some fun Rokugan feats (broken into small spoilers to make it easier to read)
Dark Tongue (Shadowlands/Crane Ancestor: Doji Hirofumi) [Secrets of the Shadowlands (pg 68)]
You have Hirofumi's social abilities.
Clan: Crane or Tainted character.
Benefit: You gain a +2 profane bonus to your Charisma. You begin play with 2 points of Taint.
Faceless Soul (Ancestor: Ninja Mystic) [Secrets of the Shadowlands (pg 54)]
Prerequisites: You must be a member of the Ninube family.
Benefit: Once per day, you may completely shield yourself from all attempts to detect your presence while moving with stealth (such as with the Move Silently or Hide in Shadows skills). So long as you remain unnoticed by mundane means, you cannot be detected by any supernatural means (such as spells or kiho feats) short of the direct intervention of a Fortune or more powerful being.
Dark Beauty (Ancestor: Chuda Sinjuko) [Secrets of the Shadowlands (pg 33)]
Your corruption manifests as a sinister, seductive allure that others find almost impossible to resist.
Prerequisites: Must possess the Shadowlands Taint.
Benefit: You may add your Intelligence modifier to the result of any Charisma or Charisma-based skill roll used to deceive or seduce others.
Potent Blood (Ancestor: Chuda Barakun) [Secrets of the Shadowlands (pg 32)]
You share your ancestor's gift for powerful maho effects.
Benefit: You may add your Intelligence modifier to all spell damage rolls. This only applies when using your own blood to fuel the spell.
Strike at the Tail (Scorpion Technique) [Rokugan Campaign Setting (pg 54)]
You have learned the superior disarming techniques of the Bayushi family.
Prerequisites: Base attack bonus +6 or higher, Int 13+, Combat Expertise, Improved Disarm.
Benefit: If you successfully disarm an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn't used your attack for the disarm attempt. Instead of gaining the extra attack, you may choose to disarm your opponent so that his weapon lands in your offhand. You may only gain one free attack per round using this technique.
The Pincer Holds, the Tail Strikes (Scorpion Technique) [Rokugan Campaign Setting (pg 53)]
You have learned the ultimate distraction techniques of the Bayushi.
Prerequisites: Base attack bonus +10 or higher, Int 13+, Strike at the Tail, Combat Expertise, Improved Disarm.
Benefit: If you successfully feint in combat, and attack your opponent while he is denied his Dexterity bonus to Armor Class, that attack is automatically a critical threat.
Ratling Ally (Ancestor: Hiruma Kazuma) [Rokugan Campaign Setting (pg 53)]
You are descended from the hero who forced an alliance between Crab and Nezumi. You have a natural affinity for all Nezumi.
Benefit: You gain a +4 competence bonus on all Charisma checks and social interactions with Nezumi. When you reach 5th level, you gain a Nezumi cohort as if you possessed the Leadership feat. If you ever do take the Leadership feat, your ability score is considered 2 higher. All followers you obtain with the Leadership feat will be Nezumi.
Master Researcher (General) [Rokugan Campaign Setting (pg 52)]
You are skilled at researching new applications for magic.
Prerequisites: Knowledge (research) 5 ranks.
Benefit: You gain a +2 bonus to all Spellcraft rolls when researching new spells. The cost whenever you research a new spell is reduced by 20%.
Way of the Falcon (Falcon Technique) [Rokugan Campaign Setting (pg 56)]
You have mastered the heightened awareness of the Falcon, allowing you to rely on senses other that sight to perceive a foe.
Prerequisites: Base attack bonus +6 or higher, Wis 15+, Blind-Fight.
Benefit: You may use this feat to focus your attention on one opponent within 5 feet. If this opponent is invisible, ethereal, or concealed, you may attack him with no penalty or miss chance (ethereal targets remain intangible). If you are unaware of invisible or ethereal opponents within your range, this feat automatically detects the first one to enter your range. This is an extraordinary ability.
Special: This feat may be selected multiple times. Each time it is selected, your sensory range is extended by 5 feet, and you may track an additional opponent.
Way of the Wasp (Wasp Technique) [Rokugan Campaign Setting (pg 57)]
You are skilled in the advanced archery techniques of the Wasp.
Prerequisites: Base attack bonus +9, Dex 13+, Point Blank Shot, Precise Shot, Rapid Shot.
Benefit: You can get two extra attacks per round with a daikyo, yumi, or bow. These attacks are at your highest base attack bonus, but each attack (the extra ones and the normal ones) suffers a -5 penalty. This feat may not be used in conjunction with the Rapid Shot feat. You must be using the full attack action to take advantage of this feat.
Way of the Scorpion (Scorpion Technique) [Rokugan Campaign Setting (pg 57)]
The Bayushi school's motto is "Strike First, Strike Last."
Benefit: You may add your Intelligence modifier (if positive) to initiative checks as well as your Dexterity modifier.
Akodo's Technique (Lion Technique) [Rokugan Campaign Setting (pg 48)]
You have learned to turn even the slightest success to your advantage, and capitalize on your momentum in battle.
Prerequisites: Base attack bonus +8 or higher, Str 13+, Way of the Lion.
Benefit: If you succeed on a melee attack roll by an amount greater than the amount needed to succeed, you gain half the difference (round up) as a bonus to your next attack roll against the same opponent in the same round. If you have no more attacks this round, the bonus is lost.
Roil and Churn (Kenku Technique) [Fortunes and Winds (pg 110)]
You can make the best of a powerful attack.
Prerequisites: Base attack bonus +10 or higher, Depths of the Void, Heaven's Claw, Power Attack, Void Use, Wing of Thunder.
Benefit: Once per day when using the Power Attack feat, the damage provided by the Power Attack is doubled.
Will of the Bear (Ancestor: Hida Kisada) [The Hidden Emperor (pg 15)]
You possess a portion of Hida Kisada's drive to succeed, no matter how great the challenge.
Benefit: If you fail a skill check for a task, but try again, the DC penalty for repeated attempts is waived. Repeated attempts still consume the normal amount of time and materials.
Bariqu Master (Unicorn Kiho) [Way of the Open Hand (pg 84)]
A master of Bariqu can, with a successful hold, immobilize and even paralyze an opponent with a combination of sheer strength and expert manipulation.
Prerequisites: Base attack bonus +9, Str 13+, Bariqu Novice, Bariqu Intermediate, Bariqu Advanced, Bariqu Expert.
Benefit: Any time you deal a critical hit during a grapple, you target suffers 2d4 temporary Strength damage.
Bariqu Expert (Unicorn Kiho) [Way of the Open Hand (pg 84)]
During later training, Bariqu practitioners are taught to redouble their efforts, wringing success even in the most daunting failures.
Prerequisites: Base attack bonus +6, Str 13+, Bariqu Novice, Bariqu Intermediate, Bariqu Advanced.
Benefit: Once per round, immediately after any failed roll during a grapple, you may reroll and keep the better of the two results. You may also reroll any damage die that yields a 1 during a grapple.
Marumojutsu Novice (Scorpion Kiho) [Way of the Open Hand (pg 82)]
At the most basic level, the Marumojutsu student is unbelievably skilled at defending themselves.
Prerequisites: Dex 13+, Improved Unarmed Strike.
Benefit: When you declare total defense, your Dexterity bonus to AC is doubled. While you are on total defense, each time an opponent attacks you and misses in combat, your initiative for that combat increases by 2.
Ninjutsu Intermediate (Scorpion Kiho) [Way of the Open Hand (pg 80)]
As the student progresses, he learns how to subtly exploit an opponent through careful, measured movement.
Prerequisites: Base attack bonus +3, Dex 13+, sneak attack damage +2d6, Ninjutsu Novice.
Benefit: At the beginning of a round, you may select a specific opponent. Each time that opponent moves so that you are in their threatened area, you may make an opposed Dexterity check against them. If this check is successful, you may take a 5 foot step in any direction. If an opponent moves into your threatened area and you move away, their movement immediately stops (though they may use another move action to close in on you if they have one, you may use this feat again to try to stay out of range).
Note: This feat cannot be used when wearing armor with a check penalty greater than 0.
Ninjutsu Novice (Scorpion Kiho) [Way of the Open Hand (pg 80)]
The basics of ninjutsu encompass knowing how to take advantage of an opponent who is encumbered by armor.
Prerequisites: Base attack bonus +1, Dex 13+, sneak attack damage +1d6.
Benefit: Any time you successfully strike a flat-footed opponent you may take a 5 foot step as a free action.
Note: This feat cannot be used when wearing armor with a check penalty greater than 0.
Kinenhi Expert (Phoenix Kiho) [Way of the Open Hand (pg 79)]
A student who has progressed to this level is capable of swiftly dispatching nearly any foe with an economy of blows.
Prerequisites: Base attack bonus +6, Int 13+, Improved Unarmed Strike, Kinenhi Novice, Kinenhi Intermediate, Kinenhi Advanced.
Benefit: Once per attack, if you rolled a critical threat against an opponent on an unarmed attack you give up the right to confirm the critical and instead make another unarmed attack (not necessarily against that opponent) with the same bonus to hit. This free attack invites an attack of opportunity from the target.
Note: This ability may be used against targets normally immune to critical hit. You cannot gain another free attack on the free attack gained from this feat.
Magari-Yarijutsu Intermediate (Lion Kiho) [Way of the Open Hand (pg 70)]
The student who has reached this level can perform brutal charges, impaling unwary opponents upon his blade.
Prerequisites: Base attack bonus +3, Str 13+, Simple Weapon Proficiency (magari-yari), Magari-Yarijutsu Novice.
Benefit: If you charge and strike an opponent with your magari-yari, you immediately begin a grapple as if you made a successful touch attack, gain a +4 bonus to your opposed Strength roll. If this opposed roll succeeds, you have impaled your opponent on the magari-yari, and automatically damage them with it on each of your attacks until you release them, you drop your weapon, or they escape the grapple (you cannot use your magari-yari to attack another opponent until the hold is released). You do not need to move into your opponent's square to maintain the grapple, and you may move while you maintain the grapple so long as your opponent remains within reach of your magari-yari and you continue to hold it with both hands.
Brother of Blossoms (Crane Kiho) [Way of the Open Hand (pg 54)]
Your training has granted you the ability to focus your energies on a single task with perfect clarity and composure.
Prerequisites: Depths of the Void, Void Use, Concentration 4 ranks.
Benefit: Any time you take 20 on a skill roll, you receive a +10 Void bonus to that roll.
Tenshido Master (Kiho) [Way of the Open Hand (pg 49)]
As one of the elements, the Tenshido is completely centered and focused. He can toppl the strongest opponents without leaving permanent damage.
Prerequisites: Wis 13+, Improved Unarmed Strike, Tenshido Novice, Tenshido Intermediate, Tenshido Advanced, Tenshido Expert.
Benefit: Any time you successfully trip an opponent, they must make a Fortitude save (DC 10 + your Wisdom modifier +1/2 your character level) or suffer 2 points of temporary Dexterity damage. Unlike normal Dexterity damage, this damage heals at the rate of one point per hour.
Tenshido Expert (Kiho) [Way of the Open Hand (pg 49)]
When fully prepared, the expert in Tenshido is almost impossible to harm in battle, as he seems to evade all attacks.
Prerequisites: Base attack bonus +6, Wis 13+, Improved Unarmed Strike, Tenshido Novice, Tenshido Intermediate, Tenshido Advanced.
Benefit: When performing a total defense maneuver you may select a single opponent. You are considered to have readied an attack against this opponent's next melee attack against you until your next turn. You may use this attack only for trip and grapple attempts.
Tenshido Novice (Kiho) [Way of the Open Hand (pg 48)]
The novice begins to learn the basics of Tenshido defenses.
Prerequisites: Wis 13+, Improved Unarmed Strike.
Benefit: Any time an opponent charges you, you may make an opposed attack roll vs. their attack roll. If your attack roll is higher, their attack is canceled and they continue moving 10 feet past you or to the extent of their movement, whichever is less. If they invite an attack of opportunity from you for this movement, you may only use this attack for a trip or grapple attempt.
Sebun-do Intermediate (Kiho) [Way of the Open Hand (pg 38)]
The practitioner is not able to start using their enemy's strength and strategy against them.
Prerequisites: Dex 13+, Heal skill, Improved Unarmed Strike, Sebun-do Novice.
Benefit: When making attacks of opportunity, you may add your opponent's Strength modifier to your unarmed damage roll (as well as your own).
Tasaii-do Master (Kiho) [Way of the Open Hand (pg 29)]
The master of Tasaii-do wastes no movement, with every motion creating new opportunities to evade attacks and deliver crushing blows.
Prerequisites: Base attack bonus +9, Improved Unarmed Strike, Tasaii-do Novice, Tasaii-do Intermediate, Tasaii-do Expert.
Benefit: You do not need to declare your use of Combat Expertise, Power Attack, or similar feats until after you have made your first attack roll of the round. After rolling for your first attack, you may choose to apply either these feats normally. All applied bonuses and penalties apply for the normal duration.
Tasaii-do Advanced (Kiho) [Way of the Open Hand (pg 28)]
An advanced practitioner of Tasaii-do knows his limits and capabilities thoroughly, allowing him to push harder when he needs to push his limits.
Prerequisites: Base attack bonus +4, Improved Unarmed Strike, Tasaii-do Novice, Tasaii-do Intermediate.
Benefit: For every three points by which you lower your attack bonus when using Power Attack, Combat Expertise, or similar abilities while fighting unarmed, the bonus you receive is increased by one.
Tasaii-do Intermediate (Kiho) [Way of the Open Hand (pg 28)]
The intermediate student learns to disrupt the tempo of his opponents' attacks by interrupting them with attacks of his own.
Prerequisites: Base attack bonus +2, Improved Unarmed Strike, Tasaii-do Novice.
Benefit: If you ready an unarmed attack against an opponent's attack, you may make an opposed attack roll. If your attack roll is higher than your attacker's, their attack automatically misses you.
Tasaii-do Novice (Kiho) [Way of the Open Hand (pg 28)]
A novice of Tasaii-do learns to zone out all distractions during combat, to focus solely upon himself and his opponents.
Prerequisites: Improved Unarmed Strike.
Benefit: If you voluntarily impose a penalty to your attack roll (due to Power Attack, Combat Expertise, or similar abilities) and miss your target due to the penalty you impose, you may reroll your attack once with the same penalties. If this attack roll is successful, you strike your target, but lose any benefits you gained when the penalty was imposed (heightened damage, AC, etc.).
Note: All feats in this style chain that rely upon unarmed attacks may also be performed with a bo staff (quarterstaff).
Twilight Strike (Firefly Technique) [Way of the Daimyo (pg 93)]
You may, with careful study, defeat an opponent's defenses even when fighting defensively yourself.
Prerequisites: Void Use, Spot 6 ranks.
Benefit: Whenever you are fighting defensively and an opponent misses you with a melee attack roll, you may immediately make a Spot check with a DC equal to your opponent's total character level plus their base attack bonus. If successful, you immediately gain a free attack against that opponent using your highest attack bonus. This does not count as your attack of opportunity for the round.
The Firefly's Light (Firefly Technique) [Way of the Daimyo (pg 92)]
You study an opponent's strengths, and guard against them.
Prerequisites: Dex 14+, Alertness.
Benefit: Before initiative is rolled during any new combat, you may make a Spot check with a DC equal to your opponent's base attack bonus multiplied by five. If successful, you may add your Wisdom modifier to your AC against this opponent. This may only be used against a single opponent during any combat.
Blessing of the Stars (Master Sensei) [Way of the Daimyo (pg 62)]
Using training techniques imparted only to the wisest of samurai, you are able to reveal the true secrets behind the skills and techniques necessary to excel.
Benefit: Make a Profession (sensei) skill check with a DC 25 - the student's level. If successful, the student gains (100 x the student's current level) in experience. If this bonus would raise a character to the next level, it instead brings him within 1 experience point. A student may only benefit from this ability once every three character levels they attain. Also, you gain 3 Station (Sensei) points.
Lessons from the Little Teacher (Master Sensei) [Way of the Daimyo (pg 63)]
Through your long and arduous studies you have unlocked the hidden secrets of the Little Teacher, Shinsei. Your wisdom is apparent in your every action and those around you can sense it.
Prerequisites: Leadership as a feat or class ability.
Benefit: People flock to you because your hidden knowledge. Gain a bonus to your Leadership score equal to your Wisdom modifier. Your cohort must still be at least two levels lower than your character. Also, you gain 3 Station (Sensei) points.
Artisan Patron (General) [Way of the Daimyo (pg 19)]
You have sponsored the work of a gifted craftsman, who pays you a percentage of his income in exchange for your assistance during his apprenticeship.
Prerequisites: Character level 3+.
Benefit: You may create a craftsman as if he were your cohort (as per the Leadership feat). This craftsman may only be of the Expert class, and must have at least one Skill Focus feat that enhances the skills Craft or Profession (artisan). Each month, the artisan makes a Profession check to determine how much profit they have made. Sixty percent of all profit goes directly to you, their patron. In the event that the Profession check results in a 1 on the die roll, immediately make a second roll. You must pay in that much koku in order to sustain the artisan's trade after a particularly disappointing month. You gain 2 Duty (City) points.
Special: This feat may be taken multiple times. Each time it grants an additional merchant to whom you are a benefactor.
Merchant Patron (General) [Way of the Daimyo (pg 19)]
You are a merchant patron, overseeing important commercial concerns on behalf of your clan.
Prerequisites: Character level 3+.
Benefit: You have a number of merchants equal to your Charisma modifier serving under your command. Each of these merchants is an Expert of character class equal to two less than your overall character level, to a maximum of 12. Every month, each merchant makes a Profession (merchant) check to determine how much koku they make in their service to the clan. Each merchant keeps 40%, with 30% being submitted to the clan, and the final 30% coming directly to you. In the event that the Profession check results in a 1 on the die roll, immediately make a second roll. You must pay in that amount of koku in order to sustain the merchant's trade after a particularly disappointing month. You gain 2 Duty (City) points.
Special: Your honor may not exceed 3 if you possess this feat. If you possess a higher honor upon taking this feat, it is immediately reduced to 3.
Silent Talon (Crane Technique) [Way of the Ninja (pg 70)]
You can cut down foes with brutal efficiency when you catch them unaware.
Prerequisites: Base attack bonus +5 or higher, Dex 14+, Str 16+, Weapon Focus (any melee weapon).
Benefit: You triple your Strength modifier when you attack a flat-footed foe with a melee weapon for which you have the Weapon Focus feat. Use of this feat requires the full attack action.
Unforgiving Steel (Crane Technique) [Way of the Ninja (pg 70)]
You can take ruthless advantage of a foe that attacks you unsuccessfully.
Prerequisites: Base attack bonus +8 or higher, Way of the Crane, Void Use, Weapon Focus (any melee weapon).
Benefit: If an opponent attacks you and misses the roll by more than 5 points, you may immediately make an attack of opportunity against that opponent equal to your highest attack modifier. You may do this only once per round, and only if you have a weapon in hand for which you have selected the Weapon Focus feat.
Untouchable (General) [Way of the Ninja (pg 24)]
You are adept at dodging missile weapons and other ranged attacks.
Prerequisites: Ninja level 12th+, Tumble 15 ranks.
Benefit: So long as you are not helpless, you are always considered to have total concealment against ranged attacks. Opponents suffer a 50% miss chance when attempting to strike you with such attacks.
Vanish (General) [Way of the Ninja (pg 23)]
You can quickly disappear from view.
Prerequisites: Ninja level 6th+.
Benefit: You can make a Bluff check to create a diversion to hide is a move-equivalent action. Further, you may perform this action simultaneously with movement (the two actions count as a single move-equivalent action).
Normal: Creating a diversion to hide is a standard action.
Needle Strike (General) [Way of the Ninja (pg 22)]
You have studied the vital points of the body in order to strike an unprepared opponent in the most threatening places possible.
Prerequisites: Sneak attack +2d6, base attack bonus +3 or higher, Intelligence 14+.
Benefit: When making a full attack action and sneak attacking an opponent, your critical threat range is doubled. For instance, if you are attack with an aiguchi (which has a normal threat range of 19-20), the sneak attack scores a critical on 17-20. This effect may only be used with slashing and piercing weapons. If the critical threat range of your weapon has already been doubled, this effect cause the total threat range of your weapon to instead be tripled.
Killing Blow (General) [Way of the Ninja (pg 22)]
Your sneak attacks strike with such precision that you can bring even the strongest down with one well-placed blow.
Prerequisites: Crippling Blow, Ninja level 9th+, Void Use.
Benefit: When you make a successful sneak attack and deal enough damage to bring your opponent down to 5 hit points or less, your victim dies immediately.
Black Lotus Brother (General) [Way of the Thief (pg 31)]
You are a fully accepted member of the Black Lotus cartel, with all the benefits that entails.
Prerequisites: Black Lotus Initiate, honor 2 or less.
Benefit: The competence bonuses gained from the previous Black Lotus feats increase to +3 and +2 respectively. You also gain the benefits of the Leadership feat, although you can only gain a cohort, not followers.
Black Lotus Master (General) [Way of the Thief (pg 31)]
You have reached the innermost circle of the Black Lotus cartel, and have numerous resources available at your command.
Prerequisites: Black Lotus Brother, honor 2 or less.
Benefit: The competence bonuses gained from the previous Black Lotus feats increase to +4 and +3 respectively. You gain a Leadership score as if you possessed the Leadership feat, and may add +2 to your score for the purpose of determining how many followers you may call upon.
Facing the Abyss (Ronin Technique) [Way of the Thief (pg 0)]
As a member of the Red Dawn wako, your reputation precedes you. You have learned to capitalize on the fear your reputation brings.
Prerequisites: Cha 12+.
Benefit: A number of times per day equal to your Charisma modifier, you may make an Intimidate check as a free action. If the roll is successful, the target is shaken for a number of rounds equal to your character level.
Normal: The target of an Intimidate check is shaken for 1 round.
Soul of Green Walls (General) [Way of the Thief (pg 71)]
You hail from Ryoko Owari Toshi, and are intimately familiar with the surrounding area.
Prerequisites: This feat may only be taken at 1st level.
Benefit: When making a Charisma check to determine an NPC’s initial attitude toward you, you may alter the result by one category in either direction as you see fit.
Blessing of Air (General) [Way of the Shugenja (pg 19)]
The subtle spirits of air are woven into your very being.
Prerequisites: Element Focus (air), Void Use.
Benefit: You gain a +1 sacred bonus to all Charisma-related checks. You may spend any number of Void Points, as a move action, to gain a deflection bonus to AC equal to your Charisma modifier. this bonus lasts for a number of rounds equal to the number of Void Points spent.
Transcend the Mountain (Badger Technique) [Way of the Samurai (pg 76)]
The Badger prize strength above all things, and excel at any task requiring a demonstration of physical might.
Prerequisites: Base attack bonus +4 or higher, Str 14+.
Benefit: You double your Strength modifier when calculating the total modifier for Strength-based skills.
Hand of the Emperor (Imperial Technique) [Way of the Samurai (pg 81)]
The aura of honor and passiveness that the Miya project can stay the hand of even the most dishonorable assailant.
Clan: Imperial Families.
Prerequisites: Base attack bonus +4 or higher, must be honorable.
Benefit: Opponents must make a Will save (DC 10 + your overall character level) or be unable to attack you. If you attack them first, this ability is negated.
Virtues of Command (Imperial Technique) [Way of the Samurai (pg 82)]
The highest-ranking members of the Otomo speak with the voice of the emperor himself, and can command any samurai just as their lord could.
Clan: Imperial Families.
Prerequisites: Base attack bonus +8 or higher, Diplomacy 15 ranks, Void Use, Ear of the Emperor, Dividing the Stars.
Benefit: You may issue a command to anyone with the samurai class, which they must follow. if they refuse, they must either make a Will save (DC 30) or be dishonored that sepuku or being made ronin are the only possible results.
The Shadow Dragon (Shadowlands Technique) [Way of the Samurai (pg 86)]
The essence of corruption that permeates your being taints everything that you touch, spreading quickly to the bodies of those you kill.
Prerequisites: Taint modifier +8 or higher.
Benefit: At the end of a combat round, you may choose to reanimate any creature you killed during that round exactly as the spell animate dead as cast by a 16th level sorcerer.