Legendary Samurai (PFRPG) PDF

4.00/5 (based on 1 rating)

Our Price: $7.99

Add to Cart
Facebook Twitter Email

Swords for the Shogun!
Legendary Samurai is the latest volume in our series of class-focused player supplements, this time focusing on the most well renowned duelist around: the honorable warriors known as samurai. This new alternative class, introduced in Pathfinder Roleplaying Game Ultimate Combat, was a class designed to be a talented duelist, as well as a counterpart to the cavalier class. This book expands the samurai with amazing new options and a more dynamic narrative role. Legendary Samurai introduces incredible iaijutsu talents to alter a samurai's combat skills, alongside kiai arts that allow them to call upon supernatural power to dominate the battlefield. In addition, over a dozen new archetypes grant entirely new options for the legendary samurai, such as Ancestral Inheritor which allows you to summon the spirit of your ancestors to fight alongside you, Gunblade Duelist which mixes firearms and blades in an exotic fusion, and Yumi Sniper which allows for the mastery of the bow above the blade for devastating results. You'll also find an amazing assortment of alternate class features, magic items, feats, and more, along with an iconic sample samurai, Kuro Hiro, to show off what the new legendary samurai can do! Grab this amazing 34-page character accessory today and Make Your Game Legendary!

Product Availability

Fulfilled immediately.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

LGP379LC13PFE


See Also:

Average product rating:

4.00/5 (based on 1 rating)

Sign in to create or edit a product review.

An Endzeitgeist.com review

4/5

This installment of the class-centric supplements by Legendary Games clocks in at 34 pages, 1 page front cover, 1 page inside of front cover, 1 page editorial, 2 pages of introduction, 1 page ToC, 1 page SRD, 1 page back cover, leaving us with 26 pages of content, so let’s take a look!

Okay, so few classes have been as much in need of a proper redesign as the lackluster samurai, which has failed to truly engage me in all iterations I’ve seen so far, so let’s take a look at the legendary samurai! The class receives d10 HD, 4 + Int skills per level, proficiency with simple and martial weapons as well as tetsubo and all one-handed slashing weapons and all armors. They get full BAB-progression as well as good Fort- and Will-saves.

The first thing you’ll then notice, would be the spirit engine, which radically changes how the class behaves and its role in the party composition from the get-go: Spirit is a bit like grit, but the legendary samurai starts the day with no spirit – it is gained when the legendary samurai damages a creature with an iaijutsu strike (this improves further at 7th level, which lets the samurai spend a move action prior to attacking to increase the spirit gain to 2 (known as spirit charge; at 14th level, this may also be done as a swift action, bo more than 1/round), or whenever the legendary samurai takes damage from an attack, including supernatural attacks, SPs and spells, but the class does not gain spirit when struck while flat-footed. Starting at 5th level, the samurai may elect to open themselves to attacks as a free action, making the next attack target touch AC or take a -10 penalty to Reflex saves, but when suffering an attack thus, the samurai gains 2 spirit instead, and may execute an Intimidate check to demoralize the attacking creature, even ignoring fear immunity as an immediate action. When they roll initiative, they gain 1 spirit, which upgrades to 2 at 3rd level, and 3 at 12th level. Spirit can stack up to a maximum equal to Charisma modifier, but unlike e.g. grit, it behaves more like an adrenalin bar – spend 1 minute outside of combat, and all spirit accumulated vanishes. You will probably have noticed the absence of a kitten-caveat – RAW, Iaijutsu-ing harmless kittens could be used to stack up spirit; this obviously is VERY un-samurai-like behavior, and imho should have been prevented explicitly in the rules. Does it break the class? Let’s see.

The class starts play with Quick Draw as a bonus feat and elaborates the notion of weapons being sheathed in the context of traditionally sheathe-less weapons, which is a nice touch. At 4th level, the sheathe may confer a scaling shield bonus when employed in conjunction with iaijutsu strikes. The legendary samurai can treat sheathed weapons as drawn ones for the purpose of AoOs, courtesy of their ability to perform lightning-quick iaijutsu-strikes. This is an extraordinary ability gained at first level, and may be performed with sheathed one-handed slashing weapons; it is an attack action and makes the weapon be treated as though wielded in two hands for purposes of damage dealt; when making such an attack, the legendary samurai may spend 1 spirit to roll twice and take the better result as a free action. At 8th level, this may be executed as an AoO once per round. Additionally, the class is defined by iaijutsu techniques – the class begins play with one, and gains an additional one every 4 levels thereafter. Only one such technique may be applied per iaijutsu strike until 10th level, where one slash and one cut may be executed at once (see below for an explanation of slash and cut), and the saving throw DC, if any, is 10 + ½ class level + Charisma modifier. Iaijutsu techniques are categorized in two different types: Slashes, which generally inflict conditions etc., and cuts , which influence area and range of the executed attack – the names of the respective techniques feature “slash” or “cut”, making that part easy to discern. Unless I miscounted, a total of 21 such techniques have been provided. These techniques often tend to feature some sort of scaling mechanic, and obviously, the more potent ones are locked behind minimum level requirements.

The techniques include penalties to AC, scaling bleed damage, ability score damage to Strength or Dexterity on a failed save, high level save-or-die, as well as some more supernatural options, such as forced short-level teleportation, and scaling dispel magic that later upgrades to the greater variant – the latter btw. with a hex caveat that prevents constant and abusive hitting of allies to dispel debuffs – excellent catch there. Forming the attack as bursts, including limited ability to shape the area, knocking targets back (as a bull rush), stealthy slashes (that even may even have their effects delayed at higher levels!), lines, limb-cutting, causing fear-conditions, attacking with wind slashes, skirmishing strikes, and utility attacks or using vacuum – if you’re like me an somewhat of a japanophile otaku, this section will have you smile from ear to ear – it’s INTERESTING and it sets the legendary samurai distinctly apart from other classes. The final ability gained at first level would be challenge, which costs a swift action and one spirit to activate – and whenever the legendary samurai rolls initiative, they get 1 spirit that may ONLY be used for the purpose of this ability. Effect-wise, this adds + class level to damage, but penalizes the AC of the samurai by -2; this penalty also is applied to the AC of the target as long as it’s inside the legendary samurai’s threatened area, but only regarding attacks from other targets. This is a thorough delimiter of challenge, but one that makes sense – to a degree. It’s mainly problematic due to the fact that it’s essentially a per-encounter mechanic sans cooldown. I.e. slaying a goblin, 1 round no combat, new goblin arrives, would yield two challenges, whereas waiting briefly and facing two goblins would yield only one challenge. Per-encounter mechanics make no sense in-game whatsoever, and need to be tied to an objective time-frame, which this ability forgets to do.

Resolve, gained at 2nd level, has been changed, and now also employs spirit in a variety of ways: As a standard action, fear-based conditions may be removed; as an immediate action, Fort- or Will-saves may be rerolled, or the legendary samurai may remain conscious. At 9th level, spirit via resolve may be used as an immediate action to make a critical hit sustained a regular hit; 17th level lets them avoid death by expending all points if they have at least 2 spirit, as an immediate action, to instead be left unconscious and stable – the latter conditions are important, as they prevent a pretty nasty immortal samurai glitch. Again, kudos for catching that.

Also at second level, the legendary samurai may choose from a limited list of vigilante talents, with quite a few taken from legendary Vigilantes and Legendary Villains: Vigilantes. (There is one instance where a superscript “LV” wasn’t properly superscripted.) 3rd level has renown hardcoded into the class (makes sense), and 8th level nets great renown, 14th incredible renown, and 20th level a capstone ability beyond that for the renown angle. 6th level nets Vital Strike, with every 5 levels thereafter yielding the further feats in that chain. The banner ability (and its upgrades) has been moved down a level to 4th, and also specifies a minimum size and use rules, which makes its rules integrity superior to that of the standard samurai – kudos! Greater banner was moved down to 10th level.

The class has a second array of options, so-called kiai arts, the first set of which is gained at 3rd level, with an additional ones unlocked every 4 levels thereafter – all such options are unlocked upon attaining the required class level, making them behave somewhat akin to deeds. While supernatural abilities, these explicitly require a kiai shout, and as such have a verbal component. These effects include using spirit to cure and even absorb fear to be discharged by the samurai’s blade, granting allies a scaling bonus to damage versus an enemy hit, and, obviously AoE-demoralize. Ghost-cutting blades etc. are cool, but there also are some potentially problematic ones, like an option that nets you temporary hit points AND allows you to ignore fatigue for as long as they persist, making that one *POTENTIALLY* prone to rage-cycling abuse, as well as issues pertaining other abilities kept in check by fatigue. That being said, the prerequisite 7th level does mean that such issues won’t necessarily come into play early in the game – still, it’s something to keep an eye out for. The high-level abilities do include some seriously awesome tricks, like teleport-intercepting attacks upon allies or a zone that forces flying creatures to land, ethereal creatures to shift to the material plane, etc. – awesome. The capstone of the class is a super-potent defensive stance, which minimizes damage and prevents death, but also imposes negative levels upon elapsing – and said negative levels may only be removed naturally.

5 different favored class options available for any race are provided, and, taking a cue from e.g. Legendary Fighter, we have an assortment of alternate class features: Instead of the armor proficiencies, we can have monk-like scaling AC based on Charisma, variant proficiency lists, replace challenge with favored enemy or studied target, etc. – and here is as well a place as any to remark that some ability names have not been properly bolded.

Iaijutsu strike may be modified to work with Weapon finesse, we have the option for combat spheres and being a Proficient combatant instead of the iaijutsu engine (Spheres of Might support!), and there’s the option of skirmishing and sneak attack as another form of variant tricks. The vigilante talents may be replaced with bardic, shifter or rogue tricks, and the kiai arts can be exchanged for bonus feats, limited kineticist action or spellcasting.

The pdf also includes an assortment of new feats, which include extra iaijutsu talents, increased DCs for one, having an old weapon that may be magically enhanced, using Intelligence or Wisdom as governing ability score…the solid support feats classes need. The one feat I really liked was Blind Warrior, which lets you play the iconic fellow, including a rather extensive discussion re balance etc. – kudos for including this one.

The pdf includes 10 different archetypes: Ancestral inheritors lose challenge and kiai arts with a biped eidolon without claws, instead gaining the same weapon proficiencies as the samurai. The benefits of resolve may be shared, and (greater) banner is replaced with the evolution surge options, powered by spirit. This one is pretty damn strong. It also is weird, in that the spiritualist’s phantom would have made much more sense than the eidolon. Not a fan. Gunblade duelists, though? Heck yeah. This appeals to the FF8 fanboy in me, but yeah. Just wished the archetype would do more than just yield basic functionality – if you’re looking for unique gunblade tricks, you won’t find them here. This fellow would have warranted a class hack. And yes, I know. I’m greedy. It’s just that I know how good N. Jolly can be with these, and since he wrote the excellent legendary gunslinger… One may dream.

Master strikers are essentially the monk-y unarmed samurai, while oni warriors focus on bludgeoning weapons and are the barbarian-y archetype/theme, including rage. Ronins can use dirty tricks and their renown is tainted. The samurai spherelord is a further Spheres archetype, using both Spheres of Might and Spheres of Power – essentially the blended training archetype. The short notes “SoP” and “SoM” have not been superscripted properly. Soul blades get an intelligent, improving weapon (that has one ability partially cut off, alas), steed lords are the mounted specialists, and yojimbos are the guardians – the latter is a particularly cool engine tweak. Yumi snipers are, no surprise, the ranged specialists.

With blood iron, we do receive a new material that oozes flavor (haha – pardon the pun), and 8 new magic items are included – the second page of their presentation is odd, featuring a lot of blank space in the middle, with items at the top and bottom – as though a piece of artwork was cut or something like that. 6 of these are robes of overflowing spirit, with 4 assigned to the classic elements (oddly, not the Eastern ones…), and one is themed around purity and another one around void. The robes have minor benefits, but wielders with spirit that gain spirit in excess of their maximum can use the excess spirit otherwise lost to activate the robes for a further benefit. The blade of the bloodthirsty (weapon properties not italicized properly) is a +2 keen blood iron falchion that can transform into other weapon shapes, and it can repair itself and enhance bleed damage caused. Nice one. The universal scabbard can fit any weapon.

As usual, we end this pdf with a sample NPC, fully detailed with a compelling background story and boon for the party, should they ally – this time around, we have Kuro (which means “black”) Hiro, whose name is quite ironic, as he’s actually a really good and friendly guy, well-intentioned and not burdened by some catastrophe. Nice to see!

Conclusion:
Editing and formatting on a formal and rules-language level are not as good as I’ve come to expect from Legendary Games – the numerous botched superscripts and the obvious exploits make this one feel less refined than usual. That being said, the book still manages to get more highly complex things done right than plenty of comparable files – it’s “just” good in the formal categories. Layout adheres to the series’ two-column full-color standard, and the pdf sports multiple really nice artworks I hadn’t seen before. Much to my puzzled chagrin, the pdf lacks bookmarks, which is a huge comfort-detriment. Not cool.

N. Jolly, Siobhan Bjorknas, Adam Ricks and Wren Rosario have crafted a book that frustrates me to no end. Because I desperately want to love the legendary samurai; in many ways, this is the class I always wanted for the samurai-concept. The strikes are exciting and thematically fitting, the kiai abilities rock, and the class does a lot things right.
Only to hit every single one of my pet-peeves.
ALL of them. Nonsense per-encounter BS? Check. Can be cheesed with kittens? Check. Spirit engine needing some checks and balances? Check.

…and so on. And yet, I can’t bring myself to hating this, because, frankly, I’ll be doing some tweaking and using the chassis. Still, this has all the markings of a rushed and/or troubled development: From the formal superscripts and lack of bookmarks, to design snafus like aforementioned cheese-options that are frankly not something I expect to see from either N. Jolly or Legendary Games, as both author and publisher have demonstrated time and again that they can do much better. Compared with N. Jolly’s GENIUS Legendary Gunslinger-pdf, this feels like a minor let-down.

That being said, there is an excellent chance that you won’t mind the things that irk me to no end. For me, as a person, this is a genuinely aggravating 3-star file. However, it is also the single best take on the samurai class out there, and much of my personal disdain may be chalked up to the pdf hitting all the things that I really loathe to see, that I consider to be indicators of capital-letters BAD class design.

I try hard to not let my own bias cloud my verdicts too much, though, and if you don’t mind about those, this will deliver a compelling samurai; certainly an infinitely better one than the other takes I’ve read so far.

As such, my official reviewer’s score will be 4 stars, with the caveat that you have to be able to stand aforementioned issues.

Endzeitgeist out.


Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Unsheathe your sword! The Legendary Samurai is here!

Silver Crusade

2 people marked this as a favorite.

Haven't had to do this in a bit, but back to my dev post talking about things.

Legendary Samurai
For this class, I wanted to help give it more of an identity. It was just an echo fighter of the cavalier, but with some honor bound things tied in, and so I wanted to give it something unique. To do this, I borrowed mechanics from my old mecurial duelist archetype for the vigilante, because if I wanted to rebuild a samurai, that was how I wanted to do it. It involved bringing back iaijutsu, which is probably my favorite representation of samurai lore, giving the legendary samurai a more interesting niche in the world. Along with this, I wanted to include some of the more mystic aspects of samurai lore, which is where my co-writer, Siobhan, filled in the gaps with Kiai arts. Along with the new spirit mechanic which allowed it to have a rechargeable resource, the new legendary samurai has a far more unique combat style which made them more unique.

Along with this, I wanted to include class features that not only played them up as warriors, but as noble warriors, which is why this class shares in built renown like the legendary cavalier (I also wanted the two to share some class features because of their shared heritage), as well as being able to incorporate some social talents to further help their standing as a more social warrior. The total package was something that I think came together really well, and I'm happy to see it finally coming out.

Iaijutsu techniques were also fun to right, helping to make the iaijutsu slash something more than just a quickdraw. Allowing the attacks to be varied with things like disarming opponents, attacking from a range, and even undetectable strikes was very enjoyable, helping to vary combat even more from their end. We all did our best to make sure to use as much of the action economy as possible, with kiai arts and strikes generally sharing different ability types.

Favored Class Bonuses
Yeah, had to rewrite all of these, but they're not race locked, because I'm not a huge fan of that.

Feats
The new feats have become my standard deviation of allowing alternative abilities to be used as a key ability score, as well as making sure that people could get as many of a talent as they wanted, although I loved legacy weapon so much that I have to show it off here:

Spoiler:
Legacy Weapon
The weapon you wield has been passed down from generations.
Benefit: You begin play with a masterwork weapon with a cost of 500 gp or less, gaining a +1 bonus to damage with this weapon. In addition, this weapon can be enhanced as though its owner possessed the Craft Magical Arms and Armor feat, treating its owner as though they possess whatever spells would be required to enhance it.
Special: This feat can only be selected at 1st level.
Special: If you possess the ancestral weapon trait, your damage bonus from this feat increases to +3.
Special: If you possess the heirloom weapon trait, you gain a +1 trait bonus to attack rolls with this weapon.
Special: If you possess both the ancestral weapon and heirloom weapon traits, you also reduce the cost of enhancing this weapon by 10% and treat this feat as thought it was also Weapon Focus for the purpose of meeting prerequisites.

Archetypes
As always, archetypes were an interesting set of design challenges that had to work around a pretty complex class feature engine, but Siobhan was certainly up to the task. As per normal, I'll be discussing the ones I wrote, leaving the others for my co-authors to talk about.

Ancestral Inheritor
Now this was one I always really liked (and had clear shaman king influences in), being able to actually summon the spirit of your sword as an eidolon. Sure, you lose challenge and kiai arts, but having the spirit of your sword as an in combat ally was just an awesome concept to me, and one that I personally adore.

Gunblade Duelist
As someone who loves firearms, I take every chance I can to make them fun and cool. Because of this, I have to make the sword pistol cane as sick as possible. Being able to fire when you draw as well as increasing the range and lowering its misfire rate really allows you to play a unique style of character that I don't think has been possible before.

Oni Warrior
Of course this is the kind of archetype that was needed, as we all love us a berserker. Aside from just tossing in rage, while raging, the oni warrior eventually starts becoming an oni, really helping to push the concept forward while also making them far more adept with a tetsubo (increasing its crit range and such).

Master Striker
Of course there's a punching archetype. This one is more basic to avoid changing things up too much, but it allows for a more monk-like character with mystical offense and unarmored talent.

Ronin
Probably the most low impact archetype, this is one for people who'd rather be a wanderer and don't care as much for the social aspect. Allowing for characters who want to be more under the radar, ronin is a simple archetype that lets people play how they want.

Soul Blade
We all love black blades, and this is the archetype that makes it possible for samurai to have a strong bond with their weapons and not summon it. With synergy involving kiai arts, soul blade was an archetype I knew people would appreciate to have an actual ancestral spirit in their blade, as well as having a weapon that's very easy to enchant.

Steed Lord
I felt like people would me mad if they couldn't play traditionally mounted samurai, so I wanted to let it be an option. There's a lot of content here that's shared with the legendary cavalier, mostly because we did a lot of work there to make sure your horse wouldn't be cannon fodder. Being able to actually make attacks with your horse without always missing, ignore difficult terrain, and other buffs help make your horse an ally rather than a hindrance.

Yojimbo
The traditional bodyguard archetype, this was designed to let you pick out a party member and start taking damage for them, becoming the target of attacks and getting powered up for doing so. Not only that, but yojimbo also gain temporary hit points per round to make sure that they won't drop, making it a great defensive choice.

Yumi Sniper
Another archetype of character I knew people wanted to play, the yumi sniper has its own form of iaijutsu, making it just as versatile as a normal samurai, but at a range. Combined with Steed Lord, you could run a traditional samurai just as easily as the base version, and that's not even counting all the alternative class features.

Sample Character
So I love my sample characters, but this one was special, as it uses the likeness of WWE NXT superstar Brennan Williams, who's just an overall great guy. We talked it out, and he was pumped to be in the book, and I was pumped to have him. All details of the character went through him, and in the end, I think having him on board made this project so much more fun.

Closing
As you can see by the list of authors, this project has quite a few new faces on the scene, people who have talent that I wanted to help get out there. The infusion of new blood has lead to new ideas that I couldn't have come up with on my own, and I believe you'll be seeing Adam and Wren in the future on their own projects. I greatly enjoyed this project, and I can't wait to show off my next class rebuild. Hope you all enjoyed this look into the design process.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Thanks for the awesome response to this book so far! The next book in the series, Legendary Magus, is in layout now, and Legendary Alchemists is not far behind!

Shadow Lodge

Building and testing one out now.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

catman123456 wrote:
Building and testing one out now.

Nice, let us know how it plays!

P.S. Looks like Legendary Rangers is actually the next one likely to get done, as it surged ahead of alchemists in terms of done-ness!


Reviewed first on endzeitgeist.com, then submitted to all the usual places. Cheers!

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Thanks for the great review as always Endy!

Community / Forums / Paizo / Product Discussion / Legendary Samurai (PFRPG) PDF All Messageboards

Want to post a reply? Sign in.