Samurai from Oriental Adventures updated to Pathfinder


Conversions


An experiment in updating the Samurai class from Oriental Adventures to the Pathfinder system. I've always like this version of the Samurai better than the one in Complete Warrior. The question was how to bring it up to Pathfinder class standards. The other question was how to make the class flexible enough that each clans specialties could shine through. This is my version 1.0 of this class. Tell me what you think, where it seems to be weak, what might be over powered, and in general what could use improvement.

Samurai 3.75 (Pathfinder)
Alignment: Must be Lawful
Hit Die = D10
Skill Points: 4+Int
Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate(Cha), Knowledge (History) (Int), Knowledge (local) (Int), Knowledge (Nobility) (Int), Perform(Cha), Profession (Wis), Ride (Des), Sense Motive (Wis), and Swim (Str).

BAB = Full
Fort Save: Good
Reflex Save: Poor
Will Save: Good
Level abilities listed below:
1st: Ancestral Daisho, Clan Ability
2nd: Bonus Feat
3rd: Fearless, Iaijutsu Strike 1D6
4th: Bonus Feat
5th: Clan Ability
6th: Iaijutsu Strike 2d6
7th: Bonus Feat
8th: Stare down
9th: Iaijutsu Strike 3d6
10th: Bonus Feat, Clan Ability
11th: Mass Stare down
12th: Iaijutsu Strike 4d6
13th: Bonus Feat
14th: Improved Stare Down
15th: Clan Ability, Iaijutsu Strike 5d6
16th: Bonus Feat
17th: Frightful Presence
18th: Iaijutsu Strke 6d6
19th: Bonus Feat
20th: Clan Ability

The following are class features of the samurai.
Weapon and Armor Proficiency: Samurai are proficient with all simple and martial weapons and with light and medium armor. Samurai are not proficient with shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment
carried.

Ancestral Daisho: All samurai begin play with either a katana and a wakizashi-two masterwork weapons, a masterwork bow, or one other masterwork weapon. These are weapons that belonged to the samurai's ancestors, and protecting the weapons is an important point of honor for the samurai. As a samurai acquires treasure through adventuring, 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 Shadowlands fiends can use his treasure to acquire new jade or magic weapons.
At any time, a samurai may retreat to a temple or shrine and spend time in prayer in order to awaken the ancestral spirits in his Ancestral Daisho. This requires a sacrifice of valuable items worth the amount shown on the following 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 (at half value) 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 . Many samurai request the assistance of a shugenja in this process, but a shugenja is not required.
The values shown on the following table are the total value of sacrifice required to bring a single weapon to the listed weapon bonus. If a samurai already has a +3 weapon, he can raise it to a +4 weapon by sacrificing 14,000 gp and spending two weeks in prayer. .
Before a samurai's ancestral daisho 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.
-Note: In some campaigns, a samurai might begin play with a different ancestral weapon, such as a tulwar (scimitar) or a jian (longsword).

ANCESTRAL DAISHO
Weapon bonus/Minimum Sacrifice Required/Minimum Character Level
+1/2,000gp/4th
+2/4,000gp/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
*A weapon can't actually have a bonus higher than +5 . Use these lines to determine price when special abilities are added in. Example: A samurai who has a +4 katana can transform it into a +4 thundering katana with a sacrifice of 40,000 gp, since thundering is a special ability equivalent to a +2 bonus.

Bonus Feats: At 2nd level, the samurai gets a bonus feat .The samurai gains an additional bonus feat at 4th level and every three levels thereafter (7th, 10th, 13th, 16th, and 19th). These bonus feats must be drawn from the list that appears below for the character's clan or from the appropriate clan's Ancestral Feats.

Crab-Emphasize heavy armor, great strength, and unusual weapons. Feats: Armor Proficiency (heavy), Combat Reflexes (Stand Still), Endurance (Die Hard), Power Attack (Cleave, Great Cleave, Improved Bull Rush, Greater Bull Rush, Improved Sunder, Greater Sunder), Run, Weapon Focus (battleaxe, greatclub, katana, or warhammer) .

Crane-Emphasize speed and agility. Feats: Dodge (Mobility, Spring Attack, Wind Stance, Lighting Stance), Combat Expertise (Improved Disarm, Greater Disarm, Improved Trip, Greater Trip, Whirlwind Attack), Improved Initiative, Quick Draw, Iaijutsu Focus, Toughness, Vital Strike (Improved Vital Strike, Greater Vital Strike) Weapon Focus (katana).

Dragon-Teach two-weapon fighting and unarmed combat. Feats: Combat Reflexes, Dodge (Mobility, Spring Attack), Improved Unarmed Strike (Deflect Arrows, Snatch Arrows, Improved Grapple, Greater Grapple, Stunning Fist), Power Attack (Cleave), Two Weapon Fighting (Double Slice, Improved Two Weapon Fighting, Greater Two Weapon Fighting, Two Weapon Rend, Two Weapon Defense), Weapon Focus (katana).

Lion-Emphasize strategy, intelligence, and strength of will. Feats: Endurance (Die Hard), Combat Expertise (Improved Disarm, Greater Disarm, Improved Trip, Greater Trip, Whirlwind Attack), Combat Reflexes, Dodge (Mobility), Improved Initiative, Iron Will (Improved Iron Will), Ki Shout (Great Ki Shout), Toughness, Weapon Focus (katana, pole-arm (any), spear).

Phoenix-Emphasize mental and spiritual training. Feats: Alertness, Blind-Fight, Combat Reflexes, Combat Expertise (Improved Disarm, Greater Disarm, Improved Trip Greater, Whirlwind Attack), Great Fortitude (Improved Great Fortitude), Improved Initiative, Iron Will (Improved Iron Will), Quick Draw, Weapon Focus (katana).

Scorpion-Emphasize mobility and dirty fighting. Feats: Blind-Fight, Catch Off Guard, Dodge (Mobility, Spring Attack, Wind Stance, Lighting Stance), Combat Expertise (Improved Disarm, Greater Disarm, Improved Trip, Greater Trip, Whirlwind Attack), Critical Focus (Critical Mastery), Improved Initiative, Prone Attack, Quick Draw, Weapon Focus (katana).

Unicorn-Emphasize mounted combat and archery. Feats: Alertness, Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge, Unseat), Point Blank Shot (Far Shot, Precise Shot, Improved Precise Shot, Pin Point Targeting, Rapid Shot, Shot on the Run), Weapon Focus (spear, lance, bow, or katana).

*Please not that with the Clan abilities as Samurai can you gain one set of abilities, not all of them, and once a Clan is chosen it is permanent.
Clan Abilities:
At 1st, 5th, 10th, 15th and 20th level a samurai gains an ability that is reflective of his chosen clan:

-Crab-Emphasize heavy armor, great strength, and unusual weapons:
1st: A Samurai from the Crab clan never suffers from reduced speed regardless of what type of armor he is wearing or how heavy the load he is carrying. Also the Maximum dexterity bonus for any armor is increased by 1 per 5 levels of samurai.
5th: Crab Strength: At 5th level a Samurai from the Crab clan can call on his inner reserves of strength and constitution. He adds a +4 bonus to both strength and constitution for number or rounds equal to 4 + (the new) Constitution Modifier. This can be done a number of times per day equal to the Samurai's Constitution Modifier, minimum of once per day.
Once these effects end or the Samurai willingly chooses to end these bonuses (free action) he is fatigued for a number of rounds equal to 2 times the number of rounds spent using the Crab Strength ability.
10th: Greater Crab Strength: At 10th level the bonuses increase to +6
15th: Tireless Crab Strength: At 15th level the Samurai is no longer fatigued after using Crabs Strength.
20th: Mighty Crab Strength: At 20th level the bonuses increase to +8

-Crane- Emphasize speed and agility:
1st: Gains a wisdom bonus to AC, as if he were a monk of equal level. Treat his Samurai level as an equivalent monk level for the purposes of determining his unarmored AC bonus after 1st level.
5th: Initiative Bonus: Cranes gain a bonus to initiative equal to 1 per five levels of Samurai.
10th: Improved Critical Threat: A Samurai from the Crane Clan increases the critical threat range for his Ancestral Daisho (and only his Ancestral Daisho) by 1. This affect stacks with Keen and or the Improved Critical feat.
15th: Improved Critical Multiplier: A Samurai from the Crane Clan increases the critical multiplier by 1 for his Ancestral Daisho (and only his Ancestral Daisho).
20th: 1 Strike/1 Kill. As a Standard Action a Samurai from the Crane clan can choose to forgo his normal number of attacks per round and instead make one attack against a single opponent. If the attack hits that opponent must make a Fortitude save with the DC being equal 10 + ½ the Samurai's class level + Charisma Modifier. If the save fails the Samurai kills his opponent instantly. If the save is successful the opponent still suffers Damage as if he was struck by a confirmed critical hit.

-Dragon- Teach two-weapon fighting and unarmed combat:
1st: A Samurai from the Dragon clan is treated as Monk of equal level for the purposes of determining his Unarmed damage, Bonus to AC while unarmored (including a wisdom bonus to AC), and for the use of Flurry of blows. A Samurai from the Dragon clan treats his Katanas as Monk weapons for the purpose of using Flurry of Blows. He also gains the Improved Unarmed Strike as a bonus feat at first level.
5th: Bonus feat: Two Weapon Fighting (even if he doesn't meet the prerequisites)
10th: Bonus feat: Improved Two Weapon Fighting (even if he doesn't meet the prerequisites)
15th: Bonus feat: Greater Two Weapon Fighting (even if he doesn't meet the prerequisites)
20th: Quivering Palm as the Monks ability.

-Lion- Emphasize strategy, intelligence, and strength of will:
1st: The Lion Clan can apply their Intelligence modifier to damage in addition to their Strength Modifer.
-Lion (cont).
5th: Uncanny Dodge
10th: A Samurai from the Lion Clan gets a +4 to hit when flanking his opponent instead of the usual +2
15th: Improved Uncanny Dodge
20th: A Samurai from the Lion Clan can treat any adjacent as occupied for the purpose of determining flanking bonuses. Also any square that is adjacent to a Samurai from the Lion Clan is automatically considered difficult terrain.

-Phoenix- Emphasize mental and spiritual training:
1st: A Samurai from the Phoenix clan can use a Healing Touch a number of times per day equal to 3 + Charisma Modifier. Using this ability he can heal 1d4+1 point of damage per 2 Samurai levels.
5th: Slippery Mind as per the Monk ability.
10th: Holy Power: When wielding his ancestral weapon a Samurai from the Phoenix clan automatically applies the Holy Property to it, and it is considered good aligned for the purposes of overcoming damage reduction.
15th: A Samurai from the Phoenix clan is immune to spells from the schools of Enchantment/Charm and Illusion.
20th: Like a Phoenix rising from the ashes a Samurai from the Phoenix clan can return from the dead. Once per day, if the Samurai from the Phoenix clan is slain, before he dies he can choose to activate this power upon himself, and be returned from the dead as if a True Resurrection spell had been cast upon him. When he dies, his body and all his possession are consumed by a magical fire leaving nothing but ashes. He cannot use this power on anyone other than himself, and cannot return from the dead until dawn of the next day, when he reappears exactly where he died with all his possessions. If that space is occupied, its occupant is forced to move to any adjacent square.

-Scorpion- Emphasize mobility and dirty fighting:
1st: A Samurai from the scorpion clan is a dirty fighter. He gains Sneak Attack at 1d6 and gains “Catch Off Guard” as a bonus feat at first level. They also gain Bluff as a class skill and gain 1 additional rank in it for each level of Samurai.
5th: Sneak Attack 2d6, +10ft Movement
10th: Sneak Attack 3d6, +20ft Movement
15th: Sneak Attack 4d6, +30ft Movement
20th: Sneak Attack 5d6, Master Strike as if a Rogue of 20th Level.

-Unicorn-Emphasize mounted combat and archery:
1st: Receive Skill Focus: Ride as a Bonus Feat
5th: Gains an Animal Companion/Mount as a Druid of equal level
10th: Improved Accuracy: A mounted Samurai from the Unicorn clan deals double damage with his bow and arrow on a successful hit.
15th: Full Attack: A mounted Samurai from the Unicorn clan can make a full attack action with his bow while his mount executes a full move action.
20th: Deadly Accuracy: A mounted Samurai from the Unicorn clan deals triple damage with his bow and arrow on a successful hit. Anyone hit by one of these arrows is subject to the effects of a “Daze” spell, unless they make a will save equal to 10 + ½ the Samurai's class level + Charisma modifer.

Fearless:
At 3rd level a Samurai becomes completely immune to the effects of fear, magical or otherwise.

Iaijutsu Strike:
At 3rd level a Samurai can add extra damage if he can catch his opponent off guard. Any time a foe would be denied his dexterity bonus and Samurai has yet to draw or ready his weapon, he may immediately draw his weapon and attack, dealing additional damage to that opponent. This weapon must be the samurai's ancestral daisho, and for the purposes of this ability, he is treated as having the Quick Draw feat.

Stare Down:
-At 8th 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 his opponents.

Mass Stare Down:
-At 11th level a Samurai has sufficient presence that he can now cow multiple foes. Using a Intimidate check, a Samurai can demoralize all opponents within 30 feet with a single standard action.

Improved Stare Down:
-At 14th level a Samurai can demoralize all opponents within 30 feet as a move action, not a standard action.

Frightful Presence:
-At 17th level when a Samurai uses intimidate, all opponents within 30 feet must make a will save (DC 10 + ½ Samurai level + Cha Modifier). The number of Hit Dice the opponents have determines the effects of the Samurai's Frightful presence ability on them. Making the will save means they are not affected and cannot be affected by the Samurai's frightful presence for 24 hours.
More HD than the Samurai: No Effect
Equal to the Samurai's HD: Demoralized as normal
Less than the Samurai's HD to 5HD: Shaken for 4D6 Rounds
4HD and fewer: Paniked for 4D6 Rounds

Code of Conduct: A samurai must be of lawful alignment,
and dishonors himself, his family, and his swords if he ever
willingly commits a chaotic act. Additionally, the samurai code
of bushido requires that he be obedient to his lord, accept death
at any time and face it bravely, avenge any dishonor, and shun
any appearance of cowardice. The core principles of bushido are
honor, loyalty, and courage. Violating these precepts results in
dishonor, which may result in a samurai being stripped of his
family name or being asked to commit seppuku (ritual suicide) .

Some Feats from Oriental Adventures that are updated or printed because they were kept on a specific clan's bonus feat list:

-Crane Clan/General: Iaijutsu Focus
(This use to be a skill. It has been reworked into a feat specifically for the Crane clan to demonstrate their mastery of this particular ability)
You are member of the Crane clan and are exceptionally deadly in a duel.
Prerequisites: Iaijutsu Strike class feature.
Benefit: Whenever you are allowed to apply your Iaijutsu dice to you damage you may reroll any 1s that are initially rolled for the additional damage. Once you reroll the die you must keep the result regardless of if it comes up as a 1 for a second time.

-Lion Clan/General: Ki Shout
You can bellow forth a hi-empowered shout that strikes terror into your enemies.
Prerequisites: Base attack bonus +1 or higher, Cha 13+.
Benefit: Making a ki shout is a standard action . Opponents who can hear your shout and who are within 30 feet of you may become shaken for 1d6 rounds. The ki shout affects only opponents with fewer Hit Dice or levels than you have . An affected opponent can resist the effects with a successful Will save against a DC of 10 + 1/2 your character level + your Charisma modifier. You can use Ki Shout once per day. Shaken characters suffer a -2 morale penalty on attack rolls, saves, and checks .

-Lion Clan/Improved General: Ki Shout
Your ki shout can panic your opponents.
Prerequisites: Cha 13+, Ki Shout, base attack bonus +9 or higher. Benefit: When you make a ki shout, your opponents are panicked for 2d6 rounds unless they succeed at their Will saves (DC 10 + 1/2 your character level + your Charisma modifier). Panicked characters suffer a -2 morale penalty on attack rolls, saves, and checks, they have a so% chance to drop what they are holding, and they run away from you as quickly as they can. The effects of being panicked supersede the effects of being shaken.


Anthony Kane wrote:
An experiment in updating the Samurai class from Oriental Adventures to the Pathfinder system.

LOTS of Samurai discussion HERE.

R.


I like the approach, but the Clan specific abilities paired with everything else makes the Samurai you've created a bit too powerful. I also think that some of the clans turned out weaker than others.

Were you to update the samurai, I would suggest something more along these lines (See pg 25-28 & 44-45 of phbII for definitions of abilities):

f1: Daisho, Knight's Challenge
2: Armor Mastery (Medium)
f3: Feat
4: Test of Mettle
f5: Elusive Attack
6: Feat
f7: Fighting Challenge +2
8: Call to battle
f9: Feat
10: Counter Attack
f11: Fear Immunity
12: Feat,Daunting Challenge
f13: Fighting Challenge +3
14: Overpowering Attack
f15: Feat
16: Bond of Loyalty
f17: Overpowering Attack
18: Feat
f19: Fighting Challenge +4
20: Loyal Beyond Death

Keeping the feats clan aligned is fine, though you might add the appropriate clan feats from the Rokugan book as well as the OA book to the list of appropriate feats.

Dark Archive

As a Scorpion player I have to ask if Oriental Adventures actually increased their samurai in such a way. Looking at Secrets of the scorpion I don't see any indication of this. Keep in mind I used more of the roll/keep system than the actual d20 stuff, but Scorpion usually acted on higher initiative.

So my suggestion is, rather than making them move faster, why not give them initiative tricks, which they can benefit from. Perhaps something innocent for instance as "+1 dodge bonus to armor class against foes they are faster than". Then give them tricks to up their initiative, or even for opponents to make a reflex save or switch initiative? (DC 10 + 1/2 samurai levels + dex modifier)

I think THAT would be more in keeping with a scorpion. It should be something that strikes a small trickle of fear in opponents who aren't dex based, as they will realize that even if they thought they were going first, their opponent has turned the tables on them.

This fits a bit more of the flavor of scorpion I have seen, rather than the faster movement. Mobility is part of it, and so is dirty fighting, but mobility is more than distance, its also the ability to move within it.


Well, I have to say these are all very different than the Samurai class we worked up for 'Paths of Power' and it's fascinating to see so many different takes on the same basic idea. It's great to see such creativity.


Okay so I listened to the feed back, and went back and reworked a lot of the clan abilities. One of the things that I do what to point out is that the Samurai does operate under a restricting code of honor, much like GOD/aka Paladin. Also while the Iaijutsu Strike Class feature does allow them to deal extra damage, that class feature is even more restrictive in use than sudden strike, which takes some of the punch out of it. I have reworked the Clan abilities and given a full Clan/Ancestral feat list that does not appear in the Pathfinder hand book. Let me know what you all think.

Samurai 3.75 (Pathfinder)
Alignment: Must be Lawful
Hit Die = D10
Skill Points: 4+Int
Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate(Cha), Knowledge (History) (Int), Knowledge (local) (Int), Knowledge (Nobility) (Int), Perform(Cha), Profession (Wis), Ride (Des), Sense Motive (Wis), and Swim (Str).

BAB = Full
Fort Save: Good
Reflex Save: Poor
Will Save: Good
Level abilities listed below:
1st: Ancestral Daisho, Clan Ability
2nd: Bonus Feat
3rd: Fearless, Iaijutsu Strike 1D6
4th: Bonus Feat
5th: Clan Ability
6th: Iaijutsu Strike 2d6
7th: Bonus Feat
8th: Stare down
9th: Iaijutsu Strike 3d6
10th: Bonus Feat, Clan Ability
11th: Mass Stare down
12th: Iaijutsu Strike 4d6
13th: Bonus Feat
14th: Improved Stare Down
15th: Clan Ability, Iaijutsu Strike 5d6
16th: Bonus Feat
17th: Frightful Presence
18th: Iaijutsu Strke 6d6
19th: Bonus Feat
20th: Clan Ability

The following are class features of the samurai.
Weapon and Armor Proficiency: Samurai are proficient with all simple and martial weapons and with light and medium armor. Samurai are not proficient with shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment
carried.

Ancestral Daisho: All samurai begin play with either a katana and a wakizashi-two masterwork weapons, a masterwork bow, or one other masterwork weapon. These are weapons that belonged to the samurai's ancestors, and protecting the weapons is an important point of honor for the samurai. As a samurai acquires treasure through adventuring, 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 Shadowlands fiends can use his treasure to acquire new jade or magic weapons.
At any time, a samurai may retreat to a temple or shrine and spend time in prayer in order to awaken the ancestral spirits in his Ancestral Daisho. This requires a sacrifice of valuable items worth the amount shown on the following 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 (at half value) 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 . Many samurai request the assistance of a shugenja in this process, but a shugenja is not required.
The values shown on the following table are the total value of sacrifice required to bring a single weapon to the listed weapon bonus. If a samurai already has a +3 weapon, he can raise it to a +4 weapon by sacrificing 14,000 gp and spending two weeks in prayer. .
Before a samurai's ancestral daisho 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.
-Note: In some campaigns, a samurai might begin play with a different ancestral weapon, such as a tulwar (scimitar) or a jian (longsword).

ANCESTRAL DAISHO
Weapon bonus/Minimum Sacrifice Required/Minimum Character Level
+1/2,000gp/4th
+2/4,000gp/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
*A weapon can't actually have a bonus higher than +5 . Use these lines to determine price when special abilities are added in. Example: A samurai who has a +4 katana can transform it into a +4 thundering katana with a sacrifice of 40,000 gp, since thundering is a special ability equivalent to a +2 bonus.

Bonus Feats: At 2nd level, the samurai gets a bonus feat .The samurai gains an additional bonus feat at 4th level and every three levels thereafter (7th, 10th, 13th, 16th, and 19th). These bonus feats must be drawn from the list that appears below for the character's clan or from the appropriate clan's Ancestral Feats.
Crab-Emphasize heavy armor, great strength, and unusual weapons. Feats: Armor Proficiency (heavy), Blind Fight, Combat Reflexes (Stand Still), Endurance (Die Hard), Exotic Weapon Proficiency, Power Attack (Cleave, Great Cleave, Improved Bull Rush, Greater Bull Rush, Improved Sunder, Greater Sunder), Run, Weapon Focus (battleaxe, greatclub, katana, or warhammer). Ancestor Feats: Skill Focus (Craft)/replaces Great Crafter, Vexing Flanker* aka Great Teamwork, Improved Aid*, Luck of Heroes*, Power Attack (Shadowlands)*, Resist Taint*, Sea-legs*, Spell Power**, Strength of the Crab**
Crane-Emphasize speed and agility. Feats: Dodge (Mobility, Spring Attack, Wind Stance, Lighting Stance), Combat Expertise (Improved Disarm, Greater Disarm, Improved Trip, Greater Trip, Whirlwind Attack), Improved Initiative, Quick Draw, Iaijutsu Focus, Toughness, Vital Strike (Improved Vital Strike, Greater Vital Strike) Weapon Focus (katana). Ancestor Feats: Art of Fascination**, Artist*, Gifted General**, Great Stamina**, Iaijutsu Master**, Magical Artisan**, Power Attack Iaijutsu**, Smooth Talker*.
Dragon-Teach two-weapon fighting and unarmed combat. Feats: Combat Reflexes, Dodge (Mobility, Spring Attack), Improved Unarmed Strike (Deflect Arrows, Snatch Arrows, Improved Grapple, Greater Grapple, Stunning Fist, Scorpion's Style, Gorgon's Fists, Medusa's Wrath), Power Attack (Cleave, Great Cleave), Two Weapon Fighting (Double Slice, Improved Two Weapon Fighting, Greater Two Weapon Fighting, Two Weapon Rend, Two Weapon Defense), Weapon Focus (katana, wakazashi). Ancestor: Born Duelist**, Keen Intellect**, Resist Poison*, Silver Tongue*, Soul of Loyalty*, Warrior Shugenja**.
Lion-Emphasize strategy, intelligence, and strength of will. Feats: Combat Expertise (Improved Disarm, Greater Disarm, Improved Trip, Greater Trip, Whirlwind Attack), Combat Reflexes (Vexing Flanker), Dodge (Mobility), Endurance (Die Hard), Improved Initiative, Iron Will (Improved Iron Will), Ki Shout (Great Ki Shout), Toughness, Weapon Focus (katana, pole-arm (any), spear). Ancestor: Attention to Detail*, Fearsome and Fearless**, Lion Spy**, Warrior Instinct**.
Phoenix-Emphasize mental and spiritual training. Feats: Alertness, Blind-Fight, Combat Reflexes, Combat Expertise (Improved Disarm, Greater Disarm, Improved Trip Greater, Whirlwind Attack), Great Fortitude (Improved Great Fortitude), Improved Initiative, Iron Will (Improved Iron Will), Quick Draw, Weapon Focus (katana). Ancestor: Great Diplomat*, Keen Intellect*, Oni's Bane*, Scholar of Nature*, Soul of Loyalty*, Spellcaster Support*.
Scorpion-Emphasize mobility and dirty fighting. Feats: Blind-Fight, Catch Off Guard, Dodge (Mobility, Spring Attack, Wind Stance, Lighting Stance), Combat Expertise (Improved Disarm, Greater Disarm, Improved Feint, Greater Feint, Improved Trip, Greater Trip, Whirlwind Attack), Critical Focus (Critical Mastery), Improved Initiative, Prone Attack, Quick Draw, Weapon Focus (katana). Ancestor: Blood Sorcerer*, Honest Merchant*, Karmic Twin**, Magistrate's Mind*, Many Masks*, Soul of Sincerity*.
Unicorn-Emphasize mounted combat and archery. Feats: Alertness, Deadly Aim, Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge, Unseat), Point Blank Shot (Far Shot, Precise Shot, Improved Precise Shot, Many Shot, Pin Point Targeting, Rapid Shot, Shot on the Run), Weapon Focus (spear, lance, bow, or katana). Ancestor: Cool Head*, Kami's Intuition*, Magic in the Blood (Greater Magic in the Blood)**, Powerful Voice*, Saddle back*, Soul of Honor*, Strength of the Charger**, Strong Soul**.
Feat directly translated from Oriental Adventures (OA) *
Feat from Oriental Adventures (OA) that has been significantly changed or modified/ or a New Feat altogether. **

Clan Abilities:
At 1st, 5th, 10th, 15th and 20th level a samurai gains an ability that is reflective of his chosen clan:

-Crab-Emphasize heavy armor, great strength, and unusual weapons:
1st: A Samurai from the Crab clan never suffers from reduced speed regardless of what type of armor he is wearing or how heavy the load he is carrying.
1st: A Samurai from the Crab clan can call on his inner reserves of Strength. He adds a +6 bonus to Strength for a number of rounds equal to 4+ his constitution modifier. He can do this a number of times per day equal to His constitution modifier + 1 per four Samurai Levels.
Once these effects end or the Samurai willingly chooses to end these bonuses (free action) he is fatigued for a number of rounds equal to 2 times the number of rounds spent using the Crab Strength ability.
5th: Powerful Build: By 5th level a Samurai from the Crab clan is treated as one size category larger. Whenever he is subjected to size modifier or special size modifier (such during a grapple, bull rush, and trip attempts), he is treated as one size large if doing so is considered advantageous to him. They are also considered one size larger when determining whether a creatures special attacks based on size (such as swallow whole), can affect him. They can use weapons weapon size category larger without penalty. However the space and reach remain the those for a creature of his actual size. The benefits of this ability stack with the effects of powers, abilities, and spells that change the subjects size category.
10th: Greater Crab Strength: At 10th level the bonuses increase to +8
10th: Damage Reduction: DR 1/-
15th: Tireless Crab Strength: At 15th level the Samurai is no longer fatigued after using Crabs Strength.
15th: Damage Reduction increase: 3/-
20th: Mighty Crab Strength: At 20th level the bonuses increase to +10
20th: Damage Reduction Increase: DR 5/-

-Crane- Emphasize speed and agility:
1st: Gains a wisdom bonus to AC, as if he were a monk of equal level. Treat his Samurai level as an equivalent monk level for the purposes of determining his unarmored AC bonus after 1st level. This bonus only applies if the samurai is wearing no armor.
(Both 5th level abilities are only applied if the Samurai is wearing no armor)
5th: Initiative Bonus: +2 bonus to Initiative. This bonus stacks with any dexterity bonus as well as the improved initiative feat bonus.
5th: Speed Increase: +10ft movement
10th: A Crane clan Samurai gains the use of the Evasion ability. (see description under Rogue entry)
10th: A Crane clan Samurai gains a special +2 dodge bonus to AC when unarmored.
(Both 15th level abilities are only applied if the Samurai is wearing no armor)
15th: Initiative Bonus Increase: (this ability replaces the level 5 ability) +4 bonus to initiative.
15th: Speed Increase (replaces 5th level ability ): +20ft movement
20th: 1 Strike/1 Kill. As a Standard Action a Samurai from the Crane clan can choose to forgo his normal number of attacks per round and instead make one attack against a single opponent. If the attack hits that opponent must make a Fortitude save with the DC being equal 10 + ½ the Samurai's class level + Charisma Modifier. If the save fails the Samurai kills his opponent instantly. If the save is successful the opponent still suffers Damage as if he was struck by a confirmed critical hit. An opponent who makes his save vs. the Samurai's attack cannot be affected by this ability from this samurai for 24 hours. The samurai may still take a 5 foot step or charge at his opponent but only if the five foot step or charge would allow the samurai to attack at the end of the move action.

-Dragon- Teach two-weapon fighting and unarmed combat:
1st: Flurry of Steel: A Samurai from the Dragon clan can execute a flurry of blows, but only with his ancestral daisho (usually a combination of dual katana, wakazashi, or a combination of both) . For the purposes of this ability his ancestral daisho is treated as a monk weapon for the purposes of determining whether or not he can execute a flurry of strikes. When executing a Flurry of steel the Samurai is treated as a monk for the purposes of determining his attack bonuses.
1st: Bonus feat: Improved Unarmed Strike.
1st: Dragon Claws: A samurai from the Dragon clan is treated as a Monk of equal level for the purposes of determining his unarmed damage die.
5th: Dragons Strength: When executing a Flurry of Steel, Attacking with two weapons, or unarmed a Samurai from the Dragon Clan can add his full Strength bonus to both his primary weapon and his off handed weapon's damage.
10th: Greater Dragons Strength: (this ability replaces the 5th level ability). When executing a Flurry of Steel, Attacking with two weapons, or unarmed a Samurai from the Dragon Clan can adds +1 ½ times his strength modifier to both his primary and off handed weapon. (IE he treats both weapons as if they were one handed weapons wielded in 2 hands).
15th: Dragons Breath: At 15th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of Fire Damage per 5 Samurai levels. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your Samurai level + your Charisma modifier. The shape of the breath weapon is that of a 30 foot cone. You may use this ability a number of times per day equal to your constitution modifier but never more than once during an encouter.
20th: Dragon's Wrath: Once per day, A Samurai from the dragon clan may double his number of melee attacks that he can make while performing a full attack action. This increase in the number of attacks lasts for a number of rounds equal to the Samurai's Constitution modifier. He may also benefit from abilities such as “haste” to gain additional attacks but not the bonuses granted by the spell.

-Lion- Emphasize strategy, intelligence, and strength of will:
1st: Excellent Tactician: Whenever a Samurai from the Lion clan is considered flanking an opponent they receive a +4 bonus to hit, instead of the usual +2 bonus. Also Opponents flanking a Samurai from the Lion clan receive no flanking bonus to hit. Samurai from the Lion clan add their Intelligence Modifier to both their CMB and CMD.
-Lion (cont).
5th: Uncanny Dodge
10th: A Samurai from the Lion Clan can treat any adjacent as occupied for the purpose of determining flanking bonuses. Also any square that is adjacent to a Samurai from the Lion Clan is automatically considered difficult terrain.
15th: Improved Uncanny Dodge
20th: Any time a Samurai from the Lion Clan is considered flanking an opponent, that opponent is also considered Flatfooted.

-Phoenix- Emphasize mental and spiritual training:
1st: Mental Resistance: A Samurai from the Phoenix Clan gains a +2 bonus to saves vs. spells or spell like abilities from the Enchantment & Charm school and the Illusion school.
1st: Resistance to Fire: Samurai from the Phoenix Clan receive a +2 bonus to saves vs. any damaging effect that includes the “fire” descriptor.
5th: Slippery Mind as per the Monk ability.
10th: Mettle: At 10th Level a Samurai from the Phoenix Clan can resist magical and unusual attacks with great will power or fortitude. If he makes a successful Will or Fortitude save against and attack that would have a lesser effect on a successful save, he instead completely negates the effect. An unconscious or sleeping Samurai does not gain the benefit provided by mettle.
15th: Fire Resistance: 15.
20th: Like a Phoenix rising from the ashes a Samurai from the Phoenix clan can return from the dead. Once per day, if the Samurai from the Phoenix clan is slain, before he dies he can choose to activate this power upon himself, and be returned from the dead as if a True Resurrection spell had been cast upon him. When he dies, his body and all his possession are consumed by a magical fire leaving nothing but ashes. He cannot use this power on anyone other than himself, and cannot return from the dead until dawn of the next day, when he reappears exactly where he died with all his possessions. If that space is occupied, its occupant is forced to move to any adjacent square.

-Scorpion- Emphasize mobility and dirty fighting:
1st: Sneak Attack +1D6
1st: Bonus Feat: Catch off Guard
1st: Scorpion's Lies: +1 bonus to bluff checks with an additional +1 per four Samurai Levels.
5th: Sneak Attack 2d6
5th: Scorpion's Speed: At the beginning of a combat round a Samurai from the Scorpion clan may designate one opponent with a higher initiative as the target of this ability as a free action. That opponent must make a Reflex saving throw DC 10 + ½ Samurai Level + Intelligence Modifier or switch initiative places with the Samurai. An opponent that makes their saving throw cannot be affected by this ability again for 24 hours. A Samurai from the scorpion clan may use this ability a number of times per day equal to his intelligence modifier + 1 per four samurai levels. He may not use this ability against the same opponent within 24 hours regardless of whether or not the attempt was successful or not.
10th: Sneak Attack 3d6
10th: Scorpion's Sting: At the beginning of a round a Samurai from the Scorpion clan may designate one opponent as the target of this ability as a free action. If that opponent attacks and misses, the Samurai from the scorpion clan can make an immediate attack of opportunity (this counts his attack of opportunity for the round) and add his Sneak attack dice to the damage roll. A Samurai from the scorpion clan may use this ability a number of times per day equal to his intelligence modifier + 1 per four samurai levels. He may not use this ability against the same opponent within 24 hours regardless of whether or not the attempt was successful or not.
15th: Sneak Attack 4d6
15th: Scorpion's Strategy: At the beginning of a round a Samurai from the Scorpion clan may designate one opponent as the target of this ability as a free action. That opponent must make a Reflex saving throw DC 10 + ½ Samurai Level + Intelligence Modifier or be considered Flatfooted until the end of the combat round. A Samurai from the scorpion clan may use this ability a number of times per day equal to his intelligence modifier + 1 per four samurai levels. He may not use this ability against the same opponent within 24 hours regardless of whether or not the attempt was successful or not.
20th: Sneak Attack 5d6,
20th: Master Strike as if a Rogue of 20th Level.

-Unicorn-Emphasize mounted combat and archery:
1st: Bonus Feat: Mounted Combat
1st: Animal Companion: (heavy war horse) as a Druid of equal level
1st: Superior Rider: +1 bonus to Ride checks per four Samurai levels
5th: Reduce Mounted ranged attack penalties: No penalty on a double move if they attack while riding a mount. They only suffer half (-4) penalty if the mount is moving at quadruple speed.
10th: Improved Accuracy: A mounted Samurai from the Unicorn clan deals double damage with his bow and arrow on a successful hit.
15th: Full Attack (melee) : A mounted Samurai from the Unicorn clan can make a full attack action with his melee weapon while his mount executes a full move action. He also suffers no penalties with a ranged weapons from horse back regardless of how fast the mount is moving.
20th: Deadly Accuracy: A mounted Samurai from the Unicorn clan deals triple damage with his bow and arrow on a successful hit. Anyone hit by one of these arrows is subject to the effects of a “Daze” spell, unless they make a will save equal to 10 + ½ the Samurai's class level + Charisma modifer.

Fearless:
At 3rd level a Samurai becomes completely immune to the effects of fear, magical or otherwise.

Iaijutsu Strike:
At 3rd level a Samurai can add extra damage if he can catch his opponent off guard. Any time a foe would be denied his dexterity bonus and Samurai has yet to draw or ready his weapon, he may immediately draw his weapon and attack, dealing additional damage to that opponent. This weapon must be the samurai's ancestral daisho, and for the purposes of this ability, he is treated as having the Quick Draw feat.

Stare Down:
-At 8th 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 his opponents.

Mass Stare Down:
-At 11th level a Samurai has sufficient presence that he can now cow multiple foes. Using a Intimidate check, a Samurai can demoralize all opponents within 30 feet with a single standard action.

Improved Stare Down:
-At 14th level a Samurai can demoralize all opponents within 30 feet as a move action, not a standard action.

Frightful Presence:
-At 17th level a Samurai may take 10 or 20 when using the intimidate class skill regardless of pressure or distraction.

Clan/Ancestral bonus feats from Oriental Adventures

-Crab Clan/Ancestor/General: Vexing Flanker (PHBII) aka Great Teamwork (OA)
Prerequisites: Combat Reflexes
Benefit: When you flank an opponent you gain a +4 bonus on your attack roll, instead of the normal +2 bonus.

-Crab Clan/Ancestor/General: Improved Aid (OA)
Benefit: When using the Aid Another action in melee combat (see Aid Another in the Player's Handbook), your ally gains a +4 circumstance bonus on his attack roll or to his AC.
Normal: The Aid Another action normally gives a +2 circumstance bonus on your ally's attack roll or AC against a single opponent

-Crab Clan/Ancestor: Luck of Heroes (OA)
Benefit: You get a +1 bonus on all saving throws.

-Crab Clan/Ancestor: Power Attack (Shadowlands)
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +4 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +4. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Restriction: You May only apply this feat against a creature with the Shadowlands subtype (aka Shadowlands type modifier) or a Character who possesses a Taint Score (see Unearthed Arcana).

-Crab Clan/Ancestor/General: Resist Taint
Benefit: You gain a +4 bonus on all Fortitude saving throws to determine whether you acquire the Shadowlands Taint.

-Crab Clan/Ancestor/General: Sea Legs
Benefit: You gain a +2 bonus on Acrobatics and Profession (sailor) checks.

-Crab Clan/Ancestor: Spell Power
Benefit: Three times per day, as an immediate action, You can choose to take a 1 temporary point of constitution damage to increase your effective caster level by 1. All numeric values based on caster level are increased accordingly. When your caster level reaches 4, and every 4 caster levels you attain thereafter, the temporary constitution damage increases by 1 and your effective caster level also increases by 1.
(note this feat has been reworked and differs from several feats of the same name).

-Crab Clan/Ancestor: Strength of the Crab
Benefit: Whenever you are fighting adjacent with another Crab Clan Samurai, you gain a cumulative +1 bonus to Damage. You do not count yourself towards this cumulative bonus. For example if three Crab Clan Samurai are fighting side by side all adjacent to each other, they would each gain a +2 bonus to damage. If at least one of Crab clan Samurai you are fighting adjacent to has Damage reduction, all other Crab Clan Samurai members damage reduction improves to match the character with the highest damage reduction score regardless of if they possess the damage reduction clan ability/class feature at that time. For example, if three Crab clan Samurai are fighting side by side in adjacent squares, one of 15th level, one of 10th , and one of 5th, they would each gain a +2 bonus to to damage, and since the Samurai of 15th level has the Clan Damage reduction ability of 3/-, the Samurai of 10th level would increase his DR to 3/- and the Samurai of 5th level despite not possessing the Clan ability/class feature would also gain DR/3-. To receive these bonuses the characters must remain adjacent to each other, if you become separated or are no longer adjacent to at least one member of the Crab clan all the benefits of this feat end immediately.

-Crane Clan/General: Iaijutsu Focus
Prerequisites: Iaijutsu Strike class feature.
Benefit: Whenever you are allowed to apply your Iaijutsu dice to you damage you may reroll any 1s that are initially rolled for the additional damage. Once you reroll the die you must keep the result regardless of if it comes up as a 1 for a second time.
(This use to be a skill. It has been reworked into a feat to demonstrate a Samurai who choses to master this particular ability.)

-Crane Clan/Ancestor/General: Art of Fascination
Benefit: A Samurai can use his performance to cause one or more creatures to become fascinated with
him. Each creature to be fascinated must be within 90 feet, able to see and hear the Samurai, and capable of paying attention to him. The Samurai must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the Samurai has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the Samurai’s level + the Samuria’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the Samurai cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the Samurai continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target
allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind affecting ability. Fascinate relies on audible and visual components in order to function.
Special: If a Samurai also possesses Level in Bard, his levels in Samurai and Bard Stack to determine his effective Samurai/Bard level for both this feat, and the Bard's Fascinate ability.

-Crane Clan/Ancestor/General: Artist
Benefit: You get a +2 bonus on all Perform checks and on checks for one Craft skill that involves art (such as calligraphy, origami, painting, or sculpture) .

-Crane Clan/Ancestor: Gifted General
Prerequisites: Leadership.
Benefit: For the purposes of determining your leadership score, you may treat your Charisma score as four points higher. Also all of your followers, gained from the leadership feat, in battle receive a +1 bonus to hit, and a +1 bonus to initiative.

-Crane Clan/Ancestor: Great Stamina
Benefit: You gain a +2 bonus on all checks you make for performing a physical action that extends over a period of time (running, swimming, holding your breath, and so on), and gain +1 Hit points per Hit die, to
your hit point total.

-Crane Clan/Ancestor: Iaijutsu Master
Prerequisites: Iaijutsu Focus, Iaijustsu Class Feature
Benefit: When you take this feat, you now use D8s whenever you are allowed to apply your Iaijutsu dice to you damage.
Normal: Normally a Samuria's Iaijutsu dice are D6s.

-Crane Clan/Ancestor: Magical Artisan
Prerequisites: Any one Item Creation feat or Ancestral Daisho.
Benefit: When you take this feat, select one Item Creation feat to apply it to. For the purposes of creating magic items with that item creation feat, the cost is reduced by 25%. If you are a Samurai of the Crane Clan, you may choose to apply this feat to your Ancestral Daisho and reduce the cost to improve it by 25%.

-Crane Clan/Ancestor: Power Attack, Iaijutsu
Prerequisites: Iaijutsu Strike class feature.
Benefit: Whenever you are allowed to apply your Iaijutsu dice to you damage, you can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain an additional +1D6 Iaijutsu Strike Damage die. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the number of bonus damage dice increases by +1D6. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Any feats or abilities that would modify or effect your Iaijutsu damage dice (such as Iaijutsu Focus or Iaijutsu Master) are also applied to these bonus damage dice.

-Crane Clan/Ancestor: Smooth Talker
Benefit: You gain a +2 bonus on Diplomacy and Sense Motive checks.

-Dragon Clan/Ancestor: Born Duelist
Benefit: Any time that you would be denied your dexterity bonus, or considered Flanked you may make a level check vs. against each individual opponent. If you exceed their hit dice and/or level by 4 or more you receive a +4 bonus to this check. If your check is higher than your opponent(s), you are not considered flanked, flatfooted, or as being denied your dexterity bonus and thus are they gain no flanking bonuses, or bonus damage dice such as those provided by sneak attack, sudden strike, or Iaijutsu Strike.

-Dragon Clan/Phoenix Clan/Ancestor: Keen Intellect
Prerequisites: Character level: 1
Benefit: You may treat your Intelligence score as 4 points higher for the purposes of all Intelligence based skill checks. This bonuses from this feat do not apply to skill points, bonus spells based off your intelligence modifier, or saving throw DC's for spells, psionic powers, spell-like, supernatural, or extraordinary abilities based on your Intelligence Modifier.

-Dragon Clan/Ancestor: Resist Poison
Benefit: You gain a +4 bonus on Fortitude saving throws against poison.

-Dragon Clan/Ancestor: Silver Tongue
Benefit: You gain a +2 bonus on Bluff and Diplomacy checks.

-Dragon Clan/Phoenix Clan/Ancestor: Soul of Loyalty
Benefit: You gain a +4 bonus on Will saving throws against compulsion effects.

-Dragon Clan/Ancestor: Warrior Shugenja
Benefit: You're level in Samurai and Shugenja stack for the purposes of determining your effective caster level of the Shugenja class, and for determining your Iaijutsu Strike bonus damage dice. You also use your character level for determining your Combat Maneuver bonus and Combat Maneuver Defense.

-Lion Clan/General: Ki Shout
You can bellow forth a hi-empowered shout that strikes terror into your enemies.
Prerequisites: Base attack bonus +1 or higher, Cha 13+.
Benefit: Making a ki shout is a standard action . Opponents who can hear your shout and who are within 30 feet of you may become shaken for 1d6 rounds. The ki shout affects only opponents with fewer Hit Dice or levels than you have . An affected opponent can resist the effects with a successful Will save against a DC of 10 + 1/2 your character level + your Charisma modifier. You can use Ki Shout once per day. Shaken characters suffer a -2 morale penalty on attack rolls, saves, and checks .

-Lion Clan/General: Improved Ki Shout
Your ki shout can panic your opponents.
Prerequisites: Base attack bonus +9 or higher, Ki Shout, Cha 13+.
Benefit: When you make a ki shout, your opponents are panicked for 2d6 rounds unless they succeed at their Will saves (DC 10 + 1/2 your character level + your Charisma modifier). Panicked characters suffer a -2 morale penalty on attack rolls, saves, and checks, they have a 50% chance to drop what they are holding, and they run away from you as quickly as they can. The effects of being panicked supersede the effects of being shaken.

-Lion Clan/Ancestor: Attention to Detail
Benefit: You gain a +2 bonus on Perception and Sense Motive checks.

-Lion Clan/Ancestor: Fearsome and Fearless
Benefit: You gain a +1 bonus on all Will saves against fear effects, and the Difficulty Class of any fear effect you create (through spell or other ability) is increased by 1. For every four character levels you possess the bonus to your save vs fear, and to the DC of any fear affect you create increases by an additional 1.
If you gain the Aura of Courage class feature, through multi-classing or a magical item, all allies within your aura of courage gain an additional +1 bonus on their saving throws against fear.

-Lion Clan/Ancestor: Lion Spy
Prerequisites: Samurai level: 5th, 10th, or 15th
Benefit: A Lion Clan Samurai may choose to forgo gaining their usual clan ability, and instead gain the ability of another Samurai clan, but that ability must be 5 levels lower than your own. For example a 5th level Lion clan Samurai would normally receive the clan ability: Uncanny Dodge. By taking this feat, she may instead choose any other clan's 1st level clan ability to substitute in place of her own. They gain all the benefits and abilities of the clan ability class feature for that clan, but any level dependent features of that those class abilities/features are treated as if the Lion Clan Samurai was 5 levels lower.

-Lion Clan/Ancestor: Warrior Instinct
Prerequisites: Samurai, Lion Clan, 1st Level
Benefit: You gain a +2 bonus to Initiative and Perception based skill checks. You also may treat your samurai levels, as fighter levels for the purposes of qualifying for feats that require fighter levels. Should you ever take levels in fighter, your Samurai and Fighter levels stack for the purposes of determining your bonuses from Armor Training, and Weapon Training.

NOTE: Two Ancestor feats of the Phoenix Clan overlap with the Dragon Clan. These are Keen Intellect and Soul of Loyalty. For the purposes saving space, I have not reprinted them for a second time. Just see the Dragon Clan ancestor feat entry.
-Phoenix Clan/Ancestor: Great Diplomat
Benefit: You gain a +2 bonus on Diplomacy checks, and your Leadership score is increased by 2.

-Phoenix Clan/Ancestor: Oni's Bane
Benefit: You gain a +3 bonus on caster level checks (1d20 + caster level) to beat an outsider's spell resistance . However, because of Akumds fall, you suffer a -2 penalty on Diplomacy checks.

-Phoenix Clan/Ancestor: Scholar of Nature
Benefit: You gain a +2 bonus on Craft: Alchemy and Heal checks.

-Phoenix Clan/Ancestor: Spell Caster Support
Benefit: You can use the Aid Another action, making a Spellcraft check against DC 10, even if you're untrained in the spell craft skill, to add +2 to the Difficulty Class of an allied spell casters spell.

-Scorpion Clan/Ancestor: Blood Sorcerer
Benefit: Add +3 to the Difficulty Class of all maho-tsukai spells you cast . However, you also add +3 to the DC for the Fortitude save you must make to avoid accumulating Taint when you cast maho spells .
This feat is only available if the maho-tsukai prestige class, described in Chapter 12 (OA): The Shadowlands, is available.

-Scorpion Clan/Ancestor: Honest Merchant
Benefit: You get a +4 bonus on all Profession checks, allowing you to make more money at your work.

-Scorpion Clan/Ancestor: Karmic Twin
Benefit: You get a +2 bonus on all Charisma-based skill checks and Charisma checks. You have a karmic tie to another character. You may detect the direction of this character if he or she is alive, on the same plane, and you succeed at an Perception check against DC 15. A failure on this check gives no information.
You may retry once per round as a standard action. The character to whom you have this karmic connection may be another player character or an NPC under control of the DM, but he or she must also have the Karmic Twin ancestor feat.
If the two of you should ever meet and traveling together the bonuses from this feat increase to +4. If you are in combat together and fighting on the same side, you may choose to do any one of the following in a combat round. You may choose to use the higher of the two initiative rolls, substitute any one saving throw modifier for one round, or receive a +4 bonus on aid another checks for one round. Once you have selected which option to use, you cannot change it for the rest of the round.

-Scorpion Clan/Ancestor: Magistrate's Mind
Benefit: You get a +2 bonus on Knowledge (history) and Knowledge (nobility and royalty) checks.

-Scorpion Clan/Ancestor: Many Masks
Prerequisites: Character level: 1
Benefit: You may treat your Charisma score as 4 points higher for the purposes of all Charisma based skill checks. This bonuses from this feat do not apply to, bonus spells based off your Charisma modifier, or saving throw DC's for spells, psionic powers, spell-like, supernatural, or extraordinary abilities based on your Charisma Modifier.

-Scorpion Clan/Ancestor: Soul of Sincerity
Benefit: You gain a +4 bonus on Sense Motive checks and take a -2 penalty on Bluff checks.

Cool Head*, Kami's Intuition*, Magic in the Blood, Powerful Voice*, Saddle back*, Soul of Honor*, Strength of the Charger*, Strong Soul*
-Unicorn Clan/Ancestor: Cool Head
Benefit: You gain a +4 Bonus on all Diplomacy Checks.

-Unicorn Clan/Ancestor: Kami's Intuition
Prerequisites: Character level: 1
Benefit: You may treat your Wisdom score as 4 points higher for the purposes of all Wisdom based skill checks. This bonuses from this feat do not apply to, bonus spells based off your Wisdom modifier, or saving throw DC's for spells, spell-like, supernatural, or extraordinary abilities that are based on your Wisdom Modifier.

-Unicorn Clan/Ancestor: Magic in the Blood
Prerequisites: Charisma Score: 10
Benefit: You gain the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the Samuria’s level. The save DC for this spell is 10 + the Samurai's Charisma modifier. The Samurai must have a Charisma score of at least 10 to select this ability.

-Unicorn Clan/Ancestor: Greater Magic in the Blood
Prerequisites: Charisma Score: 11, Magic in the Blood
Benefit: You gain the ability to cast a 1-level spell from the sorcerer/wizard spell list. This spell can be cast two times a day as a spell-like ability. The caster level for this ability is equal to the Samuria’s level. The save DC for this spell is 11 + the Samurai's Charisma modifier. The Samurai must have a Charisma score of at least 11 to select this ability.

-Unicorn Clan/Ancestor: Powerful Voice
Benefit: Your powerful speaking voice gives you a +2 bonus on Diplomacy checks and Perform checks when you are speaking or singing.

-Unicorn Clan/Ancestor: Saddle Back
Benefit: You receive a +4 bonus on all Ride checks.

-Unicorn Clan/Ancestor: Soul of Honor
Benefit: You are aware of any action or item that could adversely affect your honor or your alignment, including magical effects. A moment's contemplation allows you to discern such information before performing such an action or becoming associated with such an item.

-Unicorn Clan/Ancestor: Strength of the Charger
Benefit: You gain a +2 bonus on all Fortitude saves and +1 hit point/per hit die to your hit point total.

-Unicorn Clan/Ancestor: Strong Soul
Prerequisites: Character Level: 1
Benefit: You get a +1 bonus on all Fortitude and Will saves. In addition you are immune to all energy drain and death effects.


On a side note: I'm just not a big fan of a "Catch-all" Samurai. This may be do to my inherent dislike for what was done in Complete Warrior. The more I looked at the Samurai, the more I felt as though the class should represent all the different aspects, paths, and various abilities that have been portrayed in movies, literature, ect.

Unfortunately the only way that I have found to provide this variety, without making the Samurai a god character class, was to break it down in individual clans that focus on specific aspects of the class.

Thus we have the Crabs: Heavily armored tanks. The Cranes, classic unarmored Samurai, with amazing dueling skills. The Unicorns who display their mounted archery abilities, ect.

To me this class would just be too difficult to do without simply calling the fighter a Samurai, and while that may be closer to the truth, this is a fantasy RPG, and I wanted to keep the flavor of the Samurai different from the fighter. To me it just seems like a cheap slap in the face to call the Samurai a fighter, maybe its because I'm Japanese.

And I'm sorry making the Samurai a half way point between the Fighter and the Knight just seems wrong. While the Samurai has often been compared to the medieval Knights of Europe, there are numerous historical differences between the two, and in terms of the RPG game world once gain it just feels like its cheapening the Samurai, as well as taking something special away from the Knight and Fighter classes.

These are just my opinions, feel free to disagree.

AK


Anthony Kane wrote:

On a side note: I'm just not a big fan of a "Catch-all" Samurai. This may be do to my inherent dislike for what was done in Complete Warrior. The more I looked at the Samurai, the more I felt as though the class should represent all the different aspects, paths, and various abilities that have been portrayed in movies, literature, ect.

Unfortunately the only way that I have found to provide this variety, without making the Samurai a god character class, was to break it down in individual clans that focus on specific aspects of the class.

Thus we have the Crabs: Heavily armored tanks. The Cranes, classic unarmored Samurai, with amazing dueling skills. The Unicorns who display their mounted archery abilities, ect.

To me this class would just be too difficult to do without simply calling the fighter a Samurai, and while that may be closer to the truth, this is a fantasy RPG, and I wanted to keep the flavor of the Samurai different from the fighter. To me it just seems like a cheap slap in the face to call the Samurai a fighter, maybe its because I'm Japanese.

And I'm sorry making the Samurai a half way point between the Fighter and the Knight just seems wrong. While the Samurai has often been compared to the medieval Knights of Europe, there are numerous historical differences between the two, and in terms of the RPG game world once gain it just feels like its cheapening the Samurai, as well as taking something special away from the Knight and Fighter classes.

These are just my opinions, feel free to disagree.

AK

Actually I agree quite a lot, and while we went with a very different methodology and quite different results, the idea that a samurai is a unique class that isn't simply a feudal Japanese fighter or mutation of the knight was central to how we made our Samurai class.

I can't give you a lot more information since the book isn't out yet, but I can say that we offer different styles for samurai that result in very different combat techniques and a large degree of individuality.

Dark Archive

Anthony that looks a hell of a lot better than the original. I like how you worked it, and made it useful. I might have to steal that for an NPC I wanted to create for a campaign, do you mind if I play test that?


That looks remarkably like the samurai I posted here about a year ago:

Hit Dice: d10
BAB: Full
Good Saves: Fort and Will.
Class Skills: The samurai’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowedge (Int), Perform (Cha), Ride (Dex), and Swim (Str).
Skill Points per Level: 4 + Int modifier.

Level Special
1st Ancestral weapon, Mounted Combat
2nd Quick Draw
3rd Iaijustsu strike +1d6
4th Weapon Focus
5th Iaijustsu strike +2d6
6th Dazzling Display
7th Iaijustsu strike +3d6
8th Greater Weapon Focus
9th Iaijustsu strike +4d6
10th Stunning Defense
11th Iaijustsu strike +5d6
12th Deadly Stroke
13th Iaijustsu strike +6d6
14th Staredown
15th Iaijustsu strike +7d6
16th Cut magic
17th Iaijustsu strike +8d6
18th Wraithstrike
19th Iaijustsu strike +9d6
20th Frightful Presence

Weapon and Armor Proficiency: A samurai is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (except tower shields). He also gains proficiency in an exotic melee weapon appropriate to his or her homeland/culture (e.g., bastard sword (katana) for a medieval japanese analog; wareaxe for a dwarf; etc.).

Ancestral Weapon (Su): A samurai begins the game with a masterwork exotic melee weapon appropriate to his homeland/culture (see Weapon and Armor Proficiency); this item does not count against his starting wealth.

As a samurai acquires treasure through adventuring, he has the option of awakening the supernatural abilities latent in the weapon. At any time, a samurai may retreat to a temple or shrine and spend time in prayer in order to awaken the ancestral spirits in his ancestral weapon. This requires a sacrifice of valuable items worth the amount shown on Table 2: Ancestral Weapon.
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 (at half value) 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 500 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 weapon. Many samurai request the assistance of a shugenja in this process, but a shugenja is not required .

The values shown on Table 2 are 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 7,000 gp and spending two weeks in prayer. If the same samurai wanted to bring his masterwork wakizashi to a +1 wakizashi, he would have to sacrifice 1,000 gp. 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 weapon is dishonored until he can recover it. He cannot enhance any other weapon in this way.

TABLE 2: ANCESTRAL WEAPON
Class Level Total Bonus Total Sacrifice Time Required
4th +1 1,000 gp 2 days
7th +2 4,000 gp 8 days
9th +3 9,000 gp 18 days
11th +4 16,000 gp 1 month
13th +5 25,000 gp 1.5 months
14th +6* 36,000 gp 2 months
15th +7 49,000 gp 3 months
16th +8 64,000 gp 4 months
17th +9 81,000 gp 5 months
18th +10 100,000 gp 6 months

* A weapon can't actually have a bonus higher than +5. Use these lines to determine price when special abilities are added in. Example: A samurai who has a +4 katana can transform it into a +4 thundering katana with a sacrifice of 40,000 gp, since thundering is a special ability equivalent to a +2 bonus.

Bonus Feats: A samurai gains Mounted Combat as a bonus feat at 1st level. He gains the following additional bonus feats at the levels indicated: 2nd—Quick Draw; 4th—Weapon Focus; 6th—Dazzling Display; 8th—Greater Weapon Focus; 10th—Stunning Defense; 12th—Deadly Stroke. Bonus feats that apply to a single weapon type apply to the samurai’s ancestral weapon.

Quick Draw: A samurai gains Quick Draw as a bonus feat at 2nd level.

Iaijutsu Strike (Ex): Starting at 3rd level, whenever a samurai uses the Quick Draw feat with his ancestral weapon when initiating combat, the samurai gains a +1d6 bonus on damage for as long as his opponents remain flat-footed. Bonus damage increases by +1d6 per 2 levels thereafter, as shown in the Table.

If the samurai has no distractions, he can also make a single attack against an object as a standard action and apply half the Iaijutsu Strike damage (in addition to normal weapon damage) against that object.

Starting at 6th level, the samurai may apply his Iaijutsu Strike damage against demoralized, shaken, cowering, or panicked opponents. If such opponents are also flat-footed, the bonus dice do not stack.

Should the samurai score a critical hit with an iaijutsu strike, this extra damage is not multiplied. Any creature that is immune to sneak attacks is not vulnerable to an iaijutsu strike. A samurai cannot execute an iaijutsi strike against the limbs of a creature whose vitals are beyond reach.

Weapon Focus: A samurai gains Weapon Focus with his ancestral weapon as a bonus feat at 4th level.

Dazzling Display: A samurai gains Dazzling Display with his ancestral weapon as a bonus feat at 6th level.

Greater Weapon Focus: A samurai gains Greater Weapon Focus with his ancestral weapon as a bonus feat at 8th level.

Staredown (Ex): Starting at 14th level, the samurai can demoralize opponents within 30 ft. as a move action, rather than a full-round action.

Cut Magic (Su): Starting at 16th level, a samurai may use his ancestral weapon to parry magic targeted at him. When the samurai is targeted by a spell or supernatural ability, he may take an attack of opportunity against the targeted effect. If he can make an attack roll against an AC equal to the spell or effect's DC with this attack, the effect does not affect him.

The samurai may also attack ongoing spell effects by attacking the square they are in (for area of effect effects) or the object or person (for targeted effects, which does damage as normal to the object or person). This attack is handled like the samurai's parry magic ability, but it only dispels a 10-ft. by 10-ft. section of an area of effect spell or spell-like ability.

Wraithstrike (Su): Starting at 18th level, the samurai ignores AC bonuses from armor and natural armor when attacking with his ancestral weapon. When attacking objects with his ancestral weapon, he ignores object hardness. He may attack incorporeal creatures with his ancestral weapon without incurring the normal 50% miss chance.

Frightful Presence (Ex): When you charge or draw your ancestral weapon, opponents within 30 ft. must succeed on a Will save (DC 20 + your Charisma modifier) or become panicked for 4d6 rounds (if they have half your Hit Dice or less) or shaken for 4d6 rounds (if more than half your Hit Dice).


Interesting re-writes for a character/setting concept I love.

Personally, I would rather see it all subsumed into a series of feats and traits that were options for fighters.

Perhaps starting with a regional feat:

Buke/Samurai Standing - You are a member of the noble class with all the rights that entails. This feat forms the basis for several feat trees of samurai feats. This feat can only be taken at 1st level. Acquiring it at later levels requires DM approval.

Ancestral Weapon could be handled similar to Familiar Item from Unearthed Arcana. Some samurai would have one and some would not.

But then I rarely see the need for more classes if I feel they can solidly be covered by a core class. And the fighter includes such diverse concepts as soldiers, academy swordsmen, gladiators, knights, palace guards, etc.

-Weylin


Dissinger wrote:
Anthony that looks a hell of a lot better than the original. I like how you worked it, and made it useful. I might have to steal that for an NPC I wanted to create for a campaign, do you mind if I play test that?

Sure go for it. Let me know how it works for you.


Weylin wrote:

Interesting re-writes for a character/setting concept I love.

Personally, I would rather see it all subsumed into a series of feats and traits that were options for fighters.

Perhaps starting with a regional feat:

Buke/Samurai Standing - You are a member of the noble class with all the rights that entails. This feat forms the basis for several feat trees of samurai feats. This feat can only be taken at 1st level. Acquiring it at later levels requires DM approval.

Ancestral Weapon could be handled similar to Familiar Item from Unearthed Arcana. Some samurai would have one and some would not.

But then I rarely see the need for more classes if I feel they can solidly be covered by a core class. And the fighter includes such diverse concepts as soldiers, academy swordsmen, gladiators, knights, palace guards, etc.

-Weylin

Well in theory, that's what the Samurai clans represent. Your choice of clan determines a lot of your class abilities, as well as the bonus feats that are open to you. Thus the selections made early on in character creation ultimately close off some paths, while opening the door for mastery of others.

The problem I would have with turning the class features into feat trees is that ultimately feats can be taken by anyone making the perquisites. To me there are certain things that just make the Samurai different, unique from the fighter or the knight classes.

And like I said, historically you're correct, the Samurai is a fighter, nothing more nothing less. But in the spirit of a fantasy campaign world I personally felt the need to create a distinction between the two. Also its because I use Rokugan in my campaign world.

AK

Dark Archive

Weylin wrote:

Interesting re-writes for a character/setting concept I love.

Personally, I would rather see it all subsumed into a series of feats and traits that were options for fighters.

Perhaps starting with a regional feat:

Buke/Samurai Standing - You are a member of the noble class with all the rights that entails. This feat forms the basis for several feat trees of samurai feats. This feat can only be taken at 1st level. Acquiring it at later levels requires DM approval.

Ancestral Weapon could be handled similar to Familiar Item from Unearthed Arcana. Some samurai would have one and some would not.

But then I rarely see the need for more classes if I feel they can solidly be covered by a core class. And the fighter includes such diverse concepts as soldiers, academy swordsmen, gladiators, knights, palace guards, etc.

-Weylin

There is a couple of problems with that, a fighter cannot take advantage of Iaijutsu, which was one of the major fighting styles of feudal japan. In fact one of their more famous warriors mastered the art of Iado, or the way of the draw, in which his entire fighting style was strikes drawn from a sheath.

The closest pathfinder gets, is sneak attack, and even then its not guaranteed without use of Flick of the Wrist. This is just one situation that makes them stand apart from fighters as a pure fighter cannot make use of it, and a fighter/rogue would not advance the damage like a true master of iaijutsu would.

Also the Samurai is more closely related to the knight than the Fighter with the fighter being able to use challenges to promote effects that the Samurai would undoubtedly love. THe knight is by no means anywhere close to the fighter in terms of what he does, and so I would expect a samurai to do the same thing.

The Samurai base class and the ronin extension of it, screamed ill thought out to me.


Understand the stance but disagree with it given the arch-typical nature of the original four base classes.

Ignoring that... a problem I see with the Samurai Class was pointed out earlier. Clans and schools. The fighting styles can be radically different from each other.

This results in needing either a samurai class for each clan and/or school or an entire section composed of clan/school specific substitution levels. Also each clan/school would have possibly very different class skills. Using L5R as an example (and I love that setting/system and eagerly await 4th edition of it), you have the Unicorn who are noted horsemen, the Crab who heavy infantry and seldom ride, the Crane who are courtier-swordsmen, the Scorpions who are sneaky fighters, the Phoenix who are heavily magical, the Dragons who have a strong monk tradition, and the Lions who are straight-up warriors and tacticians.

This means seven different classes or sets of substitution levels. This is not even including minor clans, unaffiliated schools, born-ronin and such.

This is why I thought of feats with some hard restrictions on who can take them. In L5R, the clan schools essentialy are feat trees that only members of that clan can take without having to acquire an advantage that allows out-of-clan or double-school. I dont think D20 of any form can really handle Rokugani social or fighting systems very well.

-Weylin


Thank you all for your positive responses. To any of you who want to play test this, go for it. If you want to make up a "mock" character, go for it and post it up.

What I'm ultimately looking for are glaring issues with the class, balance problems, ect. If you find something really screwed up, please let me know. I'll do my best to try and resolve the issue.

I figure once I have a solid base down, I should be able start creating/adapting PRCs from OA. And since a lot of those PRC's will have a Samurai base, I'd rather post them here, than have a bunch of separate threads relating to the same class.

Right now my current Samurai Project, as I read your positive feed back is adapting/updating the Iaijutsu Master from OA. A large part of this is due to the fact my Wife plays a Scorpion clan Samurai, who is an Iaijutsu Master. The sooner I get these updated, the sooner she'll be happy :)

but once again thank you for the compliments.

stay tuned and as I'll be pumping out more support for this as I create/modify/adapt.


My preferred conversion is taking the OA Samurai and adding some Warblade maneuver progression.


PRC: The Iaijutsu Master
Well here is the first "Samurai Oriented" PRC that I've converter. Its a blast from the past, and probably one of the most deadly PRCs ever to come out of the Oriental Adventures Campaign book.

So here it is the update, and converted: Iaijutsu Master

Questions, Comments, Concerns. All Welcome. As I said, for now anything from Oriental Adventures that is Samurai related, I'll be working on updates for, and offering support for any of these creations in this thread.

Enjoy:
-AK
__________________________________________________________________

Quote:


Iaijutsu Master
Hit Die = D10
Saves: Fort: Poor/Reflex: Good/Will Power: Poor
Skill Points: 4+Int
Skills: Bluff (Cha), Escape Artist (Dex)

Level/Special
1.) Weapon Finesse, Canny Defense, Continuing Advancement, Iaijutsu Attack
2.) Lighting Blade, Iaijutsu Strike 1d6
3.) Bonus Feat
4.) Iaijutsu Strike 2d6
5.) Strike From the Void
6.) Iaijutsu Strike 3d6
7.) Bonus Feat
8.) Iaijutsu Strike 4d6
9.) One Strike, Two Cuts
10.) Strike with no Though, Iaijutsu Strike 5d6

Class Features:

The following are class features of the Iaijutsu master.

Weapon and Armor Proficiency: Iaijutsu masters do not gain any weapon or armor proficiencies.

Weapon Finesse (Ex): At 1st level, an Iaijutsu master may use her Dexterity modifier instead of her Strength modifier on attack rolls with her katana. This works like the Weapon Finesse feat, except that it applies to the katana, a weapon to which the feat cannot normally be applied.

Canny Defense (Ex): When not wearing armor, an Iaijutsu master adds her intelligence bonus to her Dexterity bonus for the purpose of determining her Armor Class while wielding a katana. This bonus may not exceed the Iaijutsu master's class level. If the Iaijutsu Master is caught flatfooted or in a situation in which she would be denied her Dexterity bonus to AC, she looses her Intelligence bonus to AC as well.

Continuing Advancement: Levels in Iaijutsu Master stack with levels in Samurai for the purposes of determining Ancestral Daisho bonuses, and for the total number of Iaijutsu Strike dice an Iaijutsu Master receives.

Iaijutsu Attack (Ex): An Iaijutsu Master has learned how to further apply and take advantage of the principles of the Iaijutsu Strike class features in combat. Whenever an Iaijutsu Master begins combat and has yet to draw her Ancestral Daisho, she may designate a single opponent within melee range, (melee range being defined as any opponent who is adjacent to the Iaijutsu Master, attackable after taking a 5 foot step, or attackable at the end of a charge), as a free action and make a special Combat Maneuver check, opposed by her opponents modified CMD. If her character level exceeds her opponents by 4 or more she receives a +4 bonus to this check. If her check beats her opponents CMD that opponent is considered flatfooted and denied their dexterity bonus vs. the Iaijutsu Master for the rest of that round, regardless of whether or not they have acted in combat. An opponent who has been targeted by this ability can only be affected by it once within a 24 hour period, regardless of whether or not the attack was successful.

Lightning Blade (Ex): An Iaijutsu master of 2nd level or higher adds her Charisma modifier to her initiative checks, as well as her Dexterity modifier.

Iaijutsu Strike: At 3rd level a Samurai can add extra damage if he can catch his opponent off guard. Any time a foe would be denied his dexterity bonus and Samurai has yet to draw or ready his weapon, he may immediately draw his weapon and attack, dealing additional damage to that opponent. This weapon must be the samurai's ancestral daisho, and for the purposes of this ability, he is treated as having the Quick Draw feat.
An Iaijutsu Master adds together any Iaijutsu dice he would receive from other classes to determine the total number of dice he would roll for additional damage.

Bonus Feats: At 3rd level, then again at 7th level, the Iaijutsu master gets a bonus feat in addition to her normal feat progression. These bonus feats must be drawn from the following list : Dodge (Mobility, Spring Attack), Combat Expertise (Improved Disarm, Greater Disarm, Improved Trip, Greater Trip, Whirlwind Attack), Improve Critical, Toughness, Vital Strike (Improved Vital Strike, Greater Vital Strike).

Strike from the Void (Ex): An Iaijutsu Master of 5th level or higher adds her Charisma modifier to each extra damage die gained when executing an Iaijutsu Strike.

One Strike, Two Cuts (Ex): At 9th level and above, an Iaijutsu Master can make two attacks with a katana as a standard action . This means she can strike twice and move in the same round.

Strike with No Thought (Ex): If an Iaijutsu Master of 10th level begins combat within melee range of an opponent or group of opponents, she gains a free surprise round, even though her opponent(s) are aware of her presence. All Opponents are automatically considered flatfooted, unless they would have an ability, feat or class feature that would allow them to otherwise retain their dexterity bonus during a surprise round. The only action the Iaijutsu Master can take in this surprise round is an attack action or a full attack action using a her Ancestral Daisho (katana). She is still allowed to take a five foot step or a charge during this round, so long as she is able to attack her opponent(s) at the end of this move action.

Prerequisites:
To qualify to become an iaijutsu master, a character must fulfill all the following criteria.
Alignment: Any lawful.
Base Attack Bonus: +6 .
Feats: Iaijutsu Focus, Improved Initiative, Quick Draw, Weapon Focus (katana).
Special: Iaijutsu Strike class feature: 2D6

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