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	<updated>2026-05-15T04:39:27Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Dragonfly_Yojimbo&amp;diff=24722</id>
		<title>Talk:Dragonfly Yojimbo</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Dragonfly_Yojimbo&amp;diff=24722"/>
		<updated>2006-05-31T01:05:10Z</updated>

		<summary type="html">&lt;p&gt;Daermon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shouldn&#039;t the path allow for access to ronin schools?&lt;br /&gt;
&lt;br /&gt;
G.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You&#039;re correct.  I put that edit in a while ago, but now it seems to lose some focus.&lt;br /&gt;
&lt;br /&gt;
D.&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Dragonfly_Yojimbo&amp;diff=24721</id>
		<title>Talk:Dragonfly Yojimbo</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Dragonfly_Yojimbo&amp;diff=24721"/>
		<updated>2006-05-31T01:04:52Z</updated>

		<summary type="html">&lt;p&gt;Daermon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shouldn&#039;t the path allow for access to ronin schools?&lt;br /&gt;
&lt;br /&gt;
G.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You&#039;re correct.  I put that edit in a while ago, but now it seems to lose some focus.&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mariage_in_Rokugan&amp;diff=17897</id>
		<title>Mariage in Rokugan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mariage_in_Rokugan&amp;diff=17897"/>
		<updated>2006-01-25T03:10:55Z</updated>

		<summary type="html">&lt;p&gt;Daermon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Getting Married In Rokugan== &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Among members of the samurai caste, marriage is mostly seen as a tool for political for political gain instead of a union of two people in love, and it is not uncommon for marriages to be planned out as early as childhood. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Part 1 - Before The Ceremony=== &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Mi-Ai&amp;lt;/b&amp;gt;: &lt;br /&gt;
This is the technical term given to arranged weddings, which are mostly used to seal alliances between families and clans. It is not expected for the couple to be in love or even know one another. Mi-Ai begins with a formal interview between the parents of the spouses to be – this can happen when the future spouses are still infants, or long past gempukku. The M-Ai interview, however, does not count as a guarantee of marriages. Usually, these studies are done to compare backgrounds, personalities, and financial and political aspects of the marriage to better assure a happy union. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Nakodo&amp;lt;/b&amp;gt;: &lt;br /&gt;
Marriage is an institution filled with ceremony and tradition; and where samurai are involved, mistakes are not an option. For that reason, marriages are arranged by a Nakodo, the go-between or Matchmaker, usually older courtiers who are very knowledgeable of all the appropriate costumes and rituals. Furthermore, it is a way for the groom to impress the parents of the bride by acquiring the services of a proper go-between. For that reason, good matchmakers achieve a lot of status and are widely respected… their ability to know the right people and how to dance the complicated dance of court and bureaucracy makes them very powerful – anger a Matchmaker and you risk finding your requests for marriage license denied, or sudden problems arise that demand a lot of time, trouble, and money to solve before you can marry. &lt;br /&gt;
&lt;br /&gt;
:OOC Hint: When you go ask with The Matchmaker to hire her services, remember that she is a samurai like your PC, hence, paying in hard cash is considered an insult. However, gifts are always a way to melt even the coldest heart. To quote Imani herself: “The happier your Auntie Imani is, the better she does her job.”&lt;br /&gt;
&lt;br /&gt;
The nakodo helps the families of the bride and groom to barter without causing emotional displays on either side: they will also responsible for helping organizing the ceremony, agreeing on the dowry, etc. He or she also makes sure that the bride has no secrets in her story or stain of dishonor which could compromise the marriage. Should it be discovered that the bride is unsuitable after the marriage is completed, the nakodo often must pay heavy fines to the groom’s family. The go-between also provides the couple the chance to know each other, whether through letters (which the nakodo reads and carries back and forth) or even through a physical encounter if they hadn’t met yet. Either way, the couple is given a few months to get to know each other and grow accustomed to the idea of the wedding. &lt;br /&gt;
When the nakodo’s proposal is accepted by the ceremonial exchange of drinks between the nakodo and the bride’s parents, and the nakodo and the groom’s parents – the yui-no ceremony. As soon as the drinks with the groom’s parents are done, a message is sent to the bride and family, so that they can organize a farewell party before the ceremony. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Courtship&amp;lt;/b&amp;gt;: &lt;br /&gt;
Official courtship is now BEFORE the marriage not after, as it used to be, although some families may still respect this tradition. After the ceremony, usually the wife kept living with her parents, and only after she became pregnant or the parents of either husband or wife died would she go to live with the groom, or the groom with her. Before that, a special room would be set (the fukirio, or ‘wiving house’) where each night the husband would visit his wife. In the beginning of the wedding, this would be set often during Winter Court, so that the two families could get together and meet each other. Eventually, and after a few nightly visits, the parents could invite the husband to come in by her parents, and be offered rice cakes – the ceremony of tokoro-awarashi – showing they were accepting him into their lives. Nowadays, most families (with the presence of the matchmaker) use the tokoro-awarashi as a ceremony to indicate the beginning of the official courtship (with no nightly visits included), long before the wedding. From this point on, the engagement is set on stone, and nothing short of the direst of circumstances could terminate it. Should either side try to break the betrothal after the tokoro-awarashi and the other side has the rights to declare a blood feud on them – and be supported by their family and clan on it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Gift giving&amp;lt;/b&amp;gt;: &lt;br /&gt;
Gift giving, or &amp;quot;Yui-no&amp;quot; is the culmination of the betrothal – it means that both families are to be united in marriage to dine and drink together. At &amp;quot;Yui-no&amp;quot;, gifts are exchanged between the bridegroom-to-be and bride-to-be. The main item to be presented to the bride-to-be is an Obi, representing female virtue. A Hakama is given in return to the bridegroom-to-be, expressing fidelity.&amp;lt;br&amp;gt; &lt;br /&gt;
The &amp;quot;Yui-no&amp;quot; gifts include as many as nine items of happiness and fortune, if formally prepared, in addition to the &amp;quot;Obi&amp;quot; and &amp;quot;Hakama&amp;quot;.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*&amp;lt;i&amp;gt;Naga-Noshi&amp;lt;/i&amp;gt; - Prepared from abalones, it used to be an important and costly item in the old barter trade.&amp;lt;br&amp;gt; &lt;br /&gt;
*&amp;lt;i&amp;gt;Mokuroku&amp;lt;/i&amp;gt; - It is the list of gift delivered.&amp;lt;br&amp;gt; &lt;br /&gt;
*&amp;lt;i&amp;gt;Koku&amp;lt;/i&amp;gt; - Money is exchanged as a ceremonial gift.&amp;lt;br&amp;gt; &lt;br /&gt;
*&amp;lt;i&amp;gt;Katsuo-bushi&amp;lt;/i&amp;gt; - It is dried bonito, used in making soup stock and valued high as preserved food.&amp;lt;br&amp;gt; &lt;br /&gt;
*&amp;lt;i&amp;gt;Surume&amp;lt;/i&amp;gt; - Dried cuttlefish. Both &amp;quot;Surume&amp;quot; and &amp;quot;Katsuo-bushi&amp;quot; are presented to indicate &amp;quot;quality to last”.&amp;lt;br&amp;gt; &lt;br /&gt;
*&amp;lt;i&amp;gt;Konbu&amp;lt;/i&amp;gt; – “Konbu&amp;quot; tangles are included for their strong power of breeding, wishing for happy and healthy generations to follow in the family.&amp;lt;br&amp;gt; &lt;br /&gt;
*&amp;lt;i&amp;gt;Shiraga&amp;lt;/i&amp;gt; - Another name for &amp;quot;Asa&amp;quot; or hemp. Strong fibers are exchanged to signify ties and cooperation in the married life. &amp;quot;Shiraga&amp;quot; phonetically means also white hair, expressing wishes for long life together to the newly married.&amp;lt;br&amp;gt; &lt;br /&gt;
*&amp;lt;i&amp;gt;Suehiro&amp;lt;/i&amp;gt; - A fan is always a symbol of happiness, as it expands to the end, suggesting a better and bigger future.&amp;lt;br&amp;gt; &lt;br /&gt;
*&amp;lt;i&amp;gt;Yanagi-daru&amp;lt;/i&amp;gt; - It is a sake cask. Sake casks such as used in &amp;quot;Yui-no&amp;quot; are of willow trees with tender leaves. It is meant to pledge obedience and gentleness in the married life.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Changing Houses&amp;lt;/b&amp;gt;: &lt;br /&gt;
When a samurai marries, typically one of the spouses swears fealty to the new family or clan and takes the spouse’s name. In most cases, the female takes the male’s name, but not always. In matriarchal families such as the Utaku, Matsu, and Moshi, the male is expected to marry into the female’s household – and often they expect their males to marry off into their wives’ families. The Doji family generally expects anyone who marries into their household to take the Doji name, whether they are male or female. &lt;br /&gt;
&lt;br /&gt;
:OOC Hint: Mechanics wise, the spouse with less Glory marries into the family of the spouse with more Glory. In case of a tie, _usually_ the wife marries into the family and takes the name of her husband – but it can happen otherwise if in the prenuptial agreement both families come to an agreement concerning this point. Notable exceptions are the Doji (the Doji maidens are allowed to retain their family name should they wish to do so, even when they marry off the clan – however, they cannot give their name to their children), the Matriarchal families (which always demand the marriage of the husband into the family as part of the marriage terms). It is possible for a samurai to “marry down”, which means to marry a spouse with lesser Glory, but this has to be cleared and allowed by the family daimyos. &lt;br /&gt;
&lt;br /&gt;
In some cases the bride swears no new vows of fealty at all outside her wedding vows but this is usually limited to very powerful individuals, such as the Shogun’s bride, Doji Yasuyo, and such arrangements are always ironed out well in advance of the marriage. &lt;br /&gt;
&lt;br /&gt;
:OOC Hint: When one spouse has more Glory than the other, the spouse with lesser status gains a boost in his or her status – he will be raised to the same Glory rank of his spouse -1. For example, if Doji Ochiru (Glory 4.2) wedded Kakita Sakura (Glory 1), after the wedding, Sakura’s Glory would be raised to 3.0 (= Ochiru’s rank 4 – 1 = rank 3). When Shosuro Hideo (Glory 2) wedded Bayushi Yumi (Glory 1), Yumi’s Glory remained 1. There are exceptions, especially when Matriarchal families are involved. For instances, Moshi Akimi (Glory 2), takes Kitsu Kirimatsu (Glory 1) as wife. Seeing his family is the Moshi, Kirimatsu is considered the “head” of the household, which means that not only does she gain a Glory rank equal to her husband (Glory 2) – but for all purposes, she is now seen and treated as the leader of the relationship. &lt;br /&gt;
&lt;br /&gt;
The Daimyos of both families involve have to agree to any marriages in their family, and in case of interclan marriages, the Clan Champions have to be consulted as well. Marriages that involve a change of caste (a lesser samurai wedding the son of the Lion Champion, or a merchant’s daughter marrying a samurai) must have the approval of the Emperor himself. Technically, ALL marriages must be approved by the Emperor, but barring the inter-caste marriages, usually it will be a minor functionary of the Imperial court who will sign the permission, after he received the confirmation from the Daimyos of both families. &lt;br /&gt;
&lt;br /&gt;
:OOC Hint: Interclan marriage is a serious affair. Most of the time, the spouse who marries out of his clan will be considered to have cut all bonds with his\her former family, and will no longer be accepted in his\her clan schools to learn new school techniques, katas and\or rank. They are no longer considered family, with any social perks that might have entailed. The only way you can continue to rank your PC on your original school is if that is included in the prenuptial agreement – but consider this as difficult as having permission to attend a different school than of your original clan. This rule is being enforced on FRO. Your PC is now considered a member of the clan he\she married into, and no longer a member of the clan he\she once belonged to. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Part 2 – The Wedding Cerimony=== &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Traditionally, Rokuganese marriages are held in Shintao style, during the morning, in a Shintao shrine, whether at the family home or Shinsei temple. It is presided by a Shintao priest (a monk or house shugenja) who first holds the purification service of all present. Such a wedding is usually attended by members of both families and close relatives in addition, of course, to the couple to be united and the go-between. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Religious Ceremony&amp;lt;/b&amp;gt;: &lt;br /&gt;
After a ritual by the priest, who summons the Kami to witness and bless the union, requesting their lasting favors on the newly-weds it is customary for the bridegroom to read an oath to keep faithful and obedient his wife and her needs in the married life (note that in Rokugani culture, “being faithful” to a wife means to care for all her physical needs (clothing, food, housing and servants), care for her and protect her). The wife receives a red ribbon to symbolize this oath -- this ribbon is then used by the priest to bound the hands of both bride and groom together, the bride&#039;s hand on top. &lt;br /&gt;
The &amp;quot;San-San-Kudo&amp;quot; or ceremony of the Three-Times-Three Exchange of nuptial cups is then performed by the bridegroom and bride, where three sake cups are set in front of the couple – the bridegroom takes a drink of the first cup, then hands it to his bride who finishes it, and then he repeats the same thing with the second and third cups. &lt;br /&gt;
The bridegroom and bride proceed to the family sanctuary or shrine to burn seven twigs of &amp;quot;Sakaki&amp;quot;, a sacred tree, in honor of the seven main Fortunes. Drinks of Sake are then exchanged between members and close relatives of the both families to signify their union through the wedding. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Changing of An Era&amp;lt;/b&amp;gt;: &lt;br /&gt;
During the whole wedding ceremony, the bride changes her clothes to symbolize the great change she is going through. In the morning, during the religious celebration, the bride wears fully white, the color of death, to show that she is considered dead to her family (this happens even if the bridegroom is the one marrying into the bride’s family). During the reception of the guests, later on, the bride begins removing pieces of clothing and adding new ones, this time of a bright red. Just before the lunch, the bride finally removes the heavy white kimono to reveal a magnificent red wedding dress underneath and present herself to the guests fully clad in red, which symbolizes her rebirth. Often, the red wedding dress is worth as much or even more than the entire dowry. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Wedding Reception&amp;lt;/b&amp;gt;: &lt;br /&gt;
The newlyweds now welcome the guests at a lavish ceremony, which can have from 20 to 200 guests, and representatives of the Daimyos and even of the Emperor. The party begins with the introduction of the couple, who mingles and greets their guests. Afterwards, a meal is held, and several guests make contributions in the form of speeches, music, poetry and other forms of performance – or sponsor artists to do it for them. &lt;br /&gt;
After the reception, it’s tradition that the mother of the family the bride married into takes her home to teach her how to handle a home and a married woman’s life. The husband leaves that very day for a pilgrimage to a holy place, where he will perform several ceremonies, including presenting incense to the seven Fortunes to pray for a happy marriage, and meditate on his new condition. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Part 3 – After the Wedding=== &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the wedding, it’s usual that one of the spouses takes charge of the household while the partner assumes responsibilities beyond. For example, the husband might continue to serve his clan as an officer in the armies while the wife takes charge of problems that arise in the home village and coordinates the family’s finances. Which spouse assumes which responsibility varies depending on the clan, family, and individuals involved. In some cases, both spouses might continue an active life as bushi or even courtiers and leave underlings to maintain their household. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Marriage &amp;amp; Mistresses&amp;lt;/b&amp;gt; &lt;br /&gt;
Love is an important force in rokugan, but seeing that so many marriages are little more than cold business contracts, it’s no surprise that most of them are loveless. For that reason, it’s not considered badly seen if the spouses take lovers outside the wedlock. Most samurai who are wealthy enough have a geisha as a kept mistress – or seek the company of the ladies of the willow district, choosing one or more favorites to shower with gifts and attention. Mind you, geishas are NOT prostitutes – please refer to the Geisha chapter of this guide. Hence, it is not uncommon for a samurai to have concubines – his wife is always of samurai caste, and that gives her a position that none of the concubines will ever reach, but the concubines can be samurai or not. Of course, only a very wealthy man can actually afford concubines, seeing that are not expected to “work” for the household. &lt;br /&gt;
If you do not wish your husband to have multiple wives, you must arrange that as part of the prenuptial agreement. Unfortunately, women are not allowed to have multiple husbands. &lt;br /&gt;
&lt;br /&gt;
Seeing that most Rokuganese see love as a curse, not a blessing, (a samurai’s loyalty to his lord has to be absolute, and love for someone else is a distraction and a failure of duty) a loveless marriage is the rule rather than the exception. &lt;br /&gt;
&lt;br /&gt;
:OOC Hint: That’s why “True Love” is a Disadvantage, not and Advantage, as most would think. &lt;br /&gt;
&lt;br /&gt;
However, most couples strive to get along well and keep an appearance of harmony and understanding between the spouses. That includes making a blind eye to lovers that either spouse might have. And yes, as long as the affairs are kept away from public eye (and mouth), it is common for the spouses to politely ignore the “other woman” (or other man). As they say, if there is no love, there is no jealousy.&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Outline&amp;diff=17886</id>
		<title>Outline</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Outline&amp;diff=17886"/>
		<updated>2006-01-25T02:59:59Z</updated>

		<summary type="html">&lt;p&gt;Daermon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Introduction&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*Art &lt;br /&gt;
*Introduction Fiction &lt;br /&gt;
*Introduction text &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dawn&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*Art&lt;br /&gt;
*Dawn Fiction &lt;br /&gt;
*From Hantei to Toturi : Dynastic changements &lt;br /&gt;
:The Imperial Families under the Toturi Dynasty &lt;br /&gt;
:The Military under the Toturi Dynasty &lt;br /&gt;
:The Law under the Toturi  &lt;br /&gt;
:Traveling the roads and Security under the Toturi &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Afternoon&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*Art &lt;br /&gt;
*Afternoon Fiction &lt;br /&gt;
*[[Mariage in Rokugan]] &lt;br /&gt;
:Adultry in Rokugan &lt;br /&gt;
:Homosexuality in Rokugan &lt;br /&gt;
*Enlightenment view of each clan  &lt;br /&gt;
*Plays and theatre in Rokugan &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Evening&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*Art &lt;br /&gt;
*Evening Fiction &lt;br /&gt;
*Factions Agenda  &lt;br /&gt;
:Major NPCs and followers  &lt;br /&gt;
*Major Plots of this Winter Court &lt;br /&gt;
*Divination Events of the year &lt;br /&gt;
*Rumor Mill &lt;br /&gt;
*CFS &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Epilogue&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*Art &lt;br /&gt;
*Epilogue Fiction &lt;br /&gt;
*New Schools&lt;br /&gt;
:&amp;lt;b&amp;gt;Crab&amp;lt;/b&amp;gt;: &lt;br /&gt;
:*Hiruma Emissaries (New Path).  &lt;br /&gt;
:&amp;lt;b&amp;gt;Crane&amp;lt;/b&amp;gt;: &lt;br /&gt;
:*Doji Match Maker (Rank 3 New Path). &lt;br /&gt;
:&amp;lt;b&amp;gt;Dragon&amp;lt;/b&amp;gt;: &lt;br /&gt;
:*Nazodo Master (New Path). &lt;br /&gt;
:&amp;lt;b&amp;gt;Lion&amp;lt;/b&amp;gt;:&lt;br /&gt;
 &lt;br /&gt;
:&amp;lt;b&amp;gt;Mantis&amp;lt;/b&amp;gt;: &lt;br /&gt;
:*Moshi Yojimbo (rank 2 New path).&lt;br /&gt;
:&amp;lt;b&amp;gt;Unicorn&amp;lt;/b&amp;gt;: &lt;br /&gt;
 &lt;br /&gt;
:&amp;lt;b&amp;gt;Phoenix&amp;lt;/b&amp;gt;: &lt;br /&gt;
:*Agasha Diplomat (New Path). &lt;br /&gt;
:&amp;lt;b&amp;gt;Scorpion&amp;lt;/b&amp;gt;: &lt;br /&gt;
:*Poison Master (Rank 3 New Path). &lt;br /&gt;
:*Soshi Magistrate School (Full school). &lt;br /&gt;
:*Scorpions Claws (Advanced Ninja/Bushi school). &lt;br /&gt;
:&amp;lt;b&amp;gt;Imperials&amp;lt;/b&amp;gt;: &lt;br /&gt;
:*The Hidden Guard (Rank 3 New Path). &lt;br /&gt;
:&amp;lt;b&amp;gt;Fox&amp;lt;/b&amp;gt;: &lt;br /&gt;
:*Ryosei&#039;s Hunter&#039;s (Advanced Bushi/Shugenja Schools). &lt;br /&gt;
:&amp;lt;b&amp;gt;Badger&amp;lt;/b&amp;gt;: &lt;br /&gt;
:*Ichiro Yojimbo (New Path). &lt;br /&gt;
:&amp;lt;b&amp;gt;Dragonfly&amp;lt;/b&amp;gt;: &lt;br /&gt;
:*Tonbo Yojimbo (New Path). &lt;br /&gt;
&lt;br /&gt;
*New Katas  &lt;br /&gt;
*New Poison Rules &lt;br /&gt;
*New Ancestors&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Outline&amp;diff=17872</id>
		<title>Outline</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Outline&amp;diff=17872"/>
		<updated>2006-01-25T01:27:02Z</updated>

		<summary type="html">&lt;p&gt;Daermon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Introduction &lt;br /&gt;
&lt;br /&gt;
*Art &lt;br /&gt;
*Introduction Fiction &lt;br /&gt;
*Introduction text &lt;br /&gt;
&lt;br /&gt;
Dawn &lt;br /&gt;
&lt;br /&gt;
*Art &lt;br /&gt;
*Dawn Fiction &lt;br /&gt;
*From Hantei to Toturi : Dynastic changements &lt;br /&gt;
:The Imperial Families under the Toturi Dynasty &lt;br /&gt;
:The Military under the Toturi Dynasty &lt;br /&gt;
:The Law under the Toturi  &lt;br /&gt;
:Traveling the roads and Security under the Toturi &lt;br /&gt;
&lt;br /&gt;
Afternoon &lt;br /&gt;
&lt;br /&gt;
*Art &lt;br /&gt;
*Afternoon Fiction &lt;br /&gt;
*Mariage in Rokugan &lt;br /&gt;
:Adultry in Rokugan &lt;br /&gt;
:Homosexuality in Rokugan &lt;br /&gt;
*Enlightment view of each clan  &lt;br /&gt;
*Plays and theatre in Rokugan &lt;br /&gt;
&lt;br /&gt;
Evening &lt;br /&gt;
&lt;br /&gt;
*Art &lt;br /&gt;
*Evening Fiction &lt;br /&gt;
*Factions Agenda  &lt;br /&gt;
:Major NPCs and followers  &lt;br /&gt;
*Major Plots of this Winter Court &lt;br /&gt;
*Divination Events of the year &lt;br /&gt;
*Rumor Mill &lt;br /&gt;
*CFS &lt;br /&gt;
&lt;br /&gt;
Epilogue &lt;br /&gt;
&lt;br /&gt;
*Art &lt;br /&gt;
*Epilogue Fiction &lt;br /&gt;
*New Schools  &lt;br /&gt;
:New Katas  &lt;br /&gt;
*New Poison Rules &lt;br /&gt;
*New Ancestors&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Winter_Court&amp;diff=17871</id>
		<title>Winter Court</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Winter_Court&amp;diff=17871"/>
		<updated>2006-01-25T01:22:51Z</updated>

		<summary type="html">&lt;p&gt;Daermon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Editors]]&lt;br /&gt;
&lt;br /&gt;
[[Outline]]&lt;br /&gt;
&lt;br /&gt;
[[Contributors]]&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Winter_Court&amp;diff=17869</id>
		<title>Winter Court</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Winter_Court&amp;diff=17869"/>
		<updated>2006-01-25T01:21:59Z</updated>

		<summary type="html">&lt;p&gt;Daermon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[Editors]&lt;br /&gt;
&lt;br /&gt;
[Outline]&lt;br /&gt;
&lt;br /&gt;
[Contributors]&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=L5R:Main_Page&amp;diff=17866</id>
		<title>L5R:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=L5R:Main_Page&amp;diff=17866"/>
		<updated>2006-01-25T01:00:48Z</updated>

		<summary type="html">&lt;p&gt;Daermon: /* Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Legend of the Five Rings]]&lt;br /&gt;
&lt;br /&gt;
=Legend of the Five Rings Wiki=&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This is intended as a fan-sharing resource for Legend of the Five Rings from Alderac Entertainment Group.  Look for homebrewed mechanics, Challenge-Focus-Strike story seeds, NPCs, setting material and more!&lt;br /&gt;
&lt;br /&gt;
Note: Legend of the Five Rings has appeared in 4 different versions at this point, and this wiki is intended for all of them.  When posting material, be sure to mark which version the material is for, like so: (3e) or (d20).&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
[[L5R_Player_Resources|Player Resources]]&lt;br /&gt;
&lt;br /&gt;
* This area is intended for all readers.  This is the place to find and post new Schools, spells, kata, kiho, Paths, dojo or any other player-friendly material.&lt;br /&gt;
&lt;br /&gt;
[[GM_Resources|GM Resources]]&lt;br /&gt;
&lt;br /&gt;
* This area is intended for GM information only: NPCs, locations, CFS ideas or campaign backgrounds.&lt;br /&gt;
&lt;br /&gt;
[[Winter_Court|Winter Court: Kyuden Bayushi]]&lt;br /&gt;
* A collaborative periodical on the courts of the Lotus Era, as well as information on the intrigues of early Rokugan.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Disclaimer:===&lt;br /&gt;
Legend of the Five Rings is a copyright of Alderac Entertainment Group.  No material associated with this site should be construed as a challenge to AEG&#039;s copyright or anyone else&#039;s.&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yasuki_Bushi&amp;diff=14867</id>
		<title>Yasuki Bushi</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yasuki_Bushi&amp;diff=14867"/>
		<updated>2005-12-12T22:51:51Z</updated>

		<summary type="html">&lt;p&gt;Daermon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Legend of the Five Rings]]&lt;br /&gt;
Return to [[Crab Schools]]&lt;br /&gt;
&lt;br /&gt;
==Yasuki Bushi (Bushi)==&lt;br /&gt;
&lt;br /&gt;
When the Yasuki were absorbed by the Crab not all of them were focused on commerce. Some had trained under the Kakita and were fine iaijutsu masters. Shortly after joining the Crab these masters opened their own dueling dojo to keep alive their heritage. Over the centuries their style has changed dramatically and they have become worthy opponents of both the Crane and the Dragon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit&#039;&#039;&#039;: +1 Agility&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Honor&#039;&#039;&#039;: 1.5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Deceit, Etiquette, Iaijutsu, Kenjutsu(Katana), Kyujutsu, any one High Skill, any one Bugei or Low Skill&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Outfit&#039;&#039;&#039;: Katana, wakizashi, bow and 20 arrows (any type), any one weapon, light armor, helm; kimono and sandals, travelling pack; 10 koku &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Techniques&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 1: Way of the Black Crane&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Yasuki remember the Way of the Crane and its flaws.  You may use the Deceit Skill in place of the Defense Skill (this does not grant Mastery Abilities).  Add two times your School Rank to any uses of the Deceit Skill.  When making the Awareness/Iaijutsu roll at the beginning of an Iaijutsu duel your Agility, Reflexes, and Void are lowered by your School Rank, to a minimum of two. They return to normal immediately after your opponent makes his Choice of your Traits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 2: The Hidden Strike&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Yasuki are rivaled only by the members of the Scorpion Clan when it comes to the art of deception. Whenever you use the Feint maneuver add your Deceit Skill to the total. If the Feint is successful, you may also add your Deceit Skill to the next attack you make against this opponent. If your opponent&#039;s honor is higher than yours you may add the difference to the number of times you may focus in a duel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 3: The Swift Sword&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the beginning of a skirmish you may make an opposed Awareness/Deceit roll with one opponent. If successful reduce the opponent&#039;s initiative by the amount he failed the roll. During an Iaijutsu duel, if your opponent&#039;s honor is higher than yours, you gain additional Void points equal to the difference for the duration of the duel.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 4: The Crane&#039;s Talons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You may make an additional attack per round and add twice your Fire Ring to all attack rolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 5: The Empty Gift&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
In a skirmish, if your initiative is higher, add half the difference (rounding up) between your Initiative and your opponent&#039;s to your TN to be hit. Rather than making a Choice/Iaijutsu roll when focusing in a duel you may instead make a Choice/Deceit roll opposed by your opponent&#039;s Choice/Iaijutsu. If this roll is successful, your focus attempt automatically succeeds without raising your opponent&#039;s TN to be Hit. Your TN to be Hit is increased as normal. If you fail this roll you automatically call strike.&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dragonfly_Yojimbo&amp;diff=14833</id>
		<title>Dragonfly Yojimbo</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dragonfly_Yojimbo&amp;diff=14833"/>
		<updated>2005-12-12T03:18:14Z</updated>

		<summary type="html">&lt;p&gt;Daermon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Legend of the Five Rings]]&lt;br /&gt;
Return to [[Minor Clan Schools]] or [[Dragon_Schools|Dragon Clan Schools]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technique Rank&#039;&#039;&#039;: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Path of Entry&#039;&#039;&#039;: None. This is an entry-level Path.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Path of Egress&#039;&#039;&#039;: Mirumoto Swordmaster 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit&#039;&#039;&#039;: +1 Reflexes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Honor&#039;&#039;&#039;: 2.5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Defense, Etiquette, Iaijutsu, Kenjutsu (Katana), Know the School: (Any Lion Bushi School), Kyujutsu, Meditation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Outfit&#039;&#039;&#039;: Katana, wakizashi, bow and 20 arrows (any type), any 1 weapon, light armor; kimono and sandals, travelling pack; 1 koku&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Technique: Winged Guardian&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
For the purposes of this Technique, your Mirumoto Swordmaster Rank counts as one higher. You gain a number of Free Raises equal to your School Rank which may only be used for the Guard maneuver. As long as you have not yet acted in a round and are within 5 feet of your charge you may, any time your charge is attacked, make a Reflexes/Iaijutsu roll with a TN equal to the attack roll. If this roll is successful you become the new target of the attack.&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dragonfly_Yojimbo&amp;diff=14832</id>
		<title>Dragonfly Yojimbo</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dragonfly_Yojimbo&amp;diff=14832"/>
		<updated>2005-12-12T03:13:20Z</updated>

		<summary type="html">&lt;p&gt;Daermon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Legend of the Five Rings]]&lt;br /&gt;
Return to [[Minor Clan Schools]]&amp;lt;br&amp;gt;&lt;br /&gt;
Return to [[Dragon_Schools|Dragon Clan Schools]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technique Rank&#039;&#039;&#039;: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Path of Entry&#039;&#039;&#039;: None. This is an entry-level Path.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Path of Egress&#039;&#039;&#039;: Mirumoto Swordmaster 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit&#039;&#039;&#039;: +1 Reflexes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Honor&#039;&#039;&#039;: 2.5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Defense, Etiquette, Iaijutsu, Kenjutsu (Katana), Know the School: (Any Lion Bushi School), Kyujutsu, Meditation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Outfit&#039;&#039;&#039;: Katana, wakizashi, bow and 20 arrows (any type), any 1 weapon, light armor; kimono and sandals, travelling pack; 1 koku&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Technique: Winged Guardian&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
For the purposes of this Technique, your Mirumoto Swordmaster Rank counts as one higher. You gain a number of Free Raises equal to your School Rank which may only be used for the Guard maneuver. As long as you have not yet acted in a round and are within 5 feet of your charge you may, any time your charge is attacked, make a Reflexes/Iaijutsu roll with a TN equal to the attack roll. If this roll is successful you become the new target of the attack. You may purchase Heart of Vengeance: Lion Clan for 3 points.&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dragonfly_Yojimbo&amp;diff=14831</id>
		<title>Dragonfly Yojimbo</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dragonfly_Yojimbo&amp;diff=14831"/>
		<updated>2005-12-12T03:11:00Z</updated>

		<summary type="html">&lt;p&gt;Daermon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Legend of the Five Rings]]&lt;br /&gt;
Return to [[Minor Clan Schools]]&amp;lt;br&amp;gt;&lt;br /&gt;
Return to [[Dragon_Schools|Dragon Clan Schools]]&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dragonfly_Yojimbo&amp;diff=14830</id>
		<title>Dragonfly Yojimbo</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dragonfly_Yojimbo&amp;diff=14830"/>
		<updated>2005-12-12T03:10:03Z</updated>

		<summary type="html">&lt;p&gt;Daermon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Legend of the Five Rings]]&lt;br /&gt;
Return to [[Minor Clan Schools]]&lt;br /&gt;
Return to [[Dragon_Clan]]&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Minor_Clan_Schools&amp;diff=14829</id>
		<title>Minor Clan Schools</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Minor_Clan_Schools&amp;diff=14829"/>
		<updated>2005-12-12T03:08:16Z</updated>

		<summary type="html">&lt;p&gt;Daermon: /* Dragonfly Clan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Legend of the Five Rings]]&lt;br /&gt;
Return to [[Schools, Paths, Kata and Dojo]]&lt;br /&gt;
&lt;br /&gt;
==Dragonfly Clan==&lt;br /&gt;
[[Tonbo Shugenja]]&lt;br /&gt;
:&#039;&#039;&#039;3rd Edition School&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Dragonfly Yojimbo]]&lt;br /&gt;
:&#039;&#039;&#039;3rd Edition Path&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Fox Clan==&lt;br /&gt;
[[Kitsune Rangers]]&lt;br /&gt;
:&#039;&#039;&#039;3rd Edition School&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Hare Clan==&lt;br /&gt;
[[Ujina Infiltrators]]&lt;br /&gt;
:&#039;&#039;&#039;3rd Edition School&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dragon_Schools&amp;diff=14828</id>
		<title>Dragon Schools</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dragon_Schools&amp;diff=14828"/>
		<updated>2005-12-12T03:07:07Z</updated>

		<summary type="html">&lt;p&gt;Daermon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Legend of the Five Rings]]&lt;br /&gt;
Return to [[Schools, Paths, Kata and Dojo]]&lt;br /&gt;
==Bushi Paths==&lt;br /&gt;
[[Dragonfly Yojimbo]]&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dragon_Schools&amp;diff=14827</id>
		<title>Dragon Schools</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dragon_Schools&amp;diff=14827"/>
		<updated>2005-12-12T03:05:39Z</updated>

		<summary type="html">&lt;p&gt;Daermon: /* Bushi Paths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Legend of the Five Rings]]&lt;br /&gt;
Return to [[Schools, Paths, Kata and Dojo]]&lt;br /&gt;
&lt;br /&gt;
Return to [[Schools, Paths, Kata and Dojo]]&lt;br /&gt;
==Bushi Paths==&lt;br /&gt;
[[Dragonfly Yojimbo]]&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dragon_Schools&amp;diff=14825</id>
		<title>Dragon Schools</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dragon_Schools&amp;diff=14825"/>
		<updated>2005-12-12T03:05:24Z</updated>

		<summary type="html">&lt;p&gt;Daermon: /* Bushi Paths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Legend of the Five Rings]]&lt;br /&gt;
Return to [[Schools, Paths, Kata and Dojo]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Legend of the Five Rings]]&lt;br /&gt;
Return to [[Schools, Paths, Kata and Dojo]]&lt;br /&gt;
==Bushi Paths==&lt;br /&gt;
[[Dragonfly Yojimbo]]&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dragon_Schools&amp;diff=14822</id>
		<title>Dragon Schools</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dragon_Schools&amp;diff=14822"/>
		<updated>2005-12-12T02:46:54Z</updated>

		<summary type="html">&lt;p&gt;Daermon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Legend of the Five Rings]]&lt;br /&gt;
Return to [[Schools, Paths, Kata and Dojo]]&lt;br /&gt;
&lt;br /&gt;
==Bushi Paths==&lt;br /&gt;
[[Dragonfly Yojimbo]]&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Crane_Schools&amp;diff=14739</id>
		<title>Crane Schools</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Crane_Schools&amp;diff=14739"/>
		<updated>2005-12-11T09:46:56Z</updated>

		<summary type="html">&lt;p&gt;Daermon: /* Bushi Paths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Legend of the Five Rings]]&lt;br /&gt;
Return to [[Schools, Paths, Kata and Dojo]]&lt;br /&gt;
==Bushi Schools==&lt;br /&gt;
&lt;br /&gt;
==Bushi Paths==&lt;br /&gt;
[[The Water Blade]]&lt;br /&gt;
: A path developed by robmccoll on the Alderac Forums.&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Crane_Schools&amp;diff=14738</id>
		<title>Crane Schools</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Crane_Schools&amp;diff=14738"/>
		<updated>2005-12-11T09:46:26Z</updated>

		<summary type="html">&lt;p&gt;Daermon: /* Bushi Paths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Legend of the Five Rings]]&lt;br /&gt;
Return to [[Schools, Paths, Kata and Dojo]]&lt;br /&gt;
==Bushi Schools==&lt;br /&gt;
&lt;br /&gt;
==Bushi Paths==&lt;br /&gt;
[[The Water Blade]]&lt;br /&gt;
: A path developed by robmccoll on the [http://www.alderac.com/forum/|Alderac Forums].&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Crane_Schools&amp;diff=14737</id>
		<title>Crane Schools</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Crane_Schools&amp;diff=14737"/>
		<updated>2005-12-11T09:46:14Z</updated>

		<summary type="html">&lt;p&gt;Daermon: /* Bushi Paths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Legend of the Five Rings]]&lt;br /&gt;
Return to [[Schools, Paths, Kata and Dojo]]&lt;br /&gt;
==Bushi Schools==&lt;br /&gt;
&lt;br /&gt;
==Bushi Paths==&lt;br /&gt;
[[The Water Blade]]&lt;br /&gt;
: A path developed by robmccoll on the [http://www.alderac.com/forum/|L5R Forums].&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Crane_Schools&amp;diff=14736</id>
		<title>Crane Schools</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Crane_Schools&amp;diff=14736"/>
		<updated>2005-12-11T09:45:17Z</updated>

		<summary type="html">&lt;p&gt;Daermon: /* Bushi Paths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Legend of the Five Rings]]&lt;br /&gt;
Return to [[Schools, Paths, Kata and Dojo]]&lt;br /&gt;
==Bushi Schools==&lt;br /&gt;
&lt;br /&gt;
==Bushi Paths==&lt;br /&gt;
[[The Water Blade]]&lt;br /&gt;
: A path developed by robmccoll on the [http://www.alderac.com/forum/viewforum.php?f=65|Alderac Forums].&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yasuki_Bushi&amp;diff=14712</id>
		<title>Yasuki Bushi</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yasuki_Bushi&amp;diff=14712"/>
		<updated>2005-12-10T10:37:28Z</updated>

		<summary type="html">&lt;p&gt;Daermon: /* Yasuki Bushi (Bushi) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Legend of the Five Rings]]&lt;br /&gt;
Return to [[Crab Schools]]&lt;br /&gt;
&lt;br /&gt;
==Yasuki Bushi (Bushi)==&lt;br /&gt;
&lt;br /&gt;
When the Yasuki were absorbed by the Crab not all of them were focused on commerce. Some had trained under the Kakita and were fine iaijutsu masters. Shortly after joining the Crab these masters opened their own dueling dojo to keep alive their heritage. Over the centuries their style has changed dramatically and they have become worthy opponents of both the Crane and the Dragon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit&#039;&#039;&#039;: +1 Agility&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Honor&#039;&#039;&#039;: 1.5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Deceit, Etiquette, Iaijutsu, Kenjutsu(Katana), Kyujutsu, any one High Skill, any one Bugei or Low Skill&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Outfit&#039;&#039;&#039;: Katana, wakizashi, bow and 20 arrows (any type), any one weapon, light armor, helm; kimono and sandals, travelling pack; 10 koku &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Techniques&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 1: Way of the Black Crane&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Yasuki remember the Way of the Crane and its flaws.  You may use the Deceit Skill in place of the Defense Skill (this does not grant Mastery Abilities).  Add two times your School Rank to any uses of the Deceit Skill.  When making the Awareness/Iaijutsu roll at the beginning of an Iaijutsu duel your Agility, Reflexes, and Void are lowered by your School Rank, to a minimum of two. They return to normal immediately after your opponent makes his Choice of your Traits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 2: The Hidden Strike&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Yasuki are rivaled only by the members of the Scorpion Clan when it comes to the art of deception. Whenever you use the Feint maneuver add your Deceit Skill to the total. If the Feint is successful, you may also add your Deceit Skill to the next attack you make against this opponent. If your opponent&#039;s honor is higher than yours you may add the difference to the number of times you may focus in a duel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 3: The Swift Sword&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the beginning of a skirmish you may make an opposed Awareness/Deceit roll with one opponent. If successful reduce the opponent&#039;s initiative by the amount he failed the roll. During an Iaijutsu duel, if your opponent&#039;s honor is higher than yours, you gain additional Void points equal to the difference for the duration of the duel.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 4: The Crane&#039;s Talons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You may make an additional attack per round and add twice your Fire Ring to all attack rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 5: The Empty Gift&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
In a skirmish, if your initiative is higher, add half the difference (rounding up) between your Initiative and your opponent&#039;s to your TN to be hit. Rather than making a Choice/Iaijutsu roll when focusing in a duel you may instead make a Choice/Deceit roll opposed by your opponent&#039;s Choice/Iaijutsu. If this roll is successful, your focus attempt automatically succeeds without raising your opponent&#039;s TN to be Hit. Your TN to be Hit is increased as normal. If you fail this roll you automatically call strike.&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Third_Edition_L5R_Spell_List&amp;diff=14711</id>
		<title>Third Edition L5R Spell List</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Third_Edition_L5R_Spell_List&amp;diff=14711"/>
		<updated>2005-12-10T09:06:30Z</updated>

		<summary type="html">&lt;p&gt;Daermon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Legend of the Five Rings]]&lt;br /&gt;
&lt;br /&gt;
Return to [[Spells_and_Kiho|Spells and Kiho]].&lt;br /&gt;
&lt;br /&gt;
==Air Spells==&lt;br /&gt;
===Mastery Level 1===&lt;br /&gt;
----&lt;br /&gt;
====By the Light of Lady Moon====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: 5 rounds &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: 10&#039; radius &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Self&lt;br /&gt;
*The air kami reveal to you the location of any hidden objects or individuals, including concealed traps, false bottoms, assassins hidden in the bushes, etc. The kami&#039;s whispers do not reveal what is hidden, ony where it is hidden.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Cloak of Night====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Until Dawn or dispelled &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: 1 object up to 100 lbs &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Touch&lt;br /&gt;
*You can summon Air kami to encircle an object, concealing it from sight. The object is rendered invisible for the spell&#039;s duration unless something draws attention to it in some way. The spells &#039;s effect is dispelled if someone other than the caster touches the object.&lt;br /&gt;
----&lt;br /&gt;
====Nature&#039;s Touch====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Full Concentration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Target Creature &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: 10&#039;&lt;br /&gt;
*You enlist the Air kami&#039;s aid in conveying thoughts and intentiones between the minds of humans and animals, allowing you to make yourself understood to one creature.&lt;br /&gt;
----&lt;br /&gt;
====Quiescence of Air====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;br /&gt;
====Tempest of Air====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;br /&gt;
====Way of Deception====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;br /&gt;
====Wind Borne Slumbers====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;br /&gt;
====Yari of Air====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Mastery Level 2===&lt;br /&gt;
====Benten&#039;s Touch====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Call upon the Wind====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Echoes of a Breeze====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Hidden Visage====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Mists of Illusion====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Secrets on the Wind====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Whispering Wind====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;br /&gt;
===Mastery Level 3===&lt;br /&gt;
====Essence of Air====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Forgotten Murmurs====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====The Eye Shall Not See====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Mask of Wind====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Summon Fog====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Wisdom of the Kami====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Third_Edition_L5R_Spell_List&amp;diff=14710</id>
		<title>Third Edition L5R Spell List</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Third_Edition_L5R_Spell_List&amp;diff=14710"/>
		<updated>2005-12-10T09:05:22Z</updated>

		<summary type="html">&lt;p&gt;Daermon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Legend of the Five Rings]]&lt;br /&gt;
&lt;br /&gt;
==Air Spells==&lt;br /&gt;
===Mastery Level 1===&lt;br /&gt;
----&lt;br /&gt;
====By the Light of Lady Moon====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: 5 rounds &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: 10&#039; radius &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Self&lt;br /&gt;
*The air kami reveal to you the location of any hidden objects or individuals, including concealed traps, false bottoms, assassins hidden in the bushes, etc. The kami&#039;s whispers do not reveal what is hidden, ony where it is hidden.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Cloak of Night====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Until Dawn or dispelled &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: 1 object up to 100 lbs &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Touch&lt;br /&gt;
*You can summon Air kami to encircle an object, concealing it from sight. The object is rendered invisible for the spell&#039;s duration unless something draws attention to it in some way. The spells &#039;s effect is dispelled if someone other than the caster touches the object.&lt;br /&gt;
----&lt;br /&gt;
====Nature&#039;s Touch====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Full Concentration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Target Creature &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: 10&#039;&lt;br /&gt;
*You enlist the Air kami&#039;s aid in conveying thoughts and intentiones between the minds of humans and animals, allowing you to make yourself understood to one creature.&lt;br /&gt;
----&lt;br /&gt;
====Quiescence of Air====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;br /&gt;
====Tempest of Air====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;br /&gt;
====Way of Deception====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;br /&gt;
====Wind Borne Slumbers====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;br /&gt;
====Yari of Air====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Mastery Level 2===&lt;br /&gt;
====Benten&#039;s Touch====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Call upon the Wind====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Echoes of a Breeze====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Hidden Visage====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Mists of Illusion====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Secrets on the Wind====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Whispering Wind====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;br /&gt;
===Mastery Level 3===&lt;br /&gt;
====Essence of Air====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Forgotten Murmurs====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====The Eye Shall Not See====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Mask of Wind====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Summon Fog====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Wisdom of the Kami====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Third_Edition_L5R_Spell_List&amp;diff=14709</id>
		<title>Third Edition L5R Spell List</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Third_Edition_L5R_Spell_List&amp;diff=14709"/>
		<updated>2005-12-10T09:04:30Z</updated>

		<summary type="html">&lt;p&gt;Daermon: /* Mastery Level 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Air Spells==&lt;br /&gt;
===Mastery Level 1===&lt;br /&gt;
----&lt;br /&gt;
====By the Light of Lady Moon====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: 5 rounds &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: 10&#039; radius &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Self&lt;br /&gt;
*The air kami reveal to you the location of any hidden objects or individuals, including concealed traps, false bottoms, assassins hidden in the bushes, etc. The kami&#039;s whispers do not reveal what is hidden, ony where it is hidden.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Cloak of Night====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Until Dawn or dispelled &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: 1 object up to 100 lbs &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Touch&lt;br /&gt;
*You can summon Air kami to encircle an object, concealing it from sight. The object is rendered invisible for the spell&#039;s duration unless something draws attention to it in some way. The spells &#039;s effect is dispelled if someone other than the caster touches the object.&lt;br /&gt;
----&lt;br /&gt;
====Nature&#039;s Touch====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Full Concentration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Target Creature &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: 10&#039;&lt;br /&gt;
*You enlist the Air kami&#039;s aid in conveying thoughts and intentiones between the minds of humans and animals, allowing you to make yourself understood to one creature.&lt;br /&gt;
----&lt;br /&gt;
====Quiescence of Air====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;br /&gt;
====Tempest of Air====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;br /&gt;
====Way of Deception====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;br /&gt;
====Wind Borne Slumbers====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;br /&gt;
====Yari of Air====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Mastery Level 2===&lt;br /&gt;
====Benten&#039;s Touch====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Call upon the Wind====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Echoes of a Breeze====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Hidden Visage====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Mists of Illusion====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Secrets on the Wind====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Whispering Wind====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;br /&gt;
===Mastery Level 3===&lt;br /&gt;
====Essence of Air====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Forgotten Murmurs====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====The Eye Shall Not See====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Mask of Wind====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Summon Fog====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Wisdom of the Kami====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Third_Edition_L5R_Spell_List&amp;diff=14708</id>
		<title>Third Edition L5R Spell List</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Third_Edition_L5R_Spell_List&amp;diff=14708"/>
		<updated>2005-12-10T09:03:58Z</updated>

		<summary type="html">&lt;p&gt;Daermon: /* By the Light of Lady Moon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Air Spells==&lt;br /&gt;
===Mastery Level 1===&lt;br /&gt;
----&lt;br /&gt;
====By the Light of Lady Moon====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: 5 rounds &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: 10&#039; radius &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Self&lt;br /&gt;
*The air kami reveal to you the location of any hidden objects or individuals, including concealed traps, false bottoms, assassins hidden in the bushes, etc. The kami&#039;s whispers do not reveal what is hidden, ony where it is hidden.&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
====Cloak of Night====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Until Dawn or dispelled &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: 1 object up to 100 lbs &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Touch&lt;br /&gt;
*You can summon Air kami to encircle an object, concealing it from sight. The object is rendered invisible for the spell&#039;s duration unless something draws attention to it in some way. The spells &#039;s effect is dispelled if someone other than the caster touches the object.&lt;br /&gt;
----&lt;br /&gt;
====Nature&#039;s Touch====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Full Concentration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Target Creature &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: 10&#039;&lt;br /&gt;
*You enlist the Air kami&#039;s aid in conveying thoughts and intentiones between the minds of humans and animals, allowing you to make yourself understood to one creature.&lt;br /&gt;
----&lt;br /&gt;
====Quiescence of Air====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;br /&gt;
====Tempest of Air====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;br /&gt;
====Way of Deception====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;br /&gt;
====Wind Borne Slumbers====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;br /&gt;
====Yari of Air====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Mastery Level 2===&lt;br /&gt;
====Benten&#039;s Touch====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Call upon the Wind====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Echoes of a Breeze====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Hidden Visage====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Mists of Illusion====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Secrets on the Wind====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Whispering Wind====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;br /&gt;
===Mastery Level 3===&lt;br /&gt;
====Essence of Air====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Forgotten Murmurs====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====The Eye Shall Not See====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Mask of Wind====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Summon Fog====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Wisdom of the Kami====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Third_Edition_L5R_Spell_List&amp;diff=14707</id>
		<title>Third Edition L5R Spell List</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Third_Edition_L5R_Spell_List&amp;diff=14707"/>
		<updated>2005-12-10T09:03:45Z</updated>

		<summary type="html">&lt;p&gt;Daermon: /* By the Light of Lady Moon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Air Spells==&lt;br /&gt;
===Mastery Level 1===&lt;br /&gt;
----&lt;br /&gt;
====By the Light of Lady Moon====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: 5 rounds &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: 10&#039; radius &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Self&lt;br /&gt;
*The air kami reveal to you the location of any hidden objects or individuals, including concealed traps, false bottoms, assassins hidden in the bushes, etc. The kami&#039;s whispers do not reveal what is hidden, ony where it is hidden.&lt;br /&gt;
&lt;br /&gt;
====Cloak of Night====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Until Dawn or dispelled &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: 1 object up to 100 lbs &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Touch&lt;br /&gt;
*You can summon Air kami to encircle an object, concealing it from sight. The object is rendered invisible for the spell&#039;s duration unless something draws attention to it in some way. The spells &#039;s effect is dispelled if someone other than the caster touches the object.&lt;br /&gt;
----&lt;br /&gt;
====Nature&#039;s Touch====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Full Concentration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Target Creature &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: 10&#039;&lt;br /&gt;
*You enlist the Air kami&#039;s aid in conveying thoughts and intentiones between the minds of humans and animals, allowing you to make yourself understood to one creature.&lt;br /&gt;
----&lt;br /&gt;
====Quiescence of Air====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;br /&gt;
====Tempest of Air====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;br /&gt;
====Way of Deception====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;br /&gt;
====Wind Borne Slumbers====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;br /&gt;
====Yari of Air====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Mastery Level 2===&lt;br /&gt;
====Benten&#039;s Touch====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Call upon the Wind====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Echoes of a Breeze====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Hidden Visage====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Mists of Illusion====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Secrets on the Wind====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Whispering Wind====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;br /&gt;
===Mastery Level 3===&lt;br /&gt;
====Essence of Air====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Forgotten Murmurs====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====The Eye Shall Not See====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Mask of Wind====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Summon Fog====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
====Wisdom of the Kami====&lt;br /&gt;
*&amp;lt;b&amp;gt;DURATION&amp;lt;/b&amp;gt;: Duration &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;AREA OF EFFECT&amp;lt;/b&amp;gt;: Area &amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;: Range&lt;br /&gt;
*Description Here.&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Shinomen_Guard&amp;diff=4076</id>
		<title>The Shinomen Guard</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Shinomen_Guard&amp;diff=4076"/>
		<updated>2005-07-20T03:23:56Z</updated>

		<summary type="html">&lt;p&gt;Daermon: /* D10 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to [[Unicorn Schools]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Another little gem that was never printed, given to us by Shawn Carman on the Alderac forums.  Be warned though, this has never been playtested.&#039;&#039; --[[User:Daermon|Daermon]] 05:07, 16 Jul 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Between the three Unicorn influences watching over the Shinomen Mori, there is a small but dedicated group of samurai who roam the vast forest depths constantly, seeking any sign of a threat to their sleeping allies. Largely unconnected and essentially disorganized, these so-called Shinomen Guards are ever vigilant in their efforts to keep the Shadowlands from encroaching on the Naga lands. The Tsuno’s initial foray into the Naga cities caught the Unicorn off-guard, and many of their number were lost, but they have vowed never to allow such an incursion to happen again.&lt;br /&gt;
The vast majority of Shinomen Guards are Unicorn samurai of some sort, whether vassals of the Horiuchi or scouts from Shono’s Junghar encampment. A small number are ronin under Akasha’s command, but they are the exception rather than the rule. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==D20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Shinomen Guard (Prestige Class)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The samurai collectively referred to as the Shinomen Guard are a motley crew, encompassing Shinjo Shono’s sentries, the Horiuchi family’s vassals and yojimbo, and Akasha’s ronin soldiers. Most come from the ranks of the fighter, samurai, and rogue class, but others can gain entry as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: 1d8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requirements&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
To qualify to become a Shinomen Guard, a character must fulfill the following criteria.&lt;br /&gt;
*&#039;&#039;&#039;Base Attack Bonus&#039;&#039;&#039;: +6&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Knowledge (Shinomen Mori)&#039;&#039;&#039;: 8 ranks&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Wilderness Lore&#039;&#039;&#039;: 8 ranks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Shinomen Guard’s class skills (and key ability for each skill) are Animal Empathy (Cha), Climb (Str), Heal (Wis), Hide (Dex), Jump (Str), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), and Wilderness Lore (Wis).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skill Points per Level: 2 + Int modifier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&#039;&#039;&#039;The Shinomen Guard Class&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;Level&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;BAB&#039;&#039;&#039;&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;FS&#039;&#039;&#039;&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;RS&#039;&#039;&#039;&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;WS&#039;&#039;&#039;&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;Special&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;1st&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;Soul of the Forest&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;2nd&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;Bonus Feat&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3rd&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;Herbal Remedy&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4th&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;Bonus Feat&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5th&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;Spell-like Abilities&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Weapon and Armor Proficiency&#039;&#039;: Shinomen Guards are proficient with all simple weapons as well as the katana, wakizashi, yumi, sling, and Naga blade. They are also proficient with light armor. They retain any proficiencies from other classes as well.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Soul of the Forest&#039;&#039;: Training within the forest as they do, the Shinomen Guard are particularly adept at moving through it quickly and quietly. The guard gains a +4 competence bonus on all Hide and Move Silently checks while in a forest environment, and gains a +4 competence bonus on all Wilderness Lore checks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Bonus Feat&#039;&#039;: At 2nd and 4th level, the Shinomen Guard selects a bonus feat from the following list: Alertness, Endurance, Point Blank Shot, Skill Focus (Hide), Skill Focus (Move Silently), Skill Focus (Wilderness Lore), Toughness, Track, and Versatile.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Hunter’s Spirit&#039;&#039;: A true hunter can easily overcome obstacles when bringing their prey down. Reduce an individual’s cover by one fourth (from three quarters cover to fifty percent cover, for example) when they are the target of a ranged attack made by the Shinomen Guard.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Herbal Remedy&#039;&#039;: The Shinomen forest is home to many rare herbs, and the Shinomen Guard knows full well how to make excellent use of them. The guard may craft simple herbal droughts with no more than the herbs and fresh spring water. These droughts are created exactly like potions, but only retain their potency for up to one week after creation. The guard may create droughts that simulate the following potions: potion of cure light wounds, potion of cure moderate wounds, potion of vision, potion of delay poison, potion of remove disease, and potion of neutralize poison.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Spell-like Abilities&#039;&#039;: The final stage of a Shinomen Guard’s training involves long periods of time spend alone in the wilderness, scouting the distant reaches of the forest. This time tends to change the guards, giving them a deep sense of connection to the wilderness. The guard may cast a number of the following spells per day equal to twice their Wisdom modifier. These spells are cast as a druid of equal level. The spells a guard can cast are: &#039;&#039;detect poison&#039;&#039;, &#039;&#039;know direction&#039;&#039;, &#039;&#039;purify food and drink&#039;&#039;, &#039;&#039;animal friendship&#039;&#039;, &#039;&#039;detect animals or plants&#039;&#039;, &#039;&#039;detect snares and pits&#039;&#039;, &#039;&#039;pass without trace&#039;&#039;, &#039;&#039;animal messenger&#039;&#039;, and &#039;&#039;animal trance&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==D10==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&#039;&#039;&#039;&#039;&#039;The Shinomen Guard (New Path)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;Technique Rank&#039;&#039;&#039;: 1&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;Path of Entry&#039;&#039;&#039;: None. This is an entry-level path.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;Trait Bonus&#039;&#039;&#039;: +1 Perception&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;Beginning Skills&#039;&#039;&#039;: Athletics, Hunting, Kenjutsu, Kyujutsu, Lore (Shinomen), Stealth, any 1 skill.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;Beginning Honor&#039;&#039;&#039;: 1.5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;Beginning Outfit&#039;&#039;&#039;: (All of Average quality) Katana, wakizashi, yumi and 20 arrows of any kind, kimono, traveling pack, 2 koku, any one weapon.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;Path of Egress&#039;&#039;&#039;: Any eligible Unicorn bushi school at Rank 1&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Technique: Hunter’s Spirit&#039;&#039;&#039;&lt;br /&gt;
*The samurai who live within the forest understand that they must be silent and unseen if they are to be effective. Using Stealth does not result in Honor loss so long as it is done within the confines of a forest. In addition, the samurai has mastered the killing strike of the hunter. Any damage die that rolls a 1 may be re-rolled. If the combat is within a large forest (such as the Shinomen Mori), the samurai may re-roll any die that rolls a 2 as well.&lt;br /&gt;
&lt;br /&gt;
*Note: This path may also be taken by any true ronin, though it is usually limited to those ronin who work with Akasha in the Naga cities. Such ronin are prohibited from entering any of the schools listed above upon reaching Insight Rank 2.&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Shinomen_Guard&amp;diff=4046</id>
		<title>The Shinomen Guard</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Shinomen_Guard&amp;diff=4046"/>
		<updated>2005-07-20T03:22:00Z</updated>

		<summary type="html">&lt;p&gt;Daermon: /* D20 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to [[Unicorn Schools]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Another little gem that was never printed, given to us by Shawn Carman on the Alderac forums.  Be warned though, this has never been playtested.&#039;&#039; --[[User:Daermon|Daermon]] 05:07, 16 Jul 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Between the three Unicorn influences watching over the Shinomen Mori, there is a small but dedicated group of samurai who roam the vast forest depths constantly, seeking any sign of a threat to their sleeping allies. Largely unconnected and essentially disorganized, these so-called Shinomen Guards are ever vigilant in their efforts to keep the Shadowlands from encroaching on the Naga lands. The Tsuno’s initial foray into the Naga cities caught the Unicorn off-guard, and many of their number were lost, but they have vowed never to allow such an incursion to happen again.&lt;br /&gt;
The vast majority of Shinomen Guards are Unicorn samurai of some sort, whether vassals of the Horiuchi or scouts from Shono’s Junghar encampment. A small number are ronin under Akasha’s command, but they are the exception rather than the rule. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==D20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Shinomen Guard (Prestige Class)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The samurai collectively referred to as the Shinomen Guard are a motley crew, encompassing Shinjo Shono’s sentries, the Horiuchi family’s vassals and yojimbo, and Akasha’s ronin soldiers. Most come from the ranks of the fighter, samurai, and rogue class, but others can gain entry as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: 1d8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requirements&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
To qualify to become a Shinomen Guard, a character must fulfill the following criteria.&lt;br /&gt;
*&#039;&#039;&#039;Base Attack Bonus&#039;&#039;&#039;: +6&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Knowledge (Shinomen Mori)&#039;&#039;&#039;: 8 ranks&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Wilderness Lore&#039;&#039;&#039;: 8 ranks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Shinomen Guard’s class skills (and key ability for each skill) are Animal Empathy (Cha), Climb (Str), Heal (Wis), Hide (Dex), Jump (Str), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), and Wilderness Lore (Wis).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skill Points per Level: 2 + Int modifier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&#039;&#039;&#039;The Shinomen Guard Class&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;Level&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;BAB&#039;&#039;&#039;&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;FS&#039;&#039;&#039;&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;RS&#039;&#039;&#039;&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;WS&#039;&#039;&#039;&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;Special&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;1st&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;Soul of the Forest&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;2nd&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;Bonus Feat&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3rd&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;Herbal Remedy&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4th&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;Bonus Feat&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5th&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;Spell-like Abilities&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Weapon and Armor Proficiency&#039;&#039;: Shinomen Guards are proficient with all simple weapons as well as the katana, wakizashi, yumi, sling, and Naga blade. They are also proficient with light armor. They retain any proficiencies from other classes as well.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Soul of the Forest&#039;&#039;: Training within the forest as they do, the Shinomen Guard are particularly adept at moving through it quickly and quietly. The guard gains a +4 competence bonus on all Hide and Move Silently checks while in a forest environment, and gains a +4 competence bonus on all Wilderness Lore checks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Bonus Feat&#039;&#039;: At 2nd and 4th level, the Shinomen Guard selects a bonus feat from the following list: Alertness, Endurance, Point Blank Shot, Skill Focus (Hide), Skill Focus (Move Silently), Skill Focus (Wilderness Lore), Toughness, Track, and Versatile.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Hunter’s Spirit&#039;&#039;: A true hunter can easily overcome obstacles when bringing their prey down. Reduce an individual’s cover by one fourth (from three quarters cover to fifty percent cover, for example) when they are the target of a ranged attack made by the Shinomen Guard.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Herbal Remedy&#039;&#039;: The Shinomen forest is home to many rare herbs, and the Shinomen Guard knows full well how to make excellent use of them. The guard may craft simple herbal droughts with no more than the herbs and fresh spring water. These droughts are created exactly like potions, but only retain their potency for up to one week after creation. The guard may create droughts that simulate the following potions: potion of cure light wounds, potion of cure moderate wounds, potion of vision, potion of delay poison, potion of remove disease, and potion of neutralize poison.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Spell-like Abilities&#039;&#039;: The final stage of a Shinomen Guard’s training involves long periods of time spend alone in the wilderness, scouting the distant reaches of the forest. This time tends to change the guards, giving them a deep sense of connection to the wilderness. The guard may cast a number of the following spells per day equal to twice their Wisdom modifier. These spells are cast as a druid of equal level. The spells a guard can cast are: &#039;&#039;detect poison&#039;&#039;, &#039;&#039;know direction&#039;&#039;, &#039;&#039;purify food and drink&#039;&#039;, &#039;&#039;animal friendship&#039;&#039;, &#039;&#039;detect animals or plants&#039;&#039;, &#039;&#039;detect snares and pits&#039;&#039;, &#039;&#039;pass without trace&#039;&#039;, &#039;&#039;animal messenger&#039;&#039;, and &#039;&#039;animal trance&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==D10==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&#039;&#039;&#039;&#039;&#039;The Shinomen Guard (New Path)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Technique Rank&#039;&#039;&#039;: 1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Path of Entry&#039;&#039;&#039;: None. This is an entry-level path.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Trait Bonus&#039;&#039;&#039;: +1 Perception&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Beginning Skills&#039;&#039;&#039;: Athletics, Hunting, Kenjutsu, Kyujutsu, Lore (Shinomen), Stealth, any 1 skill.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Beginning Honor&#039;&#039;&#039;: 1.5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Beginning Outfit&#039;&#039;&#039;: (All of Average quality) Katana, wakizashi, yumi and 20 arrows of any kind, kimono, traveling pack, 2 koku, any one weapon.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Path of Egress&#039;&#039;&#039;: Any eligible Unicorn bushi school at Rank 1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technique: Hunter’s Spirit&#039;&#039;&#039;&lt;br /&gt;
*The samurai who live within the forest understand that they must be silent and unseen if they are to be effective. Using Stealth does not result in Honor loss so long as it is done within the confines of a forest. In addition, the samurai has mastered the killing strike of the hunter. Any damage die that rolls a 1 may be re-rolled. If the combat is within a large forest (such as the Shinomen Mori), the samurai may re-roll any die that rolls a 2 as well.&lt;br /&gt;
&lt;br /&gt;
*Note: This path may also be taken by any true ronin, though it is usually limited to those ronin who work with Akasha in the Naga cities. Such ronin are prohibited from entering any of the schools listed above upon reaching Insight Rank 2.&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Shinomen_Guard&amp;diff=4045</id>
		<title>The Shinomen Guard</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Shinomen_Guard&amp;diff=4045"/>
		<updated>2005-07-20T03:21:25Z</updated>

		<summary type="html">&lt;p&gt;Daermon: /* D20 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to [[Unicorn Schools]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Another little gem that was never printed, given to us by Shawn Carman on the Alderac forums.  Be warned though, this has never been playtested.&#039;&#039; --[[User:Daermon|Daermon]] 05:07, 16 Jul 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Between the three Unicorn influences watching over the Shinomen Mori, there is a small but dedicated group of samurai who roam the vast forest depths constantly, seeking any sign of a threat to their sleeping allies. Largely unconnected and essentially disorganized, these so-called Shinomen Guards are ever vigilant in their efforts to keep the Shadowlands from encroaching on the Naga lands. The Tsuno’s initial foray into the Naga cities caught the Unicorn off-guard, and many of their number were lost, but they have vowed never to allow such an incursion to happen again.&lt;br /&gt;
The vast majority of Shinomen Guards are Unicorn samurai of some sort, whether vassals of the Horiuchi or scouts from Shono’s Junghar encampment. A small number are ronin under Akasha’s command, but they are the exception rather than the rule. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==D20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Shinomen Guard (Prestige Class)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The samurai collectively referred to as the Shinomen Guard are a motley crew, encompassing Shinjo Shono’s sentries, the Horiuchi family’s vassals and yojimbo, and Akasha’s ronin soldiers. Most come from the ranks of the fighter, samurai, and rogue class, but others can gain entry as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: 1d8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requirements&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
To qualify to become a Shinomen Guard, a character must fulfill the following criteria.&lt;br /&gt;
*&#039;&#039;&#039;Base Attack Bonus&#039;&#039;&#039;: +6&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Knowledge (Shinomen Mori)&#039;&#039;&#039;: 8 ranks&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wilderness Lore&#039;&#039;&#039;: 8 ranks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Shinomen Guard’s class skills (and key ability for each skill) are Animal Empathy (Cha), Climb (Str), Heal (Wis), Hide (Dex), Jump (Str), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), and Wilderness Lore (Wis).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skill Points per Level: 2 + Int modifier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&#039;&#039;&#039;The Shinomen Guard Class&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;Level&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;BAB&#039;&#039;&#039;&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;FS&#039;&#039;&#039;&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;RS&#039;&#039;&#039;&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;WS&#039;&#039;&#039;&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;Special&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;1st&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;Soul of the Forest&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;2nd&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;Bonus Feat&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3rd&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;Herbal Remedy&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4th&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;Bonus Feat&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5th&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;Spell-like Abilities&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Weapon and Armor Proficiency&#039;&#039;: Shinomen Guards are proficient with all simple weapons as well as the katana, wakizashi, yumi, sling, and Naga blade. They are also proficient with light armor. They retain any proficiencies from other classes as well.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Soul of the Forest&#039;&#039;: Training within the forest as they do, the Shinomen Guard are particularly adept at moving through it quickly and quietly. The guard gains a +4 competence bonus on all Hide and Move Silently checks while in a forest environment, and gains a +4 competence bonus on all Wilderness Lore checks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Bonus Feat&#039;&#039;: At 2nd and 4th level, the Shinomen Guard selects a bonus feat from the following list: Alertness, Endurance, Point Blank Shot, Skill Focus (Hide), Skill Focus (Move Silently), Skill Focus (Wilderness Lore), Toughness, Track, and Versatile.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Hunter’s Spirit&#039;&#039;: A true hunter can easily overcome obstacles when bringing their prey down. Reduce an individual’s cover by one fourth (from three quarters cover to fifty percent cover, for example) when they are the target of a ranged attack made by the Shinomen Guard.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Herbal Remedy&#039;&#039;: The Shinomen forest is home to many rare herbs, and the Shinomen Guard knows full well how to make excellent use of them. The guard may craft simple herbal droughts with no more than the herbs and fresh spring water. These droughts are created exactly like potions, but only retain their potency for up to one week after creation. The guard may create droughts that simulate the following potions: potion of cure light wounds, potion of cure moderate wounds, potion of vision, potion of delay poison, potion of remove disease, and potion of neutralize poison.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Spell-like Abilities&#039;&#039;: The final stage of a Shinomen Guard’s training involves long periods of time spend alone in the wilderness, scouting the distant reaches of the forest. This time tends to change the guards, giving them a deep sense of connection to the wilderness. The guard may cast a number of the following spells per day equal to twice their Wisdom modifier. These spells are cast as a druid of equal level. The spells a guard can cast are: &#039;&#039;detect poison&#039;&#039;, &#039;&#039;know direction&#039;&#039;, &#039;&#039;purify food and drink&#039;&#039;, &#039;&#039;animal friendship&#039;&#039;, &#039;&#039;detect animals or plants&#039;&#039;, &#039;&#039;detect snares and pits&#039;&#039;, &#039;&#039;pass without trace&#039;&#039;, &#039;&#039;animal messenger&#039;&#039;, and &#039;&#039;animal trance&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==D10==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&#039;&#039;&#039;&#039;&#039;The Shinomen Guard (New Path)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Technique Rank&#039;&#039;&#039;: 1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Path of Entry&#039;&#039;&#039;: None. This is an entry-level path.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Trait Bonus&#039;&#039;&#039;: +1 Perception&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Beginning Skills&#039;&#039;&#039;: Athletics, Hunting, Kenjutsu, Kyujutsu, Lore (Shinomen), Stealth, any 1 skill.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Beginning Honor&#039;&#039;&#039;: 1.5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Beginning Outfit&#039;&#039;&#039;: (All of Average quality) Katana, wakizashi, yumi and 20 arrows of any kind, kimono, traveling pack, 2 koku, any one weapon.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Path of Egress&#039;&#039;&#039;: Any eligible Unicorn bushi school at Rank 1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technique: Hunter’s Spirit&#039;&#039;&#039;&lt;br /&gt;
*The samurai who live within the forest understand that they must be silent and unseen if they are to be effective. Using Stealth does not result in Honor loss so long as it is done within the confines of a forest. In addition, the samurai has mastered the killing strike of the hunter. Any damage die that rolls a 1 may be re-rolled. If the combat is within a large forest (such as the Shinomen Mori), the samurai may re-roll any die that rolls a 2 as well.&lt;br /&gt;
&lt;br /&gt;
*Note: This path may also be taken by any true ronin, though it is usually limited to those ronin who work with Akasha in the Naga cities. Such ronin are prohibited from entering any of the schools listed above upon reaching Insight Rank 2.&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=3.5_Courtier&amp;diff=10776</id>
		<title>3.5 Courtier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=3.5_Courtier&amp;diff=10776"/>
		<updated>2005-07-19T22:34:48Z</updated>

		<summary type="html">&lt;p&gt;Daermon: /* Table: The Courtier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[3.5_Base_Classes|(back to 3.5 Base Classes)]]&lt;br /&gt;
=Courtier=&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d6.&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The courtier’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Games (Varies), Gather Information (Cha), Intimidate (Cha), Knowledge (etiquette, history, local, nobility and royalty) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis) and Tea Ceremony (Wis).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Points at 1st Level:&#039;&#039;&#039; (8 + Int modifier) x4.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Points at Each Additional Level:&#039;&#039;&#039; 8 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
===Table: The Courtier===&lt;br /&gt;
 &amp;lt;Table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;Level&#039;&#039;&#039;&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;BAB&#039;&#039;&#039;&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;FS&#039;&#039;&#039;&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;RS&#039;&#039;&#039;&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;WS&#039;&#039;&#039;&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;Special&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;1st&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;      &lt;br /&gt;
&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;Wealth, Talent, Style and Grace&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;2nd&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;Iron Will&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3rd&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;Gossip&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4th&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;Courtier ability&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5th&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;Versatile&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6th&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;—&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7th&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;Courtier ability&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;8th&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;—&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9th&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;Leadership&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10th&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;Courtier ability, Versatile&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;11th&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;—&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;12th&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+6/+1&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+8&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;The Heart Speaks&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;13th&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+6/+1&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+8&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;Courtier ability&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;14th&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+7/+2&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+9&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;—&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;15th&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+7/+2&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+9&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;Versatile&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;16th&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+8/+3&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;Courtier ability&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;17th&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+8/+3&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;—&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;18th&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+9/+4&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+11&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;The Immovable Hand of Peace&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;19th&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+9/+4&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+11&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;Courtier ability&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;20th&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+10/+5&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;+12&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;td&amp;gt;Versatile&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Class Features===&lt;br /&gt;
All of the following are class features of the courtier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon and Armor Proficiency:&#039;&#039;&#039; Courtiers are proficient with the Tantojutsu group plus one other group. They are also proficient with the wakizashi.  They are not proficient with any armor, nor with shields.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Style and Grace:&#039;&#039;&#039; At first level, the courtier receives a +4 competence bonus to Charisma-related skill checks made for social interaction (i.e., not feinting in combat or Iaijutsu Focus checks).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Talent:&#039;&#039;&#039; Beginning at first level, any time the courtier takes the Skill Focus feat, he or she may choose to apply it to two skills, as long as both skills are based on Intelligence, Wisdom or Charisma (they need not be based on the same ability).  The courtier still may not apply the Skill Focus benefit to a skill more than once.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wealth:&#039;&#039;&#039; Beginning at first level, the courtier receives a wealth bonus equal to 50 gp per point of Charisma modifier (if positive).  They receive this stipend once per year.  Courtiers receive a wakizashi (a masterwork short sword) at character creation for free.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Iron Will:&#039;&#039;&#039; The courtier receives this feat for free at 2nd level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gossip:&#039;&#039;&#039; Beginning at 3rd level, the courtier gains the ability to search for rumors about a place, item or person that is associated with the Rokugani court.  By making a Gather Information check against a DC as shown on the table below, the courtier may learn information about the subject.&lt;br /&gt;
 	Check Result				Type of Knowledge&lt;br /&gt;
 	10 or higher				Common, well known to the general populace.&lt;br /&gt;
 	25 or higher				Known only to a select few.&lt;br /&gt;
 	30 or higher				Hidden, known only to an elite few.&lt;br /&gt;
 	35 or higher				Well-kept secret, potential blackmail fodder.&lt;br /&gt;
 	45 or higher				Incredibly well-kept secret: only the subject&lt;br /&gt;
 						and perhaps one or two others are aware.&lt;br /&gt;
 	55 or higher				A secret so well kept that perhaps the subject&lt;br /&gt;
 						himself is unaware.&lt;br /&gt;
This information is not always reliable - any gossip has a 50% + 1% per point of the courtier&#039;s Charisma chance to be true.  This ability may only be used once per month on any given subject, though it does not prevent regular usage of the Gather Information skill.  If used at the Emperor&#039;s Winter Court, rumors may be checked about a topic once per hour.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Courtier abilities:&#039;&#039;&#039;  Beginning at 4th level and every 3 levels afterward (7th, 10th, etc), a courtier may select one of the following abilities.  The abilities are extraordinary abilities and may only be selected once, unless otherwise noted:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The Better Part of Valor:&#039;&#039; When executing the total defense action, the courtier receives an additional dodge bonus equal to his or her Intelligence modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The Eyes See the Heart:&#039;&#039; Anyone attempting to lie in direct conversation with the courtier must make a Will save (DC 10 + courtier&#039;s Wisdom modifier); if the save is failed, the courtier knows of the lie.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The Eyes Betray the Heart:&#039;&#039; The DC of all Will saves required by courtier abilities is increased by 2.  This ability may be selected twice; its effects stack.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Taunt and Rally:&#039;&#039; The courtier may take a full-round action to Taunt and Rally.  Allies within 30 feet of the courtier are affected as by a &#039;&#039;bless&#039;&#039; spell, and one opponent per three levels of the courtier is affected as by a &#039;&#039;doom&#039;&#039; spell.  With the exceptions noted, both of these effects are as with a sorcerer of level equal to the courtier&#039;s class level.  This is a mind-effecting, language-based ability.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Voice:&#039;&#039; Once per day, when making a Diplomacy or Bluff check that involves speaking, the courtier may gain a circumstance bonus to his or her check equal to his or her courtier level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Weakness Is My Strength:&#039;&#039; When the courtier makes an opposed skill check based on Charisma, Wisdom or Intelligence, the opponent must use the lowest of those three ability score modifiers to oppose the check. For example, if opposing a Bluff check with Sense Motive, the victim would have to use the lowest of his or her Charisma, Wisdom and Intelligence modifiers in place of the usual Wisdom modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Whisper From the Soul&#039;&#039; (Sp): Once per day, the courtier may use &#039;&#039;emotion&#039;&#039; as a spell-like ability as a sorcerer of level equal to his courtier level.  This effect&#039;s duration is one round per level.  This ability may be selected multiple times; each time grants an additional use per day.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You Life Is Mine&#039;&#039; (Sp): Once per day per point of the courtier&#039;s Charisma modifier, the courtier may use &#039;&#039;charm person&#039;&#039; as a spell-like ability against a target with equal or fewer Hit Dice than the courtier.  This effect is though cast by a sorcerer of a level equal to the courtier&#039;s class level.  This is a mind-effecting, language-based ability.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Versatile:&#039;&#039;&#039; At 5th level and every 5 levels afterward (10th, 15th and 20th), the courtier receives this feat as a bonus feat.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leadership:&#039;&#039;&#039; At 9th level, the courtier receives this feat as a bonus feat if he or she does not already possess it.  If the courtier already has the feat, his or her Leadership score is instead raised by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Heart Speaks:&#039;&#039;&#039; Beginning at 12th level, the courtier may always take 10 on Sense Motive checks.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Immovable Hand of Peace:&#039;&#039;&#039; If the courtier is holding no visible weapons, has no harmful intent and has not yet attacked an opponent during a combat, any intelligent opponent seeking to attack him or her must first succeed on a Will save (DC 10 + 1/2 the courtier&#039;s level + the courtier&#039;s Cha modifier).&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Forest-Killers&amp;diff=10670</id>
		<title>The Forest-Killers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Forest-Killers&amp;diff=10670"/>
		<updated>2005-07-17T20:37:17Z</updated>

		<summary type="html">&lt;p&gt;Daermon: /* Rank 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Legend of the Five Rings]]&lt;br /&gt;
Return to [[Ronin Schools]]&lt;br /&gt;
&lt;br /&gt;
==Rank 1==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Honor&amp;lt;/u&amp;gt;: 0.5&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Outfit&amp;lt;/u&amp;gt;: Same as Ronin. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Benefit&amp;lt;/u&amp;gt;: Same as Ronin Duelist&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skills&amp;lt;/u&amp;gt;: Same as Ronin bushi.  Replace 2 free skills with Stealth and Knives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technique: Fool&#039;s Harvest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Recieve a Free Raise on all Stealth rolls.  If you attack an opponent from Surprise, you automatically gain the higher initiative next round on the same target.  Both of these effects may only be used in a natural environment.&lt;br /&gt;
&lt;br /&gt;
==Rank 2==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technique: Canopy of Knives&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kuso has applied his keen mind to develop another technique for his new “family”.  The fighting technique involves taking an opponent by surprise and then&lt;br /&gt;
overpowering them with fierce and quick overhand strikes with short blades.&lt;br /&gt;
The Forest-Killer gains +5 to his initiative when using a tanto or aiguchi&lt;br /&gt;
to attack, and may make two strikes per round with the weapon.&lt;br /&gt;
In addition, if he has initiative over his opponent, the Forest-Killer&lt;br /&gt;
gains a Free Raise with each attack with the knife.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The Canopy of Knives Technique has never seen print, to this point.  It was originally posted by Shawn Carman on the Alderac forums.&#039;&#039; --[[User:Daermon|Daermon]] 22:03, 15 Jul 2005 (PDT)&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Forest-Killers&amp;diff=3815</id>
		<title>The Forest-Killers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Forest-Killers&amp;diff=3815"/>
		<updated>2005-07-17T20:36:58Z</updated>

		<summary type="html">&lt;p&gt;Daermon: /* Rank 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Legend of the Five Rings]]&lt;br /&gt;
Return to [[Ronin Schools]]&lt;br /&gt;
&lt;br /&gt;
==Rank 1==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Honor&amp;lt;/u&amp;gt;: 0.5&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Outfit&amp;lt;/u&amp;gt;: Same as Ronin. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Benefit&amp;lt;/u&amp;gt;: Same as Ronin Yojimbo&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skills&amp;lt;/u&amp;gt;: Same as Ronin bushi.  Replace 2 free skills with Stealth and Knives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technique: Fool&#039;s Harvest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Recieve a Free Raise on all Stealth rolls.  If you attack an opponent from Surprise, you automatically gain the higher initiative next round on the same target.  Both of these effects may only be used in a natural environment.&lt;br /&gt;
&lt;br /&gt;
==Rank 2==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technique: Canopy of Knives&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kuso has applied his keen mind to develop another technique for his new “family”.  The fighting technique involves taking an opponent by surprise and then&lt;br /&gt;
overpowering them with fierce and quick overhand strikes with short blades.&lt;br /&gt;
The Forest-Killer gains +5 to his initiative when using a tanto or aiguchi&lt;br /&gt;
to attack, and may make two strikes per round with the weapon.&lt;br /&gt;
In addition, if he has initiative over his opponent, the Forest-Killer&lt;br /&gt;
gains a Free Raise with each attack with the knife.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The Canopy of Knives Technique has never seen print, to this point.  It was originally posted by Shawn Carman on the Alderac forums.&#039;&#039; --[[User:Daermon|Daermon]] 22:03, 15 Jul 2005 (PDT)&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sword_of_Yotsu&amp;diff=10678</id>
		<title>Sword of Yotsu</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sword_of_Yotsu&amp;diff=10678"/>
		<updated>2005-07-17T20:36:11Z</updated>

		<summary type="html">&lt;p&gt;Daermon: /* Rank 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Legend of the Five Rings]]&lt;br /&gt;
Return to [[Ronin Schools]]&lt;br /&gt;
&lt;br /&gt;
==Rank 1==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Honor&amp;lt;/u&amp;gt;: 3.0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Outfit&amp;lt;/u&amp;gt;: Same as Ronin.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Benefit&amp;lt;/u&amp;gt;: See Yotsu Family&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skills&amp;lt;/u&amp;gt;: Same as Ronin Duelist.  Replace free skills with Etiquette and Lore: Law&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technique: Shelter the Blameless&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add Intelligence to the total of Initiative.  If you are defending a helpless innocent, you gain a Free Raise for all attack rolls.&lt;br /&gt;
&lt;br /&gt;
--[[User:Daermon|Daermon]] 03:35, 16 Jul 2005 (PDT)&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=L5R_Rules&amp;diff=10785</id>
		<title>L5R Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=L5R_Rules&amp;diff=10785"/>
		<updated>2005-07-17T14:34:48Z</updated>

		<summary type="html">&lt;p&gt;Daermon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Legend of the Five Rings]]&lt;br /&gt;
Return to [[GM Resources]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=TN Chart=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=8 frame=hsides align=center&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;&amp;lt;u&amp;gt;TN&amp;lt;/u&amp;gt;&amp;lt;/th&amp;gt;   &lt;br /&gt;
&amp;lt;th&amp;gt;&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;&amp;lt;u&amp;gt;Physical&amp;lt;/u&amp;gt;&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;&amp;lt;u&amp;gt;Mental&amp;lt;/u&amp;gt;&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;None&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Mundane&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Getting out of bed&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Remembering details of your sword&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;5&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Very Easy&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Striking an immobile target&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Recognizing a friend&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;10&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Easy&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Carrying half your weight&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Finding a misplaced item&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;15&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Average&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Lifting your weight over your head&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Recognizing someone in disguise&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;20&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Moderate&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Scaling a cliff without rope&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Finding a well-hidden object&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;25&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Difficult&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Diving safely from a waterfall&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Remembering someone’s exact words&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;35&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Heroic&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Out-wrestling a troll&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Naming all your ancestors in order&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;50&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Impossible&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Shattering stone with bare hands&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Outwitting a Fortune&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sorry about the bold text everywhere.  It was the only way I could get the damn thing to format and still look decent.  If anyone has a better way, please do so.&#039;&#039; --[[User:Daermon|Daermon]] 07:33, 17 Jul 2005 (PDT)&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=L5R_Rules&amp;diff=3805</id>
		<title>L5R Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=L5R_Rules&amp;diff=3805"/>
		<updated>2005-07-17T14:33:20Z</updated>

		<summary type="html">&lt;p&gt;Daermon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Legend of the 5 Rings]]&lt;br /&gt;
Return to [[GM Resources]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=TN Chart=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=8 frame=hsides align=center&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;&amp;lt;u&amp;gt;TN&amp;lt;/u&amp;gt;&amp;lt;/th&amp;gt;   &lt;br /&gt;
&amp;lt;th&amp;gt;&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;&amp;lt;u&amp;gt;Physical&amp;lt;/u&amp;gt;&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;&amp;lt;u&amp;gt;Mental&amp;lt;/u&amp;gt;&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;None&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Mundane&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Getting out of bed&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Remembering details of your sword&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;5&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Very Easy&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Striking an immobile target&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Recognizing a friend&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;10&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Easy&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Carrying half your weight&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Finding a misplaced item&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;15&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Average&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Lifting your weight over your head&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Recognizing someone in disguise&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;20&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Moderate&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Scaling a cliff without rope&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Finding a well-hidden object&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;25&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Difficult&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Diving safely from a waterfall&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Remembering someone’s exact words&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;35&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Heroic&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Out-wrestling a troll&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Naming all your ancestors in order&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;50&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Impossible&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Shattering stone with bare hands&amp;lt;/th&amp;gt; &lt;br /&gt;
&amp;lt;th&amp;gt;Outwitting a Fortune&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sorry about the bold text everywhere.  It was the only way I could get the damn thing to format and still look decent.  If anyone has a better way, please do so.&#039;&#039; --[[User:Daermon|Daermon]] 07:33, 17 Jul 2005 (PDT)&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=L5R_Rules&amp;diff=3804</id>
		<title>L5R Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=L5R_Rules&amp;diff=3804"/>
		<updated>2005-07-17T13:55:54Z</updated>

		<summary type="html">&lt;p&gt;Daermon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Legend of the 5 Rings]]&lt;br /&gt;
Return to [[GM Resources]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=TN Chart=&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;TN&#039;&#039;&#039;&amp;lt;/td&amp;gt;   &lt;br /&gt;
&amp;lt;td cellspacing=&amp;quot;20&amp;quot;&amp;gt;&#039;&#039;&#039;Difficulty&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;Physical&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;Mental&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;Mundane&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;Getting out of bed&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;Remembering details of your sword&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;Very Easy&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;Striking an immobile target&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;Recognizing a friend&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;Easy&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;Carrying half your weight&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;Finding a misplaced item&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;Average&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;Lifting your weight over your head&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;Recognizing someone in disguise&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;Moderate&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;Scaling a cliff without rope&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;Finding a well-hidden object&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;Difficult&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;Diving safely from a waterfall&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;Remembering someone’s exact words&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;35&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;Heroic&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;Out-wrestling a troll&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;Naming all your ancestors in order&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;Impossible&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;Shattering stone with bare hands&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;Outwitting a Fortune&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=3.5_Courtier&amp;diff=3981</id>
		<title>3.5 Courtier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=3.5_Courtier&amp;diff=3981"/>
		<updated>2005-07-17T10:42:54Z</updated>

		<summary type="html">&lt;p&gt;Daermon: /* Discussion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[3.5_Base_Classes|(back to 3.5 Base Classes)]]&lt;br /&gt;
=Courtier=&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d6.&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The courtier’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Games (Varies), Gather Information (Cha), Intimidate (Cha), Knowledge (etiquette, history, local, nobility and royalty) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis) and Tea Ceremony (Wis).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Points at 1st Level:&#039;&#039;&#039; (8 + Int modifier) x4.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Points at Each Additional Level:&#039;&#039;&#039; 8 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
===Table: The Courtier===&lt;br /&gt;
 &amp;lt;Table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Level&#039;&#039;&#039;&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;&#039;&#039;&#039;BAB&#039;&#039;&#039;&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;&#039;&#039;&#039;FS&#039;&#039;&#039;&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;&#039;&#039;&#039;RS&#039;&#039;&#039;&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;&#039;&#039;&#039;WS&#039;&#039;&#039;&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;&#039;&#039;&#039;Special&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1st&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;      &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Wealth, Talent, Style and Grace&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2nd&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Iron Will&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;3rd&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Gossip&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;4th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Courtier ability&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Versatile&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;6th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;—&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;7th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Courtier ability&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;8th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;—&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;9th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Leadership&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;10th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Courtier ability, Versatile&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;11th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;—&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;12th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6/+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+8&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;The Heart Speaks&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;13th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6/+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+8&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Courtier ability&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;14th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+7/+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+9&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;—&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;15th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+7/+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+9&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Versatile&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;16th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+8/+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Courtier ability&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;17th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+8/+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;—&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;18th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+9/+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+11&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;The Immovable Hand of Peace&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;19th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+9/+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+11&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Courtier ability&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;20th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+10/+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+12&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Versatile&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Class Features===&lt;br /&gt;
All of the following are class features of the courtier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon and Armor Proficiency:&#039;&#039;&#039; Courtiers are proficient with the Tantojutsu group plus one other group. They are also proficient with the wakizashi.  They are not proficient with any armor, nor with shields.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Style and Grace:&#039;&#039;&#039; At first level, the courtier receives a +4 competence bonus to Charisma-related skill checks made for social interaction (i.e., not feinting in combat or Iaijutsu Focus checks).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Talent:&#039;&#039;&#039; Beginning at first level, any time the courtier takes the Skill Focus feat, he or she may choose to apply it to two skills, as long as both skills are based on Intelligence, Wisdom or Charisma (they need not be based on the same ability).  The courtier still may not apply the Skill Focus benefit to a skill more than once.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wealth:&#039;&#039;&#039; Beginning at first level, the courtier receives a wealth bonus equal to 50 gp per point of Charisma modifier (if positive).  They receive this stipend once per year.  Courtiers receive a wakizashi (a masterwork short sword) at character creation for free.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Iron Will:&#039;&#039;&#039; The courtier receives this feat for free at 2nd level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gossip:&#039;&#039;&#039; Beginning at 3rd level, the courtier gains the ability to search for rumors about a place, item or person that is associated with the Rokugani court.  By making a Gather Information check against a DC as shown on the table below, the courtier may learn information about the subject.&lt;br /&gt;
 	Check Result				Type of Knowledge&lt;br /&gt;
 	10 or higher				Common, well known to the general populace.&lt;br /&gt;
 	25 or higher				Known only to a select few.&lt;br /&gt;
 	30 or higher				Hidden, known only to an elite few.&lt;br /&gt;
 	35 or higher				Well-kept secret, potential blackmail fodder.&lt;br /&gt;
 	45 or higher				Incredibly well-kept secret: only the subject&lt;br /&gt;
 						and perhaps one or two others are aware.&lt;br /&gt;
 	55 or higher				A secret so well kept that perhaps the subject&lt;br /&gt;
 						himself is unaware.&lt;br /&gt;
This information is not always reliable - any gossip has a 50% + 1% per point of the courtier&#039;s Charisma chance to be true.  This ability may only be used once per month on any given subject, though it does not prevent regular usage of the Gather Information skill.  If used at the Emperor&#039;s Winter Court, rumors may be checked about a topic once per hour.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Courtier abilities:&#039;&#039;&#039;  Beginning at 4th level and every 3 levels afterward (7th, 10th, etc), a courtier may select one of the following abilities.  The abilities are extraordinary abilities and may only be selected once, unless otherwise noted:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The Better Part of Valor:&#039;&#039; When executing the total defense action, the courtier receives an additional dodge bonus equal to his or her Intelligence modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The Eyes See the Heart:&#039;&#039; Anyone attempting to lie in direct conversation with the courtier must make a Will save (DC 10 + courtier&#039;s Wisdom modifier); if the save is failed, the courtier knows of the lie.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The Eyes Betray the Heart:&#039;&#039; The DC of all Will saves required by courtier abilities is increased by 2.  This ability may be selected twice; its effects stack.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Taunt and Rally:&#039;&#039; The courtier may take a full-round action to Taunt and Rally.  Allies within 30 feet of the courtier are affected as by a &#039;&#039;bless&#039;&#039; spell, and one opponent per three levels of the courtier is affected as by a &#039;&#039;doom&#039;&#039; spell.  With the exceptions noted, both of these effects are as with a sorcerer of level equal to the courtier&#039;s class level.  This is a mind-effecting, language-based ability.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Voice:&#039;&#039; Once per day, when making a Diplomacy or Bluff check that involves speaking, the courtier may gain a circumstance bonus to his or her check equal to his or her courtier level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Weakness Is My Strength:&#039;&#039; When the courtier makes an opposed skill check based on Charisma, Wisdom or Intelligence, the opponent must use the lowest of those three ability score modifiers to oppose the check. For example, if opposing a Bluff check with Sense Motive, the victim would have to use the lowest of his or her Charisma, Wisdom and Intelligence modifiers in place of the usual Wisdom modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Whisper From the Soul&#039;&#039; (Sp): Once per day, the courtier may use &#039;&#039;emotion&#039;&#039; as a spell-like ability as a sorcerer of level equal to his courtier level.  This effect&#039;s duration is one round per level.  This ability may be selected multiple times; each time grants an additional use per day.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You Life Is Mine&#039;&#039; (Sp): Once per day per point of the courtier&#039;s Charisma modifier, the courtier may use &#039;&#039;charm person&#039;&#039; as a spell-like ability against a target with equal or fewer Hit Dice than the courtier.  This effect is though cast by a sorcerer of a level equal to the courtier&#039;s class level.  This is a mind-effecting, language-based ability.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Versatile:&#039;&#039;&#039; At 5th level and every 5 levels afterward (10th, 15th and 20th), the courtier receives this feat as a bonus feat.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leadership:&#039;&#039;&#039; At 9th level, the courtier receives this feat as a bonus feat if he or she does not already possess it.  If the courtier already has the feat, his or her Leadership score is instead raised by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Heart Speaks:&#039;&#039;&#039; Beginning at 12th level, the courtier may always take 10 on Sense Motive checks.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Immovable Hand of Peace:&#039;&#039;&#039; If the courtier is holding no visible weapons, has no harmful intent and has not yet attacked an opponent during a combat, any intelligent opponent seeking to attack him or her must first succeed on a Will save (DC 10 + 1/2 the courtier&#039;s level + the courtier&#039;s Cha modifier).&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=3.5_Courtier&amp;diff=3794</id>
		<title>3.5 Courtier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=3.5_Courtier&amp;diff=3794"/>
		<updated>2005-07-17T09:08:26Z</updated>

		<summary type="html">&lt;p&gt;Daermon: /* Discussion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[3.5_Base_Classes|(back to 3.5 Base Classes)]]&lt;br /&gt;
=Courtier=&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d6.&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The courtier’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Games (Varies), Gather Information (Cha), Intimidate (Cha), Knowledge (etiquette, history, local, nobility and royalty) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis) and Tea Ceremony (Wis).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Points at 1st Level:&#039;&#039;&#039; (8 + Int modifier) x4.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Points at Each Additional Level:&#039;&#039;&#039; 8 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
===Table: The Courtier===&lt;br /&gt;
 &amp;lt;Table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Level&#039;&#039;&#039;&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;&#039;&#039;&#039;BAB&#039;&#039;&#039;&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;&#039;&#039;&#039;FS&#039;&#039;&#039;&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;&#039;&#039;&#039;RS&#039;&#039;&#039;&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;&#039;&#039;&#039;WS&#039;&#039;&#039;&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;&#039;&#039;&#039;Special&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1st&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;      &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Wealth, Talent, Style and Grace&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2nd&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Iron Will&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;3rd&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Gossip&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;4th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Courtier ability&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Versatile&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;6th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;—&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;7th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Courtier ability&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;8th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;—&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;9th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Leadership&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;10th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Courtier ability, Versatile&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;11th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;—&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;12th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6/+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+8&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;The Heart Speaks&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;13th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6/+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+8&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Courtier ability&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;14th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+7/+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+9&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;—&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;15th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+7/+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+9&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Versatile&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;16th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+8/+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Courtier ability&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;17th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+8/+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;—&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;18th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+9/+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+11&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;The Immovable Hand of Peace&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;19th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+9/+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+11&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Courtier ability&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;20th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+10/+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+12&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Versatile&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Class Features===&lt;br /&gt;
All of the following are class features of the courtier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon and Armor Proficiency:&#039;&#039;&#039; Courtiers are proficient with the Tantojutsu group plus one other group. They are also proficient with the wakizashi.  They are not proficient with any armor, nor with shields.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Style and Grace:&#039;&#039;&#039; At first level, the courtier receives a +4 competence bonus to Charisma-related skill checks made for social interaction (i.e., not feinting in combat or Iaijutsu Focus checks).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Talent:&#039;&#039;&#039; Beginning at first level, any time the courtier takes the Skill Focus feat, he or she may choose to apply it to two skills, as long as both skills are based on Intelligence, Wisdom or Charisma (they need not be based on the same ability).  The courtier still may not apply the Skill Focus benefit to a skill more than once.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wealth:&#039;&#039;&#039; Beginning at first level, the courtier receives a wealth bonus equal to 50 gp per point of Charisma modifier (if positive).  They receive this stipend once per year.  Courtiers receive a wakizashi (a masterwork short sword) at character creation for free.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Iron Will:&#039;&#039;&#039; The courtier receives this feat for free at 2nd level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gossip:&#039;&#039;&#039; Beginning at 3rd level, the courtier gains the ability to search for rumors about a place, item or person that is associated with the Rokugani court.  By making a Gather Information check against a DC as shown on the table below, the courtier may learn information about the subject.&lt;br /&gt;
 	Check Result				Type of Knowledge&lt;br /&gt;
 	10 or higher				Common, well known to the general populace.&lt;br /&gt;
 	25 or higher				Known only to a select few.&lt;br /&gt;
 	30 or higher				Hidden, known only to an elite few.&lt;br /&gt;
 	35 or higher				Well-kept secret, potential blackmail fodder.&lt;br /&gt;
 	45 or higher				Incredibly well-kept secret: only the subject&lt;br /&gt;
 						and perhaps one or two others are aware.&lt;br /&gt;
 	55 or higher				A secret so well kept that perhaps the subject&lt;br /&gt;
 						himself is unaware.&lt;br /&gt;
This information is not always reliable - any gossip has a 50% + 1% per point of the courtier&#039;s Charisma chance to be true.  This ability may only be used once per month on any given subject, though it does not prevent regular usage of the Gather Information skill.  If used at the Emperor&#039;s Winter Court, rumors may be checked about a topic once per hour.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Courtier abilities:&#039;&#039;&#039;  Beginning at 4th level and every 3 levels afterward (7th, 10th, etc), a courtier may select one of the following abilities.  The abilities are extraordinary abilities and may only be selected once, unless otherwise noted:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The Better Part of Valor:&#039;&#039; When executing the total defense action, the courtier receives an additional dodge bonus equal to his or her Intelligence modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The Eyes See the Heart:&#039;&#039; Anyone attempting to lie in direct conversation with the courtier must make a Will save (DC 10 + courtier&#039;s Wisdom modifier); if the save is failed, the courtier knows of the lie.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The Eyes Betray the Heart:&#039;&#039; The DC of all Will saves required by courtier abilities is increased by 2.  This ability may be selected twice; its effects stack.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Taunt and Rally:&#039;&#039; The courtier may take a full-round action to Taunt and Rally.  Allies within 30 feet of the courtier are affected as by a &#039;&#039;bless&#039;&#039; spell, and one opponent per three levels of the courtier is affected as by a &#039;&#039;doom&#039;&#039; spell.  With the exceptions noted, both of these effects are as with a sorcerer of level equal to the courtier&#039;s class level.  This is a mind-effecting, language-based ability.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Voice:&#039;&#039; Once per day, when making a Diplomacy or Bluff check that involves speaking, the courtier may gain a circumstance bonus to his or her check equal to his or her courtier level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Weakness Is My Strength:&#039;&#039; When the courtier makes an opposed skill check based on Charisma, Wisdom or Intelligence, the opponent must use the lowest of those three ability score modifiers to oppose the check. For example, if opposing a Bluff check with Sense Motive, the victim would have to use the lowest of his or her Charisma, Wisdom and Intelligence modifiers in place of the usual Wisdom modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Whisper From the Soul&#039;&#039; (Sp): Once per day, the courtier may use &#039;&#039;emotion&#039;&#039; as a spell-like ability as a sorcerer of level equal to his courtier level.  This effect&#039;s duration is one round per level.  This ability may be selected multiple times; each time grants an additional use per day.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You Life Is Mine&#039;&#039; (Sp): Once per day per point of the courtier&#039;s Charisma modifier, the courtier may use &#039;&#039;charm person&#039;&#039; as a spell-like ability against a target with equal or fewer Hit Dice than the courtier.  This effect is though cast by a sorcerer of a level equal to the courtier&#039;s class level.  This is a mind-effecting, language-based ability.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Versatile:&#039;&#039;&#039; At 5th level and every 5 levels afterward (10th, 15th and 20th), the courtier receives this feat as a bonus feat.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leadership:&#039;&#039;&#039; At 9th level, the courtier receives this feat as a bonus feat if he or she does not already possess it.  If the courtier already has the feat, his or her Leadership score is instead raised by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Heart Speaks:&#039;&#039;&#039; Beginning at 12th level, the courtier may always take 10 on Sense Motive checks.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Immovable Hand of Peace:&#039;&#039;&#039; If the courtier is holding no visible weapons, has no harmful intent and has not yet attacked an opponent during a combat, any intelligent opponent seeking to attack him or her must first succeed on a Will save (DC 10 + 1/2 the courtier&#039;s level + the courtier&#039;s Cha modifier).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Okay, I went ahead and made the class table into an actual table.  Do you want that done for the rest of the classes?&#039;&#039; --[[User:Daermon|Daermon]] 02:07, 17 Jul 2005 (PDT)&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=3.5_Courtier&amp;diff=3792</id>
		<title>3.5 Courtier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=3.5_Courtier&amp;diff=3792"/>
		<updated>2005-07-17T09:07:31Z</updated>

		<summary type="html">&lt;p&gt;Daermon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[3.5_Base_Classes|(back to 3.5 Base Classes)]]&lt;br /&gt;
=Courtier=&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d6.&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The courtier’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Games (Varies), Gather Information (Cha), Intimidate (Cha), Knowledge (etiquette, history, local, nobility and royalty) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis) and Tea Ceremony (Wis).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Points at 1st Level:&#039;&#039;&#039; (8 + Int modifier) x4.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Points at Each Additional Level:&#039;&#039;&#039; 8 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
===Table: The Courtier===&lt;br /&gt;
 &amp;lt;Table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Level&#039;&#039;&#039;&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;&#039;&#039;&#039;BAB&#039;&#039;&#039;&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;&#039;&#039;&#039;FS&#039;&#039;&#039;&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;&#039;&#039;&#039;RS&#039;&#039;&#039;&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;&#039;&#039;&#039;WS&#039;&#039;&#039;&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;&#039;&#039;&#039;Special&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1st&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;      &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Wealth, Talent, Style and Grace&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2nd&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Iron Will&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;3rd&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Gossip&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;4th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Courtier ability&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Versatile&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;6th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;—&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;7th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Courtier ability&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;8th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;—&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;9th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Leadership&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;10th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Courtier ability, Versatile&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;11th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;—&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;12th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6/+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+8&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;The Heart Speaks&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;13th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6/+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+8&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Courtier ability&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;14th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+7/+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+9&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;—&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;15th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+7/+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+9&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Versatile&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;16th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+8/+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Courtier ability&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;17th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+8/+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;—&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;18th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+9/+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+11&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;The Immovable Hand of Peace&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;19th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+9/+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+11&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Courtier ability&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;20th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+10/+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+12&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Versatile&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Class Features===&lt;br /&gt;
All of the following are class features of the courtier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon and Armor Proficiency:&#039;&#039;&#039; Courtiers are proficient with the Tantojutsu group plus one other group. They are also proficient with the wakizashi.  They are not proficient with any armor, nor with shields.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Style and Grace:&#039;&#039;&#039; At first level, the courtier receives a +4 competence bonus to Charisma-related skill checks made for social interaction (i.e., not feinting in combat or Iaijutsu Focus checks).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Talent:&#039;&#039;&#039; Beginning at first level, any time the courtier takes the Skill Focus feat, he or she may choose to apply it to two skills, as long as both skills are based on Intelligence, Wisdom or Charisma (they need not be based on the same ability).  The courtier still may not apply the Skill Focus benefit to a skill more than once.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wealth:&#039;&#039;&#039; Beginning at first level, the courtier receives a wealth bonus equal to 50 gp per point of Charisma modifier (if positive).  They receive this stipend once per year.  Courtiers receive a wakizashi (a masterwork short sword) at character creation for free.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Iron Will:&#039;&#039;&#039; The courtier receives this feat for free at 2nd level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gossip:&#039;&#039;&#039; Beginning at 3rd level, the courtier gains the ability to search for rumors about a place, item or person that is associated with the Rokugani court.  By making a Gather Information check against a DC as shown on the table below, the courtier may learn information about the subject.&lt;br /&gt;
 	Check Result				Type of Knowledge&lt;br /&gt;
 	10 or higher				Common, well known to the general populace.&lt;br /&gt;
 	25 or higher				Known only to a select few.&lt;br /&gt;
 	30 or higher				Hidden, known only to an elite few.&lt;br /&gt;
 	35 or higher				Well-kept secret, potential blackmail fodder.&lt;br /&gt;
 	45 or higher				Incredibly well-kept secret: only the subject&lt;br /&gt;
 						and perhaps one or two others are aware.&lt;br /&gt;
 	55 or higher				A secret so well kept that perhaps the subject&lt;br /&gt;
 						himself is unaware.&lt;br /&gt;
This information is not always reliable - any gossip has a 50% + 1% per point of the courtier&#039;s Charisma chance to be true.  This ability may only be used once per month on any given subject, though it does not prevent regular usage of the Gather Information skill.  If used at the Emperor&#039;s Winter Court, rumors may be checked about a topic once per hour.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Courtier abilities:&#039;&#039;&#039;  Beginning at 4th level and every 3 levels afterward (7th, 10th, etc), a courtier may select one of the following abilities.  The abilities are extraordinary abilities and may only be selected once, unless otherwise noted:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The Better Part of Valor:&#039;&#039; When executing the total defense action, the courtier receives an additional dodge bonus equal to his or her Intelligence modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The Eyes See the Heart:&#039;&#039; Anyone attempting to lie in direct conversation with the courtier must make a Will save (DC 10 + courtier&#039;s Wisdom modifier); if the save is failed, the courtier knows of the lie.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The Eyes Betray the Heart:&#039;&#039; The DC of all Will saves required by courtier abilities is increased by 2.  This ability may be selected twice; its effects stack.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Taunt and Rally:&#039;&#039; The courtier may take a full-round action to Taunt and Rally.  Allies within 30 feet of the courtier are affected as by a &#039;&#039;bless&#039;&#039; spell, and one opponent per three levels of the courtier is affected as by a &#039;&#039;doom&#039;&#039; spell.  With the exceptions noted, both of these effects are as with a sorcerer of level equal to the courtier&#039;s class level.  This is a mind-effecting, language-based ability.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Voice:&#039;&#039; Once per day, when making a Diplomacy or Bluff check that involves speaking, the courtier may gain a circumstance bonus to his or her check equal to his or her courtier level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Weakness Is My Strength:&#039;&#039; When the courtier makes an opposed skill check based on Charisma, Wisdom or Intelligence, the opponent must use the lowest of those three ability score modifiers to oppose the check. For example, if opposing a Bluff check with Sense Motive, the victim would have to use the lowest of his or her Charisma, Wisdom and Intelligence modifiers in place of the usual Wisdom modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Whisper From the Soul&#039;&#039; (Sp): Once per day, the courtier may use &#039;&#039;emotion&#039;&#039; as a spell-like ability as a sorcerer of level equal to his courtier level.  This effect&#039;s duration is one round per level.  This ability may be selected multiple times; each time grants an additional use per day.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You Life Is Mine&#039;&#039; (Sp): Once per day per point of the courtier&#039;s Charisma modifier, the courtier may use &#039;&#039;charm person&#039;&#039; as a spell-like ability against a target with equal or fewer Hit Dice than the courtier.  This effect is though cast by a sorcerer of a level equal to the courtier&#039;s class level.  This is a mind-effecting, language-based ability.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Versatile:&#039;&#039;&#039; At 5th level and every 5 levels afterward (10th, 15th and 20th), the courtier receives this feat as a bonus feat.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leadership:&#039;&#039;&#039; At 9th level, the courtier receives this feat as a bonus feat if he or she does not already possess it.  If the courtier already has the feat, his or her Leadership score is instead raised by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Heart Speaks:&#039;&#039;&#039; Beginning at 12th level, the courtier may always take 10 on Sense Motive checks.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Immovable Hand of Peace:&#039;&#039;&#039; If the courtier is holding no visible weapons, has no harmful intent and has not yet attacked an opponent during a combat, any intelligent opponent seeking to attack him or her must first succeed on a Will save (DC 10 + 1/2 the courtier&#039;s level + the courtier&#039;s Cha modifier).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discussion===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Okay, I went ahead and made the class table into an actual table.  Do you want that done for the rest of the classes?&#039;&#039; --[[User:Daermon|Daermon]] 02:07, 17 Jul 2005 (PDT)&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:3.5_Courtier&amp;diff=10784</id>
		<title>Talk:3.5 Courtier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:3.5_Courtier&amp;diff=10784"/>
		<updated>2005-07-17T09:06:42Z</updated>

		<summary type="html">&lt;p&gt;Daermon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:3.5_Courtier&amp;diff=3790</id>
		<title>Talk:3.5 Courtier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:3.5_Courtier&amp;diff=3790"/>
		<updated>2005-07-17T09:06:21Z</updated>

		<summary type="html">&lt;p&gt;Daermon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Okay, I went ahead and made the class table into an actual table.  Do you want that done for the rest of the classes? --[[User:Daermon|Daermon]] 02:06, 17 Jul 2005 (PDT)&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=3.5_Courtier&amp;diff=3791</id>
		<title>3.5 Courtier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=3.5_Courtier&amp;diff=3791"/>
		<updated>2005-07-17T03:36:27Z</updated>

		<summary type="html">&lt;p&gt;Daermon: /* Table: The Courtier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[3.5_Base_Classes|(back to 3.5 Base Classes)]]&lt;br /&gt;
=Courtier=&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d6.&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The courtier’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Games (Varies), Gather Information (Cha), Intimidate (Cha), Knowledge (etiquette, history, local, nobility and royalty) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis) and Tea Ceremony (Wis).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Points at 1st Level:&#039;&#039;&#039; (8 + Int modifier) x4.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Points at Each Additional Level:&#039;&#039;&#039; 8 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
===Table: The Courtier===&lt;br /&gt;
 &amp;lt;Table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Level&#039;&#039;&#039;&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;&#039;&#039;&#039;BAB&#039;&#039;&#039;&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;&#039;&#039;&#039;FS&#039;&#039;&#039;&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;&#039;&#039;&#039;RS&#039;&#039;&#039;&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;&#039;&#039;&#039;WS&#039;&#039;&#039;&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;&#039;&#039;&#039;Special&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1st&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;      &amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Wealth, Talent, Style and Grace&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2nd&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Iron Will&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;3rd&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Gossip&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;4th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Courtier ability&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Versatile&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;6th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;—&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;7th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Courtier ability&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;8th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;—&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;9th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Leadership&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;10th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Courtier ability, Versatile&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;11th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;—&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;12th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6/+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+8&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;The Heart Speaks&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;13th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6/+1&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+8&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Courtier ability&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;14th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+7/+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+9&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;—&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;15th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+7/+2&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+9&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Versatile&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;16th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+8/+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Courtier ability&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;17th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+8/+3&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;—&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;18th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+9/+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+11&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;The Immovable Hand of Peace&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;19th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+9/+4&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+11&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Courtier ability&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;20th&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+10/+5&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;+12&amp;lt;/td&amp;gt;	&amp;lt;td&amp;gt;Versatile&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Class Features===&lt;br /&gt;
All of the following are class features of the courtier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon and Armor Proficiency:&#039;&#039;&#039; Courtiers are proficient with the Tantojutsu group plus one other group. They are also proficient with the wakizashi.  They are not proficient with any armor, nor with shields.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Style and Grace:&#039;&#039;&#039; At first level, the courtier receives a +4 competence bonus to Charisma-related skill checks made for social interaction (i.e., not feinting in combat or Iaijutsu Focus checks).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Talent:&#039;&#039;&#039; Beginning at first level, any time the courtier takes the Skill Focus feat, he or she may choose to apply it to two skills, as long as both skills are based on Intelligence, Wisdom or Charisma (they need not be based on the same ability).  The courtier still may not apply the Skill Focus benefit to a skill more than once.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wealth:&#039;&#039;&#039; Beginning at first level, the courtier receives a wealth bonus equal to 50 gp per point of Charisma modifier (if positive).  They receive this stipend once per year.  Courtiers receive a wakizashi (a masterwork short sword) at character creation for free.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Iron Will:&#039;&#039;&#039; The courtier receives this feat for free at 2nd level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gossip:&#039;&#039;&#039; Beginning at 3rd level, the courtier gains the ability to search for rumors about a place, item or person that is associated with the Rokugani court.  By making a Gather Information check against a DC as shown on the table below, the courtier may learn information about the subject.&lt;br /&gt;
 	Check Result				Type of Knowledge&lt;br /&gt;
 	10 or higher				Common, well known to the general populace.&lt;br /&gt;
 	25 or higher				Known only to a select few.&lt;br /&gt;
 	30 or higher				Hidden, known only to an elite few.&lt;br /&gt;
 	35 or higher				Well-kept secret, potential blackmail fodder.&lt;br /&gt;
 	45 or higher				Incredibly well-kept secret: only the subject&lt;br /&gt;
 						and perhaps one or two others are aware.&lt;br /&gt;
 	55 or higher				A secret so well kept that perhaps the subject&lt;br /&gt;
 						himself is unaware.&lt;br /&gt;
This information is not always reliable - any gossip has a 50% + 1% per point of the courtier&#039;s Charisma chance to be true.  This ability may only be used once per month on any given subject, though it does not prevent regular usage of the Gather Information skill.  If used at the Emperor&#039;s Winter Court, rumors may be checked about a topic once per hour.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Courtier abilities:&#039;&#039;&#039;  Beginning at 4th level and every 3 levels afterward (7th, 10th, etc), a courtier may select one of the following abilities.  The abilities are extraordinary abilities and may only be selected once, unless otherwise noted:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The Better Part of Valor:&#039;&#039; When executing the total defense action, the courtier receives an additional dodge bonus equal to his or her Intelligence modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The Eyes See the Heart:&#039;&#039; Anyone attempting to lie in direct conversation with the courtier must make a Will save (DC 10 + courtier&#039;s Wisdom modifier); if the save is failed, the courtier knows of the lie.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The Eyes Betray the Heart:&#039;&#039; The DC of all Will saves required by courtier abilities is increased by 2.  This ability may be selected twice; its effects stack.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Taunt and Rally:&#039;&#039; The courtier may take a full-round action to Taunt and Rally.  Allies within 30 feet of the courtier are affected as by a &#039;&#039;bless&#039;&#039; spell, and one opponent per three levels of the courtier is affected as by a &#039;&#039;doom&#039;&#039; spell.  With the exceptions noted, both of these effects are as with a sorcerer of level equal to the courtier&#039;s class level.  This is a mind-effecting, language-based ability.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Voice:&#039;&#039; Once per day, when making a Diplomacy or Bluff check that involves speaking, the courtier may gain a circumstance bonus to his or her check equal to his or her courtier level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Weakness Is My Strength:&#039;&#039; When the courtier makes an opposed skill check based on Charisma, Wisdom or Intelligence, the opponent must use the lowest of those three ability score modifiers to oppose the check. For example, if opposing a Bluff check with Sense Motive, the victim would have to use the lowest of his or her Charisma, Wisdom and Intelligence modifiers in place of the usual Wisdom modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Whisper From the Soul&#039;&#039; (Sp): Once per day, the courtier may use &#039;&#039;emotion&#039;&#039; as a spell-like ability as a sorcerer of level equal to his courtier level.  This effect&#039;s duration is one round per level.  This ability may be selected multiple times; each time grants an additional use per day.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You Life Is Mine&#039;&#039; (Sp): Once per day per point of the courtier&#039;s Charisma modifier, the courtier may use &#039;&#039;charm person&#039;&#039; as a spell-like ability against a target with equal or fewer Hit Dice than the courtier.  This effect is though cast by a sorcerer of a level equal to the courtier&#039;s class level.  This is a mind-effecting, language-based ability.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Versatile:&#039;&#039;&#039; At 5th level and every 5 levels afterward (10th, 15th and 20th), the courtier receives this feat as a bonus feat.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leadership:&#039;&#039;&#039; At 9th level, the courtier receives this feat as a bonus feat if he or she does not already possess it.  If the courtier already has the feat, his or her Leadership score is instead raised by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Heart Speaks:&#039;&#039;&#039; Beginning at 12th level, the courtier may always take 10 on Sense Motive checks.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Immovable Hand of Peace:&#039;&#039;&#039; If the courtier is holding no visible weapons, has no harmful intent and has not yet attacked an opponent during a combat, any intelligent opponent seeking to attack him or her must first succeed on a Will save (DC 10 + 1/2 the courtier&#039;s level + the courtier&#039;s Cha modifier).&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Minor_Clan_Schools&amp;diff=8210</id>
		<title>Minor Clan Schools</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Minor_Clan_Schools&amp;diff=8210"/>
		<updated>2005-07-17T02:59:23Z</updated>

		<summary type="html">&lt;p&gt;Daermon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Legend of the Five Rings]]&lt;br /&gt;
Return to [[Schools, Paths, Kata and Dojo]]&lt;br /&gt;
&lt;br /&gt;
==Fox Clan==&lt;br /&gt;
[[Kitsune Rangers]]&lt;br /&gt;
:&#039;&#039;&#039;3rd Edition School&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Hare Clan==&lt;br /&gt;
[[Ujina Infiltrators]]&lt;br /&gt;
:&#039;&#039;&#039;3rd Edition School&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Unicorn_Schools&amp;diff=10494</id>
		<title>Unicorn Schools</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Unicorn_Schools&amp;diff=10494"/>
		<updated>2005-07-17T02:58:59Z</updated>

		<summary type="html">&lt;p&gt;Daermon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Legend of the Five Rings]]&lt;br /&gt;
Return to [[Schools, Paths, Kata and Dojo]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[The Shinomen Guard|Shinomen Guard]]&lt;br /&gt;
:Originally mentioned in &#039;&#039;Secrets of the Unicorn&#039;&#039;, this never saw print.  For both d20 and d10 systems, 2nd Edition. --[[User:Daermon|Daermon]] 05:38, 16 Jul 2005 (PDT)&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Crane_Schools&amp;diff=10628</id>
		<title>Crane Schools</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Crane_Schools&amp;diff=10628"/>
		<updated>2005-07-17T02:58:35Z</updated>

		<summary type="html">&lt;p&gt;Daermon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Legend of the Five Rings]]&lt;br /&gt;
Return to [[Schools, Paths, Kata and Dojo]]&lt;br /&gt;
==Bushi Schools==&lt;br /&gt;
[[Daidoji Yojimbo]] &lt;br /&gt;
:&#039;&#039;&#039;3E Conversion&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Crane_Schools&amp;diff=3778</id>
		<title>Crane Schools</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Crane_Schools&amp;diff=3778"/>
		<updated>2005-07-17T02:58:20Z</updated>

		<summary type="html">&lt;p&gt;Daermon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Caegory: Legend of the Five Rings]]&lt;br /&gt;
Return to [[Schools, Paths, Kata and Dojo]]&lt;br /&gt;
==Bushi Schools==&lt;br /&gt;
[[Daidoji Yojimbo]] &lt;br /&gt;
:&#039;&#039;&#039;3E Conversion&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Crab_Schools&amp;diff=10625</id>
		<title>Crab Schools</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Crab_Schools&amp;diff=10625"/>
		<updated>2005-07-17T02:57:56Z</updated>

		<summary type="html">&lt;p&gt;Daermon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Legend of the Five Rings]]&lt;br /&gt;
Return to [[Schools, Paths, Kata and Dojo]]&lt;br /&gt;
==Bushi Schools==&lt;br /&gt;
&lt;br /&gt;
==Monk Schools==&lt;br /&gt;
[[Kuni Witch Hunters]] &lt;br /&gt;
:&#039;&#039;&#039;3E Conversion&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=3.5_Base_Classes&amp;diff=10775</id>
		<title>3.5 Base Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=3.5_Base_Classes&amp;diff=10775"/>
		<updated>2005-07-17T02:57:11Z</updated>

		<summary type="html">&lt;p&gt;Daermon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Legend of the Five Rings]]&lt;br /&gt;
Back to [[Schools General Information]]&lt;br /&gt;
&lt;br /&gt;
Below is a list of the base classes that are available in d20 L5R that are in addition to or differ from the base classes of standard 3.5 d20.  This set of updates in a part of my larger [[Shisumos_3.5_L5R_Update|3.5 update project]]. [[User:Shisumo|---Shisumo no Shiryo]]&lt;br /&gt;
&lt;br /&gt;
[[3.5_Courtier|Courtier]]&lt;br /&gt;
&lt;br /&gt;
[[3.5_Inkyo|Inkyo]]&lt;br /&gt;
&lt;br /&gt;
[[3.5_Ninja|Ninja]]&lt;br /&gt;
&lt;br /&gt;
[[3.5_Ranger_L5R_version|Ranger]]&lt;br /&gt;
&lt;br /&gt;
[[3.5_Samurai|Samurai]]&lt;br /&gt;
&lt;br /&gt;
[[3.5_Shugenja|Shugenja]]&lt;/div&gt;</summary>
		<author><name>Daermon</name></author>
	</entry>
</feed>