Abundance of Pecking Birds (Ex)Apprentice This kata has the same effect as Many Arms of the Spider except that it allows the samurai to make attacks with a bow crossbow or sling.
Ancestor’s Warning (Su)Grand Master Your ancestors wish to keep you safe from harm and whisper warnings into your ears. The samurai gains the benefits of the
Foresight spell for 24 hours.
Anticipate the Cobra (Ex)Initiate Samurais who learn this kata gain the ability to sense creatures without using your eyes or ears. You gain Blindsense out to 30’ and scent for 24 hours. If you have 12 or more levels of samurai, you gain Blindsight out to 30’ and Blindsense to 60’.
Bandit King’s Inspiration (Su)Apprentice The spirit of the Bandit King flows through you, giving you seemingly boundless luck. You gain a floating “pool of luck”, which manifests as points that can be used to improve your odds of success at various tasks. Your pool contains 2 points per samurai level. You may spend up to one half of your samurai level on any one attack roll, ability check, or skill roll.
You must declare the expenditure of your points prior to making the roll. Used points disappear from the pool; which refills at the beginning of each encounter. These points count as a luck bonus for the purposes of stacking.
If you have four levels of samurai, you may spend 2 points to gain 1d6 sneak attack damage. You may only spend up to one half your samurai level in points for this purpose.
Closing the Gate (Sp)Grand Master A well prepared spellcaster can be the worst enemy of even the best trained samurai. This kata was developed to make sure that not all of their tricks could be used on one samurai.
This kata grants Spell Immunity Greater as a spell-like ability for 24 hours to the samurai that learns it.
Cobra Strike (Ex)Apprentice Wise men say that patience is a virtue. None hold that truer than a samurai who learns this kata.
The samurai, using a full-round action that provokes attacks of opportunity, may take 20 on their next attack roll. The samurai gains none of the benefits of rolling a “natural 20” on this attack roll. If the character has 15 levels in samurai this kata can be used as a standard action.
Crane Guides the Arrow (Ex)Initiate Your training focuses on striking a target’s vital areas. As such, the critical threat range of all of your attacks goes up by one step. So, a threat range of 19-20 goes to 18-20. In addition, all rolls to confirm critical hits gain a bonus equal to your Wis modifier.
If you have 12 levels of samurai, the critical multiplier of all of your attacks goes up by one: x2 goes to x3, etc.; and your critical hits can affect targets normally unaffected by them.
Eclipsing Noonday Sun (Su)Master A foe that cannot see you is generally a foe that cannot hit you. Samurais who learn this kata can steal the sight from their victims in the blink of an eye.
Each opponent you strike must make a fortitude save or be blinded for 5 rounds. A successful save means that the target has a 50% miss chance versus all targets until the samurai’s next turn. The samurai can choose to hit the same foe more than once forcing a save each time. Once a target is blinded, additional strikes do not extend the duration of the condition.
Firefly’s Path (Su)Initiate On warm summer nights, one can sit in a field and watch the tiny sparks of living light flit from place to place. Just when you think you’ve got one in your jar, it’s empty on the second look.
This kata gives the samurai the ability to teleport a distance of up to your movement as a swift action or an immediate action. If you have 12 levels of samurai, you can teleport as a free action. Attacks that target you have a 50% chance of connecting.
Fury Fans the Flame (Su)Apprentice The heat of battle burns fiercely in the monk that learns this kata. You gain the ability to rage a number of times per day as a barbarian of a level equal to your monk level. Your monk and barbarian levels stack to determine your level of rage. You do not gain the Greater, Tireless, and Mighty Rage abilities via samurai levels alone.
In addition, while raging, your body radiates cold, electricity, fire, or sonic energy. This energy extends 5’ in all directions from your body. Regardless of type, the energy sheds light as a torch; and deals 1 point of damage for every samurai level to any creature it touches except you.
Grasp of Slithering EelApprentice Samurais are trained to use a staggering array of weapons. So, using a length of rope or chain to disable opponents would seem child’s play. Those samurais that master this kata know the truth, though.
To use this kata, the samurai must have access to at least 5’ of rope, chain, or some other flexible cord. The samurai then initiates a grapple. If the grapple is successful, the chain wraps around the target. Each round the samurai is able to maintain the grapple; the target takes the samurai’s unarmed damage. A samurai can, with sufficient rope (5’ per target) perform this maneuver on a number of targets equal to his Wis modifier (to a maximum equal to his samurai level) that are no more than 10’ apart. Maintaining this kata is a free action.
While this kata is in effect, you may not make any move other than a 5’ step. Additionally, you must keep one hand on your chosen binding material.
Jade Emperor’s Stance (Su)Master; Stance Spell casters are to warriors what locusts are to wheat at times. While a samurai’s defenses against the effects of magic are high there are times when it is not enough. This kata is taken by samurais who know the legend of the Jade Emperor, a man at arms who could speak with the animals and also vex wizard’s by his very posture.
Jade Emperor’s Stance grants its user spell resistance equal to 15 + samurai level + Wis modifier as long as it is active. This kata requires a free action to activate and end, so a samurai using it can lower their spell resistance to allow beneficial effects through.
If you have another kata with the stance descriptor active, you must end it before you can activate this one.
Many Arms of the Spider (Ex)Apprentice When unarmored, a samurai may unleash a flurry of attacks designed to quickly incapacitate foes. During a full attack action, a samurai may make a number of additional attacks equal to their Wisdom modifier. These attacks are made at the samurai’s highest base attack bonus, but suffer a -2 penalty. This penalty is reduced to -1 at 5th level and at 9th level it disappears. The penalty applies only to attacks made during the samurai’s turn.
A samurai may use Many Arms of the Spider in conjunction with any melee or thrown weapon with which they are proficient including unarmed strikes; and may attack with any interchangeably as desired. When using this ability, the samurai applies their strength bonus as appropriate for whatever weapon they are wielding.
In the case of double weapons, each end counts as a separate weapon when using this ability. Even though they require two hands to use, they may still intersperse unarmed strikes w/ attacks from the double weapon as long there are enough attacks to do so.
When a samurai reaches 9th level, they may use Many Arms of the Spider as a standard action.
Mind of Quicksilver (Su)Grand Master Samurais practice meditation techniques in order to reach a state of calm. However when faced with an opponent who attacks the mind, the samurai who learns this kata can force their thoughts to race and cause those attacks to fail.
Mind of Quicksilver affects the samurai as
mind blank, personal. This kata is always active once learned and therefore requires no action to maintain or activate.
Panther Prowls the Night (Ex)Apprentice; Stance Dark as the shadows and fast as lightning, the panther strikes with astounding speed and fury. Samurais learning this kata tap into their more primal instincts.
As long as a samurai is in Panther Prowls the night, they gain the pounce ability; meaning that at the end of a charge, they can make a full attack. If you have 5 levels of samurai, you may take an additional move action each turn. If you have 10 levels of samurai, you may take an additional move OR standard action each turn. If you have 15 levels of samurai you may take an additional turn immediately after your own. Activating and ending this kata is a swift action.
If you have another kata with the stance descriptor active, you must end it before you can activate this one.
Plug the Hourglass (Su)Grand Master Your mind calms as you open your eyes. The world slows to a crawl around you allowing you time to plan your next moves.
As a standard action, you may activate Plug the Hourglass and gain 1d4+1 rounds of apparent time in which to act freely. Normal and magical energy, gas, etc. can still affect you. During this time, other creatures cannot be affected by your abilities, katas, spell, etc. Spells or effects that affect an area and have duration greater than Plug the Hourglass have their normal effect on other creatures once it ends.
This kata is very draining on the samurai; and may not be used in consecutive turns. The samurai must wait a number of rounds equal to twice the granted apparent time before using this ability again.
Righteous Reversal (Su)Master One of the principles of martial arts is turning an enemy’s strengths against them. Samurais who learn this kata can use this maxim to devastating effect.
After taking damage or being affected by a spell, spell-like, etc. a samurai who knows this kata may, as a free action, make an auto-hypnosis check equal to the damage dealt or the original DC of the effect. Success means that the originator of the damage/effect is also subject to it. They are not allowed a save to avoid or reduce the effect. In cases when the target is immune (for example a red dragon is immune to its own fiery breath), the target is allowed a save for a lesser effect if applicable; but they are still affected.
Roar of the Dragon (Su)Initiate Dragons are known for their terrifying presence; usually accompanied by a furious roar that shakes one to the very core. Samurais who learn this kata can tap in to that same power.
As a standard action, the samurai makes a battle cry that has the same effect as the
shout spell. If you have 16 levels in samurai, the effect is that of
shout, greater. Even if the targets make the fortitude save, they are affected for 5 rounds per the table below:
Target Hit Dice | Effect |
Samurai level -4 or fewer | Unconscious |
Samurai level -3 | Cowering |
Samurai level -2 | Panicked |
Samurai level -1 | Frightened |
Samurai level | Shaken |
Samurai level +1 | Dazed |
Samurai level +2 | Stunned |
Samurai Level +3 | Staggered |
Samurai level +4 or more | No Effect |
Stampede of Oxen (Su)Apprentice You strike the surface below you. A burst of force originates from the point of impact. In its wake it leaves a circle of crushed stone and rubble. Samurais who learn this kata strive to control where their opponents can move to.
Step Back to Ward Off Monkey (Ex)Master Monkeys are agile attackers and can swarm to hinder those carrying what the troop may desire. Samurais who learn this kata have learned to avoid or slip free of not only grasping hands; but many other affects that hinder their movement.
Step Back to Ward Off Monkey grants you
freedom of movement as the spell. This kata is always active once learned and therefore requires no action to maintain or activate.
Tiger Shakes Its Mane (Ex)Initiate The deadly tiger hunts prey with cunning, speed, and endurance. Samurais who learn this kata embodies the spirit of the last known survivor who stalks his prey in the night; watching all with the eye of the tiger.
Tiger Shakes Its Mane removes a single non-instantaneous [Mind-Affecting] or movement-impairing affect that you know about. If the effect you intend to remove affects an area or more targets than you, the effect ends only for you. Activating this kata is a standard action.
Vengeance of Angry Monkey (Ex)Master When angered, a monkey will use any tool at hand to harm or hinder their foes; even if they have to look within to find it. Ahem, cunning samurais learn to adapt this resourcefulness, to a point, with this kata.
As a standard action, make a melee attack roll with any weapon other than your unarmed strike. All creatures in a 30’ line that your attack would strike take damage from the attack plus 1d6 damage for every 2 samurai levels you possess. Subjects of this kata are allowed a reflex save for half damage.
Water Flows Uphill (Su)Grand Master; Stance One of the greatest metaphors a sifu uses with a student is that of the salmon that swims upstream. It fights the path of least resistance to gain its ultimate reward. Water Flows Uphill allows a samurai to teach that lesson to many at once.
While in this stance, all targets within close range (25’+5’/2 samurai levels, always centered on you) are
slowed as the spell. The maximum number of targets you can affect with this kata is equal to ½ your samurai level.
If you have another kata with the stance descriptor active, you must end it before you can activate this one. Activating and ending this stance is a swift action.
Wind Blows Over the Earth (Ex)Apprentice Two travelers were discussing matters of faith. One espoused the strength of the earth gods; saying that their might and knowledge of steel made them superior. The other explained that he worshiped the wind. It was superior to the earth gods as the earth gods could do nothing to stop them from moving forward.
A samurai who learns Wind Blows Over the Earth becomes adept at avoiding impedances to their movement. You are no longer subject to movement penalties for passing through difficult terrain; and gain a +10’ bonus to your movement for every 5 samurai levels. If you have 6 levels of samurai, you may always act as if under the effects of
balancing lorecall.
This kata is always active once learned and requires no action to activate or end.