Samurai (Complete Warrior version) Guidebook:
Note: There’s a lot of stuff that’s unfinished here; apologies. But since there was a Samurai thread already started I figured I’d post it.
Introduction: When it released the “Complete” line of books, WotC wanted to include an oriental-themed core class in each one. The Wu Jen and Shugenja got ported over pretty much intact, for better or worse, from Oriental Adventures. The Ninja was a new class, borrowed from
Dragon.
The Samurai, though, was something new: It shared a name with the pretty-good core class from OA, but other than that two classes had little in common. Instead of a Fighter with better skills and saves and fewer feats (
a la the OA Samurai) the Complete Warrior Samurai gives a specific set of bonus feats, a restrictive TWF ability, some smiting and some improved intimidation abilities.
The class has next to zero flexibility — catharz noted that the CW Samurai is the only class with less flexibility than the Soulknife, which at least lets you tweak its chief ability a bit in terms of ranged/melee, enhancements, etc. A Samurai’s abilities are all geared toward a specific style — TWF melee with two specific weapons — and intimidating people. That’s it.
Which wouldn’t be that bad, but those abilities aren’t all that good. The intimidation feature of the class, which maxes out at 14th level, can be trumped by a first-level regional feat from Player’s Guide to Faerun (Dreadful Wrath). TWF is subpar without bonus damage, and the Samurai gets none. And its TWF progression is so slow that it’s hard to amass much in the way of bonus damage in a Samurai heavy build. The class doesn’t get ITWF until level 11. By then, the Ranger has GTWF — plus 3rd level spells, better saves and skills, an animal companion and up to +6 in bonus damage per hit versus a key enemy. You’ve got a couple smites, slightly better armor and a few feats you probably wouldn’t have chosen. Really, which one would you choose?
That said, lots of people
do choose the Samurai, or want to — requests come up with some regularlty on the c/o board, so there must be some flavor appeal. So this guide is going to look at ways to get the most out of that choice.
Most of the following information assumes an investment of multiple levels of Samurai. You can take just one level of the class — indeed, you might be better off doing so — but then you’re just playing a standard Two-Handed Bastard Sword Fighter, and there already exist plenty of resources for such concepts.
Strengths of the Samurai: •
Two Swords as One: As noted, you’re a TWF fighter with two specific weapons. But unlike the ranger, you can fight TWF-style with a low dex in heavy armor. At low levels this can be a pretty good deal, because AC-boosting items aren’t in wide circulation yet — your armor and d10 Hit Die will let you trade attacks with the monsters with a higher chance of survival.
The Two Swords as One ability also is a nice fit for those who want a TWF style but don’t want to spend points on a high Dex, but are encouraged to wear Heavy Armor (Dwarves or Paladins, for example).
•
Staredown: Intimidation is not a great combat mechanic in D&D, but the Samurai is at least good at it. At level 6 they get a bonus to Intimidate; at level 10 they can intimidate multiple opponents and at level 14 they can demoralize as a move action (instead of standard). At level 20, they get frightful presence.
•
Smite: You get Charisma mod to Attack/Damage, staring at 1/day at 3rd level and progressing. While not very synergistic (it’s only one attack, so your TWF is wasted) at later levels it can work well with Dual Strike (Complete Adventurer).
•
Bonus Feats: You get Quick Draw and Improved Initiative at level 5 and 8. These are moderately helpful (they’re required for Iajutsu Master and can offset your presumably low Dex) but are nothing special. All the feat chains that rely on Quick Draw also require a high Dexterity, and since the feat only applies to your Daisho you can’t use it on javelins, for example. One trick that you could use is carry several Wakazashis, and take Throw Anything.
Weaknesses of the SamuraiThese have been mentioned already, yet they’re worth repeating.
1. You have no source of bonus damage to make TWF worthwhile.
2. Though your entire class revolves around two specific weapons, you may never gain Weapon Specialization in either of them without multiclassing out.
3. Your TWF progresses so slowly that it’s hard to build in bonus damage sources. Taking Ronin is an easy way to get Sneak Attack, for example, but since you have to wait until level 11 to get ITWF, you automatically trade in your Samurai levels when shifting to Ronin, and consequently forget how to fight with two weapons. Oy.
4. Although the CW Samurai appears in the very same book as a half-dozen TWF styles with various weapons, Bastard Sword/Short Sword doesn’t qualify for any of them. This calls for a TWF anagram: WTF?
Four tricks that can make your Samurai better (DM Willing, of course): Basically, the Samurai needs all the help it can get, because it’s very difficult to get any synergy out of the class. Of the following, only No. 1 qualifies as a true house rule; Nos. 2 and 3 are merely 3.0 carryovers that haven’t been updated and so should be legit by 3.5 rules. No. 4 is more of a exploitation of existing rules. But some D.M.s may have problems, so it’s best to ask for all of them.
1.
Alternate Daisho. There’s little flavor reason not to allow, for example, a Dwarven Samurai to replace Katana/Wakazashi with Twin Battleaxes (for Clangeddin) or Waraxe/Warhammer, or WarAxe/Hand Axe. (You’d waste the EWP, but you might be able to replace that feat with something like Weapon Focus, or a limited TWF Versatility that works only with Daisho weapons, or something). But all of these can be mechanically superior to a traditional daisho.
a. Twin Battleaxes would allow you to go with Oversized TWF/Power Attack.
b. WarAxe/Warhammer opens up the Anvil of Thunder Feat, which gives you new options.
c. WarAxe/HandAxe qualifies you for Shielded Axe (Races of Stone) which is superior to Improved Buckler Defense. You’d still need a Fighter level to get shield Proficiency, though.
2.
Allow heavy weapons from 3.0 Forgotten Realms rules. These used weapon-size rules that were changed in 3.5, but it seems that a Golden Wakazashi would be treated as a one-handed weapon, making it eligible for Power Attack. You’d still need EWP (and maybe OTWF) for this.
Thanks to Khazra Reborn for this idea.3.
Use the Oriental Adventures rules for Dwarves (Samurai becomes a favored class as well as fighter) and Wakazashi (deals slashing, not piercing damage). The latter is especially valuable because it lets you take Flay Foe (Champions of Ruin) to gain extra damage with both your weapons.
4.
Use your Katana two-handed while you’re attacking with it. I haven’t seen any rule that says you have to alternate your attacks between primary hand and off-hand weapons, and you’ve got Quick Draw. So make all your attacks with your Katana as a two-handed weapon first, then quick-draw your Wakazashi and finish your routine with that weapon. This won’t exempt you from TWF penalties, of course, but it gets you the 1.5 Strength damage with your katana (and remember, your strength is probably higher than your average two-weapon fighter). Note: Since quick draw doesn’t equal quick-sheath, expect to get only 1 use out of this per combat (unless you are a Samurai/Soulknife or pack several Wakazashis.)
Break points of the Samurai class: Level 1: If you’re going to be going with a Bastard Sword wielder anyway, Samurai1 is no worse than fighter1 (and for certain builds, such as those that employ Psionics or Kensai levels, the inclusion of Concentration as a class skill makes it better in some ways.)
Level 2: TWF in heavy armor, without Dexterity worries, is really nice, though the tight weapon restrictions are a bear. See “Three DM rulings that can make your Samurai better” above. A good option for Figher-types who want the flavor of TWF without much investment — even if you don’t have a bonus source of damage, you lose little and can pick up EWM later for Uncanny Blow if you decide to chuck the TWF thing.
Level 8: Barely. Getting Improved Initiative sets you up for Iajutsu Master, at least, assuming you’ve gotten the Iajutsu Focus Skill somehow.
Level 11: Waiting five levels more than the Ranger for virtual ITWF is ridiculous, but there it is. Most people who just want TWF should bail out here, as there’s still enough time to get some bonus damage going.
Level 14: Samurai’s Intimidate ability finally gets interesting, with a move-action to activate.
Level 16: Greater TWF. Most people who go this far are probably in restrictive campaigns and diehard TWFers. If you can swing an alternate Daisho (see above) this could become more viable since you won’t care about bonus damage as much.
Races/Stats: Strength & Charisma are key Samurai stats, so in general pick races that help with this. Races that give bonuses to Dexterity are generally not as desireable, as you won’t need it for TWF and can’t use a high Dex to full effect in full armor.
Azurin: Probably the best race for Samurai if you’re using Magic of Incarnum – the Essentia pool and bonus feat really help.
Dwarves: By OA rules, Samurai is a favored class. No, they didn’t mean
this Samurai, but I’m not the one who puts out different classes with the same name, so don’t yell at me. Use Dream or Gold Dwarf (-2 Dex, instead of Charisma)
Goliath: Bonus to Strength and the use of large-sized weapons are both good. The Powerful Build feature may also help with Intimidate, as it’s an opposed check influenced by Size. You’d lose Frightful Presence, but you could’ve taken that as a feat earlier than Level 20 anyway.
Half-Orc: Bonus to Strength is nice, and the Half-Orc Paragon class (Unearthed Arcana) can give you Rage and an Intimidation-boosting ability.
Human: Obviously. Favored class (any) and bonus feat can help a lot. Human Paragon can give you Iajutsu Focus as Class Skill.
Illumian: Can be useful for the Aesh Sigil, which grants a modest bonus to weapon damage if you have focus in that weapon.
Multiclassing: Multiclassing with the Samurai is practically a requirement, because you need some form of bonus damage to make TWF work properly. But because the Samurai’s TWF skills progress so slowly, it’s tricky to pull off.
• Bard: While in theory beneficial for bonus damage through Inspire Courage, the alignment issue is thorny. It can still work, however, through a combination of Paladin and Devoted Performer. Complementary saves. Works best with Eberron, which allows you to swap a song (Inspire Competence, for example) for a feat like Song of the Heart, which improves damage.
• Cleric: A useful dip for the Turn Undead ability, which can power Divine Might and give you some Charisma synergy. Pick domains that give abilities that aren’t tied to your cleric level, such as War and Fate.
• Fighter: This gives you shield proficiency (useful for Improved Buckler Defense) and extra feats, of course.
• Hexblade: You get some Charisma synergy from the Curse/Saves, and can use Arcane Strike to help power your damage. Worth looking at as either a dip or 9-level investment (in the latter case, it probably requires Battlecaster and Mithril Full Plate to get full use here.
• Incarnate: Gives you soulmelds that are source of bonus damage, though you can only be Lawful Neutral with this class.
• Monk: You’re obviously burning the Wis to AC with Heavy Armor (and probably Evasion, too) but the feats and saves are nice. Grabbing some of the alternative monk styles would probably be helpful.
• Paladin — Can be very nice if you’re using the Half-Orc Substitution levels, which give morale bonus to damage and an Intimidate-enhancing quality. Even a 2 level dip gets you Cha to Saves.
• Rogue: An obvious source of TWF bonus damage, but Evasion doesn’t work in Heavy Armor.
• Sorceror — Useful in some Gish-type builds, though a TWF style will have some problems with Somatic spells.
• Sohei: Nobody ever takes the Sohei for anything. But it gives Iajutsu Focus as class skill, Ki Frenzy and Weapon Focus, though mixing the two classes may raise flavor issues in some campaigns.
• Soulknife: Soulknives can’t generate a bastard sword & short sword mind blade at the same time, but you could use Katana Mind Blade and a physical Wakazashi, or vice versa, depending on how many Soulknife levels you have. However, the Soulknife’s Short Sword Mind Blade is a true Short Sword (and does piercing, not slashing damage, disrupting the Flay Foe tactic). Complementary saves.
• Wilder — Charisma to Touch AC, and has a handful of augmentable powers that can help a good bit. But you have to choose between ITWF (at Samurai11) and either Schism or Metamorphosis (at Wilder10), which kind of stinks. Gets shield proficiency.
Prestige Classes: Arcane Duelist: Charisma to AC in armor. Nice.
http://www.wizards.com/default.asp?x=dnd/re/20030224aDisciple of Dispater (BoVD) — A great all-around tank/damage-dealer, with bonus damage (keyed to Con.) and Monk-like saves.
Exotic Weapon Master (CW) — Normally a no-brainer for Bastard Sword specialists, you actually have to think about it with Samurai because you won’t be using your Katana two-handed very often (unless you use Trick No. 4, above)
Ghost-Faced Killer — Cha synergy and complementary feats, plus it becomes a lot better if Ghost Step lasts for a full round, instead of just until you attack. Rules as Written indicate that it does, though I suspect WotC messed this up and a DM might veto it. Requires Hide/MS 6.
Iajutsu Master (OA) — While in some ways this makes no sense at all — it’s an unarmored katana specialist, while the CW Samurai is about Heavy Armor. But you almost qualify automatically, and the PrC does value Charisma, so it’s worth mentioning. You’ll need either Human Paragon or Sohei to qualify.
Incandescent Champion (Incarnum)— A dynamite class, as it gives you bonuses to damage and intimidate.
Iron Mind (RoS) — A psionic class built around the use of heavy armor. You probably won’t have room for much of this, but Samurai11/Wilder2/IronMind7 could be an option.
Menacing Brute (RoD, Half-Orc) — Useful for the intimidation ability, which keeps foes shaken for 1 round/class level.
Mirumoto Niten Master (OA) — Only mentioned because of the unusual use of TWF; this PrC uses the short sword for defense, not attack. It’s only worth thinking about if you have a Shugenja in the party, however, due to a number of synergistic abilities.
Raumanthari Battlemage: If you’re going to be using Arcane Strike to boost damage, it’s worth looking at since you’ve got the EWP (Bastard Sword) already.
http://www.wizards.com/default.asp?x=dnd/iw/20030413cSuel Arcanamach: Charisma-based casting in armor, with some nice benefits. Could be a good use of Arcane-Strike boosted damage, though it’d be a lot better if this PrC would work with Raumanthari Battlemage. It doesn’t, because it lacks evocation spells.
War Mind: Great tanking PrC and one that rewards lots of attacks, because Sweeping Strike can make all of them count twice.
Feats: (still in progress) Combat Reflexes: Less useful since your Dex will be low.
Craven (champions of ruin): This feat, plus the +1d6 sneak attack it requires, yields the equivalent of nearly +7d6 effective sneak attacks over 20 levels.
Deflective Armor (RoS): Psionic feat that applies your Armor AC to touch AC. Huge. (though it reduces the usefulness of Wilder2)
Dreadful Wrath: (PGF) It basically is better than the Samurai’s 14th level ability, as a 1st level feat.
Dual Strike (Cadv.): Lets you hit with both weapons as a standard action; requires ITWF (11th level for you). Sizable penalty, but that can be offset by using a Ki Smite on it (which should apply damage to both weapons, as it’s not precision damage).
Exotic Armor proficiency (RoS): Lets you wear mountain plate for a higher AC — or you could wear Mechanus Gear (MotP), which gives the same AC and doesn’t require a feat. Hmmm…
Fearsome and Fearless (OA): Bonus to saves vs. fear and the DC of any fear effect you generate, including demoralize (I’d think) and frightful presence. Use the 3.5 version found in Dragon #318.
Flay Foe (champions of ruin): +1d6 damage for each hit after the first with a slashing weapon.
Heavy Armor Optimization/Greater HAO (RoS): Wearing Heavy Armor is your strong point, so you might as well give this some thought.
Power Attack: Required for Divine Might (a bonus damage source) and helpful if you take Trick No. 2 (above), letting you PA with both weapons.
Sapphire Smite (Incarnum): I don’t think I’d actually use it for smiting, but it builds your essentia pool.
Shape Soulmeld (Incarnum): Can be a lifesaver if you also beef up your essentia pool.
Snatch Trophy/Bloodsoaked Intimidate: Champions of Ruin
Smiting Power: Champions of Valor. Use that Smite for Bull Rush/Overrun
Two-weapon Defense: Improved Buckler Defense is better, but Samurai don’t get shield proficiency, so this is the best they can do without multiclassing.
Twin Sword Style (PGF): See TWD.
Weapon Focus: Normally not advised, but you’re already confining yourself with this class, so why not?
Builds"The Functional Samurai"
Azurin Samurai20 This helps provide some bonuses to both damage and Intimidate, the Samurai’s core abilities.
Pumping all of his essentia (5 points) into Bluesteel Bracers and BloodWar Gauntlets gets him 7 attacks with +5 to damage vs. all opponents, all day, in every situation. Also gets +1d6 damage for each hit after the first with each weapon (this assumes Wakazashi does slashing damage, per OA rules). And since you can afford to ignore Dexterity, your strength should be higher than the usual TWF build, boosting damage further.
If he likes, he can shift any or all of that essentia to his Fearsome Mask/Brass Mane soulmeld, giving him an intmidate modifier of up to +45, assuming a 14 Charisma and including the modifiers from Nymph’s Kiss and Staredown. And even though his dex is likely poor, he still gets +6 to initiative.
Tweaks: Brass Mane/Fearsome Mask bonuses are competence, so if you can lay your hands on an item such as the Crystal Mask of Dread (psihandbook) you could ditch them and pick up soulmeld like a Blink Shirt, which is more useful.
Azurin Samurai 20
1. Daisho Proficiency, Shape Soulmeld (Bloodwar Gauntlets, +1 to hit), Nymph’s Kiss
2. 2 swords as 1
3. Kiai Smite, Sapphire Smite
4.
5. Quick Draw (Daisho)
6. Staredown, Bonus Essentia
7.
8. Improved Initiative
9. Shape Soulmeld (Brass Mane or Fearsome Mask)
10. Mass Staredown
11. Improved 2 swords as 1
12. Flay Foe
13. ---
14. Improved Staredown
15. Soulsight
16. Greater 2 swords as 1
17.
18. Shape Soulmeld (Bluesteel Bracers, +2 to init)
19. ---
20. Frightful presence
Scary Samurai 20 (revised) Scares enemies FIVE ways — Intimidate (as move action), Kiai Shout, Daunting Presence, Resounding Blow, and finally Frightful Presence. Fearsome and Fearless (OA 3.5 update) adds +2 to any fear effect DC. If allowed, see if Extra Smiting will apply to Kiai Smite.
Twea, use a Goliath for the bonus to Intimidate, and take Frightful Presence at level 15.
1. Daisho Proficiency, Fearsome & Fearless, Nymph’s Kiss
2. 2 swords as 1
3. Kiai Smite, Kiai Shout
4.
5. Quick Draw (Daisho)
6. Staredown, Power Attack
7.
8. Improved Initiative
9. Resounding Blow
10. Mass Staredown
11. Improved 2 swords as 1
12. Great Kiai Shout
13.
14. Improved Staredown
15. Daunting Presence (Libris Mortis) or Frightful Presence (Draconomicon)
16. Greater 2 swords as 1
17.
18. Improved Critical (Bastard Sword)
19.
20. Frightful presence
Azurin Samurai11/IncandescentChampion9 BAB +17
Saves 10/6/9
Stats: 16/10/15/10/10/16
32 Point buy, 2 level-up points into str/cha, 1 point into Con.
This gets six attacks with +8 damage per strike, along with +1d6 damage for each hit after the first. And he can boost that value to +11 per hit with Incarnum Overload 2/day (in most cases only +10, as the Soulsight value is fixed for the day.) And once he’s used his fear-inducing aura, he can shift at least 2 essentia points to trigger the Incandescent Aura for 2d6 damage to adjacent foes per round.
Again, probably less than a devoted TWF sneak-attacker or Dervish, but he does this in any situation, in any armor, without fatigue, against any foe.
It’s also still pretty scary. He loses the Improved Staredown ability, but the Champion’s Unbearable Countenance is a move action to activate (only one opponent though), DC 17-21, depending on Essentia. Frightful Prescence is free action with attack or charge, DC 27. And there’s the standard-action Mass Staredown for DC 30 (assumes a roll of 10).
He also gets an OK at-will ranged attack when he needs it, shifting points into Incarnum Ray for 4d8 damage (or 7d8 w/overload). If he’s injured, he can get Fast Healing 4 for himself (and allies!) for 9 rds./day.
He’s got one feat open (two if I dump Dual Strike), which I’m unsure about. Sapphire Smite would get me another Essentia Point, or I could Shape another Soulmeld (Brass Mane or Incarnate Avatar are a couple choices). Improved Essentia Capacity might apply to the Champion’s abilities, but I think it only applies to feats.
Other options include Nymph's Kiss (for Intimidate) or Ancestral Relic. Improved Buckler Defense is out, as I just remembered Samurai don’t get shield proficiency. And Dreadful Wrath could replace Fearsome/Fearless & Frightful Presence; I took F/F because its bonus applies to any fear effect.
One downside is it doesn't start ramping up Essentia 'til you get into Champion — take Shape Soulmeld, then Bonus Essentia ASAP, however, and you'll still have some bonus damage that way.
1. Samurai 1 EWP*, Fearsome & Fearless, Nymph’s Kiss
2. Samurai 2 Two Swords as one*
3. Samurai 3 Shape Soulmeld (Bluesteel Bracers)
4. Samurai 4
5. Samurai 5 Quick Draw*
6. Samurai 6 Frightful Presence (Draconomicon)
7. Samurai 7
8. Incandescent Champion
9. I.C. 2 Bonus Essentia
10. Samurai 8 Improved Init*
11. Samurai 9
12. Samurai 10 Flay Foe
13. Samurai 11 (Improved TSaO)
14. I.C. 3
15. I.C. 4 Dual Strike
16. I.C. 5
17. I.C. 6
18. I.C. 7 Soulsight
19. I.C. 8
20. I.C. 9
Essentia: 11 (7 class + 3 feats + 1 Racial)
Investments: Incandescent Strike (4), BlueSteel bracers (4), Soulsight (1), Unbearable Countenance (2)
LN Human CWSamurai14/Incarnate6 BAB: 17
Saves: 14/7/10
Essentia Pool: 6 + 2 from feat = 8
Feats: TWF/ITWF (daisho only)*, Quick Draw*, Improved Initiative*, Improved Buckler Defense, Flay Foe, Fearsome and Fearless, Dreadful Wrath, Bonus Essentia, Shape Soulmeld (Fearsome Mask), Dual Strike, Power Attack
Soulmelds (4 + 1)
Bluesteel Bracers -- Insight bonus to damage/essentia
Crystal Helm (Crown) — Bonus vs. Charm, Deflection to AC/Essentia, Melee attacks gain [force] descriptor
Cerulean Sandals (feet) – Water Walk, D-door, Speed boost/essentia
Incarnate Avatar — +1 to hit per essentia
Fearsome Mask – +2 Insight bonus to Intimidate + (+2/essentia)
Essentia:
Bracers: 5
Cobalt Power: 1
Incarnate Avatar: 2
Fearsome Mask: 1
So 6 attacks with +5 damage per hit, with no to-hit penalty. If you power attack for –2, that’s +8 damage on four attacks and +5 on two of them, at standard TWF penalties.
(You could get a seventh attack with Sam16/Incarnate4 if you drop the bonus to +4; I haven't done the math on this).
It also builds on the Samurai’s Intimidation ability, able to get +10 to intimidate checks through Fearsome Mask, another +4 from Staredown and another +4 from Fearsome/Fearless (an OA feat). With a Cha of 14 and maxed out Intimidate, that's a +43 Intimidate modifier.
Samurai Anvil — Uses alt. Daisho trick
Dwarven Fighter2/Samurai11/Cleric1 (War,Metal)/DiscipleofDispater6WF Battleaxe*, WF Warhammer*, TWF*, ITWF*, Improved Initiative*, Quick Draw* Power Attack*, Improved Sunder*, Combat Expertise, Anvil of Thunder, Disciple of Darkness, Divine Might, Improved Buckler Defense, extra turning, dual strike
BAB 19, Saves 17/8/10
So much flavor you’ll get an MSG headache. Heavily Armed/Armored Dwarf that packs a real punch with OTWF+Power Attack, Divine Might and Greater Iron Hews. Given a 16 in Cha, he’ll deal anywhere between 3-9 points of bonus damage per strike (plus power attack). And if he hits with both axe and hammer, he could daze opponent. I chose Battleaxe instead of WarAxe so as not to be too cheesy (very few dwarven deities use WarAxe as favored weapon).
Half-Orc Samurai2/Fighter2/Paladin16 Feats: EWP*, TWF*, Power Attack, Diverse Background, Divine Might, Flay Foe, Extra Turning, Dreadful Wrath, Dual Strike
BAB 20
Yeah, it’s not really a samurai build; it just uses the Samurai to reduce multiple-ability dependency on the Half-Orc Paladin.
Samurai11/Hexblade9BAB 20, Saves 10/6/9 + Cha
2nd level spells, Greater Curse 3/day, Cha to Saves, Familiar
Required feats: Arcane Strike, Battlecast
Samurai11/Wilder7/IronMind2BAB 17, 4th level powers, Cha to touch AC
Samurai14/Paladin3/Bard4BAB 19, saves 13/9/9 + Cha, 2nd level spells
Requires Devoted Performer, Battlecast
Helps if you use the Eberron Bard rules
Samurai11/Pal3/Bard4/Spellsword2BAB 19, saves 14/8/8 + Cha, 2nd level spells
Requires Devoted Performer, Battlecast
Samurai11/Sorceror4/Spellsword1/RaumanthariBattlemage4BAB 16, Saves 11/5/13
Caster level 9 (10 w/sword focus)
Sword Focus, Channel Spell (2nd level) 2/day, Battle Spell (still/silent)
Required feats: Combat Casting, Metamagic Feat, Shield Proficiency
Samurai11/Monk1/GhostFacedKiller8BAB 19, Saves 17/7/7
Samurai8/HumanParagon2/IajutsuMaster10Incarnum Samurai
http://boards1.wizards.com/showthread.php?t=527135