Yamabushi (Monk Archetype)

These warrior monks are ascetic practitioners of a religion influenced by elements of both ascetism and polytheism. Yamabushi, like the kenza, study the more esoteric forms of ascetism. Though they live a solitary life in the pursuit of their religion, they have been known to ally themselves with certain temples, orders of sohei, or samurai. Their faith places a heavy emphasis on the attainment of spiritual, mystical, or supernatural abilities and enlightenment through asceticism and feats of endurance. They believe that enlightenment is found through isolation and the study and contemplation of nature and oneself. They view mountains as the ideal place for isolation and contemplation of nature. In their mountain retreats, yamabushi study not only nature and spiritual texts and images, but also a variety of martial arts.

Yamabushi tend to wear white robes and a small, black hat tied to the forehead. Footwear usually consists of tabi socks and wooden clogs or straw sandals. Most wear some form of armor and carry a conch-shell trumpet.

Alignment: A monk must be lawful good to become a yamabushi.

Weapon and Armor Proficiency: Yambushi are proficient with all simple and martial weapons, in addition to normal monk weapons. Yambushi are also proficient with light and medium armor, but not shields. This replaces the normal monk weapon and armor proficiencies, AC bonus, and fast movement.

Class Skills: Add Knowledge (arcana) (Int), Spellcraft (Int), and Use Magic Device (Cha) to the list of yambushi class skills.

Endurance and Spellcasting (Ex): At 1st level he yamabushi gains the Endurance feat. He need not meet the prerequisites. This ability replaces the monk’s 1st level bonus feat.

Spells: Beginning at 4th level, a yamabushi gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list (see page 231 of the Pathinder® Roleplaying Game Core Rulebook™). A yamabushi must choose and prepare his spells in advance.

To prepare or cast a spell, a yamabushi must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a yamabushi’s spell is 10 + the spell level + the yamabushi’s Wisdom modifier.

Like other spellcasters, a yamabushi can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Yamabushi Spells per Day (below). In addition, he receives bonus spells per day if he has a high Wisdom score (see Table 1–3 of the Pathinder® Roleplaying Game Core Rulebook ™). When Table: Yamabushi Spells per Day indicates that the yamabushi gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

A yamabushi must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A yamabushi may prepare and cast any spell on the paladin spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, a yamabushi has no caster level. At 4th level and higher, his caster level is equal to his yamabushi level – 3.

Elemental Affinities: The yamabushi may select from one of the following four abilities at 7th 11th and 15th levels. These abilities replace wholeness of body, diamond body, and quivering palm.

  • Rejuvenating Winds (Su): The yamabushi gains access to the following spells: 1st—obscuring mist, 2nd—wind wall, 3rd—gaseous form, 4th—air walk. By expending his ki focus, the yamabushi gains one rank of Fast Healing for every ki point expended. This lasts for a number of rounds equal to the yamabushi’s Wisdom bonus (minimum 1 round). The yamabushi must be in a location exposed to the wind (up in a tree, on a mountain or hilltop, lying, etc.) for the entire duration. Once he is no longer exposed to the wind, he loses the benefits of this ability, even if the duration has not yet expired. This ability will not work underground unless the wind has a strong presence. By expending 3 ki points or more, the yamabushi can use this ability without the presence of the wind.
  • Stony Resolve (Su): The yamabushi gains access to the following spells: 1st—magic stone, 2nd—soften earth and stone, 3rd—stone shape, 4th—spike stones. By touching a Medium-sized or larger rock, the wall of a cavern, or a mountain, and expending his ki focus, the yamabushi gains damage reduction 1/- for a number of rounds equal to his Wisdom bonus (minimum 1 round). This increases by 1 for every three additional class levels. When the yamabushi reaches 20th level the Damage Reduction granted by this ability becomes 10/-. By expending 3 ki points or more, the yamabushi can use this ability without the need to touch a Medium-sized rock.
  • Cleansing Water (Sp): The yamabushi gains access to the following spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—water breathing, 4th—control water. By expending his ki focus, the yamabushi gains the ability to cast remove break enchantment or restoration as a spell-like ability, while washing the target of the spell in a pool of clean water. By expending 3 ki points or more, the yamabushi can use this ability without the presence of water.
  • Fiery Retribution (Sp): The yamabushi gains access to the following spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire. By expending his ki focus at the moment he passes his hand over an open lame, the yamabushi superheats his body and possessions. Anyone touching or striking him in melee (whether unarmed or with a weapon) takes damage, unless they can make a successful Reflex saving throw (DC 10 + half the yamabushi’s class level + his Wisdom modifier). The damage equals 1d6 for each ki point expended. The ability lasts for a number of rounds equal to the yamabushi’s Wisdom bonus (minimum 1 round). The yamabushi and his possessions remain unharmed. By expending 3 ki points or more, the yamabushi can use this ability without the need to touch fire. Fiery Retribution can also be used offensively as either a touch attack or as added damage to any melee attack during the duration of this ability. Once the yamabushi uses it as part of an attack, the ability expires, even if its duration has not yet expired.

Elemental Resistance (Su): At 19th level, the yamabushi is resistant to damage from the elements. He gains Acid, Cold, Electricity, and Fire Resistance 10. This ability replaces empty body. Unearthly Endurance (Su): At 20th level, the yamabushi gains enough control over his body that by expending a single ki point, he can cure detrimental effects with meditation and can eliminate the need for sleep. The yamabushi no longer needs to sleep in order to rest, heal, regain spells, or rejuvenate daily uses of special abilities, provided he can meditate for at least 10 minutes and expend 1 ki point when he would ordinarily rest. The yamabushi can immediately eliminate any diseases, ability damage, or other detrimental conditions during his meditation for a cost of 1 additional ki point per disease, ability point recovered, or other condition eliminated.

This ability replaces perfect self.


Table: Yamabushi Spells per Day
Level 1st 2nd 3rd 4th
1st
2nd
3rd
4th 0
5th 1
6th 1
7th 1 0
8th 1 1
9th 2 1
10th 2 1 0
11th 2 1 1
12th 2 2 1
13th 3 2 1 0
14th 3 2 1 1
15th 3 2 2 1
16th 3 3 2 1
17th 4 3 2 1
18th 4 3 2 2
19th 4 3 3 2
20th 4 4 3 3
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