MUSHA (Warrior)
The questing warrior, the conquering overlord, the clan’s champion, the elite foot soldier, the hardened mercenary, and the bandit leader— all are Musha. Musha in Zaidan are experienced soldiers, bandit leaders, battle-hardened mercenaries, grasping warlords - any trained warrior who, for reasons of personal honor or lowly birth, does not live up to the high standards of the Kashin. The code of Hanshido does not apply to ordinary Musha. In Zaidan, even some clan members are Musha as well.
Musha can be stalwart defenders of those in need, cruel marauders, or gutsy adventurers. Some are among the land’s best souls, willing to face death for the greater good. Others are among the worst, with no qualms about killing for private gain, or even for sport. Musha who are not actively adventuring may be soldiers, guards, bodyguards, champions, or criminal enforcers. An adventuring Musha might call himself a warrior, a mercenary, a thug, or simply an adventurer.
Some have patrons who pay them regularly. Others prefer to live like prospectors, taking great risks in hopes of the big haul. Some Musha are more civic-minded and use their combat skills to protect endangered people who cannot defend themselves. Whatever their initial motivations, however, Musha often wind up living for the thrill of combat and adventure.
Musha may be of any alignment. Good Musha are often crusading types who seek out and fight evil. Lawful Musha may be champions who protect the land and its people. Chaotic Musha may be wandering mercenaries. Evil Musha tend to be bullies and petty villains who simply take what they want by brute force.
Musha come to their profession in many ways. Most have had formal training in a clan’s army or at least in the local militia. Some have trained in formal academies. Others are self-taught - unpolished but well tested. A Musha may have taken up the sword as a way to escape the limits of life on the farm, or he may be following a proud family tradition. Musha share no special identity. They do not see themselves as a group or brotherhood. Those who hail from a particular academy, mercenary company, or lord’s regiment, however, share a certain camaraderie.
The Musha excels in a straight fight, but he relies on others for magical support, healing, and scouting. On a team, it is his job to man the front lines, protect the other party members, and bring the tough opponents down. Musha have some of the best all-around fighting capabilities. Musha are familiar with all the standard weapons and armours. In addition to general fighting prowess, each Musha develops particular specialties of his own. A given Musha may be especially capable with certain weapons; another might be trained to execute specific fancy manoeuvres. As Musha gain experience, they get more opportunities to develop their fighting skills. Thanks to their focus on combat manoeuvres, they can master the most difficult ones relatively quickly.
In most adventuring parties, the Musha serves as a melee combat, they have some of the best all-around fighting capabilities. Musha are familiar with all the standard weapons and armours. In addition to general fighting prowess, each Musha develops particular specialties of his own. A given Musha may be especially capable with certain weapons; another might be trained to execute specific fancy manoeuvres. As Musha gain experience, they get more opportunities to develop their fighting skills. Thanks to their focus on combat manoeuvres, they can master the most difficult ones relatively quickly.
While the Musha usually serves as a melee combatant, charging into the fray while his comrades support him with spells, ranged attacks, and other effects, those Musha who favour ranged combat can prove very deadly, though without other melee support, they can find themselves in front-line combat more often than they might prefer.
Musha who favour ranged combat can prove very deadly, though without other melee support, they can find themselves in front-line combat more often than they might prefer.
A Note on Ronin
Ronin are Musha. Ronin fall into two categories: "Clan ronin" are members of the great clans who have fallen out of favor with their lord. The most common reason for this is somehow allowing the lord to die - either in battle or under an assassin's blade. Clan ronin cling to the hope of regaining their lost honour. "True ronin" have never belonged to one of the clans, usually coming from a ronin family.
DOMAIN LEVEL INFORMATION
RP Collection: Musha collect RP from the following types of holdings
- Province: Full
- Law: Full
- Manor: Full
Class Action: Rule Holding: Manor or Wage War
CHARACTER LEVEL INFORMATION
Alignment: Any.
Status: Neither.
Hit Die: d10.
Class Skills: The Musha’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Lead (Cha), Ride (Dex), Swim (Str), and Warcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
TABLE: THE MUSHA
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
1st |
+1 |
+2 |
+0 |
+0 |
Bonus feat |
2nd |
+2 |
+3 |
+0 |
+0 |
Bonus feat |
3rd |
+3 |
+3 |
+1 |
+1 |
|
4th |
+4 |
+4 |
+1 |
+1 |
Bonus feat |
5th |
+5 |
+4 |
+1 |
+1 |
|
6th |
+6/+1 |
+5 |
+2 |
+2 |
Bonus feat |
7th |
+7/+2 |
+5 |
+2 |
+2 |
|
8th |
+8/+3 |
+6 |
+2 |
+2 |
Bonus feat |
9th |
+9/+4 |
+6 |
+3 |
+3 |
|
10th |
+10/+5 |
+7 |
+3 |
+3 |
Bonus feat |
11th |
+11/+6/+1 |
+7 |
+3 |
+3 |
|
12th |
+12/+7/+2 |
+8 |
+4 |
+4 |
Bonus feat |
13th |
+13/+8/+3 |
+8 |
+4 |
+4 |
|
14th |
+14/+9/+4 |
+9 |
+4 |
+4 |
Bonus feat |
15th |
+15/+10/+5 |
+9 |
+5 |
+5 |
|
16th |
+16/+11/+6/+1 |
+10 |
+5 |
+5 |
Bonus feat |
17th |
+17/+12/+7/+2 |
+10 |
+5 |
+5 |
|
18th |
+18/+13/+8/+3 |
+11 |
+6 |
+6 |
Bonus feat |
19th |
+19/+14/+9/+4 |
+11 |
+6 |
+6 |
|
20th |
+20/+15/+10/+5 |
+12 |
+6 |
+6 |
Bonus feat |
Class Features
All of the following are class features of the Musha.
Weapon and Armour Proficiency: A Musha is proficient with all simple and martial weapons and with all armour (heavy, medium, and light), tessen and tate.
Bonus Feats: At 1st level, a Musha gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The Musha gains an additional bonus feat at 2nd level and every two Musha levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted below. A Musha must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A Musha is not limited to the list of Musha bonus feats when choosing normal feats.
Musha bonus feats must be chosen from the following list:
Feats |
Prerequisites |
Benefit |
Tumble 12 ranks |
+6 on next attack against opponent you tumble past |
|
Proficiency with shields, Shield Specialization |
Make attacks of opportunity without penalty when fighting defensively |
|
Combat Reflexes, Vexing Flanker, base attack bonus +4 |
Flank chosen foe from adjacent square |
|
Proficiency with shields, Improved Shield Bash, Shield Specialization |
Reduce two weapon penalties when using shield bash |
|
Combat Reflexes, base attack bonus +12 |
Grant foes bonus on attacks and damage, but their attacks provoke attacks of opportunity |
|
Proficiency with selected armour type, base attack bonus +12 |
DR 2/– with chosen armour |
|
Base attack bonus +1 or higher, Cha 13+ |
Affected opponents become shaken for 1d6 rounds |
|
Base attack bonus +2, bardic music |
+2 on attacks while moving and using bardic music |
|
— |
Reroll miss chance for concealment |
|
Dex 13, Dodge, Mobility, Spring Attack, base attack bonus +12 |
Attack twice while using Spring Attack |
|
Str 13, Power Attack, base attack bonus +6 |
Daze opponent with successful bludgeoning attack |
|
— |
Use Str rather than Dex to attack rolls with thrown weapons |
|
Improved Sunder, Power Attack, base attack bonus +6 |
Allows the use of special strength-based manoeuvres |
|
Power Attack |
Extra melee attack after dropping target |
|
Base attack bonus +3 |
Use counterattack to resist grapple |
|
Balance 9 ranks, Tumble 9 ranks |
Gain new uses for Balance skill |
|
Wis 13, Blind-Fight, Combat Focus, base attack bonus +12 |
Expend combat focus to gain bonus on attacks and damage |
|
Dex 13, Wis 13, Combat Focus, Dodge, base attack bonus +6 |
While in focus, gain fast healing 2 |
|
Int 13 |
Trade attack bonus for AC (max 5 points) |
|
Wis 13 |
Enter meditative state to gain +2 bonus on Will saves +4 against bull rush, disarm, grapple, overrun, and trip |
|
Sense Motive 4 ranks, base attack bonus +5 |
+1 to attack opponent you engaged in the preceding round |
|
— |
Additional attacks of opportunity |
|
Wis 13, Combat Focus, base attack bonus +3 |
Change target of Dodge feat as immediate action |
|
Wis 13, Combat Focus, any two other combat focus feats, base attack bonus +15 |
Gives a bonus to Combat Focus dependant feats |
|
Dex 13, Dodge, base attack bonus +12 |
+2 on damage against foe you approach and attack |
|
Wis 13, Combat Focus, base attack bonus +9 |
Learn hit point totals of all adjacent creatures |
|
— |
Gives a +1 bonus to Lead, Warcraft, and Will saves |
|
Str 13, Improved Bull Rush, Power Attack |
Ready action to slam into charging foe |
|
Proficiency with hand, heavy, or light crossbow, Weapon Focus with hand, heavy, or light crossbow, base attack bonus +1 |
Half Dexterity bonus on crossbow damage, 60 ft. skirmish or sneak attack +1 |
|
Proficiency with a bludgeoning weapon, Weapon Focus with a bludgeoning weapon, Melee Weapon Mastery (bludgeoning), Weapon Specialization with a bludgeoning weapon, base attack bonus +14 |
+1 on attacks per previous hit with bludgeon |
|
Dex 15, Int 13, Combat Expertise, Dodge, base attack bonus +6 |
Allows the use of special manoeuvres involving the use of a cloak or sash |
|
Point Blank Shot, Precise Shot, base attack bonus +4, skirmish or sneak attack ability |
Ready action to fire, denying foe Dex bonus to AC on your attack after ally hits foe |
|
— |
1d6 damage with light weapons when fighting defensively |
|
Dex 13, Int 13, Combat Expertise, Dodge |
+4 bonus on attack roll after successful total defence |
|
Base attack bonus +15 |
Foe must move or provoke attack |
|
Dex 13, Improved Unarmed Strike |
Deflect one ranged attack per round |
|
Dex 13 |
+1 dodge bonus to AC against selected target |
|
Proficiency with selected weapon, Weapon Focus with selected weapon, Melee Weapon Mastery (piercing), Weapon Specialization with selected weapon, base attack bonus +14 |
Bull rush with piercing weapon attack |
|
Improved Two-Weapon Fighting, Two-Weapon Fighting |
Attack once with each hand as a standard action |
|
Base attack bonus +1 |
No penalty on attacks with specific exotic weapon |
|
Dex 13, Combat Reflexes, base attack bonus +2 |
All allies gain +2 attack and damage bonus for a round against a target you’ve hit with an attack of opportunity |
|
Point Blank Shot |
Increase range increment by 50% or 100% |
|
Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist, base attack bonus +8 |
Expend Stunning Fist use to cloak fists, feet in fiery energy for +1d6 damage |
|
Dex 13, Wis 13, Fiery Fist, Improved Unarmed Strike, Stunning Fist, base attack bonus +8 |
Expend Stunning Fist use to cloak self in flame, damaging any who strike you |
|
Str 13, Power Attack |
Inflict painful wounds on unarmoured targets |
|
Wis 17, Improved Unarmed Strike, Stunning Fist, base attack bonus +10 |
Paralyze opponent with unarmed strike |
|
Cha 13, base attack bonus +1 |
Cause target to attack only you |
|
Cha 13+, Battle Cry, base attack bonus +9 or higher |
Opponents are panicked by your shout |
|
Cleave, Power Attack, base attack bonus +4 |
No limit to cleave attacks each round |
|
Dex 19, Improved Two-Weapon Fighting, Two-Weapon Defence, Two-Weapon Fighting, base attack bonus +11 |
Gain shield bonus when fighting with two weapons Fighting, |
|
Proficiency with weapon, Weapon Focus with weapon, fighter level 8th |
+2 bonus on attack rolls with selected weapon |
|
Proficiency with weapon, Greater Weapon Focus with weapon, Weapon Focus with weapon, Weapon Specialization with weapon, fighter level 12th |
+4 bonus on damage rolls with selected weapon |
|
— |
+1 on attacks and damage with splash weapons |
|
Shield Proficiency |
Apply buckler’s shield bonus to AC while using off-hand weapon |
|
Power Attack |
+4 bonus on bull rush attempts; no attack of opportunity |
|
Int 13, Combat Expertise, base attack bonus +6 |
Reduce your attack bonus to improve your AC |
|
Proficient with weapon, base attack bonus +8 |
Double threat range of weapon |
|
Combat Expertise |
+4 bonus on disarm attempts; no attack of opportunity |
|
Bluff 4 ranks |
Use Bluff to create a diversion, and then Hide as a move action |
|
Combat Expertise |
Feint in combat as move action |
|
Dex 13, Improved Unarmed Strike |
+4 bonus on grapple checks; no attack of opportunity |
|
— |
+4 bonus on initiative checks |
|
Ride 1 rank, Mounted Archery, Mounted Combat |
Reduce or eliminate attack penalties with ranged weapon while mounted |
|
Power Attack |
+4 bonus on overrun attempts; no attack of opportunity |
|
Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11 |
Ignore less than total cover/concealment on ranged attack |
|
Manyshot, Point Blank Shot, Rapid Shot |
Ignore –2 penalty when using Rapid Shot |
|
Shield Proficiency |
Retain shield bonus to AC when shield bashing |
|
Power Attack |
+4 bonus on sunder attempts; no attack of opportunity |
|
Base Fortitude save bonus +2 |
Gain hp equal to your current HD |
|
Combat Expertise |
+4 bonus on trip attempts; no attack of opportunity |
|
Ability to turn or rebuke creatures |
+1 level for turning checks |
|
Dex 17, Two-Weapon Defence, Two-Weapon Fighting, base attack bonus +6 |
Gain shield bonus when fighting with two weapons |
|
Fighting1 Dex 17, Two-Weapon Fighting, base attack bonus +6 |
Gain second off-hand attack |
|
— |
Considered armed even when unarmed |
|
Base attack bonus +1 |
Racial weapons are martial, not exotic |
|
Intimidate 4 ranks |
Use Intimidate check with attack to shake opponent |
|
Dex 13, Wis 13, Fiery Fist, Improved Unarmed Strike, Stunning Fist, base attack bonus +8 |
Expend Stunning Fist uses to throw ball of ki energy |
|
Dex 13, Bounding Assault, Dodge, Mobility, Spring Attack, base attack bonus +18 |
Make third attack as part of Spring Attack |
|
Jump 4 ranks |
Extend reach of one attack |
|
Hide 12 ranks, Move Silently 12 ranks |
Allows the use of special stealth-related manoeuvres |
|
Spellcraft 2 ranks, base attack bonus +3 |
+1 bonus on Will saves; spellcasters you threaten can’t cast defensively |
|
Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6 |
Shoot two or more arrows simultaneously |
|
Proficiency with all martial weapons, ki power |
Musha and Shinobi levels stack for ki pool, AC bonus, and feats |
|
Cha 13, Diplomacy 9 ranks |
While fighting defensively, negate foe’s attack |
|
Dex 13, Int 13, Combat Expertise, Dodge Proficiency with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, base attack bonus +8 |
Gain Weapon Focus, Weapon Specialization benefits with multiple weapons |
|
Dodge |
+4 dodge bonus to AC against some attacks of opportunity |
|
Mounted Combat |
Half penalty for ranged attacks while mounted |
|
Ride 1 rank |
Negate hits on mount with Ride check |
|
Str 13, Two-Weapon Fighting |
Treat one-handed weapon in off hand as if light weapon |
|
Base attack bonus +15 |
Gain bonus against adjacent foe not attacking you |
|
Str 15, Point Blank Shot, base attack bonus +10 |
Your ranged attack targets every foe in 60-ft. line |
|
Proficiency with a heavy shield, base attack bonus +1 |
Bonus to AC and Reflex saves while fighting in shield wall |
|
— |
+1 bonus on ranged attack and damage within 30 ft. |
|
Str 13 |
Trade attack bonus for damage (up to base attack bonus) |
|
Weapon Focus with weapon, base attack bonus +4 |
+4 bonus to confirm critical with one weapon |
|
Str 13, Brutal Throw, Power Attack |
Power Attack with thrown weapons |
|
Point Blank Shot |
No –4 penalty for shooting into melee |
|
Dex 15, Lightning Reflexes, base attack bonus +2 |
Attack while prone at no penalty and stand up |
|
Base attack bonus +1 |
Draw weapon as free weapon |
|
Improved Bull Rush, Power Attack, base attack bonus +6 |
Allows the use of special charge related manoeuvres |
|
Dex 15, Point Blank Shot, Precise Shot, base attack bonus +5 |
Use ranged weapon to disarm foe within 30 feet |
|
Dex 15, Point Blank Shot, Precise Shot, base attack bonus +5 |
Use ranged weapon to grapple foe within 30 feet |
|
Str 13, Point Blank Shot, Precise Shot, Ranged Pin, base attack bonus +5 |
Use ranged weapon to sunder foe’s weapon at reduced damage penalty |
|
Proficiency with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, base attack bonus +8 |
Gain Weapon Focus, Weapon Specialization benefits with multiple weapons |
|
Weapon Proficiency with crossbow |
Reload crossbow more quickly |
|
Dex 13, Point Blank Shot |
One extra ranged attack each round |
|
Combat Reflexes, Stunning Fist, base attack bonus +6 |
Use one additional stunning attack per round |
|
Mounted Combat, Spirited Charge, Trample, base attack bonus +6 |
Allows the use of special mounted combat manoeuvres |
|
Mounted Combat |
Move before and after a mounted charge |
|
Point Blank Shot, Precise Shot, base attack bonus +3 |
Halve opponent’s cover bonus |
|
Improved Shield Bash, base attack bonus +3 |
Free trip attack with shield during charge |
|
Improved Shield Bash, Shield Charge, base attack bonus +6 |
Use shield to daze opponent |
|
Proficiency with shields, Improved Shield Bash, Shield Specialization, base attack bonus +9 |
Use shield as ranged weapon |
|
Proficiency with shields |
Increase shield bonus by +1 |
|
Proficiency with shields, Shield Specialization |
Gain shield bonus to touch AC and against bull rush, disarm, grapple, overrun, and trip |
|
Proficiency with selected weapon, Weapon Focus with selected weapon, base attack bonus +3 |
Lose reach benefits, attack adjacent foes |
|
Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4 |
Move before and after ranged attack |
|
Proficiency with selected weapon, Weapon Focus with selected weapon, Melee Weapon Mastery (slashing), Weapon Specialization with selected weapon, base attack bonus +14 |
Gain extra attack with slashing weapon |
|
Dex 15, Deflect Arrows, Improved Unarmed Strike |
Catch a deflected ranged attack |
|
Base attack bonus +6 |
Gain bonuses while invisible |
|
Mounted Combat, Ride-By Attack |
Double damage with mounted charge |
|
Mobility, base attack bonus +4 |
Move before and after melee attack |
|
Tumble 6 ranks, base attack bonus +6 |
Allows the use of special single weapon manoeuvres |
|
Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8 |
Stun opponent with unarmed strike |
|
Int 13+, Expertise, Base attack bonus +6 or higher |
Improves the benefits from Combat Expertise |
|
Dodge, Mobility, base attack bonus +6 |
Allows the use of dodge-related defensive manoeuvres |
|
Mounted Combat |
Target cannot avoid mounted overrun |
|
Bluff 4 ranks, Tumble 4 ranks |
+5 on feint attempt after successful Tumble |
|
Two-Weapon Fighting |
Off-hand weapon grants +1 shield bonus to AC |
|
Dex 15 |
Reduce two-weapon fighting penalties by 2 |
|
Dex 15, Two-Weapon Fighting, base attack bonus +6 |
Attack with both weapons when charging |
|
Dex 15, Two-Weapon Fighting, base attack bonus +11 |
Gain bonus damage if you hit with both weapons |
|
Improved Unarmed Strike |
Deal bludgeoning, piercing, or slashing damage with unarmed strikes |
|
Combat Reflexes |
+4 on attacks when flanking |
|
Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist, base attack bonus +9 |
+4 bonus on damage when striking foe that has DR |
|
Wis 17, Improved Unarmed Strike, Stunning Fist, base attack bonus +2 |
Cause foe’s Strength to drop by 6 for 1 minute |
|
Proficiency with weapon, base attack bonus +1 |
Use Dex modifier instead of Str modifier on attack rolls with light melee weapons |
|
Proficiency with weapon, base attack bonus +1 |
+1 bonus on attack rolls with selected weapon |
|
Proficiency with weapon, Weapon Focus with weapon, fighter level 4th |
+2 bonus on damage rolls with selected weapon |
|
Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Greater Weapon Specialization with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, Melee Weapon Mastery with weapon type of selected weapon, Musha or Heishi level 18th or Kashin level 10th |
Gain further abilities with chosen weapon |
|
Dex 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4 |
One melee attack against each opponent within reach |
|
Bluff 8 ranks, Intimidate 8 ranks, Perform 8 ranks |
Allows the use of special deceptive bluff-related manoeuvres |
Based on the Fighter class from The Player's Handbook.