Oriental Adventure - 3.5e

Page 61

Check Result 10-14 15-19 20-24 25-29 30-34 35-39 40-44 45-49 50+

Extra Damage +1d6 +2d6 +3d6 +4d6 +5d6 +6d6 +7d6 +8d6 +9d6 (maximum)

is halved, just like your ordinary damage . This is the technique martial artists use to shatter objects.

Skill contests are a part of life in the world of Oriental Adventures . They are honorable tests of skill in the noncombat arts that those of noble background are expected to know. The outcome of a contest can greatly affect a character's social position. Formal contests occur most often at the court of noble households . These are usually announced in advance, giving all the participants time to prepare. Often a specific subject matter is chosen, in which case the participants bring a finished work on that subject. Sometimes no subject is given, and the contest is a test of the improvisational abilities of the participants . No character is ever required to attend a contest, but those who seek the favor of their lord or some type of political position seldom miss a chance to appear in court. Contests can also be impromptu events that occur whenever a group of nobles gathers. For example, characters who gather to watch a particularly beautiful moonrise may suddenly be asked by their host to compose a poem about the event. Resolving a contest in game terms is simple : Contestants make skill checks, and the highest check result wins the contest. Ties can be resolved as normal, by comparing the key abil-' ity scores of the characters who tied, or by rolling off. In a case where characters can prepare a submission ahead of time, the character can (and should) take 20 on the check. The benefits of winning a contest are primarily in-character benefits, not game benefits . Winners gain honor, which causes others to treat them with more respect, and may gain the favor of the contest's host. The DM may choose to give a small XP award to a character who wins a contest-perhaps so XP per character level.

FEATS Oriental Adventures introduces a number of feats related to martial arts, combat, and similar activity, as well as two new item creation feats. These feats are summarized on Table 4-2 : New Feats and described in the text that follows the table. In addition to these feats, beginning characters in Oriental Adventures may choose a single notable ancestor by selecting an ancestor feat at character creation . A human character from one of Rokugan's great clans must choose an ancestor feat with the bonus feat allotted to humans. Other characters can choose one ancestor feat at character creation . Ancestor feats may not be taken at any time beyond character creation . A character is assumed not only to be descended from an ancestor through bloodline (in most cases), but also to possess a special karmic tie to that ancestor, which bestows some of the ancestor's qualities on the descendant . In the case of Unicorn


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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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