Ronin

Conversion from 3.5 Samurai class.

Stalwart warriors, matchless bravery, and a strict code of honor; these are the heritage of the samurai warrior. Ronin are noble soldiers, who with courage and honor, have a reputation for being tenacious in battle, and their mere presence is often enough to make dishonorable enemies slink away in the darkness.

A Ronin is perhaps best known for their legendary skill with the blade. They spend untold hours learning to use the katana and wakizashi with precision and deadly skill,
lessons in manners and etiquette, and relentless instruction in the tenets of bushido–the “Way of the Warrior”. This code demands total adherance to what is lawful, bravery in the face of utmost peril, and honor and respect to superiors, peers, and lesser alike. They rely upon this code for guidance on moral and ethical issues, and are stoic in demeanor and implacable where matters of honor and justice are concerned. Duty, loyalty, heroic courage, sincerity, courtesy, and compassion are other principles to which a Ronin strives to uphold.

Role: Ronin are skilled combatants who cow their enemies with their dazzling display of swordsmanship, fixed stares, and indomitable force of personality. Adherence to the way of the warrior, in conjunction with their martial training makes the Ronin formidable opponents with a singular purpose of mind.

Game Rule Information

Alignment: Any lawful
Hit Die: d10
Class Skills: The Ronin’s class skills are Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (nobility) (Int), Ride (Dex), and Sense Motive (Wis).
Skill Ranks Per Level: 2 + Int modifier.

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Ancestral Daisho, Daisho Proficiency
2nd +2 +3 +0 +0 Two Swords as One
3rd +3 +3 +1 +1 Kiai Smite 1/day
4th +4 +4 +1 +1 Ancestral Daisho +1
5th +5 +4 +1 +1 Iaijutsu Master
6th +6/1 +5 +2 +2 Ki Daisho (Keen), Staredown
7th +7/2 +5 +2 +2 Kiai Smite 2/day
8th +8/3 +6 +2 +2 Ancestral Daisho +2, Improved Initiative
9th +9/4 +6 +3 +3 Off-Hand Expertise
10th +10/5 +7 +3 +3 Ki Daisho (Lawful), Mass Staredown
11th +11/6/1 +7 +3 +3 Improved Two Swords as One, Kiai Smite 3/day
12th +12/7/2 +8 +4 +4 Ancestral Daisho +3
13th +13/8/3 +8 +4 +4 Razor’s Edge
14th +14/9/4 +9 +4 +4 Ki Daisho (Great Cleave), Improved Staredown
15th +15/10/5 +9 +5 +5 Kiai Smite 4/day
16th +16/11/6/1 +10 +5 +5 Ancestral Daisho +4, Greater Two Swords as One
17th +17/12/7/2 +10 +5 +5 Lethal Strike
18th +18/13/8/3 +11 +6 +6 Ki Daisho (Adamantine)
19th +19/14/9/4 +12 +6 +6 Kiai Smite 5/day
20th +20/15/10/5 +12 +6 +6 Ancestral Daisho +5, Frightful Presence

Weapon and Armor Proficiency: Ronin are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), but not with shields.

Ancestral Daisho: All Ronin begin play with the ancestral daisho–a masterwork katana and wakizashi. These are typically heirlooms that once belonged to their ancient ancestors and passed down from generation to generation, though some are more recent and specially crafted to the specifications of a Ronin who is just beginning this ancient tradition. When first crafted, these weapons were invoked with the spirits of the Ronin’s family ancestors. Thus, protecting them is a point of great personal honor to the Ronin.
As a Ronin gains experience, his ancestral spirits begin to awaken the latent supernatural abilities of his ancestral daisho, as long as he has remained true to his honor and the path of bushido.
Beginning at 4th level, a Ronin’s ancestral daisho become +1 weapons, and are treated as magic weapons for the purpose of overcoming damage reduction. Every four levels thereafter, the katana’s magical enhancement improves by +1, to a maximum of +5 at 20th level. Subsequently, every eight levels thereafter, the wakizashi’s magical enhancement increases by +1, to a maximum of +3 at 20th level. In the hands of anyone but the Ronin to whom the daisho is attuned, these weapons function only as masterwork weapons.
Should at anytime the Ronin break his personal code of honor, or lose his status as a Ronin, his ancestral daisho looses their magical enchantments and revert back to masterwork weapons.

Daisho Proficiency (Ex): In melee combat, a Ronin favors their ancestral daisho– the katana (a masterwork bastard sword) and the wakizashi (a masterwork shortsword). Because a Ronin is trained in their use, he gains the Exotic Weapon Proficiency (bastard sword) as a bonus feat.

Two Swords as One (Ex): At 2nd level, a Ronin has learned to wield the katana and wakizashi together. He is treated as having the Two-Weapon Fighting feat when wielding a katana and wakizashi, even if he does not meet the prerequisites for that feat.

Kiai Smite (Ex): Once per day, a Ronin of 3rd level or higher can give a great cry during combat that invigorates him. When a Ronin shouts (a free action), his next attack gains a bonus on both the attack and damage rolls equal to his Charisma modifier (minimum +1). At 7th level, and at every four levels thereafter, the Ronin may kiai smite one additional time per day, as indicated on the above table, to a maximum of five times per day at 19th level.

Iaijutsu Master (Ex): By 5th level, a Ronin has become adept at iaijutsu, a fighting technique that concentrates on drawing his weapon and striking a foe in one fluid motion. He is treated as having the Quick Draw feat, but only when he draws his katana or wakizashi.

Ki Daisho (Su): At 6th level, a Ronin’s daisho becomes enhanced through his own ki, supernatural energy bestowed upon him by his ancestral spirits which enhances his ancestral daisho’s power. At 6th level, a Ronin’s ki allows his daisho attacks to be treated as keen, doubling his daisho’s threat range. His ki daisho improve with the character’s Ronin level. At 10th level, his daisho are treated as lawful (axiomatic) weapons for the purpose of overcoming damage reduction. At14th level, a Ronin is considered to have the Great Cleave feat when making attacks with his daisho, even if he does not meet the prerequisites for that feat. At 18th level, his daisho are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

Staredown (Ex): At 6th level, a Ronin becomes able to strike fear into his foes by his mere presence. He gains a +4 bonus on Intimidate skill checks and can demoralize an opponent (as described in the Intimidate skill description).

Improved Initiative (Ex): At 8th level, the Ronin has practiced iaijutsu techniques used in ritual duels between two Ronin , and he is able to anticipate when any enemy will attack. He now has the Improved Initiative feat. If he already has this feat, he can select another combat feat that he qualifies for.

Off-Hand Expertise (Ex): At 9th level, a Ronin becomes more skilled with his off-handed weapon. He is treated as having the Double Slice feat when wielding a katana and wakizashi, even if he does not meet the prerequisites for that feat.

Mass Staredown (Ex): At 10th level, a Ronin has sufficient presence that he can cow multiple foes. Using an Intimidate skill check, the Ronin can demoralize all opponents within 30 feet with a single standard action.
Improved Two Swords as One (Ex):At 11th level, a Ronin’s prowess with the katana and wakizashi improves. He is treated as having the Improved TwoWeapon Fighting feat when wielding a katana and wakizashi, even if he does not meet the prerequisites for the feat.

Razor’s Edge (Ex): At 13th level, a Ronin sacrifices an attack to increase his overall precision. He is treated as having the Vital Strike feat when wielding a katana and wakizashi, even if he does not meet the prerequisites for that feat.

Improved Staredown (Ex): At 14th level, even a glance from the hard eyes of a Ronin is enough to give his foes pause. The Ronin can demoralize opponents within 30 feet as a move action, not a standard action.

Greater Two Sword as One (Ex): At 16th level, fighting with a katana and wakizashi becomes second nature for a Ronin. He is treated as having the Greater Two-Weapon Fighting feat when wielding a katana and wakizashi, even if he does not meet the prerequisites for that feat.

Lethal Strike (Ex): At 17th level, a Ronin’s attacks become life threatening to everyone he hits. He is treated as having the Improved Vital Strike feat when wielding a katana and wakizashi, even if he does not meet the prerequisites for that feat.

Frightful Strike (Ex): A 20th-level Ronin’s bravery, honor, and fighting prowess have become legendary. When the Ronin draws his blade, opponents within 30 feet must succeed on a Will save (DC 20 + Ronin’s Cha modifier) or become panicked for 4d6 rounds (if they have 4 or fewer Hit Dice) or shaken for 4d6 rounds (if they have from 5 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 Ronin’s frightful presence for 24 hours. In addition, the Ronin gains a +2 bonus on attack rolls made to confirm critical hits with his katana and wakizashi. If the Ronin has the Critical Focus feat with either of these weapons, the effects stack.

Ex-Ronin

A Ronin who ceases to be lawful or who commits an act of grave dishonor loses all Ronin class features that depend on Charisma or Charisma-based checks. Minor embarrassments don’t count, but major breaks with the code of bushido do. Acts that could lose a Ronin his status include disobeying an order from a local leader or law officer, fleeing in cowardice from an important battle, being caught in a major lie or other breach of integrity, and appallingly rude behavior. A disgraced character may not progress any farther as a Ronin. He regains his class features and the ability to advance in the class if he atones for his violations (see the atonement spell).

Favored Class Options:

Hume: Add +1/5 daily uses of Kiai Smite.
Al Bhed: Reduce the Ronin’s AC penalties to Skill checks by 1/3.
Guado: Add +1/4 of one of the following Properties to one of your Daisho: Flaming, Frost, or Shock.
Ronso: Add +1/6 of a Bonus Combat Feat.
Hypello: Add +1/2 of any Skill as a Class Skill.

Ronin

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