Samurai

Far across the rolling waves, towards the rising sun, there lies the island nation of Hingashi. In the distant past, the realm’s great lords vied for supremacy over its sea-girt confines in a long and bloody conflict. And taking to battle in their lieges’ names were noble swordsmen whose art was forged in the crucible of war: the samurai. Eventually, the nation was unified under one banner, and these warriors came to wield their katana not upon fields as part of an army, but upon streets as protectors of the peace. But as a neglected blade grows dull with rust, so too do men forget their purpose. Amidst waning memories of the old ways, a determined few hold fast to their convictions, hands by katana grips, awaiting the moment for steel to sing.
Role: Excelling in melee combat, these warriors focus precise strikes to deal devastating damage to their foes; their tenacity and will power allowing them to shrug off attacks. They strike with fast and precise attacks, building their warrior spirit (kenki) before unleashing powerful moves, instilling fear into their enemies before wiping them out with powerful weaponskills enhanced with their bushido arts. Their mastery and use of the katana is unmatched by any other.
Alignment: Any
Hit Die: d10
Starting Wealth: 5d6 × 10 gil (average 175 gil.) In addition, each character begins play with an outfit worth 10 gil or less.
Class Skills
The samurai’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Nobility) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).
Skill Points Per Level: 4 + Int modifier
Class Main Ability Scores:
The samurai mainly focuses on STR for martial combat and CHA for their class features.
==Table: Bard==
Level	Base Attack Bonus 	Fort Save 	Reflex Save	Will Save	Special
Type 	3/4 	Good 	Bad 	Good 	
1st 	+1 	Forces of Sen, Kenki Pool, Weaponskills, Limit Breaks	 	 	
2nd 	+2 	Bushido Pool, Bushido Arts, Action Without Thought 	 	 	
3rd 	+3 	Resolve, Blazing Initiative, Armor Training 	 	 	
4th 	+4 	Weaponskills, Bushido Arts 	 	 	
5th 	+5 	Dragon Defense, One with the Sword (+1) 	 	 	
6th 	Bushido Arts, Meditate 	 	 	 	
7th 	Weaponskills, Kenki Charge 	 	 	 	
8th 	Bushido Arts 	 	 	 	
9th 	Greater Resolve, One with the Sword (+2) 	 	 	 	
10th 	Weaponskills, Bushido Arts 	 	 	 	
11th 	Third Eye 	 	 	 	
12th 	Bushido Arts, Stalwart 	 	 	 	
13th 	Weaponskills, One with the Sword (+3), Deliverance 	 	 	 	
14th 	Bushido Arts 	 	 	 	
15th 	True Kenki Charge 	 	 	 	
16th 	Weaponskills, Bushido Arts 	 	 	 	
17th 	Merciful Eyes, True Resolve, One with the Sword (+4)	 	 	 	
18th 	Bushido Arts, Frightful Presence 	 	 	 	
19th 	Weaponskills, Last Stand 	 	 	 	
20th 	Bushido Arts, Master Samurai 	 	 	 	
==Class Features==
All of the following are class features of the samurai.
===Weapon and Armor Proficiency:===
Samurais are proficient with all simple and martial melee eastern weapons and with katanas and wakizashis. They are also proficient with all eastern armor but no shields.
===Limit Breaks (Su):===
At 1st level, the samurai receives the Limit Breaks (Sixth Sense and Unseen Strike).
Sixth Sense (Su): This Limit Break allows the samurai to sense all incoming attacks and dodge with relative ease. Any melee or range attacks automatically misses unless a natural roll of 20 is rolled, and even then, the critical threat is unconfirmed unless another natural roll of 20 is rolled. This lasts for a duration of 1 round + 1 round per four samurai levels after 1st. This limit break requires only a swift action.
Unseen Strike (Su): This Limit Break allows the samurai to make a fast quick strike against their opponents faster than the eye can see. The samurai makes a number of attacks equal to what they can normally make against any number of opponents within 30 feet (they are considered flat-footed unless they have Uncanny Dodge), if the strike hits, they suffer damage from the samurai’s attack plus +1d6 points of damage + an additional 1d6 per four samurai levels after 1st.
===The Forces of Sen (Su)===
At 1st level, the samurai begins to master the art of Sen and its three forces: Setsu (Snow), Getsu (Moon) and Ka (Flower). When the samurai drops a target below 1 HP or confirms a critical hit, they gain a Sen point. They may also gain Sen points from weaponskills (see below). They may only ever have up to 3 points of Sen. When they are knocked unconscious or takes an 8-hour rest, they lose their gained Sen. They begin the day with zero Sen.
===Kenki Pool (Su)===
At 1st level, a samurai gains access to kenki, using it to focus their attacks. A samurai begins the day with no kenki, but can gain kenki in the following ways (a samurai cannot gain kenki from each of these more than once per round. Prerequisite: A samurai must be at least in combat to gain kenki):
* Spirited Initiative: Whenever the samurai rolls initiative, they gain 1 kenki.
* Warrior’s Guard: Whenever the samurai takes damage from an attack originating from a creature’s (including spells, spell-like abilities, and supernatural abilities) melee or ranged attack (including any action which required an attack roll to deal damage), they gain 1 kenki. A samurai does not gain kenki from attacks made against them while they are flat-footed or unaware.
Their kenki goes up or down throughout the day, but usually cannot go higher than their samurai level + their Charisma modifier (minimum 1), though some feats, abilities, and magic items may affect this maximum. If a samurai spends 1 minute or longer outside of combat, they loses all kenki they possesses. Kenki is used to power the samurai’s resolve, weaponskills, and other class features.
===Weaponskills (Ex/Su)===
Starting at 1st level and every three samurai levels thereafter, a samurai learns a new weaponskill to assist them in defeating their enemies. Some weaponskills get even more powerful when used in combination with another weaponskill. Combo Bonus only requires the previous combo attack to be granted.
If a weaponskill requires an attack roll, it must be first prepared as a swift action. This effect lasts until the end of the samurai’s next round, allowing them to replace their next melee or ranged attack with their chosen weaponskill. All weaponskills with an attack component are made at the samurai’s highest base attack bonus.
* A complete list of weaponskills can be found here: Weaponskills
===Action Without Thought (Ex)===
Having mastered the tenets of battle, the samurai is able to act instantly and without consideration of the consequences, confident their actions are correct. At 2nd level, the samurai cannot be caught flat-footed, nor do they lose their Dexterity bonus to AC if the attacker is invisible. They still loses their Dexterity bonus to AC if immobilized. A samurai with this ability can still lose their Dexterity bonus to AC if an opponent successfully uses the feint action against them. In addition, they gain a +2 competence bonus to initiative.
===Bushido Pool (Su)===
A samurai is known not only by their skill with their weapons, but by their bushido, a representation of their honor and discipline they have held with their training. At 2nd level, they gain a Bushido pool that is used to fuel certain bushido arts. They gain a bushido pool equal to half their samurai level plus their Charisma modifier. The pool refreshes once per day when the samurai rests for a full 8 hours.
===Bushido Arts (Ex or Su)===
At 2nd level and every two samurai levels thereafter, a samurai gains a bushido art from the list below. A bushido cannot be selected more than once unless stated otherwise. Abilities with an asterisk (*) requires the samurai to spend a point of their bushido pool to use.
* A complete list of bushido arts can be found here: Bushido Arts
===Armor Training (Ex)===
Starting at 3rd level, a samurai learns to be more maneuverable while wearing armor. Whenever they are wearing armor, they reduce the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by their armor by 1. Every four levels thereafter (7th, 11th, 15th and 19th), these bonuses increase by +1 each time, to a maximum –5 reduction of the armor check penalty and a +5 increase of the maximum Dexterity bonus allowed. In addition, a samurai can also move at their normal speed while wearing medium armor. At 7th level, a samurai can move at their normal speed while wearing heavy armor.
===Resolve (Ex)===
Starting at 3rd level, the samurai gains resolve that they can call upon to endure even the most devastating wounds and afflictions. They can spend 1 kenki as the listed action type to use resolve in a number of ways.
* Determined: As a standard action, the samurai can spend 1 kenki to remove the fatigued, shaken, or sickened If the samurai is at least 8th level, they can alternatively remove the exhausted, frightened, nauseated, or staggered 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, they can spend 1 kenki, as an immediate action, to gain the lucky status effect for this one roll. They must decide to use this ability before they roll the saving throw.
* Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, they can spend 1 kenki, as an immediate action, to instantly stabilize and remain conscious. They are staggered, but they do not fall unconscious and begin dying if they take a standard action. They do fall unconscious if they take additional damage from any source.
===Blazing Initiative (Ex)===
At 3rd level, if the samurai makes an initiative roll that would place them before their enemies in the turn order, they gain an additional kenki point.
===One with the Sword (Ex)===
The group of weapons from the eastern weapon group are noble weapons to a samurai. This is their choice of weaponry and thus they put the most amount of practice into it. At 5th level, while wielding any melee eastern weapon, a samurai gains a +1 bonus to attack and damage rolls made with these weapons. At 9th level and every four samurai levels thereafter, this bonus increases by +1.
===Dragon Defense (Ex)===
At 5th level, as a free action, a samurai can choose to take on a dangerous stance which enhances their spiritual prowess. Whenever they do, they suffer the following effects until the next time they receive damage or the beginning of their next turn, whichever comes first:
* The next attack made against the samurai targets their touch AC.
* The samurai takes a -10 penalty to Reflex saves.
The next time the samurai take damage while using this ability, if that damage would activate their warrior’s guard ability, rather than gaining 1 kenki, they instead gains 2 kenki. In addition, as an immediate action, the samurai can make an Intimidate check against the creature that dealt damage to them to demoralize or antagonize that creature as long as they are aware of that source of the damage, ignoring any immunity to fear it possesses.
===Meditate (Ex)===
At 6th level, the samurai can take time to focus their body and mind for the coming battles ahead. They can spend 30 minutes in meditation to grant themself an insight bonus on one saving throw equal to their Charisma modifier for 24 hours. If the samurai meditates again, they lose the previous bonus.
===Kenki Charge (Ex)===
At 7th level, a samurai can spend a move action before making a standard action. If they do, whenever the samurai would make a weaponskill attack, they gain 1 kenki.
===Greater Resolve (Ex)===
At 9th level, a samurai can spend their kenki to negate some of their most grievous wounds. After a critical hit is confirmed against them, the samurai can spend 1 kenki 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.
===Third Eye (Ex)===
At 11th level, the samurai’s senses are so keen that they are able to predict where to dodge an opponent’s attacks. Once per round, the samurai may attempt an Acrobatics check (as an immediate action) to negate the hit. The hit is negated if their Acrobatics check result is greater than the opponent’s attack roll. The samurai can use this ability a number of times per day equal to 3 + their Charisma modifier.
===Stalwart (Ex)===
At 12th level, a samurai can use mental and physical resiliency to avoid certain attacks. If they make a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, they can spend 1 kenki as an immediate action to instead avoid the effect entirely. A helpless samurai does not gain the benefit of the stalwart ability.
===Deliverance (Ex)===
At 13th level, when the samurai dodges an attack while using Third Eye, they may make an attack of opportunity with a melee attack against the opponent attempting to strike them. This ability cannot be used at the same time as Merciful Eyes.
===True Kenki Charge (Ex)===
At 15th level, a samurai can use their kenki charge ability as a swift action instead of a move action, although they can only use their kenki charge once per round.
===True Resolve (Ex)===
At 17th level, a samurai can spend kenki to avoid death. If they have at least 2 points of kenki remaining, they can spend all points of kenki that they have available to them as an immediate action to avoid death. Regardless of the source of the attack that would have killed them, they are left alive, at –1 hit points (or lower if they were already below –1), unconscious, and stable.
===Merciful Eyes (Ex)===
At 17th level, when the samurai dodges an attack while using Third Eye, they may gain temporary hit points equal to their samurai level that lasts until the end of combat or is lost. This ability cannot be used at the same time as Deliverance.
===Frightful Presence (Ex)===
At 18th level, a samurai’s bravery, honor, and fighting prowess have become legendary. When the samurai draws their blade, opponents within 30 feet must succeed on a Will save (DC 10 + half of the samurai’s level + their Charisma modifier) or become panicked for 4d6 rounds (if they have 4 or fewer Hit Dice) or shaken for 4d6 rounds (if they have from 5 to 19 Hit Dice). Creatures with 20 or more Hit Dice are not affected. Any foe that successfully resists the effect cannot be affected again by the same samurai’s frightful presence for 24 hours.
===Last Stand (Su)===
At 19th level, a samurai can spend 1 kenki as a move action to declare a last stand. For one round, the samurai takes minimum damage from all sources, becomes immune to death effects, and does not die from having negative hit points in excess of their Constitution score. In addition, the samurai remains conscious and is not staggered while they are below 0 hit points. At the start of each subsequent turn, the samurai can spend 1 kenki as a free action to extend the last stand for another round, but while under the effects of last stand, they cannot gain kenki.
Once the last stand ends, the samurai gains 1 negative level. The negative level cannot be removed by normal means but heals when the samurai completes an 8-hour rest. If the samurai gains multiple negative levels through last stand, they are all healed by the same 8-hour rest.
===Master Samurai (Ex)===
At 20th level, the samurai’s prowess with their weapon is unmatched. His critical threat rate while wielding any melee eastern weapon increases by 1 (which is applied after Improved Critical and similar effects) and the critical multiplier of their melee eastern weapon increases by 1 (to a max of x4). They may never be disarmed while wielding any melee eastern weapons.
==Favored Class Bonuses==
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have samurai as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.
* Au Ra: Add +1/6 to the DC for Bushidos.
* Dwarf: Add +1/2 to Intimidate skill checks.
* Elvaan: Add +1/6 to the DC of Bushidos.
* Galka: Add +1/3 to the samurai’s critical confirmation rolls.
* Half-Breed: Add +1/6 to the samurai’s known Bushidos.
* Hume: Add +1/6 to the samurai’s known Bushidos.
* Immortal: Add +1/6 to the samurai’s known Bushidos.
* Kitsune: Add +1/2 on diplomacy and intimidate skill checks to change a creature’s attitude.
* Mithra: Add +1/6 to the samurai’s initiative rolls.
* Moogle: Add +1/2 to Knowledge (Nobility) checks.
* Roegadyn: Add +1/3 to the samurai’s critical confirmation rolls.
* Ronso: Add +1/2 to Intimidate skill checks.
* Tarutaru: Add +1/2 to Knowledge (History) skill checks.
* Ursine: Add +1/6 to the DC for Bushidos.
* Varg: Add +1/3 to the samurai’s critical confirmation rolls.
* Yagudo: Add +1/3 to the samurai’s critical confirmation rolls.
==Archetypes==
*A complete list of samurai archetypes can be found here: Samurai Archetypes
Category:Classes