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.
 
 
Intiative The Ronin activates this power during initiative and pays the cost, but may still make their full assortment of actions for the round.
 
 
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.
 
 
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.
 
 
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.
 
 
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.
 
 
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.
 
 

 

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.
           
Bravery 2 Intiative Ronin Combat N/A
The Ronin goes first in the round, regardless of party initiative roll.
           
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
           
Ingenuity 5 Half Move Target Instant Spell
All subsequent attacks against the target by Ronin are critical hits.
           
Inspiration 6 Full Move Ronin Instant N/A
Intelligence +6 and the Ronin is gifted with DM knowledge.
           
The Strata 7 Half Move Ronin Instant N/A
 
           
Armor of the Strata 8 Full Move Ronin Combat N/A
AC 4, piercing immune, 1 extra attack per round.
           
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.
           

 

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.
           
Fortitude 5 Free Move Ronin Combat N/A
Unarmed attacks are +2/+2. Ronin gets one extra unarmed attack.
           
Valor 6 Half Move Ronin Instant N/A
Ronin can bend bars, bash through walls, lift 1,000 pounds. Damage +5.
           
The Hardrock 7 Half Move Ronin Instant N/A
 
           
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.
           

 

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
           
Swiftness 3 Immediate Ronin Instant N/A
Double dexterity bonus or reduce AC by 2 or get another attack of opp.
           
Wisdom 4 Initiative Ronin Combat N/A
All HP costs for powers reduced by 2, but none can be lower than 1.
           
Trust 5 Full Move Traget Combat N/A
Ronin absorbs damage from one or more friends/party members.
           
Genesis 6 Full Move Special Instant N/A
All friends / party members healed equal to wisdom score in HPs.
           
The Halo 7 Half Move Ronin Combat N/A
 
           
Armor of the Halo 8 Full Move Ronin Combat N/A
AC 4, slashing immune. May half-move teleport.
           
Great Sword of the Halo 9 Full Move Ronin Combat N/A
Conjures great sword. D12, 3/1, 10ft. weapon reach.
           
Thunderbolt Cut 10 Full Move Special Combat None
Cut does Ronin Level in D10s in a 50ft. long swathe that is 5ft. wide.
           

 

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).
           
Greed 2 Intiative Party Combat N/A
Party loses intiative, is +3 damage, -3 AC. or force random critical event
           
Brutality 3 Attack Ronin Instant N/A
Attack does maximum damage.
           
Obedience 4 Initiative Ronin 1 Round None
The Ronin calls out one opponent; they fight 1 on 1 to the death.
           
Vice 5 Half Move Target Combat Spell
All attacks made by target do equal damage back, or stats reduced to 5
           
Envy 6 Half Move Target Instant Spell
Temporarily swtich HP totals with someone on battlefield.
           
The Corruption 7 Half Move Ronin Instant N/A
 
           
Armor of Corruption 8 Full Move Ronin Combat N/A
AC 3. Spells are always half as effective. Hide/Move in Shadows 75%.
           
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
           
Black Lightning Strike 10 Full Move Special Combat None
Lightning does Ronin Level in D8s among any number of targets.
           

 

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.
           
Virtue 2 Immediate Ronin Instant N/A
Make all stats 17 or instantly take damage dealt to someone else.
           
Respect 3 Attack Target Instant N/A
Attack causes opponent to kneel.
           
Piety 4 Initiative Ronin Combat N/A
Ronin gets as many free blocks as he gets attacks for rest of combat.
           
Justice 5 Intiative Party Combat N/A
Every critical hit the party scores heals party members by D8.
           
Jubilation 6 Full Move 100ft. Rd Instant Spell
Enemies are slowed.
           
The Wildfire 7 Half Move Ronin Instant N/A
 
           
Armor of the Wildfire 8 Full Move Ronin Combat N/A
AC 2, does D8 fire damage against all melee and ranged attackers.
           
Wild Flame Stars 9 Full Move Ronin Combat N/A
Conjures unlimited shurikens, 7/1, 3 damage each.
           
White Tiger Flare 10 Full Move Special Combat None
Fire does Ronin Level in D8s in a 100ft radius, only against enemies.
           

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.
           
Intensity 2 Free Move Ronin Instant N/A
All enemies within 5 feet of Ronin suffer damage = temp hit points.
           
Finesse 3 Immediate Ronin Instant N/A
Ronin may re-roll offensive roll.
           
Poise 4 Immediate Ronin Instant N/A
Ronin may re-roll defensive roll.
           
Unity 5 Intiative Party Combat N/A
The party is hasted or the enemies are slowed. A year is gained or lost.
           
Mirrors 6 Intiative Special 1 Round N/A
Ronin gets a second identical character to use for combat round.
           
The Sun 7 Half Move Ronin Instant N/A
 
           
Solar Robes 8 Full Move Ronin Combat N/A
AC 0, normal weapon immune.
           
Dual Crystal Katanas 9 Full Move Ronin Combat N/A
Conjures two katanas, 4/1, D10 each, those struck can't heal
           
Diamond Rain 10 Full Move Special Combat None
Does Ronin Level in D10s in a 50ft radius, hurts enemies, heals allies.
           

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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