The Shinomen Guard

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Return to Unicorn Schools


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. --Daermon 05:07, 16 Jul 2005 (PDT)


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. 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.


D20[edit]

The Shinomen Guard (Prestige Class)

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.


Hit Die: 1d8


Requirements:

To qualify to become a Shinomen Guard, a character must fulfill the following criteria.

  • Base Attack Bonus: +6
  • Knowledge (Shinomen Mori): 8 ranks
  • Wilderness Lore: 8 ranks


Class Skills

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).


Skill Points per Level: 2 + Int modifier


The Shinomen Guard Class

Level BAB FS RS WS Special
1st +0 +2 +0 +0 Soul of the Forest
2nd +1 +5 +2 +2 Bonus Feat
3rd +2 +5 +2 +2 Herbal Remedy
4th +3 +6 +3 +3 Bonus Feat
5th +3 +7 +3 +3 Spell-like Abilities


Class Features

  • Weapon and Armor Proficiency: 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.
  • Soul of the Forest: 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.
  • Bonus Feat: 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.
  • Hunter’s Spirit: 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.
  • Herbal Remedy: 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.
  • Spell-like Abilities: 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: detect poison, know direction, purify food and drink, animal friendship, detect animals or plants, detect snares and pits, pass without trace, animal messenger, and animal trance.

D10[edit]

The Shinomen Guard (New Path)

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Technique Rank: 1
Path of Entry: None. This is an entry-level path.
Trait Bonus: +1 Perception
Beginning Skills: Athletics, Hunting, Kenjutsu, Kyujutsu, Lore (Shinomen), Stealth, any 1 skill.
Beginning Honor: 1.5
Beginning Outfit: (All of Average quality) Katana, wakizashi, yumi and 20 arrows of any kind, kimono, traveling pack, 2 koku, any one weapon.
Path of Egress: Any eligible Unicorn bushi school at Rank 1


Technique: Hunter’s Spirit

  • 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.
  • 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.