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3.5 L5R Basic Feats
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==Generic Technique Feats== ;Armor Focus:Requires: Proficient with chosen armor. :Benefit: Choose specific type of armor, such as lamellar armor, with which you are proficient. When wearing that type of armor you gain a +2 dodge bonus to AC. :Special: You may take this feat multiple times. Its effects do not stack. Each time, its effects apply to a different type of armor. ;Daisho Specialization:Requires: Samurai level 1+, BAB +5, Weapon Focus (katana or wakizashi), Void Use :Benefit: Select your katana or your wakizashi, for which you must already have the Weapon Focus feat. You gain a +2 bonus on damage rolls when using that weapon. This is not cumulative with Weapon Specialization. :Special: You may take this feat twice, once each for your katana and your wakizashi. ;Depths of the Void:Requires: Void Use. :Benefit: Your maximum Void is increased by 3. :Special: You may take this feat multiple times. Its effects stack. ;Greater Daisho I:Requires: Samurai level 13+. :Benefit: When this feat is taken, you may spend 400 experience points to awaken one of the swords of your daisho, causing it to become an intelligent item. Both the katana and wakizashi may be enhanced in this fashion, but you must pay for and roll each weapon’s abilities separately. Item powers and special purpose dedicated powers are determined randomly using the tables in the Dungeon Master’s Guide. Details of an ancestral item’s special purpose are left to the GM, but are always appropriate to your personal code of honor. :Your awakened weapon gains a permanent +1d2 bonus to Intelligence, Wisdom and Charisma and two lesser abilities. ;Greater Daisho II:Requires: Samurai level 15+, Greater Daisho I. :Benefit: As Greater Daisho I, but you must pay an additional 600 experience, and your awakened weapon gains a permanent +1d4 bonus to Intelligence, Wisdom and Charisma, one lesser ability and speech. These bonuses are cumulative with previously gained abilities. ;Greater Daisho III:Requires: Samurai level 17+, Greater Daisho I, Greater Daisho II. :Benefit: As Greater Daisho I, but you must pay an additional 1200 experience, and your awakened weapon gains a permanent +1d6 bonus to Intelligence, Wisdom and Charisma, one lesser ability and one greater ability. These bonuses are cumulative with previously gained abilities. ;Greater Daisho IV:Requires: Samurai level 19+, Greater Daisho I, Greater Daisho II, Greater Daisho III. :Benefit: As Greater Daisho I, but you must pay an additional 1400 experience, and your awakened weapon gains a permanent +1d2 bonus to Intelligence, Wisdom and Charisma, one greater ability and one special purpose dedicated power. These bonuses are cumulative with previously gained abilities. ;Know the School:Requires: Knowledge (chosen clan) 2 ranks. :Benefit: Choose a Great or Minor Clan. You gain a +1 competence bonus to Sense Motive checks, Battle checks, Bluff checks, melee attack rolls and melee damage rolls against members of that Clan. You also gain a +1 dodge bonus to AC against members of that Clan. :Special: You make take this feat multiple times. Its effects do not stack. Each time it applies to a different Clan. ;Multiple Schools:Requires: DM permission. :Benefit: Choose a Clan other than your own. You gain a +2 bonus to Diplomacy checks with members of that Clan, and may choose Technique Feats, Secret Spells and Courtier abilities as though you were a member of that Clan. ;Soul Forge:Requires: Iron Will or ancestral daisho class ability, masterwork weapon. :Benefit: Select one type of weapon, of which you have a masterwork version. You may bond with that item in the same fashion as the samurai’s ancestral daisho class ability, and may enhance it through the expenditure of valuable items and meditation in the same way. This feat otherwise follows all the rules for the ancestral daisho class ability, and you are considered to have the ancestral daisho class ability for the purposes of meeting prerequisites if you did not already do so. :You may only have one enhanced weapon at a time, not counting any weapons enhanced through the actual ancestral daisho class ability. ;Void Use:Benefit: You may have and spend Void Points, and your Void Point maximum is set to 2. Before making an attack roll, saving throw or skill check you may spend a Void Point to gain a +2 Void bonus to the roll. As a free action on your turn, you may spend a Void Point to gain a +2 Void bonus to AC until the beginning of your next turn. You may not spend more than one Void Point in these fashions. Void bonuses always stack. A frightened or panicked character may not spend Void Points. A full night's rest returns your Void Points to maximum, as does an hour's meditation and a Concentration check (DC 15). Unless otherwise specified, any use of Void Points is an extraordinary ability. :Special: You may take this feat in lieu of an Ancestor Feat if using the optional Ancestor Feat rules from '''Oriental Adventures'''.
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