KainelWyst
2011-12-04, 09:26 PM
Samurai
http://elizabethmcintire.com/wp-content/uploads/2011/06/samurai_fighting_many_enemies.jpg
”The Way of the Samurai is found in death. When it comes to either/or, there is only the quick choice of death. It is not particularly difficult. Be determined and advance…
…If by setting one‘s heart right every morning and evening, one is able to live as though his body were already dead, he gains freedom in the Way. His whole life will be without blame, and he will succeed in his calling.”
-From the musings of Yamamoto Tsunetomo as put down in the book Hagakure
The Samurai is fearless and strong, master of the blade and of the science of martial arts. Oftentimes noble and urbane, the Samurai is accomplished in many things, not the least of which being leadership and diplomacy.
Alignment: Any Lawful. Often Lawful Neutral. The discipline of the Samurai is strict and unyielding, making lesser men as commoners and ninjas by comparison. It takes a firm, sound mind to accomplish and stay true to the Way where there is no room for frivolity and caprice.
Religion: Any. More often than not, the Samurai, if not his own master, will attend to the belief of his master or liege lord. Religion takes less a part in the martial and fiercely secular nature of practical martial arts. Oftentimes you will find that many Samurai are without the least of drippings of piety, perhaps giving lip service to a god while his conviction lies more in the sharpness of his sword.
Background: It takes fierce devotion to the Way and a comprehensive understanding of the science of martial arts to become said science’s avatar. Few are up to the task, though many think they are capable. Samurai can come from any background (or sourcebook) and claim devotion and understanding and martial prowess, but most are pretenders to the ideal. It takes the sure hand and knowledge of a master and teacher, oftentimes a large institution of martial training, to sculpt and mold the Samurai potential and send him on his way.
Races: Generally, humans are the race most suited to Way, more versatile and adaptable to the ever-changing flux and flow of the battlefield. They also tend to fanatacism more readily than the other, longer lived races, accepting and embodying the Way all the easier. Dwarves have the predisposition toward discipline and hardy nature to make a mighty Samurai warrior, though more hirsute than subtle when it comes to diplomacy. Half-Orcs have the power and the ferocity of the Martial master, however their suitability discipline-wise is to be proven. You see less of the other races taking up the mantle of the Samurai, though sometimes the Half-elf or the Halfling may just be the perfect example of the Charismatic, noble sword swinger.
Other Classes: Received generally as the Paladin, though looser on the morals. Tends to get along with just about everyone (save ninjas, the dart throwing monkey fodder..) due to the fact that he understands that many of these mere mortals fall short of the glory that is his, but that is no reason to treat them with disdain.
Role: In battle he is fierce and implacable. He tries to the best of his ability to take up the entire focus of as many enemies as capable in order to give his allies more breathing room and options. He works best in the center of the fight, sword flashing and blood flying, though he works well as a support for other melee types and as a stonewall for escaping friends and squishy wizards. He relies on the other characters’ knowledge of the arcane and that of healing as he’s more than likely unable to heal himself, so he tends to try to make himself very useful.
Out of combat, The Samurai is sometimes an accomplished diplomat, talking circles around the savviest of rogues or bolstering the morale of the army he leads through the use of a bard-worthy heroic speech. Oftentimes, though, skillful use of intimidation and blunt words are the Samurai’s social bread and butter.
Adaptation: The Samurai is just the name. Most of the mechanics of this class can be changed in name and possibly in application and derivation to suit a more broadly and easily integrated fighter type.
GAME RULE INFORMATION
The Samurai has the following game statistics.
Abilities: Strength is of the most value to the Samurai. Constitution a close second. Depending on the build and make of the samurai and upon the choice of Martial Art, Dexterity and Charisma may also figure highly in his value system.
Alignment: Any Lawful
Hit Die: D10
Starting Age: As Cleric
Starting Gold: As Fighter
Class Skills
Jump(str), Climb(str), Swim(str), Ride(dex), Profession(wis), Craft(int), Iaijutsu focus(cha) + (school specific skills)
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
CThe Samurai
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|School of Martial Arts, School Boon I
2nd|
+2|
+3|
+0|
+0|Bonus Feat
3rd|
+3|
+3|
+1|
+1|Holding Down the Pillow
4th|
+4|
+4|
+1|
+1|Stomp the Sword, Bonus Feat
5th|
+5|
+4|
+1|
+1|School Boon II
6th|
+6/+1|
+5|
+2|
+2|Bonus Feat
7th|
+7/+2|
+5|
+2|
+2|Weapon Familiarity (Blade)
8th|
+8/+3|
+6|
+2|
+2|Bonus Feat
9th|
+9/+4|
+6|
+3|
+3|Mettle
10th|
+10/+5|
+7|
+3|
+3|School Boon III
11th|
+11/+6/+1|
+7|
+3|
+3|Bonus Feat
12th|
+12/+7/+2|
+8|
+4|
+4|
13th|
+13/+8/+3|
+8|
+4|
+4|Bonus Feat
14th|
+14/+9/+4|
+9|
+4|
+4|Weakening Critical
15th|
+15/+10/+5|
+9|
+5|
+5|School Boon IV
16th|
+16/+11/+6/+1|
+10|
+5|
+5|Bonus Feat
17th|
+17/+12/+7/+2|
+10|
+5|
+5|Way of the Samurai
18th|
+18/+13/+8/+3|
+11|
+6|
+6|Bonus Feat
19th|
+19/+14/+9/+4|
+11|
+6|
+6|Wounding Critical
20th|
+20/+15/+10/+5|
+12|
+6|
+6|School Boon V[/table]
Weapon and Armor Proficiencies: Simple, Martial and Bastard Sword. Light, Medium, Heavy. (no shields)
A Note on the definition of blade when used in context of class abilities:
When stated that an ability is either dependent upon the presence of or works only with a blade it is meant for blade to mean any light, one-handed, or two-handed slashing weapon that cannot also be described as an axe or scythe. (i.e. Falchion, Glaive, Greatsword, Bastard Sword, Fullblade, Short Sword, Kukri)
Class Features
Schools of Martial Arts
The Samurai chooses his school of martial arts at first level and gains the skills associated with said school as well as the school's first boon. At every level divisible by five, he gains another, more powerful boon of which he can make use. At no time may he change his school of focus.
Iaijutsu or Iaido.
The art of drawing and cutting with the blade.
Skills: Balance(dex), Intimidate(cha), Diplomacy(cha)
School Boon I - When wielding a single blade, the Samurai may ignore the hardness of any object or creature.
School Boon II - When wielding a single blade in either one hand or two, the Samurai gains a bonus to attack equal to 1/5 his class level rounded down, and to damage equal to 1/2 his class level rounded down.
School Boon III - Any single blade the Samurai wields hereafter gains the Speed quality.
School Boon IV - The Samurai gains double the effect of the Power Attack feat when applied to a blade of any type. (Remember that the double of a double is a triple, and that the double of time-and-a-half is double.)
School Boon V - When the Samurai is attacked by any enemy of any size and the attack misses due to Armor Class, said attack provokes an attack of opportunity which can be used to attack as per usual, or as either a sunder or disarm attempt. Neither the sunder nor disarm attempt provoke their own attacks of opportunity, even if the Samurai does not have access to the Improved Sunder or Disarm feats.
Individual Two Skies School of Martial Arts.
The Martial Science dealing with the use of two blades.
Skills: Tumble(dex), Balance(dex), Intimidate(cha), Bluff(cha)
School Boon I - The Samurai deals full strength damage with any weapon wielded in his off hand. He may also wield any one handed blade as if it were a light weapon in his off hand. Furthermore, the Samurai need not meet the dexterity prerequisite of any Two-Weapon feat in order to take it.
School Boon II - The Samurai's penalty for fighting with two blades is reduced by one. (i.e., -1/-1 or -3/-3)
School Boon III - The samurai may now may an extra attack with his off-hand weapon as part of any standard action, even as part of a spring attack. The attacks need not be directed at the same opponent, but if used as part of a spring attack, they both must be made before resuming the second part of his move action.
School Boon IV - The Samurai's penalty for fighting with two blades is further reduced by one. (i.e., -0/-0 or -2/-2)
School Boon V - The Samurai may now take a single move action in addition to a full round attack, spacing the squares between attacks as he sees fit.
Bushido.
The martial Science of the Nobility.
Skills: Bluff(cha), Diplomacy(cha), Sense Motive(wis), Intimidate(cha), Gather Information(cha), Knowledge{Nobility & Royalty}(int), K{History}(int), Knowledge{Architecture & Engineering}(int)
School Boon I - Imperious Presence: The Samurai adds his Charisma bonus to all damage rolls when wielding a blade. The extra damage is treated as Strength in regard to critical hits, dual wielding, and wielding with two hands.
The samurai also adds his charisma bonus to all of his saves so long as his blade is drawn and readied.
School Boon II - Social Proficiency: The Samurai gains a bonus to Bluff, Diplomacy, Sense Motive, Intimidate, and Gather Information equal to 1/3 his class level rounded down. He may also take 10 on these checks at any time. Gather information checks to gain knowledge take only (1d4+1*10) minutes instead of 1d4+1 hours.
School Boon III - The Samurai may now make an intimidate check to demoralize an opponent in combat as a move action, gaining a +5 bonus on the check if he previously dealt damage to the opponent. The Samurai may now add his Charisma bonus to all attack rolls made with blades and double to all damage rolls made with blades.
School Boon IV - Overwhelming Presence: The Samurai's attempts to Demoralize an opponent ignore the 'immune to fear and/or mind affecting effects' descriptor or ability of most monsters and classes. He still may not affect any creature without an intelligence score. Additionally, a number of times per day equal to 1/5 his Class level, the Samurai may attempt to demoralize all opponents within sight and hearing distance as a standard action. For those he has dealt damage to, he gains a +5 bonus for those who can see him and a +2 bonus for those who can only hear him. If more than 1/3 of the enemies facing him are demoralized in this way, the demoralized attempt to flee, regardless of the morale situation of the enemy as a whole.
School Boon V - The Samurai gains the Frightful Presence ability as a Dragon of HD equal to his level. The DC is Charisma based (10+1/2CL+Cha) and affects even those immune to fear and/or mind affecting effects (save creatures without an intelligence score)
Bonus Feats
Taken from the Fighter bonus feat list. The Samurai qualifies for fighter level dependent feats as a fighter of equal level, but may only take the weapon focus feat tree for any type of blade.
Holding Down the Pillow(Ex)
"Holding down the pillow means that when you have attained my science in reality and are engaged with an opponent, whenever the opponent evinces any sign of intending to make a move, you perceive it before he acts. Stopping an opponent's attack at the initial outset, not letting him follow through, is the sense of 'holding down the pillow.'" - Miyamoto Musashi, The Book of Five Rings
+2 untyped bonus to Initiative.
If the Samurai acts in the surprise round of combat or the first round of combat, attacking and dealing damage to a flat footed opponent (one per round, should he act in the surprise), that enemy must delay his action in the initiative until the rest of the Samurai's allies have taken their action, regardless of initiative. The new initiative order made by this ability stays in place for the rest of the encounter.
Stomp the Sword(Ex)
"...if you strike in the wake of an opponent's striking sword, it will turn into a clashing, clanging volley of blows, and will get you nowhere. When an opponent lashes out with his sword, you overpower his assault by stomping the sword down with your foot, seeing to it that he cannot strike a second blow... This means getting the jump on everything. It does not mean randomly hitting the opponent with the idea of settling the contest all at once. It means instantaneous and unyielding follow-up." - Miyamoto Musashi, The Book of Five Rings
The Samurai, when wielding any blade, gains a dodge bonus to AC equal to 1/4 his class level.
Weapon Familiarity(blade)
When the Samurai wields any bladed weapon, he may apply the use of any weapon specific feats he has taken for any other type of blade.
Mettle(Ex)
If the Samurai makes a Will save or Fortitude save that has an effect on a successful save (such as the damage on a successful save vs. Disintegrate), he takes no effect on a successful save (i.e., ‘Will half’ & ‘Fortitude partial’ become ‘Will negates’ and ‘Fortitude’ negates).
Weakening Critical(Ex)
On a critical hit, the Samurai also does two points of Strength damage.
Way of the Samurai(Ex)
"Even if one's head should be cut off, he should be able to do one more action with a certainty." -From the text Hagakure
Once per day, if brought to between 0 and -9 hit points by any attack, the samurai may, as an immediate response, make a single melee attack against the enemy that hit him should he be in range. He may charge if the enemy is within range, but not adjacent, provoking attacks of opportunity as normal, though if hit by an attack while charging, the ability fails and the Samurai takes damage as normal. If the attack hits, the Samurai gains temporary hit points equal to the damage dealt that last for one minute. He may act as if not disabled during this time, though it he sustains damage enough to exceed the temporary hp, he dies. If the Samurai's attack should kill or knock unconscious his target, he gains the total damage dealt by his attack as actual hp.
Wounding Critical(Ex)
On a critical hit, the Samurai also does two points of Constitution damage.
~fin~
http://elizabethmcintire.com/wp-content/uploads/2011/06/samurai_fighting_many_enemies.jpg
”The Way of the Samurai is found in death. When it comes to either/or, there is only the quick choice of death. It is not particularly difficult. Be determined and advance…
…If by setting one‘s heart right every morning and evening, one is able to live as though his body were already dead, he gains freedom in the Way. His whole life will be without blame, and he will succeed in his calling.”
-From the musings of Yamamoto Tsunetomo as put down in the book Hagakure
The Samurai is fearless and strong, master of the blade and of the science of martial arts. Oftentimes noble and urbane, the Samurai is accomplished in many things, not the least of which being leadership and diplomacy.
Alignment: Any Lawful. Often Lawful Neutral. The discipline of the Samurai is strict and unyielding, making lesser men as commoners and ninjas by comparison. It takes a firm, sound mind to accomplish and stay true to the Way where there is no room for frivolity and caprice.
Religion: Any. More often than not, the Samurai, if not his own master, will attend to the belief of his master or liege lord. Religion takes less a part in the martial and fiercely secular nature of practical martial arts. Oftentimes you will find that many Samurai are without the least of drippings of piety, perhaps giving lip service to a god while his conviction lies more in the sharpness of his sword.
Background: It takes fierce devotion to the Way and a comprehensive understanding of the science of martial arts to become said science’s avatar. Few are up to the task, though many think they are capable. Samurai can come from any background (or sourcebook) and claim devotion and understanding and martial prowess, but most are pretenders to the ideal. It takes the sure hand and knowledge of a master and teacher, oftentimes a large institution of martial training, to sculpt and mold the Samurai potential and send him on his way.
Races: Generally, humans are the race most suited to Way, more versatile and adaptable to the ever-changing flux and flow of the battlefield. They also tend to fanatacism more readily than the other, longer lived races, accepting and embodying the Way all the easier. Dwarves have the predisposition toward discipline and hardy nature to make a mighty Samurai warrior, though more hirsute than subtle when it comes to diplomacy. Half-Orcs have the power and the ferocity of the Martial master, however their suitability discipline-wise is to be proven. You see less of the other races taking up the mantle of the Samurai, though sometimes the Half-elf or the Halfling may just be the perfect example of the Charismatic, noble sword swinger.
Other Classes: Received generally as the Paladin, though looser on the morals. Tends to get along with just about everyone (save ninjas, the dart throwing monkey fodder..) due to the fact that he understands that many of these mere mortals fall short of the glory that is his, but that is no reason to treat them with disdain.
Role: In battle he is fierce and implacable. He tries to the best of his ability to take up the entire focus of as many enemies as capable in order to give his allies more breathing room and options. He works best in the center of the fight, sword flashing and blood flying, though he works well as a support for other melee types and as a stonewall for escaping friends and squishy wizards. He relies on the other characters’ knowledge of the arcane and that of healing as he’s more than likely unable to heal himself, so he tends to try to make himself very useful.
Out of combat, The Samurai is sometimes an accomplished diplomat, talking circles around the savviest of rogues or bolstering the morale of the army he leads through the use of a bard-worthy heroic speech. Oftentimes, though, skillful use of intimidation and blunt words are the Samurai’s social bread and butter.
Adaptation: The Samurai is just the name. Most of the mechanics of this class can be changed in name and possibly in application and derivation to suit a more broadly and easily integrated fighter type.
GAME RULE INFORMATION
The Samurai has the following game statistics.
Abilities: Strength is of the most value to the Samurai. Constitution a close second. Depending on the build and make of the samurai and upon the choice of Martial Art, Dexterity and Charisma may also figure highly in his value system.
Alignment: Any Lawful
Hit Die: D10
Starting Age: As Cleric
Starting Gold: As Fighter
Class Skills
Jump(str), Climb(str), Swim(str), Ride(dex), Profession(wis), Craft(int), Iaijutsu focus(cha) + (school specific skills)
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
CThe Samurai
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|School of Martial Arts, School Boon I
2nd|
+2|
+3|
+0|
+0|Bonus Feat
3rd|
+3|
+3|
+1|
+1|Holding Down the Pillow
4th|
+4|
+4|
+1|
+1|Stomp the Sword, Bonus Feat
5th|
+5|
+4|
+1|
+1|School Boon II
6th|
+6/+1|
+5|
+2|
+2|Bonus Feat
7th|
+7/+2|
+5|
+2|
+2|Weapon Familiarity (Blade)
8th|
+8/+3|
+6|
+2|
+2|Bonus Feat
9th|
+9/+4|
+6|
+3|
+3|Mettle
10th|
+10/+5|
+7|
+3|
+3|School Boon III
11th|
+11/+6/+1|
+7|
+3|
+3|Bonus Feat
12th|
+12/+7/+2|
+8|
+4|
+4|
13th|
+13/+8/+3|
+8|
+4|
+4|Bonus Feat
14th|
+14/+9/+4|
+9|
+4|
+4|Weakening Critical
15th|
+15/+10/+5|
+9|
+5|
+5|School Boon IV
16th|
+16/+11/+6/+1|
+10|
+5|
+5|Bonus Feat
17th|
+17/+12/+7/+2|
+10|
+5|
+5|Way of the Samurai
18th|
+18/+13/+8/+3|
+11|
+6|
+6|Bonus Feat
19th|
+19/+14/+9/+4|
+11|
+6|
+6|Wounding Critical
20th|
+20/+15/+10/+5|
+12|
+6|
+6|School Boon V[/table]
Weapon and Armor Proficiencies: Simple, Martial and Bastard Sword. Light, Medium, Heavy. (no shields)
A Note on the definition of blade when used in context of class abilities:
When stated that an ability is either dependent upon the presence of or works only with a blade it is meant for blade to mean any light, one-handed, or two-handed slashing weapon that cannot also be described as an axe or scythe. (i.e. Falchion, Glaive, Greatsword, Bastard Sword, Fullblade, Short Sword, Kukri)
Class Features
Schools of Martial Arts
The Samurai chooses his school of martial arts at first level and gains the skills associated with said school as well as the school's first boon. At every level divisible by five, he gains another, more powerful boon of which he can make use. At no time may he change his school of focus.
Iaijutsu or Iaido.
The art of drawing and cutting with the blade.
Skills: Balance(dex), Intimidate(cha), Diplomacy(cha)
School Boon I - When wielding a single blade, the Samurai may ignore the hardness of any object or creature.
School Boon II - When wielding a single blade in either one hand or two, the Samurai gains a bonus to attack equal to 1/5 his class level rounded down, and to damage equal to 1/2 his class level rounded down.
School Boon III - Any single blade the Samurai wields hereafter gains the Speed quality.
School Boon IV - The Samurai gains double the effect of the Power Attack feat when applied to a blade of any type. (Remember that the double of a double is a triple, and that the double of time-and-a-half is double.)
School Boon V - When the Samurai is attacked by any enemy of any size and the attack misses due to Armor Class, said attack provokes an attack of opportunity which can be used to attack as per usual, or as either a sunder or disarm attempt. Neither the sunder nor disarm attempt provoke their own attacks of opportunity, even if the Samurai does not have access to the Improved Sunder or Disarm feats.
Individual Two Skies School of Martial Arts.
The Martial Science dealing with the use of two blades.
Skills: Tumble(dex), Balance(dex), Intimidate(cha), Bluff(cha)
School Boon I - The Samurai deals full strength damage with any weapon wielded in his off hand. He may also wield any one handed blade as if it were a light weapon in his off hand. Furthermore, the Samurai need not meet the dexterity prerequisite of any Two-Weapon feat in order to take it.
School Boon II - The Samurai's penalty for fighting with two blades is reduced by one. (i.e., -1/-1 or -3/-3)
School Boon III - The samurai may now may an extra attack with his off-hand weapon as part of any standard action, even as part of a spring attack. The attacks need not be directed at the same opponent, but if used as part of a spring attack, they both must be made before resuming the second part of his move action.
School Boon IV - The Samurai's penalty for fighting with two blades is further reduced by one. (i.e., -0/-0 or -2/-2)
School Boon V - The Samurai may now take a single move action in addition to a full round attack, spacing the squares between attacks as he sees fit.
Bushido.
The martial Science of the Nobility.
Skills: Bluff(cha), Diplomacy(cha), Sense Motive(wis), Intimidate(cha), Gather Information(cha), Knowledge{Nobility & Royalty}(int), K{History}(int), Knowledge{Architecture & Engineering}(int)
School Boon I - Imperious Presence: The Samurai adds his Charisma bonus to all damage rolls when wielding a blade. The extra damage is treated as Strength in regard to critical hits, dual wielding, and wielding with two hands.
The samurai also adds his charisma bonus to all of his saves so long as his blade is drawn and readied.
School Boon II - Social Proficiency: The Samurai gains a bonus to Bluff, Diplomacy, Sense Motive, Intimidate, and Gather Information equal to 1/3 his class level rounded down. He may also take 10 on these checks at any time. Gather information checks to gain knowledge take only (1d4+1*10) minutes instead of 1d4+1 hours.
School Boon III - The Samurai may now make an intimidate check to demoralize an opponent in combat as a move action, gaining a +5 bonus on the check if he previously dealt damage to the opponent. The Samurai may now add his Charisma bonus to all attack rolls made with blades and double to all damage rolls made with blades.
School Boon IV - Overwhelming Presence: The Samurai's attempts to Demoralize an opponent ignore the 'immune to fear and/or mind affecting effects' descriptor or ability of most monsters and classes. He still may not affect any creature without an intelligence score. Additionally, a number of times per day equal to 1/5 his Class level, the Samurai may attempt to demoralize all opponents within sight and hearing distance as a standard action. For those he has dealt damage to, he gains a +5 bonus for those who can see him and a +2 bonus for those who can only hear him. If more than 1/3 of the enemies facing him are demoralized in this way, the demoralized attempt to flee, regardless of the morale situation of the enemy as a whole.
School Boon V - The Samurai gains the Frightful Presence ability as a Dragon of HD equal to his level. The DC is Charisma based (10+1/2CL+Cha) and affects even those immune to fear and/or mind affecting effects (save creatures without an intelligence score)
Bonus Feats
Taken from the Fighter bonus feat list. The Samurai qualifies for fighter level dependent feats as a fighter of equal level, but may only take the weapon focus feat tree for any type of blade.
Holding Down the Pillow(Ex)
"Holding down the pillow means that when you have attained my science in reality and are engaged with an opponent, whenever the opponent evinces any sign of intending to make a move, you perceive it before he acts. Stopping an opponent's attack at the initial outset, not letting him follow through, is the sense of 'holding down the pillow.'" - Miyamoto Musashi, The Book of Five Rings
+2 untyped bonus to Initiative.
If the Samurai acts in the surprise round of combat or the first round of combat, attacking and dealing damage to a flat footed opponent (one per round, should he act in the surprise), that enemy must delay his action in the initiative until the rest of the Samurai's allies have taken their action, regardless of initiative. The new initiative order made by this ability stays in place for the rest of the encounter.
Stomp the Sword(Ex)
"...if you strike in the wake of an opponent's striking sword, it will turn into a clashing, clanging volley of blows, and will get you nowhere. When an opponent lashes out with his sword, you overpower his assault by stomping the sword down with your foot, seeing to it that he cannot strike a second blow... This means getting the jump on everything. It does not mean randomly hitting the opponent with the idea of settling the contest all at once. It means instantaneous and unyielding follow-up." - Miyamoto Musashi, The Book of Five Rings
The Samurai, when wielding any blade, gains a dodge bonus to AC equal to 1/4 his class level.
Weapon Familiarity(blade)
When the Samurai wields any bladed weapon, he may apply the use of any weapon specific feats he has taken for any other type of blade.
Mettle(Ex)
If the Samurai makes a Will save or Fortitude save that has an effect on a successful save (such as the damage on a successful save vs. Disintegrate), he takes no effect on a successful save (i.e., ‘Will half’ & ‘Fortitude partial’ become ‘Will negates’ and ‘Fortitude’ negates).
Weakening Critical(Ex)
On a critical hit, the Samurai also does two points of Strength damage.
Way of the Samurai(Ex)
"Even if one's head should be cut off, he should be able to do one more action with a certainty." -From the text Hagakure
Once per day, if brought to between 0 and -9 hit points by any attack, the samurai may, as an immediate response, make a single melee attack against the enemy that hit him should he be in range. He may charge if the enemy is within range, but not adjacent, provoking attacks of opportunity as normal, though if hit by an attack while charging, the ability fails and the Samurai takes damage as normal. If the attack hits, the Samurai gains temporary hit points equal to the damage dealt that last for one minute. He may act as if not disabled during this time, though it he sustains damage enough to exceed the temporary hp, he dies. If the Samurai's attack should kill or knock unconscious his target, he gains the total damage dealt by his attack as actual hp.
Wounding Critical(Ex)
On a critical hit, the Samurai also does two points of Constitution damage.
~fin~