Crimson Blade

While most samurai pursue their craft through discipline and careful mastery, some instead embrace their lower instincts, letting bloodlust take them in battle to drive them to greater heights of both slaughter and resilience. They are called crimson blades, for their weapons run red with the blood of those they slay.

Red Haze (Ex)

At 1st level, the crimson blade can take a moment to enter a trance of single-minded killing fury, known as the red haze. This ability as activated as a swift action, and persists for 1 minute. While in the red haze, a crimson blade gains a +4 morale bonus to Strength and a +2 morale bonus to Will saves, as well as DR 1/-. The DR increases by 1 for every 3 levels beyond 1st, to a maximum of 7 at 19th level.

While in red haze, a samurai cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

At the end of the red haze, the samurai becomes fatigued for 1 minute. He cannot enter a red haze while fatigued. A samurai may end his red haze early as a swift action, though the effort still leaves him fatigued for the full minute. The crimson blade can use this ability once per day at 1st level, and one additional time per day for every 3 levels beyond 1st, to a maximum of 7 at 19th level.

If the crimson blade has no uses of this ability remaining, he may activate it by taking 2 points of Constitution damage instead. This Con damage cannot be healed in any way other than resting (save by a wish granted by an outsider of 20HD or more). The crimson blade can do this a number of times each day up to his base Con mod (minimum 1, excludes temporary bonuses such as bear's endurance). If the crimson blade ever reduce his Con to 0 with this ability, he becomes temporarily immune to ability damage, ability drain, and death effects for as long as the red haze lasts, then dies at the end. He cannot be brought back to life except by a true resurrection, wish, miracle, or reincarnation, as his body is utterly drained.

This ability replaces challenge and mount.

Swift Movement (Ex)

At 4th level, the crimson blade's movement speed increases by 10 feet.

This ability replaces mounted archer.

Uncanny Dodge (Ex)

At 5th level, a crimson blade gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to armor class if immobilized. A crimson blade with this ability can still lose his Dexterity bonus to armor class if an opponent successfully uses the feint action against him.

If a crimson blade already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

This ability replaces Banner.

Blood Rain (Ex)

At 11th level, when the crimson blade enters a red haze, the bonus to Strength increases to +6 and the bonus to Will saves becomes +3.

This ability replaces Honorable Stand.

Improved Uncanny Dodge (Ex)

At 13th level, and higher, a crimson blade can no longer be flanked. This defense denies a ninja (or other sneak attacker) the ability to sneak attack the crimson blade by flanking him, unless the attacker has at least four more ninja levels than the target has samurai levels.

This ability replaces Greater Banner.

Reign of Death (Ex)

At 20th level, whenever the crimson blade enters a red haze, his bonus to Strength increases to +8 and the bonus to Will saves increases to +4. Additionally, he gains the benefits of the Dreadful Carnage feat if he doesn't already possess it.

This ability replaces Last Stand.