That Lanky Bugger
2005-12-20, 09:57 PM
Vagabond Yojimbo
The Vagabond Yojimbo wanders with little money or material wealth. He feels that his spirit and his own will are sufficient to deal with any threat that comes his way.
Requirements
BAB: +5
Abilities: Dex 15+, Int 13+
Skills: Healing 5 Ranks, Survival 5 Ranks
Feats: Weapon Focus (any One-Handed or Light Melee Weapon except Unarmed Strikes and Shields), Quick Draw, Die Hard
Alignment: Any Good
Special: You must have refused to use magical items of any kind in a fight, and refused magical healing at all times.
Special: For no other reason than because you were asked you must have undertaken a quest to right some wrong.
Special: A character with the Vow of Poverty feat may not ever take levels of Vagabond Yojimbo.
Class Features
HD: d10
Saves: Ref, Will, and Fortitude Good
BAB: Good (1/1)
Class Skills: Balance (Dex), Bluff (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Tumble (Dex), and Use Rope (Dex).
Skill Points: 4+Int
Class Abilities
Code of Conduct: A Vagabond Yojimbo sees magic as a crutch, and refuses to have anything to do with it. If magic is ever used to the Yojimbo's benefit (willingly or not), he will lose his balance and will lose access to all of his Class Abilities. These can only be regained by constant meditation for a period of days equal to 5+his Vagabond Yojimbo levels.
Note that the Vagabond Yojimbo will always resist any spells cast on him, even if he is unconscious or if the spell would prevent his death.
Vow of Poverty: The Vagabond Yojimbo will refuse to accept a reward for any deed worth more than 100 gold, no matter how difficult or dangerous the task. In addition to this, the Vagabond wanders around only in Light armour (or none at all), and typically only has one or two weapons.
Anticipation: At the beginning of every round, you may choose to apply your Intelligence bonus to either your Attack Rolls or your Armour Class, but not both. The max bonus you can apply is equal to the number of levels you have in Vagabond Yojimbo. At level 9, you may apply your Intelligence bonus to both.
Know the Balance: Pick a weapon you've been using for a while(not a type of weapon, such as Long Sword, but an actual item in your possession). You have used your particular weapon for so long that it becomes an extension of your will. When using that weapon (not any weapon of that type, but that particular weapon) you strike as if the weapon had a +1 Enhancement Bonus. This increases to +2 at Level 4, and +3 at Level 8. If for any reason your weapon becomes lost, you lose the bonus until you have time to refocus your mind on the balance of a new weapon to regain this ability. This process takes a number of days equal 15-(Intelligence Modifier)-Vagabond Yojimbo Class Level, but takes at least 1 full day.
Note: This weapon must be a weapon for which you have the Weapon Focus feat, and this weapon must fit the following criteria: One-Handed or Light Melee Weapon excluding Unarmed Strikes and Shields. If a Vagabond Yojimbo has Weapon Focus feat for more than one weapon which fits the criteria he may choose among them, but it still only applies to the one item.
Armour Bonus: While wearing Light Armour (or no armour), the Vagabond Yojimbo recieves a +1 Competency Bonus to his AC. This increases to a +2 at 2nd level, and increases by +2 every even Vagabond Yojimbo level afterwards, to a max of +10 at level 10.
Powerful Strike: At level 2, by channeling your fury into a single strike, you are capable of causing greater damage at the expense of accuracy. You gain the Power Attack feat, even if you don't meet the prerequisites. If you possess the Power Attack feat, you gain the Cleave feat instead.
Critical Retort: At level 3, when Grappling any weapon you Know the Balance of counts as Light. A successful attack allows you to attempt to break the grapple as a free action.
Natural Fighter: : At level 3, the Vagabond Yojimbo gains a +2 to any Ability Score of his choice. He gains this bonus again at 6th, 8th, and 10th level.
Mindless Attack: At level 5, you may choose not to apply your Intelligence Bonus to either your AC or Attack rolls, and instead gain a damage bonus to any successful hits of +1d6 with a weapon you Know the Balance of. At level 9 this becomes +2d6. This bonus applies to all attacks made that round.
Refocus: At level 6, you gain the ability to ignore even the gravest of wounds. As a move-equivelant action you may choose to Refocus, which restores a number of HP equal to 3d8+Will Save. This ability may be used once a day, but you take a -1 Fortitude Save penalty every time you use this. This penalty can only be restored through mundane healing, and is treated as Ability Score damage. If the Yojimbo is ever reduced to -10 HP and he has not yet used this ability for the day, he will automatically use it as a free action to save his own life.
In addition to this, for every hour of uninterrupted sleep the Vagabond Yojimbo gets, he gains a number of HP back equal to his level of Vagabond Yojimbo. This replaces the normal rules for Healing HP through bedrest.
Die Harder: At level 7, you may take strenuous actions when using the Die Hard feat without taking damage, but you still die at -10 HP.
Handforged Weapon: At level 8, If the Vagabond Yojimbo creates a Masterwork weapon for himself, he gains an additional +2 Enhancement bonus which stacks with the Enhancement bonus from Know the Balance.
Weapon Mastery: At level 9, for the purposes of damage only, the weapon you Know the Balance of counts as one size-category bigger than it really is.
"He Just Won't Die!": At level 10, If the Vagabond Yojimbo is ever reduced to -10 HP, he may make a Fortitude Save versus DC 20. If he succeeds, he is reduced only to -9 HP and is still up and fighting, but takes 2 points of temporary Constitution damage every time he uses this ability (he reduces Max HP as normal) and the Fortitude Save DC increases by 2. If this brings him down to 0 Constitution or if he fails a single Save, he dies as normal.[/b]
Comments and criticisms, please. I'm thinking about adding some kind of AC bonus to the class, though I'm also thinking that this would max out at +10 at the absolute most, or maybe granting Refocus earlier and more gradually.
The Vagabond Yojimbo wanders with little money or material wealth. He feels that his spirit and his own will are sufficient to deal with any threat that comes his way.
Requirements
BAB: +5
Abilities: Dex 15+, Int 13+
Skills: Healing 5 Ranks, Survival 5 Ranks
Feats: Weapon Focus (any One-Handed or Light Melee Weapon except Unarmed Strikes and Shields), Quick Draw, Die Hard
Alignment: Any Good
Special: You must have refused to use magical items of any kind in a fight, and refused magical healing at all times.
Special: For no other reason than because you were asked you must have undertaken a quest to right some wrong.
Special: A character with the Vow of Poverty feat may not ever take levels of Vagabond Yojimbo.
Class Features
HD: d10
Saves: Ref, Will, and Fortitude Good
BAB: Good (1/1)
Class Skills: Balance (Dex), Bluff (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Tumble (Dex), and Use Rope (Dex).
Skill Points: 4+Int
Class Abilities
Code of Conduct: A Vagabond Yojimbo sees magic as a crutch, and refuses to have anything to do with it. If magic is ever used to the Yojimbo's benefit (willingly or not), he will lose his balance and will lose access to all of his Class Abilities. These can only be regained by constant meditation for a period of days equal to 5+his Vagabond Yojimbo levels.
Note that the Vagabond Yojimbo will always resist any spells cast on him, even if he is unconscious or if the spell would prevent his death.
Vow of Poverty: The Vagabond Yojimbo will refuse to accept a reward for any deed worth more than 100 gold, no matter how difficult or dangerous the task. In addition to this, the Vagabond wanders around only in Light armour (or none at all), and typically only has one or two weapons.
Anticipation: At the beginning of every round, you may choose to apply your Intelligence bonus to either your Attack Rolls or your Armour Class, but not both. The max bonus you can apply is equal to the number of levels you have in Vagabond Yojimbo. At level 9, you may apply your Intelligence bonus to both.
Know the Balance: Pick a weapon you've been using for a while(not a type of weapon, such as Long Sword, but an actual item in your possession). You have used your particular weapon for so long that it becomes an extension of your will. When using that weapon (not any weapon of that type, but that particular weapon) you strike as if the weapon had a +1 Enhancement Bonus. This increases to +2 at Level 4, and +3 at Level 8. If for any reason your weapon becomes lost, you lose the bonus until you have time to refocus your mind on the balance of a new weapon to regain this ability. This process takes a number of days equal 15-(Intelligence Modifier)-Vagabond Yojimbo Class Level, but takes at least 1 full day.
Note: This weapon must be a weapon for which you have the Weapon Focus feat, and this weapon must fit the following criteria: One-Handed or Light Melee Weapon excluding Unarmed Strikes and Shields. If a Vagabond Yojimbo has Weapon Focus feat for more than one weapon which fits the criteria he may choose among them, but it still only applies to the one item.
Armour Bonus: While wearing Light Armour (or no armour), the Vagabond Yojimbo recieves a +1 Competency Bonus to his AC. This increases to a +2 at 2nd level, and increases by +2 every even Vagabond Yojimbo level afterwards, to a max of +10 at level 10.
Powerful Strike: At level 2, by channeling your fury into a single strike, you are capable of causing greater damage at the expense of accuracy. You gain the Power Attack feat, even if you don't meet the prerequisites. If you possess the Power Attack feat, you gain the Cleave feat instead.
Critical Retort: At level 3, when Grappling any weapon you Know the Balance of counts as Light. A successful attack allows you to attempt to break the grapple as a free action.
Natural Fighter: : At level 3, the Vagabond Yojimbo gains a +2 to any Ability Score of his choice. He gains this bonus again at 6th, 8th, and 10th level.
Mindless Attack: At level 5, you may choose not to apply your Intelligence Bonus to either your AC or Attack rolls, and instead gain a damage bonus to any successful hits of +1d6 with a weapon you Know the Balance of. At level 9 this becomes +2d6. This bonus applies to all attacks made that round.
Refocus: At level 6, you gain the ability to ignore even the gravest of wounds. As a move-equivelant action you may choose to Refocus, which restores a number of HP equal to 3d8+Will Save. This ability may be used once a day, but you take a -1 Fortitude Save penalty every time you use this. This penalty can only be restored through mundane healing, and is treated as Ability Score damage. If the Yojimbo is ever reduced to -10 HP and he has not yet used this ability for the day, he will automatically use it as a free action to save his own life.
In addition to this, for every hour of uninterrupted sleep the Vagabond Yojimbo gets, he gains a number of HP back equal to his level of Vagabond Yojimbo. This replaces the normal rules for Healing HP through bedrest.
Die Harder: At level 7, you may take strenuous actions when using the Die Hard feat without taking damage, but you still die at -10 HP.
Handforged Weapon: At level 8, If the Vagabond Yojimbo creates a Masterwork weapon for himself, he gains an additional +2 Enhancement bonus which stacks with the Enhancement bonus from Know the Balance.
Weapon Mastery: At level 9, for the purposes of damage only, the weapon you Know the Balance of counts as one size-category bigger than it really is.
"He Just Won't Die!": At level 10, If the Vagabond Yojimbo is ever reduced to -10 HP, he may make a Fortitude Save versus DC 20. If he succeeds, he is reduced only to -9 HP and is still up and fighting, but takes 2 points of temporary Constitution damage every time he uses this ability (he reduces Max HP as normal) and the Fortitude Save DC increases by 2. If this brings him down to 0 Constitution or if he fails a single Save, he dies as normal.[/b]
Comments and criticisms, please. I'm thinking about adding some kind of AC bonus to the class, though I'm also thinking that this would max out at +10 at the absolute most, or maybe granting Refocus earlier and more gradually.