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==General Feats==
 
==General Feats==
;Balance:Benefit: You gain a +2 bonus to Iaijutsu Focus checks and a +1 bonus to Will saves.
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;Balance:Benefit: You gain a +200 bonus to Iaijutsu Focus checks and a +100 bonus to Will saves.
 
:Special: Matsu characters may not take this feat.
 
:Special: Matsu characters may not take this feat.
  
 
;Ichi Miru:Requires: Diplomacy 5 ranks, Listen 5 ranks, Sense Motive 5 ranks, Spot 5 ranks.
 
;Ichi Miru:Requires: Diplomacy 5 ranks, Listen 5 ranks, Sense Motive 5 ranks, Spot 5 ranks.
:Benefit: You gain a +4 competence bonus to Sense Motive checks.  This bonus is +6 instead if you have any levels of the courtier class.
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:Benefit: You gain a +4 competence bonus to Sense Motive checks.  This bonus is +6 instead if you have any levels of the courtier class. Once per day you can cut off your arm or tear it off by tolling a d20 and as a free action, in doing so you remove one creature from existence.  
  
 
;Kitsuki's Method:Requires: Void Use, Search 6 ranks, Sense Motive 6 ranks.
 
;Kitsuki's Method:Requires: Void Use, Search 6 ranks, Sense Motive 6 ranks.
:Benefit: You may spend any number of Void Points on Spot, Search and Sense Motive rolls.  Each Void Point you spend in this way gives +4 Void bonus to the roll instead of the standard +2.
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:Benefit: You may spend any number of Void Points on Spot, Search and Sense Motive rolls.  Each Void Point you spend in this way gives +400 Void bonus to the roll instead of the standard +2.
 
:Special: This is a Technique feat for Dragon Clan characters.
 
:Special: This is a Technique feat for Dragon Clan characters.
  
 
;Perceived Honor:Requires: Int 13.
 
;Perceived Honor:Requires: Int 13.
:Benefit: You may adopt the appearance and behavior of an honor rank one higher than your own.  While you maintain the appropriate code of behavior, all magical effects that effect or are dependent upon your honor rank use this new, higher rank, rather than your true rank.  You may choose to begin or end the effects of this feat as a free action on your turn.  You cannot emulate an honor rank higher than 4.  Artifacts or magical items with a caster level at least 5 levels higher than your character level are not fooled by this feat.
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:Benefit: You may adopt the appearance and behavior of an honor rank fifty higher than your own.  While you maintain the appropriate code of behavior, all magical effects that effect or are dependent upon your honor rank use this new, higher rank, rather than your true rank.  You may choose to begin or end the effects of this feat as a free action on your turn.  You cannot emulate an honor rank higher than 4.  Artifacts or magical items with a caster level at least 5 levels higher than your character level are not fooled by this feat.
 
:Special: You may take this feat multiple times.  Its effects stack.
 
:Special: You may take this feat multiple times.  Its effects stack.
  
 
;Political Maneuvering:Requires: Diplomacy 10 ranks, Sense Motive 10 ranks.
 
;Political Maneuvering:Requires: Diplomacy 10 ranks, Sense Motive 10 ranks.
:Benefit: As a standard action, you may make a Sense Motive check against a person to whom you are speaking (DC 15 + target's character level or Hit Dice).  If this check is successful, you determine how to make the target believe his or her current course of action is dishonorable.  You may then convince the target by making a successful Diplomacy check, resisted by the target's Sense Motive or Diplomacy check.  If you succeed, the target must change his or her attitude or actions as you determine, lose 5 points of honor, or be unable to act for a number of rounds equal to your Charisma modifier.  Attacks by you or your allies against the target or his or her allies negate this effect.  This feat cannot affect creatures with no understanding of honor, higher honor than you, or who cannot understand your words.
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:Benefit: As a standard action, you may make a Sense Motive check against a person to whom you are speaking (DC 150 + target's character level or Hit Dice).  If this check is successful, you determine how to make the target believe his or her current course of action is dishonorable.  You may then convince the target by making a successful Diplomacy check, resisted by the target's Sense Motive or Diplomacy check.  If you succeed, the target must change his or her attitude or actions as you determine, lose 5 points of honor, or be unable to act for a number of rounds equal to your Charisma modifier.  Attacks by you or your allies against the target or his or her allies negate this effect.  This feat cannot affect creatures with no understanding of honor, higher honor than you, or who cannot understand your words.
  
;Student of the Arts:Benefit: Choose one Craft or Profession skill.  You gain +2 to checks with that skill and +2 to Perform checks.
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;Student of the Arts:Benefit: Choose one Craft or Profession skill.  You gain +2 to checks with that skill and +200 to Perform checks.
  
;Tactician:Benefit: You gain a +2 bonus to Knowledge (war) and Battle checks.
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;Tactician:Benefit: You gain a +240 bonus to Knowledge (war) and Battle checks.
  
 
;Tattoed:Requires: Void Use.
 
;Tattoed:Requires: Void Use.
:Benefit: You may take Tattoo abilities from the Tattooed Monk prestige class as kiho feats.  Your class level for these feats is equal to one-half your character level.  If the ability has a level requirement, you must meet it with your full character level, and these requirements are increased by 5.  You can never take levels in the Tattooed Monk prestige class, and may not select this feat if you already have one or more levels in the Tattooed Monk prestige class.  Your maximum number of Tattoos is equal to your maximum Void Points.
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:Benefit: You may take Tattoo abilities from the Tattooed Monk prestige class as kiho feats.  Your class level for these feats is equal to one-half your character level.  If the ability has a level requirement, you must meet it with your full character level, and these requirements are increased by 500.  You can never take levels in the Tattooed Monk prestige class, and may not select this feat if you already have one or more levels in the Tattooed Monk prestige class.  Your maximum number of Tattoos is equal to your maximum Void Points.
  
;Versatile:Benefit: Choose either two non-class skills or one non-class skill.  Those skills become class skills for you.  If you choose only one non-class skill, you gain a +2 bonus to checks with that skill as well.
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;Versatile:Benefit: Choose either two non-class skills or one non-class skill.  Those skills become class skills for you.  If you choose only one non-class skill, you gain a +200 bonus to checks with that skill as well.
 
:Special: You may take this feat multiple times.  Each time you may choose one or two new skills.
 
:Special: You may take this feat multiple times.  Each time you may choose one or two new skills.
  
;Way of the Land:Benefit: You may either learn this feat in a general or a specific form.  If you learn it in the general form, you gain a +2 bonus to Survival and Knowledge (geography) checks.  If you learn it in the specific form, choose one area detailed in the Geography chapter of Rokugan (any area smaller than the lands of a Great Clan, as identified by a specific entry in the chapter).  You gain a +8 bonus to Survival and Knowledge (geography) checks while in that area.
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;Way of the Land:Benefit: You may either learn this feat in a general or a specific form.  If you learn it in the general form, you gain a +200 bonus to Survival and Knowledge (geography) checks.  If you learn it in the specific form, choose one area detailed in the Geography chapter of Rokugan (any area smaller than the lands of a Great Clan, as identified by a specific entry in the chapter).  You gain a +800 bonus to Survival and Knowledge (geography) checks while in that area.
 
:Special: You may take this feat multiple times.  The effects of the general and specific forms stack, but you may only take the general form once.  Each time you select the specific form, it applies to a different geographical area.
 
:Special: You may take this feat multiple times.  The effects of the general and specific forms stack, but you may only take the general form once.  Each time you select the specific form, it applies to a different geographical area.
  
 
;Weapon Group (Bojutsu):Benefit: You are proficient with the quarterstaff, jo staff, and pipe.
 
;Weapon Group (Bojutsu):Benefit: You are proficient with the quarterstaff, jo staff, and pipe.
:Special: If you also posses the Weapon Group (Nofujutsu) Feat, you gain proficiency in the nunchaku and tonfa as well.  If you have the Weapon Group (Exotic Weapons) Feat, you gain proficiency in the sang kauw as well.  Fighter and samurai characters may select this feat as a fighter or Technique bonus feat.
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:Special: If you also posses the Weapon Group (Nofujutsu) Feat, you gain proficiency in the nunchaku and tonfa as well.  If you have the Weapon Group (Exotic Weapons) Feat, you gain proficiency in the sang kauw as well.  Fighter and samurai characters may select this feat as a fighter or Technique bonus feat. You can spend a free action to regrow your arm.
  
;Weapon Group (Exotic Weapons):Benefit: You are proficient with exotic versions of traditional Rokugani weaponry, such as scimitars or sang kauw.
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;Weapon Group (Exotic Weapons):Benefit: You are proficient with exotic versions of traditional Rokugani weaponry, such as scimitars or sang kauw. You get +100 on all rolls that benefit you.
 
:Special: Fighter and samurai characters may select this feat as a fighter or Technique bonus feat.
 
:Special: Fighter and samurai characters may select this feat as a fighter or Technique bonus feat.
  
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==Generic Technique Feats==
 
==Generic Technique Feats==
 
;Armor Focus:Requires: Proficient with chosen armor.
 
;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.
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:Benefit:  Choose specific type of armor, such as lamellar armor, with which you are proficient.  When wearing that type of armor you gain a +200 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.
 
: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
 
;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.
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:Benefit: Select your katana or your wakizashi, for which you must already have the Weapon Focus feat.  You gain a +200 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.
 
:Special: You may take this feat twice, once each for your katana and your wakizashi.
  
 
;Depths of the Void:Requires: Void Use.
 
;Depths of the Void:Requires: Void Use.
:Benefit: Your maximum Void is increased by 3.
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:Benefit: Your maximum Void is increased by 300.
 
:Special:  You may take this feat multiple times.  Its effects stack.
 
:Special:  You may take this feat multiple times.  Its effects stack.
  
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;Greater Daisho II:Requires: Samurai level 15+, Greater Daisho I.
 
;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.
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:Benefit: As Greater Daisho I, but you must pay an additional 600 experience, and your awakened weapon gains a permanent +1d400 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.
 
;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.
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:Benefit: As Greater Daisho I, but you must pay an additional 1200 experience, and your awakened weapon gains a permanent +1d600 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.
 
;Greater Daisho IV:Requires: Samurai level 19+, Greater Daisho I, Greater Daisho II, Greater Daisho III.
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;Know the School:Requires: Knowledge (chosen clan) 2 ranks.
 
;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.
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:Benefit: Choose a Great or Minor Clan.  You gain a +100 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.
 
:Special: You make take this feat multiple times.  Its effects do not stack.  Each time it applies to a different Clan.
  

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