Table: Samurai
Level BAB Fort Ref Will Special Mana Points
1st +1 +2 +0 +0 Challenge 1/day, Order, Resolve 2 Points
2nd +2 +3 +0 +0 Iaijutsu, Order Ability 2 Points
3rd +3 +3 +1 +1 Weapon Expertise 4 Points
4th +4 +4 +1 +1 Challenge 2/day, Spiritual Study 4 Points
5th +5 +4 +1 +1 Spirit Warrior 6 Points
6th +6 +5 +2 +2 Bonus Feat 6 Points
7th +7 +5 +2 +2 Challenge 3/day 8 Points
8th +8 +6 +2 +2 Order Ability, Spirit Sense 8 Points
9th +9 +6 +3 +3 Greater Resolve, Spiritual Dedication 10 Points
10th +10 +7 +3 +3 Challenge 4/day, Demanding Challenge 10 Points
11th +11 +7 +3 +3 Honourable Stand 12 Points
12th +12 +8 +4 +4 Bonus Feat 12 Points
13th +13 +8 +4 +4 Challenge 5/day 14 Points
14th +14 +9 +4 +4 Spirit Link 14 Points
15th +15 +9 +5 +5 Order Ability 16 Points
16th +16 +10 +5 +5 Challenge 6/day 16 Points
17th +17 +10 +5 +5 True Resolve 18 Points
18th +18 +11 +6 +6 Bonus Feat 18 Points
19th +19 +11 +6 +6 Challenge 7/day 20 Points
20th +20 +12 +6 +6 Something 20 Points

Hit Die: d10

Class Skills: The samurai’s class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (nobility) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).

Skill Ranks per Level: 4 + Int modifier.

All of the following are Class Features of the samurai class. A character must sleep to regain uses of any ability limited in uses per day.

Weapon and Armor Proficiency: A samurai is proficient with all simple weapons, as well as the tanto, wakazashi, katana, ararebo, naginata, nodachi, tetsubo, and the longbow. A samurai is proficient with light and medium armor, and with shields (except tower shields). Heavier armor and tower shields interferes with a samurai’s gestures, which can cause his spells with somatic components to fail (see Arcane Spell Failure Chance).

Spellcasting: A samurai is capable of tapping their mana to learn and cast spells. Like other spellcasters, a ranger gains additional Mana Points as they level that may be allocated to any Pool the samurai has access to (see Mana Pools for more information).

Challenge (Ex): Once per day, a samurai can challenge a foe to combat. As a swift action, the samurai chooses one target within sight to challenge. The samurai’s melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the samurai’s level. The samurai can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the samurai’s concentration. The samurai takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious, or until the combat ends. Each samurai’s challenge also includes another effect, which is listed in the section describing the samurai’s order.

Order (Ex): At 1st level, a samurai must pledge himself to a specific order. The order grants the samurai a number of bonuses, class skills, and special abilities. (Changes may need to be made to some orders to facilitate the shift from cavalier and some may be unavailable. Check with your GM before picking an order.)

In addition, each order includes a number of edicts that the samurai must follow. If he violates any of these edicts, he loses the benefits from his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation (see Paladins in Creed for appropriately similar information). A samurai cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order.

Members of these orders are not necessarily bound together, but many organizations do exist that samurai are able to draw specific power from (see Guilds of Creed).

Resolve (Ex): Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.

Determined: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. The samurai can take this standard action even if they would normally be denied it, such as due to the nauseated condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.

Resolute: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.

Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.

Iaijutsu(Ex): By 2nd level, a samurai has begun to learn iaijutsu, a fighting technique that concentrates on drawing his weapon and striking a foe in one fluid motion. He gains Quick Draw as a bonus feat.

Weapon Expertise (Ex): At 3rd level, a samurai begins to hone their mastery of their ancestral weapons chosen weapons. Whenever the samurai threatens a critical hit with a weapon, he gains a +2 bonus on the confirmation roll. Additionally, a samurai counts 3/4 his total samurai level as his fighter level for the purpose of qualifying for feats (rounded down, minimum 1). If he has levels in fighter or another class that grants fighter feats (such as Spellblade), these levels stack.

Spiritual Study: The original samurai were the guardians of shaman and the samurai inevitably learned some smatterings of the shaman’s spiritual dealings. Starting at 4th level, the samurai gains a +1 bonus on all Diplomacy or Intimidate checks made with Spirits and on all Knowledge (spirit magic) skill checks. Additionally, a samurai now gains Knowledge (spirit magic) as a class skill.

This bonus increases by +1 for every 3 levels the samurai gains past 4 (to a maximum of +6 at 19th level).

Spirit Warrior: As a standard action, the samurai may call upon local kami to bless their weapon for 1 minute per samurai level. When called, the power causes the weapon to shed a light as a torch and emits a pale mist of a color appropriate to the kami that blessed the weapon. At 5th level, this power grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties, so long as a nearby kami is capable of granting them (GM discretion):(this list must be generated). Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the power are determined when the power is called and cannot be changed until the power is called again. The power imparts no bonuses if the weapon is held by anyone other than the samurai but resumes giving bonuses if returned to the samurai. These bonuses apply to only one end of a double weapon. A samurai can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon blessed with this power is destroyed, the samurai loses the use of this ability for 30 days, or until he gains a level, whichever comes first. During this 30-day period, the shaman takes a –1 penalty on attack and weapon damage rolls.

Bonus Feat: At 6th level, and every six levels thereafter, a samurai gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats. The samurai must meet the requirements of these bonus feats.

Spirit Sense (Sp): Starting at 8th level, the samurai has learned to sense the presence of spirits, much like a shaman. This works like the shaman’s Spirit Sight ability, except the samurai may only use it for up to 1 minute per samurai level per day. The minutes do not need to be used consecutively, but must be used in 1 minute intervals.

Greater Resolve (Ex): At 9th level, a samurai can spend his resolve to negate some of his most grievous wounds. After a critical hit is confirmed against him, the samurai can spend one use of his resolve as an immediate action to treat that critical hit as a normal hit. Effects that only trigger on a critical hit do not trigger when the samurai uses this ability.

Spiritual Dedication: At 9th level, the samurai counts as having shaman training, such as for the purposes of Spiritual Ties. At this point, any petition the samurai makes to learn kanji is almost always granted (usually requiring prayer and a simple offering to a greater kami at their honden). Such a request is only denied if the samurai had specifically slighted that kami. Once permission is granted, the samurai may then learn kanji from a shaman (or anyone else that knows kanji) as a normal language using Linguistics. If a samurai learns kanji, they may then learn and cast Spirit Spells.

Demanding Challenge (Ex): At 10th level, whenever a samurai declares a challenge, his target must pay attention to the threat he poses. The samurai gains a +2 bonus on weapon attack rolls made against the target of his challenge. Additionally, as long as the samurai is within the target’s line of sight, the target takes a –2 penalty on attack rolls for attacks made against anyone other than the samurai.

Honorable Stand (Ex): At 11th level, a samurai can make an honorable stand, deciding to fight the target of his challenge to the bitter end, no matter the cost. He can make an honorable stand once per day at 11th level, plus one additional time per day at 16th level. Declaring an honorable stand is a swift action. While making an honorable stand, the samurai is immune fear effects and gain the benefits of the Diehard feat. Additionally, whenever a samurai making an honorable stand must make a saving throw, he can spend one daily use of his resolve to reroll the saving throw after the first roll is made. He must take the result of the second roll, even if it is worse. If a samurai making an honorable stand ever retreats from battle against his challenged foe, he loses the ability to make an honorable stand or challenge for 24 hours.

Spirit Link (Sp): At 14th level, a samurai learns how to quickly forge a spirit link, much like a shaman can. Once per day, the samurai can cast a Quickened Spirit Link as a spell-like ability. A samurai must possess an attunement feat that matches the target’s Essence color to use this ability on them. A samurai gains an additional use of this ability at 17th and 20th level.

Alternately, the samurai may expend a use of this ability as a swift action to double the healing provided by a Spirit Link that has been cast on him (but not by him). Any given casting of Spirit Link may benefit from this doubling only once.

True Resolve (Ex): At 17th level, a samurai can spend uses of his resolve to avoid death. If he has at least two uses of his resolve remaining, he can spend all of the daily uses of his resolve that he has available to him to avoid death. Regardless of the source of the attack that would have killed him, he is left alive, at 0 hit points (or lower if he was already below –1), conscious, and stable.

Something: At 20th level, something awesome happens!


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