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S e l f procl ai me d I m morta l
One of eight iconic characters for Imperial Matchmaker
Author Michael McCarthy Layout, Graphics Mike Myler
Cover Art Claudio Pozas, Tan Ho Sim Publisher Storm Bunny Studios
Artists Claudio Pozas Special Thanks Duan Byrd
A Bit of Fun and Exercise...............................................4 Character Background: Hisokani.............................6
Character History............................................................5 Lan the Thief, monk (martial artist) 4; CR 3........7
Roleplaying Notes..........................................................6 Lan the Thief, monk (martial artist) 7; CR 5........8
Background & Special Features................................6 OGL...............................................................................9
Equipment.......................................................................6 Imperial Matchmaker................................................10
Lan is joined by Ayakashi (tsukumogami bard), the necroji
Kanden (last of the Jitsuri-Teki shinobi), Matsi Tsunamo
(tanuki private eye), Natsuko Hibike (kami cleric), Piasu
(shikome erītokirā warrior), Rinna (tengu warlock from
the future), and the Tomoe Masamune (soburi samurai)
to use with the mega adventure Imperial Matchmaker or
Trade War adventure path—if this pregenerated PC/NPC
for characters 4th -10th level rival interests you, check out the Imperial Matchmaker
Kickstarter and spread the word!
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E aster n F a ntas y Noir Ste a mp u n k
Almost two centuries ago the lightning-powered ships of Ceramia pierced the skies of Soburin
heralding an age of oppression that still marks the lands with the resources ruthlessly stripped
from the countryside. Ripped away from a long age of peace and broken by soldiers wielding
scientifically advanced weaponry, the warriors of the prefectures were drafted into a distant
conflict across the edge of the world and ancient traditions of violence have reawakened a thirst
for blood in those that survive behind the safety of the Great Divide. Emperor Hitoshi’s rebellion a
decade ago threw down foreign rule but an ancient danger has reappeared to push society to the
brink of collapse: the Mists of Akuma.
The corrupting fog transforms those within it into bloodthirsty adeddo-oni, monsters that
seek only the rending of flesh and the taste of living meat. Nobles have retreated to the cities
dotting the countryside leaving the common folk to face the supernatural haze alone, adding to
the undead horde. Nature itself has been perilously wounded and the technology that might
save the prefectures is shunned and feared by Emperor Hitoshi and his subjects. In the wake of
the primordial fogs he has granted vast powers of authority to special government servants from
each of the prefectures—bengoshi—able to deputize citizens as they see fit to undertake
missions of great import to the safety of Soburin. While some have done as they were ordered,
most instead use their position to aggregate more resources for their clan, sabotage rivals, delve
into magics forbidden or forgotten during the foreign
invasion, or even enter into fell pacts with oni.
HISTORY
Dai Lan’s modest history betrays his enigmatic returned to running illegal augmetics. Now
lifestyle. Raised in Donyuko by working class however he was experienced and thrived, not
parents, the saru hengeyokai helped his family just moving forbidden technology but buying,
every way he could by taking all sorts of odd modifying, and repairing it. Sanbaoshi’s rich
jobs to make ends meet. He learned from and powerful were easy marks (for small heists
anyone who would teach him—and quickly fell at least) and he earned a tidy fortune all while
into the wrong side of the law, running illegal making life hard for those who would grow fat
parts and augmetics. After a few months in the from the work of others.
racket the smuggler cultivated a few too many Before long success went to his head
enemies, though not before learning more and Lan decided that he would garner a proper
from breeding adversaries than he had in reputation by stealing from the Emperor
years of struggling to make ends meet. himself! In the dead of night he snuck into the
Having burned too many bridges at palace, broke into the royal cellars, and drank
home Dai Lan traveled, discovering the realities a half dozen bottles from Emperor Hitoshi’s
of life for the people of Soburin—demons stalk private reserve before managing a miraculous
the shadows and most people in power are escape—until a mysterious woman faced him
little better than the criminals in Donyuko. The down on the walls of the palace. Lan was
saru hengeyokai bounced from prefecture to handily defeated but rather than turning him
prefecture challenging every source of strife, in or killing him, she placed a band of cloth
developing both an affinity for the martial arts around his head and warned that he must
and a knack for getting out of trouble at the temper his foolishness lest it be his end.
last possible second. His talent for causing Soon Lan discovered that the woman
unrest was tempered by the cool head of the lurked nearby whenever he took a needless
human Tang Sanzang and the pair journeyed risk, chanting a wordless rhyme that tightens
together for nearly two years before reaching the headband until he can’t focus and the
Sanbaoshi (where there was no shortage of thought of mischief flees his mind—and she his
adventure to be had). In the resplendence of sight. Eventually he confronted her but learned
the imperial capital Dai Lan bid his friend little, only that she called herself Guan Yin,
farewell and adopted a new life: Lan, the claimed that she saw Lan’s future, and that her
tinkerer. Lan, the vigilante. Lan, the hero. “gift” was for his own good. It’s been several
This positive change didn’t last long— years now since he first met his mysterious
heroes make a pittance compared to criminals tormenter and while he hates her still, he
and life in Sanbaoshi isn’t cheap. Lan found knows that as his impulsiveness wears 5
himself immediately in debt and quickly away her presence dwindles in turn.
Roleplaying Notes
Lan is full of himself but isn’t so cocky that he doesn’t know it—though he’s accomplished many
incredible things he understands that good fortune and skill have played equal parts in his
success. Knowing he tends to be lucky leads him to take all sorts of stupid risks and so far he
hasn’t gotten himself into trouble deep enough that he couldn’t get back out. The monkey folk
thief has an almost reckless disregard for authority but he especially detests oni and people who
use fear to force others to do as they are told, feeling that only those who can inspire awe should
rule, and Lan longs for the day that his own story can rouse those who hear it. He gives himself
extraordinary titles and makes sure those around him know what great feats of daring he is
responsible for—for better or worse.
Only recently has Lan started to actually pay attention to orders and instruction, often
griping and complaining, but he does his best to actually do as others require of him (albeit
often with mixed results). Lan has trouble making and keeping friends, both because he thinks
very highly of himself and his still untempered impulsive nature. He considers that other people
should be grateful to be around or working with him and only rarely does he consider anyone
else to be his equal. The few people that Lan is actually close to tend to be troublemakers
themselves—a bandit who goes by the name of Horse, and a black-market slave trader he
calls Pig. He doesn’t respect either of them, but they both admit Lan is as impressive as they
come which is exactly what Lan wants out of someone.
6 EQUIPMENT
Equipment: Tinker’s Tools, 35 gp
Feature: Know People. You know the name of at least one ryokōsai in
Explorer’s pack, tinker’s every prefecture. In addition, you have advantage when searching for
tools, Ruyi Jingu Bang a piece of technology forbidden in a prefecture and on ability checks
made to bribe guards at torii gates.
Lan the Thief (4th level) CR 3
Medium humanoid (saru hengeyokai), chaotic good monk (martial artist) 4
Armor Class 15 (martial arts stance, unarmored defense)
Hit Points 19 (4d8)
Speed 50 ft., climb 35 ft.
STR DEX CON INT WIS CHA Dignity Haitoku
12 (+1) 16 (+3) 8 (-1) 10 (+0) 13 (+1) 16 (+3) 7 (-2) 11 (+0)
Saving Throws Str +3, Dex +5; Proficiency Bonus +2
Skills Acrobatics +5, Deception +5, Insight +3, Sleight of Hand +5
Tools augmetics, tinker’s tools
Senses darkvision 60 ft., passive Perception 11
Languages Soburi (Common)
Acrobatic. You have advantage on Dexterity (Acrobatics) checks and double the distance of any
jumps you make.
Cursed Nature Form (2/long rest). You can transform into a monkey as polymorph without the
need for components. Unlike the spell you keep your mental scores (except that your Intelligence
score drops to 6), the ability has no duration, your hit points remain unchanged, your gear does
not meld into your form, and you can still talk but not cast spells.
Dextrous Tail. You have a tail. You are unable to carry a weapon or shield with it, but you are
able to use it while climbing and to manipulate fine objects. You may make Dexterity (Sleight of
Hand) checks with your tail but do not gain your proficiency bonus when doing so (even if you
are proficient with the skill).
Feat: Mobile. Your speed increases by 10 feet (included above) and you can Dash through
difficult terrain without requiring additional movement. Whenever you make an attack against a
creature, you don’t provoke opportunity attacks from that creature until the end of your turn.
Feat: Stance of the Striking Serpent. You deal an additional 1d4 piercing damage with unarmed
strikes, short swords, and simple weapons that don’t have the two-handed or heavy weapon
properties (this damage is not multiplied on a critical hit).
Ki (4 points/short rest). You can spend ki to fuel the following features:
• Patient Defense (1 ki). You can take the Dodge action as a bonus action.
• Step of the Wind (1 ki). You can take the Dash or Disengage action as a bonus action on your
turn, and your jump distance is doubled for the turn.
Natural Disguise (2/long rest). You can cast disguise self without the need for any components
but you can only change into a specific human.
ACTIONS
Martial Arts. When attacking with unarmed strikes or monk weapons, you can spend your bonus
action to attack a second time or your bonus action and 1 ki to attack a second and third time.
Ruyi Jingu Bang. Melee Weapon Attack: +5 to hit, reach 5 ft.*, one target.
Hit: 7 (1d8+3) bludgeoning damage plus 2 (1d4) piercing damage.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
不
Hit: 5 (1d4+3) bludgeoning damage plus 2 (1d4) piercing damage.
REACTIONS
滅
Deflect Missile. You can spend your reaction to strike a missile when you are hit by a
ranged weapon attack, reducing its damage by 8 (2d4+3). If you reduce the damage の
to 0, you can catch the missile if it is small enough for you to hold in one hand and
you have at least one hand free. If you catch a missile in this way, you can spend 1 ki泥
point to make a ranged attack with the weapon or piece of ammunition you just caught
as part of the same reaction. You make this attack with proficiency, regardless of your
weapon proficiencies, and the missile counts as a monk weapon for the attack.
棒
Slow Fall. You can use your reaction when you fall to reduce any falling damage by 7
up to 20 points.
Lan the thief (7th level) CR 5
Medium humanoid (saru hengeyokai), chaotic good monk (martial artist) 7
Armor Class 16 (martial arts stances, unarmored defense)
Hit Points 35 (7d8)
Speed 55 ft., climb 40 ft.
STR DEX CON INT WIS CHA Dignity Haitoku
12 (+1) 16 (+3) 8 (-1) 10 (+0) 13 (+1) 16 (+3) 9 (-1) 13 (+1)
Saving Throws Str +4, Dex +6; Proficiency Bonus +3
Skills Acrobatics +6, Deception +6, Insight +4, Sleight of Hand +6
Tools augmetics, tinker’s tools
Senses darkvision 60 ft., passive Perception 11 • Step of the Wind (1 ki). You can take the
Languages Soburi (Common) Dash or Disengage action as a bonus action
Acrobatic. You have advantage on Dexterity on your turn, and your jump distance is
(Acrobatics) checks and double the distance of doubled for the turn.
any jumps you make. • Stunning Strike (1 ki). You can attempt to
Cursed Nature Form (3/long rest). You can stun a creature you hit with a melee weapon
transform into a monkey as polymorph without attack. The target must succeed on a DC 12
the need for components. Unlike the spell you Constitution saving throw or be stunned until
keep your mental scores (except that your the end of your next turn.
Intelligence score drops to 6), the ability has no Natural Disguise (3/long rest). You can cast
duration, your hit points remain unchanged, your disguise self without the need for any components
gear does not meld into your form, and you can but you can only change into a specific human.
still talk but not cast spells. Stillness of Mind. You can use your action to
Dextrous Tail. You have a tail. You are unable end one effect on yourself that is causing you to
to carry a weapon or shield with it, but you are be charmed or frightened.
able to use it while climbing and to manipulate ACTIONS
fine objects. You may make Dexterity (Sleight of Extra Attack. You attack twice.
Hand) checks with your tail but do not gain your Martial Arts. When attacking with unarmed
strikes or monk weapons, you can spend your
proficiency bonus when doing so (even if you are
bonus action to attack a third time or your bonus
proficient with the skill).
action and 1 ki to attack a third and fourth time.
Evasion. When you are subjected to an effect Ruyi Jingu Bang. Melee Weapon Attack: +6 to
that allows you to make a Dexterity saving throw hit, reach 5 ft.*, one target.
to take only half damage, you instead take no Hit: 7 (1d8+3) bludgeoning damage plus 3 (1d6)
damage if you succeed on the saving throw, and piercing damage.
only half damage if you fail. Unarmed Strike. Melee Weapon Attack: +6 to
Feat: Mobile. You can Dash through difficult hit, reach 5 ft., one target.
terrain without requiring additional movement. Hit: 6 (1d6+3) magical bludgeoning damage plus
Whenever you make an attack against a creature, 3 (1d6) piercing damage.
you don’t provoke opportunity attacks from that REACTIONS
creature until the end of your turn. Deflect Missile. You can spend your reaction
Feat: Stance of the Striking Serpent (2). You to strike a missile when you are hit by a ranged
deal an additional 1d6 piercing damage with weapon attack, reducing its damage by 10 (2d6+3).
unarmed strikes, short swords, and simple If you reduce the damage to 0, you can catch
weapons that don’t have the two-handed or the missile if it is small enough for you to hold in
heavy weapon properties (this damage is not one hand and you have at least one hand free. If
multiplied on a critical hit). You have advantage you catch a missile in this way, you can spend
on checks and saves to avoid the prone 1 ki point to make a ranged attack with the
condition and creatures are at disadvantage weapon or piece of ammunition you just caught
to resist your attempts to grant them the as part of the same reaction. You make this
prone condition. attack with proficiency, regardless of your
Ki (7 points/short rest). You can spend ki to fuel weapon proficiencies, and the missile counts
the following features: as a monk weapon for the attack.
Slow Fall. You can use your reaction when you
8 • Patient Defense (1 ki). You can take
the Dodge action as a bonus action.
fall to reduce any falling damage by up to 35
points.
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