Yakuza - A Rogue Archetype (or Alternate Class)


Homebrew and House Rules


The following can be an Archetype or an Alternate Class, depending on how much you want to use from it.

Yakuza

Long ago in counties far to the East, certain criminals belonging to the lower castes and classes were marked with tattoos that would signify their crimes. Much to the chagrin of the lofty ruling warrior caste, these criminals relied on these tattoos to identify each other and form close-knit gangs. These gangs grew to power through ruthless ambition and cold, calculating organization. And so the Yakuza were born.

Yakuza all possess a powerful will, either due to their drive for power or loyalty to the cause of their clans, one can never be sure. But their extraordinary stubborness give them an edge against forces that would dare to disrupt their personal and professional goals.

To the public eye the Yakuza are seen as lords of vice, pillars of the community, protectors of the lower classes, or heartless criminals. In many ways, all of these things are true. Yakuza detest common criminals because they get in the way of business. They resent overbearing rulers who do not tolerate and appreciate that they keep all the crime in a city down to an efficient minimum. For a Yakuza, it is better to control lawlessness than to try to eliminate it.

Unlike common Rogues, Yakuza possess a good Will Save progression and a poor Reflex Save progression.

Yakuza are proficient with Katana and Wakazashi, but not with Rapiers and Short Swords.

Vice Trade

A yakuza does not conduct business using legal standards. He relies on more useful skills to make money. At 1st level, the yakuza selects one of the following vice trades and the skill the corresponds with it. A yakuza uses these skill in place of profession checks and adds 1/2 her level when doings so.

Gambling - Sense Motive

Arranging Secret Meetings - Diplomacy

Theft - Sleight of Hand

Extortion/Protection - Intimidation

Fence (selling stolen goods) - Appraise

This Replaces Trapfinding.

Rigid Will

At 2nd level, a yakuza can utterly defy the wills of others she has not pledged her loyalty to. If she makes a successful Will Save against a spell, supernatural effect, or similar power, she negates all the effects including half and partial effects normally given on successful saves. An unconscious yakuza does not gain the benefit of Rigid Will.

This replaces Evasion.

Hostility Sense

A yakuza must be ever careful around those she deals business with. At 3rd level, she gains a +1 bonus to Sense motive checks made to assess someone's trust worthiness and bluff checks to feint, and a +1 dodge bonus vs sneak attacks. These bonuses rise to +2 when the yakuza reaches 6th level, to +3 when she reaches 9th level, +4 at 12th, +5 at 15th, and +6 at 18th.

This replaces Trapsense.

Yakuza Tattoos

Starting at 4th level, the numerous tattoos that cover a yakuza's skin make her vital points difficult to find. When not helpless and wearing no more than light armor a yakuza has a 25% chance of negating a critical hit or a sneak attack. This bonus does not stack with similar bonuses gained by magical or supernatural means.

This replaces Uncanny Dodge.

Improved Yakuza Tattoos

Starting at 8th level, the yakuza's tattoos have become more elaborate and unnerving. Her bonus to negate critical hits and sneak attacks increases to 50%.

This replaces Improved Uncanny Dodge.


Let's give this another look :)


Probably should remove katana and wakizashi proficiency for 2 reasons, 1 they're better than the weapons given up by alot, 2 yakuza generally didn't carry them around because they're way too conspicuous. Maybe give them spiked chain and auto proficiency with improvised weapons instead.

I don't really think Vice trade is worth trap finding maybe bump it up a little bit or consider just leaving trap finding on him and pass it off as his proficiency at getting around security systems to rob places.


gnomersy wrote:
Probably should remove katana and wakizashi proficiency for 2 reasons, 1 they're better than the weapons given up by alot, 2 yakuza generally didn't carry them around because they're way too conspicuous.

I am keeping them for 2 of my own reasons. Firstly, the oyabin yakuza of the Edo period were permitted by the Shogunate to carry these weapons. Secondly, the ninja alternate rogue class is allowed to have them, so it is only fair that medieval yakuza can, too.


You might want to look at Rite Publishing's Way of the Yakuza supplement which include 2 yakuza rogue archetypes: the bakuto (gambler) and the kyodai (gang thug), as well as several other archetypes for bard (moso), fighter (yakuza bushi), and tattoo wizard (horimyo).

You could look at the 2 yakuza rogue archetypes which are both on d20pfsrd.com (as well as the other mentioned archetypes above).

Bakuto (rogue archetype)

Kyodai (rogue archetype)

While the Oyabun is certainly granted the right to wear a single sword, usually wakizashi (as only samurai were allowed to wear both swords of the daisho - katana and wakizashi), Way of the Yakuza features a prestige class that fits this idea more, since a yakuza gang is only likely to have one oyabun. The single sword denotes that the oyabun is an administrator, by feudal shogunate law. Other non-samurai were allowed to carry a single sword as well, like physicians for example.

Machi-Yakko (yakuza prestige class)

Although not uploaded into d20pfsrd.com yet, there will be rules for creating custom yakuza gangs, with stat blocks similar to community stat blocks, that reflect the oyabun, the lieutenant and gang alignment, in addition to size and wealth.

The supplement borrows heavily both from history and Japanese yakuza legend - really more authentic than most RPG yakuza versions.

The supplement is for our Kaidan Campaign Setting (Japanese horror) which currently has a kickstarter for the setting guidebooks.


The Oyabun is essentially the head of a Yakuza family/gang isn't he? As such judging the weapon usage on him isn't really accurate for what you'd expect from the average Yakuza.

As for the ninja ... well yes he does have access to them, which any sane person wouldn't give them(ninjas were not upper class they didn't use katana or wakizashi and giving it to them was just for the anime kiddies) but more importantly the ninja is generally speaking referred to as the good version of the Rogue minus trapfinding by people evaluating the value of the class.

I don't know about you but when I try to make a new archtype I try not to skew the balance of the game. If you don't care then that's fine too though.

Dark Archive

Yakuza is a cool concept, there are probably more than a few classes in the organization. You could probably do archetypes for each class that have an under world theme, simular to what they did for the pirates in the Skulls and Shackles AP.


gamer-printer wrote:

You might want to look at Rite Publishing's Way of the Yakuza supplement which include 2 yakuza rogue archetypes: the bakuto (gambler) and the kyodai (gang thug), as well as several other archetypes for bard (moso), fighter (yakuza bushi), and tattoo wizard (horimyo).

You could look at the 2 yakuza rogue archetypes which are both on d20pfsrd.com (as well as the other mentioned archetypes above).

Bakuto (rogue archetype)

Kyodai (rogue archetype)

While the Oyabun is certainly granted the right to wear a single sword, usually wakizashi (as only samurai were allowed to wear both swords of the daisho - katana and wakizashi), Way of the Yakuza features a prestige class that fits this idea more, since a yakuza gang is only likely to have one oyabun. The single sword denotes that the oyabun is an administrator, by feudal shogunate law. Other non-samurai were allowed to carry a single sword as well, like physicians for example.

Machi-Yakko (yakuza prestige class)

Although not uploaded into d20pfsrd.com yet, there will be rules for creating custom yakuza gangs, with stat blocks similar to community stat blocks, that reflect the oyabun, the lieutenant and gang alignment, in addition to size and wealth.

The supplement borrows heavily both from history and Japanese yakuza legend - really more authentic than most RPG yakuza versions.

The supplement is for our Kaidan Campaign Setting (Japanese horror) which currently has a kickstarter for the setting guidebooks.

This is certainly very interesting stuff. Thank you for sharing it. I am glad that the class abilities I've created for my version are not too similar other creative interpretations. Still, any company can feel free to use my ideas if they wish.


gnomersy wrote:

Probably should remove katana and wakizashi proficiency for 2 reasons, 1 they're better than the weapons given up by alot, 2 yakuza generally didn't carry them around because they're way too conspicuous. Maybe give them spiked chain and auto proficiency with improvised weapons instead.

I don't really think Vice trade is worth trap finding maybe bump it up a little bit or consider just leaving trap finding on him and pass it off as his proficiency at getting around security systems to rob places.

Actually yakuza wanted to be conspicuous in the neighborhoods they control, in the red light and hinin caste districts they were the 'managers' and did not want to appear hidden.

Aside from nightengale floors in wealthy daimyo manors, traps were not really that common a feature in Japan, thus loss of trapfinding/trapsense is not that big a deal. And really, yakuza were never burglars/robbers, while such types of criminals existed in Japan, those were individuals and specialists. The yakuza was more concerned with prostitution, gambling, smuggling, racketeering - really the more typical criminal pursuits of organized urban crime. True thieves didn't belong to the yakuza.

Nimon wrote:


Yakuza is a cool concept, there are probably more than a few classes in the organization. You could probably do archetypes for each class that have an under world theme, simular to what they did for the pirates in the Skulls and Shackles AP.

Which is exactly how Rite Publishing did it for Way of the Yakuza, and their Kaidan setting.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Yakuza - A Rogue Archetype (or Alternate Class) All Messageboards

Want to post a reply? Sign in.