kanachi
2006-10-18, 08:03 AM
I never really liked the samurai class offered by wizards so I’ve always wanted to try to piece my own together from viewing my favourite films of reading my favourite books containing samurai. The samurai represented here is relies strongly on engaging and defeating a single target at a time rather than simply wailing into combat, this is done through the selection and defeating of marks. Also I wanted to approach the samurai in a bit more of a flexible manor, not all samurai were paladins, this class therefore allows for the rarer breed of non lawful samurai. I am sure it’s got numerous bugs but see what you think and please comment as you see fit. Thank you!
Also I would like to note that though this class is called Samurai it could easily be used to represent a Ronin, Kensai or otherwise similar master of sword play. You could adjust the flavour here to meet the needs of nearly any warrior class that relies on challenging and defeating their foes individually – it does not even really need to be a swordsman.
Basically what I’m offering here is a possible mechanic to allow you all to make something resembling a samurai without being restricted into any singular vision. You can make a fast, powerful, cunning or simple samurai with relative freedom.
I would like to thank all those who have posted here and inspired me to ever improve this class, thank you. Finally I would also like to credit the two feats (Insightful Offence and Wisened Defence) to Serakus_DeSardis which I feel offer a lot to the classes potential, thank you for allowing me to display your feats here.
Samurai
Abilities
Samurai often rely on a blend of strength, constitution and dexterity to defeat their foes however wisdom is also very important to a samurai, allowing her to gain the largest possible bonus from her look twice ability. Charisma can be useful to a samurai in allowing her to move within a battlefield unchallenged (using her intimidating combatant ability). Finally an intelligent samurai often becomes far more than a simple warrior and branches into more creative past times such as art, calligraphy or diplomatic relations.
Alignment: any non chaotic
Hit Dice: d8
Class skills
The samurai’s class skills (and key abilities for each) are: Balance (Dex), Climb (Str), Concentration (Con), Craft (Bonsai) (Int), Craft (Painting) (Int), Craft (Writing) (Int), Diplomacy (Cha), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Knowledge (Nobility and Royalty) (Int), Listen (Wis), Perform (Poetry) (Cha), Ride (Dex), Sense Motive (Wis), Spot (Wis) and Swim (Str).
Skill points at first level: (4 + Int modifier) x 4
Skill points at each additional level: 4 + Int Modifier
Weapon and armour proficiencies
A samurai is proficient with all simple weapons, the Glaive, Guisarme, Halberd, Ranseur, longbow (including composite), short bow (including composite), Tanto, wakizashi, katana, Nagamaki, Naginata and Odachi. At third level a samurai may wield a katana in one hand without penalty (as a one-handed melee weapon).
A samurai is proficient with all armours but not shields. A samurai who uses a shield will not benefit from her blade of the samurai, cut once, Ken-Jutsu or Greater Ken-Jutsu abilities whilst doing so.
Samurai Progression Table
{table=head]Level|Base AttackBonus|Fort Save|Ref Save|Will Save|Save Bonus|Special
1st|
+1|
0|
0|
0|
+1|Mark (Way of the Samurai), Weapon Focus
2nd|
+2|
0|
0|
0|
+0|Mark (Look Twice)
3rd|
+3|
1|
1|
1|
+1|Mark (Cut Once +1d6)
4th|
+4|
1|
1|
1|
+0|Bu-Jutsu
5th|
+5|
1|
1|
1|
+1|Intimidating Combatant, The Formal Arts (+2)
6th|
+6/+1|
2|
2|
2|
+0|-
7th|
+7/+2|
2|
2|
2|
+1|Mark (Cut Once +2d6)
8th|
+8/+3|
2|
2|
2|
+0|Greater Weapon Focus (Choice)
9th|
+9/+4|
3|
3|
3|
+1|Path of the Samurai
10th|
+10/+5|
3|
3|
3|
+0|Additional Mark
11th|
+11/+6/+1|
3|
3|
3|
+1|Mark (Cut Once +3d6)
12th|
+12/+7/+2|
4|
4|
4|
+0|Greater Bu-Jutsu
13th|
+13/+8/+3|
4|
4|
4|
+1|Mark (Pass Through)
14th|
+14/+9/+4|
4|
4|
4|
+0|The Formal Arts (+4)
15th|
+15/+10/+5|
5|
5|
5|
+1|Mark (Cut Once +4d6), Greater Path of the Samurai
16th|
+16/+11/+6/+1|
5|
5|
5|
+0|The Formal Arts (+6)
17th|
+17/+12/+7/+2|
5|
5|
5|
+1|-
18th|
+18/+13/+8/+3|
6|
6|
6|
+0|The Formal Arts (+8)
19th|
+19/+14/+9/+4|
6|
6|
6|
+1|Mark (Cut Once +5d6)
20th|
+20/+15/+10/+5|
6|
6|
6|
+0|Additional Mark[/table]
[B]Mark
A samurai is a master of observation, able to study and adjust her stance mid-combat in order to counter her opponent’s actions. Once a samurai’s focus turns to a target she can often dispatch it with a singular deadly movement.
As a free action (or immediate action, see bellow) a samurai may select a single target within 30 feet as her mark. Once a samurai has selected a mark she must slay or defeat it (by forcing its withdrawal or submission within combat). Should she fail somehow to defeat her mark, by being forced to retreat herself for example, she may not select another mark for 24 hours.
A samurai may only select targets that would normally be subject to the effects of precision damage to be her mark, therefore the undead, oozes and constructs are all immune to this ability (should she acquire an ability, such as grave strike, that allows precision damage against such targets she will become able to mark them).
Once selected a samurai gains numerous advantages over her mark that a common fighter would lack. These abilities improve over time and when combined can allow the samurai to dispatch entire regiments of lesser foes as well as more than match powerful ones.
Should a mark be slain or defeated by a samurai a new mark may be chosen as an immediate action. If for some reason the mark perishes or is defeated before the samurai can act she may select a new mark as a free or immediate action.
[B]Save Bonus
The exact make up of a successful Samurai is never easily identified, many are forged with great resilience while others rely more upon sharp reflexes and reaction several are highly regarded for their incredible levels of inner strength. Because of this a samurai periodically gains a single point every two levels which can be added to any of the three save types (fortitude, reflex or will) she chooses. Once a point is added to a save it cannot be undone, however there is no obligation for the next point to be added to the same save as the one previously chosen.
Way of the samurai
At a young age a samurai masters the technical of challenging and defeating her foes one at a time, picking apart enemy formations slowly by surely with an unmatched level of technical skill that boarders on artistry. Most practice their combat styles repetitively with a single weapon, endlessly practicing complex katas that improve their effectiveness with the weapon in question beyond the simple skills of lesser combatants.
At 1st level the samurai may select a single weapon with which she is proficient. When using this weapon against her mark she is considered to have the critical threat range of her attacks doubled. This expansion to the weapons threat range does not stack with Keen weapons or the Improved Critical feat.
Later at 7th level the samurai may select a second weapon with which their critical threat range doubles. Finally at 13th level they may select a third such weapon.
Weapon Focus
At 1st level samurai gains the weapon focus feat as a bonus feat, it may be selected for a single weapons that she is proficient with.
Look Twice
At 2nd level the samurai has learned great patience and will often wait for her adversaries to come to her rather than commit to the first action herself. The samurai may add her wisdom modifier (minimum of +1) to all attacks and damage rolls made against her mark through attacks of opportunity. This bonus to attack and damage rolls may not exceed a total equal to half her class level, thus at 2nd level a samurai may add a maximum of +1 while a 10th level samurai may add a maximum of +5.
In addition if a samurai’s mark enters the samurai’s threatened area they will be subject to an attack of opportunity. A samurai may only gain this attack of opportunity against her mark on a turn where she has not moved from their current position (by any means). It’s also important to note that this attack of opportunity is a bonus to any standard attacks of opportunity a samurai may already have. A samurai will also only gain 1 such bonus attack of opportunity per mark per round (thus it’s not possible to gain multiple bonus attacks of opportunity against a mark that enters, move out of and then re-enters the samurai’s threatened area).
Cut Once
At 3rd level the samurai cuts threw her adversaries with ease often dismembering numerous assailants in swift succession. The samurai incurs an additional 1d6 points of damage to the first successful attack against her mark each round. This bonus to damage will increase every 4 levels thereafter (+2d6 at 7th level, +3d6 at 11th level, +4d6 at 15th level and +5d6 at 19th level).
Bu-Jutsu
At 4th level tireless recital of complex katas has turned the samurai fighting style into a true (and deadly) art form. The samurai may select any 3 weapons with which she is proficient and gain a +2 bonus to her damage rolls when using them. Once these weapons are selected the decision can not be reversed.
Later, at 12th level the samurai will receive the greater bu-jutsu ability and thus gain an additional +2 bonus to damage when using these weapons.
Intimidating Combatant
At 5th level samurai’s mere presence can often force those around her into a defensive position which she can use to her advantage to manoeuvre into more strategic positions. A Samurai may attempt to move at half her base land speed through threatened squares if she’s able to successfully pass a DC 15 intimidate check. This ability acts much as if the samurai had the tumble skill however she uses her intimidate skill instead of tumble skill to successfully bypass her adversaries.
A samurai may attempt to move at her full speed (much like a rouge performing an accelerated tumble, albeit with greater difficulty) using her ability to intimidate her foes by accepting a -15 penalty on the check.
Unlike a character using the tumble skill a samurai’s ability to intimidate is not effected by terrain or weather conditions.
A samurai who has 5 or more ranks in both the tumble skill (having gained via a different class for example) and the intimidate skill gains a +2 competency bonus to both skills when using them to avoid attacks of opportunity.
A knights 5th level ability, vigilant defender, functions against a samurais using this ability. The increase to DC affects a samurai’s intimidate skill just as it would a rogue’s ability to tumble.
The Formal Arts
At 5th level the samurai begins to truly form into not only a mighty warrior but also a skilled diplomat and artist. A samurai gains a +2 competency bonus to her craft (Bonsai), Craft (painting), Craft (Writing), diplomacy, perform (poetry) and ride skills. It’s not however until much later in a Samurai’s development that she truly begins to master such skills. At 14th, 16th and 18th levels the bonus to such skills increases by 2 incrementally (+4 at 14th level, +6 at 16th level and +8 at 18th level).
Greater Weapon Focus
At 8th level a samurai gains the greater weapon focus feat as a bonus feat. The feat may only be applied to whichever weapon she chose for her bonus weapon focus feat (see above).
Path of the Samurai
At 9th level a samurai tends to follow one of five paths, that of the earth, water, fire, wind and the heavens. A samurai must pick one of these paths and may not change the decision once it has been taken. Later at 15th level a samurai’s chosen path will allow them access to numerous specialised abilities.
The path of the earth takes the samurai on an inner journey where they are said to discover true enlightenment. A samurai who follows this path may automatically pass a single will save once per day, the samurai must however declare their desire to use this ability before any dice are rolled.
Water represents the fluid, flowing, formless things in the world. It refuses to be confined or hindered by physical restraints and allows a samurai who follows such a path to move with greater confidence and agility than she may otherwise be capable. A Samurai who follows this path moves at her base land speed when wearing medium and heavy armours and ignores up to 5 points of any armour check penalty she may have when performing balance, climb or jump checks.
A samurai who follows the path of the fire is a fierce and unnerving adversary. A samurai who opts to follow this path gains half her class level to any intimidate checks she makes as a competency bonus and a +2 bonus to all grapple checks.
The path of the wind takes the samurai into the shadows, where they often act as way watchers and scouts, sometimes even infiltrating enemy lines to better challenge and defeat their quarry. Some may consider such activities beneath a samurai’s code of honour, however several samurai regard such actions as a simple reality of life, warfare and intelligent combat. A samurai who follows this path may add half her class level (to a maximum of 6) to both her hide and move silently checks as a competency bonus. In addition the samurai also gains both the hide and move silently skill as class skills and may track her mark as though she had the track feat.
The path of the heavens sees the samurai realise her potential as a leader of men and a skilled tactician in battle. A samurai who follows this path gains the leadership feat and a +2 bonus to her leadership score. If the samurai already has the leadership feat she gains an additional +2 bonus to her leadership score.
Additional Mark
At 10th level a samurai can mark an additional target that may then also fall victim to her numerous skills. Later at 20th level she may mark a third target.
Greater Bu-Jutsu
At 12th level a samurai’s deadly fighting skill is legend, the samurai adds an additional +2 to damage when using any of the 3 weapons she previously selected with her (see above).
Pass Through
At 13th level a samurai drives through her victims once slain, leaving their ruptured bodies in her wake as she presses on to engage her next foe. If a samurai slays her mark she may move to up to 10 feet as a free action that provokes no attacks of opportunity. This movement must be performed immediately after the slaying of samurais mark and may be performed as an immediate action. This additional movement does is not count towards a samurais regular movement quota. A samurai may not combine this movement with a bull rush or otherwise attempt to end her turn on an already occupied square.
Greater Path of The Samurai
At 15th level a samurai has followed their path to near conclusion. A samurai gains a specialised power based upon the path they elected to follow at 9th level.
A samurai who reaches such a level of mastery when following the path of earth may re-role any will saves made against mind affecting or fear related checks (including Confusion, Charm and similar such spells). A samurai using this ability may only re-role a failed will save once for each such situation and must accept the result of the re-role even if its result is worse than the initial roll.
A follower of the path of water ignores her entire armour check penalty when attempting balance, climb or jump checks. In addition a samurai who follows this path may move unhindered though any form of terrain that would normally reduce her movement, however terrain which has been magically altered to affect ones movement will still do so. Despite its name the path of water does not allow a samurai to move unhindered though terrain that requires either a swim or climb check (though she will still ignore any armour check penalty when climbing).
One who has taken the path of fire to such a level of mastery has an indomitable presence upon the battle field. The samurai may opt to exchange her dexterity modifier to AC for an equal bonus to any attack and damage roles made against her mark until the beginning of her next round. A Samurai must firstly have a dexterity modifier to AC in order to be able to sacrifice it and secondly must be in a situation where her dexterity modifier would normally grant a bonus to AC (not when pinned for example).
When a samurai takes the path of wind to such a level of mastery they become masters of the shadows and some often considered them akin to shinobi or even ninja; a statement that most other samurai would detest. The samurai gains blindsense to a distance of 30ft or increases the effective distance of any existing blindsense she already posses by 30ft (see page 305 of the Monster Manual). In addition the samurai gains both the camouflage and swift tracker abilities (see page 48 of the Players Handbook). It’s important to note however that a samurai who does not have the Track feat still has to mark her quarry before she can track it effectively.
A samurai who has followed the path of the heavens to such a level of mastery often leads from the heart of a battle, her every victory inspiring those around her to perform ever greater deeds. Any ally’s turn which follows that of a samurai who’s mark has just been defeated gains a competency bonus to their attacks equal to the samurai’s charisma modifier (minimum of +1). The samurai must be directly responsible for defeating her mark (scoring the fatal damage or forcing it to flee or submit) in order for her allies to gain this bonus. Allies must also be within 5ft for every 2 levels of samurai the samurai possesses.
Feats
Defensive Mobility
Prerequisite:
Samurai, may only be taken at first level.
Bonus:
The samurai has trained from a young age at dodging blows rather than wearing heavy armours to absorb them. This training has granted her a sixth sense that allows her to avoid even unanticipated attacks.
When un-armoured and unencumbered, a samurai so trained may add her wisdom modifier to her Armour Class. This feat does not stack with the comparable abilities of the monk (or that of any similar class, such as the ninja).
In addition, the samurai will gain a +1 bonus to AC at 5th level. This bonus increases by 1 for every five samurai levels thereafter (+2 at 10th level, +3 at 15th level and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when a samurai is flat-footed. The samurai loses these bonuses when she is immobilized or helpless, when she wears any armour, when she carries a shield or when she carries a medium or heavy load.
Insightful Offence Credits for this feat go to Serakus_DeSardis
An insightful warrior makes intuitive strikes.
Prerequisites:
BAB +5, Int 13+
Benefits:
You may add your Int bonus to a single attack roll each round. You must declare this bonus before the rolls.
Wisened Defence Credits for this feat go to Serakus_DeSardis
The wise veteran has seen many battles.
Prerequisites:
BAB +5, Wis 13+
Benefits:
You may add your Wis bonus to your AC for a single attack each round. You must declare this bonus before the rolls.
Hakama Proficiency
It’s rare indeed for non-samurai to take on the specialised training required to use a hakama effectively in combat. Often such individuals will have observed a samurai training in the use of a hakama and through keen observation mastered its secrets.
Prerequisites:
Intelligance score of 13+
Benefits:
The character may use a Hakama as though she had 1 or more levels in the samurai class.
Equipment
This section contains the rules for various weapons, armours and other equipment of importance to a samurai.
Weapons
A samurai may employ several weapons upon the field of battle. Bellow is a list of those most not ordinarily represented within the Players Handbook. Please note that while the katana is indeed listed here as a two-handed weapon it can be used one handed once a samurai attains third level or if a samurai acquires the necessary exotic weapon feat prior to that time.
Light Melee Weapon
{table=head]Name|Cost|Dmg(S)|Dmg(M)|Critical|Range Increment|Weight|Type|Special
Tanto|
300gp|
1d3|
1d4|
19–20/x2|
10ft|
1lb.|
Slashing|Masterwork
Wakizashi|
300gp|
1d4|
1d6|
19–20/x2|
—|
3lb.|
Slashing|Masterwork[/table]
[B]Two Handed Melee Weapon
{table=head]Name|Cost|Dmg(S)|Dmg(M)|Critical|Range [br]Increment|Weight|Type|Special
Katana|
400gp|
1d8|
1d10|
19–20/x2|
—|
6lb.|
Slashing|Masterwork
Nagamaki|
8gp|
1d6|
2d4|
x3|
—|
10lb.|
Slashing|—
Naginata|
10gp|
1d8|
1d10|
x3|
—|
15lb.|
Slashing|10 foot reach, non adjacent
Odachi|
600gp|
1d10|
2d6|
19–20/x2|
—|
8lb.|
Slashing|Masterwork[/table]
Items
Hakama
A Hakama is a kind of skirt worn by a samurai to hide her footwork from her enemies during combat. When used correctly a Hakama can severally weakening the ability of a samurai’s opponent to predict her next move.
A samurai wearing a Hakama reduces her marks dexterity bonus to AC by 1. A character whom does not poses 1 or more levels in the samurai class may still wear a Hakama but will gain no benefit from doing so.
Cost: 25gp
Weight: 2lb.
Also I would like to note that though this class is called Samurai it could easily be used to represent a Ronin, Kensai or otherwise similar master of sword play. You could adjust the flavour here to meet the needs of nearly any warrior class that relies on challenging and defeating their foes individually – it does not even really need to be a swordsman.
Basically what I’m offering here is a possible mechanic to allow you all to make something resembling a samurai without being restricted into any singular vision. You can make a fast, powerful, cunning or simple samurai with relative freedom.
I would like to thank all those who have posted here and inspired me to ever improve this class, thank you. Finally I would also like to credit the two feats (Insightful Offence and Wisened Defence) to Serakus_DeSardis which I feel offer a lot to the classes potential, thank you for allowing me to display your feats here.
Samurai
Abilities
Samurai often rely on a blend of strength, constitution and dexterity to defeat their foes however wisdom is also very important to a samurai, allowing her to gain the largest possible bonus from her look twice ability. Charisma can be useful to a samurai in allowing her to move within a battlefield unchallenged (using her intimidating combatant ability). Finally an intelligent samurai often becomes far more than a simple warrior and branches into more creative past times such as art, calligraphy or diplomatic relations.
Alignment: any non chaotic
Hit Dice: d8
Class skills
The samurai’s class skills (and key abilities for each) are: Balance (Dex), Climb (Str), Concentration (Con), Craft (Bonsai) (Int), Craft (Painting) (Int), Craft (Writing) (Int), Diplomacy (Cha), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Knowledge (Nobility and Royalty) (Int), Listen (Wis), Perform (Poetry) (Cha), Ride (Dex), Sense Motive (Wis), Spot (Wis) and Swim (Str).
Skill points at first level: (4 + Int modifier) x 4
Skill points at each additional level: 4 + Int Modifier
Weapon and armour proficiencies
A samurai is proficient with all simple weapons, the Glaive, Guisarme, Halberd, Ranseur, longbow (including composite), short bow (including composite), Tanto, wakizashi, katana, Nagamaki, Naginata and Odachi. At third level a samurai may wield a katana in one hand without penalty (as a one-handed melee weapon).
A samurai is proficient with all armours but not shields. A samurai who uses a shield will not benefit from her blade of the samurai, cut once, Ken-Jutsu or Greater Ken-Jutsu abilities whilst doing so.
Samurai Progression Table
{table=head]Level|Base AttackBonus|Fort Save|Ref Save|Will Save|Save Bonus|Special
1st|
+1|
0|
0|
0|
+1|Mark (Way of the Samurai), Weapon Focus
2nd|
+2|
0|
0|
0|
+0|Mark (Look Twice)
3rd|
+3|
1|
1|
1|
+1|Mark (Cut Once +1d6)
4th|
+4|
1|
1|
1|
+0|Bu-Jutsu
5th|
+5|
1|
1|
1|
+1|Intimidating Combatant, The Formal Arts (+2)
6th|
+6/+1|
2|
2|
2|
+0|-
7th|
+7/+2|
2|
2|
2|
+1|Mark (Cut Once +2d6)
8th|
+8/+3|
2|
2|
2|
+0|Greater Weapon Focus (Choice)
9th|
+9/+4|
3|
3|
3|
+1|Path of the Samurai
10th|
+10/+5|
3|
3|
3|
+0|Additional Mark
11th|
+11/+6/+1|
3|
3|
3|
+1|Mark (Cut Once +3d6)
12th|
+12/+7/+2|
4|
4|
4|
+0|Greater Bu-Jutsu
13th|
+13/+8/+3|
4|
4|
4|
+1|Mark (Pass Through)
14th|
+14/+9/+4|
4|
4|
4|
+0|The Formal Arts (+4)
15th|
+15/+10/+5|
5|
5|
5|
+1|Mark (Cut Once +4d6), Greater Path of the Samurai
16th|
+16/+11/+6/+1|
5|
5|
5|
+0|The Formal Arts (+6)
17th|
+17/+12/+7/+2|
5|
5|
5|
+1|-
18th|
+18/+13/+8/+3|
6|
6|
6|
+0|The Formal Arts (+8)
19th|
+19/+14/+9/+4|
6|
6|
6|
+1|Mark (Cut Once +5d6)
20th|
+20/+15/+10/+5|
6|
6|
6|
+0|Additional Mark[/table]
[B]Mark
A samurai is a master of observation, able to study and adjust her stance mid-combat in order to counter her opponent’s actions. Once a samurai’s focus turns to a target she can often dispatch it with a singular deadly movement.
As a free action (or immediate action, see bellow) a samurai may select a single target within 30 feet as her mark. Once a samurai has selected a mark she must slay or defeat it (by forcing its withdrawal or submission within combat). Should she fail somehow to defeat her mark, by being forced to retreat herself for example, she may not select another mark for 24 hours.
A samurai may only select targets that would normally be subject to the effects of precision damage to be her mark, therefore the undead, oozes and constructs are all immune to this ability (should she acquire an ability, such as grave strike, that allows precision damage against such targets she will become able to mark them).
Once selected a samurai gains numerous advantages over her mark that a common fighter would lack. These abilities improve over time and when combined can allow the samurai to dispatch entire regiments of lesser foes as well as more than match powerful ones.
Should a mark be slain or defeated by a samurai a new mark may be chosen as an immediate action. If for some reason the mark perishes or is defeated before the samurai can act she may select a new mark as a free or immediate action.
[B]Save Bonus
The exact make up of a successful Samurai is never easily identified, many are forged with great resilience while others rely more upon sharp reflexes and reaction several are highly regarded for their incredible levels of inner strength. Because of this a samurai periodically gains a single point every two levels which can be added to any of the three save types (fortitude, reflex or will) she chooses. Once a point is added to a save it cannot be undone, however there is no obligation for the next point to be added to the same save as the one previously chosen.
Way of the samurai
At a young age a samurai masters the technical of challenging and defeating her foes one at a time, picking apart enemy formations slowly by surely with an unmatched level of technical skill that boarders on artistry. Most practice their combat styles repetitively with a single weapon, endlessly practicing complex katas that improve their effectiveness with the weapon in question beyond the simple skills of lesser combatants.
At 1st level the samurai may select a single weapon with which she is proficient. When using this weapon against her mark she is considered to have the critical threat range of her attacks doubled. This expansion to the weapons threat range does not stack with Keen weapons or the Improved Critical feat.
Later at 7th level the samurai may select a second weapon with which their critical threat range doubles. Finally at 13th level they may select a third such weapon.
Weapon Focus
At 1st level samurai gains the weapon focus feat as a bonus feat, it may be selected for a single weapons that she is proficient with.
Look Twice
At 2nd level the samurai has learned great patience and will often wait for her adversaries to come to her rather than commit to the first action herself. The samurai may add her wisdom modifier (minimum of +1) to all attacks and damage rolls made against her mark through attacks of opportunity. This bonus to attack and damage rolls may not exceed a total equal to half her class level, thus at 2nd level a samurai may add a maximum of +1 while a 10th level samurai may add a maximum of +5.
In addition if a samurai’s mark enters the samurai’s threatened area they will be subject to an attack of opportunity. A samurai may only gain this attack of opportunity against her mark on a turn where she has not moved from their current position (by any means). It’s also important to note that this attack of opportunity is a bonus to any standard attacks of opportunity a samurai may already have. A samurai will also only gain 1 such bonus attack of opportunity per mark per round (thus it’s not possible to gain multiple bonus attacks of opportunity against a mark that enters, move out of and then re-enters the samurai’s threatened area).
Cut Once
At 3rd level the samurai cuts threw her adversaries with ease often dismembering numerous assailants in swift succession. The samurai incurs an additional 1d6 points of damage to the first successful attack against her mark each round. This bonus to damage will increase every 4 levels thereafter (+2d6 at 7th level, +3d6 at 11th level, +4d6 at 15th level and +5d6 at 19th level).
Bu-Jutsu
At 4th level tireless recital of complex katas has turned the samurai fighting style into a true (and deadly) art form. The samurai may select any 3 weapons with which she is proficient and gain a +2 bonus to her damage rolls when using them. Once these weapons are selected the decision can not be reversed.
Later, at 12th level the samurai will receive the greater bu-jutsu ability and thus gain an additional +2 bonus to damage when using these weapons.
Intimidating Combatant
At 5th level samurai’s mere presence can often force those around her into a defensive position which she can use to her advantage to manoeuvre into more strategic positions. A Samurai may attempt to move at half her base land speed through threatened squares if she’s able to successfully pass a DC 15 intimidate check. This ability acts much as if the samurai had the tumble skill however she uses her intimidate skill instead of tumble skill to successfully bypass her adversaries.
A samurai may attempt to move at her full speed (much like a rouge performing an accelerated tumble, albeit with greater difficulty) using her ability to intimidate her foes by accepting a -15 penalty on the check.
Unlike a character using the tumble skill a samurai’s ability to intimidate is not effected by terrain or weather conditions.
A samurai who has 5 or more ranks in both the tumble skill (having gained via a different class for example) and the intimidate skill gains a +2 competency bonus to both skills when using them to avoid attacks of opportunity.
A knights 5th level ability, vigilant defender, functions against a samurais using this ability. The increase to DC affects a samurai’s intimidate skill just as it would a rogue’s ability to tumble.
The Formal Arts
At 5th level the samurai begins to truly form into not only a mighty warrior but also a skilled diplomat and artist. A samurai gains a +2 competency bonus to her craft (Bonsai), Craft (painting), Craft (Writing), diplomacy, perform (poetry) and ride skills. It’s not however until much later in a Samurai’s development that she truly begins to master such skills. At 14th, 16th and 18th levels the bonus to such skills increases by 2 incrementally (+4 at 14th level, +6 at 16th level and +8 at 18th level).
Greater Weapon Focus
At 8th level a samurai gains the greater weapon focus feat as a bonus feat. The feat may only be applied to whichever weapon she chose for her bonus weapon focus feat (see above).
Path of the Samurai
At 9th level a samurai tends to follow one of five paths, that of the earth, water, fire, wind and the heavens. A samurai must pick one of these paths and may not change the decision once it has been taken. Later at 15th level a samurai’s chosen path will allow them access to numerous specialised abilities.
The path of the earth takes the samurai on an inner journey where they are said to discover true enlightenment. A samurai who follows this path may automatically pass a single will save once per day, the samurai must however declare their desire to use this ability before any dice are rolled.
Water represents the fluid, flowing, formless things in the world. It refuses to be confined or hindered by physical restraints and allows a samurai who follows such a path to move with greater confidence and agility than she may otherwise be capable. A Samurai who follows this path moves at her base land speed when wearing medium and heavy armours and ignores up to 5 points of any armour check penalty she may have when performing balance, climb or jump checks.
A samurai who follows the path of the fire is a fierce and unnerving adversary. A samurai who opts to follow this path gains half her class level to any intimidate checks she makes as a competency bonus and a +2 bonus to all grapple checks.
The path of the wind takes the samurai into the shadows, where they often act as way watchers and scouts, sometimes even infiltrating enemy lines to better challenge and defeat their quarry. Some may consider such activities beneath a samurai’s code of honour, however several samurai regard such actions as a simple reality of life, warfare and intelligent combat. A samurai who follows this path may add half her class level (to a maximum of 6) to both her hide and move silently checks as a competency bonus. In addition the samurai also gains both the hide and move silently skill as class skills and may track her mark as though she had the track feat.
The path of the heavens sees the samurai realise her potential as a leader of men and a skilled tactician in battle. A samurai who follows this path gains the leadership feat and a +2 bonus to her leadership score. If the samurai already has the leadership feat she gains an additional +2 bonus to her leadership score.
Additional Mark
At 10th level a samurai can mark an additional target that may then also fall victim to her numerous skills. Later at 20th level she may mark a third target.
Greater Bu-Jutsu
At 12th level a samurai’s deadly fighting skill is legend, the samurai adds an additional +2 to damage when using any of the 3 weapons she previously selected with her (see above).
Pass Through
At 13th level a samurai drives through her victims once slain, leaving their ruptured bodies in her wake as she presses on to engage her next foe. If a samurai slays her mark she may move to up to 10 feet as a free action that provokes no attacks of opportunity. This movement must be performed immediately after the slaying of samurais mark and may be performed as an immediate action. This additional movement does is not count towards a samurais regular movement quota. A samurai may not combine this movement with a bull rush or otherwise attempt to end her turn on an already occupied square.
Greater Path of The Samurai
At 15th level a samurai has followed their path to near conclusion. A samurai gains a specialised power based upon the path they elected to follow at 9th level.
A samurai who reaches such a level of mastery when following the path of earth may re-role any will saves made against mind affecting or fear related checks (including Confusion, Charm and similar such spells). A samurai using this ability may only re-role a failed will save once for each such situation and must accept the result of the re-role even if its result is worse than the initial roll.
A follower of the path of water ignores her entire armour check penalty when attempting balance, climb or jump checks. In addition a samurai who follows this path may move unhindered though any form of terrain that would normally reduce her movement, however terrain which has been magically altered to affect ones movement will still do so. Despite its name the path of water does not allow a samurai to move unhindered though terrain that requires either a swim or climb check (though she will still ignore any armour check penalty when climbing).
One who has taken the path of fire to such a level of mastery has an indomitable presence upon the battle field. The samurai may opt to exchange her dexterity modifier to AC for an equal bonus to any attack and damage roles made against her mark until the beginning of her next round. A Samurai must firstly have a dexterity modifier to AC in order to be able to sacrifice it and secondly must be in a situation where her dexterity modifier would normally grant a bonus to AC (not when pinned for example).
When a samurai takes the path of wind to such a level of mastery they become masters of the shadows and some often considered them akin to shinobi or even ninja; a statement that most other samurai would detest. The samurai gains blindsense to a distance of 30ft or increases the effective distance of any existing blindsense she already posses by 30ft (see page 305 of the Monster Manual). In addition the samurai gains both the camouflage and swift tracker abilities (see page 48 of the Players Handbook). It’s important to note however that a samurai who does not have the Track feat still has to mark her quarry before she can track it effectively.
A samurai who has followed the path of the heavens to such a level of mastery often leads from the heart of a battle, her every victory inspiring those around her to perform ever greater deeds. Any ally’s turn which follows that of a samurai who’s mark has just been defeated gains a competency bonus to their attacks equal to the samurai’s charisma modifier (minimum of +1). The samurai must be directly responsible for defeating her mark (scoring the fatal damage or forcing it to flee or submit) in order for her allies to gain this bonus. Allies must also be within 5ft for every 2 levels of samurai the samurai possesses.
Feats
Defensive Mobility
Prerequisite:
Samurai, may only be taken at first level.
Bonus:
The samurai has trained from a young age at dodging blows rather than wearing heavy armours to absorb them. This training has granted her a sixth sense that allows her to avoid even unanticipated attacks.
When un-armoured and unencumbered, a samurai so trained may add her wisdom modifier to her Armour Class. This feat does not stack with the comparable abilities of the monk (or that of any similar class, such as the ninja).
In addition, the samurai will gain a +1 bonus to AC at 5th level. This bonus increases by 1 for every five samurai levels thereafter (+2 at 10th level, +3 at 15th level and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when a samurai is flat-footed. The samurai loses these bonuses when she is immobilized or helpless, when she wears any armour, when she carries a shield or when she carries a medium or heavy load.
Insightful Offence Credits for this feat go to Serakus_DeSardis
An insightful warrior makes intuitive strikes.
Prerequisites:
BAB +5, Int 13+
Benefits:
You may add your Int bonus to a single attack roll each round. You must declare this bonus before the rolls.
Wisened Defence Credits for this feat go to Serakus_DeSardis
The wise veteran has seen many battles.
Prerequisites:
BAB +5, Wis 13+
Benefits:
You may add your Wis bonus to your AC for a single attack each round. You must declare this bonus before the rolls.
Hakama Proficiency
It’s rare indeed for non-samurai to take on the specialised training required to use a hakama effectively in combat. Often such individuals will have observed a samurai training in the use of a hakama and through keen observation mastered its secrets.
Prerequisites:
Intelligance score of 13+
Benefits:
The character may use a Hakama as though she had 1 or more levels in the samurai class.
Equipment
This section contains the rules for various weapons, armours and other equipment of importance to a samurai.
Weapons
A samurai may employ several weapons upon the field of battle. Bellow is a list of those most not ordinarily represented within the Players Handbook. Please note that while the katana is indeed listed here as a two-handed weapon it can be used one handed once a samurai attains third level or if a samurai acquires the necessary exotic weapon feat prior to that time.
Light Melee Weapon
{table=head]Name|Cost|Dmg(S)|Dmg(M)|Critical|Range Increment|Weight|Type|Special
Tanto|
300gp|
1d3|
1d4|
19–20/x2|
10ft|
1lb.|
Slashing|Masterwork
Wakizashi|
300gp|
1d4|
1d6|
19–20/x2|
—|
3lb.|
Slashing|Masterwork[/table]
[B]Two Handed Melee Weapon
{table=head]Name|Cost|Dmg(S)|Dmg(M)|Critical|Range [br]Increment|Weight|Type|Special
Katana|
400gp|
1d8|
1d10|
19–20/x2|
—|
6lb.|
Slashing|Masterwork
Nagamaki|
8gp|
1d6|
2d4|
x3|
—|
10lb.|
Slashing|—
Naginata|
10gp|
1d8|
1d10|
x3|
—|
15lb.|
Slashing|10 foot reach, non adjacent
Odachi|
600gp|
1d10|
2d6|
19–20/x2|
—|
8lb.|
Slashing|Masterwork[/table]
Items
Hakama
A Hakama is a kind of skirt worn by a samurai to hide her footwork from her enemies during combat. When used correctly a Hakama can severally weakening the ability of a samurai’s opponent to predict her next move.
A samurai wearing a Hakama reduces her marks dexterity bonus to AC by 1. A character whom does not poses 1 or more levels in the samurai class may still wear a Hakama but will gain no benefit from doing so.
Cost: 25gp
Weight: 2lb.