An E6 oriental/western game (replacement needed) - last call for bento


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I remember reading the 'death flag' rules a while ago - I think they're great and really add to the feel of the genre.

Hmmm *chews some noodles thoughtfully* I reckon I'll go fer Purple, sonny, and keep Improved Unarmed Strike *catches a fly with chopsticks* I don't really feel a familiar quite fits, but it is a funny idea! :D

I just need to add some a little more stuff, including a taboo.
 

Otaru Shenga - Water Shugenja

Otaru Shenga
[sblock]
Male Spirit Folk (River) Shg2; CR 2
Medium Humanoid

HD 2d6+4; hp 14

Init +2; Spd 30 ft/x4; Swim 30 ft.
AC 12 (+2 dex), touch 12, flat-footed 10
Base Atk/Grapple +1/+1
Full Atk +1 One-handed (1d6;19-20/x2, Short Sword), +3 Two-handed (1d4;20/x2, Sling)

SA & SQ: Element Focus, Sense Elements(Sp); Low-Light Vision, Water Breathing, Natural Swimmer, +2 Saves vs. Water-type spells, Speak with animals (1 per day)

AL NG
Saves Fort +2, Ref +2, Will +4
Abilities: Str 10(+0), Dex 15(+2), Con 14(+2), Int 10(+0), Wis 12(+1), Cha 16(+3)

Skills: Concentration¹ +7, Craft (Fishing)¹ +4, Heal¹ +5, Knowledge (nature) +5, Knowledge (religion) +5

Feats: Dodge

Shugenja School: Order of the Gentle Rain (Water)
Spell Save +3
Caster Level 2

0 Level: Create Water, Detect Magic, Detect Poison, Purify Food & Drink, Read Magic, Cure Minor Wounds*
1st Level: Obscuring Mist, Remove Fear, Cure Light Wounds*

* From the Orders' list
[/sblock]
Text Color: Dark Orange
 


Kenji Sato

[sblock=Final review]Name: Kenji Sato aka Kitsune
Race: Korobokuru; Gender: M; Height: 5'1"; Age: 50
Class: Beguiler; Level: 2; Weight: 85
XP: 3000; Alignment: Chaotic Neutral
Languages: Common, Dwarven, Celestial, Sylvan, Abyssal, Giant, Al-kabra, Guild Cant
Social Class: Thief
Home Town: Oriental Lands

Str: 8 (-1) [0points]
Dex: 14 (+2) [6points]
Con: 16 (+3) [10points]
Int: 16 (+3) [10points]
Wis: 10 (0) [2points]
Cha: 12 (+1) [4points]

AC: 16 (10+2 dex+3 armor+1 size)

HP: 16 HP (10 +6 con)

Initiative: +2

Speed: 20ft

Saving Throws: Base+ Mod+ Magic = Save
Fortitude: 0+3= 3
Reflex: 0+2= 2
Will: 3+0=3

Attack:
Rapier +1 1d4 18-20x2

Shortbow +5 1d4 20x2

Skills: (45) (R+Mod=Sk)
Sleight of Hand – 5+2+2=9
Concentration – 5+3=8
Spellcraft – 1+3=4
Hide – 2+2+4=8
Move Silently – 5+2=7
Bluff – 5+1+2=8
Disguise – 5+1=6
Diplomacy – 2+1+2=5
Knowledge (local) – 5+3+2=10
Gather Information – 3+1+2=6
Spot – 1+0=1
Listen – 1+0=1
Decipher Script – 1+3=4
Escape Artist – 1+2=3
Open Lock – 1+2=3
Speak language - (3) Giant, Al-kabra, Guild Cant
Conceal Spellcasting: (2skpts) – Sleight of hand check versus Spot check to notice spell casting. If you succeed they don’t know that you are spellcasting at all (no aoo’s nor counter)

Feats:
Unarmed Strike
Spell Focus (Enchantment) (DC+1)

Class Features:
Armored Mage
Trapfinding
Cloaked Casting (DC+1 vs foe denied Dexterity to AC)
Surprise Casting (Bluff vs Sense Motive + BAB; Deny Dex to AC for both attack or spell; attack must be made before next round)

Racial Abilities:
+2 saves versus Poison
+2 Knowledge (Local)
+2 saves versus spells and spell-like effects
+1 Attack roll against goblinoids
+4 dodge AC versus giants

Equipment:
Masterwork Studded Leather Armor (10lbs), Masterwork shortbow (1lb), Quiver of Arrows (1 ½ lb), Masterwork Rapier (1 lb), Spell component pouch (1 lb), Ever burning torch (1 lb), Backpack (1/2 lb), Waterskin (1 lb), Signal Whistle (-), Bedroll (1 ¼ lb), Potions of Cure Light wounds (4), Masterwork thief’s tools (1 lb)

Gold: 10gp 1sp

Carrying Capacity:
L.L= 19.5 lbs
M.L.= 20.25-39.75 lbs
H.L=10.5-60 lbs

Weight Carried: 18 ¼ lbs

Spells:
0 – 6
Dancing Lights, Daze, Detect Magic, Ghost Sound, Message, Open/Close, Read Magic

1 – 4
Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Hypnotism, Mage Armor, Obscuring Mist, Rouse, Silent Image, Sleep, Undetectable Alignment, Whelm[/sblock]

[sblock=History]
The Korobokuru village of sits near the base of a waterfall on the eastern border of the Thunder Plateau. Though the town is permanent, the Kor, in general, are a race of nomads, so many townspeople stay for a few seasons at most. Many take their herds out to the plateau, or bring their flocks of sheep south into the mountains. After a few months of sedentary life, they pick up something else and move on. Traders regularly take skins, milk, cheese, etc. to the town of Hiruma Watch on the lake to the north, but the dignified people there don't treat the Kor with much respect. They often say that it is hard to distinguish between the goatherds and the goats, what with the traditional goatees and the iron stomachs .

Your beguiler, a little smarter and more refined than your average Kor, is more pleased with town life than the rough life of the trail. This, combined with the mistrust that his arcane gifts gave his people, brought him to Hiruma Watch, where he met with the scorn the Kor usually receive. As you said he could almost pass for human, I'd say that he is tall for his people, and probably keeps his distinctive facial hair in check, so that he can pass for a short human (maybe 5'1" or 2"). I'd also imagine that he is skilled at changing his accent and speech pattern.

Anyway, as he began to use his deceptions to take locals for all they were worth, he learned a harsh reality. The head of Hiruma House hates bandits and thieves. He is quite bloodthirsty when it comes down to it. Some local scallywags that you associated with were caught stealing from merchants in town to discuss terms for the local Shackling Festival that is a few months away. The poor sods were worried about losing their hands, until with relief they were sentenced to a full day of grave-digging. After they worked from sunup to sundown, they had to toss dead bandits into the graves they had made. Of course, there were still three graves left . . . which they were promptly deposited in themselves. As the heat has recently been turned up on you, you thought it might be a good time to head for a bigger town, and so are on the road to Katsuki Ford, the seat of power in the valley . . .

He has a Tattoo of the symbol for "work" with an underlaid "hand" to show his membership to the Black Hand guild. He usually wears a glove on both hands to cover his marks so at times he can pass for elven or even a small human. He is very diligent about not killing those who don't cause a problem. He will normally berate someone in his company who breaks this simple rule of not killing when you don't have to. To the point of at times putting the transgressor on the block for the action as to keep himself undercover. Most guild associated who have met him call him Kitsune or Fox in common. This is two fold one; he bears a tattoo of a 3 tailed fox on his back over his left shoulder blade and two; he is known as both intelligent and tricky, frequently finding ways to get in places or meet people others could not.[/sblock]

[sblock]Code of Honor:
* Never steal from another member of the guild.
* Never perform another thief’s assigned task or “steal” jobs from another thief.
* Never let your own jobs interfere with the guild’s jobs.
* Don’t attract attention to the guild, especially not the attention of the town fathers.
* 10% of the take from your jobs goes to the guild; you keep the rest.
* 100% of the take from guild-assigned thefts goes to the guild, and maybe you get a taste.
* Don’t kill anyone in the commission of a job, except in self-defense. Only kill when you have to.[/sblock]
 
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The last thing for most PCs is Languages and the Personal Code. I've got some thoughts on the Code for a couple of people to get them started.[sblock=for Oathblades]1) My oath is my life. To break my oath would be worse than to lose my life.
2) My blade will be satisfied each time it is drawn. I will not return it to its rest before it has tasted blood.
3) I will not draw my blade in the presence of a bladesmith except by his permission, or for his protection. I will never harm a bladesmith, nor by inaction allow a bladesmith to come to harm.
4) I will strike down without hesitation any of the uninitiated who deign to wield a sacred blade.
5) I will hunt with vigilance any oathblade who breaks these oaths. Truly, though he be my very brother, no quarter will be shown he who is found guilty in the eyes of a bladesmith.

Thus have I sworn, so shall I live.

Note: The bladesmiths are the judges of the order of Oathblades. They can no longer use the blades in combat, but they craft them, bless them, keep track of initiates, and make rulings on whether or not oaths have been broken.[/sblock] [sblock=Monks]Traditionally, actual Buddhist monks swear to avoid the ten Nonvirtues:
In action: killing, stealing, sexual misconduct
In speech: lying, divisive words, harsh words, useless chatter
In thought: covetousness, harmful intent, wrong views

This is just a baseline to think of exactly what your vows would be.[/sblock]
 
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I placed my languages and code on my character sheet post. I'm not sure about the code. It may not be what you were looking for. I figured it was more of a personal motto for my guy, since he sort of lacks a master and is pretty much hell bent on revenge. Anyway, let me know what you think and I will adjust/change it accordingly. Thanks.
 

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