Samurai level 1 and 10 playtest


Playtest Results: Round 1


Samurai playtesting with a 3-members party playing adventures.
Ability Scores: Point buy with 20 points.
Standard Wealth Per Level.
Core Rulebook + APG

LEVEL 1 CHARACTERS

FIGHTER
Level 1 Human Speed 20' (with armor)
Str 19, Dex 13, Con 14, Wis 11, Int 10, Cha 8
HP: 13.
AC 19 (17 flatfooted), Touch AC: 12
Bastard Sword attack: +6, damage 1d10+4, Crit 19-20/x2
BAB+1, CMB +5, CMD 17
Saves: Fort +4, Ref +1, Will +0
Class features:
Class Skills: Survival 1 rank (Wis), Intimidate 1 rank (Cha)
Non class Skills: Perception 1 rank (Wis)
skill check penalties: -6
Feats: Weapon Focus (BastSw), Exotic Weapon (bastard sword), Dodge
Equipment: Bastard Sword, Javelin, Scale Mail, Shortbow, Heavy Shield

CLERIC
Level 1 Human Speed 20' (with armor)
Str 14, Dex 13, Con 14, Wis 16, Int 10, Cha 12
HP: 14
AC: 18 (16 flatfooted), Touch AC: 12
Morningstar attack: +2, damage 1d8+2, Crit 20/x2, Type B&P /// Light Crossbow attack: +1, damage 1d8, Crit 19-20/x2, Range 80', Reload as move action
BAB+0, CMB +2, CMD 14
Saves Fort +4, Ref +1, Will +5
Class features: Deity "Desna" (favored weapon: Starknife), Aura, Channel Energy (1d6, 4/day), Spontaneous Casting, Good Domain (Touch of Good 6/day=touch as standard action, for one round +1/2 cleric level *min 1* sacred bonus on attack rolls, saves, ability checks, skills), Luck Domain (Bit of Luck 6/day= touch as standard action, for one round roll any d20 twice and get the more favorable result)
Class Skills: Heal 1 rank (Wis), Knowledge-Religion 1 rank (Int), Diplomacy 1 rank (Wis)
Non class Skills:
skill check penalties: -5
Feats: Toughness, Dodge
Equipment: Morningstar, javelin, light crossbow, Scale Mail, Buckler
Spells/day: 0 level: Prepare 3, but infinite uses // First level: 2/day + Domain (True strike or Protection vs Evil)
Known Spells: All 0 and 1st level cleric spells.
Memorized spells: Level 0 (Light, Detect Magic, Read Magic), Level 1 (Remove Fear, Divine Favor + Domain-True Strike)

SAMURAI
Level 1 Human Speed
Str 19, Dex 13, Con 14, Wis 11, Int 10, Cha 8
HP: 13
AC: 16 (15 flatfooted), Touch AC: 11
Naginata (glaive) attack: +5, damage 1d10+6, Crit 20/x3, reach //*See feats Power Attack and Furious Focus
Shortbow attack: +2, damage 1d6, Crit 20/x3, Range 60' /// Sling attack: +2, damage 1d4+4, Crit 20/x2, Range 50', Type B
BAB+1, CMB+5, CMD 16
Saves: Fort +4, Ref +1, Will +0
Class features: Proficient with Katana (Bastard Sword), Challenge 1/day (swift action, +samurai level damage vs challenged target, -2 AC vs everyone else), Mount, Resolve 1 point/day (defeating challenged fore regains 1 used resolve point, three ways to use this), Order of the Warrior (Samurai Edict, DR 1/- vs the target of Challenge, knowledge nobility and history are class skills, untrained nobility checks, circumstancial bonus to nobility checks)
Class Skills: Handle Animal 1 rank (Cha), Sense Motive 1 rank (Cha), Ride 1 rank (Dex)
Non class Skills: Acrobatics 1 rank (Dex), Perception 1 rank (Wis)
skill check penalties: -4
Feats: Power Attack (-1 attack, +3 damage), Furious Focus (APG, no power attack's attack penalty for the first attack per round)
Equipment: (175 gp, Cavalier starting wealth). Naginata (glaive), Katana (bastard sword), wakizashi (short sword), sling, Short Bow, Scale Mail.

SAMURAI'S MOUNT STATS (HORSE)
Size Large; Speed 50 ft.;
Ability Scores Str16, Dex 13, Con 15, Int 2, Wis 12, Cha 6;
HP: 2d8+4 = 13
AC 16 (15 flatfooted), Touch AC: 12
Attack bite +4 (1d4+3), 2 hooves +4 (1d6+3);
BAB+1, CMB+4, CMD 16
Saves: Fort +5, Ref +4, Will +1
Other features: 1 bonus trick, Link (Handle an animal as free action, push as move action, +4 to Handle Animal skill checks for that mount), combat trained
Tricks: 6 trained + 1 bonus.
Class skills: Acrobatics 1 rank (Dex), Swim 1 rank (Str)
Feats: Dodge, Light Armor Proficiency,
Special Qualities low-light vision, scent.


Level 1: The Adventure / Test
They are gonna run an old good "4 encounters a day" dungeon.
2 Average encounters (CR 1/2) and 2 Challenging Encounters (CR 1).

First Encounter: Average (CR 1/2). 3xtrained and hidden Lizards (CR 1/6) near the entrance to the dungeon
The lizards surprise the party, it is an outdoor area so the Samurai can ride the mount. A lizard attacks the mount because it can't reach the samurai. The fighter looses 2 hps, the Cleric 2 hps and the Mount 1 hp.

Second Encounter: Challenging (CR 1). Inside the cave 3xMerfolk (CR 1/3) firing bolts from low water.
The mount is large, yet it could squeeze in order to move inside a dungeon, where rooms may have enough space for it to fight, note that the mount is an animal companion and you don't need to ride it if you want the mount to attack. It makes me think that the powerful mount feature isn't as circumnstantial as I thought.
Anyway, the Samurai leaves the mount behind.
The encounter begins with the merfolks at 50', they fire their crossbows. The low water is just difficult terrain that prevents charges.
The fighter moves first, the samurai fires it bow and moves, the cleric helps the party and tries to do some damage with the morning star.
The cleric used one Channel Energy, Bit of Luck and Touch of Good use in this encounter. The Samurai looses 9 hps, the cleric 8, the fighter 2.
After the encounter the cleric uses Channel Energy 2 more times, and uses Divine Favor to spontaneously cure himself. After this the Samurai is the only character wounded (5 damage).

Third Encounter: Average (CR 1/2). 2xMite (CR 1/4)
Two Mites ambush the party, the samurai uses one resolve point for "Resolute" when they cast doom over him. The Samurai looses 4 hit points, and the cleric uses "Bit of Luck" again.
Once the fight is over the cleric uses "Remove Fear" to spontaneously cure the Samurai, now he's got just one wound for 1 damage.

4th Encounter: Challenging (CR 1). 2xVegepygmy (CR 1/2)
The Vegepygmy ambush the party, the Samurai uses Challenge and regains his resolve point. The cleric looses 6 hps and uses Bit of Luck.
After the final encounter the cleric casts the last Channel Energy use to heal 5 hps, but there aren't more enemies left.

Notes:
The glaive build hasn't been as deadly as expected, most low level monsters already have few hps and the samurai wasn't lucky with d20 rolls.
The cleric was basically playing a support role, using his special abilities to buff the party.
The party lacks stealth and trap disabling abilities.


We advance to 10th level in order to test medium level characters.

LEVEL 10 CHARACTERS

FIGHTER
Level 10 Human Speed 30' Runx3 (in armor) Ini+1
Str 22, Dex 13, Con 14, Wis 12, Int 10, Cha 8
HP: 9d10+50 = 100.
AC 32 (30 flatfooted), Touch AC: 14 *25% negate critical hits
Bastard Sword attack: +23/+18, damage 1d10+15, Crit 17-20/x2 // * +2 CMD vs disarm and sunder, Vital Strike
BAB+10, CMB +16, CMD 30
Saves: Fort +12, Ref +9, Will +9 *Plus Bravery
Class features: Armor Training 2 (decreases armor check penalties by 2, +2 Max Dex allowed by armor. Normal speed heavy armor), Weapon Training (bonus to at/damage/CMB/CMD vs disarm and sunder. +2 group Heavy Blades. +1 group Bows), Bravery (+3 will saves vs fear)
Class Skills: Survival 5 rank (Wis), Intimidate 5 rank (Cha), Climb 2 rank (Str), Handle Animal 1 rank (Cha), k-dungeons 3 rank (Int), k-engineering 1 rank (Cha), Ride 1 rank (Dex), Swim 1 rank (Str).
Non class Skills: Perception 5 rank (Wis), Acrobatics 4 ranks (Dex), Heal 1 rank (Wis), Stealth 1 rank (Dex)
skill check penalties: -4
Feats: Weapon Focus (BastSw), Exotic Weapon (bastard sword), Dodge, Improved Critical (BastSw), Shield Focus, Greater Shield Focus, Greater Weapon Focus (BastSw), Specialization (BastSw), Vital Strike, Iron Will, Lightning Reflexes, Toughness
Equipment: Javelin, Heavy Shield +1 Light Fortification, Bastard Sword +3, Short sword, Composite Longbow (for Str 20), Full Plate+3, Ring of Protection +2, Amulet of natural armor+1, Belt of giant Str +2, Cloack of Resistance+3,
Potions: 5xcure light wounds, Fly, Invisibility, Cure Moderate Wounds, Haste, Levitate

CLERIC
Level 10 Human Speed 30' (with armor) Ini+5 *Freedom of Movement may be cast
Str 14, Dex 13, Con 16, Wis 22, Int 10, Cha 12
HP: 9d8+58 = 99.
AC (after casting magic vestment on the buckler): 27 (25 flatfooted), Touch AC: 13 // *Add 2 if Shield of Faith in effect
Morningstar attack (after casting greater magic weapon, magic+2) : +11/+6, damage 1d8+4, Crit 20/x2, Type B&P //*+1 to damage and attack if Bull's Str in effect
Light Crossbow attack: +8, damage 1d8, Crit 19-20/x2, Range 80', Reload as move action
BAB+7, CMB +9, CMD 12 *While Freedom of Movement is in effect it prevents grappling
Saves base Fort +13, Ref +9, Will +16 *20 resistance against one energy type if Resist Energy in effect *120 points absortion against one type of energy if Protection from Energy in effect
Class features: Deity "Desna" (favored weapon: Starknife), Aura, Channel Energy (5d6, 4/day), Spontaneous Casting, Good Domain-Touch of Good 9/day (touch as standard action, for one round +1/2 cleric level sacred bonus on attack rolls, saves, ability checks, skills), Luck Domain-Bit of Luck 9/day(touch as standard action, for one round roll any d20 twice and get the more favorable result), Good Domain-Holy Lance 1/day (Touch weapon, Holy for1/2 cleric level rounds), Luck Domain-Good Fortune 1/day (Reroll any roll before results are revealed)
Class Skills: Heal 1 rank (Wis), Knowledge-Religion 5 rank (Int), k-Arcana 5 rank(Int), k-Planes 5 rank(Int), Diplomacy 1 rank (Wis), Appraise 1 rank (Int), Sense Motive 3 rank (Wis), Spellcraft 1 rank (Int)
Non class Skills: Acrobatics 4 ranks (Dex)*+5 to Jump, Perception 1 rank (Wis), Climb 1 rank (Str), Swim 1 rank (Str), Stealth 1 rank (Dex)
skill check penalties: -3
Feats: Toughness, Dodge, Lightning Reflexes, Shield Focus, Improved Initiative, Quicken Spell
Equipment: Morningstar, javelin, light crossbow, Breastplate +3, Masterwork Buckler, Lesser Extend Metamagic Rod, Ring of Protection+1, Belt of Constitution+2, Cloack of Resistance+3, Amulet of Natural Armor+2, Boots of striding and springing, Headband Wisdom +4, 2 x Cure light wounds wands
Potions: 5xcure light wounds, Fly, Invisibility, Cure Moderate Wounds, Haste, Levitate
Spells/day: 0 level: Prepare 4, but infinite uses // First level: 6/day + Domain (True strike or Protection vs Evil) // Second level: 6/day + Domain (Align weapon-good only or Aid) // Third level: 5/day + Domain (Magic Circle vs Evil or Protection from Energy) // 4th level: 5/day + Domain (Holy Smite or Freedom of Movement) // 5th level: 3/day + Domain (Dispel Evil or Break Enchantment)
Known Spells: All cleric spells.
Memorized spells: Level 0 (Light, Detect Magic, Read Magic, Virtue), Level 1 (Remove Fear, Divine Favor, 3xShield of Faith, Bless + Domain-True Strike), Level 2 ( Aid, Bull's Str, Delay Poison, Remove Paralysis, Resist Energy, Lesser Restoration + Domain-Align Weapon-Good), Level 3 (Magic Vestment, Daylight, Dispel Magic, Invisibility Purge, Remove Blindness/Deafness + Domain-Protection from Energy), Level 4 (2xGreater Magic Weapon, 2xRestoration, Divine Favor + Domain-Freedom of Movement), Level 5 ( Spell Resistance, True Seeing, Quicken Cure light wounds +Domain-Break Enchantment)

SAMURAI
Level 10 Human Speed 30' Run x3 (in armor) Ini+2
Str 22, Dex 14, Con 14, Wis 11, Int 10, Cha 8
HP: 9d10+50 = 100
AC: 27 (25 flatfooted), Touch AC:14 *Greater Resolve to negate critical hits
Naginata (glaive) attack: +20/+15, damage 1d10+12, Crit 19-20/x3, reach, Weapon Expertise (+2 Crit confirmation, Quick Draw) //*See feats Power Attack and Furious Focus, Combat Reflexes // *See Way of the Samurai
Longbow attack: +12/+7, damage 1d8+5, Crit 20/x3, Range 110'
BAB+10, CMB+16, CMD 31
Saves: Fort +12, Ref +8, Will +8 *Plus Honor in All Things
Class features: Proficient with Katana (Bastard Sword), Challenge 4/day (swift action, +10 damage vs challenged target, -2 AC vs everyone else), Mount, Resolve 7 point/day (defeating challenged fore regains 1 used resolve point, three standard ways to use this), Greater Resolve (use 1 resolve point as inmediate action to negate Critical hit), Mounted Archery, Banner (allies 60', +3 morale to saves vs fear, +2 morale bonus charge attacks), Order of the Warrior (Samurai Edict, DR 3/- vs the target of Challenge, knowledge nobility and history are class skills, untrained nobility checks, circumstancial bonus to nobility checks), Honor in All Things 3/day (+4 morale bonus to save or skill check), Way of the Samurai (standard action, once in the next 1 minute he can roll an attack, save or skill 3 times, uses 1 resolve point)
Class Skills: Bluff 4 rank (Cha), Climb 2 rank (Str), Diplomacy 10 rank (Cha), Handle Animal 5 rank (Cha), Sense Motive 4 rank (Cha), Intimidate 1 rank(Cha), Ride 5 rank (Dex), Swim 2 rank (Str), k-nobility 1 rank (int), k-history 1 rank (int)
Non class Skills: Acrobatics 5 rank (Dex), Perception 10 rank (Wis), Stealth 2 rank (Dex) *+5 to Jump checks (magic boots)
skill check penalties: -5
Feats: Power Attack (-3 attack, +9 damage), Furious Focus (APG, no power attack's attack penalty for the first attack per round), Dodge, Weapon Focus (Naginata/Glaive), Improved Critical(naginata), Iron Will, Combat Reflexes (2 AoO per round)
Equipment: Naginata (glaive)+3, Katana (bastard sword), wakizashi (short sword), sling, Composite Longbow (for Str 20), Full Plate+3, Ring of Protection +2, Amulet of natural armor+1, Belt of giant Str +2, Cloack of Resistance+3, Boots of striding and springing.
Potions: 5xcure light wounds, Fly, Invisibility, Cure Moderate Wounds

SAMURAI'S MOUNT STATS (HORSE)
Size Large; Speed 50 ft.;
Ability Scores Str20, Dex 18, Con 18, Int 2, Wis 12, Cha 6;
HP: 9d8+45 = 86
AC 23 (18 flatfooted), Touch AC: 15
Attack bite +11 (1d4+5), 2 hooves +11 (1d6+5);
BAB+6, CMB+11, CMD 26
Saves: Fort +10, Ref +10, Will +6
Other features: 4 bonus tricks, Link (Handle an animal as free action, push as move action, +4 to Handle Animal skill checks for that mount), combat trained, Evasion, Devotion (+4 will saves vs enchanment effects)
Tricks: 6 trained + 4 bonus.
Class skills: Acrobatics 2 rank (Dex), Swim 1 rank (Str), Climb 1 rank (Str), Perception 1 rank (Wis), Stealth 3 rank (Dex),
Non class skills: Survival 1 rank (Wis)
Feats: Dodge, Light Armor Proficiency, Mobility, Spring Attack, Iron Will, Toughness, Multiattack (does nothing because it already has "combat trained")
Special Qualities low-light vision, scent.
Equipment: Leather Barding


Level 10: The Adventure / Test
An Easy Trap (CR 8), 2xAverage Encounters (CR 9), 1 Challenging Encounter (CR 10) and 1 Epic Encounter (CR 12)

The Samurai uses his diplomacy to get a new mission and gets some information from the local population too, the party is warned about wyverns and black dragons.
The cleric rolls Arcana and gets information about Wyverns poison and Black Dragon's acid.
Known this the cleric modifies his usual memorized spells: Level 2 ( Bull's Str, 3xDelay Poison, Resist Energy, Lesser Restoration + Domain-Align Weapon-Good), Level 3 (Magic Vestment, Dispel Magic, Invisibility Purge 2xProtection from Energy + Domain-Protection from Energy).
The cleric casts greater magic weapon and magic vestment after waking up.

Average Encounter: 2xWyvern(CR6) and Advanced Wyvern (CR7).
When the party is near the mountain three Wyverns attack them from the sky using FlyByAttack, the mount can't help much.
The samurai shoots an arrow while they come, then he draws the naginata.
The cleric uses Touch of Good once. Only the cleric gets hit, 8 damage plus Wyvern Poison, he succeds at the saving throw.
The cleric uses 3 wand charges to heal himself.

They get to the mountain, they can see a big cave. The cleric casts 3xProtection from Energy vs Acid (one per player character, absorb 120 points). He also casts Freedom of Movement and Extended Shield of Faith (rod) on himself.

Average Encounter: 2xAdvanced Dracolisk (CR 8), disadvantage -1CR (not enough room to fly)
The cave is huge, the samurai's mount gets inside. The cleric rolls knowledge, he recognizes the Dracolisk and its acid breath, but knows nothing of its Gaze ability.
The samurai's mount is petrified, the player characters succeed at the initial saving throws, but fight with the eyes closed until the fight ends.
The cleric uses Good Fortune and Bit of Luck, he also uses 2xDelay Poison (level 2) to spontaneously cast cure wounds spells.
The samurai uses Honor in All Things.
The resist spell absorbs 26 acid for the samurai, 27 for the cleric and 14 for the fighter.
The Samurai ends the fight with 85 hp wounds, the cleric 25 and the fighter 33.
The Samurai didn't use Challenge because he needs sight to declare it and it was difficult to identify targets while blinded.

After the encounter the cleric uses Channel Energy two times to heal 39 hps, then he uses 7 wand charges to heal the samurai.

Challenging Encounter: Black Dragon -adult (CR 11), disadvantage -1CR (not enough room to fly, no place to swim)
The Dracolisks cave ends in a small corridor that leads to a mountain trail, they have to climb for a while but finally they arrive to the entrance of another huge cave. The cleric casts shield of faith on himself.
An alarm spell alerts the dragon, who casts mage armor on himself before the encounter begins.
The dragon wins initiative and casts darkness, the cleric uses Dispel Magic, the Samurai uses Challenge. Everyone resists the dragon's F. Presence, the samurai uses Honor in All Things and 1 resolve point for "Resolute". The Dragon casts darkness again. The cleric uses 2xBit of Luck and 1xTouch of Good.
The acid damage is absorbed by the Resist Energy Spell.
The Samurai suffers 55 damage, the fighter 69. The fighter did a bit more damage to the dragon than the samurai.
The samurai regains the spent resolve point when the dragon dies.
The cleric uses 23 wand charges to heal the samurai and the fighter.

Camouflaged Spiked Pit Trap (CR 8)
The fighter goes first, nobody detects the trap, but the fighter succeeds at the Reflex save.

Epic Encounter: 2xRakshasha (CR 10)
A few minutes later they arrive to a beautiful room. The cleric's shield of faith spell is still in effect. Since he still has the maximum ammount of resolve points the samurai uses "Way of the Samurai" before getting inside.
The fight with the dragon, the triggered trap, the party's absolute lack of stealth and the Perception skill bonus of the Rakshashas allow them to prepare for the combat: Mage armor, shield, invisibility. They also concentrate to maintain Minor Image, to fool the player characters.
The samurai detects the presence of invisible creatures, charges against one image and realizes that it is just an illusion. One Rakshasha casts lightning bolt and the fight begins.
It is long encounter that lasts almost 20 rounds due to the Rakshasha AC and DR and the healing abilities of the cleric.
The samurai uses 2xHonor of All Things and 2xChallenge, he has 57 wounds at the end of the encounter. He regains his Resolve points.
The fighter has 70 wounds at the end of the encounter.
The cleric used Protection vs Energy, Align Weapon (good), 3 x 5th level cure spells, 4 x 4th level cure spells and 4xBit of Luck.

The samurai still has one use of Challenge and 7 resolve points.
The ability of the samurai to deal a lot of damage was useful against the Rakshasha DR, the save bonuses were also useful.

The get the treasure and some books. The Rakshashas were creating the Dracolisks (half-breeds of Dragons and other creatures), one book mentions that the blood of those creatures can be used to restore pretrified creatures to flesh. They get the samurai's mount to normal and return home.


CONCLUSIONS, TYPOS, CLARIFICATIONS, CONCERNS, ETC...

Overall Impressions: It seems to be in line with everything else, no big mechanical flaws. It seems a Cavalier less oriented to mounts and teamwork, It has a few new abilities.
However it lacks some samurai flavor and originality, it isn't what you would expect from a class called "Samurai" but what you would expect from a martial D&D character, only Unstoppable and Honorable Stand make it intesting if you are looking from something more than balanced rules.

Starting Equipment: I used Cavalier's Starting Money, remember to re-print the starting money in the samurai class (or somewhere of Ultimate Combat) so players don't need to get the APG to get that information.

Typo: In the "mount" feature, "does not gain the sharp spells" should be "does not gain the share spells"

Weapon Expertise Clarification: Can you get fighter feats if you don't have any fighter level? It's a new ability and seems to work different than Eldritch Knight Diverse Training. I ruled "no, you need at least one fighter level", but it should be clearly stated imo.

Nodashi: Classic advanced samurai weapon, I don't know its stats but I guess it will be in UC, however Weapon Expertise doesn't work with this weapon (I'm not even sure if it should).

Katana proficiency : Do you get the katana proficiency as martial or exotic weapon? (one handed or two handed). For the Samurai seems clear that it is the exotic weapon proficiency because it already has proficiency in all martial weapons, for the Ninja it isn't so clear.

Level 1 Samurai: It is better than a fighter at 1st level, specially comparing sword+shield builds. The only advantage of the fighter over the samurai is one combat bonus feat. But the samurai already gets a bonus feat: exotic weapon proficiency in katana/bastard sword. Even if you think that +1 to damage isn't worth a feat and it doesn't have any effect in two-handed builds, there is more, the samurai gets 2 more skill points and a few special abilities that enhance his saving throws, among other things. The samurai also gets the mount, which is almost as powerfull as another 1st level character. On the other hand there is the samurai's edict (which is a bit vague and thus allows the GM to impose some limits to the character), furthermore the mount is a circumstantial benefit (again giving to the GM the ability to limit the power of the samurai).
That said the fighter isn't the best class at 1st level, it just makes the samurai one of the best classes at first level.

Resolve points clarification : It is a new ability, I don't remember any PF ability that recharges by killing people, it leads to some doubts. Do you begin each day having your maximum ammount of resolve points, or you can only regain resolve points killing stuff? I figured out that you get maximum resolve points after resting, as happens with most "per day" abilities, furthermore it is difficult to regain resolve points when you have more resolve points than Challenges per day.

Medium level (10) Samurai: The mount becomes less important as the samurai advances, unless he expends money on the mount; not a problem, it gives you the option to have a better mount while forcing you to have something that defines the class, and even the basic mount is still useful. The Samurai power is in line with that of other martial classes, so no problems.

Two handed Katana sub-optimal? : The flavor of the samurai is, in 99% of cases, based on a guy using a two handed katana. However the rules made it one of the worst builds for a samurai.
He can use greatswords and polearms, or katana+heavy shield, and I don't know what will happen with the nodashi. Actually the katana+heavy shield seems above other options (which lacks the flavor of the oriental tradition of two handed weapons). The versatility of the bastard sword (can be used while grappled or climbing i.e.) may be worth the naginata reach, and Weapon Expertise may be worth the damage difference between the greatsword and the katana, but I'm not really sure and it should get some attention.
Maybe a +1 damage bonus while wielding two handed a samurai weapon would make things even.

Standard Samurai with Heavy Shield: It kills the flavor and originality of the class, it is another martial class that uses shields, when samurais are known for not using big shields.
Furthermore, since it gets the exotic proficiency for bastard sword for free (it's the only class that recieve such advantage) and no ability to enhance two handed fighting, the class seems best suited for shield+sword shields. It is also related to the Two handed Katana being sub-optimal issue.
I would limit the shield proficiency to light shields and bucklers to enhance flavor and balance, giving up heavy shield for a bastard sword seems ok, and bucklers can be used for bow+katana builds. The problem (which can be solved) is that shield-related feats require the full shield proficiency.
Furthermore, since fighter and samurai levels stack very well, I can't see the big problem with the rare samurai that wants training in shields taking a fighter level (or spending a feat).

Mount alternative
Both the Cavalier and the Samurai need an alternative to the special mount, both characters are related to mounts but the Cavalier is just too based on mounts (three more abilities related to mounts than the samurai) and everyone wants options. Furthermore a war horse and a special mount are two different things, not sure why it should be mandatory.
However the alternative to having a mount should be an archetype, to avoid more powerplaying and make a clear distinction between the classic elite mounted samurai and the samurai on foot.
The Paladin's Divine Bond is an example about giving an alternative to mounts, Paladin's get the ability later (which doesn't have any actual effect, except receiving the ability at 5th level), however the mount is more powerful, but the penalties for loosing the mount are higher.

Core class vs archetype vs Alternate Class
I don't care about what it is, as long as everything needed to play the basic Samurai is written in Ultimate Combat, an accesory that forces you to use another accesory isn't user friendly and usually makes me raise an eyebrow. The samurai presentation is ok as written imo.


For your nodachi comment. A nodachi is nothing more than a master work Greatsword.

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