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 |
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)
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.
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)
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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