Character Abilities


Strength Intelligence Wisdom Dexterity Constitution
Charisma Comeliness - - Oriental Adventures

Each of the seven abilities has an application in the Oriental AD&D game. The abilities, the effects of
the ability scores, and their application in the game are detailed in the following sections.
 
Multiple Attacks - Multi-Class and Dual-Class Characters - Alignment
Classes and Subclasses - Languages - Oriental Adventures

Multiple Attacks

In the Oriental AD&D game, certain character classes are allowed to attack more than once in a single
melee round. Unlike in the "Western" AD&D rules, this ability extends to more character classes than just
fighters and fighter sub-classes. Table 36: Multiple Attacks shows which characters can make multiple attacks
and how many attacks they can make.

Table 36: Multiple Attacks
Character Class
and level
Attacks Per
Melee Round
Bushi 1-5 1/1
Bushi 6-10 3/2
Bushi 11 & up 2/1
Kensai 1-3 1/1
Kensai 4-7 3/2
Kensai 8-14 2/1
Kensai 15 & up 5/2
Ninja * 1-6  1/1
Ninja * 7-14 3/2
Ninja * 15 & up 2/1
Barbarian 1-6 1/1
Barbarian 7-12 3/2
Barbarian 13 & up 2/1
Samurai 1-4 1/1
Samurai 5-8 3/2
Samurai 9 & up 2/1
Sohei 1-6 1/1
Sohei 7-12 3/2
Sohei 13 & up 2/1

* The multiple attacks of a ninja character are allowed only when using ninja weapons. The multiple
attack ability of the ninja's other class cannot be applied to ninja weapons.

The first number is the number of attacks allowed in the second number of melee rounds. For example,
1/1 means the character can attack once every round, while 3/2 means the character can attack three times in
two rounds. During the first round he attacks once. In the second round he can attack twice. The notation 2/1
indicates the character can attack twice each melee round. The notation 5/2 indicates the character can attack
twice in the first melee round and three times in the second. The cycle is then repeated. A character making
multiple attacks can divide them between different targets as he sees fit.

The multiple attacks described above apply only to melee weapons, not to missile weapons. Weapon
proficiencies, however, can increase a character's number of attacks with both melee and missile weapons. In
addition, when fighting monsters of less than 1 hit die, barbarians, bushi, kensai, ninja, samurai, and sohei are
allowed one melee attack per level.

Q: The DMG says that characters who
attack at the "3/2" rate will attack
twice each odd-numbered round, yet
Oriental Adventures says that such
characters attack twice each evennumbered
round. Which is correct?

A: All characters get their ?extra? attacks
on even-numbered rounds. When attacking
an opponent with only one attack (or
attack routine), however, a character with
two attacks strikes first and last just as
described on page 63 of the DMG.
(121.20)
 

Multi-Class and Dual-Class Characters

In the Oriental AD&D rules no non-human character can have more than one class. Human characters
can become dual-class characters, forsaking one profession to learn a new one.
To become a dual-class character, the human must have ability scores of 15 or more in the prime
requisites of his original character class. For those classes without prime requisites, the character must have a
score of 15 or more in all the abilities that have a required minimum score. The character must also have a score
of 17 or 18 in the prime requisites of the new class (or in the ability scores for which there are minimum levels).
A dual-class character can have any combination of two classes so long as he meets the ability score and
alignment requirements.

A character can become dual-class at any level. When the character abandons the study of his old class
he does not lose any of the abilities he gained to that point, including hit points, bonuses to hit, etc. However, he
is now considered to be a 1st-level character in the new class. From that point on, any experience points the
character earns are applied to the new character class. The character can never again advance in his old
profession. The character gains all the benefits from each level of his new profession except hit points. These
don't change until the character surpasses the level he reached in his previous class. When this occurs, the
character begins gaining hit points for each new level just as a single class character would.
While advancing in the new class the character must follow all of its restrictions until he surpasses his
level from the previous class. The character still possesses the abilities from the previous class and can use them
at any time, but doing so forfeits all experience points that the character stands to gain for that adventure. The
character always uses the most advantageous combat and saving throw tables of the two classes without
penalty.

When the character surpasses his level from the previous class he is allowed to freely mix the functions
of the two classes without any experience point penalty. He must still follow the restrictions of the given class,
however, when using the abilities of that class. Thus, a dual class wu jen/ bushi cannot cast spells while wearing
armor. The only exception is in the use of weapons: the character can use any weapon available to either class
without restriction.
 

Q: Does a dual-classed character get
all the proficiency slots for his new
class?

A: Yes, the character gains all the initial
proficiency slots for the new class.
(121.20)
 

Q: Can Oriental non-humans become
multi-classed characters? Can Oriental
humans become dual-classed
characters?

A: There are no multi-classed Oriental
characters, as page 28 of Oriental Adventures
clearly states. Human characters
can, however, become dual-classed characters.
The rules for Oriental dual-classed
humans are on page 28.
(121.20)
 

Alignment

After determining the character's ability scores, class, and race, the player must select the character's
alignment. Alignment represents the character's general moral and ethical outlook. It helps the player
understand his character's position in the world and guides his responses to various situations. It is not an
overriding compulsion that must be obeyed at every turn or a straitjacket intended to make all characters act the
same! After all, characters are only human (or human) and should be expected to have occasional lapses in
judgment. But most intelligent creatures follow a personal code of some sort; alignment is a simple, shorthand
method for codifying a character's approach to life.

There are nine different alignments for characters to choose from, ranging from a courteous and orderly
outlook on life to a destructive and self-centered philosophy. If players intend to have their characters work
together during the game, the latter path is not recommended. Selfish, ruthless characters seldom last long in a
world where cooperation and compromise are the keys to survival.

Many religions of Kara-Tur hold beliefs that conform to the alignments listed below, but alignment is
not religion! Characters of differing alignments can readily follow the same religion. Each religion has an
alignment and one of its goals is to convert its followers to that alignment by teaching them its beliefs and
creed.

                            Alignments
Lawful Good Neutral Good Chaotic Good
Lawful Neutral True Neutral Chaotic Neutral
Lawful Evil Neutral Evil Chaotic Evil

LAWFUL characters believe in the ordered structure of the universe. Things exist for a purpose and
only through order can these purposes be discovered and used. Order is a necessary part of life. It creates
stability in society, harmony between people, and a clear structure of power and responsibility. Without order,
the universe and the world of the characters collapses in disarray and anarchy that benefits neither the
community nor the individual.
In Kara-Tur, law is by far the most common alignment, to an even greater degree than in other lands.
Large empires can only survive through order, where each person knows his position and his responsibilities.
Such order extends from the emperor and flows downward from him. Even in the more unstable kingdoms
order is important. Lords gain their power through networks of vassals and allegiances. Without order these
kingdoms would split into hundreds of factions and no lord would gain. Even creatures outside these societies
are affected by this desire for order, arranging themselves in cooperative groups. Through such order, they hope
to succeed at their goals, whether for good or ill.
Lawfulness is also internal, as in the samurai code of bushido. This sets not only the samurai's place in
society, his responsibilities and privileges, but also sets his code of personal behavior and thought. To live
bushido, he must discipline and control his own behavior and thoughts, honing them spiritually for the time
when they are put to the ultimate test. Likewise, many of the major religions stress the need for order. Ancestor
worship provides continuity from the past; respect for the family gives order to daily life.


Lawful Good characters strive to increase the harmony and order of the society for the good of
themselves and others. They see mankind as capable of bettering itself through organized action. Actions
against the general good must be corrected and in extreme situations must be corrected with force.

Lawful Neutral characters seek to increase the amount of stability in the world without worrying
whether the general condition is for good or ill. The greater the amount of order and regularity, the easier life
will be. Order will reveal the secrets of the universe. A few of the major religions see order as the important
factor. The harmony that comes from understanding oneself leads to enlightenment and correct spiritual
development. Good and evil exist and must be accepted, but they need not be discouraged or encouraged. Evil,
however, often works against the benefits of order and harmony.

Lawful Evil characters see organization and order as the tools for achieving their own ends. Despotic
tyrants rule by force and terror. A stingy and deceitful merchant uses the laws of the land to steal the property of
others. Notorious moneylenders use order to their own advantage. Lawful evil characters are not concerned with
the consequences of their actions so long as they profit somehow. They will rob, destroy, or cheat without
remorse. Perhaps the only noble grace of such characters is that they respect laws and regulations when they
must. Contracts and oaths are binding unless some tricky way can be found to get around them. However, such
characters rarely break their word or defy authority openly.

NEUTRALITY believes that all things have a balance. For every good there is an evil; where there is
order there is also disorder, and one cannot exist without the other. Without chaos there can be no order, since
nothing would balance order. Without evil there can be no good, since good exists to oppose evil. This is an
important concept of many religions of Kara-Tur. They believe that all things have a balance lying and yang).
None are good, evil, lawful, or chaotic without the other.

Neutral Good characters believe that a balance must be maintained between law and chaos, but do not
accept the idea that evil must be tolerated. To them, lawful and chaotic actions need not be destructive. Order
and randomness can achieve positive ends. In their personal actions they feel no strong ties to the state or a lord,
seeking instead to understand the structures of order and randomness in the society and the universe.

True Neutral characters are extremely rare. The position is a difficult one to follow because the
character must remain passive to good and evil. What matters to the true neutral is that the balance of forces is
maintained. Thus, a true neutral leader tries to remain aloof from neighboring lands unless the balance swings
too far one way or the other. True neutrals do not make judgments concerning right and wrong; they are only
concerned with the ascendancy of order or chaos in the universe. True neutral characters must be extremely
wise in order to perceive the struggle for balance between the universal forces and the consequences of all
actions.

Neutral Evil characters feel no particular ties of allegiance, but willingly
cooperate with anyone who will further their own ends. They often seek the easy road to fame and fortune, with
little concern for the people they trample along the way. They do not have the every-man-for-himself attitude of
chaotic characters, but always view things in the light of personal gain. An unscrupulous mercenary captain or a
scheming tribal chieftain are often neutral evil, expending the lives of their followers for the best return. Neutral
evil characters are difficult to trust, especially when loyalty is based on money, as their allegiance can change
whenever a better offer comes along. Only the fear of retribution and revenge restrains them.

CHAOTIC alignment is the anathema of all that is lawful. The universe has no order, never did, and
never will. All actions that occur come through random chance and to ascribe some meaning to these is folly.
Since there is no order, attempts to impose order (through society or laws) are futile. The only concern for such
a character is the way he feels at this moment. Chaotic characters believe strongly in freedom of choice and
individual will.

Chaotic Good characters believe that life has no grand plan, but the human (or creature) spirit is
essentially noble and good. Each being must follow his own conscience. By performing good acts the individual
can hope to alleviate the suffering and anguish of others, whether caused by random or structured acts.
Religions that follow this alignment believe in the importance of self-enlightenment through individual
instruction, meditation, and guidance. By understanding himself the person becomes a better being and rises
above the restrictions of society.

Chaotic Neutral characters are perhaps the hardest type to play. For them, the universe has no order. It
is only a collection of events, none of which relate to each other. Their actions are truly random, inspired by the
whim of the moment. Good and evil are irrelevant. Such characters are virtually impossible to deal with since
they have no discernible behavior patterns. The only thing that can reliably be said of them is that they are
unpredictable and amoral.

Chaotic Evil characters represent all the worst qualities of the universe. They admit no form or pattern
to life. Indeed, they take delight in destruction and chaos. They actively seek to disrupt the order of the universe
and enjoy causing pain and suffering. The individual's actions are motivated by desire for personal gain and
pleasure. He trusts no one and no one with any sense trusts him. He feels few compulsions about honor or duty.
Although such characters and creatures may be found in groups, they can be held together only by fear and
force. The strongest and most powerful usually terrorizes the others into obedience. Given the slightest
opportunity, any of the group would happily dispose of the leader and assume his position.
Various alignments, because of their beliefs, are opposed to each other. Players with characters in the
same group are strongly encouraged to select alignments that complement each other, thereby improving party
harmony.

Languages

An important part of any role playing situation is being able to communicate. Sometimes actions are all
that's necessary-a charging wave of ragged bandits needs no words, nor does the stealthy stalk of a tiger through
the grass. Facial expressions, too, are nearly universal. With patience, even the basic needs of food, help,
guidance, and curiosity can be communicated by simple pantomime. However, only when characters talk to
each other (and NPCs) does the player get to enjoy the full range of excitement and challenge that role playing
provides. It is therefore important to know what languages a character can speak.

The number of languages a character can learn is determined by his Intelligence or, in the case of
non-human characters, by a combination of race and Intelligence. Table 5 in the section on Character
Generation shows the number of languages a character has the potential to learn. This is not how many
languages the character knows from the start, only the number he might learn in the course of his lifetime.

All characters start able to speak the language of their home country, region, or tribe (this counts as one
of his learnable languages). This language is hardly a universal tongue. In some lands, such as Kozakura, it is
the common tongue of all inhabitants. In larger empires it is a dialect common to the area. Dialects are
variations of the same language; people speaking different dialects of the same language can understand each
other about 75% of the time. Dialects among barbarians and people living in wild lands are even more
dissimilar and comprehension is limited to 50%. If the character speaks two or more languages, the second
tongue is the trade language (unless the character is from a place so isolated that it never has contact with the
outside world). The trade language is a combination of words and gestures from the most common tongues of
Kara-Tur, a hodgepodge of phrases and gestures picked up by travelers, seamen, and merchants. While it is a
nearly universal language, it has an extremely limited vocabulary. Because it was created by traders and
merchants, it is really well-suited only for conversing about business and common needs-haggling over prices,
selecting food and equipment, and expressing simple, common courtesies. It is capable of expressing very few
abstractions. It has no terms for concepts such as the future, love, loyalty, or faith.

If the character has three language slots available, the third is his alignment language. This is a highly
specialized language used to identify the moral precepts of the character. As such, it is of little use in everyday
conversations. It is limited to statements about the ethical beliefs and religious philosophies of the character.

In addition to these languages, non-human characters can often speak a number of specialized
languages-those of their race or of creatures friendly or antagonistic to their race.

Once play begins, characters with the requisite Intelligence should have the opportunity to learn new
languages. The choice of languages is wide and varied. There are the languages spoken by different tribal or
national groups, alignment languages, ancient languages, and the languages of certain intelligent creatures.
Some of these languages are listed below.
 
 
National  Alignment Creature Ancient &
Special
Kozakura Lawful Good  Tengu Ninja
Shou Lung
(several dialects)
Lawful Neutral Hobgoblin Trade
Beastlands Lawful Evil Oni yuan-ti
- True Neutral Hengeyokai -
- Neutral Good - -
- Neutral Evil - -
- Chaotic Good - -
- Chaotic Neutral - -
- Chaotic Evil - -

Learning a new language requires study. A character can study under another player character or
non-player character who already knows the language. The amount of study required depends on the
Intelligence of the student and the amount of time spent with the instructor. If the student has daily contact with
his teacher he must study for 20 minus student's Intelligence score months. For example, a character with
Intelligence 15 must study for five (20-15) months to become reasonably articulate in the language. The student
is not totally fluent in the new language, but can easily make himself understood. Furthermore, the student will
always have an accent, identifying him as a foreigner to those fluent in the language.

If. the character does not have regular contact with a teacher, the amount of time required to learn the
language increases proportionately-seeing the teacher every other day doubles the amount of study time
required. If the character is surrounded by native speakers of the language (i.e., is living in Kozakura while
learning Kozakuran), the learning time is halved. In any event, Oriental languages are extremely complex and
only native speakers or those trained from early youth will ever be able to understand all the delicate nuances of
the tongue.

Q: Can gajin characters learn Oriental
languages, and can Oriental characters
learn gajin Common? What
about characters who already have
a ?full load? of languages?
A: Any character can learn a new language
if his intelligence score permits. The DM
might permit a character to forget a language
that has not been used for a length
of time in order to allow the character to
acquire a new one. Racial and alignment
tongues can never be forgotten in this
manner. The time required to learn the
new language is up to the DM; one local
campaign uses 48 weeks minus the sum of
the character's intelligence and wisdom.
(151.9)

Classes and Subclasses

Those of you who have played the AD&D game before and are familiar with the PH and
UA may find it useful to know how the Oriental character classes fit into the larger scheme of the
AD&D name. The parent classes are identified below.
 
 
Subclass Main Class
Barbarian Fighter subclass
Bushi  Fighter subclass
Kensai  Fighter subclass
Monk  Monk class
Ninja  Thief subclass
Samurai  Cavalier subclass
Shukenja  Cleric subclass
Sohei  Cleric subclass
Wu Jen  Magic-User subclass
Yakuza  Thief subclass

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

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