TheThan
2006-11-08, 01:06 PM
Yakuza
Yakuza are made men and women. They are the foundation of the underground. Basically they control organized crime in the cities and towns of the world. They often work under the noses of the government, smirking at their vain attempts to catch them. Others rule small towns with an iron fist. They are outlaws, thieves, gamblers and other sorts of scoundrels. Some Yakuza are beneficial to the town or city they work in, but most just leach off of society. The Yakuza can be many things, but one thing is for sure, leaving the Yakuza means death.
Not all members of a Yakuza gang gain this class. Most are thugs and thieves looking to leach some semblance of power off of the true Yakuza. Only the best and brightest are admitted into the Yakuza brotherhood.
Adventures
Most members of the Yakuza adventure to perform some service to their gang. Whether that be assassination, courier work or something else. It is vital for a member of the Yakuza to keep their true affiliation secret, capture by the authorities means a certain gruesome death. Capture by their enemies means death or ransom, bringing shame and dishonor on the Yakuza and his gang. Most people who enter this class are Rogues or Socialites though other paths are possible.
Abilities
Yakuza need quick wits, deft hands and a silver tongue to survive. High charisma helps with smooth-talking officials and intimidating those weaker than themselves. A high dexterity is needed for when you need to get your hands dirty and perform some sneaky task. A high intelligence grants you more skills for you to practice.
Requirements
Base attack bonus +6
Bluff 10 ranks
Diplomacy 10 ranks
Skill focus feat in any one of the following skills: Appraise, Bluff, Gather information, Knowledge (local) or intimidate
Hit dice: d6
Skills
The following are the Yakuza’s class skills: Appraise (Int), bluff (cha), Decipher script (int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (int) Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (local) (Int), Listen (Wis), Sense Motive (Wis), Sleight of Hand (Dex), and Speak Language (None).
Skill points: 4+int modifier per level
Yakuza Table (http://i53.photobucket.com/albums/g42/TheThan/Yakuza.jpg)
Class features:
Weapons and armor proficiencies:
Yakuza gain no weapons or armor proficiencies.
Illicit barter:
Beginning at 1st level A Yakuza learns how to sell, and buy illegal items better. He gains a +5 competence bonus on any diplomacy check made to buy or sell Illicit or illegal goods.
Roll the Dice
At second level a Yakuza realizes he’s as lucky as he is good, he gains the ability to re-roll one failed ability check, skill check, attack roll or saving throw. The second result must be used, regardless whether it’s better or worse than the original dice roll. The Yakuza can use this ability a number of times per day depending on his level.
Resource access
Beginning at third level the Yakuza gains access to a wide array of resources. Once per day a Yakuza can make a Charisma check to use those resources. The value of the resources gained is equal to the result of the Yakuza's charisma check x 20. Thus a Yakuza with a charisma check of 16 would gain 320 gold: 16 (charisma)x20=320.
These resources can take any form the player wishes (within reason). The Yakuza may spend his resources any way he chooses. The resources are delivered to the Yakuza after 1d8 hours after the charisma check takes place. The resources must be reasonably available when and where he makes the check.
If a character with resource access already has this ability when he reaches level three in the Yakuza class, then he gains a +1 bonus to his charisma check when making a resource access attempt.
Strengthened Mind
At 5th level a Yakuza becomes skilled at resisting mind affecting spells and powers. He may add his charisma modifier (if positive) to any will save he is forced to make to resist mind affecting spells or abilities.
Inspire fear
Beginning at 7th level the Yakuza’s presence becomes unsettling to foes. A number of times per day equal to his charisma modifier, A Yakuza can instill fear in another. The target of the Yakuza’s inspire fear ability must succeed a will saving throw (dc = 10+ ½ Yakuza class levels (round down) + charisma modifier). A character that succeeds the will save becomes shaken, if the save succeeds by 10 or more, the character is unaffected by the Yakuza’s ability, and cannot be affected by Inspire Fear for 24 hours. If a character fails the save, he becomes Frightened for 5d6 rounds.
The Yakuza must make threatening action of some sort. Such as a verbal threat or drawing a weapon (the required action is not limited to these).
Frightened (http://www.d20srd.org/srd/conditionSummary.htm#frightened)
Shaken (http://www.d20srd.org/srd/conditionSummary.htm#shaken)
____________________________
Ok I was flipping through the 3.0 Oriental adventures rulebook when I stopped on the Yakuza prestige class printed in that book. I read through the class and I realized that… well the class stinks. First of all the flavor text makes the class appear to be some sort of misunderstood saint. Secondly the class itself is just useless to begin with. So I thought I would create my own and this is the result. Plese go head and Critique the class.
edit
Fixed some grammar problems
Doubled the skill rank prerequisites
Changed the name of “slippery mind” to "Strengthened Mind"
Reduced the money created by resource accesses
Yakuza are made men and women. They are the foundation of the underground. Basically they control organized crime in the cities and towns of the world. They often work under the noses of the government, smirking at their vain attempts to catch them. Others rule small towns with an iron fist. They are outlaws, thieves, gamblers and other sorts of scoundrels. Some Yakuza are beneficial to the town or city they work in, but most just leach off of society. The Yakuza can be many things, but one thing is for sure, leaving the Yakuza means death.
Not all members of a Yakuza gang gain this class. Most are thugs and thieves looking to leach some semblance of power off of the true Yakuza. Only the best and brightest are admitted into the Yakuza brotherhood.
Adventures
Most members of the Yakuza adventure to perform some service to their gang. Whether that be assassination, courier work or something else. It is vital for a member of the Yakuza to keep their true affiliation secret, capture by the authorities means a certain gruesome death. Capture by their enemies means death or ransom, bringing shame and dishonor on the Yakuza and his gang. Most people who enter this class are Rogues or Socialites though other paths are possible.
Abilities
Yakuza need quick wits, deft hands and a silver tongue to survive. High charisma helps with smooth-talking officials and intimidating those weaker than themselves. A high dexterity is needed for when you need to get your hands dirty and perform some sneaky task. A high intelligence grants you more skills for you to practice.
Requirements
Base attack bonus +6
Bluff 10 ranks
Diplomacy 10 ranks
Skill focus feat in any one of the following skills: Appraise, Bluff, Gather information, Knowledge (local) or intimidate
Hit dice: d6
Skills
The following are the Yakuza’s class skills: Appraise (Int), bluff (cha), Decipher script (int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (int) Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (local) (Int), Listen (Wis), Sense Motive (Wis), Sleight of Hand (Dex), and Speak Language (None).
Skill points: 4+int modifier per level
Yakuza Table (http://i53.photobucket.com/albums/g42/TheThan/Yakuza.jpg)
Class features:
Weapons and armor proficiencies:
Yakuza gain no weapons or armor proficiencies.
Illicit barter:
Beginning at 1st level A Yakuza learns how to sell, and buy illegal items better. He gains a +5 competence bonus on any diplomacy check made to buy or sell Illicit or illegal goods.
Roll the Dice
At second level a Yakuza realizes he’s as lucky as he is good, he gains the ability to re-roll one failed ability check, skill check, attack roll or saving throw. The second result must be used, regardless whether it’s better or worse than the original dice roll. The Yakuza can use this ability a number of times per day depending on his level.
Resource access
Beginning at third level the Yakuza gains access to a wide array of resources. Once per day a Yakuza can make a Charisma check to use those resources. The value of the resources gained is equal to the result of the Yakuza's charisma check x 20. Thus a Yakuza with a charisma check of 16 would gain 320 gold: 16 (charisma)x20=320.
These resources can take any form the player wishes (within reason). The Yakuza may spend his resources any way he chooses. The resources are delivered to the Yakuza after 1d8 hours after the charisma check takes place. The resources must be reasonably available when and where he makes the check.
If a character with resource access already has this ability when he reaches level three in the Yakuza class, then he gains a +1 bonus to his charisma check when making a resource access attempt.
Strengthened Mind
At 5th level a Yakuza becomes skilled at resisting mind affecting spells and powers. He may add his charisma modifier (if positive) to any will save he is forced to make to resist mind affecting spells or abilities.
Inspire fear
Beginning at 7th level the Yakuza’s presence becomes unsettling to foes. A number of times per day equal to his charisma modifier, A Yakuza can instill fear in another. The target of the Yakuza’s inspire fear ability must succeed a will saving throw (dc = 10+ ½ Yakuza class levels (round down) + charisma modifier). A character that succeeds the will save becomes shaken, if the save succeeds by 10 or more, the character is unaffected by the Yakuza’s ability, and cannot be affected by Inspire Fear for 24 hours. If a character fails the save, he becomes Frightened for 5d6 rounds.
The Yakuza must make threatening action of some sort. Such as a verbal threat or drawing a weapon (the required action is not limited to these).
Frightened (http://www.d20srd.org/srd/conditionSummary.htm#frightened)
Shaken (http://www.d20srd.org/srd/conditionSummary.htm#shaken)
____________________________
Ok I was flipping through the 3.0 Oriental adventures rulebook when I stopped on the Yakuza prestige class printed in that book. I read through the class and I realized that… well the class stinks. First of all the flavor text makes the class appear to be some sort of misunderstood saint. Secondly the class itself is just useless to begin with. So I thought I would create my own and this is the result. Plese go head and Critique the class.
edit
Fixed some grammar problems
Doubled the skill rank prerequisites
Changed the name of “slippery mind” to "Strengthened Mind"
Reduced the money created by resource accesses