Byron V.O.'s Shan Sao Wu-Jen for Gene D.'s "Vanished Lands: A New Dawn" telecom fantasy campaign
Player Character: “Toshiharu ‘Toshi’ Sembutsu”
Role-Player: Byron V.O.
Campaign: “Vanished Lands”
- Game Master: Gene D.
- Rules systems: D20 Basic Fantasy Role-Playing Game, AD&D1/D&D3.0 Oriental Adventures, FATE 3e Legends of Anglerre, and Pathfinder
- Adventuring party: “A New Dawn” (40, telecom team)
- Date revised: 20 December 2014/“7 August 1227 B.C.E.”
Aspects: 7 (can use a Fate point to tag for a +1d6 or a reroll on a 1d20 skill, plus compels; start with 5, +1 every 5 lvls.):
- Origin (species/race): Shan Sao (eastern Halfling)
Occupation (class): Wu Jen (Wizard, air elementalist)
- Level (sessions/5): 10
- Trouble/foibles: Blessed by the Wind Spirits, prophesied to kill many Oni
- Guest star (not a fellow party member or follower): Suki Amarina, Lady of the Teak Grove (“love of the forest,” Bisan/Dryad), tiger Amaya
- Motivation (alignment): Neutral Good, with Chaotic tendencies
- Family/birthright: Tiger Clan; father Hiro Sembutsu (Shukenja of Ami Koshi, Lvl. 10) at Shiro Yugue in the Therud Forest
- Training (reputation/goal): Jade Spire of Master Kida Kaiu, Red Cloud Kung Fu, in the Bamor Mountains
- Goal (status/epic): Elder mage — to be the highest-ranking Shan Sao Wu Jen in the Zedu kingdom
Attributes (roll 4d6, drop the lowest, reroll 1s; modified by Origin, and bonuses; plus 1 pt. every 20 sessions or 4 levels):
- Strength: 9 (0 bonus; x5 = maximum carry, x10 = max. lift, to melee damage)
- Dexterity: 18 (+ 3; x2 = ft./round; to initiative, Acrobatics/Reflex)
- Constitution: 16 (+ 2; to Hit Points per level, Endurance/Fortitude)
- Intelligence: 22 (+ 4; added 2 pts.; see skills)
- Wisdom: 13 (+ 1; to Resolve/Will)
- Charisma: 13 (+ 1; to Leadership)
(Bonuses: 1-3: -3, 4-5: -2, 6-8: -1, 9-11: 0, 12-14: +1, 15-17: +2, 18-20: +3, 21-23: +4)
Armor Class: 21/23 total =
- 3 (Dex bonus) +
- 11 (by type worn: none) +
- 4 (stunts: Martial Arts) +
- 6 (spells/items: Kimono of Arcane Might + 2, Iron Skin + 2, Amulet vs. Law + 2)
- Hit Points: 63 (start at max; by occupation/level: Wiz d4 + 2 Con bonus)
Base Attack Bonus: + 6 total (2 attacks per round) =
- 3 (Dex bonus; on 1d20 to hit) +
- 3 (class/lvl.; Clr/Wiz + 1 every 3 lvls.)+
- 0 (stunts/items: )
Skills: 55 ranks total (on 1d20, plus Attribute bonus; 10 points to start, + 5 points per level; ranks limited to level)
- Acrobatics: 8/10 (8 ranks + 3 Dex bonus, + 2 Obi of Resistance; Reflex, incl. escape artist, fly, tightrope, tumble)
- Endurance: 8 (4 + 2 Con, + 2 Obi of Resistance; Fortitude, run, stamina, swim)
- Resolve: 7/9 (2 + 2 Wis, + 3 Clr/Wiz, + 2 Obi of Resistance; Will)
- Animal Handling: 5 (4 ranks + 1 Wis; ride)
- Arcana: 14 (10 + 4 Int; magic)
- Area Knowledge: 5 (1 + 4 Int; geography, history, law/politics)
- Athletics: 1 (1 + 0 Str; climb, jump, lift)
- Craft: 4/5 (1 + 3 Dex/+ 4 Int; by creation, e.g. armory, cooking)
- Deception: 2 (1 + 1 Cha; bluff, disguise)
- Diplomacy: 3 (2 + 1 Cha; bargaining, gather info., taunt)
- Devices: 3 (0 + 3 Dex; locks, traps, constructs, mechanic)
- Intimidation: 0 (0 + 0 Str; interrogation)
- Leadership: 2 (1 + 1 Cha; followers, persuasion, rapport)
- Linguistics: 10 (6 + 4 Int; plus native; decipher, forgery; see below )
- Lore: 5 (1 + 4 Int; such as dungeoneering, nature, nonadventuring profession, science, strategy/tactics)
- Medicine: 3 (2 + 1 Wis; heal)
- Perception: 5 (4 + 1 Wis; empathy/sense motive, insight, notice)
- Perform: 1 (0 + 1 Cha/+; by artistic medium)
- Religion: 2 (1 + 1 Wis; planes)
- Sleight of Hand: 3 (0 + 3 Dex; holdout, pick pockets)
- Stealth: 6 (3 + 3 Dex; follow, hide, move silently)
- Survival: 2 (1 + 1 Wis; by terrain, incl. tracking)
- Vehicles: 3 (0 + 3 Dex; by type)
Stunts (race/class abilities/superpowers, skill specializations/feats and attribute swaps, signature items, etc.; by source):
- Energy Substitution (class): Air/sonic to substitute for other energies (Pathfinder)
- Flight (racial): At will, into black baza (small bird) form
- Martial Arts: Tien Sha Pai (AD&D1 OA skill, see below), one maneuver per level — Pain Touch, Speed, Stunning Touch
- Spellcasting (x4, class): Able to cast two levels of spells for each stunt slot spent — up to Lvl. 8
- Spell Focus: Elementalism (class) + 1 Mystic rank, or spell in school per level, + 1 on air save DCs
- Spell Penetration (class): + 2 bonus to overcome spell resistance (Pathfinder)
- Refresh: 2 remaining out of 11 (start w/ 6 Fate points, use to tag an aspect, make a declaration, or activate a stunt; plus 1 every 10 sessions or 2 levels)
- Languages (native + 10 Linguistics): Therudic (native, Shan Sao dialect), Alvari (western Sylvan), Aquan, Auran (Air Elemental), Bamoric (Oni), Barbari (Gusorin/Tsucharim), Draconic, Infernal, Kestollan (western Hill Folk), Shengtese (eastern human common), Zuromm (Undercommon/Drow sign)
Martial arts style (by maneuver, citation): Tien Sha Pai (Red Cloud Kung Fu)
- Form: Hard/Soft (quick strikes/leg sweeps)
- Principal Method: Vital area
- Body Part: Hand/Foot
- Modifiers: + 4 Armor Class (4), Attacks: 2/1 round? (7), Damage: d2, d8 vs. humanoids (7)
- Weapons taught (see also equipment below): Tanto (dagger), Jo (staff), Nekode (tiger claws, also used by Ninja), Wakizashi (short sword)
- Special Maneuvers: Unlike other forms, it has limited numbers of special maneuvers, and they must be learned in order (?).
- All Around Sight
- Pain Touch
- Stunning Touch
- Iron Fist
- Iron Skin
- Backward kick (rake-like technique, additional attack if hands hit; add’l attack with foot – 2 to hit — as hand; if 2 hand attacks hit)
Other possible stunts — racial:
- Favored terrain (+ 2 on Survival in forest)
- Low-light vision (30 feet)
- Poison use (Fort 12, 1d4 Con)
- Stealth + 2
- Strong will (+ 2 Will)
- Talk With Animals (tigers)
Spells/Powers (1 stunt slot per 2 levels of castable spells; 31 spell levels per day = 14 total Arcana ranks + 1 Spell Focus: Elementalism + 4 stunt slots squared (16); save DC = 10 + spell level + 1/2 character level; from AD&D1/D&D3.0 Oriental Adventures, D&D3.5 Player’s Handbook, and Pathfinder Core Rules):
- Lvl. 0/cantrips: Animate Tool, Arcane Mark, Clean, Create Water, Detect Curse, Detect Magic, Detect Poison, Flare, Light, Mage Hand, Mending, Purify Food and Drink, Ray of Frost (17/Shu), Read/Write Magic, Resistance, Spark, Speak With Animals (racial), Silent Portal, Transfiguration
- Lvl. 1: Animal Companion, Armor (+ 2 AC), Camouflage, Change Self, Cloud Ladder (18/Eurus), Cobra’s Breath, Color Spray, Comprehend Languages, Dancing Lantern, Elemental Burst (air/water 16, + 1 dam.), Feather Fall (16/Oroshi), Grease, Know History, Mage Armor (+4 AC, 1 hr./lvl.), Magic Missile, Mirror Image, Protection From Evil, Shield, Snake’s Swiftness, Scales of the Lizard (natural AC?), Summon Monster I, Updraft/Downdraft (air 18, + 1 round), Wall of Fog (air 18 + 1 round)
- Lvl. 2: Alter Self, Binding Wnids (air 19), Cat’s Grace, Create Magic Tattoo, Detect Thoughts, Dust Devil (19/Venti Akara), Fire Shuriken (AD&D1 OA ), Fog Cloud (AD&D1 PHB, 19/Venti Akara), Fox’s Cunning, Glide (19/Fujin), Glitterdust, Gust of Wind (19/Fei Lan), Healing Sting, Ice Blast (D&D3.0 OA, 19/Boreas), Invisibility, Kiss of the Toad (D&D3.0 OA Shan Sao), Levitate, Lightning Blade (D&D3.0 OA ), Rain of Needles (D&D3.0 OA ), Resist Energy, Rope Trick, Scorching Ray, See Invisible, Spider Web, Summon Monster II, Summon Swarm (bats, 19/Boreas), Whispering Wind (Pathfinder, air, 19/Boreas), Wind Breath (19/Boreas), Yari of Air
- Lvl. 3: Arcane Sight (Complete Mage), Call Lightning (20/Oroshi), Cloak of Winds (20/Oroshi), Commune With Lesser Spirit (Elemental, 20/Oroshi), Continual Wind, Dispel Magic, Elemental Aura, Favorable Winds, Fly (air, BFRPG, 20/Fei Lan), Gaseous Form (air, Pathfinder, 20/Boreas), Ice Web, Lightning Bolt (BFRPG/PHB, 20/Oroshi), Magic Circle Against Chaos/Evil, Ride the Wind (20/Arodras), Snake’s Swiftness (mass), Sound Lance (air, 20), Steam Breath (air, AD&D1 OA, 20/Feng Bo), Stinking Cloud (air, D&D3.0 OA, 20/Fujin), Summon Monster III (20/Feng Bo), Tiny Hut, Water Breathing (air, BFRPG), Wind Wall, Wreath of Flames (D&D3.x Dragon Magic to get? )
- Lvl. 4: Arc Lightning, Charm Monster, Clean Air (21/Shu), Dancing Blade, Dimension Door, Dimensional Anchor, Elemental Turn, Elemental Ward (D&D3.0 OA, 21/Fujin), Enlarge/Reduce Person (mass 18, Freezing Fog (21/Boreas), Geas (lesser), Ice Storm (BFRPG/PHB, 21/Boreas), Improved Invisibility (greater), Pain, Poison Needles, Polymorph, Scrying, Shout (air, D&D3.0 OA, 21/Ehecati), Snake Darts (Nozuchi — orange, Nure-Onna — black), Summon Monster IV, Wall of Ice (D&D3.0 OA/Pathfinder ), Water to Poison, Wind Arrow, Wing Bind (21/Negag), Wizard Eye
- Lvl. 5: Airy Water, Animal Growth, Baleful Polymorph (use sparingly ), Break Enchantment, Cloud Kill (22/Oroshi), Cone of Cold (22/Boreas), Conjure Elemental (air, 22), Enchant Item, Firebrand, Fireburst (greater), Fire Snake, Flight of the Dragon, Fly (mass), Flying Carpet (22/Amun), Hold Monster, Ice Storm (22/Boreas), Lord of the Sky (Dragon Magic, 22/Fei Lan), Sandstorm, Summon Monster V, Summoning Wind, Telekinesis
Lvl. 6 — BFRPG: Anti-Magic Shell, Aura, Chain Lightning (11 HD, 23/Vayu), Disintegrate, Fire Seeds, Geas, Invisible Stalker (23/Venti), Lower Water, Projected Image, Spirit Needle, Whirlwind
- D20: Acid Fog, Call Lightning Storm (23/Amun), Contingency (20, material comp.?), Guards and Wards, Shout (greater, 23), Summon Greater Elemental (23/Boreas)
- Lvl. 7: Commune With Greater Spirit, Control Weather (24/Negag), Elemental Body, Elemental Servant (24/Venti), Form of the Dragon II, Ice Blight (24/Negag), Plane Shift, Polymorph, Power Word Stun (to review), Summon Monster VII (air, 24)
- Lvl. 8: Cloud Chariot (25 Fujin), Incendiary Cloud, Lightning Ring, Polar Ray, Shout (greater, 25/Fujin) SureLife, Whirlwind
- Lvl. 9:
Summon Monster notes (Toshi prefers air, water, ice, fey):
- Lvl. 1: Dolphin, eagle
- Lvl. 2: Small Elemental (air, ice, water), Grig
- Lvl. 3: Blink dog, dire bat, shark, snow leopard
- Lvl. 4: Medium Elemental, tiger
- Lvl. 5: Bralani Azata, large Elemental, orca, wooly rhino
Primary weapons (ranged and melee, by reach/range, damage, ammo, qualities):
- axe, small hand, 1d6
- Hankyu (short bow) 1d6, Attack rate: 2/1
- Jo (staff) 1d6
- Kiseru (smoking pipe, metal rod) 1d4
- knife, horn, 1d4
- Nekode (metal claws) 1d4 (+ 1 to hit, Wu Jen)
- Shurikens (needle, thrown; + 1 to hit, favored weapon) 1d4 , Attack rate: 4/1
- Tanto (dagger) 1d4 (+ 1 to hit, Wu Jen)
- Unarmed, Red Cloud Kung Fu, 1d4, 1d8 vs. humanoids, Attack rate: 2/1, must specify lethal or nonlethal
- Wakizashi (short sword), masterwork (+ 1 to hit), 1d8 damage, worn over left shoulder
- Yari (short spear) 1d8, range M
- Amulet of Protection from Law: + 2 vs. Lawful Creature’s AC and all saves; no possession or mental control, no bodily contact with summoned creatures if other than Chaotic (from Ninja of Tiamat)
- Boots of Landing: These boots allow the wearer to recover instantly from a fall and can absorb some damage from falling once per day. The wearer lands on her feet no matter how far she falls, and takes 2 fewer dice of damage from the fall than normal.
- Ioun stone: burned out, but still provides Continual Light — light blue glow
- Kimono (Robe) of Arcane Might: + 2 to all level-dependent attributes for all air spells (damage, duration, saves, effects); + 2 AC
- Muleback Cords: + 8 Str for carry capacity
- Obi of Resistance: + 2 on all saves
- Ring of Fire Resistance, Least: 10 points/rd.; 50 per day
- Ring of Counterspell: Current spell — Lightning Bolt
Storm Gauntlets: silver, set with 4 large aqua aura gemstones (blue quartz with embedded gold) and inlaid copper symbols on each hand. electric eel leather underneath; 4 charges daily (as Lvl. 9 caster)
- 1 charge — Shocking Grasp (5d6)
- 2 charges — Lightning Bolt (9 dice, DC 14)
- 4 charges — 4 “Electricballs” controlled (4x, as Flaming Sphere)
- Talisman of the Disk (3 hours/day, 1,100 lbs.)
- Vest of Sonic Resistance (absorbs 10 points of sonic damage) — gave to Lady Rao Jin Ru at temple?
- Potions: Cure Serious Wounds, Invisibility
- Scrolls: Chain Lightning, Dimensional Anchor, Summon Monster VII (air elementals)
Clothing, armor: 3 changes (brown, green, yellow)
- boots, high soft leather
- cap, leather, under a Jingasa (large conical peasant straw hat)
- formal/court garb: orange silk robes with dark brown stripes
- necklace, teawood (made from slender limb pieces), with silver disc (holy symbol of Tsu Komi)
- ring, family chop and seal — orange carnelian (lucky, to ward off evil) and gold ring (Tiger Clan emblem; the character for “swift” with the character for “sorcerer” — “Kuai Xi”)
- sandals, court
- traveling garb, browns and yellows (muted for forest)
- calligraphy kit — brush, ink stone, inkwell, paper (10 sheets of suki leaves for spells, 10 sheets of rice paper for tobacco, 10 sheets of rough sugar cane paper for notes, 100 large sheets of fine onion skin for sketches, 10 sheets of scented brown sandalwood for letters to Suki)
- sheaths and quivers for weapons, leather, and ammunition
Rations: on steed
- bag of dried dates, 2 lbs.
- jars of loose-leaf tea, x2, 4 lbs. total
- jars of soy sauce, x3, 8 oz. each
- sacks of rice, x5, 5 lbs.
- spices, assorted, 2 lbs.
- tea set, porcelain, with 5 cups, wrapped in rabbit skin
- water/wineskins, 2 qts.
- backpack, wicker, full
- blankets, bedroll
- chopsticks, red lacquered
- incense, sandalwood, 15 sticks
- paper-making equipment: stone grinder, wooden trough, copper screen, 2 lbs. lye powdered, animal-fat soap, 2 lbs. powdered, rice vinegar
- rope, 50 ft., hemp
- torches, 5
Animals/transport: steed, pony, “Wako” (pirate)
- Bit, blankets (2, coarse), bridle, harness, tack, saddle, stirrups
- Saddlebags, with 4 days’ grain
- jar of tobacco, 2 lbs.
- copper pieces/fen: 441
- silver pieces/yuan (x2): 14
- electrum pieces/tael: 1,020 (510 g.p.)
- gold pieces/tael (x2): 0
- platinum pieces/ch’ien: 2
- gold pieces in gems: 0
- Gender: Male
Date of birth/age: 24 (17 apparent human); birthdate: 4:00 p.m. on 4 April 1251 B.C.E.
- Date created: 15 September 2013/“February 1227 B.C.E.”
- Eyes: bright green (orange as baza); Hair: honey blonde
- Complexion: light brown
- Height: 2 ft., 1 in.; Weight: 44 lbs.
- Appearance, mannerisms: Adventurer and seeker of magic. Loves rice cakes with dates, candied ginger root and roast rabbit with bamboo shoots
Bio (include family/training, allegiances):
- Homeland /nationality: Therud Forest, Zeda kingdom
- Patron deities/philosophy: Ami Koshi, forest mother; Tsu Komi, lord of the moon and magic; and animism
Honor: 22 (personal, 15 base), 22 (family)
- Taboos: Cannot put living plants on fire; cannot cast spells at tigers or Rakshasa; must not use iron or steel weapons (other than Shikari/Wakizashi; bronze, wooden or stone OK)
Backstory (include homeland/nationality, family/training, allegiances): Seeks arcane knowledge, interested in planar travel and the “Animal Court” (similar to the Seelie Court). Afraid of Dragons….wants to protect his people from those who would invade and harm the Zedu Kingdom…
Born the second child and firstborn son of a powerful Shan Sao Shukenga, Toshi had much to look forward to as the eventual heir to his father’s position in the Shan Sao Kingdom (9th Rank).
Unfortunately, Toshi was cursed from birth forward with “evil signs” or “omens of bad Luck” attending to him. His birth was on April, 4th at 4:44 p.m. [4 is unlucky in China] on a day with so much fog in the mountain valley that he was born in that the midwife coming to attend his mother never arrived. [Fog is Unlucky]. She fell off a mountain path and broke her leg.
By the time she arrived, Toshi’s mother was having issues and died 4 days after childbirth in a Bakemono ambush while she was being carried to Shinden Asahina — the primary temple and main medical facility of the Shan Sao. Toshi’s father blames him for his mother’s death and a series of financial reverses that began within months of his birth.
If this was not bad enough, strange things began to happen around the child. Strange animals would come into the house, wind spirits played with the roof and flags of his family castle “Shiro Yugue” if they were not whipping items up in Toshi’s room in Shiro Yugue (Twilight Castle — half above ground and half below ground and held by the Shan Sao in the middle of the Therud Forest, the area is also home to “Shinden Asahina” — Temple of the Morning Sun, 50 miles North of Akilu in the Therud Forest on the banks of the Hei Kang.) Even Oni attacked the castle once asking for a chance to kill the small child because they feared an ‘Evil Prophecy’ about him.
Attempting to ‘rid’ himself of the boy, Hiro Sembutsu made a very large contribution to the monks of Shinden Asahina and the monks took the 4-yr. old into their Temple for training. Toshi never showed any ability for the path of the Shukenja or the Sohei, but he did like martial arts and loved to assist the alchemists living in the Temple.
After an unfortunate event in the alchemy lab in which wind spirits caused a fire killing three peasant workers and a new Monk, the temple leaders were on the verge of throwing Toshi out of the monastery when Kida Kaiu arrived in search of some ancient scrolls of wisdom in the Temple Library. Seeing the commotion after the fire, the human Wu Jen (who served the Tong Sheng emperor for 15 years as Court Wizard) became intrigued.
In meeting Toshi and after reading the prophecy about him, he was quick to ask the monks if he could have him as an apprentice. The monks and Hiro Sembutsu both thought this a good outcome and looked to have Toshi’s bad luck far away, with the boy being someone else’s problem.
At this point, 8-year-old Toshi became the youngest apprentice to Kida Kaiu and ranking wizard formerly of the Emperor’s Court in Tong Shen. Kida did his work from the Jade Spire overlooking the Shiroi Kin Kawa (White Gold River) in the heights of the Bamor Mountains. It was here that Toshi finally found comfort.
Kida Kaiu determined that Toshi had been blessed by the Wind Spirits as one of their own, one who would become a Master of Air. As for the Oni — Toshi was apparently the “small tiger who would kill many Oni,” and they wanted to kill him before the prophecy could come to pass.
Toshi then began his 16-year apprenticeship. In Kida’s service, Toshi has come to be an outstanding student of the ancient scrolls and protector and keeper of the local sacred grove. In this grove, he met and now meets regularly with the Bisan (tree spirit — Dryad) Suki Amarina “Lady of the Teak Grove.”
Though over 70 years old (young for a teak tree) Suki is very fond of (and may be in love with) the Shan Sao. For his part, Toshi is in love. To prove his love, he will not use iron weapons — dangerous to ‘fey’ folk like Suki — preferring wood, stone, bronze or silver.
Likewise, he will not burn living plants for fear of destroying the spirits that reside in these plants. He wears a wooden bead necklace made from some of Suki’s branches that fell after a storm and writes his spells on scrolls made from her leaves.
Red Cloud Kung Fu: This is a real world Kung-Fu form that developed in the hill country of northwestern China. Its origins are said to be with a young peasant “Hong Yun” (whose name means “Red Cloud”).
Though he became a Grand Master, it was his first night that impressed the monks, who taught him the beginnings of this form. It is said that the monks would only teach him if he was found worthy. So it is said he knelt in the snow for a whole night with nothing to protect him from the cold. In the morning, the monks found him alive and well and ready for training.
This style relies on quick Strikes to Vital Areas along with Leg Sweeps to keep foes unbalanced. It also uses foot stomping and other sounds to distract opponents. The weapons training with this style is limited to daggers, Shruiken and Jo Sticks (quick Strike Weapons).
It was accepted by the Shan Sao as a form of martial art useful against both each other and larger humanoids (Humans, Korobokuru, and Oni). The Shan Sao say that Hong Yun was actually a Shan Sao of the Tiger Clan. The fierceness of the style, the way the weapons training is taught, the weapons used and its noble power are evocative of the Spirit of the Tiger and it is said that Shan Sao Grand Masters have perfected a derivative of Red Cloud Kung Fu that is called “Cloud Tiger Style.”
- Hiro Sembutsu: male Shan Sao Shukenja of Ami Koshi, father, in Shiro Yugue in the Therud Forest; Lvl. 10
- Kida Kaiu: male imperial Wu Jen at the Jade Spire in the Bamor Mountains; Lvl. 14
- Peng Arong: male Shengtese human Wu Jen of the Phoenix Clan, earth elementalist
- Chang Baio: male Shengtese human Shukenja of Ano Wasu, the sea lord, in Sogewa
- Sun Min: female Sea Spirit Folk Sohei (eastern Sea Elf/Dimernesti Cleric) of Ano Wasu in Sogewa
- Yuen Yongyue: male Shengtese human Shukenja, high priest of Ano Wasu in Sogewa
- Budoka Yoshimitsu: male Kitsune (fox person), gardener at Silado Palace
- You Mi-Sook: female Kenku (raven folk) herbalist at Silado Palace
- Saionji Yoshio: male Bamboo Spirit Folk Samurai (eastern Sylvan Elf knight), ambassador of the Zedu kingdom to Tong Sheng
- Duke Kou Fei Seng: male Shengtese Tian (East Asian human) sage and ruler of Tong Sheng/the Principality of Silado in Sogewa
- Yang Ying: female Shan Sao Mahotsukai (sorceress), head of “Mushroom Market House” in Therud Forest; Lvl. 8
- Ryoushi Manabu: male Bamboo Spirit Folk (eastern Sylvan Elf) Shogun, Saigo’s lord in Bazran Hai
- Hei Wan Ling: male Korobokuru Bushi (eastern Dwarf Fighter), Shogun in Bazran Hai
- Hou Keung: male Korobokuru Samurai, Daimyo of Zedu kingdom
- Oni: Simakage Haruhiko, in the village of Balef
- Zhu Xiaopeng: male Red Minister, member of the Infernal Bureaucracy, slain on the road to Bazran Hai
- Zeng Chen: male Zunberabou (Doppleganger), encountered and executed on the road to Bazran Hai
- Gen. Zhan-Shi Hu Ho, holding Kai Sou Xian pagoda/fort, formerly of Crane Clan, outside of Chin Mok
- Oh Ok Sun: female Nannuattan Ninja (eastern Dark Elf Assassin) encountered in Bazran Hai
- Ninja clan, with black and white crescent moon symbol on ninja-to (short sword)
- Nannuattan matrons of Gokuri controlling the Temple of Elemental Evil at the volcano Mt. Gruldar in the Bamor Mountains
Companions/followers: Amaya, tiger
- Size/type: Large animal — These great cats stand more than 3 feet tall at the shoulder and are about 9 feet long. They typically weigh from 400 to 600 pounds.
- Armor Class 15, touch 11, flat-footed 12 (+ 2 Dex, + 4 natural, – 1 size)
- Hit Dice: 6d8 + 18 (45 HP)
- Initiative: + 2; speed: 40 ft. (8 squares)
- Base Attack/grapple: + 4 ; space/reach: 10/5 ft.
- Attack, melee to hit: Claws + 9 and bite +4 (per Druid, Permanent Magic Fang, Greater. + 1)
- Damage: Claws 1d8 + 7 and bite 2d6 + 6
- Special attacks: Improved grab/pounce + 5, rake 1d8 + 3
- Special qualities: Low-light vision, scent (+ 4 on Survival/Track)
- Magic qualities (familiar): Link, Share Spells, Evasion, Devotion, Multiattack
- Saves: Acrobatics/Ref + 6, Endurance/Fort + 8, Resolve/Will + 3
- Abilities: Str 26, Dex 18, Con 17, Int 2, Wis 14, Cha 6
- Skills: Acrobatics/Balance + 6, Athletics (climb, swim) + 11, Perception (Listen, Spot) + 3, Stealth/Hide + 12
- Feats/stunts: Alertness, Improved Natural Attack (bite), and Improved Natural Attack (claw).
- Environment: Warm forests; Organization: Solitary; Challenge rating: 6
- Treasure: Wood and silk saddle
- Alignment: Always neutral
- Advancement: 7–12 HD (Large); 13–18 HD (Huge)
Animal Growth Adjustment: HP 7, AC 16 (huge, 6 ft. at shoulder, 18 ft. long, 1,700 lbs.)
- Abilities: Str 34, Dex 13, Con 21, Int 2, Wis 14, Cha 6
- Full Attack: 2 claws + 15 melee (2d8+8) and bite + 4 melee (3d8 + 3)
- Space/Reach: 15 ft./10 ft.
- Special Attacks: Rake 2d8 + 3
Tricks: 11 (commands in Therudic and Tiger language)
- Aid (DC 20): The animal can use the aid another action to aid a specific ally in combat by attacking a specific foe the ally is fighting. You may point to a particular creature that you wish the animal to aid, and another that you want it make an attack roll against, and it will comply if able. The normal creature type restrictions governing the attack trick still apply.
- Attack (DC 20) The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
- Break Out (DC 20): On command, the animal attempts to break or gnaw through any bars or bindings restricting itself, its handler, or a person indicated by the handler. If not effective on its own, this trick can grant the target character a +4 circumstance bonus on Escape Artist checks. The animal can also take certain basic actions like lifting a latch or bringing its master an unattended key. Weight and Strength restrictions still apply, and pickpocketing a key or picking any sort of lock is still far beyond the animal’s ability.
- Come (DC 15) The animal comes to you, even if it normally would not do so.
- Defend (DC 20) The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
- Down (DC 15) The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
- Flee (DC 20): The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any creatures with him or her, remaining hidden but within range of its sight or hearing. This trick is particularly useful for thieves and adventurers in that it allows the animal to evade capture, then return later to help free its friends.
- Heel (DC 15) The animal follows you closely, even to places where it normally wouldn’t go.
- Sneak (DC 15): The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.
- Track (DC 20) The animal tracks the scent presented to it. (This requires the animal to have the scent ability)
- Watch (DC 15): The animal can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area. This trick is often included in the Guarding purpose.
- Improved Grab (Ex): To use this ability, a tiger must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
- Pounce (Ex): If a tiger charges a foe, it can make a full attack, including two rake attacks.
- Rake (Ex): Attack bonus + 9 melee, damage 1d8 + 3.
- Strongholds: None yet
Adventuring Party 40 in Gene D.’s “Vanished Lands: A New Dawn” Asian-style telecom campaign, using the D20 Basic Fantasy Role-Playing Game and AD&D1/D&D3.0 Oriental Adventures and Pathfinder_, plus house rulespages/10-steps-for-vanished-lands-a-new-dawn/, Skype, and an online dice roller, as of autumn 2014:
- “Moon Jung-mo” [Dexter V.H.]-male Nannuattan Ninja (Msamaki, eastern Dark Elf Assassin) who has left the Shadow’s Claw clan and is posing as a River Spirit Folk (eastern Grey Elf Rogue) merchant; with young wyvern Niruth; LNg, Lvl. 10
- “Souji Nobuto ‘Sonny’ Yoshimitsu” [Beruk A.]-male Shengtese Tian Kensai (eastern human weapon master) from a dishonored house in the Lion Clan, specializing in chain weapons; with talking horse Yip; LNg, Lvl. 10
- “Toshiharu ‘Toshi’ Sembutsu” [Byron V.O.]-male Shan Sao Wu Jen (eastern Halfling Wizard) with tiger companion Amaya and a destiny; NGc, Lvl. 10
- “Ember Talon” [Sara F.]-female Crane Hengeyokai Wu (shapeshifting Druid), actually a young gold dragon banished from the Celestial Court; NGl, Lvl. 10
- “Soske’ Tiatoshe” [Geoff C.]-male Shengtese Tian Shukenja (eastern human Cleric), priest of Shang-ti and animist from the Phoenix Clan, prophesied to do great things; LNg, Lvl. 10
- “Saigo Kasugi” [Bruce K.]-male Bamboo Spirit Folk Samurai (eastern Sylvan Elf Cavalier) discreetly serving his daimyo; LNg, Lvl. 10
- “Tokoro Gawa” [Drew S.]-male carp Hengeyokai Hulinyuan (amphibious shapeshifting Ranger) seeking to protect streams; with otter companion Mala; CGn, Lvl. 10
- Every level (5 sessions): +5 skill points, +1 hit die
- Every 2 levels: +1 to BAB for Ftr and Rog, +1 refresh
- Every 3 levels: +1 to BAB for Clr and Wiz
- Every 4 levels: +1 to any one attribute
- Every 5 levels: +1 aspect