I added in the Iron WIll stuffs:
SAMURAI The Samurai is a warrior noble who is supposed to accept the concept that his only purpose in life is dying in service to his Lord, or for his own honor. To accept that keeping to the ideals of honor are more important than his own life or happiness. There are many who only pay lip service to this ideal, as in any other profession in life. They make things difficult for those who do follow the Way.
You will be expected to be both a powerful warrior, and an accomplished poet or artisan. You will be expected to lead men into battle, and in turn be led by your Lord who may ask you to give your life whenever he pleases. And if your Lord is an evil and dishonorable man, following his orders to your death is still preferable in the eyes of some to disobeying him and bringing dishonor to yourself. But an evil Lord will eventually put you in the position that leads to your being dishonored regardless of what you do. At that point you may end your life, or become a Ronin. The life of a Ronin will be hard. Your old master may want you dead, your friends and relatives may disown you for the stigma of your dishonor, and finding a new Lord will be next to impossible. Since the only marketable skill you know is killing, you will likely have to become a mercenary or assassin for money.
Welcome to Hell.
MAKING A SAMURAI Abilities: Since the Samurai is a warrior, your physical stats are expected to be good. As a Noble your mental stats will be expected to be good. Earlier Samurai are horse archers and will need Dexterity. Later Samurai who are expected to be warrior-poets will need Wisdom and Charisma to deal with other members of the Nobility. Many of your Ki Pool abilities will be based on your mental stats as well.
RacesAlignment: Samurai are required to be Lawful. Most are Lawful Neutral, particularly if they follow the Code of Bushido. Lawful Good Samurai are less common, and many end up becoming Ronin, unable to reconcile their duties to their Lord with what they believe to be right. Lawful Evil Samurai are monsters, murdering anything in their path, and manipulating the system to protect themselves.
Starting Gold: Same as a Fighter.
Starting Age: Same as a Fighter.
Class Skills The Samurai's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Geography, History, Local, Nobility & Royalty)(Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int
Hit Dice: d10
BAB Fort Ref Will Abilities
1. +1 +2 +0 +2 Military Training, Ki Pool
2. +2 +3 +0 +3 Iron Will
3. +3 +3 +1 +3 Imposing Presence (+4 Intimidate Checks)
4. +4 +4 +1 +4 Military Training
5. +5 +4 +1 +4 Iron Will
6. +6 +5 +2 +5 Imposing Presence (Staredown)
7. +7 +5 +2 +5 Military Training
8. +8 +6 +2 +6 Iron Will
9. +9 +6 +3 +6 Imposing Presence (Improved Staredown)
10.+10 +7 +3 +7 Military Training
11.+11 +7 +3 +7 Iron Will
12.+12 +8 +4 +8 Imposing Presence (Imposing Strike)
13.+13 +8 +4 +8 Military Training
14.+14 +9 +4 +9 Iron Will
15.+15 +9 +5 +9 Imposing Presence (Frightful Presence)
16.+16 +10 +5 +10 Military Training
17.+17 +10 +5 +10 Iron Will
18.+18 +11 +6 +11 Imposing Presence (Improved Frightful Presence)
19.+19 +11 +6 +11 Military Training
20.+20 +12 +6 +12 Daimyo
Weapon Proficiencies: Samurai are proficient in all Simple and Martial Weapons, and one Exotic Weapon (please see Oriental Adventures for stats of oriental simple/martial/exotic weapons). They are proficient with all armor, and light and heavy shields, but not tower shields.
Ki Pool (Su): At 1st level the Samurai first begins to learn to channel his Ki to perform acts he would be otherwise unable to do. He may use his Ki a number of times per day equal to either his Charisma or Wisdom Modifier (whichever is greater) plus once more per day for each level of Samurai he takes.
Military Training (Ex)Iron Will (Ex): At 2nd level the Samurai gains Iron Will as a Bonus Feat.
At 5th level the Samurai gains Indomitable Soul as a Bonus Feat (see PHB II).
At 8th level gains Mind over Matter. Once per round when targeted by an effect that requires a Fortitude or Reflex Saving Throw, the Samurai may opt to use a Willpower Save instead.
At 11th level the Samurai can violate his alignment if ordered to. If his Lord commands him to commit an act his alignment would not normally allow him to perform, and disobeying him would violate the Code of Bushido, then he Samurai can make a Willpower Save (DC 20) to avoid his alignment changing, and any negative effects for violating his alignment. He must seek to repent afterwards, and qualify for an Atonement spell, or after 1 week he takes the full brunt of violating his alignment.
At 14th level the Samurai gains a +4 Resistance Bonus on Willpower Saves against Mind-Affecting Effects. If a Mind-Affecting Effect would cause him to disobey his Lord or violate the tenets of Bushido at any time (for example a Charm or Compulsion spell was cast on him, and he was ordered to commit an act that either Lord or Bushido would object to) he gains a second Saving Throw to escape the effect.
At 17th level the Samurai is immune to Fear and Morale based penalties.
Imposing Presence (Su)Daimyo (Ex):
PLAYING A SAMURAI The Code of Bushido has 7 virtues: Rectitude (a Samurai is expected to conform to the law and rules for moral conduct, and uphold integrity and justice), Courage (he is expected to risk his life in battle when it is possible to achieve something of worth, even if it means his death), Benevolence (he is expected to show mercy), Respect (he is to treat others deserving of respect with such, particularly his lord), Honesty (he must not lie or be deceitful), Honor (he is expected to behave in a dignified manner), and Loyalty (he must do as his lord commands regardless of his personal feelings on the matter). His honor and his loyalty to his Lord are supposed to mean more to him than his own life, or the lives of others. In practice, any truly good or evil Samurai finds it difficult to live up to these ideals. Good Samurai chafe at being given orders to commit evil acts just as much as evil samurai dislike being ordered to perform good acts. Despite being sworn to a life of honesty, many have a pretty good Bluff skill.
ReligionOther ClassesCombatAdvancementSAMURAI IN THE WORLD Daily LifeNotables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: The Samurai are members of the middle and upper classes, and richer ones own large farms or command armies for the government. All Samurai belong to a military organization of one clan or another. By taking the Leadership Feat and doing well in battle a PC could open his own swordsmanship school, or be promoted to General someday.
NPC Reaction SAMURAI IN THE GAMEAdaptationEncountersEPIC SAMURAI Hit Die: d10
Skills Points at Each Level : 4 + int
Ki Pool The Epic Samurai gains 1 additional daily use of his Ki Pool for every Epic Level. He does not gain new Ki abilities except as Epic Feats.
Bonus Feats: The Epic Samurai gains a Bonus Feat every 3 levels higher than 20th