trav_laney
First Post
This is the third edit of an ongoing project of mine, to create a core class for Samurai that sucks less than the one in Complete Warrior. (first edit, second edit) Some said it couldn't be done, that the opinions are too varied and the history too expansive to put into a single class that everyone would like. Some even said that it shouldn't be done, that a D20 samurai is nothing more than a fighter with funny-looking armor.
But I tried it anyway. I went on with the project, doomed it may be. I posted, I revised, I posted, I revised. I took criticism and made changes, and eventually had a new core class that I am satisfied with. Special thanks to Fat Daddy, Sadrik, Exempt, Smootrk, Xcorvis, Kularian, Li Shenron, and many others for the helpful (and relentless) criticism and input. You know who you are.
Did I achieve my goal? Does this particular samurai suck less than the one in Complete Warrior? You decide...vote in the poll and let me know.
Core Class: Samurai
Characteristics: What sets a samurai apart from all other classes is the code of bushido, or “way of the warrior.” Bushido is a code of conduct, a system of honor and loyalty that governs every aspect of the samurai’s life. A samurai lives only to bring honor to his lord, to his family, and to himself.
Samurai are highly-trained combatants, each focusing on a particular fighting style. The stereotypical samurai is the student of the katana (bastard sword) but it is important to note that many samurai were also skilled horsemen, archers, and shock troops. Samurai were trained in the ways of kenjutsu (“sword methods,”) kyuba no machi (“the way of the horse and bow,”) and sodo (“the way of the spear.”)
Game Rule Information
Samurai have the following game statistics.
Alignment: any Lawful
Hit Dice: d8
Starting Gold: as paladin
Class Skills
The samurai’s Class Skills (and the key abilities for each) are Concentration (Con), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge [history] (Int), Knowledge [nobility] (Int), Profession (Wis), Ride (Dex), and Swim (Str).
Skill Points at 1st Level: (2 + Intelligence modifier) x 4
Skill Points per Level: 2 + Intelligence modifier
EDIT: Skill points at 1st Level changed to (4 + Intelligence modifier) x 4
EDIT: Skill points per level changed to 4 + Intelligence modifier.
Class Features
The following are the class features of the samurai class.
Weapon and Armor Proficiencies: The samurai is proficient with all simple and martial weapons, as well as the katana (bastard sword). They are proficient with all armor, but not shields.
Focused Strike (Ex): By concentrating on a chosen foe, the samurai can deliver powerful blows that deal devastating amounts of damage.
To use this ability, the samurai first selects a single opponent in a space that he threatens. The samurai adds his Charisma bonus (if any) to the attack roll, and deals 1 extra point of damage per samurai level. Creatures who are not subject to critical hits do not take this extra damage, although the bonus to the attack roll still applies.
At 5th level, and at every five levels thereafter, the samurai may make a Focused Strike one additional time per day, to a maximum of five times per day at 20th level.
Staredown (Ex): [modified from "Complete Warrior," page 10.] Beginning at 1st level, a samurai gains a +4 competence bonus to all Intimidate checks made to demoralize an opponent (see the Intimidate skill description in the SRD for more information).
At 9th level, the samurai may demoralize all opponents within 30 feet, with a single Intimidate check as a standard action. The samurai need not threaten his opponents to demoralize them, although he must be visible to them.
At 14th level, the samurai may demoralize all opponents within 30 feet with a single Intimidate check as above, but may do so as a move action.
Combat Style (Ex): At 2nd level, a samurai selects one of three combat styles to pursue: kenjutsu, kyuba, or sodo. This choice affects the character’s class features, but does not restrict his selection of feats or special abilities in any way.
Kenjutsu (“sword methods”) is a fighting style that focuses on using the katana. If a samurai chooses kenjutsu as his fighting style, he is treated as having the Cleave feat even if he does not have the normal prerequisite for that feat, but only while fighting with the katana.
Kyuba (short for kyuba no machi, or “way of the horse and bow”) is a fighting style that focuses on mounted combat and archery. If a samurai chooses kyuba as his fighting style, he is treated as having the Mounted Archery feat even if he does not have the normal prerequisites for that feat.
Sodo (“way of the spear”) is a fighting style that focuses on combat with polearms. If a samurai chooses sodo as his fighting style, he is treated as having the Improved Trip feat even if he does not have the normal prerequisite for that feat, but only when fighting with a polearm. A polearm is defined as a longspear, naginata (glaive), ranseur, or yari (guisarme) for the purposes of this ability.
Unlike the ranger class, a samurai retains the benefits of his combat style while wearing any kind of armor.
Iaijutsu (Ex): At 3rd level, the samurai gains the Quick Draw feat for free as a bonus feat.
Improved Combat Style (Ex): At 6th level, a samurai’s aptitude in his chosen combat style (kenjutsu, kyubi, or sodo) improves.
If he has selected kenjutsu at 2nd level, he is treated as having the Great Cleave feat, but only when fighting with the katana. If he has selected kyuba, he is treated as having the Ride-By Attack feat. If he has selected sodo, he is treated as having the Spring Attack feat, but only when fighting with a polearm. He gains this ability even if he does not have the normal prerequisites for that particular feat.
As before, a samurai retains the benefits of his combat style while wearing any kind of armor.
Combat Style Mastery (Ex): At 11th level, a samurai’s aptitude in his chosen combat style (kenjutsu, kyubi, or sodo) improves again.
If the samurai has chosen kenjutsu as his combat style, he is treated as having the Improved Critical [katana] feat. If the Samurai has chosen kyuba as his combat style, he is treated as having the Spirited Charge feat. If the samurai has chosen sodo as his combat style, he is treated as having the Whirlwind Attack feat, but only when fighting with a polearm. He gains these abilities even if he does not meet the normal prerequisites for these feats.
As before, a samurai retains the benefits of his combat style while wearing any kind of armor.
Crippling Strike (Ex): If he desires, the samurai may use his Focused Strike ability to deal a powerful blow that drains his foe’s strength. A creature struck by the samurai’s Focused Strike also takes 2 points of Strength damage. Lost strength returns at the rate of 1 point per day.
Deadly Strike (Ex): If a samurai studies his opponent for 3 rounds and then makes a successful Focused Strike, the strike has the additional effect of possibly either paralyzing or killing the target (samurai’s choice). While studying the victim, the samurai can undertake other actions so long as his attention stays focused on the target and the target does not leave the samurai’s threatened area. If the victim of such an attack fails a Fortitude save (DC 10 + the samurai’s class level + the samurai’s Charisma modifier) against the kill effect, he dies. If the saving throw fails against the paralysis effect, the opponent is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the samurai. If the opponent’s saving throw succeeds, the attack is considered to be a normal Focused Strike. Once the samurai has completed the 3 rounds of study, he must make the Focused Strike within the next 3 rounds.
If a Deadly Strike is attempted and fails (the victim makes his save throw), or if the samurai does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before the samurai can attempt another Deadly Strike.
EDIT: The Save DC for this ability should be (10 + 1/2 Samurai level + Samurai Charisma modifier).
Combat Style Perfection (Ex): At 17th level, the samurai has become the unequalled master of his chosen combat style (kenjutsu, kyubi, or sodo).
Supreme Cleave (Ex): If the samurai has chosen kenjutsu as his combat style, he gains the Supreme Cleave ability. This ability allows the samurai to take a single five-foot step between cleave attacks, while using his Greater Cleave ability. These five-foot steps count towards the samurai’s allowable movement for the round, and are subject to all normal rules of movement (such as provoking attacks of opportunity, unsure footing, and difficult terrain). As with all kenjutsu abilities, the Mighty Cleave may only be used when the Samurai is fighting with the katana.
Perfect Archer (Ex): If the samurai has chosen kyuba as his combat style, his mounted archery achieves perfection, allowing him to make ranged attacks while mounted almost as well as he can when standing on the ground. The samurai no longer suffers any penalties for ranged attacks made from the back of a mount moving at its normal speed, and takes only a -2 penalty to ranged attacks made from the back of a running (or charging) mount.
Lunging Strike (Ex): If the samurai has chosen sodo as his combat style, he gains a special Lunging Strike ability. This ability allows the samurai to attack adjacent foes as well as foes who are 10 feet away, when fighting with a polearm. As with all sodo abilities, the Lunging Strike may only be used when the samurai is fighting with a longspear, naginata (glaive), ranseur, or yari (guisarme).
A Samurai retains the benefits of his combat style while wearing any kind of armor.
Multiclassing Note: Like a member of any other class, a samurai may be a multiclass character, but multiclass samurai face a special restriction. A samurai who gains a new class level or (if already multiclass) raises another class by a level may never again raise his samurai level, though he retains all of his samurai abilities.
Ex-Samurai (ronin): A samurai who willfully commits an act against his lord, who grossly violates the code of bushido, who ceases to be lawful in alignment, or is released from service by his lord (often when the samurai's lord dies or is removed from power) cannot continue to gain levels as a samurai. Such samurai are known as ronin.
Ronin retain all class abilities of his samurai class, but cannot gain further levels as a samurai until he has properly atoned for his misdeeds or pledged service to a new lord. Due to the nature of his offense or release, this could be as simple as a public apology or pledge of loyalty, or could be as dire as ritualistic suicide. Ronin are able to advance in levels of other classes (becoming multiclass characters), but if they choose to do so, they may never again return to the path of samurai (see Multiclassing Note, above.)
But I tried it anyway. I went on with the project, doomed it may be. I posted, I revised, I posted, I revised. I took criticism and made changes, and eventually had a new core class that I am satisfied with. Special thanks to Fat Daddy, Sadrik, Exempt, Smootrk, Xcorvis, Kularian, Li Shenron, and many others for the helpful (and relentless) criticism and input. You know who you are.
Did I achieve my goal? Does this particular samurai suck less than the one in Complete Warrior? You decide...vote in the poll and let me know.

Core Class: Samurai
Characteristics: What sets a samurai apart from all other classes is the code of bushido, or “way of the warrior.” Bushido is a code of conduct, a system of honor and loyalty that governs every aspect of the samurai’s life. A samurai lives only to bring honor to his lord, to his family, and to himself.
Samurai are highly-trained combatants, each focusing on a particular fighting style. The stereotypical samurai is the student of the katana (bastard sword) but it is important to note that many samurai were also skilled horsemen, archers, and shock troops. Samurai were trained in the ways of kenjutsu (“sword methods,”) kyuba no machi (“the way of the horse and bow,”) and sodo (“the way of the spear.”)
Game Rule Information
Samurai have the following game statistics.
Alignment: any Lawful
Hit Dice: d8
Starting Gold: as paladin
Class Skills
The samurai’s Class Skills (and the key abilities for each) are Concentration (Con), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge [history] (Int), Knowledge [nobility] (Int), Profession (Wis), Ride (Dex), and Swim (Str).
EDIT: Skill points at 1st Level changed to (4 + Intelligence modifier) x 4
EDIT: Skill points per level changed to 4 + Intelligence modifier.
Class Features
The following are the class features of the samurai class.
Weapon and Armor Proficiencies: The samurai is proficient with all simple and martial weapons, as well as the katana (bastard sword). They are proficient with all armor, but not shields.
Focused Strike (Ex): By concentrating on a chosen foe, the samurai can deliver powerful blows that deal devastating amounts of damage.
To use this ability, the samurai first selects a single opponent in a space that he threatens. The samurai adds his Charisma bonus (if any) to the attack roll, and deals 1 extra point of damage per samurai level. Creatures who are not subject to critical hits do not take this extra damage, although the bonus to the attack roll still applies.
At 5th level, and at every five levels thereafter, the samurai may make a Focused Strike one additional time per day, to a maximum of five times per day at 20th level.
Staredown (Ex): [modified from "Complete Warrior," page 10.] Beginning at 1st level, a samurai gains a +4 competence bonus to all Intimidate checks made to demoralize an opponent (see the Intimidate skill description in the SRD for more information).
At 9th level, the samurai may demoralize all opponents within 30 feet, with a single Intimidate check as a standard action. The samurai need not threaten his opponents to demoralize them, although he must be visible to them.
At 14th level, the samurai may demoralize all opponents within 30 feet with a single Intimidate check as above, but may do so as a move action.
Combat Style (Ex): At 2nd level, a samurai selects one of three combat styles to pursue: kenjutsu, kyuba, or sodo. This choice affects the character’s class features, but does not restrict his selection of feats or special abilities in any way.
Kenjutsu (“sword methods”) is a fighting style that focuses on using the katana. If a samurai chooses kenjutsu as his fighting style, he is treated as having the Cleave feat even if he does not have the normal prerequisite for that feat, but only while fighting with the katana.
Kyuba (short for kyuba no machi, or “way of the horse and bow”) is a fighting style that focuses on mounted combat and archery. If a samurai chooses kyuba as his fighting style, he is treated as having the Mounted Archery feat even if he does not have the normal prerequisites for that feat.
Sodo (“way of the spear”) is a fighting style that focuses on combat with polearms. If a samurai chooses sodo as his fighting style, he is treated as having the Improved Trip feat even if he does not have the normal prerequisite for that feat, but only when fighting with a polearm. A polearm is defined as a longspear, naginata (glaive), ranseur, or yari (guisarme) for the purposes of this ability.
Unlike the ranger class, a samurai retains the benefits of his combat style while wearing any kind of armor.
Iaijutsu (Ex): At 3rd level, the samurai gains the Quick Draw feat for free as a bonus feat.
Improved Combat Style (Ex): At 6th level, a samurai’s aptitude in his chosen combat style (kenjutsu, kyubi, or sodo) improves.
If he has selected kenjutsu at 2nd level, he is treated as having the Great Cleave feat, but only when fighting with the katana. If he has selected kyuba, he is treated as having the Ride-By Attack feat. If he has selected sodo, he is treated as having the Spring Attack feat, but only when fighting with a polearm. He gains this ability even if he does not have the normal prerequisites for that particular feat.
As before, a samurai retains the benefits of his combat style while wearing any kind of armor.
Combat Style Mastery (Ex): At 11th level, a samurai’s aptitude in his chosen combat style (kenjutsu, kyubi, or sodo) improves again.
If the samurai has chosen kenjutsu as his combat style, he is treated as having the Improved Critical [katana] feat. If the Samurai has chosen kyuba as his combat style, he is treated as having the Spirited Charge feat. If the samurai has chosen sodo as his combat style, he is treated as having the Whirlwind Attack feat, but only when fighting with a polearm. He gains these abilities even if he does not meet the normal prerequisites for these feats.
As before, a samurai retains the benefits of his combat style while wearing any kind of armor.
Crippling Strike (Ex): If he desires, the samurai may use his Focused Strike ability to deal a powerful blow that drains his foe’s strength. A creature struck by the samurai’s Focused Strike also takes 2 points of Strength damage. Lost strength returns at the rate of 1 point per day.
Deadly Strike (Ex): If a samurai studies his opponent for 3 rounds and then makes a successful Focused Strike, the strike has the additional effect of possibly either paralyzing or killing the target (samurai’s choice). While studying the victim, the samurai can undertake other actions so long as his attention stays focused on the target and the target does not leave the samurai’s threatened area. If the victim of such an attack fails a Fortitude save (
If a Deadly Strike is attempted and fails (the victim makes his save throw), or if the samurai does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before the samurai can attempt another Deadly Strike.
EDIT: The Save DC for this ability should be (10 + 1/2 Samurai level + Samurai Charisma modifier).
Combat Style Perfection (Ex): At 17th level, the samurai has become the unequalled master of his chosen combat style (kenjutsu, kyubi, or sodo).
Supreme Cleave (Ex): If the samurai has chosen kenjutsu as his combat style, he gains the Supreme Cleave ability. This ability allows the samurai to take a single five-foot step between cleave attacks, while using his Greater Cleave ability. These five-foot steps count towards the samurai’s allowable movement for the round, and are subject to all normal rules of movement (such as provoking attacks of opportunity, unsure footing, and difficult terrain). As with all kenjutsu abilities, the Mighty Cleave may only be used when the Samurai is fighting with the katana.
Perfect Archer (Ex): If the samurai has chosen kyuba as his combat style, his mounted archery achieves perfection, allowing him to make ranged attacks while mounted almost as well as he can when standing on the ground. The samurai no longer suffers any penalties for ranged attacks made from the back of a mount moving at its normal speed, and takes only a -2 penalty to ranged attacks made from the back of a running (or charging) mount.
Lunging Strike (Ex): If the samurai has chosen sodo as his combat style, he gains a special Lunging Strike ability. This ability allows the samurai to attack adjacent foes as well as foes who are 10 feet away, when fighting with a polearm. As with all sodo abilities, the Lunging Strike may only be used when the samurai is fighting with a longspear, naginata (glaive), ranseur, or yari (guisarme).
A Samurai retains the benefits of his combat style while wearing any kind of armor.
Multiclassing Note: Like a member of any other class, a samurai may be a multiclass character, but multiclass samurai face a special restriction. A samurai who gains a new class level or (if already multiclass) raises another class by a level may never again raise his samurai level, though he retains all of his samurai abilities.
Ex-Samurai (ronin): A samurai who willfully commits an act against his lord, who grossly violates the code of bushido, who ceases to be lawful in alignment, or is released from service by his lord (often when the samurai's lord dies or is removed from power) cannot continue to gain levels as a samurai. Such samurai are known as ronin.
Ronin retain all class abilities of his samurai class, but cannot gain further levels as a samurai until he has properly atoned for his misdeeds or pledged service to a new lord. Due to the nature of his offense or release, this could be as simple as a public apology or pledge of loyalty, or could be as dire as ritualistic suicide. Ronin are able to advance in levels of other classes (becoming multiclass characters), but if they choose to do so, they may never again return to the path of samurai (see Multiclassing Note, above.)
Code:
Core Class: Samurai
Lv BAT Fort Ref Will Special
1 +1 +2 +0 +2 Focused Strike 1/day, Staredown
2 +2 +3 +0 +3 Combat Style
3 +3 +3 +1 +3 Iaijutsu
4 +4 +4 +1 +4
5 +5 +4 +1 +4 Focused Strike 2/day
6 +6/+1 +5 +2 +5 Improved Combat Style
7 +7/+2 +5 +2 +5
8 +8/+3 +6 +2 +6
9 +9/+4 +6 +3 +6 Staredown (30’ range)
10 +10/+5 +7 +3 +7 Focused Strike 3/day
11 +11/+6/+1 +7 +3 +7 Combat Style Mastery
12 +12/+7/+2 +8 +4 +8 Crippling Strike
13 +13/+8/+3 +8 +4 +8
14 +14/+9/+4 +9 +4 +9 Staredown (move action), Deadly Strike
15 +15/+10/+5 +9 +5 +9 Focused Strike 4/day
16 +16/+11/+6/+1 +10 +5 +10
17 +17/+12/+7/+2 +10 +5 +10 Combat Style Perfection
18 +18/+13/+8/+3 +11 +6 +11
19 +19/+14/+9/+4 +11 +6 +11
20 +20/+15/+10/+5 +12 +6 +12 Focused Strike 5/day
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