Bushido
Bushido Arts are abilities of the Samurai class.
Bushido Arts(Ex/Su): At 2nd level and every two samurai levels thereafter, a samurai gains a bushido art from the list below. A bushido art 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. If a bushido art forces a target to make a saving throw, the DC of the save is equal to 10 + half your samurai level + their Focus modifier. Some bushido arts are passive effects:
Table - Bushido Arts
| Bushido Art | Prerequisites | Effect |
| Art of the Storm (Su)* | Samurai 4 | The Samurai unleashes a torrent of lightning around him. At the cost of a Bushido point, and full round action, the samurai lets loose a wave of thunder and lightning in a 20ft burst around him. Creatures caught in the area must make a Fortitude save or take your normal weapon damage + your Iai Strike damage as Physlightning damage. A successful save reduces the damage taken by half. A creature that fails the saving throw by 5 or more is also deafened for a number of rounds equal to your Focus modifier. |
| Art of the Swell (Su)* | none | The samurai releases a cutting gale from his blade. As a standard action, the samurai can spend a Bushido point to release an arc of wind in a 30ft line. Creatures caught in the line must make a Reflex save. On a failure, they suffer the samurai's normal weapon damage + 1d6 Physwind damage per 3 samurai levels and the samurai may make a free throw attempt without provoking attacks of opportunity. A success halves the damage and negates the secondary effect. |
| Art of the Sword (Ex)* | Samurai 10 | The samurai sends out numerous slashes of sheer force with his melee weapon. As a full round action, the samurai can spend 3 Bushido points to send out a wave of force in a 20ft line. The samurai can send out as many waves as he has iterative attacks. Creatures caught in a wave must make a Reflex save or suffer triple the samurai's normal melee weapon damage as Non-elemental damage and take 1d10 bleed damage. The waves can be merged, requiring an additional Reflex save per merged wave. Each wave after the first suffers a cumulative -1 penalty to it's DC. A successful save halves the damage and negates the bleed effect. |
| Art of the Torrent (Su)* | none | The samurai can spend 1 bushido point as a swift action to clad his held weapon in raging waters. For 1 round, all his weapon attacks deal Physwater damage. In addition, should he critically hit a foe with a weapon attack while this benefit is active, he may attempt a free trip attempt without provoking an attack of opportunity. He may only perform this trip attempt once per enemy per round. The duration of this benefit increases by 1 per three samurai levels after first. |
| Ash and Dust (Su) | Sparkler, Fireworks, Dragon Fang, Samurai 10 | The Samurai can further exacerbate their fiery arts. Whenever the Samurai uses a Bushido Art that deals fire damage against an opponent, that opponent must make an additional will save or gain the Pyretic condition. In addition, the samurai regains an additional Bushido point whenever he Inflicts Physfire, or regular fire damage from his Bushido Arts (this includes weapon attacks). The samurai may only regain Bushido in this way once per round. |
| Banishing Blade (Su)* | Samurai 4 | The Samurai wraps his blade in malicious energy; a single cut ebbs at the minds of his victims. Make a special attack action at the cost of 1 Bushido point to a creature within reach. Should you hit, you deal normal weapon damage as Physdark damage and your target suffers a -4 penalty to saving throws. In addition, your target must make a Will saving throw (this occurs before the penalty is inflicted). A failure results in the creature suffering from the Debraved or Faithless conditions, samurai's choice. This penalty and condition last for a number of rounds equal to his Focus modifier. A successful save negates the added conditions, reduces the penalty to saving throws by half and reduces the duration to 1 round. |
| Blade Bash (Ex) | none | The samurai can bash his enemies with the dull side of his blade or handle with ease. As a standard action, the samurai can attempt to bash an opponent in reach with an attack roll at his highest bonus. Should the samurai hit, they deal their Strength modifier + 1d4 + 1 per samurai level in bludgeoning damage and their target must make a Fortitude save. Failure results in the target being staggered for 1 round. A samurai suffers no penalty to deliver a blade bash non-lethally. |
| Bushido Fang (Su) | Dragon Fang | The samurai brings more fury into the Dragon Fang technique. After using Dragon Fang, the samurai’s held weapon(s) are set ablaze with mystical fire. The samurai’s weapon attacks and any drawn ammunition deal an additional +1d6 fire damage per four samurai levels after first. This benefit lasts for a number of rounds equal to his Focus modifier. Additional uses of Dragon Fang refresh the duration. |
| True Bushido Dragon (Su) | Dragon Fang, Bushido Fang, Samurai 8 | When the samurai uses Dragon Fang, he may spend an additional Bushido point as part of the action to turn it into a 30ft wide, 60ft tall column of blazing fire. This fire does not affect the samurai. The samurai may add his weapon damage to the damage of Dragon Fang (this does not include enchantments like Flaming but does include enhancement bonuses). After performing this ability, the Samurai gains DR 5/PhysIce as the mystical flames provide him with an aura of intense heat for 3 rounds. |
| Bushido Flurry (Ex) | Iai Strike, Samurai 4 | As a full round action, the samurai may move up to their speed and make an Iai strike against a single target within reach at any point during the movement. This movement does not provoke attacks of opportunity. If the target is flat footed, the Samurai does not suffer the -2 penalty to make an Iai Strike. |
| Bushido to the Limit! (Ex) | Limit Break Class feature, Samurai 8 | Once per day, A samurai with this bushido art can convert his available Bushido points into limit break points. To do so, the samurai must concentrate as a full-round action that provokes attacks of opportunity. He may convert up to half his samurai level (minimum of 1) in Bushido points. Each Bushido point converted in such a way gives 2 limit break points added to his limit break gauge. A Samurai can only fill up to one stack of limit break gauge at a time with this ability. |
| Bushido Oblivion (Ex)* | Bushido Flurry, Bushido Tempest | When using Bushido Flurry, the samurai may spend a Bushido point as part of the action to make an amount of Iai Strikes as he has iterative attacks in a full attack. The Samurai is still subject to the multi-attack penalties associated when making iteratives but does not suffer the -2 penalty inflicted by Iai strike to the attack roll. However, they still cannot attack a single creature more than once during this movement. |
| Bushido Tempest (Ex) | Bushido Flurry, Samurai 8 | When using Bushido Flurry, the samurai may move up to two times their speed and may make up to 2 Iai strikes. However, each Iai Strike cannot target the same individual creature. The Samurai may make an additional Iai Strike if he is under the Hasted condition or similar effect. |
| Clean Slate (Su)* | Samurai 10 | The samurai can cleanse himself of affliction. As a move action, the samurai can spend two bushido points to cast Esuna as a spell-like ability, using his samurai level as his caster level. The Samurai can only affect themselves when using this ability and cannot gain the benefits of passive augments. |
| Dismissal (Su)* | Samurai 6 | When an enemy creature in melee range excerpts aggression, the samurai can attempt to stifle their actions. When an enemy creature performs an attack action within 15ft of the samurai, the samurai can spend an immediate action to have the foe make a Will save. Should the target fail, they gain the Slowed condition for a number of rounds equal to your Focus modifier. At 12th level, you can spend a Bushido point as part of the action to inflict the Stop condition on a failure. The Samurai can only perform this ability once every 1d3 rounds. |
| Doma’s Valor (Ex)* | No Fear, Nonpareil, Clean Slate | As a standard action, the samurai can gain the benefits of Nonpareil, No Fear, and Clean Slate all at once. In addition, the Samurai is granted the Ribbon condition for a number of rounds equal to his Focus modifier. This ability costs 4 bushido points. |
| Dragon Fang (Su)* | none | The samurai funnels his bushido into the ground to make small eruptions occur around him. At the cost of a Bushido point and a standard action, the samurai subjects all hostile creatures within 20ft to make a Reflex save. A failure results in the affected creatures to take 1d8 + an additional 1d8 points of Physfire damage per 3 samurai levels after first. This ability has the fire descriptor for the purposes of weaknesses, feats, and ability interactions. |
| Fingersnap (Su)* | Samurai 6 | As a standard action, the samurai can spend 2 bushido points to attack a creature within reach. Should he hit, instead of dealing damage, he can attempt to dispel one magical effect as if casting Dispel. The samurai uses his Focus modifier as his casting modifier and his samurai level as his caster level to attempt the check. |
| Fireworks (Su)* | Sparkler, Samurai 6 | At the cost of two Bushido points, the Samurai can perform as many Sparklers as he has Iterative attacks in a full attack. The Samurai still suffers multi-attack penalties and using Sparkler in melee still provokes an attack of opportunity. In addition, the damage of the sparkler is raised from 1d4 to 1d6. This ability has the fire descriptor for the purposes of weaknesses, feats, and ability interactions. |
| Further Training (Ex) | Samurai Training | The samurai chooses a single weapon. He treats the weapon as part of the samurai weapon group for all purposes. This talent can be taken more than once, each time adding a new weapon of the samurai's choosing. |
| Hayate (Su)* | Samurai 6 | The samurai uses his inner focus to compel his body forward; faster than ever. As a swift action, the samurai may grant himself the Hasted condition for a number of rounds equal to his focus modifier. |
| Higanbana (Ex)* | none | The samurai can deliver a pain-inducing strike to befuddle his foes. Whenever the samurai deals non-lethal damage, he can spend a Bushido point as an immediate action to force his target to make a Will save. Failure results in the target being unable to make attacks of opportunity until the start of the samurai's next turn. This is a pain effect. Creatures immune to non-lethal damage(such as undead and constructs) are immune to this ability. At 10th level, the samurai can spend an additional Bushido point, to make it so that the target cannot make a full attack on a failure. |
| Improved Clean Slate (Su)* | Samurai 14 | The samurai cleanses harm like a river over battered stone. Whenever the samurai uses Clean slate, he may spend an additional Bushido point as part of the action to gain the benefits of the Esunaga passive Augment. This does not allow the samurai to gain the benefits of the Esunada augment. The Samurai can only affect themselves when using this ability. |
| Kenki Technique (Ex) | none | The samurai's warrior spirit with the blade is legendary. Choose one combat maneuver. Whenever you perform a successful Iai Strike that damages an opponent, you can attempt that combat maneuver as a swift action without provoking an attack of opportunity. You can choose this Bushido Art again at 6th level, 10th level and 14th level. Each time it must be for a different combat maneuver. Once you perform the combat maneuver with this ability, regardless of success or failure, you cannot gain the benefit again for 1d3 rounds. |
| Magicide (Su)* | Samurai 4 | The samurai makes a cut so deep, it cleaves into reservoirs of power. The samurai can spend a bushido point to make a special attack action. Should his attack hit, he deals normal weapon damage and his foe must make a Will Save. A failure results in the foe losing 1d6 points of MP, if it has a magic pool. Success negates this effect. At 8th level, If the samurai spends 2 Bushido points as a swift action, he may apply this ability to all attacks made within 1 round. This counts as an ability drain effect. If the target does not have an MP pool, it instead loses 1 use of a daily ability or extends the cooldown of an ability by 2 on a failure (samurai's choice). |
| Mineuchi (Ex) | Blade Bash | Blade Bash now deals the samurai's Strength modifier + 1d6 + 1 per samurai level in bludgeoning damage on a successful hit. Creatures that fail the save take half of the damage again at the start of their next turn |
| Nethermoon (Ex) | Shirahadori, Retaliate | The samurai let's his pure focus deliver retaliatory strikes. The Samurai may add his Focus modifier as an insight bonus to attack rolls when using Shirahadori and to attacks of opportunity. The samurai cannot gain this benefit if they are not in control of their mental faculties or if they suffer penalties to their Focus score. |
| No Fear (Ex)* | none | The Samurai gathers his resolve to bear the brunt of an assault. At the cost of a Bushido point and a move action, the Samurai can grant himself DR 1/— and a +1 Morale bonus to saves against fear effects for 1 round. This bonus to saves and damage reduction increases by 1 for every five samurai levels past 1st. |
| Nonpareil (Su)* | Samurai 4 | As a swift action, the samurai can spend a Bushido point to grant a +2 Competence bonus to his Strength or Dexterity score for 3 rounds. At 8th level, this increases to a +4 bonus. At 12th level, this increases to a +6 bonus. |
| Shin - Mineuchi (Ex) | Blade Bash, Mineuchi, Samurai 8 | The samurai puts exceptional force into rattling his opponents with his blade. Blade bash now deals the samurai's Strength modifier + 1d8 + 1 per samurai level in bludgeoning damage on a successful hit. Creatures that fail the save are inflicted with the stunned condition instead of stagger. |
| Spare Change (Ex) | None | The samurai uses a roguish, risky maneuver; weaponizing his finances. As a standard action, the samurai may throw, flick, or otherwise a piece of gil at a target as a ranged attack. This attack resolves against the target's flat-footed AC, instead of their regular AC. When the gil strikes a target, it deals both bludgeoning and piercing damage. Creatures hit in this way are not treated as flat-footed for the purposes of feats and abilities like sneak attack. The gil has a range increment of 20ft, a critical multiplier of x2, and deals 1d3 + his Iai strike damage. Should the samurai spend a regular gil as part of the attack, it is treated as both a silver and masterwork weapon for the purposes of overcoming damage reduction. If the Samurai spends a bushido point as a swift action before making the attack, he increases the damage dealt to 1d6 + his Iai Strike damage. |
| Sparkler (Su)* | none | The samurai scrapes his sword against the ground to send searing embers at his foes. As a standard action, make a ranged touch attack with your within 60ft with your held weapon. Should you hit, you deal 1d4 + your Iai Strike damage in physFire damage. This attack can set flammable materials ablaze. If the samurai’s weapon is already set on fire, they do not need to spend a bushido point to activate this ability (this includes enchantments or materials that are easily set ablaze). Using this ability in melee provokes an attack of opportunity. This ability has the fire descriptor for the purposes of weaknesses, feats, and ability interactions. |
| Tachidori (Ex) | Shirahadori | The Samurai can attempt to disarm his opponent when countering his blows. When the samurai is subject to a melee weapon attack and uses Shirahadori, instead of using a regular attack roll they can make a disarm attempt without provoking an attack of opportunity. The opponent uses their attack roll, plus any other bonuses they gain against disarm attempts, as their CMD against this disarm attempt. If successful, the samurai disarms the weapon and, if they have a free hand, may begin wielding the weapon with that hand. Otherwise, the samurai may knock the weapon into an adjacent square. |
| Three Weapon Style | Samurai 8, Dex 17, Two-Weapon Fighting | A samurai can wield a light or one-handed weapon from the samurai weapon group sized appropriately for him in his mouth, allowing him to make an additional off-hand attack as if he had a third hand. This also causes him to replace two-weapon fighting with multiweapon fighting, as per multiweapon fighting. Special: A character with the Prodigious Two-Weapon Fighting feat may use Strength in place of Dexterity to qualify for this talent. |
| Improved Tachidori (Ex) | Shirahadori, Tachidori, Samurai 6 | The Samurai can snatch ammunition out of the air with a flick of his weapon. When the samurai is subject to a ranged weapon attack and uses Shirahadori, instead of using a regular attack roll they can make a steal attempt without provoking an attack of opportunity. The opponent uses their attack roll, plus any other bonuses they gain against steal attempts, as their CMD against this disarm attempt. If successful, the samurai steals the ammunition and, if they have a free hand, may load the ammunition into their own ranged weapon. Otherwise, the samurai may pocket the ammunition if able. |
| Threaten (Ex) | 8 Ranks in Intimidate | The menacing presence of a samurai can stop foes in their tracks. Whenever the Samurai succeeds an Intimidate check to demoralize an opponent by 15 or more, instead of being shaken, the target gains the Stopped condition. It remains Stopped until attacked, until a creature uses a standard action to wake it, or for 1 minute if left undisturbed. This is a mind-affecting, fear effect. |
| Tornado (Ex/Su)* | Art of the Swell, Art of the Storm, Samurai 8 | As a full round action, the samurai can conjure a 30ft wide, 60ft cylinder tornado of harsh winds and rain. This Tornado can be centered on the samurai himself or launched within 100ft of them. Creature’s caught in the area must make a reflex save or take 8d10 points of damage, half wind, half lightning. The Tornado remains in the area for 5 rounds. It counts as a tornado for the purposes of weather effects, creating high winds. If the samurai or any other creatures launches a flammable material, fire-related ability or spell, or sets it near an open flame at least 15ft wide, the Tornado sets ablaze as well. It deals an additional 2d10 points of fire damage. This ability costs 3 Bushido points to use. Only one Tornado can be conjured in this way, a previous tornado dissipates when a new one is unleashed. Provided the samurai has 1 bushido point in his pool, after using the ability, the samurai cannot be harmed by his created tornado or negatively affected by the weather effects a tornado would normally produce as if the tornado didn't exist. He can, however, voluntarily step into the tornado and be carried to the top, effectively "riding" the tornado, moving it at a rate equal to his base land speed, treating any part of the tornado as solid ground that he can move across, up or down normally. Controlling the tornado or moving along the top of it can be done as part of the same move action. As part of making his attacks for the turn, he can choose to move up or down the tornado to make the attacks, returning to the top of the tornado as his turn ends. |
| Tsubame-gaeshi (Ex) | Samurai 6 | As a free action, the samurai can grant himself an additional swift or immediate action per round that can be used with samurai class features. The samurai can only use this ability once per day per round. The Samurai gains an additional use every 6 levels after 6th. |
| Winter Sakura (Su)* | Art of the Torrent, Yukikaze, Samurai 8 | The samurai can spread a blossom of chilling ice to halt all that stands before him. As a Full round action and at the cost of 2 bushido points, the samurai can mystically creates a 60ft spread of a blizzard in the span of a single, beautiful moment. All creatures within the area must make a Fortitude Save or become Frozen for 1 minute per samurai level. Any unattended objects and surfaces in the area are also slick with ice for the same duration; inducing penalties to movement as normal. The Samurai is unaffected by movement penalties of this conjured ice so long as he has 1 bushido point, treating the ice as solid ground. |
| Yukikaze (Su)* | Art of the Torrent | The samurai uses his mystical bushido to wrap chilling winds around his weapon. As a swift action, the samurai can spend a bushido point to have a weapon he is wielding to deal PhysIce damage for 1 minute. This can affect up to 10 pieces of ammunition at a touch. If the samurai is under the benefit of Art of the Torrent and Yukikaze, his weapon attacks deal Ice damage and Water damage instead of PhysIce and PhysWater damage for 1 minute. |





