 |

L5R RPG & Rokugan d20 - A Hero's Death
By Rich Wulf and Shawn CarmanThe following article
contains short character bios and statistics for the seven main heroes
of A Heros Death the eight part fiction that has been appearing on
this site for the last few weeks. Statistics are given in both the d20
system and the traditional Legend of the Five Rings Second Edition
system so that you can easily use any of the characters as NPCs, either
as useful allies, rivals, or even enemies for a player character party.
This article will be the first of many bi-weekly articles featuring
new content for the Legend of the Five Rings Role-Playing Game. If you
are interested in contributing an article, please contact Rich Wulf at
rwulf@alderac.com for details.

Character options marked with * are found in Magic of Rokugan.
Character options marked with + are found in Rokugan.

Miya Shoin
The Heart
Miya Shoin was born into greatness. His father, Miya Dosonu, was one
of the greatest heroes of the Miya not once, but twice. Already a
venerated ancestor of the family, Dosonu returned through Oblivions
Gate to aid the forces of Rokugan during the War of Spirits. Although
his father was lost to the ravages of the war, Shoin and his mother
survived, comforted in their grief by Miya Yumi, daimyo of the Miya.
As a youth, Shoin displayed remarkable talent in archery. In order to
benefit her nephew, Yumi arranged for him to study with the daimyo of
the Tsuruchi family, an old acquaintance of hers from the Clan War.
Given every opportunity as a youth, Shoin excelled at archery and as a
herald. Unlike most children of the spirits, Shoins otherworldly aura
remained long after adolescence. Shoin is a soft-spoken, sometimes timid
individual. The embodiment of the Miya philosophy, he desires only peace
among those he works beside.
[d20 begin]
Miya Shoin
Male human Imperial, Courtier 1 / Samurai 5; CR 6; Medium-size
humanoid (human); HD 1d10 plus 5d6; hp 30; Init: +2; Spd. 30 ft.; AC 15
(+3 armor, +2 Dex); Atk ranged +10 Composite Longbow; Dmg 1d12+4
composite longbow; SQ Class Skill Diplomacy, Ancestral Daisho, Family
Class Skill - Diplomacy, Gossip, Style and Grace, Talent, Taunt and
Rally, Wealth; Honor 2; AL NG; SV Fort +3, Ref +3, Will +10; Str 12, Dex
15, Con 10, Int 18, Wis 14, Cha 18; Ht: 56.
Skills and Feats: Speak Language Rokugani, High Rokugani, Naga,
Yobanjin, Bluff 9 / +13 / +17, Diplomacy 9 / +22, Gather Information 6 /
+14, Innuendo 5 / +9(send) +15(receive), Intimidate 7 / +17, Knowledge
(Etiquette) 8 / +12, Knowledge (History) 7 / +11, Knowledge (Law) 6 /
+10, Knowledge (Nobility and Royalty) 5 / +9, Listen 9 / +11, Read Lips
7 / +9, Ride 5 / +7, Search 5 / +9, Sense Motive 9 / +17, Spot 9 / +15;
Ichi Miru+, Iron Will, Soul Forge (Composite Longbow)*, Versatile
(Knowledge: Law and Ride)+, Void Use+, Weapon Focus (Composite Longbow).
Possessions of Note: +1 keen katana (ancestral daisho), +2 wakizashi
(ancestral daisho), +2 composite long bow (soul forge), bracers of
archery, masterwork arrows, masterwork ashigaru armor.
[d20 end]
[d10 begin]
Miya Shoin
Earth: 2
Water: 3
Perception 5
Fire: 3
Air: 3
Reflexes 4
Void: 3
School/Rank: Miya Shisha 2
Honor: 2.9
Glory: 4.7
Advantages: Great Destiny, Spirit Blood (see Fortunes &
Winds), Way of the Land (Imperial, Wasp)
Disadvantages: Meek
Skills: Animal Husbandry [Horses] 3, Courtier 2, Defense 2,
Etiquette 3, Heraldry 4, History 3, Horsemanship 4, Hunting 4,
Investigation 3, Kenjutsu 3, Kyujutsu 5, Law 2, Shintao 3
[d10 end]

Utaku Yu-Pan
The Hunter
Yu-Pan is one of the new generation of Battle Maidens, born during
the period when the Battle Maidens were blessed by the spirit of Kamoko.
Her birth was a joyous event, as was that of her three sisters (each of
whom were slightly older than she). Unfortunately, Yu-Pan's life has not
been one of joy. During the War of Spirits, the army of Bayushi Tozasu,
a vengeful Scorpion spirit bent on slaughtering the descendants of the
Unicorn who killed him long ago, attacked her village. Yu-Pan was to
take her gempukku that very day, but as she had not done so, she was not
truly a samurai. Thus, Tozasu spared her.
Her mother, brother, and sisters were all killed by the
spirit-Scorpion. Since that day, the young Battle Maiden has possessed
an intense hatred of the spirits who returned at the Battle of
Oblivion's Gate. She has sworn that she will not suffer any dishonorable
spirit to live, no matter how powerful they may be. Even the noble Utaku
Shiko, founder of the Battle Maidens and also a returned spirit, is not
above her suspicion. Shiko is somewhat disappointed that Yu-Pan has
allowed herself to be consumed with such fury at such a young age, and
hopes that she can find a way to channel her anger in a more productive
manner.
[d20 begin]
Utaku Yu-Pan
Female human Unicorn, Ranger 1 / Samurai 4 / Shinjo Explorer 1; CR 6;
Medium-size humanoid (human); HD 6d10+12; hp 65; Init: +3; Spd 30 ft.;
AC 19 (+6 armor, +3 Dex); Atk melee +12 katana; Dmg 1d10+8 katana; SQ
Class Skill Ride; Ancestral Daisho, Animal Companion (Utaku steed),
Favored Enemy (Spirits), Shared Stride, Two Weapon
Fighting/Ambidexterity in light armor; Honor 4; AL LG; SV Fort +10, Ref
+6, Will +4; Str 18, Dex 16, Con 14, Int 12, Wis 10, Cha 17; Ht: 59.
Skills and Feats: Speak Language (Rokugani, High Rokugani), Animal
Empathy 4 / +7, Hide 5 / +8, Move Silently 4 / +7, Intimidate 7 / +10,
Intuit Direction 4 / +4, Ride 8 / +12, Sense Motive 5 / +5, Spot 4 / +4,
Wilderness Lore 9 / +9; Exotic Weapon Proficiency (Katana), Power
Attack, Ride-By Attack, Strength of Purity+, Track, Trample, Void Use+,
Way of the Unicorn+.
Possessions of Note: +2 katana (ancestral daisho), +2 wakizashi
(ancestral daisho), +2 partial armor, eyes of the eagle (telescope).
[d20 end]
[d10 begin]
Utaku Yu-Pan
Earth: 3
Water: 3
Fire: 3
Agility 5
Air: 2
Reflexes 4
Void: 3
School/Rank: Utaku Battle Maiden 2
Honor: 4.0
Glory: 2.0
Advantages: Heart of Vengeance (Spirits), Quick, Way of the
Land (Unicorn)
Disadvantages: Antisocial, Driven (Kill dishonorable spirits)
Skills: Athletics 3, Battle 2, Defense 4, Horsemanship 5,
Heraldry 2, Hunting 3, Jiujutsu 2, Kenjutsu 4, Kyujutsu 2, Law 3, Lore
(Spirits) 3, Umayarijutsu 3, Yomanri 4
[d10 end]

Agasha Chieh
The Fire
Agasha Chieh is the daughter of Agasha Hisojo, a famous magistrate of
the Dragon Clan. All her life she has lived under the shadow of her
fathers exploits. Those who once worked by her fathers side expected
great things, and watched her development eagerly. Despite her relative
lack of experience she was quickly awarded a post as Emerald Magistrate,
with the freedom to choose any location in the Empire to work for the
cause of justice. Seemingly to spite them all, she chose to offer her
protection to the Izaku Libraries, a peaceful and uneventful locale. It
was not until recently that she chose to emerge from the libraries and
walk the same paths as her father, if for no other reason than to prove
she was as capable as he.
Chieh is an extremely emotional person, though she hides her feelings
behind a veil of indifference. She is extremely passionate and
protective of her friends, and has a fierce love of justice. Her
appearance varies frequently due to her propensity for using illusion
magic to disguise herself in relatively minor ways.
[d20 begin]
Agasha Chieh
Female human Phoenix, Shugenja 6; CR 6; Medium-size humanoid (human);
HD 6d6+12; hp 38; Init: +1; Spd 30 ft.; AC 14 (+1 armor, +1 nat. armor,
+1 deflection, +1 Dex); Atk melee +4 masterwork tanto; Dmg 1d4
masterwork tanto; SQ Class Skill Alchemy, Element Focus (Fire), Sense
Elements; Honor 3; AL CG; SV Fort +4, Ref +3, Will +8; Str 10, Dex 12,
Con 14, Int 19, Wis 15, Cha 17; Ht: 58.
Skills and Feats: Speak Language - Rokugani , High Rokugani, Kami,
Naga, Yobanjin, Alchemy 6 / +11, Concentration 9 / +11, Diplomacy 6 /
+11, Heal 6 / +8, Knowledge (Fortunes) 6 / +10, Knowledge (Law) 6 / +10,
Knowledge (Maho) 4 / +8, Knowledge (Shadowlands) 5 / +9, Knowledge (Shintao)
7 / +11, Sense Motive 9 / +11, Spellcraft 9 / +13, Spot 9 / +11;
Elemental Attunement, Spell Focus (Illusion), Versatile (Spot, Sense
Motive), Void Use.
Spells per day: 6/7/6/4; base DC 14 + spell level; Elemental Focus
Fire. Spells Known (Agasha School) 0 - Agasha's Touch, Commune With
Elements, Dancing Lights, Disrupt Undead, Ghost Sound, Light, Summon,
Whispers of the Kami*; 1st - Burning Hands, Change
Self, Evil Ward*, Hypnotism, Silent Image; 2nd -
Hurried Steps*, Detect Thoughts, The Fires That Cleanse+; 3rd
- Importune Kami III*, Searing Light.
Possessions of Note: amulet of natural armor +1, bracers of armor
+1, masterwork tanto, ring of protection +1.
[d20 end]
[d10 begin]
Agasha Chieh
Earth: 2
Willpower 3
Water: 2
Perception 5
Fire: 3
Air: 3
Awareness 4
Void: 3
School/Rank: Agasha Shugenja 2
Honor: 3.1
Glory: 4.5
Advantages: Innate Abilities, Social Position (Emerald
Magistrate)
Disadvantages: Bad Reputation (Difficult), Overconfident
Spells: (Spells marked with * are Innate Abilities) By the
Light of Lord Moon, Evil Ward, False Face*, Fires of Purity, Force of
Will, Hurried Steps*, Know the Ground, Mists of Illusion*,
Summon Fire Spirit, Waiting Flame.
Skills: Calligraphy 3, Etiquette 5, Heraldry 4, History 4,
Horsemanship 2, Intimidation 2, Investigation 4, Manipulation 3,
Meditation 4, Music 3, Shintao 3, Sincerity 3, Spell Research 3, Tea
Ceremony 4, Theology 4.
[d10 end]

Kijuro
The Rock
Kijuros life has not been an easy one. Perhaps that is why he
relishes the good times as he does. Born of a ronin and a Yobanjin
woman, his slightly exotic looks made him less welcome than most during
his youth. It wasnt until the end of the War of Spirits that he found
someone who took him at anything more than face value: Morito, recently
christened as the Champion of the Ox Clan. Alongside Moritos warriors,
Kijuro was not an outsider, a gaijin, not even a ronin. He was a
samurai, and he was valued for his skills. He was home. Kijuro swore
fealty to Morito and the Ox Clan at the first possible opportunity. When
he learned that his leader was secretly a member of the Steel Sect of
the Kolat, Kijuro hardly cared. To him, Morito was merely the leader who
had seen value in him, and the Kolat were merely the warriors who fought
by his side.
Many consider Kijuro little more than a crude oaf. Truthfully,
though, he is a very intelligent and perceptive individual with great
loyalty to his clan and family. He is an irrepressible flirt and
jokester, but it is merely a façade that he uses to conceal his true
talents. And, in part, he truly wants to simply enjoy life to the
fullest. Whether leading a rousing song in a sake house or leading his
fellow wardens into battle against bandits, life is a joyous experience
for Kijuro.
[d20 begin]
Kijuro
Male human Ox, Rogue 1 / Fighter 2, Kolat Agent 3; CR 6; Medium-size
humanoid (human); HD 4d6+16 plus 2d10+8; hp 55; Init: +6; Spd 30 ft.; AC
17 (+7 armor); Atk melee +8 masterwork Ox-sword; Dmg 2d4+4 masterwork
Ox-Sword; SQ Class Skill Bluff, Broadened Skill Base (Climb, Ride),
Family Class Skill - Ride, Secret Brotherhood, Sneak Attack +2d6, Tell
No Secrets; Honor 1 (2); AL CG; SV Fort +7, Ref +7, Will +6; Str 16, Dex
10, Con 18, Int 12, Wis 17, Cha 14; Ht: 55.
Skills and Feats: Speak Language Rokugani, Yobanjin; Bluff 5 / +8,
Disguise 4 / +8, Climb 7 / +13, Gather Information 4 / +6, Hide 6 / +11,
Innuendo 4 / +7, Intimidate 9 / +13, Jump 4 / +7, Listen 5 / +8, Move
Silently 6 / +11, Ride 7 / +10, Sense Motive 5 / +9, Spot 5 / +8; Exotic
Weapon Proficiency (Ox-Sword), Mounted Combat, Perceived Honor+, Ride-By
Attack, Void Use+, Way of the Ox (from Way of the Samurai; all higher
ground bonuses against opponents on foot are doubled).
Possessions of Note: boots of elvenkind, cloak of elvenkind, great
armor, masterwork Ox-sword.
New Weapon:
Ox-Sword (Medium-size Exotic Melee Weapon)
Cost: 50 gp, Damage: 2d4, Critical: 18-20/X2, Weight: 5 lb., Type:
Slashing.
This is a long, curved sword with many rings fastened through the
blade on the dull edge. Similar to a Yobanjin blade, the Ox have
modified this weapon so that it is perfect for mounted combat. When
using an Ox sword, you gain a +2 bonus on your opposed attack roll when
attempting to disarm an opponent (including the roll to avoid being
disarmed if you fail to disarm your opponent). The higher ground bonus
provided by fighting un-mounted opponents while on horseback is
increased to +2 while using this weapon.
[d20 end]
[d10 begin]
Kijuro
Earth: 3
Water: 4
Fire: 3
Agility 4
Air: 2
Void: 2
School/Rank: Ox Bushi 2 (described in Way of the Samurai)
Honor: 1.3 (2.3)
Glory: 1.2
Advantages: Luck (level 1), Perceived Honor, Way of the Land
(Ox territory)
Disadvantages: Dark Secret (Kolat), Obligation (Kolat Steel
Sect)
Skills: Defense 3, Ox Sword 5, Gambling 3, Horsemanship 5,
Hunting 4, Investigation 3, Jiujutsu 4, Kenjutsu 3, Lore (Kolat) 3,
Mountaineer 3, Sincerity 4, Stealth 3, Yomanri 2.
Ox Sword
3k2
The so-called Ox sword is a modified version of the ring sword
carried by the Yobanjin barbarians to the north of Rokugan. Its spine
has a series of small iron rings that a trained wielder can use to catch
and even break an opponents weapon. The Ox sword is slightly longer
than the average ring sword, so as to be more effective from horseback.
Mechanics: The Ox sword grants a free Raise when used to
attack from horseback. If the wielder of the Ox sword is on Full Defense
and an opponent misses hitting them by a score of five or more, the
blade is caught on the rings (if the wielder wishes). A contested
Strength roll is necessary to break the item. The wielder must
succeed by his opponent by a certain extent in order to break the
weapon.
| Weapon |
|
Must Exceed Opponents Strength Roll By |
| Wooden weapons |
|
5 |
| Steel peasant weapons |
|
10 |
| Poor-Average Katana |
|
20 |
| Fine or better Katana |
|
25 |
[d10 end]

Toritaka Akemi
The Phantom
Toritaka Akemi is a secretive individual, and for good reason. She is
actually Shosuro Tani, one of the skilled impersonators of the Shosuro
family. She currently acts at the behest of her mysterious masters,
hunting a strange assassin with some connection to the Lying Darkness.
Three other butei have perished on this mission already, and Akemi has
been forced to risk her own life hunting this shadowy enemy though her
training is not fully complete.
Sadly, Akemi realizes that once her mission is done, the Scorpion
will have little further use for her. Butei usually spend years
accumulating a false identity. She has spent only weeks. Once the
mission is done, she will be retired to a remote Scorpion monastery and
never see active duty again.
In her darkest hours, Tani wonders if she can finish this mission and
somehow avoid being retired without being disloyal to her clan
[d20 begin]
Toritaka Akemi (Shosuro Tani)
Female human Scorpion, Ninja 5 / Butei 1; CR 6; Medium-size humanoid
(human); HD 6d6+6; hp 35; Init: +7; Spd 30 ft.; AC 18 (+3 armor, +1
deflection, +4 Dex); Atk melee +4 katana; Dmg 1d10 katana; SQ Class
Skill Poison, A Thousand Hearts, Ninja Dodge +2, Poison Use, Sneak
Attack +3d6, Speed of Darkness, Uncanny Dodge (Dex Bonus to AC); Honor
1; AL NE; SV Fort +2, Ref +10, Will +6; Str 10, Dex 18, Con 12, Int 16,
Wis 17, Cha 14; Ht: 56.
Skills and Feats: Speak Language Rokugani, High Rokugani, Mekhem,
Bluff 8 / +10, Disguise 8 / +15 (+19 as Toritaka Akemi using masterwork
disguise kit), Escape Artist 6 / +10, Hide 8 / +12, Knowledge (Falcon
Clan) 1 / +4, Knowledge (Toshigoku) 4 / +7, Knowledge (Yomi) 4 /
+7, Mimic 6 / +10, Move Silently 8 / +12, Open Locks 8 / +12 / +14 with
masterwork tools, Poison 4 / +8; Skill Focus (Disguise), Skill Focus
(Mimic), Versatile (Knowledge; Yomi, Knowledge: Toshigoku), Void Use.
Possessions of Note: katana, kimono of escape, partial armor, ring of
protection +1, wakizashi.
[d20 end]
[d10 begin]
Toritaka Akemi (Shosuro Tani)
Earth: 2
Water: 3
Perception 4
Fire: 3
Intelligence 2
Air: 3
Awareness 4
Void: 2
School/Rank: Shosuro Butei 2
Honor: 1.8
Glory: 4.5 (1.0)
Advantages: Clear Thinker, Crafty
Disadvantages: Unluck (level 2)
Skills: Acting 5, Athletics 4, Defense 2, Etiquette 2, Forgery
3, Hunting 3, Investigation 2, Kenjutsu 3, Kyujutsu 3, Locksmith 4, Lore
(Lying Darkness) 4, Lore (Spirits) 2, Poison 3, Seduction 1, Sincerity
5, Stealth 4
[d10 end]

Moshi Kakau
The Witness
Moshi Kakau has spent much of his life alone. The Moshi leave him to
his own devices, as he is descended from the Yoritomo. The Yoritomo do
not know what to make of him, as he was trained by the Moshi. Thus,
Kakau has known very little of family or friendship during his young
life. What he does understand are the kami, who have been his only
companions. And the code of bushido, which he has studied extensively in
an attempt to understand his fellow Mantis.
When Aramasu ordered Kakau to serve Gusai, the former lord of the
Mantis returned to life through Oblivions Gate, there was no doubt in
his mind where his duty lay. That the others commanded to serve Gusai
chose to become ronin baffled Kakau. Even when Gusai revealed his
murderous plans for the Empire, Kakau could not abandon him.
[d20 begin]
Moshi Kakau
Male human Mantis, Shugenja 6; CR 6; Medium-size humanoid (human); HD
6d6+12; hp 42; Init: +2; Spd 30 ft.; AC 14 (+1 armor, +1 nat. armor, +1
deflection, +1 Dex); Atk melee +8 masterwork kama; Dmg 1d6+4 masterwork
kama; SQ Class Skill Profession (sailor), Element Focus (Air), Sense
Elements; Honor 0; AL N; SV Fort +4, Ref +4, Will +9; Str 18, Dex 14,
Con 15, Int 10, Wis 12, Cha 18; Ht: 55.
Skills and Feats: Speak Language Rokugani, Kami, Yobanjin, Bluff 9
/ +13, Climb 0 / +14, Concentration 9 / +11, Intuit Direction 9 / +10,
Knowledge (Fortunes) 4 / +4, Profession (Sailor) 5 / +7, Spellcraft 9 /
+9; Gusai's Technique, Quick Draw, Versatile (Intuit Direction, Bluff),
Void Use.
Spells per day: 6/7/6/4; base DC 14 + spell level; Elemental Focus
Fire. Spells Known (Agasha School) 0 commune with elements+, crows
vision*, cure minor wounds, daze, flash of insight*, ghost sound, know
direction, summon+; 1st - change self, cure
light wounds, expeditious retreat, eye of the sun+, obscuring mist;
2nd - bull's strength, eyes shall not see*, resist
elements; 3rd - gust of wind, torrential rain*.
Possessions of Note: masterwork kama, ring of climbing, vest of
resistance +2.
[d20 end]
[d10 begin]
Moshi Kakau
Earth: 2
Water: 2
Fire: 4
Air: 3
Reflexes 4
Void: 3
School/Rank: Moshi Shugenja 2
Honor: 0.4
Glory: 1.0
Advantages: Ancestor (Gusai), Innate Ability
Disadvantages: Bad Reputation, Obligation (Gusai)
Spells: Cloak of Night, Echoes of a Breeze,
Essence of Air, Reflections of Pan Ku, Reflective Pool, Reversal of
Fortunes, Sympathetic Energies, Way of Deception, Wind-Borne Slumbers,
Wisdom and Clarity.
Skills: Astrology 2, Calligraphy 2, Horsemanship 2, History 4,
Investigation 3, Kenjutsu 2, Lore (Bushido) 3, Lore (Spirits) 4,
Meditation 3, Sailing 4, Shintao 3, Sincerity 4, Stealth 3, Tantojutsu
3, Theology 4.
[d10 end]

Rezan
The Poet
Rezan is quite literally a living legend. Centuries ago, a clever
ploy intended to make a Crane courtier look foolish led unexpectedly to
his marriage to an Imperial Princess and national acclaim as a great
poet. The carefree poet took advantage of the wedding to train with the
Kakita and live a life of idle luxury, and passed into Yomi. After his
death, countless poets attempted to gain fame for their works by writing
under Rezans name, claiming to have found lost journals of the poet.
When Rezan returned from Yomi during the Battle of Oblivions Gate,
he was surprised to discover how seriously his work was taken. Many
times he has considered disappearing into anonymity to prevent doing any
further damage to his own legend, but he fears if he does so he will
never find his reincarnated wife, a woman he discovered that he loved
far too late.
Rezan is a cheerful, easy going sort with a love for the finer things
in life. Though he seems hedonistic and lazy, he is quite a deadly
duelist with centuries of experience. His laid back approach to life
stems from his long experience; he is a very patient man who believes
that all things come in time to those who maintain their priorities. He
is an extraordinary insightful individual as well, though he rarely
chooses to share his deepest thoughts with others.
[d20 begin]
Rezan
Male human ronin, Samurai 10 / Blessed Guard 4; CR 14; Medium-size
humanoid (human); HD 14d10; hp 115; Init: +7 (+9 with katana); Spd 30
ft.; AC 21 (+8 armor, +3 Dex); Atk melee +20 katana; Dmg 1d10+7 katana;
SQ Ancestral Daisho, Eternal Courage (Blessed Guard ability), Spirits
Vengeance (Blessed Guard ability); Honor 3; AL CG; SV Fort +15, Ref +10,
Will +14; Str 15, Dex 17, Con 10, Int 12, Wis 14, Cha 21 (23); Ht: 59.
Skills and Feats: Speak Language Rokugani, High Rokugani,
Battle 5 / +7, Bluff 10 / +16, Climb 3 / +5, Diplomacy 10 / +20,
Iaijutsu Focus 17 / +23, Intimidate 17 / +25, Jump 5 / +7, Perform
(Poetry) 10 / +16, Ride 7 / +10, Sense Motive 17 / +19; Exotic Weapon
Proficiency (Katana), Power Attack, Ride-By Attack, Strength of Purity+,
Track, Trample, Void Use+, Way of the Unicorn+; Daisho Specialization
(Katana), Depths of the Void, Different School (Crane), Improved
Initiative, Kakita's Technique, Rezans Technique, Sudden Strike
(Katana), Tread on the Blade, Versatile: Bluff, Perform (taken after
returning from Oblivion's Gate), Void Use, Way of the Crane, Weapon
Focus (Katana).
Possessions of Note: +4 keen katana of defense (ancestral daisho), +3
keen honorable wakizashi (ancestral daisho), +4 partial armor, kimono of
charisma +2, ring of evasion.
Rezans Technique (Technique Feat)
You are able to take advantage of foes who are easily distracted.
Prerequisite: Intimidate (9 ranks), Base Attack Bonus +6 or higher.
Benefit: Once per round, you may make an opposed Intimidate check as
a free action, against one opponent, to taunt your opponent. If this
roll is successful, you either gain a +2 dodge bonus to your Armor Class
against that opponent or a +4 circumstance bonus on attack rolls against
that opponent. Either of these bonuses last a number of rounds equal to
your Charisma modifier. This technique is effective only against
opponents with 3 or more Intelligence, and cannot be successfully used
against the same opponent more than once a day.
Note: This technique feat may be chosen by samurai of any clan, so
long as they personally train with Rezan or one of his students.
The Blessed Guard (Prestige Class)
The following prestige class was developed to defend Yomi, the Realm
of the Blessed Ancestors. Since the opening of Oblivions Gate, many
members of the Blessed Guard have returned to Rokugan and shared their
training with their most talented and honorable descendants. Rezan has
only a few levels of this class, so only a few of them are described
here. The full ten-level Blessed Guard prestige class will be detailed
in Fortunes and Winds.
Hit Die: d10
Requirements
To qualify to become a member of the Blessed Guard, a character must
fulfill all the following criteria.
Base Attack Bonus: +7
Feats: Depths of the Void, Void Use, any other three technique
feats, including clan technique feats.
Honor: Any honorable.
Special: Ancestral Daisho class ability. Must be invited to
join the Blessed Guard, either by passing on to Yomi and entering its
ranks or by being trained by a returned spirit.
Class Skills
The Blessed Guards class skills (and key ability for each skill) are
Battle (Wis), Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str),
Knowledge (Shadowlands) (Int), Sense Motive (Cha), Spot (Wis), and Swim
(Str). (See Core Rulebook I for skill descriptions. The Battle and Tea
Ceremony skills are described in Rokugan.)
Skill Points at Each Level: 4+Int modifier.
The Blessed Guard
| Class Level |
Base Atk Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
| 1st |
+1 |
+2 |
+0 |
+2 |
Light of Yomi |
| 2nd |
+2 |
+3 |
+0 |
+3 |
Technique Feat |
| 3rd |
+3 |
+3 |
+1 |
+3 |
Spirit's Vengeance |
| 4th |
+4 |
+4 |
+1 |
+4 |
Eternal Courage |
| 5th |
+5 |
+4 |
+1 |
+4 |
Technique Feat |
Class Features
All of the following are class features of the Blessed Guard prestige
class.
Light of Yomi: Even 1st level, the power of Yomi
shields the Blessed Guard from harm. The Blessed Guard character may add
his Honor as a sacred bonus to all saving throws.
Bonus Feat: At 2nd and 5th level, the
Blessed Guard gains a bonus technique feat. This may be a general
technique feat, or any clan technique feat the character could legally
learn.
Spirits Vengeance: At 3rd level, the Blessed Guard
can smite the minions of the darker Spirit Realms. If the Blessed
Guards opponent displays symptoms of control by Toshigoku, Jigoku,
or Gaki-do he may spend a Void Point to gain a Void bonus on a damage
roll equal to double his opponents control modifier. (Note: A
creatures Shadowlands Taint modifier counts as a control modifier
bestowed by Jigoku; a more in-depth explanation of how other realms can
influence creatures will be featured in Fortunes and Winds.)
Eternal Courage: At 4th level, the Blessed Guards
soul is strongly tied to the power of Yomi. If fighting for a noble
cause, he may continue to operate normally at zero hit points or below.
Once he reaches 10 hit points, he dies normally.
[d20 end]
[d10 begin]
Rezan
Earth: 4
Water: 3
Perception 5
Fire: 4
Agility 6
Air: 4
Reflexes 6
Void: 4
School/Rank: Insight Rank 5; Rezans Technique, Blessed Guard
3
Honor: 3.2
Glory: 6.5
Advantages: Bentens Blessing, Imperial Spouse
Disadvantages: Lecherous, Lost Love
Skills: Courtier 5, Defense 4, Etiquette 4, History 5,
Horsemanship 3, Iaijutsu 6, Intimidation 4, Kenjutsu 4, Lore (Bushido)
5, Poetry 3, Seduction 5, Sincerity 4
Rezans Technique
Type: Otokodate
Required Traits: Reflexes 5, Intelligence 4
Required Skills: Courtier 4, Iaijutsu 6, Intimidation 5
Other Requirements: Insight Rank 2. This technique can only be
learned by studying with Rezan.
Technique: Rezans Technique The duelist may make a
contested Intimidation roll versus his opponents Willpower. If
successful, this roll allows the duelist to choose to either add +10 to
his own TN to be hit for a number of rounds equal to his Air ring or to
gain a free Raise per attack versus his opponent for a number of attacks
equal to his Air ring.
The Blessed Guard (Advanced School)
During his time in the Realm of Blessed Ancestors, Rezan served in
the Blessed Guard, the sacred army of Yomi. More information will be
available on the Blessed Guard in the forthcoming Legend of the Five
Rings Role-playing Game supplement Fortunes & Winds, but for now,
heres a preview.
Requirements
Rings/Traits: Agility 5, Willpower 4, Void 3
Skills: Defense 3, Iaijutsu 4, Kenjutsu 4, Lore (Bushido) 5
Other: Honor 3+, must be from Yomi or be trained by someone
from Yomi.
Rank 1: Blessings of Heaven
The guardians of Yomi are the finest samurai the Empire has ever
known, continuing their lifetime of service in the afterworld. A member
of the Blessed Guard may add double his Honor rank to all attack and
damage rolls, triple against creatures influenced by Jigoku, Toshigoku,
or Gaki-do (including Shadowlands creatures).
[d10 end]

OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and
is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights
Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or
trademark owners who have contributed Open Game Content; (b)"Derivative
Material" means copyrighted material including derivative works and
translations (including into other computer languages), potation,
modification, correction, addition, extension, upgrade, improvement,
compilation, abridgment or other form in which an existing work may be
recast, transformed or adapted; (c) "Distribute" means to reproduce,
license, rent, lease, sell, broadcast, publicly display, transmit or
otherwise distribute; (d)"Open Game Content" means the game mechanic and
includes the methods, procedures, processes and routines to the extent
such content does not embody the Product Identity and is an enhancement
over the prior art and any additional content clearly identified as Open
Game Content by the Contributor, and means any work covered by this
License, including translations and derivative works under copyright
law, but specifically excludes Product Identity. (e) "Product Identity"
means product and product line names, logos and identifying marks
including trade dress; artifacts; creatures characters; stories,
storylines, plots, thematic elements, dialogue, incidents, language,
artwork, symbols, designs, depictions, likenesses, formats, poses,
concepts, themes and graphic, photographic and other visual or audio
representations; names and descriptions of characters, spells,
enchantments, personalities, teams, personas, likenesses and special
abilities; places, locations, environments, creatures, equipment,
magical or supernatural abilities or effects, logos, symbols, or graphic
designs; and any other trademark or registered trademark clearly
identified as Product identity by the owner of the Product Identity, and
which specifically excludes the Open Game Content; (f) "Trademark" means
the logos, names, mark, sign, motto, designs that are used by a
Contributor to identify itself or its products or the associated
products contributed to the Open Game License by the Contributor (g)
"Use", "Used" or "Using" means to use, Distribute, copy, edit, format,
modify, translate and otherwise create Derivative Material of Open Game
Content. (h) "You" or "Your" means the licensee in terms of this
agreement.
2. The License: This License applies to any Open Game Content that
contains a notice indicating that the Open Game Content may only be Used
under and in terms of this License. You must affix such a notice to any
Open Game Content that you Use. No terms may be added to or subtracted
from this License except as described by the License itself. No other
terms or conditions may be applied to any Open Game Content distributed
using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate
Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this
License, the Contributors grant You a perpetual, worldwide,
royalty-free, non-exclusive license with the exact terms of this License
to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing
original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient
rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE
portion of this License to include the exact text of the COPYRIGHT
NOTICE of any Open Game Content You are copying, modifying or
distributing, and You must add the title, the copyright date, and the
copyright holder's name to the COPYRIGHT NOTICE of any original Open
Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product
Identity, including as an indication as to compatibility, except as
expressly licensed in another, independent Agreement with the owner of
each element of that Product Identity. You agree not to indicate
compatibility or co-adaptability with any Trademark or Registered
Trademark in conjunction with a work containing Open Game Content except
as expressly licensed in another, independent Agreement with the owner
of such Trademark or Registered Trademark. The use of any Product
Identity in Open Game Content does not constitute a challenge to the
ownership of that Product Identity. The owner of any Product Identity
used in Open Game Content shall retain all rights, title and interest in
and to that Product Identity.
8. Identification: If you distribute Open Game Content You must
clearly indicate which portions of the work that you are distributing
are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish
updated versions of this License. You may use any authorized version of
this License to copy, modify and distribute any Open Game Content
originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License
with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the
Open Game Content using the name of any Contributor unless You have
written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with
any of the terms of this License with respect to some or all of the Open
Game Content due to statute, judicial order, or governmental regulation
then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You
fail to comply with all terms herein and fail to cure such breach within
30 days of becoming aware of the breach. All sublicenses shall survive
the termination of this License.
14. Reformation: If any provision of this License is held to be
unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Rules Document Copyright 2000, Wizards of the Coast, Inc.;
Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original
material by E. Gary Gygax and Dave Arneson.
END OF LICENSE
 |
 |
 |