TEXT: #24
  Old SchOOl Samurai
  (new Samurai archetype)
  
  B
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners 
  who have contributed Open Game Content; (b)”Derivative Material” means 
  copyrighted material including derivative works and translations (including into 
  other computer languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in which an existing 
  work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; 
  (d)”Open Game Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not embody 
  the Product Identity and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the Contributor, and means 
  any work covered by this License, including translations and derivative works 
  under copyright law, but specifically excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos and identifying marks including trade 
  dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, 
  formats, poses, concepts, themes and graphic, photographic and other visual or 
  audio representations; names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural abilities or effects, 
  logos, symbols, or graphic designs; and any other trademark or registered trademark 
  clearly identified as Product identity by the owner of the Product Identity, and which 
  specifically excludes the Open Game Content; (f) “Trademark” means the logos, 
  names, mark, sign, motto, designs that are used by a Contributor to identify itself or 
  its products or the associated products contributed to the Open Game License by the 
  Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, 
  modify, translate and otherwise create Derivative Material of Open Game Content. 
  (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a 
  notice indicating that the Open Game Content may only be Used under and in terms 
  of this License. You must affix such a notice to any Open Game Content that you 
  Use. No terms may be added to or subtracted from this License except as described 
  by the License itself. No other terms or conditions may be applied to any Open Game 
  Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license 
  with the exact terms of this License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original material 
  as Open Game Content, You represent that Your Contributions are Your original 
  creation and/or You have sufficient rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion 
  of this License to include the exact text of the COPYRIGHT NOTICE of any Open 
  Game Content You are copying, modifying or distributing, and You must add the title, 
  the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of 
  any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You 
  agree not to indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open Game 
  Content except as expressly licensed in another, independent Agreement with the 
  owner of such Trademark or Registered Trademark. The use of any Product Identity 
  in Open Game Content does not constitute a challenge to the ownership of that 
  Product Identity. The owner of any Product Identity used in Open Game Content 
  shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions 
  of this License. You may use any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed under any version of this License.
  10 Copy of this License: You MUST include a copy of this License with every copy of 
  the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from 
  the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of 
  this License with respect to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may not Use any Open Game 
  Material so affected.
  13 Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, 
  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on 
  original content from TSR.
  Pathfinder Roleplaying Game Advanced Player’s Guide. Copyright 2010, Paizo 
  Publishing, LLC; Author: Jason Bulmahn.
  Marid from the Tome of Horrors III. © 2005, Necromancer Games, Inc.; Author: 
  Scott Greene.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason 
  Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, 
  and Russ Taylor.
  Player Paraphernalia #24 Old School Samiurai (New Samurai Arhetype) ©2015, 
  The Knotty-Works; Author:  John Buckley.
  d20pfsrd.com. Copyright 2010, John Reyst.
  © Can Stock Photo Inc. / SS1001 for image on page 2.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.com/pathfinderRPG 
  for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product.
  Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, 
  and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are 
  used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/ pathfinderRPG/compatibility for more information on the 
  compatibility license. Some rights reserved.
  
  1
  Player ParaPhernalia #24
  By the Knotty-Works
  Welcome to the twenty-fourth issue of Player 
  Paraphernalia, a hodge podge of character ideas 
  and alternate rules that may be used with the 
  Pathfinder Roleplaying Game (Paizo, Inc©).  This 
  issue introduces a new samurai archetype, the Old 
  School Samurai.  Designed loosely on the original 
  samurai class found in the progenitor 1st edition 
  RPG, the Old School Samurai is the penultimate 
  honor bound oriental combat lord.
  Old School Samurai (Archetype)
  Honor in service to his daimyo, the samurai is 
  groomed from birth as both a swordsman and 
  honor bound loyal retainer.  It is not sufficient to 
  just master his weapons, the samurai seeks to 
  excel in all aspects of his life including several 
  types of arts including calligraphy and poetry.  
  The samurai seeks perfection in honor and 
  loyalty both in himself, his household, allies, and 
  retainers.  
  It is only through this perfection in both thought 
  and deed that drives the samurai’s actions and 
  goals best defined by the code of bushido.  
  Although fighting skills are rigorously practiced 
  and infused in the very soul of this swordsman, 
  the samurai seeks to employ the principles of 
  bushido in every aspect of his life.  To be samurai 
  is to be the very embodiment of selfless honor 
  and loyalty.
  Class Abilities
  Class Skills:  The old school samurai adds 
  Perception to his list of class skills.  In addition, the 
  old school samurai gains a +1 bonus per five class 
  levels to his perception checks involving possible 
  surprise attacks while the old school samurai is 
  conscious and vigilant.
  The old school samurai must have at least one 
  Craft or Perform skill with a number of ranks equal 
  to his class level.
  Weapons and Armor Proficiency:  The old school 
  samurai is proficient with all simple and martial 
  weapon, the katana and wakizashi.  The samurai 
  will only use weapons associated with peasants, 
  thieves, thugs, and assassins as a last resort; 
  including blow guns, clubs, crossbows (any type), 
  dart, garrote, great club, net, saps, shuriken, 
  slings, and whips.  The samurai suffers a -2 penalty 
  to all charisma based skill and ability checks 
  while wielding such a weapon.
  The old school samurai is proficient with light, 
  medium, and heavy armors but not with shields.  
  The samurai prefer heavy armor over medium or 
  light armor, especially eastern armors including 
  the O-yoroi or Kusari gusoku.  If given the choice 
  between a battered set of O-yoroi or a magical 
  Do-maru, the old school samurai would choose 
  the O-yoroi.  If the samurai dons armor normally 
  associated with peasants, thieves, thugs, or 
  assassins; including leather, padded, or studded 
  leather armor; he suffers a -2 penalty to all 
  charisma based ability and skill checks.  This 
  penalty stacks with the penalty for wielding 
  commoner weapons as well (see above).
  Ki Shout (Ex):  The samurai may give forth a great 
  shout as a swift action at 1st level that grants him 
  a +4 bonus to his Strength score for one round.  
  The Samurai may do this a number of times per 
  day equal to half his class level(minimum of 1 
  time at 1st level).  The samurai must be able 
  to vocalize his shout, i.e. it will not work if the 
  shout cannot be heard by anyone including the 
  samurai.
  At 4th level, the samurai may use this ability as an 
  immediate action and use the +4 bonus for any 
  fear based saving throws instead of the Strength 
  bonus.  
  At 8th level this effect carries over to all allies 
  within 30 feet of the samurai that can hear the 
  shout, granting them the same bonus to their 
  Strength score until the beginning of the 
  samurai’s next turn.
  
  2
  At 12th level the samurai may choose to instead 
  demoralize living opponents within 30 feet that 
  can hear the shout.  Opponents with less hit 
  dice that the samurai’s class level must make 
  a Will save or become frightened for a round.  
  The Will DC is 10 + half the samurai’s class level 
  + his Charisma modifier and if the opponent 
  successfully makes the saving throw he is still 
  shaken for one round.  Opponents with more 
  hit dice than the samurai’s class level are not 
  affected by this ability.  Other samurai may add 
  half their class level to the saving throw against 
  this effect.
  At 16th level the samurai may use his shout to 
  physically bull rush any opponent within 10 feet 
  of the samurai as a standard action.  This effect 
  is handled as a normal bull rush but does not 
  provoke attacks of opportunity.
  This ability replaces the samurai’s Resolve, 
  Greater Resolve, Honorable Stand, and True 
  Resolve class abilities.
  The Way of the Sword (Ex):  The samurai gains 
  both Weapon Focus and Quick Draw with 
  the Katana at 1st level, he then gains Weapon 
  Specialization with the Katana at 2nd level.  The 
  samurai also trains with the wakizashi, gaining 
  Weapon Focus at 3rd level, Quick Draw at 4th 
  level, and Weapon Specialization at 5th level.  The 
  samurai gains Greater Weapon Focus with the 
  katana at 8th level and the wakizashi at 10th level.  
  He gains Greater Weapon Specialization with the 
  katana at 12th level and wakizashi at 14th level.  
  The samurai does not need to meet the fighter 
  pre-requisite for weapon specialization for either 
  the katana or wakizashi.  Note that the effects 
  of the Quick Draw feat are not normally limited 
  to specific or chosen weapons, but the Samurai 
  only gains the effect of the feat with the katana 
  and wakazashi; though the samurai may choose 
  the feat normally to gain the effect for all other 
  weapons (though this does not alter the effects 
  for the katana or wakazashi).
  This ability replaces the samurai’s Challenge, 
  Weapon Expertise, and Demanding Challenge 
  class abilities.  The samurai loses the challenge 
  bonus normally granted by his chosen order.
  The Way of the Bow (Ex):  The samurai may 
  choose from the following feats as bonus feats 
  at 4th level and every four levels thereafter:  
  Clustered Shots, Deadly Aim, Far Shot, Focused 
  Shot, Greater Snap Shot, Impact Critical Shot, 
  Improved Precise Shot, Improved Snap Shot, 
  Manyshot, Mounted Archery, Point Blank Shot, 
  Precise Shot, Rapid Shot, Shot on the Run, Snap 
  Shot, and Weapon Focus (Long Bow only).  The 
  samurai must meet any pre-requisites for the feats 
  listed above and treats his samurai class levels 
  as fighter class levels for those feats that have 
  that requirement.  The only exception is Mounted 
  Archery, the samurai does not need to possess 
  Mounted Combat.
  This ability replaces the samurai’s Mounted 
  Archer and Bonus Feat class abilities.
  Final Notes and Rationale
  The samurai’s challenge ability is one of the 
  his greatest asset.  So replacing it with specific 
  feat trees for two specific weapons seems a bit 
  counter intuitive.  However, the challenge is very 
  limited both in scope and use with a very limited 
  number of uses per day and limited to one 
  specific target.  The bonuses granted by the way 
  of the sword are not limited either in number of 
  daily uses or opponents with which the bonuses 
  may be applied.
  The ki shout ability is probably the old school 
  samurai’s greatest feature, easily replacing 
  the samurai’s resolve features and easily over 
  shadowing the bonuses it is replacing.  However, 
  the effects are only gradually granted as the 
  samurai gains levels, and many of the more 
  powerful effects are only granted at higher 
  levels.
  The way of the bow is probably the closest 
  conversion in regards to power for the abilities 
  being replaced.  Essentially it grants bonus 
  feats that are much more limited in nature 
  than the normal bonus feats gained by the 
  samurai, though gained at a slightly faster rate of 
  progression.
  Overall, the old school samurai is very 
  comparable to the original Pathfinder class, 
  but the abilities were tailored from the original 
  samurai class found in the grand father of 
  the fantasy role playing game.
  
  3
  Other KnOtty WOrKs 
  Pathfinder cOmPatible PrOducts
  If you enjoyed this product, please check out these other 
  Pathfinder supplements produced by the Knotty Works.  
  Each of the Spell Works Compendiums offer over 
  fifty new and unique spells.  Advancing with Class 
  supplements offer new abilities for existing 
  classes or introduce a new class with unique 
  mechanics for the Pathfinder game.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia 24 - Old School Samurai (Samruai Archetype).pdf