First Edition Advanced Dungeons & Dragons™ Character Creation
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AD&D Character Class:  Samurai
  The cavalier of the oriental world, samurai live and die by the code of bushido--but they don't die easily.  They live to serve their daimyo, and will die at his command.  Death is not viewed as failure, but as the ultimate service which can be rendered.

  Although he has no prime requisite and never earns an experience point bonus, the samurai is required to have at least a 14 intelligence and a 13 strength, wisdom, and constitution.  He also must be lawful, but may be any alignment on the moral axis.  He fights and saves as a fighter.  He gets d10 hit points per level.  He may use any armor but no shield, and he can use any weapon with three caveats.  First, use of ninja weapons is a horrible dishonor.  Second, there are a few weapons which are preferred by samurai, two of which are required.  Third, as warrior nobles, these characters are expected to spend many proficiency slots on non-weapon artistic pursuits, such as Noh and Tea Ceremony.

  The samurai is the only character class which can specialize in more than one weapon; it is also the only class for which weapon specialization is required, or for which the weapon choice is specified.  All samurai must specialize in the katana, the superior sword of the orient, from the beginning.  By level 3 they must be proficient in the daikyu, and they may choose to specialize in that weapon as well, either immediately or at any later time.  They also must have proficiency in horsemanship by level 2.  Fortunately, they gain a proficiency slot with each level, as they must also learn calligraphy, painting, and poetry by level 6, and are expected to learn other peaceful and courtly proficiencies such as noh and tea ceremony.  In the MyWorld campaign, Samurai are advised to begin with 3 slots in katana and 3 in daikyu, which gives significant bonuses in both weapons.  Plan to spend the level 2 proficiency in horsemanship.  The next four slots spent in poetry, painting, and calligraphy (2 slots) will meet the requirements.  However, party and campaign needs may suggest a different sequence.  (It should be mentioned that there is a discrepancy in the rules.  Although the proficiencies section of the oriental rules specifies that the samurai begins with five slots, the description of the samurai states that he must specialize in katana (which requires two slots), and may use his remaining four slots however he desires--clearly indicating six slots at level 1.)

  Samurai are high-born, and are bonused on the social class table if they are of human or spirit folk stock.  A korobokuru samurai begins by finding a sponsor to adopt him into an upper class household, and so does not roll but assumes that level at the beginning.  It is within the DM's discretion to begin the korobokuru as a level one bushi, and require him to select proficiencies appropriate to a samurai (including specialization in the katana) and seek his own sponsor before being allowed to advance to level 2 as a samurai.

  At level 1, the samurai has a ki power known as the great kiai, a loud fierce shout which increases his strength to 18 (00) for one round.  He can do this a number of times per day equal to his level.

  Samurai receive a damage bonus on all attacks, beginning with +1 at level 2 and increasing by an additional plus one every 3 levels beyond that.

  At level 3, the samurai has attuned his awareness such that he is surprised only one time in six.  At level 5, he is immune to fear of any type, and he himself can cause fear at will in creatures of not more than 1 HD (who are allowed a saving throw).

  At level 7 the samurai has the option to accept oversight of one of his daimyo's properties.  If he chooses to do so, he serves as jito, the equivalent of sheriff, settling disputes, maintaining order, and collecting taxes in the area.  He keeps a share of the taxes for his trouble, and is given a force of ten bushi and d4 samurai (all level 1, 2, or 3) who are loyal to the daimyo but regard the character as their assigned supervisor.  He keeps this position thereafter, unless he is disloyal to his daimyo.  If he declines the position, his daimyo will instead give him appropriate quarters on his own property.

  At level 8, the samurai is offered the position of shugo, constable of a province--essentially the supervisor of several jito and primary lawkeeper of the area.  He attracts 10d10 bushi followers (his own, not his daimyo's), although there's a good chance one may be a ninja infiltrator.  They require reasonable pay and provision of food and housing, although they may leave if the character's prospects appear bleak.

  At level 9, the samurai attracts 2d10 first level samurai absolutely loyal to him.  At the same time he will also gain the loyalty of d6+1 specialists, such as armorers, bowyer/fletchers, and weaponsmiths.  If there is no ninja among the character's bushi followers, there may be one among these specialists.

  The character gains a second ki power at level 9:  the great kiai or paralyzing shout.  This shout increases the character's strength to 18(00) for two full rounds, and stuns all opponents within ten feet who fail a save for one round such that they cannot move or attack or use their dexterity or shield for defense.  It can only be used once per day, and not on the same day as the other ki power.

  The samurai is bound by the code of bushido in much the same way as the cavalier is bound by chivalry.  The basic principles are honor, loyalty, and courage.  The basics of the code are given in the oriental rules, and include such points as that there is no failure--only success or death.  A samurai who violates this or seriously dishonors himself or his daimyo ceases to be a samurai and becomes a ronin.  He continues to advance, but gains only half as much experience from everything.  He retains his samurai abilities, and adds additional ones not related to his service to his daimyo (which ceases) or attracting followers.  If he can restore his honor, he can return to samurai status--but the dishonor will remain a stain on his record, and he may find it more difficult to command the same respect.

  Advancement table:

Level
From
To
Damage
Bonus
1
0
2500
0
2
2501
5000
+1
3
5001
10000
+1
4
10001
18000
+1
5
18001
36500
+2
6
36501
75000
+2
7
75001
135000
+2
8
135001
235000
+3
9
235001
400000
+3
10
400001
650000
+3
11
650001
1000000
+4
12
1000001
1300000
+4

The character advances an additional level for each 300,000 experience points beyond this.

Oriental humans, Spirit folk, and Korobokuru may be samurai.


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