Li Kao d20 Samurai

   Li Kao represents a point-buy conversion: the original third-edition character writeup had one level of Mystic (a class which had it’s own magical system which relied on building up favor-accounts with various types of spirits) for L1, a level of cleric for L2, and a level of eastern-variant paladin for L3 before going back to Mystic for L4. Just to complicate things he was a member of the Samurai social “class” and a sworn vassal of an oriental feudal lord. He had enough responsibilities to keep himself very busy indeed and enough complications to make converting him to d20 point-buy via Eclipse: The Codex Persona and The Practical Enchanter, interesting.

 

History:

   Li loved the forge. Swordsmith was one of the few honorable crafts for a member of the warrior caste, and it was fascinating to watch his father work and to look into the dancing heart of the flames. It was a gateway into a shining world of pure and terrible light.

   Shan kept an eye on his son while the katana cooled. He wouldn’t have allowed Li to hang around the forge at all if he hadn’t always been such a careful child. At the moment he was just watching the fire again.

   Li was wondering; He knew that there were really BIG spirits in there (Although he couldn’t see how they fit into the forge), but surely there were some little ones that might like to play? There were fire-people and fire-monsters, so why shouldn’t there be fire-cats and fire-dogs and such? There was lots of coal around, maybe he could lure one out?

   Li set the fire-cat back in the forge before Shan was really sure of what he’d seen. Shan still had Tien – the local priest of Mei Kwan – speak to him, just in case.

   Li showed the old man some of the tricks the spirits of fire had shown him how to do.

   Over the next few years Li was taught with the other clan children, learning history, tradition, the martial arts, and the lore of clan Kao. Unlike most, however, his tutors went into depth on religious and arcane studies. A skillful mage or cleric was always a great asset to a clan – and they were much rarer then warriors.

   His first “adventure” involved an abandoned village, a few Bakemono (“Goblins”), and a few of the other kids with more combative orientations. Thanks to one of the other boys being sensible enough to concentrate on pure defense – keeping the Bakemono out of the partly-fallen smithy while Li channeled his minor elemental attacks – all but one of the boys survived.

   While Tien – the aforementioned priest of Mei Kwan – raised Yugec, Li was pretty upset. If he’d had a little more healing magic he might’ve been able to save him in the first place.

   Li concentrated his efforts on learning his Mentor’s clerical talents for quite a while afterwards.

   Focused on his occult skills, Li had become somewhat lax about his combat training. Mei Kwan let him know that that was not acceptable. While the way of the warrior would never be his primary path – the heart of mystery and magic drew him far too strongly for that – he might be called on to face the forces of evil at any time, and should be ready to do so.

   In the morning Li attended Lord Igen, Daimyo of Kao. He lifted Pheonix Wing, the honor-blade of the clan, to hand it to him – and, as it’s powers augmented his own, newly-bestowed, divine senses – saw a corpse possessed by a vengeful spirit. Hatred that burned beyond death and sanity, willing to destroy any number of innocents to slake itself. Cold, and evil, and darkness.

   He saw a band of murderer’s sent to kill Lord Igen’s wife and children – providing a pretext for all-out war against the spirit’s target while removing everyone who might be emotionally close enough to Igen to pierce the spirit’s veil of illusion without divine aid.

   The fires of Pheonix Wing incinerated it’s sheath in less then a heartbeat, and supplied the delayed funeral pyre for Lord Igen’s corpse – and a fiery banishment of the evil spirit possessing it – an instant later.

   Li made for the stables. Even if someone would be willing to listen to a man who’d apparently just killed the clan Daimyo, explanations would take too much time. He had enough to reach Lady Yukio and her children before the death-squad did – but little more. It would be some minutes before anyone would intrude on Igen’s chambers; that head start – and what equipment he could snatch on the way out – would have to suffice. They would pursue him of course. That was all to the good; they might even arrive at the Sekkoi hunting lodge soon enough to help.

   His magic lent the horse endurance and speed. He was in time – but the lodge was deep in Hosan province, and had few other defenders. Despite his personal talents, “borrowed” wands, and the power of Pheonix Wing, he and his charges had been forced back into the inner ward by the time the pursuit caught up – and the outer ward was blazing with supernatural fires. Phoenix Wing was not a subtle weapon.

   With no other way out – and the fire closing in – Li called on Mei Kwan, asking her aid for the innocents he was defending.

   Mei Kwan answered. Her shining mists swept the group up – and deposited them a world away.

   Thankfully she threw in the local language.

   Li returned Pheonix Wing to it’s proper owner – Lord Oren, Lord Igen’s youthful heir – and used the next few weeks to arrange a a secure refuge for him, Lady Yukio, and the other children. Depending on who or what the Gaki had bargained with for the Lady Yukio and her children’s deaths, and on clan “politics”, there might be another try – even though it should take quite a while for anyone to find out where they’d gone. For that matter, there might be clan warriors after him if they realized that he’d escaped the fire before they found out what was actually going on.

   Fortunately, Lady Yukio had had quite a lot of money available to work with.

   Li went “adventuring”. They needed friends and allies, information about this part of the world, extra money – and for him to lay a few false trails. Building up his abilities a bit wouldn’t hurt either. It looked like a life of quiet scholarship just wasn’t in his karma.

 

Li Kao:

   L4 Oriental Priest-Shaman. Oathsworn Spirit Guardian

   Spirit-Touched Human (No ECL adjustment): Fast Learner (6 CP), Self Development (+2 Charisma, 12 CP), Shamanic Magic (See below, 12 CP worth), +4 Perform (Specialized in cultural rituals, such as the tea ceremony, calligraphy, telling traditional tales, etcetera, 2 CP), Privilege/Blessing of the Kami (See below, 3 CP), Privilege/”Diplomatic Immunity” vrs Spirits (He’s generally treated as a contact until proven otherwise and will be able to travel around freely after death, 6 CP), Disadvantages: He must maintain the balance between the physical and spirit worlds, is easily detected by various spirits, must be Lawful and/or Good, and must conduct various ceremonies in honor of the spirits (net -10 CP).

   Point Totals: 120 (L4 Base) + 2 CP/Level (Clerical Duties) + 2 CP/Level (Specialized Fast Learner) + 10 CP (Disadvantages: Compulsive/Code of Bushido, History, and Obligations/Sworn to service) = 146 CP

   Level-Based Bonuses: L1 Feat (Fast Learner, Specialized in Innate Enchantment, +2 CP/Level), L3 Feat (Fortune/Evasion, DC 20 Reflex Save and spend an attack of opportunity to block a ranged attack), L4 Attribute Enhancement (+1 Cha).

   Personal Data: Height; 5′ 4″. Weight; 123 Lbs. Hair; Black. Eyes; Green. Age; 19 (114). Occupation; Samurai, Priest, Wanderer. Birthplace; Hosan Province, Wa, Isles of the Celestial Sea, Kara-Tur. Marital Status; Single. Religion; The Celestial Bureaucracy, Priest of Mei Kwan (Q.V.) and Follower of Ryobu-Shinto. Allegiance; Lord Oren, Clan Kao and The Emperor of Wa. Education; various spirit guides, clan tutoring, Tien Shen (Priest of Mei Kwan) and the Ryovo monastery. No current base of operations, but theoretically holds a fief and a clan stipend in Hosan, courtesy of Lord Oren. In practice, “owning” a disputed territory thousands of miles – or worlds – away is of limited use.

   Basic Attributes: Strength 10/12 (+1), Dexterity 16/18 (+4), Constitution 13/15 (+2), Intelligence 18/20 (+5), Wisdom 15/17 (+3), and Charisma 20/22 (+6).

   Saves: Reflex +4 (Net +18, 12 CP), Fortitude +4 (Net +16, 12 CP), Will +4 (Net +17, 12 CP).

    Warcraft: +2 BAB (additional +3 magical enhancement with Katanas) (12 CP).

   Hit Dice: L1 d12 (8 CP), L2-4 d6 (6 CP). Total 34 + 16 = 50 HP.

   Move: 30

   Initiative: +4

   Basic Costs: 74 CP

   Armor Class 10 (Base) + 4 (Dex) + 3 (Light Leaf Armor) + 4 (Shield) = 21 +1 with Katana, +2 if Unarmed

   Proficiencies All Simple and Martial Weapons (9 CP) and Light Armor (3 CP).

  Languages (6) Common, Kozakura (the tongue of the Celestial Isles), Draconic (a.k.a. Shou, the common tongue of Shou Lung, the Dragon Empire), Celestial, and two local.

 

Usual Weapons

  • Katana (Bastard Sword) :+9, 1D12+3, Crit 20/x2. Quick Draw, Whirlwind Attack, Ghost Touch. Named; “Spirit Divider”.

  • Dai-Kyu (C. Longbow) : +9, 1D8+3, Crit 20/x3, 110 Ft Range Increment, Ghost Touch. 20 Arrows.

  • Unarmed Martial Arts : +6, 1D4+3 Lethal or Nonlethal, Crit 20/x2, Ghost Touch, Mind Like Moon, Improved Disarm.

  • Naginata (Glaive) : +6, 1D10+3, Crit 20/x3, 5′ Reach, Ghost Touch.

  • Hunting Sling : +9, 1D4+3, Crit 20/x2, 50 Ft. Range Increment, Ghost Touch.

Special Abilities (54 CP)

Channeling: (12 CP)

  • Basic Turning: 3 + Cha Mod uses/Day (Corrupted: Will not work in Medium or Heavy Armor, 6 CP).

  • Spell Conversion (Corrupted: Will not work in Medium or Heavy Armor, 4x L3 Spells, 9 CP): Cure Serious Wounds, Remove Curse, Lesser Restoration, and Cure Blindness/Deafness.

 

L1 Clerical Spellcasting Package/Priest of Mei Kwan (10 CP)

  • Basic Spellcasting, Spell Conversion (Healing), and Speciality Spell Slots.

  • Magic Domain: May use arcane spell trigger and completion items as per a L1 mage.

  • Nobility Domain: May speak for a round, allies gain +2 morale bonus on AC, attacks, saves, ability and skill checks, and damage rolls for (Cha Mod) rounds once per day.

  • Usual spell selection: 3xL0 : Celestial Fire, Celestial Fire, and Detect Magic. May be converted to heal 1 HP, 2+1xL1 : Protection from Evil, Touch of Life, and Divine Favor May be converted to heal 1d8+1 HP.

 

Other Talents: 21 CP.

  • Augmented Bonus: Adds his Charisma Modifier to all Saves. Specialized: Only while he remains a noble protector of the innocent and a warrior of the light. Corrupted: will not work in medium or heavy armor. 12 CP).

  • Martial Arts: Causes 1d4 Lethal or Nonlethal damage while unarmed, is always considered armed (3 CP).

  • Immunity to Nonmagical Diseases (Uncommon/Minor/Minor, 2 CP)

  • Reflex Action/Extra Actions 5/Day: Specialized/Shamanic Powers only, Corrupted/Defensive and Skill-Enhancing effects only, 3 CP.

  • Immunity to Dispelling effects (Uncommon/Minor/Major, Specialized: only to protect Personal Enhancements. 1 CP.

   Innate Enchantment: (11 CP/10,000 GP base value). Specialized/Double Effect (20,000 GP): Only while he remains a noble protector of the innocent and a warrior of the light.

  • Detect Evil, 60′ Cone (2000 GP).

  • Resist Energy, Lesser: Resistance 5 to all forms of energy (Personal Only, 1400 GP).

  • Aura of Light: +1 Sacred Bonus to Saves (Personal Only, 1400 GP).

  • Shield: +4 Shield Bonus to AC, Immunity to Magic Missiles (2000 GP).

  • Inspiring Word: +1 Morale Bonus to Damage, Saves, Checks, and Attacks (Personal Only, 1400 GP). Not yet active: he still needs a few more XP to pay the costs of the Innate Enchantment effect.

  • Improved Resistance: +2 Resistance Bonus to all Saves (Personal Only, 1400 GP).

  • Immortal Vigor I: + 12 + 2 x Con Mod HP (Personal Only, 1400 GP).

  • Grant Feat/Combat Reflexes: May make up to 5 Attacks of Opportunity per round (Personal Only, 1400 GP).

  • Sidestep: +1 Competence Bonus to all Saves (Personal Only, 1400 GP).

  • Weapon Mastery: +3 Competence Bonus to BAB with Katana (Personal Only, 700 GP).

  • Fortune’s Favor: +2 Luck Bonus on Skill and Attribute Checks (Personal Only, 1400 GP)

  • Wraith Rune: Makes a weapon +2 Ghost Touch for 2 melee rounds (Personal Only, 1400 GP).

  • Detect Poison: DC 20 Wisdom or Alchemy (roll both) check to identify the exact type (restricted to touch range, 700 GP).

  • Phylactery of Faithfulness: Is automatically aware of actions and items which might compromise his alignment (1000 GP).

  • Pearl of Power: May recall a L1 spell once per day (1000 GP).

   As a note, his ability to detect Poison and Evil was one of the things that made him a valued assistant to Lord Igen.

 

Shamanic Magic (Racial Bonus + 8 CP)

   Path of the Dragon/Shaping (Specialized: only as a prerequisite, 3 CP)

   Path of the Dragon/Pulse and Heart of the Dragon (1 spell level per round, may shape effects of up to L1, 8 CP). Corrupted: The user must call on spirits for magic other than Spirit Sight and Spirit Contact effects. He or she may designate up to (Cha Mod + Level/2, 12 maximum) specific entities or general types of spirits to call on for appropriate types of magic, but each type may only be called on for a total of (Level + Cha Mod)/2 spell levels worth of magic before the user must rebuild his or her “pool” of “favors”. Specialized: The user may only renew such “pools” slowly. The user regains [Cha Mod + Level/2] points per day through minor rituals and respect for their spiritual patrons. They user may also regain [Cha Mod] points by:

   Fulfilling a special request from the Spirits. For example, fire spirits might want the user to arrange a fireworks display, while water spirits might want a spring cleaned out and purified. The user may simply ask the GM each day about possible tasks; there will usually be two or three available, but there’s no guarantee that any of them will be even remotely practical.

   By enacting a ritual in honor of some type of spirits. You might sit out in a storm meditating on it’s power for a night in honor of the air spirits, burn rare woods, incense, and oils in honor of the fire spirits, or conduct a religious ceremony in honor of outer-planar spirits.

   Promising to undertake a later mission for the appropriate group of spirits. It’s wise to take a few rounds to find out what they’re going to want you to do, but sometimes people are just desperate.

   Simply talking the spirits into it. This requires 1d4 hours of quiet meditation and a DC 18 Diplomacy or Knowledge/Religion check and can only be done once per day.

   In any case, the saving throw DC’s against such effects are based on the shaman’s Charisma and they overcome magic resistance with a roll of (1d20 + caster level + Cha Mod). Exorcisms (“Turning”) are L2, creating minor supplies costs 1 SL/2 GP and is permanent, anc counterspells are always specifically tuned, requiring a spell of only (target spell level – 2).

   Path of the Dragon/Blood of the Dragon (Specialized: only as a prerequisite, 3 CP) and Bones of the Dragon (Corrupted: personal-enhancement spells only, x1.5 effect [7 spells], 6 CP).

   Privilege/Blessing of the Kami (3 CP): This is a ritual invocation of the spirits, asking them to watch over something. This lasts for at least a year, and often permanently – but is too subtle for game mechanics. A fallen candle may quietly snuff itself – rather then starting a fire – in a blessed house. Fields yield more, suffering less from pests and weather. Children are healthier, have fewer and milder accidents – and are far more likely to reach adulthood. Farm animals have more offspring, spinning thread snags less often, and artists are more inspired. The scale of the rite depends on the scale of the blessing; kids only take a minute, a city might take a three-day festival honoring the relevant Kami. As there are always kids, flocks, infertile couples, marriages, etc, in need of blessings, Shamans can usually expect a welcome anywhere.

 

Spirit Favor Accounts:

  • Air: Intelligence, Movement, Thought, and Divination

  • Darkness: Strength, Negation, Death, Compulsion

  • Earth: Constitution, Plants, Healing, Binding, Stasis

  • Fire: Dexterity, Light, Energy, Transformation

  • Shadow: War, Illusion, Fortune, Travel

  • Water: Wisdom, Animals, Absorption, Emotion

  • Celestial: Charisma, Purification, Truth, Life

 

Personal Enhancements:

  • 1-6) +2 to each attribute

  • 7) Hands of the Wind (user may expend an attack of opportunity make a DC20 reflex save to block or evade a nonmagical ranged attack on himself or herself).

Available Skill Points:

   10 CP + 35 SP (Intelligence) +7 SP (Fast Learner) = 52 SP.

   Major Skills: Craft/Alchemy +8, Craft/Armorer +9, Diplomacy +16, Disable Device +9, Knowledge/Arcana +11, Knowledge/Nobility and Royalty +9, Knowledge/Religion +15, Knowledge/The Planes +10, Martial Art/Koryu Kensho +11, Martial Art/Kogasoku Koppo +9, Open Lock +8, Perform/Eastern Cultural Arts +15, Perform/Storytelling +15, Ride +9, Spellcraft +10, Spot +15, and Tumble +12.

+3 Specialities (1 SP Each): Diplomacy/With Spirits

Special Notes:

  • +2 Synergy bonus on Balance from Tumble

  • +5 Competence Bonus on Spot from Eyes of the Eagle

 

Martial Arts:

Koryu Kensho: (Dex)

   The path of the enlightened sword teaches stillness. When one is in harmony with an opponent, with the flowing wind, and with the universe’s ceaseless currents of chi, then they cannot touch you unless you will it – and your opponents own violence will carry him or her onto your blade.

   At the highest levels, in flickering instants, students of the way perceive the unreality of space and time.

  • Requires: Weapon Focus/Katana or equivalent ability.

  • Basic Techniques: Attack 3, Defenses 3, and Power 2.

  • Advanced/Master Techniques: Combat Reflexes, Instant Stand, Quick Draw, and Whirlwind Attack.

  • Occult Techniques: Inner Strength, Focused Blow, Light Foot, and Vanishing.

   Techniques Known (6): Attack 1, Defenses 1, Power 1, Quick Draw, Whirlwind Attack, and Inner Strength.

 

Kogusoku Kappo: (Dex)

   The way of the renewing armor of life concentrates on the circulation of chi within the body, reinforcing the user’s vital essence. The ultimate development of the art is to deflect blows and missiles with the sheer swirling power of the user’s inner strength.

  • Requires: Improved Unarmed Strike or equivalent point buy.

  • Basic Techniques: Defenses 3, Strike 1, Synergy (Heal), and Toughness 3.

  • Advanced/Master Techniques: Deflect Arrows, Improved Disarm, Improved Trip, and Mind Like Moon.

  • Occult Techniques: Inner Strength, Healing Hand, Iron Skin, and Resist Pain.

   Techniques Known (5): Defense 2, Strike 1, Mind Like Moon and Improved Disarm.

 

 

Mei Kwan (Lesser Goddess):

   The Lady of the Jade Wheel, Goddess of the Moon, Keeper of the Archives, and Mistress of Night.

  • Symbol: A jade disk, engraved with the emblems of the sun and moon riding the wheel of Tao.

  • Alignment: Lawful Good. Mei Kwan, however, tends to feel that mysterious, totally unexpected, interventions and behaviors are part of a god’s job description, hence she commonly seems pretty chaotic. She is, of course, Yin-oriented.

  • Portfolios: Mystery, Secret Lore, Hidden ways – and the keys thereof (Light, History and Knowledge, Travel/Exploration, Magic, and Guidance). A matriarch of sorts, with numerous minor divine offspring, she is also a patron of Honor, Clan, and Guardians.

  • Domains: Family, Illusion (Female Clerics), Magic, Nobility, Sun (Male Clerics), and Travel.

  • Weapon: Lunar Orbit Kung Fu (Martial Arts or Chakram).

   Mei Kwan is the keeper and gateway of mysteries, the guardian and scribe of the akhasic records – the hidden memories of the great wheel. She has a special fondness for good storytellers as well. An elegant, if slightly “unorganized” – or so it appears – hostess, Mei Kwan is one of the more “approachable” members of the celestial court, but tends to provide riddles, puzzles, quests, and suggestions as to where solutions might be found rather then direct answers or assistance. While she seems to regard ordinary mortals as “grandchildren”, she doesn’t seem to see death as much of a problem. Of course, from a god’s prospective, it’s not.

   Mei Kwan’s lunar palace is a gathering place for her servants, the dragon-sages who assist her in organizing the akhasic records, assorted petitioners, dreamwalking mortals, and her numerous descendants. Her priests are often drawn there in their dreams – usually waking with extensive memories of discussions that seemed to make a lot of sense at the time. More rarely they are given missions, training, or an elegant meal and/or a supply of superb – and possibly enchanted – tea.

   Her shrines are centers of learning and scholarship, sanctuaries for inoffensive magical creatures, and places of healing and assistance for the common people. They are most commonly built as clusters of smaller buildings in the midst of beautiful meditation gardens. Her priests are expected to tutor children, assist the common folk, and to gather and share knowledge – including magical lore. They are often found as teachers, guides, guardians, or advisors to rulers. They meditate in the early evening to regain their spells, while drinking tea if that’s at all possible. They tend to stay up late reading and hold meetings/philosophical discussions during the full and/or new moon. Priests of Mei Kwan may freely multiclass as Paladins and Mystics in settings where this is relevant. They, and any companions, can expect to occasionally pass through a patch of mist and find themselves suddenly elsewhere. While priests with serious responsibilities (families, clans, running temples, protecting villages, advising rulers, etcetera) usually get brief missions with return trips thrown in, or find their absences otherwise covered, those lacking such ties may be “assigned elsewhere” as needed.

   Priests may “request a transfer” – usually when they (and possibly a large group) are desperately in need of escape, they have no other way to accomplish some great mission, or during some personal emergency. As a rule, Mei Kwan will grant such requests once or twice a year, but exacts a price to discourage the practice – a block of experience points, a quest, all the spells the priest would usually be granted for the next few weeks, taking in a stray child to raise, or some such.

 

New Spells:

Touch Of Life (AKA; “Turn Death”) :

   Alteration. Level 0, Components V, S, and Special (One use of the “Turn Undead” ability), Casting Time Special (Is cast as a part of the “Turn” attempt), Range Touch, Target Creature Touched, and Duration Instant.

   This is an occult version of CPR. It channels the burst of positive energy from a “turn” into temporarily sustaining the bond between a severely-damaged body and it’s spirit. Provided that there is no major damage to the brain (A GM ruling) and that the body is in more or less “repairable” shape, casting this spell on a newly- “slain” comrade will extend the time during which other healing magics may be effectively used to (Turn Damage) rounds past the “time of death”. The “clock” starts at the time of “death”, not at the time of casting; if the caster does not reach the target for six rounds, and gets a turning total of 11, then he or she will have another 4 rounds (11 – 6 (delay) – 1 (The time required to cast this spell) to heal the target enough to keep him or her alive.

   -Just as a note, barring direct damage to the brain, “instant death” is near-impossible. There was a doctor during the french revolution who asked friends who were being guillotined help him out, and demonstrated that the brain can remain conscious and functioning for anything up to ten seconds or so after decapitation.

 

Celestial Fire:

   Alteration. Level 0, Components V, S, Casting Time 1 Action, Range Touch, Target One Creature and Duration 1 Minute per Level.

   This minor charm allows – but does not require – the user to focus the power of turning attempts on specific targets within 60 feet. This provides a +2 bonus on the level of undead that can be affected and concentrates the energy surge enough to cause (Turning Damage) points of healing (To “normal” creatures) or damage (To “negative energy” creatures – such as undead), over and above the basic turn/rebuke effect.

 

Magical Equipment

   Eyes of the Eagle (+5 Com. to Spot checks) (1000 GP), Perpetual Torch (90 GP), Wand of Cure Light Wounds (CL1, 50 Ch, 750 GP), Wand of Color Spray (CL1, 20 Ch, 300 GP), Wand of Sleep (CL1, 20 Ch, 120 GP), Wand of True Strike (18 Ch, 300 GP), Alchemical Antitoxin x2 (100 GP), Alchemist’s Fire x2 (40 GP), and Smokesticks x2 (40 GP).

 

Pheonix Wing, Ancestral Honor-Blade of Clan Kao

   Phoenix Wing is included since it plays a prominent roll in Li Kao’s personal history and in case the GM ever wants to have it make a “guest appearance”. Given it’s incredible Ego score it’s more of a powerful NPC then a “magic item”.

  • Basic Powers: +5 Flaming, Holy, Katana.

  • Attributes: Int 21, Wis 23, Chr 16, Ego 36. Lawful Good.

  • Speaks Common, Shou, Celestial, Draconic, Ignan, and Nexalan. Reads magic and all languages.

  • Primary Abilities; +10 insight bonus to Sense Motive checks, bestows Mobility and Combat Reflexes Feats, Knows Skills (Heal +19, Knowledge [Religion, History/Warfare, Geography, and Nobility, all at +18], Sense Motive +29, Spellcraft +18, and Spot +19. It can apply it’s “heal” skill to anyone who’s carrying it or is in contact with it. As a note, “Know Skills” provides [3 + IM] x [3 + Caster Level/2] skill points).

  • Extraordinary Powers; True Seeing (At will, clerical version) and Divine Strength (+4 Paladin levels for any LG holder. Includes +40 HP, +1 Wisdom and Extra Turning feat).

  • Special Purpose; Hold Clan Kao to the way of honor and justice, slay evil. Will generally cooperate with a NG, LG, or LN clan head, but will constantly try to “steer” them towards LG activities. If at all possible it tries to participate in raising each new clan head. It’s very good at bringing up them up to be good, lawful, wise, and noble.

  • Special Purpose Power : Individualized Flame Strike. Only affects the creature struck, but permits no saving throw. Inflicts 7D6 Flame and 8D6 divine damage.

  • Base Price; 218,000 GP and 8720 Exp. Minimum Caster Level 15 (Divine) and Paladin 5. Effectively priceless.

  • Special Note; Base Damage; 1D10 + 1D6 Fire + 5 + SM. Versus Evil; 1D10 + 10D6 Divine + 8D6 Fire + 5 + SM. It is VERY good at slaying evil creatures.

 

Adventure History:

  • The initial battle at the hunting lodge (a prequel of sorts).

  • Dealing with some local thugs, just after he and his charges arrived.

  • A minor lair-crawl, dealing with some malicious fire-spirits and a few undead which were trying to create a small volcano near the city.

  • Encountering a gang of bandits, tracing them to their lair, and defeating them there.

  • Investigating an abandoned temple, which turned out to have a group of evil conspirators, and their collection of monsters, hiding out in it.

  • A brief side-trip to the dimension of pathological liars, soon resolved by realizing that the “you’re all trapped here” idea was just another lie.

 

Carried Or Worn:

   Katana, Sheathe, and Cleaning Kit (5 Lb, 400* GP), Mighty Composite Longbow, with spare strings, and cover (1.5 Lb, 630* GP), 20 Arrows and Quiver (2 Lb, 2 GP), Darkwood Naginata (3 Lb, 370* GP), Darkwood Light Leaf Armor (7 Lb, 350* GP), Wooden Holy Symbol (- Lb, 1 GP), Magician’s Pouch (3 Lb, 60 GP), Signet Ring (- Lb, 15 GP), Explorer’s Outfit (- Lb, 0 GP).

   *Masterwork

 

   Rucksack (1 Lb/1 GP), with Bandage Roll (0 Lb/0 GP), Light Bedroll (4 Lb/0 GP), Crowbar, Small (1.5 foot. Also usable as a makeshift hammer, 2 Lb/1 GP), Water Flask (0 Lb/0 GP), Small Glue Pot (Must be heated to melt, 0 Lb/0 GP), Light Tarp (waterproofed cotton, 8×8 Ft, 1 Lb/0 GP), Messkit (.5 Lb/8 GP), Money (1 Lb/Sp), “Nobles Outfit” (Formal Silks. Tiger-and-Dragon motif, Eye-Of-Wisdom in Peach Tree Mon. Slightly the worse for wear, but has been magically repaired. 0 Lb/75GP. Not normally worn on “adventures”), Rope Set (5 Lb/40 GP), Sumi-e Set 1 Lb/6 GP), Tea (0 Lb/15 GP), a set of Masterwork Thieves Tools (2 Lb/100 GP), Towel and Washcloth (0 Lb/0 GP), Two days worth of Trail Rations (2 Lb/0 GP), Traveler’s Pouch (1 Lb/12 GP), and Vials of Honing, Citronella, and Garlic Oil, Healing Salve, Lineament, and Incense Powder (0 Lb/10 GP). Effective Encumbrance Of Rucksack: 11 Lb

   Total Encumbrance: 32.5 Lb – and 250 GP in cash.

 

Equipment Notes:

   Katana; Listed as 6 Lb. Presumably includes sheathe and blade cleaning/maintenance kit since actual katanas were much lighter then this. Li prefers the slightly larger “bastard sword” model over the “longsword” version. Total of 5 Lb.

   Lamellar Leaf Armor: This resembles studded leather or scale mail, but it’s made using laminated, enameled, bamboo or wood, rather then metal. While it’s slightly lighter then metal armor, it’s a great deal more costly for the AC bonus it provides. Leaf armor cannot be made of Mithril or Adamantine, but can be made of Darkwood – and masterwork versions usually are. (Light: 75 GP, +3 Armor Bonus, Max Dex +5, Armor Check Penalty -1, Spell Failure 10%, Speed 30/30, 20/20, 15 Lb. Medium: 325 GP, +4 Armor Bonus, Max Dex +3, Armor Check Penalty -4, Spell Failure 20%, Speed 30/20, 20/15, 20 Lb.).

   Magician’s Pouch: This modest bag contains various spell and ritual components, including packets of salt, beeswax, assorted colored chalks and small candles, origami paper, incense sticks and various common herbs, string, pen and ink, several pencil-sized “wands” (bone with lead bands, hawthorn, ebony with gold tips, elder, oak, magnetized steel, and mistletoe), a “scribing” tip (for the wands), 2 small knives (meteoric iron with oak handle, silver with rowan handle), silk cloths, 2 small bowls/bells/cups/incense burners/etc (silver and gold), a silver disc/mirror, tongs, wire, matches, a set of rune or “tarot” cards, a small key, some rings (Simple blank bands; 4 copper, 2 silver, 2 gold, and 2 iron), a small flute, embroidery thread, brass chime, holy symbol (Per user’s beliefs), some crystals, needles and thread, pins, and assorted vials (Holy and unholy water, assorted oils, alcohol, mercury, “fingerpaints”, glue and healing herbs) in a padded roll.

   60 GP, 3 Lbs. An upgraded spell component pouch. Water-tight and somewhat resistant to fire, allows various applications of Spellcraft with +2 bonus and the performance of various bits of folk magic – charming warts, determining which of the village boys a village girl is most likely to marry, helping someone lose weight, making cattle less likely to stray, and so on.

   Messkit (Aurora’s Whole Realms Catalogue. 8 GP, 1/2 Lb. Tinware, small pot, plate, 3 seasoning vials (Salt, pepper, herb of choice), silverware, normally one small collapsing cup, he’s added a couple more. Pg 137).

   Naginata; Listed as 15 Lb. Real Naginatas weigh in at about 6 pounds. Unlike most western polearms, they were designed for fast, slashing, and individual, combats against lightly armored opponents, rather then for use in massed formations or to penetrate plate armor. They suffer a -2 attack penalty if used against heavy armor.

   Rope Set (Aurora’s Whole Realms Catalogue. 40 GP, 5 Lb. 200 yards silk rope, two folding grapples, pack, and assorted spikes and pulleys. +10 bonus to Climb. Pg 17).

   Rucksack: Basically a small, light, backpack with a support belt. Reduce the total encumbrance of items in a rucksack by 50%, up to a maximum of -10 pounds. 1 GP, 1 pound or less.

   Sumi-e Set: A modest lacquered box containing a set of brushes/pens, sheets of paper, an inkstone, and sticks of ink. Suitable for the budding calligrapher, artist, scribe, or maker of scrolls. 1 Lb, 6 GP)

   Traveler’s Pouch: This light leather carrying bag contains a selection of items any traveler should have along – brush, comb, and razor, a little packet each of soap, sticking plaster or salve, wax, tacks and thread, needles, buttons, fishhooks and sinkers, string/fishline, a match or “tindertwig” safe, small whetstone and file, a couple of small knives, a vial of insect “repellent”/ medication, a thin bag (Suitable for use as a pillow if stuffed with something yielding), and – where available – a compass. Usually found as a shoulderbag or mounted on a belt. 1 pound or less. About 2 GP if purchased – but most characters should be presumed to have this stuff.

   Contents list and weight from “Woodcraft” by George W. Sears, circa 1880. Flint, steel, and tinder, should be substituted for matches if such items are not available in a setting. If “matches” are available – but rare and unusual – add their price separately.

 

Adventure Hooks

   Li is a Samurai in service. It is his duty to protect his Lord and his family, to help provide for them, and to fulfill their needs and his Lord’s commands while living up to the precepts of the Way of the Warrior. Of course, since his lord is young, it is also his responsibility to temper obedience with wisdom.

  • He must protect Lord Oren, the Lady Yukio, and her other children, at all costs.

  • He must follow up on chances to regain contact with the rest of clan Kao, since they are currently without their lord.

  • He must attempt to locate any resources that Lord Oren and the Lady Yukio may require.

  • He must train Lord Oren, the other children, and any new recruits he locates, in the Way of the Warior.

 

The Way of the Warrior:

  • Gi – Honesty and Justice. Be acutely honest throughout your dealings with all people. Believe in justice, not from other people, but from yourself. There are no shades of gray in the question of honesty and justice. There is only right and wrong.

  • Yu – Heroic Courage. Rise above the masses of people that are afraid to act. All men must take risks and face danger. Be intelligent and strong. Replace fear with respect and caution.

  • Jin – Compassion. Your training is for service. You are quick, strong, and skilled and must help your fellows at every opportunity. If opportunities do not arise, go out of your way to find some.

  • Rei – Courtesy. There is no reason for cruelty. You do not need to prove your strength. Be courteous even to your enemies, for without respect we are nothing more then animals. A samurai is respected both for his strength in battle and for his dealings with others.

  • Meyo – Honor. Only you can judge your own honor. The decisions you make, and your actions to carry them out, reflect who you truly are. You cannot hide from yourself.

  • Makoto – Sincerity. Let what you have said you will do be as good as done. Let nothing stop you. The action of speaking alone has set the act of doing in motion. Speaking and doing are the same action.

  • Chugo – Duty and Loyalty. When you say or do a thing, you are a part of it, responsible for it and for all the consequences that follow. Be fiercely true to those in your care.

 

   As a Priest of Mei Kwan (however minor), Li is expected to both teach and gather knowledge, to heal and assist the common people, and to try to mediate a balance between the needs of the wild things of the world and civilization.

   Being in service to a possible future ruler, it is also his duty to advise, guide, and set an example, so that the child will grow up to be a just and wise ruler.

  • He should seek out lost knowledge, such as obscure tomes, forgotten spells, and any other lost secrets of the past.

  • If the common folk need defending, a champion against evil menaces, arrogant men, or the vagaries of nature, or simple healing, it is his job to provide such services.

  • He must work towards maintaining the balance of nature, balancing the maintenance of forests, streams, and the creatures that live in them with the needs of civilization.

  • He must fulfill his role’ as a priest – conducting the rites, offering advice and comfort, establishing shrines, and teaching younger priests.

  • Carry messages from Mei Kwan to designated mortals.

 

   As a Shaman, Li is an intermediary between the spiritual and physical worlds, responsible for correcting imbalances between them, conducting minor rituals in honor of the spirits, and being a messenger and negotiator between spirits and mortals. It is his duty to:

  • Bring peace to the restless dead, preferably by fulfilling their final wishes and obligations, by delivering messages, or just by going to the aid of their endangered loved ones.

  • Lay the Undead, releasing them from their unnatural entrapment between life and death.

  • Attempt to resolve disputes between the spirits of nature and the elements and the mortals who seek to live on the land that they control.

  • Drive off troublesome outsiders, exorcize evil spirits, bless what needs blessing, and to instruct the locals in how to properly honor the spirits to maintain the now-established peace.

  • Aid and assist spirits and the fey – finding them new homes, fulfilling minor requests from the elementals of the land, and so on.

   Of course, most spirits will be automatically aware of his presence and role’. They thus know exactly who to come to when they need something.

 

   As a Warrior of the Light, Li is expected to smite the wicked, protect innocents, stand against injustice, undertake great quests against the forces of evil, and be a hero in general. He is expected to offer due respect to legitimate authorities, act with honor, and help those in need.

  • The obligations of a Warrior of Light are more negative than positive. They must not torture or mistreat prisoners, betray those who trust them, deal with, or associate with the greater powers of darkness, or generally be overly nasty or vengeful.

  • They are expected to show mercy, provide charity, and to help support organizations with similar goals – orphanages, food kitchens, protective orders, and others who attempt to aid and support the innocent.

  • They must ward and protect the innocent, seek to destroy the irretrievably fallen, and attempt to redeem those who can still be saved.

  • They must oppose the forces of darkness wherever they appear.

That was usually enough to keep him busy

 

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2 Responses

  1. Per request, here’s a breakdown on how Li Kao got his save and attack bonuses. This does not include Inspiring Word effects: he needs a few more XP to activate those.

    Reflex Save +4 (purchased) +4 (dexterity) +1 (sacred bonus from Aura of Light) +2 (resistance bonus from Improved Resistance) +1 competence (from Sidestep) + 6 (charisma modifier also added due to Augmented Bonus).

    Fortitude Save: +4 (purchased) +2 (constitution) +1 (sacred bonus from Aura of Light) +2 (resistance bonus from Improved Resistance) +1 competence (from Sidestep) + 6 (charisma modifier also added due to Augmented Bonus).

    Will Save: +4 (purchased) +3 (wisdom) +1 (sacred bonus from Aura of Light) +2 (resistance bonus from Improved Resistance) +1 competence bonus (from Sidestep) + 6 (charisma modifier also added due to Augmented Bonus).

    Li Kao has invested SERIOUSLY in saving throws. Of course, he’s also going to find it hard to locate anything to increase them further which stacks with what he’s already got. While this is partially an artifact of conversion, his original bonuses – stacking three classes with strong saves and the 3.0 level one paladin save bonus with a couple of other bonuses acquired in play – were only a point or two lower.

    Attack bonuses: As with his saves, these do not include the +1/+1 he’ll get from Inspiring Word when he finishes paying for it.

    Katana: +3 BAB (purchased Warcraft) +3 BAB (Mastery effect with Katanas) +1 (strength) +2 (Wraith Rune spell) +1 (Martial Art). Damage is 1d12 (increased from 1d10 base by Martial Arts) + 1 (strength) +2 (Wraith Rune).

    Dai-Kyu: +3 BAB (purchased Warcraft) +4 (dexterity) +2 (Wraith Rune spell). Damage 1d8 (base) +1 (strength) +2 (Wraith Rune).

    Unarmed Martial Arts: +3 BAB (purchased Warcraft) +1 (strength) + 2 (Wraith Rune) -1 (campaign weapon modifier). Base damage 1d4 +1 (strength) +2 (Wraith Rune).

    Naginata (Using attributes for a Glaive): +3 BAB (purchased Warcraft) +1 (Strength) +2 (Wraith Rune) -1 (campaign weapon modifier). 3.0 Base Damage 1d10 +1 (strength) +2 (Wraith Rune).

    Sling: +3 BAB (purchased Warcraft) +4 (dexterity) +2 (Wraith Weapon) -3 (campaign weapon modifier). Damage 1d4 (base) +1 (strength) +2 (Wraith Touch).

    -The original campaign used a set of weapons modifiers depending on weapon bulk, accuracy, and effectiveness. There wasn’t any way to deduce that from the character sheet alone, so I’m taking them off the main sheet for clarity. My apologies for any confusion.

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