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Yakuza

Altering the Course (Su) : Once per day, a Void disciple of 7th level or higher can add a +20 bonus to any single attack roll, skill check, or ability check she makes . She cannot transfer this bonus to another character by any means . This supernatural ability requires no action, and lasts only the duration of the single check .

Void Release (Su) : Three times per day, a Void disciple of loth level or higher can touch an ally, allowing that character to use her highest ability score modifier in place of any one lower modifier (target's choice) for a number of rounds equal to half the Void disciple's level . For example, a severely wounded samurai could use his high Strength modifier in place of his low Dexterity modifier for a few rounds, increasing his Armor Class, Reflex save bonus, and ranged attack bonus (as well as Dexterity-based skills) .

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Void Suppression (Su) : Once per day, a 12th-level Void disciple can make a melee touch attack to force the target to use his lowest ability score modifier in place of any one higher modifier (Void disciple's choice) for 5 rounds. For example, a Void disciple could force an ogre to use his low intelligence modifier in place of his high Strength modifier, severely weakening the brute's physical blows.

Void Strike (Su) : Once per day, a 13th-level Void disciple can make a melee touch attack to bestow 1d4 negative levels on the target. The Void disciple gains S temporary hit points for each negative level she bestows. If the target has at least as many negative levels as HD, he dies . Each negative level gives a creature a -1 competence penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities) . Additionally, a spellcaster loses one spell or spell slot from his highest available level . Negative levels stack. Assuming the target survives, he regains lost levels after 13 hours pass . This ability relies on the Void disciple's mastery of Void, not negative energy, so it cannot be used to benefit undead.

(KENSEI)

Harnessing ki energy is an essential ability for many characters in Oriental Adventures . For weapon masters (kensei), the perfection of ki is found in the mastery of a single melee weapon . Weapon masters seek to unite this weapon of choice with the body, to make them one, and to use the weapon as naturally and without thought as any other limb .

Weapon masters are most often fighters or samurai, since the sheer number of feats required to qualify deters many other characters . Weapon masters are not trained in the samurai schools of Rokugan, but individual fighters or samurai, under the tutelage of a more experienced master, may adopt the weapon master prestige class .

Hit Die: d10.

REQUIREMENTS

To qualify as aweapon master, a character must fulfill all the following criteria.

Base Attack Bonus : +5 .

Skills : Intimidate 4 ranks.

Feats: Dodge, Mobility Combat Reflexes, Expertise, Weapon Focus (with weapon of choice), Whirlwind Attack .

Special : Must own a masterwork weapon of choice .

CLASS SKILLS

The weapon master's class skills (and the key ability for each skill) are: Iaijutsu Focus (Cha), Intimidate (Cha), Listen (Wis), Sense Motive (Wis), and Spot (Wis) . 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 each level : 2 + Int modifier .

MASTER

CLASS FEATURES

Weapon and Armor Proficiency: Weapon masters gain no additional weapon or armor proficiency.

Weapon of Choice (Ex) : Weapon masters dedicate their lives to the study of a single melee weapon, often the katana or another type of sword . Aweapon master must have the Weapon Focus feat with this weapon of choice . All of a weapon master's special abilities apply only when he is wielding that type of weapon . Once he has selected a weapon of choice, a weapon master cannot later change that weapon .

In order to qualify for the weapon master class, a character must own a masterwork weapon that is his weapon of choice . He does not necessarily need to continue using that same WEAPON weapon throughout his career, and he class even if he is using a normal (not a long as it is his weapon of choice . gains the benefits of the masterwork) weapon, as

Ki Damage (Ex) : After scoring a hit with his weapon of choice, a weapon master can choose not to roll dice to determine the damage . Instead, he figures the normal maximum damage (not a critical hit) he can inflict and deals that much damage to the target . A weapon master wielding a katana with a 17 Strength deals 13 points of damage (10 + 3 for Strength) when he chooses this option . Additional damage, such as from using the Power Attack feat (following all the rules for it normally), the sneak attack ability, or a weapon's special properties (such as flaming or honorable), is determined normally, not maximized . This ability cannot be used when you roll a

TABLE 3-16: THE WEAPON MASTER

Class

Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Fort Ref

Will Attack Bonus Save Save Save Special

+1 +0 +2 +0 Weapon of choice, ki damage 1/day/level

+2 +0 +3 +0 Increased multiplier 1 /day

+3 +4 +5 +6 +7 +8 +9 +10 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +5 +5 +6 +6 +7 +1 +1 +1 +2 +2 +2 +3 +3 Superior Weapon Focus Increased multiplier 2/day Superior Combat Reflexes Increased multiplier 3/day Ki critical Increased multiplier 4/day Ki Whirlwind Attack Increased multiplier 5/day

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