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Callos_DeTerran
2009-01-02, 10:47 PM
Yogi

The yogi are those who are the teachers and mentors of those seeking the perfection of martial discipline, but their own path has taken them away from the physical perfection that the warblade seeks, the devotion to a cause the crusader holds dear, and the mixture of knowledge that the swordsage holds as vaunted above all else. Instead of training their bodies, yogis train their minds and spirits with the mastery of some of the most mystical disciplines being the reward for their dedication. It isnít the sharp edge of steel that a yogi brings to bear on his foes but rather frigid cold, inner peace, scorching fire, mighty tempests, killer noise, and the chill of death that confront his enemies and cast them down to the ground broken by the manipulation of the yogiís powerful elemental spirit. When Reshar went on his legendary journey to bring together the Nine-fold Path, it was from ancient wizened yogi that he learned the finer points of martial elemental manipulation but they never left their homes to join the Temple of Nine Swords and thus were not there to contribute their skill against the Shadow Tiger horde to most yogis ever-lasting regret.

Adventures: A yogi may leave their secluded retreats for many reasons. Perhaps they wish to pass on the knowledge of their skills to an apprentice or to test the merits of their training against some great menace that threatens the land. Sometimes it is as simple as the yogi seeking money for supplies before returning for another long retreat from the world at large. For the more idealistic of their kind, some yogi seek to repair the damage that the Shadow Tiger horde caused to the lore of Resharís greatest accomplishment and travel the world in search of secrets that only the true masters of individual disciplines and Reshar knew to once more rebuild the Temple under the watchful gaze of learned teachers. MoreÖunscrupulous yogis might merely be seeking to establish the legend of their skill through death-duels with other legendary martial adepts and for them the reason to travel the world is no greater then finding the mightiest warrior they can find and rending him or her limb from limb for the sake of their own story.

Characteristics: Ancient martial masters with the power to turn the primal elements of the world against their enemies, a yogi will sometimes be mistaken for a wizard or cleric from the abilities that make them such a valued ally and terrible foe. Despite their generally old age, yogis prove to be quite spry when it comes to getting to hard to reach places which has proven frustrating from those who would try to keep one contained or imprisoned.

However their rigorous spiritual training has the additional benefit of making yogis resistant to things that would adversely affect their mind or body, much to the chagrin of many a spellcaster or poisoner. Such intensive focus leaves them rather susceptible to abuse though which has earned them some derision from those wither hardier bodies and lacking the wits to appreciate the knowledge that a yogi can offer.

Alignment: Like many martial adepts, the rigorous training regime required to become a yogi gives them a tendency to be lawful though others, especially those who acquired their talents by intuitiveness or through association with the natural world tend to neutral or chaotic alignments. Yogis however run the gamut of good and evil, never leaning exclusively towards one side or the other.

Hit Dice: d6
Starting Gold: 4d4x10 (100 gp).
Starting Age: Always Old or venerable.
Class Skills (4 + Int modifier, x4 at first level): Balance, Climb, Concentration, Craft, Escape Artist, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Arcana, Dungeoneering, Geography, History, Nature, Religion, the planes), Listen, Martial Lore*, Move Silently, Profession, Sense Motive, Sleight of Hand, Spot, Swim, Tumble.

Yogi
{table=head]Level|Base Attack Bonus|
Fort Save
|
Ref Save
|
Will Save
|Special|
Maneuvers Known
|
Maneuvers Readied
|
Stances

1st|+0|
+2
|
+2
|
+2
|AC bonus, improved unarmed strike, Ki Focus 1/day|
6
|
4
|
1

2nd|+1|
+3
|
+3
|
+3
|Evasion|
7
|
4
|
2

3rd|+2|
+3
|
+3
|
+3
||
8
|
5
|
2

4th|+3|
+4
|
+4
|
+4
|AC bonus +1, Ki Focus 2/day |
9
|
5
|
2

5th|+3|
+4
|
+4
|
+4
|Discipline Mastery|
10
|
6
|
3

6th|+4|
+5
|
+5
|
+5
|Mettle|
11
|
6
|
3

7th|+5|
+5
|
+5
|
+5
||
12
|
6
|
3

8th|+6/+1|
+6
|
+6
|
+6
|AC bonus +2 Ki Focus 3/day|
13
|
7
|
3

9th|+6/+1|
+6
|
+6
|
+6
||
14
|
7
|
4

10th|+7/+2|
+7
|
+7
|
+7
|AC bonus +2, Discipline Mastery, Improved Evasion|
15
|
8
|
4

11th|+8/+3|
+7
|
+7
|
+7
|Greater Ki Focus|
16
|
8
|
4

12th|+9/+4|
+8
|
+8
|
+8
|AC bonus +3 Ki Focus 4/day|
17
|
8
|
4

13th|+9/+4|
+8
|
+8
|
+8
| Bide oneís time|
18
|
9
|
4

14th|+10/+5|
+9
|
+9
|
+9
||
19
|
9
|
5

15th|+11/+6/+1|
+9
|
+9
|
+9
| Discipline Mastery|
20
|
10
|
5

16th|+12/+7/+2|
+10
|
+10
|
+10
|AC bonus +4 Ki Focus 5/day|
21
|
10
|
5

17th|+12/+7/+2|
+10
|
+10
|
+10
||
22
|
10
|
5

18th|+13/+8/+3|
+11
|
+11
|
+11
|Inexhaustible Ki Focus|
23
|
11
|
5

19th|+14/+9/+4|
+11
|
+11
|
+11
||
24
|
11
|
5

20th|+15/+10/+5|
+12
|
+12
|
+12
|AC bonus +5, Ki Focus 6/day, Perfect Ki Focus|
25
|
12
|
6
[/table]

Class Features

Weapons and Armor Proficiency: You are proficient with all simple weapons and those weapons favored by your Discipline Mastery class feature. You are not proficient with any type of armor.

Maneuvers: You begin your career with knowledge of four martial maneuvers. The disciplines available to you are Desert Wind, Devoted Spirit, Glacial Chill (http://www.giantitp.com/forums/showthread.php?t=48255&highlight=Lesser+Disciplines), Kalediscopic Dream (http://www.giantitp.com/forums/showthread.php?t=86163), Leaping Gale (http://www.giantitp.com/forums/showthread.php?t=48255&highlight=Lesser+Disciplines), Rending Scream (http://www.giantitp.com/forums/showthread.php?t=48255&highlight=Lesser+Disciplines), and Shadow Hand.

Once you know a maneuver, you must ready it before you can use it. A maneuver usable by yogi is considered an extraordinary ability unless otherwise noted in the description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one, unless part of the maneuver is an attack action that would do otherwise.

You learn additional maneuvers at higher levels, as shown on the table above. You must meet a maneuver's prerequisite to learn it. See Table 3-1, page 39 of Tome of Battle: The Book of Nine Swords, to determine the highest-level maneuvers you can learn.

Upon reaching 4th level, and every even-numbered yogi level after that, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready four of the six maneuvers you know at 1st level, and as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by meditating for 5 minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers.
You begin an encounter with all your maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).

Once every five rounds, if you dropped an enemy below 0 hit points, you regain all of your expended maneuvers as if you had meditated for five minutes by spending a move action to quickly center yourself in the turmoil of battle.

Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to yogis. At 2nd, 5th, 9th, 14th, and 20th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them., All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.

Unlike maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

AC bonus: When unarmored and unencumbered, the you add your Wisdom bonus (if any) to your AC. In addition, you gain a +1 bonus to AC at 4th level. This bonus increases by 1 for every four yogi levels thereafter (+2 at 8th, +3 at 12th, +4 at 16th, and +5 at 20th level). These bonuses to AC apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.

If the yogi multi-classes into another class that grants an AC bonus similar to the monkís AC bonus then you does not add your Wisdom to your AC twice, but the un-typed bonuses will stack.
Ki Focus (Ex): At 1st level, a yogi can perceive the world around him with a sharpened sense of reality. In a state of ki focus the entire world seems to slow to a crawl while new insight burst forth in the userís mind. A yogi temporarily gains a +4 bonus to Dexterity, a +4 bonus to Wisdom, and a +1 insight bonus to saves. While in a state of ki focus a yogi cannot fly into a rage or become berserk, since the finely tuned state of mind needed for ki focus is counter productive to the emotion-fueled rush needed for rage abilities. A state of ki focus lasts for a number of rounds equal to 3 + the characterís (newly improved) Wisdom modifier. A yogi may prematurely end his state of awareness. At the end of the ki focus, the yogi loses the ability and save modifiers and becomes exhausted (-6 penalty to Strength, -6 penalty to Dexterity, can only move at half speed) for the duration of the current encounter (unless he is a 17th-level yogi, at which point this limitation no longer applies).
A yogi can fall into a state of ki focus only once per encounter. At 1st level he can use his ki focus ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a state of ki focus takes no time itself, but a barbarian can do it only during his action, not in response to someone elseís action.

Evasion (Ex): At 2nd level and higher, a yogi can avoid even magical and unusual attacks with great agility and acts of acrobatics. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the yogi is wearing or no armor. A helpless yogi does not gain the benefit of evasion.

Discipline Mastery: At 5th, 10th, and 15th level you may choose one discipline that you know at least two strikes from. You become proficient with all of the weapons associated with that discipline and gain a +2 insight bonus to hit when initiating a maneuver from that discipline that requires an attack roll. The DCís for any maneuver from a mastered discipline increases by 2. If the skill associated with a mastered discipline is a physical one then you may apply your Wisdom modifier to it in place of Strength, Dexterity, or Constitution.

Mettle (Ex): At 8th level and higher, a yogi has trained himself to resist harmful attacks on his body and his mind through grueling acts of training and meditation to fortify his being. If he makes a successful Will or Fortitude save against an attack that would normally have a lesser effect on a successful save (such as any spell with a saving throw entry of Will partial or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping yogi gains no benefit from this ability.

Improved Evasion (Ex): At 10th level, a yogi no longer fears the breath of a mighty dragon or explosive spells of a wizard. This ability works like evasion, except that while the yogi still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless yogi does not gain the benefit of improved evasion.

Greater Ki Focus (Ex): At 11th level, the bonuses the yogi gets from entering into his ki focus increase. The bonus to Wisdom and Dexterity increase to +6 and the insight bonus to saves increases to +2.

Bide oneís time (Su): At 13th level, you gain the ability to forfeit your offensive power in favor of a better defense. By sacrificing one of your attacks in the next round you gain an additional immediate action that may only be spent on a counter maneuver in the current round. You may sacrifice more then one attack to gain more immediate actions, but only up to your maximum number of attacks in a round. However, even one attack forfeited in this manner removes the ability to perform a martial strike in the next round if it takes a standard action or full-round action to perform.

Inexhaustible Ki Focus At 18th level, a yogi no longer becomes exhausted when leaving his ki focus state.

Perfect Ki Focus (Ex): At 20th level, your ki focus becomes the stuff of legends as the swiftest arrows and lightening cut of swords seems to slow to the crawl of a snail. The bonus to your Dexterity and Wisdom during ki focus increase to +8, while the insight bonus to saves increases to +3.
______________________________

This class has been brewing in my head for some time now, and I finally got around to polishing it up and setting it to computer memory. What I'm mostly concerned about is balance, more then anything else, or ways to fine tune the abilities. The general idea was a class of martial adept that had nigh-mystical abilities with seeming imperviousness to saving-throw-needing-effects but was frail off body. The sensei arch-type in other words. And yes, I realize it has many home-brewed disciplines attached to it.

Callos_DeTerran
2009-01-03, 11:28 AM
Probably shouldn't have posted this at midnight if I had wanted responses. :smalltongue: