LordErebus12
2013-01-10, 02:07 AM
New Stuff in Royal Blue
GAME RULE INFORMATION
Samurai have the following game statistics.
Abilities: All Abilities are useful to a samurai, there is no "dump" stat.
In melee combat, Wisdom can be as paramount to a samurai as Strength and Dexterity can be. In addition, Wisdom governs the willpower of the Samurai, a must for dealing with many challenges. A high constitution may help him survive in the midst of battle. Dexterity governs some abilities, as well as the samurai's defense. Many of the samurai’s other class features depend on Charisma—a samurai’s force of personality can make his enemies quake in fear.
Alignment: Any. Typically Any Lawful
Hit Die: d10.
Class Skills
The samurai’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Iaijutsu Focus (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Ride (Dex), and Sense Motive (Wis).
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
{table=head]{colsp=8}Table: Samurai Homebrew Class
Level| BAB | Fort| Ref |Will| Special Abilities| Enhancement| Steely Resolve Damage Pool
1st |+1 |+2 |+0 |+2 | Ancestral Weapon, Battle Wisdom|---|---
2nd |+2 |+3 |+0 |+3 | First Form|---|---
3rd |+3 |+3 |+1 |+3 | Iaijutsu|---|---
4th |+4 |+4 |+1 |+4 | Dedication| 1|---
5th |+5 |+4 |+1 |+4 | Furious Counterstrike| 1| 10
6th |+6/+1 |+5 |+2 |+5 | Second Form| 1| 10
7th |+7/+2 |+5 |+2 |+5 | Staredown| 1| 10
8th |+8/+3 |+6 |+2 |+6 | Dedication, Uncanny Initiative| 2| 10
9th |+9/+4 |+6 |+3 |+6 | Iron Coat (Armor +4/ Max Dex +8)| 2| 10
10th |+10/+5 |+7 |+3 |+7 | Kiai!| 2| 20
11th |+11/+6/+1 |+7 |+3 |+7 | Third Form| 2| 20
12th |+12/+7/+2 |+8 |+4 |+8 | Iron Coat (Armor +8/ Max Dex +5), Dedication| 3| 20
13th |+13/+8/+3 |+8 |+4 |+8 | Flash Step| 3| 20
14th |+14/+9/+4 |+9 |+4 |+9 | Improved Staredown| 3| 20
15th |+15/+10/+5 |+9 |+5 |+9 | Iron Coat (Armor +12 / Max Dex +2)| 3| 30
16th |+16/+11/+6/+1 |+10 |+5 |+10 | Dedication, Master of Forms| 4| 30
17th |+17/+12/+7/+2 |+10 |+5 |+10 | Death Attack| 4| 30
18th |+18/+13/+8/+3 |+11 |+6 |+11 | Frightful Presence| 4| 30
19th |+19/+14/+9/+4 |+11 |+6 |+11 | Impetuous Endurance| 4| 30
20th |+20/+15/+10/+5 |+12 |+6 |+12 | Aura of the Shogun| 5| 40
[/table]
Class Features
All of the following are class features of the samurai.
Weapon and Armor Proficiency: A samurai is proficient with simple and martial weapons; however, given the samurai’s skill with weapons, the samurai is capable of mastering new weapons with at least 2 hours of practice with the new weapon.
Samurais are proficient with all types of armor, but not with shields.
Battle Wisdom (Ex):
Starting at 1st level, a samurai can supplement their wisdom modifier for their strength modifier on all melee attack rolls or for their dexterity modifier on all ranged attack rolls made with his Ancestral Weapons (see below).
First Form:
At 2nd level, the samurai selects one style of combat that they will focus on until they grow in skill, the samurai can choose between Daisho (one-handed weapon and one light weapon), archery, polearms (such as glaives and naginatas), or unarmed combat. Once taken, this choice cannot be changed but other combat forms are gained at several levels, allowing for them all to be mastered eventually.
Iaijutsu (Ex):
At 3rd level, a samurai has become adept at iaijutsu, a fighting technique that concentrates on drawing his weapon and striking a foe in one fluid motion, before sheathing it. He is treated as having the Quick Draw feat, and can sheath it as a free action.
Dedication (Ex):
At 4th level and every four levels thereafter (ending at 16th level), a samurai gains a permanent +2 bonus to one ability score of the samurai's choice, proof of the samurai's dedication to self improvement and striving towards perfection. Each time this is taken, it may be the same ability score or a different one.
Steely Resolve (Ex):
At 5th level, your supreme dedication and intense focus allow you to temporarily set aside the pain and hindering effects of injuries. When an opponent strikes you, the injury does not immediately affect you.
You have a delayed damage pool that allows you to forestall the effects of many injuries. This pool begins at 0 with each encounter. When you are attacked, any hit point damage the blow deals is added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0. Any healing you receive can either increase your current hit point total as normal or reduce the total damage in your delayed damage pool.
When you receive healing, you choose whether it affects your damage pool, your hit points, or both (you can split the amount of healing as you wish). Most Samurai opt to keep as much damage in their delayed damage pool as possible to maximize the benefit of their furious counterstrike ability (see below).
Special effects tied to an attack, such as energy drain, stun, and so forth, still affect you as normal, and their effects are not delayed by this ability. For example, if you are bitten by a venomous spider, you must still attempt a Fortitude save against the poison immediately, even though the bite damage shifts into your delayed damage pool. By the same token, any other special attack that imposes a condition, such as a medusa’s petrifying gaze, takes immediate effect on you.
At 5th level, your delayed damage pool can hold up to 10 points of damage. Any damage beyond that comes off your hit points as normal. The maximum damage your pool holds increases by 10 at 10th, 15th, and 20th level.
Furious Counterstrike (Ex):
At 5th level, you can channel the pain of your injuries into a boiling rage that lets you lash out at your enemies with renewed vigor and power. Each attack that strikes you only pushes you onward to greater glory.
During your turn, you gain a bonus on attack rolls and damage rolls is based on the current value of your delayed damage pool (see steely resolve, above). You can only gain a maximum bonus on attack rolls and damage rolls of +6 from furious counterstrike.
Use the table below to quickly determine the attack bonus and damage bonus from furious counterstrike, based on the amount of damage in your delayed damage pool. This ability’s benefits last until the end of your turn.
{table=head]{colsp=2}
Delayed Damage Pool Points| Furious Counterstrike Bonus
1–9| +1
10–14| +2
15–19 | +3
20–24 | +4
25–29 | +5
30+ | +6
[/Table]
Second Form:
At 6th level, the samurai selects one additional combat form that the samurai is proficient with. The samurai now can freely flow between styles, simply by using a different ancestral weapon type. Also, each form gains a new ability at this level.
Staredown (Ex):
At 7th 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 (as described in the Intimidate skill description, page 76 of the Player’s Handbook).
Uncanny Initiative (Ex):
At 8th level, the samurai has practiced iaijutsu techniques used in ritual duels between two samurai, and he is able to anticipate when any enemy will attack and to react to danger before his senses would normally allow him to do so. He now has the Improved Initiative as a bonus feat.
He also retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
Iron Coat (Su):
At 9th level, if not denied his dexterity then the samurai is considered armored in armor, his body hardening the moment before blows fall upon him. He gains a +4 armor bonus but still suffers from a maximum Dexterity cap of +8.
This bonus can be deactivated or activated as a free action. Whenever the samurai wears actual armor, this armor bonus/max dex is suppressed and the worn armor's modifiers are applied as normal.
Starting at 9th level, you instead receive a +8 armor bonus but a Maximum Dexterity of +5. The samurai never reduces his speed because of medium armor.
Finally at 12th level, you receive a +12 armor bonus but a maximum dexterity of +2 and the samurai never reduces his speed because of heavy armor.
Kiai! (Ex):
At 10th level, a Samurai can strike with great focus. Whenever the samurai makes a single attack as a standard action and hits the target, he may decide to automatically convert that successful strike into a confirmed critical hit.
He may use this ability a number of times per day equal to 3 + Charisma modifier. This ability is declared after the attack is rolled, but before damage is rolled. This ability cannot be used on Attacks of Opportunity.
Third Form:
At 11th level, the samurai selects one additional combat form that the samurai is proficient with. The samurai also gains a new ability for each form.
Flash Step (Su):
At 13th level, the samurai can move at accelerated speed, flashing across the battlefield with a moment’s impulse. Once per round, you can move a distance up to your land speed (as if using a move action to do so) as a free action. This extra movement follows all the normal rules for movement, except that you can move across water or other liquid without falling in (as long as you start and finish on solid ground).
You provoke attacks of opportunity as normal for movement, though the rapidity of your travel makes your form blurry, providing concealment against such attacks. The samurai may use this ability a number of times per day equal to 3 + Dexterity Modifier.
Improved Staredown (Ex):
At 14th level, even a glance from the hard eyes of a samurai is enough to give his foes pause. The samurai can demoralize opponents within 30 feet as a move action, not a standard action.
Mastery of Forms:
At 16th level, the samurai has mastered all combat forms.
Death Attack:
At 17th level, if a samurai studies his victim for 3 rounds and then makes a single attack with a melee weapon that successfully deals damage, the attack has the additional effect of possibly either paralyzing or killing the target (samurai's choice).
While studying the victim, the samurai can undertake other actions so long as his attention stays focused on the target, perhaps talking to them or during a standoff. If the victim of such an attack fails a Fortitude save (DC 10 + the samurai's class level + the samurai's charisma modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the samurai.
If the victim’s saving throw succeeds, the attack is just a normal attack that scored a critical hit. Once the samurai has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the samurai does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack. This always uses up one of the "Kiai!" ability uses per day.
Frightful Presence (Ex):
A 18th-level samurai’s bravery, honor, and fighting prowess have become legendary. When the samurai draws his blade, opponents within 30 feet must succeed on a Will save (DC 20 + samurai’s Cha modifier) or become panicked for 4d6 rounds (if they have 4 or fewer Hit Dice) or shaken for 4d6 rounds (if they have from 5 to 19 Hit Dice). Creatures with 20 or more Hit Dice are not affected.
Any foe that successfully resists the effect cannot be affected again by the same samurai’s frightful presence for 24 hours.
Impetuous Endurance (Ex):
At 19th level, your fighting spirit enables your body to be pushed beyond its normal limits of endurance. You no longer automatically fail a saving throw on a roll of 1. You might still fail the save if your result fails to equal or beat the DC.
Aura of the Shogun:
At 20th level, the samurai reaches the pinnacle of their abilities, overcoming all challenges to become a person renowned on all frontiers and on every battlefield. The samurai's frightful presence extends to a greater range, reaching outwards 60 ft.
The Samurai gains Damage Reduction 10 / Epic, Immunity to Fear spells and effects, as well as receives a permanent increase of +4 to one ability score of their choice.
Style Progressions
Daisho Samurai Style
a samurai has learned to wield the two weapons together. He is treated as having the Two-Weapon Fighting feat when wielding two ancestral weapons, one handed and one light, even if he does not meet the prerequisites for that feat.
Daisho Pounce (Ex):
At 6th level, a samurai has learned to strike twice with a charge. He is treated as having the Two-Weapon Pounce feat when wielding a one handed and light weapon, even if he does not meet the prerequisites for that feat.
Whirling Daisho (Ex):
At 11th level, a samurai’s speed with two weapons in combat increases, he can combat entire groups with his swordplay. He is treated as having the Whirlwind Attack feat when wielding a one handed and light weapon, even if he does not meet the prerequisites for the feat. A samurai can only use this ability a number of times per day equal to 3 + the samurai’s Dexterity modifier.
When the samurai utilizes this feat, he can roll damage for both weapons, not just with the primary weapon as normal. A samurai can only use this ability a number of times equal to 3 + the samurai’s Dexterity modifier.
Archery Samurai Style
a samurai has learned to wield the bow with greater skill, using his wisdom to feel the shots, rather than actually taking the time to aim. Add wisdom modifier to damage rolls made with ranged weapons.
Ranged Threat (Ex):
At 6th level, a samurai’s prowess with the longbow improves when fighting in partial melee combat. He is treated as having the Ranged Threat feat when wielding a longbow, even if he does not meet the prerequisites for the feat. If a creature within 15’ of you takes an action that provokes an Attack of Opportunity, you may make a single ranged attack against that target at your highest attack bonus. This consumes all of your remaining Attacks of Opportunity for the round.
Efficient Pull (Ex):
At 11th level, a samurai’s prowess with the bow improves. Treat your Strength as being +2 when wielding a Composite Longbow or Composite Shortbow. He is treated as having the Efficient Pull feat when wielding a longbow or shortbow, even if he does not meet the prerequisites for the feat.
Polearm Samurai Style
When you make a Full Round Attack with a polearm, you receive a +1 Dodge bonus to AC and you may use the Deflect Arrows feat a number of times equal to half your dexterity modifier, rounded down, until your next turn, but you cannot use the Snatch Arrow (if you have it). You do not need a free hand to Deflect Arrows.
Haft Strike (Ex):
At 6th level, When making a Full Attack Action with a Polearm that is not a Double weapon, you may make an off-hand attack with the haft of the Polearm that does damage as if it were a Club. All normal Two-Weapon Fighting rules apply. If the Polearm is magical, its haft counts as magic for purposes of overcoming Damage Reduction. Normally, the haft of a non-double weapon counts as an Improvised weapon and cannot be used as part of a Full Attack Action.
Hurricane Defense (Ex):
At 11th level, When he needs to, a samurai can fall into the hurricane defense. In this defensive stance, a samurai spins his weapon around himself at high speed, gaining phenomenal durability, but he cannot move from the spot he is defending. He gains a +2 resistance bonus on all saves and a +4 dodge bonus to AC.
a samurai cannot use skills or abilities that would require him to shift his position, such as Move Silently or Jump, while using this technique. A hurricane defense can only last for a number of rounds equal to 3 + the samurai’s Constitution modifier. A samurai may end his hurricane defense voluntarily prior to this limit.
At the end of the hurricane defense, the samurai is winded and takes a –2 penalty to Strength for the duration of that encounter. A samurai can only use his hurricane defensive stance a certain number of times per day equal to 1/4th the samurai’s level. Beginning the hurricane defense takes one move action and the samurai can only do so during his action.
Iron Samurai Style
A samurai has begun to master the use of his own body as a weapon, channeling his ancestral powers into hardening him own body. He treats any unarmed or natural attacks as their Ancestral weapons. The samurai also gains 2 slam attacks as primary weapons, dealing 1d6 damage plus the samurai's strength modifier (1d4 for small, 1d8 for large).
Rushing Body (Ex):
At 6th level, the samurai can perform charges or bull rushes that provoke no Attack of Opportunities. All other rules applied to bull rushes and charges still apply.
Thunderous Blow (Ex):
At 11th level, the samurai can deal a single slam attack that deals 2d6 plus 1 & 1/2 of the strength modifier. If it scores a critical hit, it deals triple damage and has the possibility of knocking a foe to the ground, if they fail a Fortitude save (DC 10 + the samurai's class level + the samurai's strength modifier).
Ancestral Weaponry:
Every culture with a Samurai tradition has a signature weapon(s) that Samurai from that culture use. Whether it is the Spiked Chain of the Hobgoblin Khanate of Khadun or the Katana and wakizashi of the Human Empire of Rokugan, the weapons serve as a symbol of the office and prowess of the Samurai.
This weapon must be a masterwork weapon exalted by the Samurai's warrior culture. He must perform a 24 hour ritual to call his ancestral spirits into the weapon and designate it as his Ancestral Weapon. This ritual costs 100 gp in incense and offerings, and once performed grants the following abilities:
• Counts as his Ancestral Weapon for all Samurai abilities.
• Has a minimum enhancement bonus to attack and damage equal to his level divided by four (maximum of +5 for a samurai of 20th level).
• The Ancestral weapon has double HP and +10 Hardness, and always has the Ghost Touch special property.
Any ancestral weapons only function with the creator, and do not carry any magical powers outside the hands of the samurai.
GAME RULE INFORMATION
Samurai have the following game statistics.
Abilities: All Abilities are useful to a samurai, there is no "dump" stat.
In melee combat, Wisdom can be as paramount to a samurai as Strength and Dexterity can be. In addition, Wisdom governs the willpower of the Samurai, a must for dealing with many challenges. A high constitution may help him survive in the midst of battle. Dexterity governs some abilities, as well as the samurai's defense. Many of the samurai’s other class features depend on Charisma—a samurai’s force of personality can make his enemies quake in fear.
Alignment: Any. Typically Any Lawful
Hit Die: d10.
Class Skills
The samurai’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Iaijutsu Focus (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Ride (Dex), and Sense Motive (Wis).
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
{table=head]{colsp=8}Table: Samurai Homebrew Class
Level| BAB | Fort| Ref |Will| Special Abilities| Enhancement| Steely Resolve Damage Pool
1st |+1 |+2 |+0 |+2 | Ancestral Weapon, Battle Wisdom|---|---
2nd |+2 |+3 |+0 |+3 | First Form|---|---
3rd |+3 |+3 |+1 |+3 | Iaijutsu|---|---
4th |+4 |+4 |+1 |+4 | Dedication| 1|---
5th |+5 |+4 |+1 |+4 | Furious Counterstrike| 1| 10
6th |+6/+1 |+5 |+2 |+5 | Second Form| 1| 10
7th |+7/+2 |+5 |+2 |+5 | Staredown| 1| 10
8th |+8/+3 |+6 |+2 |+6 | Dedication, Uncanny Initiative| 2| 10
9th |+9/+4 |+6 |+3 |+6 | Iron Coat (Armor +4/ Max Dex +8)| 2| 10
10th |+10/+5 |+7 |+3 |+7 | Kiai!| 2| 20
11th |+11/+6/+1 |+7 |+3 |+7 | Third Form| 2| 20
12th |+12/+7/+2 |+8 |+4 |+8 | Iron Coat (Armor +8/ Max Dex +5), Dedication| 3| 20
13th |+13/+8/+3 |+8 |+4 |+8 | Flash Step| 3| 20
14th |+14/+9/+4 |+9 |+4 |+9 | Improved Staredown| 3| 20
15th |+15/+10/+5 |+9 |+5 |+9 | Iron Coat (Armor +12 / Max Dex +2)| 3| 30
16th |+16/+11/+6/+1 |+10 |+5 |+10 | Dedication, Master of Forms| 4| 30
17th |+17/+12/+7/+2 |+10 |+5 |+10 | Death Attack| 4| 30
18th |+18/+13/+8/+3 |+11 |+6 |+11 | Frightful Presence| 4| 30
19th |+19/+14/+9/+4 |+11 |+6 |+11 | Impetuous Endurance| 4| 30
20th |+20/+15/+10/+5 |+12 |+6 |+12 | Aura of the Shogun| 5| 40
[/table]
Class Features
All of the following are class features of the samurai.
Weapon and Armor Proficiency: A samurai is proficient with simple and martial weapons; however, given the samurai’s skill with weapons, the samurai is capable of mastering new weapons with at least 2 hours of practice with the new weapon.
Samurais are proficient with all types of armor, but not with shields.
Battle Wisdom (Ex):
Starting at 1st level, a samurai can supplement their wisdom modifier for their strength modifier on all melee attack rolls or for their dexterity modifier on all ranged attack rolls made with his Ancestral Weapons (see below).
First Form:
At 2nd level, the samurai selects one style of combat that they will focus on until they grow in skill, the samurai can choose between Daisho (one-handed weapon and one light weapon), archery, polearms (such as glaives and naginatas), or unarmed combat. Once taken, this choice cannot be changed but other combat forms are gained at several levels, allowing for them all to be mastered eventually.
Iaijutsu (Ex):
At 3rd level, a samurai has become adept at iaijutsu, a fighting technique that concentrates on drawing his weapon and striking a foe in one fluid motion, before sheathing it. He is treated as having the Quick Draw feat, and can sheath it as a free action.
Dedication (Ex):
At 4th level and every four levels thereafter (ending at 16th level), a samurai gains a permanent +2 bonus to one ability score of the samurai's choice, proof of the samurai's dedication to self improvement and striving towards perfection. Each time this is taken, it may be the same ability score or a different one.
Steely Resolve (Ex):
At 5th level, your supreme dedication and intense focus allow you to temporarily set aside the pain and hindering effects of injuries. When an opponent strikes you, the injury does not immediately affect you.
You have a delayed damage pool that allows you to forestall the effects of many injuries. This pool begins at 0 with each encounter. When you are attacked, any hit point damage the blow deals is added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0. Any healing you receive can either increase your current hit point total as normal or reduce the total damage in your delayed damage pool.
When you receive healing, you choose whether it affects your damage pool, your hit points, or both (you can split the amount of healing as you wish). Most Samurai opt to keep as much damage in their delayed damage pool as possible to maximize the benefit of their furious counterstrike ability (see below).
Special effects tied to an attack, such as energy drain, stun, and so forth, still affect you as normal, and their effects are not delayed by this ability. For example, if you are bitten by a venomous spider, you must still attempt a Fortitude save against the poison immediately, even though the bite damage shifts into your delayed damage pool. By the same token, any other special attack that imposes a condition, such as a medusa’s petrifying gaze, takes immediate effect on you.
At 5th level, your delayed damage pool can hold up to 10 points of damage. Any damage beyond that comes off your hit points as normal. The maximum damage your pool holds increases by 10 at 10th, 15th, and 20th level.
Furious Counterstrike (Ex):
At 5th level, you can channel the pain of your injuries into a boiling rage that lets you lash out at your enemies with renewed vigor and power. Each attack that strikes you only pushes you onward to greater glory.
During your turn, you gain a bonus on attack rolls and damage rolls is based on the current value of your delayed damage pool (see steely resolve, above). You can only gain a maximum bonus on attack rolls and damage rolls of +6 from furious counterstrike.
Use the table below to quickly determine the attack bonus and damage bonus from furious counterstrike, based on the amount of damage in your delayed damage pool. This ability’s benefits last until the end of your turn.
{table=head]{colsp=2}
Delayed Damage Pool Points| Furious Counterstrike Bonus
1–9| +1
10–14| +2
15–19 | +3
20–24 | +4
25–29 | +5
30+ | +6
[/Table]
Second Form:
At 6th level, the samurai selects one additional combat form that the samurai is proficient with. The samurai now can freely flow between styles, simply by using a different ancestral weapon type. Also, each form gains a new ability at this level.
Staredown (Ex):
At 7th 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 (as described in the Intimidate skill description, page 76 of the Player’s Handbook).
Uncanny Initiative (Ex):
At 8th level, the samurai has practiced iaijutsu techniques used in ritual duels between two samurai, and he is able to anticipate when any enemy will attack and to react to danger before his senses would normally allow him to do so. He now has the Improved Initiative as a bonus feat.
He also retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
Iron Coat (Su):
At 9th level, if not denied his dexterity then the samurai is considered armored in armor, his body hardening the moment before blows fall upon him. He gains a +4 armor bonus but still suffers from a maximum Dexterity cap of +8.
This bonus can be deactivated or activated as a free action. Whenever the samurai wears actual armor, this armor bonus/max dex is suppressed and the worn armor's modifiers are applied as normal.
Starting at 9th level, you instead receive a +8 armor bonus but a Maximum Dexterity of +5. The samurai never reduces his speed because of medium armor.
Finally at 12th level, you receive a +12 armor bonus but a maximum dexterity of +2 and the samurai never reduces his speed because of heavy armor.
Kiai! (Ex):
At 10th level, a Samurai can strike with great focus. Whenever the samurai makes a single attack as a standard action and hits the target, he may decide to automatically convert that successful strike into a confirmed critical hit.
He may use this ability a number of times per day equal to 3 + Charisma modifier. This ability is declared after the attack is rolled, but before damage is rolled. This ability cannot be used on Attacks of Opportunity.
Third Form:
At 11th level, the samurai selects one additional combat form that the samurai is proficient with. The samurai also gains a new ability for each form.
Flash Step (Su):
At 13th level, the samurai can move at accelerated speed, flashing across the battlefield with a moment’s impulse. Once per round, you can move a distance up to your land speed (as if using a move action to do so) as a free action. This extra movement follows all the normal rules for movement, except that you can move across water or other liquid without falling in (as long as you start and finish on solid ground).
You provoke attacks of opportunity as normal for movement, though the rapidity of your travel makes your form blurry, providing concealment against such attacks. The samurai may use this ability a number of times per day equal to 3 + Dexterity Modifier.
Improved Staredown (Ex):
At 14th level, even a glance from the hard eyes of a samurai is enough to give his foes pause. The samurai can demoralize opponents within 30 feet as a move action, not a standard action.
Mastery of Forms:
At 16th level, the samurai has mastered all combat forms.
Death Attack:
At 17th level, if a samurai studies his victim for 3 rounds and then makes a single attack with a melee weapon that successfully deals damage, the attack has the additional effect of possibly either paralyzing or killing the target (samurai's choice).
While studying the victim, the samurai can undertake other actions so long as his attention stays focused on the target, perhaps talking to them or during a standoff. If the victim of such an attack fails a Fortitude save (DC 10 + the samurai's class level + the samurai's charisma modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the samurai.
If the victim’s saving throw succeeds, the attack is just a normal attack that scored a critical hit. Once the samurai has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the samurai does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack. This always uses up one of the "Kiai!" ability uses per day.
Frightful Presence (Ex):
A 18th-level samurai’s bravery, honor, and fighting prowess have become legendary. When the samurai draws his blade, opponents within 30 feet must succeed on a Will save (DC 20 + samurai’s Cha modifier) or become panicked for 4d6 rounds (if they have 4 or fewer Hit Dice) or shaken for 4d6 rounds (if they have from 5 to 19 Hit Dice). Creatures with 20 or more Hit Dice are not affected.
Any foe that successfully resists the effect cannot be affected again by the same samurai’s frightful presence for 24 hours.
Impetuous Endurance (Ex):
At 19th level, your fighting spirit enables your body to be pushed beyond its normal limits of endurance. You no longer automatically fail a saving throw on a roll of 1. You might still fail the save if your result fails to equal or beat the DC.
Aura of the Shogun:
At 20th level, the samurai reaches the pinnacle of their abilities, overcoming all challenges to become a person renowned on all frontiers and on every battlefield. The samurai's frightful presence extends to a greater range, reaching outwards 60 ft.
The Samurai gains Damage Reduction 10 / Epic, Immunity to Fear spells and effects, as well as receives a permanent increase of +4 to one ability score of their choice.
Style Progressions
Daisho Samurai Style
a samurai has learned to wield the two weapons together. He is treated as having the Two-Weapon Fighting feat when wielding two ancestral weapons, one handed and one light, even if he does not meet the prerequisites for that feat.
Daisho Pounce (Ex):
At 6th level, a samurai has learned to strike twice with a charge. He is treated as having the Two-Weapon Pounce feat when wielding a one handed and light weapon, even if he does not meet the prerequisites for that feat.
Whirling Daisho (Ex):
At 11th level, a samurai’s speed with two weapons in combat increases, he can combat entire groups with his swordplay. He is treated as having the Whirlwind Attack feat when wielding a one handed and light weapon, even if he does not meet the prerequisites for the feat. A samurai can only use this ability a number of times per day equal to 3 + the samurai’s Dexterity modifier.
When the samurai utilizes this feat, he can roll damage for both weapons, not just with the primary weapon as normal. A samurai can only use this ability a number of times equal to 3 + the samurai’s Dexterity modifier.
Archery Samurai Style
a samurai has learned to wield the bow with greater skill, using his wisdom to feel the shots, rather than actually taking the time to aim. Add wisdom modifier to damage rolls made with ranged weapons.
Ranged Threat (Ex):
At 6th level, a samurai’s prowess with the longbow improves when fighting in partial melee combat. He is treated as having the Ranged Threat feat when wielding a longbow, even if he does not meet the prerequisites for the feat. If a creature within 15’ of you takes an action that provokes an Attack of Opportunity, you may make a single ranged attack against that target at your highest attack bonus. This consumes all of your remaining Attacks of Opportunity for the round.
Efficient Pull (Ex):
At 11th level, a samurai’s prowess with the bow improves. Treat your Strength as being +2 when wielding a Composite Longbow or Composite Shortbow. He is treated as having the Efficient Pull feat when wielding a longbow or shortbow, even if he does not meet the prerequisites for the feat.
Polearm Samurai Style
When you make a Full Round Attack with a polearm, you receive a +1 Dodge bonus to AC and you may use the Deflect Arrows feat a number of times equal to half your dexterity modifier, rounded down, until your next turn, but you cannot use the Snatch Arrow (if you have it). You do not need a free hand to Deflect Arrows.
Haft Strike (Ex):
At 6th level, When making a Full Attack Action with a Polearm that is not a Double weapon, you may make an off-hand attack with the haft of the Polearm that does damage as if it were a Club. All normal Two-Weapon Fighting rules apply. If the Polearm is magical, its haft counts as magic for purposes of overcoming Damage Reduction. Normally, the haft of a non-double weapon counts as an Improvised weapon and cannot be used as part of a Full Attack Action.
Hurricane Defense (Ex):
At 11th level, When he needs to, a samurai can fall into the hurricane defense. In this defensive stance, a samurai spins his weapon around himself at high speed, gaining phenomenal durability, but he cannot move from the spot he is defending. He gains a +2 resistance bonus on all saves and a +4 dodge bonus to AC.
a samurai cannot use skills or abilities that would require him to shift his position, such as Move Silently or Jump, while using this technique. A hurricane defense can only last for a number of rounds equal to 3 + the samurai’s Constitution modifier. A samurai may end his hurricane defense voluntarily prior to this limit.
At the end of the hurricane defense, the samurai is winded and takes a –2 penalty to Strength for the duration of that encounter. A samurai can only use his hurricane defensive stance a certain number of times per day equal to 1/4th the samurai’s level. Beginning the hurricane defense takes one move action and the samurai can only do so during his action.
Iron Samurai Style
A samurai has begun to master the use of his own body as a weapon, channeling his ancestral powers into hardening him own body. He treats any unarmed or natural attacks as their Ancestral weapons. The samurai also gains 2 slam attacks as primary weapons, dealing 1d6 damage plus the samurai's strength modifier (1d4 for small, 1d8 for large).
Rushing Body (Ex):
At 6th level, the samurai can perform charges or bull rushes that provoke no Attack of Opportunities. All other rules applied to bull rushes and charges still apply.
Thunderous Blow (Ex):
At 11th level, the samurai can deal a single slam attack that deals 2d6 plus 1 & 1/2 of the strength modifier. If it scores a critical hit, it deals triple damage and has the possibility of knocking a foe to the ground, if they fail a Fortitude save (DC 10 + the samurai's class level + the samurai's strength modifier).
Ancestral Weaponry:
Every culture with a Samurai tradition has a signature weapon(s) that Samurai from that culture use. Whether it is the Spiked Chain of the Hobgoblin Khanate of Khadun or the Katana and wakizashi of the Human Empire of Rokugan, the weapons serve as a symbol of the office and prowess of the Samurai.
This weapon must be a masterwork weapon exalted by the Samurai's warrior culture. He must perform a 24 hour ritual to call his ancestral spirits into the weapon and designate it as his Ancestral Weapon. This ritual costs 100 gp in incense and offerings, and once performed grants the following abilities:
• Counts as his Ancestral Weapon for all Samurai abilities.
• Has a minimum enhancement bonus to attack and damage equal to his level divided by four (maximum of +5 for a samurai of 20th level).
• The Ancestral weapon has double HP and +10 Hardness, and always has the Ghost Touch special property.
Any ancestral weapons only function with the creator, and do not carry any magical powers outside the hands of the samurai.