Okay, I've been working on bits and pieces of this as html files because that's how I roll these days, but here's what I have for the Samurai (and related, the Sword Techniques).
THE SAMURAI (Advanced Class)
Hit Points: 5 + Con (x4 at first level)
Skill Points: 4 + Int (x4 at first level)
Class Skills: Acrobatics (Tumble + Balance), Climb, Concentration, Craft (Any), Diplomacy, Escape Artist, Gather Information, Intimidate, Jump, Knowledge (Any), Perception (Spot + Listen), Ride, Sense Motive, Stealth (Hide + Move Silently), Swim
Weapon Proficiencies: Swords, Axes, Polearms, Bows (the equipment page will specify what counts as what)
Armour Proficiencies: Not Armour, Light Armour, Medium Armour
BAB: Good
Saves: Good Will
Level | Class Features
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1 | Ancestral Weapon, Bushido
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2 | Mind's Eye, Blade Rush
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3 | Kiai!, Comedy to the Shin
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4 | Hurricane Slash, Parry Projectiles
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5 | Spiritual Guidance, Head-to-Head
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6 | Blind Fighting, Dark Secrecy
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7 | Iaijutsu, Bonus Evilty
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8 | Crimson Rain
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9 | Blade of Devastation
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10 | Cleanse Evil
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11 | Iaijutsu Focus
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12 | Dark X Slash, Winged Slayer
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13 | Cut Magic
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14 | Summer Rain Slash
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15 | Advancement
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16 | Dimension Slash, Super Crosslord
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17 | To The Death!, Blade of Souls
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18 | Revenge Mode, (Advancement)
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19 | (Advancement)
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20 | Wings of Fire, Scrolls of Wisdom
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Ancestral Weapon: Katana (1-handed 1d10 damage, 20/x3 critical). Always attuned, can be called from any distance with a Standard Action. Ghost Touch, Enhancement of +1 per 3 levels (round up).
Bushido (Ex): whenever he makes an attack against an enemy who is not Flanked or in a square threatened by the Samurai's allies, and the Samurai likewise is not threatened by the allies of his opponent, he has The Edge against his foe. Furthermore, any time he attacks or is attacked by a foe in that situation, and the attack does not include anybody else in the area of effect, he gains a point of Bushido. The maximum Bushido a samurai can hold is equal to half his level (round down) plus two. After he gains one or more points of Bushido, if he goes for five full rounds without gaining more, he loses his focus and loses all accumulated Bushido. At first level, spending a point of Bushido as part of an attack, after determining whether or not it hits, allows him to add his Wisdom Bonus to the damage roll, but later on it can be used for bigger effects.
Mind's Eye (Ex): starting at second level, the Samurai cannot be flanked - foes gain no benefit from doing so (although extra foes threatening his square will at least prevent him from gaining Bushido points).
Sword Techniques (Ex): as he gains levels, the Samurai learns a variety of Sword-based Techniques. At level two, he learns Blade Rush. Using this ability expends a point of Bushido. At level four, he learns Hurricane Slash. This expends a point of Bushido as well. At level eight, he learns Crimson Rain, which expends two points of Bushido. At level twelve, he learns both Dark X Slash and Winged Slayer, each requiring the expenditure of three points of Bushido. At level sixteen, he learns both Dimension Slash and Super Crosslord, each requiring four points of Bushido be spent. Finally, at level twenty he learns Wings of Fire, which costs five points of Bushido to use.
BLADE RUSH (Ex)
In the blink of an eye, the warrior dashes forwards, weaving past foes and slicing them in half. When he slows to a halt, they fall to the ground, dead.
With a Standard Action, the character performs a Partial Charge, only moving their regular Movement Speed in a Straight Line. They do not target a single foe, and may move through occupied squares (but not squares completely full of terrain, like walls - unless they already have the ability to move through them). They must end their movement in an unoccupied square.
The character makes a single attack roll, keeping in mind it is a Charge, and applies this attack against every enemy (and object, if applicable) they threaten at any point in the movement. Damage is rolled once and applied to every target hit, and if terrain is destroyed along the way, this can extend the movement out past that terrain.
HURRICANE SLASH (Su)
A windstorm rages around the helpless foe, and they can only briefly see the attacker, striking from different angles throughout the storm.
With a Standard Action, the character selects a target within double his normal reach on the horizontal plane, and no more than thirty feet higher or lower than him. Creating a relatively small tornado around him, the lower character is brought into the higher character's square. At this point, the attacker makes a single melee attack. If it hits, it deals normal weapon damage, plus 1d6 Wind damage per level. After the attack is resolved, the attacker moves up to ten feet in the direction of his choice and lands safely on the ground, and the attacked character is flung 1d6x10 feet in the opposite direction. The whirlwind remains until the start of the character's next turn, remaining stationary and potentially protecting against ranged attacks. If the attacker is higher than tenth level, the whirlwind remains for another round per level beyond tenth, and reaches to Medium Range from the ground.
CRIMSON RAIN (Ex)
The flying opponent is caught completely unaware as a blade pierces them from below. Blood showers the battlefield below, giving hope to allies.
With a Standard Action, the character selects a target within Close Range on the horizontal plane, and at least 10 feet higher than the character but no more than 150 feet. He makes a single attack against the foe, who is denied their Dexterity Bonus to Armour Class. If the attack hits, it deals normal weapon damage, plus 1d6 Slashing damage per level, and the target must pass a Fortitude Save (Strength-based) or begin falling. Either way, the attacker then lands harmlessly on his feet.
If the attack kills the foe, all allies within 60 feet of the attacker (upon landing) are cured of any Morale Penalties.
DARK X SLASH (Su)
With just a pair of slices, the target is caught in a dimensional rift, suffering an eternity of agony in just one moment.
With a Standard Action, the character makes two melee attacks against the target, both at their highest attack bonus. If at least one attack hits, the target suffers 15d6 Untyped damage, +2d6 extra damage for each level past 12. If both attacks hit, the target must also pass a Fortitude Save (Strength-based) or be forcefully sent to the Underworld. If the attack occurs in the Underworld, there is no additional effect on a failed Save.
This may alternatively be used to open a temporary travel portal to the Underworld, lasting for one minute. However it won't create portals back when you're already in the Underworld.
WINGED SLAYER (Su)
Borne aloft by wings of wrath, the warrior takes to the skies and brings destruction to all in his path.
As soon as a character learns this ability, they gain the ability to fly at a speed of 50 feet, though they can only fly in straight lines, similar to charging. Using this flight is not a part of using the Winged Slayer attack, and as such does not use any resources.
With a Full Round Action, the character may unleash the attack itself, making a flying Charge attack. If the attack hits, it deals damage as normal, but whether it hits or not, a Cone effect is created, starting in the target's square and extending outwards to Close Range. All in the area suffer 15d6 Magical Slashing damage, plus 2d6 additional damage for every level the attacker has past level 12, with a Reflex Save for half (Strength-based). This deals full damage to terrain, typically tunneling through the ground with the lower half of the cone, and reducing the surface to Difficult Terrain.
DIMENSION SLASH (Su)
The warrior's blade transforms into a wavering beam of pure destruction, a rift between worlds.
With a Standard Action, the character unleashes a slice out in a 5' wide Line reaching out to Medium Range, or alternatively, whirls it around, distorting the length of the blade to just hit everything within Close Range of them. Either way, everything in the area suffers 100 points of Untyped damage, plus 25 for each level the attacker has beyond 16th, with a Fortitude Save for half (Strength-based). Those who fail the save and are not slain outright are forcefully sent to a random world.
This may alternatively be used to open a temporary travel portal for one minute, either to a specific plane the character has visited before, or to "a random world" (character's choice).
SUPER CROSSLORD (Su)
With just a thought, the warrior enlarges his blade to blot out the sun, and cleaves the very land on which the battle takes place.
With a Swift Action, the character transforms his weapon such that it is far bigger than he is. Until the beginning of his next turn, the weapon threatens out to Close Range, and any attack is made in a 5' wide Line that reaches out to that full distance - it just has to include the target of a given attack, including Attacks of Opportunity. These attacks leave 20' deep crevasses in the terrain and typically cut all surrounding scenery apart, and each hit with the weapon deals 1d6 damage (of the weapon's usual type) per 2 levels.
WINGS OF FIRE (Su)
Fireballs rain upon foes as though from the heavens. When the storm ends, they look up to see the warrior incoming, burning with fury.
With a Full Round Action, the character may unleash this ultimate attack, as long as they are airborne at the start of their turn. First, they select a target within Charging distance. A firestorm is centred on that target, dealing 20d6 Fire damage to all within Medium Range, with a Reflex Save for half (Strength-based). The attacker then makes the actual flying charge, dealing normal damage if they hit. Whether or not they hit, however, there is an explosive eruption, causing all within Close Range to suffer 200 points of damage (half Slashing, half Fire), with a Fortitude Save for half (Strength-based). The ground beneath the targets takes full damage and is probably destroyed.
Kiai! (Ex): at third level, the Samurai gains the ability to convert successful attacks into automatic Critical Hits. He must spend a point of Bushido to do this, and does so after rolling a hit but before rolling damage. He may not use this ability for an Attack of Opportunity.
Comedy to the Shin (Ex): at level three, the Samurai learns a special technique which is unique to Samurai: a hit to the shin which hurts very much. With a Full Round Action, he makes a regular Charge attack. If it hits, it only deals half the usual amount of damage but also deals 1d6 point of Dexterity Damage, and he leaves the target Staggered for one round.
Parry Projectiles (Ex): starting at level four, the Samurai can cut projectiles out of the air. Against any ranged attack that rolls high enough to hit him, he may spend an Attack of Opportunity and make an attack roll. If his attack roll is higher than that of the incoming attack, it is cut from the air and he is unharmed. Otherwise, the attack hits normally.
Spiritual Guidance (Sp): at fifth level, a Samurai may seek guidance from his ancestors, or the nearby spirits, or his own memories from reincarnation. Once per day, he may cast Commune. He may also once per day cast Speak With Dead.
Head-to-Head (Ex): for a Samurai, the best way to attack someone is front-on, without trickery. As such, any time the fifth-level Samurai charges an opponent who is not denied their Dexterity Bonus to Armour Class, and who is not threatened by any of his allies, the Samurai may add his level to the damage roll as a Bonus. If he wishes, he may use a Free Action to shout a challenge to a foe who would normally be denied their Dexterity Bonus, thus allowing them the chance to defend properly: they are no longer denied their Dexterity Bonus to Armour Class, and as such the bonus damage applies if the other condition is met.
Blind Fighting (Ex): at level six, the Samurai gains Blind Fighting as a Bonus Evilty. This grants him the ability to roll twice and choose the better roll for any Miss Chance caused by Concealment, and can move at normal speeds in darkness without difficulty. He also doesn't need to guess the location of Invisible foes within sixty feet, able to pin-point their square via Blindsense.
Dark Secrecy (Su): at level six, the Samurai develops the technique of iaijutsuing people in half, moving as swiftly as a shadow in one fluid movement. At the cost of one point of Bushido, he may use a Standard Action to Teleport fifty feet and make a single attack against one opponent directly between the two points. The attack is resolved as a Touch Attack, and deals an additional 1d6 points of Slashing damage per two levels (round up).
Iaijutsu (Ex): whenever the seventh-level Samurai has The Edge on an opponent, he may take an Attack of Opportunity against that foe with an Immediate Action (spending both the Immediate Action and the Attack of Opportunity) at any time, without the foe needing to Provoke.
Bonus Evilty: at level seven, the Samurai chooses whether to gain Euthanasia or Kamikaze as a Bonus Evilty. These are essentially different sides of the same coin - deciding whether to be more effective against injured foes or to fight better when injured.
Kamikaze: When your Hit Points fall below half their normal maximum, you gain a +4 Circumstance Bonus to Attack and Damage rolls. When they fall below a quarter of their maximum, your Critical Threat Range and Critical Multiplier are both doubled.
Euthanasia: Performing a Coup de Grace is only a Standard Action for you, and may be performed on opponents who are merely Stunned. Killing an opponent grants you a +2 Morale Bonus to Attack and Damage rolls for a number of rounds equal to the hit dice of the target.
Blade of Devastation (Ex): at level nine, the Samurai ignores all Hardness and Material-based Damage Reduction (the kind overcome by either Silver, Iron, Wood or Adamantium) with his attacks, and can simply destroy unattended objects without needing to specifically attack them - he can attack someone hiding behind cover, automatically destroying the covering object (unless it is actually a piece of equipment held by the target) and continue the attack, without the Cover Bonus (which no longer exists). When wielding his Ancestral Weapon, he may use a Standard Action to destroy chunks of terrain up to 10x10x10 feet in size, or destroy up to a 10x10' section of a [Force] effect.
Cleanse Evil: killing demons is very important. At level ten, the Samurai gains Cleanse Evil as a Bonus Evilty. This grants him The Edge against all creatures with the [Demon] Subtype as long as he recognises them as such. He also has +3 to Attack rolls and Save DCs for any effects against these creatures. If a [Demon] takes on a different form, he can see through it with Sense Motive against their Bluff, thus gaining the other effects of this Evilty.
Iaijutsu Focus (Ex): starting at level eleven, the Samurai may spend one point of Bushido to, as an Immediate Action, unleash his full array of Attacks of Opportunity at once, even if the foe does not Provoke. This still uses the Attacks of Opportunity for that round.
Cut Magic (Ex): at level thirteen, a Samurai can attack ongoing spell effects by attacking the square they are in (for Area of Effect Spells and Spell-Like Abilities) or the Object or Person (for targeted effects - dealing damage to the target as normal). He has to roll high enough to hit the target (for targeted effects), and his attack roll must also be at least as high as the Caster Level + 10. If successful, the effect is Dispelled (or, for area effects, a 10x10x10' area is Dispelled). Additionally, his attacks ignore any improvements to Armour Class gained from Spells or Spell-Like Abilities, including effects cast by items.
Summer Rain Slash (Ex): at level fourteen, the final attack of the Samurai is learned: a series of strikes that build upon each other. Just as no individual drop of rain drenches someone yet standing in the rain leaves you soaked, no individual slice is deadly yet the combined assault can fell almost any foe. With a Standard Action, he spends three Bushido and makes one melee attack roll, and subtracts the opponent's Armour Class. If the result is a positive number, he delivers that many regular hits. Otherwise, the attack misses.
Advancement: at level fifteen, the Samurai gets to decide how to upgrade into something beyond being a "mere" Samurai: he can become an
Iaijutsu Master, a
Storm Blade, an
Exorcist, or
Demon Samurai.
An
Iaijutsu Master is straight-up the best at iaijutsuing people in half. That's a word and you know it. Anyone struck by his Attacks of Opportunity must make a Fortitude Save (DC 10 + half his level + his Wisdom Bonus) or be
Dazed for one round. A successful save grants immunity to further uses for five rounds. At level eighteen, he gains
Deny Armour (Ex): all attacks with his
Ancestral Weapon resolves his attacks as Touch Attacks and ignores all Damage Reduction. At level nineteen, he becomes an
Iaijutsu Grand Master (Ex): every time he makes an Attack of Opportunity, it is an automatic Critical Hit.
A
Storm Blade channels thunder and lightning through his blade, and treats the wind as an ally. He gains a constant
Air Walk effect, gains Wind Resistance and Electricity Resistance equal to his level, and learns the special technique
Gale Cutter (Su): by spending one point of
Bushido, he may make an attack with his
Ancestral Weapon as a Swift Action, and add his Wisdom Bonus to the damage. The damage of the entire attack becomes Wind damage. At level eighteen, he learns the
Storm Cutter Style (Su): all Attacks of Opportunity he makes deal +3d8 Electricity damage and cause lightning to arc out, dealing 1d8 + his Wisdom Bonus in Electricity damage to all other enemies within 10 feet of the target (no save). At level nineteen, he learns the mystic technique of
Typhoon Dancer (Su): within a one mile radius, the weather is whatever he wants it to be. It takes a Full Round Action to change his mind and cause the weather to mystically realign to his wishes, but he can in fact do that. The weather effects of others in this area can only last for up to one round each if they are incompatible with the weather he is creating (so most direct-damage elemental spells will still work, as will summoning elemental creatures, but if there is no wind, there will be no lasting hurricanes, and if there is a downpour, fires will be extinguished).
An
Exorcist specialises in fighting and killing demons, fighting with virtue and righteousness. Nothing disqualifies demons from being Exorcists. The Exorcist radiates a permanent 10' radius
Magic Circle Against Evil, and generates twice as many points of
Bushido from all foes with the [Demon] Subtype. At level eighteen, he gains the
Consecrating Strike (Su): any Attack of Opportunity he makes against a [Demon] is automatically upgraded to a Critical Hit if it hits, and forces them to attempt a Will Save (DC 10 + half his level + his Wisdom Bonus) or be banished to their home plane. At level nineteen, he gains
Infinite Justice (Ex): his
Weapon Techniques no longer cost any
Bushido as long as the only targets are [Demon] creatures. For single-target effects, this is a matter of "targeting a [Demon]", whereas Area of Effect abilities may require aiming carefully.
A
Demon Samurai fights for the Netherworld, either starting as a demon or becoming one and taking on hellish aspects. He gains the
Mantle of the Dark One (Su): any time he wears armour of any kind, after ten minutes it transforms into
Demon Armour ((which will basically be really good Medium Armour in this game)). It retains all magical properties, but also grants him the ability to see all living creatures - they can hide, but they can't just turn
Invisible. He even sees them if
Blinded. Any living creature slain within 20 feet of him has part of its Mana Power absorbed through the armour, restoring 1d10 lost Hit Points to the Samurai. If he removes the armour, it returns to its former form unless he has worn it continuously for a year. At level eighteen, he gains
Blade of Terror (Su): he may use a Standard Action at will to terrify his foes, making one Demoralise attempt against all enemies within Line of Sight. If he successfully affects a foe, they become
Paralyzed with Fear for 1 round per 3 levels and he gains 1 point of
Bushido. Anyone who resists the effect becomes Immune until the next sunset. At level nineteen, he learns
Hell Razor (Su): when wielding his
Ancestral Weapon, he can make attacks out to any range he can see (although he doesn't threaten this infinite range). Additionally the damage dealt by the weapon cannot be healed in any way until the victim is either killed and
Resurrected, or until they receive a
Restoration effect.
To the Death! (Ex): at level seventeen, the Samurai learns a very dangerous technique, one that can cut both ways: by stepping in and deliberately throwing himself into the attack he launches, he can deal more damage, but put himself in a position to easily be killed by a counter attack. Before making an attack, he may declare it is To The Death!, in which case it automatically deals maximum damage, and adds his level to the damage roll. However, if this does not kill the target (such as by missing), he then Provokes an Attack of Opportunity from them, which also deals maximum damage and adds the attacker's level to the damage.
Blade of Souls (Ex): any enemy killed by the seventeenth-level Samurai's Ancestral Weapon has his soul sucked into the blade. The enemy cannot be brought back from the dead in any way until either the Blade is broken or the Samurai willingly releases the soul. If he doesn't want to do that, the Samurai can instead refine and sell the soul (at a value of the Challenge Rating, squared, multiplied by 100 Hell) or consume it to regain one point of Bushido.
Revenge Mode (Ex): starting at level eighteen, the Samurai reacts poorly to critical hits, unleashing hell against his foe. Any time he suffers a Critical Hit from a foe who grants him Bushido Points (meeting the requirements), he gains a number of additional Bushido Points equal to his Wisdom Bonus (minimum +1 for at least 2 Points gained).
Scrolls of Wisdom (Ex): the twentieth-level Samurai has reached the pinnacle of his art, and may spend a month composing a treatise of his collected wisdom. Once it is written, he may distribute it to others - any reader who has at least one level of Samurai gains a +2 Bonus to attack other characters with Samurai levels, except for the Samurai who wrote the treatise (against whom they suffer a -8 Penalty to hit).
At this pinnacle of enlightenment, the Samurai gains certain benefits that are retained even should he perform a True Reincarnation*: his Wisdom is increased by 2 points, and as long as at least one copy of the treatise exists he does not age. He retains the Ancestral Weapon even if he performs a True Reincarnation into something else, and retains his Proficiency with it, although its Enhancement Bonus is "reset", and he retains the Bushido and Kiai! abilities (recalculating the maximum based on his new level). An Iaijutsu Master retains his Iaijutsu Grand Master ability. A Storm Blade retains his Gale Cutter ability and Wind and Electricity Resistance. An Exorcist retains his Consecrating Strike ability. A Demon Samurai retains his Blade of Terror ability.
*The game will have two types of Reincarnation: Basic, where you just rebuild your character between sessions, and True, which is the "Okay you hit level 20, let's do something broken" games are apparently supposed to have. Characters will start again at first level, but keep certain features and gain some bonuses. I don't even care that it will be a bit of a mess there, you've just played through past level 20.
Alternate Samurai:
If the player wishes and Mister Cavern agrees, the Samurai may focus on the use of spears: the Ancestral Weapon is a Naginata, and instead of Sword Techniques, he gains access to Polearm Techniques: Impaler Drop at level two, Pole Charge at level four, Storm Shock at level eight, Around the Moon and Phoenix Valour at level twelve, Divine Storm and Meteor Sky Spear at level sixteen, and Brunhilda at level twenty. The Bushido costs remain the same.