Legendary Samurai

Few warriors are more dedicated to honor and the code of the warrior than the samurai. Trained from an early age in the art of war and sworn to the service of their lord, the samurai holds a position of power and respect in many lands, often serving as the voice and justice of the local noble. The samurai takes on their training with zeal, learning the way of the blade (typically a katana). Some even learn how to effectively use firearms, if they are available. The samurai is often the most trusted soldier in their lord’s employ. In them, the common folk see honor and sacrifice. They are an honorable warrior, dedicated to the realm and the leaders that guide it.

Role: Masters of the blade, legendary samurai specialize in the art of swordsmanship. Able to use their weapons to create a variety of effects, they also draw upon internal energies to further enhance themselves, being able to withstand a plethora of ailments while standing tall against adversity.

**Legendary Class:** Unlike other legendary classes, the legendary samurai marks a large departure from the base class in order to create a class that is more in keeping with the fantasy of samurai. Class features such as iaijutsu strike and iaijutsu techniques help to give the class a unique identity while warrior’s grace seeks to replicate the status samurai traditionally had in communities. In addition, spirit gives the class a new and unique way of engaging in combat, a resource with allows them to tap into more mystical abilities to make combat far more engaging.

**Alignment**: Any

**Hit Die**: d10

**Starting Wealth**: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.

**Class Skills**: The legendary samurai’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local) (Int) Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).

**Skill Ranks Per Level**: 4 + Int modifier.

**Table: Legendary Samurai**

### Weapon and Armor Proficiencies

Samurai are proficient with all simple and martial weapons, plus the tetsubo and all one-handed slashing weapons. Samurai are proficient with all types of armor (heavy, light, and medium).

### Spirit (Su)

At 1st level, a legendary samurai gains access to spirit, using it to focus their attacks. A legendary samurai begins the day with no spirit, but can gain spirit in the following ways (a legendary samurai cannot gain spirit from each of these more than once per round and a legendary samurai must be in combat to gain spirit):

* Spirited Initiative: Whenever the legendary samurai rolls initiative, they gain 1 spirit.
* Samurai Strike: Whenever the legendary samurai successfully damages a creature with an iaijutsu strike, they gain 1 spirit.
* Warrior’s Guard: Whenever the legendary samurai takes damage from an attack originating from a creature (including spells, spell-like abilities, and supernatural abilities), they gain 1 spirit. A legendary samurai does not gain spirit from attacks made against them while they are flat-footed or unaware.

Their spirit goes up or down throughout the day, but usually cannot go higher than their Charisma modifier (minimum 1), though some feats, abilities, and magic items may affect this maximum. If a legendary samurai spends 1 minute or longer outside of combat, they lose all spirit they possess.

Spirit is used to power the legendary samurai’s challenge, kiai arts, resolve, and other class features.

### Challenge (Ex)

As a swift action, the legendary samurai can spend 1 spirit to choose one target within their sight to challenge; a samurai can only have a single creature challenged at a time. The legendary samurai’s melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the legendary samurai’s level. Whenever a legendary samurai rolls initiative they gain 1 spirit which can only be used to activate this ability (this spirit is gained in addition to the spirited initiative class feature).

Challenging a foe requires much of the legendary samurai’s concentration. The legendary samurai takes a -2 penalty to his Armor Class, except against attacks made by the target of his challenge. As long as the target is within the threatened area of the legendary samurai, it takes a -2 penalty to its AC from attacks made by anyone other than the samurai.

The challenge remains in effect until the target is dead or unconscious, or until the combat ends.

### Iaijutsu Strike (Ex)

At 1st level, a legendary samurai can strike in the blink of an eye, cutting down foes with their unique techniques. When a legendary samurai uses an attack action with a one-handed slashing weapon that was sheathed before the attack; the attack deals damage as though it was wielded in two hands. In addition, when making an attack action in this way, the legendary samurai can spend 1 spirit as a free action to roll the attack twice and take the higher result.

### Sheathe Control (Ex)

At 1st level, a legendary samurai gains Quick Draw as a bonus feat as well as being able to sheathe a weapon as a free action that can be taken even outside of their turn after making an attack with it. In addition a legendary samurai can treat a sheathed weapon as drawn for the purpose of threatening spaces, being allowed to draw their weapon when a creature would provoke an attack of opportunity from them.

### Iaijutsu Techniques (Ex or Su)

At 1st level a legendary samurai gains an iaijutsu technique. She gains an additional iaijutsu technique every 4 levels of legendary samurai attained after 1st level. There are two types of iaijutsu techniques; slashes and cuts. Slashes are used to inflict statuses and effects, while cuts change the area of the attack.

A legendary samurai may only apply a single iaijutsu technique to an iaijutsu strike. The saving throws of iaijutsu strikes are equal to 10 + ½ the legendary samurai’s class level + their Charisma modifier.

#### Iaijutsu Cuts

**Explosive Cut (Su)** Whenever the legendary samurai makes an iaijutsu strike, they can choose to make the attack take the form of a 10-foot burst within 60 feet of themselves, although their weapon is treated as one size smaller for how much damage they deal. All creatures within this burst must make a successful Reflex save or take damage as though the attack was successful (taking half damage on a successful save). The legendary samurai can choose to exclude a number of spaces from this attack equal to their Charisma modifier. At 16th level, it can instead take the form of a 20-foot burst. A legendary samurai must be 9th level or higher to select this iaijutsu technique.

**Long Cut (Ex)** Whenever the legendary samurai makes an iaijutsu strike, they can choose to make the attack take the form of a line which extends 30 feet from themselves. All creatures within this line must make a successful Reflex save or take damage as though the attack was successful (taking half damage on a successful save), although their weapon is treated as one size smaller for how much damage they deal. The legendary samurai can choose to exclude a number of spaces from this attack equal to their Charisma modifier. At  11th level, this line can instead extend 60 feet from themselves. At 18th level this line can instead extends 90 feet from themselves. A legendary samurai must be 5th level or higher to select this iaijutsu technique.

**Lunging Cut (Ex)**  Whenever the legendary samurai makes an iaijutsu strike, their reach increases by 5 feet for this attack (this does not stack with the Lunge feat). At 10th level, they instead increase their reach for this attack by 10 feet. At 20th level, they instead increase their reach by 15 feet.

**Ranged Cut (Ex)**  The legendary samurai can make an iaijutsu strike at a range of 30 feet, attacking a foe with the wind pressure of their strike. Treat this attack as a melee attack for how the attack and damage rolls are determined for this technique, although the weapon is treated as one size smaller for how much damage they deal. At 6th level, this range increases to 60 feet. At 12th level, this range increases to 120 feet. At 20th level, this range increases to 200 feet. This technique is treated as a ranged attack of one size smaller than the legendary samurai for how wind affects it.

**Flowing River Cut (Ex)** As a full round action, the legendary samurai can move up to their speed, making an iaijutsu strike at any point during this movement. This movement does not provoke attacks of opportunity. At 8th level, they can instead move up to two times their speed and make an additional iaijutsu strike against a different creature. At 16th level, they can instead move up to three times their speed, and may make up to 3 iaijutsu strikes, but they may not attack an individual creature more than once.

**Tornado Cut (Ex)** Whenever the legendary samurai makes an iaijutsu strike, they can choose to attack all spaces adjacent to them. Make a single attack and compare the result to each target’s AC to determine success, any miss chance is rolled individually. The legendary samurai can choose to exclude a number of spaces from this attack equal to their Charisma modifier. At 10th level, they can instead choose to attack all spaces within 10 feet of themselves. At 20th level, they can instead choose to attack all spaces within 15 feet of themselves.

### Iaijutsu Slashes

Armor-rending Slash (Ex) Whenever the legendary samurai makes a successful iaijutsu strike against a creature, that creature must make a Reflex saving throw or take a -2 to their armor class for a number of rounds equal to the legendary samurai’s Charisma modifier (minimum 1). At 6th level, this penalty increases to -4. At 12th level, this penalty increases to -6. This penalty does not stack with itself.

**Bloody Slash (Ex)** Whenever the legendary samurai makes a successful iaijutsu strike against a creature, that creature takes bleed damage equal to ½ the legendary samurai’s class level + their Charisma modifier. A legendary samurai must be 5th level or higher to select this iaijutsu technique.

**Crippling Slash (Ex)** Whenever the legendary samurai makes a successful iaijutsu strike against a creature, that creature must make a Fortitude saving throw or take 1d4 Dexterity or Strength ability damage (legendary samurai’s choice). At 12th level, this ability damage increases to 1d6. At 18th level, this ability damage increases to 1d8. A legendary samurai must be 5th level or higher to select this iaijutsu technique.

**Death Slash (Ex)** Whenever the legendary samurai makes a successful iaijutsu strike against a creature, that creature must make a successful Fortitude saving throw or die. A legendary samurai must be 17th level or higher to select this technique. This is a death effect.

**Dimensional Slash (Ex)** Whenever the legendary samurai strikes a creature with this iaijutsu technique, that creature must make a successful Will saving throw or be teleported to a square within 30 feet of the legendary samurai’s choice (this space must be on solid ground and not be considered dangerous terrain, as decided by the GM). At 17th level the distance the creature can be teleported increases to 60 feet. A legendary samurai must be 13th level or higher to select this iaijutsu technique.

**Dispelling Slash (Su)** Whenever the legendary samurai strikes a creature or object, they can make a dispel check against their target as though using the targeted dispel function of dispel magic, treating their legendary samurai level as their caster level. Once a creature or object has been affected by this iaijutsu technique, it cannot be affected by it again for 24 hours. At 14th level, this technique is instead treated as greater dispel magic. A legendary samurai must be 9th level or higher to select this technique.

**Forceful Slash (Su)** Whenever the legendary samurai makes a successful iaijutsu strike against a creature, they can make a free bullrush attempt (this does not provoke an attack of opportunity) against that creature, and they are not required to move with their opponent. At 8th level, if the foe is pushed back by this technique, they are also knocked prone. At 16th level, if a foe is knocked prone by this technique, they are also staggered for 1 round (Fortitude save negates).

**Hidden Slash (Ex)** Whenever the legendary samurai makes a successful strike against a creature, that creature must make a Perception check with a DC equal to the legendary samurai’s attack roll or be completely unaware the legendary samurai made an attack against them. All those who would have seen the attack must make the same Perception check with a -5 penalty to be aware of the attack. The legendary samurai can delay the effects of this attack (including damage) by a number of minutes equal to their Charisma modifier (minimum 1). At 12th level, the legendary samurai can instead delay the effects for a number of hours equal to their Charisma modifier (minimum 1). At 18th level, the legendary samurai can delay the effects of their attack for a number of days equal to their Charisma modifier (minimum 1). If the legendary samurai wishes, they may trigger the damage early as an immediate action by sheathing the weapon within 60 feet of the creature. A legendary samurai must be 5th level or higher to select this iaijutsu technique.

**Hindering Slash (Ex)** Whenever the legendary samurai makes a successful iaijutsu strike against a creature, that creature must make a Fortitude saving throw or be staggered for 1 round. At 12th round, the foe is instead stunned for 1 round. At 18th level, is instead paralyzed for 1 round and then staggered for 1 round. A legendary samurai must be 6th level or higher to select this technique.

**Lethargy Slash (Ex)**  Whenever the legendary samurai makes a successful iaijutsu strike against a creature, that creature must make a Fortitude saving throw or become fatigued for a number of rounds equal to the legendary samurai’s Charisma modifier (minimum 1). At 8th level, their foe is instead exhausted for the duration of this effect. At 14th round, the foe is also staggered for 1 round.

**Nightmare Slash (Ex)** Whenever the legendary samurai makes a successful iaijutsu strike against a creature, that creature must make a Will saving throw or become shaken for a number of rounds equal to the legendary samurai’s Charisma modifier (minimum 1). At 8th level, the foe is also frightened for 1 round. At 14th level, the foe is also cowering for 1 round and then frightened for 1 round. This is a fear effect.

**Soul Slash (Ex)** Whenever the legendary samurai makes a successful iaijutsu strike against a creature, that creature must make a successful Fortitude saving throw or gain 2 negative levels. At 16th level, this is increased to 3 negative levels. A legendary samurai must be 9th level or higher to select this technique.

**Utility Slash (Ex)**  Whenever the legendary samurai makes a successful iaijutsu strike against a creature, the legendary samurai can attempt one of the following combat maneuvers against that creature as a free action which doesn’t provoke an attack of opportunity: bull rush, disarm, reposition, sunder, or trip. At 8th level, whenever the legendary samurai picks a combat maneuver, they are treated as though they had the corresponding “Greater” feat for that combat maneuver.

**Vacuum Slash (Ex)**  Whenever the legendary samurai makes an iaijutsu strike, they can select 1 creature or object of their size or smaller within 10 feet of them, the target must make a successful Reflex saving throw or be pulled 5 feet towards the legendary samurai (objects do not receive a save). This movement resolves before the attack roll, allowing them to target that creature or object with their iaijutsu strike. At 10th level, the creature or object can be up to 20 feet away and pulled up to 15 feet, taking a -2 penalty to their AC against the attack. At 14th level, the creature or object can be up to 30 ft away and pulled up to 25 feet, the penalty to their AC increasing to -4. A legendary samurai must be 5th level or higher to select this technique.

### Resolve (Ex)

Starting at 2nd level, a legendary samurai gains resolve that they can call upon to endure even the most devastating wounds and afflictions. They can spend 1 spirit and the listed action type to use resolve in one of the following ways:

* Determined: As a standard action, the legendary samurai can remove the fatigued, shaken, or sickened condition. If the legendary samurai is 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. This effect is a purely mental action.
* Resolute: As an immediate action, whenever the legendary samurai is required to make a Fortitude or Will save, they can roll twice and take the better result. They must decide to use this ability before rolling the saving throw.
* Unstoppable: As an immediate action, when the legendary samurai is reduced to fewer than 0 hit points but not slain, they can instantly stabilize and remain conscious. They are staggered, but they do not fall unconscious and begin dying if they take standard. They do fall unconscious if they take additional damage from any source.

### Warrior’s Grace (Ex)

At 2nd level, and every four levels afterwards, a legendary samurai can select one of the following vigilante talents, treating their legendary samurai level as their vigilante level for the purposes of qualifying for this social talent: celebrity discount, celebrity perks, feign innocence, songbird, skill familiarity, beast speech, gossip collector, instant recognition, mockingbird, loyal aid, safe house, social grace, subjective truth, triumphant return, or well-known expert.

### Blazing Initiative (Ex)

At 3rd level, whenever a legendary samurai would gain 1 spirit from their spirited initiative class feature, they instead gain 2 spirit. At 12th level, they instead gain 3.

### Kiai Arts (Su)

At 3rd level and every four levels after, a legendary samurai gains new ways to channel their fighting spirit into shouts called kiai arts. At each listed level, the legendary samurai gains all listed kiai arts for that level.  Although kiai arts are supernatural abilities, they all have the verbal component of a shout and thus cannot be used whenever a spell with a verbal component would be unusable.

#### 3rd Level

**Duty’s Call:** As a standard action, the legendary samurai can spend 1 spirit and touch an ally under the effect of a [fear] effect. If they do, that ally can make an additional saving throw against the effect with a morale bonus equal to the legendary samurai’s Charisma bonus (this bonus does not stack with any other ability that adds a Charisma bonus to saves such as Divine Grace). On a successful saving throw, the effect is ended as though the ally had made a successful saving throw. A samurai can spend 2 spirit while using this kiai art; if they do, it can be used as a move action.

**Follow My Lead:** Whenever the legendary samurai successfully strikes a creature, they can spend 1 spirit as a free action. If they do, all allies within 60 feet of themselves gain a circumstance bonus to damage rolls against that enemy equal to ½ the legendary samurai’s level for a number of rounds equal to the legendary samurai’s Charisma bonus (minimum 1).

**Soul-Rending Shout:** As a standard action, the legendary samurai can spend 1 spirit. If they do, the legendary samurai can make an Intimidate check to demoralize  all enemies within 60 feet of themselves, ignoring any immunity to fear effects those creatures may possess. If this check is successful, the samurai can spend 1 additional spirit to cause the creature to be frightened rather than shaken. A samurai can spend 2 spirit while using this kiai art;  if they do, it can be used as a move action.

#### 7th Level

**Duty’s Call, Charm**: The duty’s call kiai art can now be used for [charm] effects as well as [fear] effects.

**Ghost Blade**: As a free action, the legendary samurai can spend 1 spirit. If they do, any weapon they are currently wielding gains the  ghost touch property for a number of rounds equal to their Charisma modifier. In addition, if the legendary samurai attacks a creature they have challenged, they can ignore any miss chance that creature possesses granted by spells, spell-like abilities, extraordinary abilities, or supernatural effects (such as blur, invisibility, or similar effects). A legendary samurai can choose to spend 2  spirit when using this kiai art; if they do, they treat all creatures they attack as though they were the target of their challenge for the purposes of ignoring miss chances.

**To Your Last Breath:** As a swift action, the legendary samurai can spend 1 spirit. If they do, they gain a number of temporary hit points equal to their class level + their Charisma modifier for a number of rounds equal to their Charisma modifier. While a legendary samurai possesses temporary hit points from this ability, they ignore the fatigued and exhausted condition (this does not remove the condition but instead suppresses them). A legendary samurai can choose to spend 2 spirit when using this kiai art; if they do, at the beginning of each of their turns they gain an additional amount of temporary hit points equal to half their class level; these temporary hit points stack with those granted by spending 1 spirit.

#### 11th Level

**Duty’s Call, Compulsion:** The duty’s call kiai art can now be used for [compulsion] effects as well as [fear] and [charm] effects.

**Regroup:** As a move action, the legendary samurai can spend 1 spirit. If they do, they gain the effects of a freedom of movement spell until the end of their next turn. This effect is a purely mental action and does not require a verbal component. The legendary samurai may expend a standard action to grant all allies within 60 feet the ability to move up to 60 feet as an immediate action as long as they end their movement closer to the legendary samurai. This effect functions as normal for a kiai art. If the legendary samurai spends an additional 1 spirit per ally affected, they may instead be teleported to a space adjacent to the legendary samurai (or as close as possible if there are not any open squares adjacent to the legendary samurai).

**Spirit Charge:** As a full round action, a legendary samurai can spend 1 spirit. If they do, they become ethereal and any weapon they wield gains the ghost touch property until the end of their turn, moving 60 feet in a straight line. This  movement does not provoke attacks of opportunity, and the legendary samurai can make an attack roll against any creature they are adjacent to at any point during their movement. The legendary samurai can use any iaijutsu slash technique with each of these attacks, being able to use a different iaijutsu technique for each attack. A legendary samurai can choose to spend 2 spirit when using this kiai art; if they do, they can use this kiai art as a standard action.

#### 15th Level

**Duty’s Call, Possession:** The duty’s call kiai art can now be used to reroll saves against any magical possession effects such as the magic jar spell.

**Rebuke Sorcery:** As an immediate action, the legendary samurai can spend 2 spirit. If they do, they grant all allies (including themselves) within 60 feet a morale bonus to their saves against spells and spell-like abilities equal to the legendary samurai’s Charisma modifier for 1 round per class level. This morale bonus does not stack with any other ability that allows a creature to apply their Charisma modifier to their saving throws.

**Yojimbo’s Presence:** As a move action, the legendary samurai can spend 2 spirit. If they do, until the beginning of the legendary samurai’s next turn, whenever an ally within 60 feet of the legendary samurai is targeted with an attack roll, the legendary samurai can spend an immediate action to teleport both themselves and the targeted ally, switching space with the ally (if the ally would take up more space than the legendary samurai, the legendary samurai must end this movement in a space in which they could be a target of the triggering attack). The attack is instead resolved against the legendary samurai and provokes an attack of opportunity from the legendary samurai which is resolved before the triggering attack. A legendary samurai can choose to spend 3 spirit when using this kiai art; if they do, whenever they are teleported, all attacks made against the legendary samurai provoke attacks of opportunity (which are resolved before the attack) until the beginning of the legendary samurai’s next turn.

#### 19th Level

**Duty’s Call, Mind:** The duty’s call kiai art can now be used to reroll saves against mind-affecting effects.

**Shogun’s Demand:** As a standard action, the legendary samurai can spend 3 spirit to impose order on the battlefield. If they do, they create a stationary supernatural field within a 60-foot radius around the legendary samurai which remains for 1 minute. In this zone, flying creatures are immediately forced to land, ethereal creatures are forced to enter the material plane if used on the material plane, magical effects cannot move between planes or cause movement between planes, all illusion effects are suppressed, and physical movement in or out of the zone is prevented. Creatures receive a Will saving  throw (DC = 20 + the legendary samurai’s Charisma modifier) to resist these effects.

### Samurai’s Renown (Ex)

At 3rd level, a legendary samurai becomes well known in a specific community in which they gain the benefits of renown. They gain the renown vigilante social talent, treating their legendary samurai level as their vigilante level for this ability. This community can be an entire settlement or portions of a settlement (such as a particular district or neighborhood), depending on the population as allowed by the renown social talent. For the purposes of this class feature, the legendary samurai does not have a vigilante identity and is always considered to be their social identity.

### Banner (Ex)

At 4th level, a legendary samurai’s banner becomes a symbol of inspiration to their allies and companions. As long as the samurai’s banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 9th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least small or larger and must be carried or displayed by the samurai to function.

### Sheathe Block (Ex)

At 4th level, whenever the legendary samurai makes an iaijutsu strike, if they have a free hand, they can use it to pull out their sheath, gaining a +2 shield bonus against melee attacks until the beginning of their next turn. At the beginning of their next turn, they can return their sheath to their hip and sheathe weapon as a free action. At 8th level and every four levels thereafter, this bonus increases by +1.

### Dragon Defense (Ex)

At 5th level, as a free action, a legendary 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 legendary samurai takes a -10 penalty to AC on the next attack
* The legendary samurai takes a -5 penalty on the next Reflex save.

The next time the legendary samurai takes damage while using this ability, if that damage would activate their warrior’s guard ability, rather than gaining 1 spirit, they instead gain 2 spirit.

### Advanced Blade (Ex)

At 6th level, a legendary samurai gains Vital Strike as a bonus feat. At 11th level, they gain Improved Vital Strike. At 16th level, they gain Greater Vital Strike.

### Spirit Charge (Ex)

At 7th level, a legendary samurai can spend a move action before making an iaijutsu strike. If they do, whenever the legendary samurai would gain 1 spirit form their iaijutsu strike ability, they instead gain 2 spirit.

### Daimyo’s Renown (Ex)

At 8th level, a legendary samurai gains the great renown vigilante talent.

### Greater Resolve (Ex)

At 9th level, a legendary samurai can spend their spirit to negate some of their most grievous wounds. After a critical hit is confirmed against them, the legendary samurai can spend 1 spirit 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 legendary samurai uses this ability.

### Iaijutsu Mastery (Ex)

At 10th level, whenever a legendary samurai uses a iaijutsu slash technique, they can also apply a iaijutsu cut technique to the attack (such as ranged cut and armor-rending slash). If a technique which forces a creature to make a saving throw affects more than a single creature, the saving throw of any iaijutsu techniques applied to the iaijutsu strike is reduced by -2.

### Greater Banner (Ex)

At 10th level, a legendary samurai’s banner becomes a rallying call to their allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and effects. In addition, while their banner is displayed, the samurai can spend a swift action to wave the banner through the air, granting all allies within 60 feet an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day.

### Shogun’s Renown (Ex)

At 14th level, a legendary samurai gains the incredible renown vigilante talent.

### True Spirit Charge (Ex)

At 14th level, a legendary samurai can use their spirit charge ability as a swift action instead of a move action, although they can only use their spirit charge once per round.

### True Resolve (Ex)

At 17th level, a legendary samurai can spend spirit to avoid death. If they have at least 2 points of spirit remaining, they can spend all points of spirit 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 1 lower than their current hit points if they were already below -1), unconscious, and stable.

### Emperor’s Renown (Ex)

At 20th level, the legendary samurai can gain renown in a single community of up to 100,000 people (metropolis) or up to two larger cities of no more than 25,000 individuals (large city).

### Last Stand (Su)

At 20th level, a legendary samurai can spend 1 spirit as a move action to declare a last stand. For one round, the legendary 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 legendary samurai remains conscious and is not staggered while they are below 0 hit points. At the start of each subsequent turn, the legendary samurai can spend 1 spirit as a free action to extend the last stand for another round. No last stand may last for more than 3 rounds beginning on the round the last stand was declared.

Once the last stand ends, the legendary samurai gains 1 negative level. The negative level cannot be removed by normal means but heal when the legendary samurai completes an 8-hour rest. If the legendary samurai gains multiple negative levels through last stand, they are all healed by the same 8-hour rest.