Starting at 1st level and every three samurai levels thereafter, a samurai learns a new weaponskill to assist him in defeating his enemies. Some weaponskills get even more powerful when used in combination with another weaponskill.
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 him to replace his next melee attack with his chosen weaponskill or multiple weaponskills with a full-attack action. All weaponskills with an attack component are made at the samurai’s highest base attack bonus.
Table: Weaponskills
Weaponskills | Prerequisites | Benefits |
---|---|---|
Enpi (Su) | — | At a cost of 1 kenki, 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 his weapon damage as wind damage. |
Fuga (Ex) | — | At a cost of 1 kenki, 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 + his Charisma modifier) for half damage. |
Gekko (Ex) | Samurai 7 | At a cost of 2 kenki, the samurai delivers a melee attack that deals normal weapon damage plus 1d6 Precision Damage. If Gekko is used before the end of his next turn after making a Jinpu attack, the precision damage increases to 7d6. |
Hakaze (Ex) | — | At a cost of 1 kenki, the samurai delivers a melee attack that deals normal weapon damage plus 2d6 Precision Damage. |
Higanbana (Ex) | — | At a cost of 1 kenki, the samurai delivers a melee attack that deals double weapon damage plus a number of bleeding damage equal to his Charisma modifier. |
Hissatsu: Gyoten (Ex) | — | As a standard action, at a cost of 1 kenki, the samurai rushes and attacks a target that must be a straight line within 30 feet, without provoking attacks of opportunity. If successful, he deals his normal weapon damage. |
Hissatsu: Kaiten (Ex) | — | At a cost of 2 kenki, the samurai can increase the damage of his next weaponskill by half. |
Hissatsu: Senai (Ex) | Samurai 10 | At a cost of 5 kenki, the samurai delivers a melee attack that deals triple damage plus 5d6 Precision Damage. This attack does not receive additional damage from a critical hit. |
Jinpu (Ex) | Samurai 4 | At a cost of 1 kenki, the samurai delivers a melee attack that deals normal weapon damage plus 1d6 Precision Damage. If Jinpu is used before the end of his next turn after making a Hakaze attack, the precision damage increases to 5d6. |
Kaeshi: Goken (Ex) | Samurai 7 | At a cost of 2 kenki, the samurai delivers a melee attack that deals triple weapon damage plus a number of bleeding damage equal to double his Charisma modifier. This effect cannot be stacked with Higanbana. |
Kaeshi: Setsugekka (Ex) | Samurai 13 | At a cost of 6 kenki, the samurai delivers a melee attack that deals quintuple (5x) damage to a target. This attack does not receive additional damage from a critical hit. |
Kasha (Ex) | Samurai 7 | At a cost of 1 kenki, the samurai delivers a melee attack that deals normal weapon damage plus 1d6 Precision Damage. If Kasha is used before the end of his next turn after making a Shifu attack, the precision damage increases to 7d6. |
Mangetsu (Ex) | — | At a cost of 1 kenki, 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 + his Charisma modifier) for half damage. If Mangetsu is used before the end of his next turn after Fuga, the damage is increased by double. |
Midare Setsugekka (Ex) | Samurai 10 | At a cost of 4 kenki, the samurai delivers a melee attack that deals triple damage to a target. This attack does not receive additional damage from a critical hit. |
Oka (Ex) | Samurai 4 | At a cost of 1 kenki, 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 + his Charisma modifier) for half damage. If Oka is used before the end of his next turn after Fuga, the samurai is instead granted haste for a number of rounds equal to his Charisma modifier. |
Shifu (Ex) | Samurai 4 | At a cost of 2 kenki, the samurai delivers a melee attack that deals normal weapon damage plus 1d6 Precision Damage If Shifu is used before the end of his next turn after making a Hakaze attack, the samurai is instead granted haste for a number of rounds equal to his Charisma modifier. |
Tenka Goken (Ex) | Samurai 7 | At a cost of 2 kenki, 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 + his Charisma modifier) for half damage. |
Yukikaze (Ex) | Samurai 4 | At a cost of 1 kenki, the samurai delivers a melee attack that deals normal weapon damage plus 1d6 Precision Damage. If Yukikaze is used before the end of his next turn after making a Hakaze attack, the precision damage increases to 5d6. |