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Samurai

1 1 1 1 1 1 1 1 1 1 Rating 3.49 (45 Votes)
This is my attempt at a Samurai class. It focuses around attacking while keeping mobile, striking quickly, and being ready for unexpected attacks. I left Horse combat as optional so as not to penalize a character in a dungeon crawl game.

Alignment: Any lawful

Hit Die: d10

Class Skills

Climb, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge (History), Knowledge (Nobility), Knowledge (Religion), Perception, Perform, Profession, Ride, Sense Motive, Swim.

Skill Ranks Per Level: 4 + Int modifier

Level Base Attack Fort Ref Will Special Abilities
1st +1 +2 +0 +2 Code of Conduct, Martial Arts Training
2nd +2 +3 +0 +3 Bonus Feat
3rd +3 +3 +1 +3 Kata (Iejutsu)
4th +4 +4 +1 +4 Uncanny Dodge
5th +5 +4 +1 +4 Zanji +1
6th +6/+1 +5 +2 +5 Bonus Feat
7th +7/+2 +5 +2 +5 Kata (Conservation of Movement)
8th +8/+3 +6 +2 +6 Improved Uncanny Dodge
9th +9/+4 +6 +3 +6 Zanji +2
10th +10/+5 +7 +3 +7 Bonus Feat
11th +11/+6/+1 +7 +3 +7 Kata (Armored Assault)
12th +12/+7/+2 +8 +4 +8 Combat Awarness
13th +13/+8/+3 +8 +4 +8 Zanji +3
14th +14/+9/+4 +9 +4 +9 Bonus Feat
15th +15/+10/+5 +9 +5 +9 Kata (Improved Conservation of Movement)
16th +16/+11/+6/+1 +10 +5 +10 Blindsight 10 ft.
17th +17/+12/+7/+2 +10 +5 +10 Zanji +4
18th +18/+13/+8/+3 +11 +6 +11 Bonus Feat
19th +19/+14/+9/+4 +11 +6 +11 Kata (Ferocious Charge)
20th +20/+15/+10/+5 +12 +6 +12 Kensai

Class Features

Weapon and Armor Proficiency: A samurai is proficient with all Simple and Martial Weapons, and Light and Medium Armor.

Martial Arts Training: Samuria are treated as Fighters for the purposes of qualifing for Feats involving Katana (Bastard Sword), Wakizashi (Shortsword), Yari (Longspear), Daikyu (Longbow), or Unarmed Strikes. Samurai also gain Exotic Weapon Proficiency: Bastard Sword and Improved Unarmed Strike.

Bonus Feat: At 2nd level, and at every 4 levels thereafter, a samurai gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Kata - Iejutsu (Ex): A samurai gains the benefits of Quick Draw for Katana and Wakizashi only. If the Samurai gains the Quick Draw feat she gains +2 to Initiative when her swords are sheathed at the start of combat. Iejutsu also gives a Samurai the abiliy to sheath a sword as part of a move action.

Uncanny Dodge (Ex): This functions as the Rogue ability of the same name.

Zanji (Ex): At 5th level a Samurai gains +1 to Perception to detect foes lying in ambush and to Initiative. This bonus increases by +1 every four levels there after.

Kata - Conservation of Movement (Ex): A Samuria's attacks and defenses flow together from one to the next. A Samuria suffers only half of the penalty to AC to any attack action such as Charging, Cleave, or Lunge.

Improved Uncanny Dodge (Ex): This functions as the Rogue ability of the same name.

Kata - Armored Assault (Ex): A Samurai does not suffer movement penalties in Medium and Heavy Armor when calculating Charge Range.

Combat Awareness (Ex): When wearing light or no armor a Samurai may add her Wisdom bonus to her AC.

Kata - Improved Conservation of Movement (Ex): A Samuria no longer suffer AC penalties on Attack Actions.

Blindsight (Ex): This ability is described in the Pathfinder Roleplaying Game glossary.

Kata - Ferocious Charge (Ex): A Samurai may make a Charge as part of a Full Attack.

Kensai (Ex): Weapon specific Feats apply to all Weapons a Samurai is proficient with. She also suffers no penalties to her attack roll while Entangled, Sickened, or using Two Weapon Fighting.

Author's Note: I welcome any feedback on the class, I'm not sure if it is too powerful.

Additional Ratings
Balance:
1 1 1 1 1 1 1 1 1 1 Rating 4.13 (30 Votes)
Utility:
1 1 1 1 1 1 1 1 1 1 Rating 3.68 (31 Votes)
Clarity:
1 1 1 1 1 1 1 1 1 1 Rating 4.48 (29 Votes)