Dragon Clan Ronin (3.5e Class)
Ronin
A Ronin is a Samurai with no master. They are attuned to their weapons and may never be apart from them if they so wish.
Making a Dragon Clan Ronin.
Those formally of the Dragon Clan retain the roots of their former clan. Incredibly powerful wielding a blade in each hand, Dragon Clan Ronin dive in the middle of battle eager to take on any and all kinds of enemy.
Dragon Clan Ronin are excellent front line fighters, granting spell casters, or healers, cover, and simultaneously benefit from them.
Abilities: Strength is paramount to a Ronin, being a martial class, but Constitution is also good for survivability and Wisdom for sharp senses, and a higher AC bonus.
Races: Any.
Alignment: A Ronin may be of any alignment, though their vicious attitude in battle often lead to a chaotic alignment. A few Ronin have a personal code they adhere to.
Starting Gold: 1d8x10 gp + Katana & Wakisashi
Starting Age: Simple
Level | Base Attack Bonus |
Saving Throws | Special | Sword as Shield | |||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +0 | +0 | Katana, Live by the Sword, Two-Weapon Fighting | +0 | |||||||||||||||||||||||||||||||||||
2nd | +2 | +3 | +0 | +0 | Quick Draw | +0 | |||||||||||||||||||||||||||||||||||
3rd | +3 | +3 | +1 | +1 | Sword As Shield | +1 | |||||||||||||||||||||||||||||||||||
4th | +4 | +4 | +1 | +1 | Ki Strike, Blade Enchantment | +1 | |||||||||||||||||||||||||||||||||||
5th | +5 | +4 | +1 | +1 | Combat Reflexes | +1 | |||||||||||||||||||||||||||||||||||
6th | +6/+1 | +5 | +2 | +2 | Improved Two Weapon Fighting | +2 | |||||||||||||||||||||||||||||||||||
7th | +7/+2 | +5 | +2 | +2 | Blade Enchantment | +2 | |||||||||||||||||||||||||||||||||||
8th | +8/+3 | +6 | +2 | +2 | +2 | ||||||||||||||||||||||||||||||||||||
9th | +9/+4 | +6 | +3 | +3 | Ki Strike(Alignment) | +3 | |||||||||||||||||||||||||||||||||||
10th | +10/+5 | +7 | +3 | +3 | Blade Enchantment | +3 | |||||||||||||||||||||||||||||||||||
11th | +11/+6/+1 | +7 | +3 | +3 | Die by the Sword, Greater Two-Weapon Fighting | +3 | |||||||||||||||||||||||||||||||||||
12th | +12/+7/+2 | +8 | +4 | +4 | +4 | ||||||||||||||||||||||||||||||||||||
13th | +13/+8/+3 | +8 | +4 | +4 | Blade Enchantment | +4 | |||||||||||||||||||||||||||||||||||
14th | +14/+9/+4 | +9 | +4 | +4 | +4 | ||||||||||||||||||||||||||||||||||||
15th | +15/+10/+5 | +9 | +5 | +5 | Ki Strike(Adamantine) | +5 | |||||||||||||||||||||||||||||||||||
16th | +16/+11/+6/+1 | +10 | +5 | +5 | +5 | ||||||||||||||||||||||||||||||||||||
17th | +17/+12/+7/+2 | +10 | +5 | +5 | +5 | ||||||||||||||||||||||||||||||||||||
18th | +18/+13/+8/+3 | +11 | +6 | +6 | +6 | ||||||||||||||||||||||||||||||||||||
19th | +19/+14/+9/+4 | +11 | +6 | +6 | +6 | ||||||||||||||||||||||||||||||||||||
20th | +20/+15/+10/+5 | +12 | +6 | +6 | Fighting Spirit | +6 | |||||||||||||||||||||||||||||||||||
Class Skills (2 + Int modifier per level, ×4 at 1st level) |
Class Features
Weapon and Armor Proficiency: Dragon clan Ronin are proficient with their Katana and their Wakisashi, all simple and martial weapons, and light and medium armor.
AC Bonus (Ex): When unencumbered, the Dragon clan Ronin adds her Wisdom bonus (if any) to her AC.
These bonuses to AC apply even against touch attacks or when the Ronin is flat-footed.
Katana: At 1st level, a Dragon clan Ronin gains his Katana and Wakisashi. If anyone but the Ronin attempts to use it, treat it as if it was three sizes larger.
Ronin Katana: 1d10 damage 19/20 critical x2
Ronin Wakisashi: 1d8 damage 19/20 critical x2
Live by the Sword(Su): At 1st level, the Dragon clan Ronin's Katana and Wakisashi are magically attuned to them, if another person gets their blades and tries to use it on its owner, the blades simply passes through the Ronin. If a Ronin is separated from his Katana or Wakisashi, he can summon them to his hand. Summoning his weapon takes 1 minute. If the Ronin so desires, he may reattune himself to a new matching pair of weapon, losing his link with the old.
Two-Weapon Fighting: At 1st level, the Ronin gains Two-Weapon Fighting.
Quick Draw: At 2nd level, a Ronin can use Quick Draw.
Sword As Shield(Ex): At 3rd level, a Ronin has become proficient at defending with a sword as well as attacking. He gains a +1 deflection bonus to AC. This bonus increase +1 every 3rd level, to a max of +6. (+2 at 6th, +3 at 9th, +4 at 12th, +5 at 15th, and +6 at 18th.)
This bonus to AC applies even against touch attacks or when the Ronin is flat-footed. The Ronin loses this bonus when he is immobilized or helpless, when he wears heavy armor, when he carries a shield, when he carries a medium or heavy load, or when the Ronin does not have his sword drawn while both hands are occupied. If the Ronin's sword is not drawn, but has at least one hand unoccupied, he automatically uses Quick Draw and retains the bonus to AC
Ki Strike(Su): At 4th level, the Dragon clan Ronin gains the ability to channel his fighting spirit into his Katana and Wakisashi, he gains Ki Strike when attacking with his Katana and Wakisashi.
Blade Enchantment: At 4th level, the Dragon clan Ronin gains the ability to enchant his blades with Flame Sheath, Frozen Edge, and Shocking Steel, one minute per day for every 4 levels. This time can be divided up as desired. Each activation and exchange of enchantment type takes a standard action. If the ronin is disarmed or the blade is broken, the enchantment ends early.
Flame Sheath: The Dragon clan Ronin’s rage burns into his blades. The flames engulfing his blade deal an extra 1d6 damage on the katana, and 1d4 damage on the wakisashi.
Frozen Edge: The Dragon clan Ronin’s icy demeanor chills his blades. The frost covered blade deals an extra 1d6 damage on the katana, and 1d4 damage on the wakisashi.
Shocking Steel: The Dragon clan Ronin’s tenacity charges his blade. The dancing sparks on the steel deal an extra 1d6 damage on the katana, and 1d4 damage on the wakisashi.
Combat Reflexes: At 5th level a Ronin can use Combat Reflexes.
Improved Two-Weapon Fighting: At 6th level, the Dragon clan Ronin may use Improved-Two Weapon Fighting.
Blade Enchantment: At 7th level, the Dragon clan Ronin chooses his first enchantment upgrade. He may choose between After-effect and Alignment.
After-effect: Enchantments have lasting effects.
Flame Sheath: After a successful hit, the opponent catches fire for 1d4-1 round/s. The flames deal 1d4 damage per round.
Frozen Edge: After a successful hit, the opponent is chilled to the core. The opponent is Slow for 1d4-1 round/s.
Shocking Steel: After a successful hit, the opponent is surged with electricity. The opponent is paralyzed for 1d4-2 round/s.
Alignment: Gain two more Blade Enchantments.
Blessed Blade: The Dragon clan Ronin’s blade is enchanted with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of evil alignment.
Damned Blade: The Dragon clan Ronin’s blade is enchanted with unholy power. This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of good alignment.
Ki Strike(Alignment): At 9th level, The Dragon clan Ronin's Katana and Wakisashi is treated as his alignment for overcoming Damage Reduction.
Blade Enchantment: At the 10th level, the Dragon clan Ronin earns his second enchantment upgrade. He may set idividual enchantments on each of his blades.
Greater Two-Weapon Fighting: At 11th level, the dragon clan Ronin may use Greater Two-Weapon Fighting.
Die by the Sword(Su): at 11th level, the Crane Clan Ronin's bond with his weapon strengthens. Summoning his weapon now takes a standard action. If the blade is not with the ronin upon his death, the blade will summon itself to his side unable to be moved without the body if there is no inheritor. If the body is damaged or destroyed without an inheritor, so will the blade be.
Blade Enchantment: At the 13th level, The Dragon clan Ronin chooses his final Enchantment upgrade. he may choose between Crititcal and Improved.
Critical: The enchantments deal extra effects upon landing a natural 20 critical hit.
Flame sheath: After a successful natural 20 critical hit(followed by a successful roll to confirm the critical hit), the flames explode dealing an extra 1d8 damage and the opponent catches fire for 4 rounds.
Frozen Edge: After a successful natural 20 critical hit(followed by a successful roll to confirm the critical hit),the frozen shards of ice explode, dealing and extra 1d8 damage and the opponent is slowed for 4 rounds.
Shocking steel: After a successful natural 20 critical hit(followed by a successful roll to confirm the critical hit), the electrical sparks explode in a thunderous roar dealing sonic damage to everyone in a 10’ radius. The Dragon clan Ronin are unaffected. All damaged creatures must make a 15 fortitude save. Upon failure, creatures are stunned for 2 rounds.
Improved: The Dragon clan Ronin’s enchantments are improved. Blessed Blade and Damned Blade can only be improved if they were the chosen enchantment upgrade during 6th level.
Flame Sheath: The flames engulfing his blade deal an extra 1d8 damage on the katana, and 1d6 damage on the wakisashi.
Frozen Edge: The Dragon clan Ronin’s icy demeanor chills his blades. The frost covered blade deals an extra 1d8 damage on the katana, and 1d6 damage on the wakisashi.
Shocking Steel: The Dragon clan Ronin’s tenacity charges his blade. The dancing sparks on the steel deal an extra 1d8 damage on the katana, and 1d6 damage on the wakisashi.
Blessed Blade: Confirmed attacks against all of evil alignment now deals 3d6 points of damage.
Damned Blade: Confirmed attacks against all of good alignment now deals 3d6 points of damage.
Ki Strike(Adamantine):At 15th level, a Dragon Clan Ronin's katana and wakisashi are treated as an adamantine weapons for over coming damage reduction and bypassing hardness.
Fighting Spirit(Ex): At 20th level a Ronin's fighting spirit fills him with strength. He gains 10 DR/Alignment
Epic Dragon Clan Ronin
Level | Sword as Shield | Special | |||||||||||||||||||||||||||||||||||||||
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21st | +7 | ||||||||||||||||||||||||||||||||||||||||
22nd | +7 | Bonus Feat | |||||||||||||||||||||||||||||||||||||||
23rd | +7 | ||||||||||||||||||||||||||||||||||||||||
24th | +8 | Bonus Feat | |||||||||||||||||||||||||||||||||||||||
25th | +8 | ||||||||||||||||||||||||||||||||||||||||
26th | +8 | Bonus Feat | |||||||||||||||||||||||||||||||||||||||
27th | +9 | ||||||||||||||||||||||||||||||||||||||||
28th | +9 | Bonus Feat | |||||||||||||||||||||||||||||||||||||||
29th | +9 | ||||||||||||||||||||||||||||||||||||||||
30th | +10 | Bonus Feat | |||||||||||||||||||||||||||||||||||||||
2 + Int modifier skill points per level. |
Bonus Feats: The epic Ronin gains a bonus feat (selected from the list of epic Fighter bonus feats) every two levels after 20th.
<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Skill | Ranks | Ability | Armor Check Penalty |
---|---|---|---|
<-Skill name-> | <-4 for class skills and 2 for cross-class skills-> | <-Abbreviated key ability-> | <-armor check penalty based on starting armor. If inapplicable put "—"-> |
<-Skill name-> | <-4 for class skills and 2 for cross-class skills-> | <-Abbreviated key ability-> | <-armor check penalty based on starting armor. If inapplicable put "—"->
<-copy and paste the rows as necessary.-> |
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
<-pluralized class name-> in the World
“ | <-Some quote from a character of this class-> | ” |
—<-NPC name->, <-race-> <-class-> |
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
<-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
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5 | <-common knowledge->. |
10 | <-not so common knowledge->. |
15 | <-rare information->. |
20 | <-very rare information->. |
<-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.
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