Majutsu Samurai (Samurai/Witch)
(Original Concept by Mutliclass Productions)
Primary Class: Samurai.
Secondary Class: Witch.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The majutsu samurai may select three witch skills to add to his class skills in addition to the normal samurai class skills, one of which must be Spellcraft. The majutsu samurai gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The majutsu samurai is proficient with all simple and martial weapons, plus the katana, naginata, and wakizashi. The samurai is proficient with light armor, but not with shields. Like any other arcane spellcaster, a majutsu samurai wearing medium armor, heavy armor, or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass majutsu samurai still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting: A majutsu samurai casts arcane spells drawn from the majutsu samurai spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a majutsu samurai must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a majutsu samurai’s spell is 10 + the spell level + the majutsu samurai’s Charisma modifier.
Like other spellcasters, a majutsu samurai can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Majutsu Samurai. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Majutsu Samurai indicates that the majutsu samurai gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
The majutsu samurai’s selection of spells is extremely limited. A majutsu samurai begins play knowing two 1st-level spell of the majutsu samurai’s choice. At each new majutsu samurai level, he gains one or more new spells, as indicated on Table: Majutsu Samurai Spells Known. (Unlike spells per day, the number of spells a majutsu samurai knows is not affected by his Charisma score.
Upon reaching 5th level, and at every third majutsu samurai level after that (8th, 11th, and so on), a majutsu samurai can choose to learn a new spell in place of one he already knows. In effect, the majutsu samurai “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level majutsu samurai spell the majutsu samurai can cast. A majutsu samurai may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A majutsu samurai need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Black Challenge (Ex): This is exactly like the samurai’s ability of the same name, except that once per challenge, the majutsu samurai can use a hex against the target of his challenge instead of dealing extra damage, as a free action. The hex must be one that the majutsu samurai knows. This ability replaces challenge and mounted archer.
Patron Bond: At 1st level, a majutsu samaurai must choose a parton. He also gains the wizards arcane bond, except that the majutsu samaurai can form a powerful bond with a weapon or a familiar. Once a majutsu samaurai makes this choice, it is permanent and cannot be changed. In addition, at 2nd level, and every three levels thereafter, a majutsu samurai’s patron adds new spells to his list of spells known.
Hex: At 3rd level, a samurai witch gains the witch’s hex ability and can select a hex that he qualifies. Every three levels beyond 3rd, a majutsu samurai can select an additional hex. This ability and major hex replaces bonus feats and weapon expertise.
Witch’s Banner (Ex): At 5th level, a majutsu samurai’s banner becomes a symbol of unease to his enemies. As long as the majutsu samurai’s banner is clearly visible, all enemies within 60 feet must make a Will saving throw (DC 10 + 1/2 the majutsu samurai’s level + the majutsu samurai’s Charisma modifier) or receive a –2 penalty on saving throws against fear and a –1 penalty on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these penalties increase by 1. These penalties last for 24 hour. If an affected creature leaves the 60-foot area these penalties become inert, reactivating when it renters the area. Any creature that succeeds on its Will save is immune to that majutsu samurai’s banner effect for 24 hours. The banner must be at least Small or larger and must be carried or displayed by the majutsu samurai to function. This ability replaces banner.
Major Hex: At 12th level, the majutsu samurai gains the witch’s major hex ability.
Unsettling Strike (Ex): Starting at 11th level, as a full-round action, a majutsu samurai can make a single melee attack at his highest attack bonus and simultaneously target an opponent with a hex that he knows. If the majutsu samurai targets a different opponent with his hex than with his melee attack, the melee attack deals +1d6 points of additional precision damage to the target. This ability and medium armor casting replace honorable stand.
Medium Armor Casting (Ex): At 11th level, a majutsu samurai gains proficiency with medium armor. A majutsu samurai can cast majutsu samurai spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a majutsu samurai wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.
Greater Witch’s Banner (Ex): At 14th level, a majutsu samurai’s banner becomes a symbol for his enemies to truly fear. All enemies within 60 feet that have failed their initial Will save also receives a –2 penalty on saving throws against charm and compulsion spells and effects. In addition, while his banner is displayed, the majutsu samurai can spend a standard action to wave the banner through the air, causing all enemies within 60 feet an additional saving throw against his witch’s banner, including those that have already succeeded on their initial saving throw. This save is made at the original DC. Any creature that succeeds on this second Will save is immune to that majutsu samurai’s witch’s banner and greater witch’s banner abilities for 24 hours.
Last Hex (Su): This is exactly like the samurai’s final stand ability, except that any creature that kills the majutsu samurai is immediately subject to the death curse grand hex, even though he does not know that hex. This ability otherwise functions as and replaces Last stand.
MAJUTSU SAMURAI SPELL LIST
Majutsu samuraies gain access to the following spells.
1st-Level Majutsu Samurai Spells—burning hands, detect secret doors, charm person, detect magic, identify, inflict light wounds, mount, ray of enfeeblement, read magic, unseen servant.
2nd-Level Majutsu Samurai Spells—augury, blindness/deafness, cure light wounds, death knell, false life, hold person, inflict moderate wounds, scare, touch of idiocy.
3rd-Level Majutsu Samurai Spells—bestow curse, cure moderate wounds, dispel magic, inflict serious wounds, lightning bolt, locate object, resist energy, stinking cloud.
4th-Level Majutsu Samurai Spells—arcane eye, black tentacles, charm monster, dimension door, hold monster, ice storm, inflict critical wounds, scrying.
5th-Level Majutsu Samurai Spells—cloudkill, dominate person, inflict light wounds (mass), magic jar, prying eyes, symbol of fear, teleport.
6th-Level Majutsu Samurai Spells—baleful polymorph, cone of cold, control weather, dispel magic (greater), inflict moderate wounds (mass), greater scrying, true seeing.
Table: Majutsu Samurai
Table: Majutsu Samurai Spells Known