ngilop
2013-04-01, 02:39 PM
Hey everybody, here I am again trying to work on the more eastern themed classes. this time im taking a crack at the Smaurai. I will not let my own bias of loathing twoards samuria ( well to be more accurate what we have turned Samuraa into today) get in the way of creating a good and useable class, my only wish is I get more actual advice, hepful hints and critique than I did with my Ninja (http://www.giantitp.com/forums/showthread.php?t=277587)
Samurai
\n\n\t
[tr]
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Invocations
[td]1st
+1
+2
+0
+0
Ancestral Armnaments
-
2nd
+2
+3
+0
+0
Staredown
1 Least
3rd
+3
+3
+1
+1
Kiai Strike 1/day
1
4th
+4
+4
+1
+1
Improved Initiative, Voice of Authority
2
5th
+5
+4
+1
+1
Bonus Feat
2
6th
+6
+5
+2
+2
Improved Staredown, Kiai Strike 2/day
3
7th
+7
+5
+2
+2
Resolve
3 Lesser
8th
+8
+6
+2
+2
Iajutsu Master
3
9th
+9
+6
+3
+3
Kiai Strike 3/day, Protective Impetus
4
10th
+10
+7
+3
+3
Mass Staredown
4
11th
+11
+7
+3
+3
Bonus Feat
5
12th
+12
+8
+4
+4
Kiai Strike 4/day
5
13th
+13
+8
+4
+4
Roaring Iajustu
6 Greater
14th
+14
+9
+4
+4
Frightful Presence
6
15th
+15
+9
+5
+5
Kiai Strike 5/day
6
16th
+16
+10
+5
+5
1 Strike 2 Cuts
7
17th
+17
+10
+5
+5
Bonus Feat, Unconquerable
7
18th
+18
+11
+6
+6
Kiai Strike 6/day
8 True
19th
+19
+11
+6
+6
Overwhelming Renown
8
20th
+20
+12
+6
+6
Living Steel
9
Alignment: Any
Hit Die: 1d10
Class Skills
The samurai class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (architecture and engineering) (Int), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str), Use Rope (Dex)
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
Weapon and Armor Proficiencies: A Samurai is proficient with all simple and martial weapons and with all armor (heavy, medium, and light). But not with any shields.
Class Abilities
Ancestral Armnaments {Ex}: All samurai begin play with a masterwork weapon or set of armor. These are weapons or armors that belonged to the samurai’s ancestors, and protecting the item is an important point of honor for the samurai. As a samurai acquires experience adventuring, he has the option of awakening the supernatural abilities latent in the weapon or armor. The values shown on the following table are the total value of sacrifice required to bring a single weapon to the listed weapon bonus. If a samurai already has a +3 weapon, he can raise it to a +4 weapon by sacrificing 13,000 gp and spending 2 hours in meditation. If the same samurai wanted to bring his masterwork armor to a +1 armor, he would have to sacrifice 2,000 gp.
{table=head] Weapon or Armor Bonus |Total Sacrifice Required1 |Required Character Level
+1 |2,000 gp |4th
+2 |6,000 gp |7th
+3 |14,000 gp |9th
+4 |25,000 gp |11th
+5 |38,000 gp |13th
+6* |54,000 gp |14th
+7* |74,000 gp |15th
+8* |96,000 gp|16th
+9* |122,000 gp |17th
+10* |150,000 gp |18th
[/table]
*An item can’t actually have a bonus higher than +5. Use
these lines to determine price when special abilities are added
in. Example: A samurai who has a +4 weapon can transform it
into a +4 thundering weapon with a sacrifice of 29,000 gp, since
thundering is a special ability equivalent to a +2 bonus.
1 Half this amount if the Ancestral Armnament is Armor.
Staredown {Ex}: At 2nd level, a samurai becomes able to strike fear into his foes by his mere presence. He gains a +4 bonus on Intimidate checks and can demoralize an opponent as a move action (as described in the Intimidate skill description, page 76 of the Player's Handbook).
Invocation {Sp}:
Due to the supernatural power of spirits that flows through his body, the samurai possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the energies that suffuses his being. The samurai can use any invocations he knows at-will, with the following qualifications:
The samurai's invocations are spell-like abilities; using an invocation is a standard action that provokes an attack of opportunity unless otherwise indicated in it’s description. An invocation can be disrupted, just as a spell can be ruined during casting. The samurai is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. The samurai can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. The samurai's invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. The samurai's caster level with his invocations is equal to his samurai level. The samurai may dismiss an invocation as a standard action, just as a wizard can dismiss a spell.
The save DC for an invocation (if it allows a save) is equal to 10 + the equivalent spell level of the invocation + the samurai ’s Charisma modifier. Since spell-like abilities are not actually spells, the samurai cannot benefit from any metamagic feat or the Spell Focus feat. He can, however, benefit from the Ability Focus feat and any other feat that affects spell-like abilities. Unlike other spell-like abilities, invocations are subject to arcane spell failure.
The four grades of invocations, in order of their relative power, are least, lesser, greater and true. The samurai gain knowledge of one least-grade invocation at 2nd level. As the samurai gains levels, he learns new invocations, as shown on the table above. At any level when the samurai learns a new invocation, he may also replace an invocation he already knows with another invocation of the same grade or lower. At 7th level, the Primal gains access to lesser invocations; at 12th level, the Primal gains access to greater invocations and at 18th level the Primal gains access to true invocations.
Kiai Strike {Ex}: Once per day, per every 3rd level a samuria can give a great cry during combat that invigorates him. When a samurai shouts (a free action), he gains a bonus on the attack roll and the damage roll equal to his Charisma bonus (minimum +1). In addition the samurai gains this bonus as a dodge bonus to his AC. this ability lasts for 4 rounds.
Improved Initiative: The Samurai gains Improved initiative as a bonus feat.
Voice of Authority {Ex}: At 4th level, the samurai can choose to use Diplomacy as a standard action to alter attitudes and persuade others to act. He may use this ability a number of times per day equal to 1 plus his Charisma modifier (minimum 1).
Bonus Feat: At 5th level and every 6th level afterwards the Samurai gains a bonus feat which can be any feat for which he qualifies.
Improved Stardown {Ex}: The Samurai can now use Staredown as a Swift action.
Resolve {Ex}: At 7th level a samurai gains a bonus to his saves versus fear, charm, and compulsion effects equal to his charisma modifier.
Iajutsu Master {Ex}: At 8th level the samurai deals an additional 2d6 points of damage on his first successful attack after rolling initiative. This extra damage counts as weapon damage for determining damage reduction and is not multiplied on a critical hit. Damage from Iajutsu Master increases by 1d6 at every fourth level thereafter.
Protective Impetus {Ex}: At 9th level allies adjacent to the samurai gain a dodge bonus to AC equal to the samurai's charisma modifer. The samuria does not benefit from his own ability.
Mass Stardown {Ex}: At 10th level, a samurai has sufficient presence that he can cow multiple foes. Using an Intimidate check, the samurai can demoralize all opponents within 30 feet with a single move action.
Roaring Iajustu {Ex}: At 13th level, a samurai’s iaijutsu attack deafens foes upon impact. When a samurai successfully hits with an iaijutsu attack, all foes within 30 feet must succeed at a Fortitude save (DC 10 + 1/2 the samurai’s class level + the samurai’s Cha modifier) or be deafened for 1d4 minutes.
Frightful Presence {EX}: A 14th-level samurai's bravery, honor, and fighting prowess have become legendary. When the samurai draws his blade, opponents within 30 feet must make a Will save (DC 20 + samurai's Cha modifier). On a failed save, opponents with Hit Dice lower than the Samurai's class level by four become panicked for 4d6 rounds. Those with Hit Dice within four of the Samurai's class level are shaken for 4d6 rounds. Creatures with more Hit Dice than the samurai has class levels gain a +4 bonus. Those with Hit Dice equal to or greater than the Samurai's class level +5 are not affected. Any foe that successfully resists the effect cannot be affected again by the same samurai's frightful presence for 24 hours. This counts as a Terror Effect, in addtion Staredown also counts as a terror effect.
1 Strike 2 Cuts {Ex}: If the attack a samurai makes with his Iajitsu Master bonus damage kills a creature, he retain the bonus damage on the next attack roll he make during this encounter. A samurai can only benefit from this ability once an encounter.
Unconquerable {Ex}: A samurai of 17th level or higher who is reduced to less than zero hit points (but is still alive) no longer takes a point of damage for performing a standard action, as he usually would according to the Diehard feat. Furthermore, he does not die until he is reduced to a number of negative hit points equal to his class level and may continue to perform either a move action or a standard action each round until that point
Overwhelming Renown {Ex}: When a samurai uses his Kiai Shout ability all enemies within 30 feet must make a fortitude save at DC 10 + 1/2 the samurai’s class level + the samurai’s Cha modifier or be dazed for 1d4 rounds.
Living Steel {Su}: At 20th level, the Samurai's bond to their ancestral armnament is so powerful that it transcends time and space, giving the item a life of its own thanks to the ancient spirits. The Samurai may call their ancestral weapon or armor to them as a move action, causing it to appear around the Samurai or in her hands ( as appropriate) regardless of distance. The ancestral item cannot be destroyed by normal, mundane means: short of divine intervention it is indestructible. While wielding their ancestral item, the Samurai enjoys a +2 morale bonus on attack rolls and saving throws. Finally, once per day as a standard action, the Samurai may choose to change the magical enhancements of their ancestral item to better suit their current purpose. For example, if the Samurai is facing a deadly Assassin, he might change his normal "+5 Full-plate of Spell Resistance" into "+5 Full-plate of Major Fortification" to protect himself for sneak attack damage. The new enhancements remain until he chooses again.
Invocations
Least
Armor of the Kami(2nd) +2 bonus to AC, this bonus increases by 1 at 6th level and every 4th level thereafter. AC granted by this Invocation is bypassed by Touch Attacks. This invocation last 1 minute per level.
Bladeweave(2nd) As Bladeweave, but lasting 1 round plus 1 round per level.
Blessing of the Kami(2nd) As Divine Favor, but lasts 3 round plus 1 round per level.
Breath of the Kami (1st) As obscurring mist, but 3 rounds plus 1 round per level.
Bear's Endurance(2nd) As Bear's Endurance, but lasts 3 rounds per level.
Bull's Strength(2nd) As Bull's Strength, but lasts 3 rounds per level.
Call Arms(1st) Summons your acenstral armnaments equipped as a full round action.
Cat's Grace(2nd) As Cat's Grace, but lasts 3 rounds per level.
Eagle's Splendor(2nd) As Eagle's Splendor, but lasts 3 rounds per level.
Empty Mind(2nd) Gain a +2 bonus to will saves for 1 minute per level.
Entropic Shield(1st) As entropic sheild, but lasts 3 rounds per level.
Fox's Cunning(2nd) As Fox's Cunning, but lasts 3 rounds per level.
Growth(1st) As enlarge person, but 3 rounds per level.
Hustle(1st) +10 movement speed for 1 minute per level.
Kami's Distraction (1st) As Phantom Threat, but lasting 1 round for every 3 levels.
Owl's Wisdom(2nd) As Owl's Wisdom, but lastss 3 rounds per level.
Shield Other(2nd) As Shield Other, but lasts 10 minutes per level.
Vigor (2nd) This invocation grants the samurai 5 temporary HP, increasing to 10 at 6th, 15 at 12th and finally 20 and 18th level. These temporary HP last 1 minute.
Lesser
Mesmerizing Presence(4th) As Mesmerizing Glare, but affects all foes within 40 feet.
Burst of Speed(3rd) As Haste, but 3 rounds per level.
Danger Sense(3rd) The samurai gaisn a +4 dodge bonus to AC vs traps as well as a +2 bonus to reflex saves, at 14th level this ability also confers teh uncanny dodge ability. This invocation lasts 1 minute per level.
Death Ward(4th) As Death Watch.
Energy Protection(3rd) This Invocation grants resistance 15 against any attack of whichever one of five energy types you select that deals acid, cold, electricity, or fire damage. This invocation lasts 2 rounds per level.
Kami's Speech(4th) As Voice of the Dragon, but lasting 1 minute per level.
Mark of the Kami(5th) As Mark of Justice.
Prowess(5th) This invocation allows the samurai an additional attack when making a full attack, or with an attack of opportunity. This invocation lasts 1 minute per level.
Restoration(4th) As Restoration.
Earthen Body(4th) As Stoneskin, but at 13 level the DR increases to 15/adamantite and again at 19th to 20/adamantite.
Strength of My Enemy(5th) For 1 full round every attack the samurai makes drains 2 strength from his opponent and the samurai gains the same amount as a perfection bonus to his own strength. This extra strength lasts for 3 rounds per level. The samurai may not use this invocation again untill at least 10 rounds has passed.
Whispers of the Kami(4th) As Divination.
Wrath of the Kami As Rage, but last 3 rounds plus 1 round per level.
Greater
Enstill(6th) The samurai immobolizes the target, unless the target makes a successful fortitude save. This invocation lasts 1 round per level.
Freedom of Movement(4th) As Freedom of Movement, but lasts 5 rounds per level.
Immovability(6th) The samurai gains a +10 bonus on all opposed strength checks made to overrun, bullrsh, trip, or any other attempt to make the samurai move when he does not want to, in addition the samurai gains DR 10/-. This invocation lasts 2 rounds per level.
Invoke Fear(6th) As Fear but the targets suffer a -4 penatly instead of the normal -2.
Kami Blessed Weapon(6th) The samurai's weapon gains +2d8 elemental damage ( acid, cold, electricity, or fire) as well as either holy or unholy as per the repsect alignment component of the samurai. this invocation lasts 1 minute per level.
Power Word: Blind(7th) As Power Word: Blind.
Scream of the Kami(5th) The samurai deals 1d4 point of damage plus 1 per level in a 10 foot radius, the samurai gains the damage done as healing, all excess HP over the samuria maximum are lost. A Will save negates this damage.
Shroud of The Kami(5th) For 3 rounds per level an aura surrounds the samurai, enemies within the aura must make a fortitude save or suffer a -3 penalty to attacks and saves. In addition, the samurai receives a +2 bonus to attacks while this invocation is in effect.
Sight of the Kami(6th) As True Seeing, but lasts 2 rounds per level.
Wall of Blades(5th) As Blade Barrier.
True
Cease (8th) The Samurai immobilizes all enemies within a 20 foot radius, unless they make a successful fortitude save. This invocation lasts 3 rounds plus 1 round per level.
Evil Glare(7th) As Evil Glare.
Power Word: Stun(8th) As Power Word: Stun.
Kami Guardianship(8th) This invocation makes the samurai immune to Hit Point damage for 1 round plus 1 round for every 5th level, any and all other forms of damage affect the samurai as normal, as can non-damageing effect, but the samurai takes no HP damage from any source. The samurai does gain a +4 to saves vs any effect that would cause him harm as well as a +4 bonus to AC while this invocation in in effect.
Repulsion(7th) As Repulsion.
Sadness of the Kami(7th) As Waves of Exhaustion.
Soothe(7th) The samurai partially hypnotizes all enemies within 30 of him. If the targets fail a will save, they are unaware of anything that happens more than 5 feet away from them, if attacked teh target gets another save albeit at a +4 bonus to come out of the soothe state. each seperate attack allows such a new save. This invocation lasts 1 round per every 2nd level.
{{{ for those that do not use Terror Effects, Allow the Samurai an opposed charisma check, and if successful his fear effects bypass fear immunity, you cna use this formula for any class to by pass fear immunity, such as with eftexar's Maleific Horror (http://www.giantitp.com/forums/showthread.php?t=208416), or any other such class, or monster or spell ( like for example weird) to overcome fear immunity.}}}
<<<<< Work in progress need a good capstone and a few non combat-ish abilities to fill in some blanks but alas my brain cannot think of any more. >>>>>
Samurai
\n\n\t
[tr]
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Invocations
[td]1st
+1
+2
+0
+0
Ancestral Armnaments
-
2nd
+2
+3
+0
+0
Staredown
1 Least
3rd
+3
+3
+1
+1
Kiai Strike 1/day
1
4th
+4
+4
+1
+1
Improved Initiative, Voice of Authority
2
5th
+5
+4
+1
+1
Bonus Feat
2
6th
+6
+5
+2
+2
Improved Staredown, Kiai Strike 2/day
3
7th
+7
+5
+2
+2
Resolve
3 Lesser
8th
+8
+6
+2
+2
Iajutsu Master
3
9th
+9
+6
+3
+3
Kiai Strike 3/day, Protective Impetus
4
10th
+10
+7
+3
+3
Mass Staredown
4
11th
+11
+7
+3
+3
Bonus Feat
5
12th
+12
+8
+4
+4
Kiai Strike 4/day
5
13th
+13
+8
+4
+4
Roaring Iajustu
6 Greater
14th
+14
+9
+4
+4
Frightful Presence
6
15th
+15
+9
+5
+5
Kiai Strike 5/day
6
16th
+16
+10
+5
+5
1 Strike 2 Cuts
7
17th
+17
+10
+5
+5
Bonus Feat, Unconquerable
7
18th
+18
+11
+6
+6
Kiai Strike 6/day
8 True
19th
+19
+11
+6
+6
Overwhelming Renown
8
20th
+20
+12
+6
+6
Living Steel
9
Alignment: Any
Hit Die: 1d10
Class Skills
The samurai class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (architecture and engineering) (Int), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str), Use Rope (Dex)
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
Weapon and Armor Proficiencies: A Samurai is proficient with all simple and martial weapons and with all armor (heavy, medium, and light). But not with any shields.
Class Abilities
Ancestral Armnaments {Ex}: All samurai begin play with a masterwork weapon or set of armor. These are weapons or armors that belonged to the samurai’s ancestors, and protecting the item is an important point of honor for the samurai. As a samurai acquires experience adventuring, he has the option of awakening the supernatural abilities latent in the weapon or armor. The values shown on the following table are the total value of sacrifice required to bring a single weapon to the listed weapon bonus. If a samurai already has a +3 weapon, he can raise it to a +4 weapon by sacrificing 13,000 gp and spending 2 hours in meditation. If the same samurai wanted to bring his masterwork armor to a +1 armor, he would have to sacrifice 2,000 gp.
{table=head] Weapon or Armor Bonus |Total Sacrifice Required1 |Required Character Level
+1 |2,000 gp |4th
+2 |6,000 gp |7th
+3 |14,000 gp |9th
+4 |25,000 gp |11th
+5 |38,000 gp |13th
+6* |54,000 gp |14th
+7* |74,000 gp |15th
+8* |96,000 gp|16th
+9* |122,000 gp |17th
+10* |150,000 gp |18th
[/table]
*An item can’t actually have a bonus higher than +5. Use
these lines to determine price when special abilities are added
in. Example: A samurai who has a +4 weapon can transform it
into a +4 thundering weapon with a sacrifice of 29,000 gp, since
thundering is a special ability equivalent to a +2 bonus.
1 Half this amount if the Ancestral Armnament is Armor.
Staredown {Ex}: At 2nd level, a samurai becomes able to strike fear into his foes by his mere presence. He gains a +4 bonus on Intimidate checks and can demoralize an opponent as a move action (as described in the Intimidate skill description, page 76 of the Player's Handbook).
Invocation {Sp}:
Due to the supernatural power of spirits that flows through his body, the samurai possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the energies that suffuses his being. The samurai can use any invocations he knows at-will, with the following qualifications:
The samurai's invocations are spell-like abilities; using an invocation is a standard action that provokes an attack of opportunity unless otherwise indicated in it’s description. An invocation can be disrupted, just as a spell can be ruined during casting. The samurai is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. The samurai can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. The samurai's invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. The samurai's caster level with his invocations is equal to his samurai level. The samurai may dismiss an invocation as a standard action, just as a wizard can dismiss a spell.
The save DC for an invocation (if it allows a save) is equal to 10 + the equivalent spell level of the invocation + the samurai ’s Charisma modifier. Since spell-like abilities are not actually spells, the samurai cannot benefit from any metamagic feat or the Spell Focus feat. He can, however, benefit from the Ability Focus feat and any other feat that affects spell-like abilities. Unlike other spell-like abilities, invocations are subject to arcane spell failure.
The four grades of invocations, in order of their relative power, are least, lesser, greater and true. The samurai gain knowledge of one least-grade invocation at 2nd level. As the samurai gains levels, he learns new invocations, as shown on the table above. At any level when the samurai learns a new invocation, he may also replace an invocation he already knows with another invocation of the same grade or lower. At 7th level, the Primal gains access to lesser invocations; at 12th level, the Primal gains access to greater invocations and at 18th level the Primal gains access to true invocations.
Kiai Strike {Ex}: Once per day, per every 3rd level a samuria can give a great cry during combat that invigorates him. When a samurai shouts (a free action), he gains a bonus on the attack roll and the damage roll equal to his Charisma bonus (minimum +1). In addition the samurai gains this bonus as a dodge bonus to his AC. this ability lasts for 4 rounds.
Improved Initiative: The Samurai gains Improved initiative as a bonus feat.
Voice of Authority {Ex}: At 4th level, the samurai can choose to use Diplomacy as a standard action to alter attitudes and persuade others to act. He may use this ability a number of times per day equal to 1 plus his Charisma modifier (minimum 1).
Bonus Feat: At 5th level and every 6th level afterwards the Samurai gains a bonus feat which can be any feat for which he qualifies.
Improved Stardown {Ex}: The Samurai can now use Staredown as a Swift action.
Resolve {Ex}: At 7th level a samurai gains a bonus to his saves versus fear, charm, and compulsion effects equal to his charisma modifier.
Iajutsu Master {Ex}: At 8th level the samurai deals an additional 2d6 points of damage on his first successful attack after rolling initiative. This extra damage counts as weapon damage for determining damage reduction and is not multiplied on a critical hit. Damage from Iajutsu Master increases by 1d6 at every fourth level thereafter.
Protective Impetus {Ex}: At 9th level allies adjacent to the samurai gain a dodge bonus to AC equal to the samurai's charisma modifer. The samuria does not benefit from his own ability.
Mass Stardown {Ex}: At 10th level, a samurai has sufficient presence that he can cow multiple foes. Using an Intimidate check, the samurai can demoralize all opponents within 30 feet with a single move action.
Roaring Iajustu {Ex}: At 13th level, a samurai’s iaijutsu attack deafens foes upon impact. When a samurai successfully hits with an iaijutsu attack, all foes within 30 feet must succeed at a Fortitude save (DC 10 + 1/2 the samurai’s class level + the samurai’s Cha modifier) or be deafened for 1d4 minutes.
Frightful Presence {EX}: A 14th-level samurai's bravery, honor, and fighting prowess have become legendary. When the samurai draws his blade, opponents within 30 feet must make a Will save (DC 20 + samurai's Cha modifier). On a failed save, opponents with Hit Dice lower than the Samurai's class level by four become panicked for 4d6 rounds. Those with Hit Dice within four of the Samurai's class level are shaken for 4d6 rounds. Creatures with more Hit Dice than the samurai has class levels gain a +4 bonus. Those with Hit Dice equal to or greater than the Samurai's class level +5 are not affected. Any foe that successfully resists the effect cannot be affected again by the same samurai's frightful presence for 24 hours. This counts as a Terror Effect, in addtion Staredown also counts as a terror effect.
1 Strike 2 Cuts {Ex}: If the attack a samurai makes with his Iajitsu Master bonus damage kills a creature, he retain the bonus damage on the next attack roll he make during this encounter. A samurai can only benefit from this ability once an encounter.
Unconquerable {Ex}: A samurai of 17th level or higher who is reduced to less than zero hit points (but is still alive) no longer takes a point of damage for performing a standard action, as he usually would according to the Diehard feat. Furthermore, he does not die until he is reduced to a number of negative hit points equal to his class level and may continue to perform either a move action or a standard action each round until that point
Overwhelming Renown {Ex}: When a samurai uses his Kiai Shout ability all enemies within 30 feet must make a fortitude save at DC 10 + 1/2 the samurai’s class level + the samurai’s Cha modifier or be dazed for 1d4 rounds.
Living Steel {Su}: At 20th level, the Samurai's bond to their ancestral armnament is so powerful that it transcends time and space, giving the item a life of its own thanks to the ancient spirits. The Samurai may call their ancestral weapon or armor to them as a move action, causing it to appear around the Samurai or in her hands ( as appropriate) regardless of distance. The ancestral item cannot be destroyed by normal, mundane means: short of divine intervention it is indestructible. While wielding their ancestral item, the Samurai enjoys a +2 morale bonus on attack rolls and saving throws. Finally, once per day as a standard action, the Samurai may choose to change the magical enhancements of their ancestral item to better suit their current purpose. For example, if the Samurai is facing a deadly Assassin, he might change his normal "+5 Full-plate of Spell Resistance" into "+5 Full-plate of Major Fortification" to protect himself for sneak attack damage. The new enhancements remain until he chooses again.
Invocations
Least
Armor of the Kami(2nd) +2 bonus to AC, this bonus increases by 1 at 6th level and every 4th level thereafter. AC granted by this Invocation is bypassed by Touch Attacks. This invocation last 1 minute per level.
Bladeweave(2nd) As Bladeweave, but lasting 1 round plus 1 round per level.
Blessing of the Kami(2nd) As Divine Favor, but lasts 3 round plus 1 round per level.
Breath of the Kami (1st) As obscurring mist, but 3 rounds plus 1 round per level.
Bear's Endurance(2nd) As Bear's Endurance, but lasts 3 rounds per level.
Bull's Strength(2nd) As Bull's Strength, but lasts 3 rounds per level.
Call Arms(1st) Summons your acenstral armnaments equipped as a full round action.
Cat's Grace(2nd) As Cat's Grace, but lasts 3 rounds per level.
Eagle's Splendor(2nd) As Eagle's Splendor, but lasts 3 rounds per level.
Empty Mind(2nd) Gain a +2 bonus to will saves for 1 minute per level.
Entropic Shield(1st) As entropic sheild, but lasts 3 rounds per level.
Fox's Cunning(2nd) As Fox's Cunning, but lasts 3 rounds per level.
Growth(1st) As enlarge person, but 3 rounds per level.
Hustle(1st) +10 movement speed for 1 minute per level.
Kami's Distraction (1st) As Phantom Threat, but lasting 1 round for every 3 levels.
Owl's Wisdom(2nd) As Owl's Wisdom, but lastss 3 rounds per level.
Shield Other(2nd) As Shield Other, but lasts 10 minutes per level.
Vigor (2nd) This invocation grants the samurai 5 temporary HP, increasing to 10 at 6th, 15 at 12th and finally 20 and 18th level. These temporary HP last 1 minute.
Lesser
Mesmerizing Presence(4th) As Mesmerizing Glare, but affects all foes within 40 feet.
Burst of Speed(3rd) As Haste, but 3 rounds per level.
Danger Sense(3rd) The samurai gaisn a +4 dodge bonus to AC vs traps as well as a +2 bonus to reflex saves, at 14th level this ability also confers teh uncanny dodge ability. This invocation lasts 1 minute per level.
Death Ward(4th) As Death Watch.
Energy Protection(3rd) This Invocation grants resistance 15 against any attack of whichever one of five energy types you select that deals acid, cold, electricity, or fire damage. This invocation lasts 2 rounds per level.
Kami's Speech(4th) As Voice of the Dragon, but lasting 1 minute per level.
Mark of the Kami(5th) As Mark of Justice.
Prowess(5th) This invocation allows the samurai an additional attack when making a full attack, or with an attack of opportunity. This invocation lasts 1 minute per level.
Restoration(4th) As Restoration.
Earthen Body(4th) As Stoneskin, but at 13 level the DR increases to 15/adamantite and again at 19th to 20/adamantite.
Strength of My Enemy(5th) For 1 full round every attack the samurai makes drains 2 strength from his opponent and the samurai gains the same amount as a perfection bonus to his own strength. This extra strength lasts for 3 rounds per level. The samurai may not use this invocation again untill at least 10 rounds has passed.
Whispers of the Kami(4th) As Divination.
Wrath of the Kami As Rage, but last 3 rounds plus 1 round per level.
Greater
Enstill(6th) The samurai immobolizes the target, unless the target makes a successful fortitude save. This invocation lasts 1 round per level.
Freedom of Movement(4th) As Freedom of Movement, but lasts 5 rounds per level.
Immovability(6th) The samurai gains a +10 bonus on all opposed strength checks made to overrun, bullrsh, trip, or any other attempt to make the samurai move when he does not want to, in addition the samurai gains DR 10/-. This invocation lasts 2 rounds per level.
Invoke Fear(6th) As Fear but the targets suffer a -4 penatly instead of the normal -2.
Kami Blessed Weapon(6th) The samurai's weapon gains +2d8 elemental damage ( acid, cold, electricity, or fire) as well as either holy or unholy as per the repsect alignment component of the samurai. this invocation lasts 1 minute per level.
Power Word: Blind(7th) As Power Word: Blind.
Scream of the Kami(5th) The samurai deals 1d4 point of damage plus 1 per level in a 10 foot radius, the samurai gains the damage done as healing, all excess HP over the samuria maximum are lost. A Will save negates this damage.
Shroud of The Kami(5th) For 3 rounds per level an aura surrounds the samurai, enemies within the aura must make a fortitude save or suffer a -3 penalty to attacks and saves. In addition, the samurai receives a +2 bonus to attacks while this invocation is in effect.
Sight of the Kami(6th) As True Seeing, but lasts 2 rounds per level.
Wall of Blades(5th) As Blade Barrier.
True
Cease (8th) The Samurai immobilizes all enemies within a 20 foot radius, unless they make a successful fortitude save. This invocation lasts 3 rounds plus 1 round per level.
Evil Glare(7th) As Evil Glare.
Power Word: Stun(8th) As Power Word: Stun.
Kami Guardianship(8th) This invocation makes the samurai immune to Hit Point damage for 1 round plus 1 round for every 5th level, any and all other forms of damage affect the samurai as normal, as can non-damageing effect, but the samurai takes no HP damage from any source. The samurai does gain a +4 to saves vs any effect that would cause him harm as well as a +4 bonus to AC while this invocation in in effect.
Repulsion(7th) As Repulsion.
Sadness of the Kami(7th) As Waves of Exhaustion.
Soothe(7th) The samurai partially hypnotizes all enemies within 30 of him. If the targets fail a will save, they are unaware of anything that happens more than 5 feet away from them, if attacked teh target gets another save albeit at a +4 bonus to come out of the soothe state. each seperate attack allows such a new save. This invocation lasts 1 round per every 2nd level.
{{{ for those that do not use Terror Effects, Allow the Samurai an opposed charisma check, and if successful his fear effects bypass fear immunity, you cna use this formula for any class to by pass fear immunity, such as with eftexar's Maleific Horror (http://www.giantitp.com/forums/showthread.php?t=208416), or any other such class, or monster or spell ( like for example weird) to overcome fear immunity.}}}
<<<<< Work in progress need a good capstone and a few non combat-ish abilities to fill in some blanks but alas my brain cannot think of any more. >>>>>