In works -- Character Class: Yogi
Character Class: Yogi
Initiate (1)
Novice (2)
Student (3)
Ascetic (4)
Monk (5)
Faquir (6)
Adept (7) no gender contact restrictions / improper contact sends adept back to novice
Guru (8)
Master (9) shift illusion
Boddhisattva (10) does not shift illusion, shifts expectations / attitudes
Avatar (revert, prey to illusion, etc)
Yogis do NOT gain points by fighting but may lose points (and levels) for excessive violence.
Some illusions he may never see, never know what the party is talking about. He may also confuse the party by telling them "Everything is illusion." But if questioned, he can distinguish that some illusions are more illusory than others.
Can go without food for long times, but when he does eat, it must be vegetarian (or meat from animals that have died of natural causes). Similar restrictions on use of leather and similar animal products.
May require much hot tea, milk, and butter.
Initiate (1)
Gains +1 to charm and constitution
+1 if declaring attempt to disbelieve
+2 bonus on saves versus charm
+1 bonus on saves versus poison
can communicate with advanced (Monk and above) yogis using mental contact
can heal others of injury, poisons, etc at 1d6 points / round
can heal insanity (25% chance/attempt but only once per hour)
Novice (2)
Gains +1 to charm and dexterity (cumulative)
detect alignment / sense evil, anger, lust,
+2 if declaring attempt to disbelieve
can heal others of injury, poisons, etc at 2d6 points / round
can heal insanity (35% chance/attempt but only once per hour)
Sadhu (3)
Gains +1 to charm, dexterity and constitution (cumulative)
wanderer, only temporal weapon is buckhorn (antler), +3 to strike / 1d10 damage
able to redirect anger, hunger, lust, etc in others (including companions)
+4 if declaring attempt to disbelieve
can heal others of injury, poisons, etc at 3d6 points / round
can heal insanity (45% chance/attempt but only once per hour)
+1 on initiative, can hear attackers
Ascetic (4)
Gains +1 to charm, dexterity and constitution (cumulative)
able to block anger, hunger, lust, etc in others (including companions)
Disbelieve illusions, +5 to succeed
Detect illusions, +2 to succeed
Detect bluff / lies / fear
can heal others of injury, poisons, etc at 4d6 points / round
can heal insanity (55% chance/attempt but only once per hour)
+2 on initiative, can hear / smell attackers
Monk (5)
Gains +1 to charm, dexterity, constitution and wisdom (cumulative)
Levitation, and ability to generate body heat to keep himself warm and even melt snow -- but only when sitting in proper lotus position, and wearing nothing but a loin cloth. (He can also warm others, but may be forbidden to touch the opposite sex.)
May initiate new yogis
Detect bluff / lies / fear, +3 to succeed
can heal others of injury, poisons, etc at 5d6 points / round
can heal insanity (75% chance/attempt but only once per hour)
+3 on initiative, can hear / smell / feel attackers
Faquir (6)
Mystic rope, bed of nails, burial, levitation of self
Project illusions, -3 to disbelieve,
Detect illusions, +3 to succeed
Gains +1 to charm and wisdom (cumulative), no additional pluses to dex and constitution, intelligence and strength do not change
+4 on initiative, limited clairvoyance
Adept (7)
here and up they are gaining in wisdom and charisma, not dex and cons
levitation of objects
will never attack physically any other being
no sex contact restrictions / improper contact sends adept back to novice
can not lose initiative, full clairvoyance
Guru (8)
able to satisify anger, hunger, lust, etc in others (including companions)
levitation of others
summon gods
charm person, minuses to save
practice tantric sex
may be accompanied by one or more lower level yogis
immune to poisons
heal insanity (95%)
senses intentions of others, –5 to strike
Master (9)
dismiss gods, demons, ill spirits shift illusion
may be accompanied by one or more gurus (and all attendant yogis)
cures poisons
causes attacks to fumble, blocks intentions of others, 90% or better required to attack any Master
Boddhisattva (10)
enlighten gods, demons, ill sp;irits etc (change their alignment)
does not shift illusion, shifts expectations / attitudes
charm supernatural beings
may be accompanied by one or more masters (and all attendant yogis)
practice tantric sex
alters poisons
heal completely self or others
Avatar (11)
01-25% – blinded by self-illusion, reverts to novice, loses all bonuses, skills, etc
26-50% – reincarnated (fresh start as child)
51-75% – trapped on the god-realm, must contend with other gods, too busy to mettle in the affairs of men, elves, dwarves, etc.
76-00% – steps beyond worldly concerns entirely, physically translated (nirvana)
Initiate (1)
Novice (2)
Student (3)
Ascetic (4)
Monk (5)
Faquir (6)
Adept (7) no gender contact restrictions / improper contact sends adept back to novice
Guru (8)
Master (9) shift illusion
Boddhisattva (10) does not shift illusion, shifts expectations / attitudes
Avatar (revert, prey to illusion, etc)
Yogis do NOT gain points by fighting but may lose points (and levels) for excessive violence.
Some illusions he may never see, never know what the party is talking about. He may also confuse the party by telling them "Everything is illusion." But if questioned, he can distinguish that some illusions are more illusory than others.
Can go without food for long times, but when he does eat, it must be vegetarian (or meat from animals that have died of natural causes). Similar restrictions on use of leather and similar animal products.
May require much hot tea, milk, and butter.
Initiate (1)
Gains +1 to charm and constitution
+1 if declaring attempt to disbelieve
+2 bonus on saves versus charm
+1 bonus on saves versus poison
can communicate with advanced (Monk and above) yogis using mental contact
can heal others of injury, poisons, etc at 1d6 points / round
can heal insanity (25% chance/attempt but only once per hour)
Novice (2)
Gains +1 to charm and dexterity (cumulative)
detect alignment / sense evil, anger, lust,
+2 if declaring attempt to disbelieve
can heal others of injury, poisons, etc at 2d6 points / round
can heal insanity (35% chance/attempt but only once per hour)
Sadhu (3)
Gains +1 to charm, dexterity and constitution (cumulative)
wanderer, only temporal weapon is buckhorn (antler), +3 to strike / 1d10 damage
able to redirect anger, hunger, lust, etc in others (including companions)
+4 if declaring attempt to disbelieve
can heal others of injury, poisons, etc at 3d6 points / round
can heal insanity (45% chance/attempt but only once per hour)
+1 on initiative, can hear attackers
Ascetic (4)
Gains +1 to charm, dexterity and constitution (cumulative)
able to block anger, hunger, lust, etc in others (including companions)
Disbelieve illusions, +5 to succeed
Detect illusions, +2 to succeed
Detect bluff / lies / fear
can heal others of injury, poisons, etc at 4d6 points / round
can heal insanity (55% chance/attempt but only once per hour)
+2 on initiative, can hear / smell attackers
Monk (5)
Gains +1 to charm, dexterity, constitution and wisdom (cumulative)
Levitation, and ability to generate body heat to keep himself warm and even melt snow -- but only when sitting in proper lotus position, and wearing nothing but a loin cloth. (He can also warm others, but may be forbidden to touch the opposite sex.)
May initiate new yogis
Detect bluff / lies / fear, +3 to succeed
can heal others of injury, poisons, etc at 5d6 points / round
can heal insanity (75% chance/attempt but only once per hour)
+3 on initiative, can hear / smell / feel attackers
Faquir (6)
Mystic rope, bed of nails, burial, levitation of self
Project illusions, -3 to disbelieve,
Detect illusions, +3 to succeed
Gains +1 to charm and wisdom (cumulative), no additional pluses to dex and constitution, intelligence and strength do not change
+4 on initiative, limited clairvoyance
Adept (7)
here and up they are gaining in wisdom and charisma, not dex and cons
levitation of objects
will never attack physically any other being
no sex contact restrictions / improper contact sends adept back to novice
can not lose initiative, full clairvoyance
Guru (8)
able to satisify anger, hunger, lust, etc in others (including companions)
levitation of others
summon gods
charm person, minuses to save
practice tantric sex
may be accompanied by one or more lower level yogis
immune to poisons
heal insanity (95%)
senses intentions of others, –5 to strike
Master (9)
dismiss gods, demons, ill spirits shift illusion
may be accompanied by one or more gurus (and all attendant yogis)
cures poisons
causes attacks to fumble, blocks intentions of others, 90% or better required to attack any Master
Boddhisattva (10)
enlighten gods, demons, ill sp;irits etc (change their alignment)
does not shift illusion, shifts expectations / attitudes
charm supernatural beings
may be accompanied by one or more masters (and all attendant yogis)
practice tantric sex
alters poisons
heal completely self or others
Avatar (11)
01-25% – blinded by self-illusion, reverts to novice, loses all bonuses, skills, etc
26-50% – reincarnated (fresh start as child)
51-75% – trapped on the god-realm, must contend with other gods, too busy to mettle in the affairs of men, elves, dwarves, etc.
76-00% – steps beyond worldly concerns entirely, physically translated (nirvana)

1 Comments:
Update on this workfile:
Character Class: Yogi
The ranks of the Yogi class are: Initiate, Novice, Sadhu, Ascetic, Monk, Faquir, Adept, Guru, Master, Bodhisattva and Avatar.
DM Note: Yogis do NOT gain points by fighting but may lose points (and levels) for excessive violence – especially Faquir and above.
At the more advanced levels, a yogi may never see an illusion and never know what the party is talking about. As a result, they may also confuse the party by telling them "Everything is illusion." But if questioned, they can distinguish that some illusions are more illusory than others.
Yogis can go without food for long periods of time but, when they do eat, it must be vegetarian (or meat from animals that have died of natural causes). Likewise, a yogi will not use leather and similar animal products but will consume milk, butter and cheese. (When available, a yogi will consume large amounts of hot tea with milk and butter and may prefer yak butter.)
Yogis may carry weapons but only non-edged varieties and with restrictions. Yogis will never wear armour (or much of anything else up through Ascetic) although the ranks of Adept, Guru and Master favor elaborate saffron robes with the Masters adding an elaborately feathered hat. At the rank of Bodhisattva, the yogi may wear virtually anything or nothing.
Initiate (Level 1)
The aspiring yogi must first find a Monk, Faquir or higher who is willing to accept them as an initiate. In return, with training, the initiate can communicate with advanced (Monk and above) yogis using mental contact. This will allow them to receive helpful information, warnings, summon assistance or simply receive comfort.
After acceptance, the new initiate gains +1 to Charisma and to Constitution (permanent) but must relinquish any edged or pointed weapons (may use a staff or similar) with a +4 on attack.
He/she will also gain +1 if declaring attempt to disbelieve, +2 on saves versus charm (charisma) and +1 on saves versus poison. In addition, the initiate can heal others of injury, poisons, etc at 1d6 points / round and can heal insanity (25% chance/attempt but only once per hour).
An initiate can also use all zero-level spells (see The Dragon Tree Spellbook).
Novice (Level 2)
As a novice, a yogi gains +1 to charm (charisma) and dexterity (cumulative) and learns to detect alignment and sense evil, anger, lust, greed and other strong emotions. They are also +2 if declaring attempt to disbelieve, can heal themselves and others of injury, poisons, etc at 2d6 points / round. A novice can also can heal insanity (35% chance/attempt but only once per hour). They will still carry a staff (or similar) but are only +3 on attack.
Sadhu (Level 3)
The sadhu is a wandering yogi, carrying all of their worldly possessions and their only temporal weapon is a (+3) buckhorn (deer antler / 1d10 damage) but, because the sadhu can hear any attackers, he/she is +1 on initiative.
The sadhu gains +1 to dexterity and constitution (cumulative) and is able to redirect anger, hunger, lust, etc in others (including companions). The sadhu is +4 if declaring attempt to disbelieve; can heal others of injury, poisons, etc at 3d6 points / round and can heal insanity (45% chance/attempt but only once per hour).
Ascetic (Level 4)
The ascetic may be a wanderer or may be resident at a dojo or ashram (literally: school) run by a monk or higher and has abandoned the buckhorn carried as a sadhu for the traditional staff but is now only +2 on attack (they are learning non-violence).
The ascetic gains +1 to dexterity and constitution (cumulative) and is able to block anger, hunger, lust, etc in others (including companions). Because the ascetic can both hear and smell attackers, they are +2 on initiative
The ascetic is +5 to disbelieve illusions (must declare disbelief) but can also detect illusions (+2 to succeed) as well as detect bluffs, lies and fear in others. In addition, the ascetic can heal others of injury, poisons, etc at 4d6 points / round and can heal insanity (55% chance/attempt but only once per hour).
Monk (Level 5)
On reaching the level of monk, the yogi gains +1 to charm, dexterity, constitution and wisdom (cumulative). At this level, they have learned the skills of levitation (self only, up to 5 feet) and have the ability to generate body heat to keep themselves warm and may even melt snow … but only when seated in the proper lotus position and wearing nothing but a loin cloth. (A monk may also warm others but is forbidden contact with the opposite sex.)
A monk may initiate new yogis and gains the skill to detect bluffs, lies, fears in others with +3 to succeed. A monk can heal others of injury, poisons, etc at 5d6 points / round and can heal insanity (75% chance/attempt but only once per hour). In a combat/melee situation, a monk is able to hear, smell and feel attackers giving them a +3 on initiative. They may still be carrying a staff but are only +1 to attack and should be reluctant to do so at all.
Faquir (Level 6)
The faquir is the most visible order of yogi, often appearing in the marketplace or other public locations where they exhibit their skills to the general populace (and, consequently, act as recruiters).
Special skills learned by faquir include the ability to charm snakes, to climb a mystic rope, lie on a bed of nails, firewalk, handle fire and survive burial. (A faquir’s fire handling ability is the equivalent to any fire spells / magicks up to the sixth level).
The faquir gains +1 to charm (charisma) and wisdom (cumulative), but no additional pluses to dex and constitution. (Intelligence and strength do not change at all.)
With a limited power of clairvoyance, a faquir is +4 on initiative (but carries no weapon), is able to project illusions (all are -3 to disbelieve) and can detect illusions (+3 to succeed). They may also levitate themselves up to a height of 50 feet but are reluctant to do so in public.
Adept (Level7)
An adept gains +2 to wisdom but no further bonuses for charisma, dexterity or constitution. An adept is able to levitate themselves and/or other objects (up to their own weight, no height limit). While an adept will never physically attack any other being, they are fully clairvoyant and cannot lose an initiative. Instead of attacking, an adept is +4 to calm another being and +5 to confuse them with illusion, misdirection, etc.
An adept is, however, constrained to have no contact with anyone with sexual intent and improper contact sends the adept back to being a novice.
Guru (Level 8)
A guru gains +1 to wisdom and charisma and is likely to be accompanied by one or more lower level yogis. A guru is able to recognize all illusions, satisfy anger, hunger, lust, etc in others (including companions) as well as able to charm persons or beasts (–5 for any to save). Their skill is such that they are able to levitate others as well as themselves and objects. At this level, the yogi is simply immune to poisons, can heal insanity (95%) or induce insanity (75%). Because they are able to sense the intentions of others, any attacker is –5 to strike.
Unlike lower levels, gurus have the ability to summon gods and demons.
Master (Level 9)
A master may be accompanied by one or more gurus (and all of their attendant yogis). A master gains +1 to wisdom and charisma and has the ability to dismiss gods, demons and ill spirits. Other skills include the ability to shift illusions (as well as detect them), cure poisons and can cause all attacks to fumble. In a melee situation, a master can block the intentions of others and 90% or better required to attack any Master.
Bodhisattva (Level 10)
A bodhisattva gains +1 to wisdom and charisma and may be accompanied by one or more masters (and all of their attendant yogis) but may travel alone as well. A bodhisattva can charm supernatural beings, alter poisons, complete heal themselves or others and is able to redirect all attacks.
Further, the bodhisattva has the ability to enlighten gods, demons or ill spirits (i.e., change their alignment at least temporarily). A bodhisattva does not shift illusions but rather shifts the expectations and attitudes of other.
Avatar (Level 11)
The level of avatar (beyond the bodhisattva) is only an illusion and is not actually attainable. Instead, those attempting to advance to avatar have four possible chances:
01-25% blinded by self-illusion, the yogi reverts to novice and loses all bonuses, skills, etc
26-50% the yogi is reincarnated (they make a fresh start as child)
51-75% the yogi trapped on the god-realm where they must contend with other gods and are too busy to mettle in the affairs of men, elves, dwarves, etc.
76-00% the yogi simply steps beyond worldly concerns entirely and is physically translated (achieves nirvana)
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