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3.5 L5R Basic Feats
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==Special Magic and Item Creation Feats== ;Chosen By the Kami:Requires: Shugenja level 1+. :Benefit: You may raise your shugenja level after taking levels in another class, as long as your shugenja level is equal to or greater than your level in all other classes. You gain shugenja as a favored class. :Normal: You may only return to the shugenja class after multiclassing in the case of prestige classes with a divine spellcasting requirement. ;Craft Crystal Weapon:Requires: Crab or Scorpion clan, Caster level 7+, Craft Magical Arms and Armor, Craft (weaponsmithing) 1 rank. :Benefit: You may craft weapons out of Kuni crystal. You must first do so by creating the weapon using the standard Craft rules (A Kuni crystal weapon adds 400 gp to the listed price of the weapon and has a Craft DC of 20), and then by enhancing it with magic, which takes one day for every 1,000 gp in the price of its magical features. You must spend 1/25 of its features’ total price in XP and use up raw materials costing half its base cost. ;Craft Tsangusuri:Requires: Crane clan, Caster level 1+, Int 13, appropriate Craft skill 1 rank. :Benefit: You may make tsangusuri, one-use talismans, of any spell you know of 3rd level or lower. You must provide any material components, XP or foci the spell requires. :The talisman has a base cost of the spell level times the caster level times 50 gp (0-level spells count as ½ level). You must spend 1/25 of this base price in XP and use up raw materials costing half this base price. A talisman’s market value is equal to this base price. Creating the tsangusuri takes one day for every 1,000 gp in its base price. :Special: Tsangusurui that inflict hit point or ability damage have a 10% chance per point of damage inflicted of attracting a kansen. ;Elemental Versatility:Requires: Shugenja level 6+, Void Use. :Benefit: You may cast and learn spells from the element opposed to your element focus. These spells use up a spell slot three levels higher than their actual level, and you must learn them as though they were three levels higher as well. :Normal: Shugenja cannot learn or cast spells from the element opposed to their focus element. ;Enhance Wards:Requires: Must be able to cast ''glyph of warding''. :Benefit: The spells ''greater glyph of warding'' and ''guards and wards'' are added to your shugenja spell list as 6th level spells of all elements. You must learn these spells normally, but may do so in place of a school spell. When casting a spell glyph, you may place any damaging spell you know into the glyph, even if it of higher level than the glyph would normally allow. If the damaging spell is higher than the level of the glyph of warding, the glyph uses up a spell slot equal to the level of the damaging spell. When casting a blast glyph, you may increase the spell's level by one to increase the blast damage (and damage maximum) by 1d8. ;Innate Ability:Requires: Shugenja level 1+. :Benefit: Choose three spells that you can cast as a shugenja. You no longer require an ofuda as a divine focus to cast those spells. If you choose to use an ofuda while casting those spells, your caster level is increased by one. :Special: This feat may be taken multiple times. Its effects do not stack. Each time it is taken, you choose three different spells. ;Ishiken-do:Requires: Phoenix clan, Shugenja level 1, Void Use. :Benefit: You may use and learn Void spells, and may take these spells in place of your school spells. If you choose to enter the Void Disciple prestige class, you may ignore one of the feat criteria (either Heighten Spell or Spell Penetration) needed to enter. :Special: This feat may only be taken at first level. ;Kage Yakiin (Shadow Brand):Requires: Scorpion Clan. :Benefit: You suffer no movement penalties when attempting to hide in areas of dim lighting or darkness. If you use Bluff to create a diversion to hide, you suffer no penalties on your Hide check. Hide and Move Silently are always class skills for you. If your shadow brand is exposed to sunlight (natural sunlight only, not the effects of a ''daylight'' spell, for example), you take 1 point of damage per round until it is covered. You may not take the Depths of the Void feat, and may not take this feat if you already have Depths of the Void. ;Kitsu Blood:Requires: Lion Clan, Kitsu family, Kitsu shugenja level 1+. :Benefit: You may communicate telepathically (though you still need a common language) with any creature in a 100-foot radius that has the spirit subtype. Once per week you may perform an ''augury'' that requires no material components by visiting and praying at an ancestral shrine. ;Maho Focus:Requires: You must be able to cast at least one maho spell. :Benefit: The save DC of all your maho spells is increased by 1. This stacks with the benefits of the Spell Focus and Greater Spell Focus feats. ;Meishodo:Requires: Unicorn Clan, Shugenja level 5+. :Benefit: You may make and use meishodo, spell "shortcuts" known only to the Unicorn Clan, of any spell you know of 5th level or lower. Crafting a meishodo amulet takes one day for every 1,000 gp in its base price. The base price of a meishodo amulet is the spell level times the caster level times 150 gp (0-level spells count as ½ level). You must spend XP equal to 1/25 of this base price, and use up raw materials equal to half this base price. The caster level of a meishodo amulet is always the lowest possible caster level able to cast the stored spell. Metamagic feats (except Heighten Spell or Quicken Spell) can be added to the spell when it is created, raising the spell level, but do not affect the caster level. A spell with a casting time longer than 1 full round cannot be made into meishodo. :Using a meishodo amulet is a standard action that does not provoke an attack of opportunity. The user must possess the Meishodo feat, and expend a spell slot equal to the spell level (including any metamagic feats attached to the stored spell), along with any costly or XP components of the spell. The user need not know the spell or the metamagic feats involved in the amulet’s creation, but they must be on the user’s spell list. Save DCs are always 10 + the spell’s level (ignoring any metamagic feats) + the ability modifier of the minimum ability score needed to cast the spell’s base level. ;Pure Blood Magic:Requires: Phoenix or Unicorn Clan, the ability to cast spells as a shugenja. :Benefit: As you cast a spell you may inflict a number of points of damage equal to the spell's level on yourself in order to increase your caster level by 1 or the spell's save DC by 2. You need not make Concentration checks while damaging yourself in this fashion. You must have a slashing weapon at hand to use this feat. Each time you use this feat, you have a 1% per point of damage inflicted chance of attracting a kansen. ;Pure Kitsu Blood:Requires: Lion Clan, Shugenja level 1+. :Benefit: Spells with the [Ancestor] descriptor are always spells of your element focus, and you may take them in place of your school spells. ;Ritual Magic (Metamagic):Requires: The ability to cast divine spells as a shugenja. :Benefit: You may use the Ritual Magic rules (see '''Rokugan''') to modify a spell's effect if you have assistants casting with you. The spell uses up a slot three levels higher than the spell's level, and using this feat doubles the casting time after all other modifications (including the longer casting time for using a metamagic feat). ;Steady Soul:Requires: Monk, inkyo, or shugenja level 1. :Benefit: Choose either the monk or inkyo class. You may freely multiclass between that class and the shugenja class. :Normal: You may only return to the shugenja class after multiclassing in the case of prestige classes with a divine spellcasting requirement. :Special: You may only take this feat at first level. ;Superior Element Focus:Requires: Shugenja level 1+. :Benefit: Add +1 to the save DC of all spells from your Element Focus. This stacks with the Element Focus class ability, but not with the effects of the Spell Focus or Greater Spell Focus feats. ;Taint Binding:Requires: Shugenja level 4+. :Benefit: You may turn or damage creatures with the Shadowlands Taint as a good cleric turns or destroys undead by strongly presenting a piece of crystal or jade. You must expend a spell slot to use this ability. The spell slot expended replaces your Charisma modifier when making your turning check and rolling turning damage. Use your shugenja level as your effective cleric level. If your turning check indicates you would destroy a creature, you do 1d8 per shugenja level worth of crystal or jade damage (determined by the item used) to the creature instead. This is a supernatural ability. :Special: If assisting the caster of binding spell, you may expend a 1st level spell slot rather than casting ''suggestion''. ;Travel Magic:Requires: Unicorn Clan, character level 1, Wis 15. :Benefit: Your base speed is increased by 5. Your maximum weight and range for spells with the [Teleportation] descriptor are doubled. :Special: This feat may only be taken at first level, but may be taken in lieu of an ancestor feat.
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