NPCs


Chamyoka

Dark Naga: Large Abberation (Spirit)
 
HD: 9d8+2d4+22
HP: 74
AC: 18 (-1 size, +2 Dex, +3 natural, +4 inertial armor if power points >0)
Special Attacks: Poison, detect thoughts, psionics
Saves: Fort +6, Ref +6, Will +9
Abilities: Str 14, Dex 15, Con 14, Int 16, Wis 15, Cha 17
Skills: Bluff +13 (includes +2 from psicrystal), Concentration +15, Listen +13, Intimidate +7, Psicraft +14, Spot +13
Feats: Alertness, Psionic Focus (Telepathy), Greater Psionic Focus (Telepathy), Inertial Armor
 
CR: 10
Alignment: Neutral evil
 
Psionics: Power points: 43 (34 reserve + 9 bonus)
Talents: Daze*, telempathic projection*, burst, trinket, detect psionics, far hand
1st-level powers: Charm person*, disable*, lesser body adjustment, grease
2nd-level powers: Suggestion*, brain lock*, augury
3rd-level powers: Charm monster*, ectoplasmic form, whitefire
4th-level powers: Domination*, tailor memory*
* Powers marked with as asterisk are Telepahic powers, fall within Chamyoka's discipline as atelepath, and have a DC increased by +4 due to her Psionic Focus and Greater Psionic Focus feats.
Attack/Defense modes: Mind thrust, ego whip, id insinuation, psychic crush, mind blast, empty mind, thought shield, mental barrier, intellect fortress
 
Psicrystal: Liar (+2 Bluff); 20 AC 13 (hardness 8); 20 hp, regenrates 2d4 hp per day; SQ Sighted to 40 ft., telepathic link with Chamyoka, self-propulsion, speak with other creatures

Chamyoka is infamous for her deceit and ruthlessness.  Known to travel the Spirit World and the Prime Material, she seems to involve herself wherever she pleases, but only as it furthers her own ends.  Appearing as a sinuous member of her species, she is distinguished by the bands of color on her snake-like body.  While they begin a dark purple near the head, they change into a gruesome green near her tail. 

Unlike most dark naga, she cannot cast sorcerer spells; rather, she has honed the powers of her mind as a psion (telepath), and a 9th-level psion at that.  Though she has no known steady followers, many can be found that are willing to do her bidding, either through her powers of charm or intimidation.

Chamyoka's overriding purpose in interfering with matters is left to the individual DM, as stating them here would ruin her role in ongoing campaigns...  nevertheless, it is indeed a dark purpose.

Among her belongings, she in known to have in her possesion a Spirit World Gate, a jade cube lined with protective adamantine which is a magical item that can carry her across the boundary between the Spirit World and the Prime Material plane.  It can operate 5 times per day as a standard action and affects only the wielder and 100 lb. of gear.  Manifester Level: 16th; Prerequisites: Craft Universal Item, astral projection (the astral plane is actually the Spirit World in the cosmology of Kokubura); Market Price: 32,500 gp; Weight: 1 lb.

 


Ka no Nigoshi

Medium humanoid (male human) shugenja
Based on the Rokugani version (Favored element: fire, key ability score: Int)
Class and Level: Shugenja 8 
HD/HP: 8d6+8 / 36 hp
Initiative: +2 (+2 Dex)
Speed: 30 ft.
AC: 12+2 (ring of protection +2, Dex +2)
Attacks: +3 melee (d6-1, x2, tonfa) or +6 missile (d4-1 + greenblood oil poison, x2, dart)
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Qualities: Spells, Void points (4)
Saves: Fort +3, Ref +4, Will +7
Abilities: Str 9, Dex 14, Con 13, Int 16, Wis 12, Cha 15
Skills: Bluff +7.5, Concentration +12, Diplomacy +13, Disguise +7.5 (+2 synergy bonus with Bluff when aware of direct observation), Profession (Sailor) +5, Search +8.5, Spellcraft +14, Swim +12.5
Languages: Kokubura, Court, Spirit Tongue
Feats: Depths of the Void, Self/No Self, Superior Element Focus (Fire), Void Use
CR: 8
Alignment: Lawful evil
   
Possessions: Ring of protection +2, potion of change self, greenblood oil poison (injury, DC 13, 1 Con/d2 Con, 4 doses), periapt of proof against poison (+4 vs. poison), ring of swimming, ofuda, tonfa, darts (9), 78 sen (gp).
   
Spells DC = 13 + spell level, Favored Element: Fire (Agasha School), Barred Element: Water
Inori (s+4+4) (6/day) Agasha's touch*, call fire*, dancing lights*, daze, detect magic, disrupt undead*, flare*, hands of clay, read magic. 
Level I (s+3+2) (7/day) Burning hands*, cause fear*, endure elements*, eye of the sun*, faerie fire*, pass without trace.
Level II (s+2+1) (7/day) Cat's grace*, detect thoughts, heat metal*, produce flame*.
Level III (s+1+1) (7/day) Fire wings*, meld into stone, searing light*.
Level IV (s+1+0) (6/day) Fireball*, flame arrow*.
* These spells have the DC augmented by +2 due to the Superior Element Focus feat.

Ka no Nigoshi poses as a simple sailor. He often uses void points to boost critical skill checks when bluffing and in disguise; these he can easily regain with a few moments of silence using the Self/No Self feat.  Though unusual for one versed in fire to ply the sailor's trade, the unexpectedness of a fire-borne assault on the water makes him all the more deadly.  Who he serves is unknown...

 


Kwansh Thi, Asp Naga Budouka (Martial Artist)

Large humanoid (male naga)
Class and Level: Ronin (Fighter) 4 
HD/HP: 4d10+12 / 37 hp
Initiative: +2 (+2 Dex)
Speed: 30 ft.
AC: 13+2 (+2 Dex, -1 size, naga armor)
Attacks: +6 melee (d4+4, unarmed) or +6 melee (d10+1, x3, masterwork naga blade) or +6 missile (d8+1, x3, mighty [Str 12] masterwork composite longbow, [statistics don't account for +1 arrows])
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Spit venom (10-ft. range, 2d4 damage, 1/hour)
Special Qualities: Immue to Shadowlands Taint, +2 to Cha and Diplomacy rolls made with naga; +2 Wilderness Lore; -4 to Animal Empathy, Handle Animal, Ride
Saves: Fort +7, Ref +3, Will +3
Abilities: Str 13, Dex 14, Con 16, Int 12, Wis 15, Cha 8
Skills: Battle +9 (replace with Sense Motive +6 if not using Rokugan sourcebook), Jump +8, Ride -2, Tumble +6, Wilderness Lore +4
Languages: Naga, Kokubura, Tengu
Feats: Improved Unarmed Strike, Improved Grapple, Fists of Iron, Weapon Focus (Unarmed Strike), Weapon Specialization (Unarmed Strike)
CR: 5
Alignment: Neutral
   
Possessions: Masterwork naga blade, mighty (Str 14) masterwork composite longbow, 5 +1 arrows, 15 arrows, naga armor, potion of clairvoyance, potion of invisibility, mirror of purity (talisman, delay poison), ring of magic fang (grants +1 attack and damage to natural attacks; from Enemies and Allies), 78 sen (gp).

Kwansh Thi is a budouka (martial artist) of the asp naga.  Though tied to no specific dojo or temple, he does partake of training from anyone available, although most humans are terrified when he approaches.

 


Shei, Fu-Shinsei of Temple Makura

Medium-sized humanoid (male human)
Class and Level: Monk 1 / Shugenja 8 / Elemental Savant (Fire) 3
HP: 31 (1d8 + 8d6 + 3d4 -12)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 17 (+4 amulet of natural armor, +2 Wis, +1 Dex)
Attacks: Unarmed +4 (1d6-1, x2); masterwork light crossbow +7 ranged (d8, 19/x2, 80 ft. range increment)
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Stunning attack as per monk (1/day, DC = 12)
Special Qualities: Divine spells, immune to magical sleep, fire resistance 5, elemental focus (+1 to save DC of fire spells), elemental penetration (+1 to caster check to beat SR with fire spells)
Saves: Fort +7, Ref +7, Will +13
Abilities: Str 8, Dex 12, Con 8, Int 14, Wis 14, Cha 17
Skills: Bluff +5, Concentration +11, Diplomacy +15, Heal +5, Intimidate +7, Knowledge (Arcana) +7, Knowledge (Religion) +11, Knowledge (Planes) +10, Knowledge (Spirits) +6, Profession (Architect) +6, Sense Motive +8, Spellcraft +12
Languages: Kokubura, Buso, Ignan, Draconic, Spirit Tongue, Nezumi
Feats: Improved Unarmed Strike (monk ability), Silver Tongue, Still Spell, Energy Substitution, Makuran Fire Walker (campaign-specific feat, grants +2 save vs. fire, fire resistance 2), Craft Wonderous Item, Great Fortitude
CR: 12
Alignment: Lawful neutral
Spells DC = 13 + spell level (+2 for fire spells)
Fire focus, cannot cast water or cold spells
Inori: (6/day) Flare1, dancing lights1, daze, detect magic1, disrupt undead1, ghost sound, light1, mending, read magic1,resistance 
Level I: (7/day) Burning hands12, endure elements1, expeditious retreat, protection from taint, shocking grasp1, faerie fire1, cause fear1
Level II: (7/day) Barkskin, cat's grace1, flaming sphere12, produce flame12, resist elements
Level III: (7/day) Daylight1, dispel magic, fire wings12, searing light1, summon nature's ally III
Level IV: (6/day) Dismissal, fireball12, fire shield12, wall of fire12
Level V: (4/day) Dispel taint, feeblemind1, flame strike12
School: Agasha School (Fire)
1 Shugenja fire-element spells (+2 DC), 2 Elemental savant fire-based spells (+1 DC, +1 penetration vs. caster-level check)

Master Shei is the Fu-Shinsei, or the second-highest priest, of Temple Makura on the island of Makura.  His current duties relate mainly to the study of the temple's philosophy, which holds that the spirit of island Makura finds its peak in the depths of Kura-zan, the volcano at the base of which the temple is built.  Makurans believe an excellent way to attune themselves to the spirit of the island is to walk on the rocks heated by geothermal energy.  Among the most famous fire-walkers is Master Shei himself.

Shei is roughly 60 years old and somewhat physically frail.  His head is shaved save for a queue tied behind, and he helps himself along with a cane.  Nevertheless, he is mentally spry and quick in discussion.  Owing to his focus on the spirits of fire, his eyes have taken on a glow that can be seen faintly in the dark, though he is far from projecting any sort of infernal image.  More likely to listen for an hour and then offering advice too good to ignore, he is known for wise counsel.  On official missions he wears a kimono (robe) of scintillating colors, but when not Shei's garb is that of the upper tier of Makuran priests - red robes tied with a black sash over the right shoulder.

Shei began life at Temple Makura as a simple initiate, but soon it became evident that his frail frame couldn't amount to much in the physical rigors of the monkish life.  What was noticeable was his power of personality, and so he was inducted into the tract for spell-casting devotees.  Dedicating his studies to religion, the Plane of Fire, and spirits, Shei did not abandon his ability to persuade.  he made quite a mark in his sojourn as a novice to the mainland, where he managed to convert a member of the high court of the Emerald Throne, who subsequently relocated to Makura.

Shei is often the public face presented to high dignitaries, and when a peaceful meeting is required between the elite of Temple Makura and the Himei daimyo, he often speaks for the Shinsei (head priest of Temple Makura).  When not so engaged, he occupies himself with expanding and improving the temple grounds.

Among his possessions, he has a trophy head of concentration, which for example, allows him to cast flaming sphere and maintain concentration while doing other activities.  It is said he was given this strange item in his mission to the mainland.  He is almost never found without several healing potions, as he is well-aware of his frail nature.  He also possesses an amulet of natural armor +4, an andon of manifestation, a haori (cloak) of resistance +1, and several candles of truth.  When on official delegations, he dons a kimono (robe) of scintillating colors and a necklace of adaptation.  Additionally, as second-in-command of Temple Makura, Shei has access to almost all magic items that the temple possesses.

Shei of course shies away from physical combat, and relies on fire wings and expeditious retreat to get him out of a fray.  Having put some distance between him and attackers, he'll not hesitate to support companions with some of the more damaging spells in his repertoire, fireball and flame strike, after casting flaming sphere which is maintained by his trophy head of concentration.  He'll usually have endure elements cast upon him, as well as cat's grace.

 


Yushei, Wandering Inkyo

Medium-sized humanoid (male vanara)
Class and Level: Inkyo 5
HP: 28 hp
Initiative: +2 (+2 Dex)
Speed: 30 ft.
AC: 13+2 (+2 Dex, masterwork studded leather)
Attacks: +2 melee (d6-1, x2, bo staff) or +2 melee (d6-1, x2, unarmed) or +5 ranged (d8, 19/x2, light crossbow)
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Qualities: Climb (base speed 20 ft., +8 racial bonus, use Str or Dex modifier, can always 'take 10', can climb at speed of 30 ft. with -5 penalty), Low-light Vision, +1 Purity (+1 save vs. magic with any elemental descriptor)
Saves: Fort +5, Ref +6, Will +7
Abilities: Str 9, Dex 15, Con 13, Int 12, Wis 16, Cha 14
Skills: Balance +8, Craft (Calligraphy) +6, Climb +10, Hide +4, Knowledge: Shintao +8, Jump +10, Move Silently +4, Perform: Shamisen +9, Wilderness Lore +10
Languages: Vanara, Kokubura, Sylvan
Feats: Deflect Arrows, Depths of the Void, Dodge, Expertise, Improved Unarmed Strike, Ki Shout, Void Use (4 void points).
CR: 5
Alignment: Lawful good
Possessions: Masterwork bo staff, masterwork light crossbow, 10 bolts, furushiki (backpack), 3 rice cakes (trail rations), calligraphy set, shamisen (stringed instrument), potion of cure light wounds, potion of levitate, 18 sen (gp).

Yushei is a wandering vanara inkyo.  He hails from a small monestary in Jo, a town in the Tai Pho Mountains.

 


Crew of the Maru Hinu

The Maru Hinu is a junk, a sailing vessel 65 feet in length outfitted for long oceaning voyages.  The hull is one inch thick, has a hardness of 5, and 60 hp per 10-ft. square section.  She sports two balissta, one on the fore and one on the aft.  She usually sails with a crew of 20 and the captain.

Aradaka Ken, Captain of the Maru Hinu
Expert 3 / Ronin (Fighter) 5, Male Sea Spirit Folk (Humanoid: Spirit Folk, Spirit)
 
HD: 3d6 +3 plus 5d10+5
HP: 48
Initiative: +2 (+2 Dex)
Speed: 30 ft., swim 30 ft.
AC: 14+2 (+2 Dex, +2 leather armor)
Attacks: +9/+4 melee (d8+2, 19/x2, +1 longsword) or +11/+6 ranged (d6+1, x3, mighty [Str 12] masterwork composite shortbow) or +8/+3 melee (d4+1, 19/x2, aiguchi)
Face/Reach: 5 ft. x 5 ft./5 ft.
Special Qualities: Low-light vision; Spirit subtype, breathe underwater; Predict weather in next 24 hours with Int check (DC 13)
Saves: Fort +6, Ref +4, Will +6
Abilities: Str 13, Dex 14, Con 13, Int 12, Wis 15, Cha 14
Skills: Balance +8, Climb +12, Listen +4, Profession (Sailor) +15, Search +8, Sense Motive +9, Spot +4, Swim +9 (+4 with all gear listed below; can always 'take 10', can perform Run action if in a straight line), Use Rope +8, Wilderness Lore +10
Languages: Spirit Folk, Kokuburan, Aquan
Feats: Alertness, Dodge, Endurance, Mobility, Skill Focus (Profession: Sailor), Weapon Focus (Composite Shortbow)
CR: 7 (too wimpy to be 8)
Alignment: Lawful neutral
   
Possessions: +2 leather armor, +1 longsword, mighty (Str 12) masterwork composite shortbow, traveler's outfit, 20 arrows, potion of cure moderate wounds (2), 120 sen (gp).

Most humans would not willingly follow a spirit folk without due cause, but in the case of captain Arakada, his race actually instills confidence in his crew.  Known to be harsh but fair, he has yet to lose a ship to wako (pirates) or any other menace.  Arakada tolerates no drinking, swearing, or smoking on his ship.  And if you don't like it, you can go "outside."

Komada Tawaro, Lieutenant of the Maru Hinu
Expert 1 / War 3, Humanoid (Human) male
 
HD: 1d6+1 plus 3d8+3
HP: 22 hp
Initiative: -1
Speed: 30 ft.
AC: 11/12 (masterwork leather armor, ring of protection +1)
Attacks: +2/+2 melee (d6-1, x2, masterwork kama) OR +4 melee (d6-1, x2, masterwork kama) OR +4 ranged (d8, 19/x2, masterwork light crossbow)
Face/Reach: 5 ft. x 5 ft./5 ft.
Saves: Fort +5, Ref +0, Will +3
Abilities: Str 8, Dex 8, Con 13, Int 14, Wis 13, Cha 12
Skills: Appraise +6, Balance +3, Climb +6, Perform (Storytelling) +7, Profession (Sailor) +8, Search +8, Swim +7 (+0 with all gear listed below), Use Rope +4, Wilderness Lore +5
Languages: Kokuburan, Wei (mainland dialect), Goblin
Feats: Ambidexterity, Two-Weapon Fighting, Skill Focus (Search)
CR: 3
Alignment: Neutral
   
Possessions: Buckler, masterwork leather armor, masterwork kama (2), light crossbow, 20 bolts, traveler's outfit, ring of protection +1, 38 sen (gp).

Komada is an aged sailor who seems to have been around the world once or twice.  Always hospitable, he enjoys telling of his exploits as member of the daimyo's sea patrols, though he lets on that he wasn't always doing just the daimyo's work...  For the last several years he has been captain Arakada's second-in-charge.  He's quick to see everybody do their duty when there is duty to be done, but isn't as strict as the captain.  Though he's aging, he's "as strudy as an old board."

Typical Sailor on the Maru Hinu
Expert 1 / War 1, Humanoid (Human) male or female
 
HD: 1d6 plus 1d8
HP: 7 hp (average)
Initiative: +0
Speed: 30 ft.
AC: 10/11 (buckler)
Attacks: +2 melee (d6+1, 19/x2, shortsword) or +2 ranged (d6, x3, short composite bow)
Face/Reach: 5 ft. x 5 ft./5 ft.
Saves: Fort +2, Ref +0, Will +2
Abilities: Str 12, Dex 10, Con 11, Int 10, Wis 11, Cha 10
Skills: Balance +4, Climb +6 (-1 with buckler), Gather Information +4, Listen +2, Profession (Sailor) +5, Search +4, Spot +2, Swim +5 (+2 with all gear listed below), Use Rope +4
Languages: Kokuburan
Feats: Alertness, Skill Focus (Profession: Sailor)
CR: 1
Alignment: Lawful neutral
   
Possessions: Buckler, shortsword, masterwork short composite bow, 10 arrows, traveler's outfit, 3d4 sen (gp).

Most of the crew of the Maru Hinu is hand-picked by captain Arakada, and all are personally known by him.  They know that to run afoul of captain Arakada or lieutenant Komada is to be in grave touuble, the former more so than the latter.


The Wu Jen

Hosted by www.Geocities.ws

1