Samurai/Weaponskills

Starting at 1st level and every three samurai levels thereafter, a samurai learns a new weaponskill to assist them in defeating their 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.
If a weaponskill requires an attack roll, it must be first prepared as a swift action. This effect lasts until the end of the samurai’s next round, allowing them to replace their next melee or ranged attack with his chosen weaponskill. All weaponskills with an attack component are made at the samurai’s highest base attack bonus.
==Table: Weaponskills==
Weaponskills 	Prerequisites	Benefits
Enpi (Su) 	— 	Once per round, 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 their 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 + their Charisma modifier) for half damage. Additional Effect: This grants the samurai 1 kenki.
Gekko (Ex) 	Samurai 7 	Once per round, the samurai delivers a melee attack that deals normal weapon damage plus 1d6 precision damage. If Gekko is used before the end of their 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) 	— 	Once per round, 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 their 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, they deal their normal weapon damage.
Hissatsu: Kaiten (Ex) 	— 	At a cost of 4 kenki, the samurai can increase the damage of their next weaponskill by half.
Hissatsu: Senai (Ex) 	Samurai 10 	As 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) 	— 	Once per round, the samurai delivers a melee attack that deals normal weapon damage plus 1d6 precision damage. If Jinpu is used before the end of their 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 7 	As 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 their Charisma modifier. This effect cannot be stacked with Higanbana.
Kaeshi: Setsugekka (Ex)	Samurai 13 	As 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) 	— 	Once per round, the samurai delivers a melee attack that deals normal weapon damage plus 1d6 precision damage. If Kasha is used before the end of their 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 + their 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 10 	As 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 + their Charisma modifier) for half damage. If Oka is used before the end of their 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 7 	Once per round, the samurai delivers a melee attack that deals normal weapon damage plus 1d6 precision damage. If Shifu is used before the end of their 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 7 	As 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 + their Charisma modifier) for half damage.
Yukikaze (Ex) 	— 	Once per round, the samurai delivers a melee attack that deals normal weapon damage plus 1d6 precision damage. If Yukikaze is used before the end of their next turn after making a Hakaze attack, the precision damage increases to 5d6. Combo Bonus: This grants the samurai 1 kenki and 1 Sen.
Category:Samurai
Category:Subpages