Yoritomo Elite Guard

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Requirements

Base Attack Bonus: +9

Feats: Soul of the Storm, Power Attack, Void Use, Way of the Mantis

Special: Must be invited to join the Yoritomo Elite Guard by the daimyo of the family or equivalent.

Summary

This class is similar to the Hida Elite Guard, however instead of focusing on Constitution the big focus of this class is the Strength stat. Not only do you immediately, upon taking a level into this class, get the ability to bolster your own strength, but also you soon gain the ability to add that strength to other important skills where it wouldn't usually apply. Your thirst for war becomes inexorable and you sacrifice everything for the ability to rush in and hurt your enemy before you can be hurt. This class is perfect for being a tank to help distract from the casters and be supported and buffed by them.

Role: DPS

Characteristics: Embodiments of war itself placing a high value on strength

Source: Way of the Samurai

Game Rule Information

The Yoritomo Elite Guard has the following game statistics.

Abilities: Strength is the Elite Guard's best friend if there is one stat that is the most important for this class it is strength. Constitution is also very important for staying alive and staying beefy.

Alignment: Any

Hit Die: d10

Starting Gold: N/A

Class Skills

The Yoritomo Elite Guard's class skills are Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Search (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points at 1st Level: (4 + Int modifier) × 4

Skill Points at Each Additional Level: 4 + Int modifier

Class Features

All of the following are class features of the Yoritomo Elite Guard.

Weapon and Armor Proficiency: A Yoritomo Elite Guard is proficient with whatever they were already proficient with prior to taking levels in this class.

Storms Never Fall Ex: At first level the Guardsman may call upon the power of the storms. Once per day, the character may add his class level to Strength modifier for one round.

Versatility in Strength Ex: At second level, the Guardsman's Strength modifier is added as a bonus to the following skills: Balance, Intimidate, Tumble, Use Rope.

Bonus Feat: At third level and again at fifth level the Yoritomo Elite Guardsman can select a feat from the following feats: Armor Focus, Depths of the Void, Cleave, Great Cleave, Improved Bull Rush, and any Mantis or all clan techniques.

Essence of War Ex: At fourth level, the Guardsman learns to attack relentlessly, to the exclusion of defense. When using the full attack action, the character may accept up to a -5 penalty to his AC to gain the same number added as a bonus to all his melee attack rolls that round.

Table 1-1: Yoritomo Elite Guard Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special
1st +1 +2 +2 +0 Storms never fall
2nd +2 +3 +3 +0 Versatility in strength
3rd +3 +3 +3 +1 Bonus feat
4th +4 +4 +4 +1 Essence of war
5th +5 +4 +4 +1 Bonus feat