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...