Samurai/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 their bushido pool to use.
==Table: Bushido Arts==
Bushido Arts 	Prerequisites 	Benefits
Blocking Cuts 	Samurai 6 	The samurai is able to use their quick reflexes with the blade to cut down attacks aimed at them and allies. They gain Cut from the Air as a bonus feat even if they don’t meet the prerequisites and this feat functions only with any melee eastern weapon.
Clean Slate* (Su) 	— 	The samurai can cleanse themself of infliction. As a standard action, they cure themself of a single harmful status effect. They cannot use this ability while unconscious or when unable to control their actions (such as when inflicted with Berserk or Confusion).
Combat Feat (Ex) 	— 	The samurai gains a bonus combat feat. They still must meet the prerequisite of the feat. This bushido art can be selected only once.
Dismissal* (Ex) 	Samurai 6 	When 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 6 	The samurai can revert an effect on enemy. They can make a Dispel check, as the spell, on an enemy benefiting from a status effect. They use their samurai level as their caster level for the dispel check.
Forceful Presence (Su) 	Samurai 4 	When the samurai threatens a creature that casts defensively, they can spend a bushido point to as an immediate action to make an Intimidate check. If they succeed, instead of being shaken, the caster rolls twice on the concentration check to cast defensively and takes the worst result. At 10th level, they can spend an attack of opportunity as part of the action to increase the DC to cast defensively by an amount equal to his Charisma modifier against their opponent.
Greater No Fear (Ex) 	Samurai 16, No Fear and Improved No Fear bushido arts	The samurai becomes immune to all fear effects.
Hamanoha* (Su) 	— 	When the samurai strikes an enemy, they can, as a swift action, activate this ability to lower the target's saving throws by an amount equal to the samurai’s Charisma modifier for 1 round.
Hasso (Ex) 	Samurai 6 	While wielding any melee eastern weapon with two hands, they increase the bonus to damage from Strength to double Strength instead of 1.5x.
Hayate* (Su) 	Samurai 6 	As a swift action, the samurai can increase their speed, granting themself the effects of Haste as the spell for a number of rounds equal to his Charisma modifier.
Improved Blocking Cuts 	Samurai 10, Blocking Cuts bushido art 	The samurai gains Smash from the Air as a bonus feat even if they don’t meet the prerequisites, and this feat functions only with any melee eastern weapons.
Improved No Fear (Ex) 	Samurai 10, No Fear bushido art 	The samurai becomes immune to the shaken condition.
Mineuchi* (Ex) 	— 	The samurai’s blade can be used for more than cutting. As a standard action, they can make an attack with the dull side of his blade and, if successful, they deal damage as normal, except as bludgeoning damage and the target must make a Fortitude save (DC 10 + half of the samurai’s level + the samurai's Charisma modifier) or be stunned for 1 round.
Mirror of Equity* (Su) 	— 	The samurai can make their 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, they gain a +1 bonus to attack and damage roll for every enemy they have dropped below 0 HP by their own damage. This bonus stacks with itself provided that the samurai keeps dropping their enemies. Once the encounter ends, this bonus end.
New Shadow School Training	Samurai 8 	The samurai gains the Gunblade Training feat, but may only use it in conjunction with Katana or Nodachi (Wakizashi are light weapons and thus do not qualify for the weapon modification) and gains proficiency with a Guntana, treating it as a Katana for the purposes of samurai abilities.
No Fear (Ex) 	— 	The samurai gains a bonus to Will saves versus fear effects equal to their Charisma modifier.
Nonpareil* (Su) 	— 	As a swift action, the samurai grants themself an insight bonus to attack rolls and damage rolls equal to their Charisma modifier, although this bonus cannot exceed their class level, for 1 round.
Prescient Attack* (Su) 	Samurai 6 	The samurai can, as an immediate action after hitting a target with a weapon attack, anticipate their 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 10 	The samurai can, as an immediate action after hitting a target with a weapon attack, gain a premonition of their enemy’s intentions. The samurai gains a dodge bonus to their AC and an insight bonus to Reflex saves equal to their Charisma modifier (minimum 0) against attacks by that opponent until the beginning of their next turn.
Shirahadori* (Ex) 	Samurai 6 	As a swift action, the samurai can grant themself a dodge bonus to AC and an insight bonus to Reflex saves equal to their Charisma modifier for 1 round.
Tsubame-gaeshi* (Ex) 	Samurai 6 	Once per round, as a free action, the samurai can grant themself an additional swift or immediate action that can be used with samurai class features.
Warrior’s Presence (Ex) 	— 	The samurai gains a bonus to Intimidate and Diplomacy skill checks equal to half their samurai level.
Zanshin* (Ex) 	Samurai 6 	The samurai can reroll a single missed attack roll as a swift action.
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