Yojimbo
Some battle sages take on the role of protector, pledging their own lives as a shield to their allies.
Yojimbo Battle Artes
Yojimbo specialize in artes that can be used to protect their companions. Yojimbo only choose three disciplines from the usual list (one of which must be either Piercing Thunder or Iron Tortoise), but gain the Eternal Guardian discipline.
Yojimbo use their sharp senses and insight to perform their maneuvers. Their initiatior modifier is Wisdom.
This ability alters Battle Artes.
Bodyguard Training
At 2nd level, the yojimbo learns the Bodyguard feat. At 5th level, he learns the In Harm's Way feat. He does not need to meet the prerequisites for these feats.
This replaces the bonus feats normally learned at 2nd and 5th level.
Shelter from Harm (Sp)
At 6th level, the yojimbo can designate one creature as a standard action. While on the same plane, any time that creature takes hit point damage, the damage it takes is reduced by 5, and the yojimbo takes this damage instead - the damage taken by the yojimbo is untyped and cannot be reduced in any way. The yojimbo can use this ability once per day, and it lasts for a number of hours equal to his battle sage level. He can dismiss it as a swift action at any time.
At 12th level, he can specify up to two creatures to protect in this way, and the damage transfer is increased to 10 points. The yojimbo can dismiss each bond separately.
Once per day, if the yojimbo would be reduced below 0 HP by damage sustained from this ability, or by damage sustained from any other ability that lets him take damage on behalf of an ally, he gains temporary HP equal to half his maximum HP. These temporary HP last for one minute, and he remains conscious and capable of action while they persist.
This ability replaces Uncanny Dodge and Improved Uncanny Dodge.
Armor Training (Ex)
Starting at 6th level, a yojimbo learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 2 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 2. Every six levels thereafter, these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a yojimbo can also move at his normal speed while wearing medium armor. At 12th level, the yojimbo can move at his normal speed while wearing heavy armor.
This ability qualifies the yojimbo for Advanced Armor Training.
This ability replaces Discipline Focus.