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     Con     Int     Wis     Cha     Alignment

Barbarian       15      14      15      --      <16     --      Non-Lawful
Bushi           9:14    8       8       --      --      --      Any
Kensai          12      14:14   --      --      12:14   --      Lawful
Monk            15      15      11      --      15      --      Lawful
Ninja           --      14      --      15      --      14      Non-Good
Priest                              Varies                      Any
Psionicist      --      --      11:14   12      15      --      Non-Chaotic
Samurai         13      --      13      14      13      --      Lawful
Shukenja        9       --      9:15    --      12:15   --      Good
Sohei           13:15   --      10      --      10:15   --      Lawful
Wu Jen          --      --      --      13:15   --      --      Non-Lawful
Yakuza          11      15      --      15      --      16      Lawful

Racial Level Limits:
-------------------

Class       Korobokuru      Hengeyokai        Human         Spirit Folk

Barbarian       10              --              U               --
Bushi           U               U               U               U
Kensai          --              6               U               9
Monk            --              --              17              17
Ninja           --              --              U               --
Priest          9               8               U               11
Psionicist      8               7               U               7
Samurai         6               --              U               12
Shukenja        --              8               U               --
Sohei           --              --              U               --
Wu Jen          7               9               U               --
Yakuza          10              --              U               --

Classes:
-------

__________
Barbarian| (Warrior)
~~~~~~~~~~
Level   XP Needed     Hit Dice     Ability
-----   ---------     --------     -------
  1     0               1d12
  2     3,000           2d12       Can use Magical Weapons
  3     6,000           3d12       Can use Magical Potions, +1 save vs. Spell
  4     12,000          4d12       Can use Magical Armor
  5     24,000          5d12       Earns 1/2 XP with Wu Jen or Spirit Folk
  6     55,000          6d12       Can use weapon-like Misc. Magical Items
  7     95,000          8d12       Earns full XP with Wu Jen or Spirit Folk
  8     175,000        8d12+4      Can use Protection Scrolls
  9     335,000        8d12+8      +2 save vs. Spell
 10     650,000        8d12+12     Can summon a Barbarian Horde
 11     1,000,000      8d12+16     +3 save vs. Spell
 12     1,350,000      8d12+20
 13     1,700,000      8d12+24
 14     2,050,000      8d12+28
 15     2,400,000      8d12+32
 16     2,750,000      8d12+36
 17     3,100,000      8d12+40
 18     3,450,000      8d12+44
 19     3,800,000      8d12+48
 20     4,150,000      8d12+52
 21+    +350,000        +4HP

Barbarian Abilities:
		       Back       Detect   Detect
Level Climb%   Hide% Protection% Illusion   Magic
  1     85      25       5           5       30
  2     86      31      10          10       35
  3     87      37      15          15       40
  4     88      43      20          20       45
  5     89      49      25          25       50
  6     90      56      30          30       55
  7     91      63      35          35       60
  8     92      70      40          40       65
  9     93      77      45          45       70
  10    94      85      50          50       75
  11+   +1%     +8%     +5%         +5%      +5%
Max%    95      95     100          75       90

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

Birth Table? Yes
Family? Yes
Base Honor: Family
Starting Money: d6 tael/ch'ao & d100 yuan

Initial Proficiencies: 9
Proficiencies per Level: 1/3
Non-Proficient Weapon Penalty: -2
Attacks/Round:  Level 1-6       1/1
		Level 7-12      3/2
		Level 13+       2/1

Armor Use:      Any
Shield Use:     Any
Weapon Use:     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     Hit Dice     Pick Pockets %
-----   ---------     --------     --------------
  1     0                d10            22
  2     1,750           2d10            24
  3     3,500           3d10            26
  4     7,000           4d10            28
  5     16,000          5d10            30
  6     35,000          6d10            32
  7     65,000          7d10            34
  8     130,000         8d10            36
  9     260,000         9d10            38
  10    520,000        9d10+3           40
  11    780,000        9d10+6           42
  12    1,040,000      9d10+8           44
  13    1,300,000      9d10+12          46
  14    1,560,000      9d10+15          48
  15    1,820,000      9d10+18          50
  16    2,080,000      9d10+21          52
  17    2,340,000      9d10+24          54
  18    2,600,000      9d10+27          56
  19    2,860,000      9d10+30          58
  20    3,120,000      9d10+33          60
  21+   +260,000        +3HP            +2%

Requirements: Str 9, Dex 8, Con 8
Prime Requisites: Str (14)
Races: Any
Alignment: Any
Combat/Saves: Warrior/Warrior

Birth Table? Yes
Family? Choice
Base Honor: Family or 10
Starting Money: d4 tael/ch'ao & 2d100 fen

Initial Proficiencies: 4
Proficiencies per Level: 1/2
Non-Proficient Weapon Penalty: -2
Attacks/Round:  Level 1-5       1/1
		Level 6-10      3/2
		Level 11+       2/1

Armor Use:      Any
Shield Use:     Any
Weapon Use:     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   XP Needed     Hit Dice          Ability
-----   ---------     --------          -------
  1     0                d10      
  2     2,500           2d10
  3     4,600           3d10
  4     8,400           4d10            Meditation
  5     18,500          5d10
  6     37,000          6d10            1/6 Surprise
  7     74,000          7d10            Two Weapons, Fear
  8     140,000         8d10
  9     275,000         9d10            d6 Pupils
  10    550,000        9d10+3
  11    825,000        9d10+6           Whirlwind Attack
  12    1,100,000      9d10+9
  13    1,375,000      9d10+12
  14    1,650,000      9d10+15
  15    1,925,000      9d10+18
  16    2,200,000      9d10+21
  17    2,475,000      9d10+24
  18    2,750,000      9d10+27
  19    3,025,000      9d10+30
  20    3,300,000      9d10+33
  21+   +275,000        +3HP

Kensai Bonuses With Specialty Weapon/Style:

Level   Initiative      AC    Damage  To Hit
  1        -1           0       0       0
  2        -1           0       +1      0
  3        -1           -1      +1      +1
  4        -2           -1      +1      +1
  5        -2           -1      +2      +2
  6        -2           -2      +2      +2
  7        -3           -2      +2      +2
  8        -3           -3      +3      +3
  9        -4           -3      +3      +3
  10       -4           -4      +4      +4
  11       -5           -4      +4      +4
  12+      -5           -4      +5      +5

Requirements: Str 12, Dex 14, Wis 14
Prime Requisites: Dex (14), Wis (14)
Races: Human, Hengeyokai, Spirit Folk
Alignment: Lawful
Combat/Saves: Warrior/Warrior

Birth Table? Yes
Family? Yes
Base Honor: Family
Starting Money: d4 ch'ien & d10 tael/ch'ao

Initial Proficiencies: 3
Proficiencies per Level: 1/2
Non-Proficient Weapon Penalty: -3
Attacks/Round:  Level 1-3       1/1
		Level 4-7       3/2
		Level 8-14      2/1
		Level 15+       5/2

Armor Use:      None
Shield Use:     None
Weapon Use:     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     Hit Dice          Title
-----   ---------     --------          -----
  1     0               2d4             Novice
  2     2,000           3d4             Initiate
  3     4,200           4d4             Brother
  4     8,800           5d4             Disciple
  5     19,800          6d4             Immaculate
  6     41,800          7d4             Master
  7     86,000          8d4             Superior Master
  8     175,000         9d4             Master of Dragons
  9     305,000         10d4            Master of the North Wind
  10    435,000         11d4            Master of the West Wind
  11    610,000         12d4            Master of the South Wind
  12    830,000         13d4            Master of the East Wind
  13    1,100,000       14d4            Master of Winter
  14    1,550,000       15d4            Master of Autumn
  15    2,000,000       16d4            Master of Summer
  16    2,450,000       17d4            Master of Spring
  17    2,900,000       18d4            Grand Master of Flowers

Monk Abilities:
AWD = Additional Weapon Damage
AMAA = Additional Martial Arts Attacks
AMAD = Additional Martial Arts Damage

Level  AC  Move   AWD  AMAA  AMAD  Surprise%  ESP Chance. Charm Res.
  1    10   15"    -    --    --     Normal     Normal       Normal
  2    9    16"   +1    --    --       32       Normal       Normal
  3    8    17"   +1    --    --       30       Normal       Normal
  4    7    18"   +2    1/4   --       28         30         Normal
  5    7    19"   +2    1/4   +1       26         28         Normal
  6    6    20"   +3    1/2   +2       24         26         Normal
  7    5    21"   +3    1/2   +2       22         24         Normal
  8    4    22"   +4    1/2   +1d      20         22         Normal
  9    3    23"   +4    1/1  +1d+1     18         20           50
  10   3    24"   +5    1/1  +1d+2     16         18           45
  11   2    25"   +5    3/2  +1d+2     14         16           40
  12   1    26"   +6    3/2   +2d      12         14           35
  13   0    27"   +6    3/2   +2d      10         12           30
  14   -1   28"   +7    2/1  +2d+1      8         10           25
  15   -1   29"   +7    2/1   +3d       6          8           20
  16   -2   30"   +8    3/1  +3d+1      4          6           15
  17   -3   32"   +8    3/1   +4d       2          4           10

Requirements: Str 15, Dex 15, Con 11, Wis 15
Prime Requisites: None
Races: Human, Spirit Folk
Alignment: Lawful
Combat/Saves: Rogue/Rogue

Birth Table? No
Family? No
Base Honor: No Honor
Starting Money: 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,
		kusari-gama, 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 bes 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     Hit Dice
-----   ---------     --------  Pole Vault (ft)   Fall (ft)   Backstab
  1     0                d2           8             0            x2
  2     3,000           2d2           9             0            x2
  3     6,000           3d2           9.5          10            x2
  4     11,000          4d2          10            15            x2
  5     22,000          5d2          10.5          20            x3
  6     44,000          6d2          11            25            x3
  7     88,000          7d2          11.5          30            x3
  8     175,000         8d2          12            35            x3
  9     360,000         9d2          12.5          40            x3
  10    700,000        9d2+1         13            45            x4
  11    1,000,000      9d2+2         13.5          50            x4
  12    1,300,000      9d2+3         14            55            x4
  13    1,600,000      9d2+4         14.5          60            x4
  14    1,900,000      9d2+5         15            65            x4
  15    2,100,000      9d2+6         15.5          70            x4
  16    2,400,000      9d2+7         16            75            x4
  17    2,700,000      9d2+8         16.5          80            x4
  18    3,000,000      9d2+9         17            85            x4
  19    3,300,000      9d2+10        17.5          90            x4
  20    3,600,000      9d2+11        18            95            x5
  21+   +300,000        +1HP        +.5ft         +5ft           x5  

Requirements: Dex 14, Int 15, Cha 14
Prime Requisites:  None
Races: Human
Alignment: Non-Good
Combat/Saves: Other Class/Rogue

Birth Table? As Other Class
Family? Yes (Ninja Clan)
Base Honor: As Other Class
Starting Money: 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:      leather, padded, leather scale, chain, plus any other armor
		allowable to the other Class (armor may limit the use of
		Ninja abilities)
Shield Use:     As other Class
Weapon Use:     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.)
						(As in PHB)
Level   XP Needed     Hit Dice    Spells:    Req. Wis -->  17  18
-----   ---------     -------- Level:   1   2   3   4   5   6   7
  1     0                d8             1   -   -   -   -   -   -
  2     1,500           2d8             2   -   -   -   -   -   -
  3     3,000           3d8             2   1   -   -   -   -   -
  4     6,000           4d8             3   2   -   -   -   -   -
  5     13,000          5d8             3   3   1   -   -   -   -
  6     27,500          6d8             3   3   2   -   -   -   -
  7     55,000          7d8             3   3   2   1   -   -   -
  8     110,000         8d8             3   3   3   2   -   -   -
  9     225,000         9d8             4   4   3   2   1   -   -
  10    450,000        9d8+2            4   4   3   3   2   -   -
  11    675,000        9d8+4            5   4   4   3   2   1   -
  12    900,000        9d8+6            6   5   5   3   2   2   -
  13    1,125,000      9d8+8            6   6   6   4   2   2   -
  14    1,350,000      9d8+10           6   6   6   5   3   2   1
  15    1,575,000      9d8+12           6   6   6   6   4   2   1
  16    1,800,000      9d8+14           7   7   7   6   4   3   1
  17    2,025,000      9d8+16           7   7   7   7   5   3   2
  18    2,250,000      9d8+18           8   8   8   8   6   4   2
  19    2,475,000      9d8+20           9   9   8   8   6   4   2
  20    2,700,000      9d8+22           9   9   9   8   7   5   2
  21+   +225,000        +2HP                    See FRA

Requirements: Wis 9
Prime Requisites: Wis (16)
Races: Varies
Alignment: Varies
Combat/Saves: Priest/Priest

Birth Table? Choice
Family? Choice
Base Honor: Varies
Starting Money: d10 tael/ch'ao & 5d10 yuan

Initial Proficiencies: 6 
Proficiencies per Level: 1/2
Non-Proficient Weapon Penalty: -3
Attacks/Round: 1/1

Armor Use:      Varies
Shield Use:     Varies
Weapon Use:     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   XP Needed     Hit Dice     Psionics:    (As in CPsiHB)
-----   ---------     --------        Disc. Sci. Dev. Def. Modes
  1     0                d6             1       1       3       1
  2     2,200           2d6             2       1       5       1
  3     4,400           3d6             2       2       7       2
  4     8,800           4d6             2       2       9       2
  5     16,500          5d6             2       3       10      3
  6     30,000          6d6             3       3       11      3
  7     55,000          7d6             3       4       12      4
  8     100,000         8d6             3       4       13      4
  9     200,000         9d6             3       5       14      5
  10    400,000        9d6+2            4       5       15      5
  11    600,000        9d6+4            4       6       16      5
  12    800,000        9d6+6            4       6       17      5
  13    1,000,000      9d6+8            4       7       18      5
  14    1,200,000      9d6+10           5       7       19      5
  15    1,500,000      9d6+12           5       8       20      5
  16    1,800,000      9d6+14           5       8       21      5
  17    2,100,000      9d6+16           5       9       22      5
  18    2,400,000      9d6+18           6       9       23      5
  19    2,700,000      9d6+20           6       10      24      5
  20    3,000,000      9d6+22           6       10      25      5
  21+   +300,000        +2HP

PSP Recovery:
Physical Activity:      PSPs Recovered/hour     PSPs Recovered/turn
Hard Exertion                   0                       0
Walking/Riding                  3                       1/2
Sitting/Resting/Reading         6                       1
Sleeping/Meditating             12                      2

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
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   XP Needed     Hit Dice     Damage Bonus
-----   ---------     --------     ------------
  1     0                d10             0
  2     2,300           2d10            +1
  3     4,600           3d10            +1
  4     9,200           4d10            +1
  5     16,500          5d10            +2
  6     33,500          6d10            +2
  7     69,000          7d10            +2
  8     125,000         8d10            +3
  9     220,000         9d10            +3
  10    375,000        9d10+3           +3
  11    610,000        9d10+6           +4
  12    925,000        9d10+9           +4
  13    1,200,000      9d10+12          +4
  14    1,475,000      9d10+15          +5
  15    1,750,000      9d10+18          +5
  16    2,025,000      9d10+21          +5
  17    2,300,000      9d10+24          +6
  18    2,575,000      9d10+27          +6
  19    2,850,000      9d10+30          +6
  20    3,125,000      9d10+33          +7          
  21+   +275,000        +3HP         +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:      Any
Shield Use:     Any
Weapon Use:     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)
~~~~~~~~~                                       (As in PHB)
Level   XP Needed     Hit Dice    Spells:    Req. Wis -->  17  18
-----   ---------     -------- Level:   1   2   3   4   5   6   7
  1     0                d6             1   -   -   -   -   -   -
  2     1,500           2d6             2   -   -   -   -   -   -
  3     3,500           3d6             2   1   -   -   -   -   -
  4     6,400           4d6             3   2   -   -   -   -   -
  5     12,800          5d6             3   3   1   -   -   -   -
  6     25,500          6d6             3   3   2   -   -   -   -
  7     50,000          7d6             3   3   2   1   -   -   -
  8     100,000         8d6             3   3   3   2   -   -   -
  9     200,000         9d6             4   4   3   2   1   -   -
  10    400,000        9d6+1            4   4   3   3   2   -   -
  11    600,000        9d6+2            5   4   4   3   2   1   -
  12    800,000        9d6+3            6   5   5   3   2   2   -
  13    1,000,000      9d6+4            6   6   6   4   2   2   -
  14    1,200,000      9d6+5            6   6   6   5   3   2   1
  15    1,400,000      9d6+6            6   6   6   6   4   2   1
  16    1,600,000      9d6+7            7   7   7   6   4   3   1
  17    1,800,000      9d6+8            7   7   7   7   5   3   2
  18    2,000,000      9d6+9            8   8   8   8   6   4   2
  19    2,200,000      9d6+10           9   9   8   8   6   4   2
  20    2,400,000      9d6+11           9   9   9   8   7   5   2
  21+   +200,000        +1HP                     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

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   XP Needed     Hit Dice    Spells:
-----   ---------     -------- Level:   1       2       3       4  
  1     0                d10            -       -       -       -
  2     2,250           2d10            -       -       -       -
  3     4,500           3d10            -       -       -       -
  4     7,900           4d10            -       -       -       -
  5     15,000          5d10            -       -       -       -
  6     28,000          6d10            1       -       -       -
  7     56,000          7d10            1       1       -       -
  8     110,000         8d10            2       1       -       -
  9     200,000         9d10            2       2       -       -
  10    425,000        9d10+2           2       2       1       -
  11    650,000        9d10+4           3       2       1       -
  12    875,000        9d10+6           3       2       2       -
  13    1,100,000      9d10+8           3       3       2       -
  14    1,325,000      9d10+10          3       3       3       -
  15    1,550,000      9d10+12          3       3       3       1
  16    1,775,000      9d10+14          3       3       3       2
  17    2,000,000      9d10+16          4       3       3       2
  18    2,225,000      9d10+18          4       4       3       2
  19    2,450,000      9d10+20          4       4       4       3
  20    2,675,000      9d10+22          5       4       4       3
  21+   +225,000        +2HP                      See OA

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      3/2
		Level 13+       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)                                (As in PHB)
~~~~~~~
Level   XP Needed     Hit Dice Spells: Req. Int-->  9  10  12  14  16  18
-----   ---------     -------- Level:   1   2   3   4   5   6   7   8   9
  1     0                d4+1           1   -   -   -   -   -   -   -   -
  2     2,250           2d4+2           2   -   -   -   -   -   -   -   -
  3     4,500           3d4+3           2   1   -   -   -   -   -   -   -
  4     9,000           4d4+4           3   2   -   -   -   -   -   -   -
  5     20,000          5d4+5           4   2   1   -   -   -   -   -   -
  6     40,000          6d4+6           4   2   2   -   -   -   -   -   -
  7     72,000          7d4+7           4   3   2   1   -   -   -   -   -
  8     110,000         8d4+8           4   3   3   2   -   -   -   -   -
  9     155,000         9d4+9           4   3   3   2   1   -   -   -   -
  10    300,000        9d4+10           4   4   3   2   2   -   -   -   -
  11    640,000        9d4+11           4   4   4   3   3   -   -   -   -
  12    850,000        9d4+12           4   4   4   4   4   1   -   -   -
  13    1,175,000      9d4+13           5   5   4   4   4   2   -   -   -
  14    1,500,000      9d4+14           5   5   5   4   4   2   1   -   -
  15    1,875,000      9d4+15           5   5   5   5   5   2   1   -   -
  16    2,250,000      9d4+16           5   5   5   5   5   3   2   1   -
  17    2,625,000      9d4+17           5   5   5   5   5   3   3   2   -
  18    3,000,000      9d4+18           5   5   5   5   5   3   3   2   1
  19    3,375,000      9d4+19           5   5   5   5   5   3   3   3   1
  20    3,750,000      9d4+20           5   5   5   5   5   4   3   3   2
  21+   +375,000        +1HP                        See FRA

Specialty Wu Jen:
H=Human, He=Hengeyokai, K=Korobokuru, S(B/R/S)=Spirit Folk (Bamboo/River/Sea)

Specialist      School          Races       Requirements  Opposition Schools
Abjurer         Abj             H              Wis 15     Alt & Ill/Pha
Transmuer       Alt             H,He,K         Dex 15     Abj & Nec
Conjurer        Con/Sum         H,He,K         Con 15     GDiv & Inv/Evo
Diviner         GDv             H,He,K         Wis 16     Con/Sum
Enchanter       Enc/Cha         H,He,K,S       Cha 16     Inv/Evo & Nec
Elemantalist
  Air           ElA             H,He,K         None       ElE
  Earth         ElE             H,He,K,S(B)    None       ElA
  Fire          ElF             H,He,K         None       ElW
  Water         ElW             H,He,K,S(R/S)  None       ElF
Illusionist     Ill/Pha         H,He           Dex 16     Nec & Inv/Evo & Abj
Invoker         Inv/Evo         H              Con 16     Enc/Cha & Con/Sum
Necromancer     Nec             H              Wis 16     Ill & Enc/Cha
Wild Mage       Wil             H,He           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   XP Needed     Hit Dice
-----   ---------     --------      Investigate%     Area Covered
  1     0                d6             20             1 block
  2     2,000           2d6             24             1 block
  3     4,000           3d6             28             2 blocks
  4     8,000           4d6             32             2 blocks
  5     16,000          5d6             36             3 blocks
  6     30,000          6d6             40             3 blocks
  7     60,000          7d6             44             1 ward
  8     130,000         8d6             48             1 ward
  9     260,000         9d6             52             1 ward
  10    525,000        9d6+2            56             2 wards
  11    800,000        9d6+4            60             2 wards
  12    1,075,000      9d6+6            64             2 wards
  13    1,350,000      9d6+8            68             1 district
  14    1,625,000      9d6+10           72             1 district
  15    1,900,000      9d6+12           76             1 district
  16    2,175,000      9d6+14           80             2 districts
  17    2,450,000      9d6+16           84             2 districts
  18    2,725,000      9d6+18           88             2 districts
  19    3,000,000      9d6+20           92             3 districts
  20    3,275,000      9d6+22           95             3 districts
  21+   +275,000        +2HP            95             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.


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