TEKIYA "Everyone lives by selling something." The Tekiya are itinerant peddlers, wandering merchants who traveled from one market or festival to another setting up their carts and portable stalls. Think of them as Japanese carnies and snake oil salesmen. Coming from lower castes they were forced to band together for protection, and together with the Bakuto eventually formed what would become the modern Yakuza when they started drifting into protection rackets. Most Tekiya came from the Burakumin caste, people who were considered unclean by the Shinto religion because of their association with professions relating to death such as leatherworking, killing animals, and butchering meat. Some also came from the Hinin (literal translation 'non-human') who were expelled from society because it was believed their crimes could taint the community as a whole. Since no one wanted the jobs they had, they quickly gained monopolies on them, and weren't even taxed since taxes were levied on rice, which they didn't possess. They were forced to live in their own towns or earn livings as itinerant salesman, performers, street cleaners, or hired guards. Eventually they began to organize, and their heads even gained the right to carry Wakizashi. Some even bought their way into Samurai clans fallen on hard times.
MAKING A TEKIYA You have no social position for the most part, you have no real formalized training, and your only real defense is begging because you aren't really a fighter. You will have to rely on being quick, and dirty, and mean. The rules don't apply to you, so you don't abide by them. It's legal to kill or mistreat you, so why bother showing the outside world any mercy?
Abilities: Charisma is all-important to you since so many of the skills you will need for survival are based on it. Dex and Wis will also be of great importance, and a Con will be nice considering your constant exposure to the elements and not having enough food.
Races: Mostly human, though if the Japanese could be moved to accept non-humans they might be included in the Tekiya.
Alignment: Tekiya cannot be Good, and most are neither Lawful nor Chaotic (though some do have Lawful tendencies due to the organizational style).
Starting Wealth: +(1d4)
Reputation: +0
Starting Age: Same as Rogue.
Edo Period Caste: If using the optional Edo period caste system, the Tekiya are strictly Eta or disreputable Hinin.
Class Skills The Tekiya's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Geography, Local)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skills Per Day at 1st Level : (8 + int)x4
Skills Per Day at Each Additional Level : 8 + int
Hit Dice: d8
[b] BAB Fort Ref Will Abilities[/b]
1. +0 +0 +2 +2 Salesmanship, Ki Pool, Ki Abilities
2. +1 +0 +3 +3 Slippery
3. +2 +1 +3 +3 Specialty
4. +3 +1 +4 +4 Salesmanship
5. +3 +1 +4 +4 Slippery
6. +4 +2 +5 +5 Specialty
7. +5 +2 +5 +5 Salesmanship
8. +6 +2 +6 +6 Slippery
9. +6 +3 +6 +6 Specialty
10.+7 +3 +7 +7 Salesmanship
11.+8 +3 +7 +7 Slippery
12.+9 +4 +8 +8 Specialty
13.+9 +4 +8 +8 Salesmanship
14.+10 +4 +9 +9 Slippery
15.+11 +5 +9 +9 Specialty
16.+12 +5 +10 +10 Salesmanship
17.+12 +5 +10 +10 Slippery
18.+13 +6 +11 +11 Specialty
19.+14 +6 +11 +11 Salesmanship
20.+15 +6 +12 +12 Professional Liar
Weapon Proficiencies: Tekiya are proficient with Light armor. They may choose 6 weapons from the Yakuza list, and 1 exotic weapon.
Ki Pool (Ex): At 1st level the Tekiya first begins to learn to channel his Ki to perform acts he would be otherwise unable to do. He may use his Ki a number of times per day equal to his Charisma Modifier (whichever is greater) plus once more per day for each level of tekiya he takes.
Ki Abilities (Ex): By tapping the power of his Ki a Tekiya can enhance his abilities in life. A Tekiya learns one new use for his Ki Pool at each level if he meets the prerequisites. If a Tekiya multi-classes into a PrC that allows him to continue to learn Ki Abilities, he may still choose Ki Abilities from the Tekiya Class list if he meets the prerequisites. At 1st level he may expend up to 1 daily use of his Ki Abilities per round, and the benefits from the Ability last for 1 round. This increases to twice per round at level 6 (with a duration of the entire encounter), and 3 times per round at level 13 (with a duration of 1 day). Ki abilities are skills the Tekiya has trained to perfection, and despite being more than natural, they are not vulnerable to Antimagic Fields and as such are Exceptional Abilities unless it is noted otherwise. They generally either reflect specific combat maneuvers from a school of martial arts, an enhanced use of a skill, or an enhanced use of a Feat. A Tekiya may choose from the following School Ki Abilities:
Salesmanship: The Tekiya is a criminal occupation primarily, and players can receive training at various unethical activities as long as they remain Tekiya. It gives you Bonus Feats at levels 1, 4, 7, 10, 13, 16, and 19 that you meet the prerequisite for.
Slippery (Ex): At 2nd level the Yakuza gains Lightning Reflexes as a Bonus Feat.
At 5th level the Yakuza gains Dive for Cover as a Bonus Feat (see Complete Arcane).
At 8th level gains Run Like Hell. Once per round when targeted by an effect that requires a Willpower or Fortitude Saving Throw, the Yakuza may opt to use a Reflex Save instead.
At 11th level the Yakuza can make a Concentration Check to temporarily ignore any Stun or Daze effect for a number of rounds equal to his Dexterity Modifier. The Check DC is equal to the original Save DC of the effect.
At 14th level the Yakuza gains a +4 Resistance Bonus on Opposed Checks as well as a +10' increase in Base Land Speed when he is Shaken, Frightened, or Panicked.
At 17th level if the Yakuza makes a successful Reflex Saving Throw against something that allows a Save for Partial Effect he takes no effect instead, and a Partial Effect if he fails the Save.
Specialty (Ex): Beginning at 3rd Level the Tekiya chooses one of the following specialties: Medicine Maker, Security, Fence, and Salesmen. Medicine Makers are doctors or pharmacists fallen on hard times who make a living as snake oil salesmen, or who heal criminals for a price. To qualify the Tekiya must have ranks in Craft (Medicine, Poison), and Heal. Security provides security for fairs and festivals, and occasionally hire out as guards for towns who have trouble. To qualify the Tekiya must have ranks in Intimidate, Listen, and Spot. Fences are exactly what the term implies: buyers and movers of stolen merchandise. To qualify the Tekiya must have ranks in Bluff, Knowledge (Local), and Sense Motive. Salesmen are the actors at fairs and markets who move shoddy or stolen goods to the public (either for themselves or for Fences).
At 3rd Level
At 6th Level
At 9th Level
At 12th Level
At 15th Level
At 18th Level
Professional Liar (Ex): At 20th level the Tekiya has finally succeeded in promotion and become one of the local bigwigs (with all the perks and limitations that bears). All allies within 60' gain a +2 Circumstance Bonus to Diplomacy Checks (+4 if they have at least 1 level of Tekiya). If you have the Leadership Feat your Leadership score increases by an amount equal to your Charisma Modifier, but only when it applies to Cohorts/Followers with at least 1 level of Tekiya. You also gain the legal right to carry a Wakizashi.
PLAYING A TEKIYA You're a liar and a thief. Sometimes you might be slightly virtuous in helping a town against some of the more brutal Samurai by playing the part of trickster or blackmailer, but you're still a swindler. And you still won't get official respect for what you've done. Calling you bitter might be something of an understatement... For this reason you are expected to conform. Survival depends on doing what you're told by the boss immediately and without question. Associating with outsiders leads to trouble.
Religion: The Shinto religion treats your people pretty badly, as do most schools of Buddhism. If you could be moved to religion (which is unlikely) you might go for Pure Land.
Other Classes: Other classes hate and spit on you with the exception of fellow criminals, who will kill you for being a rival or exploit you as an asset.
Combat: Combat isn't your thing, you aren't trained for it. You either fight in groups, or stab people in the back, or poison their sake.
Advancement: Tekiya supposedly began the tradition of Oyabun (boss), Kobun (Under bosses), and followers. If you're still a follower, your path is decided for you. If the Tekiya blacklist you into exile, you've nowhere to go but the afterlife.
TEKIYA IN THE WORLD "There's enough filth on my robes without you touching them.” The priests call you ritually unclean. The peasants call you thieves but want your help against the Samurai. The Samurai call you vermin, but need you to perform tasks they can't in times of war. The other criminals see you as rivals for a small pool of resources. In short, life is not good to you.
Daily Life: Your life is spent traveling from one town festival to another, avoiding bandits, wars, monsters, and harsh weather. During breaks you craft goods or prepare for your act. Whatever it is you do to earn money.
Notables:
Organizations: The Tekiya are fairly well organized, and eventually when they put down roots they quickly blossom into criminal groups once all other avenues of making a living are denied them. Most of them are organized along clan lines, but they will accept fellow outcasts at times if one can somehow gain their trust.
NPC Reaction NPC's see you as a criminal, a less than human monster, a pawn who is expendable, etc. You have no allies but for fellow Tekiya.
TEKIYA IN THE GAME This assumes you are a societal outcast, hated and reviled. This could cause in-game conflict if all the other PC's aren't criminals as well.
Adaptation: This is meant for a fairly dark campaign. Life for you is pretty bad. It can be adapted to a more light hearted one, but generally life is suffering for you.
Encounters: Tekiya are generally encountered traveling from one place to another or at local festivals (or in outcast towns).
EPIC TEKIYA Hit Die: d6
Skills Points at Each Level : 8 + int
Class Ability Class Ability.
Bonus Feats: The Epic Tekiya gains a Bonus Feat every x levels higher than 20th