Skills
The tenguyamabushi's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Survival (Wis).
Skill Ranks per Level
The tenguyamabushi gets 4 + Intelligence modifier skill ranks per level.
Weapon and Armor Proficiency
Tenguyamabushi are proficient with all simple and martial weapons, and with light and medium armors.
Spells
Different tenguyamabushi schools teach different spell techniques.
The tenguyamabushi, at 4th level, can choose to use either the paladin spell list or the ranger spell list. Once this choice is made, the character must continue using that spell list for the duration of her career.
Natural Empathy (Su)
At 4th level, the tenguyamabushi gains a number of abilities related to nature and the spirits of nature. Firstly, he gains wild empathy, as a druid but using the tenguyamabushi's class level in place of the druid class level. When making either a Diplomacy check (to affect the attitude of a creature with the Elemental subtype), or a Handle Animal check (to affect the attitude of an animal), he may add +10 to his roll by expending a use of lay on hands.
Additionally, the tenguyamabushi gains a +2 bonus on Knowledge (nature). This ability replaces channel positive energy.
Sword Bond (Sp)
Upon reaching 5th level, in place of the standard divine bond, a tenguyamabushi forms a spiritual bond with his sword, awakening within it a shard of the kami.
As a standard action,
the tenguyamabushi may awaken this spirit within his sword, for 1
minute per tenguyamabushi level. At 5th level, this awakened spirit
causes the sword to function as a +1 weapon. For every three levels
beyond 5th, the bonus increases by an additional +1, to a maximum of +6
at 20th level. These bonuses can be added to the weapon, stacking with
existing weapon bonuses to a maximum of +5, or they can be used to add
any of the following weapon properties: axiomatic, defending, keen, shocking, shocking burst, speed, thundering, or vorpal.
Adding these properties consumes an amount of bonus equal to the
property's cost. These bonuses are added to any properties the weapon
already has, but duplicate abilities do not stack. If the weapon is not
magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the kami
when the spirit is awoken and cannot be changed until the spirit is
awoken again. If the weapon is a double-ended weapon, the properties and
bonus apply to only one end of the weapon. A tenguyamabushi can use
this ability once per day at 5th level, and one additional time per day
for every four levels beyond 5th, to a total of four times a day at 17th
level.
If a weapon bonded with a kami
spirit is destroyed, the tenguyamabushi loses the use of this ability
for 30 days or until he gains a level, whichever comes first. During
this 30-day period, the tenguyamabushi takes a -1 penalty on attack and
weapon damage rolls.
Aura of the Kami (Su)
At 11th level, the tenguyamabushi is filled with power granted by the kami. He gains, as a druid, woodland stride and trackless step. Moreover, he can expend two uses of his lay on hands ability to add a +1 bonus to his weapon as with sword bond, for a number of minutes equal to his Charisma
modifier (minimum of 1). The sword may not function as greater than a
+5 weapon, but the bonus can be used to purchase additional weapon
properties.
Bonuses granted by aura of the kami stack with one another and with bonuses granted by a use of the sword bond ability, but aura of the kami may be used independently of the sword bond ability.
This ability replaces aura of justice.
Aura of Lawfulness (Su)
At 14th level, the tenguyamabushi's weapons are treated as axiomatic for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of her is treated as axiomatic for the purposes of overcoming damage reduction. This ability only functions while the tenguyamabushi is conscious, not if she is unconscious or dead. This ability replaces aura of faith.
Code of Conduct
A tenguyamabushi must be Lawful Good and loses all class features
except proficiencies if he ever willingly and knowingly acts in a way
which dishonors his name.
A tenguyamabushi's code requires that he act with honor towards himself (not lying, not cheating, using poison,
or bringing great shame upon himself and dishonor upon his name through
gross cowardice), help those in need, and punish those who harm or threaten the weak. This code of conduct replaces the paladin's code of conduct.