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Dirty Ronin

Bereft of the usual focus on sword skills, and the honor that pervades the culture of Samurai, the dirty ronins are masters of underhanded combat, dirty trickery and misdirection.

The dirty ronin is an archetype of the samurai class.

Brawling Strike (Su)

At 1st level, whenever the dirty ronin successfully damages a creature with a unarmed strike, he gains 1 spirit.

This ability replaces samurai strike from spirit.

Backroom Brawling (Ex)

At 1st level, a dirty ronin gains Improved Unarmed Strike as a bonus feat. Dirty ronins are highly trained in fighting unarmed, giving them considerable advantages when doing so. A dirty ronin’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a dirty ronin may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a dirty ronin striking unarmed. A dirty ronin may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a dirty ronin’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack rolls. He has the same choice to deal lethal or nonlethal damage while grappling. A dirty ronin also deals more damage with his unarmed strikes than a normal person would (see table below). A dirty ronin may use unarmed strikes in conjunction with any samurai abilities. Additionally, a dirty ronin may treat improvised weapons as katanas for the purposes of samurai abilities. A dirty ronin’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

Table: Small, Medium, or Large Dirty Ronin Unarmed Damage

LevelDamage (Small)Damage (Medium)Damage (Large)
1st – 3rd1d41d61d8
4th – 7th1d61d82d6
8th – 11th1d81d102d8
12th – 15th1d102d63d6
16th – 19th2d62d83d8
20th2d82d104d8

This ability replaces iaijutsu strike.

Dirty Tricks (Ex/Su)

At 1st level and every three samurai levels thereafter. a dirty ronin can choose the following options. Any ability marked with an asterisk (*) requires the dirty ronin to spend a point of his bushido pool to use. If any of the following abilities require a saving throw, it is calculated at DC 10 + half of the samurai’s level + his Charisma modifier + 1 for every five by which he beats the target’s CMD.

Assured Trick* (Ex): As an immediate action, upon failing a dirty trick, the dirty ronin may activate this ability to inflict the status effect as if he rolled 1 higher than the target’s CMD. The status effect lasts only a single round.

Elemental Trick (Su): As long as the dirty ronin has at least 1 point in his bushido pool, he may use a dirty trick to inflict the Imperil status effect, a Will save to negate. The dirty ronin chooses which element Imperil applies. This ability is activated as a free action as part of a dirty trick roll. Prerequisite: The dirty ronin must be at least 4th level to select this bushido art.

Enforced Finisher (Su): As long as the dirty ronin has at least 1 point in his bushido pool, he may use his Charisma modifier for the DCs of his combo finishers regardless of it’s source.

Gravedust* (Su): The dirty ronin may use a dirty trick to inflict the Cursed, Diseased or Zombie status effect, a Fortitude save to negate. This ability is activated as a free action as part of a dirty trick roll. Prerequisite: The dirty ronin must be at least 6th level to select this bushido art.

Mental Misdirection* (Su): The dirty ronin may use a dirty trick to inflict the Berserk, Confused or Fascinated status effect, a Will save to negate. This ability is activated as a free action as part of a dirty trick roll. Prerequisite: The dirty ronin must be at least 10th level to select this bushido art.

Silver Powder* (Su): The dirty ronin may use a dirty trick to inflict the Silence, Slow or Poisoned (1d6 + Charisma modifier per round) status effect, a Fortitude save to negate. This ability is activated as a free action as part of a dirty trick roll. Prerequisite: The dirty ronin must be at least 4th level to select this bushido art.

Triple Threat* (Su): The dirty ronin may use a dirty trick to inflict the Burning, Frozen or Static status effects, a Reflex save to negate. This ability is activated as a free action as part of a dirty trick roll.

These abilities replace iaijutsu techniques.

Dirty Combat Training

At 2nd level, a dirty ronin gains Two Weapon Fighting as a bonus feat. He does not need to meet the prerequisites to gain the feat. If the dirty ronin already has this feat, he may take another Combat Feat for which he meets the prerequisites for.

This ability replaces action without thought.

Pocket Sand (Ex)

At 4th level, a dirty ronin gains Improved Dirty Trick as a bonus feat. He does not need to meet the prerequisites to gain the feat. If the dirty ronin already has Improved Dirty Trick, he may instead take a combat feat he meets all the prerequisites for. In addition, the dirty ronin gains a +1 bonus on Dirty Trick rolls, which increases by +1 at 8th level and every four samurai levels afterwards. The dirty ronin can always use Dirty Trick to attempt to blind an opponent.

This ability replaces one with the sword.

Sticky Tricks (Ex)

At 5th level, whenever the dirty ronin succeeds on a dirty trick maneuver, the opponent must wait one full round before they can remove it. At 9th level and every four samurai levels thereafter, the opponent must wait an additional round, to a maximum of five rounds.

This ability replaces sheath block.

Glass and Powder (Ex)

At 6th level, the duration of the dirty ronin’s Dirty Trick combat maneuver increases by 1. This increases again by one at 12th and again at 18th, to a maximum of 4 rounds. This stacks with the benefits of Greater Dirty Trick.

This ability replaces meditation and iaijutsu mastery.

Cracked Ash (Ex)

At 7th level, the dirty ronin gains Greater Dirty Trick as a bonus feat, and does not need to meet the prerequisites for it. If the dirty ronin already has Greater Dirty Trick, he may instead take a combat feat he meets all the prerequisites for.

At 10th level, the dirty ronin gains Dirty Trick Master as a bonus feat, without needing to meet its prerequisites. If the dirty ronin already has Dirty Trick Master, she may instead take a combat feat he meets all the prerequisites for.

This ability replaces blocking cuts.

Dust Blade (Ex)

At 8th level, whenever the dirty ronin succeeds on a Dirty Trick maneuver, he may make a free attack with a -5 penalty. If this dirty trick was performed on his turn, this free attack can be a kenki/blitz technique.

This ability replaces brutal slash and opportune slash.

Tricksy (Ex)

At 13th level, until the end of his next turn, the next time a dirty ronin performs a Dirty Trick maneuver after landing a successful attack (this excludes combo finishers), he may add half the damage dealt as a bonus to his CMB for performing the Dirty Trick maneuver.

This ability replaces terrifying iaijutsu.

Cloud of Tricks (Ex)

At 14th level, the dirty ronin can use Dirty Tricks at a range of 20 feet, and targeting up to 3 targets within 5 feet of one another whenever he uses it.

This ability replaces roaring iaijutsu.

Dancing Dust (Ex)

At 16th level, the dirty ronin may move before or after any free attacks granted by Dust Blade, up to double his movement until his next turn. If a dirty ronin has already moved as part of a move action, this ability is reduced to his full movement, not double.

This ability replaces deliverance and merciful eyes.

Master Trickster (Ex)

At 20th level, a dirty ronin has mastered the art of fighting dirty. Dirty tricks can now be made in addition to a full attack action, or in place of an attack, replacing a Blended Technique for Combo Finishers.

This ability replaces master samurai.

Dirty Ronin