A samurai should always be prepared for death - whether his own or someone else's.
This is not necessarily the Noble, Honorable Samurai of legend, but rather the Armed and Armored warrior, lethal in a fight and tough as nails, found everywhere from the city guard to groups of armed bandits on the road. At higher levels the samurai has a knowledge of weaponry and tactics beyond compare, and can direct and motivate his allies with his superior combat experience. Many samurai become Sensei, gaining a devoted student to follow, serve, and learn from him wherever he goes.
This Samurai was built for This
campaign setting. But, if you don't feel like reading all that, just ignore everything about Martial Arts, Jutsu, and Ki and it should make sense.
The reason why a samurai adventures depends entirely upon his background. A Noble Samurai is the classical one, a proud, Honorable warrior steeped in tradition and ceremony, seeking only to advance the honor of clan and family. A low-life Samurai, on the other hand, may just be the unfortunate result of the local thug scraping up enough cash for martial arts lessons and a hand-me-down piece of armor, and his "adventures" may consist of walking to the other side of town to shake down a shopkeeper for protection money.
the most common Samurai are likely Ronin, who learned the samurai arts while Studying under a traveling Master.
the most defining feature of the samurai is his devotion to both the physical side of the martial arts, and armor and weaponry. That is not to say that Samurai are unable to fight un-armed, for many of their martial arts include that with weapon training, but it is not their focus. If disarmed, they are more likely to grapple than to strike. For those samurai who take (or are) students, that relationship can become Their defining feature, and for many is the closest friendship of their life. many samurai who trained under a Sensei continue to honor him as one of their family ancestors long after their training has ended.
At higher levels the Samurai comes into his own, using his superior training and tactical knowledge to direct large forces and improve the performance of his allies by inspiration and example.
Like their reasons for adventuring, a samurais Alignment is dependent on their background. as a whole however, the rigorous training required leaves them slightly favoring Law over Chaos
Noble samurai tend to be highly religious, often having elaborate ancestor shrines in their homes and volunteering as temple guards, if needed. other samurai are no more or less religious than any other, although many will burn incense for their Sensei, if they had them.
any, usually Ronin or Noble
Samurai get along well with Monks, and while Lawful or low level samurai can be occasionally uncomfortable with the ways of the Ninja, Warlords almost always recognize their tactical value.
Role: The samurai's primary role is as a combatant, although depending upon their Jutsu, Martial arts, Bonus Feats, and Weapons Expertise the way they go about fighting can vary significantly.
Game Rule Information:
Samurai have the following game rule information:
Strength and Constitution are the most important physical abilities for a samurai, although they can begin to make use of dexterity at higher levels. Wisdom powers a Samurai's Ki techniques and gives him greater reserves of Ki, which is important since his are so limited. Wisdom is also important to warlords who need to marshal their troops.
The Samurai's Class Skills (and the Key Ability for each Skill) are: Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Nobility and Royalty, Law, History)(Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope
Skill points at first level:
(4+intelligence Mod) X 4
Skill Points at each Additional Level:
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|| Jutsu Known||Ki Pool|
|1||+1||+2||+0||+0|| Martial Familiarity, Channel Ki, Weapons Expertise|| 1|| 1|
|2||+2||+3||+0||+0|| Endurance, Armor Finesse 1, ||1||2|
|3||+3||+3||+1||+1|| Bonus Feat, Inspiring Skill 1, ||1||3 |
|4||+4||+4||+1||+1|| Weapons Expertise ||2||4|
|5||+5||+4||+1||+1|| Sensei ||2||5|
|6||+6/+1||+5||+2||+2||Bonus Feat, Armor Finesse 2, ||3||6|
|7||+7/+2||+5||+2||+2|| Damage Reduction 1/- Armor Deflection 10% ||3||7|
|8||+8/+3||+6||+2||+2||Weapons Expertise, Improved Ki Channeling ||4||8|
|9||+9/+4||+6||+3||+3||Bonus Feat, Inspiring Skill 2 ||4||9|
|10||+10/+5||+7||+3||+3|| Armor Finesse 3, Damage Reduction 2/- ||5||10|
|11||+11/+6/+1||+7||+3||+3|| Terrifying Charge, Awsome Channeling ||5||11|
|12||+12/+7/+2||+8||+4||+4||Bonus Feat, Weapons Expertise,||6||12|
|13||+13/+8/+3||+8||+4||+4|| Damage Reduction 3/- ||6||13|
|14||+14/+9/+4||+9||+4||+4|| Armor Finesse 4, Armor Deflection 20% ||7||14|
|15||+15/+10/+5||+9||+5||+5||Bonus Feat, Inspiring Skill 3, Warlord, Warlords Charge, ||7||15|
|16||+16/+11/+6/+1||+10||+5||+5|| Weapons Expertise, Damage Reduction 4/-||8||16|
|17||+17/+12/+7/+2||+10||+5||+5|| Battle Cry ||8||17|
|18||+18/+13/+8/+3||+11||+6||+6|| Bonus Feat, Armor Finesse 5, ||9||18|
|19||+18/+14/+9/+4||+11||+6||+6|| Damage Reduction 5/-, ||9||19|
|20||+20/+15/+10/+5||+12||+6||+6||Weapons Expertise, ||10||20|
A Samurai can Combine and focus his own physical (Yin) and Mental (Yang) energies into a force called Ki, measured in Ki points. A Samurai must expend Ki points to use many of his special abilities. A Samurai gains a set amount of Ki at each level to which he may add his Wisdom modifier Multiplied by his Samurai Level. As long as a Samuraiís Ki pool isn't completely empty he gains a +2 bonus on all saves. To fully recover his Ki energies, a Samurai must rest at least eight hours to recover his physical energies, and meditate for at least 15 minutes while he recovers his mental energies and combines the two. a Samurai may recover partial amounts of Ki with less sleep, but the Meditation is required to regain any at all.
A Samurai may meditate for fifteen minutes at any time in order to regain Ki equal to his base ki pool (Ki pool listed on the table for his level) he must make concentration checks to resist distractions as if casting a spell although if he is damaged the meditation ends automatically and the Samurai gains no Ki. A Samurai may never raise his Ki higher than his base Ki pool in this manner.
Jutsu are special techniques a Samurai learns to shape their Ki in ways that would normally not be possible. Everyone has Ki energy, it moves through the bodies of every living creature, but while most techniques of the Samurai merely focus or direct their Ki energies, A Jutsu shapes that energy into a form it would not naturally take, giving it purpose and direction beyond the limits of the Samuraiís own body. Unless stated otherwise, Jutsu are swift actions that do not provoke attacks of opportunity. Jutsu with Activation times longer than a swift action provoke attacks of opportunity as normal.
The Samurai gains the feats Weapon Focus and Weapon Specialization for any one weapon. This feat may not be applied to the same weapon more than once.
The samurai has trained longer and harder to master the martial arts than any other character, he begins play with an investment in his starting martial art.
Special: this means that a samurai is capable of having four invests in the same martial art, where any other character could only have three, details of the extra invest are included in all martial arts the Samurai can take.
This ability only applies if you are taking it as a level one charecter.
The samurai can channel his Ki energies to directly enhance one of his physical attributes on a one for one basis (one point of Ki for each point your ability score is raised). This enhancement lasts for one round per level, and cannot exceed his class level.
Hit points gained by Enhancing Constitution function as Temporary Hitpoints.
At eighth level this ability improves: the samurai may now have multiple ability scores enhanced simultaneously, paying the full cost for each score to be enhanced.
At 11th level, if the Samurai channels at least 10 points into strength, he gains the effects of the Awsome Blow feat, and is considered Large when using it.
A samurai gains Endurance as a bonus Feat at 2nd level.
A Samurai lives, eats, and often sleeps in his armor. He learns how to adjust for its weight and inflexibility in ways others could never do. beginning at second level, the samurai adds +1 to the Max Dexterity Bonus of any Medium or Heavy armor he wears, and subtracts the same number from it's armor check penalty, at sixth level and every four levels thereafter, this number increases by one.
at third level, and every three Samurai levels thereafter, a samurai gains a bonus feat, which may be selected from the Fighter bonus feat list.
A samurai in the heat of battle is a truly inspiring sight. Whenever a samurai performs a full attack action any allies that can see him fight gain a +1 moral bonus saving throws vs fear effects and on attack and weapon damage rolls. this effect lasts for as many rounds as the samurai continues to use the full attack action and for 5 rounds thereafter. at Ninth level, and every six Samurai levels thereafter, this bonus increases by 1.
at this level, you have progressed just far enough along the path of the samurai to impart your skill to others. you may take on a student, usually of the same gender whose age is equal to 13+ his samurai level when he arrives.
Your Student begins as a samurai four levels lower than you. they adventure with you and gain a level whenever you do. you are responsible for your students honor and actions as well as seeing them fed and housed. in return, they serve you, (supposedly) following all of your commands that are not obviously suicidal. your student is not taken into account when calculating XP or treasure for the party, although you must pay for their needs and equipment. Your student cannot become a warlord or take his own student while he is serving you.
Your students starting martial art must be a martial art you know, however, his Feat, Jutsu, and skill selections are independent.
Your Students alignment must be within one step of yours on both axis.
The bond between Samurai and Student is a strong one: as long as your student is within 30 ft, you both gain a +1 Morale bonus on all rolls.
If your student dies, the emotional shock causes you to loose 200 experience points per level you have had the student.
At seventh level, the samurai gains the ability to shrug off some of the damage that would otherwise be dealt to him. at 10th, 13th, 16th, and 19th levels this improves by one step.
at seventh level, The Samurai gains a better understanding of how to angle his Armor to intercept ranged attacks. As long as he is wearing at least medium armor, the samurai gains a 10% chance to deflect any incoming ranged attacks as though he had the Deflect Arrows feat, although he may do this any number of times per round, and does not need a free hand. this is calculated independently of miss chance generated by cover or any similar conditions. at fourteenth level this improves to 20%
A Samurai at full charge is a truly terrifying sight. Starting at 11th level, whenever a Samurai makes a Charge and an Attack in the same round, the target of his attack and any other enemies within 15ft must make a will save equal to 10+1/2 samurai level+Str modifier, or become Panicked and Flee the samurai for a number of rounds equal to his class level. any other enemies that can see the charge but are not within 15 feat must make the same will save or be shaken for one minute per class level. This counts as a full attack for the purposes of the samurais' Inspiring Skill ability.
Samurai of this level rarely take to the field, preferring to use their unparalleled tactical experience to train and lead larger forces, but when they do, the results are unquestionable. While in battle, a Warlord may use a move action to direct the troops around him, giving an insight bonus to either armor class and saving throws or attack and damage rolls, equal to his Wisdom modifier for as long as he continues to maintain the effect and for 3 rounds afterwards. an ally must be able to hear the warlord to benefit from this effect.
starting at Fifteenth level, Once per day, when a warlord uses his Terrifying charge ability, all allies within 5ft per level may charge also. all allies who charge with the warlord are considered to have the Terrifying Charge ability for this attack and gain a bonus +2 to damage rolls during the charge.
at seventeenth Level, A warlord can issue forth a Battle Cry, Inspiring his allies and disheartening his enemies. All allies within a 40ft radius burst gain a bonus to Attack rolls, Weapon Damage rolls, Saves, and Skill Checks, equal to his Wis Modifier, while all enemies within the burst take an equivalent penalty to those rolls.