Well I've finally finished the lore and class edits behind this class! Depending on which skill set you break off two since there's six different forms of combat, you'll get a few set of skills that you'll learn from your respective master. People choosing to start out with this class should include a back story of their life as a samurai and choose one of the six combat forms. I decided that the samurai class, depending on which form you pick, should have an element as a sage/mage/swordsman if you decide to use the path that uses chi as forms of attacks. Well without further ado, here's the new class! The Six Samurai: In the end of the first war, The Empire of Tara conquered the rest of the realm and both Vanheim and Palagians were to be merged into the empire. Though for the first years of the occupation the people of the island protested, civil rest slowly ensued as time went on. Even though these empires merged with the Tara Empire, the samurai of Bakemono island were removed to prevent further disruptions to the Vanheim Empire. Once a proud and noble group of warriors sought to find inner peace and bring justice to the world around them, the Bakemono were a group of well-trained warriors and often considered the guardians of peace. In ancient times 1000 years ago, they prevented many wars and offered their swords to nobles and vassals of the land before the other 3 empires even began to form. During this time, there were 6 leaders that governed the different combat styles of the Bakemono samurai: Enishi, master of the odachi sword skills, Kageki, master of the dual wielding katana sword skills, Kizan, master of the katana sword arts. Mizuho, master of the kama fighting style. Shi-En, master of hand to hand and chi combat skills. And Shinai, master of the kanabo fighting style. These individual styles of combat are what made fighting a Bakemono samurai difficult. When the island of Bakemono was invaded, the Vanheim Empire made sure the six leaders, along with everyone else had to die in case they were to plan an uprising. Met with the vast number of ships and armies of the empire, the samurai were prepared to fight for their land. In what was supposed to be a short and swift victory, it took the Vanheim three days to finally defeat the samurai and their masters. With the masters dead, today they are remembered as legends. Though considered by the world to be a long and forgotten culture, it is said a few remaining samurai still live. Perhaps their famous encounter was during the second war between Tara and the Tuatha, following the final battle of Sen Mag, it was said soldiers saw six people in samurai armor outside of the forest making sure none of the remaining Tuatha would escape. Ever since then, the legend is now known as the Six Samurai or the Last Samurai. It’s rumored only certain individuals are contacted by the samurai if deemed worthy or skilled to learn their arts. No one knows for sure. Samurai: Can wear medium armor and heavy samurai (special) armors and use samurai specialized weapons but can use daggers, swords, and bows. Physical Combat Bonus is level/2, round up. Magical Combat Bonus is level/4, round up. Experience Base is 25. Class Saving Throw Bonus is +3. This increases by +1 at 5th level and every five levels thereafter. Samurai can move one square faster in combat. Samurai must follow the teachings of the samurai to gain experience. (special exceptions but you haft to bring that up with the GM) The six combat forms (depending on master and which one you meet/have met): - Odachi (large samurai sword) skill set. Master: Irou. No penalty for carrying a large weapon and you gain +2 to hit rolls and +1/level to damage using an Odachi. - Chi/melee skill set. Master: Kamon. Melee attacks deal 1d6 + 1/level in bonus damage and get a +3 to their hit dice. Can use chi abilities in combat. - Dual wielding skill set. Master: Nisashi. Your attacks while wielding two swords no longer have a damage penalty. Your damage die is 2, instead of one. - War bow/bow skill set. Master: Yaichi. Attack rolls of 18-20 (natural) can knock back your opponent one space away from your position. - Short spear chain skill set. Master: Yariza. Your short spear attacks (Provided you have a chain attached) now attack within 2 squares. - Spear skill set. Master: Zanji. Your attacks with spears are 2 squares away, regardless of the length (does not apply to short spears). In general, the class skill sets: Swift strike: +2 to your initiative roll (Group and solo initiative) Conditioning of the Samurai: If trained, you can automatically roll a success of stun/knock backs/paralyze/poison saves. (once per combat) Flying skill (Taught by your master: Only can choose one and learn one: Lvl 10): You can choose between Run on Water (you can run across water [note: cant walk or stand on water for loss of momentum]), Air Jump (You can jump one more time in the air, giving you access to places 15 ft. above you such as a 15 ft. tall cliff or low roof top), Run On Wall (You can effectively run up the side of a wall so long as it's generally a fixed and straight wall without anything to interrupt your running such as holes, statues, ledges, ext.), Speed Dodge (You can use this in combat [dash is up to 2 spaces], you will dash forward, back, left, or right as a blistering speed but only for a short burst. [Cannot use this continuously])