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All excellent points once again. And thanks for the recognition that this was a sizable time sink.

The situation I set up in the street was tilted a little bit in the ninja's favor, yes. I assume that, if one were to be using them as NPCs particularly as assassins, that they would be forearmed at least with the knowledge of the party's location and have a chance to set up before hand. Alternatively they could just be lurking on the streets below, but I did not provide them bonuses to their stealth checks for being on the roof. Any character in the party who had perception, including the cohorts (Yes I do let them take leadership if they really want to, but they have to have a good reason for it. In this case Danzo is the prince of a noble house in one of the kingdoms and Ingrid is a high-ranking lieutenant in a military organization), though admittedly they have a less than 50% chance to do so without things like Alertness or skill items. But that DC would've been the same on the ground, and the prospect of just having ninja marching down the street and laying down a challenge without some semblance of subtlety seemed...silly to me. Just to recap: the ninja in that encounter did not know the capabilities of any party member (hence why they did not all target the cleric first), did not ambush them while they were sleeping, and did not have any specialized equipment such as poisons or even any arcane support.

I think, in the end, most of my misgivings about the ninja can be boiled down to vanishing trick being a swift action. As a swift, this means they get access to quickened invisibility at level 2, something the wizard and the sorcerer won't be able to do until levels 11 and 12. Sure it's just one spell effect, but [invisibility] is definitely one of the better spells to choose from that spell level. Any way you slice that you have to admit that no other class gets something quite so potent quite so early. So if that were a standard action, maybe with the caveat that they can only take vanishing trick (and while we're at it shadow clone) at 4th level or higher (the same level the casters get access to those spells), that would put that to rest for me.

I still say their level 20 ability is a little on the 'better-than-everyone-else' side but if you want to assume that players rarely (if ever) get to level 20 I suppose it's neither here-nor-there. Usually my players want to go epic. But used as an NPC as a final encounter for a group of level 16, 17, or 18 PCs; I would be hard-pressed to run that counter in a challenging manner without flat-out murdering the whole party. Food for thought, at least.

The rare chance I get to be a player in a Pathfinder game, I typically go with a rogue and I wholly agree: I would rather see the rogue elevated than the Ninja put down. Last time I was using the Thug variant and had a decently good time. When I was in college I had the chance to play in an Everquest (I know, NERD! OMG) pen and paper RPG, and while it was mostly an analogue to 3.0, there was one thing about the rogue in that game that struck me. There was a talent, or a feat, or some such that allowed a rogue to deal half of his sneak attack dice to targets that were not denied their dexterity modifier. Something like that would go a long way for rogues, I would think. My friend suggests a 'tricky bastard' pool powered by intelligence that allows them to do similar things to a Ninja and y'know...I wouldn't mind that either. Those once-a-day rogue talents could benefit from a pool like that. And if they want to make Ninja a more stealthy-assassination based variant, that's fine too, but the Rogue would have to benefit from the ability to excel in other ways.

In the end, and I think I touched on this in my Samurai review, I think it would better serve the developers to treat these classes as new beasts than saying "they are replacements for X". We would get less hung up on comparing them to what they supposedly replace and could analyze them across a wider spectrum.


I did not actually call for a nerf to the ninja, or any other class during the course of this piece. In the end, the objective was simply to present data, observations, and opinions based on those two things. A partial nerf might be appropriate, but I'm not the one being paid to make those decisions. All I can hope to do is to show examples of what the class is capable of compared to another member of its own archtype. If I had more time, sure I wouldn't mind comparing it to an Inquisitor, or a Monk, or anything else. But how much would that mean if I just stood here and churned out information on a class by class basis from a single perspective?

Feel free to use the stats presented here, and draw comparisons to other classes. The heartier the debate, the better the book will be when it is published.


It's exactly as idilippy says. If they present to me a class and say: This is going to be a rogue alternate class, if you take levels in this you cannot take rogue levels...well yea, obviously I'm going to compare it to a rogue. It would be a different matter if it was a completely unique class like the Magus or anything presented in the APB.

In the course of conducting this review I was hard pressed to find any strong favorable points for still being a rogue. Granted things like the Thug variant from APB are nice, but nothing is just quite as nice as the Ninja.


Hello again. As intimated last week, here are my thoughts on the Ninja.

Disclaimer: I will occasionally throughout the length of this writing make assumptions and GM based calls on how I personally interpret the language of the class. Everyone should feel free to hold their own opinions and continue to arbiter their own games as is appropriate for them.

Today I will be examining the ninja class under a single thesis question. That question is: Given the Ninja class, why would you play a Rogue ever again? As opposed to my dissertation on the samurai, I will not be tossing a ninja into random 1-on-1 fights against monsters from the beastiary to show their damage output compared to others of their archtype. For the most part, in terms of damage dealt the numbers for a ninja should look almost identical to a rogue of equivalent levels. So I'll begin by examining things from a fundamental level and then move on to some examples.

Weapon Proficiencies: I understand there's something of an argument circling around about the ninja weapon proficiencies. It definitely appears that ninja just get more various proficiencies than the rogue does, especially in the exotic weapon category. The argument about the katana is a matter of historical precedent compared to how the mythos has evolved over time. If you want to go with the katana as the noble weapon of the samurai, then a longsword proficiency could simulate the use of the straight-blade attributed to the ninja. Even discounting that though, there are still 5 exotic weapons and two martials as opposed to the rogue who gets 1 exotic and 4 martial weapons. Problem here is that by definition the ninja are commonly associated with these sorts of exotic weaopns and I could still make an argument for spiked-chain varieties to represent the various-gama class of weapons (chains with various pokey-slicey-crushy bits on the end). So what's the solution? I don't know, maybe strip off the ninja's use of simple weapons and give them a very narrow list? Just tossing it out there.
Advantage: As printed: Ninja.

Evasion Vs. Ki Pool: On the surface this trade-off seems balanced. Evasion is exceedingly useful to the early game survival of the rogue archtype so the ninja sacrifices some survivability for a little bit of utility and offense. Ok, no problem. Different spheres of focus right? Right. Except evasion is a lot easier to get from items, multiclassing into monk, or in the case of the Ninja: wait until level 10. This makes the apparent trade-off between ninja and monk seem like a mere inconvenience for awhile instead of an actual trade between the classes.
Advantage: Ninja.

Poison Use Vs. Trapfinding: Nothing much needs to be said here, there've been plenty of printed variants in the advanced player's guide that make the same kind of trade. Two highly specific abilities used in specific circumstances.
Advantage: Neither.

No Trace Vs. Trap Sense: Again, basically you're just switching the numbers for something slightly different. Seems pretty much in line with other variants we've seen before. Sure it makes the ninja even more difficult to pin down, but the way the stealth skill tends to exponentially skyrocket compared to opposed perception checks, I question if it would really matter. The other bonuses from No Trace are neat, but I wouldn't say they're more valuable than Trap Sense. Again, highly specific abilities used in specific circumstances.
Advantage: Neither.

Light Steps Vs. ...Um...: An extra ability the ninja seems to get. If you set the class tables right next to one another they almost read exactly the same in terms of progression except for this single ability. The ability isn't that bad either, thematically cool and can help the ninja cross certain areas that would be completely inaccessible by the rogue. Especially if they burn a ki point to get improved movement speed to cross up to 100 feet of say...lava, or acid pools without taking damage.
Advantage: Ninja.

Ninja Tricks Vs. Rogue Tricks: Ok, the big can of worms. First off, since there is promise of tons of new rogue tricks available in Ultimate Combat it seems a little unfair to be comparing these things right off the bat. So instead of trying to sound like I'm belaboring a horse to death with a battered bludgeon, I will just point out a few fundamental differences that should be addressed before the book is printed.

First off: Vanishing Trick and Shadow Clone. One of these abilities mimic a quickened 2nd level spells, never mind that they are two powerful (especially for a stealthy archtype) second level spells. A rogue can almost get something like Vanishing Trick by taking Minor Magic and then Major Magic to select Vanish as their first level spell (Advanced Player's Guide). But even that route would only allow the rogue up to 5 rounds of invisibility and even then once a day. The Ninja, on the other hand, can use his abilities as often as he has ki points, and can even use Vanishing Trick once per day for free and it lasts up to his level in rounds. I would challenge anyone to point to a currently printed rogue talent that can mimic something with the same power as Vanishing Trick or Shadow Clone. Everything I look at has a caveat of once per day, or other penalties.

This is actually endemic of the shift in power levels from a rogue to a ninja. While yes, several of the ninja talents all would draw from the same ki point pool, by that same token the ki point pool can be enhanced with feats, magic items to increase charisma, or if the GM is feeling particularly generous: magic items that enhance the ki pool. There seems to be a shift towards ability pools lately, be it Grit, Resolve, or what have you. I feel this is a good thing as it gives the players more choices in how to use their abilities in a given day and allows GMs to reward players in ways beyond simple treasure and experience...however as it stands the new classes with these abilities start to blow the old classes out of the water.

I am going to assume that in the new book we will see talents for rogue that are as thematically and mechanically pleasing as things like: Ki Charge, Smoke Bombs (and the various adders), Wall Climber, etc. But I will also point out that in the Greater Ninja Tricks, [/i]Invisible Blade[/i] effectively lets them use an 8th level spell with equal ease as Vanishing Trick, and grants them the rogue coup of prancing around the battlefield sneak-attacking whomever they please (assuming they don't counter it). Assassinate basically gives them a simpler version of the Rogue's level 20 ability or the Assassin's defining ability with much easier use (granted with less versatility). And lest we forget: the ninja can still buy off the disadvantage they traded by taking Evasion and if they really wanted, Improved Evasion from the Advanced Talents rogue list. Because lets not forget that Ninjas can take any rogue talent they would want if the ninja ones do not appeal to them.

Perhaps in the end that is actually a weakness of the ninja talents. Almost all of them are good. It's at the point where if I were to make a ninja all my feat choices would be Extra Talent (assuming that feat would apply to ninja) and Extra Ki.

As an aside, and I apologize if this has been answered elsewhere already, but what is the point of Forgotten Trick? I've read the ability about five times now and either I just don't get it or there is something missing from it. Choose a trick to choose a trick?
Advantage: Without a doubt: Ninja.

Hidden Master Vs. Master Strike: There's not much of an argument here. Here's why. The ninja ability states that when he activates his special extra-juicy version of greater invisibility, that he cannot be detected by any means. No perception checks, no spells listed, no extra-sensory abilities, one could even make an argument for mental detection at that point. The only way to counteract this would be a lucky area greater dispel which, even at a level 20 caster, the caster would need to roll an 11 to succeed. Or you can suppress it with an antimagic field or disjunction, if you know where to target of course. In addition, the ninja can also selectively remove 10 points (arguably more if he has something that increases precision damage) of any ability score without any save allowed. Here's a hint: Con. I would assume that this latter ability does not work on creatures that have crit/precision damage immunity, but at that point the ninja is suffering the same penalties as the rogue...but still gets to be supremely invisible for 20 rounds.
The rogue? The rogue's ability is nice, save vs. being immediately taken out of the fight. Assuming the foe in question is susceptible to sneak attacks and also fails his save. The rogue does not get to try again though if their foe makes a save, while the ninja can just keep stabbing until all six of the target's ability scores have been hamstrung quite hard. (I won't even get into the argument of how smart someone would fight with a 2 in Int and Wis). Also, if the ninja really wants to have a save or die stab, he can just take the assassinate greater trick.
Advantage: Ninja.

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Disadvantage in Dungeon Delving Situations
The lack of trapfinding and trap sense seem a hindrance at first. But let's parse this out.

Level 1: Assume the ninja and the rogue both have a 20 dex, a 14 int, and 10 wis. Both have max ranks in Perception and Disable device. The perception and disable device DC for a level 1 trap is universally 20 from the traps listed in the core book. The rogue has a 1 point advantage from trapfinding at this time, giving him a +5 in perception to spot the trap, and a +9 to disable device checks discounting any extra feats or mundane equipment. The ninja would have +4 and +8 respectively.
Rogue: 25% chance to spot, 45% chance to disarm.
Ninja: 20% chance to spot, 40% chance to disarm.

Level 5: I'll assume they now both have a widgit of +2 dexterity and still have maximum ranks in their respective skills. The Rogue's bonus has now jumped to +10 perception to detect traps and +16 to disarm them. The ninja remains at +8 on perception, +14 on disarm checks. The CR5 mechanical trap still has a DC 20 to spot and disarm, the magical one is a DC 28.
Rogue: 50% chance to spot mechanical, 80% chance to disarm.
15% chance to spot magical, 35% chance to disarm.
Ninja: 40% chance to spot mechanical, 70% chance to disarm.
5% chance to spot magical. The ninja cannot disarm magical traps.

Level 10: Same assumptions. Max ranks, widgit of dexterity +4 and now stat points have risen their dex by another 2. Rogue's perception is now +18 to spot traps and +26 to disarm. The Ninja has +13 to perception and +20 to disarm them. The CR10 magical trap has a DC of 34 to spot and disarm. The mechanical trap has a DC of 25 to spot and 21 to disarm.
Rogue: 70% chance to spot mechanical, 95% chance to disarm.
25% chance to spot magical, 60% chance to disarm.
Ninja: 40% chance to spot mechanical, 95% chance to disarm.
5% chance to spot magical. The Ninja cannot disarm magical traps.

Level 15: Same verse same as the first...well third actually. Max ranks, widgits +6. I'll go ahead and throw in a widgit of wisdom +4 to help with perception checks. Obviously at this point they should probably have skill related items to help boost perception at the very least, but tossing +10 to both of their skill numbers would defeat the purpose of this example. The Rogue now has a +27 perception to spot traps, and +33 to disarm them. The ninja has +20 to perception and +26 to disarm. The mechanical trap for CR 15 is DC 30 perception, DC 20 disarm. There is no exact DC 15 magic trap, the average of the CR 14 and 16 is a perception and disarm DC of 32.
Rogue: 90% chance to spot mechanical, 95% chance to disarm.
80% chance to spot magical, 95% chance to disarm.
Ninja: 55% chance to spot mechanical, 95% chance to disarm.
45% chance to spot magical. The Ninja cannot disarm magical traps

Level 20: More of the same. Max ranks, widgits +6 each, no skill modifiers beyond ranks and stats. Oh and another +2 dex from leveled stat points putting their modified dexterity at a 30. The Rogue now has +36 on perception for traps, and +43 disable device. The Ninja has +26 on perception and +33 on disable device. There is no magical trap for CR 20, closest is DC 30 at CR 18. Average between it and the CR 20 magical trap is a DC 32 so we'll call it at that. The magical trap at CR20 is DC 34.
Rogue: 95% chance to spot mechanical, 95% chance to disarm.
95% chance to spot magical, 95% chance to disarm.
Ninja: 75% chance to spot mechanical, 95% chance to disarm.
65% chance to spot magical. The Ninja cannot disarm magical traps.

So, obvious argument of skill items aside (I'll get to that in a minute). The Ninja obviously trails behind on the rogue when it comes to finding traps and disabling them. At low levels his supposed weakness only trails the rogue by 5 percent, but as the bonus from Trapfinding grows its clear to see the discrepency grow. Especially with magical traps, which the ninja will never be able to disarm.

However.

The ninja can reasonably purchase away most of his perceived penalty with a 10,000 gp item to give him +10 to perception checks (all checks mind you, not just for trap spotting) and another 10,000 to help him with disable device. That plus a ring of evasion for 25,000 gp will effectively buy him Trapfinding (with a little extra on the skills, but still without the ability to disarm magical traps) and well...evasion. These are easily done by level 10 if you have a friendly wizard to help you craft. Or perhaps by level 12 or 13 for straight market cost.

Conversely.

There is no such item that would grant a rogue access to a ki pool. The closest thing I can find in a book would be boots of speed to grant them haste for 10 rounds a day. Which would give them extra AC, extra movement, and an extra attack at about the same frequency a ninja would get them. However there would be no way to increase the number of those rounds. A rogue can also take poison use through one of their variants or a prestige class, but there isn't anything I can find that allows them to just buy it for cost. Then again, the value of something like that is pretty arguable.

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Feel like killing a PC? An encounter with a level 12 party

Alright that's enough of dry mechanics and textbook analysis. Let's see some ninja in action. My current campaign is taking my party into the oriental analogue in my world, wherein it would be quite possible for the party to be beset by ninjas and their shadowy overlords.

The party consists of (names and races have been altered to protect the identity of the adventurers):
Danzo - M Elf LN, 12 Fighter (2-Weapon Warrior variant)
Ingrid - F Half-Orc N, 1 Fighter/6 Sorcerer (Cold Element Bloodline)/5 Eldritch Knight
Horace - M Halfling CN, 3 Rogue/4 Sorcerer (Abyssal Bloodline)/5 Arcane Trickster
Udri - F Dwarf NG, 12 Cleric (Sun & Weather Domains)
Talon - M Half-elf LN, 5 Fighter/5 Rogue (Danzo's cohort via Leadership)
Kelly - F Human N, 10 Rogue (Ingrid's cohort via Leadership)

They will be ambushed by a group of 5 level 10 Ninja. In terms of raw experience rewards this puts the total XP for the encounter at 32,000 even, or halfway between a CR 13 &14 encounter. Should be a moderate challenge for this party. Keep in mind that under Pathfinder NPCs used in an encounter count as their class levels -1 for purposes of determining CR (unless they are equipped as PCs, which these folks won't be).

Here are the party's stat blocks. All PCs were crafted with 25 stat point buys.

Danzo - M Elf LN, 12 Fighter (2-Weapon Warrior variant)

STR: 20 [24 w/belt]
DEX: 16
CON: 12
INT: 14
WIS: 10
CHA: 10

Combat Block:
HP: 100
Init: +3
AC: 26 (Touch: 15, FF: 23; +2 dodge bonus on full attack)
CMD: 32
Fort: +12
Refl: +10
Will: +7 (+3 vs. fear, +2 vs. enchantment. Sleep immune.)
BAB: +12
Standard Action Attack: Both swords +21 (1d10 +13, 17-20/x2. Extra damage on evil/evil outsider targets)
Full Attack Action: Both Swords +23/+23/+18/+18/+13/+13 (1d10 +15, 17-20/x2. Extra damage on evil/evil outsider targets)

Abilities: Bravery +3, Defense Flurry (+2 dodge AC on full attack), Twin Blades (+2 atk/dam on full attack), Doublestrike (2 attacks on a standard attack), Improved Balance

Skills: Diplomacy +12, Intimidate +15, Knowledge (engineering) +17, Perception +14 Survival +15

Feats: Double Slice, Exotic Weapon Proficiency (Bastard Sword), Greater Weapon Focus (Bastard Sword), Greater Two-Weapon Fighting, Improved Critical (Bastard Sword), Improved Two-Weapon Fighting, Improved Weapon Specialization (Bastard Sword), Leadership, Power Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword).

Equipment: +2 holy bastard sword, +2 evil outsider bane bastard sword, +4 breastplate, ring of protection +2, belt of giant strength +4, cloak of resistance +3, boots of elvenkind, ring of feather falling.

Ingrid - F Half-Orc N, 1 Fighter/6 Sorcerer (Cold Element Bloodline)/5 Eldritch Knight

STR: 16
DEX: 14
CON: 12
INT: 10
WIS: 8
CHA: 20 [24 w/headband]

Combat Block:
HP: 84
Init: +2
AC: 24 (Touch: 15, FF: 22)
CMD: 24
Fort: +12
Refl: +9
Will: +10
BAB: +9
Standard Action Attack: Falchion +16 (2d4+9, 15-20/x2)
Full Attack Action: Falchion +16/+11 (2d4+9, 15-20/x2)

Abilities: Elemental Arcana (Any energy spell can become a cold typed spell), Elemental Ray (1d6 +3 cold damage, 10/day), Cold Resist 10.

Skills: Intimidate +22, Knowledge (Arcana) +10, Knowledge (Planes) +9, Spellcraft +10

Feats: Arcane Armor Training, Arcane Strike, Eschew Materials, Heighten Spell, Leadership, Power Attack, Spell Focus (Evocation), Spell Penetration, Weapon Focus (Falchion), Weapon Specialization (Falchion)

Spells: CL 10 (12 for SR checks), DC 17 + spell level (18 for evocation). Infinite/8/8/8/6/4
0-Arcane mark, detect magic, ghost sound, light, mage hand, mending, open/close, prestidigitation, read magic
1-Burning hands (Cold), disguise self, protection from evil, shield, true strike
2-Bull's strength, glitterdust, mirror image, invisibility, scorcing Ray (Cold)
3-Dispel magic, fireball, haste
4-Confusion, fire shield
5-Hold monster

Equipment: +3 keen falchion, +5 mithral chain shirt, ring of protection +3, cloak of resistance +4, Headband of Alluring Charisma +4

Horace - M Halfling CN, 3 Rogue/4 Sorcerer (Abyssal Bloodline)/5 Arcane Trickster

STR: 8
DEX: 18
CON: 14
INT: 11
WIS: 8
CHA: 21 [25 w/headband]

Combat Block:
HP: 88
Init: +8
AC: 23 (Touch: 17, FF: 18)
CMD: 22
Fort: +8
Refl: +11
Will: +12 (+2 vs. fear)
BAB: +6
Standard Action Attack: Rapier +12 (1d6+1, 17-20/x2)
Full Attack Action: Rapier +12/+6 (1d6+1, 17-20/x2)

Abilities: Evasion, Trapfinding (+1 perception/disable device on traps), trap sense +1, sneak attack +4d6, fast stealth, Abyssal Arcana (Summoned creatures get DR 2/good), Claws (1d4, free action, 10 rounds/day), ranged legerdemain, impromptu sneak attack 1/day, tricky spells 3/day

Skills: Acrobatics +19, Disable Device +15, Escape Artist +18, Knowledge (Arcana) +7, Perception +17, Spellcraft +11, Stealth +22

Feats: Dodge, Eschew Materials, Improved Initiative, Spell Focus (Conjuration), Spell Penetration, Toughness, Weapon Finesse

Spells: CL 9 (+2 for spell pen), DC 17+ spell level (+1 on conjuration). Infinite/8/8/8/5
0-Arcane mark, detect magic, light, mage hand, message, prestidigitation, ray of frost, read magic
1-Cause fear, identify, shield, shocking grasp, ray of enfeeblement, summon monster I
2-Acid arrow, cat's grace, mirror image, web
3-Dispel magic, lightning bolt, stinking cloud
4-Improved invisibility, summon monster IV

Equipment: +2 ghost touch rapier, bracers of armor +6, cloak of resistance +3, headband of alluring charisma +4, ring of protection +2, boots of elvenkind, ring of mind shielding

Udri - F Dwarf NG, 12 Cleric (Sun & Weather Domains)

STR: 10
DEX: 13
CON: 16
INT: 10
WIS: 20 [24 w/headband]
CHA: 14 [18 w/headband]

Combat Block:
HP: 86
Init: +5
AC: 29 (Touch: 12, FF: 28)
CMD: 20
Fort: +14 (+2 vs poison, +2 vs. spells)
Refl: +10 (+2 vs. spells)
Will: +18 (+2 vs. spells)
BAB: +9
Standard Action Attack: Longsword +10 (1d8 +1, 19-20/x2)
Full Attack Action: Longsword +10/+5 (1d8 +1, 19-20/x2)

Abilities: Channel Positive Energy 8d6 (DC 22, 9/day), Sun's Blessing (Add +12 to channel damage vs. undead, no channel resistance), Nimbus of Light (Daylight that damages undead. 12 rounds/day), Storm Burst (1d6+6 nonlethal. Target takes -2 on attacks. 10/day), Lightning Lord (Call Lightning but 12 bolts per day)

Skills: Diplomacy +15, Heal +18, Knowledge (Religion) +11

Feats: Alignment Channel, Extra Channel, Improved Channel, Improved Initiative, Lightning Reflexes, Selective Channel

Spells: CL 12, DC 17 + spell level. Infinite/6+1/6+1/6+1/4+1/4+1/3+1
0-Create water, purify food & water, resistance, stabilize
1-Command, divine favor, endure elements, protection from evil (x2), remove fear, sanctuary
2-Consecrate fog cloud, hold person (x2), lesser restoration (x2), silence
3-Bestow curse, blindness/deafness, invisibility purge, prayer, protection from energy, remove curse, searing light
4-Cure critical wounds, fire shield, freedom of movement, holy smite, restoration
5-Break enchantment, flame strike, ice storm, raise dead, true seeing
6-Blade barrier, control winds, greater dispel magic, mass cure moderate wounds

Equipment: +4 full plate, +3 large steel shield, +1 defending longsword, boots of striding & springing, phylactery of positive energy channeling, headband of mental prowess +4 (Cha & Wis), ring of feather falling, cloak of resistance +3, ring of protection +1

And now the cohorts. For them I used the stat block: 8, 10, 12, 13, 14, 15. They also have gear valued for a heroic NPC instead of a PC.

Talon - M Half-elf LN, 5 Fighter/5 Rogue (Danzo's cohort via Leadership)

STR: 14
DEX: 18
CON: 14
INT: 12
WIS: 10
CHA: 8

Combat Block:
HP: 54
Init: +8
AC: 20 (Touch: 15, FF: 15)
CMD: 24
Fort: +8
Refl: +10
Will: +3 (+1 vs. fear, immune to sleep, +2 vs enchantment)
BAB: +8
Standard Action Attack: Short Sword +15 (1d6 +5, 19-20/x2), or Shortbow +13 (1d6, x3)
Full Attack Action: Short Swords +13/+13/+8 (1d6 +5/+4 offhand, 19-20/x2)

Abilities: Trapfinding, Sneak Attack +3d6, Uncanny Dodge, Trap Sense +1, Evasion, Bleeding Attack, Finesse Rogue, Bravery +1, Armor Training 1, Weapon Training +1 (short blades)

Skills: Acrobatics +17, Bluff +6, Intimidate +12, Knowledge (Dungeoneering) +12, Perception +15, Sense Motive +7, Stealth +25, Use Magic Device +11

Feats: Dodge, Improved Initiative, Improved Two-Weapon Fighting, Mobility, Skill Focus (Stealth), Spring Attack, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (short sword), Weapon Specialization (short sword)

Equipment: +1 short swords (x2), MW shortbow, +1 chain shirt, ring of protection +1, cloak of resistance +1, boots of elvenkind, potion of invisibility

Kelly - F Human N, 10 Rogue (Ingrid's cohort via Leadership)

STR: 12
DEX: 18
CON: 14
INT: 14
WIS: 8
CHA: 10

Combat Block:
HP: 83
Init: +4
AC: 21 (Touch: 16, FF: 15)
CMD: 22
Fort: +6
Refl: +12
Will: +3
BAB: +7
Standard Action Attack: Short Sword +13 (1d6+2, 19-20/x2) or Shortbow +12 (1d6, x3)
Full Attack Action: Short Swords +11/+11/+6 (1d6+2, 19-20/x2)

Abilities: Sneak Attack +5d6, Improved Uncanny Dodge, Trapfinding, Improved Evasion, Trap Sense +3, Bleeding Attack, Fast Stealth, Surprise Attack, Ledge Walker

Skills: Acrobatics +17, Appraise +13, Disable Device +17, Disguise +12, Escape Artist +17, Intimidate +13, Perception +16, Sense Motive +16, Sleight of Hand +17, Stealth +20, Use Magic Device +13

Feats: Alertness, Dodge, Toughness, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Short Sword)

[/b]Equipment: [/b]+1 short swords (x2), MW shortbow +1 chain shirt, ring of protection +1, cloak of resistance +1, boots of elvenkind, potion of invisibility

So there's our party of intrepid (?) adventurers. Now let's look at the enemies. The enemies will also use the stat block: 8, 10, 12, 13, 14, 15. They also have gear valued for a heroic NPC instead of a PC.

Ninja - M or F Human N, 10 Ninja

STR: 12
DEX: 16
CON: 14
INT: 10
WIS: 8
CHA: 14

Combat Block:
HP: 80
Init: +7
AC: 19 (Touch: 14, FF: 16)
CMD: 20
Fort: +6
Refl: +11
Will: +3
BAB: +7
Standard Action Attack: Shortbow +12 (1d6 +1 [+1 within 30 ft], x3) or Short sword +11 (1d6 +1, 19-20/x2)
Full Attack Action: Shortbow +10/+10/+5 (1d6 +1 [+1 within 30 ft], x3) or Short sword +9/+9/+4 (1d6 +1, 19-20/x2)

Abilities: Sneak Attack +5d6, No Trace +3, Improved Uncanny Dodge, Light Steps, Ki Pool (7 points), Poison Use, Vanishing Trick, Deadly Range, Bleeding Attack, Weapon Training, Invisible Blade

Skills: Acrobatics +16, Bluff +15, Disguise +18, Escape Artist +16, Perception 12, Sleight of Hand +16, Stealth +16 (+3 when still), Use Magic Device +15

Feats: Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Shortbow)

Equipment: +1 short bow w/40 arrows, MW short swords (x2), +1 chain shirt, ring of protection +1, cloak of resistance +1

Alright, let's get to the combat.

The place: A back street in a major bustling city. The street itself is fifteen feet wide, flanked on either side by shops and buildings averaging 8-10 feet tall. The party is walking down the street, the ninjas are positioned on the rooftops, lying still against the tiles. If I wanted to be especially cruel I could say that they used their Vanishing Trick while they moved into position before attacking, but let's just say they don't. I'll assume they have average result on their stealth checks and put the perception DC at a 29.

Perception checks: Talon: 30, Kelly: 26, Udri: 8, Danzo: 24, Ingrid: 17, Horace: 26. It should be pointed out that the characters in the party with high ranks in perception still have a less than 50% chance to see the ninjas. Talon is the only one who sees, so he gets to act in the surprise round.

SURPRISE ROUND

Initiative:
Ninja 2 - 25
Ninja 1 - 24
Ninja 3 - 23
Talon - 21
Ninja 4 - 20
Ninja 5 - 11

Layout: 3 ninjas on the western roof approximately 15 feet away from the center of the street, three on the eastern roof. The party is marching single-file down the alleyway (I know I know but I'm not uploading a paint map for this). Marching order is Danzo, Ingrid, Horace, Udri, Talon, Kelly. The ninja are all within 40 feet of the party.

Ninjas 1-3: Each use a swift action to use hidden blade to turn invisible and fire a single bow shot into the crowd. Let's assume they do not have any research of their foes beyond what is obvious. So they aim for the half-orc with the falchion , figuring her for the big nasty fighter type. 3 attacks: 17 (miss), 26 (hit), and 27 (hit). 23 damage from the first attack, 20 from the second for 43. Ingrid isn't looking so good and will also take 5 points of bleed damage on her turn.

Talon grits his teeth, cursing his lack of foresight and launches an arrow from his shortbow at one of the remaining visible ninjas. I could argue that they have cover from the awnings of the roof but we'll just say they don't. Talon rolls a 27 and hits easily, dealing 15 points of damage.

Ninjas 4&5 also use hidden blade and launch an arrow at Talon. They could press the attack on Ingrid and possibly kill her, but just to spread things out we'll say they don't. 2 attacks: 30 (hit) and 23 (hit). 24 and 20 points of damage for 44 total. Talon will also take 5 points of bleed on his turn. He is near death.

ROUND 1

The party joins the fray now.

Initiative:
Ninja 2 - 25
Ninja 1 - 24
Kelly - 23
Ninja 3 - 23
Talon - 21
Horace - 20
Ninja 4 - 20
Danzo - 16
Udri - 13
Ninja 5 - 11
Ingrid - 3

Ninjas 1 and 2 maintain an eerie sense of detached calm and focus their bows on Ingrid, both of them using Rapid shot and looking to end her life with a flurry of arrows ala the movie Hero on a much much smaller scale. 6 attacks total: 22 (hit), 16, 8, 25 (hit), 24 (hit), 9. 3 hits for 24, 21, and 23 damage. Totalling up the damage, Ingrid has taken 111 points of damage making her resemble a very gory pincoushin. Also, she is very, very dead.

Kelly screams obscenities at their unluck but has no way of determining where the invisible targets are so she holds her bow ready and delays.

Ninja 3 decides that with Ingrid down, now would be an excellent time to finish off Talon. He too uses rapid shot and fires away. 20 (hit), 17 (hit), 13 (miss). 2 more hits for 17 and 24 damage. Putting his total damage at 85, almost double his maximum hit points. He resembles a grease stain on the cobblestones.

Horace now goes. He cannot target any of the ninja for dispel magic so he tries to buy some time by launching a stinking cloud in the area where the two ninjas were (and are still) standing (these are the ones who have not taken shots yet). Ninjas fort saves: 18, 19. Both fail, becoming nauseated.

Ninja 4 is nauseated and uses his single action to move 30 feet down the rooftop and out of the range of the cloud. He will be nauseated for 1 more round.

Danzo is pissed as hell at losing his cohort but will wait for Udri's turn before acting...

Udri does have a true seeing so she moves to Danzo and casts it upon him, granting him the sight with which to slay his attackers

Danzo now tries to climb up the wall. I'll give the wall a DC 10 since there are some barrels and boxes around to stand on. He rolls a 14, making it up to the roof.

Kelly stops delaying at this point and fires a full round attack at Ninja 1. 2 attacks: 24 and 14. 1 hit for 5 damage.

Ninja 5 is also nauseated but still invisible, he moves in the opposite direction from his comrade and out of the cloud but is still nauseated for 4 rounds.

ROUND 2

Let's review. Ingrid and Talon are dead. Ninja 4 is nauseated for this round, Ninja 5 is nauseated for 4 rounds but both are invisible (and out of range of delivering sneak attacks with their bows). Danzo climbed up to the roof near Ninjas 1-3. Let's call it 5 and 10 and 15 feet away.

Initiative:
Ninja 2 - 25
Ninja 1 - 24
Ninja 3 - 23
Horace - 20
Ninja 4 - 20 (nauseated)
Danzo - 16
Udri - 13
Kelly - 12 (delayed)
Ninja 5 - 11 (nauseated)

Ninjas 2 and 1 both do not know that Danzo can see them now. The one that was closer to Danzo takes a 5 foot step away, they both unleash another full round of arrows into the elf. 6 attacks: 14, 27 (hit), 16, 29 (hit), 19, 22. 2 hits for 4 and 4 for 9 total. They seem confused that they did not get their sneak attack bonus.

Ninja 3 dislikes Horace's tricks. He ignores the elf for now and aims for the halfling. 3 attacks: 20, 24, 24. 3 hits against him for 25, 27, and 27 (Yes I rolled remarkably well for those). That's a total of 79 with another 5 points of bleed damage coming on his round

Horace's turn, he takes 5 points of damage (leaving him with 4 hp) and at this point his own survival instincts kick in and he moves next to the cleric. He also will cast mirror image on himself, giving himself 4 extra images.

Ninja 4 is nauseated, he spends his turn trying to prevent his innards from climbing up his throat and soiling a perfectly good black silk face mask. After 6 seconds, he feels much better

Danzo roars with anger and defiance and moves in to attack one of the ninjas while power attacking. His blades keen out, closing the 10 foot gap as he swings out twice. Crit threat (confirmed on a 34), and 23 will also hit. One crit for 58 and one regular hit for 23 for a total of 81 points of damage. Ninja 1 goes down.

Udri channels positive energy to hit Danzo and Horace. As a GM I make a call on her selective channeling, judging that since it works on life forces she can still use selective channel. She leaves out the damaged ninja and heals 20 points to Danzo and Horace.

Kelly tries for a perception check against one of the snipers, rolling a 26 and manages to pinpoint Ninja 3 in his square. She fires twice rolling a 16 and a natural 20 (which does not confirm on a 14). Miss chance does not negate her hit, so she deals 4 points of damage.

Ninja 5 will remain nauseated and generally have a very large frown on his face as his bowels tie themselves in a knot that would make Alexander the Great cringe.

ROUND 3

Ok. Kelly has pinpointed the square Ninja 3 is in. Danzo has killed Ninja 1 and is looking to murder Ninja 2. Horace is at 24 hit points, Danzo is at full. Ninja 4 is no longer nauseated, ninja 5 still has 3 rounds.

Initiative:
Ninja 2 - 25
Ninja 3 - 23
Horace - 20
Ninja 4 - 20
Danzo - 16
Udri - 13
Kelly - 12 (delayed)
Ninja 5 - 11 (nauseated)

Ninja 2 now realizes Danzo can see them and moves back rapidly to be next to Ninja 3. He also fires a shot at Danzo as he does, rolling a 24 and missing. He then prepares to stand against Danzo who will likely turn the other ninjas into deli-sliced ninja ham.

Ninja 3 hones in on Horace, firing 3 more shots at 27, 30, and 9. 2 hits on his mirror images. He is now down to 2 more images.

Horace takes some time to catch his breath and also get some defense by casting greater invisibility on himself and moving somewhat.

Ninja 4 puts some arrows into Kelly, deciding that it is time for her to disappear. Fortunately she has uncanny dodge so she won't be eating the sneak attack damage. 3 attacks: 20, 27, and 10. 2 hits for 6 and 3 damage.

Danzo moves in, closing the distance to Ninja 2 and makes some more attacks with power attack. 2 attacks: 30, 35. 2 hits for 23 and 22 points of damage.

Udri opts to aim a greater dispel magic at the place where arrows shot at Kelly with an area dispel. She rolls a 26 to dispel, ninja 4 becomes visible again.

Kelly turns to the ninja and launches some arrows of her own, rolling a 13 and 24. 1 hit for 5 points of damage.

Ninja 5 really wishes he could help out in this situation, but he is still trying to keep his gut in this dimension.

ROUND 4

The party is beginning to recover at this point. Danzo has reduced Ninja 2 to 35 hit points. Horace is now invisible and unable to be seen by any of the ninja while he recuperates. Udri still has plenty of healing. At this point it would be wise for the ninjas to engage in strafing tactics to try and pick off Udri but we'll see what happens. Ninja 5 is nauseated for 2 rounds still.

Initiative:
Ninja 2 - 25
Ninja 3 - 23
Horace - 20
Ninja 4 - 20
Danzo - 16
Udri - 13
Kelly - 12 (delayed)
Ninja 5 - 11 (nauseated)

Ninja 2 and 3 now realize that Udri is the healer of the party and focus their shots on her, figuring if they can get her down before Danzo works his way through them, they'll be able to pick off the remainder of the party at their leisure. 6 attacks: 28, Crit Threat (not confirmed), 22, 21, 31, 27. 2 hits for 23 and 18 for a total of 41 damage with an additional 5 coming to her on her turn.

Horace reviews his options. He can see Ninja 4 so he opts to throw another stinking cloud on him. Ninja 4 fails his roll on a 7.

Ninja 4 moves out of the new cloud and will remain nauseated for 2 rounds. He is very unhappy to boot.

Danzo moves up to Ninja 2 again, a grin of death on his face as he continues to power attack and slash. 2 attacks: 34, crit threat (confirmed on a 32). 22 and 42 damage. Ninja two is severed neatly in half, with bits of him raining down to the street below.

Udri opts to channel again, catching herself, Kelly and Horace and selectively leaving out any damaged ninjas. They are each restored 25 points of damage.

Kelly aims some bow shots at the nauseated ninja 4, rolling a 21 and 7. 1 more hit for 2 points of damage.

Ninja 5 remains nauseated, but he can see the way things are going and begins to move further away from the conflict, looking for escape.

By this point it is safe to say that Danzo will continue mopping up any ninja who is foolish enough to remain while True Seeing is still active. Horace will continue throwing stinking clouds where he can or use summon monster for additional support. I will award victory to the party at this point by having the ninja engage in a retreat. If they escape, the three remaining ninja may return to attack them before they can rest, once Danzo is lacking the true seeing to handle them.

Breakdown: First, the ninja were definitely at an advantage with the surprise round, but even without that their initiative numbers were high enough that they would have a good chance to eliminate Ingrid in the first round. If Udri did not have true seeing prepared that day, the ninjas would have continued to eliminate Danzo and then systematically work their way through the rest of the party. Even with greater dispel magic, any ninja with the hidden blade talent (and why wouldn't you have it?) can just toss up a quickened greater invisibility again. Keep in mind that these were NPC ninjas, regular wimps designed to be thrown at the party in droves, or at least a couple added on to an encounter here and there. If this was say...4 ninjas and a sorcerer with similar spell selection to Horace...or heck, if the ninjas had wands of dispel magic to get rid of Danzo's true seeing...All I'm saying is as it is...one spell and a surprise round made this encounter. Yes you can make arguments for fighters to have potions of see invisibility, but that will only give them three rounds per standard rules and if you have extra ninja to spare...Blindfight would work, though not for this fight since it doesn't protect vs. ranged attacks.

I suppose what I take away from this is the self-sufficient ability to cast a quickened greater invisibility is a coup and can make your encounter much nastier than you may expect.

Then again, Blind-Fighting removes a lot of the ninja's advantage if they aren't ranged focused. Perhaps the balance of your cooler tricks being negated with a single feat was something the developers had in mind? A question for the ages.

-------------------------------------
Real Ultimate Power

Meet Makoto, a level 20 ninja. Her clan has been beset by demons for generations and she has built herself up as a slayer of demons. Here is her abridged character sheet (built with 20 points, yes I adapted her from Tanaka from my other review):

STR: 16 [20 w/belt]
DEX: 26 [30 w/belt]
CON: 16 [20 w/belt]
INT: 10
WIS: 10
CHA: 10 [16 w/headband]

Her equipment:

+5 holy cold iron short swords (x2) - 200,620 gp
+5 Greater Shadow Improved Fire Resist Mithral Chain Shirt - 102,000 gp
+4 Shortbow - 32,330 gp
Headband of Alluring Charisma +6 - 36,000 gp
Belt of Phys. Perfection +4 - 64,000 gp
Cloak of Resistance +5 - 25,000 gp
Pale Green Prism Ioun Stone - 30,000 gp
Ring of Protection +5 - 50,000 gp
Ring of Evasion - 25,000 gp
Amulet of Nat. Armor +5 - 50,000 gp
Winged Boots - 16,000 gp
Manuals - 220,000 gp
Other Gear - 29,050 gp

Feats:
Human Bonus Improved Initiative
1st level Weapon Finesse
3rd level Two-Weapon Fighting
5th level Weapon Focus (Short Sword)
7th level Toughness
9th level Dodge
11th level Improved Critical (Short Sword)
13th level Improved Two-Weapon Fighting
15th level Stealthy
17th level Alertness
19th level Greater Two-Weapon Fighting

Tricks (13 ki points): Vanishing Trick, Fast Stealth, Shadow Clone, Smoke Bombs, Hidden Blade, Blinding Bomb, Sudden Disguise, Ghost Step, See the Unseen.

Skills: Let's say she took the favored class bonus every level for an extra skill point.
Acrobatics 20 ranks +10 dex +3 trained = +33
Bluff 20 ranks +3 cha +3 trained = +26
Climb 20 ranks +5 str +3 trained = +28
Disguise 20 ranks +3 cha +3 trained +6 no trace = +32
Disable Device 20 ranks +10 dex +3 trained = +33
Escape Artist 20 ranks +10 dex +4 feat +3 trained = +37
Perception 20 ranks +0 wis +4 feat +3 trained = +27
Sleight of Hand 20 ranks +10 dex +3 trained = +33
Stealth 20 ranks +10 dex +4 feat +15 armor +3 trained = +52 (+6 while motionless)
Use Magic Device 20 ranks +3 cha +3 trained = +26

Hit Points: Assume max for 1st level and average for every other roll
8+4.5(x19)+100 (con) +20 (toughness) = 213(.5) hit points.

She is primarily a two-weapon fighter, but resorts to bow shots when necessary.

Attack Bonus with her short swords is: +15 BAB +10 DEX +1 Weapon Focus +5 enhancement bonus, -2 dual-wielding = +29/+29/24/+24/+19/+19
Damage line for his katana is: 1d6 +10 (+7 on offhand) +2d6 vs evil (17-20/x2)

AC: 35 (+9 armor, +6 dex, +5 deflection, +5 natural)
CMD: 40 (+15 BAB, +5 STR, +10 DEX)

Her saves are:
Fort: +16
Refl: +27
Will: +11

Just for a lark, let's say she goes and infiltrates a Balor's stronghold on her earthly plane. Let's assume this place is filled with guards, some magical traps and mundane traps. Even if she rolls a 1 on stealth, only the Balor can detect her and even then only has a 25% chance to succeed. But, say she has to avoid some pitfalls and magic seals and whatnot. Let's say she blows 5 points of her ki pool using improved invisibility and ghost step to circumvent traps and make it to the Balor's sanctum. She is now in the room, hiding comfortably as she observes him. In the optimum of situations she is able to use Hidden Master and calmly sneak up beside him, unleashing a single attack in the surprise round. Since she cannot be detected by any means, not even sipdey sense can allow the Balor to detect her.

Let's continue to use average rolls. On a 10, Makoto will hit the Balor's flat-footed AC. She will opt to ignore her extra damage dice and instead deal 10 points of juicy con damage to the balor. In addition to 20 points of damage from her blade, the Balor also loses 100 hit points from his con damage.

Initiative happens. Once again, average rolls, Makoto goes first. On a roll of a 10 she will hit on every single attack. Each attack will deal 55 points of damage. That is a total of 330 points of damage. The Balor is dead in approximately 9 seconds from when she started. Afterwards, she makes her reflex save on a 10 to avoid his death throes taking no damage, and prances her way out the way she came, running at maximum speed and ghost-stepping through walls until she is a safe distance away. Or, if she has a scroll of teleport, she uses it on an average skill check result and disappears.

Ok, fine...but she's specialized to fight against demons. Let's do a Solar instead.

Makoto infiltrates the heavens themselves, her stealth score easily keeping her hidden and her natural invisibility helping her to move from cover to cover. The Solar has to roll a natural 20 to detect Makoto if she gets close enough. Again, let's say she uses 5 points of her ki pool evading patrols, walking through walls, and the like. She is now in the room where the Solar is leading a prayer to the gods of goodness and light. Once again, she fires off Hidden Master and walks calmly up to the Solar.

Makoto still manages to hit on an average roll of a 10, but her weapon doesn't overcome DR this time. She'll have to keep 1d6 sneak attack in order to deal enough damage to overcome the Solar's DR. So that's only 88 points of hit points removed from massive con loss. Oh and another 1 point of damage from the sword slice.

Makoto wins initiative again. This time she has a harder time of it, slicing away with basic rolls she will only hit on her first two attacks for another 80 points of damage total. About a third of the Solar's hit points gone. She would not be able to assassinate him easily with her current set up since the Solar would be able to simply heal itself while he waited for Makoto's invisibility to wear off.

Still, in 9 seconds, she reduced the HP of a CR 23 creature by 1/3. Nothing to shake a stick at, but considering that the solar would laugh off the save or die attack of a rogue, it further serves to how Hidden Master can be used to great effect.

Still not convinced? Let's look at what havoc a ninja can accomplish amongst her own kind. Makoto is sent to assassinate the Shogun, Tanaka. For the Shogun I'll just use the stats I have for a level 20 samurai from my other review. He also has a cadre of 6 level 15 guards (also pulled from my samurai review). They are currently holding war council in his chambers. And just for added fun let's say he has four braziers of revealing that put out constant invisibility purges every round. One in each corner of the room.

Makoto sneaks into the room using ghost step. As humans without ranks in perceptions, the samurai gathered have no chance to detect her as long as there is anything for her to hide behind (like a brazier for instance). Hidden Master time.

Here's how it goes down.

Surprise round on Shogun Tanaka. Makoto can easily hit him even on a 10. That's 120 on the first attack. Three more strikes when she wins initiative (and the odds are typically in her favor) and he goes down.

Their shogun suddenly murdered in a locked room, any samurai who is foolish enough to rush to their master's side is similarly cut down with three strokes. 75+20 on the first attack, then 55 damage a piece until the samurai go down (average of four total strikes). It will take her some time, and of course that's assuming no crits. But the ONLY way that I can see for a ninja in Hidden Master to be countered is with disjunction, targeted dispel magic, or an antimagic field.

So approximately half a minute later when all the samurai in the room are dead, Makoto disappears through a wall and escapes, leaving 7 bodies in a locked room for investigators to puzzle over.

I guess the point I'm trying to make here is...with a little bit of research, a level 20 ninja can conceivably single-handedly kill (almost) any monster or NPC in the book. She would probably fall short on the Shoggoth or anything else that was immune to critical hits and sneak attacks, but otherwise...dragons, devils, demons, celestial beings. And this is just a single ninja. If she had a twin sister? Well...the numbers are all here, if you want to see try it out for yourself.

-------------------------------------
Concepts & Conclusion
Once again I will say that this is the best representation of a Ninja that I've seen. Largely accurate from a historical basis, while capturing much of the mythos presented in contemporary media without delving into the ridiculous gimmicks of Naruto or Basilisk. That being said, I'm beginning to think the class is simply too darn good. My knowledge of ninja is not nearly as deep as my knowledge on samurai, but I do know that their skill sets are based largely in sabotage (check) and stealth (double-check). One thing I dug up in research on the ninja for this review is that there is apparently precedence for historical ninja to be quite the outdoorsman as well. Not sure if it really meshes with the flavor of the class as presented, but it's something to think about.

Actually, and I don't usually say this, I was quite impressed by the information available on Wikipedia.

Go check it out if you haven't already, and if you like what you read there...check out some of the references at the bottom of the page.

As for my original thesis, I think the answer is: I have no idea. I have faith that the rogue tricks presented in the book will be of a similar level to the ninja ones we're seeing, but it really doesn't lend credence to playing a rogue if Ninja have access to all of them as well. My knee-jerk reaction is to say drop the ability for ninjas to pick up rogue talents, but that's only one facet of the larger gem. Even if we remove tricks from both classes entirely, we're left with Ninja getting an extra ability (Light Steps), a more versatile ability (Ki Pool), more weapon proficiencies, and a better level 20 ability. Not to mention it is fairly easy for them to buy off their disadvantages.

So that's it. A lot of it's probably already been said out there but I think the louder and more resonant the voice, the better.

Kevin (CDP)


My best advice could be is that it all takes time. I spent 2-3 days on the Samurai review and that was only because I was sick with the flu and able to sit down with nothing else productive to do. My ninja review, which I am about to post, took more like 4 or 5 days because I had to juggle work and other obligations. I constructed Tanaka from the ground up and that was probably the most time-consumptive part of the process.

Cross your T's and dot your I's. I've found there's a lot of things in Pathfinder that have been slightly changed from 3.5, but those slight changes can often have a big impact on the field.

Do it by the book. I tried to avoid any custom items in this review even though that may be a better representation of how the typical game goes. It holds up better to objective dissection if there isn't anything special in there though.

Approach from both sides of the table. I've been behind the GM screen for so long (pretty much since the launch of 3.0) that I've forgotten some of the tricks and tactics available to you as a player.

And, of course, remain objective. Let the dice fall where they may and see what results you get. If you don't like how an encounter turned out, run it again. And again, and again.

Other than that, it's just like running a regular encounter, only you're controlling all of the pieces.


Scipion del Farro wrote:

CDProtocol wrote:

Fun with Last Stand: Say you have your samurai and his party squaring off against...I don't know, a group of similarly high-level NPCs. If the samurai challenges say...the Rogue in the other party and uses Last Stand, he would then be free to carve up the OTHER members of that party so long as someone else kept his challenge target in check and they would have a pretty hard time killing him. There's nothing explicit in the challenge rules that says the Samurai has to engage his challenge target. Something to think about at least.

Except for the part that says the effect ends if they attack anyone except their target.

So it does. Well forget that then, good eye.

On another note:

I would consider extending the challenge damage to ranged attacks, maybe only if they took longbow as their weapon expertise choice or something of that sort.


Everyone brings up excellent points. In my initial draft I was actually planning to do 5 different encounters at each level range with various party structures and environments but when I got to the end of the 1-on-1 fights and discovered how long it was I decided to put an end to my testing with three rounds each.

But, y'know, if someone wanted to they could take the framework for the samurai I outlined above and try putting it in to some of those situations where it's not a simple toe-to-toe knock-out brawl. Maybe craft for him some party-mates and send them against a CR 23 encounter or some such.

Here's a few more thoughts I had since I posted this:

Fun with Last Stand: Say you have your samurai and his party squaring off against...I don't know, a group of similarly high-level NPCs. If the samurai challenges say...the Rogue in the other party and uses Last Stand, he would then be free to carve up the OTHER members of that party so long as someone else kept his challenge target in check and they would have a pretty hard time killing him. There's nothing explicit in the challenge rules that says the Samurai has to engage his challenge target. Something to think about at least.

Bow Focus: This gets pretty damn ugly pretty quick in terms of damage dealt. Even if the Samurai doesn't get a composite bow to account for his entire strength modifier, the extra damage from challenge and Deadly Aim, mixed with things like Rapid Shot would provide for a more versatile fighter who would still be a beast on the battlefield.


I actually posted this in the Samurai section of the forums. Here is a link to it.

If one of the Devs would be so kind as to move it over to this forum when they get a free moment, I would greatly appreciate it :)

Thanks

-KRW (CDP)


Kerobelis wrote:
Sorry if I missed this, but why no mount?

Oh good question. Simply put, I didn't build him for mounted combat, I built him more of a skirmisher. Another good build to see would be a mounted archer of some kind. So for Tanaka, his horse is merely a means of transportation. :)


The intention of the vacuum arena fights were to simply pit the class against another monster on a toe-to-toe level to compare damage outputs and durability against pre-established character archtypes. The tactics you'll find for dealing with hit-and-run or fly-by or invisible monsters will vary from party to party, naturally. Obviously in a clear open sky the dragons will strafe about, blasting with lightning or fire or whatever is appropriate. If the samurai is bow focused, maybe he can hold his own in a similar way to how this worked out. If not...*shrug*

But lets take some of those later fights and switch out Tanaka's focus for a longbow instead. Assuming he hits his flying dragon, or the balor, or what have you...triple damage plus the automatic effect. I think in the end what I took away from this is that Strike True was perhaps a little too dang good.

So perhaps what one can take away from this can be summed up as:
"GMs...this is what will happen when an unhampered Samurai gets ahold of your big nasty critter."

I heartily agree on seeing some additional rules to be used in combat, numbers are fun to play with but mechanics would be even better.


You are definitely correct there. My apologies. So assuming he does use Resolve there, he either hits the wolf and manages to kill it, or misses and chances are the wolf finishes him off. I thought I was careful to catch all the new tricks they got, apparently not careful enough.


Disclaimer: I will occasionally throughout the length of this writing make assumptions and GM based calls on how I personally interpret the language of the class. Everyone should feel free to hold their own opinions and continue to arbiter their own games as is appropriate for them. Also I apologize if any of the spacing is off or difficult to read, it did not translate well from my .rtf document.

Today I will be examining the Samurai class as printed in the Ultimate Combat Playtest. First a little about me: I've been playing tabletop roleplaying games for almost 20 years, and working as a DM for more than half of that time. My experience mostly comes from AD&D, D&D 3.0 and 3.5, Heroes 5th edition, and Shadowrun 3rd & 4th edition. In college I earned degrees in Linguistics and East Asian Studies. I spend a good amount of my free time engaging in thought exercises related to various spheres of gaming and writing. The humble monstrosity of text and data below is the result of about 2-3 days worth of dry combat tests, comparisons to other classes, and what happens when I'm sick with the flu and stuck next to my computer all day.

To begin, I took a 20 point ability point pool to create a human with the following stats:

STR: 19 (17 +2 racial bonus)
DEX: 12
CON: 14
INT: 10
WIS: 10
CHA: 10

I then advanced him to a level five samurai, putting his 4th level ability point into strength to round it out to 20. His approximate wealth is 10,500 gp which I will spend on the following:

+1 Katana 2,335 gp
+1 Full Plate 2,650 gp
Belt of Giant Strength +24,000 gp
Cloak of Resistance +1 1,000 gp
Other Gear 515 gp

For his feats, I will take the following:
Human Bonus Power Attack
1st level Weapon Focus (Katana)
3rd level Improved Sunder
5th level Improved Initiative

Already I have come to a slight situation at feat selection. The final clause in Weapon expertise reads:

"...his samurai levels stack with any fighter levels he possesses for the purposes of meeting the prerequisites for feats that specifically select his chosen weapon, such as Weapon Specialization."

One could infer that this simply means that Samurai are able to choose weapon-specific feats that are normally restricted to fighters. However, since the language reads 'levels he possesses' and not 'levels he may possess' I do not think this is the case. A samurai who wishes to take feats like Weapon Specialization would need at least one level of fighter for the stack to occur. If there are no fighter levels, then the latter part of the clause does not take effect. Now a Samurai could take 1 fighter level and reap the benefits of that effect, but then he would lose out on Last Stand at level 20.

I think that trade-off is intentional, but I digress.

Skills: 5 ranks in Diplomacy, Intimidate, Knowledge (Nobility), Ride, & Sense Motive. Skills are largely irrelevant for my testing purposes.

Hit Points: For purposes of these tests I will assume that the character has max hit points for first level, and the average result of his die for every level thereafter.
10+5.5(x4)+10 (con) +5 (favored class bonus) = 47 hit points.

I will take the Order of the Warrior for him.

He wields his katana in two hands.

Attack Bonus with his katana is: +5 BAB +6 STR +1 Weapon Focus +1 +1 katana = +13
Damage line for his katana is: 1d10 +10 (19-20/x2)
Power attack reduces his attacks by 2 and increases his damage by 6

CMB for Sunder attempts: +5 BAB +6 STR +2 Improved Sunder = +13

AC: 21 (+10 armor, +1 dex)
CMD: 22 (+5 BAB, +6 STR, +1 DEX [+2 vs. sunder])

His saves are:
Fort: +7
Refl: +3
Will: +2

So, now armed with Tanaka the level 5 Samurai, let the battles commence. I will take a variety of opponents of varying difficulties and have them fight. Assume the combatants start 30 feet away from one another.

Round 1. Vs. Cockatrice (CR3)

Initiative: Tanaka 24 (19+5), Cockatrice 4 (1+3)

Tanaka goes first, charging to his foe as he designates it his challenge target "Stand and face me dishonorable chicken!" he cries as he swings while using power attack. He rolls a 2...+13 from his normal modifiers +2 from charging but -2 from power attack means he comes just short of hitting.

The cockatrice lets out a confused warble and pecks at Tanaka's foot. It rolls a 17 +9 = 26, easily enough to hit for 0 damage (reduced by DR from Order of the Warrior). Tanaka passes his fort save vs. petrification, rolling a 19 +7 = 26.

Tanaka, feeling somewhat put off by his failure, reigns in his zest and opts to take a normal swing at the cockatrice. Scoring a roll of a 10 +13 = 23 he easily hits the cockatrice for 7 +15 = 22 points of damage. He now feels somewhat vindicated.

The cockatrice retaliates with a hellish squack and pokes him again. However with a roll of a 9 +9 = 18, it fails to hit. Its eyes go as wide as dinner plates as Tanaka takes his turn.

Sensing victory, Tanaka swings with skill, rolling a 9 +13 = 22. Dealing another 4 + 15 = 19 points of damage to his foe, he severs the beast in twain and thinks to himself: [/i]"Well that was easy..."[/i]

Round 2. Vs. Griffon (CR4)

Initiative: Tanaka 20 (15+5), Griffon 8 (6+2)

Tanaka goes first, emboldened by his previous victory he repeats his last action, charging forth while designating a challenge target and using power attack. He critically threatens with a natural 20, following it up with a 11+13 = 24, which confirms. For damage he rolls a 9 +21 = 30 x2 is 60. The griffon is split in twain without so much as a second thought. Much like smiting evil, critical challenge hits are nasty.

Round 3. Vs. Winter Wolf (CR5)

Initiative: Tanaka 10 (5+5), Winter Wolf 15 (10+5)

The Winter Wolf goes first, snarling as it moves closer and delivers its breath attack, blasting Tanaka in the face with icy shards. Tanaka rolls a 10 +3 = 13 for his saving throw, not enough to save him. He takes the full force of 18 cold damage.

Tanaka goes, declaring his challenge target and charging the reamining 15 feet while power attacking. He rolls a 9 +13 = 22, enough to his his target for a crushing 8 + 21 = 29 damage.

The Winter Wolf, now bleeding profusely responds with a bite rolling a 10 +10 = 20. Since Tanaka charged and it has not come to his turn again, this will hit his AC. The bite deals 6 cold damage, 2+7 = 9 points of physical damage and the wolf attempts to trip. Rolling a 9+12 = 21 whcih falls short of his CMD by 1.

Tanaka is now feeling hte pressure and wishes very desperately that the Winter Wolf would kindly die. Deciding to go for broke, he power attacks. Luck favoring him, he rolls an 18 + 11 = 29, easily hitting his foe and dealing 2 + 21 = 23 damage. Unfortunately the Winter Wolf is still alives.

Lunging for the throat, the Winter Wolf attacks, rolling a 16 + 10 = 26, hitting him easily and dealing dealing 4 points of cold damage, and 17 points of physical damage. Tanaka is now at -7 HP and is dying.

Results: The benefit of being able to Challenge any foe on the battlefield makes the damage bonus for the samurai more versatile than Smite Evil, but assuming the clause with Weapon Expertise functions the way that I mentioned above, then his baseline damage will be reduced for not being able to take Weapon Specialization or Greater Weapon Specialization. Under that premise I can definitely see the argument for a 1 Fighter/19 Samurai build if you don't mind losing Last Stand.

--------------------------------------
Level 10.

Tanaka is now level 10. At level 8 he opted to put a point into DEX.

STR: 20 [24 w/belt]
DEX: 13
CON: 14
INT: 10
WIS: 10
CHA: 10

His adjusted equipment becomes:

+2 flaming katana 18,335 gp
+3 Full Plate 10,650 gp
Belt of Giant Strength +4 16,000 gp
Cloak of Resistance +3 9,000 gp
Ring of Protection +2 8,000 gp
Other Gear 15 gp

For his feats, I will still operate under the assumption that I cannot choose Fighter specific feats:
Human Bonus Power Attack
1st level Weapon Focus (Katana)
3rd level Improved Sunder
5th level Improved Initiative
Samurai 6 Greater Sunder
7th level Toughness
9th level Dodge

Skills: Remain largely irrelevant, assume that he has 10 ranks now in the skills he had at level 5

Hit Points: Continuing the formula from level 5
10+5.5(x9)+20 (con) +10 (favored class bonus) +10 (toughness) = 99(.5) hit points.

He still wields his katana in two hands.

Attack Bonus with his katana is: +10 BAB +7 STR +1 Weapon Focus +2 +2 flaming katana = +20/+15
Damage line for his katana is: 1d10 +12 +1d6 fire (19-20/x2)
Power attack reduces his attacks by 3 and increases his damage by 9

CMB for Sunder attempts: +10 BAB +7 STR +4 Sunder Feats = +21

AC: 25 (+12 armor, +1 dex, +2 deflection)
CMD: 30 (+10 BAB, +7 STR, +1 DEX, [+2 vs. sunder])

His saves are:
Fort: +12
Refl: +7
Will: +6

That was easy. Now on to the level 10 encounters.

Round 1. Vs Young Green Dragon (CR 8)

Initiative: Tanaka 16 (11+5), Dragon 20 (19 +1).

The Green Dragon wins initiative, and seeks to end the combat early by annihilating the samurai with its mighty breath weapon. Tanaka rolls a 19 +7 = 26 on his reflex save, taking half damage. He takes a total of 20/2 = 10 damage.

On Tanaka's turn he designates the dragon as his challenge target, wiping acid from his eyes as he charges in, power attacking as per his typical reckless opening combat round. Tanaka rolls a 19 +19 (+2 for charging, -3 for power attack), and confirms his critical threat with a 16+19 = 35. Dealing a total of 2 fire + 66 points of physical damage. With a mighty battle cry, he stands fearless against the dragon, whom is now seriously re-evaluating its life choices.

But not before it gets its licks in. It unleashes a full attack round against Tanaka: Bite 4+13 = 17 (miss), Claw 5+13 = 18 (miss), Claw 15+13 = 28 (hit), Wing 10+8 = 18 (miss), Wing 6+8 = 14 (miss), and Tail Slap 17+8 = 25. One claw and the tail slap connect with Tanaka, dealing 6 and 13 damage respectively after calculating damage reduction from his challenge target.

Tanaka, sporting a dandy scar that will earn him extra street cred, puts the dragon out of its misery. Reigning in his anger he attacks with a pair of rapid cuts: 9+20 = 29 (hit) and 15+15 = 30 (hit). 3 fire and 28 physical from the first hit is enough to fell the beast, with his second stroke sounding a 'snicker-snap' off its scaley throat.

Round 2. Vs Vampire (Sample from Bestiary, CR 9)

Initiative: Tanaka 8 (3+5), Vampire 19 (11+8)

The Vampire gets the drop on Tanaka, laughing evilly as she casts Greater Invisibility on herself.

Tanaka readies his weapon and holds his ground, readying an action to strike at the square where a melee attack comes from.

The Vampire focuses her will on Tanaka, using her Dominate ability. Tanaka opts to use resolve and rolls a 3+6 = 9 and a 17+6 = 23. The second roll succeeds, resisting her allure for this round.

Tanaka still has no way to detect the Vampire, he continues to hold his readied action.

The Vampire, somewhat annoyed by Tanaka's resistance, merely tries again, slipping her tendrils into Tanaka's mind to try and conquer him. Once again Tanaka's uses resolve and his initial roll is low, 2+6 = 8 while his second roll is 15+6 = 21, just barely resisting her again.

These turns continue until the Vampire succeeds in making Tanaka her thrall.

(Note: Statisically this was bound to happen in one-on-one scenarios like this. Ideally Tanaka would be in a party with the typical array of support and able to receive a protection from evil spell or other forms of support. The middle level ranges start to explode with creatures that have instant take-you-out-of-the-fight maneuvers unless your party is prepared for it. Make of this combat what you will, but given how much of the Samurai seems to be built around fortitude and will, it seems odd that they get nothing to juice their will save.)

Round 3. Vs Fire Giant (CR 10)

Initiative: Tanaka 15 (10+5), Fire Giant 14 (15-1)

Tanaka goes first for once, but decides to be somewhat more tactical in this combat. Instead of charging in, he designated the giant as his challenge target and readies an action to sunder the giant's greatsword when it comes within range.

The Giant moves in, triggering Tanaka's readied action.

Tanaka swings for the sword, rolling a 15+21 = 37, which overcomes the giant's CMD and thus he gets to sunder the giant's sword. As a large-sized, two-handed, iron/steel based item the greatsword has 20 hp and 10 hardness. Tanaka deals 4 points of fire damage and 22 points of physical damage for a total of 26-10 = 16 points of damage. The greatsword now gains the 'broken' condition.

His readied action finished, the giant takes his swing, now at a -2 penalty from his sword which has a large chunk missing from it. Still, 14+19 = 33, which will hit Tanaka easily for 17 points of damage.

Let's split this combat into two hypothetical directions now, one where Tanaka presses the attack on the giant's sword to destroy it, and another where Tanaka goes for broke and tries to take down the Giant after merely breaking his sword.

OPTION 1 (Attacking the Sword):

Tanaka attacks the giant's sword again, not interested in taking another swing from that weapon. He rolls a natural 20+21 = 41, critically sundering the giant's sword for 6 points of fire damage and 29 points of physical damage. It is enough to shatter the weapon, sending it scattering to the four winds.

The Giant, now enraged, takes his anger out on Tanaka in the form of punching him in the head. Two slam attacks: 2+20 = 22 (miss) and 9+22 = 29 (hit). Tanaka is hit for another 13 points of damage.

Tanaka recognizes the need to press the attack now, declaring power attack as he hopes to tear in to the Fire Giant. Two attacks: 17+17 = 34 (hit) and 9+12 = 21 (miss). One hit lands, dealing 38 points of damage.

The Giant continues to trade blows with Tanaka scoring two more hits with a 15+20 = 35 and 17+20 = 37. The giant rolls average damage, dealing 12 and 13 points of damage.

Tanaka retaliates in kind, continuing his power attack and hitting just once: 15+17 = 32 (hit) and 8+12 = 20 (miss). Tanaka has the fortune to roll maximum damage though, dealing 41 more points of damage. Blood, sweat, and tears go sailing through the air as the Samurai and the Giant continue

The Giant responds with two more hits: 18+20 = 38, 14+20 = 34. He deals 10 and 14 damage with his mighty fists. Tanaka is down to 15 hit points, while the Giant still has 63 hit points. (It is interesting to note here that even though Tanaka spent his first two attacks sundering the giant's weapon, they have dealt equal amounts of damage to one another.)

Tanaka presses the attack, realizing his only hope is to let his power attack continue to assault the giant's defenses and pray. Luck may favor him, he scores two hits: 7+17 = 24 and 16+12 = 28. His two hits cut through the giant's legs dealing 37 and 33 points of damage. As the giant crumbles to the ground, Tanaka takes a knee to catch his breath, realizing he would be quite dead if both his strikes had not landed.

OPTION 2 (Attacking the Giant):

Tanaka opts to let the Giant continue to fumble with his broken weapon and attacks the giant directly, shouting out a battle cry as he uses power attack and slashes away. His first attack is a critical threat on a nat 19, confirmed with 15+17 = 32, his second attack still hits, but barely on a 12+12 = 24. The critical hit deals a massive 70 points of damage while his iterative deals 35 more.

The Giant staggers, but insists on smiting the small creature as best it can, slashing down three times with its broken sword. The first of the Giant's attack is a natural 20, confirmed with a 16+19 = 37, but Tanaka spends a point of resolve to negate the critical hit. One of the other two attacks hit with a 16+14 = 30, and the other misses on a 10+9 = 19. All told, Tanaka takes 20 and 26 points of damage.

Tanaka grits his teeth and steels his resolve, forgoing power attack in favor of calmer, more disciplined blows as he seeks to end the conflict. Tanaka manages to hit twice more on a 9+20 = 29 and 12+15 = 27. 32 damage on the first attack and 25 damage on the second attack is enough to kill the fire giant.

Results: Interesting round with the fire giant, a lot of the outcome of that combat was based on luck, but even without that Tanaka had nearly a 50% or higher chance to succeed on any combat action he took. Nice to see that Sunder came in handy too. It makes sense that the samurai would be weak against the vampire. Fighter archtypes by themselves versus tricky monsters like that will almost always fall prey to their tactics. It seems balanced enough, though the nature of the challenge especially in these 1-on-1 combats definitely leads to a 'kill it before it can kill me' mentality. Resolve abilities: Pretty damn cool.

--------------------------------------
On to Level 15. At level 12 Tanaka chose Dex again for his statistic, giving him another healthy point of Dex modifier.

STR: 20 [24 w/belt]
DEX: 14 [18 w/belt]
CON: 14 [18 w/belt]
INT: 10
WIS: 10
CHA: 10

His adjusted equipment becomes:

+4 ghost touch katana 50,335 gp
+5 Mithral Full Plate 35,650 gp
Belt of Phys. Perfection +4 64,000 gp
Cloak of Resistance +5 25,000 gp
Ring of Protection +3 18,000 gp
Ring of Fire Resist. (minor) 12,000 gp
Amulet of Nat. Armor +3 18,000 gp
Winged Boots 16,000 gp
Other Gear 1,015 gp

For his feats, I will still operate under the assumption that I cannot choose Fighter specific feats:
Human Bonus Power Attack
1st level Weapon Focus (Katana)
3rd level Improved Sunder
5th level Improved Initiative
Samurai 6 Greater Sunder
7th level Toughness
9th level Dodge
11th level Critical Focus (Katana)
Samurai 12 Improved Critical (Katana)
13th level Iron Will
15th level Blinding Critical (Katana)

Skills: Remain largely irrelevant, assume that he has 15 ranks now in the skills he had at level 5

Hit Points: Continuing the formula from levels 5 and 10
10+5.5(x14)+60 (con) +15 (favored class bonus) +15 (toughness) = 177 hit points.

He still wields his katana in two hands.

Attack Bonus with his katana is: +15 BAB +7 STR +1 Weapon Focus +4 +4 ghost touch katana = +27/+22/+17
Damage line for his katana is: 1d10 +14 (17-20/x2)
Power attack reduces his attacks by 4 and increases his damage by 12

CMB for Sunder attempts: +15 BAB +7 STR +4 Sunder Feats = +26

AC: 33 (+14 armor, +3 dex, +3 deflection, +3 natural)
CMD: 35 (+15 BAB, +7 STR, +3 DEX, [+2 vs. sunder])

His saves are:
Fort: +18
Refl: +14
Will: +11

Also let's remember that he has Strike True now from his Order of the Warrior. This could make or break some of the encounters.

Starting to look like a badass now aren't we Tanaka? Level 15 encounters, here we come.

Round 1. Vs Ice Devil (CR 13)

Initiative: Tanaka 28 (20+4), Ice Devil 28 (19+9). The Ice Devil has higher dex, it goes first.

The Ice Devil begins by unleashing its cone of cold spell like ability at Tanaka. Tanaka botches his reflex save by rolling a 2+14 = 16. He takes the full 40 points of cold damage.

Tanaka designates his challenge target as the devil and moves in to attack, deciding to charge and use power attack as per normal. He rolls a 9+25 = 34 which is a hit. Unfortunately his weapon does not overcome the devil's damage reduction. But he still deals 34 damage.

The Ice Devil regenerates 5 hit points on its turn and then sets in to attack Tanaka with its ice spear and natural attacks. 5 attacks: Spear 3+21 = 24 (miss), Spear 1+16 = 17 (miss), Spear 11+11 = 22 (miss), Bite 5+14 = 19 (miss) and tail 14+14 = 28 (miss). No hits.

Tanaka returns the favor by slashing out three times while maintaining his power attacking trend. 9+24 = 33 (hit), 3+19 = 21 (miss), and 17+14 = 31 (miss). With one hit, Tanaka deals an additional 41 points of damage after DR. He opts to drop power attack for subsequent rounds.

The Ice Devil continues to attack as its regeneration slowly heals it. 5 attacks: Spears 11+21 = 32 (miss), 4+16 = 20 (miss), 1+11 =12 (miss), Bite 2+14 = 16 (miss), Tail 3+14 = 17 (miss). Once again the Ice Devil fails to land an attack on Tanaka.

Tanaka opts to be more judicious and careful in his swings now. He drops power attack and swings for the fences: 6+27 = 33 (hit), 14+22 = 36 (hit), 16+17 = 33 (hit). Three hits, his luck pays off and he deals 29, 26, and 19 points of damage. One more round like that will fell the devil.

The devil opts for a different strategy, backing away five feet and readying another cone of cold at Tanaka. He rolls a 10+14 on his reflex save, enough to take half damage. He takes 18 points of cold damage from this attack.

Tanaka moves in, sensing a kill. Continuing his careful slicing. 3 Attacks: 9+27 = 36 (hit), 12+22 = 34 (hit) and 5+17 = 22 (miss). Two hits for 24 and 25 total damage is enough to send the creature down, whereupon he can apply some holy water to his weapon and finish it off.

Round 2. Vs Adult Red Dragon (CR 14)

Initiative: Tanaka 1+8 = 9, Dragon 7+4 = 11

The Dragon wins initiative, rearing back to deliver its mighty breath weapon. Tanaka has a stroke of bad luck, rolling a 7+14 = 21. He takes full damage, a total of 48 damage after his ring of fire resistance. Also while we're at it, lets make Tanaka roll vs. frightful presence. He uses resolve to roll this throw twice: rolling a 4+11 = 15 on the first and 19+11 = 30, passing it that time.

Tanaka tries to get his bearings, designating the dragon his challenge target and taking a 5 foot step forward, charging forward and throwing caution to the wind, power attacking and using his strike true ability. He eats an attack of opportunity for the charge, the dragon bites at him rolling a 15+25 = 40 for 22 total damage. Tanaka swings: 5+25 (+2 for charge, -4 for power attack) = 30 which becomes a threat under his ability. He confirms easily with an 18+25 = 43. The attack deals maximum damage of 102 and decides to make the dragon staggered with this ability (no save) for 2 rounds. Additionally his blinding critical feat triggers. The dragon rolls a fort save of 7+16 = 23, which fails. The dragon is now blind as well.

The Dragon gets one standard action, it opts to bite at the last square it saw Tanaka. He misses due to concealment from being blind.

Tanaka is guardedly certain that his victory is at hand and unleashes a full round of power attacks. Three attacks: 16+23 = 41 (hit), followed by a threat on a 19 confirmed with a 14+18 = 32, then a 10+13 = 23 (miss). 1 hit, 1 crit. 44 damage on the regular hit, 100 extra points on the critical hit. This is enough to utterly murder the red dragon.

Round 3. Vs Neothelid (CR 15)

Initiative: Tanaka 22 (14+8), Neothelid 5 (3+2)

Tanaka, with memories of his righteous victory over the red dragon, seeks another resounding victory and charges in, challenges, and uses strike true. He rolls an 18+25 = 43 which hits and threatens his critical. Confirmation roll is 10+25 = 35, which will confirm, triggering this ability. Once again he chooses for the Neothelid to be staggered for 3 rounds after it takes 102 points of damage. The Neothelid rolls a 16+15 = 31 so it saves against being blinded. Still, it's not having a good day.

The Neothelid wishes to end this quickly, and targets Tanaka with its psychic crush ability. Tanaka does not wish for his mind to be crushed so he uses a point of resolve. His first roll is a 9+11 = 20 while his second result is a 17+11 = 28 which will pass. He still takes 22 points of damage and is sickened for a round though.

Tanaka, on his turn, decides to drop power attack while he is sickened and resorts to just hitting the Neothelid with his regular attacks. 3 Attacks: 16+25 = 41 (hit), 16+20 = 36 (hit), and 14+15 = 29 (miss). 2 hits, for 27 and 24 damage (after damage reduction).

The Neothelid, still staggered, opts for a tongue attack, hoping to eat the hapless samurai. On a roll of 13+21 = 33, he hits, dealing 15 points of damage and initiating a grapple on a roll of 8+29 = 37 which is a successful grapple.

Tanaka is in a pickle now. He does not have the exotic proficiency to attack with one hand without eating the penalty. No ranks in escape artist either, and his CMB is such that he has less than a 30% chance to overpower the grapple. He decides to go for the grapple, rolling a 13+22 = 35, not quite enough to get him what he needs. He has a move action left, but nothing left to do with it.

The Neothelid goes on it's 3rd staggered round attempts to devour Tanaka. It easily does so on a roll of 12+33 = 45. Tanaka is slurped down in a single gulp, taking 6 acid damage and 14 points of physical damage.

Tanaka has no choice now but to attack the gullet, let us assume that he has a Masterwork wakizashi on his belt as part of the traditional daisho. Fortunately the AC of the stomach is quite small in comparison. (As a GM call I will say that the gullet counts for purposes of his challenge target). On an attack of 13+23 = 36 he easily hits the gullet's AC and deals 26 points of damage, enough to cut himself free and land on his feet below the Neothelid.

The Neothelid is ornery at this point, but is no longer staggered and rears back to spew acid all over Tanaka. Tanaka rolls a 14+14 = 28 on his reflex save, making the DC barely but still taking 38 points of acid damage.

Tanaka seeks to end this fight, shrugging off some of the lingering acid as he swings his weapon about 3 times. He opts to ignore power attack for now, relying on his challenge bonus to finish the job. Three attacks: 1+27 = 28 (miss), 2nd attack threats on an 18+22, does not confirm with a 2+22 = 24, Final attack threatens on a 19+17, once again does not confirm on a 9+17 = 26. Still, 2 hits are 2 hits. Damage: 24 and 24. The Neothelid is still alive, one more swing would've taken it down.

The Neothelid unleashes the full fury of all four tongue attack. Four attacks: 6+21 = 27 (miss), 3+21 = 24 (miss), 12+21 = 33 (miss), and 3+21 = 24 (miss). Four attacks, no hits. One very preturbed worm-thing.

Tanaka finishes it off, scoring a 3+27 (miss), 15+22 = 37 (hit), 17+17 = 34 (fails to confirm on a 7+17 = 24). 2 hits, 22 and 27 damage. The Neothelid is dead.

Results: I honestly thought the samurai would not be able to hold up to a Neothelid. One will save or die and it's game over. Still the ability to throw resolve out like that is certainly handy in these situations. Strike True may be a little overpowered. If it's going to be an automatic critical with extra detrimental effects without a save, probably shouldn't be a max damage hit on top of that. Obviously I'm conducting these fights in a vacuum as well, assuming there is no strange terrain and that both combatants are fully rested and prepared. Still, the Samurai with the ability to land potentially multiple critical effects with Strike True seems to be a winning combination. Almost finished.

--------------------------------------
Finally, level 20. At level 16 and 18 Tanaka chose STR for his statistic. Also he will buy a Manual of Gainful Exercise +4, Manual of Bodily Health +2, and a Manual of Quickness of Action +2

STR: 26 [30 w/belt]
DEX: 16 [20 w/belt]
CON: 16 [20 w/belt]
INT: 10
WIS: 10 [16 w/headband]
CHA: 10

His adjusted equipment becomes:

+5 speed axiomatic katana 200,335 gp
+5 Moderate Fortification
Improved Fire Resist
Mithral Full Plate 111,650 gp
Headband of Inspired
Wisdom 36,000 gp
Belt of Phys. Perfection +4 64,000 gp
Cloak of Resistance +5 25,000 gp
Pale Green Prism Ioun Stone 30,000 gp
Ring of Protection +5 50,000 gp
Ring of Evasion 25,000 gp
Amulet of Nat. Armor +5 50,000 gp
Winged Boots 16,000 gp
Manuals 220,000 gp
Other Gear 52,015 gp

For his feats, I will still operate under the assumption that I cannot choose Fighter specific feats:
Human Bonus Power Attack
1st level Weapon Focus (Katana)
3rd level Improved Sunder
5th level Improved Initiative
Samurai 6 Greater Sunder
7th level Toughness
9th level Dodge
11th level Critical Focus (Katana)
Samurai 12 Improved Critical (Katana)
13th level Iron Will
15th level Blinding Critical (Katana)
17th level Mobility
Samurai 18 Spring Attack
19th level Exotic Weapon Proficiency (Katana)

Skills: Remain largely irrelevant, assume that he has 20 ranks now in the skills he had at level 5

Hit Points: Continuing the formula from levels 5 and 10
10+5.5(x19)+100 (con) +20 (favored class bonus) +20 (toughness) = 254(.5) hit points.

He still wields his katana in two hands.

Attack Bonus with his katana is: +20 BAB +10 STR +1 Weapon Focus +5 +5 speed axiomatic katana = +36/+36/+31/+26/+21
Damage line for his katana is: 1d10 +20 +2d6 vs chaotic (17-20/x2)
Power attack reduces his attacks by 5 and increases his damage by 15

CMB for Sunder attempts: +20 BAB +10 STR +4 Sunder Feats = +34

AC: 37 (+14 armor, +3 dex, +5 deflection, +5 natural)
CMD: 43 (+20 BAB, +10 STR, +3 DEX, [+2 vs. sunder])

His saves are:
Fort: +22
Refl: +16
Will: +16

Here we are, the end of the journey. Level 20. If you're still reading this, give yourself a pat on the back. Without any further ado:

Round 1. Vs Ancient Blue Dragon (CR 18)

Initiative: Tanaka 15 (6+9), Blue Dragon 15 (12+3). Tanaka has a higher Dex modifier, he will go first.

Tanaka will begin this combat the same way he begins every combat: designating a challenge, charging, power attack. He rolls a 16+33 = 49, scoring an easy hit on the dragon. Since it is the first round, the dragon is flat-footed and cannot take it's customary Attack of Opportunity. He rolls minimum damage: 56

The Dragon will retaliate by unleashing a full-attack round on Tanaka. 6 Attacks: Bite 12+33 = 45 (hit), Claws 8+32 = 40 (hit) and 14+32 = 46 (hit), Wings 16+30 = 46 (hit) and 5+30 = 35 (miss), Tail Slap 19+30 = 49 (hit). 5 hits, even with Tanaka's DR from his Order of the Warrior, this is going to hurt. Damage: 23, 15, 17, 6, and 20 for a total of 81 damage.

Tanaka will respond in kind, tearing and slashing at the dragon with his supremely quick blade. He will continue to power attack for now. 5 attacks: 15+31 = 46 (hit), next attack is a threat on a natural 20 followed by a 7+31 = 38 which successfully confirms, followed by a threat on a 17 however it is not confirmed on an 11+26 =37, 3+21 = 24 (miss), and 12+16 = 28 (miss). 2 hits, one critical hit. Damage: 57, 59, 116. The dragon fails its save vs. Tanaka's blinding critical on a 3+21 = 24. The dragon is now in bad shape.

The Dragon knows what square Tanaka is in and will opt to use its breath weapon there in the hopes of smiting him with that. Tanaka rolls a 20+16 = 36 on his saving throw. With his ring of evasion, he takes no damage.

Tanaka senses victory at hand, and switches his stance to a disciplined, refined fury as he presses the final few strokes. 5 attacks: 9+36 = 45 (hit), 4+36 = 40 (hit), 10+31 = 41 (hit), 6+26 = 32 (miss), 5+21 = 26 (miss). 3 hits: 58, 62, and 65 damage. The Blue Dragon has been reduced to a fine red mist.

Round 2. Vs Shoggoth (CR 19)

Initiative: Tanaka 25 (16+9), Shoggoth 25 (14+11). The Shoggoth has superior DEX, therefore it will go first.

The Shoggoth begins by emitting its maddening cacophony as a free action. Tanaka will once again use resolve to get two rolls. Good thing, for his first roll is a 5, on his second he rolls a 19+16 = 35, easily keeping his nerve. The shoggoth then, having a range of 30 feet, makes a full round attack action with it's 4 slam attacks. 4 attacks: 10+30 = 40 (hit), 4+30 = 34 (miss), 18+30 = 48 (hit), 11+30 = 41 (hit). 3 hits for 28, 25, and 22. Also three grabs all of which successfully grapple.

Tanaka's turn. He dislikes the recent turn of events, but is pleased that he is now proficient with his sword in one hand. He designates the Shoggoth as his challenge target and goes to town. He does not choose to power attack this time, opting for accuracy and rapid hits over power. 5 attacks: 11+36 = 47 (hit), 20+36 = 56 (hit, won't bother rolling critical confirm since oozes are immune), 15+31 = 46 (hit), 14+26 = 40 (hit), 5+21 = 26 (miss). 4 hits, Tanaka is at something of a disadvantage since the Shoggoth cannot be crit, but he still deals 41, 38, 42, and 38 damage (after DR from the shoggoth.)

The Shoggoth, on its turn, engulfs Tanaka on a roll of 13+39 = 52. Tanaka is absorbed inside, taking 35 points of bludgeoning damage and 34 points of acid damage.

Tanaka dislikes the recent turn of events and draws his wakizashi as he attempts to slash his way out. He easily hits the internal AC on a 6+31 (assume the wakizashi is still just masterwork). He deals 35 points of damage and makes his way out, landing next to the shoggoth and feeling generally annoyed. Since the Last Stand ability doesn't state what sort of action it is, I assume it is a swift and that he uses it this turn.

The Shoggoth seems unimpressed and seeks to simply trample him. Tanaka cannot hope to avoid, so he takes the attack. he rolls a 6+32 = 38, which is a hit. He's back to two-handing his weapon so he deals 36 points of damage. He is then trampled for 14 points of damage and takes engulf damage. Here's where some of the wording on Last Stand gets interesting:

"...all melee and ranged weapons deal the minimum amount of damage to the samurai..."

Is this to imply that this only applies to manufactured weapons? I am going to choose to not interpret it this way and would apply to all natural physical based attacks. Thus the engulf itself deals 21 points of physical damage and 19 more acid damage.

Tanaka is not all that happy with the current situation, but he draws his wakizashi and goes for the exit again. He easily hits the internal AC on a 17+31 = 48 and deals 32 points of damage, which is not enough to free himself.

The Shoggoth continues to heal on its turn and proceeds to digest Tanaka, dealing another 21 points of physical damage and 26 acid damage.

Tanaka is nearly dead, but not to be defeated, he slashes his way out of the gullet on a roll of 8+31 = 39 and 31 more damage. He is on his feet, but the Shoggoth is coming for him again.

The Shoggoth continues to attack, trampling again as Tanaka takes his attack, opting to power attack this time and go all for nothing. He rolls a 16+27 = 43 (hit) and hits for 57 points of damage. The Shoggoth is nearly dead, but not quite dead enough. It tramples and enfulfs him, dealing 19 damage on the trample, 21 physical from the engulf, and 31 points of acid damage. Tanaka has been defeated. But he came damn close.

Round 3. Vs Balor (CR 20)

Initiative: Tanaka 26 (17+9), Balor 22 (11+11)

Tanaka is first. He howls with fury as he challenges the Balor that has been corrupting his ancestral homelands. He then charges forward and uses Strike True and power attacks. He rolls a 12+33 = 35 which would normally miss but since this is round 1, it hits the Balor's flat-footed AC. He rolls to confirm, getting a 16+33 = 49. The critical hit is in, dealing maximum physical damage and 9 points from his axiomatic property for a total of 139 points of damage. He opts to stagger the demon lord for 4 rounds. The Balor easily makes his fort save against being blinded 3+29 = 33. Tanaka's fire resistance easily handles any damage from the Balor's flaming body.

The Balor is staggered, but will not be that easily defeated. It takes a five foot step back out of Tanaka's range and casts Implosion on him. Tanaka rolls a 6+22 = 28 on his fort save, managing to shrug off the damage just barely.

Tanaka steps in, sword keening as he continues to power attack. 5 attacks: 11+31 = 42 (hit), 9+31 = 40 (hit), 4+26 = 30 (miss), 9+21 = 30 (miss), 18+16 = 34 (miss). 2 hits. 59 and 60 points of damage.

The Balor is still staggered, ears ringing from Tanaka's mighty blow. But it focuses its infernal energy again, trying to get Implosion to work. Tanaka fails his roll on a nat 1+23 = 24. He takes 200 points of damage up front as his body starts to cave in on itself. Miraculously though, he is still alive.

Tanaka decides to continue power attacking, hoping to fell the Balor before it can make another attack like that. 5 attacks: 8+31 = 39 (hit), 6+31 = 37 (hit), the next hit is a critical threat on a 19+26 = 45 which confirms on a roll of 12+26 = 38, next attack is at 2+21 = 23 (miss), and the final attack misses on a roll of 1+16 = 17. 2 hits and a crit, this one may finish the Balor off...the attacks deal 61, 56, and 120 points of damage even. This damage is more than enough to finish off the Balor, whose body begins to surge and burst in its final death throes.

Tanaka fails his reflex save on a roll of a 1+16 = 17. He takes an additional 80 points of fire damage, which is enough to kill him...however, he opts to use True Resolve, limiting himself to only -1 hit points and stabilizing him instantly.

Results: Color me impressed with Tanaka. He had a pretty good track record. Now, what this means? This means that the class might be a little too powerful if it can single-handedly take down CRs of its own level without any outside assistance. A fighter in many of the same situations would not have the ability to use resolve to potentially save his bacon on a failed save, or challenge for so much extra damage. Of course in a real game the Samurai will have to ration his challenges and save them for important foes only. If Weapon Expertise truly does not allow a samurai to take fighter feats without having a fighter level, then I am definitely a fan of the 1 fighter/19 samurai build to get a better baseline of damage.

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The Breakdown

Base: I have only two things to say about the skeleton of the Samurai class (I refer to the base statistics: skill points, HD, BAB, saves, etc). First, Shield Proficiency should go. Considering that most of the samurai's favored weapons are two-handed anyway it doesn't mean a whole lot to have it. Second, a lot of how the class is written makes it seem like it should have a strong will save. Or barring that, some kind of ability that gives them a bonus to their will save, or just Iron Will for free. Obviously if one were to give the class two strong base saves then a completely new pass at re-balancing would need to occur.

Challenge: Excellent baseline ability for the class from a conceptual, practical, and aesthetic level. Being able to lay down epic challenges to ancient foes is the bread and butter of almost any Samurai story.

Mount: There is precedent for the mounted samurai warrior tearing his way across the battlefields but this tends to be the exception rather than the rule. I'll admit that the games I run typically involve places that horses and animal companions can not travel. But, setting that aside, I was in favor of the variants in the base classes that allowed them to sacrifice their animal companion or mount for some other bonus. Perhaps something like that would be appropriate here? An easy fix would be to apply the old daisho enchantment rules from the 3.0 Oriental Adventures samurai, but it could just as easily be a variant on divine bond that allowed them to imbue their weapon with extra 'oomph' for a limited time. I would extend this to Cavaliers too but it would require a bit of a change to their class.

Order: When I first saw that the Samurai was based on the Cavalier orders I admit I was a little confused. But, when you realize that 'order' could just as easily be called 'fighting style', 'lord affiliation', 'dojo', it opens up the class to unprecedented amount of customization from a GM and players alike.

Resolve: These abilities are neat. Just plain neat. I love them all.

Weapon Expertise: Aside from the ambiguity I mentioned at the beginning of this dissertation, this ability seems fine. It's a bonus feat that gives you a little bit more, or a lot more if the Samurai has a Fighter level.

Mounted Archer: I would switch this to some kind of ability based on what the Samurai chose as their focus in Weapon Expertise. Maybe the naginata wielder can make attacks against adjacent allies, the katana/wakizashi wielder gets a small shield bonus to AC while wielding their weapon, or the archer can make melee attacks with their bow as a quarterstaff. It just seems odd to me to have them choose a weaopn at level 3, and then the very next level give all of them an archer based ability.

Banner: Though conceptually appropriate, I have to question this ability a little. Given how Samurai tend to operate would they not be fighting under the banner of their lord rather than their own? And in that case, how does one approach the Ronin? I would actually re-tool this ability slightly. Call it 'Reputation' and have the focus be the Samurai himself, or perhaps a specific item he keeps with him. It lends more to the image of a Samurai's foes shaking at the mention of his name, or his allies having unwavering faith in the resolve of their lords best warrior. You could even mix it up a little, make the effects it give based on the Samurai's alignment and do it along the Law/Chaos axis. Chaotic Samurai inspire fear in their enemies, Lawful Samurai inspire heroics and bravery, while Neutral Samurai get to choose.

Bonus Feats: A feat is a feat. I wish they got more. It's obvious why they don't.

Greater Resolve: See my opinions on Resolve.

Honorable Stand: It's...nice I suppose. Immune to fear effects seems kinda superfluous when they can spend a point of resolve to remove anything but panicked. Not falling unconscious at negative hit points is nice too but considering how narrow the death's door is then its a very narrow wire where they get to still act. I assume they would still be staggered at this point anyway so it seems like an excellent way for a dying Samurai to monologue, which is certainly appropriate. I just wonder if there's a way to spice it up somewhat without making it as good as Last Stand.

Demanding Challenge: Just like barbarians get improved versions of rage, it makes sense for the challenge to get better at higher levels.

Greater Banner: Greater Reputation? Standard action to let out a war cry or epithet of some kind? Again, advanced progressions on earlier abilities are nice.

True Resolve: I maintain: neat.

Last Stand: Conceptually: Really, really, really cool. Practically: Well let's think. Obviously against other level 20 martial characters this ability is exceedingly effective. In a war-based campaign this ability is astoundingly effective as the Samurai simply goes wading through the thickest of enemies, taking minimal damage as he barrels towards his foe.
However, the other side of the coin is this ability rapidly loses its effectiveness against any non-martial foe. A Resilient Sphere cast by a 20th level wizard has a good chance to stop the Samurai in his tracks. Or he could just be pelted with fireballs and chain lightning bolts or a dragon's breath weapon.
So the question becomes: How does it stack up to other level 20 abilities from other classes? His counterpart, the Cavalier, gets bonus damage while charging on his mount and the ability to make a foe stunned or staggered on a critical charge. In a way the Cavalier is similarly restricted in the effectiveness of his level 20 ability (must be mounted). The Fighter, on the other hand, can use Weapon Mastery wherever he is. Granted it only applies when he lands a critical threat, but he doesn't have to worry about any conditions to meet for his ability.
So does it stack up? I don't know, that's a decision for the design team. On the one hand it is astoundingly powerful in the right circumstances, on the other hand those circumstances are subject almost entirely to the will of the DM.

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Concepts

The Good: This is probably the best representation of a samurai class that I've seen. The net it casts is wide enough that if you feel there is something that is missing, you can design a new Order for it. The Complete Warrior (D&D 3.5) interpretation made the mistake of trying to be all things at once and missing the mark while the Oriental Adventures (D&D 3.0) tried to make the class varied by clan and feat trees, but the class ended up falling short next to a fighter.

The Bad: By making the class an analogue to the Cavalier, it inherently restricts what you can do with it by making it essentially a variant. That's not to say that some of the things from Cavalier aren't appropriate, it's just not how I would've built the class. Also after seeing how the class performs in combat, it may just be a little too powerful. Certainly if they have all their tricks available to them, they can make short work of even the nastiest of foes.

The Ugly: Shield proficiency is inappropriate for the Samurai.

Reflections: It seems the class is quite versatile at the moment, tough enough to stand in front and soak some attacks, and mean enough to dish out a ridiculous amount of damage when they need to.

Samurai as Horse Riders: There is historic precedent to have samurai as cavalry troops. In the Sengoku period (the date ranges vary but most historians put the date ranges in the mid 1450's to around 1600) the daimyo Takeda Shingen was renowned for his highly trained cavalry. Ultimately his forces were decimated time and time again by Oda Nobunaga and his use of firearms. However, horses were not native to Japan and were imported from China, which made them quite rare (especially since Japan went through a few periods of isolationism when they closed their borders to trading with nearly everyone except for the Dutch out of Nagasaki). During the Edo period (1603-1868) the mythos of the Samurai received several creative reinventions, which focused more on the recently created philosophy of Bushido and began to romanticize the Samurai. In the end, the Samurai had horses, whether any individual daimyo had enough of them to put them to use is another question.

Samurai as Archers: There is more historic precedent for noble samurai archers. Historians report the use of the longbow to be instrumental in the Genpei war (1180-1185), which marked the beginning of the end of the Heian period (794-1185). Archery became highly associated with the upper crust of warrior-noble culture which continued all the way into the Sengoku period. When Nobunaga began using firearms with ruthless efficiency, the way of the bow fell by the wayside. However, during the Edo period, the samurai caste continued to practice their warlike skills and a revival of kyudo (Lit. way of the bow) was seen. Mounted archery was a tried and true tactic by the daimyo who could afford it in the Sengoku period.

Samurai as Two-Weapon Fighters: There is less historic precedent for this, as it seems to be more a result of Edo period romanticism and contemporary era sensationalism regarding the Samurai. Historians didn't keep track of any individual warrior's fighting style during periods of war, so almost any representation of a dual-wielding samurai will be seen through movies, literature, and video games. That being said, it is pervasive across those spheres and here's where things get complicated. How much of popular culture do you blend with historical culture to make a class that is both fully realized and fun to play? Should all samurai get two-weapon fighting as part of Weapon Expertise? This leads to the heart of the issue with crafting the samurai class:

Varieties of Samurai: The best way I can illustrate this is by saying: Watch the Seven Samurai. Not only is it an excellent film, it will give you an idea about the various types of Samurai that made their way into the modern mythos. I would go so far as to argue that, in Pathfinder terms, you could have a different samurai for every primary statistic.

Strength - The rough and tumble bruiser type, commonly seen with a sake bottle.
Dexterity - The iaijutsu wielder who cuts you twice before you know he's there.
Constitution - The samurai who just won't die, guided by a higher purpose.
Intelligence - The brilliant tactician, guiding his warriors to effective victory.
Wisdom - The meditative warrior-monk.
Charisma - The samurai with the ability to unite the lands.

I'm effectively pulling all those archtypes off the top of my head. You don't have to go digging very far through media to find an example for all of them. Here are some places to start: Seven Samurai (movie), Way of the Samurai 1-3 (PS2, PS3 video game franchise), Musashi (novel), Samurai Seven (anime adaptation of the aforementioned movie).

It cuts to the question of "What is a Samurai?" The answer: Many things. I actually think the varieties can be adaquately addressed with the various orders which, in hindsight, was a pretty damn good idea on how to tackle this. Again I would probably rename them for the samurai as 'Lords' or 'Dojos' but the idea remains the same. The only question beyond that comes with what constitutes the core of the Samurai, and what can be added later with Order abilities?

I really need to wrap this up, so let me just end on a somewhat personal note. I love the dexterity-based samurai who tears things up with iaijutsu. To that end I present you with this Order:

Order of the Wind
The way of the wind emphasizes courage in the face of oppression, grace, respect, and a reverence to the natural world. Warriors who follow this code are expected to challenge tyrannical figures of authority, act with poise and deference, and not bring undue harm to the world around them. Samurai who follow the order of the wind build a reputation for being polite yet silent drifters who oppose cruelty wherever they go.
Edicts: The samurai must be ready to give his life for the sake of saving personal freedoms, especially to repressed individuals. He must be polite and respectful to all he meets. When passing any shrine dedicated to the natural world, he must stop and pay his respects.
Challenge: Whenever an order of the wind samurai declares a challenge, he receives a +1 dodge bonus to his AC against his challenge target. This AC bonus increases by +1 for every four levels the samurai possesses.
Skills: An order of the wind samurai adds Acrobatics and Stealth to his list of class skills.
Order Abilities: A samurai who belongs to the order of the warrior gains the following abilities as he increases in level.

Move Like the Wind (Ex): At 2nd level the samurai learns how to move as graceful as the wind itself. He gains a +20 permanent bonus to his land speed and does not apply his armor check penalty to his stealth or acrobatics checks. In addition, he may use one daily use of resolve under the resolute ability to reroll a reflex save that he just made as an immediate action. He must decide to use this ability before he rolls the saving throw.

Iaijutsu Charge (Ex): At 8th level the samurai is able to make a charge attack that strikes multiple foes as a standard action. Using this action he may move up to twice his move speed in one direction, making a single attack roll that resolves against every foe he threatens along his path. He does not suffer attacks of opportunity for this movement. Roll a single attack roll and apply damage as applicable for every target he hits. Precision and critical hit based damage applies to only one target along the path of the charge, but extra damage from weapon abilities (such as bane, flaming, etc) apply as normal. The samurai can use this ability once per day, plus one additional use per day for every 3 levels beyond 8th.

Bladestorm (Ex): At 15th level the samurai can use his affinity with nature and supernatural speed to create a field of lightning-quick slashes all around him. Using this ability is a full-round action that does not provoke an attack of opportunity. Every creature within 30 feet of the samurai takes damage as if he struck them with his melee weapon (the samurai may not use power attack with this ability, but bonus damage for his challenge target applies as normal). Precision based damage applies as normal if the samurai has it, but since no attack roll is made no critical hit may occur. He may not use any other ability that would garuntee him a critical hit in conjunction with this ability. He may choose to leave a number of creatures up to his dexterity modifier out of this field. This ability can be used as often as the samurai wishes, but using it takes two points of resolve.

There, done. Those are my thoughts on the subject. They are by no means conclusive or meant to be the biblical truth. Next week: Maybe Ninja.

(All told this thing was 35 pages on my computer)

-KRW (CDP)