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    Default Yojimbo - Bodyguard base class [3.5]

    Ok, first post of the new year, so I'm going to post something I've been meaning to put up, but have been too lazy to do so (stupid tables ). This is an original base class (more or less) I devised for use in my Dai Nippon campaign setting. I borrowed some class abilities here and there, but I think it's original enough to justify posting it here. I linked anything that I noticed that was unique to the setting to the parts of the setting that have already been posted here, but the setting still isnt finished and not everything I've made so far is online yet. Please don't post in linked threads, they are out of date. So without further ado:

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    I am my lord's shadow. Where he goes, I go. Where he falls, I fall. -nameless yojimbo


    YOJIMBO
    The wandering mercenary; the yakuza bossís bodyguard; the daimyoís ninja retainer. Yojimbo fill all of these roles - for a price. The yojimbo is a professional guardian. She is an individual who is skilled at protecting a designated client from harm, often by taking her chargeís place as the target of threats and attacks. In return for these services, the yojimbo usually receives compensation in the form of coin, room and board, and sometimes in resources such as access to magic healing, but the exact details of the agreement are between the individual yojimbo and her employer. It is not uncommon for a noble or other important personage to number at least one yojimbo among his personal retinue, and sometimes to make a yojimbo the chief of his security services.

    Adventures: Yojimbo adventure alongside their clients, protecting them and shielding them from harm. They are sometimes sent on independent missions, where they use their impressive array of various skills to accomplish their clientís goals.

    Characteristics: The yojimbo is a melee fighter. While not quite as talented in combat as some other martial classes, where the yojimbo truly shines is preventing harm from befalling his charge. Outside of combat, the yojimbo uses many skills to aid and protect his charge, finding and disabling traps, scouting, and often speaking and gathering intelligence on his clientís behalf.

    Alignment: Yojimbo tend toward neutrality, as the life of a mercenary for hire often requires that the yojimbo distance himself from his personal feelings. Yojimbo who serve noble lords or corrupt individuals may adopt good or evil alignments, or perhaps because they are already good or evil, seek out similarly aligned clients. On the law-chaos axis, yojimbo are more likely to be lawful than chaotic. To many the oath of service and fulfillment of their contract is more important than personal freedom. Others may leave their clients at the drop of a hat, preferring to come and go as they please.

    Religion: Yojimbo frequently make offerings to Bishamonten, god of warriors, protection, and wealth. Many also revere the same deities as their local population. Yojimbo who come from noble families often worship their ancestors, even if they themselves are ronin.

    Background: Most yojimbo are former samurai or ninja who have had to make their own way in the world. Sometimes yojimbo aspire to the class from a young age, training under an older, more experienced yojimbo.

    Races: Most yojimbo are humans, but goblins, namahage, spirit folk, tengu, and tatsu have also been known to follow the class. Hengeyokai and Nopperabo are common as well, using their innate skill at disguise to blend in with their surroundings or appear innocuous until they are needed. Harionago rarely go out of their way to protect any but themselves, but those who pursue the class are formidable. Akiba typically pursue other martial classes, as their clumsy, wild nature makes them poor at defense. More martially-minded tennin might pursue the class, but these are uncommon at best. Kappa yojimbo are unheard of.

    Classes: Yojimbo are usually hired by members of those classes who are poor in melee combat, such as wu jen, onmyoji, and sometimes rogues or priests. They get along well with most classes, but are often looked down upon by samurai, who view their mercenary approach with disdain.

    Role: The yojimbo is a melee fighter who sticks close to the more fragile members of the party to aid in their defense. They can also fill the role of the rogue, finding and disabling traps while remaining unseen. A yojimbo is a master negotiator as well, and often speaks on behalf of his client.

    Game Rule Information:
    Yojimbo have the following game statistics.
    Alignment: Any
    Abilities: Dexterity is the most important ability for a yojimbo. Constitution will help to keep her alive, as she tends to take a lot of damage.
    Hit Die: d12.

    The Yojimbo
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Dodge Bonus|Sudden Movement
    1st|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Charge, Combat Reflexes, Harmís Way, Trapfinding|+0|-

    2nd|
    +2
    |
    +3
    |
    +3
    |
    +0
    |Defensive strike|+0|-

    3rd|
    +3
    |
    +3
    |
    +3
    |
    +1
    |Deflect attack (Melee), Uncanny dodge|+0|-

    4th|
    +4
    |
    +4
    |
    +4
    |
    +1
    |Aura of courage, Defensive aid|+1|-

    5th|
    +5
    |
    +4
    |
    +4
    |
    +1
    |Shield ally, Stand still, Trap sense +1|+1|10 ft.

    6th|
    +6/+1
    |
    +5
    |
    +5
    |
    +2
    |Deflect arrows, Deflect attack (Ranged)|+1|10 ft.

    7th|
    +7/+2
    |
    +5
    |
    +5
    |
    +2
    |Armor Mastery (Medium)|+1|10 ft.

    8th|
    +8/+3
    |
    +6
    |
    +6
    |
    +2
    |Defensive maneuvering, Damage reduction 1/-|+2|10 ft.

    9th|
    +9/+4
    |
    +6
    |
    +6
    |
    +3
    |Improved shield ally|+2|10 ft.

    10th|
    +10/+5
    |
    +7
    |
    +7
    |
    +3
    |Improved uncanny dodge, Trap sense +2|+2|20 ft.

    11th|
    +11/+6/+1
    |
    +7
    |
    +7
    |
    +3
    |Damage reduction 2/-|+2|20 ft.

    12th|
    +12/+7/+2
    |
    +8
    |
    +8
    |
    +4
    |Armor Mastery (Heavy)|+3|20 ft.

    13th|
    +13/+8/+3
    |
    +8
    |
    +8
    |
    +4
    |Evasive throw|+3|20 ft.

    14th|
    +14/+9/4
    |
    +9
    |
    +9
    |
    +4
    |Damage reduction 3/-|+3|20 ft.

    15th|
    +15/+10/+5
    |
    +9
    |
    +9
    |
    +5
    |Trap sense +3|+3|30 ft.

    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +10
    |
    +5
    |Slippery mind|+4|30 ft.

    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +10
    |
    +5
    |Damage reduction 4/-|+4|30 ft.

    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +11
    |
    +6
    |Improved evasive throw|+4|30 ft.

    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +11
    |
    +6
    |Hide in plain sight|+4|30 ft.

    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +12
    |
    +6
    |Damage reduction 5/-, Trap sense +4|+5|40 ft.

    [/table]

    Class Skills
    The Yojimboís class skills (and the key ability for each skill) are Balance (Dex), Bluff(Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Iaijutsu Focus (Int), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
    Skill Points at 1st Level: (6 + Int modifier) x4.
    Skill Points at Each Additional Level: 6 + Int modifier.

    Class Features
    All of the following are class features of the Yojimbo

    Weapon and Armor Proficiency: Yojimbo are proficient with all simple and martial weapons, and all types of armor (heavy, medium, and light) and shields.

    Dodge bonus (Ex): The yojimbo concentrates on defense, both for herself and her charge. She receives this dodge bonus to AC as a result of that focus.

    Charge (Ex): A Yojimbo focuses on protecting his client from harm. This client is called a charge. Several of the Yojimbo's class features are related to his chosen charge. You select your charge when you roll initiative, and it requires no action to do so. You may not change your charge for the duration of that combat.

    Combat Reflexes: A yojimbo's combat prowess revolves around his ability to react quickly to his enemies' actions. He gains Combat Reflexes as a bonus feat at first level even if he doesn't meet the prerequisites. A yojimbo with a Dex modifier of +0 or lower instead gains one additional attack of opportunity per round as if his Dex modifier were +1.

    Harmís way (ex): Beginning at 1st level, the yojimbo may elect to place herself in the path of danger in order to protect her single charge. Any time that you are within 5 feet of your charge, and your charge suffers an attack, you may switch places with your charge and receive the attack in his place as a free action that may be taken even when it isn't your turn. You must declare this before the attack roll is made. This movement does not provoke attacks of opportunity.

    Trapfinding (Ex): Yojimbo can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Yojimbo can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A yojimbo who beats a trapís DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

    Defensive strike (Ex): You can make an attack of opportunity against any opponent you threaten who attacks your charge in melee. You gain a +1 bonus to this attack for every two levels after 2nd (+1 at 4th, +2 at 6th and so on).

    Deflect attack (Ex): Beginning at 3rd level, the yojimbo can attempt to parry a melee attack against her charge. She must be within 5 feet of her charge to attempt this and holding a melee weapon or shield to deflect the attack. Once per round when your charge would normally be hit with a melee weapon, you may make a Reflex saving throw against DC 20. (If the melee weapon has a magic bonus to attack, the DC increases by that amount.) You gain a competence bonus to your Reflex save equal to half your class level. If you succeed, you deflect the blow as a free action. You must be aware of the attack beforehand and not flat-footed. At 6th level, the yojimbo may use this ability to deflect ranged weapon attacks as well.

    Uncanny dodge (Ex): Starting at 4th level, a yojimbo can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
    If a yojimbo already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

    Aura of courage (Su): Beginning at 4th level, a yojimbo is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the yojimbo is conscious, but not if she is unconscious or dead.

    Defensive aid (Ex): Whenever the yojimbo uses the aid another action to grant an ally a bonus to her AC, the bonus granted is improved to +4 instead of +2.

    Shield ally (Ex): Starting at 5th level, a yojimbo is skilled enough to protect his allies as well as his charge. As an immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage on yourself. The target takes the other half as normal. You can only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.

    Stand still: At 5th level, a yojimbo gains Stand Still as a bonus feat even if he doesnt meet the prerequisites.

    Sudden Movement (Ex): Starting at 4th level, a yojimbo can maneuver into an advantageous position with uncanny speed. He may move the indicated distance as an immediate action as long as he ends his movement in a square adjacent to his charge. This movement does not provoke attacks of opportunity and does not count against the charge's normal movement for the round.

    Trap sense (Ex): At 5th level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
    Trap sense bonuses gained from multiple classes stack.

    Deflect arrows: At 6th level, the yojimbo gains deflect arrows as a bonus feat, even if he does not meet the prerequisites for it. He may use the benefits of this feat even while armed.

    Armor mastery (Ex): Starting at 7th level, you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 12th level, you ignore the speed reduction imposed by heavy armor as well.

    Defensive maneuvering (Ex): At 8th level, a yojimbo that takes only a single standard or move action on her turn and ends her turn adjacent to her charge may opt to take a movement action on her chargeís next turn. The yojimbo must end this movement in a square adjacent to her charge.

    Damage reduction (Ex): At 8th level, a yojimbo gains Damage Reduction 1/-. Subtract 1 from the damage the yojimbo takes each time he is dealt damage from a weapon or a natural attack. At 11th level, and every three yojimbo levels thereafter (14th, 17th, and 20th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

    Improved shield ally (Ex): At 9th level, your ability to absorb damage increases. Once per round you can absorb all the damage from a single attack directed against an adjacent ally. In addition, you continue to absorb half the damage from other physical attacks on an adjacent ally, if you so choose. You must decide whether to use this ability after the attacker determines that an attack has succeeded but before he rolls damage.

    Improved uncanny dodge (Ex): A yojimbo of 10th level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the character has yojimbo levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

    Evasive Throw (Ex): A 13th level yojimbo who makes a successful reflex save against an area effect (Such as a fireball spell or a dragon's breath weapon) may instead give up his successful save to push his charge to the nearest square outside the effect's area, negating damage to the charge. This movement does not provoke attacks of opportunity and may not exceed the chargeís speed in distance. At the end of the movement, the charge falls prone.

    Slippery mind (Ex): At 16th level, If a yojimbo is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

    Improved evasive throw (Ex): An 18th level, when a yojimbo uses his Evasive throw ability, he need not sacrifice his successful reflex save to do so.

    Hide in plain sight (Ex): At 19th level a yojimbo can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a yojimbo can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
    Last edited by Jarrick; 2011-01-06 at 05:40 PM.
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    Default Re: Yojimbo - Bodyguard base class [3.5]

    Shouldn't this be in the Homebrew section?
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    Default Re: Yojimbo - Bodyguard base class [3.5]

    Quote Originally Posted by KillianHawkeye View Post
    Shouldn't this be in the Homebrew section?
    Yeah, how embarrassing, great way to start the new year.
    I sent a report about it though.
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    Default Re: Yojimbo - Bodyguard base class [3.5]

    Quote Originally Posted by Jarrick View Post
    Yeah, how embarrassing, great way to start the new year.
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    Default Re: Yojimbo - Bodyguard base class [3.5]

    Well now that its in the right place....

    Does Defensive Strike grant extra AoOs? Or does it require something like Combat Reflexes to work multiple times?

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    Default Re: Yojimbo - Bodyguard base class [3.5]

    Quote Originally Posted by JKTrickster View Post
    Well now that its in the right place....

    Does Defensive Strike grant extra AoOs? Or does it require something like Combat Reflexes to work multiple times?
    It requires Combat reflexes. I almost gave the feat out for free at first level, since almost every yojimbo ever is likely going to take it.
    Last edited by Jarrick; 2011-01-02 at 12:08 AM.
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    Default Re: Yojimbo - Bodyguard base class [3.5]

    Then why not? It almost becomes a feat tax on the class, the same way Adaptive Style for Swordsages.

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    Default Re: Yojimbo - Bodyguard base class [3.5]

    Quote Originally Posted by JKTrickster View Post
    Then why not? It almost becomes a feat tax on the class, the same way Adaptive Style for Swordsages.
    Ok, sure, why not?

    Edit: Added, along with some clarification on Harm's Way.

    Edit Edit: I thought for sure someone would have something to say about a d12HD class with 6+Int skills and a high BaB. Is it just that boring?
    Last edited by Jarrick; 2011-01-03 at 01:07 AM.
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    Default Re: Yojimbo - Bodyguard base class [3.5]

    I see you still haven't addressed the problem of these guys and reach/ranged weapons yet.
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    Default Re: Yojimbo - Bodyguard base class [3.5]

    couple formatting mistakes (I'm not good with balance, I just proof-read and offer ideas )

    Copy pasta mistake in Trap Sense
    You didn't specify what the DR the class receives is weak to (DR1/fire, DR1/-, DR1/Silver, etc.). From the text it looks like you want either DR1/magic or DR1/-

    That's all I see wrong
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    Default Re: Yojimbo - Bodyguard base class [3.5]

    Hmmm...

    What sort of power level are you aiming for?

    Thematically, I say you are spot on, but mechanically a few things seem to go too far.

    1) Deflect Attack makes Harms Way useless (and harms way is pretty decent already, if you are a casters tank buddy)

    2) Deflect attack will deflect most things, and seems like it can be used multiple times each round. So your charge wont get hit. Ever. Make this a once per round thing.

    3) Ok, we all know the monk is bad, but you stripped everything that makes the monk sorta-kinda-decent and gave it to this class. Fast move probably shouldn't be here -- its nice, but probably the weakest feature thematically. This guy is not supposed to leave his employers side, why does he need fast move...fast move that is as good as that possessed by an unarmored master of the martial arts?

    4) Why is the AC bonus better than the monks?

    5) Damage reduction + ac bonus + d12 hit die gives too much survivability. I know that sounds a bit inane, but this guy is going to be impossible to hit and impossible to hurt. I would say dive the player the option to choose between DR and AC bonus -- are you the guy who is too hard to hit, or are you the guy who can take it and smile?

    6) Armor Mastery is good.

    7) Defensive strike is very well done (does it stack with flanking?)

    8) Hide in plain sight makes a lot of sense

    9) What is twinned summoning (look on the grid'o'stats)

    Hope this helps...a lot of great ideas here.

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    Default Re: Yojimbo - Bodyguard base class [3.5]

    Quote Originally Posted by ForzaFiori View Post
    couple formatting mistakes (I'm not good with balance, I just proof-read and offer ideas )

    Copy pasta mistake in Trap Sense
    You didn't specify what the DR the class receives is weak to (DR1/fire, DR1/-, DR1/Silver, etc.). From the text it looks like you want either DR1/magic or DR1/-

    That's all I see wrong
    Ok, I'll get those fixed. Thanks.

    Quote Originally Posted by wayfare View Post
    Hmmm...

    What sort of power level are you aiming for?

    Thematically, I say you are spot on, but mechanically a few things seem to go too far.

    I'm always hearing how lame melee is, so the sky's the limit really.

    1) Deflect Attack makes Harms Way useless (and harms way is pretty decent already, if you are a casters tank buddy)

    2) Deflect attack will deflect most things, and seems like it can be used multiple times each round. So your charge wont get hit. Ever. Make this a once per round thing.

    I wanted them to be effective bodyguards. The idea was that if deflect attack failed, they could still switch places and take the hit with harms way.

    3) Ok, we all know the monk is bad, but you stripped everything that makes the monk sorta-kinda-decent and gave it to this class. Fast move probably shouldn't be here -- its nice, but probably the weakest feature thematically. This guy is not supposed to leave his employers side, why does he need fast move...fast move that is as good as that possessed by an unarmored master of the martial arts?

    Its in the fluff, they need to be able to get around quickly.. These guys were meant to be kind of ninja-like.

    4) Why is the AC bonus better than the monks?

    They dont get to add their wisdom to AC and the bonus is a dudge bonus.

    5) Damage reduction + ac bonus + d12 hit die gives too much survivability. I know that sounds a bit inane, but this guy is going to be impossible to hit and impossible to hurt. I would say dive the player the option to choose between DR and AC bonus -- are you the guy who is too hard to hit, or are you the guy who can take it and smile?

    In practice, they arent as survivable as you might think. Having played one, I was constantly nearly dead. If anything I was thinking about giving them DR sooner than they get it already.

    6) Armor Mastery is good.

    7) Defensive strike is very well done (does it stack with flanking?)

    I dont see why it wouldnt. It works just like any other attack of opportunity.

    8) Hide in plain sight makes a lot of sense

    Ninja-esque

    9) What is twinned summoning (look on the grid'o'stats)

    Oops. I copied the table from another class of mine, lemme fix it...

    Hope this helps...a lot of great ideas here.
    Thanks for the input. I'm going to be late for work if I edit things now though, so expect a few changes later on.
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    Default Re: Yojimbo - Bodyguard base class [3.5]

    I agree with the fact that these guys seem kinda over-the-top on survivability. You can wear heavy armor, get an AC bonus that is better than the monks(although you dont get wisdow to AC), you have DR(although it's not that much, so this probably isn't too bad), and you ALSO have a d12 HD. unless you're standing around with large size+reach weapon and taking hits for the whole party, you're not very likely to come close to death, ever.
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    Default Re: Yojimbo - Bodyguard base class [3.5]

    Quote Originally Posted by Jarrick View Post
    Harmís way (ex): Beginning at 1st level, the yojimbo may elect to place herself in the path of danger in order to protect her single charge. Any time that you are within 5 feet of your charge, and your charge suffers an attack, you may switch places with your charge and receive the attack in his place as a free action that may be taken even when it isn't your turn. You must declare this before the attack roll is made. This movement does not provoke attacks of opportunity. You select your charge when you roll initiative, and it is a free action to do so. You may not change your charge for the duration of that combat.
    I missed the text in this ability about how to select your charge the first time around. Almost feel like the stuff about how you select your charge should be listed separately, since many abilities besides this one work off whoever your charge is.

    Also, someone already mentioned that the DR needs clarification on what penetrates it...I would say it should be DR/-, and maybe add text saying that it can stack with DR from armor.

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    Default Re: Yojimbo - Bodyguard base class [3.5]

    Quote Originally Posted by AyeGill View Post
    I agree with the fact that these guys seem kinda over-the-top on survivability. You can wear heavy armor, get an AC bonus that is better than the monks(although you dont get wisdow to AC), you have DR(although it's not that much, so this probably isn't too bad), and you ALSO have a d12 HD. unless you're standing around with large size+reach weapon and taking hits for the whole party, you're not very likely to come close to death, ever.
    I'm part of Jarricks RL dnd group and despite everything they get, the survivability for these guys is about right honestly. If you have a charge then your taking the damage of 2 different chars and that adds up pretty quick. he played tested one while I was DMing with what was essentially a spirit shamen as a charge and was dropped below 1/4 HP a couple times before the end of the battle.
    Now I do whole heartedly agree its a bit much without a charge but then you get into a whole nother set of problems.

    The biggest weaknesses with this class is multiple enemies, magic, and reach weapons. I specifically remember a Dr. Necro boss who used a summon moster spell along with a couple zombies and if it hadn't been for an Invisibility spell he woulda died.
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    Default Re: Yojimbo - Bodyguard base class [3.5]

    Quote Originally Posted by Antonok View Post
    I'm part of Jarricks RL dnd group and despite everything they get, the survivability for these guys is about right honestly. If you have a charge then your taking the damage of 2 different chars and that adds up pretty quick. he played tested one while I was DMing with what was essentially a spirit shamen as a charge and was dropped below 1/4 HP a couple times before the end of the battle.
    Now I do whole heartedly agree its a bit much without a charge but then you get into a whole nother set of problems.

    The biggest weaknesses with this class is multiple enemies, magic, and reach weapons. I specifically remember a Dr. Necro boss who used a summon moster spell along with a couple zombies and if it hadn't been for an Invisibility spell he woulda died.
    Well, yeah, he's going to come close to death -- thats his job. Honestly, if the character wasn't reduced to 0 hp at some point, that might signal a bit of a power imbalance -- essentially,the character is a temp hp buffer for your caster.

    That isn't a bad thing, but I think it does indicate that you have to be selective of what attacks you choose to block.

    Also, why would the character take the damage if he had Deflect Attack? By the time you get it, you are looking at a Deflect Attack save of +4 to +8 for an unbuffed human. By level 10 you are looking at +12 to +16 for a DC 20 save. That you can use as a free action. Without limit. So you are really only taking damage from area effect attacks, which you would take damage from anyway.

    I fully support the idea that there should be a way to block reach attackers, and Deflect Attack isn't too bad as long as there is some kind of times/round limit, or the DC becomes harder.

    Would a class feature that adds effective reach be out of the question?

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    Default Re: Yojimbo - Bodyguard base class [3.5]

    There is a once/round limit on Deflect Attack.
    Last edited by blackmage; 2011-01-04 at 04:23 PM.

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    Default Re: Yojimbo - Bodyguard base class [3.5]

    Ok, fixed a few typos and errors, clarified damage reduction (Blame barbarian ) and separated the Charge information. I couldnt find the copypasta problem in trapfinding though.

    You can block attackers with reach weapons, btw, you just cant necessarily make defensive strikes against them.

    Does the dodge bonus need to go down? Because I was thinking +1 per 4 levels.

    Also, just for the record, since I dont want credit that isnt due, I gleaned a lot of inspiration for this class from the Devoted Defender PrC in Sword and Fist, modified only slightly, mostly for clarity.

    I imagine this class appealing to a different audience than most, since it's all about helping others survive and do their thing, rather than playing "Rocket tag" as some people like to say. I think it's a cool archtype, and an interesting one to roleplay; following another player's PC around and saying "I am yours to command" or as was frequently the case with my character due to being unconscious "I'm sorry, I've failed you, my lord".

    Would anyone care to guess where this thing stands tier-wise?
    Last edited by Jarrick; 2011-01-04 at 06:17 PM.
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    Default Re: Yojimbo - Bodyguard base class [3.5]

    Looking better!

    I think AC up to +4 would be pretty good.

    I'm kinda new to the whole tier thing, but by itself I think that this is a high 4 or a low 3.

    The defensive class features are great, and a realtively unique to the class -- there is magic that shares damage, but I don't see it used as often or as successfully.

    I'm not sure if that makes it 3, since 3's tend to have multiple combat options and this is almost the reverse -- multiple defense options.

    The skills points are pretty great, which might qualify it for 4 alone (though a lack of UMD tends to drag otherwise great skill lists down).

    All in all, very solid.

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    Default Re: Yojimbo - Bodyguard base class [3.5]

    Thanks for all the kind comments.

    I Added something I forgot at 5th level. They gain Stand Still as a bonus feat to aid in blocking off doors and hallways to allow his charge to escape from bad situations.

    Edit: Also changed the dodge bonus. And did a little reformatting.
    Last edited by Jarrick; 2011-01-04 at 10:43 PM.
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    Default Re: Yojimbo - Bodyguard base class [3.5]

    Just had an idea that might replace the current speed bonus. As an immediate action, the Yojimbo can move X feet as long as he ends up adjacent to his charge. This would let him block an enemy from closing to melee range, by moving into the space the enemy is trying to reach. Would also let him keep pace with his charge more easily, and use Full Attacks while still getting to move around. A range of 10 feet/5 levels seems reasonable to me.

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    Default Re: Yojimbo - Bodyguard base class [3.5]

    Quote Originally Posted by blackmage View Post
    Just had an idea that might replace the current speed bonus. As an immediate action, the Yojimbo can move X feet as long as he ends up adjacent to his charge. This would let him block an enemy from closing to melee range, by moving into the space the enemy is trying to reach. Would also let him keep pace with his charge more easily, and use Full Attacks while still getting to move around. A range of 10 feet/5 levels seems reasonable to me.
    Thats quite good. Also nice for setting up flanks.

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    Default Re: Yojimbo - Bodyguard base class [3.5]

    Arrgh, I've started thinking about how to design such a bodyguard class. Its distracting me from other homebrew. Darn you, Jarrick! Darn you!

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    Default Re: Yojimbo - Bodyguard base class [3.5]

    Nice to hear I've got you thinking.

    I like the idea about the movement. I'll put it in later this evening.

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    Last edited by Jarrick; 2011-01-05 at 08:17 PM.
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    Default Re: Yojimbo - Bodyguard base class [3.5]

    Ok, so just a couple of quick questions before I make that change. I need opinions.


    Do you think the movement should provoke attacks of opportunity?

    Does the movement count against the yojimbo's normal movement for that round?

    And lastly, if I add this, do you think I should remove their defensive maneuvering ability?
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    Default Re: Yojimbo - Bodyguard base class [3.5]

    Quote Originally Posted by Jarrick View Post
    Do you think the movement should provoke attacks of opportunity?
    I think it should act like normal movement in all ways possible. He's moving normally, just using a different action to do so.

    Does the movement count against the yojimbo's normal movement for that round?
    I think the movement should be separate from his normal movement, and either let him move his normal land speed, or else a separate, specified total (such as 10 ft/5 levels).

    And lastly, if I add this, do you think I should remove their defensive maneuvering ability?
    They seem to be accomplishing the same purpose, but I think this is cleaner rule-text-wise than the current defensive maneuvering. (When during the charge's turn can they move, whenever they want? only at start or end? What if the character has extra move actions from some source?) I also think this is stronger, since you don't have to sacrifice standard/move actions for it.
    Last edited by blackmage; 2011-01-05 at 08:31 PM.

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    Default Re: Yojimbo - Bodyguard base class [3.5]

    Eh it's kinda lackluster. Also, I don't know how everyone is seeing DR5/- at level 20 as overpowered. Even with all of the other abilities in mind I would suggest making the DR equal to half class level if durability is what you're after. Finally you desperately need a capstone.

    I would suggest adding more interesting class features, and that you use this class as inspiration. Maybe not taking directly from it, but at least see how it was executed so players will actually have a reason to take that next level.

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    Default Re: Yojimbo - Bodyguard base class [3.5]

    For the capstone, I was considering something similar to the Loyalty Beyond Death ability of the Knight class, but havent gotten around to it yet. I'm tired right now, so I dont think I'll get around to making any changes tonite, but I definately will tomorrow, so my apologies to those of you still following at home.
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    Default Re: Yojimbo - Bodyguard base class [3.5]

    Changes up. I left in the Defensive Maneuvering ability, because it's more advantageous for the Yojimbo to move on his charge's turn, and because the Sudden Movement seems like a small amount of movement to me. I'll clarify how it works later.

    I also need a mechanic for the capstone (Loyalty beyond death, like Knight), since these guys dont have "daily uses" to give up like the Knight has. Also, along those same lines, I was considering throwing in Endurance and Diehard as free feats at certain levels. What levels (if at all) would be good?

    @ nanoblack - Re:Damage reduction, yeah, I know what you mean, especially given what a Dread Necro gets, and the fact that the yojimbo's DR was basically stolen from the barbarian.
    Last edited by Jarrick; 2011-01-06 at 05:50 PM.
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