Yojimbo (alternate ranger class samurai) for Kaidan

gamerprinter

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Yojimbo (alternate ranger class samurai)

While hatamoto samurai serve at his lord's fortress as well as leading his armies into battle, the yojimbo forms the bulk of his lord's retainers by being his face throughout the lord's province. These warriors travel about his lord's lands righting wrongs, and defeating his lord's enemies. A ronin yojimbo often serves a community in place of a lord.

BAB: full
Saves: good Fort, good Will

1st: 1st Favored Enemy, quick draw, intimidating stance
2nd: Combat Style feat
3rd: 1st ancestral focus, honorable discourse
4th: Mount's Bond or Weapon Bond , ki pool, ki power
5th: 2nd favored enemy
6th: Combat style feat
7th: 2nd ancestral focus
8th: Ki power
9th: 3rd ancestral focus
10th: 3rd favored enemy, combat style feat
11th: 4th ancestral focus
12th: Ki power
13th: 5th ancestral focus
14th: Combat style feat
15th: 4th favored enemy
16th: Greater ki, ki power
17th: 6th ancestral focus
18th: Combat style feat
19th: 7th ancestral focus
20th: 5th favored enemy, ki power, needs a capstone power?

Favored Enemy: must select humanoid (human) as first choice, but gains a bonus +1 against a primary enemy samurai clan, then may select a different enemy samurai clan, humanoid (oni), humanoid (shapechanger), humanoid (yokai), humanoid (yurei), monstrous (oni), monstrous (shapechanger), monstrous (yokai), humanoid (giant), monstrous humanoid (giant)

Intimidating Stance: a yojimbo gains a bonus to all Intimidation checks equal to 1/2 his level plus CHR bonus, minimum of 1.

Combat Style:

Iaijutsu - Cleave, Power Attack, Vital Strike, Weapon Specialization; at 6th level add: Furious Focus, Improved Vital Strike; at 10th level add: Deadly Stroke, Improved Critical.

Yabasume (archery) Mounted Archery, Point Blank Shot, Precise Shot, Weapon Specialization; at 6th level add: Improved Precise Shot, Point Blank Mastery; at 10th level add: Pinpoint Targeting and Shot on the Run.

Ancestral Focus: select from the list of Ancestral Foci below at appropriate levels.

Honorable Discourse (Ex)- if using the Honor rank mechanic, gain a bonus to Diplomacy and Leadership checks equal to Honor score. If not using the Honor rank mechanic, add half the Yojimbo level as a bonus Diplomacy and Leadership checks.

Mount's Bond: at 4th level a yojimbo forms a bond with his mount, allowing the mount to serve as an animal companion, but only effective as a druid level of -3.

Ancestral Weapon Bond: a yojimbo may optional take Ancestral Weapon Bond in place of Mount's Bond, this allows the yojimbo to permanently assign one of his ki points into his chosen weapon, granting a bonus +1 to Attacks equal to 1/4 his yojimbo level minimum of 1.

Ki Pool (Su) - at 4th level a yojimbo gains a ki pool equal to half his level, minimum 2

Ki Powers (Su) - choose one ki power from the General Ki Powers List, at 16th level gain access to the Greater Ki Powers list.

Needs a capstone...?

Ancestral Focus List:

1st ancestral focus - select a Skill Focus of your choice as a bonus feat.

2nd ancestral focus - add 1/4 your Yojimbo level as bonus to your initiative roll, minimum +1.

3rd ancestral focus - once per day, gain ancestral bonus to damage rolls using your preferred weapon equal to 1/4 your yojimblo level, minimum +1. Increase the number of times per day for each 3 levels above 9th level.

4th ancestral focus - gain a bonus attack at your maximum BAB when using your preferred weapon.

5th ancestral focus - force a single opponent to consider you his primary opponent, by granting a -1 penalty to their attacks against anyone that is not you within 30' range. This penalty increases by 1 for each 3 levels beyond 13th level.

6th ancestral focus - grant all allies within 30' range a +1 bonus to attacks equal to 1/4 your yojimbo level, this lasts for a number of rounds equal to 1/4 the yojimbo level.

7th ancestral focus - call out your ancestor's name once per day, and gain a +1 ancestral bonus equal to your half your yojimbo level to bypass Damage Reduction for number of rounds equal to CHR bonus, minimum +1.

Ronin - if through choice or circumstance, a yojimbo becomes a ronin, he gains a -2 penalty to Diplomacy and Leadership checks, as well as a permanent -2 to his Honor rank (if using the Honor rank mechanic.)

Honor - as a scale of 1 - 10 ranks, honor grants bonuses to Diplomacy and Leadership checks. A yojimbo requires a minimum honor rank equal to 1 half his level. Every two levels a yojimbo must announce he is performing a task in service to his lord, that fits his lord's goals or in contest against one of his lord's enemies. The yojimbo earns no experience points in the performance of this task, though on successful completion he raises his honor rank by 1.

If a yojimbo possesses an Ancestral Relic (weapon or magic item), a minimum amount of rank is required to access the higher powers. (Ancestral relics are similar to Legacy Weapons & Items.)

Thoughts?
 
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Expanded Ki Powers List for Kaidan

The following is the Expanded Ki Powers List:

In Kaidan a power of inner strength is inherent in all living beings called Ki which can be tapped to manifest limited spell-like powers. Because monks always possess ki powers, they serve as tutors to help others access their ki.

This is an expanded ki powers list usable in Kaidan. The general ki powers list consist of ki powers accessable by all classes with a ki pool, including those possessing the Ki Potential Trait and Activate Ki feat. The greater ki powers list is limited to Ki classes which only include monk and shinobi, at a minimum of 12th level. Only five ki powers can be acquired by 20th level, 1 per 4 levels starting at 4th. No more than 2 greater ki powers can be selected.

General Ki Powers List:

Ghost Step - by spending a ki point (as a swift action) you can become invisible for 1 round. By spending 2 ki points, you can become invisible for 1 round + 1 round per WIS bonus.

Ghost Sight - by spending a ki point (as a swift action) you can see invisible for 1 round. By spending 2 ki points, users can see invisible for 1 round + 1 round per WIS bonus.

Ki Armor - by spending a ki point (as a swift action) when unencumbered you can add your WIS bonus to AC for a number of rounds equal to your WIS bonus. This bonus does not stack with other WIS based bonuses to AC.

Ki Punch - by spending a ki point (as a swift action) you can perform unarmed strikes at distance up to 30' range, and works as natural reach, but you do not threaten your opponents square. This effect lasts for a number of rounds equal to your WIS bonus.

Ki Jump - by spending a ki point (as a swift action) double the height of a vertical jump, or double the distance of a running jump.

Ki Levitation - by spending a ki point (as a swift action) you may levitate up to your normal height and remain hovering in place for a number of rounds equal to you WIS bonus.

Ki Step - by spending a ki point (as a swift action) ignore one aspect of the terrain for a number of rounds equal to your WIS bonus, including walking on ice or water and other difficult terrains.

Ki Stride - by spending a ki point (as a swift action) you can move up to your speed, this does not count as a move action.

Perserverance - by spending a ki point you can remove the effects of hunger and thirst for a single day, without negative effect. If you spend 2 ki points (as a swift action) you can increase the duration to a number of days equal to your WIS bonus.

Potent Skill - you must choose one of your skills when you select this power, by spending a ki point (as a swift action), add +10 to the selected skill check for 1 round. This ki power can be selected multiple times, but can only be applied to a different single skill each time it is selected, as in Potent Skill (stealth) or (perception).

Strength Surge - by spending 1 ki point (as a swift action), you can add a +4 to your STR score for a single round, by spending 2 ki points you can increase the duration to a number of rounds equal to your WIS bonus.

Withstand - by spending a ki point (as a swift action) you can negate the effects of one condition for a single round, by spending 2 ki points (as a swift action) you can extend the duration for a number of rounds equal to your WIS bonus. This power does not remove the condition.

Greater Ki Powers List:

Abundant Step - (as per PRD)

Improved Ghost Sight- by spending 2 ki points (as a swift action) you gain true seeing for 1 round, by spending 2 additional ki points you can extend the duration to a number of rounds equal to your WIS bonus.

Improved Ghost Step - by spending 2 points of ki (as a swift action) can turn ethereal for 1 round. By spending 2 more ki points you can extend this duration to a number of rounds equal to your WIS bonus.

Improved Ki Armor - by spending 2 ki points (as a swift action) when unencumbered you can add 5 + your WIS bonus to AC for a number ofrounds equal to your WIS score. This bonus does not stack with other WIS based bonuses.

Improved Ki Punch - by spending 2 ki points (as a swift action) functions as Ki Punch, but at a range of 60'.

Improved Strength Surge - by spending 2 key points (as a swift action) you can gain a +8 to your STR score for 1 round, by spending 2 more points you can extend the duration to a number of rounds equal to your WIS bonus.

Thoughts?
 

it's a lot go through at once. but the vorpal strike is horribly over powered at first Blane. the whole class seems a cross between monk and ranger?
 

Haven't figured out a fair capstone power. I kind of thought Vorpal Strike was too powerful as well, but decapitation is a very samurai thing.

In Kaidan, every one can access Ki power, so its not so much a monk thing.
Look at Paizo's ultimate playtest Ninja, which is a rogue with full ki pool at 2nd level. I feel its fair to grant more classes access to ki powers.

A ranger gets divine casting, this guy has divine casting replaced with Ki.

This does need tweaked, what do you recommend?

GP
 
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gamerprinter said:
Yojimbo (alternate ranger class samurai)

While hatamoto samurai serve at his lord's fortress as well as leading his armies into battle, the yojimbo forms the bulk of his lord's retainers by being his face throughout the lord's province. These warriors travel about his lord's lands righting wrongs, and defeating his lord's enemies. A ronin yojimbo often serves a community in place of a lord.

BAB: full
Saves: good Fort, good Will

1st: 1st Favored Enemy, quick draw, intimidating stance
2nd: Combat Style feat
3rd: 1st ancestral focus, mounted archery, honorable discourse
4th: Mount's Bond or Weapon Bond , ki pool, ki power
5th: 2nd favored enemy
6th: Combat style feat
7th: 2nd ancestral focus
8th: Ki power
9th: 3rd ancestral focus
10th: 3rd favored enemy, combat style feat
11th: 4th ancestral focus
12th: Ki power
13th: 5th ancestral focus
14th: Combat style feat
15th: 4th favored enemy
16th: Greater ki, ki power
17th: 6th ancestral focus
18th: Combat style feat
19th: 7th ancestral focus
20th: 5th favored enemy, ki power, needs a capstone power?

Favored Enemy: must select humanoid (human) as first choice, but gains a bonus +1 against a primary enemy samurai clan, then may select a different enemy samurai clan, humanoid (oni), humanoid (shapechanger), humanoid (yokai), humanoid (yurei), monstrous (oni), monstrous (shapechanger), monstrous (yokai), humanoid (giant), monstrous humanoid (giant)

Intimidating Stance: a yojimbo gains a bonus to all Intimidation checks equal to 1/2 his level plus CHR bonus, minimum of 1.

Combat Style:

Iaijutsu - Cleave, Power Attack, Vital Strike, Weapon Specialization; at 6th level add: Furious Focus, Improved Vital Strike; at 10th level add: Deadly Stroke, Improved Critical.

Yabasume (archery) Far Shot, Point Blank Shot, Precise Shot, Weapon Specialization; at 6th level add: Improved Precise Shot, Point Blank Mastery; at 10th level add: Pinpoint Targeting and Shot on the Run.

Ancestral Focus: select from the list of Ancestral Foci below at appropriate levels.

Honorable Discourse (Ex)- if using the Honor rank mechanic, gain a bonus to Diplomacy and Leadership checks equal to Honor score. If not using the Honor rank mechanic, add half the Yojimbo level as a bonus Diplomacy and Leadership checks.

Mount's Bond: at 4th level a yojimbo forms a bond with his mount, allowing the mount to serve as an animal companion, but only effective as a druid level of -3.

Weapon Bond: a yojimbo may optional take Weapon Bond in place of Mount's Bond, this allows the yojimbo to permanently assign one of his ki points into his chosen weapon, granting a bonus +1 to Attacks equal to 1/4 his yojimbo level minimum of 1.

Ki Pool (Su) - at 4th level a yojimbo gains a ki pool equal to half his level, minimum 2

Ki Powers (Su) - choose one ki power from the General Ki Powers List, at 16th level gain access to the Greater Ki Powers list.

Needs a capstone...?

Ancestral Focus List:

1st ancestral focus - select a Skill Focus of your choice as a bonus feat.

2nd ancestral focus - add 1/4 your Yojimbo level as bonus to your initiative roll, minimum +1.

3rd ancestral focus - once per day, gain ancestral bonus to damage rolls using your preferred weapon equal to 1/4 your yojimblo level, minimum +1. Increase the number of times per day for each 3 levels above 9th level.

4th ancestral focus - gain a bonus attack at your maximum BAB when using your preferred weapon.

5th ancestral focus - force a single opponent to consider you his primary opponent, by granting a -1 penalty to their attacks against anyone that is not you within 30' range. This penalty increases by 1 for each 3 levels beyond 13th level.

6th ancestral focus - grant all allies within 30' range a +1 bonus to attacks equal to 1/4 your yojimbo level.

7th ancestral focus - call out your ancestor's name once per day, and gain a +1 ancestral bonus equal to your half your yojimbo level to bypass Damage Reduction for number of rounds equal to CHR bonus, minimum +1.

Ronin - if through choice or circumstance, a yojimbo becomes a ronin, he gains a -2 penalty to Diplomacy and Leadership checks, as well as a permanent -2 to his Honor rank (if using the Honor rank mechanic.)

Honor - as a scale of 1 - 10 ranks, honor grants bonuses to Diplomacy and Leadership checks. A yojimbo requires a minimum honor rank equal to 1 half his level. Every two levels a yojimbo must announce he is performing a task in service to his lord, that fits his lord's goals or in contest against one of his lord's enemies. The yojimbo earns no experience points in the performance of this task, though on successful completion he raises his honor rank by 1.

If a yojimbo possesses an Ancestral Relic (weapon or magic item), a minimum amount of rank is required to access the higher powers. (Ancestral relics are similar to Legacy Weapons & Items.)

Thoughts?



I think one thing is your format needs to be worked out since I gather from your other posts this is for a published product. I would make sure the abilities which duplicate existing class powers use the same wording.


so for example for weapon bond word it the same as the paladin ability. the way it is worded now it looks permanent which is too strong. your ancestral focus seem to replace favored terrain thier abilities seem okay but as an on all the time bit ancestral focus 6 seems buyer than ranger hunting bond with companions. if limited per day may be okay.



make mounted archery part of the ranged combat feat line. maybe also consider a mounted combat style.

haven't had a chance to look at the ki stuff
 

Thanks for the critique.

I agree, Ancestral Focus 6 requires a number of times per day usage limitation. Perhaps like the other Ancestral Foci at 1/4 the Yojimbo's level times per day.

Good point on weapon bond, I will look at Paladin for comparison. I changed the name to Ancestral Weapon Bond. From Paizo message board responses on the Samurai build for Ultimate Combat, lots desire an option to Mount's Bond - since though mounted combat is very samurai, they would like options instead.

I will move Mounted Archery to the Yabasume Combat Style. Now I need an alternate ability to replace this missing one from level 3.

If you have the Advanced Players Guide, this alternate class is based similar to the Ranger archetype Skirmisher. The skirmisher eschews spell casting and gains Hunter Tricks.

This is not really a ranger, just using ranger as template - that's why its an alternate class instead of an archetype.

While the yojimbo eschews magic, he does get access to a limited number of ki powers, in this case five ki powers, and may select any available ki powers from the list in the second post. At 16th may select Greater Ki.

Balance wise its about the same as the Ranger Skirmisher archetype.

I still need a capstone power.

GP
 
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yeah I havent really comented on the ki stuff because I saw the skirmished connection. ranger can actually use those more often than your ki powers
 

Most of the Ki powers are situational at best. For Kaidan, I didn't want over-the-top ki craziness, it is a horror setting afterall. So I tried to make the Ki powers subtle, and less combat effective, more out-of-combat useful. I don't want elemental power wielding ki powers.

I may remove the ki powers and try to find five more ancestral foci.

I didn't want to go the Hunter's Tricks route, but it seems a likely possibility of turning the Ancestral Foci into that...maybe create 20 available to choose from. Perhaps offer a couple greater ancestral foci starting at 16th level or something.

Good thoughts.

GP
 
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I'm working on an ushi-oni this morning but will try and give the yojimbo a closer look this evening. One thing about the name: it conjures up an image of toughness in my mind. You might consider working endurance, die hard and toughness in as bonus class feats/features if you decide to stick with the name (which I like).

By the by, I watched the movie Dororo last night and was quite inspired by it in regards to oni-crafting. If you haven't seen it Michael, I would recommend it. Kibakichi is on the queue for rewatching this week.
 
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Yojimbo (alternate Ranger class samurai) v2

Tthe yojimbo is the face of the noble lord throughout the lord's province. These warriors travel about his lord's lands righting wrongs, and defeating his lord's enemies. A ronin yojimbo often serves a community in place of a lord.

BAB: Full
Saves: Good Fort, Good Will

Class Skills: Climb, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge (local), Knowledge (noble), Perception, Perform, Ride, Sense Motive, Survival, Swim; Skills 4 +INT modifier.

1st: 1st ancestral focus, 1st favored enemy, endurance
2nd: Combat style feat, toughness
3rd: 2nd ancestral focus, die hard, intimidating stance
4th: Mount's bond or ancestral weapon bond, honorable discourse
5th: 2nd favored enemy, 3rd ancestral focus
6th: Combat style feat
7th: 4th ancestral focus
8th:
9th: 5th ancestral focus
10th: 3rd favored enemy, combat style feat
11th: 6th ancestral focus
12th:
13th: 7th ancestral focus
14th: Combat style feat
15th: 4th favored enemy, 8th ancestral focus
16th:
17th: 9th ancestral focus
18th: Combat style feat
19th: 10th ancestral focus
20th: 5th favored enemy, honorable

Ancestral Focus: at 3rd level a yojimbo gains an ancestral focus from list below.

Favored Enemy: must select humanoid (human) as first choice, but gains a bonus +1 against a primary enemy samurai clan, then may select a different enemy samurai clan, humanoid (oni), humanoid (shapechanger), humanoid (yokai), humanoid (yurei), monstrous (oni), monstrous (shapechanger), monstrous (yokai), humanoid (giant), monstrous humanoid (giant)

Combat Style:

Iaijutsu - Power Attack, Quick Draw, Vital Strike, Weapon Specialization; at 6th level add: Furious Focus, Improved Vital Strike; at 10th level add: Deadly Stroke, Improved Critical.

Yabasume (archery) Mounted Archery, Point Blank Shot, Precise Shot, Weapon Specialization; at 6th level add: Improved Precise Shot, Point Blank Mastery; at 10th level add: Pinpoint Targeting and Shot on the Run.

Intimidating Stance: a yojimbo gains a bonus to all Intimidation checks equal to 1/2 his level plus WIS bonus, minimum of +1. This does not stack with any other bonuses to intimidation checks.

Mount's Bond: at 4th level a yojimbo forms a bond with his mount, allowing the mount to serve as an animal companion, but only effective as a druid level of -3.

Ancestral Weapo Bond: a yojimbo may optional take Weapon Bond in place of Mount's Bond, this allows the yojimbo to permanently assign one of his ki points into his chosen weapon, granting a bonus +1 to Attacks equal to 1/4 yojimbo level minimum of +1.

Honorable Discourse (Ex) - if using the Honor rank mechanic, gain a bonus to Diplomacy and Leadership checks equal to Honor score. If not using the Honor rank mechanic, add half the Yojimbo level as a bonus Diplomacy and Leadership checks.

Capstone Power: ??

Ancestral Focus:
A yojimbo forms a bond with one of his ancestors who grants him a special ability chosen from the list below each time one is available to him. Only one of these ancestral focuses can be active at a time. These abilities are activated as a swift action. Unless otherwise stated these abilities can only be used once per day.

Ancestor's Skill – select a skill focus feat of your choice as a bonus feat.

Ancestral Respite – once per day, on any failed Saving Throw you may reroll that save again, but must accept the results of the second roll even if it is worse.

Ancestral Strike - once per day, gain a +1 ancestral bonus equal to your half your yojimbo level to bypass Damage Reduction for number of rounds equal to ¼ your yojimbo level, minimum of 1.

Bane of the Honor Less – if you witness someone committing a dishonorable act in combat, you may make that person your chosen target. Until that person is defeated or dropped below 0 hit points, that person suffers a -1 to their AC for ¼ your yojimbo levels. It is up to GM's discretion what constitutes a dishonorable act.

Combat Trick – you may select a bonus Fighter feat as your ancestral focus.

Honorable Allies - grant all allies within 30' range a +1 bonus to attacks equal to ¼ your yojimbo level for a duration equal to ¼ yojimbo level in rounds.

Honors Defense – gain a +1 to your AC for ¼ your yojimbo in level against a single opponent that you witness as having performed a dishonorable attack or you have detected to not having honor with your sense honor ability. This lasts for a number of rounds equal to ¼ your yojimbo level, minimum of 1.

I am Your Shield – a yojimbo can select a single ally in an adjacent square as the target of your defense, any successful strike intended against this ally targets you instead. This ability lasts for a number of rounds equal to you ¼ your yojimbo level.

Jade Strike - once per day, gain ancestral bonus to damage rolls using your preferred weapon equal to 1/4 your yojimbo level, minimum +1. Increase the number of times per day to perform a jade strike for ¼ your yojimbo levels.

Mind over Matter – for a number of rounds equal to ¼ your yojimbo level, negate the effects of chosen condition affecting you, this does not remove the condition. You can choose to do this only once per day.

Moment of Clarity – as a standard action you may make a single ranged attack once per day as a ranged touch attack.

Step Up - add 1/4 your Yojimbo level as bonus to your initiative roll, minimum +1.

Second Shot - gain a bonus attack at your maximum BAB when using your preferred weapon.

Solitary Foe - force a single opponent to consider you his primary opponent, by granting a -1 penalty to their attacks against anyone that is not you within 30' range. This penalty increases by 1 for ¼ your yojimbo level.

Strength of Honor – gain a +1 to your STR score for ¼ of your yojimbo levels for a number of rounds equal to ¼ your yojimbo levels.


I need to find new skills for levels: 8, 12 and 16, plus a capstone power. I may need more Ancestral focuses. Any suggestions for the empty slots, or additional focuses?

Thoughts?
 

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