Job Information
Main Abilities
Innate Ability: Iaido
The Samurai’s first attack in combat deals additional steps of damage equal to half their level. If this attack critically hits, they may automatically use one of their available Limit Breaks, with the Destiny cost reduced by 1 (even if they have not met the normal prerequisites for using that Limit Break).
The Samurai may also spend an extra 5 points on each Limit Break they know and learn. If they ever lose this ability their Limit Breaks with extra points on them each get 2 instances of the Backfire property until they regain this ability.
Defining Ability: Draw Out
The Samurai may use a Standard action to draw out a wielded weapon’s full power, making its next attack a Critical Hit but crippling it in the process. For the rest of the combat that weapon is considered Tier 0, making it deal (PWR x 0) damage and lose access to its beneficial properties. Draw Out also grants the Samurai temporary points of Destiny- A tier 1-4 weapon grants 1 point of Destiny, a tier 5-7 weapon grants 2 points of Destiny, and a tier 8 weapon grants 3 points of Destiny. Destiny gained in this way must be used in the current combat or it disappears.
Broken weapons can be fixed through successful Synthesis checks. Draw Out is only usable once per combat.
Defining Ability: Kaeshi
As a Standard action the Samurai cleans and sheathes their weapon(s), getting ready for their next fateful attack. They cannot make counterattacks until the next round and their next attack is considered their first one in combat, allowing them to use Samurai abilities that require their first attack once again in the same battle and acting as though they have not yet attacked this combat. They may also use Kaeshi to draw a new weapon instead of the one(s) they just sheathed to use for their next attack if they choose to do so.
Defining Ability: Kozen-Ittai
Each of the Samurai’s Limit Breaks have different forms- A 1 Destiny form, a 2 Destiny form, and a 3 Destiny form. The forms for a Limit Break must be related, with the extra Destiny forms adding new properties to the lower point forms. For example, if the 1 Destiny form has the Area Effect property then both the 2 and 3 Destiny forms must have the Area Effect property as well. Limit break forms that cost 2 destiny may only be used at 11th level or higher and limit break forms that cost 3 destiny may only be used at 21st level or higher.
Ultimate Ability: Zantetsu
The Samurai’s first attack in combat may automatically inflict instant death with no opposed roll. Notorious Monsters, Bosses, and Superbosses are immune to this effect.
The Samurai’s first attack in combat deals additional steps of damage equal to half their level. If this attack critically hits, they may automatically use one of their available Limit Breaks, with the Destiny cost reduced by 1 (even if they have not met the normal prerequisites for using that Limit Break).
The Samurai may also spend an extra 5 points on each Limit Break they know and learn. If they ever lose this ability their Limit Breaks with extra points on them each get 2 instances of the Backfire property until they regain this ability.
Defining Ability: Draw Out
The Samurai may use a Standard action to draw out a wielded weapon’s full power, making its next attack a Critical Hit but crippling it in the process. For the rest of the combat that weapon is considered Tier 0, making it deal (PWR x 0) damage and lose access to its beneficial properties. Draw Out also grants the Samurai temporary points of Destiny- A tier 1-4 weapon grants 1 point of Destiny, a tier 5-7 weapon grants 2 points of Destiny, and a tier 8 weapon grants 3 points of Destiny. Destiny gained in this way must be used in the current combat or it disappears.
Broken weapons can be fixed through successful Synthesis checks. Draw Out is only usable once per combat.
Defining Ability: Kaeshi
As a Standard action the Samurai cleans and sheathes their weapon(s), getting ready for their next fateful attack. They cannot make counterattacks until the next round and their next attack is considered their first one in combat, allowing them to use Samurai abilities that require their first attack once again in the same battle and acting as though they have not yet attacked this combat. They may also use Kaeshi to draw a new weapon instead of the one(s) they just sheathed to use for their next attack if they choose to do so.
Defining Ability: Kozen-Ittai
Each of the Samurai’s Limit Breaks have different forms- A 1 Destiny form, a 2 Destiny form, and a 3 Destiny form. The forms for a Limit Break must be related, with the extra Destiny forms adding new properties to the lower point forms. For example, if the 1 Destiny form has the Area Effect property then both the 2 and 3 Destiny forms must have the Area Effect property as well. Limit break forms that cost 2 destiny may only be used at 11th level or higher and limit break forms that cost 3 destiny may only be used at 21st level or higher.
Ultimate Ability: Zantetsu
The Samurai’s first attack in combat may automatically inflict instant death with no opposed roll. Notorious Monsters, Bosses, and Superbosses are immune to this effect.
Job Abilities
Ability: Break Arts
As a Standard action the Samurai may use a Break Art, making an opposed roll to inflict either Power Break, Armor Break, Speed Break, or Magic Break on a target within Short range.
Ability: Bushido
The Samurai’s PWR score is increased by half their MND score for the purposes of standard weapon attacks and Limit Breaks.
Ability: Caste Training
The Samurai gains a +2 bonus to Perform checks when creating a work of art and a +2 bonus to all Negotiation and Lore: History checks.
Ability: Dismissal
Once per combat as an Instant action the Samurai may inflict Slow on a target with no opposed roll. This status lasts until the end of the current round.
Ability: Doublehand
Non-Huge weapons used by the Samurai may be wielded in two hands, dealing damage as though they were a Huge weapon but not gaining any of the other benefits, bonus properties, or penalties associated with Huge weapons. The Samurai also gains a +2 bonus to resist Disarm checks. In addition, any property that weapon has that normally may be used once per combat may now be used twice per combat instead.
Ability: Entrust
If the Samurai would use their Limit Break they may instead choose a single ally within a Medium range, allowing that ally to use one of their own Limit Breaks instead. The Samurai pays the cost of that Limit Break from their own Destiny.
Ability: Extract Power
When the Samurai defeats an enemy that would grant EXP some of that enemy's power is extracted into the Samurai. When making a skill check the Samurai may choose to draw out this power as an Instant action, gaining a bonus to that skill check equal to twice the amount of power they have stored. A Samurai may have power stored up in this way up to their Force modifier and loses all this power once it has been used.
Ability: Fingersnap
As a Standard action the Samurai chooses a single target within Medium range and snaps their fingers. For the next four rounds, that target cannot receive the benefit of any bonuses which add additional steps of damage to their attacks or grant them extra ARM or M.ARM.
Ability: Fireworks
As a Standard action the Samurai throws fireworks at a single enemy within a medium range, dealing (MND x Weapon Tier) + 2d6 magical fire damage. Using Fireworks does not count as making an attack in combat for abilities that check for this.
Ability: Hissatsu
The Samurai’s first attack in combat gains one extra form benefit at its time of use from the features below:
Ability: Iaijutsu
The Samurai’s first attack in combat gains one extra damaging benefit at its time of use from the features below:
Ability: Iainuki
The Samurai takes a Standard action and makes an opposed Finesse check. The loser of the roll is permanently killed. Simply, cleanly, and instantly, affecting even Bosses who would be immune to such instant-death attacks or who possess the Undying property. Only Superbosses are immune to Iainuki.
These finesse rolls may only be modified by Bosses and Notorious monsters spending Destiny - no other force can modify them in any way.
Ability: Lingering Spirit
When the Samurai is rendered unconscious or killed in combat their spirit remains for 1 round as a separate entity from their body, acting as though they have not yet taken an attack in combat before dissipating.
Ability: Meditate
The Samurai may use their Standard action to become immune to Fear, ignore any knockback effects that would normally force them to move, and ignore any ability or attack that would force them to attack a particular target that isn’t of their own choosing. These immunities last until the end of combat.
Ability: Meikyo Shisui
Once per chapter as an Instant action the Samurai gains 2 extra Standard actions that they must immediately use. After these Standard actions are used the Samurai is inflicted with the Stun status effect on the next round, having to recover from pushing their body to the limit.
Ability: Merciful Eyes
Whenever the Samurai attempts a skill check to assist an NPC in need they gain a +4 bonus to that roll. In addition they gain a +2 bonus to ACC when attempting to directly protect NPCs from those that would do them harm.
Ability: Nothing Ventured
When the Samurai successfully evades or nullifies an enemy’s attack, they may immediately move up to a Medium range and follow up with a counterattack against that enemy. This is usable once per round.
Ability: Osafune
The Samurai may make attacks deal damage to a target’s MP instead of HP. They choose which to damage after the total amount of damage dealt by the attack is known.
Ability: Seigan
Whenever the character successfully evades an enemy’s attack, they recover (RES x Level) hit points. This value is increased to (RES x Twice Level) if the Samurai is wielding a weapon that’s considered Tier 0 (due to the Draw Out ability). If an attack is partially avoided from the Shirahadori ability, this healing is halved.
Ability: Shirahadori
When the Samurai is hit by an enemy’s attack they may still dodge a portion of it. As an Instant action reduce the attacker’s ACC by 3. If the attack would now miss the Samurai they still take 50% damage from the attack instead of no damage. Shirahadori is only usable once per round.
Ability: Third Eye
When Third Eye is used as an Instant action at any time, even when it isn’t the Samurai’s turn, the Samurai will negate all damage and effects from the next Single-targeted physical or magical attack they would receive. Third Eye may be used once per chapter, and is ineffective against limit breaks and critical hits.
Furthermore, when the Samurai is afflicted by the negative status effect Blind or is otherwise at a penalty to attack due to a loss of vision (such as from Difficult Terrain), this penalty is completely negated; they still roll 2d6 as normal. They also treat Invisible enemies as though the positive status effect didn’t grant any bonuses.
Ability: Transience
At 25% HP or fewer the Samurai may use Limit Breaks as a Slow action without needing another prerequisite. They must still use Destiny to do so.
Ability: Tranquility
As a Standard action the Samurai meditates, granting themselves Aura until they move or make an attack.
Ability: Unburdened Soul
When a Samurai synthesizes a Blade weapon, they may choose to also imbue it with a Kami, a spirit that grants that weapon the [Element] Strike property as an additional property. The weapon must still be of a high enough tier to use that particular element.
In addition, the Samurai is immune to Difficult Terrain that would deal elemental damage as the same type as their currently-equipped weapon, or whenever the GM would deem it appropriate. For example, a Fire weapon could allow the Samurai to pull orphans out of a burning building unharmed, or perhaps prevent them from suffering in the bitter cold.
Ability: Warding Circle
By expending two points of Destiny as an Instant action a Samurai may choose a single foe within Short range and battle them without interruption, engaging them in one-on-one combat in a mystical duel. Warding Circle lasts until either the Samurai or their chosen opponent is reduced to 0 hit points and lies at the feet of the other. Warding Circle is subject to a few important restrictions:
First, neither the Samurai nor the target can receive aid from their allies in any fashion; whether this be through group combat bonuses granted by Job Abilities, spells that strengthen or heal, items tossed into the fray, or any similar attempt. They simply have no effect on the Samurai or their opponent. Secondly, no other individual may alter the course of the duel by damaging or targeting the Samurai or their opponent with detrimental effects. And finally, neither party may end the duel prematurely, move more than a Short range away from one another, or Escape from combat under any circumstances.
Ability: Yaegasumi
The Samurai gains a +4 bonus to its AVD score when it has not taken the attack action yet in combat. The next attack the Samurai makes has its critical strike range increased by the number of attacks they have avoided while this benefit is active.
Ability: Zanshin
If the Samurai would use their Limit Break they may instead choose a single ally within a Medium range, spending 1 point of Destiny to refresh their use of a once per chapter ability that they have already used this chapter.
As a Standard action the Samurai may use a Break Art, making an opposed roll to inflict either Power Break, Armor Break, Speed Break, or Magic Break on a target within Short range.
Ability: Bushido
The Samurai’s PWR score is increased by half their MND score for the purposes of standard weapon attacks and Limit Breaks.
Ability: Caste Training
The Samurai gains a +2 bonus to Perform checks when creating a work of art and a +2 bonus to all Negotiation and Lore: History checks.
Ability: Dismissal
Once per combat as an Instant action the Samurai may inflict Slow on a target with no opposed roll. This status lasts until the end of the current round.
Ability: Doublehand
Non-Huge weapons used by the Samurai may be wielded in two hands, dealing damage as though they were a Huge weapon but not gaining any of the other benefits, bonus properties, or penalties associated with Huge weapons. The Samurai also gains a +2 bonus to resist Disarm checks. In addition, any property that weapon has that normally may be used once per combat may now be used twice per combat instead.
Ability: Entrust
If the Samurai would use their Limit Break they may instead choose a single ally within a Medium range, allowing that ally to use one of their own Limit Breaks instead. The Samurai pays the cost of that Limit Break from their own Destiny.
Ability: Extract Power
When the Samurai defeats an enemy that would grant EXP some of that enemy's power is extracted into the Samurai. When making a skill check the Samurai may choose to draw out this power as an Instant action, gaining a bonus to that skill check equal to twice the amount of power they have stored. A Samurai may have power stored up in this way up to their Force modifier and loses all this power once it has been used.
Ability: Fingersnap
As a Standard action the Samurai chooses a single target within Medium range and snaps their fingers. For the next four rounds, that target cannot receive the benefit of any bonuses which add additional steps of damage to their attacks or grant them extra ARM or M.ARM.
Ability: Fireworks
As a Standard action the Samurai throws fireworks at a single enemy within a medium range, dealing (MND x Weapon Tier) + 2d6 magical fire damage. Using Fireworks does not count as making an attack in combat for abilities that check for this.
Ability: Hissatsu
The Samurai’s first attack in combat gains one extra form benefit at its time of use from the features below:
- Kaiten: The Samurai may roll 2 extra dice when making this attack. They then keep the highest of the 2 dice as their roll.
- Gyoten: The Samurai may move a Medium Range before making this attack.
- Yaten: After the attack the Samurai may move a Medium Range.
Ability: Iaijutsu
The Samurai’s first attack in combat gains one extra damaging benefit at its time of use from the features below:
- Higanbana: The target of the attack begins bleeding, losing 10% of their Maximum HP every round for the next 4 rounds. Notorious Monsters, Bosses, and Superbosses are immune to this bleeding.
- Tenka Goken: The attack can hit one additional enemy within a Short Range of the Samurai.
- Midare Setsugekka: The attack has its critical strike range increased by 2, generally making it score a critical hit on rolls of 10-12.
Ability: Iainuki
The Samurai takes a Standard action and makes an opposed Finesse check. The loser of the roll is permanently killed. Simply, cleanly, and instantly, affecting even Bosses who would be immune to such instant-death attacks or who possess the Undying property. Only Superbosses are immune to Iainuki.
These finesse rolls may only be modified by Bosses and Notorious monsters spending Destiny - no other force can modify them in any way.
Ability: Lingering Spirit
When the Samurai is rendered unconscious or killed in combat their spirit remains for 1 round as a separate entity from their body, acting as though they have not yet taken an attack in combat before dissipating.
Ability: Meditate
The Samurai may use their Standard action to become immune to Fear, ignore any knockback effects that would normally force them to move, and ignore any ability or attack that would force them to attack a particular target that isn’t of their own choosing. These immunities last until the end of combat.
Ability: Meikyo Shisui
Once per chapter as an Instant action the Samurai gains 2 extra Standard actions that they must immediately use. After these Standard actions are used the Samurai is inflicted with the Stun status effect on the next round, having to recover from pushing their body to the limit.
Ability: Merciful Eyes
Whenever the Samurai attempts a skill check to assist an NPC in need they gain a +4 bonus to that roll. In addition they gain a +2 bonus to ACC when attempting to directly protect NPCs from those that would do them harm.
Ability: Nothing Ventured
When the Samurai successfully evades or nullifies an enemy’s attack, they may immediately move up to a Medium range and follow up with a counterattack against that enemy. This is usable once per round.
Ability: Osafune
The Samurai may make attacks deal damage to a target’s MP instead of HP. They choose which to damage after the total amount of damage dealt by the attack is known.
Ability: Seigan
Whenever the character successfully evades an enemy’s attack, they recover (RES x Level) hit points. This value is increased to (RES x Twice Level) if the Samurai is wielding a weapon that’s considered Tier 0 (due to the Draw Out ability). If an attack is partially avoided from the Shirahadori ability, this healing is halved.
Ability: Shirahadori
When the Samurai is hit by an enemy’s attack they may still dodge a portion of it. As an Instant action reduce the attacker’s ACC by 3. If the attack would now miss the Samurai they still take 50% damage from the attack instead of no damage. Shirahadori is only usable once per round.
Ability: Third Eye
When Third Eye is used as an Instant action at any time, even when it isn’t the Samurai’s turn, the Samurai will negate all damage and effects from the next Single-targeted physical or magical attack they would receive. Third Eye may be used once per chapter, and is ineffective against limit breaks and critical hits.
Furthermore, when the Samurai is afflicted by the negative status effect Blind or is otherwise at a penalty to attack due to a loss of vision (such as from Difficult Terrain), this penalty is completely negated; they still roll 2d6 as normal. They also treat Invisible enemies as though the positive status effect didn’t grant any bonuses.
Ability: Transience
At 25% HP or fewer the Samurai may use Limit Breaks as a Slow action without needing another prerequisite. They must still use Destiny to do so.
Ability: Tranquility
As a Standard action the Samurai meditates, granting themselves Aura until they move or make an attack.
Ability: Unburdened Soul
When a Samurai synthesizes a Blade weapon, they may choose to also imbue it with a Kami, a spirit that grants that weapon the [Element] Strike property as an additional property. The weapon must still be of a high enough tier to use that particular element.
In addition, the Samurai is immune to Difficult Terrain that would deal elemental damage as the same type as their currently-equipped weapon, or whenever the GM would deem it appropriate. For example, a Fire weapon could allow the Samurai to pull orphans out of a burning building unharmed, or perhaps prevent them from suffering in the bitter cold.
Ability: Warding Circle
By expending two points of Destiny as an Instant action a Samurai may choose a single foe within Short range and battle them without interruption, engaging them in one-on-one combat in a mystical duel. Warding Circle lasts until either the Samurai or their chosen opponent is reduced to 0 hit points and lies at the feet of the other. Warding Circle is subject to a few important restrictions:
First, neither the Samurai nor the target can receive aid from their allies in any fashion; whether this be through group combat bonuses granted by Job Abilities, spells that strengthen or heal, items tossed into the fray, or any similar attempt. They simply have no effect on the Samurai or their opponent. Secondly, no other individual may alter the course of the duel by damaging or targeting the Samurai or their opponent with detrimental effects. And finally, neither party may end the duel prematurely, move more than a Short range away from one another, or Escape from combat under any circumstances.
Ability: Yaegasumi
The Samurai gains a +4 bonus to its AVD score when it has not taken the attack action yet in combat. The next attack the Samurai makes has its critical strike range increased by the number of attacks they have avoided while this benefit is active.
Ability: Zanshin
If the Samurai would use their Limit Break they may instead choose a single ally within a Medium range, spending 1 point of Destiny to refresh their use of a once per chapter ability that they have already used this chapter.