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Bushido Arts

At 2nd level and every two samurai levels thereafter, a samurai gains a bushido art from the list below. A bushido cannot be selected more than once unless stated otherwise. Abilities with an asterisk (*) requires the samurai to spend a point of his bushido pool to use.

Table: Bushido Arts

Bushido ArtPrerequisitesBenefits
Clean Slate* (Su)The samurai can cleanse himself of infliction. As a standard action, he cures himself of a single harmful status effect. He cannot use this ability while unconscious or when unable to control his actions (such as when inflicted with Berserk or Confusion).
Combat Feat (Ex)The samurai gains a bonus combat feat. He still must meet the prerequisite of the feat. This bushido art can be selected more than once.
Dismissal* (Ex)Samurai 6When an enemy, in melee range of the samurai, attempts an action, the samurai can attempt to halt it for a time. As an immediate action, the samurai makes the target make a Will save (DC 10 + half of the samurai’s level + his Charisma modifier). If the target fails, they have their action suppressed until after the next character’s turn. This does not move the target down the initiative.
Fingersnap* (Su)Samurai 6The samurai can revert an effect on enemy, He can make a Dispel check, as the spell, on an enemy benefiting from a status effect. He uses his samurai level as his caster level for the dispel check.
Hamanoha* (Su)When the samurai strikes an enemy, he can, as a swift action, activate this ability to lower their saving throws by an amount equal to the samurai’s Charisma modifier for 1 round.
Hasso (Ex)While wielding a katana with two hands, he increases the bonus to damage from Strength to double Strength instead of 1.5x.
Hayate* (Su)Samurai 6As a swift action, the samurai can increase his speed, granting himself the effects Haste as the spell for a number of rounds equal to his Charisma modifier.
Ianuki* (Ex)When performing a combo finisher that has a radius of any type, such as from a burst or line effect, as a free action, he can increase the effects range by 5 feet for every two samurai levels after 2nd.
Ikishoten (Ex)Samurai 10When the samurai performs a kenki technique, he can have it count as if he had used it twice in a single hit for the purposes of completing a combo finisher.
Magicide* (Su)When performing a kenki technique, as a swift action, the samurai can choose the strike to also deal MP damage. He deals 1d4 MP damage for each successful kenki technique this round.
Mineuchi* (Ex)The samurai’s blade can be used for more than cutting. As a standard action, he can make an attack with the dull side of his blade and, if successful, he deals damage as normal as bludgeon damage and the target must make a Fortitude save (DC 10 + half of the samurai’s level + his Charisma modifier) or be stunned for 1 round.
Mirror of Equity* (Su)The samurai can make his attacks deals more damage the weaker the enemy is. For every 10 hit points a creature that is struck by the samurai is missing, the samurai deals an additional 1 point of damage on melee attacks against that creature. This is a swift action to activate and lasts until the end of the samurai’s turn. This extra damage is not multiplied on a critical hit.
Momentum (Ex)As the fight goes on, and the samurai kills, he gains a +1 bonus to attack and damage roll for every enemy he has dropped below 0 HP by his own damage. This bonus stacks with itself provided that the samurai keeps dropping his enemies. Once the encounter ends, this bonus end.
No Fear (Ex)The samurai gains a bonus to Will saves versus fear effects equal to his Charisma modifier. At 10th level, he becomes immune to shaken. At 17th level, he becomes immune to all fear effects.
Nonpareil* (Su)As a swift action, the samurai grants himself an insight bonus to attack rolls and damage rolls equal to his Charisma modifier for 1 round.
Prescient Attack* (Su)Samurai 6The samurai can, as an immediate action after hitting a target with a weapon attack, anticipate his opponent’s defenses. The target is denied its Dexterity bonus against the samurai’s attacks until the end of the samurai’s next turn.
Prescient Defense* (Su)Samurai 10The samurai can, as an immediate action after hitting a target with a weapon attack, gain a premonition of his enemy’s intentions. The samurai gains a dodge bonus to his AC and an insight bonus to Reflex saves equal to his Charisma modifier (minimum 0) against attacks by that opponent until the beginning of his next turn.
Seigan (Ex)Samurai 10, Third EyeThe ability to dodge incoming attacks after a close call stays with the samurai briefly when using Third Eye. When he uses his third eye ability successfully, he gains a dodge bonus to AC equal to his Charisma modifier until his next turn.
Sekkanoki* (Ex)Samurai 10The samurai, as a full-round action, can use any combo finisher without the need of performing a combo.
Shikikyo* (Ex)The samurai can easily set up allies to also perform their combo finishers. When he performs a kenki technique during the round with the same descriptor as an adjacent ally’s blitz technique or blade technique, it counts as that technique for that ally as if they had performed it. This does not allow an ally to hold a combo, if they do not perform any techniques of their own. This ability can only effect a single ally and is a swift action to activate.
Shirahadori* (Ex)Samurai 6As a swift action, the samurai can grant himself a dodge bonus to AC and an insight bonus to Reflex saves equal to his Charisma modifier for 1 round.
Warrior’s Presence (Ex)The samurai gains a bonus to Intimidate and Diplomacy skill checks equal to his samurai level.
Zanshin* (Ex)Samurai 6The samurai can reroll a single missed attack roll as a swift action.