dnd4

Samurai is a character theme, generally flavored as an elite warrior of the nations of Kopzakura and Wa.  Under normal D&D interpretation, they are flavored as being born into their class, enjoying social privileges second only to ruling nobility, and are trained as a young age.  Samurai also include Ronin, who do not actively serve a lord for a given reason.[Dr404]

The samurai theme is designed for martial classes using melee weapons.  It is traditionally focused towards defenders or leaders (such as fighters or warlords), although there's nothing that makes the theme incompatible with rogues.

Features

Iaijutsu
Samurai Utility

Encounter ✦ Keywords: martial

Free Action

Range: Personal

Trigger: You roll initiative

Effect: You can draw a weapon and shift up to a number of squares equal to half your speed. If you end the move adjacent to an enemy, you gain a +2 power bonus to the next attack roll you make against that enemy before the end of your next turn.
If your initiative is higher than every enemy's initiative, any melee weapon attack you make during your firs turn of the encounter can score a critical hit on a roll of 18-20.

Powers

Honorable Resolve
Samurai Utility 2

Daily ✦ Keywords: martial

Immediate Reaction

Range: Personal

Trigger: You are bloodied by an attack or damage by an attack while bloodied.

Effect: You can use your second wind. Until the end of the encounter, you gain a +5 power bonus to saving throws against charm and fear effets, and enemy attacks never treat you as being bloodied.

Dauntless Gaze
Samurai Utility 6

Encounter ✦ Keywords: fear, martial

Immediate Interrupt

Range: Close burst 3

Requirement: You must have training in Intimidate

Trigger: An enemy within 3 squares moves willingly

Target: The triggering enemy

Effect: The target is marked by you and grants combat advantage until the end of your next turn.

Riddle of Steel
Samurai Utility 10

Encounter ✦ Keywords: martial

Minor Action

Range: Personal

Requirement: You must be holding a melee weapon

Effect: You can make a saving throw. Until the end of your next turn, you gain a power bonus to Fortitude, Reflex and Will equal to the highest enhancement bonus of a melee weapon you are holding.