Yamabushi
“Choosing between two evils is still choosing evil. Pick your battles, and pick them well, for the glory of the Chantry.”
-Hitsune Romaa, Yamabushi Superior
Starting Wealth : 4d6 × 15 Koi. In addition, each character begins play with an outfit worth 20 Koi or less and a free one-handed weapon worth 100 K or less.
Lore : Some people have been given the great privilege to look into the Font of Light, hidden deep in Totori lands. These warriors, the Yamabushi, have been trained to wield the magics of the light rune and wander the lands to assist where needed. Many of these bushi gave up their estates and other goods to follow the Templar Code of Light, a reinterpretation of the Bushi Code with heavy emphasis on selflessness, sacrifice, and with goals ranging from helping beggars and healing the sick to solving arcane corruption and hunting down renegade Sorcerers.
Alignment: Must begin Lawful/Good, Neutral/Good or Lawful/Neutral. Their alignment may change later, but they may possibly lose their status as Nobility and the Detect Evil spell if they stray to any Chaotic or Evil alignments.
Nobility : Yamabushi are part of the nobility. At such, they get the Nobility feat in addition to their starting feat. Levels in the Yamabushi class can only be taken by characters who have the Nobility feat. More information on Nobility here.
Hit Dice: D10
Class Skills : The Yamabushi's class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hojojutsu (Dex), Knowledge (nobility) (Int),Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
Weapon and Armour Proficiency: Yamabushi are proficient with all simple and martial weapons, with all types of armour (heavy, medium, and light), and with shields (except tower shields).
Class Features : All of the following are class features of the Yamabushi.
Detect Evil (Sp): At will, Detect Evil.
Channelling: Yamabushi do not cast spells as such. Instead, they channel the power of the Font of Light directly. Channelling abilities require the expenditure of Chi points, much like casting spells, and are counted as Light spells when interacting with other effects that affect magic and runecasting. The Yamabushi may expend a number of Chi points per turn equal to their level plus their Charisma modifier. Channelling does not expand any Runestones and is considered Divine magic.
Active Spirit: At level 1, the Yamabushi gains Active Spirit as a bonus feat.
Light: At level 1, the Yamabushi can use Channelling to imbue their attacks with the power of Light. Before rolling to hit, they may declare they are Channelling Light and state a number of Chi points. If the attack hits an Undead or Outsider [Evil] target, they suffer an additional 1d6 points of damage for every Chi point the Yamabushi expended to empower the ability.
Life: At level 2, the Yamabushi can use Channelling to turn the power of Light against the suffering in a basic form. By touching a target (this requires a touch attack if the target is unwilling), they may heal the target by a number of HP equal to 5 per Chi point expended.
Sacred Grace: At level 2, the Yamabushi comes under the protection of Light. They add their Charisma bonus to all saving throws.
Aura of Courage (Su): At 3rd level, a Yamabushi is immune to fear (magical or otherwise). Each ally within 10 feet of them gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the Yamabushi is conscious, not if they are unconscious or dead.
Sacred Health (Ex): At 3rd level, a Yamabushi is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Su): At 3rd level, and every three levels thereafter, a Yamabushi can select one mercy. Each mercy adds new form of Channelling to the Yamabushi's ability. The Yamabushi activates a Mercy by touching a target – unwilling targets require a touch attack. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
At 3rd level, the Yamabushi can select from the following initial mercies, which require one Chi point to use.
Wave (Su): When a Yamabushi reaches 4th level, she gains the ability to use Channelling to cast two spells, using their character level in place of a Spellcraft check. The spells are Burst of Light (Light core, Earth range, Water shape) and Healing Wave (Life core, Earth range, Water shape).
Improved Light: At level 4, the Yamabushi's Light ability improves. It affects any Evil creature, not just Undead and Outsiders with the Evil subtype.
Sacred Bond (Sp): At level 5, the Yamabushi's bond to the Font of Light deepens. They begin to glow, shedding light as a candle. In addition to casting light, the glow provides a bonus to their Armour Class equal to their Charisma modifier. Any Undead or Outsider with the Evil subtype that physically touches the Yamabushi takes d3 damage and must pass a Fortitude save (DC 10 + Yamabushi's casting attribute) or immediately flinch back, failing to make contact. The Yamabushi may suppress this glow at will, although its defensive properties are also disabled when doing so.
Growing Light: At level 7, the Yamabushi's Light ability improves. They may add their Charisma bonus to their attack roll when Channelling Light.
Aura of Resolve (Su): At 8th level, a Yamabushi is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the Yamabushi is conscious, not if she is unconscious or dead.
Burning Light: At level 10, the Yamabushi may elect to convert half of the damage dealt by their Channelling abilities to Fire damage. This Fire damage affects all targets, not only those of Evil alignment.
Aura of Justice (Su): At 11th level, a Yamabushi can expend Chi points to grant their Light ability to allies within 10 feet, including two Chi points with which to activate the ability. Allies must use this smite evil ability by the start of the Yamabushi's next turn. Using this ability is a free action, and requires two Chi points per ally affected. Evil creatures gain no benefit from this ability.
Chi Boost: At level 13, and every three levels thereafter, the Yamabushi gains the ability to spend Chi points on a one for one basis to enhance one of their ability scores. At level 13, they may boost their Strength score. At level 16, they may boost their Constitution score. At level 19, they may boost their Charisma score. The boost lasts for a number of rounds equal to the Yamabushi's Constitution modifier.
Aura of Faith (Su): At 14th level, a Yamabushi's weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming Damage Reduction. This ability functions only while the Yamabushi is conscious, not if she is unconscious or dead.
Aura of Righteousness (Su): At 17th level, a Yamabushi gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects. This ability functions only while the Yamabushi is conscious, not if she is unconscious or dead.
Avatar of Light (Su): At 20th level, a Yamabushi becomes little more than a conduit for the power of Light. Their DR increases to 10/evil. Whenever they use Light and successfully strike an evil outsider, the outsider is also subject to a banishment, using the Yamabushi's level as the caster level (their weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever they use Light or Wave of Healing, they heal double the normal amount of damage compared to the number of Chi Points spent.
Class Table
“Choosing between two evils is still choosing evil. Pick your battles, and pick them well, for the glory of the Chantry.”
-Hitsune Romaa, Yamabushi Superior
Starting Wealth : 4d6 × 15 Koi. In addition, each character begins play with an outfit worth 20 Koi or less and a free one-handed weapon worth 100 K or less.
Lore : Some people have been given the great privilege to look into the Font of Light, hidden deep in Totori lands. These warriors, the Yamabushi, have been trained to wield the magics of the light rune and wander the lands to assist where needed. Many of these bushi gave up their estates and other goods to follow the Templar Code of Light, a reinterpretation of the Bushi Code with heavy emphasis on selflessness, sacrifice, and with goals ranging from helping beggars and healing the sick to solving arcane corruption and hunting down renegade Sorcerers.
Alignment: Must begin Lawful/Good, Neutral/Good or Lawful/Neutral. Their alignment may change later, but they may possibly lose their status as Nobility and the Detect Evil spell if they stray to any Chaotic or Evil alignments.
Nobility : Yamabushi are part of the nobility. At such, they get the Nobility feat in addition to their starting feat. Levels in the Yamabushi class can only be taken by characters who have the Nobility feat. More information on Nobility here.
Hit Dice: D10
Class Skills : The Yamabushi's class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hojojutsu (Dex), Knowledge (nobility) (Int),Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
Weapon and Armour Proficiency: Yamabushi are proficient with all simple and martial weapons, with all types of armour (heavy, medium, and light), and with shields (except tower shields).
Class Features : All of the following are class features of the Yamabushi.
Detect Evil (Sp): At will, Detect Evil.
Channelling: Yamabushi do not cast spells as such. Instead, they channel the power of the Font of Light directly. Channelling abilities require the expenditure of Chi points, much like casting spells, and are counted as Light spells when interacting with other effects that affect magic and runecasting. The Yamabushi may expend a number of Chi points per turn equal to their level plus their Charisma modifier. Channelling does not expand any Runestones and is considered Divine magic.
Active Spirit: At level 1, the Yamabushi gains Active Spirit as a bonus feat.
Light: At level 1, the Yamabushi can use Channelling to imbue their attacks with the power of Light. Before rolling to hit, they may declare they are Channelling Light and state a number of Chi points. If the attack hits an Undead or Outsider [Evil] target, they suffer an additional 1d6 points of damage for every Chi point the Yamabushi expended to empower the ability.
Life: At level 2, the Yamabushi can use Channelling to turn the power of Light against the suffering in a basic form. By touching a target (this requires a touch attack if the target is unwilling), they may heal the target by a number of HP equal to 5 per Chi point expended.
Sacred Grace: At level 2, the Yamabushi comes under the protection of Light. They add their Charisma bonus to all saving throws.
Aura of Courage (Su): At 3rd level, a Yamabushi is immune to fear (magical or otherwise). Each ally within 10 feet of them gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the Yamabushi is conscious, not if they are unconscious or dead.
Sacred Health (Ex): At 3rd level, a Yamabushi is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Su): At 3rd level, and every three levels thereafter, a Yamabushi can select one mercy. Each mercy adds new form of Channelling to the Yamabushi's ability. The Yamabushi activates a Mercy by touching a target – unwilling targets require a touch attack. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
At 3rd level, the Yamabushi can select from the following initial mercies, which require one Chi point to use.
- Fatigued: The target is no longer fatigued.
- Shaken: The target is no longer shaken.
- Sickened: The target is no longer sickened.
- Dazed: The target is no longer dazed.
- Diseased: The target is cured of disease if the Yamabushi passes a level check (d20 + class level) against the disease's DC.
- Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.
- Cursed: The target is relieved of a curse if the Yamabushi passes a level check (d20 + class level) against the curse's DC.
- Exhausted: The target is no longer exhausted. The Yamabushi must have the fatigue mercy before selecting this mercy.
- Frightened: The target is no longer frightened. The Yamabushi must have the shaken mercy before selecting this mercy.
- Nauseated: The target is no longer nauseated. The Yamabushi must have the sickened mercy before selecting this mercy.
- Poisoned: The target is cured of a poison if the Yamabushi passes a level check (d20 + class level) against the poison's DC.
- Blinded: The target is no longer blinded.
- Deafened: The target is no longer deafened.
- Paralysed: The target is no longer paralysed
- Stunned: The target is no longer stunned.
Wave (Su): When a Yamabushi reaches 4th level, she gains the ability to use Channelling to cast two spells, using their character level in place of a Spellcraft check. The spells are Burst of Light (Light core, Earth range, Water shape) and Healing Wave (Life core, Earth range, Water shape).
Improved Light: At level 4, the Yamabushi's Light ability improves. It affects any Evil creature, not just Undead and Outsiders with the Evil subtype.
Sacred Bond (Sp): At level 5, the Yamabushi's bond to the Font of Light deepens. They begin to glow, shedding light as a candle. In addition to casting light, the glow provides a bonus to their Armour Class equal to their Charisma modifier. Any Undead or Outsider with the Evil subtype that physically touches the Yamabushi takes d3 damage and must pass a Fortitude save (DC 10 + Yamabushi's casting attribute) or immediately flinch back, failing to make contact. The Yamabushi may suppress this glow at will, although its defensive properties are also disabled when doing so.
Growing Light: At level 7, the Yamabushi's Light ability improves. They may add their Charisma bonus to their attack roll when Channelling Light.
Aura of Resolve (Su): At 8th level, a Yamabushi is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the Yamabushi is conscious, not if she is unconscious or dead.
Burning Light: At level 10, the Yamabushi may elect to convert half of the damage dealt by their Channelling abilities to Fire damage. This Fire damage affects all targets, not only those of Evil alignment.
Aura of Justice (Su): At 11th level, a Yamabushi can expend Chi points to grant their Light ability to allies within 10 feet, including two Chi points with which to activate the ability. Allies must use this smite evil ability by the start of the Yamabushi's next turn. Using this ability is a free action, and requires two Chi points per ally affected. Evil creatures gain no benefit from this ability.
Chi Boost: At level 13, and every three levels thereafter, the Yamabushi gains the ability to spend Chi points on a one for one basis to enhance one of their ability scores. At level 13, they may boost their Strength score. At level 16, they may boost their Constitution score. At level 19, they may boost their Charisma score. The boost lasts for a number of rounds equal to the Yamabushi's Constitution modifier.
Aura of Faith (Su): At 14th level, a Yamabushi's weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming Damage Reduction. This ability functions only while the Yamabushi is conscious, not if she is unconscious or dead.
Aura of Righteousness (Su): At 17th level, a Yamabushi gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects. This ability functions only while the Yamabushi is conscious, not if she is unconscious or dead.
Avatar of Light (Su): At 20th level, a Yamabushi becomes little more than a conduit for the power of Light. Their DR increases to 10/evil. Whenever they use Light and successfully strike an evil outsider, the outsider is also subject to a banishment, using the Yamabushi's level as the caster level (their weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever they use Light or Wave of Healing, they heal double the normal amount of damage compared to the number of Chi Points spent.
Class Table
Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 |
Base Attack Bonus
+1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15+10/+5 |
Fort Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 |
Ref Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 |
Will Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 |
Abilities
Active Spirit, Channelling, Light, Aura of Law, Detect Evil Life, Sacred Grace Aura of Courage, Sacred Health, Mercy Wave, Improved Light Sacred Bond Mercy Chi Boost, Growing Light Aura of Resolve Mercy Burning Light Aura of Justice Mercy Chi Boost: Strength Aura of Faith Mercy Chi Boost: Constitution Aura of Righteousness Mercy Chi boost: Charisma Sacred Champion |