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Weaponskills

Starting at 1st level and every three samurai levels thereafter, a samurai learns a new weaponskill to assist him in defeating his enemies. Some weaponskills get even more powerful when used in combination with another weaponskill. Combo Bonus only requires the previous combo attack to be granted.

Table: Weaponskills

WeaponskillsPrerequisitesBenefits
Enpi (Su)As a standard action, the samurai slashes the air, cutting a deep wind across to a target within 30 feet. The samurai makes a ranged touch attack, and if successful, deals his weapon damage as wind damage. Additional Effect: This grants the samurai 2 additional kenki.
Fuga (Ex)As a standard action, the samurai delivers a melee attack to all enemies within a 15-ft.-cone that deals normal weapon damage, with a Reflex save (DC 10 + half of the samurai’s level + his Charisma modifier) for half damage. Additional Effect: This grants the samurai 1 kenki.
Gekko (Ex)Samurai 7As a standard action, the samurai delivers a melee attack that deals normal weapon damage plus 1d6 precision damage. If Gekko is used before the end of his next turn after making a Jinpu attack, the precision damage increases to 7d6. Combo Bonus: This grants the samurai 1 kenki and 1 Sen.
Hakaze (Ex)As a standard action, the samurai delivers a melee attack that deals normal weapon damage plus 2d6 precision damage. Additional Effect: This grants the samurai 1 kenki.
Higanbana (Ex)As a standard action, at a cost of 1 Sen, the samurai delivers a melee attack that deals double weapon damage plus a number of bleeding damage equal to his Charisma modifier.
Hissatsu: Gyoten (Ex)As a standard action, at a cost of 2 kenki, the samurai rushes and attacks a target that must be a straight line within 30 feet, without provoking attacks of opportunity. If successful, he deals his normal weapon damage.
Hissatsu: Kaiten (Ex)As a swift action, at a cost of 4 kenki, the samurai can increase the damage of his next weaponskill by half.
Hissatsu: Senai (Ex)Samurai 10As a full-round action, at a cost of 10 kenki, the samurai delivers a melee attack that deals triple weapon damage plus 5d6 precision damage.
Jinpu (Ex)As a standard action, the samurai delivers a melee attack that deals normal weapon damage plus 1d6 precision damage. If Jinpu is used before the end of his next turn after making a Hakaze attack, the precision damage increases to 5d6. Combo Bonus: This grants the samurai 1 kenki.
Kaeshi: Goken (Ex)Samurai 7As a standard action, at a cost of 2 kenki and 1 Sen, the samurai delivers a melee attack that deals triple weapon damage plus a number of bleeding damage equal to double his Charisma modifier. This effect cannot be stacked with Higanbana.
Kaeshi: Setsugekka (Ex)Samurai 13As a standard action, at a cost of 6 kenki and 3 Sen, the samurai delivers a melee attack that deals quintuple (5x) weapon damage to a target.
Kasha (Ex)As a standard action, the samurai delivers a melee attack that deals normal weapon damage plus 1d6 precision damage. If Kasha is used before the end of his next turn after making a Shifu attack, the precision damage increases to 7d6. Combo Bonus: This grants the samurai 1 kenki and 1 Sen.
Mangetsu (Ex)As a standard action, the samurai delivers a melee attack to all enemies within weapon’s reach that deals normal weapon damage, with a Reflex save (DC 10 + half of the samurai’s level + his Charisma modifier) for half damage. If Mangetsu is used before the end of his next turn after Fuga, the damage is increased by double. Combo Bonus: This grants the samurai 1 kenki and 1 Sen.
Midare Setsugekka (Ex)Samurai 10As a standard action, at a cost of 3 Sen, the samurai delivers a melee attack that deals quadruple (4x) weapon damage to a target.
Oka (Ex)As a standard action, the samurai delivers a melee attack to all enemies within weapon’s reach that deals normal weapon damage, with a Reflex save (DC 10 + half of the samurai’s level + his Charisma modifier) for half damage. If Oka is used before the end of his next turn after Fuga, the haste’s duration from Shifu is doubled. Combo Bonus: This grants the samurai 1 kenki and 1 Sen.
Shifu (Ex)Samurai 7As a standard action, the samurai delivers a melee attack that deals normal weapon damage plus 1d6 precision damage. If Shifu is used before the end of his next turn after making a Hakaze attack, the samurai is instead granted haste for a number of rounds equal to his Charisma modifier. Additional Effect: This grants the samurai 1 additional kenki.
Tenka Goken (Ex)Samurai 7As a standard action, at a cost of 2 Sen, the samurai delivers a melee attack to all enemies within a 30-ft.-cone that deals triple weapon damage, with a Reflex save (DC 10 + half of the samurai’s level + his Charisma modifier) for half damage.
Yukikaze (Ex)As a standard action, the samurai delivers a melee attack that deals normal weapon damage plus 1d6 precision damage. If Yukikaze is used before the end of his next turn after making a Hakaze attack, the precision damage increases to 5d6. Combo Bonus: This grants the samurai 1 kenki and 1 Sen.