Blood Samurai (Samurai/Sorcerer)

While samurai focus on combat and weaponry, the blood samurai draws upon their very life blood to create magical effects. The blood samurai learns to focus the deep well of arcane energies from within his blood to cast spells or siphon the blood of his enemies to create special effects. (Original Concept by Elghinn Lightbringer)

Primary Class: Samurai.

Secondary Class: Sorcerer.

Alignment: Any.

Hit Dice: d10.

Bonus Skills and Ranks: The blood samurai may select three sorcerer skills to add to his class skills in addition to the normal samurai class skills. The blood samurai gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The blood samurai is proficient with all simple and weapons, plus the katana, naginata, and wakizashi. The blood samurai is also proficient with all light and medium, and with shields (except tower shields). She can cast any blood magic spells while wearing light or medium armor, or using a shield without incurring the normal arcane spell failure chance. A multiclass blood bandit still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Blood Surge (Ex): Starting at 1st level, the blood samurai can overload his system with a surge of excess blood to push his body beyond its normal limits. He can use this ability once per day at 1st level, plus one additional time per day for every two blood samurai levels beyond 1st. Whenever the blood samurai defeats the target of his challenge, he regains one daily use of his blood surge, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this blood surge in a number of ways.

Fortify: When a blood samurai is reduced by half his total hit points of more, he can spend one use of blood surge to gain a number of temporary hit points equal to 1d6 + 1/2 his blood samurai level. Any damage is subtracted from these hit points first. These temporary hit points remain for 1 minute per blood samurai level, after which they disappear. Additional uses of this ability do not stack.

Resilience: As a standard action, a blood samurai can spend one use of blood surge to increase his body density and grant him DR 2/bludgeoning for 1 minute. At 7th level, this increases to DR 5/bludgeoning.

Toughen: As a standard action, a blood samurai can spend one use of blood surge to harden his blood-laden flesh and grant him a +1 natural armor bonus for 1 minute. At 5th level, this bonus increases to +2 but reduces his speed by 10 feet. This reduction in speed can never reduce the blood samurai’s speed below 5 feet, nor does it affect magical