1. - Top - End - #27
    Dwarf in the Playground
     
    SwashbucklerGuy

    Join Date
    Jan 2013
    Location
    Teddy Bear Junction

    Default Re: Saints preserve us! Another Monk Rewrite! Meh, can't hurt to look, right??

    Okay, this one's for Sgt Cookie. A Samurai class using the next best known invocation using class as inspiration. I used the Dragon-type chassis (Full BAB, All Good Saves, and 6+Int Skills). I feel like they need a couple katas of their own in addition to the Nakihanatsu (See Below), but my creative juices are running dangerously close to dry. Anyway, here she is:

    Samurai

    Abilities: Strength is the backbone of the samurai’s abilities as it determines the effect of his katas and how difficult his hayauchi is to evade. Constitution determines HP which fuels hayauchi and keeps the samurai standing. Dexterity is good for defense. The samurai’s mental stats are less important, but shouldn’t necessarily be ignored.
    Races: Same as PHB.
    Alignment: Any. Even those with neutral or chaotic alignments can be loyal.
    Hit Die: d10
    Starting Gold: 6d4x10gp
    Starting Age: As Cleric (PHB 190)

    Class Skills
    The samurai’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Local), Knowledge (History), Knowledge (Nobility/Royalty), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), , Speak Language, Spot (Wis), Swim (Str), Tumble (Dex).
    Skill Points per Level: 4 + Int modifier (x4 at 1st level)

    Class Table
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|
    Katas Known

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Hayauchi (1d6), Katas (Apprentice), Senzo no Buki|
    2

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Buki no Tate, Nukihanatsu|
    2

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Hayauchi (2d6), Sosen no Sasayaki +2|
    3

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Chokkan Kaihi|
    3

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Gyakushu, Hayauchi (3d6), Majime 5, Nukihanatsu|
    3

    6th|
    +6/+1
    |
    +5
    |
    +2
    |
    +5
    |Katas (Initiate)|
    5

    7th|
    +7/+2
    |
    +5
    |
    +2
    |
    +5
    |Hayauchi (4d6), Sugureta Chokkan Kaihi, Tetsu no Hifu|
    5

    8th|
    +8/+3
    |
    +6
    |
    +2
    |
    +6
    ||
    6

    9th|
    +9/+4
    |
    +6
    |
    +3
    |
    +6
    |Hayauchi (5d6), Majime 10, Sosen no Sasayaki +4|
    6

    10th|
    +10/+5
    |
    +7
    |
    +3
    |
    +7
    |Ganko, Nukihanatsu|
    6

    11th|
    +11/+6/+1
    |
    +3
    |
    +7
    |
    +7
    |Katas (Master)|
    8

    12th|
    +12/+7/+2
    |
    +8
    |
    +4
    |
    +8
    |Hayauchi (6d6), Nukianatsu|
    8

    13th|
    +13/+8/+3
    |
    +8
    |
    +4
    |
    +8
    |Jonetsu, Majime 15|
    9

    14th|
    +14/+9/+4
    |
    +9
    |
    +4
    |
    +9
    |Hayauchi (7d6)|
    9

    15th|
    +15/+10/+5
    |
    +9
    |
    +5
    |
    +9
    |Nukihanatsu, Sosen no Sasayaki +6|
    9

    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +5
    |
    +10
    |Katas (Grand Master)|
    11

    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |Hayauchi (8d6), Majime 20|
    11

    18th|
    +18/+13/+8/+3x
    |
    +11
    |
    +6
    |
    +11
    |Nukihanatsu|
    12

    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +6
    |
    +11
    |Hayauchi (9d6), Menseki|
    12

    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +6
    |
    +12
    |Nukihanatsu|
    12
    [/table]
    Class Features
    All of the following are class features of the samurai.
    Weapon and Armor Proficiency:Samurais are trained in the use of many weapons. A samurai is proficient with all simple and martial weapons. The samurai may also choose any four of the following exotic weapons: Butterfly Sword, Jitte, War Fan, Kau Sin Ke, Kawanaga, Chain, Chijiriki, Kusari-gama, Lajatang, Sang Kuw, War Mace, or Greatspear. Samurais are proficient with all types of armor; but are not proficient with shields of any kind.
    Hayauchi (Ex): At 1st level, you can, as a standard action attack an area instead of individual foes. Each time you use hayauchi, you can choose whether it takes the form of a 10-foot cone or a 20-foot line. This attack deals the samurai’s weapon damage plus 1d6 points of damage; a successful Reflex save (DC 10 + 1/2 your class level + your Str modifier) halves the damage. Each time you use hayauchi, you take damage equal to your class level due to the great strain. This damage is not added to your Majime. As you gain levels, your hayauchi's damage increases, as shown on Table: Samurai.
    You are immune to the effect of your own Hayauchi (but not to other abilities that produce similar effects, even those of other samurai).
    At 10th level, your cone-shaped hayauchi's range doubles to 20 feet, and your line-shaped hayauchi's range doubles to 40 feet
    Kata: The training of a samurai allows them to perform feats of strength, grace, and both physical and mental endurance that transcend normal human limitations. Katas are collections of supernatural and/or extraordinary abilities that define an individual samurai’s focus and training.
    Kata come in four tiers: Apprentice (Minarai), Initiate (Deshi), Master (Shushi), and Grand Master (Dancho). If a kata allows a saving throw, the DC will always be 10 + Character Level + Str Modifier. Katas are never subject to spell resistance and may always operate in an anti-magic field. A samurai does not provoke an attack of opportunity when using a kata unless its description says so. Unless stated in the description, katas can be used at will.
    Whenever a samurai gains access to a new level of kata (at 6th, 11th, and 16th level), they automatically learn a kata of that level. This is in addition to the kata normally gained for leveling up. Also, when gaining access to a new level of kata, the samurai may switch out a previously known kata for a new one. The new kata must be of a level one less than the highest the samurai can access. For example, an 11th level samurai may switch out any kata they know and learn a new Apprentice or Initiate level kata in its place.
    A samurai begins with knowledge of 2 katas of the Apprentice level; and learns additional katas as per Table: Samurai.
    Senzo no Buki (Su): All samurai begin play with a weapon, or pair of weapons, that belonged to the samurai's ancestors, and protecting the weapons is an important point of honor for the samurai. As a samurai gains levels, he has the option of awakening the supernatural abilities latent in the weapons. This option allows a samurai who prefers to use his ancestral blade to wield a magic weapon, while a samurai who wields a tetsubo against fiends can use his treasure to acquire other magic weapons.
    At any time, a samurai may spend time in prayer in order to awaken the ancestral spirits in his weapons. This requires a sacrifice of XP equal to the amount shown on Table: Ancestral Weapon. The samurai must meet the minimum character level (including any prestige class levels) shown on the table.
    The values shown on Table: Senzo no Buki is the total value of sacrifice required to bring a single weapon to the listed weapon bonus. If
    a samurai already has a +3 katana; he can raise it to a +4 katana by sacrificing 1,280 XP. If the same samurai wanted to bring his masterwork wakizashi to a +1wakizashi, he would have to sacrifice 80 XP. Samurai with a double weapon need to spend XP for either side of their weapon separately. A samurai may choose to increase the enhancement bonus; or give special abilities to the weapon equal to the total enhancement bonus -1. Once a samurai has awakened a special ability, they can call upon it when drawing their weapon. Once per encounter, the samurai can sheathe and draw his weapon as a free action and change the enhancement bonus and abilities.
    Before a samurai's ancestral weapon gains its +1 bonus; it is a masterwork weapon, though it does overcome DRX/magic. Its latent supernatural powers cause it to be considered a magic weapon even if its full powers are not yet awakened.
    A samurai who loses his senzo no buki is dishonored (-2 to all attack and damage rolls, saves, skill and ability checks, and -4 to Diplomacy checks) until he can recover them. He cannot enhance any other weapon in this way.
    {table=head]
    Weapon Bonus
    |
    Experience Sacrifice
    |
    MinimumCharacter Level
    +1
    |
    80
    |
    4th
    +2
    |
    320
    |
    7th
    +3
    |
    720
    |
    9th
    +4
    |
    1280
    |
    11th
    +5
    |
    2000
    |
    13th
    +6
    |
    2880
    |
    14th
    +7
    |
    3920
    |
    15th
    +8
    |
    51200
    |
    16th
    +9
    |
    6480
    |
    17th
    +10
    |
    8000
    |
    18th
    [/table]
    Buki no Tate (Ex): At 2nd level, a samurai has learned to use their weapons defensively as well as offensively. As long as the samurai is wielding a weapon in each hand or wielding a weapon with both hands, they gain a shield bonus to AC equal to ½ their samurai level.
    Nukihanatsu (Su): At 2nd, 5th, 10th, 12th, 15th, and 20th level,
    you can select one of the effects in Table: Nukihanatsu for which
    you meet the minimum level prerequisite. These effects can alter your hayauchi's damage type or area, or apply a condition to targets in place of damage. Each time you use Hayauchi, you can choose to apply any one nukihanatsu that you know.
    The chosen effect either replaces the normal damage dealt by your
    hayauchi or replaces the standard area of effect. Some effects can be applied only to a cone-shaped hayauchi and others only to line-shaped hayauchi. You can't apply more than one nukihanatsu to your hayauchi unless the effect specifically states otherwise. Also, you can't apply the same effect to your hayauchi in two consecutive rounds (though you still can use your normal hayauchi every round).
    Sosen no Sasayaki (Su): Beginning at 3rd level, a samurai is able to hear the whispers of ancestors. He may even speak with them to gain knowledge of events to come or insights into the unseen, granting him a +2 insight bonus to initiative checks and all Knowledge, Listen, Search and Spot checks.
    The bonus increases to +4 at 9th level and to +6 at 15th level.
    Chokkan Kaihi (Ex): This ability is the same as Uncanny Dodge (PHB).
    Gyakushū (Ex): 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 equal to the current value of your delayed damage pool (see majime, below) divided by 5, and rounding down (minimum +1). You can only gain a maximum bonus on attack rolls and damage rolls of +4 from gyakushū. Use the table below to quickly determine the attack bonus and damage bonus from gyakushū, based on the amount of damage in your delayed damage pool. This ability’s benefits last until the end of your turn.
    {table=head]Delayed Damage Pool Points|Gyakushu Bonus
    1-9|+1
    10-14|+2
    15-19|+3
    20|+4[/table]
    Majime (Ex): 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 gyakushū ability (see above). 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 5 points of damage. Any damage beyond that comes off your hit points as normal. The maximum damage your pool holds increases by 5 at 9th, 13th, and 17th level.
    Sugureta Chokkan Kaihi (Ex): This ability is the same as Improved Uncanny Dodge (PHB).
    Tetsu no Hifu (Ex): A samurai spends much time in their armor. So much time, that it seems as if the plates, helmet, and mask are part of their own body. At 7th level, a samurai treats any armor worn as one category lighter regardless of materials (to a minimum of light armor). This increases the max Dex bonus by +2 and lowers the ASF by 10% of any armor the samurai wears. It also removes any movement restrictions the armor may carry due to its category. You are also no longer fatigued after sleeping in medium armor.
    Ganko (Ex): At 10th level, you gain Die Hard as a bonus feat.
    Jonetsu (Ex): At 13th level and higher, a samurai can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping samurai does not gain the benefit of jonetsu.
    Menseki (Ex): At 19th level, you gain immunity to paralysis and sleep.
    Nukihanatsu
    {table=head]Minimum Level|Nukihanatsu|Benefit
    2nd|Mabayui bakari no ichigeki|Dazzles foes in a line-shaped area
    2nd|Fu kaikan o oboeru dageki|Sickens foes in a cone shaped area..
    2nd|Tsūden dageki|Deals energy damage in area determined by type.
    5th|Dageki katachi|Creates “safe zones” in your hayauchi.
    5th|Dageki o hajiku|Knocks back foes in a line-shaped area.
    5th|Dageki o okuraseru|Slows foes in a cone-shaped area.
    5th|Tsūgeki|Staggers foes in a line-shaped area.
    10th|Muishiki ni shimasu|Puts creatures in cone-shaped area to sleep.
    10th|Dageki o hakikewomoyōsu|Nauseates foes in a cone-shaped area.
    10th|Dageki ni tae|Deal hayauchi damage over 2 rounds.
    10th|Kumori no ichigeki|Hayauchi takes the shape of a 20’ radius cloud.
    15th|Chikara no dageki|Deals force damage in a line-shaped area.
    15th|Dageki o hōkai|Disintegrate foes in a line-shaped area.
    15th|Dageki o mahi sa seru|Paralyzes foes in a cone-shaped area.
    15th|Go-bai dageki|Deal Hayauchi damage 5x in cone-shaped area.[/table]
    Nukihanatsu Descriptions
    Spoiler
    Show
    Chikara no dageki(15th)
    Your hayauchi becomes a force effect. Its damage has no energy type, but it affects incorporeal creatures normally. You can apply this breath effect only to a line-shaped hayauchi.
    Dageki katachi (5th)
    You can choose to leave up to 4 squares within the area of your hayauchi unaffected by the hayauchi.
    Effectively, you create one or more small "safe zones" within the area of your hayauchi (typically to prevent it from affecting allies). These unaffected squares need not be adjacent to one another.
    You can choose to apply any one other nukihanatsu that you know to the same hayauchi.
    Dageki ni tae (5th)
    Your hayauchi deals damage over 2 consecutive rounds. When you use Dageki ni tae, the target takes the normal amount of damage from your hayauchi. In the next round, the same target takes half that amount of damage. For example, a creature that takes 22 points of damage from your hayauchi's initial use takes 11 more points of damage the next round. A creature that takes no damage from the initial use (whether because of evasion, resistance, immunity, or any other reason) also takes no damage in the next round. No save is allowed against this damage.
    Dageki o hajiku (10th)
    This nukihanatsu allows you to change your hayauchi into a battering ram. Any Medium or smaller creature struck by Dageki o hajiku must make a Reflex save or be hurled 1d6*5 feet (1d6 squares) directly away from you and knocked prone by the energy of the attack.
    If the creature strikes a solid object, it stops prematurely, taking 1d6 points of damage per 10 feet hurled, and it is still knocked prone.
    Movement from this blast does not provoke attacks of opportunity.
    Dageki o hakikewomoyōsu (10th)
    Rather than dealing damage, your hayauchi nauseates all creatures in its area for 4 rounds. A successful Fortitude save reduces the duration to 2 rounds.
    You can apply this nukihanatsu only to a cone-shaped hayauchi.
    Dageki o hōkai (15th)
    Your hayauchi becomes a blue-white line of pure energy. This breath effect doubles the number of dice of damage normally dealt by your hayauchi (for example, from 7d6 to 14d6). In addition, any creature that is reduced to 0 or fewer hit points by the hayauchi is disintegrated (as the disintegrate spell). A
    successful Fortitude save halves the damage dealt. Unlike disintegrate; this nukihanatsu has no effect on objects, even those made of force.
    You can apply this breath effect only to a line-shaped hayauchi.
    Dageki o mahi sa seru (15th)
    Rather than dealing damage, your hayauchi paralyzes
    all creatures in its area for 1 round. A successful Fortitude
    save negates this effect.
    You can apply this nukihanatsu only to a cone-shaped hayauchi.
    Dageki o okuraseru (5th)
    Rather than dealing damage, your hayauchi slows all creatures in its area for 4 rounds. A successful Fortitude save reduces the duration to 2 round. A slowed creature can take a single move action or standard action each turn, but
    not both (nor can it take full-round actions). Additionally, it takes a- 1 penalty to its Armor Class and on its attack rolls and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.
    Multiple uses of this nukihanatsu on the same creature don't stack; use only the longer duration. Dageki o okuraseru suppresses any haste effect on creatures in its area for the duration of the slow effect.
    You can apply this nukihanatsu only to a cone-shaped hayauchi.
    Fu kaikan o oboeru dageki (2nd)
    Rather than dealing damage, your hayauchi sickens all creatures in its area for 4 rounds. A successful Fortitude save reduces the duration to 2 rounds.
    You can apply this nukihanatsu only to a cone-shaped hayauchi.
    Go-bai dageki (15th)
    As a full-round action, you unleash five hayauchi simultaneously. Each hayauchi deals damage equal to your normal hayauchi
    damage, and each one allows a Reflex save to halve the damage
    dealt. Each hayauchi created by this nukihanatsu can be either cone-shaped or line-shaped.
    Kumori no ichigeki (10th)
    Your hayauchi takes the form of a 20-foot-radius spread, centered on you. You can choose to apply any one other nukihanatsu that you know to the same hayauchi, as long as it can be applied to a cone-shaped hayauchi. For example, you could create a sickening cloud (with Fu kaikan o oboeru dageki) or sleep (with Muishiki ni shimasu), but not a repelling cloud or cloud of force.
    Mabayui bakari no ichigeki(2nd)
    Rather than dealing damage, your hayauchi dazzles all creatures in its area for 4 rounds. A successful Fortitude save reduces the duration to 2 rounds.
    You can apply this nukihanatsu only to a line-shaped hayauchi.
    Muishiki ni shimasu (10th)
    Rather than dealing damage, your hayauchi puts all living creatures in its area to sleep for 1 round. Any creature that makes a successful Will save is instead exhausted for 1 round. Any creature who’s Hit Dice exceeds your class level
    is unaffected by this hayauchi.
    You can apply this nukihanatsu only to a cone-shaped hayauchi.
    Tsūden dageki (2nd)
    Your hayauchi deals energy damage instead of un-typed
    damage. Consult the table below for the saving throw type it has and area
    this nukihanatsu can be applied to.
    Spoiler
    Show
    {table=head]
    Energy Type
    |
    Saving Throw
    |
    Area
    Acid
    |
    Reflex
    |
    Line
    Cold
    |
    Fortitude
    |
    Cone
    Electricity
    |
    Reflex
    |
    Line
    Fire
    |
    Reflex
    |
    Cone or Line
    Sonic
    |
    Fortitude
    |
    Cone
    [/table]

    Tsūgeki (5th)
    Rather than dealing damage, your hayauchi staggers of all creatures in the area for 4 rounds. A successful Fortitude save reduces the duration to 2 rounds.
    You can apply this nukihanatsu only to a cone-shaped hayauchi.

    Samurai Katas
    Apprentice Katas
    Spoiler
    Show
    Abundance of Pecking Birds: Create a storm of ranged attacks.
    Bandit King’s Inspiration: Improves your chances of success.
    Cobra Strike: Patiently wait and unleash a fierce blow.
    Fury Fans the Flame: Your rage brings out your inner fire.
    Many Arms of the Spider: Unleash a flurry of attacks.
    Panther Prowls the Night: Move like a powerful predator.
    Stampede of Oxen: Lay waste to the ground around you.
    Wind Blows Over the Earth

    Initiate Katas
    Spoiler
    Show
    Anticipate the Cobra: Detect opponents without sight.
    Crane Guides the Arrow: Your strikes are guided to vital areas.
    Firefly’s Path: Move from place to place seemingly instantly.
    Roar of the Dragon: Unleash a terrifying noise upon your foes.
    Tiger Shakes Its Mane: Shrug off effects that hinder your hunt.

    Master Katas
    Spoiler
    Show
    Crumbling Dam: Destroy your foes resistances and immunities.
    Eclipsing the Noonday Sun: Blind opponents you strike.
    Jade King’s Stance: A stance that vexes spell casters
    Righteous Reversal: Turn a foe’s attacks against them.
    Step Back to Ward Off Monkey: Cleverly avoid being held in place.
    Vengeance of Angry Monkey: Throw things. Throw them far; and hard.

    Grand Master Katas
    Spoiler
    Show
    Ancestor’s Warning: Their wisdom grants you Foresight.
    Closing the Gate: Limit the effect certain magic’s effects on you.
    Mind of Quicksilver: You become resistant to attacks on your mind.
    Plug the Hourglass: Slow time to a crawl.
    Water Flows Uphill: Impede the movement of those who threaten you.


    Kata Descriptions
    Spoiler
    Show
    Abundance of Pecking Birds (Ex)
    Apprentice
    Legends speak of the grand masters that blot out the sun with a hail of arrows.
    This kata allows the samurai, as part of full-attack action that provokes attacks of opportunity, to make a number of additional attacks with a bow, sling, or thrown weapon equal to their Str modifier. These attacks are made at the samurai’s highest base attack bonus, but suffer a -2 penalty. This penalty is reduced to -1 at 5th level and at 9th level it disappears. The penalty applies only to attacks made during the samurai’s turn.
    Ancestor’s Warning (Su)
    Grand Master
    Your ancestors wish to keep you safe from harm and whisper warnings into your ears. The samurai gains the benefits of the Foresight spell for 24 hours.
    Anticipate the Cobra (Ex)
    Initiate
    Samurai who learn this kata gain the ability to sense creatures without using your eyes or ears. You gain Blindsense out to 30’ and scent for 24 hours. If you have 12 or more levels of samurai, you gain Blindsight out to 30’ and Blindsense to 60’.
    Bandit King’s Inspiration (Su)
    Apprentice
    The spirit of the Bandit King flows through you, giving you seemingly boundless luck. You gain a floating “pool of luck”, which manifests as points that can be used to improve your odds of success at various tasks. Your pool contains 2 points per samurai level. You may spend up to one half of your class level on any one attack roll, ability check, or skill roll.
    You must declare the expenditure of your points prior to making the roll. Used points disappear from the pool; which refills at the beginning of each encounter. These points count as a luck bonus for the purposes of stacking.
    If you have four levels of monk, you may spend 2 points to gain 1d6 sneak attack damage. You may only spend up to one half your samurai level in points for this purpose.
    Closing the Gate (Sp)
    Grand Master
    A well prepared spellcaster can be the worst enemy of even the best trained samurai. This kata was developed to make sure that not all of their tricks could be used on one warrior.
    This kata grants Spell Immunity, Greater as a spell-like ability for 24 hours to the samurai that learns it.
    Cobra Strike (Ex)
    Apprentice
    Wise men say that patience is a virtue. None hold that truer than a monk who learns this kata.
    The monk, using a full-round action that provokes attacks of opportunity, may take 20 on their next attack roll. The samurai gains none of the benefits of rolling a “natural 20” on this attack roll. If the character has 15 levels in samurai this kata can be used as a standard action.
    Crane Guides the Arrow (Ex)
    Initiate
    Your training focuses on striking a target’s vital areas. As such, the critical threat range of all of your attacks goes up by one step. So, a threat range of 19-20 goes to 18-20. In addition, all rolls to confirm critical hits gain a bonus equal to your Wis modifier. This kata stacks with spells, feats and other abilities that affect critical hits.
    If you have 12 levels of samurai, the critical multiplier of all of your attacks goes up by one: x2 goes to x3, etc.; and your critical hits can affect targets normally unaffected by them.
    Crumbling Dam (Su)
    Master
    One of the hardships that a samurai faces is opponents immune to their techniques. This kata was developed to even the odds. As a standard action, you make a melee attack against a target. If the attack would hit, the target makes a Will save. The target takes a -1 penalty to this save for every 5 points by which you beat their armor class with your strike.
    On a failed save, any immunity the target has become ineffective and any resistances to energy drop to 0 for 1 round per 2 monk levels.
    Eclipsing Noonday Sun (Su)
    Master
    A foe that cannot see you is generally a foe that cannot hit you. Monks who learn this kata can steal the sight from their victims in the blink of an eye.
    Each opponent you strike must make a fortitude save or be blinded for 5 rounds. A successful save means that the target has a 50% miss chance versus all targets until the samurai’s next turn. The samurai can choose to hit the same foe more than once forcing a save each time. Once a target is blinded, additional strikes do not extend the duration of the condition.
    Firefly’s Path (Su)
    Initiate
    On warm summer nights, one can sit in a field and watch the tiny sparks of living light flit from place to place. Just when you think you’ve got one in your jar, it’s empty on the second look.
    This kata gives the samurai the ability to teleport a distance of up to your movement as a swift action or an immediate action. If you have 12 levels of samurai, you can teleport as a free action. Targeted and area of effect attacks that would affect you have a 50% chance of striking you if you respond to them by activating this kata.
    Fury Fans the Flame (Su)
    Apprentice
    The heat of battle burns fiercely in the samurai that learns this kata. You gain the ability to rage a number of times per day as a barbarian of a level equal to your monk level. Your samurai and barbarian levels stack to determine your level of rage. You do not gain the Greater, Tireless, and Mighty Rage abilities via samurai levels alone.
    In addition, while raging, your body radiates cold, electricity, fire, or sonic energy. This energy extends 5’ in all directions from your body. Regardless of type, the energy sheds light as a torch; and deals 1 damage for every class level to any creature it touches except you.
    Grasp of the Slithering Eel (Ex)
    Apprentice
    Samurai train with a variety of weapons. So, using a length of rope or chain to disable opponents would seem child’s play. Those that master this kata know the truth, though.
    To use this kata, the samurai must have access to at least 5’ of rope, chain, or some other flexible cord. They then initiates a grapple. If the grapple is successful, the chain wraps around the target. Each round they are able to maintain the grapple; the target takes the samurai's weapon damage or 1d8 +Str mod damage. A samurai can, with sufficient rope (5’ per target) perform this maneuver on a number of targets equal to his Str modifier (to a maximum equal to his class level) that are no more than 10’ apart. Maintaining this kata is a free action.
    While this kata is in effect, you may not make any move other than a 5’ step. Additionally, you must keep one hand on your chosen binding material.
    Jade Emperor’s Stance (Su)
    Master; Stance
    Spellcasters are to warriors what locusts are to wheat at times. While a samurai’s defenses against the effects of magic are high there are times when it is not enough. This kata is taken by those who know the legend of the Jade Emperor, a man at arms who could speak with the animals and also vex wizard’s by his very posture.
    Jade Emperor’s Stance grants its user spell resistance equal to 15 + class level + Str modifier as long as it is active. This kata requires a free action to activate and end, so a monk using it can lower their spell resistance to allow beneficial effects through.
    If you have another kata with the stance descriptor active, you must end it before you can activate this one.
    Many Arms of the Spider (Ex)
    Apprentice
    A samurai may unleash a flurry of attacks designed to quickly incapacitate foes. During a full attack action, a monk may make a number of additional attacks equal to their Str modifier. These attacks are made at the samurai’s highest base attack bonus, but suffer a -2 penalty. This penalty is reduced to -1 at 5th level and at 9th level it disappears. The penalty applies only to attacks made during the samurai’s turn.
    Samurai may use Many Arms of the Spider in conjunction with any melee or thrown weapon with which they are proficient including unarmed strikes; and may attack with any interchangeably as desired. When using this ability, the monk applies their strength bonus as appropriate for whatever weapon they are wielding.
    In the case of double weapons, each end counts as a separate weapon when using this ability. Even though they require two hands to use, they may still intersperse unarmed strikes w/ attacks from the double weapon as long there are enough attacks to do so.
    When a samurai reaches 9th level, they may use Many Arms of the Spider as a standard action.
    Mind of Quicksilver (Su)
    Grand Master
    Samurai practice meditation techniques in order to reach a state of calm. However when faced with an opponent who attacks the mind, samurai who learns this kata can force their thoughts to race and cause those attacks to fail.
    Mind of Quicksilver affects the samurai as mind blank, personal. This kata is always active once learned and therefore requires no action to maintain or activate.
    Panther Prowls the Night (Ex)
    Apprentice; Stance
    Dark as the shadows and fast as lightning, the panther strikes with astounding speed and fury. Samurai learning this kata tap into their more primal instincts.
    As long as a samurai is in Panther Prowls the night, they gain the pounce ability; meaning that at the end of a charge, they can make a full attack. If you have 5 levels of samurai, you may take an additional move action each turn. If you have 10 levels of samurai, you may take an additional move OR standard action each turn. If you have 15 levels of samurai you may take an additional turn immediately after your own. Activating and ending this kata is a swift action.
    If you have another kata with the stance descriptor active, you must end it before you can activate this one.
    Plug the Hourglass (Su)
    Grand Master
    Your mind calms as you open your eyes. The world slows to a crawl around you allowing you time to plan your next moves.
    As a standard action, you may activate Plug the Hourglass and gain 1d4+1 rounds of apparent time in which to act freely. Normal and magical energy, gas, etc. can still affect you. During this time, other creatures cannot be affected by your abilities, katas, spell, etc. Spells or effects that affect an area and have duration greater than Plug the Hourglass have their normal effect on other creatures once it ends.
    This kata is very draining on the samurai; and may not be used in consecutive turns. The monk must wait a number of rounds equal to twice the granted apparent time before using this ability again.
    Righteous Reversal (Su)
    Master
    One of the principles of martial arts is turning an enemy’s strengths against them. Samurai who learn this kata can use this maxim to devastating effect.
    After taking damage or being affected by a spell, spell-like, etc. a samurai may, as a free action, make an concentration check equal to the damage dealt or the original DC of the effect. Success means that the originator of the damage/effect is also subject to it. They are not allowed a save to avoid or reduce the effect. In cases when the target is immune (for example a red dragon is immune to its own fiery breath), the target is allowed a save for a lesser effect if applicable; but they are still affected.
    Roar of the Dragon (Su)
    Initiate
    Dragons are known for their terrifying presence; usually accompanied by a furious roar that shakes one to the very core. Samurai who learn this kata can tap in to that same power.
    As a standard action, the samurai makes a battle cry that has the same effect as the shout spell. If you have 16 levels in samurai, the effect is that of shout, greater. Even if the targets make the fortitude save, they are affected for 5 rounds per the table below:
    {table=head]Target Hit Dice|Effect
    Samurai level -4 or fewer|Unconscious
    Samurai Level -3|Cowering
    Samurai Level -2|Panicked
    Samurai Level -1|Frightened
    Samurai Level|Shaken
    Samurai Level +1|Dazed
    Samurai Level +2|Stunned
    Samurai Level +3|Staggered
    Samurai Level +4 or more|No Effect[/table]

    Creatures normally immune to fear are still shaken for 5 rounds if they fail the saving throw.
    Stampede of Oxen (Su)
    Apprentice
    You strike the surface below you. A burst of force originates from the point of impact. In its wake it leaves a circle of crushed stone and rubble. Monks who learn this kata strive to control where their opponents can move to.
    Stampede of Oxen allows the samurai, as a standard action that provokes attacks of opportunity, to strike the ground and cause a 15’ radius spread of difficult terrain from their square. This ability works on any surface made of materials with hardness 10 or lower. The radius of this effect expands by 5’ for every 5 class levels you possess.
    If you possess nine class levels, all opponents in the affected area take your unarmed strike damage as sonic damage (reflex save for 1/2 damage)
    Step Back to Ward Off Monkey (Ex)
    Master
    Monkeys are agile attackers and can swarm to hinder those carrying what the troop may desire. Samurai who learn this kata have learned to avoid or slip free of not only grasping hands; but many other affects that hinder their movement.
    Step Back to Ward Off Monkey grants you freedom of movement as the spell. This kata is always active once learned and therefore requires no action to maintain or activate.
    Tiger Shakes Its Mane (Ex)
    Initiate
    The deadly tiger hunts prey with cunning, speed, and endurance. Samurai who learn this kata embodies the spirit of the last known survivor who stalks his prey in the night; watching all with the eye of the tiger.
    Tiger Shakes Its Mane removes a single non-instantaneous [Mind-Affecting] or movement-impairing affect that you know about. If the effect you intend to remove affects an area or more targets than you, the effect ends only for you. Activating this kata is a standard action.
    Vengeance of Angry Monkey (Ex)
    Master
    When angered, a monkey will use any tool at hand to harm or hinder their foes; even if they have to look within to find it. Ahem, cunning samurai learn to adapt this resourcefulness, to a point, with this kata.
    As a standard action, make a melee attack roll with any weapon other than your unarmed strike. All creatures in a 30’ line that your attack would strike take damage from the attack plus 1d8 damage for every 2 samurai levels you possess. Subjects of this kata are allowed a reflex save for half damage.
    Water Flows Uphill (Su)
    Grand Master; Stance
    One of the greatest metaphors a sifu uses with a student is that of the salmon that swims upstream. It fights the path of least resistance to gain its ultimate reward. Water Flows Uphill allows a monk to teach that lesson to many at once.
    While in this stance, all targets within close range (25’+5’/2 samurai levels, always centered on you) are slowed as the spell. The maximum number of targets you can affect with this kata is equal to ½ your samurai level.
    If you have another kata with the stance descriptor active, you must end it before you can activate this one. Activating and ending this stance is a swift action.
    Wind Blows Over the Earth (Ex)
    Apprentice
    Two travelers were discussing matters of faith. One espoused the strength of the earth gods; saying that their might and knowledge of steel made them superior. The other explained that he worshiped the wind. It was superior to the earth gods as the earth gods could do nothing to stop them from moving forward.
    Samurai who learn Wind Blows Over the Earth becomes adept at avoiding impedances to their movement. You are no longer subject to movement penalties for passing through difficult terrain; and gain a +10’ bonus to your movement for every 5 samurai levels. If you have 6 levels of samurai, you may always act as if under the effects of balancing lorecall.
    This kata is always active once learned and requires no action to activate or end.
    Last edited by Xaotiq1; 2013-02-13 at 03:19 PM.
    "Bender knows love, and love doesn't share itself with the world. Love is suspicious, love is needy. Love is fearful, love is greedy. My friends, there is no great love without great jealousy!"- Bender Bending Rodriguez