Editing 3.5 L5R Basic Feats

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;Weapon Group (Ninjutsu):Benefit: You are proficient with the blowgun, nageteppo, and shuriken.
 
;Weapon Group (Ninjutsu):Benefit: You are proficient with the blowgun, nageteppo, and shuriken.
:Special: If you have the Weapon Group (Kyujutsu) Feat, you also gain proficiency with the han-kyu.  If you also possess the Weapon Group (Kenjutsu) Feat, you gain proficiency with the ninja-to as well.  Fighter and samurai characters may select this feat as a fighter or Technique bonus feat.
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:Special: Fighter and samurai characters may select this feat as a fighter or Technique bonus feat.
  
 
;Weapon Group (Nofujutsu):Benefit: You are proficient with the club, kama, and siangham.
 
;Weapon Group (Nofujutsu):Benefit: You are proficient with the club, kama, and siangham.
:Special: If you posses the Weapon Group (Bojutsu) Feat, you gain proficiency in the nunchaku and tonfa as well.  If you also possess the Weapon Group (Nofujutsu) Feat, you gain proficiency with the parangu as well.  Fighter and samurai characters may select this feat as a fighter or Technique bonus feat.
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:Special: Fighter and samurai characters may select this feat as a fighter or Technique bonus feat.
  
 
;Weapon Group (Onojutsu):Benefit: You are proficient with the handaxe, battleaxe, and greataxe.
 
;Weapon Group (Onojutsu):Benefit: You are proficient with the handaxe, battleaxe, and greataxe.
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;Void Use:Benefit: You may have and spend Void Points, and your Void Point maximum is set to 2.  Before making an attack roll, saving throw or skill check you may spend a Void Point to gain a +2 Void bonus to the roll.  As a free action on your turn, you may spend a Void Point to gain a +2 Void bonus to AC until the beginning of your next turn.  You may not spend more than one Void Point in these fashions.  Void bonuses always stack.  A frightened or panicked character may not spend Void Points.  A full night's rest returns your Void Points to maximum, as does an hour's meditation and a Concentration check (DC 15).  Unless otherwise specified, any use of Void Points is an extraordinary ability.
 
;Void Use:Benefit: You may have and spend Void Points, and your Void Point maximum is set to 2.  Before making an attack roll, saving throw or skill check you may spend a Void Point to gain a +2 Void bonus to the roll.  As a free action on your turn, you may spend a Void Point to gain a +2 Void bonus to AC until the beginning of your next turn.  You may not spend more than one Void Point in these fashions.  Void bonuses always stack.  A frightened or panicked character may not spend Void Points.  A full night's rest returns your Void Points to maximum, as does an hour's meditation and a Concentration check (DC 15).  Unless otherwise specified, any use of Void Points is an extraordinary ability.
:Special: You may take this feat in lieu of an Ancestor Feat if using the optional Ancestor Feat rules from '''Oriental Adventures'''.
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:Special: You may take this feat in lieu of an Ancestor Feat if using the optional Ancestor Feat rules from Oriental Adventures.
  
 
==Special Magic and Item Creation Feats==
 
==Special Magic and Item Creation Feats==
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;Enhance Wards:Requires: Must be able to cast ''glyph of warding''.
 
;Enhance Wards:Requires: Must be able to cast ''glyph of warding''.
:Benefit: The spells ''greater glyph of warding'' and ''guards and wards'' are added to your shugenja spell list as 6th level spells of all elements.  You must learn these spells normally, but may do so in place of a school spell.  When casting a spell glyph, you may place any damaging spell you know into the glyph, even if it of higher level than the glyph would normally allow.  If the damaging spell is higher than the level of the glyph of warding, the glyph uses up a spell slot equal to the level of the damaging spell.  When casting a blast glyph, you may increase the spell's level by one to increase the blast damage (and damage maximum) by 1d8.
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:Benefit: The spells greater glyph of warding and guards and wards are added to your shugenja spell list as 6th level spells of all elements.  You must learn these spells normally, but may do so in place of a school spell.  When casting a spell glyph, you may place any damaging spell you know into the glyph, even if it of higher level than the glyph would normally allow.  If the damaging spell is higher than the level of the glyph of warding, the glyph uses up a spell slot equal to the level of the damaging spell.  When casting a blast glyph, you may increase the spell's level by one to increase the blast damage (and damage maximum) by 1d8.
  
 
;Innate Ability:Requires: Shugenja level 1+.
 
;Innate Ability:Requires: Shugenja level 1+.
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;Kage Yakiin (Shadow Brand):Requires: Scorpion Clan.
 
;Kage Yakiin (Shadow Brand):Requires: Scorpion Clan.
:Benefit: You suffer no movement penalties when attempting to hide in areas of dim lighting or darkness.  If you use Bluff to create a diversion to hide, you suffer no penalties on your Hide check.  Hide and Move Silently are always class skills for you.  If your shadow brand is exposed to sunlight (natural sunlight only, not the effects of a ''daylight'' spell, for example), you take 1 point of damage per round until it is covered.  You may not take the Depths of the Void feat, and may not take this feat if you already have Depths of the Void.
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:Benefit: You suffer no movement penalties when attempting to hide in areas of dim lighting or darkness.  If you use Bluff to create a diversion to hide, you suffer no penalties on your Hide check.  Hide and Move Silently are always class skills for you.  If your shadow brand is exposed to sunlight (natural sunlight only, not the effects of a daylight spell, for example), you take 1 point of damage per round until it is covered.  You may not take the Depths of the Void feat, and may not take this feat if you already have Depths of the Void.
  
 
;Kitsu Blood:Requires: Lion Clan, Kitsu family, Kitsu shugenja level 1+.
 
;Kitsu Blood:Requires: Lion Clan, Kitsu family, Kitsu shugenja level 1+.
:Benefit: You may communicate telepathically (though you still need a common language) with any creature in a 100-foot radius that has the spirit subtype.  Once per week you may perform an ''augury'' that requires no material components by visiting and praying at an ancestral shrine.
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:Benefit: You may communicate telepathically (though you still need a common language) with any creature in a 100-foot radius that has the spirit subtype.  Once per week you may perform an augury that requires no material components by visiting and praying at an ancestral shrine.
  
 
;Maho Focus:Requires: You must be able to cast at least one maho spell.
 
;Maho Focus:Requires: You must be able to cast at least one maho spell.
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;Taint Binding:Requires: Shugenja level 4+.
 
;Taint Binding:Requires: Shugenja level 4+.
 
:Benefit: You may turn or damage creatures with the Shadowlands Taint as a good cleric turns or destroys undead by strongly presenting a piece of crystal or jade.  You must expend a spell slot to use this ability.  The spell slot expended replaces your Charisma modifier when making your turning check and rolling turning damage.  Use your shugenja level as your effective cleric level.  If your turning check indicates you would destroy a creature, you do 1d8 per shugenja level worth of crystal or jade damage (determined by the item used) to the creature instead.  This is a supernatural ability.
 
:Benefit: You may turn or damage creatures with the Shadowlands Taint as a good cleric turns or destroys undead by strongly presenting a piece of crystal or jade.  You must expend a spell slot to use this ability.  The spell slot expended replaces your Charisma modifier when making your turning check and rolling turning damage.  Use your shugenja level as your effective cleric level.  If your turning check indicates you would destroy a creature, you do 1d8 per shugenja level worth of crystal or jade damage (determined by the item used) to the creature instead.  This is a supernatural ability.
:Special: If assisting the caster of binding spell, you may expend a 1st level spell slot rather than casting ''suggestion''.
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:Special: If assisting the caster of binding spell, you may expend a 1st level spell slot rather than casting suggestion.
  
 
;Travel Magic:Requires: Unicorn Clan, character level 1, Wis 15.
 
;Travel Magic:Requires: Unicorn Clan, character level 1, Wis 15.
 
:Benefit:  Your base speed is increased by 5.  Your maximum weight and range for spells with the [Teleportation] descriptor are doubled.
 
:Benefit:  Your base speed is increased by 5.  Your maximum weight and range for spells with the [Teleportation] descriptor are doubled.
 
:Special: This feat may only be taken at first level, but may be taken in lieu of an ancestor feat.
 
:Special: This feat may only be taken at first level, but may be taken in lieu of an ancestor feat.

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