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