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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, 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, Vorpal Strike
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: at 3rd level a yojimbo is able to commune with one of his ancestral spirits that grants special powers as determined on the progression table, only one ancestral spirit can be the ancestral focus of the warrior
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.
Vorpal Strike (Ex) - on a successful critical using your primary weapon, if your strike is at least 5 greater than required to hit cause a vorpal strike that slays your opponent immediately.
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?
GP
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Expanded Ki Powers List for Kaidan:
Ki classes include Monk (budoka), Bard/Monk/Ranger/Rogue/Sorcerer (shinobi) and Yojimbo (alternate class described above). However all classes in Kaidan may opt to take the Ki Potential Trait, which allows each class to take Activate Ki feat at 4th level which grants a ki pool of 2 ki points - this does not increase with level. May also select Extra Ki feat to grant a total of 3 ki points.
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?
GP
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I need critiqued on this class writeup - anybody?
I've tweaked a couple things from the first post.
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.)
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OK, version 3...
I removed the Ki powers which after playtest seemed too situational for yojimbo, so I scrapped it. I basically turned Ancestral Focus powers into something like Rogue Talents/Hunter's Tricks. I rearranged some of the class features so there wouldn't be any doubling of abilities to a single level (since this isn't a ranger per se, I didn't have to keep tight to its structure.) I added 3 more abilities, but removed the capstone as being too powerful - I still need a capstone (suggestions?)
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, sense honor
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
Sense Honor: sense the presence of any person in full view with any honor ranks within 30' range. You can only detect if someone is honorable or dishonorable. You do not detect the honor rank.
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 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 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: ??
[U]Ancestral Focus[/U]:
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.
GP
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I am having Rite Publishing's mechanics editor going over this with a fine tooth comb, and there will definitely be changes. Anyway, I was bored, so I decided to create an illustration for my yojimbo. Rather than the typical haramaki-do armored samurai, I created an unarmored one doing yabusame archery.
Enjoy!
GP
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OK, this is built more like a Ranger archetype, but here's the updated version:
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
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why ranger?
As Wicht stated, but more specifically, like Japan, in Kaidan, Samurai is a social caste not a specific role or class. Samurai consist of a priviledged servant class that serves the nobility in various roles.
All four following classes fulfill the larger samurai roles of Kaidan.
Meika are courtier-bards who serve in the various Imperial and provincial courts helping their lords administrate over the rest of Kaidan. Through praise and denigration of other courtiers and court administrators they further their master's agendas.
Onmyoji are court controlled wizards, licensed to the state and serve each noble house for their various arcane needs.
Hatamoto (cavalier archetype) are very much like the Ultimate Combat Samurai class, as mounted warrior-soldiers that serve in both administrative duties as well as leading men to war.
Yojimbo (ranger archetype) serve as their lord's face on the street, they wander throughout their lord's provinces righting wrongs, defeating clan enemies, even monster slaying. Ronin yojimbo serve a community instead of a noble lord, but operate in a similar manner.
The rangers combat style and favored enemy worked well to fit the needs for a yojimbo role, so ranger was selected as the base class to build that concept from, however many of its class features have been replaced to those more appropriate to a yojimbo class. Yojimbo not being divine spellcasters fit the ranger skirmisher role well.
I have a 30+ year study in all things Japanese (I am half Japanese with relatives in Japan that have helped me research all this time), and a disatisfaction with various oriental settings for D&D over those years. Inspired to be a 3pp for Pathfinder, I am bringing my lifelong study to fruition in the form of Kaidan. In my exposure of Japan, horror is intrinsic to how the Japanese view the supernatural. This has never been successfully captured in a fantasy oriental setting, so is the impetus to the design of Kaidan.
Many of the concepts I bring to this setting is based on actual Japanese thought, roles, ideology, mythology and folklore. Basically Hollywood and other media sources for Japanese thought are western concepts and not even Japanese (not even close). What I am creating with Kaidan is a more authentic Japanese experience, than has ever been introduced to the west - at least never introduced in a D&D style RPG game setting.
| Pendagast |
The philosophy at work here is that Samurai is not a class but a caste. Therefore within the caste there will be different roles to be filled. The yojimbo is not meant to represent the totality of what a samurai might be, but rather he encompasses one type of samurai.
Still doesnt seem right as a ranger, since yojimbo means body guard, it still seems a fit for the Cavalier. Maybe taking this stuff and replacing the mounted abilites. After all a bodyguard isnt going to ride into battle.
A ranger variant samurai seems like it would be his lords falconeer, master huntsman, or maybe even an anti-ronin, tracking down those who have left his masters service etc etc.
Not saying there isnt room for a ranger samurai, I just dont think yojimbo is it.
| gamer-printer |
Wicht wrote:The philosophy at work here is that Samurai is not a class but a caste. Therefore within the caste there will be different roles to be filled. The yojimbo is not meant to represent the totality of what a samurai might be, but rather he encompasses one type of samurai.
Still doesnt seem right as a ranger, since yojimbo means body guard, it still seems a fit for the Cavalier. Maybe taking this stuff and replacing the mounted abilites. After all a bodyguard isnt going to ride into battle.
A ranger variant samurai seems like it would be his lords falconeer, master huntsman, or maybe even an anti-ronin, tracking down those who have left his masters service etc etc.
Not saying there isnt room for a ranger samurai, I just dont think yojimbo is it.
Yes, yojimbo means 'body guard' and the yojimbo class serves both as body guards and wandering samurai. In a way, yojimbo are the police force of their provincial lords or for the shogunate, rather than men at war.
Ranger is used as a template only, so get the concept of 'ranger' out of your head. What the ranger offers in some class features is the connection between the Pathfinder ranger and a yojimbo as how it has been developed, however in no other way is a yojimbo like a ranger.
Either I develop a completely new class, or I archetype off an existing one. To avoid 'class bloat' I chose the archetype route to its development as that seemed very appropriate. As an urban ranger is more like a bounty hunter, compared to the typical ranger fitting a completely different role, the yojimbo follows the same course in its own direction.
| gamer-printer |
If yojimbo as a ranger archetype bothers you, just wait until I introduce the non-spellcasting inquisitor as an archetypal base class for Machi-yakko or 'yakuza town servant' class.
To me the archetype concept is to use base classes as templates, not necessarily reflavorings of those base classes. Its only class features and structure that concern me, not the base class concepts ever.
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Another issue I am seeing over and over are the fact that many players have this idea that Samurai is a class concept, which is the wrong perception. It is only a social caste.
If a ranger in some western setting also happened to be the son of the local king, does the fact that this ranger is nobility negate the possibiltiy of fulfilling the role of ranger? Of course not. A ranger as a samurai is the same thing.
In feudal Japan there were four social castes: the Kuge noble caste, the Buke retainer caste (samurai), the Heimin commoner caste, and the Hinin tainted/outcast caste. These were social divisions determined by birth and inheritance, enforced by the Shogunate and had nothing to do with specific roles.
The big part of the problem is that Hollywood, other media, and D&D throughout its history have tried to make Samurai into class concept, which is just wrong. Westerners just don't seem to understand, and as the concept creator of Kaidan, part of my job is to educate my readers to learn this truth, because my setting follows closely to Japanese concepts.
I have a pet-peeve in Paizo choosing to name their Samurai, a samurai. It is furthering this misconceived idea that a samurai represents some kind of warrior class.
In reality, the wife of a samurai is also a samurai. Does this mean that she is come kind of warrior - of course not. She is the daughter of a samurai and performs the role as a keeper of tradition and maintaining a level of propreity that pertains to her specific social class.
When I suggest that yojimbo is a samurai, yet fulfills the role of a ranger in his particular social caste. This only negates the idea that a samurai is some of kind of warrior knight - which is another role of the samurai caste, but not the only one. It is only a social caste, and at the heart of the average westerner's misunderstanding of the east.