KASHIN (Retainer)

 

    Kashin are professional warriors, known for wielding their signature katana (bastard sword) and wakizashi (short sword) simultaneously and their matchless bravery and strict code of honour. As members of the noble class who are trained in the arts of warfare, the Kashin brings that courage and honour to the service of a lord, general, or other leader. The reputation of Kashin for being tenacious in combat often precedes them in battle, and their mere presence is often enough to make dishonourable enemies slink away in the darkness. They are not only trained for their role in society, they are born for it - born into a system of allegiance, loyalty, and honour that influences every stage of their lives. A Kashin cut loose from this system is no longer a Kashin; he is an ordinary fighter, a ronin with no honour and no standing in society.

    Kashin are traditionally of noble birth, although folk tales are replete with Kashin who were orphans adopted by noble families or foot soldiers who showed outstanding bravery in battle. Being a Kashin means untold hours learning to use the katana and wakizashi, lessons in manners and etiquette, and relentless instruction in the tenets of Hanshido. Almost every aspect of a Kashin’s life is ruled by the code of Hanshido, which demands total obedience to one’s lord, bravery in the face of utmost peril, and honour and respect to superiors, peers, and lessers alike. Kashin are always lawful, stoic in demeanour, and implacable when matters of honour and justice are concerned. To a Kashin, dishonour is worse than death, and the loss of his swords is possibly the worst dishonour imaginable, and if a Kashin remains honourable and true to his code of conduct, his swords-masterwork blades passed down through generations-may awaken in his hands, manifesting increasing magical abilities as the Kashin advances in level and invests spiritual energy in them.

 

DOMAIN-LEVEL INFORMATION

RP Collection: Kashin collect RP from the following holding types at the following rates:

-          Province: Full

-          Law: Full

-          Manor: Full

 

Class Action: Rule Holding: Manor or Wage War

 

CHARACTER-LEVEL INFORMATION

Alignment: Any lawful.

 

Status: High.

 

Hit Die: d10.

 

Class Skills: A Kashin's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomatic (Cha), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Knowledge (warfare) (Int), Lead (Cha), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str), and Warcraft (Wis).

 

Skill Points at 1st level: (4 + Int modifier) x 4.

 

Skill Points at Each Additional Level: 4 + Int modifier.

 

TABLE: THE KASHIN

Level

Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special

1st

+1

+2

+0

+2

Daisho proficiency, Ancestral daisho

2nd

+2

+3

+0

+3

Two swords as one, Bonus feat

3rd

+3

+3

+1

+3

 

4th

+4

+4

+1

+4

Bonus feat

5th

+5

+4

+1

+4

 Iaijutsu master

6th

+6/+1

+5

+2

+5

 Stare down

7th

+7/+2

+5

+2

+5

Bonus feat

8th

+8/+3

+6

+2

+6

 Improved initiative

9th

+9/+4

+6

+3

+6

 

10th

+10/+5

+7

+3

+7

Bonus feat

11th

+11/+6/+1

+7

+3

+7

Improved two swords as one

12th

+12/+7/+2

+8

+4

+8

 

13th

+13/+8/+3

+8

+4

+8

Bonus feat

14th

+14/+9/+4

+9

+4

+9

Improved stare down

15th

+15/+10/+5

+9

+5

+9

 

16th

+16/+11/+6/+1

+10

+5

+10

Greater two swords as one, Bonus feat

17th

+17/+12/+7/+2

+10

+5

+10

 

18th

+18/+13/+8/+3

+11

+6

+11

 

19th

+19/+14/+9/+4

+11

+6

+11

 

20th

+20/+15/+10/+5

+12

+6

+12

Frightful presence, Bonus feat

 

Class Features

The following are class features of the Kashin.

Weapon and Armour Proficiency: Kashin are proficient with all simple and martial weapons and with all armour (light, medium, and heavy) and tessen. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Jump, Sleight of Hand, Stealth, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armour and equipment carried.

 

Daisho Proficiency (Ex): In melee combat, a Kashin favors the katana (a masterwork bastard sword) and the wakizashi (a masterwork short sword). Kashin receive an heirloom set of these two blades, known as the daisho (see Ancestral Daiso below). Because a Kashin is trained in their use, he gains Exotic Weapon Proficiency [Daisho] as a bonus feat.

 

Ancestral Daisho: All Kashin begin play with a katana and a wakizashi-two masterwork weapons. These are weapons that belonged to the Kashin's ancestors, and protecting the weapons is an important point of honour for the Kashin. When a Kashin of at least 4th level wields his own ancestral katana or wakizashi, the wepon is considered an honourable weapon for the purposes of bypassing the damage reduction of certain creatures.

    As a Kashin acquires treasure through adventuring, he has the option of awakening the supernatural abilities latent in the weapons. This option allows a Kashin who prefers to use his ancestral blade to wield a magic weapon, while a Kashin who wields a tetsubo against otherworldly fiends can use his treasure to acquire new jade or magic weapons.

Weapon

Bonus

Total Sacrifice

Required

Minimum

Character Level

+1

2,000 gp

4th

+2

8,000 gp

7th

+3

18,000 gp

9th

+4

32,000 gp

11th

+5

50,000 gp

13th

+6*

72,000 gp

14th

+7*

98,000 gp

15th

+8*

128,000 gp

16th

+9*

162,000 gp

17th

+10*

200,000 gp

18th

*A weapon can't actually have a bonus higher than +5. Use these lines to determine price when special abilities are added in. Example: A Kashin who has a +4 katana can transform it into a +4 thundering katana with a sacrifice of 40,000 gp, since thundering is a special ability equivalent to a +2 bonus.

    At any time, a Kashin may retreat to a temple or shrine and spend time in prayer in order to awaken the ancestral spirits in his katana or wakizashi. (Most Kashin improve their katanas and not their wakizashis.) This requires a sacrifice of valuable items worth the amount shown on Table 2-2: Ancestral Daisho. This sacrifice does not have to be gold-the character can sacrifice magic items or other goods worth the required amount, rather than selling his goods (at half value) to pay for the sacrifice. The Kashin must meet the minimum character level (including any prestige class levels) shown on the table, and he must spend one day per 1,000 gp sacrificed in the shrine or temple. During this time, he must spend at least 8 hours each day kneeling before his ancestors and his weapons, not stopping to eat or rest. Many Kashin request the assistance of a priest in this process, but a priest is not required.

    The values shown on the above table are the total value of sacrifice required to bring a single weapon to the listed weapon bonus. If a Kashin already has a +3 katana, he can raise it to a +4 katana by sacrificing 14,000 gp and spending two weeks in prayer. If the same Kashin wanted to bring his masterwork wakizashi to a +1 wakizashi, he would have to sacrifice 2,000 gp. Before a Kashin's ancestral sword becomes a +1 weapon, it is an ordinary masterwork weapon in every way. Its latent supernatural powers do not cause it to be considered a magic weapon until those powers are awakened.

    A Kashin who loses his ancestral swords is dishonoured until he can recover them. He cannot enhance any other weapon in this way.

 

Two Swords as One (Ex): At 2nd level, a Kashin has learned to wield the katana and wakizashi together. He is treated as having the Two-Weapon Fighting feat when wielding a katana and wakizashi, even if he does not meet the prerequisites for that feat.

 

Iaijutsu Master (Ex): By 5th level, a Kashin has become adept at iaijutsu, a fighting technique that concentrates on drawing his weapon and striking a foe in one fluid motion. He is treated as having the Quick Draw feat, but only when he draws his katana or wakizashi.

 

Stare Down (Ex): At 6th level, a Kashin becomes able to strike fear into his foes by his mere presence. He gains a +4 bonus on Intimidate checks and can demoralize an opponent (as described in the Intimidate skill description).

 

Improved Initiative (Ex): At 8th level, the Kashin has practiced iaijutsu techniques used in ritual duels between two Kashin, and he is able to anticipate when any enemy will attack. He now has the Improved Initiative feat.

 

Improved Two Swords as One (Ex): At 11th level, a Kashin’s prowess with the katana and wakizashi improves. He is treated as having the Improved Two-Weapon Fighting feat when wielding a katana and wakizashi, even if he does not meet the prerequisites for the feat.

 

Improved Stare Down (Ex): At 14th level, even a glance from the hard eyes of a Kashin is enough to give his foes pause. The Kashin can demoralize opponents within 30 feet as a move action, not a standard action (see the Intimidate skill description).

 

Greater Two Swords as One (Ex): At 16th level, fighting with a katana and wakizashi becomes second nature for a Kashin. He is treated as having the Greater Two-Weapon Fighting feat when wielding a katana and wakizashi, even if he does not meet the prerequisites for that feat.

 

Frightful Presence (Ex): A 20th-level Kashin’s bravery, honor, and fighting prowess have become legendary. When the Kashin draws his blade, opponents within 30 feet must succeed on a Will save (DC 20 + Kashin’s Cha modifier) or become panicked for 4d6 rounds (if they have 4 or fewer Hit Dice) or shaken for 4d6 rounds (if they have from 5 to 19 Hit Dice). Creatures with 20 or more Hit Dice are not affected.

    Any foe that successfully resists the effect cannot be affected again by the same Kashin’s frightful presence for 24 hours.

 

Bonus Feats: At 2nd level, the Kashin gets a bonus feat .The Kashin gains an additional bonus feat at 4th level and every three levels thereafter (7th, 10th, 13th, 16th, and 19th). These bonus feats must be drawn from the list that appears below for the character's Enji (Bloodkin).

-          Aishunoenji Feats: Armour Proficiency (Heavy), Battle Cry, Cleave, Court Training, Death Blow, Dodge, Endurance, Great Battle Cry, Great Cleave, Improved Bull Rush, Improved Sunder, Mobility, Power Attack, Raging Bull Style, Run, Spring Attack, Weapon Focus [Akufu], Weapon Focus [Maul], Weapon Focus [Nodachi], Weapon Focus [Tetsubo].

-          Akuinoenji Feats: Battle Cry, Blind-Fight, Combat Expertise, Conqueror, Court Training, Death Blow, Dodge, Great Battle Cry, Improved Disarm, Improved Initiative, Improved Trip, Lurking Tiger Style, Mobility, Prone Attack, Quick Draw, Spring Attack, Weapon Focus [Daisho], Whirlwind Attack.

-          Denshunoenji Feats: Battle Cry, Charging Boar Style, Combat Expertise, Conqueror, Court Training, Death Blow, Dodge, Great Battle Cry, Improved Disarm, Improved Initiative, Improved Trip, Mobility, Quick Draw, Skill Focus [Iaijutsu Focus], Spring Attack, Toughness, Weapon Focus [Daisho], Whirlwind Attack.

-          Enmannoenji Feats: Battle Cry, Choke Hold, Cleave, Conqueror, Court Training, Dancing Peacock Style, Death Blow, Defensive Throw, Deflect Arrows, Exotic Weapon Proficiency [Weighted Sash], Grappling Block, Great Battle Cry, Great Throw, Improved Grapple, Improved Unarmed Strike, Power Attack, Stunning Fist, Weapon Focus [Daisho].

-          Jihinoenji Feats: Alertness, Battle Cry, Blind-Fight, Combat Expertise, Combat Reflexes, Conqueror, Court Training, Death Blow, Great Battle Cry, Great Fortitude, Improved Disarm, Improved Initiative, Improved Trip, Iron Will, Quick Draw, Stalking Crane Style, Weapon Focus [Katana], Whirlwind Attack.

-          Komeinoenji Feats: Battle Cry, Combat Expertise, Conqueror, Court Training, Death Blow, Endurance, Great Battle Cry, , Improved Disarm, Improved Initiative, Improved Trip, Iron Will, Remain Conscious, Swaying Cobra Style, Toughness, Weapon Focus [Daisho], Whirlwind Attack.

-          Sozonoenji Feats: Alertness, Battle Cry, Conqueror, Court Training, Death Blow, Far Shot, Great Battle Cry, Mounted Archery, Mounted Combat, Point Blank Shot, Precise Shot, Rapid Shot, Rearing Stallion Style, Ride-By Attack, Shot on the Run, Spirited Charge, Trample, Weapon Focus [Daikyu], Weapon Focus [Daisho], Weapon Focus [Nagimaki], Weapon Focus [Yari].

    Unblooded Kashin characters should choose one Bloodkin that best represents the fighting style they wish to learn. They must thereafter choose their bonus feats from the list for that bloodline.

    Some of the bonus feats available to a Kashin cannot be acquired until the Kashin has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A Kashin must still meet all prerequisites for a feat, including ability score and base attack bonus minimums. 

 

Code of Conduct: A Kashin must be of lawful alignment, and dishonours himself, his family, and his swords if he ever willingly commits a chaotic act. Additionally, the Kashin code of Hanshido (Way of the Clansman) requires that he be obedient to his lord, accept death at any time and face it bravely, avenge any dishonour, and shun any appearance of cowardice. The core principles of Hanshido are honour, loyalty, and courage. Violating these precepts results in dishonour, which may result in a Kashin being stripped of his family name or being asked to commit seppuku (ritual suicide)?

Tenets

    Hanshido stresses frugality, loyalty, mastery of martial arts, and honour to the death. Under the Hanshido ideal, if a Kashin failed to uphold his honour he could only regain it by performing seppuku (ritual suicide). In the world of the Zaidanese warrior, seppuku was a deed of bravery that was admirable in a Kashin who knew he was defeated, disgraced, or mortally wounded. It meant that he could end his days with his transgressions wiped away and with his reputation not merely intact but actually enhanced. The cutting of the abdomen released the Kashin’s spirit in the most dramatic fashion, but it was an extremely painful and unpleasant way to die, and sometimes the Kashin who was performing the act asked a loyal comrade to cut off his head at the moment of agony.

    Hanshido includes compassion for those of lower station, and for the preservation of one's name. Hanshido further enforces the requirement to conduct oneself with calmness, fairness, justice, and propriety. The relationship between learning and the way of the warrior is clearly articulated, one being a natural partner to the other.

    Various pundits pontificating in the extensive literature on the warrior philosophy covered methods of raising children, appearance, and grooming, but all of this may be seen as part of one's constant preparation for death — to die a good death with one's honour intact, the ultimate aim in a life lived according to Hanshido. Indeed, a "good death" is its own reward, and by no means assurance of "future rewards" in the afterlife. Notable Kashin, though certainly not all (e.g. Amakusa Shiro), have throughout history held such aims or beliefs in disdain, or expressed the awareness that their station — as it involves killing — precludes such reward. On the contrary, the soul of a noble warrior suffering in the afterlife or as a lingering spirit is a common motif in Zaidanese art and literature. Hanshido is a philosophy in contradistinction to religious belief, with a deep commitment to propriety in this world for propriety's sake.

The Juzen (Ten Virtues)

The Hanshido code is typified by ten virtues:

-          Gi (Rectitude)

-          Yu ( Courage)

-          Jin (Benevolence)

-          Rei (Respect)

-          Makoto (Honesty)

-          Meiyo (Honour)

-          Chugi (Loyalty)

-          Ko (Filial piety)

-          Chi (Wisdom)

-          Tei (Care for the aged)

Sample Honourable Deeds

-          Minor: Acquiring property, Defeating a superior opponent of an equivalent character class, Defeating monsters + 1 per 2000 xp, Forming an alliance with another clan or family, Gaining a High Status skill, Giving a gift of value, Granting a favor, Making item of quality, Marrying into higher birth rank family, Taking prisoners, Winning a contest, Winning a duel, Winning the love of famous Geisha/Courtesan.

-          Modest: Being the first to dare a great danger (Fire, raging river, enemy, etc.), Defeating an ancestral enemy (if of Low Status), Fulfilling an oath, Serving a powerful lord, Victorious against overwhelming odds.

-          Intermediate: Avenging murder of family member, completing a great deed, defeating an ancestral enemy (if of High Status), Killing an opponent in one blow, leading a victorious force in battle, saving the life of another at great risk to own life.

-          Major: Fulfilling family debt, Heroic death.

Sample Dishonorable Deeds

-          Minor: Learning a Low Status skill (if of High Status), Losing a contest, Taking a bribe.

-          Modest: Entering into debt, Losing a duel, Losing to inferior opponent of an equivalent character class, Murder of a family member, Over indulgence in food or drink, Rash or improper social behavior, Refusing a contest, Refusing one's lord, Requesting a favor, Using a ninja-preferred weapon.

-          Intermediate: Accused of crime (innocent or not), Banished, Breaking an oath (if of Low Status), Leading a losing force in battle, Losing a birthright (if of Low Status), Losing item of quality, Proficiency in a ninja-preferred weapon, Refusing a duel.

-          Major: Being taken prisoner (if of Low Status), Breaking an oath (if of High Status), Convicted of crime, Fleeing a fight, Losing a birthright (if of High Status), Losing magical item.

-          Severe: Being taken prisoner (if of High Status), Treason.

 

EX-KASHIN

    A Kashin who becomes non-lawful or repeatedly violates the tenets of Hanshido cannot gain new levels as a Kashin. He retains all his bonus feats, but his ancestral weapons lose any "awakened" magical abilities. If the Kashin returns to lawful alignment, he must atone for his violations (see the atonement spell description) and redeem his honour in order to restore his weapons to their prior status and continue advancing as a Kashin.

 

Based on the Samurai class from Oriental Adventures and The Complete Adventurer.