Samurai Class

A combination of the Samurai class variations from Complete Warrior and Oriental Adventures.

The Samurai
Level BAB Fort Ref Will Special
1 +1 +2 +0 +2 Ancestral Daisho
2 +2 +3 +0 +3 Two-Weapon Fighting
3 +3 +3 +1 +3 ---
4 +4 +4 +1 +4 ---
5 +5 +4 +1 +4 Quick Draw
6 +6/+1 +5 +2 +5 Staredown
7 +7/+2 +5 +2 +5 ---
8 +8/+3 +6 +2 +6 Improved Initiative
9 +9/+4 +6 +3 +6 ---
10 +10/+5 +7 +3 +7 Mass Staredown
11 +11/+6/+1 +7 +3 +7 Improved Two-Weapon Fighting
12 +12/+7/+2 +8 +4 +8 ---
13 +13/+8/+3 +8 +4 +8 ---
14 +14/+9/+4 +9 +4 +9 Improved Staredown
15 +15/+10/+5 +9 +5 +9 ---
16 +16/+11/+6/+1 +10 +5 +10 Two-Weapon Defense
17 +17/+12/+7/+2 +10 +5 +10 ---
18 +18/+13/+8/+3 +11 +6 +11 ---
19 +19/+14/+9/+4 +11 +6 +11 Greater Two-Weapon Fighting
20 +20/+15/+10/+5 +12 +6 +12 ---

Hit Die: Samurai get 1d10 + Con modifier hit points per level.

Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Perform (any) (Cha), Ride (Dex), Sense Motive (Wis)

  • Skill Points at 1st Level: (2 + Intelligence modifier) x 4
  • Skill Points at Each Additional Level: 2 + Intelligence modifier

Weapon and Armor Proficiency: All simple and martial weapons. All armor types but not shields.

Ancestral Daisho: Begin play with a katana and wakizashi (masterwork bastard sword and short sword) that have been passed down from parent to child for generations. The samurai is considered fully proficient in both weapons. The samurai may awaken the supernatural abilities latent in the ancient weapons after gaining experience and treasure. To accomplish this, the samurai must enter a temple of Jade and make an offering worth a certain amount of gold. After meditating a number of days equal to his level the power will awaken. After awakening a weapon to a +1 attack and damage bonus, the samurai can choose to add further bonuses (up to +5) or special abilities such as flaming, frost or keen. A weapon’s special ability may be replaced by a more powerful special ability later on.

  • Weapon bonus: +1. Sacrifice required: 1000 gp. Character Level Required: 3rd.
  • Weapon bonus: +2. Sacrifice required: 3000 gp. Character Level Required: 5th.
  • Weapon bonus: +3. Sacrifice required: 5000 gp. Character Level Required: 7th.
  • Weapon bonus: +4. Sacrifice required: 7000 gp. Character Level Required: 9th.
  • Weapon bonus: +5. Sacrifice required: 9000 gp. Character Level Required: 11th.
  • Weapon bonus: +6. Sacrifice required: 12000 gp. Character Level Required: 13th.
  • Weapon bonus: +7. Sacrifice required: 15000 gp. Character Level Required: 15th.
  • Weapon bonus: +8. Sacrifice required: 20000 gp. Character Level Required: 16th.
  • Weapon bonus: +9. Sacrifice required: 30000 gp. Character Level Required: 18th.
  • Weapon bonus: +10. Sacrifice required: 50000 gp. Character Level Required: 20th.

Example: Samurai Joe reaches 3rd level and decided to awaken the power of his katana. He spends 1000 gold pieces to buy gifts to honor his ancestors and meditates in a Temple of Jade for three days. At the end of those three days his katana it becomes a +1 magic weapon, gaining a +1 to attack and damage. At 5th level, he spends 3000 gold pieces and five days of meditation and transforms the katana into a +2 magic weapon, increasing the attack and damage bonuses to +2. At 7th level, Samurai Joe spends 5000 gold pieces, meditated for seven days and transforms his +2 katana into a +2 keen katana (the keen special ability is the equivalent of a +1 bonus). Note that Joe could have, instead, transformed his +2 katana into a +3 katana.

Two-Weapon Fighting: The samurai gains the two-weapon fighting feat.

Quick Draw: The samurai gains the Quick Draw feat.

Staredown (Ex): The samurai can strike fear into foes with a glare. The samurai gains a +4 bonus on Intimidate checks. An opponent demoralized by the samurai is shaken for one round plus one round by every five points by which the samurai’s Intimidate check beat the opponent’s modified level check.

Improved Initiative: The samurai gains the Improved Initiative feat.

Mass Staredown (Ex): The samurai has sufficient presence to cow multiple foes. Using an Intimidate check, the samurai can demoralize all opponents within 30 feet as a standard action. The samurai can now demoralize creatures normally immune to mind-altering effects, though there is a -10 on the check.

Improved Two-Weapon Fighting: The samurai gains the Improved Two-Weapon Fighting feat.

Improved Staredown (Ex): The samurai can use statedown as a move action instead of a standard action. The penalty for demoralizing creatures immune to mind-altering effects is reduced to -5.

Two-Weapon Defense: The samurai gains the Two-Weapon Defense feat.

Greater Two-Weapon Fighting: The samurai gains the Greater-Two Weapon Fighting feat.

Samurai Class

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