most halflings wander too much to make effective samurai, and gnomes show no particular affinity for the class, Least likely ofall are halfores, who rately attain a high enough station in civilized society t0 become gff@ Other Classes: Because both classes live their lives according 10 a code of behavior, samurai tend to get along wel with paladins, although samurai are sometimes puzzled when paladins ask, "Is this the right thing 1 do?” (A typical samurais response might be “You dishonor the lord by questioning his orders”) Monks are likewise admired for their strict training regimen and self-discipline. Sarmuraialso get along well with fighters, especially if they have served in sn army, and bards whose art reflects appropriate themes. Barbarians are tolerated with only a thin veneer of politeness as are rogues who focus on larceny and other dishonorable Role: With heavy armor and a razor-sharp blade in each hand, samurai are frontline melee combatants. They also benefit from a series of abilities thar give morale penalties to their foes. In addition, because they are trained in matters of etiquette, samurai make good negotiators and spokesmen, GAME RULE INFORMATION Samurai have che following game statistics. ‘Abilities: Strength is of paxamount importance to the sword-wielding samurai, and Dexterity and Constitution help him survive nthe midst of battle, Many ofthe samurais other clas features depend on Charisma—a samurai force of personality can make his enemies quake in feat Alignment: Any lawful. Hit Die: dio The samurai’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha C Intimidate (Cha), J) Knowledge (history) (nt), Know edge (nobility and royalty) (Int), Ride (Dex), and Sense Motive (Wis) See Chapter 4 in the Player's Handbook for skill descriptions. Skill Points at tst Level: (2 + Int modifier)» 4 Skill Points at Each Additional Level: 2 nt modifier: Allof the following are cl Weapon and Armor Proficiency: A samurai is proficient with all simple and mar tial weapons, and with all rypes of armor, but not with shields, Daisho Proficiency (Ex): combat, a samurai favors the katana (a mas- erwork bastard sword) and the wakizashi (a masterwork short sword), Many samutat fe an heirloom set of these two 3s; known as the daisho. Because a samuraiistrained in theiruse he gains Exotic Weapon Proficiency bastard sword) at. ‘Two Swords as One (Ex): At 2nd level, a samurai has learned to wield the katana and wakizashi together. He is treated as having the Two-Weapon Fighting feat when wielding « katana and wakizashi, even if he does not meet the prerequisites for that feat. Kiai Smite (Ex): Once per day, a samurai of 3rd level or higher can give a great cry during combat thet invigorates hhim, When a samurai shouts (a free action), his next attack gainsa bonus on the attack roll and the damage roll equal to his Charisma bonus (minimum #1). ‘Asa samurai guins levels, he can make a kiai smite more features of the In melee bonus often. Taijutsu Master (Ex): adepr at iaijutsu, « fighting technique that concentrates on sth level, a samurai has become ee

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