14101
Uncle Kittie's Guide to the Orient / Re: Prestige Classes
« on: January 08, 2012, 10:09:14 PM »
KABUKIMONO
"In a quarrel, the higher voiced person will win. "
Kabukimono were wondering gangs of Ronin who dressed in flamboyant yellow and blue clothing while wearing women's kimono's as cloaks. Many had fancily engraved weapons, odd hairstyles, facial hair, and some even wore makeup. They were stereotyped as violent, rude, prone to swearing and using slang. Many Yakuza legends say the Yakuza started as protectors for the townsfolk against marauding Kabukimono who preferred to dine and dash or commit random murder (though many also believe the Kabukimono may have been the precursor to the Yakuza as well).
BECOMING A KABUKIMONO
Being a former Samurai and a general sociopath is all that's required.
ENTRY REQUIREMENTS
BAB: +6
Feats:
Skills: Bluff 4 ranks, Diplomacy 4 ranks, Intimidate 4 ranks, Knowledge (Local) 4 ranks, Listen 4 ranks, Sense Motive 4 ranks
Class Abilities: Imposing Presence (Staredown)
Special: Must have fled or been exiled from the service of your Lord (being exiled is far more common). Usually for having disobeyed an order or dishonorable behavior. Must have at least 1 level in the Samurai Class.
Class Skills
The Kabukimono's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, Nobility & Royalty)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level : 4 + int
Hit Dice: d10
Weapon Proficiencies: A place to put the different proficiencies.
Put all the different class abilities in here!
Ki Pool: The Kabukimono's class levels stack with his Samurai levels for purposes of determining how many times per day he can use his Ki Pool and for how many Ki Abilities he has learned. A Kabukimono may choose from the following School Ki Abilities:
Criminal (Ex):
Intimidating Blade (Ex):
Connections (Ex):
Gang Leader (Ex):
PLAYING A KABUKIMONO
Samurai live a sheltered, repressed existence. You are required to act and think and behave a certain way with no deviation. At some point you snapped and said screw this, and decided to turn your back on not only Bushido but society itself. You now take what you want, when you want, and kill anyone who says otherwise.
Combat: You don't quite have the access to the training or equipment or men you used to have, but on the plus side you have ample opportunity to test your skills daily against whomever you encounter. You may have to since just about everyone hates you and wants you dead.
Advancement: You may eventually become a crime lord of some sort if you can avoid capture. At best you may become a petty warlord, but that may attract forces you can't deal with.
Resources: As you are now Ronin, you pretty much have available whatever you can take by force. Since you travel with a gang of like minded fellows this isn't as hard as it seems so long as you don't push your luck too much by embarrassing someone with the money to swat you.
KABUKIMONO IN THE WORLD
“The inarticulate speak longest”
A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.
NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.
KABUKIMONO IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.
Sample Encounter
EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.
Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions
EPIC KABUKIMONO
Hit Die: dx
Skills Points at Each Level : x + int
Class Ability
Class Ability
Bonus Feats: The Epic Kabukimono gains a Bonus Feat every x levels higher than 20th
"In a quarrel, the higher voiced person will win. "
Kabukimono were wondering gangs of Ronin who dressed in flamboyant yellow and blue clothing while wearing women's kimono's as cloaks. Many had fancily engraved weapons, odd hairstyles, facial hair, and some even wore makeup. They were stereotyped as violent, rude, prone to swearing and using slang. Many Yakuza legends say the Yakuza started as protectors for the townsfolk against marauding Kabukimono who preferred to dine and dash or commit random murder (though many also believe the Kabukimono may have been the precursor to the Yakuza as well).
BECOMING A KABUKIMONO
Being a former Samurai and a general sociopath is all that's required.
ENTRY REQUIREMENTS
BAB: +6
Feats:
Skills: Bluff 4 ranks, Diplomacy 4 ranks, Intimidate 4 ranks, Knowledge (Local) 4 ranks, Listen 4 ranks, Sense Motive 4 ranks
Class Abilities: Imposing Presence (Staredown)
Special: Must have fled or been exiled from the service of your Lord (being exiled is far more common). Usually for having disobeyed an order or dishonorable behavior. Must have at least 1 level in the Samurai Class.
Class Skills
The Kabukimono's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, Nobility & Royalty)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level : 4 + int
Hit Dice: d10
Code: [Select]
[b] BAB Fort Ref Will Abilities[/b]
1. +1 +0 +2 +2 Criminal, Ki Pool
2. +2 +0 +3 +3 Intimidating Blade
3. +3 +1 +3 +3 Connections
4. +4 +1 +4 +4 Criminal
5. +5 +1 +4 +4 Intimidating Blade
6. +6 +2 +5 +5 Connections
7. +7 +2 +5 +5 Criminal
8. +8 +2 +6 +6 Intimidating Blade
9. +9 +3 +6 +6 Connections
10.+10 +3 +7 +7 Gang Leader
Weapon Proficiencies: A place to put the different proficiencies.
Put all the different class abilities in here!
Ki Pool: The Kabukimono's class levels stack with his Samurai levels for purposes of determining how many times per day he can use his Ki Pool and for how many Ki Abilities he has learned. A Kabukimono may choose from the following School Ki Abilities:
Criminal (Ex):
Intimidating Blade (Ex):
Connections (Ex):
Gang Leader (Ex):
PLAYING A KABUKIMONO
Samurai live a sheltered, repressed existence. You are required to act and think and behave a certain way with no deviation. At some point you snapped and said screw this, and decided to turn your back on not only Bushido but society itself. You now take what you want, when you want, and kill anyone who says otherwise.
Combat: You don't quite have the access to the training or equipment or men you used to have, but on the plus side you have ample opportunity to test your skills daily against whomever you encounter. You may have to since just about everyone hates you and wants you dead.
Advancement: You may eventually become a crime lord of some sort if you can avoid capture. At best you may become a petty warlord, but that may attract forces you can't deal with.
Resources: As you are now Ronin, you pretty much have available whatever you can take by force. Since you travel with a gang of like minded fellows this isn't as hard as it seems so long as you don't push your luck too much by embarrassing someone with the money to swat you.
KABUKIMONO IN THE WORLD
“The inarticulate speak longest”
A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.
NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.
KABUKIMONO IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.
Sample Encounter
EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.
Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions
EPIC KABUKIMONO
Hit Die: dx
Skills Points at Each Level : x + int
Class Ability
Class Ability
Bonus Feats: The Epic Kabukimono gains a Bonus Feat every x levels higher than 20th