OA6 Ronin Challenge

Conversion to 3e Oriental Adventures

IN PROGRESS

I will announce when the conversion is finished on the main page of The Wu Jen, and place a posting on the Wizards.Com Boards and ENWorld boards.

Smith, Curtis and Rick Swan.  1990.  OA6 Ronin Challenge.  TSR, Inc.  96 pp.

This module is available as a free download in pdf format from the Wizards Classic Download page.


The notes for conversion are listed by page number on the actual printed pages, not the page numbers displayed when viewed in Adobe Acrobat Viewer.

General Notes

Money

Chapter 1: Suijeng

Chapter 2: Saihoji

  • Page 25
    Sun Ya Sen, Chancellor (statistics not in original)
    Ch'ou Chu Lan, Chamberlain (statistics not in original)
  • Page 26
    Kao Shan Ten, The Imperial Wu Jen
    (statistics not in original)
    Ju Hai Chu, Minister of State
    (statistics not in original)
    Kwan Chan Sen, Grand General
    (statistics not in original)
  • Page 27
    Master Tai Chai Ming, Minister of Magic
    (statistics not in original)
    Yui Min Li, Minister of Faith
    (statistics not in original)
  • Page 28
    Admiral Chou Lin Shi, Minister of the Sea
    (statistics not in original)
    Non Lu Non, Minister of Agriculture
    (statistics not in original)
    Kwan Ching Lo, Minister of Public Works
    (statistics not in original)
  • Page 29
    Ting Mei Wan, Minister of State Security
    (statistics not in original)

Chapter 3: The Shou Mountains

  • Page 31
    Villager
    Village Militiaman
  • Page 32
    Hkum Yeng Nat
  • Page 33
    Boar
    Tiger
    Jishin Mushi (Earthquake Beetle, New Monster)
    Tigbauna Buso
    Large Giant Scorpion
    Huge Giant Constrictor Snake
    Jiki-niku-gaki
    Wolves
    The Wanderer
    Clumsy Spy
  • Page 34
    Imperial Ambush: Soldiers and Light Warhorses
  • Page 38-39
    Fukawa (statistics not in original)

General Notes

All classes and prestige classes I used are in the Player's Handbook, Dungeon Master's Guide, and Oriental Adventures.  I also used a few feats from the Rokugan Campaign Setting, but it is not necessary to own this book to use the conversions.

Money 1e gp have a different value than 3e gp, and so translating from 1e OA currency to 3e currency is not straightforward.  I did a "commodity basket" analysis and found the following values to be approximately true:

1e OA currency 3e currency
1 chi'en 1 gp
6 tael/ch'ao 1 gp
6 yuan 1 sp
6 fen 1 cp

Page 13

Awang Sophir: Male human Mnk 6; CR 6; medium size humanoid (human); HD 6; hp 6d8+6; Init +1; Spd 50 ft.; AC 15 (touch 15, flat-footed 14); Atk +6/+3 melee (d6+1, 19-20/x2, masterwork butterfly sword) +5/+2 melee (d8+1, 20/x2, unarmed) or ranged (d8, 19/x2, light crossbow); SA Unarmed strike, stunning attack, Improved Trip; SQ Might Works Masteri I, Evasion, Deflect Arrows, Still Mind, Slow Fall, Purity of Body; AL LE ; SV Fort +6, Ref +6, Will +10; Str 15; Dex 12; Con 12; Int 11; Wis 17; Cha 8.

Skills and Feats: Climb +10, Escape Artist +10, Jump +10, Listen +12, Tumble +10; Improved Grapple, Choke Hold, Fists of Iron, Iron Will.

Special Attacks: Unarmed strike, stunning attack (6/day, DC = 16).

Special Qualities: Mighty Works Mastery I (+2 dodge bonus to AC whenever making an unarmed attack and using full-attack option), Evasion (escapes all damage if successful save vs. Reflex attack), Deflect Arrows, Still Mind (+2 vs. Enchantment school spells and effects), Slow fall (can fall up to 30 ft. if within arm's length of a wall and not suffer damage), Purity of Body (immune to nonmagical diseases).

Possessions: Masterwork butterfly sword.

Sensei Lu-che: Male human Mnk 1 / Soh 6; CR 7; Medium humanoid (human); HD 1d8 + 6d10 +; hp 48; Init +1; Spd 20 ft.; AC 16 (touch 11, flat-footed 15); Atk +8 melee (d10+4, 20/x3, +1 naginata) +6 melee (d8+2, 20/x2, unarmed) or +5 ranged (d8+2, 20/x3, mighty [+2] masterwork composite longbow); Reach 5 ft. or 10 ft. with naginata; SA Empty Hand Mastery, Unarmed strike, stunning fist, Ki frenzy; SQ Evasion, Deflect Arrows, Remain Conscious, Strength of Mind, spells;AL LG; SV Fort +7, Ref +5, Will +8; Str 14; Dex 13; Con 11; Int 9; Wis 12; Cha 16.

Skills and Feats: Bluff +7, Concentration +8, Diplomacy +11, Tumble +5* (* suffer a -4 penalty when wearing chainmail); Weapon Focus (naginata), Deflect Arrows, Power Attack, Fists of Iron, Remain Conscious, Sunder, Eagle Claw Attack, Ki Shout.

Special Attacks: Empty Hand Mastery (unarmed damage increased from 1d6 to 1d8), Unarmed strike, Ki frenzy (+2 Str, +2 Dex, +10 ft. movement, flurry of blows with one extra attack but all at -2; 2/day).

Special Qualities: Strength of Mind (immune to stunning and magical sleep).

Spells Prepared (2; base DC = 10 + spell level): 1st -- bane, shield of faith.

Possessions: +1 naginata, mighty (Str 14) masterwork composite longbow, masterwork chainmail.

Page 14

Ogawa Besar: Male human Bar 7; CR 7; Medium humanoid (human); HD 7d10+21; hp 65; Init +2; Spd 30 ft. (40 ft. unarmored); AC 15 (touch 12, flat-footed 15); Atk +11/+6 melee (d10+6, 20/x2, greatclub) or +11/+6 melee (d4+4, 20/x2, unarmed) or +9/+4 ranged (d6, 20/x3, shortbow); SQ Rage, Uncanny Dodge;AL N; SV Fort +8, Ref +4, Will +0; Str 19; Dex 14; Con 17; Int 4; Wis 7; Cha 8.

Skills and Feats: Climb +9; Improved Unarmed Strike, Improved Grapple, Choke Hold, Fists of Iron.

Special Qualities: Rage (+4 Str, +4 Con, -2 AC, +2 morale bonus to Will saves, lasts 6 rounds, fatigued afterward [-2 Str, -2 Con, can't run or charge], 2/day), Uncanny Dodge (retains Dex bonus to AC even when flat-footed, can't be flanked except by rogue 4 levels higher).

Possessions: Greatclub, shortbow, masterwork hide armor.

Shi Lo: Human male Sam 6; CR 6; medium size humanoid (human); HD 6d10+6; hp 42; Init +2; Spd 20 ft.; AC 17 (touch 12, flat-footed 15); Atk +10/+5 melee (d10+4, 19/x2, +1 katana) or +8/+3 (d4+2, 20/x2, unarmed) or +9/+4 ranged (d8+2, 20/x3, mighty [Str 14] masterwork composite longbow); SQ Ancestral daisho; AL LG; SV Fort +6, Ref +6, Will +6; Str 14; Dex 15; Con 12; Int 12; Wis 13; Cha 14.

Skills and Feats: Climb +8, Craft (Calligraphy) +9, Diplomacy +9, Iaijutsu Focus +11, Sense Motive +10; Tumble +3 (cross-class); Defensive Throw, Dodge, Lightning Reflexes, Prone Attack, Improved Unarmed Strike, Weapon Focus (katana).

Special Qualities: Ancestral daisho (+1 katana).

Possessions: +1 katana (ancestral daisho), wakizashi (ancestral daisho), masterwork lamellar armor, mighty (Str 14) masterwork composite longbow.

Page 17

Fleet-footed Racer: Human male or female Mnk 5; CR 5; medium sized humanoid (human); HD 5d8+5; hp 20; Init +2; Spd 40 ft.; AC 15 (touch 15, flat-footed 13); Atk +5 melee (d6+1, 20/x2, masterwork kama) or +7 melee (d8+1, 20/x2, unarmed) or +5 ranged (d8, 20/x2, light crossbow); SA  Unarmed strike, stunning fist; SQ Evasion, Still Mind, Slow Fall, Purity of Body; AL LN; SV Fort +5, Ref +6, Will +6; Str 12; Dex 14; Con 13; Int 10; Wis 14; Cha 10.

Skills and Feats: Balance +10, Climb +9, Jump +9, Knowledge (Arcana) +8, Tumble +10; Deflect Arrows, Dodge, Weapon Focus (unarmed), Weapon Finesse (unarmed).

Special Attacks: Unarmed attack, stunning fist (DC 14) 5/day.

Special Qualities: Evasion (no damage on successful save vs. Reflex attack), Still Mind (+2 vs. Enchantment school spells and effects), Slow Fall (can fall up to 20 ft. withoyt damage if withing arm's length of a wall), Purity of Body (immune to nonmagical diseases).

Page 20

Jaufan: Male human Soh 4; CR 4; Medium humanoid (human); HD 4d10+4; hp 23; Init +5; Spd 20 ft.; AC 16 (touch 11, flat-footed 15); Atk +4 melee (2d8+1, 20/x3, nagamaki) +4  melee (1d4+1, 20/x2, unarmed) or +4 ranged (d8, 20/x3, composite longbow); SA Ki frenzy 2/day; SQ Spells; AL LE; SV Fort +5, Ref +2, Will +5; Str 13; Dex 13; Con 12; Int 10; Wis 13; Cha 14.

Skills and Feats: Bluff +5 (cross-class), Iaijutsu Focus +9, Profession (Guard) +8; Deflect Arrows, Improved Initiative, Improved Unarmed Strike, Ki Shout, Weapon Focus (nagamaki).

Special Attacks: Ki frenzy (+2 Str, +2 Dex, +10 ft. movement, flurry of blows with one extra attack at highest BAB but all at -2, 4 rounds, fatigued after [-2 Str, -2 Dex, can't run or charge],  2/day).

Spells Prepared (1, base DC = 11 + spell level): 1st -- Doom.

Possessions: Nagamaki, composite longbow, lamellar armor.

Markao Jaitzen: human male Soh 4; CR 4; Medium humanoid (human); HD 4d10+4; hp 26; Init +2; Spd 20 ft.; AC 16 (12 touch , 14 flat-footed ); Atk +4 melee (d8, 20/x3, longspear) or + 5 melee (d4, 20/x2, unarmed) or ranged (d8, 19/x2, light crossbow); Reach 5 ft. (10 ft. with longspear); SA Ki frenzy 2/day; SQ Spells; AL LG; SV Fort +5, Ref +3, Will +5; Str 10; Dex 15; Con 12; Int 14; Wis 12; Cha 10.

Skills and Feats: Concentration +8, Craft (Tea Ceremony) +9, Diplomacy +7, Heal +8, Knowledge (Religion) +9; Deflect Arrows, Dodge, Fists of Iron, Improved Unarmed Strike, Weapon Focus (unarmed).

Special Attacks: Ki frenzy (+2 Str, +2 Dex, +10 ft. movement, flurry of blows with one extra attack at highest BAB but all at -2, 4 rounds, fatigued after [-2 Str, -2 Dex, can't run or charge],  2/day).

Spells Prepared (1; base DC = 11 + spell level): 1st -- Shield of faith.

Possessions: Masterwork brigandine armor, longspear, light crossbow.

Kwan Wan Lo: Male human Ftr 6; CR 6; medium sized humanoid (human); HD 6d10+12; hp 40; Init +0; Spd 20 ft.; AC 13 (10 touch , 13 flat-footed ); Atk +7/+2 melee (d8+4, 19/x2, longsword wielded two-handed) or +8/+3 melee (d4+2, 20/x2, unarmed) or +6/+1 ranged (d6+2, 20/x2, javelin);AL LN; SV Fort +8, Ref +3, Will +3; Str 15; Dex 10; Con 14; Int 13; Wis 10; Cha 11.

Skills and Feats: Climb +11, Jump +11, Ride +9, Tumble +4 (cross-class); Close-Quarters Fighting (from Sword and Fist, allows attack against any grapple attempt even if not normally allowed, can add damage dealt to DC for grappler to succeed), Earth's Embrace, Expertise, Improved Grapple, Improved Trip, Improved Unarmed Strike, Luck of Heroes, Superior Expertise.

Possessions: +1 longsword, masterwork ashigaru armor, 3 javelins.

Combat: Kwan Wan Lo will put all of his BAB into AC and fight defensively, trying to pin his opponent with Earth's Embrace, and then apply the pressure.

Fuantze Wah: human male Rog 4; CR 4; Medium humanoid (human); HD 4d6; hp 18; Init +7; Spd 30 ft.; AC 15 (13 touch , 15 flat-footed ); Atk +3 melee (d6-1, 20/x2, masterwork nunchaku) or +2 melee (d4-1, 20/x2, unarmed) or +6 ranged (1d4-1, 20/x2, dart); SA Sneak attack; SQ Evasion, Uncanny Dodge; AL CE; SV Fort +1, Ref +7, Will +0; Str 8; Dex 16; Con 10; Int 14; Wis 8; Cha 12.

Skills and Feats: Balance +10, Bluff +10, Climb +6, Diplomacy +8, Escape Artist +10, Gather Information +8, Intimidate +8, Jump +6, Listen +6, Perform +8, Pick Pocket +10; Improved Initiative, Skill Focus (Bluff); Improved Unarmed Strike.

Special Attacks: Sneak attack +2d6 damage.

Special Qualities: Evasion (no damage on successful save requiring Reflex save), Uncanny Dodge (retains Dex bonus to AC even if flat-footed).

Possessions: Masterwork leather armor, masterwork nunchaku, 5 darts.

Combat: Fuantze Wah will try to get the jump on his opponent and win initiative and sneak attack; during combat he will take a standard action to use the Bluff skill, and if successful, sneak attack the next round when his target is denied his Dex bonus.

Page 25

Sun Ya Sen, The Chancellor: Human female Ari 4/Sam 10/Weapon Master 6; CR 20; Medium humanoid (human); HD 4d8+10d10+6d10; hp 127; Init +5; Spd 20 ft. (30 ft. armored); AC 15 unarmored (15 touch , 14 flat-footed ) or 25 armored (15 touch, 24 flat-footed); Atk +24/+19/+14/+9 melee (d10+3+1d6 fire, 19/x2, +2 flaming katana) or +21/+16/+11/+6 ranged (d8+2, 20/x3, +1 mighty [Str 12] composite longbow); SA Ki damage, Increased multiplier; SQ Weapon of Choice, Superior Weapon Focus, Superior Combat Reflexes, Ancestral daisho; AL LG; SV Fort +10, Ref +10, Will +10; Str 13; Dex 13; Con 10; Int 16; Wis 16; Cha 7.

Skills and Feats: Craft (Calligraphy) +9, Diplomacy +8, Forgery +7, Intimidate +21, Knowledge (Etiquette) +15, Knowledge (Nobility and Royalty) +8, Knowledge (Geography) +12, Listen +6, Perform (Shamisen) +7, Profession (Courtier) +14, Ride +14, Sense Motive +30, Spot +9, Swim +6 (+2 armored); Languages: Common, Celestial, Court, Draconic, Tengu; Combat Reflexes, Dodge, Expertise, Improved Disarm, Improved Initiative, Mobility, Quick Draw, Skill Focus (Sense Motive), Skill Focus (Knowledge: Nobility and Royalty), Smooth Talk, Weapon Focus (katana), Whirlwind Attack.

Special Attacks: Ki Damage (Maximum damage with katana on non-critical hit 3/day), Increased Multiplier (Katana multiplier x3 in critical hit 3/day), Superior Combat Reflexes (Allowed attacks of opportunity per round equals 1 + Dex bonus + Wis bonus, or 4 attacks).

Special Qualities: Weapon of Choice (katana), Superior Weapon Focus (katana +1 attack).

Possessions: +2 flaming katana, wakizashi, +3 great armor, +4 ring of protection, sacred ofuda, soaring cran talisman, 2 potions of cure moderate wounds, 3 potions of remove poison, +1 mighty (Str 12) composite longbow, ring of mind shielding.

Ch'ou Chu Lan: Human male Mnk 10; CR 10; Medium humanoid (human); HD 10d8+10; hp 51; Init +1; Spd 60 ft.; AC 17 (17 touch, 16 flat-footed ); Atk +6/+3/+0 melee (d10-1, 20/x2, unarmed) or +7/+2 ranged (d8, 20/x2, light crossbow); SA Unarmed strike, stunning attack, Ki strike (+1); SQ Gentle Way Mastery, Evasion, Improved Evasion, Still Mind, Slow Fall, Purity of Body, Wholeness of Body, Leap of the Clouds; AL LG; SV Fort +10, Ref +10, Will +12; Str 8; Dex 13; Con 12; Int 14; Wis 19; Cha 14.

Skills and Feats: Concentration +12, Diplomacy +14, Jump +12, Knowledge (Arcana) +12, Knowledge (Etiquette) +8, Knowledge (Nobility and Royalty) +6, Listen +6, Sense Motive +10, Spot +4, Tumble +14; Combat Reflexes, Defensive Throw, Dodge, Great Throw, Improved Trip, Kami's Intuition, Skill Focus (Diplomacy).

Special Attacks: Stunning attack (DC 19, 10/day), Ki strike (unarmed attacks can bypass damage reduction up to +1/-).

Special Qualities: Gentle Way Mastery (make self unmoveable 1/day, automatically winning opposed Str checks to move you or not running despite fear), Evasion and Improved Evasion (No damage on successful save requiring Reflex save, half damage if not successful), Still Mind (+2 save vs. Enchantment school spells and effects), Slow Fall (can fall up to 50 ft. without damage if within arm's length of wall), Purity of Body (immune to nonmagical diseases), Wholeness of Body (can cure up to 20 hp of own damage per day), Leap of the Clouds (jumping distance not limited by height).

Possessions: Origami fan talisman, jade safestone talisman, potion of invisibility, potion of cure moderate wouds, 2 potions of remove poison, hakama (robe) of resistance +2, sandals of the tiger's leap (Sword and Fist, must have 5 ranks in Tumble or Jump, can perform flying kick on charge to inflict double damage).

Page 26

Kao Shan Ten, Imperial Wu Jen: Human male Wuj 20; CR 20; Medium humanoid (human); HD 20d4+20; hp 58; Init +4; Spd 30 ft.; AC 17 (touch 17, flat-footed 17); Atk +15/+10 melee (d6+6, 20/x2, +3 quarterstaff) or +11/+6 ranged (d8+1, 20/x2, +1 light crossbow); SQ Elemental Mastery, Sudden Action, Spell Secrets, Spells, Innate Spell (true strike); AL NG; SV Fort +7, Ref +6, Will +15; Str 15; Dex 10; Con 12; Int 22; Wis 17; Cha 10.

Skills and Feats: Alchemy + 20, Concentration +23, Craft (Origami) +10, Knowledge (Etiquette) +11, Knowledge (Arcana) +22, Knowledge (Spirits) +20, Knowledge (Planes) +11, Knowledge (History) +17, Profession (Courtier ) +12, Scry +18, Spellcraft +20, Speak Language (Common, Spirit Tongue, Tasloi, Yuan-ti, Draconic, Buso, Celestial, Infernal, Terran); Craft Wand, Innate Spell (true strike; from Tome and Blood, can be cast at will as spell-like ability, powered by 9th-level spell slot), Power Attack, Quicken Spell, Silent Spell, Craft Wondrous Item, Heighten Spell, Still Spell, Spell Penetration.

Special Qualities: Elemental Mastery (+2 spell save DC for all fire and metal spells; +2 save vs. fire and metal magic), Spell Secrets (Kao Shan Ten has the following spells associated with spell secrets as noted: dispel magic [silent, still], dismissal [silent], shield [still], globe of invulnerability [silent], detect thoughts [silent].

Spells Prepared (4/5/5/5/5/5/5/4/4/3; base DC = 16 + spell level): 0--dancing lights, detect magic (2), detect poison; 1st --smoke ladder (fire), iron scarf, protection from chaos, shield (spell secret: silent), ventriloquism; 2nd--bull's strength, cat's grace, detect thoughts (spell secret: silent), see invisibility, whispering wind; 3rd--protection from elements (all), fireball (fire), magnetism (metal), dispel magic (spell secret: silent, still), tongues; 4th--scrying, dismissal (spell secret: silent), snake darts, wall of bones, charm monster; 5th--cone of cold, dream, metal skin (metal), summoning wind, hold monster; 6th--hold person (heightened), geas/quest, globe of invulnerability (spell secret: silent), repulsion, greater dispelling; 7th--decapitating scarf, commune with greater spirit, disintegrate, teleport without error; 8th--repel metal or stone (metal), mind blank, whirlwind, etherealess; 9th--internal fire (fire), imprisonment, shapechange.
    *Spells marked with fire and metal have a +2 increase to their save DCs.

Spellbook: Kao Shan Ten knows all wu jen spells of levels 0 through 6th; 7th--statue, delayed blast fireball (fire), decapitating scarf (metal), commune with greater spirit, disintegrate, teleport without error, withering palm; 8th--incendiary cloud (fire), repel metal or stone (metal), mind blank, surelife, whirlwind, etherealness; 9th--internal fire (fire), astral projection, imprisonment, shapechange, wish.

Possessions: Wand of fireballs (heightened to level 7, 38 charges), wand of hold person (heightened to level 7, 42 charges), bracers of armor +3, ring of protection +4, scrolls (summon monster IX, stone to flesh, flesh to stone x2, confusion x3, greater dispelling, dispel magic x3, scry, aiming at the target, see invisibility x4), mirror of purity talisman, silent bell talisman, twilight lantern, ring of evasion, brazier of commanding fire elementals, charm of protection from spirits (DC 13), portable hole, potion of cure moderate wounds x3, potion of slow poison x2, +3 quarterstaff, +1 light crossbow.

Combat: When casting spells that require an attack roll, Kao Shan Ten first uses true strike as an innate ability.  He'll also use this ability in melee combat, and then allocate a substantial portion of his attack bonus to damage with Power Attack unless the target is difficult to hit.

Ju-Hai Chu, Minister of State: Male human Sam 10, Weapon Master 10; CR 20; Medium humanoid (human); HD 20d10+40; hp 149; Init +2; Spd 20 ft.; AC 22 (touch 14, flat-footed 20); Atk +26/+21/+16/+11 melee (d10+5, 17/x2, +4 vorpal ghost touch katana) or +22/+17/+12/+7 ranged (d8, 20/x2, weapon); Reach 5 ft.; SA ki damage, imcreased multiplier, ki critical, ki whirlwind attack; SQ superior combat reflexes; AL N; SV Fort +16, Ref +16, Will +17; Str 13; Dex 14; Con 15; Int 16; Wis 16; Cha 15.

Skills and Feats: Battle +13 [or appropriate Craft skill if playing without Rokugan sourcebook], Bluff +7, Diplomacy +15, Iaijutsu Focus +15, Intimidate +12, Knowledge (Etiquette) +10, Knowledge (Nobility and Royalty) +10, Knowledge (Secret Societies) +14, Knowledge (War) +9, Perform (Tea Ceremony) +8, Ride +14, Sense Motive +13, Spot +14; Cleave, Combat Reflexes, Dodge, Expertise, Great Cleave, Heavy Armor Proficiency, Improved Disarm, Luck of Heroes, Mobility, Power Attack, Run, Skill Focus (Knowledge: Secret Societies, Knowledge: War), Weapon Focus (Katana), Whirlwind Attack.

Special Attacks: Ki Damage 10/day (maximum damage with katana, cannot be applied to criticals), Increased Multiplier 4/day (increase katana's critical damage from x2 to x3), Suprior Weapon Focus (+1 to hit with katana), Ki Critical (+2 to critical range with katana), Ki Whirlwind Attack (can perform whirlwind attack as standard action).

Special Qualities: Superior Combat Reflexes (attacks of opportunity allowed per round equals 6, or 1 + Dex mod + Wis mod).

Possessions: +4 vorpal ghost touch katana, potion of fly (caster level 7; ancestral daisho), +2 wakizashi (ancestral daisho), +3 great armor of fortification (75% chance to negate extra damage from a critical hit or sneak attack), potion of cure moderate wounds (3, caster level 10), hakama (cloak) of resistance +3, ring of protection +2, gem of wishes (1 wish left), golden leaf taisman (pass without trace), acorn of visons talisman (clairvoyance), potionof haste (caster level 12).

 

Kwan Chan Sen, Grand General: Human male ftr 15; CR 15; Medium humanoid (human); HD 15d10-15 ; hp 82; Init +2; Spd 20 ft. (elderly); AC 16 (touch 10, flat-footed 16); Atk +17/+12/+7 melee (d8+5, 19/x2, +4 defending longsword) and +15/+10/+5/+0 (d6+3+1d6 electricity, 19/x2, +2 shock shortsword) or +14/+19/+4 ranged (d8, 19/x2, masterwork light crossbow); Reach 5 ft.; AL N; SV Fort +8, Ref +3, Will +8; Str 9; Dex 7; Con 8; Int 18; Wis 16; Cha 15.

Skills and Feats: Battle +21, Climb +15, Knowledge (Etiquette) +6, Knowledge (Nobility and Royalty) +16, Knowledge (War) +22, Ride +16, Search +18; Ambidexterity, Blind-Fight, Improved Two-Weapon Fighting, Improved Unarmed Strike, Improved Initiative, Mounted Combat, Ride-by Attack, Skill Focus (Knowledge: War), Spirited Charge, Two-Weapon Fighting, Versatile (Battle, Search), Versatile (Knowledge: Nobility and Royalty, War), Weapon Focus (Longsword, Shortsword), Weapon Specialization (Longsword, Shortsword). [8 ftr, 7 general, 14 taken]

Possessions: +3 ashigaru armor of invulnerability (damage resistance 5/+1), +4 defending longsword, +2 shock shortsword, potion of cure moderate wounds (3), potion of neutralize poison (2), ring of free action, ring of protectuion +2, potion of see invisibility

 

Page 27

Master Tai Chai Ming, Minister of Magic: Human male Wuj 10/Void Master 7; CR 17; Medium humanoid (human); HD 17d4; hp 35; Init ; Spd 30 ft.; AC 16 (touch 10, flat-footed 16); Atk +8/+3 melee (d6+1, 20/x2, staff of power) or +8/+3 ranged (d4, 20/x2, masterwork darts); Reach 5 ft.; SQ sense void, moment of clarity, altering the course, sudden action; AL N; SV Fort +9, Ref +9, Will +18; Str 8; Dex 10; Con 11; Int 22; Wis 14; Cha 17.

Skills and Feats: Bluff +8, Concentration +20, Craft (Origami) +18, Diplomacy+13, Gather Information +13, Knowledge (Etiquette) +12, Knowledge (Arcana) +26, Listen +4, Profession (Courtier), +12, Scry +28, Spellcraft +24, Spot +4, Wilderness Lore +6; Alertess, Craft Wondrous Item, Heighten Spell, Hide Spell, Quicken Spell, Scribe Scroll, Skill Focus (Scry), Spell Penetration.

Special Qualities: Sense Void (physical senses, magical senses, 4/day, see Oriental Adventures p. 52), Moment of Clarity (grant ally touched one non-ancestor feat or skill, see Oriental Adventures p. 52, 3/day), Altering the Course (+20 bonus to single attack, skill check, or ability check 1/day), Sudden Action (+4 to initiative 1/day).

Spells Prepared (4/5/5/5/5/4/4/2); caster level 14; base DC = 16 + spell level): 0-- arcane mark, detect magic, detect poison, read magic; 1st-- endure elements, iron scarf*, obscuring mist, magic missile, shield; 2nd-- rain of needles, detect thoughts, knock, protection from charm, alter self [silent, still]; 3rd-- magnetism*, steam breath, discern shapechanger, remove curse, tongues; 4th-- poison needles*, dismissal, polymorph other, polymorph self [silent], scrying*; 5th-- metal skin*, hold monster, dream, invisibility (quickened); 6th-- spirit needle*, geas/quest, globe of invulnerability, veil, transfix; 7th--greater scrying*, limited wish.  Spells with an asterisk have their DC augmented by +2 as a result of elemental mastery (metal).  Spells with "silent" or "still" marked in brackets have these metamagic feats permanently attached to them as a result of a wu jen's spell secrets.

Spellbook: Master Tai Chai Ming knows all spells of level 4 or less.  5th-- metal skin*, wall of iron*, dream, hold monster, nightmare, permanency, servant horde, summoning wind, wall of force, sword of deception; 6th-- spirit needle*, control water, geas/quest, globe of invulnerability, repulsion, transfix, veil; 7th-- greater scrying*, decapitating scarf*, limited wish, vanish.  Spells with an asterisk have their DC augmented by +2 as a result of elemental mastery (metal).

Possessions: Rod of negation, staff of power (32 charges), crystal ball, hakama (cloak) of resistance +4, chime of opening, candle of truth (2), dust of illusion, potion of cure critical wounds (2), potion of remove poison, potion of remove deafness/blindness, bracers of armor +6, gloves of arrow snaring, wand of fireballs (12 charges, caster level 10), wand of dispel magic (40 charges, caster level 10), 10 masterwork darts.  Master Tai Chai Ming also owns scrolls of every wu jen spell (and some gaijin spells) of level 4 or lower.

 

Yui Min Li, Minister of Faith: human female Soh 20; CR 20; Medium humanoid (human); HD 20d10+40; hp 131; Init +3; Spd 20 ft.; AC 24 (touch 11, flat-footed 23); Atk +21/+16/+11 melee (d10+6, 19/x2, +3 greatclub) or +16/+11/+6 ranged (d8+3, 20/x3, +1 mighty [Str 14] composite longbow); Reach 5 ft.; SA ki frenzy; SQ strength of mind, mettle, DR 4/-, spells; AL LN; SV Fort +13, Ref +9, Will +15; Str 14; Dex 13; Con 15; Int 14; Wis 16; Cha 14.

Skills and Feats: Concentration +13, Diplomacy +21, Heal +12, Iaijutsu Focus +25, Knowledge (Etiquette) +6, Knowledge (Religion) +27, Profession (Courtier) +12, Spot +11; Weapon Focus (Greatclub), Deflect Arrows, Remain Conscious, Defensive Strike, Skill Focus (Knowledge: Religion), Ki Shout, Great Ki Shout, Lightning Reflexes, Warrior Instinct, Power Attack, Cleave, Dodge.

Special Attacks: Ki Frenzy (6/day, +2 Str, +2 Dex, +10 ft. speed, flurry of blows, fatigued afterward).

Special Qualities: Strength of Mind (immune to stunnning and magical sleep), mettle (as evasion but with Fort and Will saves).

Spells Prepared (4/4/4/3); base DC = 13 + spell level): 1st-- detect chaos, endure elements, shield of faith, weapon bless; 2nd-- bull's strength, remove paralysis, shield other, warning; 3rd-- discern lies, mental strength, protection from elements, castigate; 4th-- death ward, neutralize poison, divine power.

Possessions: +3 great armor of spell resistance (SR 15), +3 greatclub, +1 mighty (Str 14) composite longbow, potion of cure critical wound (2), potion of invisibility, potion of spider climb, goldfish scale talisman (water breathing), lizard's tale talisman (remove disease), bead of force, portable hole, amulet of natural armor +3, arrow of slaying ogre magi.

 

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Admiral Chou Lin Shi, Minister of the Sea: Male sea spirit Ftr 8; CR 8; medium spirit/humanoid (spirit folk); HD 8d10; hp 48; Init +3; Spd 30 ft., swim 30 ft.; AC 18 (touch 13, flat-footed 15); Atk +10/+5 melee (d6+2, 17/x2, +1 wakizashi) and +10/+5 melee (d6+1, 17/x2, +1 wakizashi) or +13/+8 ranged (d8, 19/x2, masterwork light crossbow and bolts); Reach 5 ft.; SQ low-light vision, spirit subtype, water breathing, swim, fire resistance, weather prediction; AL LN; SV Fort +6, Ref +5, Will +3; Str 12; Dex 17; Con 11; Int 14; Wis 15; Cha 16.

Skills and Feats: Balance +12, Climb +9, Disguise +13, Knowledge (Etiquette) +4, Knowledge (Nature) +4, Profession (Sailor) +15; Sea Legs, Ambidexterity, Two-Weapon Fighting, Versatile (Disguise, Balance), Weapon Finesse (Wakizashi), Skill Focus (Disguise), Improved Critical (Wakizashi), Dodge.

Special Qualities: Low-light Vision, Spirit Subtype (subject to protection for spirits, etc.), Water Breathing, Base swim speed 30 ft (+8 racial bonus to Swim check avoid hazard, can always 'take 10', can use run action in a straight line in water), +2 save vs. fire spells and spell-like effects, Predict weather in next 24 hours with Knowledge (Nature) check (DC 15).

Possessions: +1 wakizashi (2), masterwork light crossbow, 20 masterwork crossbow bolts, +2 studded leather, white sheaf of grain talisman (cure moderate wounds), origami fan talisman (gust of wind), potion of neutralize poison (2), necklace of fireballs (Type I).

 

Non Lu Non, Minister of Agriculture: Human male Ftr 8; CR 8; Medium humanoid (human); HD 8d10; hp 42; Init -1; Spd 30 ft.; AC 16 (touch 11, flat-footed 15); Atk +11/+5 melee (d8+2, 20/x2, +1 three-section staff) or +10/+4 ranged (d6, 20/x3, masterwork composite shortbow); Reach 5 ft.; AL LG; SV Fort +6, Ref +3, Will +5; Str 13; Dex 13; Con 11; Int 14; Wis 16; Cha 14.

Skills and Feats: Handle Animal +15, Listen +5, Knowledge (Etiquette) +5, Knowledge (Geography) +5, Knowledge (Architecture and Engineering) +7, Profession (Farmer) +15, Spot +5, Ride +12, Swim +5; Alertness, Exotic Weapon Proficiency (Three-Section Staff), Expertise, Improved Disarm, Improved Trip, Skill Focus (Profession: Farmer), Skill Focus (Handle Animal), Skill Focus (Knowledge: Geography), Weapon Focus (Three-Section Staff).

Possessions: +1 three-section staff, +2 ashigaru armor, masterwork composite shortbow, potion of delay poison (2), orb of storms.

 

Kwan Ching Lo, Minister of Public Works: Human male Sam 2/Ftr 5/Iaijutsu Master 2; CR 9; Medium humanoid (human); HD 9d10+3; hp 70; Init +9; Spd 30 ft.; AC 21 (touch 15, flat-footed 16); Atk +13/+8 melee (d8+2, 19/x2, katana) or +12/+7 ranged (d8, 20/x3, masterwork composite longbow); Reach 5 ft.; SA weapon finesse; SQ canny defense, lightning blade; AL LN; SV Fort +10, Ref +6, Will +5; Str 10; Dex 15; Con 16; Int 16; Wis 12; Cha 17.

Skills and Feats: Craft (Sculpture) +12, Diplomacy +11, Escape Artist +8, Iaijutsi Focus +16, Knowledge (Architecture and Engineering) +16, Knowledge (Etiquette) +8, Knowledge (Geography) +16, Ride +11; Improved Initiative, Quick Draw, Endurance, Skill Focus (Knowledge: Geography, Knowledge: Architecture and Engineering), Versatile (Knowledge: Architecure and Engineering, Knowledge: Geography), Weapon Focus (Katana), Weapon Specialization (Katana).

Special Attacks: Weapon Finesse (Katana).

Special Qualities: Canny Defense (add Int modifier to AC when wielding katana and not flat-footed), Lightning Blade (add Cha to initiative).

Possessions: +2 chain shirt, katana, wakizashi, potion of clairvoyance, potion of neutralize poison, potion of cure light wounds (4, caster level 5), silent bell talisman (silence)

 

Page 29

Ting Mei Wan, Minister of State Security: Female human Ftr 7/Ninja Spy 5; CR 12; Medium humanoid (human); HD 7d10 + 5d6 + 12; hp 68; Init +7; Spd 30 ft.; AC 19 (touch 13, flat-footed 16); Atk +11/+6 melee (d6+1 + poison, 19/x2, +2 sneak ninja-to) or +13/+8 ranged (d3 + poison, 20/x2, greater blowgun); Reach 5 ft.; SA poison use, sneak attack; SQ ki breath, improved evasion, acrobatics, leap of the clouds, water walk; AL NE; SV Fort +9, Ref +6, Will +6; Str 9; Dex 16; Con 12; Int 17; Wis 13; Cha 15.

Skills and Feats: Balance +13 , Bluff +14, Climb +9, Disguise +17, Intimidate +9, Jump +17, Gather Information +19, Hide +18, Knowledge (Etiquette) +5, Move Silently +10, Tumble +20; Dodge, Mobility, Exotic Weapon Proficiency (ninja-to, blowgun), Run, Skill Focus (Gather Information, Intimidate), Versatile (Bluff, Disguise), Versatile (Hide, Tumble), Versatile (Move Silently, Gather Information).

Special Attacks: Poison use, Sneak Attack +2d6.

Special Qualities: Ki breath (add ninja level to Con check roll when holding breath), Slow Fall (30 ft.), Improved Evasion (no damage if successful save vs. Reflex attack, half damage if failed), Acrobatics (+10 to Jump, Climb, Jump, and Tumble), Leap of the Clouds (No limit on jump distance), Water Walk (1 round/level, can only take move-equivalent action each round).

Possessions: +2 sneak ninja-to (adds +10 to Move Silently checks when held), +2 leather armor, potion of cure moderate wounds (2), potion of haste, potion of fly, potion of warning (2), amulet of natural armor +2, ring of invisibility.  Mei Wan also carries the following poisons (see p. 80 of the DMG): deathblade (2 doses), blue whinnis, insanity mist (2 doses), terinav root, and giant wasp poison (3 doses).

 

Page 31

Villager: Human male or female Com 1; CR 1/4; Medium humanoid (human); HD 1d4; hp 2; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Atk +0 melee (d6, 20/x2, club or quarterstaff) or -1 ranged (d3, 20/x2, sling and stone); Reach 5 ft.; AL N; SV Fort +0, Ref +0, Will +0; Str 11; Dex 10; Con 11; Int 10; Wis 11; Cha 10.

Skills and Feats: Craft (Any) or Profession (Any) +6, Handle Animal or Use Rope +6, Climb or Swim +4; Skill Focus (Craft or Profession), Skill Focus (Handle Animal or Use Rope).

Possessions: Club or quarterstaff, 3d4 sp.

 

Village Militiaman: Human male or female war 1; CR 1/2; Medium humanoid (human); HD 1d8; hp 5; Init +0; Spd 30 ft.; AC 12 (touch 10 , flat-footed 12); Atk +2 melee (d10+1, 20/x3, naginata) or +2 melee (d6+1, 19/x2, shortsword) or +1 ranged (d8, 19/x2, light crossbow); Reach 5 ft. or 10 ft. with naginata; AL N; SV Fort +3, Ref +0, Will +0; Str 12; Dex 10 ; Con 12; Int 10 ; Wis 11 ; Cha 10 .

Skills and Feats: Climb or Swim or Jump (+5), Handle Animal or Intimidate (+4), Listen +2, Spot +2, Ride +4; Alertness, Run.

Possessions: Leather armor, naginata or shortsword, light crossbow, 10 bolts, 3d4x10 sp.

 

Page 32

Hkum yeng nat: CR 3; Medium Fey; HD 4d6; hp 16; Init +1; Spd 30 ft., fly 30 ft. (average); AC 20 (touch 11, flat-footed 19); Atk +2/+2 melee (d6, claw); Reach 5 ft.; SA spell-like abilities, fear aura; SQ nat qualities, DR 15/+1, SR 15; AL N; SV Fort +1, Ref +5, Will +4; Str 10; Dex 13; Con 10; Int 9; Wis 10; Cha 13.

Skills and Feats: Bluff +8, Hide +8, Intimidate +8, Listen +5, Move Silently +8, Spot +4; Alertness.

Special Attacks: Spell-like Abilities (as if 8th-level sorcerer, DC 11+level; at will-- bane, castigate, create spring, dispel magic, elemental burst, fireball, hail of stone, oath, purify food and drink, summo nature's ally III (viper or constrictor); 3/day-- animate fire, animate wood; 1/day-- remove curse), Fear Aura (10-ft. radius, affects only those aware of presence, as fear spell cast by 5th-level sorcerer, successful save grants immunity to that nat's aura for one day).

Special Qualities: Nat Immunities (immune to poison and disease, electricity and fire resistance 20)

 

Page 33

Boar: Medium animal; CR 2; HD 3d8+9; 22 hp ; Init +0; Spd 40 ft.; AC 16 (touch 10, flat-footed 16); Atk +4 melee (d8+3,gore); Reach 5 ft.; SA ferocity; SQ scent; AL N; SV Fort +6, Ref +3, Will +2; Str 15; Dex 10; Con 17; Int 2; Wis 13; Cha 4.

Skills and Feats: Listen +7, Spot +5.

Special Attacks: Ferocity (continues to fight normally while disabled or dying).

Special Qualities: Scent.

Tiger: Large animal; CR 4; HD 6d8+18; hp 45; Init +2; Spd 40 ft.; AC 14 (touch 11, flat-footed 12); Atk +9/+9 and +4 melee (d8+6/d8+6 and 2d6+3, claw/claw and bite); Reach 5 ft.; SA pounce, improved grab, rake d8+3; AL N; SV Fort +8, Ref +7, Will +3; Str 23; Dex 15; Con 17; Int 2; Wis 12; Cha 6.

Skills and Feats: Balance +6, Hide +5 (8 in tall grass or heavy undergrowth), Listen +3, Move Silently +9, Spot +3, Swim +11.

Special Attacks: Pounce (can make a full attack if leaping upon opponent), Improved Grab (automatic grab if hit with claw or bite, initiated rake), Rake (2 claws at +9 each for d8+3 damage, can also rake if pounce).

Jishin Mushi (Earthquake Beetle, New Monster): These are monstrous beetles capable of initiating a small earthquake (jishin) when threatened.  They are usually dull brown or black in color, though some are mottled black and brown.  They have bad eyesight and are liable to wander into a camp of adventures at inopportune times... Protected by a great carapace and as muscle-bound as a tiger, they are relatively fearless for good reason.  Most animals avoid and other vermin them.  The creature has yet to appear in any 3rd edition D&D material.

Medium vermin; CR 3; HD 5d8+5; hp 25; Init -2; Spd 30 ft.; AC 18 (touch 8, flat-footed 18); Atk +10 melee (d4+6, bite); Face/Reach 5 ft. x 5 ft./5 ft.; SA earthquake; SQ vermin; AL N; SV Fort +6, Ref +0, Will +2; Str 22; Dex 8; Con 13; Int --; Wis 11; Cha 11.

Skills and Feats: Balance +12 (adds Str modifier instead of Dex modifier), Intuit Direction +8, Spot -4 (racial penalty).

Special Attacks: Earthquake (By taking a standard action and standing still, a jishin mushi can initiate an earthquake by grabbing the earth with its six massive legs and shaking.  The effects are the same as an earthquake spell cast by a 13th-level sorcerer, but the radius of effect is only 5 ft. in the first round.  Thereafter, if the jishin mushi continues to shake the earth, the radius increases by 5 ft. per round, to a maximum of 30 ft.  A jishin mushi must remain stationary in the round when it is performing this action, forgoing even a 5-ft. adjustment step.  They are of course immune to the effects of an earthquake.  A jishin mushi cannot bite or perform other actions during an earthquake.)

Tibauna Buso: Medium monstrous humanoid; CR 3; HD 8d8; hp 36; Init +2; Spd 30 ft.; AC 17 (touch 12, flat-footed 15); Atk +10/+10 and +5 melee (d6 + curse/d6 + curse and d6, claw/claw and bite); Reach 5ft.; SA fear aura, tagamaling curse; AL CE; SV Fort +2, Ref +7, Will +6; Str 11; Dex 14; Con 10; Int 2; Wis 11; Cha 9.

Skills and Feats: Listen +9. Spot +9; Weapon Finesse (Bite, Claws).

Special Attacks: Fear Aura (10-ft. radius, Will save with DC 13, cower if within are aof effect and d4+2 rounds thereafter, immune to same buso's aura if successful save for next 24 hr.), Tagamaling Curse (if hit with claw must make Fort save with DC 14, each noght thereafter character suffers a cumulative 1% chance of becoming a tagamaling buso, see Oriental Adventures p. 149).

Giant Constrictor Snake: Huge animal; CR 5; HD 11d8+11; hp 60; Init +3; Spd 20 ft. (climb 20 ft.); AC 15 (touch 11 , flat-footed 12); Atk +13 melee (d8+10, bite); Face/Reach 15 ft. x 15 ft (coiled)/10 ft.; SA improved grab, constrict d8+10; SQ scent; AL N; SV Fort +8, Ref +10, Will +4; Str 25; Dex 17; Con 13; Int 1; Wis 12; Cha 2.

Skills and Feats: Balance +11, Climb +18, Hide +3, Listen +9, Spot +9.

Special Attacks: Improved Grab (hit with bite grants automatic grapple and allows constriction), Constrict (successful grapple inflicts d8+10 damage against Large or smaller creatures).

Special Qualities: Scent.

Large Giant Scorpion: Large vermin; CR 2; HD 4d8+8; hp 26; Init +0; Spd 50 ft.; AC 14 (touch 9, flat-footed 14); Atk +5/+5 and +0 melee (d6+3/d6+3 and d6+1 + poison, claw/claw and sting); Face/Reach 5 ft. x 10 ft./ 5 ft.; SA improved grab, squeeze, poison; SQ vermin; AL N; SV Fort +6, Ref +1, Will +1; Str 17; Dex 10; Con 14; Int --; Wis 10; Cha 2.

Skills and Feats: Climb +11, Hide +3, Spot +7.

Special Attacks: Improved Grab (if hit with a claw is successful, automatic grab and can attack with stinger), Squeeze (grabbing a large or smaller opponent allows automatic hits with bith claws and the stinger), Poison (DC 18, 1d6 Str/1d6 Str).

Jiki-niku-gaki: Medium undead (spirit); CR 1; Size; HD 3d12; hp 19; Init +0; Spd 30 ft. (fly 20 ft., average); AC 14 (touch 10, flat-footed 14); Atk +2/+2 and +0 melee (d4+1/d4+1 and d6, claw/claw and bite); Reach 5 ft.; SQ undead, fast healing 2; AL CE; SV Fort +1, Ref +1, Will +3; Str 13; Dex 10; Con --; Int 6; Wis 11; Cha 14.

Skills and Feats: Escape Artist +4, Hide +4, Listen +3, Move Silently +4, Search +2. Spot +3; Multiattack.

Special Qualities: Undead (immune to mind-influcing affects, poison, sleep, paralysis, stunning, disease, critical hits, subdual damage, ability damage, energy drain, death from massive damage), Fast Healing (2 hp/round).

Wolves: Medium animal; CR 1; HD 2d8+4; hp 13; Init +2; Spd 50 ft.; AC 14 (touch 12, flat-footed 12); Atk +3 melee (d6+1, bite); SA trip; SQ scent; AL N; SV Fort +5, Ref +5, Will +1; Str 13; Dex 15; Con 15; Int 2; Wis 12; Cha 6.

Skills and Feats: Hide 3, Listen +6, Move Silently +4, Spot +4, Wilderness Lore +1 (+5 total when trakcking by Scent); Weapon Finesse (Bite).

Special Attacks: Trip (can make trip attack if bite hits as a free action without making a touch attack, cannot be tripped if fails).

Special Qualities: Scent.

The Wanderer: Human male Ftr 5/Weapon Master 2; CR 7; Medium humanoid (human); HD 7d10+7; hp 42; Init +7; Spd 30 ft.; AC 18 (touch 13, flat-footed 14); Atk +9/+4 melee (d8, 19/x2, +1 long sword of spirit protection) or +11/+6 ranged (d8+1, 20/x3, masterwork mighty [Str 12] composite longbow);  SA ; SQ weapon of choice (longsword), ki damage 2/day, increased multiplier 1/day; AL LG; SV Fort +5, Ref +7, Will +2; Str 12; Dex 16; Con 13; Int 13; Wis 13; Cha 12.

Skills and Feats: Climb +5, Hide +5, Iaijutsu Focus +3, Improved Initiative, Intimidate +8, Move Silently +10; Dodge, Mobility, Combat Reflexes, Expertise, Quick Draw, Weapon Focus (longsword), Whirlwind Attack.

Special Attacks: Weapon of choice (longsword), ki damage (maximum damage on non-critical hit with longsword 2/day, declared after hit), Increased Multiplier (x3 critical damage with longsword 1/day, declared after critical is confirmed).

Possessions: Masterwork mighty (Str 12) composite longbow, 12 arrows, +1 ashigaru armor, +1 longsword of spirit protection (can cast protection from spirits as 5th-level shaman 3/day), trail rations (4 days), wicker backpack, waterskin, 18 gp.

 

Clumsy Spy (Imperial Soldier): Human male War 1; CR 1/2; Medium humanoid (human); HD d8+1; hp 8; Init -1; Spd 30 ft.; AC 12 (touch 9, flat-footed 12); Atk +2 melee (d10+1, x3, naginata) or +0 ranged (d8, 19/x2, light crossbow); Reach 5 ft.; AL LN; SV Fort +2, Ref -1, Will +0; Str 12; Dex 8; Con 12; Int 10; Wis 10; Cha 11.

Skills and Feats: Climb +4, Hide -2 (has no ranks, Dex and armor penalty), Profession (Soldier) +4; .

Possessions: Ashigaru armor, naginata, light crossbow, 20 bolts, trail rations (3 days), wicker backpack, waterskin, 3 gp.

 

Page 34

Imperial Ambush

Soldiers: Human male/female War 3; CR 3; Medium humanoid (human); HD 3d8+3; hp 15; Init +0; Spd 30 ft.; AC 13 (touch 10, flat-footed 13); Atk +5 melee (d10, x3, naginata) or +3 ranged (d8, 20/x2, light crossbow); Reach 5 ft.; AL LN; SV Fort +4, Ref +1, Will +1; Str 12; Dex 11; Con 12; Int 10; Wis 11; Cha 10.

Skills and Feats: Handle Animal +3, Jump +4, Listen +2, Profession (Solider) +6, Ride +6, Spot +2; Alertness, Endurance, Weapon Focus (Naginata).

Possessions: Naginata, ashigaru armor, light crossbow, 20 bolts, trail rations (4 days), waterskin, 2d8 sp each.

 

Light warhorse: Large Animal; CR 1; HD 3d8+9; hp 22; Init +1; Spd 60 ft.; AC 14 (touch 10, flat-footed 13); Atk +4/+4 and -1 melee (d4+3/d4+3 and d3+1, hoof/hoof and bite); Face/Reach 5 ft. x 10 ft./5 ft.; SQ scent; AL N; SV Fort +6, Ref +4, Will +2; Str 16; Dex 13; Con 17; Int 2; Wis 13; Cha 6.

Skills and Feats: Listen +7, Spot +7.

Special Qualities: Scent.

Page 35

Toyoaki: Human male Mnk 2; CR 2; Medium humanoid (human); HD 2d8; hp 12; Init +2; Spd 30 ft.; AC 14 (touch 14, flat-footed 12); Atk +3 melee (d6, 19/x2, unarmed) or +4 ranged (d8, 19/x2, masterwork light crossbow); Reach 5 ft.; SA unarmed strike, flurry of blows, stunning attack 2/day; SQ evasion; AL LG; SV Fort +3, Ref +5, Will +5; Str 11; Dex 14; Con 10; Int 12; Wis 14; Cha 13.

Skills and Feats: Diplomacy +6, Jump +5, Knowledge (Religion) +3, Listen +7, Tumble +7, Wilderness Lore +4; Blind-Fight, Deflect Arrows, Weapon Finesse (Unarmed).

Special Attacks: Unarmed Strike, Flurry of Blows, Stunning Attack (Fort DC 13).

Special Qualities: Evasion (no damage from attack for which a successful Ref save halves or otherwise reduces damage).

Possessions: Light crossbow, 10 bolts, wicker backpack, several religious scrolls.

 

Page 38-39

Note: I suppose there are a number of ways to portray Fukawa.  He might be extremely wise and stupid (as below), or very intelligent and lacking common sense, or ignorant and unwise, or simply normal and annoying and friendly.  He is however, 200 years old, and to explain this fact, I used the Sennin template from Jade Dragons and Hungry Ghosts.

Fukawa: Male human Sha 4; CR 6; Medium humanoid (human); HD 3d6; hp 14; Init -2; Spd 30 ft.; AC 8 (touch 8, flat-footed 8); Atk +0 melee (d6-2, 20/x2, staff) OR +2 melee (d4-2, 20/x2, unarmed); SQ spell-like abilities, immortal, cloudwalk, elemental immunity, speak with animals, transfer wounds, true seeing, spirit sight, turn undead, spells, spontaneous casting; AL NG; SV Fort +1, Ref +1, Will +4; Str 8; Dex 6; Con 10; Int 8; Wis 17; Cha 14.

Skills and Feats: Concentration +4, Diplomacy +3, Intuit Direction +5, Knowledge (Arcana) +1, Knowledge (Geography) +0, Knowledge (Local) +0, Knowledge (Nature) +0, Knowledge (Religion) +0, Knowledge (Spirits) +1, Listen +5, Profession (Brewer) +5, Scry +3, Speak Language (Lidahan), Spot +5, Wilderness Lore +6; Alertness, Improved Unarmed Strike, Run.

Special Qualities: Spell-like abilities (1/day: cure disease, gust of wind, burning hands, chill touch, obscuring mist; at will: true seeing, speak with animals), Elemental Immunity (on a successful save, damage from water, earth, air, and cold are negated even if the attack normally doesn't allow a saving throw; damage is halved if the save is failed), Transfer Wounds (can transfer up to 14 hp of damage per day from one willing creature to another), Immortal, Spirit Sight (can see ethereal creatures at will), Turn Undead (as cleric two levels lower), Spontaneous Casting (cure spells).

Spells Prepared (5/5/4; base DC = 13 + spell level): 0-- cure minor wounds, guidance, purify food and drink, resistance, virtue; 1st--detect chaos, endure elements, entropic shield, expeditious retreat*, shield of faith; 2nd--commune with lesser spirit*, invisibility to spirits, protection from spirits, remove paralysis. * Domain spells.

Domains: Nature (can command normal animals or plant creatures as if rebuking undead 5/day), Travel (act as if under freedom from movement spell for 4 rounds per day as soon as held, grappled, etc., Wilderness Lore is class skill).

Possessions: Staff, flask of wine, wicker backpack.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


Name: RaceGender ClassLvl; CR ; Size; HD ; hp ; Init ; Spd ft.; AC (touch , flat-footed ); Atk melee (d8, 19/x2, weapon) or ranged (d8, 20/x2, weapon); Reach ft.; SA ; SQ ; AL ; SV Fort +, Ref +, Will +; Str ; Dex ; Con ; Int ; Wis ; Cha .

Skills and Feats: ; .

Special Attacks:

Special Qualities:

Spells Prepared (1/1; base DC = 10 + spell level): 0-- ; 1st--.

Spellbook: 0-- ; 1st-- .

Domains: Evil (cast cool spells), Good (cast cool spells).

Possessions:

 

 
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