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Squangos
2006-08-03, 03:19 PM
Since several people have done alternate Samurai (to over-ride the Complete Warrior version, mainly), this Samurai class compilation seemed to be in order.
I also decided to try my hand at it too. Though slightly different…

Menu:
Index - Post 1
Incarnum Samurai - Post 2
Samurai Warrior - Post 3
Mystic Samurai - Post 4 (a courageous warrior who focuses on one sword, has an ability similar to another Samurai class and has something of a speed cutting technique is "Samurai" enough for me)
Samurai - Post 5 (if there is anything else just called "Samurai", well… I'll think of something. Like "IF YOU WANTED THAT NAME, YOU SHOULD'VE POSTED BEFORE SHIYUAN!")
Alternate Samurai - Post 6
Save Post 7 and Post 8 for the other Samurai classes, please!!

…OK, possible problem with one person's version of the Samurai, since they don't come on often (seems to have left, in fact, making things even easier for me [/sarcasm]).

Squangos
2006-08-03, 03:20 PM
Incarnum Samurai
TABLE S-1: THE INCARNUM SAMURAI HIT DIE: d10
{table]Base
ClassAttack
FortRefWill

-------------
Meldshaping--------------
Level
Bonus
Save
Save
Save
Special

Soulmelds

Essentia

Chakra Binds

1+1
+0+2+2
Ancestral Wisdom
?

?

?

2+2
+0+3+3
?
?

?

?

3+3
+1+3+3
?
?

?

?

4+4
+1+4+4
?
?

?

?

5+5
+1+4+4
?
?

?

?

6+6/+1
+2+5+5
?
?

?

?

7+7/+2
+2+5+5
?
?

?

?

8+8/+3
+2+6+6
?
?

?

?

9+9/+4
+3+6+6
?
?

?

?

10+10/+5
+3+7+7
?
?

?

?

11+11/+6/+1
+3+7+7
?
?

?

?

12+12/+7/+2
+4+8+8
?
?

?

?

13+13/+8/+3
+4+8+8
?
?

?

?

14+14/+9/+4
+4+9+9
?
?

?

?

15+15/+10/+5
+5+9+9
?
?

?

?

16+16/+11/+6/+1
+5+10+10
?
?

?

?

17+17/+12/+7/+2
+5+10+10
?
?

?

?

18+18/+13/+8/+3
+6+11+11
?
?

?

?

19+19/+14/+9/+4
+6+11+11
?
?

?

?

20+20/+15/+10/+5
+6+12+12
?
?

?

?
[/table]

Abilities: ?
Races: ?
Alignment: ?
Starting Gold: ?
Starting Age: ?

Class Skills

The Incarnum Samurai’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (history), Knowledge (royalty and nobility) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).

Skill Points at 1st Level: (4 + Int modifier) x 4.

Skill Points at Each Additional Level: 4 + Int modifier.

Class Features

Weapon and Armour Proficiency: Incarnum Samurai are proficient with all simple and martial weapons, light armour and medium armour.

Ancestral Daisho: Passed down to him during the Genpuku ceremony, the Incarnum Samurai receives a Daito (either a tachi plus 20 gp or a katana) and a Shoto (either a wakizashi or a tanto plus 8 gp) that have been handed to many previous loyal warriors over their existance.

Taichi: Counts as a masterwork scimitar.
Katana: Counts as a masterwork bastard sword (unless TheThan can provide alternate statistics).
Wakizashi: Counts as a masterwork short sword that does slashing damage.
Tanto: Counts as a masterwork knife.

Daisho Training: The Incarnum Samurai practises techniques developed over many years by masters of
Katana & Tanto: ?
Katana & Wakizashi: You learn to draw your soul's energy from the katana and temper it with the Wakizashi's honour. Gain one point of essentia.
Taichi & Tanto: Treat the Taichi as a light weapon for all purposes.
Taichi & Wakizashi: Learning sword kata involving two similarly weighted and shaped weapons, sheathed blade-up and blade-down, you have learned to manipulate your weapon more fluidly to encompass both systems. You get +2 on disarm checks.

Ancestral Wisdom: At first level and every Y levels thereafter, the Incarnum Samurai attains new skill and understanding as the souls of his ancestors pass their wisdom down to him. Gain one of the following traits:

Ancestral Edge: Incarnum Samurai can shape the Incarnum Weapon soulmeld over their Daito, with an essentia limit equal to half their class level. Enhancement bonus over 5 can be spent on magic weapon abilities of a similar cost (12th level Incarnum Samurai can have a +5 keen Katana, not a +6 katana).
Ancestral Grace: Incarnum Samurai get a +2 bonus on Diplomacy and Craft (art) checks per point of essentia invested in this ability, with a limit equal to his Charisma modifier.
Ancestral Guidance: By feeling the combats faced by warriors of the past, you draw insight into current fights. You gain +1 insight bonus to AC per point of essentia invested.

Seppuku: To save his lord and ancestors from dishonour, an Incarnum Samurai will redeem his soul through honourable suicide. With two cuts to his stomach with the shoto, the Incarnum Samurai dies. He cannot be resurrected except by one who has his lord's permission to do so. Upon resurrection, he gains atonement, as the spell. Choosing the path of honour rewards the Incarnum Samurai (1000 - (100 x Days spent in dishonour)) xp per class level, up to a maxium of 1000 per class level.

Code of Conduct: Incarnum Samurai serve the will of their lord. If they abandon this duty, they lose all abilites except base attack bonus, saves and Sepukku.
____________________________________________

Unfortunately, I'll leave it at this most unfinished state for now… I do apologise for its great sparsity of class features right now.
You can use the tricks I've used to make your classes more Player's Handbook-looking as compensation, if you like.

TheOOB
2006-08-03, 05:36 PM
Samurai Warrior

Game Rule Information
Samurai warriors have the following game statistics
Abilities: Strength is important to samurai warriors as it improves their ability to both hit and do damage in melee. Dexterity is also important, especially to samurai warriors who use ranged attacks or wear light armor. A high Constitution score helps keep the samurai warrior fighting longer.
Alignment: Any lawful
Hit Die: 1d10

Class Skills
The samurai warrior’s class skills (and the key ability for each skill) are Appraise(Int), Balance(Dex), Climb(Str), Craft(Int), Diplomacy(Cha), Handle Animal(Cha), Intimidate(Cha), Jump(Str), Knowledge<Geography>(Int), Knowledge<History>(Int), Knowledge<Nobility and Royalty>(Int), Listen(Wis), Profession(Wis), Ride(Dex), Sense Motive(Wis), Spot(Wis), and Swim(Str)
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Base Attack Bonus: High(As Fighter)

Saves: Good Fort, Poor Refl/Will(As Fighter)

Class Features
All of the following are class features of the samurai warrior.
Weapon and Armor Proficiency: A samurai warrior is proficient with all simple and martial weapons, and with light and medium armor, but not with shields.

Iaijutsu Smite(Ex): Once per day, a samurai warrior may attempt perform an iaijutsu smite with one normal melee attack so long as they drew the weapon used immediately before the attack is made. They add +4 to their attack roll, and adds 1 extra point of damage per samurai warrior level. If the samurai warrior misses an iaijutsu smite, or smites a creature immune to the extra damage the smite attempt if effectively wasted

The extra damage of an Iaijutsu only applies to living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures all lack vital areas to attack. Any creature that is immune to critical hits is also not vulnerable to the extra damage. The samurai warrior must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A samurai warrior cannot smite while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

At 5th level, and every five levels thereafter, the samurai warrior may use iaijutsu smite one additional time per day, to a maximum of 5 times per day at level 20.

Quick Draw: At 1st level the samurai warrior gains Quick Draw as a bonus feat, even if they don’t meet the prerequisites.

Grace(Ex): A samurai warrior gains a +1 competence bonus of reflex saves at 2nd level. This bonus increases to +2 at 11th level, and +3 at 20th level. A samurai warrior loses this bonus when wearing medium or heavy armor, or carrying a medium or heavy load.

Weapon Style(Ex): At 2nd level the samurai warrior must select one of three weapon styles to pursue, bowmanship, tactical fighting, or two swords. This choice affects the character class features, but does not restrict their selection of feats or abilities in any way.
If the samurai warrior selected bowman ship they are treated as having the Precise Shot feat, even if they do not meet the prerequisites.
If the samurai warrior selected tactical fighting they are treated as having the Combat Reflexes feat, even if they do not meet the prerequisites.
If the samurai warrior selected two swords they are treated as having the Exotic Weapon Proficiency<Bastard Sword> and Two-Weapon Fighting feats even if they do not meet the prerequisites. A samurai warrior only gains benefit from the two swords style when wielding a bastard sword and a short sword, and wearing light or no armor.

Improved Weapon Style(Ex): At 6th level a samurai warrior’s aptitude in their selected weapon style (bowmanship, tactical fighting, or two swords) improves.
If the samurai warrior selected bowmanship at 2nd level they no longer provoke attacks of opportunity for using ranged weapons while in threatened squares.
If the samurai warrior selected tactical fighting at 2nd level they are treated as having the Spring Attack feat, even if they do not meet the prerequisites.
If the samurai warrior selected two swords at 2nd level they are treated as having the Improved Two-Weapon Fighting feat even if they do not meet the prerequisites. A samurai warrior only gains benefit from the two swords style when wielding a bastard sword and a short sword, and wearing light or no armor.

Staredown(Ex): At 7th level, a samurai warrior gains a +4 bonus of Intimidate checks to demoralize an opponent

Improved Initiative: At 8th level a samurai warrior gains Improved Initiative as a bonus feat, even if they do not meet the prerequisites.

Weapon Style Mastery(Ex): At 11th level, a samurai warrior’s aptitude for their chosen weapon style (bowmanship, tactical fighting, or two swords) improves again.
If the samurai warrior selected bowmanship at 2nd level they gain the benefit of the Improved Precise Shot feat, even if they do not meet the prerequisites.
If the samurai warrior selected tactical fighting at 2nd level they gain the benefit of the Whirlwind Attack feat, even if they do not meet the prerequisites.
If the samurai warrior selected two swords at 2nd level they gain the benefit of the Greater Two Weapon Fighting Feat, even if they do not meet the prerequisites. In addition when the samurai warrior fights with a bastard sword and short sword, they have the ability to apply the effects of certain feats of one sword to the other, as long as those effects can be applied legally. They can use this ability only with the following feats: Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Weapon Focus, and Weapon Specialization. A samurai warrior only gains benefit from the two swords style when wielding a bastard sword and a short sword, and wearing light or no armor.

Mass Staredown(Ex): At 10th level a samurai warrior can use an intimidate check to demoralize all opponents within 30 feet with a single standard action.

Improved Staredown(Ex): At 17th level a samurai warrior can demoralize all opponents within 30 feet as move action instead of a standard action.

Code of Conduct: As this class represents a set of abilities common amogst samurai, rather then the social standing of the samurai, remaining lawful is the only prerequisite of this class. If a samurai warrior ceases to be lawful, they may no longer gain any levels in this class, though they retain all class abilities.

Yossarian
2006-08-04, 03:12 PM
(Not quite a re-post, and not quite a "real" samurai, but here goes).

An important design note should anyone read this who is not previously familiar with the Wizardry series of games: the title "Samurai" was a largely arbitrary designation chosen by the games' original authors for their warrior-wizard hybrid. The class is about being a fighter-mage half-caster first; being an actual accurate representation of any historical warrior class which also might happen to be called "samurai" is a concern second, if at all. With that in mind...

The Mystic Samurai (Samurai of Llylgamyn, i.e. converted from the Wizardry computer games)

The mystic samurai is a devotee of an esoteric order of mystic warriors. Samurai are the legacy of an ancient and remote civilization that predated the kingdom of Llylgamyn by millennia; no trace or record of this forgotten civilization exists, except in the form of these exotic warrior-mages.

Lately other warriors from far-away lands have appeared in Llylgamyn. These warriors also call themselves "samurai", and scholars have noted some traces of similarity between the practices of these foreign warriors and the traditional order of mystic samurai found within the kingdom of Llylgamyn; some have theorized that these two classes of warrior must be offshoots of the same ancient culture, though centuries of isolation have caused them to drift apart until the point where their common origins are now barely recognizeable.

Adventures: A mystic samurai is devoted to the ideal of self-perfection, both in body, mind, and spirit. Many samurai pursue dangerous quests as a means of honing their mystical and martial talents, a key component of their philosophy. Other samurai seek wealth, honor, or simply the righting of injustices.

Characteristics: To a mystic samurai, combat is not merely a means to an end but an art in and of itself. In order to perfect their talents in battle they train not only in their unique style of swordsmanship but also in mystic and arcane arts to complement their fighting prowess.

Alignment: Mystic amurai are never of chaotic or evil alignments. The strict code which all samurai must follow emphasizes balance, justice, honor, and chivalry. While the mystic samurai tradition does allow some flexibility for each adherent to walk their own path, those who cannot meet the strict moral code required of the samurai cannot hope to make it far in their training.

Religion: Mystic samurai follow their own peculiar religious philosophy, once remembered as part of a wider religion but now only preserved through their own order. Their own animist spirit-worship is not at all incompatible with worship of other traditional deities as well, however; being spiritually enlightened warriors many find it easy to commune with gods, particularly gods of honor and chivalry.

Background: The mystic samurai's various schools of training throughout Llylgamyn theoretically do not discriminate among the pupils they accept in any fashion except for by merit, but the education of a samurai begins at an early age and continues for an extended period, during which the aspiring student has little means of support. Therefore it is typically only nobles and the rich elite who are able to have their children trained in the art of the mystic samurai, although it is not unheard of for the master of a school to personally take in and subsidize exceptionally talented pupils who could not otherwise afford training.

Races: It was a human culture that originally developed the mystic samurai tradition, so it is no surprise that most followers of this path are human as well. Dwarves hold great respect for the rigor and discipline of the samurai, and admire them as arcane casters who can hold their own in armed combat; conversely, elves are often impressed with the mystic samurai's sophisticated outlook and magical talents in contrast with mundane, boorish soldiers. It is somewhat rare that an elf or dwarf actually meets up to the high standards of the samurai, but when they do they can perform excellently. Half-orc mystic samurai are even more unusual, most of them preferring simpler and more direct combat styles. Halfling or gnome samurai are practically unheard of, nor are any samurai known to come from monstrous races.

Other Classes: Mystic samurai are warriors first and mages second, and hold their greatest respect for those who can hold their own on the front lines of battle. They particularly admire those who have the devotion to follow a specific cause or path, such as druids, monks, clerics, and paladins, but are critical of freewheeling characters such as typical bards or barbarians. Due to their own arcane inclinations they can respect the talents wizards hold, but they distrust the thought of such powers being wielded by those with less discipline than themselves and hold sorcerers in particular disdain.

Role: The mystic samurai's primary role is as a melee combatant. As the mystic samurai advances, they gain the ability to supplement their combat skills with arcane spells, boosting the strength of their attacks and contributing magical firepower where ordinary attacks fail.

Game Rule Information

Abilities: As physical combatants, mystic samurai require a high strength score to maximize their melee fighting ability. High constitution helps offset the samurai's relatively low hit die and provides staying power, and dexterity is important to keep the samurai's armor class high; mystic samurai are proficient in heavy armor, but once they begin to develop their spellcasting potential they will need to use lighter armors to avoid arcane spell failure. Similarly, Intelligence is of primary importance to a samurai after 4th level, as it determines the effectiveness of their spells; it also gives them enough skill points to take advantage of their relatively good skill list.

Alignment: Non-chaotic and non-evil (LG, NG, LN, or N).

Hit Die: d8.

Class Skills

The mystic samurai's class skills (and the key ability for each) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (nobility and royalty) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).

Skill points: 2 + Int modifier, x4 at 1st level

Class Features

All of the following are class features of the samurai.

Weapon and Armor Proficiency: Mystic samurai are proficient with simple and martial weapons, with all types of armor (heavy, medium, and light) and with shields (except tower shields). A mystic samurai of 4th level or higher can cast arcane spells in light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a mystic samurai wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass mystic samurai still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Lightning Strike (Ex): Once per day, a mystic samurai can focus his concentration in battle to act with blinding speed. When making a full attack, the mystic samurai can make one extra attack with their primary weapon at their full base attack bonus, with no additional penalty.

At 5th level, and every 5 levels thereafter, the mystic samurai may make one additional lightning strike per day, up to a maximum of 5 times per day at 20th level.

Sword Focus: At second level, a mystic samurai may choose one type of sword from the following list: shortsword, longsword, scimitar, greatsword, bastard sword, or two-bladed sword (other similar weapons may also be allowed, subject to DM approval). The mystic samurai gains the Weapon Focus feat with respect to the chosen type of weapon.

Aura of Courage (Su)
Beginning at 3rd level, a mystic samurai is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the mystic samurai is conscious, but not if he is unconscious or dead.

Spells

Beginning at 4th level, a mystic samurai gains the ability to cast a small number of arcane spells, which are drawn from the mystic samurai spell list. A mystic samurai must choose and prepare his spells in advance.

To prepare or cast a spell, a mystic samurai must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a mystic samurai’s spell is 10 + the spell level + the mystic samurai's Intelligence modifier.

Like other spellcasters, a mystic samurai can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table below. In addition, he receives bonus spells per day if he has a high Intelligence score. When the table below indicates that the mystic samurai gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.

A mystic samurai prepares and casts spells as a wizard does, except a mystic samurai does not need a spellbook to prepare spells. A mystic samurai may prepare and cast any spell he knows, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Upon reaching 4th level, a mystic samurai knows a number of 1st level spells equal to his Intelligence modifier (minimum 1). At each new mystic samurai level, he learns an additional two spells of any levels he can cast, as a wizard does; unlike a wizard, however, a mystic samurai does not have a spellbook and cannot learn new spells from other spellbooks.

Through 3rd level, a mystic samurai has no caster level. At 4th level and higher, his caster level is one-half his mystic samurai level. A mystic samurai may substitute his signature weapon (see below) for any inexpensive arcane focus required by his spells.

Signature Weapon

At 4th level, a mystic samurai may choose one weapon of the same type the samurai selected for his Sword Focus to become his signature weapon. The weapon chosen must be at least masterwork quality. A mystic samurai can imbue his signature weapon with magical enchantments using his own lifeforce. The ritual required to imbue a signature weapon takes 24 hours of uninterrupted meditation and prayer. Upon completing the process the mystic samurai may bestow a magical enhancement bonus or special ability upon his signature weapon at a cost in XP equal to the imbued weapon's total magical bonus (including special ability costs) squared, times 40; if the weapon has an existing magical bonus the XP cost of the existing bonus is subtracted from the cost of raising it to the new bonus. A mystic samurai cannot imbue his signature weapon with a total magic bonus greater than one-half his class level, nor may he expend XP to imbue his signature weapon if doing so would reduce his character level.

Only a signature weapon's owner gains the benefit of any magical abilities imbued in it, although any other magical abilities it has may still be used by another wielder. A mystic samurai may only ever have one signature weapon at a time. A mystic samurai may willingly abandon his signature weapon at any time, at which point it loses all magical bonuses imbued in it by the mystic samurai (but not magical bonuses gained from other sources).

A mystic samurai of 4th level or higher who takes the kensai prestige class (Complete Warrior) may use the same weapon as his signature weapon (provided the weapon meets the requirements for both classes), allowing him to add his kensai level and one-half his mystic samurai level to determine the maximum bonus he may imbue the weapon with.

Bonus Feats

At 7th, 12th, and 17th level, the mystic samurai may pick one bonus feat either from the list of bonus feats for fighters or for wizards (with the exception of Spell Mastery).

Table: The Mystic Samurai
{table]LevelBABFortRefWillSpecial1st2nd3rd4th1st+1+2+0+0L ightning Strike 1/day----2nd+2+3+0+0+0Sword Focus----3rd+3+3+1+1+1Aura of Courage----4th+4+4+1+1+1Signature Weapon0---
5th+5+4+1+1Lightning Strike 2/day0---6th+6/+1+5+2+2-1---7th+7/+2+5+2+2Bonus Feat1---8th+8/+3+6+2+2-10--
9th+9/+4+6+3+3-10--10th+10/+5+7+3+3+3Lightning Strike 3/day11--11th+11/+6/+1+7+3+3-110-12th+12/+7/+2+8+4+4Bonus Feat110-13th+13/+8/+3+8+4+4-111-14th+14/+9/+4+9+4+4-211015th+15/+10/+5+9+5+5+5Lightning Strike 4/day211016th+16/+11/+6/+1+10+5+5-221117th+17/+12/+7/+2+10+5+5Bonus Feat222118th+18/+13/+8/+3+11+6+6-322119th+19/+14/+9/+4+11+6+6-333220th+20/+15/+10/+5+12+6+6Lightning Strike 5/day3333
[/table]

Samurai Spells (semi-finished)

1st Level: Cause Fear, Charm Person, Detect Magic, Entropic Shield, Lesser Orb of Acid, Lesser Orb of Cold, Lesser Orb of Electricity, Lesser Orb of Fire, Light, Magic Missile, Magic Weapon, Phantom Threat, Protection from Chaos, Protection from Evil, Read Magic, Sleep, True Strike

2nd Level: Bear's Endurance, Blindness/Deafness, Bull's Strength, Cat's Grace, Darkness, Fox's Cunning, Gust of Wind, Invisibility, Protection from Arrows, Resist Energy, See Invisibility, Shatter, Web, Whirling Blade

3rd Level: Arcane Sight, Confusion, Deep Slumber, Dispel Magic, Fireball, Fire Shield, Greater Magic Weapon, Lightning Bolt, Protection from Energy, Ring of Blades, Sleet Storm, Slow, Stinking Cloud, Wind Wall

4th level: Blast of Flame, Break Enchantment, Cloudkill, Dimension Door, Dominate Person, Fear, Greater Invisibility, Phantasmal Killer, Shout

Shiyuan
2006-08-21, 02:24 AM
Sorry for disappearing folks, a vacation and a broken hand saw to my sudden and lengthy absence.


-Shiyuan



Disclaimer: Revamped my old samurai class a little, REALLY revised the Honor system, and came to grips with some flaws of it, and now working on the balance issue by replacing the fighter with other upcoming Japanese flavored combat classes.

This is my personal blend of historical and romanticized samurai. I do not claim complete authenticity for all described attributes below, but the combat methods described below are what I understand to be accurate, as opposed to the common Western misconceptions.
Some will notice that this class is bit more powerful than the core fighter. I plan on designing classes for the Bushi (straight up warrior), Ashigaru (Japanese peasant foot soldier, will focus on teamwork) and Budoka (unarmed fighter or martial artists for the setting, from Ryukyu) to accompany this class in replacing the core fighter class.

The Samurai

{table]Level / Base Attack Bonus / Fort Save / Ref Save / Will Save / Special
1st +1 +0 +2 +0 Ancestral Daisho, Mounted Combat
2nd +2 +0 +3 +0 First Combat School
3rd +3 +1 +3 +1 Second Combat School
4th +4 +1 +4 +1 Third Combat School
5th +5 +1 +4 +1
6th +6/+1 +2 +5 +2 School Advancement
7th +7/+2 +2 +5 +2
8th +8/+3 +2 +6 +2 School Advancement
9th +9/+4 +3 +6 +3
10th +10/+5 +3 +7 +3 School Advancement
11th +11/+6/+1 +3 +7 +3
12th +12/+7/+2 +4 +8 +4 School Advancement
13th +13/+8/+3 +4 +8 +4
14th +14/+9/+4 +4 +9 +4 School Advancement
15th +15/+10/+5 +5 +9 +5
16th +16/+11/+6/+1 +5 +10 +5 School Advancement
17th +17/+12/+7/+2 +5 +10 +5
18th +18/+13/+8/+3 +6 +11 +6 School Advancement
19th +19/+14/+9/+4 +6 +11 +6
20th +20/+15/+10/+5 +6 +12 +6 School Advancement[/table]


The Samurai

The samurai is the epitome of the warrior ideal in Oriental lands. He has been trained since youth to master the arts of warfare, and to protect one thing that is as precious as air to the samurai culture, honor. Both disciplined and passionate, a samurai is both a professional and an artist with his combat prowess. He is at home in the battlefield, whether on foot, or on horseback. Ever seeking that ultimate state of mind, Bushido, the samurai trains and fights relentlessly, even to the point of death, and perhaps, beyond. Few of the other warrior classes have the dedication of a samurai’s, but then again, few would share the samurai’s narrow point-of-view. Despite their apparent limited focus, samurai are nevertheless refined in manner and usually educated in courtly arts, such as calligraphy and reciting poetry. However, the level in which these pastimes impact a samurai’s life is subject to the individual.

Adventures: A samurai can only advance so far in skill by practice alone, and requires worldly experience to gain access to the more advanced abilities of his class. Being in the service of a lord, a samurai may find little time to go on adventures on his own accord. However, with the dangerous times they live in, even a samurai with obligations may be set upon a quest or mission that would require the assistance of those unlike him. Thus, many join bands of adventurer, enjoying the company and seeking to test themselves against a hostile and challenging world.

Characteristics: Samurai can run the gamut of personalities, from taciturn to noble to childish. The only universal characteristic shared by all samurai are their concern for honor (how honor is interpreted and kept, is each individual’s concern) and their dedication to the art of combat, and the believed enlightenment they may attain from it.

Alignment: Many samurai find neutral and lawful alignments to their taste, as they seek mainly to maintain order, rather than to personify any heroic ideal. However, that is not to say that there are no heroic or villainous samurai, but rather, they are less common for a good reason, sometimes there just isn’t enough time to worry about moralities.

Background: Samurai are typically from noble families, having blood-ties with and owing allegiance to their particular clan. Samurai have a habit of looking down upon those who are below them in station, due to their cultural upbringing, but there are exceptions to the rule. For the most part, this air of superiority can take many forms, from sincere patron to dominating tyrant.

Races: Most samurai are human, but anyone who can gain acceptance from a samurai clan, might be able to gain this class, after considerable proof of one’s loyalty and mettle.

Other Classes: Samurai, fighters, and kensei get along well, as all respect one another’s discipline and ability. Samurai also enjoy the company of monks, whom they might share faith with, and depending on their regional history, may like or dislike sohei. Rangers may seem odd to a samurai, but usually are just a source of curiosity rather than irritation. Samurai are not so stupid as to not see when someone else has the better skills suited for a particular endeavor. Barbarians are an oddity in the irritating sense, where the samurai share the barbarian’s calling for war, but they may be at odds due to drastically different perspectives. However, shugenja, sorcerer, shamans and wu-jen (basically, a magic-user) all share a particular spot in the traditional samurai’s heart, one of distaste or distrust.

Game Rule Information

Abilities: As with warriors, Strength and Dexterity are important to samurai. Charisma is also important, as it affects the samurai’s courtly maneuvers.

Alignment: Any non-chaotic

Hit Dice: 1d8

Class Skills: Bluff (Cha), Climb (Str), Concentration (Con), Craft (Weaponsmith, Armorer, Bow-making), (Int), Diplomacy (Cha), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Knowledge (Equestrian, Geography, History, Literature, War), Perform (Calligraphy, Poetry, Weapon Drill), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str)

Skill points: 4 + Int modifier x 4 at 1st, 4 + Int modifier per level

Random Starting Gold: 6d4 x 10


Class Features

Weapon and Armor Proficiency: A samurai has proficiency with all Simple Weapons and Martial Weapons. Samurai are proficient with Light and Medium Armor, but not with Heavy Armor or Shields.

Heavy armor actually wasn't used much in feudal Japan. O-yoroi, as their heaviest and most ornate armor was called, was mainly the armor of daimyo and major lords, not readily equipped to retainers or lower ranking samurai. Many samurai wore piecemeal type armor, with only the areas each individual samurai personally believed vulnerable often armored. Generally, light and medium armors were the gear of the day, and a samurai would have to train in O-yoroi for a while before being able to wear it effectively.

Samurai Honor: Samurai are adversely affected by Honor in this game. Add your samurai class levels to your Honor score. A samurai starts out at 1 Honor (taking into account the samurai’s class level) and must always maintain at least 0 Honor, if it ever falls to below 0 (Dishonor for a samurai) and the samurai does not regain Honor back to at least 0 by the next time he or she sees his or her lord or clan, then the samurai may no longer advance in the samurai class, and is considered a ronin, disowned by his or her clan (or in the case of extreme dishonor, may be ordered to commit seppuku).

Even evil samurai make sure to maintain a semblance of honor, so do not allow players to argue that since their samurai is evil, he or she should not be judged according to honor. Bottom line: “Tough spoon.”

*A samurai who suffers negative penalties from his Honor is forced to either give up his daisho or if he manages to retain it, the daisho loses all of its Honor-enhancement bonuses and qualities, reducing it back to a normal set of masterwork items.

Samurai Obligation: Samurai must obey their daimyo (or equivalent feudal lord), if they fail to do this, their daimyo may immediately disown them and render them ronin, preventing the character from progressing in the class. A daimyo may also order a samurai to commit seppuku at anytime, regardless of reason. Disobeying even such an order merits treason. When a daimyo deems it, a samurai must also always be ready to drop whatever he is doing to render a service demanded by his daimyo.

Ancestral Daisho: At 1st level, a samurai inherits his family daisho, an ancestral set of weapons (almost universally a katana, wakizashi and tanto) that carry the spirit of the warriors that bore the weapons before him. This daisho is considered masterwork, and may be enchanted by magic, and can gain powers from the deeds and devotion a samurai exhibits with the weapons.

These weapons receive an enhancement bonus to attack and damage based on the honor bonus of their bearer, which is to be calculated only by the total amount of Honor accumulated through the Martial Prowess and Duty categories and the samurai’s initial Honor score of 1 (which can be reduced by dishonorable actions to where it is no longer a factor). A samurai's Honor modifier to his weapons is limited by the character level of the samurai.

Starting at 3rd level, a samurai may apply a total Honor modifier to his daisho of +1. Every three levels afterwards, an additional +1 is allowed to be applied to the daisho, so at 20th level, a samurai may apply an Honor modifier up to +7, with this progression continuing into epic levels.

The resultant Honor modifier counts as an enhancement bonus with magical and jade qualities for bypassing damage reduction. Note that at any time an equivalent enhancement bonus is reached for a magical weapon special ability listed in the DMG or Oriental Adventures manual, the character may choose to give his daisho (all three weapons) that ability, sacrificing the necessary bonus to attain that ability.

For example, a samurai with a +2 enhancement bonus from his honor can choose to sacrifice +1 of his bonus to gain the keen ability for his daisho, so now his ancestral daisho is keen +1. Once ability is chosen this way, it is locked into the weapon. Now if, a samurai gains a greater bonus due to honor later in the game, the ability’s bonus equivalency is taken out after the new total bonus is calculated. Thus, if that same samurai suddenly gains an honor bonus of +3, his weapons now function as keen +2, or if he wishes to give the daisho a another ability, he may do so. Note, that any enhancement bonus beyond “+5” cannot be applied to attack and damage bonuses, but must be assigned to a magical ability as soon as possible.

When a samurai passes the daisho on to his son or another worthy successor, then the daisho will just be masterwork in their hands until they unlock the sword's abilities through their own honor advancement.

Mounted Combat: At 1st level, a samurai gains the feat, Mounted Combat, as long as he puts or has 1 rank in Ride.

Samurai Combat Schools: At 2nd level, a samurai chooses his first Combat School, gaining access to the first tier ability or feat offered in the progression. At 3rd level, a samurai chooses his second Combat School, gaining access to the first tier ability or feat offered in the progression. At 4th level, a samurai chooses his third and final Combat School, gaining access to the first tier ability or feat offered in the progression. At 5th, 6th, 7th, 9th, 11th, 13th, 15th, 17th, and 20th levels, the samurai may choose to advance in one of his schools, gaining an ability or feat from the next tier of progression in any of his previously selected combat schools. However, a samurai may not select to gain the next tier in the same school twice in a row each time a school advancement comes up. Any feats gained in this manner still require that their standard prerequisites be fulfilled.

Ba-jutsu
1. Mounted Archery (SRD)
2. Ride-By-Attack (SRD)
3. Improved Mounted Archery (OA)
4. Mounted Mayhem (Black Company)*

Iai-jutsu
1. Quick Draw (SRD)
2. Improved Initiative (SRD)
3. Iaijutsu Critical – You may reduce your Iaijutsu Focus extra damage by 1d6 and increase your weapon's critical threat range by 2 (this increase is applied AFTER the effects of keen and/or improved critical), only 1d6 of extra damage may be used in this way.
4. Iaijutsu Expert - After a successful quick draw against an opponent while attacking an opponent with a katana or any light weapon, the opponent is considered flat-footed for that first attack.

Ni-ten (contrary to popular belief, Japanese dual-wielding mainly utilized the wakizashi as a parrying tool rather than a second source of strikes)
1. Daisho Fighting – When fighting with a katana in one hand and the wakizashi in the offhand, gain a +2 shield bonus that is lost when the samurai makes an attack with his wakizashi until his next action.
2. Improved Daisho Fighting – When fighting with a katana in one hand and the wakizashi in the offhand, a samurai who does not attack with her wakizashi reduces the attack penalty suffered when she chooses to fight defensively by half (so a samurai suffers only a -2 instead of -4 penalty to his attack rolls for fighting defensively).
3. Greater Daisho Fighting – When fighting with a katana in one hand and the wakizashi in the offhand, double the shield bonus from the wakizashi when fighting defensively or using total defense, attacking with the wakizashi cancels the shield bonus.
4. Supreme Daisho Fighting – Once per round, when fighting with a katana in one hand and the wakizashi in the offhand, after an attack from an enemy fails to hit the samurai’s effective Armor Class by a number equal to or less than the shield bonus being provided by the wakizashi, the samurai immediately can use an attack of opportunity to make a single melee attack at full base attack bonus at the failed attacker.

Ki
1. Kiai Shout (CW)
2. Improved Kiai Shout – A samurai can perform a Kiai Shout an extra number of times per day equal to his positive Charisma modifier.
3. Greater Kiai Shout (CW)
4. Ki Focused Strike - A samurai who can perform a Full Attack action may instead spend one Kiai Shout usage and make only a single attack as a Ki Focused Strike. For every extra attack (granted by base attack bonus only) lost in activating this ability, increase the critical threat range of the weapon being used by 1 (this increase is applied after the effects of keen and/or improved critical).

Dueling (The Japanese art of swordmanship puts less emphasis on parrying than they do on counter attacking, which usually culminates in a swift, devastating strike at an opponent when he performs his own attack.)
1. Combat Expertise (SRD)
2. Defensive Strike (OA)
3. Improved Combat Expertise (Allows character to go beyond the -5/+5 limit, still limited by base attack bonus)
4. Counter Cut*

Mind’s Eye
1. Blind-Fighting (SRD)
2. Zen Archery (SRD)
3. Snatch Arrows (use as if the samurai had the Deflect Arrows feat)
4. Zen Critical – When using a bow, and before rolling attack, a samurai may declare a Zen Critical, adding his positive Wisdom modifier to increase the critical threat range of the weapon for one attack per round. He may perform this a number of times equal to his positive Wisdom modifier per day (minimum of once).

Battlefield Fighting (Water School)
1. Combat Reflexes (SRD)
2. Hold the Line (Complete Warrior)
3. Expert Tactician (Complete Adventurer)
4. Improved Hold the Line – A samurai doubles his weapon damage when successfully striking an opponent while performing a Hold the Line attack. If the samurai is using a weapon that already deals double damage within the parameters of the situation (i.e. set for a charge), then the weapon deals triple damage.

Battlefield Fighting (Wind School)
1. Mobility (SRD)
2. Spring Attack (SRD)
3. Whirlwind Attack (SRD)
4. Onslaught (Black Company)*

Command School
1. Tactician*
2. Strategist*
3. Leadership (SRD)
4. Lead By Example – Any ally attempting to emulate an act that they have seen the samurai already perform successfully in a given encounter, gains a +2 insight bonus to that roll or AC (if the samurai was defending as his example). Gain a +2 permanent bonus to your Leadership score.

*Feat explained in my new feats section below

My House-Ruled Honor Scale and System

Honor -100 to -1: Dishonored, your daisho is forfeit until you regain honor. -10 to all Diplomacy checks when dealing with Honorable characters.

Honor 0 to 9: Normal samurai, daisho has no special properties

Honor 10 to 19: Dutiful samurai, daisho has no special properties, +1 to Diplomacy and Intimidate checks with Honorable characters.

Honor 20 to 29: Respected samurai, daisho, gains +1 enhancement bonus, +2 to Diplomacy and Intimidate checks with Honorable characters.

Honor 30 to 39: Worthy samurai, daisho enhancement bonus increases to +2, +3 to Diplomacy and Intimidate checks with Honorable characters.

Honor 40 to 49: Trusted samurai, daisho enhancement bonus increases to +3, +4 to Diplomacy and Intimidate checks with Honorable characters.

Honor 50 to 59: Model samurai, daisho enhancement bonus increases to +4, +5 to Diplomacy and Intimidate checks with Honorable characters.

Honor 60 to 69: Renowned samurai, daisho enhancement bonus increases to +5, +6 to Diplomacy and Intimidate checks with Honorable characters.

Honor 70 to 79: Famous or Infamous samurai, +7 to Diplomacy and Intimidate checks with Honorable characters.

Honor 80 to 89: Master samurai, daisho enhancement bonus increases to +6, +8 to Diplomacy and Intimidate checks with Honorable characters.

Honor 90 to 99: Legendary samurai, +9 to Diplomacy and Intimidate checks with Honorable characters.

Honor 100+: Paragon samurai, daisho enhancement bonus increases to +7, +10 to Diplomacy and Intimidate checks with Honorable characters.


Martial Prowess (Add Honor points from this category and Duty to figure your effective Honor score for your daisho enhancements)

*Note: If character gains Honor for dying in combat, and is resurrected or brought back to life as the same person, he no longer can gain any more Honor from combat deaths unless it is from the next higher condition of Honor gain through dying bravely in combat. Once the last condition is reached, he no longer gains honor this way. (Bolded this so people can see it this time)


Win a duel against someone who is equally matched with you: +1 Honor
Win a dangerous combat encounter: +1 Honor *Dangerous means dangerous, no Honor for slaughtering a band of low-level orcs when you a real challenge would be a rust monster or something of the like. GM discretion is final say.
Win a duel against a difficult opponent: +2 Honor
Win a very dangerous combat encounter: +2 Honor
Win a duel against a clearly superior opponent: +3 Honor
Win a near impossible combat encounter: +3 Honor
Win a duel against a seemingly unbeatable opponent: +4 Honor
Win an impossible combat encounter: +4 Honor
Win a duel against an impossible opponent: +5 Honor
Die in brave combat against an easy threat: +6 Honor
Die in brave combat against a relative threat: +7 Honor
Die in brave combat against a dangerous threat: +8 Honor
Die in brave combat against a powerful threat: +9 Honor
Die in brave combat against an impossible threat: +10 Honor
*Losing implies surviving the encounter, not dying
Lose an easy combat encounter: Automatically Dishonored (Drop to -1 Honor)
Lose a duel against someone obviously outmatched by you: Automatically Dishonored
Lose a relatively dangerous combat encounter: -5 Honor (Note: You lose more honor through battles, because duels are mainly fought as a course of personal honor, while battles are fought more for the service of your lord, and losing face for yourself is less damaging on morale than losing face in front of your lord)
Lose a duel against someone who is equally matched with you: -5 Honor
Lose a dangerous combat encounter: -4 Honor
Lose duel against a difficult opponent: -4 Honor
Lose a very dangerous combat encounter: -3 Honor
Lose a duel against a clearly superior opponent: -3 Honor
Lose a near impossible combat encounter: -2 Honor
Lose a duel against a seemingly unbeatable opponent: -1 Honor
Lose an impossible combat encounter: -1 Honor
Lose a duel against an impossible opponent: -0 Honor (However, you may still lose honor for the humiliation of being foolish enough to challenge someone so powerful)

Duty (Add Honor points from this category and Martial Prowess to figure your effective Honor score for your daisho enhancements)

Fulfilling a moderately important mission from daimyo: +3 Honor
Fulfilling a major mission from daimyo: +4 Honor
Fulfilling a dangerous and very important mission from daimyo: +5 Honor
Protecting your daimyo during a time of danger: +1 Honor (This sort of loyalty is expected, not the exception, so this doesn't get you much honor)
Protecting a member of your daimyo’s family during a time of danger: +1 Honor
Saving your daimyo’s life when it was in immediate danger: +5 Honor
Saving a member of your daimyo’s family when it was in immediate danger: +4 Honor
Committing seppuku on the command of your daimyo: +10 Honor
Committing seppuku upon defeat or failure: Automatically negates any Honor loss from defeat or failure.
Successfully rescuing a non-buke or non-kuge from danger: +1 Honor
Successfully rescuing a non-daimyo-related buke or kuge (allied or neutral only) from danger: +3 Honor
Avenging a failure in duty and then committing seppuku: Regain all lost Honor from the failure you are redeemings yourself for, and then gain +20 Honor.
Disobeying your daimyo: -10 to -100 Honor, must be disobedience with serious repercussions, loss depends on the type and severity
Failing a moderately important mission from daimyo: -10 Honor
Failing a major mission from daimyo: -25 Honor
Failing a dangerous and very important mission from daimyo: -50 Honor
Failing to protect your daimyo during a time of danger: -100 Honor (If you somehow still have non-negative Honor, you deserve to be samurai)
Failing to protect a member of your daimyo’s family during a time of danger: -50 Honor
Your daimyo is murdered during a time of danger: Totally Dishonored (reduce your Honor to -100), this counts as a failure and can be countered with seppuku.
Your daimyo is murdered mysteriously without notice: -100 Honor
Failing to protect a non-daimyo-related buke or kuge (allied or neutral only): -20 Honor
Committing an act of recklessness that would’ve served no greater purpose but one’s own pride and ego (selfishness): -10 Honor
Disrespecting any equal without express (publicly admitted) permission by immediate superior: -5 Honor
Disrespecting any superior without express (publicly admitted) orders by immediate superior: -10 Honor.

Compassion

Any minor selfless (no gain other than honor) acts of kindness: +1 Honor
Any major selfless acts of kindness: +2 Honor
Minor cruelty (extortion, refusing to pay, withholding supplies): -3 Honor
Major cruelty (needless violence, rape, murder, arson) -6 Honor

Prestige

Establishing a stronghold: +5 Honor
Becoming a daimyo: +10 Honor
Giving gifts of wealth to your constituents: +1 Honor for every 1,000 gold given
Being a steady ruler: +2 Honor
Being a successful ruler: +5 Honor
Being a conqueror: +10 Honor
Being an erratic ruler: -5 Honor
Being a poor ruler: -10 Honor
Being a brutal or tyrannical ruler: -5 Honor
Publicly humiliated/embarrassed: -20 Honor, does not count as a defeat or failure.

Arts

Being an accomplished artist (calligraphy or poetry): +1 Honor
Having your works exhibited in your daimyo’s household: +1 Honor
Giving a well-received performance of your art: +1 Honor
Giving a performance that incites calls for encores: +2 Honor
Crafting a famous work: +5 Honor



New Feats

Counter Cut (General)
Prerequisites: Dex 15, Dodge, Combat Expertise, Combat Reflexes, base attack bonus +11
Benefits: Once per round, after a character holds a full round action until his opponent’s turn while having an opponent designated for his Dodge feat, the character may use this held full attack to execute a Counter Cut when the opponent who is chosen for the Dodge feat is in the character’s reach and makes an attack against the character. A character must declare a Counter Cut before the opponent's attack is rolled. Once declared, a character with this feat immediately suffers a -4 penalty to his or her Armor Class until the start of his or her next turn, and may immediately make a single attack of opportunity against his attacker with a readied melee weapon. If this attack hits, damage is dealt normally and the opponent's attack action is canceled. After performing a Counter Cut (regardless of outcome), until this character's next turn, he or she may not make any additional attacks of opportunity, and when his next turn starts, he may not make a full action until the start of the turn after that.
Special: A fighter may take Counter Cut as one of his bonus feats.

Tactician (General)
Prerequisites: Intelligence 10+
Benefit: The Tactician feat allows a character to make a Knowledge (War) check plus half of his character level (rounded down) at the beginning of a battle, this check is made against the Knowledge (War) of either the leader of the group, the most intelligent character in it that has the ability to influence its companions. When opposing an enemy group led by a character that also has the Tactician feat, the two Tacticians then make an opposed roll with their respective bonuses. If a character’s check is successful, the successful character and his immediate allies (must be at least one other person in party) within communication range gain a +1 insight bonus to certain rolls during the battle. This affects attack rolls, combat-oriented saving throws, and ability and skill checks that pertain to the battle. Also, a Tactician, and only the Tactician, gains a +1 dodge bonus to his Armor Class for the remainder of the battle.
Special: A fighter may take Tactician as one of his bonus feats.

Strategist (General)
Prerequisites: Intelligence 13+
Benefit: The Strategist feat allows a character to make a Knowledge (War) check to try to predict what an enemy faction would do next in terms of military or espionage maneuvers. To try to get a good idea of what an enemy faction may be doing without knowledge of who or what kind of general the enemy leader is, the character must make a Knowledge (War) check plus half of his character level with a -4 penalty in an opposed roll against that leader’s Intelligence check or Knowledge (War) roll, plus that leader’s Strategist bonus (half their character level if they have the Strategist feat) if he has any. If the character has a rudimentary idea of whom or what sort of general the enemy leader is, then there is no -4 penalty in the opposed roll. If a character succeeds in his check, then in any engagements the character’s forces may enter while opposing that faction’s forces, the character, or any other character with Tactician feat that is in command under the Strategist, gains a +4 insight bonus to their Tactician checks. Also, the insight bonus gained from a successful check becomes a +2 bonus while under the effects of a successful Strategist check. The Tactician’s dodge bonus to AC also increases to +2 for the battle
Special: A fighter may take Strategist as one of his bonus feats.

Adopted Black Company Feats

Mounted Mayhem (General)
Prerequisites: Dex 13, Mounted Combat, Ride-ByAttack.
Benefit: When riding a moving steed, you may make a full-attack actions as long as your steed moves at least 10 feet between each attack. The steed may move any amount before or after your attacks, but must move at least 10 feet between every melee attack you make.
Special: A fighter may take Mounted Mayhem as one of his bonus feats.

Onslaught (General)
Prerequisites: Dex 13, Dodge, Mobility, Spring Attack, base attack bonus +12.
Benefits: As a full round action, you may move up to your movement rate and make multiple melee attacks. You may make as many attacks as you are allowed with a full attack, using the same attacks bonuses and modifiers. However, you must move 10 feet between each attack.
Special: A fighter may take Onslaught as a bonus feat.

codexgigas
2006-08-24, 10:13 AM
Alternate Samurai

Known for their matchless bravery and strict code of honor, the samurai were the noble warriors of feudal Japan. In a fantasy setting, the samurai brings that courage and honor to the service of a lord, general, or other leader. A samurai’s honorable actions in combat inspire his allies and bring the blessings of his ancestors and other spirits.
Characteristics: Samurai focus on the use of the daisho, a matched set of katana and wakizashi, and the longbow. They are fierce warriors, though they lack the versatility of a fighter. Samurai dedicate themselves to serving a feudal lord and upholding the code of bushido, and they are known as paragons of lawful behavior.
Alignment: Bushido, the code of the samurai, demands strict obedience to its standards of behavior and honor. Only lawful characters can adhere to this code and call themselves samurai.

Game Rule Information

Abilities: Samurai who focus on the use of their daisho find Strength to be of paramount importance. Those who prefer archery benefit from a high Dexterity. The extra hit points granted by a high Constitution are important to samurai, who often find themselves on the front lines in battle. Many of the samurai’s class abilities are based upon his Wisdom, as upholding the code of bushido requires a calm and dedicated mind.
Alignment: Any Lawful
Hit Die: d10
Class Skills: The samurai’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge: History (Int), Knowledge: Nobility and Royalty (Int), Ride (Dex), and Sense Motive (Wis).
Skill Points: 2 + Int modifier
Good Save: Fort
BAB: as Fighter

Level Special
1 Daisho proficiency, smite chaos 1/day
2 Ancestral favor, weapon focus
3 Zen archery
4 Zen insight 1/day
5 Iaijutsu, smite chaos 2/day
6 Bonus feat, axiomatic weapon
7 Weapon specialization
8
9 Zen insight 2/day
10 Smite chaos 3/day
11 Greater weapon focus
12 Kami's grace
13 Inspire greatness 1/day
14 Bonus feat, zen insight 3/day
15 Greater weapon specialization, smite chaos 4/day
16 Inspire greatness 2/day
17
18
19 Inspire greatness 3/day, zen insight 4/day
20 One with all and nothing, smite chaos 5/day

Class Features: All of the following are class features of the samurai.

Weapon and Armor Proficiency: A samurai is proficient with all simple and martial weapons as well as all types of armor, but not with shields.

Daisho Proficiency (Ex): In combat, a samurai favors the katana (masterwork bastard sword) and wakizashi (masterwork short sword). Many samurai receive an heirloom set of these weapons, known as the daisho. Due to their familiarity with the katana, samurai receive Exotic Weapon Proficiency (bastard sword) as a bonus feat.

Smite Chaos (Su): Once per day, a samurai may attempt to smite chaos with one normal melee attack. He adds his Wisdom bonus (if positive) to his attack roll and deals one extra point of damage per samurai level. For example, a 13th-level samurai armed with a katana would deal 1d10+13 points of damage, plus any additional bonus for a high Strength or magical effects that would normally apply. If the samurai accidentally smites a creature that is not chaotic, the smite has no effect, but the ability is still used up for that day. At fifth level, and at every five levels thereafter, the samurai may smite chaos one additional time per day.

Ancestral Favor (Su): The spirits of a samurai’s ancestors take an active interest in his preservation, as he brings great honor to his family. At second level, the samurai gains a bonus equal to his Wisdom modifier (if positive) on all saving throws.

Weapon Focus: At second level, the samurai gains Weapon Focus as a bonus feat. He may select only from the following three weapons: katana, wakizashi, or longbow.

Zen Archery: At third level, the samurai gains Zen Archery as a bonus feat. If Complete Warrior is not available, substitute Point Blank Shot.

Zen Insight (Ex): The samurai’s meditations upon the virtues of bushido have granted him an improved understanding of the world around him. Once per day, he may apply his Wisdom modifier as a circumstance bonus to any skill check for one of his class skills. He gains an additional use of this ability every five levels.

Iaijutsu (Ex): Samurai train in the art of iaijutsu, the ability to strike before one’s opponent. At fifth level, the samurai gains the ability to always make a move action and a single attack at his highest attack bonus in the surprise round, even if he would be otherwise unable to act.

Bonus Feat: At sixth level and again at fourteenth level, the samurai may choose one feat from the fighter’s list of bonus feats.

Axiomatic Weapon (Su): Any weapon wielded by a samurai of sixth level or higher is treated as lawfully-aligned for the purpose of overcoming damage reduction.

Weapon Specialization: At seventh level, the samurai gains Weapon Specialization in the weapon in which he selected Weapon Focus.

Greater Weapon Focus: At eleventh level, the samurai gains Greater Weapon Focus as a bonus feat in the weapon in which he selected Weapon Focus.

Kami’s Grace (Su): As the samurai progresses down the path of virtue, the kami take a special interest in him. At twelfth level, the kami grant the samurai the ability to add his Wisdom modifier to either his Strength, Dexterity, or Consitution score. Activating this ability is a free action. This ability may be used once per day. Its effect lasts for one minute per class level.

Inspire Greatness (Su): A samurai’s noble devotion to the code of bushido is an inspiration to all those around him. Beginning at thirteenth level, a samurai may use a standard action to inspire greatness in one of his allies once per day, enabling that ally to perform deeds of heroic virtue. To inspire greatness, the samurai must speak, and the ally must be able to hear him. The ally gains two temporary hit dies (d10s), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. These bonuses remain in effect as long as the ally and the samurai are both participating in the same battle. For every three samurai levels after thirteenth, the samurai can inspire greatness an additional time every day.

Greater Weapon Specialization: At fifteenth level, the samurai gains Greater Weapon Specialization in the weapon in which he selected Weapon Focus.

One with All and Nothing (Ex): The samurai’s meditations upon bushido and the world around him enable him to enter into a moving trance. Upon reaching his twentieth level, a samurai gains the ability to act as if under the influence of the haste spell for a number of rounds equal to his Wisdom modifier once per day.

Ex-Samurai: A samurai who ceases to be lawful or who commits a grave act of dishonor loses all of his Wisdom-based or supernatural class features and may no longer progress in the samurai class. He regains his class features and the ability to progress as a samurai if he atones for his violations (see the atonement spell, page 201 of the Player’s Handbook), assuming that his lord allows him to atone. Some lords believe that only ritual suicide can cleanse a disgraced samurai of his dishonor.

Like a member of any other class, a samurai may be a multiclass character, but multiclass samurai face a special restriction. A samurai who gains a level in any other class may never again advance as a samurai, although he retains all of his current samurai abilities. The way of the samurai demands constant adherence to the code of bushido.