Vous êtes sur la page 1sur 28

Oriental Classes

Each class here is pretty much a summary of the class specifications in the OA hardback, with rules governing the use of any abilities which
don't work under 2nd-Edition AD&D. PC races are as listed in the OA hardback. The experience tables in particular are un-playtested, and may allow
characters to advance in power faster than their western counterparts. Again feel free to alter them, and mail me with any comments that you have.
Note: Priest and Wizard spell advencement tables above 20th level can be found in Forgotten Realms Adventures, Dragon Kings (DarkSun),
and perhaps in other sources.
Class Ability Requirements: (Min:XP Bonus)
Class

Str

Dex

Barbarian 15
Bushi
Kensai
Monk
Ninja
Priest
Psionicist
Samurai
Shukenja
Sohei
Wu Jen
Yakuza

14
9:14
12
15
-Varies
-13
9
13:15
-11

15
8
14:14
15
14
-----15

Con

Int

Wis

Cha

Alignment

-8
-11
--

<16
---15

--12:14
15
--

11:14
13
9:15
10
---

12
14
--13:15
15

15
13
12:15
10:15
---

Non-Lawful
-Any
-Lawful
-Lawful
14
Non-Good
Any
-Non-Chaotic
-Lawful
-Good
-Lawful
-Non-Lawful
16
Lawful

Racial Level Limits:


Class

Korobokuru

Barbarian
Bushi
Kensai
Monk
Ninja
Priest
Psionicist
Samurai
Shukenja
Sohei
Wu Jen
Yakuza

Hengeyokai

Human

10
U
---9
8
6
--7
10

-U
6
--8
7
-8
-9
--

Hit Dice

Ability

Spirit Folk
U
U
U
17
U
U
U
U
U
U
U
U

Classes:
Barbarian (Warrior)
Level XP Needed
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21+

0
1d12
3,000
6,000
12,000
24,000
55,000
95,000
175,000
335,000
650,000
1,000,000
1,350,000
1,700,000
2,050,000
2,400,000
2,750,000
3,100,000
3,450,000
3,800,000
4,150,000
+350,000

Barbarian Abilities:
Level Climb% Hide%

2d12
3d12
4d12
5d12
6d12
8d12
8d12+4
8d12+8
8d12+12
8d12+16
8d12+20
8d12+24
8d12+28
8d12+32
8d12+36
8d12+40
8d12+44
8d12+48
8d12+52
+4HP

Can use Magical Weapons


Can use Magical Potions, +1 save vs. Spell
Can use Magical Armor
Earns 1/2 XP with Wu Jen or Spirit Folk
Can use weapon-like Misc. Magical Items
Earns full XP with Wu Jen or Spirit Folk
Can use Protection Scrolls
+2 save vs. Spell
Can summon a Barbarian Horde
+3 save vs. Spell

Back
Detect
Protection%

Illusion

Detect
Magic

-U
9
17
-11
7
12
-----

1
2
3
4
5
6
7
8
9
10
11+
Max%

85
86
87
88
89
90
91
92
93
94
+1%
95

25
31
37
43
49
56
63
70
77
85
+8%
95

5
10
15
20
25
30
35
40
45
50
+5%
100

Requirements:
Str 15, Dex 14, Con 15, Wis<16
Prime Requisites: None
Races:
Human, Korobokuru
Alignment:
Non-Lawful
Combat/Saves:
Warrior/Warrior

5
10
15
20
25
30
35
40
45
50
+5%
75

30
35
40
45
50
55
60
65
70
75
+5%
90

Birth Table?
Family?
Base Honor:
Starting Money:

Yes
Yes
Family
d6 tael/ch'ao & d100 yuan

Initial Proficiencies:
9
Proficiencies per Level:
Non-Proficient Weapon Penalty: -2
Attacks/Round:

Armor Use:
Shield Use:
Weapon Use:

1/3
Level 1-6
Level 7-12
Level 13+

1/1
3/2
2/1

Any
Any
Any

Abilities/Bonuses:
- Con Bonus: No standard Con Bonus. +2HP/Level for each Con point over 14.
- Climb: Cliffs & Trees. 1/2 chance for smoother surfaces.
- Hide: In natural Surroundings. 1/2 chance in unfamiliar terrain.
- Surprise: 3/6 chance to surprise an opponent. Surprised only on a 1.
- Back Protection: Negates Back-Attack and Backstab modifiers, and gives a free attack at the end of the round.
- Leaping and Springing: Standing start - 10ft forward, 3ft back, 3ft up
- Running start - 15+d6ft forward, 4ft+d4x6in up
- Detect Illusion: Requires 1r of concentration.
- Detect Magic: Requires 1r of concentration. Does not detect Illusions.
- Leadership: Level is added to Cha when dealing with barbarians of the same tribe or region.
-Healing: Heal at twice the normal rate.
Restrictions/Penalties:
- Hatred of magic: Gain little or no XP for adventuring with Wu Jen or Spirit folk until high levels. Gain no XP for finding magic items, but full XP for
destroying them.
Bushi (Warrior)
Level XP Needed
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21+

Hit Dice

0
d10
1,750
3,500
7,000
16,000
35,000
65,000
130,000
260,000
520,000
780,000
1,040,000
1,300,000
1,560,000
1,820,000
2,080,000
2,340,000
2,600,000
2,860,000
3,120,000
+260,000

Pick Pockets %
22
2d10
3d10
4d10
5d10
6d10
7d10
8d10
9d10
9d10+3
9d10+6
9d10+8
9d10+12
9d10+15
9d10+18
9d10+21
9d10+24
9d10+27
9d10+30
9d10+33
+3HP

24
26
28
30
32
34
36
38
40
42
44
46
48
50
52
54
56
58
60
+2%

Requirements:
Prime Requisites:
Races:
Alignment:
Combat/Saves:

Str 9, Dex 8, Con 8


Str (14)
Any
Any
Warrior/Warrior

Birth Table?
Family?
Base Honor:
Starting Money:

Yes
Choice
Family or 10
d4 tael/ch'ao & 2d100 fen

Initial Proficiencies:
4
Proficiencies per Level:
Non-Proficient Weapon Penalty: -2

1/2

Attacks/Round:

Level 1-5
Level 6-10
Level 11+

Armor Use:
Shield Use:
Weapon Use:

1/1
3/2
2/1

Any
Any
Any

Abilities/Bonuses:
- Weapon Specialization: Must be chosen when created.
- Nimbleness: -1 AC per 5 levels.
- Cheap Deals: Chance to find free or half-price items.
20% Village
25% Medium Village
30% Large Village
40% Small Town
60% Large Town
90% City
- Pick Pockets: Cash only. Max 95% chance. Roll of 95 or higher indicates discovery.
- Ki Power: 1/day By entering a fight with a fierce kiai, level is raised by two. Better THAC0, AC, Saves, HPs, etc. Lasts for 1t.
- Optional: If starting equipment is bought before the start of gameplay, the DM can allow the bushi to spend less money on equipment due to his ability
to find it free or at half price. 75% price can be a good rule of thumb.
Kensai (Warrior)
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21+

XP Needed

Hit Dice

0
d10
2,500
4,600
8,400
18,500
37,000
74,000
140,000
275,000
550,000
825,000
1,100,000
1,375,000
1,650,000
1,925,000
2,200,000
2,475,000
2,750,000
3,025,000
3,300,000
+275,000

2d10
3d10
4d10
5d10
6d10
7d10
8d10
9d10
9d10+3
9d10+6
9d10+9
9d10+12
9d10+15
9d10+18
9d10+21
9d10+24
9d10+27
9d10+30
9d10+33
+3HP

Ability

Meditation
1/6 Surprise
Two Weapons, Fear
d6 Pupils
Whirlwind Attack

Kensai Bonuses With Specialty Weapon/Style:


Level Initiative
1
-1
2
-1
3
-1
4
-2
5
-2
6
-2
7
-3
8
-3
9
-4
10
-4
11
-5
12+
-5

AC
0
0
-1
-1
-1
-2
-2
-3
-3
-4
-4
-4

Requirements:
Prime Requisites:
Races:
Alignment:
Combat/Saves:

Str 12, Dex 14, Wis 14


Dex (14), Wis (14)
Human, Hengeyokai, Spirit Folk
Lawful
Warrior/Warrior

Birth Table?
Family?
Base Honor:
Starting Money:

Damage
0
+1
+1
+1
+2
+2
+2
+3
+3
+4
+4
+5

To Hit

0
0
+1
+1
+2
+2
+2
+3
+3
+4
+4
+5

Yes
Yes
Family
d4 ch'ien & d10 tael/ch'ao

Initial Proficiencies:
3
Proficiencies per Level:
Non-Proficient Weapon Penalty: -3
Attacks/Round:

Armor Use:
Shield Use:
Weapon Use:

1/2
Level 1-3
Level 4-7
Level 8-14
Level 15+

1/1
3/2
2/1
5/2

None
None
Any

Abilities/Bonuses:
- Free proficiency in Specialty Weapon/Style.
- Base AC of 23-Dex.
- Ki Power: Level/day Declared before roll to hit. Causes Specialty Weapon/Style to do maximum damage on one hit.
- Psychic Duels: +2 bonus vs. Non-Kensai.
- Immunity to fear.
- Double XP for defeating another Kensai in a duel. (once per level per opponent)
- 4th Level - Meditation: Twice as restful as sleep. Still aware of surroundings.
- 6th Level - Surprise: The Kensai is surprised only on a 1 on a d6.
- 7th Lecel - Two weapons: Has the effect of free Ambidexterity and Two-Weapon style specialization.
- 7th Level - Fear: At will, fear is caused in creatures of 1HD or less who fail save vs. Breath Weapon.
- 11th Level - Whirlwind Attack: Requires all Ki Power for the day. Allows simultaneous attack with Specialty Weapon/Style of all opponents within a
10ft radius.
Restrictions/Penalties:
- Only one starting proficiency can be used for proficiency in a second weapon all other starting proficiencies must be peaceful.
- Cannot use weapon specialization, although style specialization is allowed.
- Cannot use magical Specialty Weapons.
- 1/2 XP for opponents defeated using any non-Specialty Weapon/Style.
- Practice: 2h per day. Missing hours must ba made up at the rate of 2 extra hours per day before level advancement.
- Duel Challenges: At each level, 10% x new Level chance to be challenged to a duel.
- Duels: 10th level and beyond, must win a duel to gain a level.
- Loss of Status: If the Kensai's honor ever falls below his family's, he becomes a Bushi of the same level. He keeps old abilities but gains no new
Kensai abilities.
Monk (Rogue)
Level XP Needed
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17

Hit Dice

0
2d4
2,000
4,200
8,800
19,800
41,800
86,000
175,000
305,000
435,000
610,000
830,000
1,100,000
1,550,000
2,000,000
2,450,000
2,900,000

Title
Novice
3d4
Initiate
4d4
Brother
5d4
Disciple
6d4
Immaculate
7d4
Master
8d4
Superior Master
9d4
Master of Dragons
10d4
Master of the North Wind
11d4
Master of the West Wind
12d4
Master of the South Wind
13d4
Master of the East Wind
14d4
Master of Winter
15d4
Master of Autumn
16d4
Master of Summer
17d4
Master of Spring
18d4
Grand Master of Flowers

Monk Abilities:
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17

AC
10
9
8
7
7
6
5
4
3
3
2
1
0
-1
-1
-2
-3

Move AWD AMAA


15"
16"
+1
17"
+1
18"
+2
19"
+2
20"
+3
21"
+3
22"
+4
23"
+4
24"
+5
25"
+5
26"
+6
27"
+6
28"
+7
29"
+7
30"
+8
32"
+8

AMAD
---1/4
1/4
1/2
1/2
1/2
1/1
1/1
3/2
3/2
3/2
2/1
2/1
3/1
3/1

Surprise%
----+1
+2
+2
+1d
+1d+1
+1d+2
+1d+2
+2d
+2d
+2d+1
+3d
+3d+1
+4d

ESP Chance.
Normal Normal
32
30
28
26
24
22
20
18
16
14
12
10
8
6
4
2

Charm Res.
Normal
Normal
Normal
30
28
26
24
22
20
50
18
45
16
40
14
35
12
30
10
25
8
6
4

Normal
Normal
Normal
Normal
Normal
Normal
Normal

20
15
10

AWD = Additional Weapon Damage


AMAA = Additional Martial Arts Attacks
AMAD = Additional Martial Arts Damage
Requirements:
Str 15, Dex 15, Con 11, Wis 15
Prime Requisites:
None
Races:
Human, Spirit Folk
Alignment:
Lawful
Combat/Saves:
Rogue/Rogue
Birth Table?
Family?
Base Honor:
Starting Money:

No
No
No Honor
4d10 yuan & 2d100 fen

Initial Proficiencies:
5
Proficiencies per Level:
1/2
Non-Proficient Weapon Penalty: -4
Attacks/Round:
1/1 (Except Martial Arts)
Armor Use:
None
Shield Use:
None
Weapon Use:
martial arts (any), axe (hand), bokutoh, chijiriki, crossbow (any), dagger, daikyu, halberd, javelin, kama, kusarigama, lasso, naginata, parang, spear, trident
Abilities/Bonuses:
- Monk Skills: Base Scores
Climb Walls:
60%
Find/Remove Traps:
10%
Hear Noise:
5%
Hide in Shadows:
5%
Move Silently:
10%
Open Locks:
15%
50 Points to add at first level.
25 Points to add at each level after first.
All adjustments apply. Maximum unadjusted chances of 95%.
- Free Missile Deflection and Arrow Cutting special maneuvers.
- Armor class improves with level as shown. If a Martial Arts style is used the best AC is used.
- Free Martial Arts style and 2 of its special maneuvers.
- Ki Power: Level/day Magic Resistance. Allows no effect from magic on a successful save (only if one is allowed).
- 3rd Level - Speak With Animals: Allows communication with any animal of Int 1 or greater.
- 4th Level - Falling: Can fall up to 20 feet and take no damage if within 1ft of a wall or vertical surface.
- 4th Level - ESP Protection: ESP spells and Psionic contact have a small chance of success (see table). Failed attempt meets a closed mind.
- 5th Level - Immunities: Immunity to disease and unaffected by haste and slow
spells.
- 6th Level - Falling: Can fall up to 30 feet and take no damage if within 4ft of a wall or vertical surface.
- 6th Level - Cataleptic State: Feign Death for up to Level x2 turns.
The Monk is oblivious to his surroundings in this state, and thus state duration before entering it.
- 7th Level - Healing: 1/day. Heal self for d4+ 1/level starting at 7th.
- 8th Level - Speak With Plants: Plants can react in simple ways such as parting bushes, untangling thickets, etc.
- 9th Level - Improved Ki Power: Allows 1/2 damage (damaging spells only) always, and still no effect on a successful save.
- 9th Level - Charm Resistance: Resistance to Charm, Hypnosis, Suggestion, etc. spells as shown.
- 10th Level - Psionic Defense: The Monk defends against telepathic and mind blast attacks as if he had an Int of 18.
- 11th Level - Total immunity to all types of poisons.
- 12th Level - Immunity to Geas and Quest spells.
- 13th Level - One free Martial Arts special manuever of the player's choice.

Restrictions/Penalties:
-Bonuses: No Str to hit or damage bonuses. No Dex AC Bonuses.
-Religion and Calligraphy Proficiencies must be taken at character creation.
-Cannot keep more money than necessary.
-Can never own horses or property.
-Can only own 2 magical weapons and 3 other magic items.
-Excess treasure/magic must be given to NPC religious institutions.
-Can use only OA Monk magic items, magical rings, and magic items useable by Thieves.
-Monks generally do not leave old magic items for new ones, but will keep using old ones untill they are unuseable.
-Cannot have henchmen or hirelings until 6th level. Hirelings can only be hired on a one adventure basis.
-Disobedience to monastary superiors results in being barred temporarily from monastary.
-Duels required to gain levels beyond 8th (see OA).
-No advancement beyond 17th Level.
Ninja (Rogue)
Level XP Needed
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21+

Hit Dice

0
d2
3,000
6,000
11,000
22,000
44,000
88,000
175,000
360,000
700,000
1,000,000
1,300,000
1,600,000
1,900,000
2,100,000
2,400,000
2,700,000
3,000,000
3,300,000
3,600,000
+300,000

Requirements:
Prime Requisites:
Races:
Alignment:
Combat/Saves:
Birth Table?
Family?
Base Honor:
Starting Money:

None

Pole Vault (ft) Fall (ft)


8

2d2
3d2
4d2
5d2
6d2
7d2
8d2
9d2
9d2+1
9d2+2
9d2+3
9d2+4
9d2+5
9d2+6
9d2+7
9d2+8
9d2+9
9d2+10
9d2+11
+1HP

0
9
9.5
10
10.5
11
11.5
12
12.5
13
13.5
14
14.5
15
15.5
16
16.5
17
17.5
18
+.5ft

x2
0
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
95
+5ft

Backstab
x2
x2
x2
x3
x3
x3
x3
x3
x4
x4
x4
x4
x4
x4
x4
x4
x4
x4
x5
x5

Dex 14, Int 15, Cha 14


Human
Non-Good
Other Class/Rogue
As Other Class
Yes (Ninja Clan)
As Other Class
As Other Class plus d2 ch'ien

Initial Proficiencies:
2
Proficiencies per Level:
1/3
Non-Proficient Weapon Penalty: -4 For Ninja Weapons
Attacks/Round:
Level 1-6 1/1 only.
Level 7-14 3/2
Level 15+ 2/1
Armor Use:
abilities)
Shield Use:
Weapon Use:

leather, padded, leather scale, chain, plus any other armor allowable to the other Class (armor may limit the use of Ninja
As other Class
As other Class plus Ninja Weapons

Abilities/Bonuses:
Split Class: All Ninjas must also be a Bushi, Psionicist, Sohei, Wu Jen, or Yakuza. Experience are divided between classes at the DM's discretion.
Each hit die for the other class is halved, rounding up. Con bonuses are given normally to the other class.
- Ninja Skills: Base Scores
Climb Walls:
60%
Disguise:
10%
Escape:
5%
Find/Remove Traps: 10%
Hide in Shadows:
5%
Move Silently:
10%
Open Locks:
15%
Pick Pockets:
20%
Tightrope Walk:
10%
80 Points to add at first level.
40 Points to add at each level after first.
All adjustments apply. Maximum unadjusted chances of 95%
-Pole Vault: Requires a 30ft running start and a pole at least four feet longer than the Ninja is tall, and that the character wear no metal armor. The
distance shown is the maximum height that can be vaulted to. If trying to land atop an obstacle, reduce the height by 1ft. If vaulting for distance rather
than height, the maximum distance is equal to twice the length of the pole.
-Fall: If the Ninja is wearing no metal armor other than chainmail, is within reach of a vertical surface that can slow his fall, and falls the distance
shown or less, he can take no damage. For greater distances, full damage is suffered.
-Backstab: On a successful back attack upon a humanoid (at +4 to hit) the damage done is multiplied by the backstab multiplier.
- Assasinate: This skill should be handled as the DM sees fit. The
Assasination table in the 1st-Edition DMG can be used, or the DM can make his own calls.
- Ki Power #1: 1/day

The Ninja can hold his breath for a number of rounds equal to his Ninja level.

- 5th Level - Ki Power #2: Level/day The Ninja can walk on smooth water for 5ft per Ninja Level at a speed of 30ft/r. Concentration is broken if the
Ninja is injured in any way while using this power.
- 12th Level - Ki Power #3: 1/day After spending 3 rounds concentrating (the power for the day is lost if the Ninja is interrupted or attacked), the Ninja
can wals through 1ft per Ninja level of wall or obstacle in 1r. If not through the obstacle at the end of the round, the Ninja dies in it.
Restrictions/Penalties:
- Disobedience to the Ninja family is punished by death.
- The Ninja must retain his honor above his family's or be killed by the clan.
- Any ninja without a family (usually with his family close on his heels) is a Nukenin, and requires twice the normal
amount of experience to advance as a Ninja. The other class is unaffected.
- A Ninja can never reveal his true identity, not even to PCs. He can be known to be a Ninja by those he is working with, but will keep his true identity
a secret.
Priest (Priest)
(This class allows the use of specialty priests in OA. The DM may create his own deities and priesthoods, or use those of the Chinese and
Japanese mythoi in Legends & Lore. Any specification marked as "varies" must be specific to the specialty priesthood.)
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16

XP NeededHit Dice

Spell Level:

0
d8
1,500
3,000
6,000
13,000
27,500
55,000
110,000
225,000
450,000
675,000
900,000
1,125,000
1,350,000
1,575,000
1,800,000

1
2d8
3d8
4d8
5d8
6d8
7d8
8d8
9d8
9d8+2
9d8+4
9d8+6
9d8+8
9d8+10
9d8+12
9d8+14

6*

7x

2
2
3
3
3
3
3
4
4
5
6
6
6
6
7

1
2
3
3
3
3
4
4
4
5
6
6
6
7

1
2
2
3
3
3
4
5
6
6
6
7

1
2
2
3
3
3
4
5
6
6

1
2
2
2
2
3
4
4

1
2
2
2
2
3

1
1
1

17
18
19
20
21+

2,025,000
2,250,000
2,475,000
2,700,000
+225,000

9d8+16
9d8+18
9d8+20
9d8+22
+2HP

7
8
9
9
See FRA

7
8
9
9

7
8
8
9

7
8
8
8

5
6
6
7

3
4
4
5

* 17 wisdom required
x 18 wisdom riquired
Requirements:
Prime Requisites:
Races:
Alignment:
Combat/Saves:

Wis (16)

Birth Table?
Family?
Base Honor:
Starting Money:

Wis 9
Varies
Varies
Priest/Priest
Choice
Choice
Varies
d10 tael/ch'ao & 5d10 yuan

Initial Proficiencies:
6
Proficiencies per Level:
Non-Proficient Weapon Penalty: -3
Attacks/Round:
Armor Use:
Shield Use:
Weapon Use:

1/2
1/1

Varies
Varies
Varies

Abilities/Bonuses:
- Rituals: Any Priest can perform the rituals of the Shukenja (see OA). Other Abilities/Bonuses as Specialty Priesthood
- Can take a Meditation proficiency without any Martial arts style. Additional Abilities As Specialty Priesthood
Restrictions/Penalties: As Specialty Priesthood
Psionicist (Psionicist)
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21+

XP Needed

Hit Dice

0
d6
2,200
4,400
8,800
16,500
30,000
55,000
100,000
200,000
400,000
600,000
800,000
1,000,000
1,200,000
1,500,000
1,800,000
2,100,000
2,400,000
2,700,000
3,000,000
+300,000

1
2d6
3d6
4d6
5d6
6d6
7d6
8d6
9d6
9d6+2
9d6+4
9d6+6
9d6+8
9d6+10
9d6+12
9d6+14
9d6+16
9d6+18
9d6+20
9d6+22
+2HP

PSP Recovery:
Physical Activity:
PSPs Recovered/hour
Hard Exertion
0
Walking/Riding
3
Sitting/Resting/Reading
6
Sleeping/Meditating
12
Requirements: Con 11, Int 12, Wis 15
Prime Requisites: Con (16), Wis (16)
Races: Any
Alignment: Non-Chaotic
Combat/Saves: Psionicist/Psionicist
Birth Table? Choice
Family? Choice

Psionics:
Disc.
3
2
2
2
2
3
3
3
3
4
4
4
4
5
5
5
5
6
6
6

(As in CPsiHB)
Sci.
Dev.
1
1
5
2
7
2
9
3
10
3
11
4
12
4
13
5
14
5
15
6
16
6
17
7
18
7
19
8
20
8
21
9
22
9
23
10
24
10
25

PSPs Recovered/turn
0
1/2
1
2

Def. Modes
1
2
2
3
3
4
4
5
5
5
5
5
5
5
5
5
5
5
5

2
2
2
2

Base Honor: Family or 15


Starting Money: d6 tael/ch'ao & 4d10 yuan & 2d100 fen
Initial Proficiencies: 5
Proficiencies per Level: 1/2
Non-Proficient Weapon Penalty: -4
Attacks/Round: 1/1
Armor Use: haidate, hara-ate, haramaki, hide, jingasa, leather, leather scale, padded, studded leather
Shield Use: buckler, gunsen
Weapon Use: axe (hand/throwing), blowpipe, bow (short), chu-ko-nu, crossbow (light), chain, chopsticks, club, dagger, dart, fang, hankyu, gunsen,
jitte, jo stick, kama, kau sin ke, kiseru, mace, nunchaku, sai, shaken, shuriken (any), siangkam, sling, sword (short), tui-fa, wakizashi
Abilities/Bonuses:
-Psionics: As per The Complete Psionics Handbook.
-Closed Mind: As all Psionicists.
-Mental Resistance: +2 save vs. Enc/Cha magic, etc.
-Can take a Meditation proficiency without any Martial arts style.
Meditation gives the same PSP gain as sleep.
-Psychic Duels: +5 bonus vs. non Psionicists
Samurai (Warrior)
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21+

XP Needed

Hit Dice

0
d10
2,300
4,600
9,200
16,500
33,500
69,000
125,000
220,000
375,000
610,000
925,000
1,200,000
1,475,000
1,750,000
2,025,000
2,300,000
2,575,000
2,850,000
3,125,000
+275,000

2d10
3d10
4d10
5d10
6d10
7d10
8d10
9d10
9d10+3
9d10+6
9d10+9
9d10+12
9d10+15
9d10+18
9d10+21
9d10+24
9d10+27
9d10+30
9d10+33
+3HP

Damage Bonus
0

+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+7
+1/3 Levels

Requirements: Str 13, Con 13, Int 14, Wis 13


Prime Requisites: None
Races: Human, Spirit Folk, Korobokuru
Alignment: Lawful
Combat/Saves: Warrior/Warrior
Birth Table? Yes (+10, unless Korobokuru, in which case the player must find
Family? Yes
a sponsor and begins at Lower Upper Class)
Base Honor: Family
Starting Money: 2d6 ch'ien & d10 tael/ch'ao

Initial Proficiencies: 5
Proficiencies per Level: 1/1
Non-Proficient Weapon Penalty: -2
Attacks/Round:
Level 1-4
1/1
Level 5-8
3/2
Level 9+
2/1
Armor Use:
Shield Use:
Weapon Use:

Any
Any
Any

Abilities/Bonuses:
-Two Specializations: A Samurai can specialize in both the Katana and the
Daikyu.
-Ki Power: Level/day With a kiai (shout), the Samurai can raise his
Strength to 18(00) for 1r.
-Damage Bonus: The Samurai has the bonus shown on the table to all rolls for
damage.
-3rd Level - Surprise: The Samurai is surprised only on a roll of 1 on a d6.
-5th Level - Immunity to Fear.
-6th Level - Fear: At will, fear is caused in creatures of 1HD or less who
fail save vs. Breath Weapon.
-7th Level - The Samurai starts to be offered responsibillities by his
daimyo (see OA).
Restrictions/Penalties:
-Specialization: The Samurai must specialize in Katana when created. The Samurai can specialize only in Katana and Daikyu.
-Proficiencies: By 2nd Level the Samurai must have the Riding proficiency.
By 3rd Level the Samurai must have proficiency with the Daikyu. By 6th Level the Samurai must have proficiencies in Calligraphy, Painting, and
Poetry.
-Honor: A Samurai must follow the code of Bushido, and maintain his honor above a specific point or become Ronin. Ronin can still advance as
Samurai, but require twice the normal amount of experience. Ronin can become Samurai again, with the same daimyo or another one.
Shukenja (Priest)
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21+

XP Needed

Hit Dice

0
d6
1,500
3,500
6,400
12,800
25,500
50,000
100,000
200,000
400,000
600,000
800,000
1,000,000
1,200,000
1,400,000
1,600,000
1,800,000
2,000,000
2,200,000
2,400,000
+200,000

2d6
3d6
4d6
5d6
6d6
7d6
8d6
9d6
9d6+1
9d6+2
9d6+3
9d6+4
9d6+5
9d6+6
9d6+7
9d6+8
9d6+9
9d6+10
9d6+11
+1HP

(As in PHB)
Spells: Req. Wis --> 17 18
Level:
1 2 3 4
1 - - - - - 2 - - 2 1 - 3 2 - 3 3 1 3 3 2 3 3 2 1
3 3 3 2
4 4 3 2
4 4 3 3
5 4 4 3
6 5 5 3
6 6 6 4
6 6 6 5
6 6 6 6
7 7 7 6
7 7 7 7
8 8 8 8
9 9 8 8
9 9 9 8
See FRA

Requirements: Str 9, Con 9, Wis 12


Prime Requisites: Con (15), Wis (15)
Races: Human, Hengeyokai
Alignment: Good
Combat/Saves: Priest/Priest
Birth Table? No
Family? No
Base Honor: 20
Starting Money: d5 tael/ch'ao & 2d10 yuan & d100 fen
Initial Proficiencies: 6
Proficiencies per Level: 1/2
Non-Proficient Weapon Penalty: -4
Attacks/Round: 1/1

5 6 7
- - - - - - - - - - - - - - 1 - 2 - 2 1 2 2 2 2 3 2 1
4 2 1
4 3 1
5 3 2
6 4 2
6 4 2
7 5 2

Armor Use: leather, padded, hara-ate, haramaki, jingasa, studded leather


Shield Use: None
Weapon Use: axe (hand), bo stick, boku-toh, chain, gunsen, jitte, jo stick, kama, kiseru, sai, sling, sling staff, spear,
tetsubo, three-piece rod, tui-fa
Abilities/Bonuses:
-Priest Spells: Spheres = All, Animal, Astral, Charm, Combat, Creation, Divination, Healing, Necromancy (no reverses), Plant, Protection, Summoning,
Sun, Thought, Weather, Law or Chaos or neither (if NG)
(Additionally, Shukenja can cast the 7th Level Holy Word spell from the Combat sphere). All modifiers and bonus spells apply.
-Rituals: The Shukenja can perform various rituals, some of which have specific effects (see OA).
-Meditation: Twice as restful as sleep. Still aware of surroundings.
-Ki Power: Level/day Declared before the die is rolled, the Shukenja can gain a +3 on any saving throw.
-Self Defense: Free proficiency in one style of martial arts.
-Extra XP: 100XP per level of cure, heal, etc. spells used to aid NPCs or creatures not associated with the party.
Restrictions/Penalties:
-Only 2 initial proficiencies can be weapon proficiencies.
-Non-violence: The shukenja gains 1/2 XP for defeating enemies. They gain full XP for defeating evil spirits.
-Poverty: Shukenja are sworn to poverty, and gain XP only for treasure donated to charity or the poor.
-Rules: Failure to follow these roles results in punishments (loss of spells, loss of honor, special pennance, etc.)
-Cannot eat meat.
-Must avoide immoderate drinking and eating.
-Must avoid violence (especially killing) wherever possible.
-Certain religions may have other specific rules or restrictions.
Sohei (Priest)
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21+

XP Needed
0
d10
2,250
4,500
7,900
15,000
28,000
56,000
110,000
200,000
425,000
650,000
875,000
1,100,000
1,325,000
1,550,000
1,775,000
2,000,000
2,225,000
2,450,000
2,675,000
+225,000

Hit Dice
2d10
3d10
4d10
5d10
6d10
7d10
8d10
9d10
9d10+2
9d10+4
9d10+6
9d10+8
9d10+10
9d10+12
9d10+14
9d10+16
9d10+18
9d10+20
9d10+22
+2HP

Spells:
-

Level:
-

1
1
1
2
2
2
3
3
3
3
3
3
4
4
4
5
See OA

2
1
1
2
2
2
2
3
3
3
3
3
4
4
4

1
1
2
2
3
3
3
3
3
4
4

1
2
2
2
3
3

Requirements: Str 13, Con 10, Wis 10


Prime Requisites: Str (15), Wis(15)
Races: Human
Alignment: Lawful
Combat/Saves: Priest/Priest
Birth Table? No
Family? No
Base Honor: 15
Starting Money: d10 tael/ch'ao & 4d10 yuan
Initial Proficiencies: 4
Proficiencies per Level: 1/3
Non-Proficient Weapon Penalty: -2
Attacks/Round: Level 1-6
1/1
Level 7-12
Level 13+

3/2
2/1

Armor Use: Any


Shield Use: None
Weapon Use: Any except blowpipe, katana, needle, nekode, shakem, shikomi-zue, shuriken (any)
Abilities/Bonuses:
-Weapon of Choice: One weapon may be chosen at creation. The Sohei has +1 to hit and damage with that weapon.
-3rd Level - Ki Power: 1/day For 1 turn, -1AC, +3" movement, +1th, +1d, +1 save, can dodge or deflect missile weapons on a successful save vs.
Breath Weapon.
-5th Level - Final Word: The Sohei can continue fighting (with +2 th & d) until he reaches -10HP. At -10HP, or when his enemy is defeated, he
collapses (unconscious or dead, depending on death's door rules).
-6th Level - Priest Spells: Spheres = All, Animal (minor), Combat, Divination, Healing (Except Cure X Wounds, Fortify, and Neutralize Poison), Law,
Protection, Guardian (minor), Wards (minor) (Additionally, Sohei can cast the 5th Level Mental Strength spell from the sphere of Thought) All
modifiers and bonus spells apply.
-6th Level - Duties: The Sohei begins recieving duties and powers from his monastary (see OA).
Restrictions/Penalties:
-Recieves 1/2 XP for defeating foes unless it is in the service of his monastary.
-Rules: -Cannot eat meat (fish is allowed).
-Must refrain from excesses of personal behavior.
Wu Jen (Wizard)
Level XP Needed
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21+

(As in PHB)
Hit Dice

0
d4+1
2,250
4,500
9,000
20,000
40,000
72,000
110,000
155,000
300,000
640,000
850,000
1,175,000
1,500,000
1,875,000
2,250,000
2,625,000
3,000,000
3,375,000
3,750,000
+375,000

Spells: Req. Int--> 9 10 12 14


Level:
1 - - 2d4+2
3d4+3
4d4+4
5d4+5
6d4+6
7d4+7
8d4+8
9d4+9
9d4+10
9d4+11
9d4+12
9d4+13
9d4+14
9d4+15
9d4+16
9d4+17
9d4+18
9d4+19
9d4+20
+1HP

16 18
1 2 3 4 5 6 7 8 9
- - - - 2 - - - - - - - 2 1 - - - - - - 3 2 - - - - - - 4 2 1 - - - - - 4 2 2 - - - - - 4 3 2 1 - - - - 4 3 3 2 - - - - 4 3 3 2 1 - - - 4 4 3 2 2 - - - 4 4 4 3 3 - - - 4 4 4 4 4 1 - - 5 5 4 4 4 2 - - 5 5 5 4 4 2 1 - 5 5 5 5 5 2 1 - 5 5 5 5 5 3 2 1 5 5 5 5 5 3 3 2 5 5 5 5 5 3 3 2 1
5 5 5 5 5 3 3 3 1
5 5 5 5 5 4 3 3 2
See FRA

Specialty Wu Jen:
H=Human, He=Hengeyokai, K=Korobokuru, S(B/R/S)=Spirit Folk (Bamboo/River/Sea)
Specialist
Abjurer
Transmuer
Conjurer
Diviner
Enchanter
Elemantalist
Air
ElA

School
Abj
Alt
H,He,K
Con/Sum
GDv
Enc/Cha

Races
H

Requirements
Opposition Schools
Wis 15
Alt & Ill/Pha
Dex 15
Abj & Nec
H,He,K
Con 15
GDiv & Inv/Evo
H,He,K
Wis 16
Con/Sum
H,He,K,S
Cha 16
Inv/Evo & Nec

H,He,K

None

ElE

Earth
Fire
Water
Illusionist
Invoker
Necromancer
Wild Mage

ElE
ElF
ElW
Ill/Pha
Inv/Evo
Nec
Wil

H,He,K,S(B)
H,He,K
H,He,K,S(R/S)
H,He
H
Con 16
H
Wis 16
H,He

None
ElA
None
ElW
None
ElF
Dex 16
Nec & Inv/Evo & Abj
Enc/Cha & Con/Sum
Ill & Enc/Cha
Int 16
None

(Note that the elemental system does not agree fully with the OA elemental system, but I decided to keep it in order to agree with existing rules. Those
who wish to be purely Oriental are should feel free to create their own earth/metal/fire/water/wood system, and tell me about it.)
Requirements: Int 13
Prime Requisites: Int (15)
Races: Human, Hengeyokai, Korobokuru
Alignment: Non-Lawful
Combat/Saves: Wizard/Wizard
Birth Table? No
Family? No
Base Honor: 15
Starting Money: d3 ch'ien & 2d10 tael/ch'ao
Initial Proficiencies: 6
Proficiencies per Level: 1/2
Non-Proficient Weapon Penalty: -5
Attacks/Round: 1/1
Armor Use: None
Shield Use: None
Weapon Use: bo stick, boku-toh, blowpipe, bow (short), chain, dagger, dart, gunsen, jitte, jo stick, kiseru, metsubishi, sai, shaken, shuriken (any),
siangkam, sling, sword (short), tui-fa, uchi-ne
Abilities/Bonuses:
-Wizard Spells
-Specialization: Wu Jen can become specialists under the same rules as mages.
The allowable races, requirements, and opposition schools are shown in the table.
-Favored Weapon: At creation, the Wu Jen can choose one favored weapon, and he thereafter has a +1 to hit when using that weapon.
-Meditation: Twice as restful as sleep. Still aware of surroundings.
-Ki Power #1: 1/day +3 initiative for 1 round.
-Languages: The Wu Jen speaks the languages of the Tengu and Oni.
-Reactions: The Wu Jen recieves a +4 on reaction rolls whenb dealing with Tengu and Oni.
-4th Level - Ki Power #2: 1/day. One spell of at least three levels lower than the Wu Jen's level can be cast at maximum effect.
Restrictions/Panalties:
-Taboos: The Wu Jen has 1 taboo at first level, and gains one more with each five levels (i.e. at 6th, 11th, etc.)

Yakuza (Rogue)
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21+

XP Needed
0
d6
2,000
4,000
8,000
16,000
30,000
60,000
130,000
260,000
525,000
800,000
1,075,000
1,350,000
1,625,000
1,900,000
2,175,000
2,450,000
2,725,000
3,000,000
3,275,000
+275,000

Hit Dice
2d6
3d6
4d6
5d6
6d6
7d6
8d6
9d6
9d6+2
9d6+4
9d6+6
9d6+8
9d6+10
9d6+12
9d6+14
9d6+16
9d6+18
9d6+20
9d6+22
+2HP

20

Investigate%
1 block
24
28
32
36
40
44
48
52
56
60
64
68
72
76
80
84
88
92
95
95

Area Covered
1 block
2 blocks
2 blocks
3 blocks
3 blocks
1 ward
1 ward
1 ward
2 wards
2 wards
2 wards
1 district
1 district
1 district
2 districts
2 districts
2 districts
3 districts
3 districts
Province

Requirements: Str 11, Dex 15, Int 15, Cha 16


Prime Requisites: None
Races: Human, Korobokuru
Alignment: Lawful
Combat/Saves: Rogue/Rogue
Birth Table? Yes (-10) (Determines birth status only, has no effect on family
Family? Yes or honor. No Ancestry or Birthrights are
Base Honor: d20+20 rolled.)
Starting Money: d3 ch'ien & 2d10 tael/ch'ao
Initial Proficiencies: 3
Proficiencies per Level: 1/2
Non-Proficient Weapon Penalty: -3
Attacks/Round: 1/1
Armor Use:
leather, padded
Shield Use:
None
Weapon Use:
Any
Abilities/Bonuses:
-Free Gaming proficiency.
-Yakuza Skills: Base Scores
Hear Noise:
5%
Hide in Shadows:
5%
Move Silently:
10%
Open Locks:
15%
Pick Pockets:
15%
40 Points to add at first level.
20 Points to add at each level after first.
All adjustments apply. Maximum unadjusted chances of 95%
-Investigate: Allows the Yakuza to find out secret or uncommon information. See OA for more details.
-Contacts: A Yakuza recieves 1 contact for each two experience levels. See OA for more details.
-Ki Power: Level/day Once per round, the Yakuza can reduce the damage of an attack on him to 1/2 (round up).
-Reactions: +2 on all reaction rolls except those that involve social status.
-Stipend: The Yakuza recieves 2 ch'ien/level per month from his Yakuza kumi.
-2nd Level - The Yakuza can call for aid from his brethren once per level. See OA for more details.
Restrictions/Penalties:
-Tatoos: The Yakuza starts with a small tatoo on his arm. He gains more tatoos as he gains levels. See OA for more details.
-Honor: If the Yakuza's honor falls below that of his family, he is cast out of his family. He may regain his position, but until he does he is treated as a
non-person.

Oriental Proficiencies
These are the proficiencies available to Oriental characters. I decided to maintain the OA proficiency system, as martial arts become almost
impossible to handle without it. Below are tables of the number of initial proficiencies that characters recieve at creation, and how fast they gain new
proficiencies. Gains are calculated from level 0 (i.e. a Barbarian who gains 1/3 proficiencies per level gains his first new proficiency at level 3). The
proficiencies are divided into groups as in the OA hardback. For those proficiencies listed in 2nd-Edition, those rules should be used, while only
uniquely Oriental proficiencies should be taken from the OA rules. Some proficiencies have been renamed (i.e. Gem Cutting to Jeweler, Riding (Land
Based) and Riding (Airborne) to Horsemanship (which applies only to horselike creatures), etc.) but should be easily recognizable. I have added a few
groups, and the characters to which they are available should be obvious (Rogue to Yakuza and Ninja, Psionic to Psionicists). The groups to which a
character has normal access is the decision of the DM, as the groups are based more on social standing and situation than on character class. Of course,
any character can learn any proficiency if he finds a teacher, though perhaps at double cost.
Character Proficiency Slots:
Class

Initial Prof.

Barbarian
Bushi
Kensai
Monk
Ninja
Priest
Psionicist
Samurai
Shukenja
Sohei
Wu Jen
Yakuza

Prof. per Level

9
4
3
5
2
6
5
5
6
4
6
3

Non-Prof. Weapon
1/3
1/2
1/2
1/2
1/3
1/2
1/2
1/1
1/2
1/3
1/2
1/2

-2
-2
-3
-4
-4
-3
-4
-2
-4
-2
-5
-3

Proficiencies:
Artisan:
Proficiency

Cost

Ability

Modifier

Armorer
Blacksmith
Bowyer/Fletcher
Brewer
Carpenter
Cobbler
Civil Engineer
Healer
Herbalist
Jeweler
Locksmith
Masseur
Miner
Navigator
Paper-maker
Potter
1
Seamstress/Tailor
Silk Maker
Stonemason
Tanner/Leatherworker
Weaponsmith
Weaver

2
1
1
1
1
1
2
2
2
2
1
1
2
1
1
Dex
1
1
1
1
3
1

Int
Str
Dex
Int
Str
Dex
Int
Wis
Int
Dex
Dex
Dex
Wis
Int
Wis

-2
0

Dex
Dex
Str
Int
Int
Int

0
0
-3
-2

-2
-2
-2
0
-3
-1

-1
0
-2
-2
0
0
-3
-3
-1
-3

Barbarian:
Proficiency

Cost

Ability

Animal Lore
Chanting
Direction Sense
Fire Building
Running
Signaling
Snare Building
Sound Imitation
Survival
Tracking
Weather Sense

1
1
1
1
1
1
1
2
2
3
1

Int
Cha
Wis
Wis
Con
Int
Dex
Int
Int
Int
Wis

Common:
Proficiency

Cost

Ability

Agriculture
Animal Handling
Appraising
Begging
Cooking
Dancing
Endurance
Fishing
Gaming
Horsemanship
Hunting
Husbandry
Iaijutsu
Intimidation
Juggling
Language, Modern
Local History
Mountaineering
Musical Instrument
Reading/Writing
Reading Lips
Rope Use
Sailing Craft
Singing
Small Water Craft
Swimming
Ventriloquism

1
2
1
1
1
1
2
1
1
1
1
1
NA
1
1
1
1
1
1
1
2
1
1
1
1
1
1

Int
Wis
Int
Cha
Int
Dex
Con
Wis
Cha
Dex
Wis
Int

Court:
Proficiency

Cost

Ability

Ancient History
Astrology
Calligraphy
Etiquette
Falconry
Flower Arranging
Heraldry
Landscape Gardening
Language, Ancient
Noh
1
Origami
Painting
Poetry
1
Religion
Spellcraft
Tea Ceremony

1
2
2
1
2
1
1
1
1
Wis
1
1
Wis
1
1
2

Int
Int
Dex
Cha
Wis
Wis
Int
Wis
Int

Psionic:
Proficiency

Ability

Harness Subconscious
Hypnosis
Meditation
Medatative Focus

Cost

2
1
1
1

Str/Cha
Dex
Int
Cha
NA
Dex
Int
Int
Dex
Dex
Cha
Dex
Str
Int

Dex
Wis
Wis
Int
Wis

Modifier
0

-2
+1
-1
-6

-2

-1

-2
0
0

-1

Modifier
0

-1
0
0

-1
NA
0

+1
-2

0
-1
0
NA
-1
0
+1
0
+2
-2

Modifier
-1
0

-1
0
0
-3
-3
-2

Modifier
Wis
Cha
NA
Wis

0
0
-1
0
-1
-1

-1
-2
NA
+1

-3
0
-2
-2
-1
-3
0
-1

Rogue:
Proficiency

Cost

Fast-Talking
Forgery
Looting
Observation
Trailing
Voice Mimicry

Ability
1
1
1
1
1
2

Weapon:
Proficiency

Cost

Ambidexterity
Style Specializations:
Single-Weapon
Two-Hander
Two-Weapon
Weapon and Shield
Weapon Proficiency
Weapon Specialization

Modifier
Cha
Dex
Dex
Int
Dex
Cha

Ability

0
0
0
0
Modifier

NA
1
1
1
1
1
Varies

-1
0

NA
NA
NA
NA
NA
NA
NA

NA
NA
NA
NA
NA
NA

Martial Arts Special Maneuvers


This is a complete table of special maneuvers for martial arts styles. I included some maneuvers from an article in Dragon Magazine #164,
but you are free to omit them if you wish, or if you don't have the magazine. You
should also feel free to create more special maneuvers for your players to use, as some methods have relatively few. All martial arts are handled by the
rules in the OA hardback. I included some sample martial arts styles that I created, in case you don't feel like making your own and agree with my
opinion that Karate's three attacks per round is a bit too unbalancing.
Notation Key:
Locations:

Level. Maneuver (Hard/Soft,Location)


OA = Oriental Adventures
A1 = Dragon #164 p. 11, "Flying Feet and Lightning Hands"

Kick:
----1. Circle Kick (H,OA)
2. Flying Kick (H,OA)
3. Backward Kick (H/S,OA)
4. Scissors Kick (H/S,A1)
Lock:
----1. Choke Hold (H/S,OA)
2. Locking Block (S,OA)
3. Incapacitator (H/S,OA)
4. Imobilizing (H/S,OA)
5. Crushing Hug (H,A1)
Movement:
--------1. Feint (H/S,OA)
2. Prone Fighting (S,OA)
3. Immovability (S,OA)
4. Missile Deflection (S,OA)
5. Leap (S,OA)
6. Speed (H/S,OA)
7. Slow Resistance (H/S,OA)
Push:
----1. Concentrated Push (S,OA)
2. Sticking Touch (S,OA)
3. One Finger (S,OA)
Strike:
------1. Iron Fist (H,OA)
2. Crushing Blow (H,OA)
3. Eagle Claw (H,OA)
4 Double Fist Punch (H/S,A1)

Throw:
------

1. Fall (H/S,OA)
2. Instant Stand (H/S,OA)
3. Hurl (H,OA)
4. Great Throw (S,OA)
5. Crushing Drop (H,OA)
Vital Area:

----------1. Pain Touch (S,OA)


2. Stunning Touch (S,OA)
3. Paralyzing Touch (S,OA)
4. Distance Death (S,OA)
Weapon:
------1. Weapon Catch (H/S,OA)
2. Weapon Breaker (H/S,OA)
3. Steel Cloth (S,OA)
4. Arrow Cutting (S,A1)
5. Throwing Mastery (H/S,A1)
Mental and Physical Training:
Mental and Physical Training II:
-----------------------------------------------------------1. Meditation (H/S,OA)
1. Light Step (S,A1)
2. All-Around Sight (S,OA)
2. Controlled Breathing (S,A1)
3. Mental Resistance (S,OA)
3. Pause and Silence (H/S,A1)
4. Blind Fighting (S,OA)
4. Quick Strike (H/S,A1)
5. Ironskin (H,OA)
5. Flowing Water (S,A1)
6. Levitation (S,OA)
6. Resuscitation (S,A1)
7. Slowed Aging (S,OA)
7. Suppressed Desire (S,A1)

Martial Arts Styles


Style:
Dancing Wind
Requirements:
Dance or Noh Proficiency
Preferred by:
Shukenja, Ladies of the Court
Hard/Soft:
S
Principle Method:
Movement
Body Part:
Legs
Armor Class:
5
Attacks:
1
Damage per Attack: d4
Weapons:
Tui-fa
Special Maneuvers:
Kick:
Lock:
Movement:
2,4,5
Push:
Strike:
Throw:
1
Vital Area:
Weapon:
M & P Training:
1,2,4
M & P Training II: 3,5
Availability:
Not Uncommon. Many Shukenja use this style, and they often teach it to ladies of the court for their own selfdefense.In some noble households, a Shukenja is hired permanently as a teacher.
Description:
The Dancing Wind style is a beautiful method of self defense. It concentrates primarily on the avoidance of danger, rather than fighting
back. The martial artist will appear to almost be dancing when using this style, and in fact, music and dance are vital parts of training. The Tui-fa is
taught as a relatively nonviolent weapon which can be kept in normal surroundings without offending or arousing suspicion, and is useful in blocking
or disarming attackers.
Style:
Fists of Stone
Requirements:
None
Preferred by:
Bushi, Peasants
Hard/Soft:
H
Principle Method:
Strike
Body Part:
Hand
Armor Class:
8
Attacks:
2
Damage per Attack: d8
Weapons:
None
Special Maneuvers:
Kick:
Lock:
Movement:
1,4
Push:
Strike:
1,3
Throw:
Vital Area:
Weapon:
M & P Training:
M & P Training II: 2,4
Availability:
Common. Many Bushi use this style, and peasants often learn it for self defense. In some areas, organized schools
exist to teach this style to the common people.
Description:
The Fists of Stone style is a utilitarian style, made to give the common man the ability to defend himself without the need for weapons. It is
simple but effective, and its widespread use often comes as an unpleasant
surprise to an invading army trying to subdue the populace of a conquered land.

Style:
Forked Lightning
Requirements:
None
Preferred by:
Bushi, Nobles, Townspeople
Hard/Soft:
H
Principle Method:
Kick
Body Part:
Foot
Armor Class:
8
Attacks:
2
Damage per Attack:
d8
Weapons:
Sang Kauw
Special Maneuvers:
Kick:
1,2,3,4
Lock:
Movement:
6
Push:
Strike:
4
Throw:
Vital Area:
Weapon:
M & P Training:
M & P Training II: 4
Availability:
Common. Many Bushi use this style, and many townsfolk and a few nobles use this style. Schools of this style exist in many
towns.
Description:
The Forked Lightning style is a fast, and rigorous one. It concentrates on delivering multiple blows with lightning speed. It is not, however,
so difficult to learn as to keep it out of the hands of anyone with the discipline to learn it. Because of its difficulty, it is often considered a more
dignified style than the Fists of Stone Style; "more suited to a real man" (or woman). The Sang Kauw is taught due to its ability to strike blows in rapid
succession, in several different ways.
Style
Inner Power
Requirements:
None
Preferred by:
Anyone seeking a glimpse of enlightenment
Hard/Soft:
S
Principle Method:
Movement
Body Part:
Legs
Armor Class:
5
Attacks:
1
Damage per Attack: d4
Weapons:
None
Special Maneuvers:
Kick:
Lock:
Movement:
3,4
Push:
Strike:
Throw:
1
Vital Area:
Weapon:
M & P Training:
1,3,6
M & P Training II: 1,2,3,5
Availability:
Uncommon. Some monastaries will teach this style to commoners, nobles, and bushi seeking enlightenment.
Description:
The Inner Power style is a tool of the common man who is seeking spiritual enlightenment. The path of this style is much like the discipline
of a Monk, though far less rigorous and demanding. This style allows the common man to feel the inner peace of a monastic order, without actually
leaving his lifestyle and joining one. It is also often learned by Bushi who seek to gain some of the powers that come with such discipline of the body
and spirit.

Style:
Ki-Strike
Requirements:
Wis 12
Preferred by:
Psionicists, Monks
Hard/Soft:
S
Principle Method:
Strike
Body Part:
Hand
Armor Class:
6
Attacks:
1
Damage per Attack: d6
Weapons:
Kau sin ke
Special Maneuvers:
Kick:
1
Lock:
Movement:
5,6
Push:
Strike:
1,2,3,4
Throw:
Vital Area:
Weapon:
M & P Training:
1,3
M & P Training II: 3,7
Availability:
Very rare. Many Psionicists (who are themselves very rare) and a very few Monks know this style.
Description:
The Ki-Strike style focuses strongly on the inner power (ki) of the individual. The master of the Ki-Strike style has learned to channel his ki
to different parts of his body to enhance the effecs of his actions. The wisdom requirement expresses the need for the martial artist to have great control
over his ki. Since the ki is channelled but never expended, the use of the Ki-Strike style does not interfere with the use of other ki-powers.
The Ki-Strike style focuses not on speed and the ability to land as many strikes as possible, but rather on calmness, preparation, and getting
maximum effect from a single strike. The Ki-Strike specialist will appear
calm in combat; often standing still or moving slowly, and even chanting softly while preparing to strike. When he does strike, there will be no
warning, and he will explode into action to land a blow, or avoid one.
Style:
Requirements:
Preferred by:
Hard/Soft:
Principle Method:
Body Part:
Armor Class:
Attacks:
Damage per Attack:
Weapons:
Special Maneuvers:
Kick:
Lock:
Movement:
Push:
Strike:
Throw:
Vital Area:
Weapon:
M & P Training:
M & P Training II:
Availability:

Peace of Spirit
Wis 13, Int 12
Monks, Shukenja, Psionicists, Hermits
S
Push
Hand
5
1
d4
Nunchaku, Three-piece rod

4
1,2,3

1,2,3,6,7
2,3,5,7
Very Rare. Only the rare ascietic has learned this style.

Description
The Peace of Spirit style is the path of the seeker of true spiritual enlightenment. It requires an intensive program of meditation and fasting,
but is said to be able to make a man one with the universe. Self perfection through this style is a lifelong task, but the spiritual rewards are well worth
the effort. The followers of the Peace of Spirit path are often seen as wise and crazy old men, and often live as hermits in the forest or mountains,
escaping the vanity of the world. The Nunchaku and Three-piece rod are taught due to the great amount of concentration, discipline, and
vigilance required to wield them.

Style:
Serpent Strike
Requirements:
Dex 12
Preferred by:
Ninja
Hard/Soft:
H/S
Principle Method:
Vital Area
Body Part:
Hand and Foot
Armor Class:
6
Attacks:
2
Damage per Attack: d8
Weapons:
None
Special Maneuvers:
Kick:
2
Lock:
Movement:
5
Push:
Strike:
Throw:
2
Vital Area:
1,2,3,4
Weapon:
M & P Training:
2,4,6
M & P Training II: 4,5
Availability:
Very Rare. Only Ninja families know this style.
Description:
The Serpent Strike style was made for Ninja, and is optimized for their methods of action and combat. It is a lightning-quick style, which
stresses speed and agility, in addition to the proper placement of a blow. Its special maneuvers include skills which augment the Ninja's own, as well as
special attacks which increase the ninja's chance of successful assasination. Any Ninja is to be feared. A Ninja who is also a master of the Serpent
Strike style is to be feared only in his absence, for a precious few have ever seen such a master and lived long enough to feel fear.
Style:
Soft Strike
Requirements:
None
Preferred by:
Shukenja, Believers in Nonviolence
Hard/Soft:
S
Principle Method:
Strike
Body Part:
Hand
Armor Class:
6
Attacks:
1
Damage per Attack: d6
Weapons:
Nunchaku
Special Maneuvers:
Kick:
Lock:
Movement:
4,5
Push:
Strike:
1,3
Throw:
2
Vital Area:
Weapon:
M & P Training:
2,4
M & P Training II: 5
Availability: Common. Many Shukenja use this style, and they teach it with the same dedication that they they teach the beliefs of their religion.
Description:
The Soft Strike style is primarily defensive. It follows the belief of the Shukenja that violence should be avoided when possible. However,
as the Shukenja, the Soft Strike style can be viciously effective when violence
becomes necessary.

Style:
Weight of Might
Requirements:
Str 12, Weight >250
Preferred by:
Thugs, Sumo Wrestlers
Hard/Soft:
H
Principle Method:
Throw
Body Part:
Body
Armor Class:
8
Attacks:
2
Damage per Attack: d6
Weapons:
None
Special Maneuvers:
Kick:
Lock:
1,2,5
Movement:
Push:
Strike:
Throw:
3,4,5
Vital Area:
Weapon:
M & P Training:
M & P Training II:
Availability: Uncommon. Some Yakuza families, as well as many who train Sumo wrestlers will be able to teach this style.
Description:
The Weight of Might style is optimized for large, strong men using their strength as their main weapon. As such it is also very well suited to
Sumo wrestlers. It is a relatively easy style to learn, if one has the strength to perform its maneuvers. Weight of Might masters appear little different
from other thugs or wrestlers when using it, except that they seem particularly adept at using their weight and size to throw or lock their opponents.
Oriental Spells
This is a list of all spells listed in the OA hardback which are not covered in the standard 2nd-Edition materials. These spells, as well as all
those included in teh PHB, Tome of Magic, etc. can be made available to
Oriental characters as the DM wishes. Any other spells from the OA hardback should not be used, as their 2nd-Edition equivalents are more
appropriate. Note that the elemental system does not agree fully with the OA elemental
system, but I decided to keep it in order to agree with existing rules. Those who wish to be purely Oriental are should feel free to create their own
earth/fire/air/water/wood (as in OA) or earth/metal/fire/water/wood (as in the real Orient, as far as I know) system, and tell me about it.)
Spell Schools:
Abj
Alt
Con/Sum
GDv
LDv
ElA
ElE
ElF
ElW
Enc/Cha
Ill/Pha
Inv/Evo
Nec
Wil

Abjuration
Alteration
Conjuration
Greater Divination
Lesser Divination
Elemental Air
Elemental Earth
Elemental Fire
Elemental Water
Enchantment/Charm
Illusion/Phantasm
Invocation/Evocation
Necromancy
Wild Magic

Spell Spheres:
All
All
Ani
Ast
Cao
Cha
Com
Cre
Div
ElA
ElE
ElF
ElW
Gua
Hea
Law
Nec
Num
Pla
Pro
Sum
Sun
Tho
Tim
Tra
War
Wrd
Wea

Animal
Astral
Chaos
Charm
Combat
Creation
Divination
Elemental Air
Elemental Earth
Elemental Fire
Elemental Water
Guardian
Healing
Law
Necromantic
Numbers
Plant
Protection
Summoning
Sun
Thought
Time
Travellers
War
Wards
Weather

Priest Spells:
* = reversible
1st Level:
---------Spell

Sphere(s)

Animal Companion
Calm
Deflection*
Detect Disease
Detect Harmony
Detect Poison
Divining Rod
Know History
Omen
Resist
Trance
Weapon Bless

Location (OA Page)


Ani,Sum
Cha
Pro
Div
Div
Div
Div
Div
Div
Pro
Div
Com

57

57
57
58
58
58
58
58
58
59
59
59

2nd Level:
Spell

Sphere(s)

Location (OA Page)

Aid
Commune with Lesser Spirit
Create Spring*
Detect Life
Dream Sight
Know Motivation
Protection from Spirits
Request
Slow Poison
Snake Summoning
Warning

All
Div
Cre,ElW
Div
Div
Div
Pro
Cha
Hea
Ani,Sum
Div,Pro

59
59
60
60
60
61
61
61
61
61
62

3rd Level:
Spell

Sphere(s)

Castigate
Death's Door
Detect Curse
Dream Vision*
Flame Walk
Invisibility to Spirits
Levitate
Oath*
Possess Animal
Substitution

Location (OA Page)


Com
Hea
Div
Cha,Div
Pro
Pro
All
Cha
Ani
Hea,Pro

62
62
62
63
63
63
63
63
64
64

4th Level:
Spell

Sphere(s)

Detect Shapechanger
Endurance*
Exorcise
Fate
Pacify
Penetrate Disguise
Polymorph Self
Reanimation
Remorse
Reward
Snake Barrier
Sustain

Div
Hea
Pro
Div,Tim
Cha,Pro
Div
Ani
Nec
Cha
Cre
Ani,Wrd
Hea

Location (OA Page)


65
65
65
65
66
66
66
66
66
66
67
67

5th Level:
Spell

Sphere(s)

Commune with Greater

Spirit,Div

Location (OA Page)


67

Possess
Remember*
Strength

Cha,Tho
Cha,Tho
com,Nec

68
68
68

6th Level:
Spell

Sphere(s)

Force Shapechange
Immunity to Weapons*
Inanimate Servant
Instruct
Invisibility to Enemies
Longevity
Quickgrowth*
Smite

Cha
Com,Pro
Cre
Cha
Pro
Nec
Pla
All

Location (OA Page)


69
69
69
69
70
70
70
70

7th Level:
Spell

Sphere(s)

Ancient Curse*
Compel
Divine Wind
Restore Spirit

Location (OA Page)

All
Cha
Wea
Nec,Tho

70
71
71
72

Wizard Spells:
* = reversible
1st Level:
Spell

School(s)

Location (OA Page)

Accuracy*
Animate Wood
Chameleon
Cloud Ladder
Drowsy Insects
Elemental Burst
Fiery Eyes
Ghost Light
Hail of Stone
Know History
Melt
Message
Prestidigitation*
Secret Signs
Still Water*
Swim*
Warp Wood
Water Protection

Enc/Cha
Alt
Ill/Pha
Alt
Con/Sum
Con,El(All)
Alt,ElF
Con
Con/Sum,ElE
LDv
Alt,ElF
Alt
Con
Alt
Alt,ElW
Alt,ElW
Alt
Alt,ElW

74
74
75
75
75
75
75
75
76
76 (58)
76
76
76
76
77
77
77
77

2nd Level:
Spell

School(s)

Location (OA Page)

Animal Companion
Apparition
Animate Water
Enchanted Blade
Fire Shuriken
Omen
Protection from Charm
Smoke Shape
Smoky Form
Wind Breath
Whip

Enc/Cha
Ill/Pha
Con/Sum,ElW
Evo
Evo,ElF
Ldv
Abj
Alt,ElA
Alt,ElA
Evo,ElA
Evo

78 (57)
78
78
78
79
80 & 58
80
80
80
81
81

3rd Level:
Spell

School(s)

Animate Fire
Cloudburst

Con/Sum,ElF
Alt,ElA,ElW

Location (OA Page)


81
82

Commune with Lesser Spirit


Detect Shapechanger
Disguise
Fabricate
Face*
Fire Rain
Fire Wings
Magnetism*
Memory*
Steam Breath
Scry
Wood Shape

Ldv
Ldv
Ill/Pha
Enc/Cha
Enc/Cha,Ill/Pha
Evo,ElF
Alt,ElF
Alt,ElE
Enc/Cha
Evo,ElA
Ldv,El(All)
Alt

82 (59)
82 (65)
82
82
82
83
83
83
83
84
84
84

4th Level:
Spell

School(s)

Location (OA Page)

Bargain
Dancing Blade
Dispel Illusion
Dream Vision*
Elemental Turning
Emotion
Fire Enchantment
Melt Metal
Quell
Reverse Flow*
Shout
Spectral Force
Transfix
Vengeance

Enc/Cha
Evo
Abj
Inv
Abj,El(All)
Enc/Cha
Enc/Cha,ElF
Evo,ElF
Enc/Cha
Alt
Evo
Ill/Pha
Enc/Cha
Inv

84
85
85
85 (63)
85
85
85
86
86
86
86
86
87
87

5th Level:
Spell

School(s)

Aiming at the Target


Creeping Darkness
Fire Breath
Ironwood
Mass
Metal Skin
Servent Horde
Spirit Self
Sword of Deception
Water to Poison*
Wood Rot*

Inv
Evo,ElA
Evo,ElF
Alt
Alt,ElE
Alt,ElE
Con/Sum
Alt
Evo
Alt,ElW
Evo

Location (OA Page)


87
88
88
88
88
88
89
89
89
90
90

6th Level:
Spell

School(s)

Location (OA Page)

Aura*
Gambler's Luck
Metal to Rust,
Pain
Speak with Dead
Spiritwrack
Sword of Darkness
Vessel
Warp Stone

GDv
Enc/Cha,Inv
Alt,ElE
Inv
Nec
Abj,Evo
Evo,Nec
Con
Alt,ElE

90
90
91
91
PHB 214
91
92
92
92

7th Level:
Spell

School(s)

Location (OA Page)

Body outside Body


Commune with Greater Spirit
Elemental Servant
Ice Blight*
Obedience
Reanimation
Tool
Withering Palm

Con
GDv
Con/Sum,Enc/Cha,El(All)
Evo,Sum,ElW
Enc,Evo
Nec
Con/Sum
Evo

92
92 (67)
93
93
93
94 & 66
94
94

8th Level:
Spell

School(s)

Location (OA Page)

Call
Cloud Trapeze
Finding the Center
Giant Size*
Summoning Wind
Surelife
Whirlwind

Con/Sum
Alt,ElA
Alt,Inv
Alt
Alt,ElA
Alt
Con/Sum,ElA

94
94
94
95
95
96
96

9th Level:
Spell

School(s)

Astral Spell
Instant Regeneration
Internal Fire
Planar Call
Summon Spirit
Tsunami

Evo
Nec
Evo,ElF
Con/Sum
Con/Sum,Nec
Evo

Location (OA Page)


PHB 231 (casting time 9)
96
97
97
97
97

Shifter Magiks - the Summoner


Hit Dice: d4
XP: wizard x 1.15
Requirements: Intelligence 16+
Casts as: Hermetic, special
Races: Human, Elven, Half-Elven
Restrictions: Casting restrictions, Limited access to schools
Schools: Abjuration, Conjuration/Summoning, Greater Divination, Alteration, Enchantment/Charm, Invocation/Evocation*, Dream Magic, Naming
Casting: All conjuration/summoning and greater divinations are cast at 2 levels higher for the duration, range, effects, etc. and all saves are made at -1
when cast by the summoner. Naming spells are cast at the summoner's true level, and all other spells are cast at 2 levels lower (but not below 1st level).
In every other respect, the summoner is a hermetic mage.
Special Abilities:

gain 2 nwps/3 levels instead of one. All summoners start with 6 nwps, plus demonology and ancient languages. One half of all nwps must
be spent in the knowledge sphere or related proficiencies.
+2 on all saves vs. fear; +6 if extra-dimensional in origin. . . Not so much scares you after seeing demons all your life.
May have one normal familiar bound to him for every two levels as per the find familiar spell, plus the primary familiar.
May use summoning and binding rituals at full effect.
3rd level:

contact other plane, 1/week


5th level:

one additional contact per week

gate lesser being (minor demons, devils, daemons, elementals, invisible stalkers, etc...) 1/week
7th level:

detect and read magic, 2/day each


9th level:

one additional lesser being per week

gate in greater being (not very wise; major demons, devils, daemons, planetars, etc...) 1/week
12th level:

read magic at will

legend lore, 1/week (.5 normal time)

create summoning and binding rituals

1 additional greater being per week


15th level:

1 additional lesser being per week

detect magic at will


note: other powers, not listed here, are gained beyond 15th level

Binding:

5% per level to bind summoned lesser being


2% per level to bind summoned greater being
8% per level to gate in correct being

Bindings last 2 turns per level

Familiars:
Normal:
The summoner gains all benefits described under the find familiar spell, but does not lose a constitution point if a familiar dies. The summoner may not
have extraordinary familiars. If a normal familiar does die, the summoner takes 2d8 damage (never enough to slay him) and must make a successful
save vs. wands, or be rendered unconscious. He may attempt to replace the familiar next level.
Punishment will be handed out to summoners who foolishly waste familiars.
Primary:
In addition to typical familiars, a summoner may attempt to bind a primary familiar to his once once per level. In addition to normal familiar bonuses, a
summoner may communicate with it up to (5xcasters level) miles away. Also, nothing short of divine intervention can turn a primary familiar against
it's master, and, whenever a dominated, charmed, etc. primary familiar is given an order contrary to it's master's wishes, it receives another save at -4.
The primary familiar's HD must fall into a given range when first bound, but can rise after this without problem. The caster, when the primary familiar
is first bound, loses 2 hp permanently.
A summoner may free his primary familiar if he wishes. If a primary familiar is ever slain, one can hear the distinctive sound of a brittle twig snapping,
as the summoner himself "snaps". The summoner will either 1) go into a berserker rage (gaining +10% on all binding rolls for 6 turns) or B) hunt the
slayer down and slowly whittle his life away to nothing, only then annihilating his foe. A summoner will not rest until the killer of his familiar is slain
(although a particularly vicious on may exact his revenge over a number of years.)
Restrictions:
Invocation/Evocation spells are available only up to 5th spells. After this, only the following spells are available: contingency, guards and wards,
binding, demand, and astral spell.
Primary Familiar's HD:
Level
1-3
4-6
7-9
10-12
13-15
16-18
19+

Hit Dice
3
5
7
9
12
14
16
Comments:

As the spell 'Read Magic' is useless, I believe it should be replaced with an ability similar to Comprehend Languages. Since the summoner will
probably study many languages, both ancient and contemporary, he should be able to, once per day or at will, be considered fluent in any languages he
knows. This is similar to Comprehend Languages, except that it allows the summoner to speak and understand the spoken language, as opposed to just
being able to read and write it.
Alternately, the summoner could just be allowed to take one language, fluently, for each level 7th and beyond. This puts more of a limit on the
languages that the summoner can be fluent in, but seems to personalize him a little more.

Vous aimerez peut-être aussi