Legend of the Path of War (Inactive)

Game Master Crayfish Hora

The Idea:
Adventures within the Japan-like Rokugan, with various characters of different clans working to keep Rokugan safe from within and without. Includes Legend of the Five Rings setting and Path of War for Pathfinder.


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Sczarni

Kineticist is available, I suppose, I mean, if you're into that. Mystic is a Path of War Class and is available anyway. I thought I put up the list of spells in the campaign section, like I did in the OP way up there, but I guess I forgot. It's there now; and yes, they're 3.5 spells. Not like there's much of a difference. Not enough difference to warrant not using them.

Kineticist can use the regular Kineticist stuff. I mean, if you're into that.

Spider Clan is that one clan that nobody likes and they really want to smash it. Like the Crab and the Scorpion can both agree, that if the Spider moves against the Empire, they'll crush it. Crab just wants reasons to smash things, Oni, Crane, Spider.


Here is my submission to the group. An oni-spawn tiefling hailing from the Crab Clan and a stalker at that. Used to being a scout outside the walls and an assassin inside of them.

Crunch:
Himura Yoshi
Male Tiefling (Oni-Spawn) Stalker 3
CG Medium Humanoid Outsider (Native, Human)
Init: +9; Senses: Darkvision 60ft Perception: +9
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Defense
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AC 19 FF 14 TAC 15
HP 30
Fort +3 Ref +7 Will +6
Special Defenses: resist fire 5, cold 5, electricity 5
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Offense
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Speed 30ft
Melee
. . kukri +7 (1d4+6/18-20x2)
. . kukri (offhand) +7 (1d4+4/18-20x2)
. . tonfa +2 (1d6/x2)
. . tonfa (offhand) +2 (1d6/x2)
Ranged
. . longbow +6 (1d8/3)
Stances Known: 2
Outer Sphere Stance: Discipline: Thrashing Dragon (Stance); Level: 1
Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance

The Thrashing Dragon disciple flips both of his blades down and concentrates solely on slaying his foe without heed to his own life. When wielding two weapons while in this stance, the disciple gains +1d6 points of damage with his weapons and suffers a -2 penalty to AC. The AC penalty to this decreases by 1 once the character's initiator level reaches 8th, and is negated at 16th initiator level. Upon reaching 10th initiator level, the bonus damage increases to 2d6.

Inner Sphere Stance: Discipline: Thrashing Dragon (Stance); Level: 1
Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance

A defensive stance that focuses on using the disciple's dance-like movements to confound his foe, Inner Sphere Stance allows the disciple to use erratic movements to defend himself and bolster his confidence. When wielding two weapons while in this stance, the disciple gains a +2 dodge bonus to AC and a +2 morale bonus to Will saves. These bonuses increase by +1 when the character's initiator level reaches 6th, and increases again by +1 at 12th and 18th initiator level.

Maneuvers Readied: 5
Maneuvers Known: 8

Offensive Roll: Discipline: Thrashing Dragon (Strike); Level: 1 Initiation Action: 1 full-round action Range: Melee attack Target: One creature Duration: Instant

As the disciple moves by his opponent, he may drop into a tumbling roll and strike at it from a surprising angle. The initiator must move at least 10 ft. alongside an enemy (which provokes attacks of opportunity unless the initiator is using Acrobatics to tumble) and make a Acrobatics check with a DC equal to the target's Armor Class. If successful, the target is considered flat-footed and the strike inflicts an additional 1d6 points of damage. The character initiating this maneuver may move up to his full base speed, making the attack along any point of the moment.

Swift Claws: Discipline: Thrashing Dragon (Strike); Level: 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instant

The Thrashing Dragon disciple's skill with his dual weapons allows him to strike with practiced speed and alacrity, allowing him to make an attack with two wielded weapons (or unarmed strikes), using the same attack action. Creatures with more than two arms may still only strike with two wielded weapons.

Leaping Dragon: Discipline: Thrashing Dragon (Boost); Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Instant

As a dragon takes wing, his powerful legs thrust him skyward as his wings spread out to clutch the air. The disciple of the Thrashing Dragon uses this technique to suddenly launch himself into the air as if he were attempting flight. The initiator may make an Acrobatics check to jump as a swift action, and he gains a +10 competence bonus to his Acrobatics check and is treated as if he had a running start.

Ghost Hunting Blow: Discipline: Veiled Moon (Boost); Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: One Round

By reaching across the barrier between worlds, the disciple may strike at disembodied spirits as easily he would strike a normal mortal. Any and all of the initiator's attacks made this round, including attacks of opportunity, are made as if the initiator's weapon possessed the ghost touch property. This is an Ethereal plane using maneuver.

Dizzying Venom Prana Discipline: Steel Serpent (Boost); Level: 1 Initiation Action: 1 swift action Range: Next Melee Or Ranged Attack Target: One Creature Duration: Instant Saving Throw: Fort Negates (DC 14, 16 w/ discipline weapons)

By focusing his ki onto a weapon, the disciple readies a spiritual poison which dizzies and confuses the minds of his foes. After initiating this boost, the next melee or ranged attack that the disciple makes staggers his foe for 1 round. In addition, if the target fails a Fortitude save (DC 11 + initiation modifier), the target also suffers 2 points of Wisdom damage. This is a supernatural ability.

Clockwatcher: Discipline: Riven Hourglass (Counter); Level: 1 Initiation Action: 1 immediate action Range: Personal Target: You Duration: Instant

By pulling your perception forward in time for the barest of moments, you are able to cheat fate and act when most would be caught unaware. Unlike other immediate actions, you can initiate this counter while flat-footed, and can use this maneuver at the beginning of a surprise round you otherwise would not be able to act in. You may act during the surprise round normally

Disturbing Blow Discipline: Veiled Moon (Strike) [mind-affecting]; Level: 1 Initiation Action: 1 standard action Range: Melee Attack Target: One Creature Duration: Special

By establishing counter-resonance within the spirit of an enemy with a well-placed blow, the disciple may disrupt and disturb its next action. The initiator must make a melee attack against a target creature, and if successful, cause the target to suffer a -4 penalty to the next d20 roll that he makes.

Flick of the Wrist Discipline: Thrashing Dragon (Strike); Level: 2 Initiation Action: 1 full round Range: Melee Attack Target: One Creature Duration: Instant

With two rapid slaps from his blades, the Thrashing Dragon disciple's ferocity puts an opponent off balance and with a flick of the wrist the disciple takes away the weapon of his foe. The initiator makes two rapid attack rolls at his full base attack bonus against the target's AC with a +2 bonus. If both attacks are successful, the target is disarmed of his primary weapon (no roll needed). Resolve damage from the two attacks made as part of this strike as normal. If the target is using natural attacks or the target has a locked gauntlet, then this maneuver is ineffective for disarming a foe.
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Statistics
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Str 10 Dex 18 Con 14 Int 10 Wis 16 Cha 8
Base Atk +2; CMB +2 CMD 16
Feats Weapon Finesse*, Two Weapon Fighting, Deadly Agility*, Discipline Focus: Thrashing Dragon
Skills Acrobatics +10 (3), Stealth +12 (3), Perception +9 (3), Sense Motive +9 (3), Bluff +7 (3), Prof: Gambler +9 (3), Kn: Local +4 (1), Climb +4 (1), Escape Artist +8 (1), Linguistics: +2 (2), Survival +9 (1)
Languages: Common (2 more)
SQ: Darkvision 60ft, Skilled: +2 Bluff & +2 Stealth, Fiendish Resistance: cold resist 5, fire resist 5, electricity resist 5; Pass For Human: change subtype, starting languages, and type. Does not need to disguise to be seen as human., Light from the Darkness: Gain Aasimar’s “incorruptible” racial trait., Incorruptible: cast corruption resistance 1/day. If cast on self, duration increases to 1hr/level, Favored Class Bonus: ¾ of Stalker Art (3)
Traits: Reactionary: +2 on Initiative, Militia Veteran (+2 Survival, Always Class Skill)
Combat Gear: masterwork kukri x 2, tonfa x 2, longbow, mithral chain shirt
Magical Gear: potion of cure light wounds x4, oil of magic weapon +1 x4, potion of invisibility, potion of lesser restoration
Other Gear: Outfit (Traveler), Outfit (Courtier), Backpack (Masterwork), Belt Pouch, Waterskin, Bedroll, Climber’s Kit, 5 days of ration, simple cards, 20gp, 5sp, 13cp
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Special Abilities
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Ki Pool (Su): At 1st level, a stalker gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in the stalker's ki pool is equal to 1/2 her stalker level + his Wisdom modifier (minimum of 1).
At 1st level, the stalker may spend 1 point of ki to grant himself a +4 insight bonus to a single Perception or Sense Motive check as an immediate action, as he uses his ki to feel out the vibrations of others and their hidden motives.

Deadly Strikes (Ex): The stalker is capable of maximizing his deadliness whenever he lands a critical blow upon his opponent, opening his target up for future punishment as the stalker becomes attuned to his prey. The stalker's deadly strike activates whenever the stalker scores a successful critical hit against a target, and is active against that target for a number of rounds equal to his Wisdom modifier. Deadly strike inflicts extra damage, to only this target creature, on all of the stalker's attacks. This extra damage is 1d6 at 1st level, and increases by 1d6 for every four stalker levels thereafter. When the stalker scores a critical hit, this extra damage is not multiplied, it is simply added to the damage. If the stalker scores a successful critical hit during the time his deadly strike is active, the duration of this ability is extended by one round (no more than one extension can be made per round). Ranged attacks can count as deadly strikes only if the target is within 30-ft.. Deadly strike is more effective with weapons with higher critical multipliers, such as scythes and battle axes. Weapons with a x3 critical multiplier inflict damage with deadly strikes using a d8 instead of a d6, and weapons with a critical multiplier of x4 use d10's. Damage multipliers higher than x4 use d10's for deadly strikes damage. Deadly strike may not be used with weapons that inflict non-lethal damage. The stalker must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Creatures immune to critical hits or precision damage cannot be targeted by a deadly strike. A stalker cannot deadly strike while attacking a creature who has concealment.

Combat Insight (Su): At 2nd level, the keen senses and awareness of the stalker delivers him a sort of sixth sense. This insight performs as an intuitive alarm, alerting him of danger. Through his rigorous practice and learning to trust his instincts and intuition to an unearthly level, the senses of the stalker are unusually sharp.
At 2nd level, the stalker's combat sense opens his third eye, granting him defensive reflexes that protect him in combat. The stalker may add his Wisdom modifier to his initiative score and to Reflex saving throws as an insight bonus.

Dodge Bonus (Ex): The stalker's heightened perception of danger allows him to defend himself from attacks as they are made against him, anticipating the attacks as they come. A stalker gains a +1 dodge bonus to his Armor Class at 2nd level, which improves by an additional +1 every four stalker levels thereafter. When recovering maneuvers as a full round action, the character may add his Wisdom modifier to his AC as an additional dodge bonus; his defensive precognition being heightened by centering his ki through maneuver recovery.

Stalker Arts: As a stalker gains experience, he learns a number of arts that aid him and confound his foes. Starting at 1st level, a stalker gains one art; he gains an additional art at 3rd level and new arts every four class levels attained after 3rd level. A stalker cannot select an individual art more than once (unless noted).

Killer’s Implements (Ex): The stalker chooses a melee weapon he is proficient with, and gains the benefits of the Weapon Finesse and Deadly Agility feats when using that weapon, even if that weapon could not normally be used with those feats. At 6th level and every five levels thereafter, the stalker chooses an additional melee weapon to gain the benefits of this ability with. The stalker can change one of these weapon choices by practicing with a new weapon for ten minutes. This stalker art counts as both Weapon Finesse and Deadly Agility for the purposes of meeting prerequisites. Chosen weapons: Kukri

Evasion (Ex): A stalker can avoid damage from many area-effect attacks by channeling his ki into his reflexes. If a stalker makes a successful Reflex saving throw against an attack that normally deals half damage on a successful Reflex save he instead takes no damage. Evasion can be used only if a stalker is wearing light armor or no armor. A helpless stalker does not gain the benefit of evasion.
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Fluff:
History: Born to the auspicious Hiruma family of the Crab Clan, Yoshi was a sickly boy and frail as can be. Expected to pass away, the child miraculously survived and grew as the second son to a noble branch of the Hiruma family. Unlike most of his fellow siblings and children, Yoshi did not grow strong and brawny like his parents did. Weak and quick, he was teased and bullied through most of his early life. It was only during a fight with his older brother, a spar that broke his arm when his brother fought too hard, that the corruption within Toru and Akia’s child was made manifest.

Eyes that burned like coals, the shadows of the room drawing inwards and longer, their child’s rage showed the darkness hiding within him. With incredible speed, he almost killed his older brother before his father could stop him and was locked away for a time. Toru committed ritual suicide rather than face the dishonor of having sired a corrupted child and his mother, another warrior within the Crab, almost joined him. It was only upon seeing Yoshi weep at his father’s grave, the kind of tears that only a son who loved his father could shed, stayed her blade and took her upon a different path.

The truth behind Yoshi was hidden away, out of shame and to protect the young boy. His brother was convinced towards silence and the two of them grew closer from it, protecting and watching one another. As Yoshi grew older, his mother used her influence to have him recruited within an elite order within the Crab Family; the Junsuina Hantā, The Hunters of Purity. It was with these secret teachers that he learned to harness his ki, not for balance but for dealing death. Yoshi took quickly to the path of a stalker and when he was able to, he volunteered to scout outside of the Wall.

Quiet, vicious, and in complete control of himself, Yoshi brought swift death to those outside and within the walls. His kukris had a reputation for cutting throats, ripping tendons, and slaughtering both the strong and proud as well as the many and manic. Known simply as a scout, he still serves on within the Walls by looking and seeking out corruption and cutting it from society like a cancer. Under the guise of a travelling gambler, Yoshi stalks his prey and bring merciless death to those who threaten Rokugan and the Emperor.

Personality: Yoshi, when he is in disguise or not outside the Wall, is a friendly, jolly character to associate with. Always quick with a smile and a word of encouragement, he expects the best from his comrades and believes that they can always do more to improve themselves. While he believes that, he also believes that corruption can settle into anyone and that no one is too pure to not be touched by the Shadowlands. In private, he is a somber man who doesn’t speak much and spends more time in reflection than drinking or celebrating like his comrades. His loathing of the Shadowlands and the corruption it brings carries over to a sense of doubt towards himself. How much good could he be truly doing if he is not pure himself?

In combat, Yoshi seems like another person. Cold, efficient, effective, he seeks to bring death in the quickest manner possible and has no shame murdering his enemies in their sleep. He strives to follow the way of honor but knows that there will always be a need for those who step outside of it and do so fearlessly. Let others be the shining light to the people, he will be the dark blade that sinks into the hearts of villains and monsters alike.

Appearance: Yoshi appears to be a young man in his early twenties. While not too physically imposing or muscular at all, his body is incredibly lithe, graceful, and agile. His natural dexterity is easy to see in motion with every step he takes and every motion he makes. His face has a small clawed scar along his left eye and temple, a memory of a fight with a foul beast from the shadowlands. He appears absolutely human and mundane, his black hair kept in a top-knot at most times and his eyes a dark black as well. His armor appears well-worn but well-maintained, covered in dark cloaks that help hide the sharpened blades he keeps on himself.

When he loses control of his temper, Yoshi’s appearance shifts slightly. Those eyes burn like coals just before the light in them dies, his teeth seem just a bit sharper, and the shadows around him grow darker and reach towards him. Catching him enraged or upset is very rare though, as he has taught himself to keep his calm whenever possible.

Sczarni

Just so you know, Crab doesn't really have assassins. They despise assassins, just like they despise Scorpion clan. He's gonna have such a fun time, being the most agile...Crab. Oh, there's going be shame in murdering people in their sleep, especially in Crab. But that'll be lots of fun to play around with.


Well then time for a Phoenix. Give me a bit to see if I want to go shugenja or the Zealot etc.


Well, he could be connected to the kolat you know :)


Yup. He'll earn respect not by hefting the biggest weapon but by slaying the worst things the Shadowlands have to offer. He acts more as a scout when outside of the Walls, supporting the more heavily armored warriors and striking swiftly. Unorthodox, certainly, but that is why we're player characters damn it.

Edit: Possibly with the kolat idea. Truthfully, I know very little about the whole setting, so let me know if making him a Scorpion would be better. I'd have to change one of my alternate racial traits but alter self ain't that bad of a spell-like ability.

Second Edit: Truthfully, playing a Lawful Evil good guy who is dedicated to the Empire and is willing to do dastardly things to ensure everything goes well. Let me know what you want for the campaign, I can make whatever work.

Sczarni

Crab may look down on a person like that, but they do respect deeds more than words. You'll have to show them your moves. But overall, an excellent character.

Sczarni

Any alignment is good baby. He can be a Crab, but if he acts like a Scorpion, then some trouble might start up. And trouble is excellent for stories.


I think I'm done. Comments/criticism welcome and appreciated, it's been a little while since I've read the L5R lore.

Shiba Akihiro

Fluff:

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Appearance:
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Tall and powerfully built, Akihiro's well-trimmed beard hides deep laugh lines. His clothes, died in reds and oranges, are trimmed in fur and he's rarely seen without his armor and never without his spear nearbye.

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Personality:
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Akihiro is a quiet man, by choice rather than inclination, and spends most of his free time folding ever more elaborate origami sculptures or playing Go. He's introspective and occasionally philosophical, but, no matter how hard he tries, he's still an extrovert at heart. When he's up and moving, Akihiro is loud and thundering - his laugh rolls streight from the belly and his fights are filled with shouts. He lives with gusto, and always seems to be just on the safe side of excess.

He also never drinks alcohol, and one of the few things guarenteed to get his blood up is drunkards.

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Background:
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Born the eldest son and grandson of a war-hero, Akihiro's early life should have been as carefree as a child's could be. Sadly, it wasn't. His father was an alcoholic, a petty man who brought only shame on the family and, worse, didn't seem to care. To compensate for his father's boorishness, Akihiro took to playing Go with his grandmother and, when his sister was born, teaching her how to fold origami animals and telling stories with them. His father's excesses only got worse with time, though. Alcohol became women and then drugs, until one day Akihiro's father broke Akihiro's arm - an accident, to be sure, but the last straw. His grandmother marched straight to the house and threw his father bodily out of it, taking the children for her own. No-one protested - Akihiro's father had long since become a non-person - and from that point forward Akihiro was his grandmother's son, not his father's.

In the Phoenix Clan, when a child comes of age the shugenja take and test him, looking for any magical talent. In some families, if they find you capable you have no option but to become shugenja. In the Shiba, however, you are allowed to choose. Akihiro chose to honor his grandfather, and to wipe out the stain of his father, by following in his footsteps. He trained as a yojimbo, a bodyguard, ready to lay down his life for his charge if need be and determined to drag his family up from the sewer.


Crunch:

Human Zweihander Sentinel Sworn Protector Warder 3

Ability Scores: STR 18; DEX 11; CON 13; INT 16; WIS 10; CHA 10

Traits:
Unorthodox Method (Piercing Thunder)
Defensive Strategist

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Skills:
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Acrobatics +5, Climb +8, Craft (Origami) +9, Diplomacy +6, Intimidate +6, Knowledge (Martial) +9, Knowledge (Nobility) +9, Knowledge (Strategy) +6, Perception +3, Ride +3, Sense Motive +6, Sleight of Hand +7, Stealth +7, Swim +6

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Defenses:
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AC: 16, Touch: 11, Flat-footed: 14
HP: 42
Fort: +4 Ref: +2 Will: +3
CMD: 18

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Offenses:
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Initiative: +1, Speed: 20ft
BAB: +3, CMB: +7
Melee:
Masterwork Branched Spear +9 (1d8 + 6, 20, x3)
Note: +2 Attack for AoOs provoked by movement
Haft Bash +9 (1d3 + 4, 20, x2)
Wakizashi +3 (1d6 + 4, 18-20, x2)
Other: 4 AoOs per round, Armiger's Mark (4/day, -4, 11%), Guardianship (+1), Defensive Intercept (4/day)

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Feats:
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Weapon Focus (Branched Spear), Combat Reflexes, Dirty Fighting, Improved Trip

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Class Abilities:
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Armiger's Mark: Whenever the warder attacks a foe in combat and inflict at least 1 point of damage, as a free action she may mark them as her foe (he may even mark a foe during an attack of opportunity and may make the free action to do so, even though it is not her turn). The target is aware of being marked, and the mark remains for 3 rounds. Marked targets suffer a -4 penalty to attack rolls against foes that are not the warder, and arcane spellcasters suffer an increase in arcane spell failure of 11% until the mark expires. The warder may only maintain 7 marks a time, and she may make 4 marks per day.
Zweihander Training: When wielding a two-handed weapon or a one-handed weapon in both hands, the warder gains a shield bonus to his armor class equal to his Guardianship bonus.
Guardianship: When in combat and the sworn protector's ward is within 10ft of their ward's position, the ward gains a +1 morale bonus to their AC and savings throws. Additionally, the sworn protector may add her guardianship bonus to her attack and damage rolls as a morale bonus if the ward is within the sworn protector's guardianship range. A sworn protector may only have 1 ward at a time. To select a ward, the sworn protector must take ten minutes discussing tactics and practicing with his ward so that he may learn how best to protect him, and from there on he practices those tactics when he readies his maneuvers. A sworn protector may dismiss a creature as his ward at anytime as a free action.
Armament Shield: When wielding a one-handed weapon in two hands or a two-handed weapon, the weapon is treated as a light shield for the purposes of performing a shield bash attack on an opponent.
Defensive Intercept: 4 times per day the Warder may leap to her ward's defense with lightning speed. As an immediate action, the sworn protector moves up to her base speed to a space within 10 ft. of a ward who is being subjected to an attack or effect that would cause harm, to thereby grant her guardianship benefits. This movement is subject to attacks of opportunity. If the sworn protector is too distant to reach her ward, she cannot use this ability.
Shared Counter: At 3rd level, the warder's ability to protect those around him expands to allow him to use readied counters with a range of personal to protect another as long as he is adjacent to their position. If the counter is unsuccessful, then the protected ally must rely on their own defenses. He may use this with no daily limit, but only as often as he has an immediate action to initiate a counter. Additionally, in the defense of a ward she may use her defensive intercept ability as part of the same immediate action to use a shared counter. This ability functions with the Extended Defense class feature.

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Maneuvers and Stances:
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Maneuvers Prepared:
Warden's Bearing
Snapping Strike
Iron Shell
Thunderous Fall

Maneuvers Known:
Level 1: Warden's Bearing, Guard's Oath, Iron Shell, Snapping Strike, Oaken Shield, Piercing Strike, Bronze Lancer's Edge
Level 2: Thunderous Fall

Stances:
Level 1: Stance of the Defending Shell, Vigilant Keeper's Stance

Default Stance: Vigilant Keeper's Stance

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Equipment:
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Shawl of Life-Keeping, Fighter's Kit, Bandages of Rapid Recovery x2, Origami Swarm, Bird Feather Token, Portable Go Set

Sczarni

Look at this Phoenix guy. So lore friendly, for the most part. So there's a Phoenix man and a Crab man. Who may be closer to the Scorpion clan than he knows. So far, so good.


lore-friendly, smnore-friendly :P

Looks good Whiskey! I love the Zweihander Sentinel Warder archetype. It is just a fun look and build.


Hi! Placing a quick dot.
I do not know anything about L5R and very little about Path of War so I have very little idea of what I would like to submit yet, but...
Time to do some reading :)

Sczarni

1 person marked this as a favorite.

Path of War is the greatest thing for martials since weapons and armor. It's like fancy sword techniques and cool twirly moves. And that dang weaboo sheathing the katana thing.


Dot. I'll try to come up with something on the weekend. Right now I'm thinking either dual wielding Mirumoto or naginata wielding Shiba.

From what I got from the fluff, the dueling is kinda important. That leads to the question about naginata users - can they duel with a naginata?


What year is it? Working on backstory. Thanks.


Hey Ashe here. Here is Atsuko everything is in the profile. Hope you like. Sorry got a bit going in the backstory. Hope it is fun te read at least. I did take the liberty of trading Aasimar spell like ability of glitterdust for resistance 5 to fire as Fire was part of her backstory. Hope that is alright. The story works without it just a bit different in parts. Let me know what you think. Thanks. :)

Sczarni

Dueling is the honorable way to settle a disagreement. And many other things, such as defending your honor, fighting for others that cannot fight for themselves (elderly peeps), and is just a really useful thing to do.

Madcaster, can they? Does a Crab duel with a Tetsubo? Does a Lion duel with the most traditional weapon, the katana? Does a Crane duel? Okay, no, Cranes probably don't duel. Or if they did, you'd call it dancing. Then you would wonder why you lost.

The answer is yes. Though a Lion will demand that you fight with the utmost RAH RAH HONOR BUSHIDO weapon, and then you're probably at a disadvantage if your more use to fighting with a Naginata. But for the most part, yes.

Sczarni

Oho, speaking of Cranes. Nice, juicy information with clear cut names and a general sense of direction. Very nice; I like.

Just for you others that have submitted or will submit, make sure you give your folks a clear name and don't leave the name generation to me. Because I just might name them all Ichigo for fun. Nobody wants to read Ichigo this and Ichigo that for several hundred posts.


I know Lion get the proficiency for free but I just like the Bushi template, so I went ahead and used it, along with Zweihander Sentinel for Warder (because of that sexy Scarlet Throne, yasssss). Anyway, here's Akodo Kazuma. I was intentionally a bit vague with the specifics of the setting (names/dates/places and such) because I'm unsure what period we are in for Rokugan (busy days so I've only read the Campaign Info and I didn't see that data there).


I'm still working on appearance.


(Should have said appearance and personality but both are done now :3)


Reading through the L5R and one thing that stuck out to me was the Dragon bushi and me realizing that I could probably create a pretty good UMonk who fights with a Temple Sword in each hand (even if, mechanically, he only uses 1 of them at a time), or to create a Dragon Togashi Monk who can later shoot fireballs out of his hands (Elemental Fury Ki power/Elemental Fist/Throwing AoMF FTW!!!) or he just punchs people with fireballs O-o
or something like that :)

However I am still reading through the PoW stuff so that might change drastically in a bit.

Sczarni

Since your clan and class give you the same thing, you can grab the Weapon Focus for both the Katana and Wakizashi, a fix another player suggested that I think would work fine.

Also a Lion! RAH RAH HONOR BUSHIDO!


Gobo Horde wrote:

Reading through the L5R and one thing that stuck out to me was the Dragon bushi and me realizing that I could probably create a pretty good UMonk who fights with a Temple Sword in each hand (even if, mechanically, he only uses 1 of them at a time), or to create a Dragon Togashi Monk who can later shoot fireballs out of his hands (Elemental Fury Ki power/Elemental Fist/Throwing AoMF FTW!!!) or he just punchs people with fireballs O-o

or something like that :)

However I am still reading through the PoW stuff so that might change drastically in a bit.

Aurora Soul Mystic would work even better for that; Thrashing Dragon is all about TWF and Elemental Flux gives you many a fireball to throw around. They're also incredibly hard to kill, so that's a bonus.

Sczarni

Alright, I have enough characters in this little tale to start up some gameplay postings. Crane, Crab, Lion, Phoenix, congrats, you passed the character examination part. Which was basically, "Is that a character? Do they have a backstory?" Good. You can expect a few posts tomorrow, which will basically be lead-ins to the tale. We're doing this the slow and non-adventure path way, so you'll likely start in different positions depending on your characters.

For those that have yet to submit a character but still wish to join, don't sweat it. There's always next ti--ha, just kidding. You can finish your characters whenever and I'll slide you into the story like some kinda expert scene-smith making some kinda expert katanaru. It cuts just like steel!


Hai, Crayfish-sama!


Whiskey and a Bonesaw wrote:
Gobo Horde wrote:

Reading through the L5R and one thing that stuck out to me was the Dragon bushi and me realizing that I could probably create a pretty good UMonk who fights with a Temple Sword in each hand (even if, mechanically, he only uses 1 of them at a time), or to create a Dragon Togashi Monk who can later shoot fireballs out of his hands (Elemental Fury Ki power/Elemental Fist/Throwing AoMF FTW!!!) or he just punchs people with fireballs O-o

or something like that :)

However I am still reading through the PoW stuff so that might change drastically in a bit.

Aurora Soul Mystic would work even better for that; Thrashing Dragon is all about TWF and Elemental Flux gives you many a fireball to throw around. They're also incredibly hard to kill, so that's a bonus.

Reading up on the Aurora Mystic. Maaaan does that have a lot of moving parts :/ thats not going to be a fun one to try and create an alias for!! (I do all my sheets by hand)

It also seems to be a very front loaded class. These things are supposed to be equivelent to a fighter?
Still, I think I can make one work :)
I am going to create a human Togashi Monk who fights bare handed (and by bare handed, I mean with FIAR!!) so with the Elemental Flux maneuver, plus other things. (More reading)

However, all the fluff I really have to go on is this;

1d4chan wrote:
The Togashi Monks, which are effectively a family unto themselves, are strong at unarmed combat and are extremely modifiable through a variety of tattoos that grant them further powers, like shooting fire out of their hands.

So I should be able to fluff my Animus as being tattoos in nature and have me touch-to-activate the different tattoos to gain different effects, with appropriate action costs. That and Elemental Flux should cover the fireballs from time to time.

L5F wrote:
The monks of the Togashi order are the sensei and philosophers of the clan...Few could claim to understand the Dragon or their motivations, at least until the Clan War...The Dragon are the uneasy stewards of the Spider Clan...

It works nicely that the Mystic is a Wis based class and I am sure I could be quite cryptic and just a little aloof with philosophical truisims. That and give him a growing resentment to the spider clan.

But that is about it for what I have to go on fluffwise. Does anybody know of some other tidbits of lore regarding the Togashi Monks that I could use?


Looking forward to it :) Thanks for running a game.

Liberty's Edge

OK, I just need to finish shopping, write appearance and personality, but Keisuke Kurokara is pretty much done. When his bonded raven is at arm's reach, he's soft-spoken and shy, when they are separate he becomes wrathful and violent.

Sczarni

Quote:
It also seems to be a very front loaded class. These things are supposed to be equivelent to a fighter?

The clear cut answer is no. That is not the goal of Path of War, as the fighter is shhh--not the greatest class ever. Path of War classes aim to move martials up to match or come much closer to, the power and flexibility of spell casters. Don't compare their classes to Fighters and Rogues, but rather, compare them to Wizards and Clerics.

The alternative Paladin is probably way superior in healing than a Cleric can ever be. And DR, and other way cool things. Also, Cleric is a full caster class, not a healing class, with the heal domain. Just like a Wizard is a full caster class that heals himself, because someone gave him Infernal Healing on his spell list.

The main difference is that spell casters may be great in short bursts, Path of War martials can fight all day and not just swing their sword at things fighting, but actual shredding the battlefield in style fighting. They get their abilities back at the end of combat, they can regain them in the middle of combat, and some abilities are quite game changing. My favorite moves are in the Shattered Mirror, just for the funny sense of "If the Wizard dominates you, the Wizard also dominates himself, no save, under the same instance of the effect. He best be careful what he orders you to do, he just may find himself charging into battle.

Sczarni

Kakita Atsuko wrote:
Looking forward to it :) Thanks for running a game.

You're welcome! I kept trying to hop into other games, but when they don't ban Master Summoner (My absolute favorite Adventure Path wrecking class) and then don't pick me because I'm running a Master Summoner...what can you do, right? 44 monsters running around from one fight to the next; they just don't understand!

Sczarni

Gonna work on some intro posts right now. To quote Ratatoskr, "It's so magical!".

Ex-Dragon, you're in.

Sczarni

Okay, time limit on posts is well noted. Gotta remember to copy paste that stuff if I go for too long.

Sczarni

Lion's intro post is hot off the grill.


Gobo Horde wrote:

Reading up on the Aurora Mystic. Maaaan does that have a lot of moving parts :/ thats not going to be a fun one to try and create an alias for!! (I do all my sheets by hand)

It also seems to be a very front loaded class. These things are supposed to be equivelent to a fighter?
Still, I think I can make one work :)

Let me know if you'd like some help, I'm playing a mystic in a different campaign so I'm fairly familiar with how they work.

Sczarni

Ex-Dragon and Crane have a shared intro post; enjoy.

Sczarni

Phoenix and the Secret Phoenix are good to go. That leaves the Crab.

Sczarni

New Update: Languages and Bonus Languages are now live on the Campaign Info Tab. Common Rokugan is free. High Rokugan is not.

Krab intro post is done.

Dark Archive

Dot for interest.


I'm withdrawing. Good luck and have fun.


Huzzah! I will get my alias all set and in there.

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