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Combo Finishers

Also at 1st level and every odd level thereafter, a samurai gains a combo finisher which allows him to put the kenki techniques into good use by starting and finishing combos. Each combo finisher requires a certain amount of kenki techniques used in order that must hit and be completed before the end of her next turn of the last successive hit or the samurai must start over. Any kenki techniques used in part to fulfill a combo finisher may be used on any number of creatures. In addition, once the samurai is able to use a combo finisher, he must activate it before the end of his next turn or its lost. All combo finisher are swift actions, unless indicated on the ability. After successfully performing a combo finisher, a samurai may, as a free action, sheath his katana without provoking attacks of opportunity.

Table: Combo Finishers

Combo FinisherBenefits
Art of the Storm (Ex)(Requires Slash → Sweeping Slash → Falling Slash)
This combo finisher allows the samurai to charge energy into his blade and pierce the ground, causing lightning to burst from his blade. He deals normal weapon damage as lightning damage to all enemies in a 15-ft.-radius from the samurai. Enemies must make a Fortitude save (DC 10 + half of the samurai’s level + his Charisma modifier) or have their vision blurred, gaining a 20% miss chance for a number of rounds equal to the samurai’s Charisma modifier.
Art of the Swell (Ex)(Requires Sweeping Slash → Sweeping Slash → Rising Slash)
This combo finisher allows the samurai to charge energy into his blade, swinging out a burst of cutting wind that deals normal weapon damage as wind damage to all enemies in a 20-ft.-radius and knocking enemies prone. A Reflex save must be made (DC 10 + half of the samurai’s level + his Charisma modifier) to not be knocked prone.
Art of the Sword (Ex)(Requires Heavy Slash → Heavy Slash → Falling Slash)
This combo finisher allows the samurai to charge energy into his blade and send it out in a wave of shadow energy. He sends a wave of energy out from himself with his blade dealing normal weapon damage to all enemies in a 20-ft.-line. A Reflex save (DC 10 + half of the samurai’s level + his Charisma modifier) can half this damage. At 4th level and every four samurai levels thereafter, he gains an additional 20-ft.-line, and is able to send out more than one wave. The additional lines can be merged. Multiple waves require multiple Reflex saves for each if merged.
Banishing Blade (Ex)(Requires Heavy Slash → Heavy Slash → Slash)
This combo finisher allows the samurai to summon energy in his blade and strike an opponent causing the opponent to be blasted with energy taking in false screams and ringing from seemingly an otherworldly place. As part of this combo finisher, the samurai makes a single melee attack. If this attack hits, his target takes normal weapon damage as shadow damage and cannot make a full attack on its next turn. Otherwise, it can act normally.
Concentravity (Ex)(Requires Rising Slash → Heavy Slash → Heavy Slash → Falling Slash)
This combo finisher allows the samurai to charge his blade with his might and slam it into the ground, causing an eruption of energy in a 30-ft.-radius burst from the samurai, dealing triple weapon damage to all enemies within. A Reflex save (DC 10 + half of the samurai’s level + his Charisma modifier) can half this damage.
Dragon (Ex)(Requires Slash → Thrust → Slash)
This combo finisher allows the samurai may make a single attack, allowing him to drain hit points from an opponent with a successful attack. When using Dragon, the samurai makes a normal melee attack, if it hits, the opponent takes damage as normal and must make a Fortitude save (DC 10 + half of the samurai’s level + his Charisma modifier) or be drained of 1d6 hit points per three samurai levels after 1st, which is then granted to the samurai as temporary hit points. These temporary hit points last for 1 round per samurai level.
Dragon Fang (Su)(Requires Slash → Rising Slash → Falling Slash)
This combo finisher allows the samurai to strike the ground with a fierce stab with his weapon, blasting nearby enemies with energy. Enemies within 10-feet of the samurai takes normal weapon damage + 1d6 points of fire damage + an additional 1d6 fire damage per three samurai levels after 1st, a successful Reflex save (DC 10 + half of the samurai’s level + his Charisma modifier) halves the damage.
Draw Slash (Ex)(Requires Slash → Heavy Slash)
This combo finisher allows the samurai to sheath his sword and enters total defense, ready to draw his blade when the moment comes. While he maintains this total defense for 1 round he gains a +5 insight bonus on his next Iaijutsu Strike, and it deals additional 1d6 damage. He may hold this defense for 3 rounds each round granting another +5 insight bonus and another 1d6 to his next Iaijutsu strike. (Max +15 and 3d6). He may exit this defense by performing an Iaijutsu strike when he desires. He may end total defense normally, but loses the bonuses from draw slash if he does not use an Iaijutsu Strike.
Eclipse (Ex)(Requires Rising Slash → Falling Slash)
This combo finisher allows the samurai to, as an immediate action, make an attack that allows him to immobilize an opponent’s movement. Whenever an opponent is adjacent to the samurai and attempts to move away from him (even when using Withdraw or 5-foot step), the samurai can make a normal melee attack, if it hits, the opponent takes damage as normal and is inflicted with the Immobilize status effect for 1d6 rounds, a Fortitude save (DC 10 + half of the samurai’s level + his Charisma modifier) to negate.
Gekko (Ex)(Requires Heavy Slash → Slash → Rising Slash)
This combo finisher is utilized by the samurai to linger over their foe, much like the moon, overwhelming their senses and disrupting their connection to the energies around them. The samurai deals normal damage as holy damage and the target must make a Fortitude save (DC 10 + half of the samurai’s level + his Charisma modifier) or suffer a 50% spell failure chance for 1d4 rounds. This works like the Silence status effect for the purposes of feats, magic, and items.
Guren (Ex)(Requires Thrust → Slash → Falling Slash)
A combo finisher designed during an era of bloodshed, it aims to both physically and spiritually break down the opponent, leaving them unable to fight back. The samurai deals double weapon damage and the target must make a Will save (DC 10 + half of the samurai’s level + his Charisma modifier) or suffer a -2 penalty to attacks rolls, skills rolls, and CMD for a number of rounds equal to the samurai’s Charisma modifier.
Higanbana (Ex)(Requires Slash →Slash → Falling Slash)
This combo finisher allows the samurai to sheath his blade and draw his blade with such speed, it seemingly strikes multiple times leaving his target bleeding. He makes a melee attack on a target and, if successful, he deals weapon damage plus Iaijutsu strike damage to the target. The target is also dealt bleed damage equal to the amount of damage dice of the samurai’s Iajutsu strike.
Kasha (Ex)(Requires Sweeping Slash → Falling Slash → Heavy Slash)
This combo finisher emphasizes the understanding of the ephemeral in the samurai’s life, focused into their strike in a single, perfect moment. The samurai deals normal 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.
Midare Setsu Gekka (Ex)(Requires Slash →Slash → Falling Slash → Heavy Slash →Thrust → Rising Slash)
This combo finisher allows the samurai to sheath his blade and make a terrifying barrage of quick cuts, sheathing his blade afterwards; the cuts explode, becoming apparent in one moment. He makes a melee attack on a target and, if successful, he deals triple weapon damage to the target plus Iajutsu strike damage. This attack ignores damage reduction.
Oblivion (Ex)(Requires Heavy Slash → Rising Slash → Falling Slash)
This combo finisher allows the samurai to make a 30-foot movement dash that doesn’t provoke attacks of opportunity and makes a melee attack against a target, the attack deals normal damage, and if the target is dropped below 0 HP, the samurai can move another 5-feet and make another attack upon an enemy within range. The samurai can keep moving and attacking this way if each target he attacks drops below 0 HP against his attack.
Scintilla (Ex)(Requires Slash → Thrust)
This combo finisher allows the samurai to turn the blow from an opponent straight back at it. When an enemy initiates a melee attack against the samurai on its turn, he can attempt to block the blow and send it back at that creature. The samurai steps into the attack and redirects it. This combo finisher pits his skill against that of his foe. If an opponent attacks the samurai, he can initiate this combo finisher to make an opposed attack roll as an immediate action. If his foe’s result is higher, he attacks the samurai as normal. If the samurai’s result is higher, his foe rolls damage as normal for the attack and takes that much damage.
Shooting Star (Ex)(Requires Slash → Heavy Slash → Rising Slash)
This combo finisher allows the samurai to make a short but powerful slash at his opponent. The samurai makes a single melee attack as part of this combo finisher. If this attack hits, the samurai deals double weapon damage and the target must make a Fortitude save (DC 10 + half of the samurai’s level + his Charisma modifier) or be pushed back 5 feet + 5 feet per three samurai levels after 1st.
Sudden Cruelty (Ex)(Requires Heavy Slash → Rising Slash → Slash)
This combo finisher allows the samurai to study his opponent and deliver an attack precisely aimed to ruin his defenses and force him to scramble for his balance as he strikes swiftly, so swiftly the opponent believes the samurai struck multiple times in a single slash. While he struggles to ready himself, he becomes more vulnerable to the samurai’s attacks. As part of this combo finisher, the samurai makes a single melee attack. This attack deals double weapon damage. In addition, the target must make a Reflex save (DC 10 + half of the samurai’s level + his Charisma modifier) or become flat-footed until the start of his next turn. If the target cannot be caught flat-footed (he has uncanny dodge, for example), he still takes the weapon damage but otherwise suffers no ill effect.
Tenka Goken (Ex)(Requires Slash →Slash → Falling Slash → Heavy Slash)
This combo finisher allows the samurai to sheath his blade, charge energy in his sheath, and draw his sword, sending out 3 waves of cuts before him. He deals double weapon damage plus Iajutsu strike damage to enemies in three 15-ft.-lines, One line stemming in front of the samurai and the other two from his frontal corners diagonally. An enemy can only be effected by 1 line even if hit by multiple lines. A Reflex save (DC 10 + half of the samurai’s level+ his Charisma modifier) can half this damage.
Tornado (Ex)(Requires Falling Slash → Falling Slash → Sweeping Slash → Sweeping Slash)
This combo finisher allows the samurai an attack that hits all enemies adjacent to the samurai sending out waves of wind like a tornado. When the samurai uses this combo finisher, he makes a single melee attack against every enemy adjacent to him, and if it hits, he deals double weapon damage + 1d6 points of wind damage + an additional 1d6 wind damage per three samurai levels after 1st. If the attack made is a natural 20, the tornado turns ablaze dealing an extra 1d6 points of fire damage per four samurai levels after 1st.
Vein Splitter (Ex)(Requires Slash→ Sweeping Slash→ Heavy Slash)
This combo finisher allows the samurai to bring up his blade and slam it into the ground, causing it to crack and erupt with a blast from the ground to burst out and rend his foes. He deals double weapon damage to all enemies in a 15-ft.-cone as earth damage and causes the area affected to become difficult terrain. A Reflex save (DC 10 + half of the samurai’s level + his Charisma modifier) can half this damage.
Yukikaze (Ex)(Requires Falling Slash → Thrust)
This combo finisher allows the samurai to channel his energy into a strike that muddles their perception. The samurai deals normal damage as ice damage and the target must make a Will save (DC 10 + half of the samurai’s level + his Charisma modifier) or suffer a 50% miss chance when making melee or ranged attacks for 1d4 rounds. This works like the Blind status effect for the purposes of feats, magic, and items.
Zanmato (Ex)(Requires Slash → Heavy Slash → Thrust → Sweeping Slash → Rising Slash → Falling Slash)
This combo finisher allows the samurai to make a terrifying slash upon an opponent within 30 feet, choosing to move to the target or not. If it hits, the target's current HP is reduced to 1. A Fortitude save (DC 10 + half of the samurai’s level + his Charisma modifier) can negate this effect. Alternatively, he may instead stand still and perform a single attack against all enemies in a 30-ft.-cone, slashing with blinding speed, and if his attack hits, he deals triple weapon damage.