|
Ronin
hd |
armor |
intial wp |
start nwp |
alignment |
D10 |
Any |
Four |
One |
Any |
thaco |
weapons |
gained wp |
non-prof |
start gp |
Warrior |
Any |
Every 2nd |
-2 |
2D6 |
Ronins are clan-less warriors or differing
alignments with various powers that set them apart from other warrior-classes.
Ronin can use any weapon and any armors; they can wear the heaviest armor
as if it were leather and never suffer dexterity penalties from doing
so. They are intelligent, contemplative warriors that often tend to act
their alignment very closely. At level 1, the Ronin choses a ki
color, and then may chose another color every odd level after (3, 5, 7,
9).
A Ronin's ki
is represented by his hitpoints. A Ronin spends his hitpoints to use his
powers. Before every fight starts (during the intiative phase) a Ronin
may "brace up" to gain additional temporary hitpoints. These
may be spent on powers or just used as a buffer. A Ronin adds his magic
score to his brace-up die.
Level |
Brace
Up
Dice |
Level |
Brace
Up
Dice |
|
1 |
D3 |
16 |
D20 |
|
2 |
D4 |
17 |
2D10 |
3 |
D5 |
18 |
2D12 |
4 |
D6 |
19 |
3D8 |
|
|
|
|
5 |
D7 |
20 |
4D6 |
|
6 |
D8 |
21 |
D30 |
7 |
D9 |
22 |
3D10 |
8 |
D10 |
23 |
3D12 |
|
|
|
|
9 |
D11 |
24 |
5D6 |
3. A Ronin may always add his "magic
bonus" to his brace up roll. This only applies if their magic
is 15 or higher. |
10 |
D12 |
25 |
4D8 |
11 |
2D6 |
26 |
6D6 |
12 |
3D4 |
27 |
4D10 |
|
|
|
|
13 |
2D8 |
28 |
5D8 |
4. A Ronin may replace his brace-up roll
from a previous round by bracing up again. Any brace-ups after the
initial will replace his temporary HPs (even if they are reduced to
zero), but they will not add to it. |
14 |
4D4 |
29 |
4D12 |
15 |
3D6 |
30 |
6D8 |
|
|
|
|
Here is the action key for all the following
powers:
Action |
Description |
Immediate |
This power may be activated as soon
as the Ronin declares it, at any point. It never takes any of the
Ronin's action and takes effect as soon as it's declared. |
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|
Intiative |
The Ronin activates this power during
initiative and pays the cost, but may still make their full assortment
of actions for the round. |
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|
Free Move |
The Ronin can use this power and make their full assortment
of actions including their 5ft. action, any half or full moves and
any of their attacks. |
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|
Partial Move |
The Ronin can use this power and make their full assortment
of actions, but not their 5ft. action. They may still make a partial
or half-move action. |
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|
Attack |
One, several, or all of a Ronin's attacks can be this
power (though each must be paid for in HPs). Attack actions must hit
for their effect to take place. |
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|
Half Move |
The Ronin may use this power and make another half-move
action - including moving half his movement, one attack, or yet another
half-move action. |
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|
Full Move |
This takes the Ronin's entire turn, though they may
still make a 5 ft. action, a speech action, or a 'partial move' action. |
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Blue Ki Powers
Blue Ki powers come from the Ronin's
mind.
Power |
HPs |
Action |
Area |
Duration |
Save |
Lizard Tongue |
1 |
Full Move |
1000ft. Rd |
Instant |
N/A |
The Ronin tastes the ground and knows
if a battle has taken place, etc. |
|
|
|
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Bravery |
2 |
Intiative |
Ronin |
Combat |
N/A |
The Ronin goes first in the round, regardless of party
initiative roll. |
|
|
|
|
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|
Excellence |
3 |
Variable |
Ronin |
Instant |
N/A |
Attack: success
gains 1xp, fail lose 1xp or
Full Move: prof checks are
+5 |
|
|
|
|
|
|
Serenity |
4 |
Free Move |
Ronin |
Combat |
N/A |
All of the Ronin's saving throws are +3
or +6 versus one type of effect |
|
|
|
|
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|
Ingenuity |
5 |
Half Move |
Target |
Instant |
Spell |
All subsequent attacks against the target by Ronin are
critical hits. |
|
|
|
|
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|
Inspiration |
6 |
Full Move |
Ronin |
Instant |
N/A |
Intelligence +6 and
the Ronin is gifted with DM knowledge. |
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The Strata |
7 |
Half Move |
Ronin |
Instant |
N/A |
|
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|
Armor of the Strata |
8 |
Full Move |
Ronin |
Combat |
N/A |
AC 4, piercing immune, 1 extra attack per
round. |
|
|
|
|
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|
Battlebow of the Strata |
9 |
Full Move |
Ronin |
Combat |
N/A |
Conjures bow, 4/1 with magic arrows (5 damage each),
1000ft. range. |
|
|
|
|
|
|
Arrow Shock Wave |
10 |
Full Move |
Special |
Combat |
None |
Does Ronin Level in D12 in a 15ft. radius pillar that
is 1000 ft. high. |
|
|
|
|
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Red Ki Powers
Red Ki powers come from the Ronin's physical
strength and fortitude.
Power |
HPs |
Action |
Area |
Duration |
Save |
Frog's Jump |
1 |
Free Move |
Ronin |
1 Jump |
N/A |
The Ronin may jump up to 50ft. with
each jump. |
|
|
|
|
|
|
Courage |
2 |
Free Move |
Ronin |
Combat |
N/A |
All damage against Ronin (and critical threshold) are
reduced by 2 |
|
|
|
|
|
|
Diligence |
3 |
Immediate |
Ronin |
Combat |
N/A |
The Ronin may stay standing into negative hitpoints,
even after death. |
|
|
|
|
|
|
Vigor |
4 |
Initiative |
Ronin |
1 Round |
N/A |
The Ronin acts as if he were hasted for one round. |
|
|
|
|
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|
Fortitude |
5 |
Free Move |
Ronin |
Combat |
N/A |
Unarmed attacks are +2/+2. Ronin gets one extra unarmed
attack. |
|
|
|
|
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|
Valor |
6 |
Half Move |
Ronin |
Instant |
N/A |
Ronin can bend bars, bash through walls, lift 1,000
pounds. Damage +5. |
|
|
|
|
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The Hardrock |
7 |
Half Move |
Ronin |
Instant |
N/A |
|
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Armor of the Hardrock |
8 |
Full Move |
Ronin |
Combat |
N/A |
AC 5, bludgeoning immune, all damage is
+2. |
|
|
|
|
|
|
Staff of the Hardrock |
9 |
Full Move |
Ronin |
Combat |
N/A |
Conjures battlestaff, 2/1, 2D8 damage, hit rolls of
10+: knockdown & back |
|
|
|
|
|
|
Iron Rock Crusher |
10 |
Full Move |
Special |
Combat |
None |
Earthquake does Ronin Level in D4 in a 200ft. radius
to everyone else. |
|
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|
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Green Ki Powers
Green Ki powers represent the natural,
unaligned force in a Ronin.
Power |
HPs |
Action |
Area |
Duration |
Save |
Monkey's Tail |
1 |
Free Move |
Ronin |
5 Minutes |
N/A |
Grow a prehensile tail that you can
use (free attack or for movement). |
|
|
|
|
|
|
Balance |
2 / 5 |
Instant |
Ronin |
Combat |
N/A |
2hps: Ronin
isn't knocked down. or 5hps:
avoid one melee/ranged attack |
|
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|
Swiftness |
3 |
Immediate |
Ronin |
Instant |
N/A |
Double dexterity bonus or
reduce AC by 2 or get
another attack of opp. |
|
|
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Wisdom |
4 |
Initiative |
Ronin |
Combat |
N/A |
All HP costs for powers reduced by 2, but none can be
lower than 1. |
|
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Trust |
5 |
Full Move |
Traget |
Combat |
N/A |
Ronin absorbs damage from one or more friends/party
members. |
|
|
|
|
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|
Genesis |
6 |
Full Move |
Special |
Instant |
N/A |
All friends / party members healed equal to wisdom score
in HPs. |
|
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|
|
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|
The Halo |
7 |
Half Move |
Ronin |
Combat |
N/A |
|
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|
Armor of the Halo |
8 |
Full Move |
Ronin |
Combat |
N/A |
AC 4, slashing immune. May half-move teleport. |
|
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|
|
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|
Great Sword of the Halo |
9 |
Full Move |
Ronin |
Combat |
N/A |
Conjures great sword. D12, 3/1, 10ft. weapon reach. |
|
|
|
|
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|
Thunderbolt Cut |
10 |
Full Move |
Special |
Combat |
None |
Cut does Ronin Level in D10s in a 50ft. long swathe
that is 5ft. wide. |
|
|
|
|
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Black Ki Powers
Black Ki powers derive from the Ronin's
potential for evil.
Power |
HPs |
Action |
Area |
Duration |
Save |
Spider's Climb |
1 |
Free Move |
Ronin |
5 Minutes |
N/A |
The Ronin sticks to sheer surfaces
and climbs at 125% (95+ always fails). |
|
|
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Greed |
2 |
Intiative |
Party |
Combat |
N/A |
Party loses intiative, is +3 damage, -3 AC. or
force random critical event |
|
|
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Brutality |
3 |
Attack |
Ronin |
Instant |
N/A |
Attack does maximum damage. |
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Obedience |
4 |
Initiative |
Ronin |
1 Round |
None |
The Ronin calls out one opponent; they fight 1 on 1
to the death. |
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Vice |
5 |
Half Move |
Target |
Combat |
Spell |
All attacks made by target do equal damage back, or
stats reduced to 5 |
|
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Envy |
6 |
Half Move |
Target |
Instant |
Spell |
Temporarily swtich HP totals with someone on battlefield. |
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The Corruption |
7 |
Half Move |
Ronin |
Instant |
N/A |
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Armor of Corruption |
8 |
Full Move |
Ronin |
Combat |
N/A |
AC 3. Spells are always half as effective.
Hide/Move in Shadows 75%. |
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Black Kasari-Gama |
9 |
Full Move |
Ronin |
Combat |
N/A |
Conjures spear-tip chain whip: 1/1, 3D4, 30ft, 2 free
trips per round at +6 |
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Black Lightning
Strike |
10 |
Full Move |
Special |
Combat |
None |
Lightning does Ronin Level in D8s among any number of
targets. |
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White Ki Powers
White Ki powers come from a Ronin's ability
to do good.
Power |
HPs |
Action |
Area |
Duration |
Save |
Dog's Nose |
1 |
Free Move |
Ronin |
1 Minute |
N/A |
A Ronin can smell concepts: magic,
alignments, concealed weapons, etc. |
|
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Virtue |
2 |
Immediate |
Ronin |
Instant |
N/A |
Make all stats 17 or
instantly take damage dealt to someone else. |
|
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Respect |
3 |
Attack |
Target |
Instant |
N/A |
Attack causes opponent to kneel. |
|
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Piety |
4 |
Initiative |
Ronin |
Combat |
N/A |
Ronin gets as many free blocks as he gets attacks for
rest of combat. |
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Justice |
5 |
Intiative |
Party |
Combat |
N/A |
Every critical hit the party scores heals party members
by D8. |
|
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Jubilation |
6 |
Full Move |
100ft. Rd |
Instant |
Spell |
Enemies are slowed. |
|
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The Wildfire |
7 |
Half Move |
Ronin |
Instant |
N/A |
|
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Armor of the Wildfire |
8 |
Full Move |
Ronin |
Combat |
N/A |
AC 2, does D8 fire damage against all melee
and ranged attackers. |
|
|
|
|
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Wild Flame Stars |
9 |
Full Move |
Ronin |
Combat |
N/A |
Conjures unlimited shurikens, 7/1, 3 damage each. |
|
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|
White Tiger Flare |
10 |
Full Move |
Special |
Combat |
None |
Fire does Ronin Level in D8s in a 100ft radius, only
against enemies. |
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The following combat actions are available
to all classes, though warrior classes will likely find them most useful.
Charge |
THAC0 +2,
certain weapons do double damage, the opponent gains an attack of
opportunity first |
|
Called
Shot |
varies on
penalties and effects, but allows a warrior to target a specific body
part, but not for damage |
|
Block |
roll an attack
versus AC 4, opposed versus opponent's THAC0 roll vs. your AC, success
= opponent's attack fails |
|
Disarm |
roll an attack
versus AC 0, opposed to opponent's THAC0 vs. AC 4, success = opponent
disarmed |
|
Power
Block |
roll an attack
versus AC 0, opposed against opponents THAC0 roll vs. your AC, success
= opponent disarmed |
|
At ninth level or any time after, a Ronin may swear
allegiance to an organization, a lord, or a kingdom and proclaim himself
a Samurai. A Samurai takes 15xp
to gain a level and may never be raised from the dead. A Samurai gains
access to Prismatic Ki powers which
utilize multiple colors at once. Samurai must spend two honor points to
gain a level.
Prismatic Ki Powers
These combine various aspects of the Ronin's being.
Power |
HPs |
Action |
Area |
Duration |
Save |
Dragon's Flight |
1 |
Full Move |
Target |
1 Minute |
N/A |
The Ronin can grant flight to either
himself or others. |
|
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|
Intensity |
2 |
Free Move |
Ronin |
Instant |
N/A |
All enemies within 5 feet of Ronin suffer damage = temp
hit points. |
|
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Finesse |
3 |
Immediate |
Ronin |
Instant |
N/A |
Ronin may re-roll offensive roll. |
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Poise |
4 |
Immediate |
Ronin |
Instant |
N/A |
Ronin may re-roll defensive roll. |
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Unity |
5 |
Intiative |
Party |
Combat |
N/A |
The party is hasted
or the enemies are slowed.
A year is gained or lost. |
|
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Mirrors |
6 |
Intiative |
Special |
1 Round |
N/A |
Ronin gets a second identical character to use for
combat round. |
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The Sun |
7 |
Half Move |
Ronin |
Instant |
N/A |
|
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Solar Robes |
8 |
Full Move |
Ronin |
Combat |
N/A |
AC 0, normal weapon immune. |
|
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Dual Crystal Katanas |
9 |
Full Move |
Ronin |
Combat |
N/A |
Conjures two katanas, 4/1, D10 each, those struck can't
heal |
|
|
|
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Diamond Rain |
10 |
Full Move |
Special |
Combat |
None |
Does Ronin Level in D10s in a 50ft radius, hurts enemies,
heals allies. |
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If a samurai has access to a stronghold or other means
to support followers, he rolls twice a year to see what kinds of followers
he attracts:
Roll |
# |
Quality |
1 - 29 |
100 |
level 0 Peasants |
30 - 39 |
30 |
level 1 Fighters |
40 - 49 |
15 |
level 3 Fighters |
50 - 59 |
10 |
level 3 Clerics |
60 - 69 |
5 |
level 5 Mages |
70 - 79 |
1 |
level 6 Sage |
80 - 89 |
1 |
level 7 Druid |
90 - 94 |
1 |
level 8 Ronin |
95 - 99 |
* |
Samurai's Choice |
100 |
* |
Samurai Rolls Twice |
The Samurai may dismiss his followers at any time.
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