So now that I've done classes for the 4 main archetypes for stories set in the Edo period (Onmyōji, Miko, Ninja and Cowboy) I move on to one of the less important "classes" of that period of history - the Samurai.
Don't expect to own a daishō if you're not a samurai. |
First I've got my minor changes for the Fighter class to reflect the different assumed setting.
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Class: Bushi
You gain +1 HP for every Bushi template you possess
Bushi start with a suit of armor(grants defense as chain), a katana, a wakizashi, and either a spear or a bow with 20 arrows.
Starting Skill: 1= Courtier, 2= Rōnin, 3= Soldier
Templates are as fighter.
Templates are as fighter.
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Pretty simple, not that many changes. Then I've got another class that tries to cover something I don't see much love for in RPGs - grappling. Classes focusing on unarmed martial arts tend to be more about striking arts, like boxing or karate. So here's a class focusing on jujutsu.
Starting Skill: 1= Courtier, 2= Wandering Mercenary, 3= Soldier
A: Throwing Technique, Artful Footwork
B: Striking Technique, Ukemi
C: Weapon Taking, Perfect Footwork
D: Pinning Technique
Artful Footwork
A Jūjutsuka may once per round raise their defense by +2 for one attack. They may do this after seeing the result of the roll they are modifying, but before damage is rolled.
Striking Technique
Unarmed attacks deal 1d6 damage to any target with less than Chain(14) defense.
Ukemi
A Jūjutsuka may reduce their falling damage by 2d6, or whatever amount makes sense for your system of fall damage. They also can immediately get to their feet after being thrown or shoved, so long as there is nothing preventing them from doing so.
Weapon Taking
A Jūjutsuka who successfully uses their Throwing Technique ability on an enemy may take whatever the enemy is holding in their hand from the enemy.
Perfect Footwork
A Jūjutsuka using their Artful Footwork ability instead raises their defense by +4 for one attack.
Pinning Technique
A Jūjutsuka may make an Attack roll with disadvantage. On a success, they pin the target facedown.
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Class: Jūjutsuka
Jūjutsuka start with a suit of armor(grants defense as chain), a katana, a wakizashi and either a spear or a bow with 20 arrowsStarting Skill: 1= Courtier, 2= Wandering Mercenary, 3= Soldier
A: Throwing Technique, Artful Footwork
B: Striking Technique, Ukemi
C: Weapon Taking, Perfect Footwork
D: Pinning Technique
Throwing Technique
A Jūjutsuka who is attacked may (after any damage is dealt) make an Attack roll with disadvantage. If they succeed, the attacker is now prone.Artful Footwork
A Jūjutsuka may once per round raise their defense by +2 for one attack. They may do this after seeing the result of the roll they are modifying, but before damage is rolled.
Striking Technique
Unarmed attacks deal 1d6 damage to any target with less than Chain(14) defense.
Ukemi
A Jūjutsuka may reduce their falling damage by 2d6, or whatever amount makes sense for your system of fall damage. They also can immediately get to their feet after being thrown or shoved, so long as there is nothing preventing them from doing so.
Weapon Taking
A Jūjutsuka who successfully uses their Throwing Technique ability on an enemy may take whatever the enemy is holding in their hand from the enemy.
Perfect Footwork
A Jūjutsuka using their Artful Footwork ability instead raises their defense by +4 for one attack.
Pinning Technique
A Jūjutsuka may make an Attack roll with disadvantage. On a success, they pin the target facedown.