Saturday, July 28, 2012

The BeeKeepers Gauntlet

The strange tale of the BeeKeepers Gauntlet is well recorded, as it happened within the current age, during the war of Blood Grass. Many know that it was at this time that the halfling and gnomes came over from the Five Stone Isles to help in the war. Though small, they were fierce, and knew war as much as the taller folk did. Scholars around the empire say that if it wasnt for there courage and sacrifice the war would ahve been lost, most believe this to be true. During this time, a hero emerged from the Isles by the name of Zuke Ellywick, a hill gnome. Zuke was a practiced warrior, but also a god of hornets. He was fierce, fast, and amazingly deadly for his small size. Like a hornet he would attack repeatedly, taking damage but ignoring it, growing angrier and deadlier instead. Zuke however never fought alone, alongside him or at least nearby, was his less acomplished brother Baxxel Ellywick. Baxxel was wizard, but primarily an engineer, and not a very good one. Most of his creations were of poor quality, or unpractical. Never the less Zuke was proud of his brother, and used whatever strange odd devices his brother would create for him, regardless of there worth. Wanting to help his brother, Baxxel came up with the idea of creating a bracelet that enhanced the powers of his mantle, utilizing all of his knowledge and know-how he created a gauntlet of finely crafted golden bees, interlocked over each other. The fragile looking bracelet was suprisingly durable, and Baxxel proudly called it the BeeKeepers Gauntlet. Though he was chastised and ridiculed by his peers for his  outlandish creation (the mantle was of hornets, not bees afterall), Baxxel swore to his brother that when his rage had reached unparalled heights the bracelet would augment his powers to unbelievable levels by meshing with the mantle of hornets. Zuke took the bracelet, donned it, and for the rest of his life never took it off. Battle after battle they fought against hobgoblins on the Blood Grass plains, and battle after battle the BeeKeepers Gauntlet stayed silent. Zuke never outwardly expressed any problems with the gauntlet, and if asked would comment that it was the most powerful creation his brother had ever made. Baxxel knew it would activate one day, but he was content that his brother wore it, that was enough, that made the act of his creating it that much more worthwhile, and he knew that one day he'd see the glorious powers of his greatest creation come to life. The day his eyes looked upon that great power never came. The exact day is lost to history, but it was in mid Ember, when the forces of Ravenspire were retreating there position. The goblins had put up a grand fight, and they deserved the field this day, holding the line would have been too costly, and so the total retreat was declared. As Zuke and Baxxel heard the order they got in there normal positions and guarded the retreat, Baxxel using his odd alchemical gadgets and magic, and Zuke using his incredible speed and power to delay the enemy so more of there allies could make a succesful retreat. Bahsone Kurzin, the hobgoblin in charge of the battle had other plans that day, he wanted to humiliate and destroy the forces before him to better demoralize the armies for there next encounter. Pressing his men forward he soon crashed through the defense line, and was stopped by a small, odd gnome who threw gadgets filled with acids, fires, glues and foul smelling liquids at him. Bahsone knew there was only one way to handle wizards, and that was swiftly, he moved to the gnome and in one motion cut Baxxel from his shoulder to his hip, the Hobgoblins large sword smashing into the ground after his cleave. Baxxel died quickly, and quietly, his toys and gadgets falling like broken glass around him. Others in Baxxels squad moved to get the gnomes remains but the Hobgoblin was too fierce, moving forward with deadly efficiency through the main defense line. Zuke saw the whole combat play out in slow motion. Goblins and Hobgoblins lay dead around him, but across the field, lying in a pool of blood, was his beloved brother. It was then, at that time, that The BeeKeepers Gauntlet activated, and though it was only for that one, short battle, it was written down and talked about for decades to come. Zuke, always a fierce opponent, exploded into rage as he raced across the battlefield. Goblins, Hobgoblins, Bugbears, all stood in his way, and all died. His hooked hammer slammed and killed opponents one after the other, all the while the guantles created by Baxxel grew brighter, and brighter. Bahsone could not ignore the commotion, so finally turned to confront it, what he saw must have put him in awe. Charging at him, covered in the blood and gore of dozens of his strongest allies was a small, fierce looking gnome. But what caught his attention and awe, was the blast of immense light radiating from some strange gauntlet. As the gnome ran at Bahsone he would flick his wrist, and small glowing motes of force would blast through his enemies, blowing holes in there bodies and catching them aflame. When he had to engage it was quick, and the guantlet ensured that his enemies were not only engulfed in fire. But what was truelly phenomenal was the sheer strength the gauntlet afforded Zukes blows. There was no avoiding him, Bahsone knew this, and so prepared himself. What followed was a battle of legendary proportions, Bahsone was a thinker, but he was also immensely strong and used tactics and force against the small Ellywick. Zuke on the other hand was speed and strength. It didnt take Bahsone long to know he was going to lose, he could keep up with most of the attacks, but the gnomes blows were amazingly fierce, and the small buzzing motes of fire were becoming more dangerous as the combat drew on. Bahsone knew he had only one chance, in a gamble, he parryied a blow of zukes, and in a single elegant motion with his greatsword he knocked zukes weapon out of his hands, then spun around and came down hard on zukes shoulder. The blade struck true, cutting through Zukes shoulder blade and down into his ribcage, but unfortunately for Bahsone, the fight wasnt over. His life oozing from his body Zuke would not be defied by death, his brother, his beloved brother would be avenged this day, and all would know the greatness of the Ellywicks. Zuke smashed the BeeKeepers gauntlet into the side of the sword still stuck in his chest, smashing through the blade with ease, then in one motion he grabbed the piece still sticking out of his shoulder and spun around, and up, slamming the broken piece of the generals own greatsword in, and through his head. Bahsone died, a look of suprise on his burning face. But zuke wasnt done, hunched over, the last of his life force dripping out of him, he pointed his gauntlet at the oncoming goblin horde, Baxxels gauntlet did the rest. Bee after burning bee jumped off of the gauntlet and streaked at the oncoming mass of hobgoblins. The enemy didnt know what hit them, the bees would streak past them, then explode in great balls of fire, blowing up dozens of enemies at a time. For the next few moments of his life, even after his body fell to the ground, blast after blast of fire erupted into the hobgoblins numbers. Hundreds died. Enough for the Ravenspire General to countermand his retreat, and eventually win the battle. Zuke and Baxxel were regarded as heroes of the war, given suitable medals for there deeds, and had there remains shipped back to the Five Stone Isles where they were buried within the Ellywick estate, the mantle and bracelet buried with them. Even to this day ther names are widely known, and the Ellywick line lives on as noted adventurers and leaders.

The BeeKeepers Gauntlet -
Creates +1 shurikens (small glowing bee like darts) that can be used by the wielder of the guantlet. The surikens are destroyed after there use. The holder of the gauntlet is proficient in the use of these shurikens.

5 - can throw one shuriken a round at applicable target as part of full round action. (No AOO)
6 - Shuriken has the flaming quality
7 -
8 - +2 strength enhancment
9 -   All weapons held get flaming quality
10 - +2 shuriken
11 - +4 strength enhancement
12 - +3 shuriken
13 -  has the burn quality D6
14 - 2/day swift cast fireball (CL 12)
15 - +4 shuriken
16 -  +6 strength
17 -  +5 flaming burst keen shurikens
18 -
19 -
20 - Meteor Swarm 1/day

The Vest of Blood

The vest of blood, or Vestments of the Essence, can be traced back to the late second age, after the introduction of Skisk and Cynofir had already taken place.  Legends place the items creation during this time, and believe it was created from the ceremonial burial wrappings used in the burials of priests of Sheshensis. The item was created out of desperation, and its creation led to a spiral of tragedy. Vather Millstorm was a kind, hard working man. The Millstorm family had at one time been a proud farming family at the reaches of the Alborine borders, but fell on hard times when nearby towns and lands were raised by barbarians. Although it pained him, Vather had to sell the family farm and move into the city, though this was difficult, as he was also tending to his beloved wife, whom was delicate, and very ill. His wifes name was Orvelia, and she was half volasian, but had always been a frail woman. She was never able to give birth, and many believe this led her down a path of much sorrow and misery, which may have contributed to her health in its own way. Vather was content to live in the city, and quickly aquired a home with the money he had saved. To support the two of them he hired himself off as a mercenary, and later as an assasin, as he was quite skilled in the arts of killing. Scholars speculate that the Millstorm family may have once been from Candomia or Ravenspire, and kept a military tradition, for most members of the family where very skilled at arms. Regardless, though he did not care much for it, this new life paid for his wifes care and put food and luxury on there table. Vather knew this wouldnt last forever. Gathering a great amount of wealth he researched ways to make his wife immortal, and found out about the mantles, and specifically the Mantle of Blood. Spending most of his wealth he aquired the mantle, and the ritual needed to bind it, and gave this gift to his wife. To further nurture her newfound health and stave off death, Vather had priests of Sheshensis prepare a special set of vestments to ward off death and restore youth. All of Vathers efforts paid off, Orvelia gained newfound health and fortitude, and Vather believed she would come out of her depression shortly after. This did not happen, Orvelia grew despondant, manic, and nervous. Her mind couldnt grasp her power, and eventually wandered into madness. Many times Vather had to pick her off the streets as she became accustomed to attacking neighbors, passerbies, and sometimes pets in a means to cut them and drink of there blood. This got the attention of the guards, but they didnt pursue it, as Vather was seen as a good honest man, and many pitied the broken mind of the woman. Vather did his best to take care of her, and never once swayed in his devotion or love to her, all the way to the very end of there relationship. Unfortunately for both, the tales of Orvelia's quirky behavior spread into darker tales, and more than once she was accused of being a vampire or demon. From an outside perspective, this would have been a logical conclusion, and most assuredly her killer had come to that same point. Orvelia was found dead in an alleway shortly after the rumors surfaced, a crosbow bolt stuck neatly through her heart, and the white silky vestments she always woer, were now stained a dark red. Vather disapeared at this time, as did the mantle and the vestments, though many believe that the deaths of several paladin groups dedicated to undead anhialation, as well as at least five seperate guilds with similar endeavors that were massacred, were caused by him, as each person killed had a simple crossbow bolt shot neatly through his heart. It is assumed that Vather died, or was killed by one of these groups at some point, as the mantle seemed to change owners from time to time as did the vestments, though each time somehow stained the vestments an even darker red. Eventually the mantle and the vestments disapeared completely, fading into stories and tales. Many believe they were no longer pursued for the fear of being hunted down by one of the groups that Vather had displeased in the past, others assume that the tragedy that had been apart of the vestments, simply joined with the bearer of the mantle bringing similar tragedy to him. Scholars believe that a group of wise vampire hunters sealed the vestment and the mantle in a hard to reach temple of sheshensis, sealing it with a prayer that none of the accidental tragedy and death that surrounded the mantle, would harm another innocent. Though not conclusive, years after the rumors died down over the mantle, a bard made note of a grand tapestry in the halls of Sheshensis. The tapestry depicted a woman garbed in a beautiful blood red funeral vestment, and beside her a man shrouded in a white, decorative funeral shroud. In the chest of each person was a single crossbow bolt. Most scholars believe this depicted the final resting place given to Vather and Orvelia by the priests of Sheshenis for the tragedy that had befallen them.

Vest of Blood - Vest of Resistance +1

5 -  Increase Holders HP by 5 (ex perm benefit when gained)
6 -  Resistance +2
7 -  False Life 1/day (CL-10)
8 -  Constitution +2
9 -
10 - Increase Holders HP by 5 (as level 5)
11 - Resistance +3
12 - Resistance +4
13 - Constitution +4
14 - Increase Holders HP by 5 (as level 5)
15 - Resistance +5
16 - Constitution +6
17 - DeathWard while held
18 - Increase Holders HP by 5 (as level 5)
19 -
20 - Heal 1/day (self only) swift action

Monday, July 23, 2012

Ancestral Spirit Blade

The ancesral blade functions a bit differently than the other blades. The blade itself is nothing more than a housing for the ancestral spirit. The spirit that is confined to the blade only has a fraction of its power, though it gains in power as the samurai advances through his class. The spirit is created by the samurai at level 5. The rules for doing this are as follows.

Manifesting a spirit requires a full round action or a free action as part of an Iaijutsu maneuver. The spirit acts on your turn under your direction. A spirit can remain outside the sword indefinitely but can only heal inside the sword. If a samurais sword is broken the spirit unmanifests automatically.

A spirit, regardless of its shape, cannot use items of any kind. Spirits, though solid, cannot coexist long with physical objects or people. Though they have an anatomy, life energy, and even blood, they exist just outside of the normal realm. A spirit cannot carry, equip or move physical objects, though a spirit can interact with them enough to do damage. A spirit cannot move through physical objects however, as there forms are repelled before they can fully move through the obstacle. Note, some spirits may appear as humans etc, though they may appear to have items and gear, this is simply a part of the spirits total image and has no actual benefit or effect.
A spirit is considered to have HD equal to the samurai, though this is only for effects based on HD, and does not reflect on hp, feats, abilities etc in any way.

A spirit is medium sized. The shape and look of a spirit is up to the design of the swords bearer.

A spirit has 30hp(This is not modified by con etc, as it does not truelly have HD) A spirits AC is 10.
If a spirit reaches 0 hp it is destroyed. Destroyed spirits remanifest at the dawn of the following day at the behest of the samurai. Spirits heal 10hp an hour when within there sword. Drawing a spirit out requires a full round action, or a free action as part of an Iaijutsu maneuver.

A spirits base movement mode is 30 land speed only.

A spirits base attributes are STR 10 / CON 10 / DX 10 / WIS 10 / INT 10 / CHA 10

A spirits base saves are equal to the samurai's base saves.
A spirit gains 3 points of natural armor per tier. These points stack with the NA upgrade.
A spirits base attack bonus is equal to the samurais base attack bonus.

A spirits only language is the common language. Spirits cannot learn other languages.

A spirit has one base natural attack. This attack can be either a slam or a bite. The base damage on this attack is 2d6 points of damage + str and a half. DR does not apply to this damage.

At level 5 The samurai picks three abilities from the following list. These abilities are applied to the spirits base form and cannot be changed, a choice can only be selected one time. All spirits get the following change when they achieve 5th level - Increase one attribute to 16. Increase one attribute to 14. Increase one attribute to 12
1 - Add 10 hp to the spirits maximum hp
2 - Choose 6 skills. Your spirit can use those skills. Your spirit has ranks equivelant to its HD.
3 - The spirit has a base flight speed of 20 with an average maneuvarability. OR the spirit gains a swim speed equal to its ground speed. OR the spirit gains a climb speed of 20.
4 - The spirit has 6 points of natural armor.
5 - The spirit has resistance 20 to two energy types of your choice.
6 - The spirit has DR/5 magic
7 - The spirits bite or slam attack does d6 points of energy damage (fire/ltng/cold/acid) - The spirit gains energy resistance 10 to this energy type.
8 - Add 10' to all movement modes of the spirit.
9 - The spirit has a 2 point deflection bonus to his AC
10 - Your spirit has the great charge ability. If it charges it does 4d6 plus str and a half on the hit.

At level 10 the samurai picks three abilities from the following list. These abilities are applied to the spirits base form and cannot be changed. All spirits get the following increase automatically upon attaining 10th level. Increase one attribute to an 18. Increase one attribute to a 16. The spirits base hp total is 60. The spirits size becomes large (do not adjust attributes. Adjust attack bonus and ac as per normal)
1 - Add 20 hp to the spirits maximum hp
2 - The spirit has fast healing 2
3 - The spirit has an extra attack at its highest base attack during a full round attack. This attack can be a bite, slam, or other applicable attack. This attack does D6 points of damage plus str. modifier.
4 - The spirit has 10 points of natural armor. Replace existing natural armor rating.
5 - The spirt has a 6 point deflection bonus. Replace existing deflection bonus.
6 - The spirit has DR/ 5 -
7 - The spirit gains improved grab - You can choose to constrict a creature of your size or smaller. Constrict damage is equivelant to primary attack damage.
8 - The spirit gains rend - it must have multiple attacks. If the spirit hits with 2 or more attacks in a round it automatically deals 2d6 + str mod dmg.
9 - The spirit gains reach with all of its attacks.
10 - The spirits attack is poisonous. fort 10+half HD+con modifier. Poison dmg is d6 str primary and secondary.

At level 15 the samurai picks three abilities from the following list. These abilities are applied to the spirits base form and cannot be changed. All spirits get the following increase automatically upon attaining 15th level. Increase one attribute to 20. The spirits base hp total becomes 80.
1 - Blindsight out to 60'
2 - Breath weapon 60' cone or 120' line. standard action.  Damage is 15d6 of an energy type (fire/ltng/ice/acid) Rflx for half and the save DC is 10 + half HD + con modifier. Once a breath weapon is used it takes d4 rounds to refresh. Spirit is immune to energy type.
3 - Energy beam range 100'. Standard action. Touch attack. Damage is 8d6 of an energy type. (Fire/ltng/ice/acid) Spirit is immune to energy type.
4 - The spirit has an extra attack at its highest base attack during a full round attack. This attack can be a bite, slam, or other applicable attack. This attack does D6 points of damage plus str. modifier.
5 - The spirit has 15 points of natural armor. Replace existing natural armor.
6 - Ths spirit has SR equal to its HD + 10
7 - The spirit has natural invisibility
8 - The spirit has the pounce special ability.
9 - The spirit has a special attack. This can be a ranged touch attack from a ray, eyebeam, or similar projectile (This does 2D6 dmg and requires a stndrd action and has a range of 120'), or be delivered as part of the primary attack. The attack causes the Blind, Daze or Nauseated state for one round. Or the shaken or sickened state for 1 minute. There is no save on the Shaken or Sicken effect. The blind and nauseated can be negated with a fort save, the daze is a will save. DC's are 10+ half hd + samurai level+ con for blind and nausea, charisma for daze. Nausea and sickness are considered poison. Shaken is considered fear. Daze is considered mind effecting. Once the attack is created, it cannot be changed.
10 - The spirit has FH 10. If dropped to 0 hp it remanifests in 1 hour.

At level 20 the samurai picks three abilities from the following list. These abilities are applied to the spirits base form and cannot be changed. All spirits get the following increase automatically upon attaining 20th level. Increase one attribute to 22. Increase one attribute to 20. The spirits base hp total becomes 100.
1 - The spirit has 20 points of natural armor. This replaces any existing natural armor.
2 - The spirit is immune to all energy types
3 - So long as the samurai is not dead or dying, the spirits hp total cannot fall below 1. The spirit must be within 100' of the samurai for this ability to function.
4 - The spirit has a Gaze attack out to 30'. The gaze does not effect the samurai. The gaze can be petrification, fear, or confusion. The save DC is 10 + half the samurais level + con mod for the petrification and charisma mod for fear or confusion. The petrification is a fort save. The confusion is a mind affecting ability effect that lasts 10 rounds and is a will save. The fear is a fear effect that lasts d4 rounds and leaves the target shaken for 1 hour afterwards and is a will save. The spirit can deactivate the gaze on its turn as a free action. The gaze is deactivated for one round.
5 -  The spirit can explode in a 50' radius burst. The explosion does an energy damage of your choice. The spirit is immune to the energy type. The explosion does damage equal to the spirits maximum hp. A rflx save halves the damage. The reflex save is 10 + half lvl + con mod. The spirit explodes automatically at 0 hp. A spirit can also explode as a standard action. A spirit that explodes is destroyed and cannot manifest until the next sunrise. (or sooner if the samurai chose an option that allows for faster manifestation.)
6 - The spirits primary attack causes 2 negative levels. A spirits attacks can only ever cause 2 negative levels in a turn regardless of how many attacks it gets from haste, opp attacks etc. The negative levels dissipate after 2 hours.
7 - The spirit can cast spells as a 6th level sorcerer. The spirits actual caster level is equal to its HD. once the spells are chosen they cannot be changed. The spells are chosen by the samurai. All rules for casting sorcerer spells apply to the spirit (DC's, charisma needed to cast, bonus spells etc)
8 - The spirit is Incorporeal when it comes to avoiding attacks. The spirit can attack incorporeal or ethereal creatures normally.
9 - Once per combat the spirit can take another round of actions immiediately after his attack. This counts as the same round for the spirit and applicable effects.
10 - The spirit has a fear aura. Whenever it attacks a creature with an intelligence of 4 or higher the creature must roll a will save or be stunned for d4 rounds. The will save is charisma based. Once a creature is subject to the fear aura (save or not) it is not subject again for 24 hours. This is a fear effect.

Friday, July 20, 2012

The Villain

(Character related post about my new guy)

I suppose it could be said, that at one point I was the hero. What a foolish notion that is, looking back. Were I too start my story at its beginning I fear I would do little to add more color, and simply bore you with unecessary details. So, in this text I pen I will simply supply that detail which is most relevant. I myself was a very confident, very intelligent boy. I was found at a very young age by a traveling wizard, and it was requested that I be sent to a school to get proper training. As my family had a bit of wealth, they agreed to see that my abilities prospered and flourished. My abilities did just that. I have to say my age must have been around 11 when i fully started practicing the arts of magic. I had been in the school for about 2 years prior, but was not permited to test with true magic until I was deemed worthy. Those that did not pass all tests within my school were politely dismissed. It was a small, prestigous private school, but to me, it was my home. The teachers cared a great deal for the students, they tended to our needs, punished us when it was required, and were vigilant on our learning, making sure we practiced constantly, and carefully. At any one time I believe there were never more than 30 students that attended. As students graduated, more pupils were brought in as replacements. The studies, teachers, friends, those were merely flavor to this sad tale, and so, for the purpose of this text, I will not mention them. What is important were the two females in my life. One, Kalisandra, was my rival. She was absolutely beautiful, and aside from me, was the most powerful and noted student. We fought constantly to win against each other, though it was all in good sport. I cared a great deal for her, and I am sure, that she did the same for me. Our feelings however, never got further than friendship, for my heart belonged to one young lady. Celia. She was a student as well, though in all honesty, she never grasped magic as the others did. Still, she was fun, she was beautiful, and she had an innocence about her that one could not ignore. She may not have been the best practitioner of magic, but she was a dedicated student, and after some time, my fiance. We were in love, to say it was the love of the age would be a lie, but we were both happy, we enjoyed the others company, and if we did fight, I couldnt remember much of it. It would have been a pleasant, happy union, but happiness was simply not in our combined destinies. After a time, the elder students, those that were going to graduate soon, began testing our magics in spell duels, getting real practice. All of these duels were watched carefully by the masters, though me and Kalisandra were allowed a bit more freedom than the others. We dueled constantly, sometimes she won, but more often than not i came out the victor. I teased her constantly, but as she was good friends with Celia as well, we always joked it off over some tea or wine. One thing we were adamant on however, was the final duel, the one that would mark our progress within the school. If she won, she would be the top student, if I won, I would get that honor. Both of us studied constantly for it, learning new spells, digging into lore we had not used before, we were determined. Confident, and over confident. We both had been looking into more powerful spells, but neither of us could grasp them, I was determined to pull off a phenomenal magic at the duel, best her, and gain my spot. Well, history will tell that I made my mark that day. The testing area was in a private field in the center of the school. It was isolated so commonfolk wouldnt get spooked, and near the school in case of an accidental injury. Me and Kalisandra faced off. I cant remember much of the battle, so much happened after, but I do remember that she was tactically superior, though my spells had more potency. Still, I remember feeling as if I would lose, so to ensure my victory I began casting a spell that was far, far beyond me. Kalisandra knew immiediately what I was attempting, I saw the shock on her face, then she was frantically waving her hands and telling me to stop. It was too late. The spell backfired of course, a blast of force and flame blew me and Kalisandra to the ground, but more importantly, set the side of the school on fire. Im not sure what was ignited, but before I could even get up from my daze a great explosion blew most of the east half of the school into pieces. All around me I could see flame, and hear screams. I raced over to Kalisandra and dragged her near the grounds well, I figure it would be the safest place. The teachers had retreated inside, im assuming to get the students out the other side and tend to the fire. I raced into the side of the building, I was wounded, but I at least could help quell this inferno, as it was my fault. I saw the headmaster frantically casting magic in the corner, some clay containers had caught fire and he was attempting to use magic to get rid of it. Bunched around him, casting there cantrips to wet the walls and floors to help stop the fire were the other students, and of course Celia. She turned to me, i must have been wounded badly at that point because she looked terrified when she saw me, she started towards me and I reached out to her, but it was all too late at that point. The explosion from the contents of those containers destroyed nearly the entire school, and a few chain reactions afterwards saw to its complete destruction. I didnt see what happened to master, for I was mostly blind and deaf from the bright flash and loud crash of the primary explosion. As I was flying backward, bits of my left leg and arm incinerating as I flew, I saw Celia destroyed before me. A desk hit her in the back, and most of her upper torso exploded in a grizzly mess. Parts of her burning body and the desk slammed against me as well, and I believe that is what knocked me out. I awoke to the sound of more explosions. I dont know exactly how I stood up, but I managed to find Kalisandra in the chaos, and drag her around the main compound and out of the gate. At this point, I vaguely heard the commotion of the world around me, but my reality darkened by the second. The month that followed is mostly forgotten. I was numb. I remember a hearing, and during that hearing it was declared that the explosions were caused by an accidental fire. Me and Kalisandra were the only two survivors.  After that I finished my training under a number of mages, going from school to school to learn what I could, and retrain myself. Who I am now, is not who I was then. At one point, I was the hero. I had found my princess, and was awaiting the happy ending I thought I deserved. But that wasnt the story at all.  Kalisandra was the heroine. I, the villain. I took everything from her. Her friends, her family, her home. By my hands, I ruined her life, and brought her nothing but misery. I never looked for her after I was taken from that place, though I know she looks for me. She will one day seek me out, to bring her wrath against the foul, vile wizard that killed all the hope and innocence in there comined worlds. And I, to you, would not deny my part in this story. For I know all too well, how much a villain I am.

(ill have more!)

Tuesday, July 17, 2012

Ancestral Blade -update-

The Ancestral Blade Class feature allows the Samurai to pick a specific path that the spirit of his sword, and his clan have chosen. This is a combination of technique, practice, and spiritual power.
Every time a Samurai advances in the Ancestral Blade you may choose from the list of techniques and powers, depending on your samurai build. Though each ancestral blade has a specific ability attached with it, Samurai can pick and choose from a few selections to diversify his character, even within a clan.


_______________
Sharpest Blade - Clans that utilize this build usually have excellent craftsman and secret techniques involving the creation of there weapons. The spiritual awakening is more mundane than most samurai, and is more akin to becoming one with the weapon itself. Although not filled with spritual power and fantastic effects, the Sharpest Blade promises great damage potential that can surpass that of a specialized fighter.

LvL 5 Choices -
At this level the spirit of your blade awakens. It becomes sharper as you become attuned to its design. The critical multiplier is increased to x3. Due to your own increase in skill you can choose one of the following effects.
1-  With a swift, skillful stroke you can cut through almost anything. Your attacks ignore up to 10 points of hardness from any object you strike.
2 - You simply know your blade, and how to extract more out of it. Due to your attunement to it you can add 2 points of damage to your base damage with this weapon.
3 -  Your blade cuts through targets and into others, never slowing down in its speed or efficiency. You gain cleave with IaIjutsu attacks, though the secondary target is subject only to a standard attack, and not the additional attacks.  Since the Iaijutsu attack is one lump sum of damage, the cleave happens only after all damage from primary attack is resolved.

LvL 10 Choices -
At this level the blades spirit and your own merge even more. You can get martial prowess out of your sword that no other swordsman could.
You increase the threat range of your weapon to 16-20 - this can never again be altered.
1 - Although the blade is the same, it is far more devestating in your hands, doing damage that only a larger blade could create. The damage die becomes 2d6
2 - Through your attunement you can send your strength into your attacks better than even other samurai. Half of your power attack bonus translates into your additional attacks, but on a 1 for 1 basis regardless of if you are holding it 1 or 2 handed.
3 - Fast and precise, you can create wounds on your target that bleed profusely, promising your opponent that should the battle last too long, it will always go in your favor. Each source of damage you do with the blade causes a 1 point cumulative bleed effect. For the purpose of this ability each extra attack from your Iaijutsu is a source of damage. This attack works only on living creatures subject to critical hits.

LvL 15 Choices
Now fully attuned, the blade is as much a part of you as a weapon could be. More over, it can draw from your skill and expertise as you draw on it, adding even more potential to your fighting style.
The damage of your first extra attack is also doubled after a critical hit.
1 - You understand balance and stroke more than most, and your blade helps you adjust your swing as it happens. You may add double your strength modifier to your damage roll when wielding the sword two handed.
2 -  True mastery of the finer points of the Katana allows you to pull even more potential out of it. At this level you may add 2 to your attack and damage rolls with this weapon.
3 -  There is no error in your potential, as each attack is meticulously planned and calculated by both you, and your blade. You do not need to roll to confirm critical hits, so long as you do not need to roll a 20 to do so.

LvL 20 Choices
Your spirits are indestiguishable, as you are as much a weapon now as a person. A true Kensai in every form of the word, your mastery of the Katana is complete.
If you can do half of your enemies maximum total HP in damage in a single round, you kill that opponent.  This works only on creatures with an anatomy and subject to critical hits.
1 - There is precision in every swing you make, even those that happen so fast that it is nearly impossible. You may add 3 die of your fastest cut damage to your additional strikes.
2 - You are not concerned with armor or scales, your blade slices through such things as simply as it does the air. You ignore the Armor and Natural armor ratings of your enemies.
4 -  Your blade cuts through opponents and into others regardless if they survive the attack or not. After you make an Iaijutsu attack, you can imiediately make another attack against a secondary foe adjacent to you. This is a standard Iaijutsu attack and obeys all the rules of Iaijutsu. This does not allow you any additional movement.

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Warding Blade -  Clans who make use of the warding blade often believe in the simple philosophy that all fights cannot be won in an instant. Iaijutsu believes that fights should be fast, painless affairs, but reality is sometimes more demanding. Some opponents are crafty, other opponents are resilient. By overcoming your foes with a combination of swift offense, and an unyielding defense, you can overcome any foe.  Other Clans simply craft swords with old guardian spirits who tend to look after the samurai clan in a paternal way.  The clans Katana's tend to be crafted with pearl or amber fittings to represent the protective nature of the swords spirit, but the general design can be as varied or normal as any katana.  Most of the warding blades power comes from raw spiritual strength, though some practice and technique is also important.

LvL 5 Choices -
The spirit of the blade is protective of its master. It does what it can to bolster his instincts and reflexes to allow him to block incoming attacks while it creates spiritual walls of pressure to add supernatural strength to these defenses.
You add a +3 to your AC as a deflection bonus so long as your have the sword in your posession.
1 -  The sword focuses itself on your natural defenses. Your reflexes are a bit sharper, your body more durable, and your mind stronger.  So long as the sword is on your posession you get a +3 bonus to your saving throws. This is an untyped bonus that stacks with all other bonuses.
2 -   A technique more than a spiritual power, the sword allows you to utilize fast attacks to block or break incoming attacks from your foes while you move into defeat them. You may block arrows and projectiles with your blade. This protects you from standard ammunition from crossbows, bows, blowpipes, slings etc. This does not protect you from thrown weapons of creatures of a size larger than medium, siege weapons, or other larger projectiles.
3 -  While utilizing your Iaijuts your sword creates a ward of visible spiritual energy that pulses around you, the spiritual pressure has substance of its own, and protects the sword wielder just as well as any physical structure would. In any round you utilize an Iaijutsu manuever you are considered to have cover, and gain a +2 bonus on reflex saves.  

LvL 10 Choices
Ever protective, your swords spirit grows as your experience and dangers grow. The sword itself emits an almost noticable spiritual presence, and when unsheathed seems to create pulse like blasts of spiritual energy.
You have energy resistance 20 to all sources while you have the sword in your posession.
1 - The spiritual pressure of your sword snuffs out a specific energy type to wich it is attuned. You gain immunity to one energy type of your chosing while the sword is in your posession.
2 - The spiritual health of your sword carries over into you as well, making your body far less frail than that of a normal mortals. You are immune to the Sickened, and Nauseated conditions while the sword is in your posession as well as to all diseases.
3 -  Your spirit drains away impurities as they enter your system. You are immune to poisons of all types while the sword is in your posession.

LvL 15 Choices
The spirit of the sword radiates energy as always, becoming a visible aura of energy, but nearly radiantly so when the sword is drawn, and the spiritual pressure released.
While the sword is in your posession you gain SR of 12 + your samurai level.
1 -  While you are motionless, you are vulnerable. Your spirit makes it impossible for magic or mundane means to slow your body or mind. While you are in posession of the sword you are immune to both paralysis and stunning.
3 -  The living energy radiating from yoru spirit also infuses you. Death can no longer touch you. You are immune to death effects and energy drain while the sword is in your posession.
4 -  Like a font of life, your spirit constantly moves from your sword through you, making wounds vanish in moments, and fatigue dissipate in an instant. You gain fast healing 5 while the sword is in your posession. You are immune to the fatigue and exhausted conditions.

LvL 20 Choices
You are nearly as much a spirit as your sword is. The two of you protect and guide each other, and your powers are greatly increased because of it.  So long as you are not seperated from the sword, you are nearly indestructable.
While in posession of the sword you gain regeneration fire and acid.
1 -  The pulsating spiritual energy emenating from yoru sword wraps around you like a cacoon in combat, protecting you from nearly all manner of special attacks. You are immune to ability damage, ability drain, energy drain, death effects, mind affecting effects and critical hits while you are in posession of the sword.
3 -  The sword puts up nearly invulnerable pulses of spiritual energy as you are attacked, these repel and destoy attacks before they actually ever make it to you. You take no partial damage or effect any time you make a saving throw, and only half damage if you miss the saving throw, though you would still take the effect.
4 -  More of a technique, you and the sword by combining your powers can avoid and deflect almost any form of spell or projectile. During any round in which you utilize an Iaijutsu maneuver you are immune to any projectiles, rays, or otherwise ranged touch attacks as well as automatically being able to abjucate new targets within 20' of you (attack roll is the same at it was when it attacked you). You also deflect one spell as per spell turning each round that you utilze the Iaijutsu maneuever.

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Blade of Clouds -  The samurai clans that focus on the clouds usually depict the strength, grace, and mobility of the wind. Though some could see them as the more chaotic of the clans, nothing could be further from the truth. Mastering tactics of wind and grace, those samurai who pick up the Blade of Clouds are both serene, and deadly killers.  The Katana's vary in ther appearance, some taking on cloudlike motifs along the hilt, or flying creatures etched into the blade.  Regardless, the blade of clouds always seems much lighter than it actually is after it is forged.

LvL - 5 Choices
The spirit within your katana awakens and begs for release. At this point the Katana truelly is weightless, and in some cases the blade itself becomes nearly transparent. Regardless the spirit wishes for nothing more than release into combat, for that is where it can truelly be free.
As you utilize an Iaijutsu maneuever your sword lunges forward with powerful blasts of air, propelling you into the sky if you so desire. When utilizing an Iaijutsu maneuever you can choose to fly your speed instead. The flight lasts until the beginning of the next round where you fall unless you choose to utilize another Iaijutsu maneuever. Falling at the end of this maneuever does not damage you, as if you had feather fall cast upon you.
1 - You need not fear the skies, for your spirit ensures they have no power over you. While in posession of the sword you take no fall damage, as if you were constantly under the effects of a feather fall spell.
2 - The spirit in your blade causes constant blasts of wind and air to slam against your foe during battle. Your critical hits cause blasts of air to propell your oppoent, or you, 20' away. The wind created by this blast does not propell a creature of huge or larger size. If you choose the creature to be propelled it moves away from you, if you choose to be propelled you move away from it.
3 - The spirit of your blade is powerful enough to physically manifest from your actual blade. Sheathed around your katana is a blast of cutting air. Treat your weapon in all respects as being a reach weapon, you may still attack with it normally while adjacent to opponents.

LvL - 10 Choices
Now much more powerful, the spirit of air within your katana constantly stirs the winds around you. Potential power and motion seem to emenate from you, and the the spirit of your sword wishes only to be released to aid in the destruction of your foes.
From this point on you can throw your weapon up 30' from you, the weapon returns to your hand after it hits or misses your target. This can be used in conjunction with an Iaijutsu maneuver.
1 - Wind cuts at your foes as your blade passes near, making it nearly impossible to escape the damage from your attacks. During an Iaijutsu maneuver that misses you still do dmg to your target. The damage is equal to d10 + the enhanecment modifiers on your weapon.  No other modifiers to damage, special damage, extra attacks, or any other addition to the weapons attacks from feats, class features, etc.
2 - During an Iaijutsu maneuver you can create a scythe of wind from your katana's blade to strike foes at a greater distance than a samurai's normal attacks. This blade of wind travels at up to a range of 110'. The attack roll is normal, and does normal damage for yor katana. The damage is identical to what your swords properties would normally confer, but is not subject to extra attacks from your maneuver, nor do you get the extra damage from your sudden strike, as the attack is not as precise as an actual melee strike. This is a ranged attack and uses the standard rules for ranged weapons.
3 - Your spirit connects you with the sky itself, and in moments of need allows you to cut the very sky asunder. During an Iaijutsu maneuver when you score a critical hit you cause crashing thunder to slam against your foe. Your foe is dazed for one round, and deafened for d3 rounds. This is only works on creatuers subject to critical hits and the above conditions. Creatures immune to sonic energy ignore this effect.

LvL - 15 Choices
Your katana's blade loses all substance becoming  a mutable blade of wind, completely at your design and creation. The spirit, now much more powerful, is more fully under your control, though still constantly strives to be free, if only to slice into the flesh of your opponents.
While wielding your Katana you now have reach. If you already had reach you threaten an additional square. Anyone provoking an attack of oppurtunity recieves an Iaijutsu attack in lieu of a regular attack. You do not get movement from this manuever, simply the attack.
1 - Utilizing this technique the samurai can unleash the unrestrained power of his katana. When utilizing an Iaijutsu maneuver a samurai can give up his movement mode to instead attack a single target. The target takes damage as normal, the samurai can then make a single attack roll against every creature within reach. If a hit is scored the targets take damage as if they'd been struck by the extra attacks as blades of wind crash against them.
2 - Wind is your greatest weapon, and utilizing your own skill and the spirits will, you have developed a technique to turn the wind around you into a deadly weapon. The damage dealt by your sudden strike is no longer considered sneak attack damage, and is not subject to the limitations described within that section. It is a blast of wind, and is just as powerful versus an undead opponent as it is a living one. the target must still be flat footed for you to utilize this power.
3 - The spirit within your blade is held at bay by your will, only to be released in blasts of destructive force when you so will it. Whenever you threaten a critical hit against an opponent you can choose to strike him with a blast of destructive force, doing an additonal 3d6 points of damage and forcing him to move 60' away from you, taking falling damage as per normal should he impact a solid surface, furthermore, the spirit in your weapon allows you to fly forward, landing adjacent to your foes new positions.

LvL - 20 Choices
Your Katana and yourself are a fused spirit of powerful and destructive winds. You are as much a spiritual being as your Katana is, and gain some of the spiritual essence of the very clouds themselves.
While utilizing an Iaijutsu maneuver you become partially insubstantial until the start of your next round. For the purposes of attacks posed against you, treat yourself as being Incorporeal.
 1 - This deadly, powerful technique brings down the very heavens upon not only your target, but to those near you. Samurai adopting this dangerous technique usually stay clear of there companions. Whenver you utilize an Iaijutsu manuever and score a critical hit you cause thunder and lightning to crash and cascade around you and your opponent. This attack does 6d6 pts of lightning damage to all creatures within 20' of the target and deafens it for d3 rounds. This technique does not affect you.
2 - The spirit elevates you and those you designate as allies. So long as you have the sword in your posession you gain a flight speed of 100' with perfect manueverability, as does any ally who stays within 60' of you plus 4 rounds after they leave. Though not a combat technique, it shows the mastery of the spirit and the samurai over the heavens, and allows for tactical maneuver and the engagement of foes normally restricted from this class.
3 - You do damage from the crashing, destructive movements of the air around you. Nothing is safe from your attacks. You can score critical hits on any creature. Nothing is safe from your wrath.

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Ocean Blade -
The Ocean represents constant strength, size, and durability. The Ocean is unyielding, and sometimes overbearing. Many clans that epitomize the Ocean are Lawful Nuetral, and most who take on the ways of the Ocean spirits are old clans with rich, honorable histories. Ocean spirits are some of the oldest and most powerful spirits in the world, and the swords are crafted with meticulous care to make sure that the hosted spirits gain a shell worthy of them. Many Samurai with an Ocean Blade Katana take great care and respect of there weapon, offering rituals and offerings to honor there blade, especially after grave battles. The Ocean Blade Katana is very similar to most other masterwork katana, save that the hilts are usually etched with aquamarines, coral, and pearl. The blades tend to be heavier than usual, and have wave motifs etched carefuly into the blades sides.

Level 5 - Choices
The unyielding nature of the sword manifests fully within your katana. You can feel the great surge of strength within it, and the blade assures you that no foe can defend against the sheer power of your attacks.
DR of any type is ignored by this blades attacks.

1 -  The great weight of your spirit rests within you as well, and you are as stubborn in motion as it is. While you posess the sword you ignore bull rush attempts from large and smaller creatures, and add your level as a bonus to resist grapple attempts and bull rush attempts.
2 -  The spirit within your katana crashes against your foe with unrelenting force, constantly seeking to knock him off balance. When utilizing an Iaijutsu maneuver and scoring a critical hit, you knock your opponent off balance causing him to provoke an attack of oppurtunity to any opponent aside from you within available reach.
3 -  The spirit of your sword is ancient, and you are young. The benevolent oceanic spirit sends waves of spiritual energy crashing into your foes when you need it most. Whenever you utilize an Iaijutsu maneuver and miss with your attack your sword creates a physical wave of spiritual energy that forces all adjacent opponents 20' directly away from you. You can choose not to use this power when you miss.

Level 10 - Choices
The spirit combines the natural elements and traits of itself with you as the two of you join more of your essence together. The waves of the ocean cannot be stopped, and neither can you when you set your spirit to it. While your Katana is in your posession you are not impeded by difficult terrain, pass any balance checks, and can walk on water and similar liquids, and your attacks are not impeded or penalized by water or similar liquids. You can breathe underwater normally, and have a swim speed equal to your land speed.

1 - The crushing strength of your attacks constantly sets your enemy off its guard. When you utilize an Iaijutsu maneuver your opponent suffers a penalty to its attacks and armor class equal to 2 plus 1 for each extra attack you get. This penalty lasts until the start of your next turn.
2 - A technique mixing your strength and the crushing the waves of force within your katana, you can utilize this skill to press foes away from you. When utilizing an Iaijutsu maneuver you force an opponent to move 10' + 10' per extra attack. You can choose to stay with the target as you move them.  This forces movement does not provoke attacks of oppurtunity.
3 - Moreso than most, your form is unyeilding and stubborn in its unrelenting movement. When utilizing your Iaijutsu maneuver you can move over any obstacle 10' or less in height. Also, so long as you utilize an Iaijutsu maneuver you can ignore the slow and paralyzed conditions. You get no other actions while utilizing this technique, even free, immiediate and swift, but you would get all the actions involved within your Iaijutsu maneuver.  (This technique allows you to use such maneuvers is the condition already exists)

Level 15 Choices
The great strength, power and wisdom of the urelenting ocean has become a part of your own spirit. You are commonly seen as serene, cool, and distant, but within combat your are a nearly unstoppable, monstrous force.
While utilizing an Iaijutsu maneuver your attacks knock any medium size smaller opponent to the ground (treat as a free trip attempt, roll as per normal with a +4 bonus and they get no chance to counter trip) and causes larger creatures to become flat footed for a full round after your attacks. (no trip attempt needed)

1 - Size has no consequence when compared to the immense form of the ocean, and your spirit is all too willing to crush the pride of those who think to highly of there own stature. While your katana is in your posession you gain a +2 to your base damage for every size category your opponent posesses above medium.
2 - When an opponent is down, the weight of the ocean falling upon them all but seals there doom. When utilizing an Iaijutsu maneuver v.s. an opponent who you knock prone you may immiedately make a secondary attack v.s. that opponent (opponent must be adjacent). This secondary attack does not gain your bonus attacks, but does all your standard damage, and dazes your target for one round. Anytime you strike any oppnonent while they are prone, the daze affect also applies.
3 - The waves of force your spirit creates hampers your enemies and creates oppurtunites for you. When utilzing an Iaijutsu maneuver the crashing waves of energy around you cause the 10' of area around you to be considered difficult terrain. Also, anyone moving into this terrain provokes an attack of oppurtunity and allows an immiediate attack, regardless of if you would normally have reach or not, and not subject to the limited number of attacks of opp in a round (though only one per target as per normal).  The crashing waves of force only appears after you have completed the movement part of your manuever.

Level 20 Choices
Truely one with the nature and strength of your spirit, you can manifest physically the immense power that your Katana brings to the combat. Spiritual energy courses through you at a moments notice, and you gain the size and strength of the spirit within your blade.
The first time you utilize your Iaijutsu manauver in combat your size increases to Huge, and you gain all the benefits and penalties of being that size.
1 - When engaging your foe you smash against them, promising a quick and violent destruction. When utilizing an Iaijutsu manuever you also automatically do +4d6 points of trample damage and can force them to move 20' after your attack. The movement is always away from you.
2 - Size does not matter in the presence of the unending oceans. Size does not matter, for the purpose of all things your foe is considered to be medium in size. (He still retains size modifiers for str etc, but you would gain size advantage for grapples, bull rush etc.)
3 - Annoyances are swept aside in the destructive wake of the undending ocean. Whenever you make a sucessfull attack of oppurtunity you immiedately force move your opponent 20' away from you and knock it prone. The opponent takes an additional 2d6 points of damage from this attack.


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Fastest Blade -
The Fastest Blade clans are similar to the Sharpest Blade clans. They prize the masterwork craftsmanship of there blades, and there clans have secret techniques of there blades construction passed down for generations. The spirits within the blades are ancestor spirits tied as far back as the clans creation, and allow masters of these rare Katana to become little more than a blur of motion and death among the battlefield. Sometimes called the masters of Iaijutsu, the Fastest Blade is among the most prestigious of the clans, though not necessarily the most powerful.  Nevertheless, much is expected out of the members of this clan, and there Samurai tend to be serious and skilled.
The Katana's from this clan are varied, but they all share one quality, the weight of there blade is half that of a normal Katana, and there balance is far superior. Most are simple in design, so as to not take away from the blades overall effectiveness and balance.

LVL 5 - Choices
Through technique, training, and the spiritual awakening of the ancestors within the blade you become more focused and attuned to the speed of not only the blade, but of yourself as well. So long as the Katana is in your posession you gain a +10' movemet to your land speed.

1 - A true blur of motion, you create a technique that increase the speed of your attacks to superhuman levels while initiating Iaijutsu, your form is simply too hard for the naked eye to pin down, making counterattacks difficult at best. When using an Iaijutsu maneuver you are considered to have concealment from enemy attacks, the concealment lasts until the beginning of your next turn. (this is not true concealment)
2 - Mastery of Iaijutsu is mastery of speed, by training in both body and mind you have surpassed many samurai in the basis of this art.  Add 2d6 to your fastest cut damage.
3 - Speed is accuracy, and you know this all too well. Your momentum makes your attacks accurate, and accuracy is what is truelly needed to win a fight. For every 10' of movement you move during an Iaijutsu maneuver you add a +1 to your attack roll. You only considere movement from this classes class features + your base land speed. Haste, items, and similar effects are not taken into consideration, only the true speed of the samurai.

LVL 10 - Choices
Through extreme training and practice you have come to a beneficial union with your Katana. You recognize its speed, and the lack of speed in others. To you, combat seems to take place in slow motion.
While your ancestral blade is in your posession you always go first in combat.
1 - Attacking first is key, and getting to your opponent quickly is what a samurai must achieve to win. During the first round of combat you can double your base movment by utilizing an Iaijutsu maneuver. If you strike your opponent and it is applicable you add 4d6 points to your fastest cut damage. For the purpose of this movement you move so fast as to ignore difficult (but not impassible) terrain.
2 - Speed and momentum carry you through battles. This offense, the mastery of Iaijutsu, is key to the greatness of any samurai. Unlike others, you have truelly begun to maste this speed in all aspects. When utilizing an Iaijutsu attack your first extra attack gains the full damage dice of your fastest cut special ability, if applicable.
3 - Not only offense, your speed is also your defense. You have utilized a technique that not only allows you to attack your enemies, but to stay out of harms way by utilizing your great speed. When utilizing an Iaijutsu maneuver you add a +1 to your ac as a dodge bonus and a +1 to reflex saves for every 10' you move (max of +5). In addition if you move at least 30' during the attack you are considered to have evasion until the start of your next round.


LVL 15 - Choices
You finally begin to recognize the true and phenomenal worth of your Katana. You are much more in tune with it, and you feel as much a part of it, is it does to you. Your ancestor spirits guide your strokes and attacks, for you move so fast at this level, that the sheer magnitude of it is nearly impossible for you yourself to keep up with.
When Utilizing an Iaijutsu manever at this level you move three times your normal movement.
1 - You are beyond the standard samurais typical training in Iaijutsu, and have mastered Iaijutsu at a level that samurai years older have not yet achieved. Add one to the total number of extra attacks you make against an opponent when utilizing an Iaijutsu attack.
2 - Speed is your greatest offense and defense. You have developed a technique of such magnitude that you are impossible to see, as you move too fast for the eye to train on. To your opponent you appear as ever shifting images. When you get to an opponent utilizing your Iaijutsu maneuver you make your attack as if you were from any square adjacent to that opponent. Also, when an opponent attacks you he treats as attacking as if you had mirror image upon you(unlimited amount, 1 and 6 chance to hit), though this is an extraordinary ability, and not an illusion. When you begin your turn at the beginning of the next round you place your miniature on any square adjacent to the opponent.
3 - Impossible to pin down, impossible to predict. You are little more than a constant blur of speed and attacks. After you make an Iaijutsu attack you may resume moving if you have any movement left. Also, so long as you moved at least half your movment, you are displaced, as the spell, though this is not considered an illusion, but an extraordinary ability. This lasts till the beginning of your next round.
LVL 20 - Choices
You are a true master of Iaijutsu. You are both fast and powerful, and you surpass most other samurai not of your clan in terms of sheer speed. One with your ancestors and your blade, you are a true force to be feared upon the battlefield.
Your blade is everywhere at once, when utilizing an Iaijutsu attack after you move you may attack every adjacent creature to you with a standard Iaijutsu attack as well.

1 - Your speed is beyond supernatural, at levels wizards and scholars must ponder upon. For the purpose of applicable movment, your movement mode is considered teleportation.  You must still have line of effect and sight.
2 - Speed, not lucky strikes is your true measure of power. When you would score a critical hit you need not roll to confirm, make another Iaijutsu attack v.s. that opponent, ignoring any subsequent critical threats. This works against creatures not subject to critical hits. If you choose to confirm the critical hit, you do not get the subsequent attack.
3 -  Opponents must be on guard, for your attacks are nearly at the speed of thought. Any oppening from your opponents could be fatal. So long as your sword is in your posession, any time an opponent misses you with an attack you automatically do an extra attack v.s. that opponent (as per the Iaijutsu extra attack). This hits automatically. this can happen once per round per opponent.


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Blade of Shadows
This clan represents one dedicated to the void, and the powers that it posesses. Clansmen of the Shadows are looked down upon by many other Samurai, for at a glance it would seem they are elusive and masters of trickery. This is not the case, and far from it. Clansmen practicing the blade of shadows take away the tricks and illusions there foes would use against them, and strike in such away that there attacks cannot be avoided. Katana's with the Shadow Blade all have pure black blades, though the hilts themselves have varying designs and crafts. The spirit within the blade is usually a lonely one that had drifted in the void for far too long. Members of these clans tend to be loners, even for samurai, and tend to stick to there own means rather than rely on others.

LVL 5 Choices
The lonley, distant spirit of the void within your Katana awakens, and the blade itself takes on a smokey black image. Only the owner of this katana can wield it at this point, for it becomes little more than a masterwork hilt outside of his hands.
The weapon, being ephemeral, can strike such creatures easily. While using this weapon the samurai can strike incorporeal and ethereal creatures regularly. Also, the weapon can never be sundered or damaged from this point on, and disarm attempts are impossible.

1 - Your sword is an extension of the void, and thus is not affected by the same restrictions of space and distance. No foe can truelly escape your attacks. Whenever you miss an opponent with an Iaijutsu maneuver that opponent is considered missed. The opponent takes damage equal to 1 extra attack as a blade of force rips into your opponent from seemingly nothingness. The extra attack uses the normal rules for extra attacks under the Iaijutsu rules.
2 - Your sword is vaguely anchored by the bindings of reality as the void exists in all places at once, and you to can temporarily escape the basic laws of the world. When using an Iaijutsu maneuver you imiediately teleport back to your starting square if you hit your opponent. You may choose to not use this ability by declaring it before your attack.
3 - The void itself is a vacuum if imeasurable degrees. By utilizing this technique you open up the katana, turning it into a physical gateway to the void. When utilzing an Iaijutsu technique you can force move every opponent within 20' of you to become adjacent to you. You can do this in lieu of the movment portion of your Iaijuts attack.

LVL 10 Choices
You and the spirit within your dark blade begin to mesh. Your spirits join, and you realize the intense loneliness and darkness your spirit had to endure. With the promise of companionship, the spirit is now willing to impart more of its mastery of the void unto you.
While this katana is in your posession you gain blindsight out to 60'. All normal rules apply to this blindsight.

1 - Your sword is a thing of destruction and void, and the darkness of the blade is a promise to your enemies. Creatures reduced to 0 hp by your Iaijutsu attacks are disintigrated, as the spell. A wish or miracle is needed to revive such creatures from the void before performing a raise dead or similar effect.
2 - Your sword is a piece of the void itself, and one can never truelly be rid of it once it has affected them. Any time you score a critical hit while using an Iaijutsu attack a bit of your sword breaks off into the wound, creating a void that slowly eats away at the opponent. Every round on there turn they take damage as if you had hit them with a standard extra attack as the wound starts destoying all the material around it. Creatures immune to critical hits still can be affected by this technique, but you must confirm the critical hit as per normal.
3 - You control your sword as a gateway into the void itself. Though mastery of this power is difficult, you have created a technique to help defend your allies, should you make any. So long as you have the sword in your posession you can pull projectiles to you instead of there intended target. The intended target must be 30' from you. Though the voidgate pulls the projectiles towards you, it also thwarts there accuracy, and the attack roll is at a -4 penalty when hitting you. This works on any physical or magical projectile that does not hit automatically.

LVL - 15 Choices
The blade of shadows is now nearly at your complete control. Over its loneliness and sense of abandonment the ancestral blade is willing to utilize all of its powers to see that your goals suceed. Now at nearly its full potential, the blade is a thing of mutable shadows, and grants its wielder great versatility in combat. When the Samurai uses an Iaijutsu maneuver the blade seemingly splits into multiple blades of shadow, and at the last possible moment the samurai chooses the real path of his katana. Roll 2 dice on any Iaijutsu attack roll, accept either result.

1 - You are a near perfect embodiment of the void, and promise your foes a taste of your otherworldly destruction. When you utilize an Iaijutsu maneuver you add one temporary negative level to him as the void sucks the very life essence from his body. On a critical hit when utilizing this technique your opponent is also automatically slowed for one full round as the strength and life force leave him crippled and disoriented.
2 - The power of your sword is also in its lack of power. By applying cuts without physical force, you allow there supernatural force to be all too present. By foregoing the strength modifiers of your attack, the bonus damage from the samurai class feature, and the use of any power attack damage, you allow your blades extra attacks to utilize all special damage from your ancestral blade class feature. Also, by utilizing this technique you can score critical hits against any creature type with this attack.
3 - While the sword is in your posession you are a walking gateway into the void. Non magical projectiles automatically get sucked awaying into your swords blade if they are targeted at you. In addition, standing clouds, dusts and the like get sucked away as you move through them, and do not effect you, finally, swarms are dispersed as you move through them, though reform after you pass.

LVL - 20 Choices
The blade of shadow is a gateway to the void itself. It no longer has any substance, though with the complete merging of your spirits is now has goals and a purpose, something it had been striving to gain for an eternity. Being a blade of nothingness, armor and conventional defenses do nothing against your attacks. When you attack an opponent, you need only make a touch attack in lieu of a regular attack.

1 - Speed, the hallmark of your Iaijutsu takes a back seat to the power of the void itself. Your fastest cut damage is no longer critical damage, and is treated as a disintigration effect. While utilizing an Iaijutsu attack, you double the fastest cut damage v.s. any opponent in which you score a critical hit.
2 - Not only the lure of the physical, but the void disrupts the essence all who touch your mind or spirit as well. So long as you have your ancestral blade, whenever you make a will saving throw v.s. a spell or effect, the caster or creator of that effect must make a will saving throw utilizing the save of the spell or effect used against you or become helpess for d4 round as his mind and soul is temporarily absorbed into the void. This works on any creature with an intelligence score over 4. Even undead. If you save v.s. effects based on will, you take no secondary effect.
3 - Space and distance have no meaning in the void, as all are connected in emptiness, and you can attack from any corner of that emptiness. Whenever you utilize an Iaijutsu attack and score a critical hit, you can immiediately deal your fastest cut damage to every opponent within 60' of your location, regardless of line of sight or effect. This damage is done regardless of immunity to critical hits etc.

_______________________

Dragon Blade
Dragon represents courage and honor in Uldrak mythology, as well as great power and strength. Clans utilizing the Dragon Blades are usually some of the most sucessfull. Clans worship various dragons, but always take the dragon types strong points and create a strict code of ethics and rules around it. Dragon Blades tend to vary greatly from clan to clan. A red dragon clans blades might have ruby eyes in a draconic hilt and a red tint to the blade. A silver dragon clans blade might be near silver in its sheen, and cool to the touch. Each blade, as it is probably apparent, has an ancestral dragon spirit hosted with it, a mighty representation of the dragon type associated with the clan. Through many tests and trials, an apprentice samurai must constantly prove its worth to the spirit within his blade.

LVL - 5 Choices
The spirit within the blade awakens. It lends its power to you, though it is apparent that you have yet to prove your worth to your ancestral blade. Regardless, knowing that the strength and power of this spirit is now at your side, you become a warrior without fear of others.
So long as you posess this blade you become immune to fear.

1 - The crafting technique along with the awakened spirit of the blade makes you immune to the energy damage of the dragon type within your katana. This lasts so long as the ancestral blade is within your posession.
2 - Other clans may get respect, but the clans holding the spirits of the dragons within them are considered to be above the norm, and worthy of the greatest respect. While the ancestral blade is in your posession you gain a bonus to charisma based skills equal to one half your samurai level. This also applies to ability checks based on charisma.
3 - Your wrath is to be feared, and when you bear your strengths against your enemies it takes all there will to not run from you in terror. Whenever you initiate an Iaijutsu maneuver and hit, the target of your attack is shaken for 1 round, if applicable.

LVL - 10 Choices
The spirit has begrudgingly accepted you as worthy of its great strength and power, and now allows you to acess more of that in combat. Knowing you have the great strength and might of the draconic spirit within your blade allows you to boost your own confidence and power even more.
So long as you have the ancestral blade in your posession you gain a +3 morale bonus to attack and damage rolls v.s. your opponents.

1 - Iaijutsu is the mastery of speed, but dragons greatest weapon is there mastery of there mighty breath weapon. You combine the two, bringing forth the power of your spirit when speed would normally be your greatest asset. Your fastest cut damage is no longer critical damage, but can now be treated as energy damage of the type posessed by your draconic spirit.
2 - You are terrifying to your foes, and as you demonstrate the fullness of there power they can do little else but stand under your magnificence in sheer terror. While utilizing an Iaijutsu maneuver, when you roll a critical hit v.s. an opponent already shaken that creature is stunned for 1 round. Once you utilize this power on an opponent he can no longer be affected by it for 24 hours. Creatures not shaken suffer a -2 penalty to attack rolls and ac for one round after this attack.
3 - The power and magnificence of your spirit mixed with your own worth can be felt by your comrades. So long as you are within 30' of your allies they recieve a +4 moreale bonus to saves and a +2 morale bonus to attack rolls. This functions only if you have your ancestral blade within your posession.

LVL - 15 Choices
The spirit of the sword meshes more comfortably with your own spirit and you can feel the power and presence of the majestic dragon more fully. Your foes now too know the full might and strength you bring to combat, and do not look forward to clashes with you.
When utilzing your Iaijutsu maneuver you become as terrifyingly majestic as the dragon spirit within your blade. Every opponent with 30' as well as your opponent must immiediately roll a will save DC 10 + half your level + charisma mod or be stunned for 1 round. This is a fear effect. Once affected, regardless of save, the same creature cannot be affected again for 24 hours. creatures saving or failing the save are still shaken for 1 minute.

1 - The spiritual powers of your ancestral blade manifest more fully. Any special energy damage of the same type as your dragons breath type is at maximum value. This can maximize damage from any source from your class features, including abilities from your ancestral blade, but does not include sources outside class features. (such as magic items, alchemical items, etc)
2 - Through the combination of your sucess, and increased power, your confidence and strength grow. More so than most, the draconic spirit lends you some of its real, raw power. So long as you have the ancestral blade in your posession you gain a +4 bonus to your strength and charisma. This is an untyped bonus and stacks with all other bonuses.
3 - As you succeed, the confidence in your spirit increases, as does yours, increasing your own power even more. Every time you suceed at an attack roll during an Iaijutsu attack you increase your base damage and attack rolls by 1 for subsequent attacks. This bonus starts at the beginning of your next round and lasts until this battle has ended. If you score a critical hit this bonus is doubled. The maximum bonus in any combat is 10.

LVL - 20 Choices
The spirit has accepted you fully, and through the merging of your combined power you have increased your potential to heights unheard of. Like the spirit within your blade you can emit from your katana a bit of its breath weapon onto your foes. Whenever you utilize an Iaijutsu attack you can choose to emit a blast of energy associated with the dragon spirit within the blade. The attack does +10d6 points of that energy damage. Once this ability is used it cannot be used again for d4 rounds.

1 - Your confidence in your own ability manifests fully to your attacks. Whenever you utilize an Iaijuts maneuver you can choose to take 10 on the attack.
2 - Your strength of presence demands respect. So long as you have your ancestral blade all creatures you interact with that have an intelligence score higher than 6 treat you as friendly. Enemies are still enemies, but they will at least treat you with the respect deserved by your station.
3 - The spirit of the dragon meshes with you fully in times of need. Whenever you utilize an Iiajuts maneuever you gain the half dragon template with the dragon type of your choice. This template lasts for the remainder of combat and subsides when combat is over.

__________________

Spirit Blade
The clans utilizing the spirit blade are standard practitioners of Iaijutsu. They do not mesh with there spirits, nor do they attempt to draw there power unto themselves. Clans utilizing the Spirit Blade technique take careful measures to bind a willing spirit into a katana. These spirits have been protectors and defenders of the clan since ancient times, and have agreed to be bound into these weapons to be drawn upon in times of need and strife. Instead of using the powers of the spirits, this clan has developed techniques to release the spirit into combat for short periods of time, gaining a powerful, ancient ally within combat. Some clans actually have imprisoned harmful spirits within there blade, and subdued them, releasing them from there cages to attack there enemies, before sealing them back within there katanas.

(See Ancestral Spirit Blade post for details on powers)


Ok, those are the base choices and abilities of the individual clans. The diversity would allow someone who like the samurai, or a specific clan the ability to play them in new ways. Hopefully.

Saturday, July 14, 2012

Mask of Truths

The item in question, the Mask of Truths, can be traced back to one Eldmonte Viewe, a volasion assasin and at the time, god of assasination. Eldmonte wasnt exactly a noted assasin, but had just begun his career in the courts of the queen herself, one of the many assasins hired to protect the integrity and security of the throne. Unlike many of his peers, Eldmonte wondered about the lives that passed through his skilled fingers and into darkness, wondered if there deaths were deserved, or if there pleas of innocence were true. There was no room for hesitation within the ranks of the most elite assasins, so Eldmonte took the problem on himself. Going to priests of Sheshensis, he posed the idea of crafting an item that would allow him to see the worth of those he would target. The priests of sheshensis agreed, and removing the face of a willing high angel of the serpent god, crafted the cast off skin into a blank, white mask.  This new relic, as promised, showed the truth of the people he killed, and it was this, many scholars believe, led to his downfall. In the end, innocent and guilty alike had to fall before the queen to make sure the security and integrity of the throne stayed intact. This was something many of the older assasins knew, but the younger assasins had to grow into. Another side effect of the mask was that, although it was blank, a face appeared on the mask as the target fell into ruin. Those shadowing the rookie assasin would quite often see the face of sorrow, or rarely, a face of happiness upon the mask, and believed that Eldmonte's true emotion were revealed upon the maks at the moment of there deaths. Years went buy and Eldmonte grew in his powers, the mask had opened the assasins eyes, and showed him just what kind of cold, unloved work his craft must do. Many around Eldmonte in these later years knew him to be a grim, uncaring man, but regardless, there was always an expression etched into the mask as he killed his target. Time went on, and the god of assasins became more and more unhinged, as he simply did not have the mentality for his craft. Some say he was good at heart, and had to perform dark tasks far too often for his soul to gain rest. All anyone can say for certainty is that he failed his final mission in the end, though even that is speculated. It is said that he was hired to kill one of the failed prospects for the queen. The new queen had been chosen and the mother of one of the prospects believed the choice was unjust, and that the council had been staging the whole thing for years. Eldmonte was chosen to kill the child quietly, to make it look accidental so as to aleviate suspicioun. Eldmonte approached the child in the cover of shadow, silent, and skilled. He observed the child, and his mask showed him what he already knew, that she was innocent, pure and without fault. It was her mother who was consumed with greed and rage. Eldmonte has faced such hard tasks before, but it is believed that by this point, he was simply beyond believing in his position anymore. Moving into the girls room, he approached her, told her that he was Eldmonte Viewe, and that he was a royal assasin. He informed the girl to tell the guards of what was about to transpire, then to move away from her mother for her own safety. Eldmonte then took his blade, plunged it into his heart, and died before the young lady. The young lady did just what he had told her to do, running out of the house and to a guard, it is said she later went to live with her uncle just outside of volasia.  Eldmonte's extreme action caught the attention of the council, and it was investigated further, at which time they found that it was indeed the mother, and not the child who was the real culprit and problem. The childs life was spared, though she was asked to speak before the council and give detail about the incident. All was as she had said before, but what the council was most interested in, the part that they pondered the most, was that as Eldmonte spoke to her, and then ended his life, his masked remained blank, right up until his last breath, when a thin, grim smile creased across the pale blank visage.  The mask was sealed away, the strange, grim smile, never leaving the once blank mask.

Mask of Truth -
This item gives its bearer a +5 bonus on sense motive checks.

5 - Skill Enhancement +5 bonus on sense motive checks
6 - Detect Alignment - Focus on 1 crtr within 60'  for 3 rounds. Discern Good, Evil, Law, Chaos.
7 - You comprehend any language that you hear, or read. You cannot speak it
8 - Skill Enhancement +5 bonus to intimidate checks
9 - 
10 - You gain a +2 enhancement bonus to wisdom
11 - By concentrating you can attempt to detect the thoughts of a nearby creature, as the spell. Save DC is 14 + your charisma modifier.
12 - You can ask five questions to a creature you have killed within 1 minute. You may do this once per day.
13 - The bonus on sense motives is +10.
14 -
15 -  1nc per day, as per the spell, you can utilize true seeing as if cast by a 15 lvl wizard.
16 - Wisdom bonus becomes a +6 enhancement
17 - The bonus on sense motives is +15
18 -  Once per day you can gain a +20 to one single roll of your choice, as you see the truth of the future layed out in front of you.
19 - 
20 -  Though you can see all truths, no one can see yours. You have mind blank upon you so long as you wear the mask.

Thursday, July 12, 2012

Shadow Step

Shadow step is a pair of black, silk like boots. In all respects these boots function at there base as boots of elven kind, giving a +5 bonus to move silently checks. There creation however, is not from elven hands, but from the meshing of the bearer who once held onto them.
Zui Shadowstep was an Uldrek rogue from what most sources say. She was not only a rogue however, but an arcanist of some note as well. She loved utilzing illusions and her own skill to confound and bewilder her opponents as she stole there treasures. Zui however was not content with stealing, she was also scholarly, as her training dictated, and so explored the realms of illusions and shadow magic to better help her persona. Zui after all, was the god of black cats. Shadow magic seemed a natural fit. Zui stole and bartered for something called esper silk, a rare film that fell from destroyed shadows and similar creatures. Using illusions she had the film made into a pair of boots she dubbed shadow step. With her new trinkets bolstering her power, and her mastery over black cats, Zui became the premiere thief around Uldrek. This unfortunately got the attention of the cities governors, which demanded that the Samurai take care of the problem. The samurai came up with a plan, to lure the thief out with the promise of a great stone known as the shadow gem, a gem from the very heart of the plane of shadows. Like they expected, Zui could not resist, and under the nose of the samurai, stole the gem. Zui unfortunately did not research the gem as she should have, being prideful of her own skills. The gemstone itself was an artifact of Skisk, and promised to turn any illusions real, and any reality into illusion. For a while Zui was beside herself, she utilized her skills and magics to create vast wealth and haven for her and her cat allies, but it was all for not. Soon she realized that she herself was becoming nothing more than a thing of shadow stuff and illusions. Knowing her fate, Zui set up one last trick. Walking straight into the heart of the samurai clans stronghold Zui came bearing the Shadow Gem. The samurai moved to cut her down, but found that she wasnt real, there swords moving through her without any effect. Finally, her body flickering in and out of existence, Zui had went as far as she could, just outside of the Clan Masters house, and set the stone before her. With a wave of her hand she created one final illusion, an illusion that stretched over the course of the clans compound. The illusion was of fire, rocks, and ruin throughout the compound. The clan leader came out, looked at Zui, the Shadow Stone, and waited. With barely more than a whisper Zui said. "The Shadow Stone is destroyed, what you see before you is an illusion, as is the fire. I have the remnatnts of the stones power, and can turn both to reality, or let them both fade away as I do."  The clan leader gave her a grim look. "Let the stone, and the flames become reality" Zui knew this was the only choice he could make. The stone itself was entrusted to the clan, utilizing it as bait showed how desperate they were to findind a way to sto Zui. It is said that the entire clan, every single member inside, perished that night, and the only remnants were the Shadow Stone, buried under the ash within the compound. Some say that they witnessed no one leave, no one, save a pair of seemingly disembodied boots that walked several feet out of the burning gates of the compound, then ceased moving forever.

Shadow Step - +5 to MS checks -
LVL - 5 / +5 to MS checks (this makes it +10)
LVL - 6 / +5 to Hide checks
LVL - 7 / +5 to base land speed (only effects base land speed)
LVL - 8 /  Darkness 1nc/day (CL - 5) - This is a move action to activate and the effect manifests on the square you were standing in. You can see through this darkness.
LVL - 9 /
LVL - 10 /  Cold Resistance 5, you also are immune to the base traits of the plane of shadow.
LVL - 11 /  Darkvision 60' while you wear Shade Step
LVL - 12 / 
LVL - 13 /  Invisibility at Will
LVL - 14 /
LVL - 15 /  Spell Storing - Can hold three levels of illusion spells in the boots. A spell stored can be activated as a move action.
LVL - 16 / Once per day you can travel to the plane of shadows or return to the prime plane. Self only.
LVL - 17 /
LVL - 18 / You are always under the effect of displacement, as the spell.
LVL - 19 /
LVL - 20 / You can use ethereal jaunt once per day as the spell - You use this power as a move action.

Saturday, July 7, 2012

Samurai

This is a new class introduced into my campaign world. The class gets its background from the city in which it exists. Uldrak was an ancient city, and during the second age staged a coup against the empire. After being soundly defeated Uldrak gave up peacefully, and agreed to imprison itself and its culture to keep others away from its seeds of betrayal. A dishonored city, the people of Uldrak became chaotic, despondant, depressed. After centuries of miserable life, leaders emerged that began to focus on rebuilding the city, a city dedicated to honor, to sacrifice, and to loyalty. A city that would one day be able to prove its worth once again to the empire. All people of Uldrak rallied behind this new cause, and an age of rebuilding and regoverning began. The samurai came out of this time. The samurai is a warrior dedicated to maintaining the honor and loyalty of its populace. Since it was still a time of chaos, and some didnt agree with the new direction, warriors were made to put an end to any who stood in the way of this new age. The samurai were fast, fearless, and deadly. Samurai clans were built to defend the new leaders and people of import as well as weed out and kill the chaos that would try to sprout up amongst the populace. Many of the clans died out over time, though a few still exist even in the current age.  A samurai is not a fighter. They have many limitations that fighters do not, and have a unique way of fighting that has its own limitations as well. Fighters do exist in Uldrak, and usually make up the armies and town guards. Samurai are still the honor, pride, and heart of the Uldrak nation, and stand ever vigilant against threats that would seek to cause chaos or disharmony in there beloved city.


Samurai -
Hit Die - A samurai has a d10 for there HD
BaB - A samurai has a fighters BaB -
Skills - 2 + int modifier
     --A samurais skills are Craft, Profession, Gather Information, Knowledge Local, Sense Motive, Diplomacy, Ride, Animal Handling, Jump, swimming, climbling.
Saves - Fort and Will are good
Restrictions - Must be a lawful alignment -
Samurai cannot be multiclassed into and once you leave the class you may never return to it. Samurai must practice there entire life to learn there skills, and stepping away from there rigid training, even for a short time, can be devestating to there fighting style.

Code of Ethics and Honor - Samurai have strict codes to make sure there behavior stays to a certain norm, enemies can be expected to try and exploit those weaknesses.
1 - A samurai can never have more than 6 magic items on his person at a time. A samurai sword does not count against this limit. Samurai believe magic to be beneficial, but also believe it is an unfair advantage if used in quantity. Samurai believe there skills are far more honed than magical trinkets, and overusing them dishonors there ancestors.
2 - Samurai cannot feint, bluff, or use the disguise or bluff skill to gain an advantage in combat. Very few use these skills or abilities outside of combat, though it is not forbidden to do so.
3 - Finally, samurai cannot lie or be deceptive, though they can refuse to speak the truth. If in question as to whether something is a lie or deceptive, always rule against the samurai.
----If the samurai breaks his code, he forfiets his Ancestral Weapon and Ancestral Destiny class features until the dawn of the next day. A samurai who dishonors his ancestors, loses there favor.
A character who loses his Ancestral Weapon class feature still treats it as a masterwork katana.

Weapon Proficiency - Bastard Sword (katana) - A samurai is forbidden from using other weapons.
Armor Proficiency - Any - no shield training -

lvl
1 - Sword Saint - Iaijutsu -
2 - Ancestral Weapon -
3 - Fastest Cut - D6
4 - Improved Initiative (feat)
5 - Ancestral Destiny -
6 - Fastest Cut - 2d6
7 - Chi -Spiritual Pool, lesser power-
8 - Improved Weapon Focus (Katana)
9 - Fastest Cut - 3d6
10 - Ancestral Destiny -
11 - Invisible Blade
12 - Fastest Cut - 4d6 -
13 - +2 to base katana damage
14 - Chi - Increased Power
15 - Ancestral Destiny - Fastest Cut - 5d6
16 - +4 to base katana damage
17 -
18 - Fastest Cut - 6d6
19
20 - Ancestral Destiny -

Class Features -

Sword Saint - a Samurai is a master of one weapon, and one weapon only. The katana is the samurais chosen weapon, and a samurai starts with a masterwork katana forged from his clans finest weaponsmiths. In some instances a samurai is given one of his ancestors swords instead. A Samurai is lost without his sword, and takes great care to maintain and protect it as if it were part of him. A samurai gains weapon focus in the use of the katana as a bonus feat at 1st level.


Fastest Cut - If a the samurai strikes a foe that is flat footed he gets additional damage based on his level. Samurai usually make use of Iaijutsu to perform this manuevar, as bluff and feints are considered bad form. The damage from the fastest cut can only be applied once per round on a single target.

Iaijutsu - This is the samurais fighting style which believes in the first and last cut - Iaijutsu is the art of drawing, cutting, and sheathing ones weapon in a fluid, graceful attack that kills most foes outright. Samurai do not like long draw out fights, but fights that are won or lost in but a few moments.  The term Iaijutsu attack refers to using this style in lieu of a regular attack routine.
A samurai can use a special attack manuevar as a full round action (Iaijutsu attack). This allows the samurai to move his normal speed, attack with his weapon (even if its sheathed) and then sheath his weapon. A samurai using this manuevar does not provoke attacks of oppurtunity from moving through spaces, and temporarily ignores the armor penalty to his movement. The attack is at his full base attack bonus. At level 6 while using this manuevar the Samurai's attacks become increasingly faster, allowing an extra cut with one single attack. No attack roll is needed, and the primary attack roll needs to strike the target in order for it to hit. The extra Attack does standard damage. The only modifiers that add to this secondary damage are the base damage, enhancement modifiers from the sword, and the samurais strength modifier as per normal for the attack (1 or 2 handed) Any other modifiers are ignored, as the attack happens to fast for it to take hold. This includes smiting, power attack modifier, and all special damage sources. The new attack is treated as a single attack for most  purposes, including DR etc. So the damage would be tallied as one lump sum, then abjucated to the target. At level 11 he gets a third attack, and at 16 he gets a fourth. All attacks generated from the Iaijutsu attack must attack the primary target, and cannot be used to damage or hurt anyone other than the primary target. ie, cleave, great cleave, and similar effects would be useless. A critical hit on the primary attack only increases the damage of the first attack. The secondary attacks damage normally.
(Note - An Iaijutsu manuever requires the samurai to attack, so a target must be designated for the samurai to be able to declare an Iaijutsu maneuver.)
Invisible Blade -
At level 11 opponents can no longer visually see the samurais attacks as it happens so fast that it is nearly impossible to defend against. All opponents v.s. your Iaijutsu attack are considered flat footed.

At level 13 and again at level 16 the samurai does +2 points of damage to his base katana damage. This is +2 at 13, and an additional +2 at 16 for a total of +4 base damage to his attacks.

Ancestral Weapon - The samurais weapon is attuned to the very spirit of the samurai and that of his ancestors. This is no ordinary weapon, and becomes incredibly powerful as the samurai progresses in level. At 2nd level the sword is treated in all respects as a +1 katana. At every even level after this the sword gains another enhancement bonus, to a maximum of +10 at level 20. All standard rules apply for weapons and properties. The samurai can choose where the bonus goes as he advances in level, he can increase the enhancement bonus, give his sword a property, or save the bonuse for the next level. For example - Gazrei gets to level 4. Instead of making his weapon a +2 weapon, or gaining an ability, he chooses to save his bonus. At level 6 he chooses to add a burst quality to his weapon which takes up the two points. Once a swords properties are chosen, they cannot be changed or undone. If a samurais sword is destroyed, he can get it replaced at a proper shrine to Kvatch. The cost to rebuild the sword is 300gp per level of the samurai. Replacing the sword requires the priests to perform a 1 week ritual over the swords remains. If given to another person, the sword is of masterwork quality only, and only functions as a magic weapon in the hands of the samurai for whom it was forged.

Ancestral Destiny - All samurai carry there chosen blade. This blade and only this blade contains a portion of the spirit that made there clan powerful. Some blades are said to have more destiny than others, but each blade is considered a measure of the clans overall worth and strength. While a Samurai has his ancestral weapon he can utilize the ancestral power of his sword.  As the samurai increases in level, the power that he can harness from his sword also increases.

Finally, similar to ninjas, samurai have a small pool of spiritual energy known as Chi. This spiritual power comes through there deep connection to there ancestors, and the awakening of there ancestral sword. Though small in comparison to ninjas, a samurai can utilize his spiritual energy to heal his wounds, perform physical feats above his normal ability, and enhance his attacks. In any single round a samurai can only spend one point of Chi.
A samurai's Chi pool is 3+his charisma modifier. A samurai at level 7 gets a Chi Discipline. He can channel Chi into this discipline at the indicated action.
A samurais powers are chosen by a discipline. Samurai disciplines are very limited in what they can do, but add flavor and options to a samurais attack style.
Discipline -
1 / Overbearing Assault - You force Chi into your muscles and strikes allowing you to do more damage to your foes.This simple discipline allows the samurai to funnel his Chi into his attacks. This costs 1 point of Chi (you may only spend 1 point) and the required action is any attack action. This attack does +2d6 damage.
2 / Unyielding Skin - You funnel Chi into your muscles and skin, hardening them to lessen the impact of blows and attacks. You spend 1 point of Chi to gain DR 5/- for 3 rounds. This is a swift action.
3 /  Rejuvinating Breath - You can utilize a point of Chi (you may only spend 1 point) and channel it into your injuries to aid in there mend. This is a swift action. You heal yourself of 2d6 points of damage.
4 / Self Mastery - You can utilize a point of Chi to gain a +10 bonus to any skill check relying on strength or dexterity. This bonus lasts for the duration of the individual skill check.

Greater Discipline -
The Discipline of your choice becomes more powerful through your extended use.
1 / Overbearing Assault - The force of your discipline increases. By spending a point of Chi you can now do +3d6 points of damage on one primary attack. The action required remains the same as before. Also, due to the force of your attacks, if you do any additional attacks this round each attack adds 1D6 to its damage as well.
2 / Unyielding Skin - Funneling Chi into your body not only increases the strength and durability of your skin, but your muscle mass and organ durability as well. While you have the damage reduction from this discipline activated you now ignore critical damage 50% of the time. The DR remains the same, but the duration lasts 5 rounds.
3 / Rejuvinating Breath - By focusing your chi into healing your wounds you can more extensively effect your bodies rejuvination. The healing becomes +4d6 when you use a point of Chi, this ability also restores d4 points of ability damage or ability drain per use.
4 / Self Mastery - You can push the limits of your own body. By spending a point of Chi you can dispel the Exhausted or Fatigued condition, ignore the need to sleep for a day, ignore the need to eat or drink for a day, or add 10' to your base land speed for 1 round. Each individual use uses one point of Chi. Using the chi to add to your land speed is part of the move action.