Ronin
The ronin is neither fish nor fowl – he is a freak in a society that values conformity above all else. Neither warrior nor peasant, the ronin finds himself nevertheless caught up in the conflicts between the social classes, and frequently has few true friends to whom he can turn.
Adventures: Many ronin turn to banditry to survive. Banding together with their fellow ronin, these dishonorable men live in the hills overlooking roads and prey on merchants, or even take over prosperous trade towns and turn the villagers into little better than slaves. Other ronin, honorable despite their out of place position in society, defend villages from their own, or from the rapacious excesses of samurai. Some ronin become professional sensei to make ends meet, teaching their considerable skill with the sword or rich peasants or even training samurai (once the ronin has built up a sufficient reputation for his swordsmanship).
Characteristics: The ronin is a master swordsman with a wide range of skills needed to survive in the outskirts of proper society. Stealth, deception, and wilderness living –s kills disdained by the “true” samurai – are frequently all that stand between the ronin and death. As he makes his way in the world, he also gains the opportunity to choose which side his sword will aid: the criminal underworld or the simple townsfolk. Of course, some ronin also dream of stepping out of their twilight world and its shades of gray to become true samurai again.
Honor: The ronin’s honor is in his hands alone. He can choose to tread the narrow path between light and dark or he can choose to side with one or the other. Some ronin become the blackest of criminals, while others become as saintly as the noblest monk or samurai.
Religion: Most ronin practice Zen Buddhism, if they bother to practice religion at all. A few who have dreams of revolution practice Jodo as well.
Background: Characters take many different paths in this class. Some are former samurai who saw their master disgraced or killed. Some are born into this class, the son of ronin. Others have been declared by ronin by the government, which during times of extended peace often tries to reduce the heavy cost of maintaining so many samurai.
Bloodline: Ronin get along with other classes depending on their honor and the paths they have chosen. Some feel at home among yamabushi and ashigaru while others prefer the company of ninja and thieves. To the samurai, the ronin represents a threat, a vision of that alien unknown that all samurai fear: being masterless. This causes many samurai to keep their distance from ronin, as if to avoid catching something communicable.
Role: Ronin can serve as frontline fighters like samurai, but are best used in “combat support” roles similar to yamabushi. Their broad ksill range allows them more tactical options than the samurai, but their lack of hit points means they usually cannot protect weaker party members for long.
Game Rule Information
Abilities: Dexterity and Charisma are the two most important abilities to the ronin since he usually cannot afford extensive armor. Strength and Constitution are also highly prized for their usual roles in combat.
Honor: The ronin has no minimum Honor requirements or allegiance requirements, but he is required to be of the warrior caste (either by birth or adoption).
Hit Die: 1d8
Skills: Appraise (int), Bluff (cha), Climb (str), Diplomacy (cha), Hide (dex), Intimidate (cha), Jump (str), Listen (wis), Move Silently (dex), Spot (wis), Survival (wis), Swim (str).
Skill Points: 4 + Int mod
Lvl BAB F/R Will Special
1 +1 +2 +0 Weapon Focus (katana)
2 +2 +3 +0 Combat Style
3 +3 +3 +1 Banter
4 +4 +4 +1 Weapon Specialization
5 +5 +4 +1 Ki 1/day, Evasion
6 +6/+1 +5 +2 Combat Style, +1 AC
7 +7/+2 +5 +2 Gurentai or Machi-yokko
8 +8/+3 +6 +2 Taunt, Uncanny Dodge
9 +9/+4 +6 +3 Combat Style
10 +10/+5 +7 +3 Ki 2/day
11 +11/+6/+1 +7 +3 Gurentai or Machi-yokko
12 +12/+7/+2 +8 +4 Combat Style
13 +13/+8/+3 +8 +4 +2 AC
14 +14/+9/+4 +9 +4 Gurentai or Machi-yokko
15 +15/+10/+5 +9 +5 Ki 3/day, Combat Style
16 +16/+11/+6/+1 +10 +5 Great Taunt
17 +17/+12/+7/+2 +10 +5 Gurentai or Machi-yokko
18 +18/+13/+8/+3 +11 +6 Combat Style
19 +19/+14/+8/+4 +11 +6 +3 AC
20 +20/+15/+10/+5 +12 +6 Ki 4/day
Class Features
Weapon and Armour: Weapons (knives, spears & staves, swords), Armor (light)
Weapon Focus: At 1st level, the ronin gains Weapon Focus (katana) as a bonus feat.
Combat Style: At the levels indicated, the ronin may pick from the samurai Combat Style class ability.
Banter: At 3rd level, the ronin gains this as a bonus feat.
Weapon Specialization: At 4th level, the ronin gains Weapon Specialization (katana) as a bonus feat.
Ki: At 5th level, the ronin can call on the power of his Ki to execute a special attack once per day. At 5th level, the ronin gains either Deceptive Attack or Honor Strike. Once the attack is chosen, the ronin uses it when he uses his Ki for the rest of his career. Deceptive Attack deals bonus damage to a subject with higher Honor than the ronin, while Honor Strike deals the bonus damage to a subject with lower Honor than the ronin. At 5th level, the attack deals +1d6 damage.
At 10th level, the ronin can use his Ki twice per day and the damage increases to +2d6.
At 15th level, the ronin can use his Ki three times per day and the damage increases to +3d6.
At 20th level, the ronin can use his Ki four times per day and the damage increases to +4d6.
Armour Class: At the listed levels, the ronin gains the listed bonus as a dodge bonus to AC, as a result of being used to fighting without the usual heavier protection and armour that samurai wears, but the ronin often cannot afford.
Evasion: At 5th level, the ronin can avoid even magical and unusual attacks with great agility. If the ronin makes a successful Reflex save against an attack that normally deals half damage on a successful save, he instead takes no damage. Easion can only be used in light or no armour. A helpless character does not gain the benefit of evasion.
Gurentai or Machi-yokko: At the levels indicated, the ronin can select a feat from the touzoku’s Gurentai list or from the Machi-Yokko list (see below)
Machi-Yokko: Some ronin take small towns under their protection, defending them from bandits (often themselves ronin), thieves, and rapacious samurai. Each time a ronin selects this ability, he gains a +1 morale bonus to attack and damage rolls when defending someone with a lower Honor than his own, or defending someone who belongs the outcast, merchant, artisan, or farmer bloodlines.
Each time the ronin selects this ability, his Reputation increases by +1. This ability may be selected multiple times and its effects stack.
Taunt: At 8th level, the ronin’s ability to taunt his opponents improves over the Banter feat. Once per combat as a free action, he can launch an infuriating insult at his opponent, which causes the target to suffer a -2 morale penalty to attack and AC, but gains a +2 morale bonus to damage (although attacking wildly, your opponent will hit hard with he connects). The target can resist this ability with a Will save (DC 15 + ronin’s charisma modifier).
At 16th level, the ronin’s taunt ability improves such that the target who fails his save receives a -4 morale penalty to attack and AC, but gains a +4 morale bonus to damage. This ability is also harder to resist, with a DC of 20 + ronin’s Charisma modifier.
An opponent who saves against this ability is immune to it for the next 24 hours.
Uncanny Dodge: At 8th level, the ronin no longer loses his Dexterity modifier to AC when flat-footed.