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L5R RPG & Rokugan d20 - A Hero's Death By Rich Wulf and Shawn Carman The following article contains short character bios and statistics for the seven main heroes of “A Hero’s 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 NPC’s, 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 [email protected] 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 Oblivion’s 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

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Page 1: L5R - Heros Death

L5R RPG & Rokugan d20 - A Hero's DeathBy Rich Wulf and Shawn Carman

The following article contains short character bios and statistics for the seven main heroes of “A Hero’s 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 NPC’s, 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 [email protected] 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 Oblivion’s 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, Shoin’s 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.

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[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: 5’6”.

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 ShoinEarth: 2Water: 3Perception 5Fire: 3Air: 3Reflexes 4Void: 3School/Rank: Miya Shisha 2Honor: 2.9Glory: 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] 

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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 1 / 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: 5’9”.

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: 3Water: 3Fire: 3Agility 5Air: 2Reflexes 4

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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 father’s exploits. Those who once worked by her father’s 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: 5’8”.

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,

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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,

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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”

Kijuro’s 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 wasn’t 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 Morito’s 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: 5’5”.

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)

Page 7: L5R - Heros Death

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: 3Water: 4Fire: 3Agility 4Air: 2Void: 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 opponent’s 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 Opponent’s Strength Roll ByWooden weapons  5Steel peasant weapons 10

Page 8: L5R - Heros Death

Poor-Average Katana  20Fine 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: 5’6”.

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: 2Water: 3

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Perception 4Fire: 3Intelligence 2Air: 3Awareness 4Void: 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 Oblivion’s 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: 5’5”.

Skills and Feats: Speak Language – Rokugani, Kami, Yobanjin, Bluff 9 / +13, Climb 0 / +14,

Page 10: L5R - Heros Death

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+, crow’s 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: 2Water: 2Fire: 4Air: 3Reflexes 4Void: 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

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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 Rezan’s name, claiming to have found “lost journals” of the poet.

When Rezan returned from Yomi during the Battle of Oblivion’s 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), Spirit’s 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: 5’9”.

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, Rezan’s 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.

Rezan’s 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

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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 Oblivion’s 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 Guard’s 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

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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.

Spirit’s Vengeance: At 3rd level, the Blessed Guard can smite the minions of the darker Spirit Realms. If the Blessed Guard’s 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 opponent’s control modifier. (Note: A creature’s 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 Guard’s 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: 4Water: 3Perception 5Fire: 4Agility 6Air: 4Reflexes 6Void: 4

School/Rank: Insight Rank 5; Rezan’s Technique, Blessed Guard 3

Honor: 3.2

Glory: 6.5

Advantages: Benten’s 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

Rezan’s Technique

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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: Rezan’s Technique – The duelist may make a contested Intimidation roll versus his opponent’s 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, here’s 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]

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