Yojimbo

Yojimbo are highly trained bodyguards favored by nobles and warlords. Yojimbo who follow the order of the warrior loyally guard a single master, while ronin serve whoever can pay for their protection.

Table: The Yojimbo

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st+1+2+0+2Adamant resolve, ancestral weapon, challenge, zeal
2nd+2+3+0+3Ancestral scion (1st), least legendary abilities
3rd+3+3+1+3Armor mastery +1, vigilant strike
4th+4+4+1+4Ancestral scion (2nd)
5th+5+4+1+4Sentinel’s imposition
6th+6/+1+5+2+5Ancestral scion (3rd)
7th+7/+2+5+2+5Armor mastery +2, shouted challenge
8th+8/+3+6+2+6Ancestral scion (4th)
9th+9/+4+6+3+6Enduring resolve, guardian’s toughness
10th+10/+5+7+3+7Ancestral scion (5th), moderate legendary abilities
11th+11/+6/+1+7+3+7Armor mastery +3 (1/2 touch AC), honorable stand
12th+12/+7/+2+8+4+8Ancestral scion (6th)
13th+13/+8/+3+8+4+8Roaring challenge, warden's resilience
14th+14/+9/+4+9+4+9Ancestral scion (7th)
15th+15/+10/+5+9+5+9Armor mastery +4, greater enduring resolve
16th+16/+12/+6/+1+10+5+10Ancestral scion (8th)
17th+17/+12/+7/+2+10+5+10Greater warden's resilience
18th+18/+13/+8/+3+11+6+11Ancestral scion (9th), greater legendary abilities
19th+19/+14/+9/+4+11+6+11Armor mastery +5 (full touch AC), thundering challenge
20th+20/+15/+10/+5+12+6+12Ancestral scion (10th), yojimbo champion
Hit Die: d10
Class Skills (4 + Int modifier per level): Arms Lore, Insight, Intimidate, Linguistics, Perception, Persuasion, Profession, and Streetwise

Class Features

A Yojimbo does not gain the Banner, Improved Banner, Greater Banner, War Banner, and Battlefield Champion class features.

Class Skills

You lose Academics and Handle Animal as class skills but gain Perception and Streetwise.

Challenge

At 1st level, whenever you issue a challenge, you can select one ally within 60 feet as your ward for the duration of the challenge. Whenever you are adjacent to your ward, you can step into an attack against your ward and take the damage yourself. All damage you take in the place of your ward must be added to your delayed damage pool. Any damage you can’t absorb in this way is dealt to your ward as normal.

For example, a 5th-level samurai can normally delay up to 15 points of damage and could absorb 15 damage from an attack against his ward. However, if he has already delayed 7 points of damage, then he can only reduce the damage his ward takes by 8 points, the maximum amount he is able to add to his delayed damage pool.

This modifies the Challenge ability.

Armor Mastery

At 3rd level, you gain Armor Mastery as a Fighter. This functions exactly as the armor master ability of the fighter using your samurai level as your fighter level. If you have at least 3 levels in fighter, your samurai and fighter levels stack to determine the benefits of your armor mastery.

Sentinel’s Imposition

At 5th level, when an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC against that attack.

If the adjacent ally is your ward, you may also spend a point of zeal as an immediate action to switch places with them, becoming the new target of the attack.

Guardian’s Toughness

Beginning at 9th-level, when you designate your ward, you gain temporary hit points equal to your samurai class level plus your Charisma bonus. These temporary hit points last for the duration of the challenge.

When you use your Sentinel’s Imposition ability to take the place of your ward, these temporary hit points are refreshed, but they cannot be refreshed more than once per round.

Warden's Resilience

When you use your Sentinel’s Imposition ability to take the place of your ward, you gain damage reduction 10/— and energy resistance 10 against that attack. For purposes of stacking damage reduction, this is considered a bonus from an esoteric effect.

At 17th level, the damage reduction and energy resistance from this ability both increase to 20.

Yojimbo Champion

At 20th level, you become the ultimate bodyguard. You can use your sentinel’s imposition ability on your ward as long as your ward is within 20 feet, and when absorbing damage for your ward, the damage you add to your delayed damage pool is reduced by half, allowing you to take twice as much damage as normal when defending your ward.

While you have an active challenge, you can spend zeal to continue fighting even when your wounds should claim your life. You can spend 1 point of zeal as a free action to remove 10 damage from your delayed damage pool and may spend multiple points in this way on your turn.

In addition, you gain zeal points each day based on your total samurai level rather than only half.