Bushido Boot Camp: Feat Selection
Welcome, young grasshopper, to basic training. I, Sensei SleepyShadow, shall guide your through the arduous task of refining your chosen style of the art of the samurai. First, I will instruct all on general techniques that could be learned by all but the most stylized of samurai. From there, I will break down the lessons based on the styles of samurai are most likely to be found.
General Feats
Improved Initiative: Never a bad choice. Going first is always beneficial.
Improved Toughness: You have d10s for HD, samurai are feat-starved, and you should have a good constitution anyway. If you insist on taking this, please do yourself a favor and make sure that you need absolutely
nothing else.
Martial Study: There are plenty of good maneuvers out there, and they help a samurai just as much as any other warrior-type class. Iron Heart Surge, Wall of Blades, and the Diamond Mind saving throw maneuvers are generally good picks.
Martial Stance: Like with maneuvers, stances are a solid pick-up.
From Smite to Song: This one requires DM approval since kiai smite is not smite evil. However, turning your smite attempts into Inspire Courage is a fantastic effect. Be sure to ask your DM about this one. I would rate this blue if it did not require finagling.
Extra Smite: Never a bad one to have. Intimidators and Archers will likely have more need of this feat, since they'll typically have the charisma to back it up.
Two-Handed Melee
Power Attack: For those who choose to forsake the use of their wakizashi and instead grip their mighty katana with both hands, this feat is an invaluable source of damage.
Cleave: Not a bad choice, though not a great one either. Remember, Samurai are feat starved, so choose this feat only if you're really sure you don't need something else more.
Great Cleave: A stinker. Really, think about the odds of this happening: You rush in, hack down your first target, cleave into a conveniently nearby enemy who is already badly wounded, kill that target is a single blow, whip around to attack
another conveniently nearby target ... so on and so forth. It just won't happen often enough to make it worth the feat.
Shock Trooper: A golden feat, and a staple in many THF characters. Just remember, few are impressed by yet another leap attacking shock trooper.
Leap Attack: Again, a great feat, but most are not impressed by seeing another uber-charger.
Combat Reflexes: Quite helpful, though not as much as it is to some due to your lack of a reach weapon. Still, quite nice if you happen to be a large sized race.
Combat Expertise: This decent feat opens up a lot of options, but ultimately ranks low for a samurai due to intelligence being the typical dump stat.
Combat Brute: A nice tactical feat, but sadly requires
Improved Sunder.
Two-Weapon Fighting
Note: The feat selection here is ranked as it is only if your DM allows you to treat your Two Swords as One abilities as the feats for purpose of qualification. If not, I suggest you specialize elsewhere.
Combat Reflexes: Why this, you ask? Simple. It is an amazing feat if you can find ways to provoke attacks aside from the baddies moving.
Double Hit: An excellent feat. This allows you to attack with your off-hand in addition to your main hand when you get AoO.
Oversized TWF: Not a bad feat if you want to trade in your wakizashi for another katana.
Karmic Strike: A good feat, especially if it is combined with Double Hit. However, it (like so much else) requires
Dodge, which is doubly painful due to the samurai's lack of feats.
Robilar's Gambit: An amazing feat, and quite fitting with the samurai's flavor. Likewise it is excellent when paired with Double Hit. Ask your DM if you can stack it with Karmic Strike.
Two-Weapon Pounce: This is the poor man's pounce. Take it only if you have no access to the real thing.
Two Weapon Rend: A nice feat that can lead to a lot of extra damage quickly. The only drawback is that it only works on each opponent once per round, but with Double Hit and Karmic Strike/Robilar's Gambit you can put the hurt on any other baddies attacking you aside from the one you're targeting.
Archery
Point Blank Shot: Say it with me kids: Feat Tax!
Precise Shot: A good way to not shoot your friends. Unless your into that kind of thing. Just know that I'm judging you.
Rapid Shot: Yay, your first real archery feat! An extra attack per round is always nice.
Manyshot: Extra attacks are nice, but there is such a thing as too much of a good thing. It really doesn't matter if you get fifty attacks per round if your highest to hit is -15. Avoid this feat unless ...
Woodland Archery: ... you combine it with this feat! The other benefits of this feat are nice, but the stellar effect of getting +4 to hit after you miss a ranged attack is phenomenal.
Intimidation
Dreadful Wrath: A staple with intimidation characters, being able to make intimidate checks on a full attack is very powerful.
Imperious Command: Another mainstay of the intimidator. This feat can lock down groups of enemies for the entire battle.
Intimidating Rage: If you can get rage or frenzy from something, this is a great feat to take.