I need a new class critique, note you should be at least familiar with D&D 3x to get an idea what I am doing here. It would even be better if you played Pathfinder and had access to both the Core Rule Book and the Advanced Players Guide. This ranger alternate class is based on the Ranger Skirmisher archetype from the APG - which eschews divine casting in place with Hunter's Tricks. I've simply replaced Hunters Tricks with a few Ki powers and Ancestral Foci, as well as offering optional Combat Styles.
Please critique, if you can.
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, mounted combat
4th: Mount's Bond or Ancestral 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: a yojimbo gains each of the following ancestral foci in the following order, at appropriate levels as listed on the progression table. At 20th level a yojimbo will possess all listed abilities. These abilities must be activated as a swift action.
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.)
Is the HD still d8? On the surface, it looks more powerful than the Fighter, but I don't know what Pathfinder did to the Fighter. You're basically giving out something that seems to be worth a feat or more at each level.
I like the looks of this! I'll give some better feedback later when I have some more free time to peruse it.
Out of curiosity, have you seen the PF samurai they recently put out?
Quote from: XeviatIs the HD still d8? On the surface, it looks more powerful than the Fighter, but I don't know what Pathfinder did to the Fighter. You're basically giving out something that seems to be worth a feat or more at each level.
In Pathfinder all classes get a feat at 1st and every other level for a total of 10 feats at 20th level. All Pathfinder classes get something at each level - there are no dead levels in PF.
In Pathfinder the Ranger is D10. Rangers have Combat Style, Favored Terrain, Favored Enemy, Animal Companions or Hunter's bond, then abilities like Wild Empathy, Track, Woodland Stride, Evasion, Quarry (enhancements to pursuing a target being), Improved Quarry, Divine casting (like a 3x ranger), and Hide in Plain Sight at 17th.
In Pathfinder the Fighter is D10, Good Fort, Gains a progressive immunity to Fear, Gains Weapon Training 1 - 5, +1 with first chosen weapon group (ie: long blades), then when next weapon group gains a +1, the previous chosen weapon group gets a +2, etc. Armor Training allows the fighter 1 - 4 levels of Armor wearing enhancement (subtract Armor check penalty by 1 for each Armor Training addition, plus increase in speed while worn.) Also fighter gains a bonus feat on 2nd and every other round. Thus a 20th level fighter gets 20 feats, unless human, than 21 feats. And as a capstone power, fighter automatically confirms critical hits, and cannot be disarmed of his primary weapon. The PF fighter is way more powerful than a 3x fighter, and still more powerful than a PF ranger.
Actually this archetype ranger replaces normal ranger ability for ability with a similar balance.
Look at that for comparison...
GP
Quote from: The_Weave05I like the looks of this! I'll give some better feedback later when I have some more free time to peruse it.
Out of curiosity, have you seen the PF samurai they recently put out?
Thanks I look forward to your in depth critique.
Yes, I have seen the PF samurai playtest. Interestingly, if you read my descriptive text before the progression table above, you'll note a mention of the Hatamoto.
In Kaidan Samurai is a caste not a class, that consists of multiple classes that fit that social level. I have already built a Cavalier (hatamoto) class archetype. It looks very similar to the PF Samurai, but fits closer to the Cavalier base class, than there version. Basically, all I did is replace the Cavalier's Charge abilities with Iaijutsu (basically the entire Vital Strike feat chain) and then created several Samurai flavored cavalier orders. The PF Samurai is an alternate class of Cavalier, as my Yojimbo is an alternate class ranger. Whereas my Cavalier (hatamoto) is directly an archetype and not an alternate class. Still my hatamoto and the PF Samurai are very similar.
I read the various arguments against the PF Samurai on the Paizo messageboards as well as Enworld and RPG.net - my Yojimbo reflects those arguments as well as meeting my idea on samurai.
GP
Just to add to the complexity. The build mentions acess to general and greater ki powers. So here's the existing Ki Powers list as I've created 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?
GP
What sort of action is it to activate an ancestral focus ability? I might change the way you list them. I was a little unsure of whether they were treated as something like Rogue Talents or Rage Powers, where you had a list to choose from, or a static progression. Even when I reread the ability it was a little vague when mentioning if you got those at the specific level or if you could choose from any of them. I assume its the former? But that's only a minor thing.
Honestly, this seems like a very solid class. Nothing jumps out at me as overpowered or underpowered, and I can see this guy kicking some asses and taking names.
Is it intentional that a 20th level Yojimbo will have all the listed Ancestral Foci? Or did you intend to elaborate on the list in the future to allow a greater variety of choices?
Also, where is the General Ki Powers list?
I'd personally like to make a mounted Yabasume combat stylized Yojimbo... I think that would be sweet.
Good question, I think its a swift action to activate, and I'll update the post later.
Perhaps I need to reword the Ancestral Foci list to be better understood, but yes, at 20th a Yojimbo will possess all listed Ancestral Foci. On the progression table it says 1st Ancestral Focus... and the List of Ancestral Foci are numbered, perhaps I should say 1st Ancestral Focus: Skill Focus... so that its better understood.
I wanted to allow more choices, but I didn't want to make it too complex. Still could expand that way.
There is no General Ki Powers list, but for Kaidan, I need one, so I am creating the General Ki Powers list, as posted above! ;)
In Kaidan, all classes can access ki powers if they possess the appropriate trait and feat(s). I didn't want to create a hundred different unique ki powers for each class, so I needed a single general list, that all can select from. Though some classes will gain unique ki powers exclusive to that class - Shinobi Houses each possess their own specific ki powers unique to Shinobi.
One last thought, Ki is not really necessary, almost situational for the Yojimbo. I think I am going to pull its Ki Pool and Ki powers access and replace with five more Ancestral Foci. So I go more the Rogue Talents/Hunter's Tricks route, create a list of 20 Ancestral Foci to choose from in 12 slots over a 20 level career. Perhaps create several out-of-combat foci as well.
I think that would improve this class...
Thoughts?
GP
I'd prefer that. I like when classes have a level of customization for me to work with.
Yojimbo (alternate Ranger class samurai) v3.5
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, missing CAPSTONE POWER...
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: 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 form a bond between an ancestral spirit and his primary weapon, granting a +1 ancestral bonus to Attacks equal to 1/4 yojimbo level minimum of +1, this lasts for a number rounds equal to 1/2 the yojimbo levels, minimum 1 round. This ability can be used a number of times per day equal to 1/4 the yojimbo levels, minimum once per day.
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.
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 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. This still needs mechanical editing as well as normal editing, but it is getting closer to what I want.
Still need a CAPSTONE power...
QuoteMount'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 form a bond between an ancestral spirit and his primary weapon, granting a bonus +1 to Attacks equal to 1/4 yojimbo level minimum of +1.
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.[/quote]power attack[/i] here. :))
I hadn't noticed all the bonuses being untyped. I was under the assumption they were to be typed, but you hadn't gotten them that far.
Brainface, assuming Ancestral Weapon Bond works like the paladin weapon bond feature, it looks more like this:
Quote from: Pathfinder SRDThe first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a '"1 penalty on attack and weapon damage rolls.
If it does not, I apologize for the misinterpretation GP. If that's the case I'd love to see how you've changed it.
Do you plan to keep favored enemy for the samurai? Combat style I can see, but that seems sort of odd.
I did plan to keep the favored enemy for the yojimbo. Regarding the untyped damage, its not supposed to be untyped, but I have both a mechanics editor and a editor in chief will be double-checking all my mechanics and fluff. So I already expect someone on my team will fix those issues. Thanks for noting them, though, that's why I posted it here.
Personally I have no problem with giving the yojimbo favored enemy feature while traditionally ranger like, I think it fits well with a samurai monster fighter, which is what I see a yojimbo bests fits as.
Good thoughts!
GP
Quote from: brainfaceIf the bonus to attacks is untyped and has no duration, that seems waaaayyy better than anything else the class gets. I'd certainly pick that every time over a special horse. (I'd just get a normal horse, and kill everything in my path before it could hurt my normal horse. ^_^)
Do other pathfinder classes get such a large bonus to attack rolls? with no type? Are you sure you shouldn't be enhancement bonus (so it never stacks with items) or at least morale or something?
This ability is rather similiar, even if it is a limited duration. Should it not be a typed bonus so it doesn't stack with spells? Morale maybe?
I'm not tooo familiar with pathfinder's specific version of 3e, but both of those abilities would be insanely good in vanilla 3e. Especially as they stack with each other, as written. (Think power attack here. :))
Thanks for catching, no its not supposed be untyped damage, rather it is an
Ancestral Bonus to damage - for both features. Ancestral bonuses is my creation. Although original I gave no duration to Ancestral Weapon Bond, but I did edit the post to be otherwise.
Ancestral Weapon Bond: a yojimbo may optional take Weapon Bond in place of Mount's Bond, this allows the yojimbo to form a bond between an ancestral spirit and his primary weapon, granting a +1 ancestral bonus to Attacks equal to 1/4 yojimbo level minimum of +1, this lasts for a number rounds equal to 1/2 the yojimbo levels, minimum 1 round. This ability can be used a number of times per day equal to 1/4 the yojimbo levels, minimum once per day.
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.
I decided I need an illustration to accompany my Yojimbo class, so here's a yojimbo practicing yabusame archery.
Enjoy!
GP
(http://www.gamer-printshop.com/gift/yojimbo.jpg)
That's beautiful, who's the artist?
Me. :)
I illustrate only rarely. But since I'm limited on funds, when I need art, I create art. If I try and it doesn't work for me, I look for outside help. However, for some illustrative work, I am adequate.
Michael
Quote from: Gamer PrintshopMe. :)
I illustrate only rarely. But since I'm limited on funds, when I need art, I create art. If I try and it doesn't work for me, I look for outside help. However, for some illustrative work, I am adequate.
Michael
Indeed, that's quite impressive.
Scratch all the yojimbo posts above, it is no longer an alternate ranger class, now its a ranger archetype only...
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. Design Note: The Katana proficiency replaces the shield proficiency.
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), Stealth (Dex), Survival (Wis), Swim (Str).
Skill Ranks per Level: 4 +INT modifier. Design Note: Though its mentioned later, I'll point out that the loss of 2 skill points per level is balanced by an additional feat at 1st level.
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. Design Note: My reasoning for this is explained above - namely it expands an ability instead of making an existing ability more circumstantial.
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: Cleave, Power Attack, Quick Draw, Vital Strike. 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.Design Note: I removed weapon specialization as a feat because that is truly meant to be a fighter only feat and by giving it to other classes you nerf a genuine fighter bonus.
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. Design Note: Though the ability does not mention it, this is to further balance out the loss of favored terrain.
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 bonus 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. Design Note: This is my take on the second part of the ancestal abilities. Where the other part was more mundane (increase to skills) this one is more mystical in nature; which is because it replaces the spells. It allows the yojimbo greater flexibility in how to use his ancestral connections while being limited by meditation time. The scaling in power makes it relevant at higher levels and the loss of meditation time at 20th level makes up for the loss of the rangers 20th level tracking power.
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.
Change the name Master Warrior (samuri shoes) to Shoguns Judgement or something, I was originally thinking My Masters Last Lession but that still is fighter territory. The cap stone is the same as the ranger, but thematicly he is the best "hunter", while the Yojimbo is all about being an extention of his lords will/orders. The Ki powers are all ninja-y and should be a shinobi only thing. I think the yojimbo needs more bushido.
I am seeing the samurai being the lords soldiers/judges while the yojimbo are more the police.
The ki powers has been removed. Only look at my last post, everything else has been canned. I like Daimyo's Judgement (since yojimbo do not have to serve the Shogun directly) - your reasoning makes sense.
I agree on your take on the Yojimbo's job as policing, though.
Good ideas!
Edit: I'm thinking lots of players will prefer to play ronin, and Shogun's or Daimyo's anything might be too dependant on having a lord with the class. So I need something that is somewhat more generic - still thinking on this...
GP
maybe the yojimbos social bonuses are more for the peasentry while the samrai social skills are more for the nobility? as "police" does the enemy clan ability still work isnt it more the samurai that deal with that? a Favored terrain substitute could be his lords land, where he is treated as a member of the samurai class, but outside his lords land he is not? just some ideas, quantity over quality this time
Yojimbo is a samurai. In Kaidan (as in Japan) samurai is a caste, not an individual class. In fact in Kaidan samurai consist of Cavalier (hatamoto), Bard (meika), Wizard (onmyoji) and Ranger (yojimbo). They are all samurai. The hatamoto is his lord's bannerman, thus spend more time in the lord's army or as an administrative member of the provincial court. Whereas yojimbo is more a samurai on the street. And far better suited for ronin, than hatamoto.