oriental classes (revised)
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Oriental ClassesA Supplement for B/X and LL
Edited by Ned Martell (Revised: September 2013)
This document contains a conversion of the oriental player character classes contained inother rulebooks into a format more compatible with B/X & LL. I do not take writing creditfor this work, I am merely an editor.
In editing this collection, I tried to keep some of the flavour of the original classes, while atthe same time removing many of the fiddly details. I also generally made the ExperiencePoints & Hit Dice equivalent to each class Basic counterpart, and reduced the classrequirements and prime requisites to be in closer accord with the Basic classes.
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TABLE OF CONTENTS
BUSHI.. 1
HENGEYOKAI... 1
KENSEI 2
KOROPOKGURU.. 3
NATURE FOLK.. 3
NINJA.. 4
SAMURAI.... 6
SHUGENJA. 6
SOHEI.. 7
WU REN.. 7
YAKUZA...... 8
APPENDIX I: A BRIEF NOTE
ON ORIENTAL WEAPONS
AND ARMOUR 9
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BUSHI
Bushi are wandering
mercenaries or bandits.
Most are of low birth.
The prime requisite for
bushi is Strength. Bushiwith a Strength score of
13 or higher gain a bonus
on earned experience.
RESTRICTIONS:
Experience Points, Hit
Dice, Attacks, Saves: as
Fighter.
Bushi may use any
w eap o n o r a rmo u r
(including shields), and
may be of any alignment.
SPECIAL ABILITIES:
Bushi are always able to gain employment in a village,
town, or city. However, the pay may only be enough to
cover their basic needs (simple food & rudimentary
shelter).
At 9th level, a bushi may become a warlord by capturing
and clearing an area of land and marking its boundaries.
He will then attract 30-60 1st level bushi to serve him,
however they must be paid or they will desert! If he is a
good and successful leader who pays well, more bushi
may apply. At 12th level he will attract 1-6 1st level
samurai. This will legitimize the bushi's social standing and
allow him to start his own Family Clan.
HENGEYOKAI
Hengeyokai are a race of intelligent shape-shifting animals.
They are normally mischievous, independent, and self-
centred. Many are also malicious, however some rare few
may be benevolent. There are many sub-races, each a
different type of animal. All use magic and trickery.
The prime requisites for hengeyokai are Intelligence and
Charisma. Hengeyokai whose Intelligence and Charisma
are both 13 or higher gain a 5% bonus on earned
experience, a 10% bonus if Charisma is 13 or greater and
Intelligence is 16 or greater.
RESTRICTIONS:
Experience Points, Hit Dice, Attacks, Saves, Spells: as Elf.However, they may advance to 9th level maximum.
Hengeyokai may use any weapon or armour (including
shields), and may be of any alignment. The vast majority
are Chaotic, a few may be Neutral, and only very rarely
are they Lawful. Hengeyokai must have a minimum
Intelligence score of 9.
Hengeyokai have a reputation among humans for being
Chaotic: mischievous at best and malicious at worst.
Humans therefore treat allhengeyokai accordingly, if their
identity is discovered. Hengeyokai are a solitary, secretive
race, and have no clan loyalty or kinship; they do not
attract followers, establish families, or build strongholds.
SPECIAL ABILITIES:
Hengeyokai memorise and cast spells as a wu ren of the
same level, however they know their spells innately and
do not use spellbooks.
At the time of character creation the player must choose
one animal form for his hengeyokai character. This is a
permanent choice and may not be changed at a later time.
Some traditional hengeyokai sub-races are: bakeneko
(cat), hebi (snake), inugami (dog), kitsune (fox), mujina
(badger), okami (wolf), tanuki (raccoon dog), and
tsuchigumo (spider). Other choices could include carp,
crab, crane, drake, hare, monkey, otter, rat, sparrow, or
another to be decided between the player and the DM.
Hengeyokai may change shape between Animal, Human,
and Bipedal (mixture of animal & human) forms. They
may change shape a number of times per day equal to
their level (note that changing into a form and then back
again counts as twoshape changes!) Changing form takes
one full round, during which time the hengeyokai may
take no other actions. Armour, weapons, clothing, and
equipment do not change form along with the
hengeyokai! They retain their level, hit points, and ability
scores while in all three forms. Hit points lost in any form
are carried over when the hengeyokai changes.
Animal Form: A hengeyokai in animal form is almost
undetectable from a normal animal. She has the
movement, Armour Class, and damage of a normal
animal of her type (see table below for some examples).
She also has infravision to 60 feet, and can speak with
normal animals (although conversations will be very basic
and simplistic). She may not speak any languages other
than those of normal animals and hengeyokai, although
she can still understand any language she knows. She may
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not cast spells in animal form, nor can she use any
armour, weapons, or equipment.
Hengeyokai Animal Form Table
Animal AC Damage Move
Badger 6 1-3 60' (Burrowing: 30')
Cat 7 1 120'Dog 7 1-4 150'
Fox 6 1-2 150'
Raccoon
Dog 8 1-2 90'
Snake* 7 1-3 90'
Spider* 9 1 30'
Wolf 6 1-2 150'
Carp 7 - - (Swim: 120')
Crab 8 1 30' (Swim: 60')
Crane 9 1 60' (Fly: 120')
Drake 8 - 60' (Fly: 120', Swim: 90')
Hare 5 - 180' (Burrowing: 30')
Monkey 8 1 120'Otter 7 1-2 60 (Swim: 120)
Rat 6 1 60' (Swim: 30')
Sparrow 3 - 30' (Fly: 150')
*poison is not strong enough to require a saving throw
Bipedal form: Hengeyokai in bipedal form have the
appearance of a human-sized upright animal. Her body
resembles that of her animal form, except that she stands
on two legs (or whatever) to the height of a normal
woman, and her two front paws (or wings/fins/etc.)
change into hands able to hold and use normal
equipment. In this form the hengeyokai may speak any
language she knows, has infravision to 60 feet, may cast
spells as normal, and may use any armour, weapons, and
equipment as normal. Many hengeyokai may also be able
to bite in this form, for up to 1-6 points of damage (exact
damage range will need to be determined by the DM).
However, bipedal hengeyokai may not use any of the
special movement abilities of her animal form (whether it
be increased speed, flying, swimming, etc.), instead she
has the normal base movement rate for humans of 120',
and may swim using the normal rules for humans, etc.
Human Form: A hengeyokai in human form is almost
undetectable from a normal human being. However, she
will always retain at least one distinctive feature of her
animal form (a mujina may have a silver stripe in her hair,
a sparrow may have an unusually sharp nose, etc.), the
choice is left up to the player (subject to DM approval). In
this form hengeyokai may cast spells as normal and may
use any armour, weapons, clothing, and equipment as
normal. However, she does nothave infravision, and may
not speak the language of normal animals (although she
can still understand it).
Hengeyokai Forms Summary Table
Animal Bipedal Human
Special Movement? Yes No No
Infravision? Yes Yes No
Spoken Languages
Normal Animal? Yes Yes No
Hengeyokai? Yes Yes Yes Human? No Yes Yes
Spells? No Yes Yes
Equipment? No Yes Yes
At 9th level, hengeyokai of Lawful alignment may choose
to become the protector of a human family or village. She
defends the land from outsiders and sees to the overall
well-being of the inhabitants. In exchange, she receives
offerings of food, gifts, and service from those she
protects. These offerings are enough to meet the day-to-
day needs of the hengeyokai, but rarely more.
All hengeyokai know the following languages:
Hengeyokai, Common (Trade), and the language ofnormal animals. However, they may not be able to speak
all these languages in every form (see above).
KENSEI
Kensei devote themselves to combat with one chosen
weapon, their aim is to become a perfect master of that
weapon.
The prime requisites for kensei are Wisdom and Dexterity.
Kensei whose Wisdom and Dexterity are both 13 or
higher gain a 5% bonus on earned experience, a 10%
bonus if Wisdom is 13 or greater and Dexterity is 16 or
greater.
RESTRICTIONS:
Experience Points, Hit Dice, Attacks, Saves: as Fighter.
Kensei may use any weapon, but may not wear any form
of armour, shield, or magical defence. At the time of
character creation, the kensei must select one melee
weapon to be his chosen weapon. He may choose an
unarmed martial art instead of a standard melee weapon,
in which case his hands or his feet become his chosen
weapon and he will inflict 1-6 points of damage in
unarmed combat. Kensei gain only half XP for defeating
an opponent using any weapon other than his chosenweapon (or using a magical version of his chosen
weapon), even if only a portion of the fighting was done
with the other weapon. Kensei gain double XP for
defeating another kensei in a duel, but may only duel any
particular opponent once per level.
Kensei may be Lawful or Neutral alignment, but may not
be Chaotic due to the self discipline required for their
class. They must have a minimum score of 9 in Dexterity.
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Strength and Wisdom are also particularly important, but
have no minimum.
SPECIAL ABILITIES:
Kensei gain a bonus to initiative, Armour Class, to hit,
and damage (given in the table below). The bonuses given
below for to hit and damage only apply when the
kensei is using his non-magical chosen weaponin melee combat! (The initiative and Armour Class
bonuses apply to all normal situations.) Kensei must also
apply the normal combat modifiers from Strength or
Dexterity if applicable, and those modifiers apply to all
normal situations as they do for any other character. If the
DM does not normally use the individual initiative optional
rule, it is highly recommended that the kensei be allowed
to add his initiative bonus to the group roll (although only
applying to himself), allowing him to act before the rest of
the group. Note that the kensei's to hit bonus will also
allow him to hit creatures normally only damaged by
magical weapons.
Kensei Table
Chosen Weapon
Initiative AC To Hit Damage
Lvl Bonus Bonus Bonus Bonus
1 0 -1 0 0
2 0 -1 0 +1
3 0 -2 +1 +1
4 0 -2 +1 +1
5 +1 -2 +2 +2
6 +1 -3 +2 +2
7 +1 -3 +2 +2
8 +1 -3 +3 +3
9 +2 -4 +3 +3
10 +2 -4 +4 +4
11 +2 -4 +4 +4
12+ +2 -5 +5 +5
At 9th level, kensei attract 1-6 1st level kensei pupils, all
with the same chosen weaponas their new master. If a
kensei master ever loses a duel to a lower-level kensei,
each pupil has a 3-in-6 chance of leaving him. If a kensei
master wins a duel against a higher-level kensei, he will
gain 1-2 new 1st level kensei pupils. Each time a pupil
gains a level, there is a 1-in-20 chance (per level of the
pupil) that he will leave his master to make his own way.
KOROPOKGURU
Koropokguru are a race of nimble, forest-dwelling
dwarves averaging up to 3 feet tall. They have large
heads, large flat noses, and the men often have bushy
beards. They prefer to live in small villages or camps,
away from human contact. Their dwellings are crude huts,
or even simply leaf-covered pits in the ground. They exist
on a much more primitive level than humans, although
they have family clans much as humans do. They are
generally backwards, rude, pugnacious, and boastful.
The prime requisites for
koropokguru are Strength
and Dexterity. Koropokguru
with a Strength score or
Dexterity score of 13 or
higher gain a bonus of 5%
on earned experience, a
10% bonus if both Strengthand Dexterity are 13+.
RESTRICTIONS:
Experience Points, Hit Dice, Attacks, Saves: as Halfling.
However, they may advance to 10th level.
Koropokguru may use any weapon, armour, or shield
which has been "cut down" to their size ... thus they may
not use two-handed weapons or long bows, but they may
use normal swords and short bows (for example).
Koropokguru may be of any alignment, and must have a
minimum Dexterity and Constitution of 9 each.
SPECIAL ABILITIES:Koropokguru have a 4-in-6 chance to identify any normal
animal or plant. They are difficult to spot outdoors, having
the ability to seemingly vanish into woods or underbrush,
and will only be spotted 10% of the time in this type of
cover. Koropokguru gain a +1 bonus to their initiative rolls
in addition to any Dexterity adjustments. Due to their
small size, koropokguru have a -2 bonus to their Armour
Class when being attacked by creatures larger than man-
sized. All koropokguru speak the following languages:
Koropokguru, Common (Trade), Nature folk, and
Hengeyokai. However, they may not learn any further
languages, even if they have a high Intelligence score.
Koropokguru may be of any alignment.
At 9th level, koropokguru may build a village in a remote
forest: whether it be a dense jungle, a snowy mountain
forest, or anything in between, so long as it is far from the
prying eyes of humans. At this time, he will attract a whole
community of koropokguru and start his own Family Clan.
NATURE FOLK
Nature folk are descended from humans and nature
spirits, and they have strong ties both to human society
and to nature. They look like humans with delicate
features and pale, smooth-shaven, golden complexions.
All have a lust for life and nature. There are three distinct
varieties of nature folk: Bamboo, River, and Sea.
The prime requisite for nature folk is Strength. Nature folk
with a Strength score of 13 or higher gain a bonus on
earned experience.
RESTRICTIONS:
Experience Points, Hit Dice, Attacks, Saves: as Dwarf.
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Nature folk may use any weapons and armour (including
shields), and may be of any alignment. Nature folk must
have a minimum Charisma score of 9.
Nature folk belong to a family clan on their human side,
but are also responsible to their spirit lord on their nature
side (Lord of the Wood, Lord of the Rivers, or Lord of the
Sea). If these two loyalties conflict, nature folk areexpected to side with their spirit lord. Refusing their spirit
lord in anything can lead to natural disasters affecting both
themselves and/or their human family clan.
SPECIAL ABILITIES:
Bamboo Folk : Bamboo folk
normally live near forests. They have
a 3-in-4 chance to identify normal
plants, and a 2-in-4 chance to identify
normal animals. They have a 75%
chance to hide in shadows and to
move silently when in forests or
woods. When travelling alone throughforest, woodland, or grassland, they
leave no trail. Even when travelling
with others through these areas, the
chance of evading pursuit is increased
by 20%. The life force of a bamboo folk is tied to a
bamboo grove deep within a forest. When the bamboo
folk enters his grove, he is cured of all wounds and
disease. However, if the bamboo grove is damaged, the
bamboo folk takes equal damage! If the grove is
destroyed, the bamboo folk dies instantly. This grove can
never be moved, nor do shoots sprouted from the grove
have any special effect. Bamboo folk speak Common
(Trade) and Nature folk. In addition, for every level of
experience the Bamboo folk has he may learn to speak
the language of one particular forest animal species,
chosen by the player.
River Folk: River folk are associated with one particular
river or stream, and usually live near it. They may breathe
normally in any type of fresh water, and may swim in any
type of water at their normal
movement rate (reduced for
encumbrance). When swimming, all
items they carry remain perfectly dry
even if submerged. Once per day they
may lower the water level of a river or
stream by up to 10 feet for up to 5rounds, allowing others to cross safely.
The life force of a river folk is tied to a
particular river (chosen by the player
and subject to approval by the DM) as
it runs in its natural banks (water
drawn or diverted from the river is no longer considered
part of the river). Bathing in this river cures the river folk
of all wounds and disease. However, changes in the flow
of the river will change his characteristics: lower water level
due to drought will weaken the character, lowering his hit
points and ability scores temporarily; major flooding will
make him wild and uncontrollable; damming and other
engineering changes to the river will make the character
progressively weaker until he finally dies. River folk speak
the Language of Fishes, Common (Trade), and Nature
folk.
Sea Folk: Sea folk
are the most numerous
of all nature folk, and
usually live near the
ocean . They may
breathe normally in any
type of salt water, and
may swim in any type
of water at their normal
movement rate (reduced for encumbrance). When
swimming, all items they carry remain perfectly dry even if
submerged. Once per day, they may attempt to predict
the weather for the next 24 hours with a 3-in-4 chance of
being correct. Once per year they can receive one favourfrom the sea: a violent storm, fair sailing winds, rain, the
recovery of a particular item from the sea bottom, etc. Sea
folk must choose the particular favour, but if two sea folk
ever have conflicting requests then neither are granted and
the favour for the year is still lost. At 9th level, a sea folk
will receive one gift from the Lord of the Sea. This may be
valuable treasure from the bottom of the ocean, a special
service, or a magical item (likely with a suitably marine
theme). This gift is given freely with no conditions or
expectation of repayment. Sea folk are not affected by
changes in the sea, nor are they healed by it. Sea folk
speak Common (Trade) and Nature folk.
At 9th and 12th level, all varieties of nature folk may
become warlords in an identical manner to bushi of the
same level, capturing and clearing an area of land,
attracting human bushi and samurai, and starting a Family
Clan.
NINJA
Ninja are spies and assassins,
trading in secrecy, trickery, and
stealth.
The prime requisite for ninja is
Dexterity. Ninja with a Dexterity
score of 13 or higher gain a
bonus on earned experience.
RESTRICTIONS:
Experience Points, Hit Dice,
Attacks: as Elf;
Saves: as Thief, +2 bonus.
Ninja may use any weapon or
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armour (except shields). However, Move Silently,
Tightrope Walk, and Pole Vault may not be used
while wearing metal armour; Climb Walls and Fall
may notbe used while wearing metal armour other than
chain mail. Ninja must be Neutral in alignment (Lawful
characters are too law-abiding, and Chaotics are too
disloyal and disobedient). Ninja must have a minimum
Intelligence and Dexterity of 9 each.
Ninja belong to an adopted ninja family clan, from whom
they receive orders and to whom they owe loyalty. All
missions come from the head of the family, although
instructions will most often be transmitted by others.
Disobeying the head of the family (including, but not
limited to, refusing to complete any mission) will lead to
never-ending assassination attempts against the character
(unless he manages to kill the head of the family and take
over!) If a character fails a mission, he may attempt it
again (if applicable), and this does not count as
disobedience (unless of course he deliberately failed).
SPECIAL ABILITIES:
Ninja may use the following abilities as thieves of the same
level: Open Locks, Find or Remove Traps, Move
Silently , Climb Sheer Surfaces, Hide in
Shadows, and Backstab. They also gain the following
new abilities:
Disguise: The ninja may disguise himself as any general
class of person, of similar height, weight, and age as
himself, such as a merchant, peasant, etc. He may attempt
to disguise himself as the opposite sex, but at half the
given percentage chance. He may also attempt to
impersonate a specific person at half the given percentage
rate, but on a failed roll he may never attempt to
impersonate the same person again. If he has a chance to
study the target for at least one month, his % chance is
normal instead of half.
Escape: Ninja may contort, wriggle, and twist their bodies
in an attempt to slip free from bindings such as ropes,
chains, and the like. The attempt takes 1-10 rounds, and if
the ninja is observed during this time he is easily foiled.
The attempt may only be made once.
Fall: Ninja may fall the given distance without taking
damage, providing he is near enough to a vertical surface
against which he can slow his fall. If he falls farther than
the given distance, he takes full damage.
Pole Vault: To attempt this, a ninja requires a springy
pole at least 4 feet longer than the character, and a run of
at least 30 feet. The pole must also be at least as long as
the vertical distance the ninja wishes to jump. The
maximum obstacle height is given on the table below. If
the ninja wishes to land on top of the obstacle, reduce the
maximum height by 1 foot. If the ninja wishes to vault
horizontally, the maximum distance is twice the length of
the pole (up to a maximum distance of twice the value
given on the table).
Tightrope Walk: Ninja may walk upright with hands
free along narrow ropes, beams, ledges, etc., providing it
is angled at 45 degrees or less (up or down) from the
horizontal. The ninja may move at 20 feet per round, and
a check must be made for each 60 feet (or portionthereof) walked. Using a balancing item (such as a pole)
gives +10% success; any but light winds will lower success
by -10% to -30% depending on their severity. The ninja
may attempt combat while balancing, but with a -5
penalty to hit, and with no bonuses to his AC (such as
from Dexterity).
Ninja Table
Pole Tightrope
Level Disguise Escape Fall Vault Walk
1 20% 10% 0 8.5' 20%
2 25% 15% 5' 9' 25%
3 30% 20% 10' 9.5' 30% 4 35% 25% 15' 10' 35%
5 40% 30% 20' 10.5' 40%
6 45% 36% 25' 11' 45%
7 55% 45% 30' 11.5' 55%
8 65% 55% 35' 12' 65%
9 75% 65% 40' 12.5' 75%
10 85% 75% 45' 13' 85%
11 95% 85% 50' 13.5' 95%
12 96% 90% 55' 14' 96%
13 98% 95% 60' 14.5' 98%
14 99% 99% 65' 15' 99%
A ninja may use his ki (spirit energy) to hold his breath for
a number of minutes equal to his level. He may use this
power once per day.
Starting at 5th level, the ninja may use his ki to walk
across smooth water. He may travel a maximum of 5 feet
per level, moving at the rate of 10 feet per round. This use
of ki requires concentration, which will be broken if the
ninja is injured. This usage of ki may be done a number of
times each day equal to the ninja's experience level.
At 12th level, the ninja learns how to pass through walls.
This uses up all the ninja's ki power for the day, and in
addition the ninja may not have used any ki previously
that day. The use of this power requires 3 rounds of
unbroken concentration before the attempt, during which
time no other action may be taken. If he is disturbed in
any way the power is broken but the ninja still loses all his
ki power for the day. The power lasts 1 round, and the
ninja may travel 1 foot per experience level. If he does not
make it completely through the obstacle, he will die inside
of it.
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SAMURAI
A samurai is a high caste warrior who serves a daimyo
(lord), even to his own death. He lives and dies by his
sword, and by his honour.
All ability scores are equally important to samurai, hence
samurai have no Prime Requisites and do not gain abonus on earned experience.
RESTRICTIONS:
Experience Points, Hit Dice, Attacks, Saves: as Fighter.
Samurai may use any weapon or armour (except shields).
A samurai's preferred weapons are normally his katana
(sword) and his daikyu (long bow).
Samurai must be Lawful in alignment. Samurai follow the
code of bushido (the way of the warrior), which stresses
loyalty, honour, and courage. Some examples are:
! The samurai is obedient to his daimyo! There is no failure, only success or death! Dishonour to the daimyo or family is dishonour to the
samurai! No dishonour may go unavenged! All debts, both of vengeance and of gratitude, are
repaid! Mercy is not due the enemy! Cowardice is dishonourable
SPECIAL ABILITIES:
A samurai is adept at horsemanship and etiquette, as well
as courtly arts such as calligraphy, painting, and poetry.
At 7th level, the samurai is offered a jito (stewardship)over one of his daimyo's properties. The jito must collect
taxes in addition to protecting the property, settling
disputes, quelling rebellions, and so forth. He may keep
1/4 of all the taxes he collects. He need not remain on the
property, and may assign his duties to an underling (for a
portion of the tax). He will be under the supervision of the
daimyo's shugo (constable of the province). He will also
be given 10 bushi and 1-4 samurai, all of whom are loyal
to the daimyo but will serve the character unless the
daimyo intervenes. Although he does not own the
property, he may keep the stewardship in perpetuity, so
long as he does not grossly mismanage the land and turns
over the daimyo's portion of the taxes. He need not
accept the offer of a jito, in which case he will be offered a
home in the city or bakufu (camp off ice) instead.
At 8th level, the samurai is offered the position of shugo(constable of a province). If he accepts, he must oversee
the protection of an entire province, administering justice
and overseeing the jito. As shugo, there is a 2-in-10
chance that a ninja will infiltrate his household. He will
also attract 10-100 bushi as followers, loyal to the samurai
as long as they are given pay, food, shelter, and their
future does not look too bleak.
At 9th level, the samurai attracts 2-20 1st level samurai
who are loyal to the player character. He will also attract
2-7 specialists (armourers, smiths, etc.), and there is a 1-
in-10 chance that a ninja will infiltrate his household at this
time (no more than one ninja will ever operate in any one
household, however).
SHUGENJA
Shugenja are priests or monks; having left their temple or
monastery, they live a wandering life of poverty and
service to the gods. They are respected by all classes of
society. (There are no organised churches, each temple is
more or less independent of all others. All religions are
respected and venerated in daily life, their teachings
intermingled by the peasants.)
The prime requisite for shugenja is Wisdom. Shugenja
with a Wisdom score of 13 or higher gain a bonus on
earned experience.
RESTRICTIONS:
Experience Points, Hit Dice, Attacks, Saves: as Cleric.
Shugenja may use any one-handed weapon except
swords & daggars [also may not use scimitars if using LL
rules], and they may use a staff. They may not use bows
or crossbows. They may wear only leather armour and
may not use shields. Shugenja must be Lawful in
alignment.
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Shugenja are expected to provide aid (physical and
spiritual), advice, and healing to all who require it
(particularly the weak and helpless). They must refrain
from violence of all kinds (especially killing), the exception
being against evil monsters, ghosts, and spirits, which
shugenja are sworn to fight! They may not eat meat, nor
may they eat or drink immoderately.
SPECIAL ABILITIES:
Shugenja gain cleric spells as a cleric one level higher than
their shugenja level (so a first level shugenja gains spells as
a 2nd level cleric). [Or, as a cleric of equal level if using LL
rules.]
Shugenja may perform purification rituals. These have a
1-in-20 chance per level of the shugenja to remove
curse. They may also purify an area to ward off evil:
everyone within a 10 foot diameter circular area gains the
benefit of the spell protection from evil against evil
ghosts, spirits, and monsters, as long as the shugenja does
not leave the area. (Once set, the purified area does not
move with the shugenja, and the shugenja may not purifya second area without leaving the first area.) The
purification ritual in both cases takes 1-4 turns, and
multiple purifications have no additional effect.
SOHEI
Sohei are warrior-monks (more warrior than monk) who
defend a monastery and advance its ambitions in the
outside world.
The prime requisites for Sohei are Strength and Wisdom.
Sohei whose Strength and Wisdom are both 13 or higher
gain a 5% bonus on earned experience, a 10% bonus if
Wisdom is 13 or greater and Strength is 16 or greater.
RESTRICTIONS:
Experience Points, Hit Dice, Attacks, Saves: as Cleric.
Sohei may use any weapon or armour (except shields).
They must be Lawful in alignment.
They may not eat meat (except fish), or display any
excessive behaviour. Sohei are obedient to the head of
the monastery which they serve, and must always act in
the cause of their monastery.
SPECIAL ABILITIES:
Sohei gain and cast spells as a cleric 2 levels below his
current level (for example, a 4th level sohei gains and
casts spells as a 2nd level cleric) [or 3 levels below his
current level if using LL rules]. However, his spell list ismuch more limited [spells in brackets indicate additional
spells available if using LL rules]:
! 1st level spells: Resist Cold! 2nd level spells: Bless, Resist Fire! 3rd-level spells: Striking, [Dispel Magic]! 4th level spells: Neutralize Poison, [Detect Lie]! 5th level spells: Dispel Evil, [Flame Strike, True Seeing]! [6th level spells: Blade Barrier, Find the Path]! [7th level spells: Holy Word, Symbol]
If a sohei is in a fight and he is reduced to 0hp or less, he
may continue fighting! He must continue the current fight
without pause. He will continue fighting until he reaches-10hp, or until the enemy is defeated, whichever comes
first. In either case, he collapses and dies immediately
thereupon.
At 9th level, the sohei is commissioned by the head of his
monastery to build a new monastery. At this time he
becomes leader of the sohei of the new monastery,
gaining command over 40-60 1st level sohei. He must
escort the priests and monks to the new location, clear the
land, defend the site, and build the new monastery. He
gains command over an additional 10 sohei for every level
above 9th. Furthermore, additional sohei will arrive to
replace those who fall in combat (on a 1-for-1 basis),
providing the entire command is not slain. The new
monastery (including the player character sohei) is still
subject to the orders of the head of the parent monastery.
If the new monastery rebels, the parent monastery will
send a force of sohei to correct the situation.
WU REN
Wu ren are hermits, they live
alone in the wilderness and are
able control the invisible forces of
nature, spirits, and the elements.
The prime requisite for wu ren is
Intelligence. Wu ren with an
Intelligence score of 13 or higher
ga in a bonus on earned
experience.
RESTRICTIONS:
Experience Points, Hit Dice, Attacks, Saves: as Magic
User.
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Wu ren may use the following weapons: Club, Daggar,
Staff, Short Sword, Short Bow, Sling [+ Darts if using LL
rules]. They may not wear any armour (including shields).
Wu ren may be of any alignment, but they must abide by
taboos. They have one taboo at first level, and gain an
additional taboo every level. The player may choose the
taboo from the following list, or suggest any other (subjectto DM approval).
! May not eat meat! May not keep more treasure than he can carry! Must make daily offerings (food, flowers, incence, etc.)
to spirit powers! May not bathe! May not cut hair! May not touch a dead body! May not drink alcoholic beverages! May not wear a certain colour of cloth! May not light a fire! May not sit facing a particular direction (West, East, etc.)
SPECIAL ABILITIES:
Wu ren cast spells as a magic-user of the same level.
Instead of a single large spellbook, they typically have a
collection of smaller scrolls and books, one for each spell
they know.
At 10th level, wu ren attract 1-4 1st level wu ren pupils.
They will faithfully serve until they reach a level one-half
of their master's, at which point they will leave and be
replaced by another 1st level pupil.
YAKUZA
Yakuza operate in urban
areas; they are extortionists,
thugs, and thieves, who
direct and control illegal
activities. Yakuza often act
as an unofficial police force,
getting rid of troublemakers
in the areas they control.
They are both respected
and despised.
All ability scores are important to yakuza, however their
prime requisite is Charisma. Yakuza with a Charisma score
of 13 or higher gain a bonus on earned experience.
RESTRICTIONS
Experience Points, Hit Dice, Attacks, Saves: as Thief.
Yakuza may use any weapon, but may only wear leather
armour [and padded armour if using LL rules] and may
not use shields. Yakuza must be Neutral in alignment
(Lawful characters are too law-abiding, and Chaotics are
too disloyal and disobedient).
Yakuza belong to an adopted yakuza family clan, led by
an oyabun (family head), from whom they receive orders
and to whom they owe loyalty. As a yakuza advances in
level, he is given responsibility over larger and larger areas
of his family's territory. Yakuza mark their rank with
tattoos, gaining one tattoo for each level they gain
(including first level). These will eventually cover the arms,
back, and chest (but never hands, feet, or face). Althoughyakuza are often tolerated or condoned by the authorities,
they are still criminals and are at risk for arrest and
punishment for their crimes, so they must be wary of the
law at all times. For this reason, the family likes to keep all
of their operations running smoothly and quietly; all
activities are controlled and supervised. If anyone creates
trouble (yakuza or otherwise) the offender will be hunted
down, betrayed to the police, or chased away.
SPECIAL ABILITIES:
Due to their skill in dealing with people, Yakuza gain a +1
bonus to all reaction rolls (except situations where law or
social status is involved). This is in addition to any bonus
they may receive from high Charisma.
Yakuza may use the following abilities as thieves of the
same level: Open Locks, Pick Pockets, Move
Silently, Hide in Shadows, and Hear Noise. They
also gain the following two new abilities: Contactsand
Investigate.
Contacts: A yakuza gains one contact every two levels.
Contacts need not be chosen by the player right away,
they may be saved until a particular contact is needed and
the player may choose the required contact for his
character at that time (subject to DM approval), recording
the contact's name and position/occupation on his
character sheet for current and future use by the yakuza.
Contacts are NPCs who provide the yakuza with
information or aid, but they will not do anything which will
put their own lives in danger (such as adventure with the
yakuza)! Their assistance is only guaranteed so long as
they are well treated by the yakuza and not implicated in
any crimes due to their involvement with him. Some
examples of contacts could be a gate keeper of a city
ward, a ship captain, a minor samurai, a district
magistrate, or a wealthy merchant.
Investigate: By questioning people in the area, this
ability allows yakuza to gain information about anything in
his region, such as floorplans, knowing where someonehides something, guard's schedules, who stole a particular
item, who is a police informer, who will buy stolen goods,
etc. Its use has restrictions (see tables below).
At 2nd level, a yakuza may summon his yakuza brethren
to help him in an enterprise. The maximum number of
brethren he may call is equal to his experience level, and
they will be no higher level than one less than his own
level (and furthermore will never be higher than 8th level).
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He need not summon the maximum number. Brethren
may only be called once per level, even if less than the
maximum number were summoned. The oyabun (family
head) must still approve any major enterprises.
Yakuza Investigate Ability (Table 1)
Type of Time Cost of ChanceInformation Required to Investi- to be
Sought* Investigate gation Inaccurate
Common 1 day 4-40cp 0%
Uncommon 1-3 days 4-40sp 10%
Confidential 2-12 days 4-40gp 25%
Secret 3-18 days 40-400gp+ 40%
*Definitions:! COMMON: known to a lot of people! UNCOMMON: known to only a few people, but not
secret! CONFIDENTIAL: known to only 1 or 2 people, and
told in confidence! SECRET: known to only 1 or 2 people, and highly
sensitive
Yakuza Investigate Ability (Table 2)
Level Investigate Area Covered*
1 20% 1 block
2 25% 1 block
3 30% 2 blocks
4 35% 2 blocks
5 40% 3 blocks
6 45% 3 blocks
7 55% 1 ward
8 65% 1 ward
9 75% 2 wards
10 85% 3 wards
11 95% 1 district
12 96% 2 districts
13 98% 3 districts
14 99% province
*Definitions:! BLOCK: The area within one block of the yakuza's base
of operations! WARD: An area of a city with its own police and local
government, composed of many blocks. Sometimes
separated from other wards by walls and gates.! DISTRICT: Often an unofficial designation, covering
many wards. Usually identified by a particular feature,
such as the type of businesses, a temple, or a
geographical feature. Cities with walled wards will also
normally have organised districts with guards and
officials.! PROVINCE: The yakuza may gather information from
the entire province.
APPENDIX I: A BRIEF NOTE ON ORIENTAL
WEAPONS & ARMOUR
Oriental weapons and armour will give a unique flavour to
oriental adventures, however no new game mechanics are
strictly required. Simply use existing mechanics for
equivalent items.
For example:! katana = sword;! daikyu = long bow;!
kama = hand axe;! shuriken = daggar [or dart if using LL rules];! nunchaku = club;
and so forth.
If you wish to use piece armour, you may simply choose
an equivalent existing Armour Class. Depending on the
size/amount of pieces worn, the character could be:
! lightly armoured (= leather/AC7);! medium armoured (= chain mail/AC5); or! heavily armoured, for a full o-yori (= plate mail/AC3).
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