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Kenshin Himura


Vil-hatarn
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I'm trying to develop D&D stats for Kenshin Himura from the show Rurouni Kenshin, while he was an assassin. I've figured out a few things- for class, I think I'll use a modified version of the ninja class from complete adventurer- sudden strike and the ki and movement abilities fit well. However, he needs proficiency with a katana, should not have poison use or trap/lock skills, and probably needs a higher BAB and/or HD. I think I'll replace poison use and improved poison use with the quick draw and improved initiative feats. Suggestions for other feats/skills/abilities/class changes welcome.

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Sort of back on topic...I think for lower levels, a blend of ninja and fighter should represent a Hiten-Mitsurugi swordsman well. I'll worry about Kenshin himself later- first I need a class for him, and fighter doesn't fit well- he doesn't wear armor, which leaves him wanting of defensive capabilities.

I'm thinking high BAB, good reflex saves, d8 or d10 hit die, limited weapon proficiencies, including katana and wakizashi, the monk/ninja AC bonus, Weapon finesse for katana (yes, i know that's not allowed. I'm overruling it), and perhaps flurry of blows as the monk ability, usable with wakizashi, katana, and maybe no-dachi (supersize katana, for anyone who doesn't know). On the other hand, I think even with exotic proficiency, both hands are required to wield the katana in this style- while the off hand isn't always holding the weapon, it is important for powerful strikes and for certain techniques.

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Playing Rokugan in d20 is like drinking great beer on the rocks and through a straw. Check out the 3rd edition of the d10 Roll and keep system and you'll see the difference.

 

If you're set on d20, check out he Conan system as it has a combat system that is superior to normal d20.

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Here's a class I developed the represent Kenshin (and the 14 Hike Seijuros before him):

Hiten-Mitsurugi Swordmaster

HD: d8

Saves: Good Ref, maybe Will, poor Fort

BAB=HD

 

1- Hiten Mitsurugi Ryu

2- Quick Draw, evasion

3- +10 ft movement, Still Mind

4- +1 AC, Battoujutsu +1d6

5- Uncanny dodge

6- +20 ft movement, Battoujutsu +2d6, Improved Initiative

7- Sou Ryu Sen

8- +2 AC, Battoujutsu +3d6

9- +30 ft movement, improved evasion

10- Battoujutsu +4d6, improved uncanny dodge

11- Ryu Sou Sen

12- +40 ft movement, +3 AC, Battoujutsu +5d6

13- Sou Ryu Sen Ikazuchi

14- Battoujutsu +6d6

15- +50 ft movement, Deflect Arrows

16- +4 AC, Battoujutsu +7d6

17- ?

18- +60 ft movement, Battoujutsu +8d6

19- ?

20- +5 AC, Battoujutsu +9d6

 

Hiten Mitsurugi Ryu: The HMS is proficient with the katana. However, both hands are required to use this style, even if only one is on the blade. Thus, your off hand can not hold anything other than using a two-handed grip on the katana, nor can you use a buckler. If you do, you lose all the sword related abilities of the class until your hand is free again. Also, you use your Dex bonus on attack rolls instead of your Str.

Battoujutsu: As a standard action, you may draw your katana (using quick draw) and attack. You deal 1d6 extra damage due to the suddenness of your strike. You may only use this ability once per battle. Every other level after 4, the damage you deal increases by 1d6.

Sou Ryu Sen: An advanced battoujutsu technique. When you use this ability (a standard action), you draw your katana, and attack with a -2 penalty, dealing bonus damage from Battoujutsu. You may then make another attack at -2, using your highest base attack bonus, with your sheath, which counts as a club. This second attack catches the opponent flat-footed. Like normal battoujutsu, this technique may only be used once per battle.

Sou Ryu Sen Ikazuchi: A deadly reversed version of the Sou Ryu Sen. As a standard action, you attack, leading with the sheath as described under Sou Ryu Sen, then following with the blade. Both attacks are at a -2 penalty, and the second attack catches your opponent flat-footed. Only usable once per battle.

Ryu Sou Sen: An extremely fast and dangerous attack. You strike the vital points of the opponent at very high speed, which tires them and forces them to fight defensively. Not sure what the actual effect should be.

Also, there will be limiting rules on behavior, alignment, etc.

 

 

It still needs a bit of work. Any ideas?

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