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Chambers
2010-08-10, 11:39 PM
Samurai
http://www.chuck-a-con.com/samurai.gif

"The Way of the Samurai is found in death. Meditation on inevitable death should be performed daily. Every day, when one's body and mind are at peace, one should meditate upon being ripped apart by arrows, spears, and swords, being carried away by surging waves, being thrown into the midst of a great fire, being struck by lightning, being shaken to death by a great earthquake, falling from thousand-foot cliffs, dying of disease or committing seppuku at the death of one's master. And every day, without fail, one should consider himself as dead. This is the substance of the Way of the Samurai." - Hagakure

Note: This is a 3.5 update of the Samurai base class found in the Rokugan Campaign Setting. It is intended for use within the Rokugan Campaign Setting.

Samurai are professional warriors, members of the noble class trained in the arts of warfare. They are not only trained for their role in society, they are born for it; born into a web of loyalty, allegiance, and honor that influences every stage of their lives. A samurai without a master, exiled from his clan, is no longer a samurai. He is Ronin, a honorless warrior.

While Samurai may be of any alignment, each must follow the code of bushido. Above all they must remain loyal to their master. A samurai who grossly violates the code of bushido or who disobeys an order from his master becomes an ex-samurai. His ancestral daisho ability does not function, though he retains all other class abilities. He may no longer take levels in the Samurai class, though if he atones for his actions he may thereafter take levels in the Samurai class and his ancestral daisho ability functions again.

Alignment: Any
Hit Die: d10

Class Skills
The samurai’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Str), Diplomacy (Cha), Handle Animal (Cha), Iaijustu Focus, Intimidate (Cha) , Knowledge:History (Int), Knowledge:Nobility & Royalty (Int), Jump (Str), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str), Tea Ceremony (Wis), & Tumble (Dex)
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

{table=head]Level|Base Attack<br> Bonus|Fort|Reflex|Will|Special Ability|Ancestral Weapon
1st|+1|+2|+0|+2|Clan Technique, Combat Focus<br> Ancestral Proficiency|
2nd|+2|+3|+0|+3|Clan Technique (Initiate)|
3rd|+3|+3|+1|+3|Combat Stability, Kiai Smite|
4th|+4|+4|+1|+4|Clan Training|+1 Ancestral Weapon
5th|+5|+4|+1|+4|Clan Technique (Advanced)|
6th|+6/+1|+5|+2|+5|Staredown|Ancestral Enchantment +1
7th|+7/+2|+5|+2|+5|Kiai Smite|
8th|+8/+3|+6|+2|+6|Clan Training|+2 Ancestral Weapon
9th|+9/+4|+6|+3|+6|Combat Vigor|
10th|+10/+5|+7|+3|+7|Clan Technique (Greater)|Ancestral Enchantment +2
11th|+11/+6/+1|+7|+3|+7|Mass Staredown|
12th|+12/+7/+2|+8|+4|+8|Kiai Smite, Clan Training|+3 Ancestral Weapon
13th|+13/+8/+3|+8|+4|+8|Combat Awareness|
14th|+14/+9/+4|+9|+4|+9|Improved Staredown|Ancestral Enchantment +3
15th|+15/+10/+5|+9|+5|+9|Clan Technique (Master)|
16th|+16/+11/+6/+1|+10|+5|+10|Combat Strike, Clan Training|+4 Ancestral Weapon
17th|+17/+12/+7/+2|+10|+5|+10|Kiai Smite|
18th|+18/+13/+8/+3|+11|+6|+11|Frightful Presence|Ancestral Enchantment +4
19th|+19/+14/+9/+4|+11|+6|+11|Clan Training|
20th|+20/+15/+10/+5|+12|+6|+12|Technique Supremacy|+5 Ancestral Weapon
[/table]

Weapon & Armor Proficiency
A samurai is proficient with all simple and martial weapons and with all types of armor (heavy, medium, and light), but is not proficient with shields.

Daisho Proficiency (Ex)
Whether the samurai chooses to wield another weapon, all samurai are initially trained in the use of the katana. The samurai is treated as having the Exotic Weapon Proficiency (katana) feat.

Combat Focus (Ex)
Samurai are trained to enter a state of supreme awareness and clarity during battle. Though the particular method of this basic kata varies from clan to clan, the results are similar. At 1st level the samurai gains the Combat Focus feat, regardless of whether he meets the prerequisite. He gains other combat form feats as indicated on the table at higher levels, regardless of whether he meets the prerequisite for that particular feat.

Ancestral Weapon (Su)
Each samurai has an acenstral weapon - a special weapon or set of weapons handed down from his family. The ancestral weapon serves as a physical and spiritual reminder of the samurai's ancestors and of his oath to follow the code of bushido.

The samurai may select any type of weapon as his ancestral weapon, though the most common weapon type is the katana. The Wasp clan is notable for using Bows over blades, and the Dragon clan typically passes down a matching set of katana and wakizashi.

A samurai’s ancestral weapon improves as the character gains higher levels. At 4th level and every four levels thereafter, the ancestral weapon gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level). If a character has two weapons as his ancestral weapon, each receives the same enhancement bonus.

At 6th level, a samurai gains the ability to enhance his ancestral weapon. He can add any one of the weapon special abilities that has an enhancement bonus value of +1, following the normal rules for particular special abilities (i.e. no ranged only special abilities on a melee weapon).

At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement a samurai can add to his weapon improves to +2, +3, and +4, respectively. A samurai can choose any combination of weapon special abilities that does not exceed the total allowed by the samurai’s level.

The weapon's ability or abilities remain the same every time the samurai uses his ancestral weapon (unless he decides to reassign its abilities; see below).

A samurai can reassign the ability or abilities he has added to his ancestral weapon. To do so, he must first spend 8 hours in concentration. After that period, the ancestral weapon now has the new ability or abilities selected by the samurai.

If a character has two weapons as his ancestral weapon, each weapon receives the full value of the samurai's daisho enhancement, though the abilities chosen may be different for each weapon.

Clan Technique (Ex)
Each Great Clan in Rokugan has their own style of fighting and a samurai from one clan will have different tactics and strengths than a samurai from another clan. At 1st level a samurai learns the first technique from his clan. He does not need to meet the normal prerequisites for the ability, nor for any other clan techniques he learns at higher levels.

At the indicated level on the table a samurai learns the subsequent lessons of his clan technique. If the technique indicates a specific feat then the samurai gains that feat without having to meet the prerequisites.


Crab
1st level - Jotunbrud - The Crab samurai is treated as one size category larger when it is advantageous to him, such as when he recieives a modifier based on his size on an opposed roll. He is also considered to be one size category larger when determining whether a monster's special attacks based on size affect him.
Initiate - Improved Bull Rush.
Advanced - Knockback - If the Crab samurai hits a target with a melee attack using Power Attack he may make a free Bull Rush attempt with a bonus on the check equal to the damage bonus from his Power Attack. This Bull Rush does not provoke an Attack of Opportunity and the Crab samurai may not move with his opponent.
Greater - Kaiu Wall Smash - When a Crab samurai Bull Rushes an opponent into a wall or other solid object the target takes 4d6 damage plus twice the Crab samurai's Strength modifier.
Master - Greater Kaiu Wall Smash - When a Crab samurai Bull Rushes an opponent into a wall or other solid object the target instead takes 8d6 damage plus three times the Crab samurai's Strength modifier.

Crane
1st level - Quick Draw.
Initiate - Skill Focus: Iaijusu Focus.
Advanced - Superior Initiative - The Crane samurai gains a +6 bonus on Initiative checks. This bonus stacks with the bonus from Improved Initiative.
Greater - Flick of the Wrist. As the feat, except the Crane samurai may use the feat with his ancestral weapon.
Master - Parry - Once per round as an immediate action the Crane samurai may make an opposed attack roll to deflect a melee or ranged weapon attack that targets him. He must not be flat-footed and must be aware of the attack.

Dragon
1st level - Two Weapon Fighting & Two Weapon Defense.
Initiate - Two Weapon Offense - The Dragon samurai adds his full strength bonus to damage rolls with his off-hand weapon.
Advanced - Two Weapon Pounce & Improved Two Weapon Defense.
Greater - Two Weapon Rend & Greater Two Weapon Defense.
Master - Dual Weapon Strike - The Dragon samurai adds 1 & 1/2 times his Strength bonus on damage rolls with each weapon he wields. In addition each weapon he wields is treated as a two-handed weapon for the purposes of the Power Attack feat.

Lion
1st level - Eyes in the Back of Your Head.
Initiate - Sidestep.
Advanced - Close Quarters Fighting.
Greater - Vexing Flanker & Adaptable Flanker.
Master - Lunging Strike - The Lion samurai's reach with melee weapons increases by 5ft.

Mantis
1st level - Endurance & Diehard.
Initiate - Steadfast Determination.
Advanced - Indomitable Soul & Enduring Life.
Greater - Mind Over Body - As the feat, except the Mantis samurai may also recover ability drain with this feat, at the same rate as ability damage and ability burn damage.
Master - Mettle - If the Mantis samurai makes a Fortitude or Will saving throw against an effect that has a partial effect on a successful save, he instead negates the effect. He does not gain the benefit of Mettle when he is unconscious or sleeping.

Wasp
1st level - Precision Shooting - The Wasp samurai gains the benefits of the Point Blank Shot and Precise Shot feats.
Initiate - Close Combat Shot - The Wasp samurai does not provoke Attacks of Opportunities for making ranged attacks.
Advanced - Manyshot.
Greater - Greater Manyshot.
Master - Hail of Arrows - As a full-round action the Wasp samurai may make a single ranged attack against every target within 30ft at his highest base attack bonus.

Phoenix
1st level - Dodge & Mobility.
Initiate - Combat Expertise.
Advanced - Elusive Target.
Greater - Acrobatic Strike.
Master - Counter - Once per round as an immediate action the Phoenix Samurai may make an opposed attack roll to deflect a melee or ranged weapon attack that targets an adjacent ally. The Crane samurai must not be flat-footed and must be aware of the attack.

Scorpion
1st level - Hide & Move Silently are added to the Scorpion samurai's list of class skills.
Initiate - Iron Silence - The Scorpion samurai ignores any armor check penalty to his Hide & Move Silently checks.
Advanced - Stealthy Movement - The Scorpion samurai takes no penalty on Hide or Move Silently checks while moving at up to his normal speed, and he takes only a -10 penalty on Hide and Move Silently checks when running or charging (instead of the usual -20)
Greater - Camouflage - The Scorpion samurai may use the Hide skill without cover or concealment.
Master - Hide in Plain Sight - The Scorpion samurai may use the Hide skill even while being observed.

Unicorn
1st level - Flawless Stride - As the Scout ability, except the Unicorn samurai may use this ability while wearing medium or heavy armor and while carrying a medium or heavy load.
Initiate - Fleet of Foot - As the feat, except the Unicorn samurai may use the feat while wearing medium or heavy armor, and while carrying a medium or heavy load.
Advanced - Special Mount - The Unicorn samurai gains the service of an special mount. This animal is typically a heavy warhorse and gains powers according to the Paladin's Special Mount table, using the Unicorn samurai's levels in samurai as his Paladin level. If a Unicorn samurai releases his special mount from service, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace a special mount that has perished. The special mount does not reside in the celestial realms like a Paladin's special mount, but is a regular animal that advances in power along with the Unicorn samurai.
Greater - Increased Maneuverability - Whenever the Unicorn samurai's special mount is subject to a size modifier, it may count as 1 size larger or 1 size smaller, whichever would be more advantageous to it, such as counting as 1 size larger when attempting a Trample, or counting as 1 size smaller when squeezing.
Master - Mounted Mastery - The Unicorn samurai's Flawless Stride & Fleet of Foot abilities also apply to his special mount.



Kiai Smite (Ex)
Once per encounter a samurai of 3rd level or higher can give a great cry during combat that invigorates him. When a samurai shouts as a free action, his next attack gains a bonus on attack rolls equal to his Charisma modifier and a bonus on damage rolls equal to his samurai level.

At higher levels a samurai can Kiai Smite more times per encounter. At 7th level he may Kiai Smite twice per encounter, at 12th level he may Kiai Smite three times per encounter, and at 17th level he may Kiai Smite four times per encounter. A samurai may only use one Kiai Smite per round.

Clan Training (Ex)
As a professional warrior the samurai learns advanced combat ticks and techniques. At the indicated levels he gains a bonus feat. Most samurai take a Clan specific feat, but the bonus feat may be any that the samurai qualifies for.

Staredown (EX)
At 6th level a samurai becomes able to strike fear into his foes by his mere presence. He gains a +4 bonus on Intimidate checks and can demoralize an opponent within 30ft. An enemy demoralized as a result of this ability remains shaken for the duration of the encounter.

Staredown, Mass Staredown, and Improved Staredown are not mind-affecting effects. Frightful Presence is a mind-affecting effect.

Mass Staredown (Ex)
A 11th level or higher samurai can staredown all opponents within 30ft of the samurai as a standard action.

Improved Staredown (Ex)
A 14th level or higher samurai can staredown all opponents within 30ft of the samurai as a move action.

Frightful Presence (Ex)
A master samurai simply drawing his weapon is enough to strike fear into the hearts of his enemies. When a samurai draws his ancestral daisho all opponents within 30ft are subject to the samurai's staredown. The samurai makes a single Intimidate check and if an opponent fails the roll the opponent is panicked for 4d6 rounds. If an opponent beats the samurai's Intimidate check then it is merely shaken for 1 round.

Technique Supremacy (Ex)
At 20th level a samurai has perfected his clans style of fighting. He gains a particular ability, according to his clan. All abilities are Extraordinary abilities.

Crab
Gargantuan Warrior The Crab samurai counts as 3 size categories larger when it would be beneficial to him. This ability includes the benefit of his Jotunbrud ability and otherwise follows the rules of that ability.

Crane
Exceptional Deflection - Once per round the Crane samurai may automatically deflect any melee or ranged attack (including spells that require ranged touch attacks) that targets him. The Crane samurai must be aware of the attack and not flat-footed.

Dragon
Perfect Two Weapon Fighting - The Dragon samurai can make as many attacks with his off-hand weapon as with his primary weapon, using the same base attack bonus. Furthermore he takes no penalty on attack rolls for attacking with two weapons.

Lion
Great Smiting - When making a Kiai Smite the Lion samurai adds 3 times his Charisma modifier as the bonus on attack rolls and 3 times his samurai level as the bonus on damage rolls.

Mantis
Perfect Endurance - The Mantis samurai becomes immune to extra damage from critical hits and sneak attacks, stunning, & paralyzation.

Wasp
Distant Shot The Wasp samurai may throw or fire a ranged weapon at any target within line of sight with no penalty for range. He may use Hail of Arrows at any target within the first range increment for his weapon.

Pheonix
Epic Counter - Once per round the Phoenix samurai may automatically deflect any melee or ranged attack (including spells that require ranged touch attacks) that targets an adjacent ally. The Phoenix samurai must be aware of the attack and not flat-footed.

Scorpion
Self-Concealment - Attacks against the Scorpion samurai suffer a 30% miss chance, similar to the effect of concealment, except abilities or effects that would ignore concealment do not ignore this miss chance. The Scorpion samurai loses this benefit whenever he would lose his Dexterity bonus to AC.

Unicorn
Legendary Rider - The Unicorn samurai doesn't take a penalty on Ride checks when riding a mount without a saddle (bareback). He never needs to make a Ride check to control a mount in combat (and even controlling a mount not trained for combat doesn’t require an action). He also does not suffer any attack penalty for attacking from a moving mount.

nonsi
2010-08-11, 01:35 PM
Okay, as far as Samurai fixes go, this is the best one I've seen. Truly well organized.


Since a Samurai is so intrinsically linked and dependant upon his Ancestral Daisho, several issues immediately come to mind:
1. Its hardness and overall damage resistance should increase with the Samurai's level (at least while held by the Samurai).
2. The time required to reassign weapon abilities should decrease with level increase.
3. At some point, a Samurai should have some means of locating his Daisho if it gets stolen/lost.
4. I'd grant [+1 Ancestral Daisho] at 3rd level and [Daisho Enchantment +1] at 4th - then I'd increase each one with each additional 4 levels. This will give you [Daisho Enchantment +5] at level 20, which definitely doesn't seem to go off the scale to me (and there's nothing sacred about gaining +5 weapon at exactly 20th level - a Kensai gets it way earlier).
5. Kiai Smite should demoralize (probably should allow Will saves).
6. Maybe it's a matter of personal taste, but it seems reasonable to me that Balance should be a class-skill as well.


Btw, what do you get from "Tea Ceremony" ?

Chambers
2010-08-12, 02:02 PM
Okay, as far as Samurai fixes go, this is the best one I've seen. Truly well organized.


Since a Samurai is so intrinsically linked and dependant upon his Ancestral Daisho, several issues immediately come to mind:
1. Its hardness and overall damage resistance should increase with the Samurai's level (at least while held by the Samurai).
2. The time required to reassign weapon abilities should decrease with level increase.
3. At some point, a Samurai should have some means of locating his Daisho if it gets stolen/lost.
4. I'd grant [+1 Ancestral Daisho] at 3rd level and [Daisho Enchantment +1] at 4th - then I'd increase each one with each additional 4 levels. This will give you [Daisho Enchantment +5] at level 20, which definitely doesn't seem to go off the scale to me (and there's nothing sacred about gaining +5 weapon at exactly 20th level - a Kensai gets it way earlier).
5. Kiai Smite should demoralize (probably should allow Will saves).
6. Maybe it's a matter of personal taste, but it seems reasonable to me that Balance should be a class-skill as well.


Btw, what do you get from "Tea Ceremony" ?

Thanks for the compliment! I tried to capture the fighting styles of each Clan for the class.

1-4: I didn't want to add too many class features related to the ancestral daisho. If I did I would have felt that I'd need to reduce other non-daisho class features and didn't want to end up with a class whose power is "I have a magic weapon." If you wanted a Samurai that had a closer bond with his ancestral daisho I'm sure I could come up with an Alternative Class Feature that grants some of your suggestions while removing one or two other class features.

5. The Samurai already has a class feature that will demoralize (Staredown), so I don't think it's necessarily to add it to the Kiai Smite.

6. Balance could certainly be added to the class skill list. I mainly just used the skills that were on either the Samurai in CW and the Samurai in RCS.

7. Tea Ceremony is a skill exclusive to Rokugan. It does pretty much what it's name is - the characters sit down and have tea for about a hour. A DC 15 Tea Ceremony check let's the participants recover a Void Point (kind of like an action point, but different in flavor and use).

Kensen
2010-08-13, 01:24 AM
No comments on the mechanical side of things, but there's one terminology issue I want to point out - daisho means "long-short" and refers to the pairing of swords that members of the samurai class in feudal Japan were allowed to carry.

Thus, a single sword is never a daisho, not to mention bows and other types of weapons.

Of course, Rokugan is not Japan, but it's still something of a misnomer.

Random fact: In modern Japan, the same two kanji ("dai" and "sho") are used in toilets. They're in fact the two flushing options. :smallbiggrin:

Chambers
2010-08-13, 08:44 AM
No comments on the mechanical side of things, but there's one terminology issue I want to point out - daisho means "long-short" and refers to the pairing of swords that members of the samurai class in feudal Japan were allowed to carry.

Thus, a single sword is never a daisho, not to mention bows and other types of weapons.

Of course, Rokugan is not Japan, but it's still something of a misnomer.

Random fact: In modern Japan, the same two kanji ("dai" and "sho") are used in toilets. They're in fact the two flushing options. :smallbiggrin:

Oh. That's neat, thanks. Didn't know that. :smallsmile:

Any suggestions on what I could change it to?

nonsi
2010-08-15, 12:41 AM
1-4: I didn't want to add too many class features related to the ancestral daisho. If I did I would have felt that I'd need to reduce other non-daisho class features and didn't want to end up with a class whose power is "I have a magic weapon." If you wanted a Samurai that had a closer bond with his ancestral daisho I'm sure I could come up with an Alternative Class Feature that grants some of your suggestions while removing one or two other class features.

You don't need to reduce anything. Melees need all the love they can get.



5. The Samurai already has a class feature that will demoralize (Staredown), so I don't think it's necessarily to add it to the Kiai Smite.

"Shaken is not such a meaningful condition and fear effects do not stack. This is more of a thematic issue (and again, melees need all the love they can get)



Also I'd make the following changes to the Crab Technique:
1. Kaiu Wall Smash would function as given for Greater Kaiu Wall Smash (using Dungeonscape, Fighters can get even more benefits by 6th level, and by 15th level they're next to insignificant).
2. Master level would grant a free on & off Enlarge Person.
3. Technique Supremacy would push the above to 2 size categories larger (would stack with Jotunbrud to gain the desired "+3 size categories larger" effect ).
That's because I just can't in any way imagine a creature to function as if being 3 size categories larger.

Kyuu Himura
2010-08-15, 07:58 PM
I like this, I really do.

But, in my experience (I'm a L5R GM) the Phoenix and Mantis abilities are kinda... not quite right, The Mantis was this sailor clan with techs to fight in diffficult terrain with cheap or improvised weapons (because you didn't wanna lose your katana in the bottom of the ocean), they were also infamous because they fought a lot like pirates, so... I don't know, probably a sneak attack progression or additional static damage on flat-footed opponents, perhaps some save or suck, and give them something for flanking and eliminate difficult terrain penalties and stuff, I know that it doesn't sound quite too powerfull, but something may come from it.
The Phoenix is a clan known for their spirituality, their warriors are usually yojimbos (bodyguards) and they have a certain knack for working with/against casters, probably the mageslayer feat chain or something, and.. I don't know, something that makes buffs more effective on them?? and the Shiba Void Dump, everyone loves a Shiba Void Dump :smallwink:

Anyway, my 2 zenis :smallsmile:

Kensen
2010-08-16, 09:01 AM
Oh. That's neat, thanks. Didn't know that. :smallsmile:

Any suggestions on what I could change it to?

Well "ancestral weapon" is the only thing that comes to mind right now, but if I can think of some Japanese word that sounds better, I'll let you know. :smallsmile:

Chambers
2010-08-29, 05:43 PM
Well "ancestral weapon" is the only thing that comes to mind right now, but if I can think of some Japanese word that sounds better, I'll let you know. :smallsmile:

I changed it to Ancestral Weapon. :smallsmile:

Lolzords
2010-08-29, 08:21 PM
Oh. That's neat, thanks. Didn't know that. :smallsmile:

Any suggestions on what I could change it to?

A Samurai's wakizashi was called his "honour weapon" and it never left his side.

Because of the way you're treating the daishō, maybe you could call it the Honour Weapon instead?

Fantastic rewrite, with some very interesting abilities, I'll be sure to give your Samurai a play sometime. :smallsmile:

CN the Logos
2010-09-27, 08:42 PM
Can't comment on how it fits with the setting, but this is probably my favorite revision of the samurai class. Far more effective than either published version, but simple to learn; which is a quality many homebrewers overlook in creating their material. Thank you for linking me to it.

Blueberrypop
2010-11-03, 08:13 AM
First off AMAZING rewrite. I wanted to play a samurai in an upcoming campaign and my DM told me to come to this particular entry and I am not disappointed. Just one question, Ancestral Proficiency, I'm guessing it just lets you use an ancestral weapon? If not please correct me.

jiriku
2010-11-03, 09:01 AM
You could reasonably consider expanding the skill list a bit, and possibly increasing the skill points to 6 points per level. Rokugani samurai are expected to be knowledgeable on a variety of subjects, skilled conversationalists, talented artists AND capable warriors.

I'd recommend adding some additional class skills to better reflect the flavor of samurai from certain clans:

Crab: Knowledge (the planes)
Dragon: Autohypnosis
Phoenix: Knowledge (religion), Spellcraft
Unicorn: Knowledge (geography)

Chambers
2010-11-03, 04:09 PM
Blueberrypop

Thanks! I forgot to change Daisho Proficiency in the text - it should say Ancestral Proficiency and it gives the Samurai the EWP: Katana feat.

jiriku

Ooooh, clan based skills. Nice. Yeah, I'll do something like that.


----


Epic Samurai Progression


Epic Samurai (http://www.giantitp.com/forums/showthread.php?t=163793)

Hit Die: d10
Skill Points at Each Additional Level:
4 + Int modifier

Epic Samurai
{table=head]Samurai Level|Special|Ancestral Weapon
21st|Bonus Feat|
22nd|Kiai Smite 5/encounter|Ancestral Weapon Enhancement +5
23rd|Bonus Feat|
24th||+6 Ancestral Weapon
25th|Bonus Feat|
26th||Ancestral Weapon Enhancement +6
27th|Bonus Feat, Kiai Smite 6/encounter|
28th||+7 Ancestral Weapon
29th|Bonus Feat|
30th||Ancestral Weapon Enhancement +7
[/table]

Bonus Feat
The epic samurai gains a bonus feat at level 21 and every two levels afterwards. The feat may be any that he qualifies for.

Kiai Smite
The epic samurai gains more uses of kiai smite per encounter. At 22nd level he may use kiai smite 5 times per encounter, and at 27th level he may use kiai smite 6 times per encounter. He is still restricted to one kiai smite per round though he adds his levels in epic samurai to his samurai level when determining the bonus damage.

Ancestral Weapon
The epic samurai's ancestral weapon continues to grow in power. At the levels indicated it gains the Enhancement bonus and Special Ability modifier listed.

---

This one was simple. I followed the base class progression for the Ancestral Weapon & Kiai Smite abilities, and put in some bonus feats. Thoughts?