Kabuki Warrior (Samurai/Bard)

Samurai’s spend much of their time studying the finer points of erudition and etiquette, in addition to sword play, battle training. Kabuki warriors take use this study of erudition and etiquette and transform it into an sophisticated set of performances and magic that allow them to take up the role of a resplendent play actor and artist-in-residence under the patronage of nobility, royalty, or some well-moneyed elite with aspirations of joining their ranks. The kabuki warrior utilizes a special mask to enhance these performances, allowing him to appear as almost any one he chooses, as he fulfills out his purposes. Whether assassination, espionage, or simply infiltrating an enemy lord’s court, kabuki warriors often go unnoticed until they have accomplishes what they has set out to do. (Original Concept by Koujow)

Primary: Samurai.

Secondary: Bard.

Alignment: Any.

Hit Dice: d10.

Bonus Skills and Ranks: The kabuki warrior selects three bard skills to add to his class skills in addition to the normal samurai class skills. The kabuki warrior gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The kabuki warrior is proficient with all simple and martial weapons, plus the katana, naginata, nodachi, and wakizashi. The kabuki warrior is also proficient with all types of armor (heavy, light, and medium, and with shields (except tower shields).

Bardic Performance: At 1st level, a kabuki warrior gains the bard’s bardic performance ability and may only choose Perform (act, comedy, dance, oratory). He gains access to the following types of bardic performance at the indicated levels.

Din (Sp): A kabuki warrior can use his performance to create auditory effects that enhance his surroundings. The kabuki warrior can spend 1 round of performance to create an effect similar to the ghost sound spell. This effect lasts for 1 minute per kabuki warrior level. This performance affects all creatures within 30 feet. Each creature within range receives a Will save (DC 10 + 1/2 the kabuki warrior’s level + the kabuki warrior’s Charisma modifier) to disbelieve the effect. If the saving throw fails, the creature hears the sound for the duration of the effect. This performance can be maintained beyond its initial duration by spending 1 additional round of performance as a free action. Din is an illusion (figment) effect that uses audible components.

Props (Sp): A kabuki warrior can use his performance to create illusions of an object, creature, or force as visualized by the kabuki warrior. The kabuki warrior can spend 1 round of performance to create an effect similar to the silent image spell. This effect lasts for as long as the kabuki warrior concentrates, or 1 minute per kabuki level if the kabuki warrior stops concentrating or chooses not to concentrate at all. Each creature within range receives a Will save (DC 10 + 1/2 the kabuki warrior’s level + the kabuki warrior’s Charisma modifier) to disbelieve the effect. If the saving throw fails, the creature sees the images for as long as the performance continues. Props can be used to enhance the auditory effects of a creature that has already been affected by the din performance (see above), without expending additional rounds or performance. However, it does require a standard action to activate (in addition to the free action to continue the din effect). Props is an illusion (figment) effect that uses audible components.

Satire (Su): A kabuki warrior can use performance to undermine the confidence of enemies who hear it, causing them to take a –1 penalty on attack and damage rolls (minimum 1) and a –1 penalty on saves against fear and charm effects as long as the kabuki warrior continues performing. This penalty increases by –1 at 5th level and every six levels thereafter. Satire is a language-dependent, mind-affecting ability that uses audible components.

Mockery (Su): A kabuki warrior of 3rd level or higher can subtly ridicule and defame a specific individual. The kabuki warrior selects one target who can hear his performance. That individual takes a –2 penalty on Charisma checks and Charisma-related skill checks as long as the kabuki warrior continues performing. This penalty increases by –1 every four levels after 3rd. Mockery is a language-dependent, mind-affecting ability that relies on audible components.

Glorious Epic (Su): A kabuki warrior of 9th level or higher can weave captivating tales that engross those who hear them. Enemies within 30 feet become flat-footed unless they succeed at a Will save (DC 10 + 1/2 the kabuki warrior’s level + the kabuki warrior’s Charisma modifier). A save renders them immune to this ability for 24 hours. Glorious epic is a language-dependent, mind-affecting ability that uses audible components.

Inspire Greatness (Su): A kabuki warrior of 10th level gains the bard’s inspire greatness performance.

Scandal (Su): A kabuki warrior of 14th level or higher can combine salacious gossip and biting calumny to incite a riot. Each enemy within 30 feet is affected as if by a song of discord for as long as it can hear the performance. A successful Will save (DC 10 + 1/2 the kabuki warrior’s level + the kabuki warrior’s Charisma modifier) negates the effect, and that creature is immune to this ability for 24 hours. Scandal is a language-dependent, mind-affecting ability that uses audible components.

Inspire Heroics (Su): A kabuki warrior of 17th level gains the bard’s inspire heroics performance.

Last Performance (Su): A kabuki warrior of 20th level or higher can use his performance to assume the persona of death itself and attempt to kill the target of his challenge outright. To be affected, the target must be able to see and hear the kabuki warrior perform for 3 full rounds and be adjacent to him once the rounds have passed. During this time, the target views the kabuki warrior as the harbinger of his death. On his next turn, the kabuki warrior makes a single melee attack at his highest base attack bonus. If the attack is successful, he deals damage as normal and the target receives a Will save (DC 10 + 1/2 the bard’s level + the kabuki warrior’s Charisma modifier). If the target’s saving throw succeeds, the target is staggered for 1d4 rounds, and the kabuki warrior cannot use last performance on that creature again for 24 hours. If the target's saving throw fails, it dies. Last performance is a mind-effecting death effect that relies on audible and visual components. Using this performance expends 6 rounds of performance. This ability replaces last stand.

This ability replaces mount, challenge 3/day and 6/day, honorable stand, greater banner, and last stand.

Bonus Feats: This is exactly like the samurai ability of the same name, and adds performance feats, Extra Performance, and Lingering Performance to the list of feats he can select.

Kabuki (Su): The kabuki warrior is not only a master of theatre performance, but also of fashioning disguises that enable him to blend into the crowd of a bustling market place, take the guise of a wandering priest or beggar, or infiltrate the court of a ruling lord. When creating a disguise (including a persona, see below), the kabuki warrior gains a competence bonus equal to 1/2 his kabuki warrior level on the Disguise check.

In addition to creating mundane disguises, the kabuki warrior can magically alter his appearance as the disguise self spell. This is a glamer effect that lasts a number of minutes equal to the kabuki warrior’s level. The DC to disbelieve the effect is equal to 10 + 1/2 the kabuki warrior’s level + his Charisma modifier.

Starting a kabuki persona is a swift action that expends 1 round of bardic performance. A persona can be maintained beyond its initial duration as a free action by expending an additional round of performance. A persona can be ended as a free action. Changing a persona from one to another requires the kabuki warrior to end the previous persona and start a new one as a swift action. A persona cannot be disrupted, but once the duration expires, it ends immediately if the kabuki warrior is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it. A kabuki warrior cannot have more than one kabuki persona in effect at one time.

While a persona is active, the kabuki warrior gains access to a small number of skills. He can use his Perform skill bonus in place of his bonus in these persona associated skills. When substituting in this way, the kabuki warrior uses his total Perform skill bonus, including class skill bonus, in place of the associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. This functions in a similar way as the bard’s versatile performance ability, except that it applies to any persona currently in effect.

A kabuki warrior can assume one of the following kabuki personas, even if doing so exceeds the limitations of disguise self. Once activated, each persona lasts for a number of minutes equal to the kabuki warrior’s level. While each persona provides a general description, the kabuki warrior can determine the specifics of his appearance at the time of creation.

Artisan: The kabuki warrior takes on the appearance of a merchant, craftsman, or artisan. He gains the Appraise, Craft, Knowledge (engineering), and Profession skills.

Ascetic: The kabuki warrior takes on the appearance of a mystic priest, ascetic monk, or holyman. He gains the Heal, Knowledge (arcana), Knowledge (religion), and Sense Motive skills.

Commoner: The kabuki warrior takes on the appearance of a farmer, beggar, or some other commone. He gains the Handle Animal, Perception, Profession, and Ride skills.

Demon: The kabuki warrior takes on the appearance of an ogre mage. He gains the Intimidate, Knowledge (arcana), and Knowledge (planes) skill.

Dragon: The kabuki warrior takes on the appearance of a lizardman or some other humanoid draconic creature, and gains the Bluff, Intimidate, Knowledge (arcana), and Survival skills.

Hero: The kabuki warrior takes on the appearance of a powerful warrior of great renown. He gains the Intimidate, Knowledge (dungeoneering), Ride, and Survival skills.

Kuroko: The kabuki warrior takes on the appearance of a kuroko, the oft overlooked black garbed stage hand whom all ignore. He gains the Bluff, Disable Device, Sleight of Hand, and Stealth skills.

Nobleman: The kabuki warrior takes on the appearance of a regal nobleman or ruling lord of great influence. He gains the Bluff, Diplomacy, Knowledge (nobility), and Sense Motive skills.

Spirit: The kabuki warrior takes on the appearance of a translucent ghost or spirit. This spirit effect otherwise functions as the ghost disguise spell. He gains the Acrobatics, Escape Artist, Knowledge (local), and Stealth skills.

Villain: The kabuki warrior takes on the appearance of a dastardly scoundrel dressed in dark and sinister colors. He gains the Bluff, Knowledge (nobility), Knowledge (local), and Sleight of Hand skills.

At 3rd level, the kabuki warrior can alter his perceived audible (sound) properties when he assumes a persona. At 5th level, the kabuki warrior can also alter his perceived tactile (touch) properties, and can imitate any voice with which he is familiar. At 9th level, the kabuki warrior's disguise fools even extraordinary senses, such as scent, blindsight, or tremorsense.

Should the kabuki warrior have a performance in effect, he can assume a single persona as part of the performance without expending additional rounds of performance. Assuming this persona requires a swift action and is maintained for as long as the performance continues.

This ability and greater kabuki replace resolve.

Performance Weapon Mastery: At 3rd level, a kabuki warrior gains Performance Weapon Mastery as a bonus feat. This ability replaces weapon expertise.

Dazzling Display: At 4th level, a kabuki warrior gains Dazzling Display as a bonus feat. This ability replaces mounted archer.

Costume Training (Ex): At 5th level, the kabuki warrior has become so used to wearing strange and cumbersome costumes for his performances that he reduces the armor check penalty by 1 (to a minimum of 0) when wearing light, medium, or heavy armor. Every four levels thereafter (9th, 13th, and 17th) this bonus increase by +1 each time, to a maximum –4 reduction of the armor check penalty. Also, a kabuki warrior’s training allows him to get in and out of costume quickly and efficiently. His armor check penalty and armor bonus are not worsened by 1 for hastily donned armor. In addition, whenever a kabuki warrior sleeps in medium armor he does not become fatigued. At 9th level, sleeping in heavy armor does not cause the kabuki warrior to become fatigued. This ability replaces banner.

Greater Kabuki (Su): At 9th level, the power of a kabuki warrior’s kabuki disguise increases. When assuming one of his kabuki personas, the kabuki warrior gains the following additional benefits.

Artisan: When the kabuki warrior takes on the persona of an artisan, he can obtain a mundane weapon, piece of armor, or item of adventuring gear of his choice at 75% of its listed value once per day. He can also use his Craft skill to identify magical versions of mundane equipment, weapons, and armor as if using detect magic. He must hold the item for 1 round to make such a check.

Ascetic: When the kabuki warrior takes on the persona of a priest, he gains the monks unarmed strike ability and deals 1d6 points of damage with his unarmed attacks. This damage increases to 1d8 at 14th level, and 1d10 at 18th level.

Commoner: When the kabuki warrior takes on the persona of a commoner, he gains a +2 bonus to his Strength score. At 14th level, the kabuki warrior’s carrying capacity increases to that of a creature with a Strength score 2 points higher than his current score, and 4 points higher than his current score at 18th level.

Demon: When the kabuki warrior takes on the persona of a demon, he is treated in many ways as if he were one size category larger. Whenever a kabuki warrior has this persona in effect and is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), he is treated as one size larger if doing so is advantageous to him. The kabuki warrior is also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect him. A kabuki warrior can also use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this effect stack with the effects of abilities, spells, and effects that change the kabuki warrior’s size category.

Dragon: When the kabuki warrior takes on the persona of a dragon, he gains two primary claw attacks that deal 1d4 points of damage (1d3 if Small, 1d6 if Large). This damage increases to 1d6 at 14th level (1d4 if Small, 1d8 if Large), and 1d8 at 18th level (1d6 if Small, 1d10 if Large).

Hero: When the kabuki warrior takes on the persona of a hero, he is imbued great bravery and morale in battle. The kabuki warrior gains a +2 morale bonus on attack rolls and saving throws against fear effects. This bonus increases to +4 at 14th level, and +6 at 18th level.

Kuroko: When the kabuki warrior takes on the persona of a kuroko, he gains the ninja’s vanishing trick and the ninja’s no trace ability (+2). The bonus granted by his no trace ability increases to +3 at 14th level, and +4 at 18th level.

Nobleman: When the kabuki warrior takes on the persona of a nobleman, he gains a +2 bonus to his Charisma modifier. He also gains the wild empathy class feature, except that it affects only humanoid creatures. The standard humanoid races (humans, elves, dwarves, halflings, half-elves, half-orcs, or gnomes) have a starting attitude of indifferent, while non standard humanoid creatures (goblin, hobgoblin, orc, etc.) are usually unfriendly. If the creature is of the nobility caste (a city mayor, nobleman, ruling lord, or royalty) its starting attitude increases by 1 step.

Spirit: When the kabuki warrior takes on the persona of a spirit, he is considered to have constant concealment (20% miss chance) as the blur spell. This increases to a 35% miss chance at 14th level, and a 50% miss chance at 18th level.

Villain: When the kabuki warrior takes on the persona of a villain, he also gains the rogue’s sneak attack ability and deals 1d6 points of precision damage. This damage increases to 2d6 at 14th level, and 3d6 at 18th level.

This ability replaces greater resolve.

True Kabuki (Su): At 17th level, a kabuki warrior becomes a true master of the kabuki arts. His kabuki ability now functions as alter self (a transmutation, polymorph effect) instead of disguise self. The kabuki warrior can assume the form of any Small or Medium creature of the humanoid type He can also assume the form of one of his personas, even if doing so exceeds the limitations of alter self self. The kabuki warrior also gains the following benefits according to the size of his persona’s form.

Small creature: If the form he takes is that of a Small humanoid, he gains a +2 size bonus to his Dexterity.

Medium creature: If the form he takes is that of a Medium humanoid, he gains a +2 size bonus to his Strength.

Large creature: If he takes the form of his demon persona (ogre magi, a Large creature) he gains a +4 size bonus to his Strength, and receives a -2 penalty to Dexterity.

In addition, if the form or persona he assumes has any of the following abilities, he also gains the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet. This ability replaces true resolve.

Table: Kabuki Warrior