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Yojimbo (PF alternate class ranger - Samurai) for Kaidan

Started by Gamer Printshop, January 30, 2011, 03:20:16 PM

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Gamer Printshop

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.
Michael Tumey
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World's first RPG Map POD shop
 http://www.gamer-printshop.com

Gamer Printshop

I decided I need an illustration to accompany my Yojimbo class, so here's a yojimbo practicing yabusame archery.

Enjoy!

GP

 
Michael Tumey
RPG Map printing for Game Masters
World's first RPG Map POD shop
 http://www.gamer-printshop.com

Nomadic


Gamer Printshop

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
Michael Tumey
RPG Map printing for Game Masters
World's first RPG Map POD shop
 http://www.gamer-printshop.com

Nomadic

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.

Gamer Printshop

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.
Michael Tumey
RPG Map printing for Game Masters
World's first RPG Map POD shop
 http://www.gamer-printshop.com

Kaptn'Lath

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.
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\"The first man who, having enclosed a piece of land, thought of saying, This is mine, and found people simple enough to believe him, was the true founder of civil society.\"

Sandbox - No overarching plot, just an overarching environment.
   
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Gamer Printshop

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
Michael Tumey
RPG Map printing for Game Masters
World's first RPG Map POD shop
 http://www.gamer-printshop.com

Kaptn'Lath

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
Finished Map Portfolio:
 http://forum.cartographersguild.com/showthread.php?t=5728
 http://forum.cartographersguild.com/showthread.php?t=5570

\"The first man who, having enclosed a piece of land, thought of saying, This is mine, and found people simple enough to believe him, was the true founder of civil society.\"

Sandbox - No overarching plot, just an overarching environment.
   
Self-Anointed Knight of the Round Turtle.

Gamer Printshop

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.
Michael Tumey
RPG Map printing for Game Masters
World's first RPG Map POD shop
 http://www.gamer-printshop.com