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© Square Enix, Final Fantasy Brave Exvius

To some, the art of battle is just that; art. There are warriors from foreign lands who practice the way of the blade as a way of life. Using lightning fast cuts, they can end a battle before it begins; seeing life and death as modes to bring forth their own kind of asceticism. To the Samurai, death in combat is many things: Death is duty, death is resolve, death is worship, death is regret but life is always fleeting. With hands gripped on katanas and trained with other exotic weaponry, the samurai departs on their own journey of self discovery.

Hit Die: D10

Role: Excelling in melee combat, these warriors focus on delivering precise strikes to bleed their foes dry; their tenacity and will power allowing them to intercept attacks. The samurai controls the flow of battle from the frontlines.

Starting Wealth: 5d6 × 10 gil (average 175 gil.) In addition, each character begins play with an outfit worth 10 gil or less.

Class Skills

The Samurai’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge(Martial)(Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).

Skill Points at Each Level: 4 + Int modifier.

Table: Samurai

Level Base Attack Bonus Fort Save Reflex Save Will save Class Features
1 +1 +2 +1 +1 Mental Focus, Iaido, Iai Strike(+2), Bushido, Striker or Defender
2 +2 +3 +1 +1 Bushido Arts, Shirahadori, Samurai Training
3 +3 +3 +2 +2 Leather Body or Armored Flexibility(-1/+1), Iai Strike(+4), Third Eye
4 +4 +4 +2 +2 Bushido Arts, Blade and Body(+1), Zanshin
5 +5 +4 +3 +3 Way of Life, Iaido: Glint, Iai Strike(+6)
6 +6/+1 +5 +3 +3 Bushido Arts, Meditate, Hagakure
7 +7/+2 +5 +3 +3 Retaliate, Iai Strike(+8)
8 +8/+3 +6 +4 +4 Bushido Arts, Fatal Impact, Improved Way of Life, Blade and Body (+2)
9 +9/+4 +6 +4 +4 Iaido: Iainuki, Iai Strike(+10)
10 +10/+5 +7 +5 +5 Bushido Arts, Inner Focus, (+1), Merciful Eyes
11 +11/+6/+1 +7 +5 +5 Greater Zanshin,Iai Strike(+12)
12 +12/+7/+2 +8 +5 +5 Bushido Arts, Blade and Body(+3), Blocking Cuts
13 +13/+8/+3 +8 +6 +6 Unstoppable Iaijutsu, Iai Strike(+14)
14 +14/+9/+4 +9 +6 +6 Bushido Arts, Darkmoon
15 +15/+10/+5 +9 +7 +7 Iai Strike (+16)
16 +16/+11/+6/+1 +10 +7 +7 Bushido Arts, Deliverance, Blade and Body(+4)
17 +17/+12/+7/+2 +10 +7 +7 Eclipse, Iai Strike(+18)
18 +18/+13/+8/+3 +11 +8 +8 Bushido Arts, Inspirational Presence
19 +19/+14/+9/+4 +11 +8 +8 Bushido Master, Iai Strike(+20)
20 +20/+15/+10/+5 +12 +9 +9 Bushido Arts, Master Samurai, Blade and Body(+5)

Weapon and Armor Proficiency

Samurais are proficient with all simple weapons, all weapons in the samurai weapon group (Dagger, Fullblade, Hanbo, Katana, Katana (Double Walking Stick), Longspear, Naginata, Nodachi, Quarterstaff, Shortspear, Spear, Tetsubo, Wakizashi), shortbows and longbows. A samurai's armour proficiency is based on whether he is a striker or a defender (See below)

Limit Break (Su)

At 1st level, a Samurai has the ability to use limit breaks. At the start of each day the Samurai chooses Battle or Daredevil as his limit break mode. When a Samurai’s Limit Break Gauge is filled, they may use a limit break from their chosen mode or the following limit break, unique to them:

Shin-Zantetsu (Ex): This limit break allows for the Samurai to use a forbidden technique, spelling death for their enemies. As a full-round action, the Samurai dashes around in a 30ft spread from their current position in the blink of an eye before returning to his original position. All enemy creatures in the affected area must make a Reflex save as the cuts manifest a second later. Those who fail die immediately. A success reduces the affected creature(s) current and maximum health by half. The health reduction lasts until the creature is magically healed or rests for a number of days equal to the amount of limit break stacks used. This limit break ignores the Evasion ability unless a creature has 4 or more hit dice than the samurai. A Samurai must have an amount of limit break gauge equal to half their maximum + 2 stacks to use Shin-Zantetsu. For each additional stack of limit break that are consumed after reaching the minimum for Shin-Zantetsu, the area of the effect increases by 5ft. This ability counts as an energy drain and death effect for the purposes of resistances and immunities.

Mental Focus

At 1st level, the Samurai selects Wisdom or Charisma, to determine what ability score his saving throw DCs and class features will use. Once made, the choice cannot be changed. His chosen ability score’s modifier is known as his Focus modifier.

Iaido (Ex)

At 1st level, the Samurai's renowned quickdraw techniques are the first thing they practice. The Samurai gains the Quick Draw feat as a bonus feat. The Samurai always threatens squares within his reach, even as his weapons are sheathed. The Samurai may only threaten squares in this way so long as he is aware of a threat or hostile intent. He may even draw a weapon as part of an attack of opportunity. The Samurai does not threaten squares in this fashion if his weapon is sheathed and they are caught unaware of a hostile presence (such as with an ambush or otherwise caught by surprise). In addition, as part of rolling for initiative, the Samurai may move up to their move speed and make a single attack action on a foe, regardless of other features that modify charging. Once this attack is complete, on the Samurai's first turn, they are staggered. This ability is treated as a charge and thus, provokes attacks of opportunity as normal.

Iai Strike (Ex)

At 1st level, a Samurai can let loose a lightning-quick cut. When making a single attack using the attack action or when making the first attack during a full attack, a Samurai can perform Iai Strike by taking a -2 penalty on that attack roll. Should the Samurai hit an enemy with an Iai Strike, it deals normal weapon damage plus an additional +2 points of precision damage. This bonus precision damage from Iai strike increases by an additional +2 at 3rd level, 5th level, and every two Samurai levels thereafter (to a maximum of +20 at 19th level). This bonus damage cannot be multiplied on a critical hit. A Samurai can only perform an Iai Strike with a slashing or piercing weapon.

Bushido (Su)

At 1st level, a Samurai is able to perform amazing feats of martial prowess. To perform these feats, Samurai gain a small mystical pool of energy born from their resolve and perseverance; Bushido. The samurai gains a bushido pool, which empties at the beginning of each day, and has a limit equal to the samurai's level, plus his Focus modifier. A Samurai can use Bushido to enhance themselves in a the following ways:

Godspeed: A Samurai can spend a point of Bushido as a free action (that can be done once per round) to ignore their armor class penalty and speeds dictated by their worn armor for 1 round.

Kasha: A Samurai can spend a Bushido point to grant themselves +1 additional attack of opportunity for 1 round as a move action.

A Samurai’s Bushido waxes and wanes throughout the day. The Samurai can gain Bushido in the following ways:

  • Bonecrusher: Critically hitting an enemy creature grants 2 Bushido points.
  • Equity: Successfully forcing an attack to miss, such as using Shirahadori, grants 1 Bushido point.
  • Iai: Landing an Iai Strike grants a Bushido point.
  • Momentum: Rendering a foe unconscious or dying grants 3 Bushido points.
  • Inner Focus: Meditating for 1 hour without interruption grants 1 Bushido point.

A Samurai’s bushido pool does not decrease through the day if unused; it only empties once the Samurai gains an 8-hour long rest or is rendered unconscious for that amount of time. A Samurai cannot gain Bushido points if he cannot control his mental faculties (such as being Berserked, Charmed, Fascinated, Confused, etc.). Bushido can also be used to fuel the Samurai’s other abilities as well.

Striker or Defender

At 1st level, a samurai chooses if they wish to be a Striker or a Defender. Striker samurai only gain proficiency with Light armour, while Defenders are proficient in all armours.

However, at 3rd level, samurai gain a different ability based on whether they are Strikers or Defenders.

Bushido Art (Su/Ex)

At 2nd level and every two Samurai levels thereafter, a Samurai gains a bushido art. A Bushido Art is an ability that belongs to the Samurai. They represent famous Samurai arts and philosophies. Unless otherwise stated, a Bushido Art is a standard action to perform. Bushido Arts that require a Bushido point have an asterisk (*) listed next to their name to indicate this. Some Bushido Arts are passive abilities that do not require an action to perform.
A list of Bushido Arts can be found here.

Shirahadori (Ex)

At 2nd level, a Samurai is ever wary of danger and the opportunity to defend his allies. The Samurai uses his weapon strikes to intercede against an opponent's blows. As an immediate action, when an enemy makes a melee or ranged attack against you or an ally within 15ft you can initiate this counter to oppose that attack by making an attack roll with any melee weapon you are holding. Use the higher of your AC or your attack roll as your effective AC against the incoming attack. You can't use this ability if you are denied your Dexterity bonus to AC against your attacker or are unaware of the attack. You may move as part of using this ability but doing so subtracts the spent movement from your total movement on the following turn. You can decide to use this ability after you learn the result of your opponent’s attack. You cannot use this ability against magical effects (such as rays and ranged touch attacks). Shirahadori also grants an additional 2 points to your limit break gauge when it successfully deflects an attack. This is doubled if you roll a natural 20 or critical threat that succeeds.

Samurai Training (Ex)

At 2nd level, a Samurai's techniques allows them to further expand their repertoire. He counts his total samurai levels as warrior levels for the purpose of qualifying for feats. He also counts as a warrior and for feats and magic items that have different effects based on whether the character has levels in warrior.

Leather Body or Armored Flexibility (Ex)

Starting at 3rd level, a Striker Samurai gains Leather Body:

Leather Body (Ex)
Rather than dexterously evading blows, striker samurai often rely on their sheer physical conditioning to protect themselves against assault. At 3rd level, instead of gaining a Dexterity modifier to AC (Any bonuses or penalties he would have are ignored), the striker samurai gains his Strength bonus as a natural armour bonus to AC, which stacks with any natural armour he might otherwise have. If a striker samurai's strength score would be reduced to 9 or less, leather body ceases to function.

Although this natural armour is limited by the maximum Dexterity bonus of any worn armour, he does not lose his natural armour in situations where he would normally lose his Dexterity modifier to AC, such as being caught flat-footed or if an opponent successfully uses the feint action against him.

This ability allows a striker samurai to take feats or make use of magic items that require him to have a natural armour bonus. However, he only benefits from those feats or items as long as leather body is actually providing him with a natural armour bonus. (For example, while a striker samurai can take the improved natural armour feat, his armour must have a maximum dexterity bonus of at least +1. Likewise, if his strength score drops to 11 or less, any such feats or magic items cease functioning.)

Additionally, for the purposes of this ability, any armour the striker samurai wears increases the maximum Dexterity bonus allowed by 1. For every 4 levels of samurai he has after 3rd, this bonus increases by +1. There is no “upper limit” to the increase of the maximum dexterity bonus allowed. An urban samurai may disable or enable leather body as a free action once per turn at the start of his turn.

This ability does not stack with armour training, agility training or armoured flexibility..

While a Defender Samurai learns to be more maneuverable while wearing armor, granting him the Armoured Flexibility ability.

Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. The benefits of this ability do not stack with leather body, agility training or armour training.

In addition, a Defender Samurai can also move at his normal speed while wearing medium armor. At 7th level, a Samurai can move at his normal speed while wearing heavy armor.

Third Eye (Ex)

At 3rd level, the Samurai’s awareness of threats is near mystical. The Samurai adds his Focus modifier to his touch AC. He still retains this bonus when flat-footed by a surprise round, but not when successfully flat-footed by a Bluff check or by a separate condition (such as scanned). This ability doesn't stack with other abilities that add a mental modifier to AC.

Zanshin (Ex)

Starting at 4th level, the Samurai gains renewed clarity and assurance with his weapon strikes. Whenever the Samurai misses a weapon attack or Bushido Art that requires an attack roll, he can spend a swift action to reroll the attack roll. The Samurai must take the second result, even if it's worse. The Samurai can use Zanshin once per day and an additional time per day at 7th level, 10th, 13th and 16th level.

Blade and Body (Ex)

The Samurai uses rigid drills and ceaseless perseverance to perfect the art of battle. With their specialized choice of weaponry, they hone themselves as well as their blades. At 4th level, the Samurai gains a +1 bonus to attack and damage rolls with all weapons from the samurai weapon group, increasing by an additional +1 at 8th level and every 4 levels thereafter. This counts as, and does not stack with, weapon training (Samurai).

This bonus also applies to the Samurai's CMD against disarm and sunder attempts while wielding weapons from the samurai weapon group. This bonus also applies to saves against effects that target weapons from that group. (such as the Demi spell).

Way of Life (Ex)

At 5th level, a Samurai dedicates more of his life to the many forms of bushido. The Samurai can choose a Way of Life that defines him from the small list below. Each Way gives a set of skills and abilities available to only the Samurai. You can only choose a Way of Life once. Once this choice is made, it cannot be changed:

Way of the Artisan: You have chosen a life that detests idle hands. You dedicate yourself to a life of stability and routine. The Samurai gains a +2 competence bonus to any two Craft skills and one Profession skill of his choosing that he has at least one rank in. In addition, when the Samurai crafts a masterwork or enchanted version of a martial or exotic weapon he is proficient in, he can choose to increase the critical multiplier of the weapon by 1 (adding +10 to the craft DC). Should he craft a suit of armor he is proficient in, he can increase the Armor bonus of a masterwork or enchanted suit of armor by 1. He can bestow these benefits on an amount of weapons and armor equal to his Focus modifier.

Way of the Wanderer: You have chosen a life of travel to experience the world. Your own feet have traveled far, and have stories to tell. You gain a general feat as a bonus feat. it must be a feat in which you meet the prerequisites for. In addition, You know many pathways through the world, as such you know the best shortcuts to take. When traveling in a long march, you reduce the amount of variable time needed to travel to a location by an amount equal to half your Samurai level, rounded down. This cannot reduce the overall travel time by more than half and only affects travel time in hours. However, when determining travel time measured in days, this effectively increases how much progress is made each day per eight hour march' (For example, a 5th level Samurai effectively allows his party to make 10 hours of progress despite travelling for only 8). This ability applies to the Samurai and all allied creatures participating in the march. Furthermore, you gain a +4 competence bonus to Survival checks to avoid getting lost and Knowledge(Geography) checks to recognize landmarks to a destination.

Way of the Warrior: You have chosen a life dedicated to war and the fury of combat. The song of swinging steel is music to your ears; the throes of battle are poetry to your senses. You gain a combat feat as a bonus feat. the Samurai must meet the prerequisites of the chosen feat. In addition, the Samurai adds his Focus modifier in addition to his Dexterity on initiative checks.

Iaido: Glint (Ex)

At 5th level, the tenants of the Samurai’s quick draw techniques reach new heights. The glint of a samurai’s steel is a tell tale sign of death. Whenever the Samurai uses an Iai Strike or a bushido Art that requires an attack roll, he may lower the critical multiplier of his weapon by 1(to a minimum of 1) to double his critical threat range for his weapon as a swift action during the attack. This bonus is applied after effects such as the Improved Critical feat or the keen weapon special quality or other, similar abilities. Once used, he cannot perform this ability on the same target again for 1d4+1 rounds.

Meditate (Ex)

At 6th level, the Samurai can center himself with meditation for the day. When the Samurai meditates for 1 hour, he may apply his Focus modifier as an insight bonus to a single saving throw of his choosing. This bonus remains until the Samurai chooses to meditate again.

Hagakure (Ex)

At 6th level, the Samurai clears the tension in his body and mind before engaging a threat. Whenever a Samurai rolls for Initiative, he gains 1 point of Bushido. If the samurai is first in the Initiative order, he gains 2 Bushido points (instead of 1) and a +2 circumstance bonus to his next weapon attack roll within 1 round. Bushido points gained in this way cannot exceed the Samurai's maximum or they are lost.

Retaliate (Ex)

At 7th level, the Samurai lashes out a flurry of steel against aggressors. Whenever the Samurai successfully uses Shirahadori against a creature performing a melee attack, that creature provokes an attack of opportunity from the Samurai. In addition, the Samurai gains the Protected condition against further physical attacks until the start of their next turn.

Fatal Impact (Ex)

At 8th level, the Samurai’s quick strikes become even more lethal. The samurai increases the critical multiplier of weapons in the samurai weapon group he wields by 1, to a maximum of x5. This increases by an additional 1 at 16th level.

Improved Way of Life (Ex)

At 8th level, The Way that the Samurai chose becomes more defined. The Samurai gains an extra benefit based on the previous Way he chose at 4th level:

Way of the Craftsmaster: If the Samurai has chosen Way of the Artisan, he gains the Master Craftsman feat as a bonus feat without needing to meet the prerequisites. If he already has this feat, he may choose another item creation feat that he meets the prerequisites for. In addition, the Samurai lowers the DC to craft or enhance exotic weapons and armor by 5 so long as he is proficient with them.

Way of the Worldwalker: If the Samurai has chosen Way of the Wanderer, he gains another general feat as a bonus feat so long as he meets the prerequisites of that feat. In addition, a Samurai can use a 'trained' skill (such as knowledge skills) untrained a number of times per day equal to his Focus modifier.

Way of the Blade Sage: If the Samurai chose Way of the Warrior, he gains an additional combat feat as a bonus feat so long as he meets the prerequisites of that feat. In addition, Once per day, the Samurai can take 10 on an Initiative check, regardless if he is caught by surprise or not.

Iaido: Iainuki (Ex)

At 9th level, the Samurai’s Iai techniques grant them an otherworldly quickness. When the Samurai charges with an Iai Strike, they instantly appear at their target or destination within range. Neither the activating of the charge nor the movement of which provokes attacks of opportunity. In addition, the Samurai ignores non-magical difficult terrain when using Iai Strike so long as they have 1 bushido point. The Samurai cannot ignore non-magical difficult terrain with this ability if he is wearing heavy armor, or under a medium or heavy load until 12th level.

True Inner Focus (Ex)

The Samurai's physical and mental resilience is near mythical. At 10th level, whenever the Samurai succeeds on a Fortitude or Will saving against a spell, spell-like, or supernatural ability with a partial effect; the Samurai negates the effect entirely.

Merciful Eyes (Su)

At 10th level, the samurai's focus helps him to avoid the fastest of strikes. Whenever a Samurai is subject to a melee or ranged touch attack, they may spend a Bushido point as an immediate action to grant themselves 20% + half his samurai level in miss chance against the triggering attack. A Samurai must be benefiting from his Third Eye ability in order to use this feature.

Greater Zanshin (Ex)

At 11th level, the Samurai has gained a newfound grasp of the fundamentals of weapon strikes. When using Zanshin to reroll an attack roll, the Samurai can spend an additional use of Zanshin to take a result of 10 (before modifiers) on the attack roll or on a critical confirmation check.

Blocking Cuts (Ex)

At 12th level, the Samurai’s quick reflexes allow him to defend himself and his allies. The Samurai no longer needs to spend an immediate action to use Shirahadori. Instead, the Samurai may use Shirahadori by spending an attack of opportunity. Doing so allows the Samurai to use Shirahadori multiple times in a round. However, each subsequent use of Shirahadori after the first in a round imposes a cumulative -1 penalty to the attempt. In addition, the Samurai gains a +1 deflection bonus to AC for each attack he successfully deflects with Shirahadori until the start of his next turn.

Unstoppable Iaijutsu (Ex)

At 13th level, the Samurai’s Iai Strike soars past conventional defenses. As a full-round action, the Samurai can make a charging Iai Strike at no penalty. When performed in this way, the attack roll of his Iai Strike targets his foe's touch AC and ignores an amount of damage reduction equal 1/4th the Samurai's level on a successful hit. A Samurai cannot perform this attack if their movement is impaired in any way (such as will the entangled condition or if they are under a heavy load).

Darkmoon (Ex)

At 14th level, the Samurai’s swordsmanship ruptures the space around him. When the Samurai successfully uses Shirahadori to deflect an attack, all enemy creatures within 30ft must make a Fortitude save (DC = 10 + half your Samurai level + your Focus modifier). On a failure, the affected creatures are Deafened and Silenced for 1 round. A successful save negates this effect. In addition, the Samurai can now use Shirahadori against touch attacks and rays from a magical source.

Deliverance (Ex)

At 16th level, the swing of a Samurai’s weapon can spell death. As a full-round action, the Samurai can spend 3 Bushido points to target one enemy creature within reach. The Samurai makes a blindingly fast and fatal attack in which the body is slow to register. The target must succeed at a Reflex save (DC = 10 + half your Samurai level + your Focus modifier). On a failure, they are afflicted with the Doom status. A success makes the creature take quadruple weapon damage instead and takes that damage immediately.

Eclipse (Ex)

At 17th level, a Samurai’s dedication to the defense of his allies reaches its peak. Whenever the Samurai successfully uses Shirahadori against a magical attack (such as rays and touch attacks), they or an ally they defend gain the Shelled condition until the start of their next turn (samurai's choice).

Inspirational Presence (Ex)

At 18th level, even a single flourish of the Samurai’s skill emboldens his allies. Allied creatures within 60ft that can see or hear the Samurai gain a morale bonus against fear effects equal to his Focus modifier.

Bushido Master (Ex)

At 19th level, the samurai reaches the pinnacle of his Bushido. The Samurai increases all DCs instilled by Bushido Arts by 2 and reduces the Bushido point cost of all Arts by 1 (to a minimum of 0). Furthermore, if a samurai confirms a critical hit with a Bushido Art, he gains an additional Bushido point.

Master Samurai (Ex)

At 20th level, the Samurai’s senses and prowess with the blade is unmatched. Whenever the samurai rolls for initiative, his result is always treated as a natural 20 before adding modifiers and is never surprised.

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