I had a page in the CX1: Character Class Codes marked for a samurai, but feel like a ronin is a better fit. So here's my take on it...
RONIN
Ronin are masterless warriors trained in the fighting arts and traditions of the samurai. They may have lost their lords through death or defeat, been dismissed or disgraced, or deliberately abandoned their former service. Whatever their reasons or origins, ronin wander without a master, earning their living as adventurers, guards, mercenaries, duelists, or instructors. Strength is the prime requisite of a ronin. A ronin with a Strength score of 13 or greater gains a 5% bonus to earned experience. A ronin who additionally has a Wisdom score of 16 or higher gain a 10% bonus instead.
RESTRICTIONS: Ronin use eight-sided dice (d8) to determine their hit points. Ronin may wear any type of armor but may not use shields. They may use any weapon, although certain special abilities apply only when using a katana or wakizashi. Ronin fight and make saving throws as fighters of the same level.
HONOR: Although masterless, ronin retain the traditions in which they were trained. A ronin is expected to show courage in the face of danger, keep his pledged word, honor loyalty once freely given, meet legitimate challenges, and conduct himself with dignity toward worthy opponents. A ronin who becomes known for cowardice, treachery, or oath-breaking may suffer penalties to reaction rolls when dealing with samurai, other ronin, nobles, soldiers, and others who recognize the warrior traditions. The exact consequences depend upon the nature and notoriety of the offense.
SWORDSMANSHIP: Ronin are exceptionally skilled with the katana and wakizashi. When using either weapon, an attack roll that exceeds the number required to hit the opponent by 5 or more is a critical strike. A critical strike inflicts the weapon's maximum damage plus a die of its normal damage roll: 8 + 1d8 points of damage with a katana or 6 + 1d6 with a wakizashi. Bonuses to the attack roll from Strength, magic, and other sources count when determining whether a critical strike has been made.
THE DAISHŌ: The paired katana and wakizashi are traditional symbols of the warrior's station. A ronin is not required to possess both and may use other weapons without penalty. However, a ronin who possesses a daishō normally treats it with particular respect. The loss or theft of such a weapon, especially one inherited from a former lord or family, may become a matter of personal honor.
A ronin may fight with a katana in the primary hand and a wakizashi in the off hand. While wielding both weapons, the ronin gains a –1 bonus to Armor Class against melee attacks. Wielding both weapons does not allow the ronin to make two attacks per round. Instead, if the katana attack misses, the ronin may immediately make a second attempt to strike the same opponent with the wakizashi at –2 to hit. If this attack succeeds, the wakizashi inflicts only 1d4 points of damage instead of its normal 1d6, due to its off-hand use; Strength bonuses do not apply to this damage, and the attack cannot score a critical strike. If the katana attack hits, the wakizashi may not be used to attack that round.
JUJUTSU: Ronin are trained to fight without weapons. When unarmed and fighting a human, demi-human, or humanoid no more than one size category larger than themselves, a ronin may attempt a throw, hold, or disarm instead of making a normal attack. The ronin makes a normal attack roll. A successful throw knocks the opponent to the ground and inflicts 1d4 points of damage. A successful hold restrains the opponent; the victim may make a saving throw vs. paralysis each round to break free. A successful disarm causes one hand-held weapon or similar object to fall at the opponent's feet. Creatures whose anatomy makes the attempted maneuver impossible are unaffected.
AWARENESS: A ronin's martial training makes him difficult to catch unprepared. Beginning at 3rd level, the ronin is surprised only on a roll of 1 on 1d6. At 9th level, the ronin is surprised only on a roll of 1 on 1d8.
IAIJUTSU: Beginning at 4th level, a ronin who begins a combat round with a sheathed katana or wakizashi may declare an iaijutsu attack before initiative is rolled. If his side wins initiative, the ronin draws and attacks immediately and gains a +2 bonus to the attack roll. This bonus counts when determining whether the attack is a critical strike. If his side loses initiative, the weapon is drawn normally and no bonus is gained. Iaijutsu may be attempted only once in an encounter against opponents who have not yet seen the ronin use the technique.
AT HIGHER LEVELS: Upon reaching 9th level a ronin may establish a dojo, household, or fortified residence. He may attract students, warriors, servants, and retainers according to his reputation. A ronin may also enter the service of a lord. Doing so does not change his character class or prevent further advancement.
Level | Title | Exp. Pts. | Hit Dice |
1 | Ronin (Wanderer) | 0 | 1d8 |
2 | Bushi (Warrior) | 2,200 | 2d8 |
3 | Kenshi (Swordsman) | 4,400 | 3d8 |
4 | Shugyōsha (Duelist) | 8,800 | 4d8 |
5 | Yojimbo (Bodyguard) | 17,600 | 5d8 |
6 | Kengo (Great Swordsman) | 35,000 | 6d8 |
7 | Hyōhōsha (Strategist) | 70,000 | 7d8 |
8 | Kensei (Sword-Saint) | 140,000 | 8d8 |
9 | Master Ronin | 280,000 | 9d8 |
10 | 10th-Level Master Ronin | 400,000 | 9d8+2* |
11 | 11th-Level Master Ronin | 520,000 | 9d8+4* |
12 | 12th-Level Master Ronin | 640,000 | 9d8+6* |
13 | 13th-Level Master Ronin | 760,000 | 9d8+8* |
14 | 14th-Level Master Ronin | 880,000 | 9d8+10* |
* Constitution bonuses no longer apply.


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