Yojimbo (3.5e Prestige Class)
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|“||My blade will cut anything… and for the right price,… Anyone.||”|
Becoming a Yojimbo
|Alignment:||Must be some form of Neutral|
|Base Attack Bonus:||+7|
|Class Levels:||At least one level in Ronin|
|Skills:||Iiajutsu Focus: 6 ranks|
|Feats:||Cleave, Dodge, Mobility, Spring Attack.|
|Special:||Must be eligible for the Ancestral Weapon by class ability or feat.|
|1st||+1||+1||+1||+1||Slice once Two cuts, Two Swords as One.|
|2nd||+2||+1||+2||+1||Swift Feet, Offering|
|3rd||+3||+2||+3||+2||Blade for Sale|
|4th||+4||+2||+4||+2||Blinding Flash, Stare Down|
|5th||+5||+3||+5||+3||Swift of Feet, Offering, Infamy|
Class Skills (4 + Int modifier per level)
All of the following are class features of the Yojimbo Weapon and Armor Proficiency: A Yojimbo gains proficiency with no armor and no other weapons. Code of Conduct: On first day of the new year, a Yojimbo must sacrifice a magic item or currency from his travels worth more than 15,000 gp to his Daisho, or else lose all Yojimbo class abilities for one year. He may do this by either giving charity or giving it to who he at the time feels it necessary to give it to. (not to himself)
Slice once Two cuts: At 1st level, a Yojimbo gains the ability to strike his foe with his Daisho so fast that he gains an extra attack at his highest B.A.B. but takes a -2 penalty to strike at the speed in which he does. If he manages to catch his foe off guard he may add his Iiajutsu focus modifier to his attack roll instead of his highest B.A.B.
Two Swords as One: At 1st level, a Yojimbo gains the ability strike with his wakasashi or a smaller weapon with his offhand if he strikes with his katana at a foe caught off guard. He uses his highest B.A.B. he also gains a penalty to this attack equal to the number of attacks he is making this round. (if the Yojimbo makes three attacks then he takes a -3 to his attack roll)
Swift Feet (+10 SPD): At 2nd level, a Yojimbo gains speed. His movement is increased by 10 ft. This is because the Yojimbo has become a master at getting the upper hand on his foe.
Offering: At 2nd level, a Yojimbo gets the offering special ability. Offering is a Free Round Action that the Yojimbo must announce before making his Full attack. (A Yojimbo can’t use this ability unless he makes a full round attack action.) The Yojimbo offers up an amount of money that he has on his person and adds a (+1) bonus for each increment of 100Gp he uses towards each of his attacks for one round. At this level the Yojimbo cannot gain more than a (+5) bonus to his attacks. This ability can only be used once per combat.
Blade for Sale: At 3rd level, a Yojimbo becomes known for being a mercenary. His reputation grows slightly and he gains a (+5) misc. bonus on all intimidate checks against foes carrying a sword of any type.
Blinding Flash: At 4th level, a Yojimbo’s reaction time to predict a harmful action towards him or an ally becomes like lightning. If an ally or the Yojimbo are attacked by a surprise action, The Yojimbo may make a Reflex save of DC 10 + whatever the total on the attackers roll is. Is the Yojimbo succeeds on his roll, he may choose to make an action of any kind per level of Yojimbo.*
- (example: the Yojimbo succeeds in his roll, his Yojimbo level is 4th. The Yojimbo may make a movement, a quick action, a standard action and a free action, or any combination of actions that are available to him. The DM may choose to limit this ability as they see fit.)
Stare Down: at 4th level, a Yojimbo has gained reputation widely known. He has become something that the people either fear or love. When not in battle, the Yojimbo may make an intimidation check on one (1) or a small group of no more than four (4)* enemies. These enemies must make a Will save to match or beat the Yojimbo intimidate check. For the enemies who fail there check, they are shaken for 2d6 rounds. For those who beat or match the Yojimbo intimidation check, they are unaffected and may make an attack of opportunity against the Yojimbo if with-in the range of there weapon ( if they have a weapon ready. ) Any Enemies who the Yojimbo uses stair down against may not be stared down by this Yojimbo again for 24 hours. This ability is a standard action and can only be used once per day.
- at one time
Swift of Feet (+10 SPD ): At 5th level, a Yojimbo gains speed. His movement is increased by 10 ft. This is because the Yojimbo has become a Grand Master of gaining the upper hand when the time calls for action.
Greater Offering: At 5th level, a Yojimbo gets the Greater offering special ability. Offering is a Free Round Action that the Yojimbo must announce before making his Full attack. (A Yojimbo can’t use this ability unless he makes a full round attack action.) The Yojimbo offers up an amount of money that he has on his person and adds a (+1) bonus for each increment of 75Gp he uses towards each of his attacks for one round. At this level the Yojimbo cannot gain more than a (+5) bonus to his attacks. This ability can only be used once per combat.
Infamy: At 5th level, a Yojimbo’s reputation —deserved or not—follows him everywhere. Whenever someone in a position of authority has heard of the Yojimbo’s deeds (usually through a DC 10 Gather Information or Knowledge [Local] check), that person’s attitude starts one category worse than usual, and the Yojimbo takes a –4 circumstance penalty on all Charisma-based checks involving that person. The infamy penalty applies only if the authority figure knows the Yojimbo’s identity. Yojimbo who often travel into towns with large authority often just go by the name Yojimbo or only use a partial name, this saves them on trying to explain there deeds to a authority figure who may not like what the Yojimbo has done.
Playing a Yojimbo
Yojimbo in the World
Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Yojimbo in the Game