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nick_crenshaw
2015-06-03, 12:35 PM
This is some of my ideas for a "Japanese" homebrew game I am working on.

Chapter One: Races and Bloodlines (http://www.giantitp.com/forums/showsinglepost.php?p=19345437&postcount=2)

nick_crenshaw
2015-06-03, 12:37 PM
Crippled Bone Nezumi

Ability Modification: +2 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom
Large: As Large creatures, Nezumi gains a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks, but she uses larger weapons than humans use, and her lifting and carrying limits are double those of a Medium character .
Nezumi base land speed is 30 feet (40 feet when running on all fours, this requires the Nezumi to be unarmed.)
Immunity to Fear
+1 Natural Armor bonus to AC.
+4 racial saving throw bonus against poison and disease.
Low-Light Vision: A Nezumi can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
+2 racial bonus on Listen, Hide, Move Silently, and Climb checks.
Cold and fire resistance 5:
Scent.
Pheromones (Ex): Nezumi may leave chemical messages using glands located near their tails. Nezumi can leave only simple messages in this manner: “danger,” “food,” “demon,” etc.
Natural Attacks: Nezumi have a natural weapons. Claws 1d4 damage, x2 critical, Bite 1d4 damage, x2 critical (A nezumi may use his claws and bite as natural weapons, making 2 claw attacks that deal 1d4 damage (plus Strength bonus), or one bite attack that deals 1d4 damage (plus Strength bonus). A nezumi can attack with a weapon or unarmed strike at his normal attack bonus and make one claw or bite attack as a secondary attack (+5 penalty on the attack roll, and half Strength bonus on the damage roll.))
Automatic Languages: Nezumi. Bonus Languages: Common, Bakemono, Ogre, Oni, and Naga
Favored Class: Berserker. A multiclass crippled bone nezumi’s berserker class does not count when determining whether she takes an experience point penalty for multiclassing.
Level Adjustment: +1.
Grasping Paw Nezumi

Ability Modification: +2 Dexterity, -2 Charisma
Medium: As Medium creatures, Nezumi have no special bonuses or penalties due to their size.
Nezumi base land speed is 30 feet (40 feet when running on all fours, this requires the Nezumi to be unarmed.)
+2 racial saving throw bonus against poison and disease.
Low-Light Vision: A Nezumi can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
+2 racial bonus on Listen, Hide, Move Silently, and Climb checks.
Scent.
Pheromones (Ex): Nezumi may leave chemical messages using glands located near their tails. Nezumi can leave only simple messages in this manner: “danger,” “food,” “demon,” etc.
Natural Attacks: Nezumi have a natural weapons. Claws 1d4 damage, x2 critical, Bite 1d4 damage, x2 critical (A nezumi may use his claws and bite as natural weapons, making 2 claw attacks that deal 1d4 damage (plus Strength bonus), or one bite attack that deals 1d4 damage (plus Strength bonus). A nezumi can attack with a weapon or unarmed strike at his normal attack bonus and make one claw or bite attack as a secondary attack (+5 penalty on the attack roll, and half Strength bonus on the damage roll.))
Automatic Languages: Nezumi. Bonus Languages: Rokugani, Bakemono, Ogre, Oni, and Naga
Favored Class: Rogue, A multiclass grasping paw nezumi’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing
Tattered Ear Nezumi

Ability Modification: +2 Charisma, -2 Wisdom
Medium: As Medium creatures, Nezumi have no special bonuses or penalties due to their size.
Nezumi base land speed is 30 feet (40 feet when running on all fours, this requires the Nezumi to be unarmed.)
+2 racial saving throw bonus against poison and disease.
Low-Light Vision: A Nezumi can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
+2 racial bonus on Listen, Hide, Move Silently, and Climb checks.
Scent.
Pheromones (Ex): Nezumi may leave chemical messages using glands located near their tails. Nezumi can leave only simple messages in this manner: “danger,” “food,” “demon,” etc.
Natural Attacks: Nezumi have a natural weapons. Claws 1d4 damage, x2 critical, Bite 1d4 damage, x2 critical (A nezumi may use his claws and bite as natural weapons, making 2 claw attacks that deal 1d4 damage (plus Strength bonus), or one bite attack that deals 1d4 damage (plus Strength bonus). A nezumi can attack with a weapon or unarmed strike at his normal attack bonus and make one claw or bite attack as a secondary attack (+5 penalty on the attack roll, and half Strength bonus on the damage roll.))
Automatic Languages: Nezumi. Bonus Languages: Rokugani, Bakemono, Ogre, Oni, and Naga
Favored Class: Any. When determining whether a multiclass tattered ear nezumi takes an experience point penalty, his or her highest-level class does not count.
Third Whisker

Ability Modification: +2 Intelligence, -2 Strength
Small: As Small creatures, a third whisker nezumi gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Nezumi base land speed is 30 feet (40 feet when running on all fours, this requires the Nezumi to be unarmed.)
+2 racial saving throw bonus against poison and disease.
Low-Light Vision: A Nezumi can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
+2 racial bonus on Listen, Hide, Move Silently, and Climb checks.
Scent.
Pheromones (Ex): Nezumi may leave chemical messages using glands located near their tails. Nezumi can leave only simple messages in this manner: “danger,” “food,” “demon,” etc.
Natural Attacks: Nezumi have a natural weapons. Claws 1d4 damage, x2 critical, Bite 1d4 damage, x2 critical (A nezumi may use his claws and bite as natural weapons, making 2 claw attacks that deal 1d4 damage (plus Strength bonus), or one bite attack that deals 1d4 damage (plus Strength bonus). A nezumi can attack with a weapon or unarmed strike at his normal attack bonus and make one claw or bite attack as a secondary attack (+5 penalty on the attack roll, and half Strength bonus on the damage roll.))
Automatic Languages: Nezumi. Bonus Languages: Rokugani, Bakemono, Ogre, Oni, and Naga
Favored Class: Sorcerer. A multiclass third whisker nezumi’s sorcerer class does not count when determining whether she takes an experience point penalty for multiclassing

Outcast

Bonus feats: You receive 1 bonus feat at 1st level. In addition, at 1st level you can choose an additional bonus feat from the following list: Agile, Alertness, Deceitful, Nimble Fingers, Stealthy.
Unclean: You are able to learn the Profession (butcher) and Craft (leatherworking) skills without suffering a loss to your Honor.
Lowest of the low: Your Reputation is always infamous (see the Reputation section for more information on the effects of an infamous Reputation).
Illiteracy: You must spend 2 skills points before being able to read and write all the languages you speak.
Limited Resources: You begin play with 2d6 times your Honor in starting Gold Pieces. The minimum starting wealth for an outcast is 2 gp (2 x 1); the average starting wealth is 35 gp (7 x 5); the maximum starting wealth is 120 gp (12 x 10).
Starting Honor: 1-10
Abilities: +2 Dexterity, -2 Charisma. You are quick, but your status as one of the unclean makes you despised.
Favored Class: Rogue.

Merchant

Bonus feats: 1 bonus feat at 1st level.
Silver-tongued: +2 bonus on all Bluff and Diplomacy skill checks.
Guildsman: You gain a +1 bonus to your starting wealth roll for each rank you take in a Profession skill (a character normally gains a +1 bonus per 2 ranks). A merchant who swears allegiance to a guild governing one of his chosen professions gains a +2 bonus to his starting Honor.
Professional: You gain a +2 bonus on all Profession skill checks.
Illiteracy: You must spend 2 skills points before being able to read and write all the languages you speak.
Starting Wealth: You begin play with 6d6 times your Honor in starting Gold Pieces. The minimum starting wealth for an outcast is 126 gp (6 x 21); the average starting wealth is 525 gp (21 x 25); the maximum starting wealth is 1080 gp (21 x 30). Note that this is frequently more than a samurai’s starting wealth-a fact that does not sit well with most samurai.
Starting Honor: 21-30
Social Privileges: Merchants are allowed to learn the use of spears and bows in case they are called to serve in wartime. A merchant is allowed to carry a small weapon (such as a dagger) on his person at all times. A merchant with a Honor score 35 or higher is allowed to carry a single non-katana sword (typically a ken, although those who can afford it may carry a wakizashi). Merchants are permitted to travel unescorted and may employ armed guards to safeguard their wares.
Abilities: +2 Charisma, -2 Intelligence: Most merchants have been watching stalls, buying, and selling from early childhood (usually while an older relative attended to something else). This means that few have the time (or inclination) for literary or intellectual pursuits.
Favored Class: Rogue.

Artisan

Bonus feats: 1 bonus feat at 1st level.
Good with tools: +2 to all Craft skill checks.
Guildsman: You gain a +1 bonus to your starting wealth roll for each rank you take in a Craft skill (a character normally gains additional Wealth for profession skills only). You may also gain additional wealth from Profession skills taken at 1st level. An artisan who swears allegiance to a guild governing one of his chosen professions gains a +2 bonus to his starting Honor.
Illiteracy: You must spend 2 skills points before being able to read and write all the languages you speak.
Starting Wealth: You begin play with 3d6 times your Honor in starting Gold Pieces. The minimum starting wealth for an outcast is 63 gp (3 x 21); the average starting wealth is 275 gp (11 x 25); the maximum starting wealth is 540 gp (18 x 30).
In addition to his starting wealth, an artisan begins play with a masterwork item that could be made with one of his craft skills. If a character chooses a masterwork weapon, it must be a type that he is proficient in and allowed to carry as a member of his social class (which means no katana).
Starting Honor: 21-30
Social Privileges: Artisans are allowed to learn the use of spears and bows in case they are called to serve in wartime. An artisan is allowed to carry a small weapon (such as a dagger) on his person at all times. An artisan with a Honor score 35 or higher is allowed to carry a single non-katana sword (typically a ken, although those who can afford it may carry a wakizashi). Artisans are allowed to travel unescorted and may employ armed guards to watch their goods.
Abilities: +2 Intelligence, -2 Charisma: Artisans are masters of their crafts, which require them to have a keen mind and the ability to absorb new trends and techniques quickly. However, they are much more comfortable creating their works then marketing them, and tend to be blunt to the point of rudeness.
Favored Class: Artificer.

Farmer

Laborer: Farmers receive the Endurance feat as a bonus feat at 1st level.
Tied to the land: Farmers receive Weapon Proficiency (agricultural weapons) as a bonus feat at 1st level. Farmers also receive a +1 attack bonus with all weapons in the agricultural weapons group (this bloodline attack bonus stacks with all other bonuses, such as that provided by the Weapon Focus feat).
Salt of the Earth: +2 bonus on all Bluff and Diplomacy skill checks.
Illiteracy: You must spend 2 skills points before being able to read and write all the languages you speak.
Starting Wealth: You begin play with 2d6 times your Honor in starting Gold Pieces. The minimum starting wealth for an outcast is 62 gp (2 x 31); the average starting wealth is 245 gp (7 x 35); the maximum starting wealth is 480 gp (12 x 40).
Starting Honor: 31-40
Social Privileges: Farmers are allowed to learn the use of spears and bows in case they are called to serve in wartime. A farmer with a Honor score 40 or higher is allowed to carry a single non-katana sword (typically a short sword). A farmer with a Honor score 45 or higher is may receive the post of village headman, which carries an annual salary of 1 Platinum Piece per 10 Honor and grants a +1 bonus to the character’s Reputation. Farmers are allowed to travel unescorted.
Abilities: +2 Constitution, -2 Intelligence: Farmers are accustomed to hard labor, which makes them tougher even when compared to other commoners. However, they have no time for intellectual pursuits.
Favored Class: Fighter

Monastic

Believer: Monastics receive the Faith feat as a bonus feat at 1st level.
Religious training: Monastics receive a +2 bonus on all Knowledge (calligraphy, divination, and religion) skill checks.
Man of the cloth: Monastics receive a +2 bonus on all Bluff, Diplomacy, and Gather Information skill checks when dealing with heimin (farmers, artisans, merchants, and outcast).
Right of refuge: A monastic and up to one companion per character level will always be taken in by another monastery and granted a meal and place of rest for a night.
[B]Literacy: Monastics can read and write all the languages they speak at 1st level.
Starting Wealth: You begin play with 1d6 times your Honor in starting Gold Pieces. The minimum starting wealth for an outcast is 41 gp (1 x 41); the average starting wealth is 180 gp (4 x 45); the maximum starting wealth is 300 gp (6 x 50). Monastics are exempt from taxation and can never be required to pay a toll on a road or to enter a city (although this exemption never applies to the monastic’s companions).
Starting Honor: 41-50
Social Privileges: Monastics are allowed to learn the use of any weapon, since their estates are outside the control of the warrior class (although monastics are never allowed to wear a sword). Temple guards favor the spear and the bow and use these weapons with great skill when their monasteries are threatened. Monasteries are as renowned as places to learn armed and unarmed combat that many samurai patronized them to hone their warrior skills.
Abilities: +2 Wisdom, -2 Charisma: Monastics possess great wisdom but are rarely great leaders of men (although there are some notable exceptions, and a charismatic priest is capable of rallying great numbers of peasants to his cause).
Favored Class: Monk or Sohei.

Noble (Kuge)

Court education: A noble receives a bonus feat from the follow list: Deceitful, Diligent, Educated, Mounted Combat, Negotiator, Persuasive, Skill Focus Weapon Focus (any bow), Weapon Proficiency (bows).
Intrigues and machinations: The noble gains a +2 bonus on all Bluff, Diplomacy, and Gather Information skill checks.
Imperial sage: Nobles gain a +1 bonus to their starting wealth roll for each rank they possess in a Knowledge skill.
Majesty of Learning: Nobles gain +1 Honor for each rank they possess in a knowledge skill (a character normally gains a +1 Honor per 2 ranks in certain specializations).
[B]Literacy: Nobles can read and write all the languages they speak at 1st level.
Starting Wealth: You begin play with 3d6 times your Honor in starting Gold Pieces. The minimum starting wealth for an outcast is 123 gp (3 x 41); the average starting wealth is 495 gp (11 x 45); the maximum starting wealth is 900 gp (18 x 50).
Starting Honor: 41-50
Social Privileges: Nobles are allowed to learn the use of any weapon and may carry swords freely (though they may not wear the daisho-the twin katana and wakizashi of the warrior class).
Abilities: +2 Intelligence and +2 Charisma, -2 Strength and -2 Constitution. You are educated and trained in the arts of diplomacy but your sedentary lifestyle puts you at a disadvantage in combat.
Favored Class: Courtier or Kenja.

Warrior (Buke)

Education of the Buke: The warrior gains the Weapon Proficiency (swords) feat as a bonus feat at 1st level. Warriors also receive a +1 attack bonus with all swords (this bloodline attack bonus stacks with all other bonuses, such as that provided by the Weapon Focus feat)
Steel gaze: Warriors gain a +2 bonus on all Intimidate skill checks and all level checks to resist intimidation.
Literacy: Warriors can read and write all the languages they speak at 1st level.
Starting Wealth: You begin play with 1d6 times your Honor in starting Gold Pieces. The minimum starting wealth for an outcast is 51 gp (1 x 51); the average starting wealth is 165 gp (3 x 55); the maximum starting wealth is 360 gp (6 x 60). A warrior always begins play with a katana and wakizashi. (This is where the bulk of the warrior’s “starting money” is invested.)
Starting Honor: 51-60
Social Privileges: Warriors are the only class permitted to wear the daisho (the dual swords-katana and wakizashi). He is allowed to carry these swords at all times except in the presence of a member of the warrior class with a higher Honor score, or at the request of someone to whom the warrior has pledged allegiance.
Warriors also possess land that grants a salary of 1 Platinum Piece per Honor each year. It is possible for the income a warrior’s land generates to be much higher. A daimyo had to possess lands with a productive value of at least 10,000 pp per year; the Emperor controls lands producing 2.8 million pp yearly. Of course, as a character ascends to the pinnacle of the warrior class, he would need to commit much more of his pp to gain the support and allegiance of lower-ranking warriors (and he would certainly need a lot of warriors to defend his holdings).
Favored Class: Samurai.