Yojimbo (alternate ranger class samurai) for Kaidan

I like this version slot better. really only have a few things to say against it. set the spread of your ancestral thing a bit later and spread it out so your very few dead levels are covered. then make sure all your powers are worded in a similar format to similar Pf powers. I think this is pretty good as you have it
 

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Yojimbo (alternate Ranger class samurai) v2.5

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

Enemy Clan: At 1st level a yojimbo chooses an enemy clan. He gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive and Survival checks against foes from this enemy clan. Likewise, he gets a +2 bonus on weapon attack and damage against them. This damage stacks with any bonus gained from Favored Enemy. At 5th level and every five levels thereafter, a yojimbo gains another +1 bonus against an enemy clan. He may choose a new enemy clan or apply the bonus to one enemy clan he already possesses. A yojimbo may select Humanoid (human) as a favored enemy at 1st level, regardless of alignment. This ability replaces the ranger's normal track ability.

Favored Enemy: humanoid (human), 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.

Yabusame (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 1/4 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 Weapon Bond: a yojimbo may optional take Weapon Bond in place of Mount's Bond, this allows the yojimbo to apply to his chosen weapon, granting a bonus +1 ancestral bonus 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.

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

Ancestral Discourse (Su) - by spending 10 minutes in meditation, you can attempt to contact your ancestor's spirit to answer a single question that is perplexing you. The DC is 20 minus 1/4 the yobimbo level + WIS modifier.

Ancestral Boon (Ex) - you may activate any ancestral focus you have already used this day for a second time. You may not use ancestral boon on any ancestral focus that has additional uses per day still available.

Ancestral Favor (Ex) - you may grant one of your daily uses of ancestral focus onto one of your allies, however you must activate it yourself for the effects to be enabled onto your ally, duration lasts as per the ancestral focus chosen.

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 ancestral 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.

First Move - 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 ancestral bonus to your STR score for ¼ of your yojimbo levels for a number of rounds equal to ¼ your yojimbo levels.


I moved some of the class features around, moved features that occurred concurently in the same level to an open slot. I also created three additional abilities.

Does this look any better?

As an aside, I had to create the logo for Kaidan, because products will be released in February 2011 - what do think?

Edit: slight tweak on the logo - bigger sun, as previous one drew the eye away from the castle which was 'wrong'. So I fixed it...

kaidan-logo-cxxi-small.png
 
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I love the Logo, Gameprinter. Really nice.

I wish to suggest you to change the nameof the Step Up rule, to avoid confusion with the feat in game (Player: "I use Step Up and then I stay right near him, ready to use Step Up" DM "uh?").

Could you Clarify the kind of bonus gained from abilities like Honors Defense, Honorable Allies and Strenght of Honor?
 

EDIT: I made the corrections above.

Yeah, once I think of a good name to replace "Step Up", I'll do just that.

I errored by not placing a type with the bonuses. As it currently sits these are 'Ancestral Bonuses', though I may clarify this, and replace some to other normal enhancements.

I am having my 'mechanics editors' looking at this now. I'll post an update, once they give it the once over.

Some things like Intimidating Stance is too strong right now. It might be lowed to 1/4 a yojimbo's level. I am looking how abused intimidation will get with this.

I also want to add a few more monster-slaying ancestral focuses to expand on the monster-slayer bushi role, I see the yojimbo as.

Michael
 
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Still waiting on the mechanics editor to correct this class idea.

So I got bored and decided to create me a Yojimbo illustration performing yabusame archery...

Enjoy!

GP

yojimbo.jpg
 

Michael gave this his approval elsewhere so I thought I would post it here for him. This archetype is probably going to see use in Part 2 of our Kaidan adventure arc. [commercial]Which, if you're interested in this sort of thing, you should think about joining as a Patron. Besides messing around with iconic Japanese class/character ideas we're also stating out traditional japanese monsters and ghosts.[/commercial]

Ranger (Yojimbo Archetype)
A member of the Samurai caste, the yojimbo is the face of the noble lord throughout the lord's province. Traveling about their lord's lands righting wrongs, and defeating his lord's enemies, the yojimbo is comfortable living either a solitary existance or working with a unit. A ronin yojimbo often serves a community in place of a lord. Those who follow the path of the yojimbo are considered some of the hardiest of the Samurai.

Weapons and Armor Proficiency: A yojimbo is proficient with all simple and martial weapon and with the katana. He is proficient with light and medium armor but not with shields.

Class Skills: Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (local) (Int), Knowledge (noble) (Int), Perception (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Survival (Wis), Swim(Str).
Skill Ranks per Level: 4 +INT modifier.

Enemy Clan (Ex): At 1st level a yojimbo chooses an enemy clan. He gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive and Survival checks against foes from this enemy clan. Likewise, he gets a +2 bonus on weapon attack and damage against them. This damage stacks with any bonus gained from Favored Enemy. At 5th level and every five levels thereafter, a yojimbo gains another +1 bonus against an enemy clan. He may choose a new enemy clan or apply the bonus to one enemy clan he already possesses. A yojimbo may select Humanoid (human) as a favored enemy at 1st level, regardless of alignment. This ability replaces the ranger's normal track and swift tracker abilities.

Honor Bound (Ex): As a free action, by concentrating on a single individual within 30 feet, the yojimbo can sense whether the individual has honor and whether it is negative or positive. When interacting with anyone with equal or less honor than himself, the yojimbo can add his honor score to any charisma based skill check as a bonus modifer. The yojimbo may possess an amount of honor equal to half his yojimbo character level (minimum 1). He may gain honor by defeating a challenge with a CR 1 greater than his character level in the name of his Lord (in the case of a ronin yojimbo he must defeat this challenge in the name of a community). The yojimbo is under no obligation to defeat this challenge alone but he must contribute significantly to the success of the endeavor. If the yojimbo ever fails at a challenge where the CR is 1 or more less than his character level he loses 1 honor. This ability replaces the ranger's wild empathy.

Tough to Kill (Ex): The yojimbo gains Toughness as a bonus feat at 1st level. He gains Endurance as a bonus feat at 2nd level, Die Hard as a bonus feat at 4th level and Fight On* as a bonus feat at 7th level. These replace the ranger's Endurance and Woodland Stride abilities, as well as 2 of the ranger's normal skill ranks per level.

Combat Style Feat (Ex): At 2nd a yojimbo must select a combat style to pursue in a manner identical to the normal Ranger. The yojimbo must select one of the following styles: Iaijutsu, Mounted Combat*, Two-Handed Weapon*, or Yabusame.
If he selects Iaijutsu he chooses from the following list whenever he gains a combat style feat: Power Attack, Quick Draw, Vital Strike, Weapon Specialization. At 6th level add Furious Focus, and Improved Vital Strike to the list. At 10th level add Deadly Stroke and Improved Critical to the list.
If he selects Yabusame (an alternate archery list), he chooses from the following list whenver he gains a combat style feat: Mounted Archery, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level add Improved Precise Shot and Point Blank Mastery to the list. At 10th level add Pinpoint Targeting and Shot on the Run to the list.

Ancestral Bond (Su): At third level, the yojimbo becomes more attuned to the wisdom and knowledge of his ancestors. He gains Skill Focus as a bonus feat. He gains another Skill Focus bonus feat again at 8th, 13th and 18th levels. This ability replaces the rangers favored terrain ability.

Swift to Act (Ex): Beginning at 3rd level, the yojimbo gains a bonus to his initiative modifier equal to ½ his yojimbo character level.

Warriors Bond (Ex): At 4th level, instead of forming a hunter's bond, a yojimbo forms a bond with either his weapon or his mount.
If the yojimbo chooses his mount, the animal becomes an animal companion. This ability functions like the druid animal companion ability except that the yojimbo's effective druid level is equal to his yojimbo class level -3. The yojimbo gains a +2 bonus on Handle Animal and Ride checks with his animal companion mount.
If the yojimbo chooses to form a bond with his weapon, he chooses a specific individual weapon (not a weapon type) with which to bond. When using this weapon he gains a competence bonus to attacks and damage with the chosen weapon equal to ¼ his yojimbo class level. When using this weapon against a favored enemy, its critical threat range is increased by one step. If the yojimbo decided to bond with a new weapon, he must forgo the bonus for one month before transferring the bond. Likewise if the chosen weapon is lost or destroyed, the yojimbo may not form a new bond for a period of 1 month

Ancestral Discourse (Su): Beginning at 4th level, the yojimbo is able to directly attune himself to his ancestors. By meditating for ten minutes, the yojimbo may gain one of the following benefits:
- a +1 to attacks, damage and saving throws, lasting 1 hour.
- A yes/no answer to a question concerning events not in the future, otherwise as an augury, with an 80 + character level chance to be right
- A +2 ancestral bonus to a single skill, lasting an hour.
- A +2 ability increase, lasting an hour.
- A +2 dodge bonus to AC, lasting an hour.
A yojimbo may use ancestral discourse a number of times per day equal to 1/5 his yojimbo character level + 1. This means he may use it 1/day at 4th level and 2/day at fifth level. At 12th level, all numerical bonuses gained from ancestral discourse are doubled and the time they yojimbo must spend in meditation is halved. At 20th level the yojimbo may gain the benefits of ancestral discourse without meditation, as a swift action. This ability replaces the ranger's spell casting ability.

Soft Footfall (Ex): Beginning at 7th level, the yojimbo gains a bonus to his stealth skill equal to his wisdom bonus, if any. At 12th level, he gains an additional bonus to stealth equal to ¼ his yojimbo class level. This ability replaces camouflage and hide in plain sight.

Master Warrior (Ex): A yojimbo may, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a fortitude save or die. The DC of this save is equal to 10+ ½ the yojimbo's level + the yojimbo's wisdom modifier. A yojimbo may choose instead to deal an amount of non-lethal damage equal to the creature's total hit-points. A successful save negates this damage. A yojimbo may use this ability a number of times per day equal to 1/5 his yojimbo class level + his wisdom modifier. He may not use the ability more than once against the same creature in a 24-hour period
 

Stealth is one of the Yojimbo's class skills - its missing from above, but should be in there (just to note.)

Incidentally, the yojimbo will be featured as a NPC in the second adventure of the Curse of the Golden Spear mini-arc. The first adventure - The Gift: Part 1 will be released sometime in early March. However, on Feb 22nd, we'll releasing a side PC Race Book intended for use in and out of the setting called, In the Company of Kappa which will feature racial traits, a paragon class, kappa archetypes, and recommended APG archetypes - that should be fun!
 

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