Hit Die: d10

Class Skills: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).

Skill Points per Level: 4 + Int Modifier

Level Base Attack Fort Ref Will Special
1 +1 +2 +0 +2 Ancestral Daisho, Kiai Strike 1/day
2 +2 +3 +0 +3 Combat Style
3 +3 +3 +1 +3 Kiai Strike 2/day
4 +4 +4 +1 +4 Staredown
5 +5 +4 +1 +4 Diasho Training +1
6 +6 +5 +2 +5 Combat Style. Kiai Strike 3/day
7 +7 +5 +2 +5 Ancestral Guidance
8 +8 +6 +2 +6 Conviction
9 +9 +6 +3 +6 Daisho Training +2, Kiai Strike 4/day
10 +10 +7 +3 +7 Combat Style
11 +11 +7 +3 +7 Ancestral Protection
12 +12 +8 +4 +8 Mass Staredown, Kiai Strike 5/day
13 +13 +8 +4 +8 Daisho Training +3
14 +14 +9 +4 +9 Combat Style
15 +15 +9 +5 +9 Kiai Strike 6/day
16 +16 +10 +5 +10 Ancestral Guidance
17 +17 +10 +5 +10 Daisho Training +4
18 +18 +11 +6 +11 Combat Style, Kiai Strike 7/day
19 +19 +11 +6 +11 Frightful Presence
20 +20 +12 +6 +12 Ancestral Paragon

Weapon and Armor Proficiency: Samurai are proficient with all simple weapons, katana, wakizashi, naginata, longbow, and kusarigama. Samurai are proficient with all armor but not with shields.

Ancestral Daisho: A samurai begins play with a masterwork weapon chosen from the following list: Katana, Wakizashi, Naginata, Longbow (Yumi), or Kusarigama. This weapon is an heirloom passed down to the samurai over many generations and is touched by the spirits of his ancestors.

In addition, the samurai's ancestors guide and care for the samurai through the weapon, making it much easier to enchant. Enchanting a samurai's daisho costs only 1/2 the normal price.

Kiai Strike (Ex): Starting at 1st level, a samurai may make a single attack as a standard action and declare it to be a Kiai strike. If the attack hits, it is automatically declared a critical hit. Any effects that would be triggered on a critical hit are triggered. (With the exception of Vorpal, a Kiai strike will not trigger a vorpal effect.)

A samurai may make a Kiai strike once per day at level one, and an additional time per day for every 3 samurai levels he possesses.

Samurai Style: While samurai are trained in a variety of weapons, they train most extensively in the use of their ancestral daisho. Upon reaching 2nd level, the samurai must choose a fighting style.

  • Eishen-Ryu: The art of striking with a Katana in the same motion as drawing it.
    • Iajutsu Strike: When you strike with a katana in the same round as you draw it, you gain a bonus +1 to hit and +1 to damage. This bonus increases by +1 at level 5 and every 5 levels thereafter. (To a max of +5 at level 20)
  • Ichi-Ryu: The art or wielding a Katana in one hand and Wakizashi in the other.
    • Defensive Flurry: Whenever you make a full attack with both a Katana and Wakizashi, you gain a +1 dodge bonus to AC until your next turn. This bonus increases by +1 at level 5 and every 5 levels thereafter. (To a max of +5 at level 20)
  • Itto-Ryu: The art of wielding a Katana in two hands to make powerful blows.
    • Powerful Strike: When making a single attack with a Katana wielded in two hands, (As a Standard attack action, after a charge or in an attack of opportunity, ect) you use double your Str bonus to damage. (Instead of 1.5x)
  • Shinto-Ryu: The art of wielding the Naginata.
    • Adaptive Grip: You wield your naginata in such a way that you are able to attack adjacent foes as well as those within the naginata's reach.
  • Kusarigamajutsu: The art of wielding both the sickle and flail ends of the Kusarigama.
    • Kusarigama Expert: You do not take two-weapon fighting penalties when making a full attack with both sides of the Kusarigama. (You must possess the Two-Weapon Fighting feat).
  • Yabusame:The art of wielding the longbow (Yumi).
    • Stoic Shot: If you do not move during your turn (not even with a 5' step), You gain a +1 to hit and +1 to damage to all attacks made during that round. This bonus increases by +1 at level 5 and by another +1 every 5 levels thereafter (To a maximum of +5 at level 20).

At level 6, the samurai's training improves and he gains the following abilities depending on his style.

  • Eishen-Ryu
    • Sudden Strike: When the samurai draws his katana or wakizashi and attacks in the same round, the target is denied his Dex bonus to AC. If the target has Uncanny Dodge, it is only denied its Dex bonus if the Samurai is a higher level. (This ability is an exception to the rule of Uncanny Dodge)
  • Ichi-Ryu
    • Two Swords as One: The samurai may always make a single attack with both his katana and wakizashi, even if he would normally be limited to a single attack, such as after taking a move action, or when making an attack of opportunity.
  • Itto-Ryu
    • Follow Through: The samurai now adds double his Str modifier to damage when using his katana two handed for all attacks.
  • Shinto-Ryu
    • Sweeping Strikes: Any spaces that the samurai threaten are considered difficult terrain for his enemies while he wields a naginata.
  • Kusarigamajutsu
    • Tether: The samurai may make an attack against a single opponent using his Kusarigama, if successful, neither the samurai nor his opponent are considered grappled, but the opponent must remain adjacent to the samurai at all times unless he successfully disarms the samurai or the samurai releases him. This attack uses the samurai's CMB against the opponent's CMD.
  • Yabusame
    • Opportune Shot: If an opponent provokes an attack of opportunity from an ally of the samurai and he is within one range increment of the samurai's longbow, then the samurai may make an attack of opportunity with his longbow against that opponent.

At level 10, the samurai's training improves further.

  • Eishen-Ryu
    • Iajutsu Master:When the samurai draws his katana or wakizashi and attacks in the same round, he now adds his Dexterity bonus as well as his Strength bonus to attack and damage.
  • Ichi-Ryu
    • Dual Weapon Expert: When the samurai wields his katana and wakazashi, he only takes a -1 penalty on attack rolls instead of -2.
  • Itto-Ryu
    • Improved Powerful Strike: The samurai now uses double his Strength bonus to damage with all attacks while wielding his Katana two handed.
  • Shinto-Ryu
    • Defensive Grip: The samurai now adds the enhancement bonus (if any) of his naginata as a Shield bonus to his AC.
  • Kusarigamajutsu
    • Binding Chain: When the samurai successfully uses Tether against an opponent, that opponent loses their Dexterity bonus to AC. (Even if that opponent possesses uncanny dodge)
  • Yabusame
    • Zen Archery: The samurai now ignores all miss chances due to blindness, invisibility, darkness or cover, unless the miss chance is 100%.

At level 14, the samurai's training improves further.

  • Eishen-Ryu
    • Dual Strike When the samurai draws his katana or wakizashi and attacks in the same round, he now rolls damage as if he had hit twice.
  • Ichi-Ryu
    • Two-Weapon Perfection The samurai no longer takes a penalty for fighting with two weapons when wielding both his Katana and wakizashi.
  • Itto-Ryu
    • Momentum When wielding his katana two handed and making a full attack action, the samurai gains a +2 bonus to hit for every successful attack against an opponent until the end of his action.
  • Shinto-Ryu
    • Batter Defenses When the samurai makes a successful attack against an opponent, that opponent suffers a -2 penalty to AC until the beginning of his next round.
  • Kusarigamajutsu
    • Body Shield While the samurai has an opponent in his Tether, any single-target attack from any other opponent that targets the samurai has a 50% chance to hit the target of the Tether instead.
  • Yabusame
    • //

At level 17 the samurai's training improves further.

  • Eishen-Ryu: When the samurai draws his katana or wakizashi and attacks in the same round, he now rolls damage as if he had hit three times.
  • Ichi-Ryu: The samurai gains the Pounce special ability, allowing him to make a full attack on a charge.
  • Itto-Ryu: The samurai gains a +1 bonus to the critical hit multiplier of his Katana when using it one handed and using his Kiai Strike ability.

Bonus Feats: At 3rd level and every 3 levels thereafter, a Samurai gains a bonus feat. These bonus feats must be Combat Feats, and the samurai must meet the prerequisites for them.

Staredown (Ex): The samurai's fierce gaze may be used to demoralize foes in battle. Starting at 4th level, the samurai may attempt to demoralize a foe as a move action. Additionally, he adds 1/2 his samurai level to all intimidate checks. (This may be used in a duel of wills).

Spirit Blade (Su): The spirits of the samurai's ancestors aid the samurai against other spirits. Starting at 7th level, any weapon that the samurai wields gains the Ghost Touch special quality.

Mass Staredown (Ex): Starting at 13th level, as a standard action, the samurai may attempt a single Intimidate check to demoralize all foes within a 30 foot radius.

Deflect Magic (Su): Starting at level 16, the samurai's ancestors guide him in such a way to help protect him from some magical attacks. When the Samurai would be hit with a spell, spell-like ability or supernatural ability that requires a ranged touch attack, the samurai may attempt an attack of opportunity (DC 10 + The effect's Caster Level). If he is successful, the ability misses the samurai.

Frightful Presence (Ex): Starting at 19th level, whenever the samurai attacks or charges, all foes within 30 feet of the samurai must make a Will save (DC 10 + 1/2 the samurai's level + the samurai's Cha modifier) or be shaken for 1 minute (10 rounds). If a creature with 4 or fewer hit dies fails this save, they are panicked instead. Once a creature makes a successful save against this ability, it is immune for 24 hours.

Kensai (Su): At level 20 the samurai's fighting style has been honed to the point of supernatural perfection. The samurai may no longer be disarmed when wielding his daisho, and no matter how much damage the daisho takes, they cannot be destroyed (However they still gain the broken quality when damaged.) Additionally, the samurai gains the following ability, depending on his style.

  • Eishen-Ryu: Once per day, when the samurai draws his katana or wakizashi and attacks in the same round, the strike leaves a glaring vulnerability in the opponent's defenses. If the strike is successful, the opponent loses half of his Armor bonus to AC until his armor is repaired, and half of his Natural Armor bonus to AC until he receives enough healing (natural or magical) to bring him to full hit points.
  • Ichi-Ryu: Once per day, when making a full attack action, the samurai may double the amount of attacks he receives in a round for each weapon. (Two attacks at full attack bonus, two attacks at -5, ect.)
  • Itto-Ryu: Once per day, when making a single attack with Kiai strike, if the attack is successful, the opponent is affected by the Vorpal effect.
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