Oriental Adventure - 3.5e

Page 23

Intimidate (Cha), Jump (Str), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str). See Chapter 4: Skills in the Player's Handbook for skill descriptions . The Iaijutsu Focus skill is described in Chapter 4 of this book. Skill Points at 1st level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. CLASS FEATURES The following are class features of the samurai. Weapon and Armor Proficiency: Samurai are proficient with all simple and martial weapons and with light and medium armor. Samurai are not proficient with shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried. Ancestral Daisho : All samurai begin play with a katana and a wakizashi-two masterwork weapons. These are weapons that belonged to the samurai's ancestors, and protecting the weapons is an important point of honor for the samurai. As a samurai acquires treasure through adventuring, he has the option of awakening the supernatural abilities latent in the weapons. This option allows a samurai who prefers to use his ancestral blade to wield a magic weapon, while a samurai who TABLE 2-2: ANCESTRAL DAISHO

Total Sacrifice Minimum Weapon Bonus Required Character Level +1 2,000 gp 4th +2 8,000 gp 7th +3 18,000 gp 9th +4 32,000 gp 11th +5 50,000 gp 13th +6* 72,000 gp 14th +7* 98,000 gp 15th +8* 128,000 gp 16th +9* 162,000 gp 17th +10* 200,000 gp 18th *A weapon can't actually have a bonus higher than +5 . Use these lines to determine price when special abilities are added in . Example: A samurai who has a +4 katana can transform it into a +4 thundering katana with a sacrifice of 40,000 gp, since thundering is a special ability equivalent to a +2 bonus. '1

wields a tetsubo against Shadowlands fiends can use his treasure to acquire new jade or magic weapons. At any time, a samurai may retreat to a temple or shrine and spend time in prayer in order to awaken the ancestral spirits in his katana or wakizashi. (Most samurai improve their katanas and not their wakizashis .) This requires a sacrifice of valuable items worth the amount shown on Table 2-2: Ancestral Daisho. This sacrifice does not have to be gold-the character can sacrifice magic items or other goods worth the required amount, rather than selling his goods (at half value) to pay for the sacrifice . The samurai must meet the minimum character level (including any prestige class levels) shown on the table, and he must spend one day per 1,000 gp sacrificed in the shrine or temple. During this time, he must spend at least 8 hours each day kneeling before his ancestors and his weapons, not stop-, ping to eat or rest . Many samurai request the assistance of a shugenja in this process, but a shugenja is not required . The values shown on Table 2-2 are the total value of sacrifice required to bring a single weapon to the listed weapon bonus. If a samurai already has a +3 katana, he can raise it to a +4 katana by sacrificing 14,000 gp and spending two weeks in prayer. If the same samurai wanted to bring his masterwork wakizashi to a +1 wakizashi, he would have to sacrifice 2,000 gp . Before a samurai's ancestral sword becomes a +1 weapon, it is an ordinary masterwork weapon in every way. Its latent supernatural powers do not cause it to be considered a magic weapon until those powers are awakened . A samurai who loses his ancestral swords is dishonored until he can recover them . He cannot enhance any other weapon in this way. Note : In some campaigns, a samurai might begin play with a different ancestral weapon, such as a tulwar (scimitar) or a jian (longsword) . Bonus Feats: At 2nd level, the samurai gets a bonus feat .The samurai gains an additional bonus feat at 4th level and every three levels thereafter (7th, loth, 13th, 16th, and 19th). These bonus feats must be drawn from the list that appears below for the character's clan . Crab-Emphasize heavy armor, great strength, and unusual weapons. Feats: Armor Proficiency (heavy), Dodge (Mobility, Spring Attack), Endurance, Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Run, Weapon Focus (battleaxe, greatclub, katana, or warhammer) .


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The Mantis Mercenary

5min
page 231

The Moto Avenger

4min
page 228

The Minor Clans

5min
page 230

The Bayushi Deceiver

5min
page 225

Scorpion Clan

5min
page 224

The Shiba Protector

5min
page 222

Dragon Clan

5min
page 217

The Akodo Champion

4min
page 220

Timeline of Rokugan History

5min
page 210

Shaman Spells

6min
pages 84-85

Table s-9 : New Armor

6min
page 76

Table 3-18 : The Yakuza

4min
page 56

Table 4-3 : Ancestor Feats

25min
pages 61-66

Yakuza

4min
page 55

Table 3-6 : The Henshin Mystic

4min
page 40

Table 3-12 : The Shintao Monk

5min
page 47

Shadow Scout

4min
page 44

Table 3-2 : The Battle Maiden

2min
page 35

Singh Rager

4min
page 48

Table 3-14 : The Tattooed Monk

2min
page 50

Blade Dancer

4min
page 37

Wujen

4min
page 30

Table 2-2 : Ancestral Daisho

5min
page 21

Shaman

5min
page 22

Table 2-3 : The Shaman

3min
page 23

Hengeyokai

3min
page 10

Vanara

5min
page 15

Shugenja

10min
pages 24-25

Sohei

10min
pages 27-28

Other Races

5min
page 16
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