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A Player’s Guide to Combat for All Classes
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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
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PRODUCTION MANAGER | ORIGINAL INTERIOR DESIGN
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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.
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Vist our website at worwwizardscom/dndIntroduction
‘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
“
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29
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158Mus 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
(nalfrequently 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 onlya 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
opponentsAlignment: 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
eeTante 1-3: THe SaMurat
Base Fort Ref will
Level Attack Bonus Save Save Save Special
ist 41 4240 +0 (Dalsho proficiency
and 42 43.4040 Two swords as one
3rd 13 43/2141 Kiai smite Y/day.
ath 4 ol] —
sth 45) +4 e191 laijutsu master
Gth_+6/+1 4542 42 Staredown
mh 4742 450742042 Kia smite 2/¢ay
bth 18/+3 48 12 12. Improved initiative
Sth 49/4 46 aa —
Toth +10/s5 473343 Mass staredown
Mth =1/+6/#1 4743.43 Improved two.
swords as one
Voth 12/47/32 4B 4 +4 Kiai smite 3/day
th 13/28/23 48nd
Vath 44/29/4494 +4 Improved
staredown
Ith HSS 49 a5 as
V6th +16/s11/+6/+1 410 45 «5 Greatertwo
swords as one
7A 17/12/7742. FIO HESS! Kia site ajay
18th +18/+13/48/43 41 +6 +6 —
19th 419/s14/s9/-4 AN 46 46 —
20th +20/s15/s10/+5 412 46 +6 Frightful presence
drawing his weapon and striking a foe in one fluid motion.
He is treated as having the Quick Draw feat, bur only when
he draws his katana or wakizashi.
Staredown (Ex): At oth level, 2 samurai becomes able to
strike fear into his foes by his mere presence. He gains a +4
bonus on intimidate checks and can demoralizean opponent
(@s described in the Intimidate skill description, page 76 of|
the Player's Fandboo)
Improved Initiative (Ex): At &th level, the samurai has
practiced iaijutsu techniques used in ritual duels between
two samurai, and he is able to anticipate when any enemy
will attack. He now has the Improved Initiative feat.
Mass Staredown (Ex): At 10th level, a samurai has suff
cient presence that he can cow multiple foes. Using a Intimi-
date check, the samurai can demoralize all opponents within
30 feet with a single standard action.
Improved Two Swords as One (Ex): At tith level, a
samurai’ prowess with the katana and wakizashi improves
He is treated as having the Improved Two-Weapon Fighting
feat when wielding a katana and wakizashi, even if he does
not meet the prerequisites for the feat
Improved Staredown (Ex): At 14th level, even « glance
from the hard eyes of a samurai is enough to give his foes
pause. The samurai can demoralize opponents within 30 feet
4s a move action, nota standard action.
Greater Two Swords as One(Ex): At 16th level, Sighting
with a katana and wakizashi becomes second nature for a
stmurai. He is treated as having the Greater Two-Weapon
Fighting feat when wielding s katana and wakizashi, even if
he does not meet the prerequisites for that eat.
Frightful Presence (Ex): A 20th-level samurai’ bravery,
honor, and fighting prowess have become legendary. When
the samurai draws his blade, opponents within 30 feet must
sueceed on a Will save (DC 20 + samurai’s Cha modifier) or
become panicked for 46 rounds (if they have 4 or fewer Hit
Dice) or shaken for 46 rounds (if they have from $ to 19 Hit
Dice). Creatures with 20 or more Hit Dice are not affected
Any foe that successfully resists the effect cannot be affected
again by the same samurai frightful presence for 24 hours.
Ex-Samurai
‘A samurai who ceases tobe lawful or who commits an act of|
grave dishonor loses all samurai class features that depend on
Charisma or Charisma-based checks. Minor embarrassments
don't count, ut major breaks with the code ofbushido do. Acts
that could lose a samurai hisstatus include disobeying an order
from a superior offceror feudal lord, fleeing in cowardice from
animportant battle, being caught in a majo lie or other breach
of integrity, and appallingly rade behavior. disgraced char
acter may not progress any farther asa semmurai He regains his
class features the ability to advance in the classifhe stones for
his violations (Ge the atonement spel, page 201 of the Payers
Hanabook) assuming the feudal lord offersachance at redemp-
tion. (Some feudal lords demand ritual suicide as the only act
that cleanses the stain of dishonor)
Like a member of any other class, a samurai may be a multi-