Legends of the Samurai The Mystic Arts.pdf

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rpo4010b - Legend of the Samurai - The Mystic Arts
By
Charles Rice
Additional Design By
Chris Davis
Cover Artwork
Jeremy Simmons
Interior Artwork
Joseph Wigfield
Editing
Andy Rau
Layout
Chris Davis
Play Testing
Ed Lennon, Corey Hodges,
Paula Rice, Ethan
Ripplinger, Ryan Kelley,
Jay Fitzloff, Chris Hoover,
Aaron Wiggins, Paul King,
John Abbott, Matt Allen,
Alan Dudinsky, Dominic
Sciamanda.
The ‘d20 System’ and the ‘d20 System’ logo are
Trademarks owned by Wizards of the Coast and are
used according to the terms of the d20 System License
version 1.0a. A copy of this License can be found at www.
wizards.com. Portions of this work are derived from the
d20 System Reference Document.
The mystic arts
Copyright 2005 © RPG Objects. All rights Reserved.
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Chapter One: mystic classes
Chapter One: mystic classes
Kenza
that kenza are found where they are least expected,
from the court of the Emperor to the lowliest peasant
village. Their motives are closely guarded, which
makes their behavior inscrutable and unpredictable to
those around them.
Religion: The power of the kenza is drawn from
the natural world. Some kenza believe that the gods
created this world and must be revered as the ultimate
source of their power. Others believe the world came
into being through an interplay of natural forces,
and that the gods merely stumbled across it. Devout
kenza can be found (in small numbers) in all the
faiths common to medieval Japan, from Buddhism to
Shinto to Christianity.
Background: Most kenza show a talent for their
craft at a very young age and are apprenticed to a
more experienced magician early in life. Kenza are
always seeking to expand their numbers, and look
upon the training of these apprentices as a solemn
duty. This does not mean that life is easy for the
fledgling mage—far from it. Before the kenza learns
his first magic spell, he is introduced to a life of
hard work and expected to demonstrate a thorough
understanding of the laws of nature.
Bloodline: Kenza are born, not made, and this
innate talent manifests itself in people of all social
classes. Most kenza care little for issues of birth
and heredity; it’s difficult to tell by their dress or
mannerisms whether a magician comes from a noble
background or is the basest of outcasts.
Other Classes: Kenza get along well with all other
professions, though some samurai naturally distrust
kenza for living outside the natural social order. On
the other hand, kenza get along very well with ronin,
ninja, and other “outcast” classes precisely because
they all exist outside the accepted social structure.
Role: A kenza serves the part of the traditional
mage very well, providing long-range attack spells
to supplement any archers in the party. At low levels
they need frontline fighters to keep their foes at bay
while they work their magic; while they always
benefit from such protection, this need lessens as the
power of the kenza’s spells grow.
The kenza is a master of the
elements, a mystic who can use his
knowledge of the magic arts to rain
destruction down on his enemies. His Ki is so strong
he can bend nature herself to his will. In a warrior
culture, the kenza is both respected and feared.
Adventures: The kenza is a seeker after
knowledge, and his adventures usually reflect that
quest. Kenza also travel the land seeking mentors
with whom to advance their knowledge of the
mystic arts. Occasionally a kenza takes service with
a daimyo and undertakes adventures at his lord’s
request.
Characteristics: The kenza is a master of
destructive magic who can harness the power of
nature to assault his foes. The kenza is also a skilled
scholar, and many members of this class live in the
wild, studying the sublime harmony of nature.
Honor: The kenza cares little about honor; he lives
in a society of his own governed by unique rules.
Living outside the rigid orderliness of society means
Game Rule Information
Kenza have the following game statistics.
Abilities: The most important ability for the kenza
is determined by his first elemental mastery (see
below). Because casting spells in armor is difficult, a
high Dexterity is also a key ability for the kenza.
Honor: Kenza can come from virtually any walk
of life; this class has no Honor requirements.
Hit Die: 1d6
Legends of the samurai: The mystic arts
Welcome to Legends of the Samurai: the Mystic Handbook, the second installment in the Legends of the
Samurai series. For all of you who read the first book and hated it… well, you’re probably not reading this.
But for those of you who read the first book and loved it, but proclaimed, “What, no magic?!”—this book is
for you.
Legends of the Samurai brings the mystical world of medieval Japan to life. This book details Japan’s
many exotic religions and varied forms of magic. New rules describe the means by which shokunin bring
enchanted weapons to life, and the ways that wielders can tap into the full potential of those weapons.
Also within these pages you’ll find four new core classes for arcane and divine casters, a new magic
system, many new feats, an even greater number of new spells, new priestly domains, and rules for magical
weapons.
Class Skills
The kenza’s class skills (and the key ability for each
skill) are: Concentration (Con), Craft (alchemy) (Int),
Decipher Script (Int), Diplomacy (Cha), Knowledge
(arcana, astrology, calligraphy, Chinese classics,
Chinese poetry, composition and rhetoric, divination,
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Chapter One: mystic classes
history, Japanese poetry, law, mathematics, medicine,
nature, nobility and royalty, politics, tactics) (Int)
Spellcraft (Int), and Survival.
Skill Points at 1 st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int
modifier.
• Cold: add Balance and Tumble to kenza class
skill list
• Earth: +2 bonus on all Fortitude saves
• Fire: add Bluff and Gather Information to kenza
class skill list
• Water: add Climb and Swim to kenza class skill
list
Once he has acquired multiple elemental spell lists
in this manner, the kenza may also choose spell lists
that combine two or more of his known elemental
masteries: magma and weather.
Alternatively, instead of selecting a new spell
list when he gains the Elemental Mastery ability,
the kenza may instead choose to master a spell list
he already knows. Each time the kenza selects an
already-acquired spell list, he may choose one of the
following abilities to apply to it:
Elemental Ease (Prerequisite Elemental
Mastery): The spell point cost of all spells of
the chosen element is reduced by -2 spell points.
The minimum spell point cost for each spell level
is the lowest amount that can be achieved on the
spell point table (0 spell points for 0 and 1 st level
spells, 1 spell point per level for all other spells).
Elemental Power (Prerequisite Elemental
Mastery): The DC for all spells of the chosen
element is increased by +2 spell points.
Elemental Resistance (Prerequisite
Elemental Mastery): You gain 1 DR
per spell level you can cast (i.e. without
overcasting) against attacks of the chosen
element (air, cold, earth, fire or water). You
may choose this ability more than once.
Its effects stack.
Elemental Ease, Improved
(Prerequisite Elemental Ease): You may
apply any of the following to spells of
the chosen element: Enlarge Spell, Extend
Spell, Silent Spell and Still Spell. You do
not need the appropriate feat to apply these
Class Features
All of the following are class features of the kenza.
Weapon and Armor Proficiency: Weapon
Proficiency (Knives, Spears and Staves)
Arcane Spells: A kenza casts arcane spells drawn
from one or more of the elemental spell lists (see the
Elemental Mastery ability below for a description of
this process).
To cast a spell, a kenza must have a minimum
ability score equal to at least 10 + the spell’s level
(11 for a 1 st -level spell to as high as 19 for a 9 th -level
spell). The ability required is determined by the
element in question as detailed below; a kenza might
need many high abilities to be a master of all the
elements.
Like other spellcasters, the kenza has a limited
number of replenishable spell points with which to
cast spells, as detailed on Table 2-1: Spell Points. The
first element selected by the kenza determines which
ability modifies his spell points.
Elemental Mastery: At 1 st , 4 th , 8 th , 12 th , 16 th , and
20 th level the kenza gains the Elementary Mastery
ability, and may pick one of the following elemental
spell lists: Air, Cold, Earth, Fire or Water. The kenza
may cast spells based on that element normally. The
first element a kenza chooses determines the ability
score from which he derives his bonus spell points:
Air (Wisdom), Cold (Dexterity), Earth (Constitution),
Fire (Charisma) or Water (Strength).
Each time a kenza acquires one of these five
elemental lists, he gains the following ability,
depending on the element selected:
• Air: add Spot and Listen to kenza class skill list
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Chapter One: mystic classes
effects to spells of the chosen element, and they do
not increase the casting cost of the spell in question.
You may only apply one of these effects to a given
spell casting, but you may change which effect to
apply from round to round.
Elemental Ease, Greater (Prerequisite Improved
Elemental Ease): You may apply any of the following
effects to spells of the chosen element: Empower
Spell, Maximize Spell, Quicken Spell or Widen Spell.
You do not need the appropriate feat to apply these
effects to spells of the chosen element, and they do
not increase the casting cost of the spell in question.
You may only apply one of these effects to a given
spell casting, but you may change which effect to
apply from round to round.
Elemental Solace: When near a large quantity of
an element he has mastered, the kenza finds it easier
to meditate and recover his strength. His spell point
recovery is increased by +1 per hour. This source
might be a campfire for a fire kenza, a river or lake
for a water kenza, a mountain for an earth kenza or a
pure mountain breeze for an air kenza. At 14 th level,
this bonus increases to +2 spell points per hour.
Ki: Beginning at 5 th level the kenza can tap the
power of his Ki once per day. He can use his Ki to
cast any spell of 0-3 rd level without paying the spell
point cost. This ability may not be used on spells
marked with asterisk on the spell chart or on any spell
that has a metamagic feat applied to it.
At 10 th level the kenza can use his Ki twice per day
and can cast spells of up to 5 th level with this ability.
At 15 th level the kenza can use his Ki three times
per day and cast spells of up to 7 th level with this
ability.
At 20 th level the kenza can use his Ki four times per
day and cast spells of up to 9 th level with this ability.
Bonus Feats: At the levels indicated on the class
table, the kenza can choose a bonus feat from the
following list: Aikijutsu, Analytical Combat, Bojutsu,
Educated, Empower Spell, Enlarge Spell, Extend
Table 1-1: The Kenza
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1 st +0 +0 +0 +2
Elemental Mastery
2 nd +1 +0 +0 +3
3 rd +1 +1 +1 +3
Elemental Solace
4 th +2 +1 +1 +4
Elemental Mastery
5 th +2 +1 +1 +4
Ki 1/day (0-3rd level spells)
6 th +3 +2 +2 +5
Bonus Feat
7 th +3 +2 +2 +5
8 th +4 +2 +2 +6
Elemental Mastery
9 th +4 +3 +3 +6
Elemental Consort
10 th +5 +3 +3 +7
Ki 2/day (4th-5th level spells)
11 th +5 +3 +3 +7
12 th +6/+1 +4 +4 +8
Elemental Mastery; Bonus Feat
13 th +6/+1 +4 +4 +8
14 th +7/+2 +4 +4 +9
Elemental Solace (Greater)
15 th +7/+2 +5 +5 +9
Ki 3/day (6th-7th level spells)
16 th +8/+3 +5 +5 +10
Elemental Mastery
17 th +8/+3 +5 +5 +10
Elemental Consort, Greater
18 th +9/+4 +6 +6 +11
Bonus Feat
19 th +9/+4 +6 +6 +11
20 th +10/+5 +6 +6 +12 Elemental Mastery; Ki 4/day (8th-9th level spells)
Spell, Heighten Spell, Innate Spell, Jodo,
Jojutsu, Low Profile, Maximize Spell, Metabolic
Fuel, Poise, Power Surge, Quicken Spell,
Renown, Silent Spell, Still Spell and Widen Spell.
Elemental Consort: At 9 th level the kenza can
summon elementals of any element for which he
has taken Elemental Mastery (in other words, of
any elemental spell type he can cast). The kenza can
summon 1 large elemental, 1-2 medium elementals or
1-3 small elementals of the chosen type. This ability
can be used once per day; elementals summoned in
this fashion remain until they are slain or until the
kenza dismisses them. They serve the kenza willingly
as a kindred spirit.
At 17 th level the kenza can summon 1 elder
elemental, 1-2 greater elementals, 1-3 huge
elementals, 1-4 large elementals, 1-6 medium
elementals or 1-8 small elementals.
Mahoutsukai
The mahoutsukai is a master of sorcery, or
so-called “black” magic. He does not wield
the power of the gods like the senkensha and the
shukke, nor can he shape nature to his will like the
kenza. Instead, the mahoutsukai relies on his ability
to bend the minds of others, making them see his lies
as reality. As his power grows, the mahoutsakai’s
lies are potent enough to actually reshape reality
in accordance with his will. Despite his power (or
perhaps because of it), the mahoutsukai is considered
a disreputable, dishonorable figure.
Adventures: The mahoutsukai is a wanderer by
nature, because he is something of an outcast. The
mahoutsukai is also an adventurer at heart and always
desires new, exciting experiences. These tendencies
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Chapter One: mystic classes
combine to make a mahoutsukai want to be “where
the action is”—in other words, in the middle of
trouble.
(or worse, a stain on the family honor worthy only of
death).
Other Classes: Since they are considered the
antithesis of honor, many mahoutsukai consort with
ninja, who are equally despised. Indeed, many ninja
train in the ways of mahoutsukai—one source of the
ninja’s reputation for hypnotic powers and the ability
to bend the will of others.
Role: The mahoutsukai provides information
and deception magic to his group, helping the party
achieve their aims subtly.
Characteristics: The mahoutsukai is a
master of enchantments and illusions.
He is a magical conman much like the
mountebanks and gypsies of Europe.
Honor: Many consider the
mahoutsukai the antithesis of honor.
Where the samurai strives to be clear
in his intentions (even when that
intention is to kill his opponent), the
mahoutsukai strives to deceive. The
kenza is understood by honorable men
and women, even though his tools are
the elements rather than the sword. The
mahoutsukai, however, uses deceit as his
weapon and wears his dishonor as a
badge.
Religion: Many mahoutsukai
revere Uzume and regard her as the
creator of their craft. Most mahoutsukai
use religion the same way they use
everything else: as a convenient tool for
deception, to be discarded the moment it
becomes cumbersome.
Background: Like most spellcasters,
mahoutsukai show a talent for their art at
a young age. A youth who demonstrates
a predilection for the ways of the
mahoutsukai is typically recruited by an
older mahoutsukai, who desires to pass
along the art and see it flourish in future
generations.
Bloodline: Mahoutsukai come from all
bloodlines, but the majority rise from the
lower bloodlines which are more willing to cast
aside traditional notions of honor and loyalty. A
mahoutsukai from a noble or warrior family would
be considered a “black sheep” unworthy of mention
Game Rule Information
Mahoutsukai have the following game statistics.
Abilities: Charisma is the most important ability
for the mahoutsukai, as it helps him cast his spells
and weave his more mundane lies (through his many
Charisma-based skills). Intelligence and Dexterity
are also important, as the mahoutsukai must be quick
of mind and body when his deceptions are inevitably
discovered.
Honor: The mahoutsukai has no Honor
requirements.
Hit Die: 1d6
Class Skills
The mahoutsukai’s class skills (and the key ability
for each skill) are: Appraise (Int), Balance (Dex),
Bluff (Cha), Climb (Str), Concentration (Con), Craft
(alchemy) (Int), Decipher Script (Int), Diplomacy
(Cha), Disguise (Cha), Escape Artist (Dex), Forgery
(Int), Gather Information (Cha), Hide (Dex),
Knowledge (divination) (Int), Listen (Wis), Move
Silently (Dex), Sense Motive (Wis), Sleight of Hand
(Dex), Spellcraft (Int), Spot (Wis) and Use Rope
(Dex).
Skill Points at 1 st Level: (6 + Int. modifier) x4.
Skill Points at Each Additional Level: 6 + Int
modifier.
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