Oriental Character Classes

Introduction:

All oriental character classes have an unarmed AC of 9 or better due to their training and familiarity with Martial Arts (see Unarmed Combat for details). The general exceptions to this rule are peasants, merchants, artisans and other non-militaristic types who all have a base AC of 10. Priestly characters that do not cast spells, such as Monks or low level Sohei may cast Bless through ritual magic in non-combat situations [DM Option].

Warrior Class Characters:

Kensai

Description:
Kensai are warriors who dedicate their lives to mastering combat with a chosen weapon. They seek to develop their mind and body through quests, adventures and chance encounters. Through ordeal, training and meditation do they improve. Because of their dedication to a single weapon, Kensai must be of an alignment that is not chaotic. To be a Kensai, a character needs minimum scores of 12 in Strength, 15 in Wisdom and 17 in Dexterity. The prime requisites of a Kensai are Wisdom and Dexterity. Only medium sized human, demi-human or humanoid creatures can gain the proper training to become Kensai. Unlike other warriors, eight sided (d8) dice are rolled to determine character hit points per level up to and including 10th level. The experience table for Paladins and Rangers is used for calculating the experience required for each level. At 10th level Kensai are known as masters, attracting 1d4 pupils.

Proficiencies:
Initial weapon and non-weapon proficiency slots are the same as any warrior. However, upon creation Kensai must use up 3 weapon slots to become specialised in their weapon of choice. Kensai must also become proficient at reading and writing and calligraphy. At first level all Kensai gain as a bonus, without any cost, the martial arts proficiencies of Blindfighting and All Around Sight. Unlike other warrior class characters, Kensai receive one new weapon and one non-weapon proficiency slot every 4 levels due to their preoccupation with their chosen weapon.

Weapons Allowed:
Due to their dedication with one weapon, Kensai are severely restricted in their choice of arms. In regard to their chosen weapon Kensai can only choose between the Katana, Naginata, Bo Stick or Jo Stick. Other weapons available to the Kensai are: hand axe, wakizashi, tanto, hanbo & the Medium Blades (swords) tight group. Kensai may achieve weapon expertise (as a Ranger or Paladin) with these weapons.

Armour Allowed:
Kensai may wear padded, leather or studded leather armours.

Shields:
Kensai do not use shields.

Special Benefits:

1.Kensai may attempt to deflect or avoid missile or melee attacks that would otherwise hit. This may be attempted once per round in addition to all other attacks. So long as the Kensai has space to move, this ability functions in conditions of complete darkness and/or silence. Success requires a successful saving throw vs. death to avoid damage and is rolled as if the Kensai were a Priest of the same level. Kensai gain an additional chance at deflecting attacks at 7th and another at 13th level.

2.Kensai receive a +2 AC bonus when fighting in leather, studded leather, light padded armour, or when unarmoured. This training overrides any Martial Arts AC benefits.

3.At 1st level Kensai learn an advanced form of weapon specialisation in their Chosen Weapon. This weapon must be either Katana, Naginata, Bo Stick or Jo Stick. This specialisation costs three weapon proficiency slots and gives the character the following benefits when using this preferred weapon:

*+3 to hit & +3 to damage. [If the 'DM Option' weapon mastery rules are being used a Kensai, upon reaching 5th level, uses an improved damage die ie 1d10 becomes 1d12.]
*An improving ability to deflect or avoid missile or melee attacks that would otherwise hit. The number of attacks that can be countered rises as the character increases in level (see Table 1)
*Specialisation in all styles of fighting (see CFHB) with the Chosen Weapon: Two Hander Style- confers a +3 initiative bonus, Two Weapon Style- grants one additional attack per round & Single Weapon Style- grants a further +1 AC bonus in addition to all other Kensai benefits. (Note: Kensai who master the Bo Stick or Naginata gain a +1 AC bonus on top of their Kensai +2 AC bonus when wielding this weapon using the Two Hander Style Specialisation.)
*The ability to hit monsters that can only be hit by magical weapons (see Table 1). This is similar to the Martial Art Chi Power (see Unarmed Combat). If used in conjunction with a magical weapon, the effects are not cumulative.

TABLE 1: Kensai Weapon Benefits
Kensai Level    Attacks per Round     Deflections               Character Hits as…
1-4                               3/2                       1                 a magical weapon/silver/iron/etc.
5-9                               2/1                       2                          +1 magical weapon
10-12                           5/2                       4                          +2 magical weapon
13-16                           3/1                       8                          +3 magical weapon
17-20                           7/2                      12                         +4 magical weapon

Hindrances:

*To retain their special abilities Kensai must spend 2 hours of each day in practice with their Chosen Weapon. At 6th level this time drops to 1 hour. At 10th level Kensai need only meditate for one hour to maintain their skill. If, during the course of adventuring, the time allocated for practice is lost, double the amount of time is required to amend the missed training. All missed training needs to be made up before advancing to the next level.
*Kensai who defeat enemies using weapons other than their Chosen Weapon receive only half experience for that encounter.
*Kensai may not possess exceptional strength.
*Kensai may only possess as much wealth as they can carry.
*Kensai may not take drugs or alcohol that would affect their combat ability.

[DM Option 1: (In solo adventures) the DM may allow Kensai to substitute attack rolls in order to parry attacks using the Kensai deflection roll (a save vs death). This is in place of the existing rules for parry.]
[DM Option 2: Kensai (Samurai & Ninja) when using two weapon style may elect to use their second weapon, in a reversed grip, as a shield. This acts as a buckler shield from 1st to 9th level and as a small shield from 10th level onwards. Kensai (only) who use magical weapons in this manner add the weapon bonus to their AC.]

Samurai

Special Benefits:
Samurai in AD&D Version 2.6 conform to the warrior kit outlined in the Complete Fighter’s Hand Book with the following addition: Samurai receive a +5 to all saving throws vs. fear or charm spells that would grievously interfere with their code of conduct. Minimum scores are Str 13, Con 13, Int 12 (down from 14) and Wis 10 (down from 13). The Samurai's primary combat benefit, the ability to raise strength to 18/00 for one round per level of experience remains unchanged. (Note: Masterless Samurai, known as Ronin, retain all their abilities but advance in levels requiring double the experience points of Samurai).

Rogue Class Characters:

Ninja

Special Benefits:
Ninja in AD&D Version 2.6 conform to the details provided in the Complete Ninja’s Hand Book with the following addition: At 4th level Ninja may avoid thrown and missile weapons that would otherwise hit. This skill is the same as a Sohei where a saving throw vs Breath Weapon is required to avoid damage. Every 4 levels an additional attack can be avoided; levels 4-7: 1 attack, 8-12: 2 attacks, 16+: 3 attacks. A Ninja's number of attacks per round improves at the same rate as a Bushi (Fighter).

Priest Class Characters:

Shukenja

Description:
Shukenja are wandering priests who shun wealth whilst providing aid, service and enlightenment to society in general. Accepted and respected by all members of oriental society they perform traditional rites & ceremonies for all classes and ranks. Shukenja generally walk the path that avoids unnecessary violence. To be a Shukenja a character requires a wisdom score of 14 or better and scores of 9 or more in strength and constitution. The prime requisite of a Shukenja is wisdom. All Shukenja must be of good alignment. Experience points per level are the same as the cleric. Unlike the standard cleric, Shukenja roll 1d6 for hit points per level.

Proficiencies:
Bonus: Religion, Reading Writing, Meditation (Martial Arts Power).
Required: Calligraphy

Weapons Allowed:
Shukenja may choose to become proficient in the following weapons: Hand axe, Bo Stick, Jo Stick, bokken (wooden sword), chain, gunsen (fan), jitte, kama, kiseru (pipe), sai, sling, yari (spear), tetsubo, 3 piece rod, tonfa.

Armour Allowed:
Shukenja may wear leather, padded leather, studded leather or piecemeal armour granting a maximum AC of 7.

Shields:
Shukenja do not use shields.

Spell Access:
Shukenja may choose spells from any sphere.

Special Benefits:
*All Shukenja receive +3 to all saving throw rolls.
*Shukenja gain experience for magical healing/aiding of 50-100xp per spell level [DM option.]
*Like all priests, Shukenja may cast Bless once per day plus an additional time every 6 levels.
*Shukenja automatically stabilise if reduced to less than 0 hp, remaining unconscious for the number of days required to regain hit points naturally, thereafter regaining consciousness but with none of the standard penalties (although these apply if rapidly healed via magic).
*At 1st level Shukenja may invoke a Protection from Evil 10-foot radius as per the spell 3 times a day.
*At 3rd level Shukenja can lay hands on as a Paladin of the same level (2 hp/level).
*At 6th level Shukenja become immune to disease, poison and can remove curse 3 times per day.
*At 9th level Shukenja can make saves, with their +3 bonus, against surprise or magical attacks that normally do not allow a saving throw.
*At 12th level Shukenja may raise the dead (Resurrection) once per week. Those raised in this manner must be touched by the priest within a day of being slain.

Hindrances:
*Shukenja cannot turn Undead.
*They cannot eat meat.
*Shukenja must avoid excessive violence.
*Shukenja must refrain from immoderate drinking and eating.
*Shukenja must remain unattached to material or monetary wealth. They may only possess wealth that can be carried.

Sohei

Description:
Sohei are elite religious soldiers who are commonly found guarding important holy sites and temples. When not defending these places, Sohei may act as independent warriors advancing the philosophy and wisdom of these institutions in the wider world. To become a Sohei characters need scores of 12 in strength, wisdom and constitution. The prime requisites of a Sohei are strength and wisdom. The alignment of a Sohei must be Lawful, although they can be good, neutral or evil in this respect. Character experience required per level is the same as a cleric. Unlike the cleric, Sohei roll 1d10 to calculate their hit points per level.

Proficiencies:
In addition to the proficiencies available to priests Sohei may learn weapon and non-weapon proficiencies available to warriors at no extra cost.

Weapons Allowed:
By tradition Sohei may use any weapon except for katana, wakizashi, and weapons associated with Ninja.

Armour allowed:
Sohei may use any type of armour.

Shields:
Sohei do not use shields.

Spell Access:
Due to their preoccupation with martial training Sohei do not receive spells until they reach 5th level. At 5th level they may cast one 1st level spell as if they were a 1st level Shukenja plus extra spells per level for high wisdom scores. Spell progression thereafter follows the same rate as a Shukenja (priest).

Special Benefits:
*At 1st level Sohei choose one weapon as their weapon of choice gaining a +1 to hit and +1 to damage.
*When using melee weapons their number of attacks per round are calculated as if he or she were a Bushi (fighter) of the same level. Base THACO remains that of a cleric or priest.
*A Sohei can instinctively dodge thrown weapons and missiles that would otherwise hit. Every 5 levels the Sohei may dodge an additional attack; levels 1-5: 1 attack, 6-10: 2 attacks, 11-15: 3 attacks, 16+ 4 attacks. A successful saving throw vs. breath weapon is required.
*All Sohei may invoke a form of “berserk” fighting for 1 turn/day. The character may not attack for one round whilst in preparation, thereafter they receive one additional attack per round, AC improves by one & movement increases by 3. Whilst berserk, Sohei may dodge thrown weapons at double the normal rate. The player should note that the berserk turn is a controlled frenzy and allies may be distinguished between foes. At the end of the turn, the Sohei may not attack for one round.
*Sohei may possess exceptional strength, normally available only to warriors & priests of strength.

Hindrances:
*Sohei cannot turn Undead.
*Sohei must refrain from excess.
*Sohei must choose one prohibition, usually set by the Temple in which they serve.

Mystic (Monk)

Description:
Mystics are masters of mind and body. Through training, discipline and experience they gain a number of physical and mental advantages. Mystics rely on inner strength & extraordinary, but non-magical, powers. Mystic characters require scores of 15 in strength, wisdom and dexterity and a score of 12 in constitution. Their prime requisite scores are Strength, Wisdom and Dexterity. A mystic’s alignment can be any lawful. Mystics use the experience tables of Kensai, even though they are a priest-related class, and roll 1d8 for hit points up to and including 8th level. At 9th level mystics receive 2 hp and 2 hp per level thereafter.

Proficiencies:
Initial weapon and non-weapon proficiency slots are the same as any priest: 2 weapon and 4 non-weapon slots. Unlike priests, mystics receive one additional weapon proficiency slot every 3 levels. Furthermore, mystics may learn combat styles and non-weapon proficiencies available only to warriors at no extra cost.
Bonus: Blind-fighting, Meditation (Martial Arts Power).

Weapons Allowed:
Mystics are only trained to use pole-arms, clubs, staves, yari (spear), crossbows, daggers and hand axe. They may also use martial arts weapons of tonfa, kama, sai and nunchaku.

Armour Allowed:
Mystics do not normally wear armour although they may, by tradition, wear padded armour.

Shields:
Mystics do not use shields.

Special Benefits:
*Like Sohei, when using melee weapons the number of attacks per round are calculated as if he/she were a Bushi (fighter) of the same level. Base THACO remains that of a priest.
*All mystics receive a +1 bonus to hit with any weapon in which they have proficiency.
*Every 3 levels a mystic gains a +1 to damage when using a melee weapon in which they are proficient. This reflects the character’s knowledge and skill in the area of body mechanics.
*In addition to all other attacks, Mystics are trained to avoid melee, thrown weapon or missile attacks by making a successful save vs. breath weapons (applying the dexterity bonus). This is not the same as Kensai deflection ability and requires visual or sound cues in order to avoid being hit. The ability is not applicable in wrestling situations. Every 7 levels a Mystic may avoid an additional attack; levels 1-7: 1 attack, 8-14: 2 attacks, 15+: 3 attacks. If the Mystic only faces thrown or missile weapons the number of attacks that can be avoided is doubled.
*Mystics receive a +2 AC bonus when fighting unarmoured or in padded armour. This bonus overrides the Martial Arts +1 bonus.
*A Mystic character begins play as a dual Martial Arts/Wrestling Specialist but with a +2 bonus to his/her hit roll, damage and chart bonus. One additional attack per round is afforded for striking attacks as per all Martial Arts specialists (see CFHB). Every three levels the Mystic gains a +1 bonus to their hit, damage and chart bonus for their Martial Arts/Wrestling skill in addition to their weapon proficiency slots (the wpn slots must be spent on weapons). Barehanded attacks are calculated using the THACO and, for strikes, the melee attacks per round of a Bushi (fighter) of the same level as the Mystic where each fist, foot, elbow, or knee attack is treated as if it was issued via a hardened clubbing weapon (using a 1d4 base roll with 75% permanent damage at levels 1-7, and a 1d6 base thereafter).
*Armed opponents using dagger sized weapons against the Mystic's barehanded attacks do not gain the +4 bonus to hit and damage normally afforded to those facing unarmed attackers, and do not automatically win initiative. Normal initiative and attack rolls are made. When facing opponents with small-sized weapons, such as short swords, or medium-sized wooden clubbing weapons, such as staves, the unarmed Mystic suffers a -4 penalty to initiative while opponents gain a +2 to hit and damage rolls. When faced with other long reaching weapons, such as swords, they automatically lose initiative (as per the standard unarmed combat rules) although their opponents still only gain a +2 to hit and damage. Full penalties apply if wrestling moves are attempted on armed opponents.
*Mystics take no damage from falls of 20 feet or less and only half damage from falls greater than 20 feet.
*A Mystic’s base movement rate is 15.
*Mystics possess the following thief abilities: OL 10%, FT 5%, MS 10%, HS 5%, HN 15%, CW 60%, RL 0%. They receive 40 points to distribute among these skills at 1st level with no more than 20 points allocated to any one ability. Every level thereafter they receive 20 more points of which no more than 10 can be allocated to any one skill.
*Through continuous study and training a mystic automatically gains a new martial arts proficiency every two levels (see Unarmed Combat for details). The first skill achieved at 2nd level is all around sight followed by mental resistance, chi power, iron skin, improved mental resistance, and levitation. Improved mental resistance is unique to the mystic and confers a further +2 bonus against mind influencing effects.
*Finally, mystics develop a number of extraordinary non-magical powers. At 3rd level and every two levels thereafter they take on a number of special abilities:
>At 3rd level a mystic gains the ability to speak with animals 3 times a day and the power of mind over body that allows the mystic to function without food or water for 2 days per level. At the end of any period in which mind over body is used bed rest of an equal time is required.
>At 5th level the character becomes immune to disease and hold or slow spells no longer have any effect.
>At 7th level, by concentrating on his inner energy, a mystic can heal 1d4+2 points of damage on his own body. Every level beyond 7th a mystic can heal an additional 1 hit point of damage. This power can be used only once per day. Furthermore a 7th level mystic may Feign Death as the wizard spell once per day. Also upon reaching 7th level a mystic is entitled to make saving throws against spells or attacks that normally do not allow saves, such as ESP.
>At 9th level poison no longer effects the character. Also upon reaching 9th level magical attacks that cause physical damage only cause half damage- a successful save indicates only one-quarter damage is sustained. Penalties due to harsh environmental conditions no longer apply.
>At 11th level mystics can become invisible for 1 round per level. This ability is identical to the magic-user spell invisibility except that it affects both living and undead creatures.
>At 13th level mystics can employ the “Gentle Touch” technique. This manoeuvre, which can be performed only once every three days, requires a normal roll to hit using a bare handed attack. If this attack fails the mystic can try again in the following rounds until successful. Only humans, demi-humans, humanoids and animals can be affected.
The player determines the result of the “Gentle Touch” before the attack roll is made. It may be charm (24 hour duration), paralysis (12 hour duration), heal (except the healing component is equal to cure critical wounds) or geas (5 day duration). Victims with more HD than the mystic are not affected but those with less do not receive a saving throw.
>At 15th level mystics gain the Mind Blank power. This is identical to the magic user spell of the same name.

TABLE 2: Summary of Mystic Abilities by Level.
Level  Hit Dice  Wpn Dam/M.Arts    Martial Arts Skill          Mystic Power
1          1d8
2          2d8                                       All Around Sight
3          3d8                    +1                                                 Speak with animals, mind over body.
4          4d8                                       Mental Resistance
5          5d8                                                                          Diseases, hold, slow: no effect
6          6d8                    +2               Chi Power
7          7d8                                                                   Healing on body/special saves/Feign Death
8          8d8                                        Iron Skin
9           +2                     +3                                  Poison/environment: no effect/half damage vs. magic
10         +4                                         Improved Mental Resistance
11         +6                                                                                Invisibility
12         +8                     +4                Levitation
13         +10                                                                              Gentle Touch 
14         +12                        
15         +14                   +5                                                       Mind Blank
16         +16

Hindrances:
*Mystics may only use magical items useable by thieves.
*Mystics may only possess two magical weapons and no more than three other items (scrolls excepted).
*Mystics can only keep enough wealth to maintain a modest standard of living. Excess wealth must be donated.
*The skills and powers of a 1st level Mystics require at least 8-10 years of training within a monastery or with a master.
*Mystics must spend 2 hours per day in meditation and exercise. Lost hours must be made up at double the rate before the character can advance in level (similar to Kensai). At 10th level and above mystics require only one hour of meditation and exercise.