Classes and Subclasses | - | - | - | - |
Oriental Classes | - | - | - | Oriental Adventures |
Every character in an Oriental AD&D adventure must be a member of a class.
A character's class is
analogous to his profession; it provides
a niche for the character to operate within. Players have 10 classes to
choose from: barbarian, bushi, kensai,
monk, ninja, samurai, shukenja, sohei, wu jen, and yakuza.
Barbarians are hunters, raiders, and nomads.
They live by instinct and natural talents, beyond the
bounds of civilization.
Bushi are professional soldiers from alt ranks of society. <>
Kensai
are martial artists in the purist sense; their life is devoted to mastering
a single weapon and
achieving perfection in its use.
Monks seek
to create a perfect union between mind and body through the practice of
meditation and
fighting skills.
Ninja are
practitioners of ninjutsu, the art of invisibility. They are masters of
stealth, disguise,
acrobatics, and assassination. They cannot
operate openly, so all ninja must also be bushi, sohei, wu jen, or
yakuza.
Samurai
are members of an elite class of warrior nobility. Their prime duty is
to be absolutely loyal to
their master (daimyo) and serve him however
he commands.
Shukenja
are wandering holy men. They act as teachers, advisors, and healers to
whomever needs their
aid. They are respected by all for their
devotion and magical abilities.
Sohei are
warrior priests, though more warrior than priest. They protect monasteries
from attacks and
extend the monasteries' political claims.
Sohei have limited magical ability.
Wu Jen are
sorcerors and magicians.
They usually live as hermits in remote
areas, and are greatly feared and respected for their powers.
Yakuza
are thugs and extortionists, but they are also peacekeepers and guardians
of the common man.
Structured bands of yakuza collect tribute
from the local merchants in exchange for protection.
Besides defining a character's profession,
class also indicates in a general way the character's social
status. Each of the 10 character classes
in the Oriental AD&D
game has a basic position in the caste structure,
explained in the separate class descriptions.
In other words, a character has a certain status simply for being who
and what he is.
The caste system is not absolutely rigid,
however. Characters of exceptional ability can rise above their
caste, gaining power and influence over
their "betters:" Likewise, characters of high caste who fall on hard
times may be unable to command the respect
that would normally be their due. Player characters will find many
opportunities to reach beyond the artificial
limits imposed by society, and so should not feel too restricted by
their position.
Players familiar with the AD&D
game should note that there are a few differences between the rules
they are familiar with and the Oriental
AD&D rules. The concept of proficiency
has been expanded to include
skills beyond weaponry. Most characters
also have special ki powers (spirit energy or spirit force) associated
with their class. Many characters place
great importance on their family or clan. Finally, honor-a character's
personal honor, the honor of his lord,
and the honor of his family-is a vital, if not overriding, concern that
guides many characters' actions.
Characters in an Oriental
AD&D adventure need not be humans.
Kara-Tur
is a land of exotic customs
and exotic creatures. Characters can be
members of any one of four races: human, hengeyokai, korobokuru, or
spirit folk.
Hengeyokai
are intelligent animals which can assume human form.
Korobokuru
are small, hairy men who live in remote wildernesses. They delight in nature,
simple art,
and craft.
Spirit folk
appear human, but their ancestry includes various spirits of nature. They
are closely attuned
to nature and natural forces.
Table 9: CHARACTER CLASS LIMITS
Character Class | Korobokuru | Hengeyokai | Human | Spirit Folk | Alignment |
Samurai | 6 | n | U | 12 | Any lawful |
Shukenja | n | 8 | U | n | Any good |
Sohei | n | n | U | n | Any lawful |
Barbarian | 10 | n | U | n | Any non-law |
Kensai | n | 6 | U | 9 | Any lawful |
Bushi | U | U | U | U | Any |
Wu Jen | 7 | 9 | U | n | Any non-law |
Monk | n | n | 17 | 17 | Any lawful |
Ninja | n | n | U | n | Any non-good |
Yakuza | 10 | n | U | n | Any lawful |
Not all of the classes are available to
characters of all four races. Table 9: Character Class Limits shows
which classes and races can be combined,
and how far characters of each race can progress in each class. "U"
means a character of the listed race can
rise to any level in the listed class. A number means a character of the
listed race can belong to the listed class,
but cannot rise higher than the indicated level. For example, a human
can achieve any level as a shukenja, but
a hengeyokai can rise only to 8th level as a shukenja. A wish spell can
allow a character to rise one level above
his racial maximum. "No" means a character of the listed race cannot
belong to the listed class. Alignment
restrictions apply to members of all races.
Note that character races in OA possess no multi-class capability.
The following sub-tables should supplement Table 9: Character Class Limits, on page 11.
The column for Ability Score pertains to
the
ability most associated with the class
in
question. For barbarians, bushi, kensai,
and
samurai, the score refers to Strength;
for
shukenja, Wisdom; for wu jen, Intelligence;
for
yakuza, Dexterity. Other abilities may
also
impact the level limits and are noted
when they
apply. Results for multiple ability
requirements are cumulative. That is,
a
character must satisfy all the ablity
score
requirements of lower levels before
progressing higher.
Ability
Score |
Barbarian | Bushi | Samurai |
15 | 10 | U | 6 |
16 | 10 | U | 6 |
17 | 10 | U | 6 |
18 | 111 | U | 6 |
18.50 | 111 | U | 6 |
18.75 | 111 | U | 6 |
18.90 | 111 | U | 6 |
18.99 | 111 | U | 6 |
18.00 | 111 | U | 6 |
19 | 122 | U | 75 |
20 | 133 | U | 75 |
21 | 154 | U | 75 |
1: Dex and Con of 16 also required.
2: Dex or Con of 17 also required.
3: Dex or Con of 18 also required. If
either Dex or Con is 19, the character
can attain 14th level.
4: Dex and Con of 19 also required.
5: Int 15, Wis 15, and Con 15
also required. If Int is 16 or higher,
character can attain 8th level.
Ability Score | Wu Jen | Yakuza |
15 | 7 | 10 |
16 | 7 | 10 |
17 | 8 | 10 |
18 | 8 | 116 |
19 | 9 | 116 |
20 | 9 | 116 |
21 | 9 | 116 |
6: Int and Cha of 16 also required.
If Cha is 17, the character can attain
12th
level.
Table 9b: Hengeyokai
Ability
Score |
Bushi | Kensai |
15 | U | 6 |
16 | U | 6 |
17 | U | 71 |
18 | U | 71 |
18.50 | U | 82 |
18.75 | U | 82 |
18.90 | U | 93 |
18.99 | U | 93 |
18.00 | U | 93 |
19 | U | 11 |
20 | U | 11 |
21 | U | 11 |
1: Wis 15 and Dex 15 also required.
2: Wis 15 and Dex 16 also required. If
both Wis and Dex are above 17, the
character can attain 10th level.
3: Con 15 also required.
Ability
Score |
Shukenja | Wu Jen |
15 | 8 | 9 |
16 | 8 | 10 |
17 | 9 | 11 |
18 | 10 | 12 |
19 | 113 | 13 |
20 | 113 | 14 |
21 | 124 | 15 |
4: Str 15 and Con 18 also required.
Table 9c: Spirit Folk
Ability Score | Bushi | Kensai |
15 | U | 9 |
16 | U | 9 |
17 | U | 10 |
18 | U | 10 |
18.50 | U | 10 |
18.75 | U | 11 |
18.90 | U | 11 |
18.99 | U | 121 |
18.00 | U | 121 |
19 | U | 132 |
20 | U | 132 |
21 | U | 143 |
1: Wis 16 and Dex 16 also required.
2: Wis 17 and Dex 17 also required.
3: Wis or Dex of 18 also required.
Ability
Score |
Monk | Samurai |
15 | 17 | 12 |
16 | 17 | 13 |
14 | 17 | 14 |
18 | 17 | 154 |
18.50 | - | 154 |
18.75 | - | 154 |
18.90 | - | 165 |
18.99 | - | 165 |
18.00 | - | 165 |
19 | 17 | 176 |
20 | 17 | 176 |
21 | 17 | 176 |
4: Int 15, Wis 15 and Con 17
also required.
5: Int 17, Wis 17, and Con 17
also required.
6: Int, Wis, or Con of 19
required. If two of these abilities are
both 19, the
character can attain 18th level.
Table 10: RACIAL ABILITY SCORE LIMITS**
Ability | Korobokuru | Hengeyokai | Spirit Folk |
Strength* | 8/19 | 12/18.75 | 6/18.50 |
Dexterity | 6/18 | 9/18 | 12/18 |
Constitution | 12/19 | 12/18 | 6/14 |
Intelligence | 3/15 | 12/18 | 12/18 |
Wisdom | 3/17 | 12/18 | 9/18 |
Charisma | 3/16 | 12/17 | 14/18 |
* Samurai, bushi, kensai, barbarian, and sohei characers can have exceptional scores in Strength.
** Minimum/Maximum scores
Non-human characters have limits on their
ability scores, both minimums and maximums. In order to be
non-human, a character's ability scores
must fall within the acceptable ranges shown on Table 10: Racial Ability
Score Limits. The first number in each
pair is the minimum acceptable ability score; the second number is the
maximum. If an ability score rolled for
a character does not meet the minimum required by a particular race,
that character cannot be of that race.
If a character's ability score is higher than the racial maximum, the player
can voluntarily lower the score.
There are two exceptions to the racial
limits: korobokuru and hengeyokai.
In the case of korobokuru, several modifications
must be applied to the initial ability scores. Make the
following modifications to the character's
ability scores before determining whether the character can be a
korobokuru.
Strength: + 1
Constitution: + 1
Intelligence: -2
If the character's modified ability scores
don't meet the minimums required for korobokuru, the character
cannot be a korobokuru and his abilities
are changed back to their original scores.
In the case of hengeyokai, their ability
scores are modified according to animal type. A hengeyokai
character must satisfy all maximums and
minimums before any modifications are made. After choosing an
animal type, it is all right if modifications
lower an ability score below the minimum. The modifications cannot,
however, raise an ability score above
the maximum.
There is no difference between the limits
for male and female characters.
First level characters begin by rolling
for their
starting hit points normally. If the die
(dice)
roll is less than the amount shown below,
characters begin play with the minimum
as
indicated on the table for their class.
To
this add (or subtract) any modifiers for
Con.
Table: Minimum HP by Class
Class of Character | Min. HP |
Barbarian | 7 |
Bushi | 6 |
Kensai | 6 |
Monk | 5 |
Ninja* | 4 |
Samurai | 6 |
Shukenja | 4 |
Sohei | 6 |
Wu Jen | 4 |
Yakuza | 4 |
* See ninja options below. Otherwise roll
as
indicated for the primary class.
Character Age/Height/Weight
Q: How are height,
weight, and starting
age determined for Oriental
characters?
A: Use the tables
on pages 13-14 and 102 of
the Dungeon Masters Guide.
Korobokuru
use the dwarf tables. Humans
and Hengeyokai
use the human tables. Spirit
Folk use
the elf tables.
(121.20)
Starting age for 1st level characters can
be
determined through the following table.
Players may choose their character's age
(within the ranges allowed) or may roll
randomly. The Dungeon Master's Guide,
pages 12-13, provides greater detail on
character age and aging effects.
Table: Character Starting Age
Class of Character | Human | Korobokuru | Hengeyokai | Spirit Folk |
Barbarian | 14+1d4 | 22+1d4 | - | - |
Bushi | 15+1d4 | 22+1d4 | 25+1d4 | 30+1d4 |
Kensai | 20+1d4 | - | 27+2d4 | 35+3d4 |
Monk | 21+1d4 | - | - | 35+1d4 |
Ninja* | +1d4 | - | - | - |
Samurai | 18+1d4 | 35+3d4 | - | 35+2d4 |
Shukenja | 18+1d4 | - | 25+2d4 | - |
Sohei | 17+1d4 | - | - | - |
Wu Jen | 24+2d8 | 25+3d4 | 30+1d4 | - |
Yakuza | 18+1d4 | 22+1d4 | - | - |
* See ninja options below. Otherwise roll
as
indicated for the primary class and add
1d4.
Table: Age Categories
Race --> | Human | Korobokuru | Hengeyokai | Spirit Folk |
Young Adult | 14-20 | 22-46 | 25-51 | 30-60 |
Mature | 21-40 | 47-73 | 52-78 | 61-95 |
Middle Aged | 41-60 | 74-100 | 79-105 | 96-126 |
Old | 61-90 | 101-126 | 106-131 | 127-160 |
Venerable | 91-120 | 127-160 | 132-170 | 161-200 |
Table: Height and Weight
Race | Base Height | Addl. Inches |
Human | 60" | 2d10 |
Korobokuru | 42" | 1d12 |
Hengeyokai | 60" | 2d6 |
Spirit Folk | 55" | 1d10 |
Race | Base Weight | Addl. Pounds |
Human | 140 lb. | 6d10 |
Korobokuru | 75 lb. | 1d10 |
Hengeyokai | 110 lb. | 3d12 |
Spirit Folk | 90 lb. | 3d10 |
Table: Thief Adjustments by Race
Skill | Korobokuru | Hengeyokai | Spirit Folk |
Pick Pockets | -5% | +10% | +5% |
Open Locks | -5% | - | - |
Find/Remove Traps | - | - | - |
Move Silently | +10% | - | +10% |
Hide in Shadows | +5% | - | +10% |
Hear Noise | +5% | - | - |
Climb Walls | -5% | - | - |
Running Broad Jump | -1' | - | - |
Standing Broad Jump | -2' | - | - |
Table: Thief Adjustments Due To Armor
Skill | Leather
Scale |
Chain
|
Pick Pockets | -35% | -70% |
Open Locks | -15% | -55% |
Find/Remove Traps | -15% | -55% |
Move Silently | -25% | -60% |
Hide in Shadows | -25% | -60% |
Hear Noise | -15% | -55% |
Climb Walls | -35% | -70% |
As an option, all the modifiers discussed
can
apply not only to monk, ninja and yakuza
characters, but to a barbarian's climb
cliffs and trees (climb walls),
hide in natural surroundings (hide
in shadows), and
leaping and springing (broad
jumping); as well as the
bushi's ability to cut purse strings (pick
pockets).
RACE TEMPLATE
1. POSSIBLE CLASSES & MAX. LEVEL ATTAINABLE
=
2. ABILITY SCORE RANGE (AT CHARACTER CREATION)
STRENGTH =
INTELLIGENCE =
WISDOM =
DEXTERITY =
CONSTITUTION =
CHARISMA =
COMELINESS =
PERCEPTION =
Note: add #s to the url to directly link
to the Class Template.
e.g., bushi.htm#s will link directly to
the Class Template for the bushi class.
CLASS TEMPLATE
1. SUBCLASS =
2. SOCIAL CLASS MINIMUM =
3. ABILITY SCORE MINIMUMS
STRENGTH =
INTELLIGENCE =
WISDOM =
DEXTERITY =
CONSTITUTION =
CHARISMA =
COMELINESS =
PERCEPTION =
4. POSSIBLE RACES & MAX. LEVEL ATTAINABLE
=
5. MULTI-CLASS POSSIBILITIES =
6. HIT DIE TYPE =
7. MAXIMUM NUMBER OF HIT DICE =
8. SPELL ABILITY =
9. ARMOR PERMITTED =
10. SHIELD PERMITTED =
11. WEAPONS PERMITTED =
12. OIL PERMITTED =
13. POISON PERMITTED =
14. ALIGNMENT =
15. STARTING MONEY =
16. WEAPON PROFICIENCIES =
17. NON-PROFICIENCY PENALTY =
18. NON-WEAPON PROFICIENCIES =
19. STARTING AGE =
20. COMBAT =
21. SAVING THROWS =
22. MAGIC ITEMS =
23. FAMILY =
24. HONOR =
25. SKILLS: x@L1,