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2018 This fascina All the necessary infor contains all-new add Oriental Adventurestam playersiand Di : ADED® campaign, for beginnig to advanced players. ORIENTAL ADVENTURES Gary Gygax with David Cook and Francois Marcela-Froideval The rulebook for AD&D® game adventures in the mystical world of the Orient! TSR Ine, TSA UK Lid. POB 756 The Mill, Raihmore Road Lake Geneva, Cambridge, CB1 4AD wissta7, Ui ADVANCED DUNGEONS & 9RAGONS, ADD DUNGEONS & DRAGONS D&D, log and PRODUCTS OF YOUR IMAGINATION Special Thanks to Whenever a project ofthis size is put together there are many people who give ther ime and extra efor to see through, ‘This is particularly true for ental Advantures, as there was much assembling and dovblacnecking ol the fine deta of les ‘and cuture. No doubt there are some who have been le off this ist. but they deserve evely praise nonetheless ‘TeJon Pickens, who produced many obscure relerence books and assumes the role of chi librarian while ‘oing al his other work ‘To Harold Johnson or besting the inevitable management crises that arose, ‘To Frank Mentzer, or his timely reviewing and eagle ey. ‘To Doug Niles, acy Hickman, Bruce Heard, and Jeti Grubb fr occasionally savage paytesting “To Jim Holloway, or sevice and moves. ‘To Dave Sutherian, for much fine work on graphics. ‘othe Japanese players—Masataka Onta, Akira Saito, Hiroyasu Kurose,Tekalumi Sakura, and Yaka Tateshi—forcritquing and improving the manuscript on shor noice, ‘To Mike Martin, for being the calm in the Onental Acventures storm, ‘And to Helen Cook, who deserves mention for being patient ‘Soto these people and everyone who may have been missed. Thank you! Credits Original AD&D" Game: Gary Gygax Original Oriental Adventures Concept: Gary Gygax with Francois Marcela-Froldeval Oriental Adventures Design: David “Zeb Cook Editors: Steve Winter, Mike Breault, Anne Gray, and Thad Russell Cover art: Jeft Easley Ilustrations: Roger Reupp, James Holloway, Jeff Easley, and Dave Sutherland Cartography: Dave LaForce Product Design: Linda Bak, Mike Breault, and Steve Winter ‘Typography: Linda Bak, Betty Elmore, and Carolyn Vanderbilt eylining: Dave Suthertand, Colleen O'Malley, and Linda Bakk Proofreaders: Jon Pickens, Harold Johnson, and Bruce Heard ‘Mustratons on pages 50, 69,72, and 128 are taken trom Symbols, Signs & Signets by Ernst Lehnet, (Dover Pictoral Archive Series, Dover Publications ine Distributed to the book trade by Random House, Ine, and in Canada by Random House of Canad, Li Distributed to te toy and hobby trade by regional distributors, Distibuted in the United Kingdom by TSA UK Lid Copyright "1985 E. Gary Gygax. Al Rights Reserved 'S8N 0-88036.098-3 394:54872.8TSR1500 This works protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or anwork presented herein is prohibited without the express writen permission of TSR Ine Printed in the USA. Preface ‘The ADVANCED DUNGEONS & DRAGONS" game system has. {grown slowly. From its original roots in the “Fantasy Supple: ment” to CHAINMAIL Medieval Miniatures Fules, the ADAD? ‘game grew to encompass a growing, changing, expanding fan- tasy multiverse. Other planes of existence than our own are dealt with, albeit rather cursorily. New classes of adventurer have been ‘added, along with magic, monsters, and much else. Despite the ‘growth and change, a whole segment of historically based mate- fal has been neglected CCHAINMAIL dealt principally with European and Near Eastern history, and the same is rue of the fantasy elements included in the work. When the DUNGEONS & DRAGONS" game system was envisioned and created, it relied very heavily upon the former work, medieval European history, and mythos and myth ‘most commonly available to its authors. Thus, D&D® gaming fo lowed CHAINMAIL, and AD&D gaming followed after the D&O ‘game. in its early development, the D&D game was supple- ‘mented by various booklets, and in one of these the monk, inspired by Brian Blume and the book series called The Destroyer, was appended to the characters playable. So too was this cobbled-together martial arts specialist placed into the ADBD ‘game system, even as it was being removed trom the D&D game. In my opinion, the point certainly went to the DUNGEONS & DRAGONS game players! What's this? Is the creator ofthis whole system about to state that Oriental character-types are unsuitable adventurers? Never! ‘The factof the matteris that the admixture of Occident and Orient was an unsuitable combination. The games stressed a European historical base and mythology. Even though the AD&D game monster roster ranges far atield, it's stil of basically European flavor. The whole of these game systems are Occidental in ‘approach, not Oriental-at least notin the sense of what is known a the Far East: China, Korea, Japan, and Mongolia The year 1980 had not arrived when | began thinking about a version ofthe AD&D game that would feature Oriental campaigns and characters. Good intentions aside, it has taken this long to achieve the desired goal, and enlisted the talents of both David "Zeb" Cook and Francois Marcela-Froideval in order to arrive as early as 1985. Because the game system has changed over the intervening years, the exact nature of the approach taken herein differs from that which was originally envisioned. | am convinced that the alteration is forthe better, and as you partake ofthe infor- ‘mation herein, and putt nto play, | am as certain you will concur. Oriental Adventures is a completaly new resource for the ADBD {game system. As you develop your Oriental Adventures cam- paign, itis recommended that you remave the monk character class from the European-type campaigns. Why? Because what is found herein is superior and in the proper surroundings as well! (Oriental Adventures covers the classes of adventurers, weap- ‘ons, armor, spelis, magic, and even the special monsters that ‘make the lagend and myth of the Far East so rich and varied. Now itis possible to place the monk, for example, in the proper setting, place where he will encounter samurai and sohel, combat spirt Creatures, deal with bushi and wu jen. Of course, schools ot fight- ing are covered. So are the differences in weapons between China, Japan, and so on. Culture is also stressed. Honor, dignity, training in social graces and ceremonies are as important 10 ‘adventurers in this milieu as are experience points and magical treasure. Think about that for a moment. ‘In fact, this new book is aimed at providing players and Dungeon’ Masters with the material they need to develop the “other halt” oftheir fantasy world, the Oriental portion, Once this hhas been accomplished, it will be possible for adventurers to roam the whole world, those from the Occident marveling over the mysteries of the East, while brave characters from the Orient Journey tothe West to learn about the strange and incredible lore Which that land holds. Simitarities will certainly serve to highlight the vast differences. ‘The purpose of Oriental Adventures isto bring a now facet to the overall game. It offers what is essentially a whole new world for development of different AD&D game campaigns. The ‘mechanics and rules are basically the same. How could they be different? We are all humans. The professions are fairly sirilar, ‘but diferent enough to be exatic. One the exotic becomes mun: dane, the time has arrived for cross-cultural adventuring. This single volume brings you not only the word of the Far East, but also the meeting of East and West when the fullness of time war rants such contact (Oriental Adventures is a landmark work inthe game system. It brings not only new information; this book adds a whole new world. As such, this is @ wonderful event that brings enthusiasts the best of two worlds...iterally. So with the Broad concepts behind the volume understood. itis high time to stop wasting time upon a Foreword. Sit down, pul your feet up, and prepare to enjoy yourself thoroughiy as you read all the new material, and note the Similarities too, in Oriental Adventures, the latest addition 1o te ‘ADD game system. One more thing: Don't spend too much time ‘merely reading. The best part of this work isthe play, so play and enjoy! / Gary Gygax September, 1985 Introductions itis with grat ploasure that | wrte this. For one thing, | finally have the chance to introduce new readers and ‘gamers oalong-ime fascination of mine the Orient The Orentisichin ‘arity and drversifcation Though thee are similares among ts many lands, each land has ts own unique outogk and style. Ths spar of what ‘makes the Orient mysterious and excting—the exploration and discovery of entirely diferent cultures. Thus, the Orontal Adventures book ie broad In scope—i doesnot restrict set oa single country or time period. Pre- sented here is material drawn from Japan, China, Korea, Mongols, Southeast Asia, and the Philppines. The Nstorical penods that prowde inspiration are equaly broad~Hetan, Kamakura, Sengoku, and Tok. {gawa Japan; Han, Tang, Sung, and Ming China; ancient Korea; even the Mongol invasions ‘The sacond pleasure in wring this comes fom the reading | hac todo {oprepare. The Onental Adventures project spurted meto road materials | ‘would otherwise never have seen. Some off was thing and some not ‘The variety aftopies was huge—legends folitales, erat epics, genes logical histories, philosophy, religion, post. architecture land manage. ‘ment, government, history, marl ars, sociology, anthropology, mitary affairs economics. ane fion. The bulk of this matanal deals wth Japan with China a cose second. Tis not due 1 any oversight, Most of he ‘Material available deals with Japan tough the choice of various wir From the standpoint of gaming, Japan's histor and cuture provides ‘eater opportunites for aaventure and advancement. Athough often S0en as arigid society, Japan has had several periods of turmutwous Lphoavel where a person of any rank could makes hie name—the Sengoku Period or the colapse ofthe Hetan government being only two, Ofcourse, “anyone who looks caretuly at China wil ind the same oocured there Howevar fewer people cared to wrte about. ‘Thirdly, tsa great pleasureto write this because | gett ip intoa new challenge. In preparing Ovionta! Adventures, there were many goals to ‘most. Foremost of these was the inorosing but conficting demands of Ristorical accuracy and fantasies imagination. There is very ile porn in doing a book about Oriental cuture ifthe materal is not accurate, But Accuracy can offen be unplayable or jst unacceptable. Accuracy here would mean stricter class sructures, les chance for player advancement land les adventure. t would mean more filly rules for tle deals that ‘would get inthe way of play. And rules that might apply oa Japanese cul {ure would certainly be incorect ina strict Chinese cute! Furthermore, the world presented had to be what people think the Orient, not neces sarly what actually is. Thus, olerence works and sources ofideas wont beyond books and included popula Japanese movies about samara and rina. the whole family of Hong Kong kung-u movies, comics, and even those endearing monster epics of gant reptiles and funny dinosaurs Fourthly, the Grintal Adventures book allowed me to create the rame- workot anew works -Kara-Tuc Troughout these pages are references to the lands of kara-Tur—Shou Lung, T Lung, Kozakura, and more. Each 3 broadly modeled after a specific and and era Inthe Far Eas, allowing @ huge diversity inthe styles of ply. As further product are released forthe Oriental Adventures rules, thore willbe expansions and adltional detail ‘on the fictional continent of Karacur Of course, creating a now continent in your own campaign (and having your players alscover i) ean equally Ivey and exciting approach, Final gives me a great deal of pleasure to wrt this Introduction fora ‘ersonal reason—this isthe ast part ofthe book tobe writen. With these ‘losing words, | have ished an excting, challenging, and sometimes nerve-wracking project. Take t and discover the landt of mypstary con {ained insioe Wahoo! Davis “Zeb” Cook ‘September 17, 1985, Dungeon Masters and players: prepare yoursoWves to enter a whole ‘new world—the word of Granta Agventurea! ‘The material in this book wilfenable you to ay the ADED® gare as you've never played t before Inthe lands of Grienal Adventures, characters are not judged solely on their prowess with swore and spell. Onental charactors” socal ile Grd ‘ersonal honor are just as important as ther combat ables. When was. {he last ime polteness and proper manners really mattered in your cam ‘alga? How can characters associate wth nel i they know nothing of ‘ours or cour evquette? How many ADBD characters wory about how their actions reflect upon thor famiies and comvades? These and many ‘other iriacies of social interactions an responsibities are Brought tO Tight in this volume. ‘Don't get the idea that Oriental Aoventures characters don’ fight Pages and pages of Oriental weapons and armor are descrined and lus: trated here. From the favored weapons of the ninja to thin pieces of cloth that actualy stop arrows, the arms an defenses ofthe Oren are yours in the lands of kara Tur Have favorte monte: from Japanese fims? Find itunder Gargantua in the Monsters section! Want to learn a martial ars syle o create anew style? You can do li the naw words opened upto youn Onente! Aaventures! Don't anyone tel Zeb, but he didn’t wie the last pat of ths book. Tis 's the last pat of Oriental Adventures to be puto paper. Steve Winter the ‘shogun of TSR edtors, eet off on his honeymoon (rough the Ore Coincidentally enough) midway though this projet and he passed the editorial katana on to me. Alto ale rights and deadline crunches late, Tm now able to breathe sgh of eit. ‘Things are winding toa close as write this. Most ofthe book is withthe printec My pals n Graphic Ans Services no longer scream and run away \wnen| approach, Gasping noises trom Jon Pickens ofee indicate that he's finaly surfacing fora ater pronreading these pages or weeks. no longer assume thatthe ightal he endothe tunnel ijt the headlamp of yet another oncoming rain, ''m happy that my jb is done, but I'm happier stil that you't soon be: enjoying the grand vistas opened o you by Onontal Adventires. Now that iy task's ended, yours may begin. So stvap on your oor, loosen your katana and wakizashi in thir sheaths, and go out there and win one for Miko Breaut October 2.1985 Table of Contents CREATING THE PLAYER CHARACTER 7 Arian Proeiencies ss Non Bayer Characters ; Saroeran Protects 5S {Te Ect of Wines on Ait Scores + Common Proisenies a character Abies 1 Cour brotcences % ‘Seen ; Dexter % — sHukensa speuis 188 Consrton 3 ‘Spel explanations & isigence 3 ito! Spas Fd Wiedom 3 Second Level Spots 3 Charema 5 ThraLovel Spee & Eamets 10 Fourth ove Spots & CHARACTER CLASSES AND RACES ..- cil Elites pa ch Love! Spal Gise sna Race Combinations 1 Samtovel Spat 4 aca abiy Soo Limits n conentat aces 7 : CGR WUVENSPELLS ceccccccsceceeseeee n worobonis 12 “Prat lve Spots EH engeyua 12 Second tovel Spats ra Soro 13 FnratoveSpete a nena Slaaes 211... usta 14 our evel Spots a rena Sean 1 Fithteve Spe & Stsn 18 Samtovel Spats 2 Kanes 1 Sovenntove Spas & None 19 Bonn Lovet Spats oe Nina 13 NintnLovet Spots % ieee 3 compar 98 Shute “rman ofthe Cmoat Sequence 36 coals 7 ‘Srprte an nhs, % vaiaze 3 iting Mae 2 aracter Abilities «2.2... ++ WI ae oe eee : charac Abi Ut re tom ie $ ‘Mult-Class and Dual-Class Characters: 28 — bd a Dusan 100 inne Subiing Opponents 400 ing Oren Gases tn Sciassos = dina Paytie Dun = Martial Arts. FAMILIES, CLANS, AND CASTE pre Shier etn Rank 3 reatng a Sie Famiy Sire 3 Spocal Mannurore Asctonal Family Sructures 2 Ponca amos Master Fariy Chr 2 Mortal and Phystal ining Incest 3 Stoning and neapaceatng Aeering Ancestral Hokings c teaming Maral Are Srewone 3 Mutple Ses ane Combining Ses HONOR esseseeene 95 EVENTS ano ENcoUNTERS ‘Staring Honor 3 “nw calendar aning and voang Honor ‘early and Ment ‘tering Eamiy Hone ‘ary Cres Cec at Hone Non Evers MONEY AND EQUIPMENT poems ‘Saring Money ENCOUNTER TABLES BY TERRAIN TYPE Sarmana Rates of Exchange MONSTERS Equipping the Character Weapons ‘Weapon Equivalenis ‘Weapon Descriptions Oriental Adventures Armor litstations: rena Adventures Weapon ustations Armor ‘armor Bescritions Miscellaneous Equipment Climate Groupings =. ea CGreatures trom Previous Books... seesarscteses gee! = tkiyo eae ssn Mush PROFICIENCIES .... st aia Weapon Proficiencies and Weapon Specialization 5 Men (wake) Non-Weapon Proficencies 52 Nat Optional Peaceful Proficiency Bo 52 On Success and Failure 52 Pron Contests 52 ‘Shan S20 Proticieney abies 3 Tengu Table of Contents ‘TREASURE AND MAGICAL ITEMS .. 128 DAILY LIFEIN KARATUR, 138 Magia lems Usable by Character Glass 1 Dress 138 Fandom Teasure Determination + 12 Food 138 Moaicatons to Standard Magical ems 33 Boidings 130 Potions ness . 130 Retgion 140 Cana Jusies 140 Manners is Names i" Explanation of Armor Proparies 182 BuiLoIG FLOORPLANS 12103 Weapons eres 131 ppuocRaPHy coer mageeat ene t3 FAMILY CHART AN OVERVIEW OF KARA-TU (Geography cece Population 2000.) hou Ling FUlung we Korakira Gain Tables TABLE 1: STRENGTH 7 TABLE 46: CURRENCY EXCHANGE RATES 28 TABLE 2 STRENGTH ADJUSTMENTS 8 TABLE 47: BASIC EQUIPMENT AND SUPPLIES COST «3840 TABLE 9: DEXTERITY & TABLE «8, WEAPON EQUIVALENTS a TABLE & CONSTITUTION 8 TABLE 48: WEIGHT AND DAMAGE BY WEAPON TYPE 4“ TABLE 5: INTELLIGENCE 8 TABLE 50: HAND HELD WEAPONS, GENERAL DATA TABLE 6: WISDOM. 3 AN TOHIT ADJUSTMENTS 2 TABLE? CHARA 5 TABLE St: HURLED WEAPONS AND MISSILES 3 TABLE 6: COMELINESS ADJUSTMENTS 10 TABLE S2 ARMOR CLASS @ TABLE 9. CHARACTER CLASS LIMITS M1 TABLE SS: INDIVIDUAL PIECE ARMOR GLASS a TABLE 10. RACIAL ABILITY SCORE LIMITS 11 TABLE Se: TYPES OF ARMOR AND ENCUMBRANCE ° TABLE 11: HENGEVOKA) CREATURES 12 TABLE 55: BARDED WARHORSE BASE MOVEMENT RATES... 80 TABLE 12. CLASS ABILITY SCORE REQUIREMENTS 14 TABLE S6: CHARACTER PROFICIENCIES 5 TABLE 13. ARMOR AND WEAPONS PERMITTED BY CLASS 1114 TABLES?: MISSILE WEAPON SPECIALIZATIONS 3 TABLE 14: BARBARIANS 14 TABLE S&: ARTISAN PROFICIENGIES 33 TABLE 15. BARBARIAN BONUSES 15 TABLE 58; BARBARIAN PROFICIENCIES 3 TABLE 16: BARGARIAN CAPABILITIES 1 TABLE60: COMMON PROFICIENCIES Pi TABLE #7. BUSH! 18 TABLES: COURT PRONGIENCIES s TABLE 16: KENSAL 18 TABLE 62 SHUKENJA SPELLS 687 TABLE 19. KENSAI BONUSES 17 TABLE 6 DIVINATION RESULTS 38 TABLE 29. MONKS 17 TABLE es: Seeae With DEAD ee TABLE 21° MON CAPABILITIES 18 TABLES: FATE & TABLE 22. NINA 19 TABLE 66: WUJEN SPELLS it TABLE 29. NINJA DEXTERITY ADLUSTHIENTS 19 TABLE 67: HORSEBACK BOWFIRE MODIFIERS 2° TABLE 24. NIWA CAPABILITIES 2) TABLE 68: COMMON MARTIAL STYLES wo TABLE 25. SAMURAI 21 TABLES: MARTIAL STYLE COMBINATIONS 02 TABLE 28: SHUKENUA 22 TABLE 70: MARTIAL ARTS SPECIAL MANEUVERS 40s TABLE 27, SHURENJA WiSDOM ADJUSTWENTS: 2% TABLE 7s: YEARLY EVENTS io? TABLE 2: SHUKENJA SPELLS USABLE BY LEVEL 23 TABLE 72: MONTHLY EVENTS {0a TABLE 29. SOME! 24 TABLE 75: DAILY EVENTS. we TABLE 30. SOME! SPELLS USABLE BY LEVEL 24 TABLE 74: MONETARY TREASURE AND MAGICAL ITEMS 129 TABLE oY. WUJEN 24 TABLETIA ORIENT), MONETARY TREASURE 430 TABLE 32° WU JEN INTELLIGENCE ADUUSTENTS 25 TABLET ORIENT), MAGICAL TEMS TABLE 35: WUYJEN SPELLS USABLE BY LEVEL 25 TABLE 75: MAGICAL ARMOR TABLE 34 YAKUZA 28 TABLE 76: MAGICAL ARMOR PROPERTIES TABLE 99: YaKUZA CAPAAILITICS 27 TABLE Tr: SPECIAL PROPERTIES TABLE 96, MULTIPLE ATTAGKS. 26 TABLE 7@: MAGICAL WEAPONS. TABLE 37, BIRTH REQUIAEMENTS BY GLASS 51 TABLE 79: WEAPON PROPERTIES TABLE 98. CHARACTER BIRTH 31 TABLE 60: SWORD CLASS. TABLE 99: ANCESTAY 3 TABLET: BON, CROSSBOW, AND SLING CLASS 132 TABLE 40: BIRTHRIGHTS TABLE 62: MISCELLANEOUS MELEE CLASS 132 TABLE 41: INITIAL HONOR TABLE 42. HONOR AWARDS TABLE 43. CURRENCY VALUES TABLE 44. GARTER UNITS STANDARO VALUE TABLE 45 INITIAL CHARACTER FUNDS TABLE 83: MISSILE CLASS TABLE 84 MARTIAL ARTS CLASS TABLE 85: NINJA CLASS TABLE 86. ORIENTAL MAGICAL ITEMS CREATING THE PLAYER CHARACTER Each and every character inthe ADAD* Oriental Adventures game has seven abites: Strengi, Dexter, Constiution, Inteigenee, Wisdom, Charisma, and Comeliness, Each ability has a score ranging fom 3018. ‘The characters portrayed by the playors (allea Player Caractors) are special in that each ls above average in some way. ging them special potential Most charactore must have exceptional scores (1S or higher in ‘St least two abies jst to survive the rigors ofan adventuring te ‘As players in an Oriental ADAO® gamo wil be playing the seme charac- ter over many game session, ii mponant to let each player create & Suitable character othe race and profession he desires. Even an average {character has a short ite expectancy in the treacherous regions of Kara “ur This discourages now players, as does having to make do with some character of a class or race the player can't or doesn't want 10 ieniiy with, Character gneration, then isa serious matter ‘The fist ix ability scores are determined randomly by rong dice (Comeliness is discussed later. n order to gve player characters (PCS) the edge they need to rise above the mundane, these dice rols are weighed to ge bettershan-average results Four atenatves lor gone. ating player enaracers are offered ner; is recommended that one ofthe following methods be used. Method I: Rol 46, ciscarding the lowest die and totaling the remaining twee. Do this six times, then assign the six numbers tothe character's ables however desired Method I: Rol 336 tweive times. Retain ay sx scores, assigning them to the character's abilities ae desired Method il: Fl 36 si imes. Assign any one the resus othe char acter's Strength. Do the same thing lor Doxtenty, Conettuton, Intel (gence, Wisdom, and Charisma, in that order Method IV" Roll 306 si times, assigning the results in order 10 Strength, Dexterty, Constitution. Inteligonce, Wisdom, and Charisma. Dots 12 mes to create 12 characters, then choose whichever charac. ters preferred, Non-Player Characters ‘Tho OM should purposefully set the ability scores of portant NPCs, particulary tnose of high level and power (Highvevel NPCs should have orrespendingly high ality scores, how else could they nave survived to fise so nigh?) ‘Determine the abilty scores of other non player character as follows: Forrunotihewil characters, rl 3d6 for each abilty. For more aver ‘age scores, count any 1 as 3 and any 6 28 4 For special characters (Including henchmen), rll 36 for each abilty {allowing the fui ange trom 3 to 18) except the abilty or abies germane tohis pression Forthese abities, ether use one othe fourmethods for ‘generating PC abily scores or rll 3d6 and add 1 Yo wach ce that als aS ‘The Effect of Wishes on Ability Scores. It is common for players to use wishes (or ater realty spells found on scrolls) to ras thei ably seore in mporant or weak abies. Tis legitimate use fora wish, and shouldbe allowed. At some point, however, itmust become very aitfeut o raise an ably score, or the campaign wil be overrun by characters with grossly inflated abies. To prevent this, ty ‘the folowing guideline: a wish orator realty spel willie an ably score ‘13-15 by one point. The same epee will rage an abilty score of 16 oF above by only one tenth of apoint. Thus, asngle wish oral realty spel wilraisea sore of 1610 16.1, Nine mare wishes are needed to reach 17. This doesn't mean that magical books or devices can't aise sc0%e8 of 16 ‘or beter a full point the prohibtion is only on wishes and afer realy spells. CHARACTER ABILITIES Each ofthe soven abiltes has an application inthe Oriental ADBD® ‘game. The abilities, the effects ofthe aity scores, and ther application Inne game aro detailed inthe folowing sections. Strength ‘Strength measures a character's muscle, endurance, and stamina ‘This abity i the Fore of bushi and samira, for they must be physically ‘Powerfulm order to wear armoc and wold heavy weapons. Therefor, Strengths the most important abity (“prime requisite") of bushi and one ‘ofthe prime raqustes of samurai. Any bushi with Strength of 15 or mare ‘ains a bonus of 1086 of earned experience (explained lat) Furthermore, samurai, Kensal, barbarians, and bushi witha Strength score of 18 are entiled to rol percentie lee to generate a number Between 1 and 100 to determine exceptonal Svengih, oxcoptional ‘Strength improves the character's chance to tan enemy. increases the "Barbarians must nave Wadom 16 or les). Names aftr clos are mwas eure rt 10 bans on eared exper Table 13: ARMOR AND WEAPONS PERMITTED BY CLASS. Class of Character Armor Shield Weapons Ol Polson CRALIER ‘Samurai ary none any 0 ani cure ‘Shukenja one sxe (hand), bo stick, yas never bokuton, chan, unser, ite, jo stek, Fama, ser, ing, ang staf spear, tetsubo, twee pice ‘od. tunla Sone one Any but wipe, yas only katana, need, on ekoue, shaken ‘Sokemisue,shuckon om FIGHTER Kensel none none any” yes DMs option Barbarien any any any" yes Due ‘ation Bus any ary ary yos OMe onton MAGIC USER Wuden none none Bostick, bokutoh, yes Mts Blowpps, bow option (shor, chain, dagger, San guneen t,o Sek, ker, mets Dah sa ebaken, Shuto fay) Sangha, hg, swore (shor. tuifa,uchine MONK none none -Martlaris weapons no DMs (any), are rane) tow” opton ton, crn, crossbow (any) dagger daieyu, etberd vet, kama, usar-gama, ass, racine, parang, pea, dent HEF Ninja leather nene any? yes yes acces, ‘eather scale Yatuza lear, added none any yes yee * Proticieney in or use ot ninja prefered weapon wil aad ta oss of honor forthe charactor "+ The use of on arsenal combat is unacceptable, but the charactet an Use on soge wavtare * Nina characters must use thei profcencies to gen ninja prefered nesses. “ Oriental Barbarian Prayers amir withthe barbarian class deserbedin Unearthed Arcana ‘Should read this section carefully as Oriental barbarians are diferent rom their Western counterparts. ‘Abarbarian must have Strengin and Constitution score of 18 or bette, ‘aDexteriy score a 14 or beter, and a Wisdom score of 16.rlese. Barbar: {ans have 90 prime requisite and never gain an experience point Bons ‘They cannet be lawful. Humans and korobokuru can be barberane. ‘arparians ol 12-sidod dice to determine ther ft points, gaming one dle perlevel. They use the combat and saving how tales of fighters They can se any weapons and amor. Thor intial eletion of weapon profcences, however is limited, depending on where the barbarian i orn, Barbarians gain an addtional 2h points per level for every point of Constitution over 14 instead the Constitution bonuses listed on Table & Bararians as class detost magic and those who use it Atlow levels ‘experience they cannot use any sor of magical tam and even at higher levels they can use only afow magical items. They never gain experience {or discovering or possessing a magical om, a barbarian destroys 8 ‘magia! tem, however, he earn its ull experience point value, In add ‘ton at low eels barbarians cannot associate with wujen of sii folk but {consider them deadly foes (sae Table 15: Barbarian Bonuses for resin tions on barbarians adventuring with wu jon and spt fot). Even a higher levels, barbarians view these characters wih suspicion Table 14; BARBARIANS 12.Sided Dice Experience Experience for Accumulated Points evel Hit Points 04,000 " 1 4.001—8,000 2 2 18,001—16,000 3 3 16,001—32,000 s ia :321001—75,000 5 5 75,001—130,000 8 6 ia 7 3 8 8 are 10 are 1,400,001—1,900,000, 1" aie £500,000 experience points ae required foreach lvel beyond 1th Barbarians gain 4 hp por lovel Beyond Btn, At steve. the barbarian has the folowing special capabilities also soe Table 16). ‘Climb cits and trees: The barbarian can clm trees and natural itis (ledges, mountains, etc) wit the percentage chances given on Table 16 Barbarian Capabilies. When attempting Yo cim® other, smoother su ‘aces (walls, etc.) the chance of success is one-hal norma Hie in natural surroundings: The barbarian can hide ntaiar natu: ‘al suroundings (similar fothose in his home region) withthe percentages, lates on Table 16. When trying to hie in untamiar eran, the chanes of success is one hal the normal peeentage Surprise: Barbarians have a 3 In 6 chance to surprise an opponent. ‘Thoy ae surprised only on a1 ‘Back protection: When attackes from behind (nctusing by arin), the barbarian has a5% chance per level of detecting the attacker i deteted, the atack treated as anormal atack wth no bonuses for atacking tom ‘behind. n adtion, the barbarian automaticaly gets ates aac atthe ‘opponent behing him. This attack happens atthe end ofthe found an ‘oes not count against the numberof attacks the barbarian can make Gut. Ing the round, ‘Leaping and springing: Barbarians can leap up to 10 feet forward, three fect backward, of three fet upward trom a standing stat. te ba Darian gets a running stat, he can toap forward 16-21 fet (15-148) of ‘Upward 426 feet (4 104, with each pp ofthe cie equaling sx inches). Detect illusion: A barbarian has a 59% chance pe level Of detecting lu sions, This requires one round of concentrton wile the berperian focuses on his senses. A barbarians chance to detect nilsson can never be greater han 7506. ‘Detect magic. Barbarians have a base 25% chance plus 5% per level of detecting any type of magie ther than ilusions. This requres one ‘ound of concentrabon and applies to spolis and tems. doesnot alow ‘the barbarian to dotectspelcasters or creatures who can cast spel. Sue- ‘est detoction ont reveals that something magial is presen. nt fstype ‘ot ncton. The chance of detecton can naver be greater han 50 peteat Leadership: When dealing with barbarians of the eame tive or region ‘as tho character a barbarian character adds his level of experence tos Charisma score when determining his maximum number of henchmen, loyalty base, and reaction adjustment ‘Healing: The barbarian character, toughened by his sf inthe wid, ‘heals al twice the normal nealing rate. This abilty has no effect an cure ‘Spells or magical healing of ary ype ‘Barbarans begin the game wth nine proficiency slots. Up to six of these sats can be ‘iled with weapon proficiencies. The remaining slots ‘canbe filed by kis determined by the region the barbarians from. A barbarian speaks the language of his tbe and the trade language. No Darbaran stars the game knowing how to read or wite, KoroDOKUry ‘speak ony those languages allowed by their ace. in adaiton tothe powers possessed by barbarians at 1stlevel, they gain asitonal capabities(orhave restrictions ited) as they increase inievel ‘These are summarized on Table 15: Barbarian Bonuses Table 15: BARBARIAN BONUSES Level Ability 3 Can use magical potions ‘ Can use magical weapons, 1 nal saving throws versus spot 5 (Can use mageal amor 8 Earns hal spon adventures wih wu jen and spr folk 7 Can use weapor-ike miscellaneous magical tems 8 ams fll xp on adventures with wu jon and spit fk 8 ‘Can us protection scrols (ithe can read) 10 Zon saving throws versus Spell, " Can summon a Barbaran Horde, 2 Soon saving throws versus spall ‘able 16: BARBARIAN CAPABILITIES Character Back Detect Detect Level Climb Hide Protection illusion Magic 1 562586 586, sm 20% 2 m6 «51% 10% 10% 5H cn, a, ae, eS ee) 4 ae 4% 20% 2m SHE 5 gee 495 2m 2586008 6 80% «Sam 30N 38S 7 91% Game 5H NON Beam 70% Am HONG 8 sa 77m 5H ANG 7ORH 10 9485858650 OB 7586 rr 9 rina we word of Orental ADED" Adventures, there aro he tetories where barbarians ive—thebarren stepelands, the forested seacoasts of the Porth, and te ungies of te south. All barbarians come Rom one ofthese ‘areas. Each aoa alows tho character a diferent selocion of proteins, ‘Steppeland barbarians: These barbarians are roving nomads, mas- ters ofthe horse. Their prelerred weapons ae the light lance, horsebow, ‘sword, and han axe. Profciences they can choose fom are horseman ship, longistance signaling, outdoor craf, tracking, animal handling, \weapon smith, armoret, bowyer, tuning. dacng, singing, weaving, a ‘ing, sound Imation, survival, and chaning. These Barbarians usualy lve in Teather tes, folowing tne movements of migratory herds. They ‘alge small herds of cate and sheep, but practice no ath agncutre Forest barbarians: These barbarians iva nthe snowy forest that dot ‘smal islands and ine the coast of the northern par of the word. Their Drelered weapons are spear, shorbow, hand axe, herpoon, and sword Proiciencies they can choose rom are ema water erat, fehing, tracking, ‘survival animal handing, weapon smithing pottery, Dowyer, sound imita- tion, snare building, weaving, tanning, carpentry. agrcuture, singing, chanting, dancing, and rhetoric. These barbarians lve in smal, perma: ‘nt vilages. The women raise smal crops, the men hunt and fish “Jungle barbariane: These people Ive in the tropical jungles of the south. Theirprofered weaponsare blowgun, spear, sword, hand axe, and {dagger Profeciencies they can choose rom are small water cra, ishing, ‘swimming, survival, animal hancling, carpentry, weapon smith, armoret, ‘sound imation, snare bulling, potery, vacking, chanting, dancing, 15 ORIENTAL CLASSES (BUSHI) music, and sang cat, They ve in permanent vilages, surviving by Gathering jungle plans, hunting wild animals, and Fshing. ‘Barbarians are avtomaticaly considered ovsders and thus occupy the lowestioves ofthe caste syst. Barbarian charactors never rllon Table 38: Character Binh. When dealing with people from the setiod ands, the bin of the barbarian has itl importance. The miltary and financial ower of he barbarians far more imporiant factor The barbarians lan Fs very important to nim and other barbarians, and all barbarians must belong toa parteular clan “The Barbarian Horde: Upon reaching 1th level abarbarian may sum- ‘mon a barbarian horde. This horde can only be summoned inthe barbar- fan's native teritory tom among those o his background. The horgecan inclade a number of men equal to its leaders experience poit total ‘vided by 2000. cannot exceed the eligible population othe are. In adaiton to normal barbarians, the horce also wil contain one aide fr ‘every 500 men (or traction thereat). These aides will have one-hall the levels of ne leader rounded dow). Each ade has two assistants of one half is level. In addition the horde includes various witch doctors or sha ‘mans, whichever is appropriate the ype of barbarians. These may ea ‘Doon or curse as they provide helpful spells but also are prone to med: «ling and fomerting unrest. ‘The horde assombles al the rate of $00 men per week, all arriving at ‘some pre-oesignatedpointinthe barbaran's home terry. Once assem bled, must have a clearly stated purpose—"Attack the invaders of our homeland,” "plage the seed lands," or “on and aesit the rebels _against the emperor” are common examples. Once this purpose i stated ‘cannot be changed or the horde csbands and the members return 10 thei homes. Likewise, ithe horde remains inactive for more than afew ‘weeks, is members giadually desert "The horde can be held together fora period of weeks equalto the lead ‘es level, and even ths is eificut. The leader wil be constant called Upon to intervene in blood feuds and ralres, sete claims and assign punshments, and protect himset from the poticl maneuvers and plots ‘Of his undertings. Ifthe horde manages to accumulate suostanta oa. Sure (hvough plage. looting. oF ransom), the leader can try to bold t togothe longer Each waek beyond the normal maximum the leader must appeal to he horde. A reaction check is made and, it successiul, the horde remain for another week. The DM can most th coe roll based Con the horde's take of treasure the previous week oF prospects for even Greater success. Howover, no horde ever remains Together for more Wooks than 1 tines the leader's level the horde dsbands ater « successful campaign (i.e. the members go home with significant treasure), the leader wil fing hectic raising a Rew horde during the next years. indeed, he wil be halled as a hero among the barbartans who folowed him if, on de other hand, the horde ‘met with ie success or disaster while under the characters guidance, Fis chances of ever raising anather horde are extremely sk. Infact. he ‘can expect a very poor welcome should he return othe land af his Bir Bu: ‘able 17: BUSHI 1O-sided Dice Experience Experience or Accum, Points evel Hit Points 011500 7 + 11501~3,000 2 2 3.001—6,000 3 3 6,001—14,000 4 4 +4.001—30,000 5 5 30,001—80,000 6 8 160,001—120,000 7 7 120,001—240,000 8 8 240,001 480,000 9 9 ‘480:001—710,000 0 oz -710,001—1,000,000 " ca 1,000,00;—-7,250,000, 2 rary £250,000 experience points are required or each lvel boyond 12th Bush gain 2p per level Beyond st, Bushi are masterless warriors, men without ties 1 lord, temple, of ‘monastery. Thay are commonly mercenaries. bands, highwaymen oF wanderers, earsing ther money however they can. They can be found CHARACTER CLASSES (BUSHI) serving sama. protecting the coun, of swelling the ranks of armies. A {ew may be ensai who nave allen by the way. Most, however, re men of row bir who have chosen the way ofthe waror to advance in the word ‘Aust s prime requiste's Strength. Abushi character must have mint ‘mum scores of 9 in Strength and 8 in Dexterty and Constitution. Bushi characters wth Stren 14 oF greater gain a 10% bonus on al exper fence. Thus il the OM awards the cnaracter S50 experience points, hat character receves an adational 5 bonus experience points, fra total of £05 experience points. Bushicharacte's can be of any algnmert or race, A bushi uses 10sided dice to determine his ht pont, gaining one die per level. He uses the combat and saving throw tables ofthe fighter He fan wear any armor and use any weapon. Gaining proicency ino using ‘weapons preferred by ninja causes the characte folose nono’. Dut not as muchas a samurai. Bush wthhigh Stongth and Consttution scores gan the normal fighter bonuses. They begin the game with four proficiency ‘lots. They can choose to specialize In any single weapon, This decison 'S mado a5 soon as the characters created ‘Bush’ are quite often poor and fin ecu to buy and maintain their armor and equipment. Therefore, ail bush Begin with the basic protien. ‘es of weaponsmith,armorer and Bowyer. In adaton ther lack of armor ‘gradually teaches thom tobe nimbie on thee eet. Thus, in adetion to any ‘etensive adjustment a bushi may have fom a high Dexterity score, ie armor class improves by one step for every te experence levels. This lgjustment applies regardless of whether the characters wearing armor ‘Altwough bushi are often poor they are seksom outa work Theres aways {8 need fora stout warror ora least a song hand. dust asthe nobles have {heir samurai to protect thom, the peasants and merchant folk often look on ‘he bushi for protection. The pay usually isnot good, but & provides for a bush basic Needs. Thus, 2 Oushin a fendly or neutalvilage o own can ‘always fd employment. food, ane sheter The food may be thin re gel {and te shetr alaky sabe, but someting wil always be evaiase PPovery has also made bushi masters atthe a of finding "ose" lequipment, Bushi have abase 20% chance fo ind any common piece of lequipment (as per the equipment les) m any vilage. Ths chance Is increased to 25% in a mediumsizod vilage, 20% ina argo vilage, 408 in a'small town, 60% in a large town, and 80% In any ety The fem wil fther beat hallpiceo ree. epending on the nature othe tam Lawful {00d bushi always must pay atleast half he value of the tern athough Services such as spiting wood or cleaning ches can count as payment, ‘Chaotic good bush wil always pay hal the valve if they have enough money. The DM determines whal is avaiable and how mach costs, ‘ushi are also known to cut or it stings of cash aff he unwary. They hhave a base 20% chance of success and gain an adiional 2% pt lovel Onadice oll of 9 orhigher their attempt has been noticed, Any her fa lure means tho attempts unsuecesstulor impossible to accomplish, Law ful good characters can ony attemt this when in die poverty ae even then only against an acknowledged enemy, Chaotic ood characters can ‘nly use his ability against acknowledged enemies, “The hard ie ofa bushi gives him tie me fr selLcontemplation and intense mental training, both of which greatly ain the use of However, bushi do have an elementary ki power By entenng aight witha erce Ka (shout), the bush temporary raises his elective evel by two. He tempo. fanly gains the hit ports, ghting abit, and saving throws ofa character ‘wo levels higher. ll wounds are taken from the temporary gained ht points frst without harming the characte When these are gone, al ade. tional damage causes normal wounds. Hance, a thlovel Hush could tomporanly fight as an Simievel bush, gainng 2410 ht pointe ane the fighting and saving throw columas ofan dt-evel bush. The Ki efect aste for one urn and can be used only once per day ‘When the bushi aches 9th lavel, he ean establish himsel asa war: lord. Todo so he must capture or clear an estate and mark ts boundaries ‘Once this is done, 30-50 oush (al of {et level wil apply to hm for post tons. ithe character establishes a veputaton asa good leader who pays ‘kiled men wel, more bushi may apply. All bush followers remain ony 20 Jong as they are paid and the characters cause fs not doomed. Upon ‘eaching 12th level, 166 ‘stevel samurai wil apply for positons. Thess an extremely important event, since legimizes the bushi’ postion and ives him postion comparable, though not qual toa sarmura’s, At tis Paint the bush can estabish his own farnly Rousehold as if he were @ amu ofthe lowest rank ‘Sushi can come frm alllevels of society sothey receive no modifier on ‘Table 38. Character Binh. A bushi characters na, however, roguired fo Belong a family. The choices optional. Those wh do belong to. farily have all the bonuses and penaltes for gaining and keeping honor Bush ‘so have a measure of selfrespect and normal temp a follon bushido 16 (the warior code, explained under samurai). However, honor restrictions ace significantly fess on bushi than on ther classes KENSAI ‘Table 18: KENSAL 10-sided Dice {or Accum. Hit Points Experience Points, 03,000 3.001—5.500 5.501—10,000 10,001—22.000 22,001—44,000, '4,001—88.000 £88,001—150,000 150,001—250,000 £20,001—500,000 '500,001--750,000 750,001—1,000,000 #,000,001—-1,250,000 2 £250,000 experience points are required for each love! beyond 12th Kensai gain 2 hp por evel beyond th. Experience Level ° 2 4 6 Kensal means “sword sant” or “sword master” ands usualy applied to characters who have perfected the art of fighting withthe sword Inthe Oriental AD&D* game this is broadened to clude almost any Type of weapon or fighting ski. Thus, there may be Kensal who use Nalberds Kensal who uso swords, kensai who usa unarmed fighting syle, et, The layer fs allowed to choose the kensai characte’ special weapon. In all {2s0s, isthe kensa’s aim to Become the perfect master of hs weapon Forthe man and weapon 0 bacome one, acting ona single thought the timate goal ofa Kensal To achieve ths the Kensal must master his weapon and himsel, and ‘must study and learn other ans. He must practice aaily with his weapon, Condition his body and purty his spt through meditation and ordeal. He ‘ust acquire profciences in diferent peaceful arts as wel a be abso- luely dedicated to hs goa ‘The prime requisites of Kensal are Wisdom and Dexterty. Te become a ensal, a character must have Strength and Wisdom scores of atieast 12 ‘and a Dextrity score of atleast 14. oth his Wisdom and Dexterity scores ae 14 or higher, the Kensal earns a 10% bonus on all experience Doin The kensa! must be lawl, although he can be good, ev or eur tral Only human, nengeyokal. and spint fk characters can be Kensal Kensai use 10-sided dice o determine theitht points, gaining one die per level. They use the combat and saving tow tables of fighters, They fan use any weapon but cannot wear armor Gaining profirncy in ang using weapons preterred by ninja causes the keneal fo ose honor unless iis his chosen weapon ‘The player must select one weapon or unarmed fighting style for his kensai charactor. The character automatically receives a profcency (ut not specialization) in that weapon or syle without expending any pro iency slots. He begins he game with hee proficiency slots. Only one of ‘hese can be used for a second weapon proficency. The remaining Sts ‘must be files with peacetul se ‘The kensai does nol receive the Reacion/Atacking Adjustment or the Detensive Adjustment for ahigh Dexteiy score Insta a Kensal begins wit a natura armor class between 9 and 5. To find hi armor class, sub tract the character's Desterty score trom 23, The resutis he charactors ‘natural armor class. For example, e Kensal with Dexterty 6h a natural ‘armor cass o17. Thereafter hs natural armor class improves by one step for every tee lvels he attains (one step at 36, another at 6th, ete), He ‘also automatically nas a = 1 borus on all nitatve rol for both males land missile combat. I the kensal sighting as pat ofa group, he bonus ‘apps only to him. Thus, he may be able to act before the Test ofthe pany. This initiative bonus rises to ~ 2 at Sthievel and. 9 at th level Furthermore, the Kensal receives a - 1 bonus on all saving throws. ‘Through taining with his particular weapon and his mental practice, the kensailearns o focus hiski power. This lets him eause maximum damage. with a single attack when using his specialized weapon. The player must ‘announce thatthe Kensal characteris using tis power before rang the ‘be to determine whether the Kensal hts Mis opponent I the opponent's Int. the weapon automatically causes its maximum damage plus eny ther ‘damage bonuses ihe kensai has. The eneaican use iis power a number ottimes per day equa to his level, Thus Sth-evel Kensal can use hs ki Power five times in single day. ‘Winen a Kensai engages in @ psychic dul with a character who isnot @ kensai be gains a = 2bonus on his ce ollwhen resolving the duel, When ‘a kensal engages na psyenie duel wh anather Kensal only he levels of the characters are used. ‘A keneal are immune to fear In adcton to the above abies, the kensai gain the following powers when they reach the appropriate level [At 2d lavel ne causes one accitonal point of damage when using his speciaty weapon. Ths increases by one agan at Sth, 8th, 10h, and 12th level, fora foal damage bonus of ~5 "At lovel ne gets @ 1 bonus on his dice rolls tot. This ao allows hirmto it reatures that normally can be hit only by magical 1 weapons. Both of ese bonuses inerease by one when the character reaches Sth, Bath, 10, and 12th levels, fora otal ol = Sto it and the equivalence ofa mmagieal = 5 weapon ‘Atath level he can meditate ike a shokena, [A Sth level he gains an addtional = + on inate die ol, fra total ‘modifier of = 2. This Increases by one again when the character reaches th level, fora ott native bonus of 3. ‘AL 6th level the Konsal is surpisod only on all oft on 106, {ALTIneveihe can use two weapons simultaneously with no penalty. He also causes lear the samo asa samurai.) ‘Attn evelthe Kensal atvacts 1 pupils, crawn by his great renown as ‘a master of his weapon. All pupils are Tst-evel Kensal. These pupis stay atthe schoolof the master studying under and serving nim. There sa 5% ance pet level hat a pup ends is studies with hal master ang leaves te pursue his own course. in adtion, should the master ever lose a duel {os lower level Kensal there a SO% chance per pup hat the pup wil leave the eervice ofthe defeated master When a kenaai master defeats higher level Keneai characte n'a cue, he gains 1-2 addtional pups. ‘Again, these are all Tstlevel Kensal. At pupils specialize in the same ‘weapon as the master "Ar ith level the kaneai can make a whiting atack. Thi i an add tional power. The Kensal concentrates his Bool energy andbursts nto blursing whirwind of mation. This abityrequres allo! the character's ower for tne day (6, be cannot have Used any Ki power previously that ay), The whirlwind atack ean only be made wit the specialty weapon. Using this power, he kensa can attack all opponents within 10 feet of Nim ‘once the same round. Both sides must al ornate the Kenan. tiatve bonuses do apply) andthe Kensacanaat use he Wi power to guar nee maximum damage. Howeve all othe to hit and damage bonuses ‘apply. The kensai can atack every opponent within range atte instant of the atack, regardass of the numberof attacks he normal is alowed. All sticks oscur when dictated bythe intaive rl Table 19: KENSAI BONUSES, Experience initiative AC Damage Tot Special evel” Bonus Bonus Bonus Bonus Abies i at ste 20) ° 2 41 ost ° a ot 4 yy Ta mettation ste fy te kk eee meen 7 42324232 wo wespons fear ee tos 8 18 73 t3 13s punite Oe a 1 soa ta whine atack eee ses ‘Because of his dedication o perfecting his combat at the kensal must follow certain restrictions. He can neve’ use @ magical weapon ofthe ype ne specializes in, since sucha weapon's not atrue measure ofhis Skil All ‘ype of armor ar prohibted for the samoreason a kensai fights witha ‘weapon other than the one he specializes in, he gains only one-half the Usual experince for opponents he doteats with k. This applies even if ‘only part of the fighting was done witva diferent weapon unless the Ken ‘aiwas fighting with his speciaty weapon and another weapon at onc). he teats another kensalin a due, he earns double the normal amount of ‘experince. A duel can be fought witha patcuar ponent only once pet tevet 7 CHARACTER CLASSES (MONK) ‘Axensai must ain and practice for at east wo hours a day. Any prac- tice over two hours has no edotional effet. ignoring practice has No Immediate effect; comes into play when the characteris ready to ‘advance to the next level Every worhour pracie session skipped must be made up betore the character can advance. When calching Up on ‘missed practcg, the character ean practice up to four hours pr day wo hours forthat day's practosandtwo hours making up forthe missed prac- thee Forexampla, Kivomor mises ax days ol practice while on an adver ture. When he returns home he has enough experience to advance 2 level, but ne cannot advance untl he practices for six more days, four hours per day, © make up for the days he missed ‘Each time a Kensal advances a level tere is & percentage chance ‘equal to 10 times his new level that he willbe challenged toa duel The Challengers a nensai ofthe samelovel tnt the character just attained. A ‘duels @ one-on-one fight Between two characters, Nether character can Tecove aid oF support trom anyone else. Kensal characters cannot us ‘magical weapons orarmorin a due. The dvet can beaver formal aa at ‘pre-arranged ste and time, of animprompla meeting of wo characters. ifthe character retusesto duel, ne ores hisnewy gained level, lsing justenough experience pontsto place him atthe batfom ot his og level. Ih ‘dation, he loses Honor lhe aecops te duel and loses, he leo loses both honor and his now level the same as he had relused the dul. This ue! doesnt need 1 be ‘ought tothe death, owever the duelists can agree on any conditons. ‘Surender frst blood, or fist strike are common ending conditions; even first raw can determine a victor, although this is rare. Note tht when the character reaches 10th level, be must ght a duel to advance aleve. ‘Akensal may be challenged to duel an NPC at any ime, nt ust when ne advances oa new evel. Refusing or losing such a uel costs the Ker. {81 honor, but does not cause him to love a level of experiance, ‘Aenea’ ned nat be ofhigh birth ae the practices and techniques ofthe lass are avalaie to everyone. However family and noner are impodant ‘The player must roll on Table 38: Character Bith. Unt the Kensal develops a reputation for his sil, hei treed socially according Me bith. Gaining and maintaining honor area via! part ofthe Kensa's ie: fay Kensal whose honor fale Below his famiy's None loses Pie status in the clase Thoreator the Kensal treatad as a bushi ofthe same level (experience points are adjusted accordingly) and advances in level according othe bushi character class. He loses none of tho abies he had as a kensa, but he can never gain pew kensai abies, ‘Monk “able 20: MONKS. sided Dice Experience Experience for Accum. Points evel Hit Pointe Level Tite 2250 rf 2 Neves 2251-4750 2 3 lire Ays1—1300 8 & Brother son—z250 5 Dseple zesui—a7500 5 8 lamacuite ’7s0\—90.000 8 7 Master 60012000007 8 Superior Mastr 2op.001—280000 8 Master of Dragons ‘Sso001—s0000 9 10 Master ofthe Noah Wing Soo,00!—7o01000 10 " ofthe West Wing yoo.o0—as0000 1s 2 ‘tthe South Wing e0.001—1.280.000 42 3 ‘ofthe East Wind 11250,001—1,750.000 13 14 Master of Winter 11750001—2350.000 14 18 Master of Atumn 2.260,001-2750,000 15 18 Master of Summer 2760.001-9,250.000 16 17 Master ot Spring Sasoik I 18 Grand Master of Flowers Monks do et aavance beyond *7tn vel ‘The monk charactor lass appears in the ADAD® Playors Mancbook. How ever they go nt ry belong win te more Western character pes presentec ‘ore and 0 ae ineuded nth book as & fundamental part! the Onental ‘ADRO game, Players alreacy fama wth the monk clas wil i them mach {he same here, However. Per abies and powers have undergone some [dons and maateationsn ore tn mech the character class more Sonaly ‘wh tose Onetal ADBD res, “Themonk clase combines ates rom several ofthe other classes To qua ity asa monk a character must have mnumum abut scores o 151m Seng, CHARACTER CLASSES (MONK) Wisdom, and Dexter, and a minimum Constitution score of 18. Monks: ‘never gain experience point bonuses fot high ably seores because they have 99 prime requisito. Monks never recewe bonuses on to it or dame age rls fr high Strength scores and never receive adjustments to Net armor class for high Desteny, Monks are ascetics who learn their skis at one ofthe several monastic enclaves found throughout KaraTur Their spirtual training emphasizes the simultaneous cevelopment of mind and body as a path to understand. Ing and entightenment, Perfection, forthe, ‘wn spit—achieving harmony betwoen mind and body. To hs end they become masters of combat forms, bath armed and Unarmed, not 10 become great fighters buttolearn ther physical powers and imitations, At ‘the same time they undergo a rigorous mental dscipine, Nonng thei minds to perceve and understand the mystores ofthe cosmos. ARROUgH they can perform incredible physical and mental Teas, they cannot pet {orm ceremonies cast spells. Monks ae attached toa monastery butdo not receive the religious raining that makes a shukenja or sol, nd are ‘ot considered clergy ‘Because ofthe discipline aquired in ther raining, monks must always be lawful, although they can combine good, evi or aeutral with law. Most ‘Monks are lawful good, and very few sre lvl evil ‘Armonk character begins the game with 2.8 (244) hit points and gains 164 nt points per level thereaftor Monks use the combat table and saving {how abies of thieves. Ther selection of weapons is imitad as shown On “Table 19, They cannot wear armor or use shields. The use of lamiago in “able 21: MONK CAPABILITIES ‘Additional Adaltional Martial “Martial Open —_Find/Remove Level AC Move Arisa. Damage Locks “Taps, 1 10 1 a 59 2% ete = aw 2556 8 8X = Se 3086 vest. = ar") 3556 5 7 18 MM 1 396 40% ee eae i 220 are 45% 7 5 2 ie +2 526 50% ieee feaze eee can) are 55% 9 3 2 In s1D+1 Gate 60% 03 26 nse ree 85% M2 2 we 422 Fame 70% 2 1 26 ae tap aap 75% 3 0 2 32 4a 20% 4 2B sabe Bra 85% ws 4 BO $30 92% 2056 18 2 3° 80-1 Sra 9556 te ese a $40 9965 986 [At stevel monks have the ki power to reduce the amount of damage {etused by magical attacks. When making saving throws vs, magical ‘attacks, the monk's ki allows rim fo take no damage or sutfer no eft ‘rom the magi he makes a suczessta saving tow. Thus attacks which normaly cause half damage on a successi save cause no damage (0 "° meonk he makes his saving throw. This ki power is usable once pet ‘ay per level ofthe monk. and its Use can be declared at any time, even aterthe ge rolled However, what makes the monk truly formidable is his intense traning land dediation to a schoo! of martial arts From the tie he was a outs the monk has practiced the combat techniques espoused oy hs monas. tery. This dedicaton gives the monk several benefits not avaiable tothe? ‘arial artists. When fist creating a monk charactor the OMr the player (or both working together) must create a martal style accorGing 10 te ‘les given under Martal Ans. Ths is the chavacte’'s basic syle Unie ‘other characters, however, the monk’ raining allows him fo merease Mis ‘number of attacks per round ang damage per attack as he increases in level. These bonuses are listed on Table 2 ‘Ar ievel monks gain the ably to speak with amas. This is ota magi cal abity but t works the same asthe ehukenja spel ol the same nae. {At tn level a monk can fall up 10 20 feet without taking damage pro- vided ne is within one foot ofa walla vatical surtace He has ined and iscipinedhis mind so that ESPhas only @ 30% chance of sucess when sed agains him. This protection improves by 29 at each level Beyond 4th. Thus ESP has oniy a 28% chance of success on a Sthevel monk 25% on a Bovievel monk. ete combats forbidden o them. However, the monk stars with proficiency in ‘ne sive of unarmed combat and two ofthat siyl's special maneuvers, ‘The monk alsofias ive other proficiency sots, Of these one must be used for religion ane anothe or caligraphy. The remaining slots can be filed 12 the payer sees ft within the restnctons of he cats, “Through ther training, monks develop several special abies, When Using weapon, the monk causes one extra pont of damage ot ever wo, experience levels. A monk has the normal chance to be surprised at Tet level bt this gradually mproves, asindicatedon Table 21: Merk Capa itis. All monks have the martal arts special maneuver Missle Dellecion in adcton tothe otner spacial maneuvers they may have organ. This ot considered part of any marial syle and so does not use one Othe ‘Special maneuver slots for tho monk's chosen martial an ‘Owing this physical taining, a monk can run faster than other charac: ters, beginning with abase movement of 15" This mproves asthe monk increases in eve (see Table 2 Mork Capabilities) ‘Although a monk cannot wear any armor, he's rained fo avoid blows through nimbieness andagity A istevel monk has Armor Class 10 Ths Improves asthe monk advances (see Table 21) When using his martal ants syle, the monk hasthe Armor Cass ofthat sty. tis beter than his oral armor cass his natural Armor Class surpasees that of his styl, the natural Armor Classis used. “The monk also has the ably 10 open locks, tnd and remove taps, ‘move sient, hie in shadows, Pear noise, and climb walls atthe percent ‘ages listed on Table 21: Monk Capabilies Move Hidein Hear limb Silently Shadows Noise Walls Surprise 15% 10% 10868588 Normal 21% 15% 109 Boma 2% = «20% = 15% BT 8m 30% 25% 159 Baha 40% 31% © 20% BB Base 47% 37% 20% 90% Bae 55m 43% «25% Taya re od 70% 56% = 50% 8%) teh 7e% 63% =O 85% 70% © 356950 tay 84% «77% «3588 tah 90% 85% 408 OTH HO 90% 89% 40% =O 90% 90% 50% Oma 99% 90% © SO%e goa 99% 90m S58 2a Ath eve the monkis immune olltypes of sease andis unalfected by all types of haso or slow spel {At tn fevel the monk can fll 30 foot without sustaining damage oro- ie he is within four feet ofa wal. The monk can aso fall into a cata ti tate, pertectly simulating death. Ths can be maintained fora number cf turns equal to twice his eve. The monk's oblivious to ns soundings in this state, so he must state atthe beginning haw Jong he intends to remain cataleptic {At Tih evel he monk, by concentrating on his inner power, can heal 25 points of damage on his own body per day This power creases by one Doin a every level beyond 7h ‘A th eve he monk gains the ability to speak with plants as pet the ‘spell ofthe same name. He aso atracts 25 followers {ist level monks), Drovided he nas a monastery headquarters. These have the same aig ‘ment as te player character and are fanatical loyal to him, provided Ns ‘algnment does not change. They risen love just ike player character, but leave wen they reach 7th ove. For every level attained beyond 8th the monk atracts 12 more iat evel monks, ‘AL Stn level the monk's ki power improves. From Stvievel on, the monk suffers only haltdamage trom any magical attack that causes damage, evenit the monk fais his saving tvow. (He must use his power however) lhe saving throw s successtu, the monk cutters no damage ata The ky ower is stil imited toa number of uses per day equal othe lave! ofthe ‘character In action, charm, hypnosis, anc suggestion spelis otal types hhave only a 50% chance to affect the monk. Ths ressiance improves Oy 59% a every level eyond th ‘At 0th level the monk defends against telepathic and mind blast atiacks as ithe had iteligence 16 'At ith ovel the monk i immune o all types of poison. ‘At 12 evel the monk i Immune to goas and quest spe. ‘AL 1th level the monk automaticaly gains one martial ans special maneuver ofthe payer's choice "However, oral their abies, monks must abide by sit restrictions, “These are in adkition to the recrcions they have concerning weapons and armac In general, monks view the word asa vansiory and ephem tral place, without constants. As such, emotional sttachments—preed lange, and other passions-—are obstacis placed in tho path of ue per. fection. o achieve te utimate enlightenment, the monk must fore rim set clspose ofthese feetings and all tings associated wits them. While they do not deny that hese passions exist within themselves, they seek 0 control and moderate them. stand foremos, monks must avoid too many attachments othe mato wor, To this end, monks may natretan more than a smal action fay Wea Ure they recover: only enough to cover har needs for food and coin for the next lew days. They may not own horses, hough they may Ae Rowses ‘rovded by ther. They can never hol land er property of ay ype. They an retain only two magical weapons and tee ether magical tems. All ‘excess easure and mageal tems must be Qven to non player charts and religous insttaions (wheroupon they disappear tom la) ‘Second, severe limits ae imposed onthe uso of magical tems, as to ‘much reliance on them woakene the monk's spirtual strength Thay ean tse magical weapons ony i the type is allomed to the class. No other ‘magical ems lstedin ths rulebook canbe usod by monks unless spect aly indicated. items described in ne Dungeon Masters Guide can be ‘sed only they ara rage or can be used by thieves. Furthermore, he ‘monk never Wades in his magical items for new pieces of beter ually, ‘hopping around forthe best deal, Insteag, he generaly uses the same item unt tis no longer serviceable, “To Increase their detachment from tho material world, monks do not generate a famiy lan, determine bith rk, create an ancestry, recelve Binhrights of any type, or ave nonor points. inthis sense tey are without family, having totaly severod al atachments to this word. They do not Use their family name, adopting instead a name appropnatsto their mon fastery Nor can they hire henchmen or hiretings unt they reach Gt eve. Athi point, they can obtain hirelings fr shor missions (a single adver: {ure}. They may also have upto two henchmen at his level, possibly acd ing ane adstional Renchman at every level beyond th. These henchmen Cannot be hired or Bought ima Senice: they must oi the monk by thet ‘own choice. Such henchmen can ony be shukenja, bush, oF ninjas. "Armonk doesnot ear oF record any honor points, Honors an aspect ot the material word the monk is trying to rise above. Howover. the monk ‘must at all times behave morally and propery, especially when dealing with other monks. This does not preclude ev actions, but oaths and the ‘rders of superiors within the monastery are absolutely cng, Gentle protest can be made, but argument oF disobedience results in being Barred trom erterng ts grounds or eceiving any ad rom the hands of ‘members. This 's important, since fo advance in level the monk Must ‘etuinto his monastery fora period of purifcation and enlightenment The length ofthis banishment is decides bythe OM. i may be as short a5 10 ddaysor as long as several months. During hstime the character doesnot ‘90 on adventures, but ves a severe and humble existence, undergoing ‘any uals ests, and ordeals ‘Each monastery can suppor only a limited numberof monks beyond ‘Tin levo. There are three of sth level and one of each level beyond Btn tached toa monastery. When a player character gains sufficient exper- ‘ence points to quality for Bthloval (or Bayon), e temporary gains the abiites of that level. Before the levels permanentty acquired, nowever, {the monk must find and defeat one ofthe monks ortne mani) of that level ‘This de! must be fought in the martal syle of the monastery and Is ‘stretly Between the two monks; noone can intervene. The duel Reed Not be fought fo the deat; the fst person stunned usually acknowledges ‘feat. The character knows the general whereabouts ofthe monk he ‘must due. Any intentional deiay (oF being deteated inthe due) eadhusts the character's experience points othe minimum number requiredtor the last level he held permanently For example. an Btr-ievel monk detested ina duel drops to 88,001 experiance points, he miramum requied for 71h level. He must work his way Back up fo Bt level allover again. ‘Upon permanentyataning Evivel, the character ears the ight to por manent reside onthe monastery grounds or establish a subs menes: {ery eon. the character etabehes a new monastery he alowed ‘amass sufsnt hunds to Nance the construction ofthe Buscngs and mai 19 CHARACTER CLASSES (NINJA) tain the grounds. However, such savings cannetbe assemble unt the char ‘acter permanently atans &th level. The bulings and rounds of any ny Constructed monastery are conicered he property ol the order, nt Oe player character eer case, the character i roqured o perform various admis tralve functons approprte fo his level. These increase mn complonty arc ‘s2ope asthe charactor rs0s in vel ‘tow of the entries on Table 21 need some aditional explanation, ‘Additional Attacks: This isthe numberof asdtianal attacks the monk can make when using his marial at profciencies. The number beforethe ‘Slash ls the number of extra attacks, he number ater the slash isthe ‘ound when the attack i allowed. For example ithe monk has a martial syle that normally allows one attack per ound, 1/4 allows the monk to ‘ake one extra atack every fourth round, while 2/1 allows the monk 0 make two extra atacks every round. Additional attacks always occur at {the end ofthe round, ‘Adaltional Damage: Ths isthe amount of extra damage the monk ‘causes when using Mis martal art profexences Ire numbers 1. +2 ‘r3,the amounts addedto he normal damage caused when using he ‘aniai style the number s+ 10, +20, 0rmore isthe numberof aca ‘onal dce road 1o determine damage. These dice are the same ype as ‘those normally uses or that martal style. The nettion 9 10" inde ‘ales both acdional dice and adaiional points of damage Ninja Table 22: NINA Experience Hit Points Accum. evel per Level rf 12 2 42 3 2 4 32 5 12 6 12 7 12 8 te 9 12 10 1 1300 001—1'800,000 1 1 1/500,001--1'900,000, 2 ‘ 300,000 experience points are requted for each level beyond 121% Ninja gain "hp pe evel beyond th jas ae the invite wars spies ana assassins practice in he sis of conaeaiment, steak, tener, disguise, acrobabes, and sesasenaton They possess a numberof special owers and use many unque sevice, Thar ac es ana eputaon ae souded in mystery Many ascribe supernatural powers totnem. The rina have done nohingto ascourage hese stores an may very ‘ee spread netics thomeoten, Such sonksion ony enhances Mer reputa tons inpiing more torr at the mere monton of rename, Nias at an independen charset class Ara nna donot really exit alas hats what aij wil ave ane Dolev. The nj eases ony open to human characters and can ony bo taken asa spocal spt cae. To Become 8 ‘ina, acheter muses quay forthe bush be. wen, oryaeuza charac: ter clas, Then the cnaractr must meet the minimum scores of ei Dexterty land hansma an 'sin religance to quay as anna. The we has nope Feauiste ana o never gains the 10 percent bonus 0 eure experience. the Character gain re Bonu hase cas ey fect srerance Table 23: NINA DEXTERITY ADJUSTMENTS Locatingy Ablity Picking Removing Moving Hidingin Open Score Pockets Traps Silently Shadows Locks 3 15% 0% 20H TOMAS 10 10% = “0% = 15% © “05% “10% " a a) 2 o 0 Ds 0 ° 3 o ° ° ° ° 4 ° ° ° ° ° 15 ° ° ° ° ° 6 ° ° ° ° ° 7 +06 ° 05% +05% +0506 1B $10% = 05% «1006+ 1008 10% CHARACTER CLASSES (NINJA) Experience points are handled aiterently for nina. ninja character ‘must divide his experience points between his two classes, Normally, ualclass characters spit their experience points exacty in hal. how: ever the DM can award more paints to one clase than the othe. Ih for ‘example, a ninja character earns experionce in an adventure whers he ‘ever uses his ninja sls, the DMs justified in awarding all earned expe ‘ence tothe nonninja class. The ninja can advance a diferent speeds through the two classes, although they usually wil be vary close, Ninjas gain 1-2 ht point for advancing alovel as anja. They never ‘ply the hit point bonus for high Constitution to these hit poi rol, j8 also gain hitpoints fr advancingin thei other class; the normal ie and divide the resul by two Cound actions up). Then acd any Const tution bonus the characteris ented to in that cass. Thus a Ystievel bbushiinja could have trom 2 to 7 hit points (1-5 points forthe bushi class land 1-2 pons forthe ninja class). AS a rule, ninja spit class characters "usually have fewor hitpoints than non-inja charactors ofthe same class. Ninjas use the combat table of ther other character class but always use the saving throw tables ofthieves. In addtiono any weapons allowed by his other cass, a ninja can use a varety of weapons prelerred by his las without loss of honor These weapons are marked on Tables 88,50, {and 51. & ninja has two proficiency slots atthe beginning of the game \which can be used for these special tems. However, bushunina who use Broficencies from their other class to master ninja weapons lose honor, [Ninja characters ae never atfected by hono losses fo using the spacial weapons, regardless oftheir other clas, ‘Aninja can wear the armor of his other character cass but may not be able to use certain ninja altos while in armor. Aninja can use any mag Caitems avalable tis other clase plus any magical tems avaiable ony toninas, {At Istleve ninjas can move sent, hide in shadows, ndremove raps, limo wal, cfsquise themselves, assassinate, walk a tightrope, pols ‘aul, fal escape, and backstab. The chance a success foreach ol hose, ‘actions (or the damage multiplier for backstabbing) = letad on Table 24 [Ninja Capabites. Each capabity fs explained Dry, Move silently: This skit can be used anytime the ninja moves on fot. ‘The character cannot use this sl whe wearing metal armor Characters ho successtlly move silonty can try to ambush travelers, surprise of Sip past guards, ete. The DM rols the dies to see whether the attempt succeeds. The homes ofimportan' or powerful people ae often ited with nightingale” Noor, specaly designed to squeak when stepped upon, ‘Such floors reduce the ninja's chance of moving silty by ene-hal, Hide in shadows: This sil alows the character to make himself Unno- ticeable to normal vision in areas of shadow or deep gloom. The nina s near aheat source he can also use ths skil against ereatures with nf. vision a8 the heat source Binds thet infravision.The character cannot Use this skil while someone is watehing him. The OM rol the ice 0