Kinslayer777
2010-04-23, 08:05 PM
Hey guys, need your help here. I take no credit for this class creation as it's really only a culmination of existing 3.5/homebrew classes that I decided to pick and choose from. I want to make sure it's balanced so please, criticism is encouraged. Thanks!
http://i705.photobucket.com/albums/ww56/ZangetsuJC/Maddox__Destrayan_Elf_by_Natalie79.jpg
Table: The Samurai Hit Die: d10.
{table=head]Level | BAB | Fort | Ref | Will| Special
1 | +1 | +0 |+2 | +0 | Weapon path, Iajutsu master, Pledge of loyalty, Bloodless Duel
2 | +2 | +0 | +3 | +0 | Combat style, Battle Initiative
3 | +3 | +1 | +3 | +1 | Kiai smite 1/encounter
4 | +4 | +1 | +4 | +1 | Third eye
5 | +5 | +1 | +4 | +1 | Staredown, Ancestral guidance
6 | +6/+1 | +2 | +5 | +2 | Improved combat style, Signature weapon
7 | +7/+2 | +2 | +5 | +2 | Whirlwind, Power surge
8 | +8/+3 | +2 | +6 | +2 | Improved staredown, Mind over matter
9 | +9/+4 | +3 | +6 | +3 | Kiai smite 2/encounter, Evasion
10 | +10/+5 | +3 | +7 | +3 | Ki projection
11 | +11/+6/+1 | +3 | +7 | +3 | Intimidating glance, Quicksilver
12 | +12/+7/+2 | +4 | +8 | +4 | Greater combat style
13 | +13/+8/+3 | +4 | +8 | +4 | Improved Evasion
14 | +14/+9/+4 | +4 | +9 | +4 | Intimidating stance
15 | +15/+10/+5 | +5 | +9 | +5 | Greater staredown
16 | +16/+11/+6/+1 | +5 | +10 | +5 | Horde killer, Kiai smite 3/encounter
17 | +17/+12/+7/+2 | +5 | +10 | +5 |
18 | +18/+13/+8/+3 | +6 | +10 | +6 | Mass staredown
19 | +19/+14/+9/+4 | +6 | +11 | +6 | Uninhibited
20 | +20/+15/+10/+5 | +6 | +12 | +6 | Fear mastery, Ki warlord, Warlord Combat Style
[/table]
Class Skills (5 + Int modifier, x5 at 1st level): Concentration, Craft*, Diplomacy, Handle Animal, Iaijutsu Focus**, Intimidate, Knowledge (history), Profession (artist), Ride, Sense Motive, Jump, Listen, Spot, Search
* This skill is actually a category encompassing many separate but related skills, such as Craft (weaponsmith) or Perform (oratory). Each skill must be taken separately.
** This skill is detailed in the 3.0 supplement Oriental Adventures, and is (unofficially) updated to 3.5 below.
CLASS FEATURES
Weapon and Armor Proficiencies: A samurai is proficient with all simple and martial weapons, and with all armors, but not with shields or tower shields. Samurai wear light armor normally and are trained with a variety of weapons, but they typically either wield two-handed weapons or two weapons, and thus do not typically carry shields.
AC Bonus (Ex): When unarmored and unencumbered, the samurai adds her Wisdom bonus (if any) to her AC.
This bonus to AC applies even against touch attacks or when the samurai is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when she carries a medium or heavy load.
Pledge of Loyalty: Samurai pledge their loyalty to a Lord, a figure of temporal power and head of a noble family or clan. To retain this Lord, they must follow this Lord's orders and uphold any Code of Conduct the Lord obeys. As long as a Samurai does these two things, he cannot be forced to act against his Lord or Lord's family by mind-affecting effects.
Samurai who have broken their vows to their lord are called ronin, while samurai who have never been pledged to a lord or are unwilling to do so are weaponmasters called kensai, sword saints, or simply "master swordsman" or other descriptive title. Regardless of their name, Samurai without a Lord receive a +4 bonus against mind-affecting effects.
Bloodless Duel: Samurai are powerful figures – they are extremely skilled and self-confident, able to face any foe without flinching and with the sure knowledge that, regardless of how the fight goes, they lived a life of which they can be proud and intend to die honourably. When a Samurai enters a duel, he may be able to stop the fight before it starts, cowing his opponent into surrendering before blood is shed. When this ability is used, each duellist must make a Charisma check with a DC equal to the honour of the opposing person. If the Samurai’s check succeeds by a greater margin than his opponent, that opponent immediately concedes the battle and sheathes his weapon. If the Samurai fails his check, or does not succeed by a greater margin than his opponent, he must immediately make a Will save (DC equal to the opponent’s honour) or suffer a –2 circumstance penalty on any attack roll made during the duel.
Weapon Path: At 1st level, a samurai chooses one of the following weapons, and an associated path to follow for the rest of his samurai career. This choice not only affects what combat style he eventually gains (see below), it also affects his list of bonus feats.
The choices for the samurai's weapon path are as follows:
Daisho (Katana) - The samurai gains Two-Weapon Fighting and the ability to take any feats which list it as a prerequisite with his samurai bonus feats.
The samurai may treat his samurai levels as fighter levels for the purposes of acquiring feats such as Weapon Specialization, which require a certain minimum fighter level, but the only weapon (or damage type, for feats such as Melee Weapon Mastery) he may select for those feats is the weapon indicated in his weapon path.
Dai-Kyu (Longbow) - The samurai gains the ability to take Point Blank Shot and any feats which list it as a prerequisite with his samurai bonus feats. In addition, Improved Mounted Archery (CWar pg. 101) is added to his list of samurai bonus feats.
Iaijustu (Katana) - The samurai adds Improved Critical and Power Critical (CWar pg. 103) to his list of samurai bonus feats.
Naginata (Glaive) - The samurai adds Combat Reflexes, Combat Expertise, Improved Disarm, Improved Trip, and Short Haft (PHB2 pg. 82.) to his list of samurai bonus feats.
Combat Style (Ex): At 2nd level, the samurai's prowess with his chosen path increases. He gains an ability based upon the weapon he chose for his weapon path ability.
Daisho- Two Swords as One (Ex): A daisho samurai may apply the benefits of any weapon-specific feats (Weapon Focus, Weapon Specialization, etc.) he selects for his katana to his wakizashi as well whenever he is wielding both at the same time.
Dai-Kyu - Mighty Pull (Ex): The samurai may treat a longbow or composite longbow he is using as if it had the Mighty ability, allowing a samurai with Strength 12 or higher to add a +1 bonus to damage rolls using the bow. If the composite longbow the samurai is wielding is already Mighty, the samurai adds an additional +1 to the amount of Strength bonus the bow adds to damage.
This ability does not actually increase the Mighty rating of the bow; a samurai wielding a Mighty composite longbow already suited to his full Strength does not suffer the -2 attack penalty for wielding one more powerful than he can handle.
Iaijutsu - Iaijutsu Strike (Ex): Once per encounter, the samurai may draw and attack with his katana in one fluid motion, catching his opponent off-guard. As a standard action, the samurai makes a single attack, which catches the target flat-footed.
Naginata - Spear Lunge (Ex): As a standard action, a Naginata samurai may add +5' reach to one attack.
Improved Combat Style (Ex): At 6th level, a samurai's understanding of his chosen fighting style expands further, granting him access to feats few others could duplicate. The samurai gains one of the abilities listed below, depending on his combat style.
Daisho: Improved Two Swords As One (Ex) The daisho-wielding samurai's synergy with his two weapons increases. He no longer suffers the -2 penalty to attacks when wielding his katana in his main hand and his wakizashi in his off hand.
Dai-Kyu: Penetrating Shot (Ex): A samurai with this fighting style learns to "kill two birds with one arrow." When wielding a longbow (composite or normal), the samurai may designate one attack per round as a free action to be a "bank shot". This allows the samurai to make a secondary attack against a target adjacent to the primary target; both attacks suffer a -5 penalty. If successful, both targets suffer the effects of the attack as normal.
Iaijutsu: Return to the Center (Ex): An iaijutsu master samurai learns how to refocus himself and his energies to strike with supreme speed and catch his opponents off-guard more than once. As a move action, the samurai re-sheathes his sword, adjusts his stance, and quiets his mind, allowing him to use his iaijutsu strike ability again. The iaijutsu master may use this ability at will.
Naginata: Defensive Spear (Ex): Once per encounter as an immediate action, a naginata specialist may take an attack against an opponent who attacks him him. If successful, the attack deals double damage, as if the samurai had readied an action against the attack.
Greater Combat Style (Ex): By 12th level, a samurai has become a master of his combat style. He gains another ability dependent upon his combat style.
Daisho: Strength Of Two (Ex): If the samurai is wielding his katana in his main hand and his wakizashi in his off-hand, he may apply his full Strength bonus to damage on both weapons when he attacks.
Dai-Kyu: Guarded Shot (Ex): A samurai with the dai-kyu combat style no longer provokes attacks of opportunity when firing a longbow while threatened by enemies.
Iaijutsu: Improved Iaijutsu Strike (Ex):A samurai with the iaijutsu combat style deals double normal weapon damage with a successful iaijutsu strike. Extra damage, such as from the Iaijutsu Focus skill or a flaming weapon, is not doubled.
Naginata: Defensive Rebuke (Ex): If an opponent is damaged by an attack from the naginata samurai while moving (either because the target provoked an attack of opportunity from the samurai or because of a readied action), the target's move ends.
Warlord Combat Style (Ex): By 20th level, a samurai has become a paragon of his combat style. He gains another ability dependent upon his combat style.
Daisho: Flurry Of Steel (Ex): A samurai may apply his Dexterity bonus along with his Strength bonus when attacking with his Katana and Wakizashi.
Dai-Kyu: Ki Arrows (Ex): The samurai charges each arrow with his own ki, increasing its ability to strike and injure targets. The samurai gains a +5 bonus to both attack and damage rolls with that arrow. In addition, the attack overcomes damage resistance as if it were a +5 magical weapon.
Iaijutsu: Iaijutsu Might (Ex):A samurai with the iaijutsu combat style applies his strength bonus twice to attack and damage with his katana.
Naginata: Master lunge (Ex): A samurai permanently adds +10' to his reach with weapons.
Iajutsu Master: Quick draw feat when a Samurai draws the weapon of his chosen path.
Battle Initiative: As a Samurai increases his knowledge of battle, so does his reaction time. At 2nd level, his initiative bonus increase by 4 and every 4 levels after, his initiative bonus increases by 1 (+4 at 2nd, +5 at 6th, +6 at 10th etc.)
Kiai Smite (Ex): Once per encounter as a swift action, a 3rd-level samurai may concentrate his attack to strike with great force. After using this ability, his next attack deals double normal damage. Extra damage, such as the extra fire damage from a flaming weapon or additional sneak attack damage, is not multiplied.
The samurai gains another use of this ability at 9th level, and every six levels thereafter.
Third Eye (Ex):At 4th level, an Samurai can react to danger before her senses would normally allow her to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. A Samurai with Third Eye is also immune to surprise.
Staredown (Ex): A 5th-level samurai gains Skill Focus (Intimidate) as a bonus feat, and may attempt to demoralize a foe as a move action.
Ancestral Guidance (Sp): At 5th level, a Samurai may seek guidance from his ancestors. This counts as a commune effect that can be used once a day. A samurai can also seek guidance from other peoples' ancestors if they are available. This works like a speak with dead effect that may be used once per day.
Signature Weapon: The samurai chooses one of his weapons (must be one he has the Weapon Focus feat for) to become his signature weapon. The XP cost escalates with the weapon bonus gained from it's imbuing.
{table=head]Class Level | Weapon Bonus | XP Cost
6th | +1 | 40
7th | +2 | 160
8th | +3 | 360
9th | +4 | 640
10th | +5 | 1,000
11th | +6 | 1,440
12th | +7 | 1,960
13th | +8 | 2,560
14th | +9 | 3,240
15th | +10 | 4,000
[/table]
*A weapon can't go beyond +5, but it can have special abilities that are the equivalent of additional bonuses (Ex: +5 keen longsword)
Whirlwind Attack: A Samurai gains Whirlwind as a bonus feat at 4th level.
Power Surge: At 7th level, 1/day, a Samurai gains the ability to focus his energy and spirit as a move action. If he succeeds, he gains +8 to his Dexterity for a # of rounds equal to 1/2 his class level. After power surge has worn off, the Samurai is fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for 1/4 his class level. At 10th level, 2/day. At 13th, 3/day.
Improved Staredown (Ex): At 8th level, the samurai becomes even more intimidating. Opponents he successfully demoralizes with the Intimidate skill are shaken for an additional number of rounds equal to the samurai's Charisma modifier.
Mind over matter: Samurai do not need to eat or sleep very much. Sleeping 2-4 hours a day is more than enough, and one pound of food will suffice for as much as 3 days without significant hunger side affects. Additionally, poisons are half as effective against Samurai due to their discipline of mind.
Evasion: You gain the Evasion (http://www.dandwiki.com/wiki/SRD:Evasion_and_Improved_Evasion) feat.
Ki Projection: At 10th level, a Samurai adds 1/2 his class level to any Diplomacy, Gather Information, or Intimidate checks he makes. At 14th level and higher, the Samurai adds his full class level to such checks.
Intimidating Glance (Ex): An 11th-level samurai can intimidate a foe with merely a glance. Using the Intimidate skill to attempt to demoralize an opponent is now a swift action for him.
Quicksilver: At 11th Level, the Samurai gains the permanent ability to move with quick bursts of speed, slicing with such a flurry of blows, that results in distraction leaving the enemy confused. When a Samurai's target has been downed, he may automatically make an attack against one adjacent opponent at full BAB as an immediate action. This opponent is automatically caught flat-footed.
Improved Evasion: When a Samurai reaches 13th level, he gains the Improved Evasion (http://www.dandwiki.com/wiki/SRD:Evasion_and_Improved_Evasion) feat.
Intimidating Stance (Ex): A samurai of 14th level or higher may attempt an Intimidate check to demoralize all opponents he threatens in combat.
Greater Staredown (Ex): A 15th-level samurai gains an additional +2 competence bonus to Intimidate checks.
The Walk: At level 9, a Samurai's base movement speed increases to +10 ft.
At level 12, a Samurai can move at x3/2 movement speed when in combat.
At level 15, a Samurai can move at x2 movement speed when in combat.
Horde Killer: You gain a number of extra attacks of opportunity each round equal to your Dexterity Bonus (if positive). Also, Whenever you drop an opponent with a melee attack, you are entitled to a bonus "cleave" attack against another opponent you threaten. You may not take a 5' step or otherwise move before taking this bonus attack. This Cleave attack is considered an attack of opportunity.
Mass Staredown (Ex): At 18th level, the samurai gains the ability to attempt an Intimidate check to demoralize all opponents within 30 feet of him who can see him.
Uninhibited (Ex):
When wearing light armor, the Samurai no longer takes armor check penalties or speed penalties, can use all of his Dexterity modifier, reduces the armor's weight by one fourth, and retains all of the armor's armor bonus.
When wearing medium armor, the Samurai takes only half of the armor check and speed penalties (Rounding down), but can use all of his Dexterity modifier, with no weight reduction.
When wearing heavy armor, the Samurai takes full armor check and speed penalties, but can use all of his Dexterity modifier, with no weight reduction.
(Overall, the Samurai still takes penalties involving shields.)
Fear Mastery (Ex): When the Samurai draws his blade, opponents within 30 ft with 19 or fewer HD have to pass a Will save (DC 20+Cha) or be shaken for 4d6 rounds (panicked if they have 4 or fewer HD). A foe that resists is immune for 24 hours.
A master of fear is immune to all fear effects.
Ki Warlord: When a Samurai attains 20th level, he gains great notoriety and becomes known as a ki warlord. Other Samurai of the same alignment revere the ki warlord, and even those of differing alignments treat him with a measure of respect. He has the right of conscription over other members of the Samurai class and can socially bind them to assist the ki warlord on adventures or in the fulfillment of his oath. As long as the conscription does not violate the other Samurai's own oaths or alignment, the lower-level Samurai has an honor-bound responsibility to assist the ki warlord in his adventure.
Ki warlords inspire those around them. When fighting within 30 ft of a ki warlord, allies gain a +1 morale bonus to Will saves, concentration checks, and attack rolls (Lawful allies gain a +2 on these checks).
http://i705.photobucket.com/albums/ww56/ZangetsuJC/Maddox__Destrayan_Elf_by_Natalie79.jpg
Table: The Samurai Hit Die: d10.
{table=head]Level | BAB | Fort | Ref | Will| Special
1 | +1 | +0 |+2 | +0 | Weapon path, Iajutsu master, Pledge of loyalty, Bloodless Duel
2 | +2 | +0 | +3 | +0 | Combat style, Battle Initiative
3 | +3 | +1 | +3 | +1 | Kiai smite 1/encounter
4 | +4 | +1 | +4 | +1 | Third eye
5 | +5 | +1 | +4 | +1 | Staredown, Ancestral guidance
6 | +6/+1 | +2 | +5 | +2 | Improved combat style, Signature weapon
7 | +7/+2 | +2 | +5 | +2 | Whirlwind, Power surge
8 | +8/+3 | +2 | +6 | +2 | Improved staredown, Mind over matter
9 | +9/+4 | +3 | +6 | +3 | Kiai smite 2/encounter, Evasion
10 | +10/+5 | +3 | +7 | +3 | Ki projection
11 | +11/+6/+1 | +3 | +7 | +3 | Intimidating glance, Quicksilver
12 | +12/+7/+2 | +4 | +8 | +4 | Greater combat style
13 | +13/+8/+3 | +4 | +8 | +4 | Improved Evasion
14 | +14/+9/+4 | +4 | +9 | +4 | Intimidating stance
15 | +15/+10/+5 | +5 | +9 | +5 | Greater staredown
16 | +16/+11/+6/+1 | +5 | +10 | +5 | Horde killer, Kiai smite 3/encounter
17 | +17/+12/+7/+2 | +5 | +10 | +5 |
18 | +18/+13/+8/+3 | +6 | +10 | +6 | Mass staredown
19 | +19/+14/+9/+4 | +6 | +11 | +6 | Uninhibited
20 | +20/+15/+10/+5 | +6 | +12 | +6 | Fear mastery, Ki warlord, Warlord Combat Style
[/table]
Class Skills (5 + Int modifier, x5 at 1st level): Concentration, Craft*, Diplomacy, Handle Animal, Iaijutsu Focus**, Intimidate, Knowledge (history), Profession (artist), Ride, Sense Motive, Jump, Listen, Spot, Search
* This skill is actually a category encompassing many separate but related skills, such as Craft (weaponsmith) or Perform (oratory). Each skill must be taken separately.
** This skill is detailed in the 3.0 supplement Oriental Adventures, and is (unofficially) updated to 3.5 below.
CLASS FEATURES
Weapon and Armor Proficiencies: A samurai is proficient with all simple and martial weapons, and with all armors, but not with shields or tower shields. Samurai wear light armor normally and are trained with a variety of weapons, but they typically either wield two-handed weapons or two weapons, and thus do not typically carry shields.
AC Bonus (Ex): When unarmored and unencumbered, the samurai adds her Wisdom bonus (if any) to her AC.
This bonus to AC applies even against touch attacks or when the samurai is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when she carries a medium or heavy load.
Pledge of Loyalty: Samurai pledge their loyalty to a Lord, a figure of temporal power and head of a noble family or clan. To retain this Lord, they must follow this Lord's orders and uphold any Code of Conduct the Lord obeys. As long as a Samurai does these two things, he cannot be forced to act against his Lord or Lord's family by mind-affecting effects.
Samurai who have broken their vows to their lord are called ronin, while samurai who have never been pledged to a lord or are unwilling to do so are weaponmasters called kensai, sword saints, or simply "master swordsman" or other descriptive title. Regardless of their name, Samurai without a Lord receive a +4 bonus against mind-affecting effects.
Bloodless Duel: Samurai are powerful figures – they are extremely skilled and self-confident, able to face any foe without flinching and with the sure knowledge that, regardless of how the fight goes, they lived a life of which they can be proud and intend to die honourably. When a Samurai enters a duel, he may be able to stop the fight before it starts, cowing his opponent into surrendering before blood is shed. When this ability is used, each duellist must make a Charisma check with a DC equal to the honour of the opposing person. If the Samurai’s check succeeds by a greater margin than his opponent, that opponent immediately concedes the battle and sheathes his weapon. If the Samurai fails his check, or does not succeed by a greater margin than his opponent, he must immediately make a Will save (DC equal to the opponent’s honour) or suffer a –2 circumstance penalty on any attack roll made during the duel.
Weapon Path: At 1st level, a samurai chooses one of the following weapons, and an associated path to follow for the rest of his samurai career. This choice not only affects what combat style he eventually gains (see below), it also affects his list of bonus feats.
The choices for the samurai's weapon path are as follows:
Daisho (Katana) - The samurai gains Two-Weapon Fighting and the ability to take any feats which list it as a prerequisite with his samurai bonus feats.
The samurai may treat his samurai levels as fighter levels for the purposes of acquiring feats such as Weapon Specialization, which require a certain minimum fighter level, but the only weapon (or damage type, for feats such as Melee Weapon Mastery) he may select for those feats is the weapon indicated in his weapon path.
Dai-Kyu (Longbow) - The samurai gains the ability to take Point Blank Shot and any feats which list it as a prerequisite with his samurai bonus feats. In addition, Improved Mounted Archery (CWar pg. 101) is added to his list of samurai bonus feats.
Iaijustu (Katana) - The samurai adds Improved Critical and Power Critical (CWar pg. 103) to his list of samurai bonus feats.
Naginata (Glaive) - The samurai adds Combat Reflexes, Combat Expertise, Improved Disarm, Improved Trip, and Short Haft (PHB2 pg. 82.) to his list of samurai bonus feats.
Combat Style (Ex): At 2nd level, the samurai's prowess with his chosen path increases. He gains an ability based upon the weapon he chose for his weapon path ability.
Daisho- Two Swords as One (Ex): A daisho samurai may apply the benefits of any weapon-specific feats (Weapon Focus, Weapon Specialization, etc.) he selects for his katana to his wakizashi as well whenever he is wielding both at the same time.
Dai-Kyu - Mighty Pull (Ex): The samurai may treat a longbow or composite longbow he is using as if it had the Mighty ability, allowing a samurai with Strength 12 or higher to add a +1 bonus to damage rolls using the bow. If the composite longbow the samurai is wielding is already Mighty, the samurai adds an additional +1 to the amount of Strength bonus the bow adds to damage.
This ability does not actually increase the Mighty rating of the bow; a samurai wielding a Mighty composite longbow already suited to his full Strength does not suffer the -2 attack penalty for wielding one more powerful than he can handle.
Iaijutsu - Iaijutsu Strike (Ex): Once per encounter, the samurai may draw and attack with his katana in one fluid motion, catching his opponent off-guard. As a standard action, the samurai makes a single attack, which catches the target flat-footed.
Naginata - Spear Lunge (Ex): As a standard action, a Naginata samurai may add +5' reach to one attack.
Improved Combat Style (Ex): At 6th level, a samurai's understanding of his chosen fighting style expands further, granting him access to feats few others could duplicate. The samurai gains one of the abilities listed below, depending on his combat style.
Daisho: Improved Two Swords As One (Ex) The daisho-wielding samurai's synergy with his two weapons increases. He no longer suffers the -2 penalty to attacks when wielding his katana in his main hand and his wakizashi in his off hand.
Dai-Kyu: Penetrating Shot (Ex): A samurai with this fighting style learns to "kill two birds with one arrow." When wielding a longbow (composite or normal), the samurai may designate one attack per round as a free action to be a "bank shot". This allows the samurai to make a secondary attack against a target adjacent to the primary target; both attacks suffer a -5 penalty. If successful, both targets suffer the effects of the attack as normal.
Iaijutsu: Return to the Center (Ex): An iaijutsu master samurai learns how to refocus himself and his energies to strike with supreme speed and catch his opponents off-guard more than once. As a move action, the samurai re-sheathes his sword, adjusts his stance, and quiets his mind, allowing him to use his iaijutsu strike ability again. The iaijutsu master may use this ability at will.
Naginata: Defensive Spear (Ex): Once per encounter as an immediate action, a naginata specialist may take an attack against an opponent who attacks him him. If successful, the attack deals double damage, as if the samurai had readied an action against the attack.
Greater Combat Style (Ex): By 12th level, a samurai has become a master of his combat style. He gains another ability dependent upon his combat style.
Daisho: Strength Of Two (Ex): If the samurai is wielding his katana in his main hand and his wakizashi in his off-hand, he may apply his full Strength bonus to damage on both weapons when he attacks.
Dai-Kyu: Guarded Shot (Ex): A samurai with the dai-kyu combat style no longer provokes attacks of opportunity when firing a longbow while threatened by enemies.
Iaijutsu: Improved Iaijutsu Strike (Ex):A samurai with the iaijutsu combat style deals double normal weapon damage with a successful iaijutsu strike. Extra damage, such as from the Iaijutsu Focus skill or a flaming weapon, is not doubled.
Naginata: Defensive Rebuke (Ex): If an opponent is damaged by an attack from the naginata samurai while moving (either because the target provoked an attack of opportunity from the samurai or because of a readied action), the target's move ends.
Warlord Combat Style (Ex): By 20th level, a samurai has become a paragon of his combat style. He gains another ability dependent upon his combat style.
Daisho: Flurry Of Steel (Ex): A samurai may apply his Dexterity bonus along with his Strength bonus when attacking with his Katana and Wakizashi.
Dai-Kyu: Ki Arrows (Ex): The samurai charges each arrow with his own ki, increasing its ability to strike and injure targets. The samurai gains a +5 bonus to both attack and damage rolls with that arrow. In addition, the attack overcomes damage resistance as if it were a +5 magical weapon.
Iaijutsu: Iaijutsu Might (Ex):A samurai with the iaijutsu combat style applies his strength bonus twice to attack and damage with his katana.
Naginata: Master lunge (Ex): A samurai permanently adds +10' to his reach with weapons.
Iajutsu Master: Quick draw feat when a Samurai draws the weapon of his chosen path.
Battle Initiative: As a Samurai increases his knowledge of battle, so does his reaction time. At 2nd level, his initiative bonus increase by 4 and every 4 levels after, his initiative bonus increases by 1 (+4 at 2nd, +5 at 6th, +6 at 10th etc.)
Kiai Smite (Ex): Once per encounter as a swift action, a 3rd-level samurai may concentrate his attack to strike with great force. After using this ability, his next attack deals double normal damage. Extra damage, such as the extra fire damage from a flaming weapon or additional sneak attack damage, is not multiplied.
The samurai gains another use of this ability at 9th level, and every six levels thereafter.
Third Eye (Ex):At 4th level, an Samurai can react to danger before her senses would normally allow her to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. A Samurai with Third Eye is also immune to surprise.
Staredown (Ex): A 5th-level samurai gains Skill Focus (Intimidate) as a bonus feat, and may attempt to demoralize a foe as a move action.
Ancestral Guidance (Sp): At 5th level, a Samurai may seek guidance from his ancestors. This counts as a commune effect that can be used once a day. A samurai can also seek guidance from other peoples' ancestors if they are available. This works like a speak with dead effect that may be used once per day.
Signature Weapon: The samurai chooses one of his weapons (must be one he has the Weapon Focus feat for) to become his signature weapon. The XP cost escalates with the weapon bonus gained from it's imbuing.
{table=head]Class Level | Weapon Bonus | XP Cost
6th | +1 | 40
7th | +2 | 160
8th | +3 | 360
9th | +4 | 640
10th | +5 | 1,000
11th | +6 | 1,440
12th | +7 | 1,960
13th | +8 | 2,560
14th | +9 | 3,240
15th | +10 | 4,000
[/table]
*A weapon can't go beyond +5, but it can have special abilities that are the equivalent of additional bonuses (Ex: +5 keen longsword)
Whirlwind Attack: A Samurai gains Whirlwind as a bonus feat at 4th level.
Power Surge: At 7th level, 1/day, a Samurai gains the ability to focus his energy and spirit as a move action. If he succeeds, he gains +8 to his Dexterity for a # of rounds equal to 1/2 his class level. After power surge has worn off, the Samurai is fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for 1/4 his class level. At 10th level, 2/day. At 13th, 3/day.
Improved Staredown (Ex): At 8th level, the samurai becomes even more intimidating. Opponents he successfully demoralizes with the Intimidate skill are shaken for an additional number of rounds equal to the samurai's Charisma modifier.
Mind over matter: Samurai do not need to eat or sleep very much. Sleeping 2-4 hours a day is more than enough, and one pound of food will suffice for as much as 3 days without significant hunger side affects. Additionally, poisons are half as effective against Samurai due to their discipline of mind.
Evasion: You gain the Evasion (http://www.dandwiki.com/wiki/SRD:Evasion_and_Improved_Evasion) feat.
Ki Projection: At 10th level, a Samurai adds 1/2 his class level to any Diplomacy, Gather Information, or Intimidate checks he makes. At 14th level and higher, the Samurai adds his full class level to such checks.
Intimidating Glance (Ex): An 11th-level samurai can intimidate a foe with merely a glance. Using the Intimidate skill to attempt to demoralize an opponent is now a swift action for him.
Quicksilver: At 11th Level, the Samurai gains the permanent ability to move with quick bursts of speed, slicing with such a flurry of blows, that results in distraction leaving the enemy confused. When a Samurai's target has been downed, he may automatically make an attack against one adjacent opponent at full BAB as an immediate action. This opponent is automatically caught flat-footed.
Improved Evasion: When a Samurai reaches 13th level, he gains the Improved Evasion (http://www.dandwiki.com/wiki/SRD:Evasion_and_Improved_Evasion) feat.
Intimidating Stance (Ex): A samurai of 14th level or higher may attempt an Intimidate check to demoralize all opponents he threatens in combat.
Greater Staredown (Ex): A 15th-level samurai gains an additional +2 competence bonus to Intimidate checks.
The Walk: At level 9, a Samurai's base movement speed increases to +10 ft.
At level 12, a Samurai can move at x3/2 movement speed when in combat.
At level 15, a Samurai can move at x2 movement speed when in combat.
Horde Killer: You gain a number of extra attacks of opportunity each round equal to your Dexterity Bonus (if positive). Also, Whenever you drop an opponent with a melee attack, you are entitled to a bonus "cleave" attack against another opponent you threaten. You may not take a 5' step or otherwise move before taking this bonus attack. This Cleave attack is considered an attack of opportunity.
Mass Staredown (Ex): At 18th level, the samurai gains the ability to attempt an Intimidate check to demoralize all opponents within 30 feet of him who can see him.
Uninhibited (Ex):
When wearing light armor, the Samurai no longer takes armor check penalties or speed penalties, can use all of his Dexterity modifier, reduces the armor's weight by one fourth, and retains all of the armor's armor bonus.
When wearing medium armor, the Samurai takes only half of the armor check and speed penalties (Rounding down), but can use all of his Dexterity modifier, with no weight reduction.
When wearing heavy armor, the Samurai takes full armor check and speed penalties, but can use all of his Dexterity modifier, with no weight reduction.
(Overall, the Samurai still takes penalties involving shields.)
Fear Mastery (Ex): When the Samurai draws his blade, opponents within 30 ft with 19 or fewer HD have to pass a Will save (DC 20+Cha) or be shaken for 4d6 rounds (panicked if they have 4 or fewer HD). A foe that resists is immune for 24 hours.
A master of fear is immune to all fear effects.
Ki Warlord: When a Samurai attains 20th level, he gains great notoriety and becomes known as a ki warlord. Other Samurai of the same alignment revere the ki warlord, and even those of differing alignments treat him with a measure of respect. He has the right of conscription over other members of the Samurai class and can socially bind them to assist the ki warlord on adventures or in the fulfillment of his oath. As long as the conscription does not violate the other Samurai's own oaths or alignment, the lower-level Samurai has an honor-bound responsibility to assist the ki warlord in his adventure.
Ki warlords inspire those around them. When fighting within 30 ft of a ki warlord, allies gain a +1 morale bonus to Will saves, concentration checks, and attack rolls (Lawful allies gain a +2 on these checks).