Bushi (Character Kit)

== Bushi ==
Description: The bushi is a warrior from a culture similar to that of medieval Japan. Bushi are not from the same noble caste as the samurai, representing instead the common fighters, the men of low birth who wish to lead the life of a warrior.
As the samurai is the equivalent of the mounted knight of the European world, so the bushi represents the common foot soldier, the mercenary, the bandit, and practically every other low-born warrior but the barbarian. Because the more powerful and wealthy lords have their own samurai retainers, the majority of bushi wander from village to village, seeking work from peasants and merchants. The pay is usually poor but provides the bushi with the basics of food and shelter.
Bushi need a minimum of 9 in Strength, and 8 in Constitution and Dexterity.
Role: The bushi can add a hint of the mysterious East to a non-Oriental campaign. In his constant wanderings, the bushi might find his way to non-Oriental lands. Maybe the bushi has left his homeland in shame. A bushi who turned criminal and was exiled is another example of an Oriental warrior who may have come to a western-style campaign.
Secondary Skills: If the campaign uses secondary skills, the character must take the Armorer skill.
Weapon Proficiencies:
* Required: none.
* Recommended: battle axe, dagger, halberd, hand axe, javelin, long sword, mace, pike, short sword, spear, tetsubo, trident, two-handed sword.
Nonweapon Proficiencies:
* Bonus: Armorer, then either Weaponsmithing or Bowyer (player's choice).
* Recommended: Appraising (two slots, from the rogue group), Direction sense, Endurance, Gaming, Set snares, Survival.
Equipment: Typically poor, bushi have become masters at finding loose equipment, as well as modifying pieces of cast off junk to fit another need. They have a base 20% chance to find a common piece of equipment or a workable substitute in any village. This chance can be increased to as much as 90% in a large city (at the DM's discretion). Finding the equipment, however, is not the same as obtaining it. Often some sort of payment is due, whether it is half the item's normal price in coin or trade, or some kind of menial service for the owner in exchange.
Special Benefits: Like the samurai, the bushi also possesses the ability to focus internal energy. In the bushi's case, by shouting a fierce kiai (battle yell), he can temporarily raise his effective level by two. He gains the hit points, fighting ability, and saving throws of a fighter two levels higher for one full turn. All lost hit points are first taken from the temporary ones, without harming the character. Subsequent wounds cause normal damage. This ability can be used once per day.
Special Hindrances: Bushi, as a rule, have a hard time finding and keeping money. Both the player and the DM should keep this in mind while playing, and endeavor to keep the bushi in a constant state of poverty, at least at lower levels. Thieves may single out the bushi as a target, the poor warrior might be over charged for services and equipment, or his aged backpack might sprout a hole in the bottom.
Wealth Options: The bushi starts the game with 4d4 X 10 gp, but must spend all but 5 gp before play begins.
Races: A bushi can be of any race, although it is hard to visualize carefree elves or gold-hungry dwarves in this constantly poor and struggling kit.
Category:Character Kit
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