Samurai
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"From our ancestors come our names, but from our virtues our honors." — Proverb


Overview

AKA: Ronin, Duelist, Mononofu
Samurai in FFZ embody the fusion of equipment and soul. The ancient power of their ancestors are sealed in mythic blades that the Samurai bring against their enemies, using their own spiritual energy to call it forth, and perform truly extraordinary feats of might. Samurai are destructive powerhouses, warriors who destroy their enemies with supernatural energy called from the depths of history. They are front-line warriors, but, like monks, possess a strong mystical side. Their damage capacity focuses largely on achieving Crits, and for that, the more attacks the better.

Base Statistics

These are the basic statistics for anybody with Samurai set as their main job.

HP 25 Weapon Power 1d10 Weapon Type Katana
MP 15 Spell Power 1d6 Armor Type Plate Armor
Job Bonus +1 Weapon Power, +1 Resilience Job Tree Dragoon/Ninja

Skills

Characters with Samurai as their main job can use the following skills.

Explore Vitality: Samurai resist the effects of the world on their bodies.
Social Spirit: Samurai are noble characters, possessed of otherworldly grace.
Knowledge Spirit: A Samurai's knowledge comes from others, rather than from tomes.

Bushido

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Samurai gain Bushido abilities as they gain levels. Bushido abilities come in three basic forms: Iai, which are abilities done with a single stroke of the sword, Multislash, which are several strokes in one, and Limit Arts, which are semi-mystical arts.

1: Iai: Mineuchi

Samurai can slap their foes with their blades, stopping them in their tracks.

Mineuchi Tech 1 A Deal WEAPON POWER damage and roll 1d20.
On a roll of 10 or better, the enemy is Paralyzed.

2: Multislash: Slice & Dice

Samurai can attack many enemies at once.

Slice & Dice Tech 1 A Attack twice. Each attack deals HALF WEAPON POWER damage.

3: Limit Art: Braver

Samurai can blast enemies, especially when weak.

Braver Tech 1 A Deal WEAPON POWER damage. If you are in Crisis, add +5 damage.

4: Iai: Momentum

Samurai who kill foes gain added might.

Momentum Tech 1 A You deal WEAPON POWER damage, +5 damage for every enemy that the party has KO'd in this combat.

5: Multislash: Renzokuken

Samurai can berate many enemies.

Renzokuken Tech 2 A Attack twice. Each attack deals WEAPON POWER damage.

6: Limit Art: Climhazzard

Samurai leap into the air after impaling an enemy.

Climhazzard Tech 2 A Deal WEAPON POWER damage to all enemies. If you are in Crisis, add +5 damage to each enemy.

7: Iai: Fingersnap

Samurai equalize battle with a flick of their blade.

Fingersnap Tech 2 A You deal DOUBLE WEAPON POWER damage, and remove all ailments and enhancements from the target.

8: Multislash: Lionheart

Samurai can blast several foes at once.

Lionheart Tech 3 A Attack three times. Each attack deals WEAPON POWER damage.

9: Limit Art: Meteorain

Samurai can conjure spheres of ancestral energy and hurl them into their foes.

Meteorain Tech 3 A Deals DOUBLE SPELL POWER damage to all enemies.

10: Iai: Zanzetsu

Samurai can kill with a gesture.

Zanzetsu Tech 3 A Deal TRIPLE WEAPON POWER damage and roll 1d20.
On a roll of 10 or better, the target is KO'd.

Epic: Multislash: Omnislash

At Epic level, samurai can attack faster than the eye can follow.

Omnislash Tech 4 A Attack four times. Each attack deals WEAPON POWER damage.

Feats

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Samurai can customize their abilities with feats, gaining new abilities and options. Samurai feats include the unique Flair and Glory abilities, which can affect enemies magically and enhance allies, respectively.

Rank I

Iai: Draw Out

Prerequisite: Samurai Level 1
Samurai can draw out the spirit laying in their weapon

Draw Out [Ability] Spell 1 A
5 MP
Deal SPELL POWER damage of the same element as your basic attack. Also, inflict any statuses your basic attack inflicts.

Iai: Sky

Prerequisite: Samurai Level 2
Some samurai learn to let their enemies act first.

Sky [Ability] Tech 1 A If you are attacked before the end of your next turn, you can execute an counterattack against the attacker.

Flair: Dismissal

Prerequisite: Samurai Level 1
Samurai of noble spirit may casually dismiss their foes.

Dismissal [Ability] Tech 1 A Deal WEAPON POWER damage and roll 1d20.
On a roll of 10 or better, the enemy takes a -5 penalty to Speed.

Flair: Sparkler

Prerequisite: Samurai Level 1
Samurai use magical sparklers to celebrate their victories.

Sparkler [Ability] Spell 1 A
10 MP
Deal SPELL POWER damage.

Glory: Nonpareil

Prerequisite: Samurai Level 1
Samurai can enhance their own combat prowess.

Nonpareil [Ability] Spell 1 A
10 MP
Bestow a +5 temporary bonus on Weapon Power and Luck.

Limit Art: Dragon Fang

Prerequisite: Samurai Level 1
Samurai can attack slowly, but powerfully.

Dragon Fang Tech 1 A Deal WEAPON POWER +5 damage to an enemy and take a -5 penalty to Speed.

Rank II

Flair: Dragon

Prerequisite: Samurai Level 5
Samurai can learn to use dragon spirits to absorb an enemy's life-force.

Dragon [Ability] Tech 2 A Deal WEAPON POWER damage. Half of that damage you heal in HP, and half you recover in MP.

Flair: Fireworks

Prerequisite: Samurai Level 5
Samurai use many magical rockets to celebrate their championships.

Fireworks [Ability] Spell 2 A
20 MP
Deal SPELL POWER damage to all enemies.

Glory: No Fear

Prerequisite: Samurai Level 5
Samurai can protect themselves from all harm.

No Fear [Ability] Spell 2 A
20 MP
Bestow Shell and Protect on the user.

Limit Art: Blade Beam

Prerequisite: Samurai Level 5
Samurai can launch magical beams that spread out.

Blade Beam Tech 2 A Deal DOUBLE SPELL POWER damage to an enemy, and HALF SPELL POWER damage to all other enemies.

Limit Art: Fated Circle

Prerequisite: Samurai Level 5
Samurai can blast a magical circle from themselves.

Blade Beam Tech 2 A Deal SPELL POWER damage to all enemies.

Rank III

Iai: Unburden Soul

Prerequisite: Samurai Level 8
Some samurai can sacrifice themselves for their allies.

Unburden Soul [Ability] Tech 1 A Sacrifice yourself. All allies regain full HP and all ailments are removed.

Flair: Tiger

Prerequisite: Samurai Level 8
Samurai can learn to use tiger spirits to maw at an enemy.

Tiger [Ability] Tech 3 A Halve the enemy's current HP, and the enemy looses 1d4 HP every round.

Flair: Cherry Blossom

Prerequisite: Samurai Level 8
Samurai can harness all elemental energies

Cherry Blossom [Ability] Spell 3 A
30 MP
Deal SPELL POWER damage an enemy three times, cycling through Fire, Ice, and Lightning damage in order.

Glory: Hayate

Prerequisite: Samurai Level 8
Samurai renew themselves completely

Hayate [Ability] Spell 3 A
30 MP
Bestows Haste on the user, and, while Hasted, Evade checks made against the user suffer a -5 penalty.

Limit Art: Rough Divide

Prerequisite: Samurai Level 8
Samurai can slice with an immense beam of spiritual energy.

Rough Divide Tech 2 A Deal DOUBLE SPELL POWER damage to all enemies.

Epic

Iai: Shooting Star Strike

Prerequisite: Samurai Epic Level
Samurai can occasionally fling their enemies into the night sky.

Unburden Soul [Ability] Tech 4 A Deal QUADRUPLE WEAPON POWER damage and roll 1d20.
On a roll of 10 or better, the enemy is Ejected.

Iai: Shin-Zanzetsu

Prerequisite: Samurai Epic Level
Samurai can slaughter all enemies with a simple move.

Shin-Zanzetsu Tech 3 A Deal TRIPLE WEAPON POWER damage to all enemies and roll 1d20 for each enemy.
On a roll of 10 or better, the target is KO'd.

Glory: Clean Slate

Prerequisite: Samurai Epic Level
Samurai renew themselves completely

Clean Slate [Ability] Spell 4 A
40 MP
Restores your HP to at least Crisis level, and removes all ailments from you.

Flair: Eclipse

Prerequisite: Samurai Epic Level
Samurai can black out the sun.

Eclipse [Ability] Tech 4 A Deal TRIPLE SPELL POWER damage to all enemies, and roll 1d20 for each enemy.
On a roll of 10 or better, that enemy is stopped
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