Post by Mog Boss on Mar 21, 2019 16:00:55 GMT
Samurai are blades-men, first and foremost. All of their abilities focus on the blade, and utilizing it to its utmost potency. There are some Samurai who do not use blades, and they can still be effective as such - but a Samurai's true power lies in their mastery over sharpened steel.
Samurai (Job) - The Samurai is a master of not only attacking with, but defending with the blade - able to use their weapon to defend themselves. When using some type of Sword, a Samurai gains +1 AC, and +1 to hit.
+45 HP, +30 MP, +70 SP.
Quickdraw (T1)
The Samurai is able to switch their weapon from one type, to Katana type without having to spend any mechanical time. This effect only applies when switching to a Katana.
[+1 to hit when using a Katana, and switching to a Katana is a bonus action. Katana specific.]
Hasso (T2)
The samurai has trained in many different duelist styles for katanas. Whenever a basic or weapon attack is made with a katana this individual can add a bonus 1d12 to damage.
Zanshin (T3)
Once per turn if the samurai misses with a weapon based attack they are able to immediately follow up with the same attack as a free action.
Third Eye (T4)
This individual has activated their third eye and is capable of seeing moments into the future allowing super human precognition. While third eye is active, it grants the user +5 to AC. Third Eye deactivates after an attack has been made against this individual. Third eye recharges at the end of the user's turn.
Yaegasumi (T5)
Everytime an attack aimed at this individual misses or a reaction is used. (This accounts for single target or AoE) they gain an instance of Yaegasumi. On their next turn they can use Yaegasumi to reduce the cost of their physical abilities making them cost 10 less for each point spent. They can also spend 3 points to gain another bonus or reaction action, or 5 to gain another standard action. At the end of the individual's turn they lose all yaegasumi points.
Retaliate (E)
The Samurai uses their action to enter a defensive state. While in this state, and until the start of their next turn they can make 2 reactions in a single turn while increasing their AC by 1.
Mineuchi (D)
The user strikes an opponent with the flat of their blade attempting to ring their head and stun them. Make a weapon attack roll. On a successful roll deal half the weapon damage of an attack. Target must pass a DC: 14 fortitude roll or be stricken with stun for 1 turn.
(-10 Stamina.)
Yukikaze (D)
After making a weapon attack as a bonus action create a swirling storm of snow around a target. Target must make a DC:14 fortitude saving throw or suffer blind.
(- 10 stamina.)
Higanbana (D)
The user makes a weapon attack roll, dealing weapon damage and a inflicting 'bleed' on a successful hit.
(- 15 stamina.)
Zeninage (C)
An amount of gil is grabbed from the purse, and thrown in a clustered attack. Magic is fused into the gil allowing it to have much more power when thrown.
(Damage: 1d8 per 50 Gil spent (capping at 5d8) - hits everything in a 3 tile cone, costing 100 gil per tile range maxing at 4 tiles)
Shirahadori (C)
As a reaction, and only with both free hands ; when attacked by a melee weapon, catch the weapon in your hands immediately stopping the attack. The user can make a strength check against the attacker in an attempt to disarm them of their weapon. On a successful disarm, the attack is negated.
(-20 Stamina.)
Mirror of Equity (B)
The user imbues their blade with strange red energy giving the blade a mirror sheen. The energy coats the blade and curls around the user's hand as well. While active this passively tries to equalize the HP between the user and their target. When attacking a target with a single target attack, and the user has less HP than the target, deal twice the amount of weapon damage as normal, however when you have more HP than the target you suffer 1d12 after the attack.
(-25 stamina per turn.)
Gekko Combo (B)
The user lashes out in a three part combo. Make three separate standard weapon attacks each with a +2 to hit. If all three attacks hit the user receives a buff named Fugetsu while lasts for 2 turns. While Fugetsu is active the user receives +5 to their PDB ; if the Samurai is at Hero rank or higher this bonus is +10.
(-40 stamina.)
Iaido (A)
A powerfully quick attack that involves quickly drawing and sheathing a sword so quickly it appears as if the user hasn’t moved at all. The follow-through of this attack grants great advantages of speed in battle.
(Damage: Weapon Damage + 2d12 | Weapon attack roll, +3 to hit. Automatically applies 'Retaliate' to the user. - 65 stamina.)
Tsubamegaeshi (A)
The user makes a sweeping motion with their sword around them targeting everything in a 5ft radius around the user. Targets must succeed a DC: 15 fortitude saving throw or be sent 5 tiles upwards, and taking 2d10 flat force damage. If any creature is sent into the air, the user may perform a 'Tsubamegaeshi' attack roll against each of them.
(Damage: Weapon Damage: 2d12 + STR | Melee attack roll, inflicts 'Bleed' on hit. -70 stamina.)
Demonsblood (S) (Unique)
As a full action the user draws a pentagram into the ground. The pentagram covers a 15x15ft area. The Samurai then stabs their sword into the center creating 5 phantom copies of themselves at all points of the pentagram. The symbol glows with an eerie purple glow while active. While the pentagram is active it cannot be erased otherwise it can and will need to be recreated. While inside the pentagram the user has unlimited reactions and gains +2 to hit for Melee attacks.
(-40 stamina per turn active.)
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Bushido (T3 Semi Unique)
This individual has learned a fighting style based on holding their actions and waiting for the perfect moment. They store all the energy not used during a round capable of releasing this energy as powerful attacks. A number of Ken points are added to a character each round depending on what they hold back. Bonus Action = 1 point, Reaction = 1 point, Standard action = 2 points, Movement action = 2 points. The maximum amount of points stored is equal to the users dexterity stat, and all points are lost upon exiting combat. Ken points can be spent on powerful bushido abilities.
-------------------Bushido Abilities-------------------
Fang (D)
As a bonus action, strike an enemy with your sword mimicking the fang of a wolf. Make a weapon attack roll. Deals weapon damage while ignoring half of the targets DR.
(-2 Ken.)
Sky (D)
As a reaction strike at an enemy with a powerful overhead swing exploiting the enemy's gap in defenses. Make a weapon attack roll ; dealing weapon damage on hit which ignores half of a target's DR.
(-2 Ken.)
Tiger (C)
The user makes a deep cutting slash with their sword mimicking the claws of a tiger. Make a weapon attack roll. If the attacks hits, the target must make a fortitude saving throw DC 14 (can be increased by 1 per additional Ken points spent (up to 17) or be inflicted with 'Bleed'.
(Damage: Weapon Damage + 2d6 | Melee weapon attack. -4 Ken.)
Flurry (B)
The user makes a series of quick slashes barely seen by the naked eye. This attack can target up to 4 targets in a 3 tile cone in front of the user. Make an individual weapon attack roll for each target. Cannot attack a single target more than once.
(-5 Ken.)
Dragon (B)
The user charges ken into their sword, stabbing forward as a green dragon forms from the energy - then soaring forward and passing through anything in its path, draining their energy - and granting it back to the Samurai as lifeforce.
(Damage: Weapon Damage + 2d20+STR | 3 tile wide, 6 tile line Weapon attack roll, absorbs HP and SP equal damage dealt -10 Ken.)
Eclipse (A)
The user swings their blade to the side, forming the pattern of a full moon which appears behind them. They make an attack towards the target. On a successful attack the moon goes black, and the target is stopped in their tracks ; frozen in time.
(Damage: Weapon damage + 10 | Melee attack roll, inflicts 'Stop' on hit. -12 Ken.)
Oblivion (S)
The user forms a powerful stance pouring everything they have into a single attack. They strike at an enemy, cutting deep and flooding them with energy as they bury their blade. This technique floods the target with potent energy, rupturing from the inside out through the cut. They are wounded, making combat harder after the strike. In addition, if they are hit - they must make a Fortitude saving throw (DC 15 + additional Ken points spent up to 22) - or be inflicted with 'Doom' in addition to the rest of Oblivion's effects.
(Damage: Weapon damage + 40 | Melee attack. On hit, disables target's reactions for 5 rounds.- 20 Ken.)