Some warriors spend their lives studying the blade, selected from an early age to train under a sensei. Those among the guard of the Ruby Princess have developed a style of fighting that shifts as the tides do, combining the swordplay of samurai with more defensive, flexible techniques.
The bushi is an archetype of the fencer class, available only to au ra fencers.
Archetype Main Ability Scores: The bushi mainly focuses on DEX for martial combat, and DEX and CHA for her class features.
Archetype Feature Replacements: 1st – Fencer Weapon Training. 2nd – Lunge Technique. 3rd – Elaborate Parry, Charmed Life. 4th – Lunge Technique. 6th – Lunge Technique, Mobility. 8th – Lunge Technique. 10th – Lunge Technique. 12th – Lunge Technique. 14th – Lunge Technique. 16th – Lunge Technique. 18th – Lunge Technique, Incredible Luck. 20th – Lunge Technique.
Prerequisite
A bushi must have the au ra’s Weapon Familiarity racial trait, selecting kama, katana, nunchaku, sai, siangham, or wakizashi.
Bushi Weapon Training (Ex)
At 1st level, instead of selecting a warrior weapon group, the bushi gains the benefits of her fencer weapon training class feature with kamas, katanas, nunchaku, sais, sianghams, and wakizashis and treats all of these weapons as light, piercing weapons for the purpose of other fencer class features. These weapons still inflict their normal damage types. She also may use her Dexterity modifier in place of her Strength modifier on attack rolls made with these weapons if she gains the benefits of duelist stance. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats.
At 5th level, she gains a +1 bonus on attack rolls and damage rolls with the above eastern weapons plus an additional +1 bonus for every four fencer levels after 5th. At 9th level, she gains the benefits of the Improved Critical feat. A bushi also adds this bonus to any combat maneuver checks made with these eastern weapons, and to her Combat Maneuver Defense when defending against disarm and sunder attempts made against these weapons. If she is using her duelist stance, this attack and damage bonus increases by 2.
This ability replaces fencer weapon training and counts as fencer weapon training for all fencer class features.
Bushido Arts (Ex or Su)
At 2nd level and every two fencer levels thereafter, a bushi 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 bushi to spend a point of her bushido pool to use. A bushi treats her fencer level as her samurai level for these bushido arts. In addition, the bushi gains a Bushido pool that is used to fuel certain bushido arts. She gains a bushido pool equal to half her fencer level plus her Charisma modifier. The pool refreshes once per day when the bushi rests for a full 8 hours.
- A complete list of bushido arts can be found here: Bushido Arts
These abilities replace lunge techniques.
Hardened Scales (Ex)
Relying on dodging isn’t always the best strategy. At 3rd level, a bushi undergoes training to toughen up her scales, increasing her natural armor by +1. Her natural armor increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).
This ability replaces elaborate parry.
Terrifying Prowess (Ex)
By 3rd level, the deadly combat skills a bushi develops earn a reputation, requiring her foes to have strong wills to avoid mistakes in battle. When feinting, she may make an Intimidate check in place of a Bluff check.
This ability replaces charmed life.
Meditate (Ex)
At 6th level, the bushi can take time to focus her body and mind for the coming battles ahead. She can spend 30 minutes in meditation to grant herself an insight bonus on one saving throw equal to her Charisma modifier for 24 hours. If the bushi meditates again, she loses the previous bonus.
This ability replaces mobility.
Single Stroke (Ex)
At 18th level, a bushi can move quicker than the eye can see to strike a deadly blow. Once per day, in the first round of combat, she may charge an enemy who has yet to act in the current combat encounter. If her attack hits, it deals normal damage and the enemy must make a Fortitude save (DC 10 + half fencer level + her Charisma modifier) or be instantly slain. This is a death effect. If the enemy is slain in this manner, the bushi may continue her movement up to the opposite side of the enemy’s space instead of ending her charge on the closest space she could reach the enemy, as long as she could move that far in a charge.
This ability replaces incredible luck.