Written by Andrew M. “FishXXIII” Popowich
Bushido is the Way of the Warrior. This is the honorable set of virtues the Bushi follows. Not only a soldier, but also nobility, the Bushi tempers his soul by entering combat respecting his enemies the same as he respects his own lord.
Vitality: 1d12 plus Constitution bonus per level.
To become a bushi, an agent must meet all of the following requirements:
Agent Level: 5+
Base Attack Bonus: 5+
Feats: Weapon Focus (Katana), Improved Weapon Focus (Katana), Sword Basics.
The bushi’s class skills are Bureaucracy, Climb, Concentration, Craft, Cultures, Diplomacy, Intimidate, Jump, Languages, Listen, Perform, Profession, Search, Sense Motive, and Spot.
Skill Points at Each Level: 4 + Int modifier.
All the following are class features of the bushi.
Class Feats: The bushi gains the following feats at 1st level; Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Heavy), Weapon Group Proficiency (Hurled), Weapon Group Proficiency (Melee), Weapon Group Proficiency (Exotic – Archaic), Weapon Group Proficiency (Exotic – Martial Arts)
Samurai: Gain Freelancer department using Bushi level as Agent level. Do not gain bonus feat. This is the bushi’s core ability.
Daisho: Select 1 Katana and 1 Wakizashi. Use as Daisho. If lost or destroyed, spend 1 action dice to nominate new set. Ambidexterity, Two-Weapon Fighting – When using Daisho, gain Ambidexterity and Two-Weapon Fighting. Error – Reduce Error range of Daisho by -1 (minimum 0). Threat – Increase Threat range of Daisho by +1.
Honor Above All: Gain +2 to listed saves.
Bonus Feat: Gain any Melee Combat or Gear feat. Meet requirements.
All Elements: If within line of effect of at least 4 other team members, all gain listed DR to heat, cold, and other element effects, including attacks dealing energy-type damage.
Banzai!: When charging in melee, replace standard attack with any Half action attack (may use Daisho for two-weapon fighting), gain +2 Strength, -2 Dexterity until next Initiative count.
Bushido: Gain immunity to fear effects. +2 permanent Inherent bonus to Strength.
|1||+1||+1||+1||+1||+1||+1||3||0||Samurai, daisho (ambidexterity, two-weapon fighting)|
|2||+2||+2||+2||+2||+2||+1||6||1||Honor above all (will)|
|4||+4||+2||+2||+2||+3||+2||12||2||All elements (5), daisho (error)|
|7||+7||+4||+4||+4||+6||+4||21||3||Honor above all (fortitude, reflex), bonus feat|
|8||+8||+4||+4||+4||+6||+5||24||4||All elements (10), daisho (threat)|