Oriental Adventures

Discussion in 'THREAD ARCHIVES' started by Boss Frost, Dec 7, 2009.

  1. Oriental Adventures

    People are rather frightened about all these numbers and strange words thrown about so callously in the C-Box. As the Rules System Guru for Iwaku... I'd like to give everyone a chance to enter the worlds and games linked to Dungeons and Dragons. I'm a patient individual, and more than happy to help... and that's why I've decided to make this thread, and the roleplay that will be attached to it. Those of you that are interested, I invite you to the world of Dungeons and Dragons...

    Q: Why Oriental Adventures?
    A: Most everyone here is familiar with Oriental-style fiction, and I've never actually been able to run an Oriental Adventures game. When interest in some of the monsters was mentioned, I jumped on the chance.

    Q: Will you help me?
    A: Yes, I will. I'm more than happy to act as your guide and help you through the character creation process.

    Q: I'm completely unfamiliar with the ruleset, can I still play.
    A: Yes. In fact, this game was made with you in mind.

    Q: I'm familiar with D&D already... can I join?
    A: Feel free to, if you're inclined to.

    Table of Contents
    1. Campaign Fluff
    2. Character Creation Process
    3. Races Available
    4. Classes Available
    5. Character Sheet
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  2. Rokugan - Campaign Fluff
    (There's a lot of this - but it is, after all, fluff. You don't need to read it to play, in fact, most of it will be explained in-game if you need it, anyway... If you play a Human, though, knowing about your Clan might be nice).
    Show Spoiler

    Rokugani Culture
    In the social philosophy of Rokugan, the universe is an ordered place. From the heights of the Celestial Heavens (the loftiest region of the Spirit World) to the depths of Gakido (the infernal regions of the Spirit World), with the mortal realm squarely in between, all creatures and spirits are ordered in a hierarchy, from greatest to least. Human social order mirrors this cosmic order, from the Emperor at the top to the eta at the bottom. This concept of celestial order is the key to the culture of Rokugan, for it establishes a society based on law and order in which everything and everyone has a place.

    At the pinnacle of the human social order is the Emperor, the absolute ruler of Rokugan. The Emperor owns all the land of the empire ; the clans pay taxes to the Emperor as payment forthe right to live and work on the land. just beneath the Emperor in status are the kuge, the highest rank of hereditary nobility. The kuge consist of the Imperial (Toturi) family, the Otomo and Seppun families, and the Champion of each clan with their
    immediate families . While thousands of samurai in Rokugan bear the Doji family name, only a handful are members of the Doji noble house. They are members of vassal families, and may have their own family names, but they use the Doji family name in official matters. These vassal families, as well as the other great families of the clans, make up the buke, the hereditary military class.The buke are the bulk of the noble caste in Rokugan, andall
    samurai and shugenja characters are assumed to be part of this social class. Below the buke are ji-samurai ("half-samurai"), lesser warriors from the vassal families and ronin.

    The members of the noble class are defined best by the concept of loyalty. Each noble owes loyalty to another, from the lowliest petty samurai to the great daimyos (governor/generals) and the clan champions of the kuge . Anoble literally belongs to his lord : a samurai is not permitted to throw his life away-in battle, in a duel, or in suicide (seppuku)-without her lord's permission. Even the lowliest noble has rights that the lower classes can
    never achieve, however, including the right to carry weapons (particularly the katana and the wakizashi).

    The vast bottom of the Rokugani social order is the bonge, the lower-class commoners.The bonge includes heimins ("halfpeople")- the ordinary common folk, including farmers and merchants-and hinins ("nonpeople"). Criminals, entertainers (including actors, musicians, and geisha), gamblers, and eta (those whoinherit "dirty" jobs involving handling dead people or animals) make up the hinin class. Despite the apparently rigid structure of the classes, it is possible for heimins to move up into the ranks of the buke, usually by distinguishing themselves in battle or through marriage . Members of the bonge are not allowed to approach the Emperor or the members of the kuge under any circumstances, and always treat members of the buke with humility and respect. A heimin who compromises a samurai's honor by being rude or insubordinate can expect to be killed on the spot, and the samurai faces no legal consequences for preserving his honor in this way.

    The Great Clans

    Crab Clan, the Defenders of Rokugan
    Staunch defenders of the great Kaiu Wall, ever vigilant against attacks from the Shadowlands, the samurai of the Crab clan are Rokugan's greatest defense against any external threat . Theirs is a grim existence, and the Crabs see little time in life for the courtly activities so enjoyed by other samurai-arts, diplomacy, etiquette, and the like . The other clans view the Crabs as crude, unwashed brutes, and that stereotype is often close to the truth. But few other samurai in Rokugan would accept the responsibility that the Crabs shoulder: to fight offthe fearsome goblins, ogres, and oni of the Shadowlands, preventing them from overrunning the empire.
    Recent History
    During the Spirit Wars, the Crab lands were ravaged by the spirit armies of Hantei XVI and his general, a ferocious Crab named Hida Tsuneo.The Crab champion, Hida O-Ushi, lost her husband on the field of battle, but her two sons, Kuon and Kuroda, remain. Toward the end of the Spirit Wars, a new twist of events sent the Crab clan into war: the death of Yasuki Taka, daimyo of the Yasuki family, with no heir. The scholars ofthe Seppun family
    searched their records and located the nearest relative of the late Taka : Daidoji Hachi. Hachi's attempt to claim the lands he considers his have launched the Crabs and the Cranes into a fierce war over this valuable territory.
    Crab Families
    The Crab families, with the possible exception of the Yasuki, are defined by their opposition to the Shadowlands.
    The Hidas are the leaders of the clan, strong defenders of the Kaiu Wall . The Hida defender prestige class is described below The Kaius are the engineers and artisans who build and maintain that wall . Kaiu engineers are usually experts, and occasionally samurai.
    The Hirumas are scouts who venture into the twisted Shadowlands beyond the Kaiu Wall.
    The Kuni represent some of the most feared shugenjas in Rokugan. People are scared of them because the Kuni would rather study evil than eliminate it outright. The Kuni are most famous for their witch hunters, who hunt down Tainted magic both outside the empire and within it .
    The Yasuki family, now torn between the Crab and the Crane from which they originally came, are merchants famous throughout Rokugan for their shrewd business sense and gray ethics.
    The Toritaka family (formerly the Falcon minor clan) was absorbed into the Crab clan sometime around 1121 . Its members often train as rangers.

    Crane Clan, The Diplomats of Rokugan
    The Crane clan has shaped the civilization of Rokugan from the beginning. Since the time ofthe first Hantei, a Crane has been the imperial Advisor, and until the last Hantei, a Doji has been every Emperor's bride. They are the masters of the political intrigue that surrounds the Imperial court-until very recently, the undisputed masters (the Scorpions now challenge that
    claim) . They hold favors in store from nearly every family of every clan, and know how to call in favors at the right time and circumstance. The members of the Crane clan are noble in every sense of the word, refined, cultured, civilized, and graceful.
    Recent History
    Were it not for their war with the Crabs over the Yasuki lands, the Cranes would be on top of the world. Their former clan champion, Doji Kuwanan, became immortal and watches over the city of Volturnum to keep it free of Taint. Despite the rather unorthodox marriage of their headstrong new champion, Kuwanan's son Kurohito, to a Phoenix spirit, life for the Crane clan appears to be going well. The Cranes have not invested too much effort into their war with the Crabs, knowing that the right is on their side
    and that the Crabs cannot afford to divert too many resources away from the defense of the Kaiu Wall. However, the Cranes do feel the loss of arable land after Oblivion's Gate, the Kumo, and the Spirit Wars when fields were flooded, salted, and burned.
    When the Scorpions were blamed for Emperor Toturi's kidnapping and sent into exile some thirty-five years ago, the Cranes fostered their children, so the Scorpions and Cranes share some uncharacteristically close ties now that those children are grown. There are even some adult Cranes whose ancestry is Scorpion, whether they know it or not, since not all the exiled Scorpions returned alive.
    Crane Families
    The families ofthe Crane are all cultured, sophisticated, and noble, though individual members of those families naturally deviate from that ideal.
    The Doji are the most recognized diplomats and courtiers in the empire.
    The Daidoji, though still refined, are the more military arm of the Crane, often called the "Iron Crane."
    The Kakitas are known for their artisans and their iaijutsu masters, duelists whose mastery of the katana is an art form in itself.
    The Asahinas are the shugenjas of the Crane clan . Devoted to pacifism, they are also the greatest creators of magic items from talismans to magic arms and armor-in Rokugan.

    Dragon Clan, the Wisest in Rokugan
    The Dragon is the most enigmatic and secretive of the Great Clans. For a thousand years, Dragons have lived in virtual seclusion in the high mountains of the Great Wall of the North. They are best known for two things : the mysterious ise zumi order of tattooed monks, and the unusual fighting style of the Mirumoto school, which teaches the use of the katana in one hand and the wakizashi in the other. The ise zumi in particular, but all Dragons at times, are known for protracted silence, evading direct questions, and speaking in riddles.
    Recent History
    Early in the War Against the Shadow, the ancient shugenja family of the Dragon clan, the Agasha, seceded from the clan to join the Phoenix clan. Taking the Agasha library with them, the shugenjas of the family moved into the mountains of the Phoenix lands, establishing a new Shiro Agasha high in the mountain peaks. One leader of the family, Agasha Tamori, refused to join the Phoenix, arguing that the Dragon clan preserved an ancient practice of magic that was valuable in its own right and should not be subsumed into the Phoenix approach. Tamori founded a new shugenja school in the deserted Agasha castle, and launched the Dragon's new shugenja family, the Tamori. Although Tamori himself was a fire shugenja like most of the Agasha, his daughter, Tamori Shaitung, studied the ways of earth, and has steered the school in that direction since her father's death at Oblivion's Gate.
    The departure of the Agasha seems to have fueled a growing arrogance among the Phoenix, and Tamori Shaitung in particular has no patience for the way they boast about their magical power. This tension has become exacerbated in recent years, as seismic activity has increased dramatically in the Dragon mountains. Many Dragon refugees have fled to the western
    edge of the Phoenix lands, settling around the iron Rings Cascade and the Shrine of the Ki-Rin. Once the Phoenix were sure the Lion clan would support them, the situation escalated to outright warfare. The shugenjas of the Phoenix and the fledgling Tamori family are at the center of this conflict, while Mirumoto and Lion forces meet on the fields of battle . No end to then conflict is in sight, as Tamori Shaitung and Isawa Taeruko
    both powerful earth shugenjas-seem to loathe each other both politically and personally.
    Dragon Families
    The Dragon is not a clan in the technical sense of the word, since the kami who founded the Dragon, Togashi, is not the physical ancestor of the Dragons. Mirumoto and Agasha were the first two monastic disciples ofTogashi, and the families that carry their names (including the Kitsuki and the Tamori, both formed from the Agasha) are the physical descendants of those two. The Togashi "family," however, is made up of members of other families and even other clans who choose to join the monastic order of the ise zumi (and likewise for Hitomi's kikage zumi). Only at the end of the Clan War was it revealed that Togashi (also known as Togashi Yokuni) still lived, and did in fact have a sonTogashi Hoshi, the dragon-man, current champion of the Dragon.
    The Mirumoto are the samurai of the Dragon clan, distinguished from all the other samurai in Rokugan by their style of fighting with katana and wakizashi.
    The Togashi "family" is actually a monastic order, whose members are the enigmatic ise zumi, or tattooed monks.
    Before taking the place of the moon deity she helped destroy, Mirumoto Hitomi established her own order of tattooed monks, now called kikage zumi and carrying the Hitomi family name.
    The Tamori are the shugenjas of the Dragon clan, the remnants of the Agasha family who did not join the Phoenix clan . While they are historically responsible for keeping the knowledge of the clan in their libraries, their conflict with the Phoenix shugenjas has now led the two clans into war.
    The Kitsuki family serves as the Dragon clan's corps of diplomats and magistrates. They are distinguished by an uncanny ability to see through the veneer ofdeception that covers most social interaction in Rokugan and arrive at the truth of any matter .

    The Lion Clan, the True Warriors of Rokugan
    More than any other clan, the Lion clan embodies the warrior ideal of bushido-the way of the warrior, the virtues and morals of the samurai. The Lion might be called the soul of the empire: The samurai of the Lion are the paragons ofwarrior virtue, while the shugenjas keep the voices of the past alive by speaking with the ancestors. The Lion also produces the empire's great historians, keeping Rokugan in touch with its past.
    Recent History
    During the Battle at Oblivion's Gate, the Shadow was finally defeated by virtue of being named. Its power derived from the fact that it had never been named, and thus it was never bound to a shape. When at last Hitomi gave it a name, she called it Akodo-a name that fit the Shadow, for like the Shadow the Akodo were nothing, but also a name that changed the Shadow, for the Akodo were always the most honorable family of the clans. Suddenly, the Shadow had a form and a nature, and its nature was the epitome of honor. The decimated ranks of the Akodo, disbanded after the Scorpion Clan Coup, were filled with all the shadow-walkers who had lost their previous identities, and the ronin Ginawa was made their daimyo, since he had pulled Toturi from Jigoku . The new Akodo family has not had
    an easy time being reintegrated into the Lion clan, but they have proven themselves as honorable as their name and as valiant as their adoptive ancestors. Though refugees from the Dragon lands have avoided Lion lands so far, settling instead on the borders of the Phoenix, the Lions are wary of the steady stream of refugees and have agreed to an alliance with the Phoenix. Now that war has erupted, the Lions fight on the Phoenix side against the Dragons.
    Lion Families
    The families of the Lion are united by their dedication to the highest ideals of the empire-respect for the ancestors, adherence to the code of bushido, and strength of arms.
    The Akodo are the nobility of the Lion clan-fiercely devoted to honor and the ideals of bushido, more than any other family in the empire.
    The Ikoma family maintains the records of history for the Lion clan. Their "bards" are historians and storytellers, trained in war and law as well as history. Ikoma "bards" are often fighters, rogues, warriors, or experts; they do not possess the magical abilities of the bard class.
    The Kitsu is one of the most unusual, enigmatic shugenja families in Rokugan, and the only school that forbids entry to members of other clans. To the Kitsus, the spirits of their ancestors are still a binding force upon Rokugan. Because of their unique relationship with the spirit world, certain members of the Kitsu family are able to commune with the lingering spirits that haunt Rokugan, as well as those that have passed on to Jigoku. They are known as spirit talkers, and they adopt the shaman class.
    The Matsus are ferocious warriors with the strength of their lion namesake. Preferring large weapons like the greatsword (no-dachi) or the nagamaki, these bestial fighters often adopt the barbarian class.

    Pheonix Clan, the Lords of Magic in Rokugan
    If the Lion clan exemplifies the ideal of the samurai warrior, the Phoenix clan models the ideal shugenja : a master of magic whose devotion to the kami and attunement to their ways is as complete as mortal minds can attain .The Phoenix are the most pious clan in Rokugan, and enjoy many blessings of the kami as their reward. The clan has its samurai, of course, but they are sworn to protect the shugenjas above all else.
    Recent History
    The Phoenix study of history leads to only one possible conclusion : The Phoenix clan is preeminent among the clans of Rokugan. No other clan can claim as exalted a position . According to Phoenix legend, their glory predates the arrival of the kami, for their city GiseiToshi flourished in the time before time, the first example of human civilization . Magic was discovered in Gisei Toshi, the Phoenix claim, and it was Isawa shugenjas who taught magic to the other clans. In the centuries since, the Phoenix clan has produced countless masters of elemental magic and oracles incarnations of the divine dragons-to continue the glory of the clan . Phoenix inquisitors have guarded the empire from practitioners of maho and the heresies of the Bloodspeakers . The Agasha family's decision to leave the Dragon clan and join the Phoenix clearly shows the excellence ofthe Phoenix way. More recent history continues to affirm an outlook of Phoenix superiority. Isawa Hochiu is widely regarded as instrumental to victory over the Shadow, for he destroyed Goju Adorai at Oblivion's Gate . An ancient Phoenix champion, Shiba Mirabu, rode out from Jigoku to save the beleagured armies trapped in the Shadowlands after the Shadow's defeat, leading them back to safety behind the Kaiu Wall. Phoenix masters taught religion to Hantei Naseru, and all the shugenja's arts to Toturi Sezaruone of the most powerful shugenjas in recent history.
    Jealous of this record of success, other clans view the Phoenix as insufferably proud. In contrast, the Phoenix feel they are the only ones who clearly understand the terrible burden they hold-shepherding the religious ideas of an empire. Seeing themselves as the only true practitioners ofmagic has not won them any friends among the shugenjas of the other clans. They tend to be quick to take insult, and Isawa Tetsuya's angry reaction to an impassioned Dragon remark ("We need room to live, not your protection") may have spurred the two clans into war without real cause . The blame for the poor relationship between Isawa Taeruko and Tamori Shaitung of the Dragon probably belongs to both women, but Taeruko is a very vocal proponent of the philosophy of Phoenix superiority.
    Phoenix Families
    The Phoenix clan revolves around its shugenjas and maintains two distinct schools for shugenjas : the Isawa and the Agasha. The Shiba school trains samurai to serve and protect the shugenjas, though now, for the first time, a Shiba (Shiba Ningen, Master of the Void) sits on the Council of Five-the Elemental Masters who rule the clan . The Asako are something of an anomaly in the Phoenix, for they are monks rather than shugenjas and stray rather far from the piety of the Isawa-and their enmity with the Isawa stretches back a thousand years .
    The Isawas are arguably the greatest shugenjas of the empire, though their arrogance in such matters has led to great evils in the past . The Isawa school teaches all the elements, without focusing on any one. The school also teaches techniques relating to the element of Void.
    The Phoenix clan has a second shugenja school, thanks to the Agasha family's secession from the Dragon clan. They are masters ofalchemy and herbalism and accomplished crafters of magic weapons.
    The Shibas are the warriors ofthis scholarly and magical clan . The Shiba protector prestige class, the embodiment of the family oath to defend the Isawas, is described below.
    To outsiders, the Asako appear to be nothing more than healers, librarians, and historians . In fact, they are the caretakers of a great secret, passed from Shinsei to Shiba to Asako: Humanity can aspire to godhood.

    Scorpion Clan, the Shadows of Rokugan
    Behind their ever-present masks, the members of the Scorpion clan fill a distasteful but necessary role within the empire . They are the keepers of secrets, walkers in shadows, assassins and spies. They care little for honor, but hold up loyalty as the pre-eminent virtue of the clan : loyalty to the clan and loyalty to the empire-loyalty that makes a Scorpion willing to
    suffer death or dishonor, to pay any cost . Scorpions are usually seen as villains, often even as traitors-but from the Scorpion point of view, their worst deeds have all stemmed from their unswerving sense of loyalty.
    Recent History
    As the price for their loyalty, the Scorpions have suffered disgrace and persecution at the hands of the other clans. Bayushi Shoju instigated the Scorpion Clan Coup in an attempt to save the empire from a dreadful prophecy, and in the wake of the unsuccessful coup, the Scorpions were decimated and their lands razed. They were restored by the Emperor Toturi when he took the throne . Later blamed for kidnapping Emperor Toturi, the Scorpions were sent into exile and their children fostered by the Cranes until Toturi once again showed them mercy and reinstated them. In the Spirit Wars, the Scorpions played a decisive role by luring the spirit armies into Beiden Pass, where a group of shugenjas brought the pass itselfdown on them-though the treachery and deceit they used to set the trap won them no friends among the honorable samurai of the empire.
    Now the Scorpions are back, with a vengeance. Three issues dominate the attention ofthe clan in the wake of Toturi's death. First, Toturi's death at the edge of their lands, in Shinomen Forest, has put the Scorpions on the defensive, and Scorpion teams patrol the edge of the forest in search of the oni that killed the Emperor. Second, with the Cranes engrossed in their war with the Crabs and the throne of the empire vacant,the Scorpions have their eye on the imperial Court. They would love to take the Cranes'
    place as the ultimate manipulators of imperial politics . Finally, the Scorpion seek vengeance upon a traitor to their clan, Yoritomo (formerly Bayushi) Aramasu, champion of the Mantis.
    Scorpion Families
    The families of the Scorpion are more close knit than those of any other clan. Bayushi's love for Shosuro-who founded both the Soshi and I Shosuro families-was unbounded, and the fam ilies continue their close affiliation. The Soshi and Shosuro are united by their past connection to the Shadow, while the Yogo are both a sworn enemy of the Shadowlands and, all too often, allies to the darkness .
    The Bayushi are the masters of secrets and lies . Honor, to them, is less important than loyalty, and in the name of loyalty the Bayushi are responsible for all manner of deeds that other samurai must consider
    reprehensible .
    The Shosuro have ancient ties to the Shadow that was finally defeated by the Great Clans at Oblivion's Gate. Even without its supernatural assistance, the Shosuro continue doing what they have always done: They are the spies and assassins of the empire .
    The magic of the Soshi school owes much to the family's ancient connection to the Shadow. Despite the defeat of the Shadow at Oblivion's Gate, the Soshi shugenjas continue practicing their air magic.
    The Yogo Shugenja school (like the Crab's Kuni school) is devoted to unraveling the secrets of the Taint. Currently, it seeks to answer the question : With Fu Leng dead, where does the Taint come from now? Yogo magic specializes in magical wards and protections against evil magic.

    Unicorn Clan, the Cavalry of Rokugan
    For eight hundred years, the ancestors of the Unicorn wandered the
    lands outside Rokugan, learning from the barbarians and creating a culture uniquely their own, synthesizing elements of barbarian cultures with their native Rokugani heritage . In the three hundred years since the Unicorns
    returned to Rokugan, they have left their mark on its history as the best cavalry in the empire, with a powerful commitment to diplomacy and justice.
    Recent History
    The Unicorns serve as the magistrates of the empire, enforcing the laws of the ideal Emperor even when the commands of the actual Emperor fall short of that ideal . Their "outsider" perspective- even after three hundred years of dwelling in Rokugangives them freedom from some of the strict mores that bind other clans, and a Unicorn magistrate is willing to report a truth that an Ikoma historian would never allow himself to speak, such as the deeds of an unjust Emperor or an embarrassment for their clan . The Unicorns are also excellent diplomats, and strive to keep the fracturing peace among the clans . Toward the end of the War Against the Shadow, the Unicorns were finally able to purge a dark blot from their clan's honor the corruption of the Moto by the Shadowlands . After hundreds of years of serving the Shadowlands' evil, the Dark Moto are gone, and the Moto family rides proudly once more. Still, the Moto have not forgotten their lost kin, and continue to ride into the Shadowlands and war against its evil . The fact that a member of the Unicorn clan, Iuchi Shahai, is now a mighty
    power in the Shadowlands, the so-called "Dark Daughter of Fu Leng," leaves many in the Unicorn clan angry and ashamed. As a result, the Unicorns are rapidly becoming nearly as dedicated as the Crabs to fighting the Shadowlands .
    Unicorn Families
    Of the five families of the Unicorn, three are formed almost exclusively of mounted warriors . Cavalry is the backbone of any Unicorn army, and even the Iuchi shugenjas are often mounted .
    The Moto are still driven to avenge their kin who first lost their souls and then died in the Shadowlands . They are known as the most powerful cavalry of the Unicorn, but their greatest fury is directed toward the Shadowlands.
    The Shinjo are restless and unpredictable, leaning strongly toward a nomadic way of life and a focus on action over contemplation .
    The Utakus are known for their determination, devotion, and straightforwardness-virtues exemplified in the Utaku battle maidens, who share a unique bond with their powerful horses.
    The Iuchi are the Unicorn's shugenja family. Their style of spellcasting is a varied mix of prayers to the Seven Fortunes, petitions to the elements themselves, and the use of talismans with sacred words inscribed on them. (These talismans serve as divine focus items for some or all ofan Iuchi shugenja's spells, replacing the traditional ofudas . The spell is otherwise unchanged, though the Iuchi school teaches a number of spells that are unknown to other shugenjas.)
    The Ide are the peacemakers and diplomats of the Unicorn, masters of what they call wabukan, "the peaceful path." They serve as a smooth buffer between the Unicorn-whose "barbaric" ways often grate on the nerves of other Rokugani-and the other clans, sensitive to social customs and level-headed in the most awkward situations .

    Mantis Clan, the Sailors of Rokugan
    When the children of the Sun and Moon fell to earth, they established seven clans-one for each of the children, excepting Fu Leng and Hantei. Each clan has its families, and on various occasions over the thousand-year history of the empire, families have split off from their parent clans to become clans in their own right, usually in recognition of a particular act in service to the empire . Only once has a minor clan risen to
    become a great clan in its own right-the Mantis clan-but now the clan is in decline, and seems destined to lose that status within the next few years.
    Recent History
    Each minor clan has its own story, but the key story of recent years is the rise and fall of the Mantis clan. Under the leadership of Yoritomo, the Mantis clan grew in power during the Clan Wars. Under the banner of Yoritomo's Alliance, the Mantis, Centipede, Wasp, Fox, Tortoise, and Sparrow clans became a major force in the Clan Wars and beyond . Yoritomo, however, angered many samurai with his brash arrogance and
    evident designs upon the throne of the empire itself. Shortly after achieving the goal for which the alliance was formed the recognition of the Mantis (with the Centipede and the Wasp) as a great clan-the Fox left the alliance and allied with the Crane . Yoritomo himself was killed during the Battle at Oblivion's Gate, provoking the dissolution of the alliance entirely.Though the Mantis clan remains an importantclan, led now by the Scorpion traitor Yoritomo (formerly Bayushi) Aramasu, the new daimyo's leadership is weak and he has made many powerful enemies. It seems clear that the days of the minor clans' glory are over.
    Minor Clan Families
    The Mantis clan managed to absorb two other minor clans during the Clan Wars, so the former Centipede and Wasp clans are nowMantis clan families. The other minor clans each consist of a single family.
    The Mantis clan's Yoritomo family (the original Mantis clan) is made. up of seafaring traders and mercenaries. They are adept at fighting on the rolling decks of a ship, and they use weapons unfamiliar to the rest of Rokugan.
    The Moshi family of the Mantis (the former Centipede clan) is a family of shugenja, specializing in fire and air magic.
    The Tsuruchi family of the Mantis (the former Wasp clan) is recognized for producing the finest archers in the empire. Naturally, their samurai learn the Precise Shot feat and its related feats.
    The Fox clan (Kitsune family) is the remnant of the ancient Ki- Rin clan that never left Rokugan. Located in the mysterious woodlands of the Kitsune Forest, the Foxes are peaceful scholars and powerful shugenjas, attuned to the forces of nature in their homeland . The Kitsune shugenja school teaches earth magic.
    The Dragonfly clan (Tonbo family) is descended from a marriage between a Dragon and a Phoenix, and was decimated in one ofthe first clashes between those clans in 1158. Only a handful of Dragonfly clan members now exist, and theyhave no lands. Dragonfly shugenjas embrace a philosophy of change hardly welcome in a culture that reveres tradition so strongly. They use water magic, but also study air magic.
    The Sparrow clan (Suzume family) is descended from a branch ofthe Doji family, but in stark contrast to the extravagant Crane is dedicated to an odd philosophy of honorable poverty. Members of the Sparrow clan are scholarly warriors, expert artists and crafters, and remarkable storytellers . The Sparrow samurai style teaches Expertise and its related feats.
    The samurai of the Badger clan (Ichiro family) are the defenders of Rokugan's northern passes . Though no invasion from outside the empire has yet come through the Great Wall of the North, the Ichiro have been ready for ten centuries. Like the Crab (from whom they are descended), the Badger samurai emphasize strength, teaching Power Attack and its related feats.
    The Tortoise clan is a minor mercantile clan that trades with the Yobanjin, barbarians who dwell far to the north, across the mountains ofthe Great Wall ofthe North. Their trade is questionable in legal terms, but continues under the blessing of the Emperor.
  3. Character Creation Basics
    Follow these steps to create a beginning, 1st-level character for Oriental Adventures. Also remember that the option is always open to call on me for assistance.

    Do you want to play an honorable samurai? A cunning rogue? An attractive sorceress? A combination? There are a load of options... think one up and work with that idea.

    Determine your character's six ability scores. You'll do this on this site: http://www.hackslash.net/?p=73 . Change the numbers to what you want, but the very bottom box, labeled 'points', must equal 36.
    For an explanation of these ability scores, here:
    -Strength measures your character’s muscle and physical power.
    -Dexterity measures hand-eye coordination, agility, reflexes, and balance.
    -Constitution represents your character’s health and stamina.
    -Intelligence determines how well your character learns and reasons.
    -Wisdom describes a character’s willpower, common sense, perception, and intuition.
    -Charisma measures a character’s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness.

    The classes in Oriental Adventures are barbarian, fighter, monk, ranger, rogue, samurai, shaman, shugenja, sohei, sorcerer, and wu jen. The races in Oriental Adventures are human, hengeyokai, nezumi, and spirit folk. There are also elves, dwarves, halflings, and half-elves.

    Your character's race and class grant him or her certain features .

    Spend your Skill Points (determined by your class and Intelligence) on your Class Skills. For first-timers, it's recommended you get help on this step.

    Choose one feat from the list of feats provided. Human characters get a bonus feat, but a Human character from one of the Clans gets this bonus feat selected for them.

    Rokugani characters don't go tromping into dungeons wielding longswords and wearing half-plate armor. Think of what your character would wear (non-magical) and put it on your sheet.

    7. DETAILS
    Invent or choose a name for your character (make sure it fits the cultural background!), determine his or her sex, choose an alignment (and think about whether your character is honorable or dishonorable), decide how old he or she is and what he or she looks like, and so on.
  4. "And that's why she likes you more."
  5. "I'm sure it's fun to test my self healing vampire gene by trying to cut me open." Melissa mumble.
  6. Character Sheet

    Name: (Character's name goes here)
    Race: (Character's race goes here)
    Class: (Character's class goes here)
    Level: 1

    Str: 8 | -1
    Dex: 8 | -1
    Con: 8 | -1
    Int: 8 | -1
    Wis: 8 | -1
    Cha: 8 | -1
    (The stats listed above are for example only - they are how your stats should be set up. The number on the other side of the line is called your 'Ability Modifier'... to put it simply, it's what you add to certain rolls. The higher, the better. As listed, an '8' in a stat actually takes one point AWAY from your rolls. a '10' in a stat does nothing for or against, a '12' in a stat gives a +1, a '14' in a stat gives +2, a '16' in a stat gives +3, an '18' in a stat gives +4, and finally, a '20' in a stat gives a whopping +5 to rolls attached to that ability.
    To determine your character's six ability scores: You'll do this on this site: http://www.hackslash.net/?p=73 . Change the numbers to what you want, but the very bottom box, labeled 'points', must equal 36. The human average in a stat is '10'.)

    HP: (Record your character's HP here - the number listed under your class, plus your Constitution "ability modifier" (see above).)
    Fort: +0 | 0 | 0 | 0
    Ref: +0 | 0 | 0 | 0
    Will: +0 | 0 | 0 | 0
    (The first line of zeros are the 'total' - you add up all the other numbers and place it here. The second line is from your 'Ability Modifer'... Add your Con modifier to your Fort (Fortitude), add your Dex modifer to your Ref (Reflexes), and add your Wis modifer to your Will. The third column, place your Class skills (found under your class abilities)... the final is a catch-all for anything else, like from a Feat (see below) or a magic item, later on. )

    Hair: (Character's hair color)
    Eyes: (Character's eye color)
    Skin: (Character's skin or fur color)
    Height: (Character's height)
    Weight: (Character's weight)

    Racial Traits:
    (Record your character's racial traits here)

    Class Features:
    (Record your character's class features here)

    (Feats are abilities outside your character's class features that represent personal training or special abilities beyond the norm. You can find them here: http://www.dandwiki.com/wiki/SRD:General_Feats . Your character receives only one (1) feat at first level, though gets an extra feat if they are human. If your character is a Clan human, talk to Frost via PM with the title 'Ancestor'.)

    (List your character's class skills here, and add skill ranks to them in this manner:

    Appraise (4)

    This shows that whoever has this skill has a total of four ranks spent in the Appraise skill. Four is the max amount of points you may have in a skill. To find the descriptions of (nearly) every skill, go here: http://www.dandwiki.com/wiki/SRD:Skills_by_Type . From here, you can also see which Ability governs which Skill.)

    (Each character starts with 100 gold to spend on equipment. It's probably smart to at least have your character's weapon of choice and some armor. Other items your character might have are also listed here - if you cannot find an item you wish on these, just list it under your equipment anyway. You may not have magical items. The weapon you choose may be altered to fit the setting. Samurai need not pay for their Ancestral Weapons.
    Weapons: http://www.dandwiki.com/wiki/SRD:Weapons#Weapon_Descriptions
    Armor: http://www.dandwiki.com/wiki/SRD:Armor#Armor_Descriptions
    Misc.: http://www.dandwiki.com/wiki/SRD:Adventuring_Gear )

    (Your character's past exploits, and what has lead it to the road where the characters will be starting.)

    (Character's appearance. Description or picture.)

    Theme Song:
    (Mostly for fun.)
  7. OOOOO

    Oriental adventures?

    Haven't had a chance to play this in years!

    Count me in...just need to tinker with character sheets.
  8. Name: Bei
    Race: Hengeyokai, Fox
    Class: Monk
    Level: 2

    Str: 16 | +3
    Dex: 16 | +3
    Con: 14 | +2
    Int: 8 | -1
    Wis: 14 | +2
    Cha: 12 | +1

    (Dex: 14 | +2 if in Human form)

    HP: 20
    BAB: +1
    AC: 15 | 10 | 2 | 3
    Fort: +5 | 3 | 2 | 0

    Ref: +6 | 3 | 3 | 0
    Will: +5 | 3 | 2 | 0

    Hair: Red
    Eyes: Emerald
    Skin: Red Fur
    Height: 5'7"
    Weight: 139lbs.

    Racial Traits:
    -2 Wisdom
    30ft land speed
    Alternate Form: Human, Animal, Hybrid
    Shapechanger Type
    In Hybrid Form: +2 Dex, +4 Escape Artist

    Class Features:
    Bonus Feat: Improved Grapple
    Flurry of Blows (-1/-1)
    Unarmed Strike: 1d6
    AC Bonus (Wisdom)
    Bonus Feat: Combat Reflexes

    Earth's Embrace (Found in Oriental Adventures book): While grappling, if you pin your opponent, you deal critical damage (double normal unarmed damage) each round that you maintain the pin. You hold your opponent immobile as normal, but you must also remain completely immobile, giving opponents (other than the one you're pinning) a +4 bonus on attack rolls against you (but you are not helpless).

    Balance: (2)
    Climb: (2)
    Escape Artist: (3 + 4)
    Jump: (5)
    Knowledge (arcana):
    Knowledge (religion):
    Move Silently:
    Sense Motive:
    Tumble: (3)

    Equipment: 5 gold (Bei willingly gives up the rest of his gold)
    Monk's Clothing
    Scroll - Map of Rokugan
    Signet Ring of the Togashi family
    Empty Sack

    It was years ago when he found the dragon monastery. It was an interesting group of humans - all shaven bald, tattooed and all mimicking the same punching motions. He had found it terribly amusing, like a setup of birds all singing the same song... he was amused enough to stay, and keep watching. They didn't chase him away, or glare at him... or even look at him. He supposed it was because he was in his fox form, and that he was being sneaky... this was not the case. He had given away his true self immediately to the sharp-eyed monks... and so he continued to watch... for hours... days... months... all the while, he envied the one who taught them... respected and strong, with all these little humans to do what he wanted... there were no riches involved, but the young fox had assumed that meant it'd be easier to rise up in the ranks, here.

    At night, the young fox snuck into the Teacher's chambers... and, turning into his hybrid from, challenged him to a fight. It was no contest - soundly thrashed by the old monk, the young fox lay on the ground - bruised, bloodied, and expecting a final death blow... it never came.

    Bei fled, and did the same thing, every night for a week - each time, the old man easily besting him. Finally defeated, in body and in spirit, the fox offered his servitude to the man.

    Instead, the monk offered a different sort of punishment... to train at the monastery as one of his pupils. At first, the young fox laughed at it... but... slowly, he realized the strength he could gain... and accepted. It was not easy doing, as the order of the monastery rankled against his very nature... and yet... somehow, slowly... he came to enjoy it.

    Naming the fox 'Bei', the old master gave him no special treatment - he was like every other monk there... save that the teacher forbade Bei from turning human, telling him that it was dishonest. Coming to respect the old man, Bei agreed to these terms. Soon, however, wanderlust began to creep into the foxes' heart - as the old teacher reached the end of his long life. Instructing his students to go out into the world and learn, so that they might pass on his teachings, each went off in search of their destiny.

    Bei went last, caring for his mentor until the old man passed away.

    Show Spoiler
  9. Name: Matsu Kiyoshi
    Race: Human
    Class: Samurai
    Level: 2

    Str: 16 | +3
    Dex: 14 | +2
    Con: 12 | +1
    Int: 14 | +2
    Wis: 14 | +2
    Cha: 12 | +1

    BAB: +2
    HP: 23
    AC: 17 | 10 | 4 | 3
    Fort: +5 | +3 | +2 | 0
    Ref: +3 | +3 | 0 | 0
    Will: +6 | +3 | +2 | 0

    Hair: Black
    Eyes: Green
    Skin: White
    Height: 6'1
    Weight: 211lbs

    Racial Traits:
    Medium: Humans have no special bonuses or penalties due to their size
    Human base land speed is 30 feet.
    1 extra feat at 1st level.
    4 extra skill points at 1st level and 1 extra skill point at each additional level.

    Class Features:

    Ancestral Daisho (All samurai begin play with a katana and a wakizashi-two masterwork weapons.)


    "Warrior Instinct": +2 bonus on Initiative and Spot checks
    Endurance [General]
    Weapon Focus: Katana


    Iaijustsu Focus:6
    Sense motive(WIS):4
    Craft (Calligraphy, INT):5


    Ancestral Daisho (All samurai begin play with a katana and a wakizashi-two masterwork weapons.)
    Partial Armour - 50gp
    Backpack – 2gp
    Winter Balnket – 5sp
    Whetstone – 2cp
    7 Day ration packs – 35sp
    2 Ink vials - 16gp
    20 Paper sheets - 8gp
    caligraphy blush


    19gp 9sp 8 cp

    Kiyohi, who in an indirect decendent of the great Matsu Hitomi was in the service of one of the lord's of the loin clan, the castle was attacked by unknown ninjas who slaughtered almost everyone including lord Hakoda, their bodies covered in spider's web. Kiyoshi, dishonored by his failure and shamed by his survival was summoned to the clan stronghold where he was honored for his bravery, and for following Hakoda's edicts even after the lord's death. Without his lord's permission to die he seeks to redeem himself by following the wishes left to him in a letter by his lord.

    Show Spoiler
    His wooden sandals clacked loudly on the wooden floor of the walkway. Plain white kimono, broken only by a golden belt and black armband was bright in the night under the coloured lanterns making the bright fabric glow as he walked. He stopped outside one of the doors and slipped off his sandals as the screen slid open, the muffed music growing a little louder as the area was flooded in light and he walked through to the bowing of a servant.

    The room that greeted him was noisy, two geisha played a tune while another danced, her movements accented by two fans, several men sat in a semi circle and the oldest gestured for the newcomer to sit on the free mat next to him.

    “Honored greetings, thank you for invi.....” he was silenced as the older samurai raised a hand.

    “I did not invite you for idly conversation..... I have known you to long to not see the change. You are troubled Kiyoshi.” he paused as one of the geisha poured the younger samurai sweet smelling tea. “Remember what they taught you at Akodo.” he turned away “Now I won't talk about this anymore, for now try to enjoy yourself.” he indicated the tea and turned to talk to the person sitting on the other side of him.

    Kiyoshi sighed taking the tea in both hands and blowed across it before taking a sip.

    Show Spoiler
    “We... didn't see them...”

    A shadow moved, the group of samurai turned..... a scream behind them as a samurai fell....

    “There was no way to tell who they were, or how many, they were everywhere at once.”

    The two samurai stood back to back, a sound made then turn. The other fell to his knees, a shurinken in the back of his neck....

    Kiyoshi was alone, turning at every sound... fear gripped his heart.... a sound behind him,... a silhouette on a screen...... he thrust the point of his sword through the paper, a body fell through, Kiyoshi's sword still embedded.....

    “JUNEKO!” he cried out at the memory.

    “He sat holding the body of the female samurai..... here eyes glassed over, staring into his, he stood and moved, the castle oddly silent..

    “Juneko......” he sobbed, alone in the night.
    • Like Like x 1
  10. Character Sheet

    Name: Moto Ryoko
    Race: Human
    Class: Barbarian
    Level: 1

    Str: 16 | +3
    Dex: 16 | +3
    Con: 12 | +1
    Int: 10 | +0
    Wis: 8 | -1
    Cha: 16 | +3

    HP: 13
    Fort: +3 | 2 | 1 | 0
    Ref: +3 | 0 | 3 | 0
    Will: -1 | 0 | -1 | 0

    Hair: Black
    Eyes: Black
    Skin: Brown
    Height: 5'11"
    Weight: 163 lbs.

    Racial Traits:
    Medium: Humans have no special bonuses or penalties due to their size
    Human base land speed is 30 feet.
    1 extra feat at 1st level.
    4 extra skill points at 1st level and 1 extra skill point at each additional level.

    Class Features:
    Fast Movement
    Rage 1/day

    -Saddleback: +3 bonus on all Ride checks.
    -Mounted Combat: Once per roundwhen your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s Armor Classif it’s higher than the mount’s regular AC.

    Skills: 16
    Climb (2)
    Handle Animal (3)
    Intimidate (2)
    Jump (2)
    Ride (3)
    Survival (2)
    Swim (2)

    Halberd (10 gold)
    Leather armor (10 gold)
    Bedroll (1 gold)
    Sack (empty) (1 gold)
    Waterskin (1 gold)
    Pouch (1 gold)
    76 gold left

    Backstory: For as long as she can remember, Ryoko has loved being an Utaku. She loved the horses, the hard life, the work, the training. She trained hard, she fought hard, and she vowed to become the greatest Utaku battle maiden who had ever lived. This was no small feat, of course, but for one as spirited as she, she would accept no easier task.

    When the time came, the young Utaku packed up her things and her gold and left. It was time for adventure and to show Rokugan what she was made of!

    Ryoko is headstrong, proud, and not afraid to show her strength. She is, for the most part, friendly and easy to like, provided you get past her odd sense of humor and method of "kill first and let the Kami sort it out."

    Show Spoiler

    Theme Song: "Hero" Skillet
  11. "Your mother enjoy playing with innards after cutting and stabbing." Melissa said softly, "Completely different from Lady Kunari."
  12. Code:
    Name: Doji Kuroma
    Race: Human
    Class: Samurai
    Clan: Crane
    Level: 2
    Alignment: Honorable Thought
    Str: 16 | +3
    Dex: 12 | +1
    Con: 16 | +3
    Int: 10 | +0
    Wis: 12 | +1
    Cha: 14 | +2
    HP: 26
    AC: 15
    BAB: +2
    Melee Attack Bonus: +5
    Ranged Attack Bonus: +3
    Katana Attack Bonus: +7
    Fort: +6 | 3 | 3 | 0
    Ref:  +1 | 0 | 1 | 0
    Will: +4 | 3 | 1 | 0
    Age: 20 
    Hair: White, straight, middle back length
    Eyes: Light Gray
    Skin: Pale, fair skin
    Height: 6'2"
    Weight: 168lbs.
    Racial Traits:
    Base Movement-30 feet, reduced to 20 feet.
    Medium Size
    Extra Skill Points
    Extra Feat
    Class Features:
    Ancestral Daisho
    Bonus Feat[Weapon Focus(Katana)]
    Iaijutsu Master
    Quick Draw
    Weapon Focus(Katana)
    Skills: (25/25)
    Climb(Str)                  (3)[0]{-3}=0
    Craft(Painting)(Int)        (0)[2]{0}=2
    Diplomacy(Cha)              (2)[5]{0}=7
    Iaijutsu Focus(Cha)         (2)[5]{0}=7
    Intimidate(Cha)             (2)[5]{0}=7
    Jump(Str)                   (3)[0]{-3}=0
    Perform(Tea Ceremony)(Cha)  (2)[0]{0}=2
    Profession(Courtier)(Wis)   (1)[2]{0}=3
    Ride(Dex)                   (0)[1]{0}=1
    Sense Motive(Wis)           (1)[5]{0}=6
    Swim(Str)                   (3)[0]{-6}=-3
    Languages: Rokugani 
    Ancestral Masterwork Katana
    Ancestral Masterwork Wakizashi
    Partial Armor(+4 AC, +4 Dex, -3 Penalty Check)
    Furoshiki Sack
    Courtier's Outfit
    14 Days Worth of Trail Rations
    [URL="http://en.wikipedia.org/wiki/Seal_(east_Asia)#Japanese_usage"]Inkan and Hanko, with red ink[/URL]
    Doji Kuroma is what some might call the epitome of Crane dignity.  His father is the head of the Doji family, while his mother is the sister of the head of the Daidoji family.  Heralded as the next great leader of the Crane Clan, destined to lead the Crane to the throne, he was enrolled in both the Daidoji school and Kakita school, to learn the art of kendo and iaijutsu.  He was also taught diplomacy by his father.  He now roams the land as a samurai in the service of his father, tasked with three missions: Gather as much knowledge as possible, make a name for himself as a samurai, and find a wife to continue the family line.  Unexpectedly though, his father does not mind this.  He sees it as a dedication to the clan and his family above all else, which is the pinnacle of honor.  Kuroma can often be seen wearing his courtier outfit, as opposed to his samurai armor, as it is easier to travel simply carrying the armor.
    Theme Song:
    [URL="http://www.youtube.com/watch?v=Gmpmjsq8Z70&feature=fvw"]Mr. Pinstripe Suit[/URL]
  13. Character Sheet >: [

    <DIR>Name: Tae
    Race: Hengeyokai, Fox
    Class: Rouge
    Level: 1

    Str: 10 | -0
    Dex: 18 | +4
    Con: 12 | +1
    Int: 14 | +2
    Wis: 8 | -1
    Cha: 14 | +2

    HP: 7
    Fort: +1 | 1 | 0 | 0
    Ref: +6 | 4 | 2 | 0
    Will: -1 | -1 | 0 | 0

    Hair: White
    Eyes: Light brown
    Skin: White fur
    Height: 5’ 1”
    Weight: 93 lbs.

    Racial Traits:
    Alternate Form (Fox) A Hengeyokai can assume the shape of a specific human, a specific animal, or a hybrid between the two.

    Class Features:
    Sneak Attack +1d6 damage, Trap finding.

    Weapon Finesse

    Appraise, (1) 3
    Balance, (2) 6
    Bluff, (2) 4
    Climb, (3) 3
    Decipher Script, (1) 3
    Diplomacy, (2) 4
    Disable Device, (1) 3
    Disguise, (4) 6
    Escape Artist, (1) 5
    Forgery, (1) 3
    Gather Information, (3) 5
    Hide, (2) 6
    Intimidate: (1) 3
    Jump, (4)
    Knowledge (local), (1)
    Listen, (3) 2
    Move Silently, (3) 7
    Open Lock, (1) 5
    Search, (1) 3
    Sense Motive, (1) 0
    Sleight of Hand, (1) 5
    Spot, (1) 0
    Tumble, (1) 5
    Use Magic Device, (1) 3

    dagger, leather armor,
    Plain black kimono

    Back-story: Tae was born and raised in the Scorpion clan. When she was born she had the misfortune to be born as the third and last in a set of triplets, her father who had fought tooth and nail to gain his current status would not have this tagged to his name. That very night the poor newborn was sold to a sensei with questionable tastes, being raised by him and held captive in ways. Not held to him in fear, but by the fact of that she had nowhere to go. The highest reason was that he held her dear mask close to him, not letting her have or wear it until she was to venture out with him. Tae is innocent or even ignorant in many things, everything she knows she was taught in order to not make her ‘master‘ look bad. Everyone that knew the man praised him for being kind and taking in the babe had been ‘abandoned.’ Sadly his specialty was in stealth and suppression/restraint so Tae had no luck in escaping his lecherous hands when his small mind games turned into a sick and twisted affection.
    This all changed a few days ago when she snapped, defending herself, and bit his throat out when he was trying to force her yet again.

    Maybe it had been a mistake on the sensei’s part to use his captive for practice in his daily warm ups, yes, maybe.

    </DIR> Appearance:

    Theme song: Lights out, Breaking benjamin.
  14. Name: Mirumoto Rhyodotsu
    Race: Human
    Class: Samurai
    Level: 1

    Str: 14 | +2
    Dex: 15 | +2
    Con 12 | +1
    Int: 15 | +2
    Wis 15 | +2
    Cha 10 | 0

    HP: 11
    Fort: +3 | +1 | +2 | 0
    Ref: +2 | +2 | 0 | 0
    Will: +4 | +2 | +2 | 0

    Hair: Dark Brown
    Eyes: Blue
    Skin : Slightly Tanned
    Height: 5'9"
    Weight: 165 lbs

    Racial Traits:
    Medium: Humans have no special bonuses or penalties due to their size
    Human base land speed is 30 feet.
    1 extra feat at 1st level.
    4 extra skill points at 1st level and 1 extra skill point at each additional level.

    Class Features:
    Ancestral Daisho

    Two-Weapon Fighting
    Soul of Loyalty

    Climb (4) 6
    Iaijutsu Focus (4) 4
    Intimidate (4) 4
    Jump (4) 6
    Profession - Yojimbo (4) 4
    Ride (4) 6
    Sense Motive (4) 6

    Masterwork Katana
    Masterwork Wakizashi
    Scale Mail - 50 gp
    Backpack - 2 gp
    Blanket, winter - 5 sp
    Map - 1 gp
    Flint and Steel - 1 gp
    Hooded Lanturn - 7 gp
    Weeks worth of rations - 35 sp
    Whetstone - 2 cp
    Leftover money - 34 gp 9 sp 8 cp

    Rhyodotsu was born into the Mirumoto school, learning from a young age their particular form of the Samurai. He studied hard, but tended to lean towards more of the spiritual and mental teachings the school had to offer, rather than the combative side of things. This, while making him not as physically powerful as his peers, enabled him to in essence become more intelligent than they were.

    However, as Rhyodotsu grew older, he felt an urge to explore the lands, feeling that the teachings here were becoming mundane and repetitive. He longed for the outside world, feeling that wisdom and true enlightenment can only be obtained after looking at a problem from every possible point of view. To do that, he would have to leave the school and mingle with people from different life styles.

    After appealing to his lord and explaining the way he felt, his lord sent him on a Musha Shugyo, marking him to the rest of the world as a ronin, but vowing to return once his quest for knowledge and overall self-embetterment was complete. After grabbing some supplies, Rhyodotsu set out upon his journey, leaving behind his familiar life in seek of adventure.

  15. Name: Shosuro Tokito
    Race: Human
    Class: Rogue
    Level: 2

    Str: 12 | +1
    Dex: 16 | +3
    Con: 16 | +3
    Int: 14 | +2
    Wis: 12 | +1
    Cha: 14 | +2

    BAB: +1
    HP: 18
    Fort: +3 | +3 | 0 | 0
    Ref: +6 | +3 | +3 | 0
    Will: +1 | +1 | 0 | 0

    Hair: Black
    Eyes: Black
    Skin: White
    Height: 5'7"
    Weight: 149lbs

    Racial Traits:
    Medium: Humans have no special bonuses or penalties due to their size
    Human base land speed is 30 feet.
    1 extra feat at 1st level.
    4 extra skill points at 1st level and 1 extra skill point at each additional level.

    Class Features:
    Sneak attack +1d6
    Trap finding

    Quick Draw (general)
    Many Masks: You are descended from Shosuro Furuyari, an important Scorpion Playright
    +2 Bonus to disguise and perform checks

    Bluff: (4)
    Climb: (4)
    Decipher script
    Disable device
    Disguise: (4)
    Escape artist: (3)
    Forgery (2)
    Gather information: (3)
    Hide: (4)
    Jump: (3)
    Knowledge (local)
    Listen (4)
    Move Silently (4)
    Open lock: (4)
    Perform (act, 5)
    Search: (4)
    Sense Motive
    Sleight of hand
    Tumble: (2)
    Use magic device
    Use rope: (4)

    Ninja-to (10gp)
    Shurikens (10, 2gp)
    Rope, silk (50ft, 10gp)
    Waterskin (1gp)
    Backpack (2gp)
    Traveler's outfit (unicorn, 1gp)
    Monk's outfit (Crane, 3gp)
    Entertainer's outfit (Phoenix, 3gp)
    Entertainer's outfit (scorpion, 3gp)
    Scorpion clan mask (0gp)

    65 gp

    In service to his family Tokito has decided to travel the lands of their clan's rival go gain skills as a
    spy/assassin. Disguised as an actor from the Phoenix clan he entered Lion clan territory and has been traveling, under several guises for the past few weeks.

    Slightly on the short side with the usual build for someone from the scorpion clan, along with the usual black eyes and hair mean that withing scorpion lands you wouldn't look twice at what appeared to be an entertainer, and in other clans' lands he isn't much more noticeable. none of his outsite bear any family banners, only his mark reviles something of his relation to Shosuro Furuyari. No matter what hes disguised as he keeps all weapons hidden knowing that the Ninja-to,if seen would arouse suspicion.
    Theme Song:
  16. Name: Ropp'tch'tch of the Tattered Ear Tribe ("Roppu")
    Race: Nezumi
    Class: Shaman
    Gender: Female
    Level: 2

    Str: 10 | +0
    Dex: 16 | +3
    Con: 14 | +2
    Int: 12 | +1
    Wis: 16 | +3
    Cha: 12 | +1

    HP: 16
    BAB: +1
    AC: 15 | 10 | 3 | 2
    Fort: +2 | 0 | 2 | 0
    Ref: +3 | 0 | 3 | 0
    Will: +6 | 3 | 3 | 0

    Hair: Brown
    Eyes: Emerald
    Skin: Tan Fur
    Height: 5'4"
    Weight: 89lbs.

    Racial Traits:
    +2 Constitution, -2 Charisma. Nezumi are hale and hardy but rather crude by human standards.
    Nezumi are Medium-sized.
    Nezumi base speed is 40 feet
    Low-light Vision : Nezumi can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
    +2 racial bonus on Hide and Move Silently checks . Nezumi are naturally stealthy.
    +2 racial bonus on saving throws against poison and disease: Nezumi are resistant to illness and toxins.
    Immune to the Shadowlands Taint: Nezumi can never acquire a Taint score, and suffer no ill effects from exposure to the Shadowlands. Effects such as the cloud of Taint spell or the special attacks of Shadowlands creatures can still harm them, however.
    A ratling's sharp claws and teeth deal 1d4 points of normal damage with a successful unarmed strike . A ratling can make only one unarmed attack per round, using either claw or a bite attack.

    Class Features:
    Unarmed Strike: Gain Improved Unarmed Strike as a bonus feat.
    Animal Companion
    Domain 1: Trickery Domain (Bluff, Disguise, and Hide are class skills)
    Domain 2: Guardian Domain (Once per day, add your shaman level to a single saving throw you make)
    Spirit Sight

    Run: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.

    Concentration: +4 | 2 | 2 | 0
    Craft: +0 | 1 | 0 | 0
    Diplomacy: +3 | 1 | 2 | 0
    Heal: +7 | 3 | 4 | 0
    Knowledge (arcana): +2 | 1 | 1 | 0
    Knowledge (religion): +2 | 1 | 1 | 0
    Knowledge (shadowlands): +2 | 1 | 1 | 0
    Profession: +3 | 3 | 0 | 0
    Scry: +0 | 1 | 0 | 0
    Spellcraft: +1 | 1 | 0 | 0
    Bluff: +5 | 1 | 4 | 0
    Disguise: +6 | 1 |5 | 0
    Hide: +10 | 3 | 5 | 2

    Dagger (2gp)
    Leather Armor (10gp)
    Entertainer's Outfit (3gp)
    Pouch, Belt (1gp)
    Silk Rope, 50ft (10gp)
    Backpack (1gp)
    Small Steel Mirror (10gp)
    Flint and Steel (1gp)
    Ruby Ring (5gp)
    4 small pearls (1gp each)
    Jade Idol of Fukurokujin, Fortune of Wisdom (50gp)
    Necklace of Bones (No Worth)

    Leftover Gold: 3gp

    Spells: 4/3+1
    Inori: Guidance**, Cure Minor Wounds**
    1st-level: Disguise Self*, Shield of Faith*, Cure Light Wounds**

    The world was just fine for Ropp'tch'tch when she was young. Extraordinarily pretty, she was one of the more popular little gatherers, taking from the humans with her brothers and sisters, providing a great deal of wealth and food for the small offshoot of the tribe that she belonged to.

    The humans did not like that. The humans did not understand, they had so much food, what little the Nezumi took was meaningless! However, the greedy humans got the larger humans with the frightening armor and glinting, giant knives to come - the Samurai. The family of ratlings was easily killed off.

    However, several spirits smiled on the young Ropp'tch'tch. The spirits guarded her, and cloaked her - making her appear human to the samurai... she was not aware, and huddled in the corner... crying and waiting for the blades to fall upon her. The samurai, seeing only a frightened human girl, lifted her up... 'rescuing' her from the fate that they had intended for all ratlings.

    She was given over into foster care... but a few moments after the samurai left, her form wavered, and she was, once more, a ratling - and fled. She has been making a meager living off of the humans, vengence already slaked from the death of her family as she stole and made horrible deals with the humans, shattering their economy. Her reverence to the spirits of Trickery and her own Guardians has given her some incredible spirit allies... and her ability to appear human for a good deal of time helps, too.

    Show Spoiler

    Bungle in the Jungle, Jethro Tull

    (Planned prestige class: )
  17. Character Sheet

    Character Name: Agasha Jinzaburo AKA Jin
    Race: Human
    Gender: Male
    Clan: Phoenix
    Class: Monk
    Level: 1

    STR: 16|+3
    DEX: 14|+2
    CON: 14| +2
    INT: 10|+0
    WIS: 16|+3
    CHA: 10|+0

    Hair: Bald, but if not waxed and shaved, long and black
    Eyes: Gray
    Skin: White, but dark tan
    Height: 6'2
    Weight: 160 lbs

    HP: 10
    AC: (10+ Dex Mod + Wis Mod) 15

    Fort: +4 | 2 | 2 | 0
    Ref: +4 | 2 | 2 | 0
    Will: +5 | 2 | 3 | 0

    Racial Traits:
    Bonus Feat
    Extra Skill Points

    Class Features:
    Bonus Feat
    Flurry of Blows -2/-2
    Unarmed Strike 1d6

    Stunning Fist
    Keen Intellect
    Weapon Focus (Unarmed)

    Balance: (3)
    Climb: (2)
    Escape Artist: (2)
    Jump: (3)
    Knowledge (arcana):
    Knowledge (religion): (1)
    Move Silently:
    Sense Motive:
    Spot: (2)
    Tumble: (3)

    Equipment: (GP 93;SP 99 , weight 13lbs)
    Monk's Outfit
    Flint & Steel
    Waterskin (strong red wine)


    Appearance: [​IMG]

    Background: Jin was the son of the Master of the School of Henshin Mystics, those who studied how to become gods. He was taught very early on, that studying on how to become a god was the most important thing in his life, but he felt otherwise. He did, however, think it was important, but nowhere near as important as his true calling: adventure. He loved to travel, learn, discover and meet new people. He escaped from the temple many times, just to wander aimlessly, and see what new things awaited for him. And, of course, with wandering, he walked upon danger constantly. These adventures honed his fighting skills, along with the arduous monk training at the school, trying to make his body into the ultimate weapon, an unshakeable fortress.

    Of course, his setting and strict rules proved too much, and at a young age, he left the academy, vowing to return one day, and continue his father's wishes of becoming a Henshin Mystic, but on his own path of self discovery.
  18. Character Sheet

    Name: Yue
    Race: Spirit folk - River
    Class: Shaman
    Level: 1

    Str: 8 | -1
    Dex: 10 | 0
    Con: 14 | +2
    Int: 14 | +2
    Wis: 18 | +4
    Cha: 14 | +2

    HP: 8
    Fort: +2 | 0 | 2 | 0
    Ref: +0 | 0 | 0 | 0
    Will: +6 | 2 | 4 | 0

    Hair: Light blue, not to be mistaken with black, very long and thick and kept in a braid down her back
    Eyes: Dark red eyes
    Skin: Pale, with patches of white scales on the backs of her arms and legs, her neck, her torso; only noticeable in sunlight when the light makes rainbow ribbons flash across
    Height: 6'1"
    Weight: 173 lbs.

    Racial Traits:
    Medium-size: As medium-size creatures, spirit folk have no special bonuses or penalties due to size .
    Spirit folk base speed is 30 feet.
    Low-light Vision : Spirit folk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination . They retain the ability to distinguish color and detail under these conditions.
    Spirit Subtype: Spirit folk have the spirit subtype, which means they can be affected by spells that specifically target spirits, such as protection from spirits and invisibility to spirits. Their human ancestry makes them humanoids, however, so they are also affected by spells such as hold person and charm person.

    -River Spirit Folk
    Water Breathing: River spirit folk can breathe water as easily as they breathe air.
    River spirit folk have a base swimming speed of 30 feet. They do not need to make Swim checks to swim normally.They gain a +8 racial bonus on any Swim check to perform some special action or avoid a hazard, and they can always choose to take 10 on these checks, even if rushed or threatened when swimming.
    They can use the run action while swimming, provided they swim in a straight line .
    +2 racial bonus on saving throws against spells and spelllike effects with the word "water" in the name of the effect, shugenja spells of the water element, and wu jen spells connected to water.
    Once per day a river spirit folk can use speak with animals to speak with any fish . This ability is innate to river spirit folk . It has a duration of 1 minute.

    Class Features:

    Unarmed Strike,
    Animal Companion (The shaman can cast animal friendship).

    -Athletic [General]
    Benefit: You get a +2 bonus on all Climb checks and Swim checks.

    Skills: 24

    Concentration: 2
    Craft: 3
    Diplomacy: 3
    Heal: 4
    Knowledge (arcana): 4
    Knowledge (religion): 4
    Knowledge (spirits): 4

    Quarterstaff/Staff - [Gift from someone she helped]
    Clothes on her back - [Mother's clothes]
    Small knife - [Gift from someone she helped]
    Waterskin - 1 gp
    Backpack - 2 gp
    A transluscent scale on a leather string - [Gift from her father]
    Pipa - [Gift from her father]
    *Any other gold she gave away to needy families during her travels



    Cure Light Wounds.**
    Obscuring Mist.

    [0-Level Spells]

    Cure Minor Wounds
    Detect Disease
    Detect Magic.
    Detect Poison.
    Inflict Minor Wounds.
    Purify Food and Drink.
    Read Magic.

    [1-Level Spells]
    Animal Friendship.
    Bless Water.
    Calm Animals.**
    Cure Light Wounds.
    Curse Water.
    Detect Chaos/Evil/Good/Law.
    Detect Undead.
    Endure Elements.
    Entropic Shield.**
    Inflict Light Wounds.
    Invisibility to Undead.
    Obscuring Mist.
    Protection from Chaos/Evil/Good/Law.
    Shield of Faith.
    Speak with Animals.
    Summon Nature’s Ally I.**
    Weapon Bless.

    Yue's father is a Chiang Lung, a river dragon, and her mother was a human who accompanied her scholar of a father visited by the Chiang Lung. The dragon and the mortal fell in love and despite the risks, Yue's mother wanted more than anything to have his child. The Chiang Lung was there for the birth of his daughter ... and for the mother's death. He was saddened by this but he took the child and gave her her mother's name so she would always remember her.

    As Yue matured, it was discovered she had a gift for communicating with spirits and often prays and blesses them, be they nature spirits or her human ancestors. She grew to be calm and benevolent and a firm believer in the good of people, a shaman who dealt better with the Healing and River spirits than the others. She travels on a mission to help wherever she can but often finds the time to visit her father.

    Yue is a very modest individual, prone to keeping opinions to herself and talking in the third person. She often calls people "honored" followed by a title such as "brother" or "sister" and refers to her father as "most honored father". She doesn't like to meet people's eyes and has an odd way of bowing. She doesn't bend forward but rather bends her knees until they nearly touch the ground and then slowly rising.

    Show Spoiler

    Theme Song: "Anthem for the Underdog" 12 Stones
  19. Name: Endo
    Race: Human
    Class: Wu Jen
    Level: 1

    Str: 8 | -1
    Dex: 14 | +2
    Con: 12 | +1
    Int: 16 | +3
    Wis: 14 | +2
    Cha: 16 | +3

    HP: 6
    Fort: +1 | +1 | 0 | 0
    Ref: +2 | +2 | 0 | 0
    Will: +4 | +2 | +2 | 0
    (The first line of zeros are the 'total' - you add up all the other numbers and place it here. The second line is from your 'Ability Modifer'... Add your Con modifier to your Fort (Fortitude), add your Dex modifer to your Ref (Reflexes), and add your Wis modifer to your Will. The third column, place your Class skills (found under your class abilities)... the final is a catch-all for anything else, like from a Feat (see below) or a magic item, later on. )

    Hair: Purple
    Eyes: Blue
    Skin: White
    Height: 5'9"
    Weight: 155 lbs

    Racial Traits:
    Medium: Humans have no special bonuses or penalties due to their size
    Human base land speed is 30 feet.
    1 extra feat at 1st level.
    4 extra skill points at 1st level and 1 extra skill point at each additional level.

    Class Features:
    Special: Sudden Action, Still Spell

    Oni's Bane
    Improved Counterspell

    Craft: Alchemy(4)
    Concentration (4)
    Knowledge: Arcana (4)
    Knowledge: Nature (4)
    Scry (4)

    Dagger - 2 gp
    Backpack - 2 gp
    Blanket, winter - 5 sp
    Chalk, 2 pieces - 2 cp
    Lantern, bullseye - 12 gp
    Mirror, small steel - 10 gp
    5 days rations - 2 gp 5 sp

    0 Level Spells:
    Dancing Lights
    Ray of Frost
    Arcane Mark
    Detect Magic
    Detect Poison*
    Disrupt Undead
    Ghost Sound
    Mage Hand
    Read Magic*
    1 Level Spells:
    Fiery Eyes
    Cobra's Breath
    Comprehend Languages
    Magic Missile*
    True Strike

    Endo was initially born into the phoenix clan, however, around the age of 17, felt restricted by the rules that surrounded him. So he left the clan, going into the wilderness to look for the knowledge in nature itself and hopefully find the knowledge he was seeking.

    It has been 10 years since that day, most of the phoenix clan having forgotten about him. Endo, having improved his skills while in nature, had his small home stumbled upon by a river spirit folk. Because both were outsiders to the Rokugan society, he welcomed her into his home for a while. Upon her preparing to leave, he asked to accompany her on her journey, feeling as his learning here was completed, and having the desire to explore the rest of the world and that this was an opportunity to do it with someone. Yue said yes and they have been traveling ever since.

    Endo is a smart person, if not a bit of a klutz. He's friendly and very accepting of others, because he feels that the way society is currently doesn't give those born differently a chance to succeed. Despite living alone for so long, he handles quite well in social situations, but prefers to be in small company. He has great patience, but even his comes to an end.


    Theme Song:
    (Mostly for fun.)
  20. Character Sheet

    Name: Japik of Eagle's Reach
    Race: Human
    Class: Fighter
    Level: 1

    Str: 17 | +3
    Dex: 14 | +2
    Con: 14 | +2
    Int: 12 | +1
    Wis: 10 | +0
    Cha: 13 | +1

    HP: 12
    Fort: +4 | +2 | +2 | 0
    Ref: +2 | +2 | 0 | 0
    Will: +0 | 0 | 0 | 0

    Hair: Black
    Eyes: Grey
    Skin: Light
    Age: 23
    Height: 6'3"
    Weight: 215 Lbs

    Racial Traits:

    Class Features:
    A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
    At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

    EWP: Bastard Sword
    Quick Draw
    Reckless Offense

    Climb (Str) 5 | 2 | +3 | 0
    Craft (Int) 0 | 0 | +1| 0
    Handle Animal (Cha) 0 | 0 | +1 | 0
    Intimidate (Cha) 5 | 4 | +1 | 0
    Jump (Str) 0 | 0 | +3 | 0
    Ride (Dex) 6 | 4 | +2 | 0
    Swim (Str) 5 | 2 | +3 | 0

    Each character starts with 100 gold to spend on equipment.
    Bastard Sword (Back Sheath)
    Heavy Shield (wood)
    Scale Mail

    Japik is the "Soldier Son" of a minor noble from Eagle's Reach, a pissant keep in the middle of a decidedly nasty mountain range. He was on board the Army transport Emerald Sword when their weather mage made a "minor" miscalculation and sent them several dozen leagues in the wrong direction. That put them in unfamiliar waters. A sudden squall rose - he later learned it was probably caused by a jealous Rokugani dragon - and further sent the ship off course, eventually gutting and destroying it. Japik washed up on a rocky shoreline along with considerable flotsam, apparently the only survivor.

    As he walked along the coastline to find the nearest port, he stumbled into a Lion-Crane skirmish. Not one to shy away from a good fight - even tired and bedraggled as he was - he joined in, fighting on the side of the Lions.

    Japik is a tall, solidly built mountain man. His black hair falls just below his shoulders, and is tied back in a loose tail. His shield and armor bear the image of a black eagle with wings outstretched on a blue field, though the image has been somewhat worn by the violence of his arrival in Rokugan.

    Theme Song: Lai Lai Hei - Ensiferum