Kazy
2013-07-23, 01:31 PM
Well this is my take on fixing the Samurai and making him *at least* a tier 3, even when I think I went a bit over the top. Anyway, let's hear what you guys have to say.
Samurai
http://www.nulladiessinnemeditatione.com/archivos/Imagenes/Nuestro%20rincon/Samurai.jpg
Weapon and Armor Proficiency: A samurai is proficient with all simple and martial weapons, and with all types of armor, but not with shields.
Hit Die: d10
Alignment: Any Lawful, tendency to Neutral.
Class Skills (4+Int Skill Points per level):Balance (Con), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Listen (Wis), Knowledge (Nobility and Royalty) (Int), Knowledge (History) (Int), Knowledge (Religion) (int), Perform (Cha), Ride (Dex), Spot (Wis)
{table=head]Level|BAB |Fort|Ref|Will|Class Traits
1|+1|+1|+0|+2|Kendo I, Ancestral Daisho, Bushido
2|+2|+1|+0|+3|Daisho focus I
3|+3|+2|+1|+3|Immune to fear effects
4|+4|+2|+1|+4|Uncanny dodge, Kendo II
5|+5|+2|+1|+4|Armor fit (Light), Insight (No armor)
6|+6/+1|+3|+2|+5|Honor strike, Battle trance 1/d, Immune to compulsion effects
7|+7/+2|+3|+2|+5|Okuri-ashi I
8|+8/+3|+4|+2|+6|Kendo III
9|+9/+4|+4|+3|+6|Battle trance 2/d
10|+10/+5|+5|+3|+7|Immune to mind affecting effects, Armor fit (Medium), Insight (Light armor)
11|+11/+6/+1|+5|+3|+7|Daisho Focus II
12|+12/+7/+2|+6|+4|+8|Battle trance 3/d, Kendo IV
13|+13/+8/+6|+6|+4|+8|Mawarini Oji-waza
14|+14/+9/+4|+6|+4|+9|Okuri-ashi II
15|+15/+10/+5|+7|+5|+9|Battle trance 4/d, Armor fit (Heavy), Insight (Medium armor)
16|+16/+11/+6/+1|+7|+5|+10|Kendo V, Impervious, Relinquish Entropy
17|+17/+12/+7/+2|+7|+5|+10|-
18|+18/+13/+8/+3|+8|+6|+11|Battle trance 5/d
19|+19/+14/+9/+4|+8|+6|+11|-
20|+20/+15/+10/+5|+9|+6|+12|Insight (Heavy armor), Daisho Mastery, Kendo Mastery[/table]
CLASS TRAITS:
Kendo:
Feats granted by any of the Kendo Class Trait are granted even if the Samurai does not have the normal prerequisites for that feat.
At 1st level, a Samurai gains the Exotic weapon proficiency (Bastard Sword) feat and must select one of two combat styles to pursue: Katana or Katana and Wakizashi.
This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.
If the Samurai selects Katana, he gains the Improved disarm feat.
If the Samurai selects Katana and Wakizashi, he is gains the Two-Weapon Fighting feat.
At 4th level if the Samurai chose Katana as his fighting style, he gains the Quickdraw feat. If he chose Katana and Wakizashi he gains the Flay Foe (http://dndtools.eu/feats/champions-of-ruin--27/flay-foe--1137/) feat.
At 8th level if the Samurai chose Katana as his fighting style, he gains the Improved Critical (Bastard Sword) feat. If he chose Katana and Wakizashi he gains the Improved Two-Weapon Fighting feat.
At 12th level if the Samurai chose Katana as his fighting style, he applies 2 times his STR modifier instead of 1,5 when wielding with both hands. If he chose Katana and Wakizashi he gains the Double Hit feat.
At 16th level if the Samurai chose Katana as his fighting style, his Katana counts as a weapon 1 size larger. If he chose Katana and Wakizashi he gains the Greater Two-Weapon Fighting feat.
Ancestral Daisho: A Samurai begins play with either a Katana or a Katana and a Wakizashi. These are weapons that belonged to the samurai's ancestors, and protecting the weapons is an important point of honor for the samurai. A Samurai may retreat to a Shrine or temple and spend time awakening the power and expertise of his ancestors, enhancing his weapon. This requires a sacrifice of valuable items worth the amount shown on Table: Ancestral Daisho. This sacrifice does not have to be gold, the character can sacrifice magic items or other goods worth the required amount,
rather than selling his goods to pay for the sacrifice. The samurai must meet the minimum character level(including any prestige class levels) shown on the table, and he must spend one day per 1,000 gp sacrificed in the shrine or temple. During this time, he must spend at least 8 hours each day kneeling before his ancestors and his weapons, not stopping to eat or rest.
Before a samurai's ancestral sword becomes a +1 weapon, it is an ordinary masterwork weapon in every way. Its latent supernatural powers do not cause it to be considered a magic weapon until those powers are awakened.
A samurai who loses his ancestral swords is dishonored until he can recover them. He cannot enhance any other weapon in this way.
Table: Ancestral Daisho
{table=head]Bonus|Total sacrifice required |Minimum character level
+1|2,000gp|4th|
+2|8,000gp|7th|
+3|18,000gp|9th|
+4|32,000gp|11th|
+5|50,000gp|13th|
+6|72,000gp|14th|
+7|98,000gp|15th|
+8|128,000gp|16th|
+9|162,000gp|17th|
+10|200,000gp|18th|[/table]
Bushido: Someone who enters in the Samurai class may not advance in any other class after that, nor he can change his lawful alignment. The samurai moral code stresses frugality, respect to everyone, loyalty, martial arts mastery, and honor unto death. The Samurai is life bound to his liege lord (or another person of utmost importance to the Samurai) and is compelled with pleasure to do anything the lord would ask of him. This includes the abandon of any possessions, altering his way of life and even death if asked to. He is bound by honor and lives to serve. While he adheres to the Bushido code of life, he is Honored.
The code, while always being an epitomized honor pact, is usually determined by the lord with more specific instructions. A Samurai who doesn't fulfill this pact is considered Dishonored.
Dishonored (Ex): A Samurai is dishonored when breaking his pact or losing his Daisho. He loses all class traits, except for the proficiency, Okuri-ashi and the Kendo line of abilities, and gains a -2 morale penalty to all rolls (the result may go below 0). If he broke his pact, he may only regain his honor by a specific task delivered by his lord or by Hara-Kiri. If he lost his swords, he must regain them.
Death Ceremonies:A Death ceremony is a way for a Samurai who has been beaten, broke an oath or failed to protect his lord to regain his honor. There are 2 of these death ceremonies.
Hara-Kiri: The Hara-kiri is usually executed when the lord is alive and the Samurai has failed him in a way the lord has considered deemful of death. In this ceremony, the Samurai kneels and commits suicide by cutting himself open with his Daisho.
Seppuku: This other procedure is usually executed when the lord has died because of a war or when a sworn enemy defeats the Samurai. The Samurai kneels in front of another person whom he deems worthy and while stabbing himself in the stomach, the other person cuts his head.
Ex-Samurai: A Samurai may voluntarily break the connections to his lord, in this case his Honor Strike and Relinquish entropy abilities do not count as lawful weapons to overcome damage reduction nor do they do Extra damage. He may not go back to service except in strange ocations, and so usually goes on exile.
On top of this, an Ex-Samurai gains a -4 morale penalty to rolls against people of lawful alignment that know of his desertion and people from his ex lord's realm are 1 step below in the NPC attitude chart.
Daisho Focus (Ex): A Samurai grows attuned to his swords with use in battle. He gains the Weapon Focus (Bastard sword) feat, and he qualifies for feats that would otherwise require a minimum Fighter as if he was a warrior 4 levels lower (Min 1).
At lvl 11, he grows ever more dextrous and attuned to his swords, considering them an extension of his arm. He gains the Combat Reflexes feat and qualifies for feats that would otherwise require a minimum Fighter as if he was a warrior 3 levels lower.
Immune to fear (Ex): Since third level, a Samurai's determination to protect and serve make him immune to any kind of fear effects.
Immune to compulsion effects (Ex): At 6th level, a Samurai's conciousness can't be compelled against his will.
Uncanny Dodge (Ex): Starting at 4th level, a Samurai can react to danger before his senses would normally allow his to do so. He retains her Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized.
Armor Fit (Ex): A Samurai gets accustomed to wear his broad range of armors most of the day, even when not in combat. Each Armor fit applies at different levels but grants the same improvements in each case. Whenever he wears the type of armor specified, its Max Dex is raised by 1 and his ACP is reduced by 1 (to a minimum of 0). These effect do not replace the ones gained in earlier levels and is cumulative with similar effects.
Insight (Ex): A Samurai’s grows aware of his surroundings when his mind and body are comfortable and at ease. His battle senses are heightened and is able to read the enemy in combat. At 5th, Insight lets a Samurai wearing no armor add his Wisdom to his CA as an Insight bonus, but is lost while considered flat-footed. Every 5 levels, another type of armor becomes available for the Samurai’s Insight ability.
Honor Strike (Su): The Samurai is a loyal and incorruptible servant of his lord. Whenever he is considered armed, a Samurai of 6th level and higher weapons are treated as a jade and law weapon for the purpouse of overcoming damage reduction and deal 1d6 of extra damage to chaotic creatures. This effect doesn't count towards the limitations of a weapon enchant nor it can be suppressed by a dispel magic or similar effect.
Battle Trance (Ex): A Samurai may enter a Battle trance once a day and once more every 3 levels whenever he isn't under a condition status (http://www.dandwiki.com/wiki/MSRD:Conditions). If he were to change his condition status (http://www.dandwiki.com/wiki/MSRD:Conditions) this effect ends. This trance lasts for 1+[WISmod] (min 1), and when it ends the Samurai is considered as if under a stagger (http://www.dandwiki.com/wiki/SRD:Staggered) effect for the duration (rounded up). This does not modify current lethal or non-lethal damage in any way.
While in a Battle Trance, a Samurai gains his Wisdom modifier to attack rolls.
In addition to it, every 3 levels after 6, he gains an additional effect while in the trance.
At level 9, he gains Improved Uncanny dodge while in this trance
At level 12, he adds his Wisdom modifier to his damage rolls.
At level 15, he adds his Wisdom modifier to his AC.
At level 18, he gains (WISmod + Class levels) SR.
Okuri-Ashi (Ex): When attacking with a full attack action, you may the first attack as a bullrush attempt. At lvl14, this applies to your second attack aswell. These bullrush attempts apply also count as a normal attack and do any damage you would otherwise would have done.
Immune to mind affecting effects (Ex): At level 10, the Samurai's conviction makes him resistance to any Mind-affecting effect.
Mawarini Oji-waza (Ex): As a Samurai that's surpassed even his master, he's created techniques unknown to peers and enemies alike, with a constant pressure tactic, he's able to defend various spots and flanks at once, intercepting passing enemies.
For the purposes of attacks of opportunity a samurai threatens creatures 5' further than his normal weapons reach. Whenever a creature enters a range weapon can't hit, he may take a 5-feet step in order to make the attack of opportunity. If he lands the attack while doing so, he may go back to his original space at no cost nor penalty, nor is any opponent granted an attack of opportunity. If he takes the 5-feet step but fails the attack, he may not return to the original square after the manuever and opponents may make an attack of of opportunity against him.
Using this ability is possible only if the Samurai has a light load and he may take a maximum of 3+WISmod steps per day with Mawarini Oji-waza.
Impervious (Ex): At level 16th a Samurai's mind purpouse and reason are beyond natural comprehension, yet clear as day for him. His thoughts can't be detected, influenced, or his emotions read as per the Mindblank (http://www.dandwiki.com/wiki/SRD:Mind_Blank) spell effect. However, in difference to the spell, he might still be scryed.
Relinquish Entropy (Su): The Samurai has trascended normal morale and become a scion of law and justice to his lord and an example of righteousness. Whenever he is considered armed, any weapon wielded by a Samurai of 16th level and higher is treated as a jade, cold iron and law weapon for the purpouse of overcoming damage reduction and is treated as a weapon with the Axiomatic enchantment, dealing 2d6 of extra damage to chaotic creatures. This effect doesn't count towards the limitations of a weapon enchant nor it can be suppressed by a dispel magic or similar effect. This effect overrides the Honor strike power.
Daisho Focus (Ex): At lvl 20 a Samurai's Daisho become almost like a part of his body. He gains a +6 bonus against disarm attempts and he qualifies for feats that would otherwise require a minimum Fighter if he were a warrior 2 levels lower.
Kendo Mastery(Ex): At 20th level the Samurai has become a master Samurai, deign of titles and legends and perceived as one of the finest fighters to have ever lived.
If the Samurai chose Katana as his fighting style, he gains the Cougar fighting style. If he chose Katana and Wakizashi he gains the Mantis fighting style.
Fighting styles:
Cougar Style: A Samurai trained in the art of a more focused type of sword play that has learned everything about it is able to contradict all of his learnings and combine offense and defense in a unique, straight forward attack. Like a cougar, he's able to move around the battlefield, ripping apart his prey. He gains +10ft to his land speed and removes the max dexterity limitation and any kind of armor check penalites from his armor. He gains the ability to pounce (http://www.dandwiki.com/wiki/SRD:Pounce) and the Wisdom Slice ability.
Wisdom Slice (Ex): If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You may take a WISmod+1 number of 5-foot steps before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability any number of times per round, but not exceeding your maximum movement for the turn nor (WISmod+1)*5-foot steps.
Mantis Style: A Samurai trained in the arts of a widespread, full on attack is able to use both his weapons equally as an offensive tool or as shields at any given time. Like a Mantis, he can lock down an opponent and do as he pleases with him, while taking no risks. He gains the Combat Expertise, Two-Weapon Defense, Improved Two-Weapon defense, Greater Two-weapon defense and Stand still (http://www.dandwiki.com/wiki/SRD:Stand_Still) feats. In addition, both weapons are treated as if having the defensive enchantment. This is not a magic effect, and thus doesn't count towards the limitations of a weapon enchant nor it can be suppressed by a dispel magic or similar effect. He gains the Mantis prey ability:
Mantis prey (Ex): If your attack with a weapon and a light weapon in the off-hand hit, the strikes deal normal damage and you can attempt to start a grapple as a free action; no initial touch attack is required. While grappling in this fashion, you count as a creature one size larger towards the grappled enemy. If you succeed in starting the grapple, you may not do any more attacks the round started it. Rounds after, you may use your off-hand to deliver attacks without the normal -4 penalty to the creature you're grappling. You may not, under any circumstance, attack the person grappled with Mantis prey with your main hand weapon, doing so stops the grapple and provokes an attack of opportunity from your formerly grappled opponent. While grappling, you gain combat options that you normally wouldn't gain while grappling someone: Move action: By taking a -15 penalty on the grapple check, you may move up to half your speed, provided you can drag the grappled opponents weight. The opponent does not gain any bonuses while being dragged.
Attack: By taking a -25 penalty on your grapple check, you may do a single attack at a square you threaten.
Change log:
Reduced Dishonored penalty
Corrected damage type on Honor Strike and Relinquish Entropy
Further explained Armor Fit and Insight abilities [Post] Must do so in Descriptions.
Removed UMD
Reworded Battle trance slightly.
Scaled down Okuri-ashi.
Reworded Mawarini Oji-waza.
Added Honor fluff.
Made Honor Strike and Relinquish Entropy (Su) abilities.
Improved Battle Trance description.
Clarified Okuri-Ashi.
Made the Mawarini Oji-waza more understandable.
Made Insight inapplicable while flat-footed for UD synergy
Corrected Impervious.
Added Daisho Focus - *cured* Dead level 2, 11 -
Changed Supreme Cleave for Wisdom Slice
Added Mantis Prey power
Reworked Cougar style slightly, added Pounce reference
Moved Mawarini Oji-waza one level down to remove a blank level
Added Flay foe reference
Samurai
http://www.nulladiessinnemeditatione.com/archivos/Imagenes/Nuestro%20rincon/Samurai.jpg
Weapon and Armor Proficiency: A samurai is proficient with all simple and martial weapons, and with all types of armor, but not with shields.
Hit Die: d10
Alignment: Any Lawful, tendency to Neutral.
Class Skills (4+Int Skill Points per level):Balance (Con), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Listen (Wis), Knowledge (Nobility and Royalty) (Int), Knowledge (History) (Int), Knowledge (Religion) (int), Perform (Cha), Ride (Dex), Spot (Wis)
{table=head]Level|BAB |Fort|Ref|Will|Class Traits
1|+1|+1|+0|+2|Kendo I, Ancestral Daisho, Bushido
2|+2|+1|+0|+3|Daisho focus I
3|+3|+2|+1|+3|Immune to fear effects
4|+4|+2|+1|+4|Uncanny dodge, Kendo II
5|+5|+2|+1|+4|Armor fit (Light), Insight (No armor)
6|+6/+1|+3|+2|+5|Honor strike, Battle trance 1/d, Immune to compulsion effects
7|+7/+2|+3|+2|+5|Okuri-ashi I
8|+8/+3|+4|+2|+6|Kendo III
9|+9/+4|+4|+3|+6|Battle trance 2/d
10|+10/+5|+5|+3|+7|Immune to mind affecting effects, Armor fit (Medium), Insight (Light armor)
11|+11/+6/+1|+5|+3|+7|Daisho Focus II
12|+12/+7/+2|+6|+4|+8|Battle trance 3/d, Kendo IV
13|+13/+8/+6|+6|+4|+8|Mawarini Oji-waza
14|+14/+9/+4|+6|+4|+9|Okuri-ashi II
15|+15/+10/+5|+7|+5|+9|Battle trance 4/d, Armor fit (Heavy), Insight (Medium armor)
16|+16/+11/+6/+1|+7|+5|+10|Kendo V, Impervious, Relinquish Entropy
17|+17/+12/+7/+2|+7|+5|+10|-
18|+18/+13/+8/+3|+8|+6|+11|Battle trance 5/d
19|+19/+14/+9/+4|+8|+6|+11|-
20|+20/+15/+10/+5|+9|+6|+12|Insight (Heavy armor), Daisho Mastery, Kendo Mastery[/table]
CLASS TRAITS:
Kendo:
Feats granted by any of the Kendo Class Trait are granted even if the Samurai does not have the normal prerequisites for that feat.
At 1st level, a Samurai gains the Exotic weapon proficiency (Bastard Sword) feat and must select one of two combat styles to pursue: Katana or Katana and Wakizashi.
This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.
If the Samurai selects Katana, he gains the Improved disarm feat.
If the Samurai selects Katana and Wakizashi, he is gains the Two-Weapon Fighting feat.
At 4th level if the Samurai chose Katana as his fighting style, he gains the Quickdraw feat. If he chose Katana and Wakizashi he gains the Flay Foe (http://dndtools.eu/feats/champions-of-ruin--27/flay-foe--1137/) feat.
At 8th level if the Samurai chose Katana as his fighting style, he gains the Improved Critical (Bastard Sword) feat. If he chose Katana and Wakizashi he gains the Improved Two-Weapon Fighting feat.
At 12th level if the Samurai chose Katana as his fighting style, he applies 2 times his STR modifier instead of 1,5 when wielding with both hands. If he chose Katana and Wakizashi he gains the Double Hit feat.
At 16th level if the Samurai chose Katana as his fighting style, his Katana counts as a weapon 1 size larger. If he chose Katana and Wakizashi he gains the Greater Two-Weapon Fighting feat.
Ancestral Daisho: A Samurai begins play with either a Katana or a Katana and a Wakizashi. These are weapons that belonged to the samurai's ancestors, and protecting the weapons is an important point of honor for the samurai. A Samurai may retreat to a Shrine or temple and spend time awakening the power and expertise of his ancestors, enhancing his weapon. This requires a sacrifice of valuable items worth the amount shown on Table: Ancestral Daisho. This sacrifice does not have to be gold, the character can sacrifice magic items or other goods worth the required amount,
rather than selling his goods to pay for the sacrifice. The samurai must meet the minimum character level(including any prestige class levels) shown on the table, and he must spend one day per 1,000 gp sacrificed in the shrine or temple. During this time, he must spend at least 8 hours each day kneeling before his ancestors and his weapons, not stopping to eat or rest.
Before a samurai's ancestral sword becomes a +1 weapon, it is an ordinary masterwork weapon in every way. Its latent supernatural powers do not cause it to be considered a magic weapon until those powers are awakened.
A samurai who loses his ancestral swords is dishonored until he can recover them. He cannot enhance any other weapon in this way.
Table: Ancestral Daisho
{table=head]Bonus|Total sacrifice required |Minimum character level
+1|2,000gp|4th|
+2|8,000gp|7th|
+3|18,000gp|9th|
+4|32,000gp|11th|
+5|50,000gp|13th|
+6|72,000gp|14th|
+7|98,000gp|15th|
+8|128,000gp|16th|
+9|162,000gp|17th|
+10|200,000gp|18th|[/table]
Bushido: Someone who enters in the Samurai class may not advance in any other class after that, nor he can change his lawful alignment. The samurai moral code stresses frugality, respect to everyone, loyalty, martial arts mastery, and honor unto death. The Samurai is life bound to his liege lord (or another person of utmost importance to the Samurai) and is compelled with pleasure to do anything the lord would ask of him. This includes the abandon of any possessions, altering his way of life and even death if asked to. He is bound by honor and lives to serve. While he adheres to the Bushido code of life, he is Honored.
The code, while always being an epitomized honor pact, is usually determined by the lord with more specific instructions. A Samurai who doesn't fulfill this pact is considered Dishonored.
Dishonored (Ex): A Samurai is dishonored when breaking his pact or losing his Daisho. He loses all class traits, except for the proficiency, Okuri-ashi and the Kendo line of abilities, and gains a -2 morale penalty to all rolls (the result may go below 0). If he broke his pact, he may only regain his honor by a specific task delivered by his lord or by Hara-Kiri. If he lost his swords, he must regain them.
Death Ceremonies:A Death ceremony is a way for a Samurai who has been beaten, broke an oath or failed to protect his lord to regain his honor. There are 2 of these death ceremonies.
Hara-Kiri: The Hara-kiri is usually executed when the lord is alive and the Samurai has failed him in a way the lord has considered deemful of death. In this ceremony, the Samurai kneels and commits suicide by cutting himself open with his Daisho.
Seppuku: This other procedure is usually executed when the lord has died because of a war or when a sworn enemy defeats the Samurai. The Samurai kneels in front of another person whom he deems worthy and while stabbing himself in the stomach, the other person cuts his head.
Ex-Samurai: A Samurai may voluntarily break the connections to his lord, in this case his Honor Strike and Relinquish entropy abilities do not count as lawful weapons to overcome damage reduction nor do they do Extra damage. He may not go back to service except in strange ocations, and so usually goes on exile.
On top of this, an Ex-Samurai gains a -4 morale penalty to rolls against people of lawful alignment that know of his desertion and people from his ex lord's realm are 1 step below in the NPC attitude chart.
Daisho Focus (Ex): A Samurai grows attuned to his swords with use in battle. He gains the Weapon Focus (Bastard sword) feat, and he qualifies for feats that would otherwise require a minimum Fighter as if he was a warrior 4 levels lower (Min 1).
At lvl 11, he grows ever more dextrous and attuned to his swords, considering them an extension of his arm. He gains the Combat Reflexes feat and qualifies for feats that would otherwise require a minimum Fighter as if he was a warrior 3 levels lower.
Immune to fear (Ex): Since third level, a Samurai's determination to protect and serve make him immune to any kind of fear effects.
Immune to compulsion effects (Ex): At 6th level, a Samurai's conciousness can't be compelled against his will.
Uncanny Dodge (Ex): Starting at 4th level, a Samurai can react to danger before his senses would normally allow his to do so. He retains her Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized.
Armor Fit (Ex): A Samurai gets accustomed to wear his broad range of armors most of the day, even when not in combat. Each Armor fit applies at different levels but grants the same improvements in each case. Whenever he wears the type of armor specified, its Max Dex is raised by 1 and his ACP is reduced by 1 (to a minimum of 0). These effect do not replace the ones gained in earlier levels and is cumulative with similar effects.
Insight (Ex): A Samurai’s grows aware of his surroundings when his mind and body are comfortable and at ease. His battle senses are heightened and is able to read the enemy in combat. At 5th, Insight lets a Samurai wearing no armor add his Wisdom to his CA as an Insight bonus, but is lost while considered flat-footed. Every 5 levels, another type of armor becomes available for the Samurai’s Insight ability.
Honor Strike (Su): The Samurai is a loyal and incorruptible servant of his lord. Whenever he is considered armed, a Samurai of 6th level and higher weapons are treated as a jade and law weapon for the purpouse of overcoming damage reduction and deal 1d6 of extra damage to chaotic creatures. This effect doesn't count towards the limitations of a weapon enchant nor it can be suppressed by a dispel magic or similar effect.
Battle Trance (Ex): A Samurai may enter a Battle trance once a day and once more every 3 levels whenever he isn't under a condition status (http://www.dandwiki.com/wiki/MSRD:Conditions). If he were to change his condition status (http://www.dandwiki.com/wiki/MSRD:Conditions) this effect ends. This trance lasts for 1+[WISmod] (min 1), and when it ends the Samurai is considered as if under a stagger (http://www.dandwiki.com/wiki/SRD:Staggered) effect for the duration (rounded up). This does not modify current lethal or non-lethal damage in any way.
While in a Battle Trance, a Samurai gains his Wisdom modifier to attack rolls.
In addition to it, every 3 levels after 6, he gains an additional effect while in the trance.
At level 9, he gains Improved Uncanny dodge while in this trance
At level 12, he adds his Wisdom modifier to his damage rolls.
At level 15, he adds his Wisdom modifier to his AC.
At level 18, he gains (WISmod + Class levels) SR.
Okuri-Ashi (Ex): When attacking with a full attack action, you may the first attack as a bullrush attempt. At lvl14, this applies to your second attack aswell. These bullrush attempts apply also count as a normal attack and do any damage you would otherwise would have done.
Immune to mind affecting effects (Ex): At level 10, the Samurai's conviction makes him resistance to any Mind-affecting effect.
Mawarini Oji-waza (Ex): As a Samurai that's surpassed even his master, he's created techniques unknown to peers and enemies alike, with a constant pressure tactic, he's able to defend various spots and flanks at once, intercepting passing enemies.
For the purposes of attacks of opportunity a samurai threatens creatures 5' further than his normal weapons reach. Whenever a creature enters a range weapon can't hit, he may take a 5-feet step in order to make the attack of opportunity. If he lands the attack while doing so, he may go back to his original space at no cost nor penalty, nor is any opponent granted an attack of opportunity. If he takes the 5-feet step but fails the attack, he may not return to the original square after the manuever and opponents may make an attack of of opportunity against him.
Using this ability is possible only if the Samurai has a light load and he may take a maximum of 3+WISmod steps per day with Mawarini Oji-waza.
Impervious (Ex): At level 16th a Samurai's mind purpouse and reason are beyond natural comprehension, yet clear as day for him. His thoughts can't be detected, influenced, or his emotions read as per the Mindblank (http://www.dandwiki.com/wiki/SRD:Mind_Blank) spell effect. However, in difference to the spell, he might still be scryed.
Relinquish Entropy (Su): The Samurai has trascended normal morale and become a scion of law and justice to his lord and an example of righteousness. Whenever he is considered armed, any weapon wielded by a Samurai of 16th level and higher is treated as a jade, cold iron and law weapon for the purpouse of overcoming damage reduction and is treated as a weapon with the Axiomatic enchantment, dealing 2d6 of extra damage to chaotic creatures. This effect doesn't count towards the limitations of a weapon enchant nor it can be suppressed by a dispel magic or similar effect. This effect overrides the Honor strike power.
Daisho Focus (Ex): At lvl 20 a Samurai's Daisho become almost like a part of his body. He gains a +6 bonus against disarm attempts and he qualifies for feats that would otherwise require a minimum Fighter if he were a warrior 2 levels lower.
Kendo Mastery(Ex): At 20th level the Samurai has become a master Samurai, deign of titles and legends and perceived as one of the finest fighters to have ever lived.
If the Samurai chose Katana as his fighting style, he gains the Cougar fighting style. If he chose Katana and Wakizashi he gains the Mantis fighting style.
Fighting styles:
Cougar Style: A Samurai trained in the art of a more focused type of sword play that has learned everything about it is able to contradict all of his learnings and combine offense and defense in a unique, straight forward attack. Like a cougar, he's able to move around the battlefield, ripping apart his prey. He gains +10ft to his land speed and removes the max dexterity limitation and any kind of armor check penalites from his armor. He gains the ability to pounce (http://www.dandwiki.com/wiki/SRD:Pounce) and the Wisdom Slice ability.
Wisdom Slice (Ex): If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You may take a WISmod+1 number of 5-foot steps before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability any number of times per round, but not exceeding your maximum movement for the turn nor (WISmod+1)*5-foot steps.
Mantis Style: A Samurai trained in the arts of a widespread, full on attack is able to use both his weapons equally as an offensive tool or as shields at any given time. Like a Mantis, he can lock down an opponent and do as he pleases with him, while taking no risks. He gains the Combat Expertise, Two-Weapon Defense, Improved Two-Weapon defense, Greater Two-weapon defense and Stand still (http://www.dandwiki.com/wiki/SRD:Stand_Still) feats. In addition, both weapons are treated as if having the defensive enchantment. This is not a magic effect, and thus doesn't count towards the limitations of a weapon enchant nor it can be suppressed by a dispel magic or similar effect. He gains the Mantis prey ability:
Mantis prey (Ex): If your attack with a weapon and a light weapon in the off-hand hit, the strikes deal normal damage and you can attempt to start a grapple as a free action; no initial touch attack is required. While grappling in this fashion, you count as a creature one size larger towards the grappled enemy. If you succeed in starting the grapple, you may not do any more attacks the round started it. Rounds after, you may use your off-hand to deliver attacks without the normal -4 penalty to the creature you're grappling. You may not, under any circumstance, attack the person grappled with Mantis prey with your main hand weapon, doing so stops the grapple and provokes an attack of opportunity from your formerly grappled opponent. While grappling, you gain combat options that you normally wouldn't gain while grappling someone: Move action: By taking a -15 penalty on the grapple check, you may move up to half your speed, provided you can drag the grappled opponents weight. The opponent does not gain any bonuses while being dragged.
Attack: By taking a -25 penalty on your grapple check, you may do a single attack at a square you threaten.
Change log:
Reduced Dishonored penalty
Corrected damage type on Honor Strike and Relinquish Entropy
Further explained Armor Fit and Insight abilities [Post] Must do so in Descriptions.
Removed UMD
Reworded Battle trance slightly.
Scaled down Okuri-ashi.
Reworded Mawarini Oji-waza.
Added Honor fluff.
Made Honor Strike and Relinquish Entropy (Su) abilities.
Improved Battle Trance description.
Clarified Okuri-Ashi.
Made the Mawarini Oji-waza more understandable.
Made Insight inapplicable while flat-footed for UD synergy
Corrected Impervious.
Added Daisho Focus - *cured* Dead level 2, 11 -
Changed Supreme Cleave for Wisdom Slice
Added Mantis Prey power
Reworked Cougar style slightly, added Pounce reference
Moved Mawarini Oji-waza one level down to remove a blank level
Added Flay foe reference