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Oriental Adventures

for Advanced Dungeons and Dragons Second Edition By: Andrew R Twyman PDF Design By: Lord Eadric

Credits
Original AD&D Game: Gary Gygax Original Oriental Adventures Concept: Gary Gygax with Francois Marcela-Froideval Written By: Andrew R. Twyman PDF Layout: Phillip Riley Illustrations: On pages 1 and 11 Ernest Lehner from Symbols Signs & Signets. In accordance with the terms of use in Symbols Signs and Signets, we have included fewer than ten of those images. Other Illustrations found various pages on the web. Editor: Phillip Riley

Editor's Note
This book requires the following books in order to be used correctly: Oriental Adventure First Edition, Second Edition AD&D Players Handbook, Second Edition AD&D Psionicist Handbook. TSR, AD&D, and other product identifiers are copyright Wizards of the Coast.

Introduction
In the summer of 1993 I managed to get my hands on a copy of the old Oriental Adventures hardback, and decided that I would be a lot better off if I could play OA under the 2nd-Edition AD&D rules. So, I decided to go through all of the basics and make the conversions. What follows is my conversion of the OA rules to 2nd-Edition performed at that time, and first published on Usenet in the fall of 1994. I haven't had a chance to go back and update them since for sourcebooks released in the years since (e.g. "The Complete Ninja's Handbook", "Sword & Fist"). They're also intended to be as close as possible to the original rules in OA - I made attempts to change or re-interpret rules only where I had to, though I did add some original material such as the additional martial-arts styles. (Some of the special-maneuvers for those styles were taken from a Dragon article referenced in that section, but the style-creation rules are simple enough that any DM should be able to do without them if necessary.) This is not a replacement for the OA hardback (since I reference it for many spells, proficiencies, abilities, etc.), but simply a summary of the main rules, simplified and with the ability to include some non-OA classes (such as Psionicists and Specialty Priests). Do not try to use these rules without the OA hardback, as many of them are not understandable without their explanations in the hardback, which I have omitted here in order to save typing time and avoid copyright issues. I have also found these rules to be a useful source when one needs to find rules or info in a hurry. Any rules here pre-empt the ones in the OA hardback, and any rules not included here default to those listed in 2nd-Edition AD&D, or when absent or unsuitable there, to those in the OA hardback. For instance, all weapons and equipment are taken from the OA hardback, while all spells are taken from the 2ndEdition materials, excepting those not included there (listed later). The notable exception was that I kept the OA proficiency system, since it is necessary for the martial arts system to work. I did, however, blend the actual proficiencies between OA and the 2nd-Edition system. The order of preference for the source of proficiencies is mostly the same as that for rules as stated

above. I have included a list of usable proficiencies, in the OA categories. When I first published them in 1994, these rules had been given a lot of thought, but very little playtesting. Since then I've regrettably had very little chance to playtest them myself, but I've received comments from plenty of people who have found these rules useful. I still invite anyone to email me (kurgan@alum.mit.edu) to make comments or suggestions, to point out mistakes, or to show me any different or additional rules that they have come up with. I do still hope to improve these rules over time, and specifically to do a conversion to 3rd-Edition at some point in the future. My goal is simply to allow those who are interested to continue playing OA despite TSR's (and now WotC's) lack of support of it. Fortunately WotC's policy of releasing old AD&D supplements online has made the task of an aspiring OA DM easier in recent years. At this time I think you still need to resort to the used book market to find a copy of the core OA rules themselves, but fortunately the Web has made that easier as well. I included comments with each section to describe what it contains and how I came up with it. Feel free to alter or discard any rules in here. After all it's your game, not mine, and you know what's best. The sections are: a listing of character classes and their abilities, a listing of proficiencies, a list of martial arts special maneuvers, sample martial arts styles, and a listing of oriental spells.

Oriental Classes
Each class here is pretty much a summary of the class specifications in the OA hardback, with rules governing the use of any abilities that don't work under 2nd-Edition AD&D. PC races are as listed in the OA hardback. The experience tables in particular are unplaytested, and may allow characters to advance in power faster than their western counterparts. Again feel free to alter them, and mail me with any comments that you have. Note: Priest and Wizard spell advancement tables above 20th level can be found in Forgotten Realms Adventures, Dragon Kings (DarkSun), and perhaps in other sources
Alignment Non-Lawful Any Lawful Lawful Non-Good Any Non-Chaotic Lawful Good Lawful Non-Lawful Lawful

Table 1: Class Ability Requirements (Minimum: Experience Bonus) Class Strength Dexterity Constitution Intelligence Wisdom Charisma Barbarian 15 14 15 <16 Bushi 9:14 8 8 Kensai 12 14:14 12:14 Monk 15 15 11 15 Ninja 14 15 14 Priest Varies Psionicist 11:14 12 15 Samurai 13 13 14 13 Shukenja 9 9:15 12:14 Sohei 13:15 10 10-15 Wu Jen 13:15 Yakuza 11 15 15 16

Table 2: Racial Level Limits Class Korobokuru Hengeyokai Barbarian 10 Bushi U U Kensai 6 Monk Ninja Priest 9 8 Psionicist 8 7 Samurai 6 Sohei Wu Jen 7 9 Yakuza 10 -

Human U U U 17 U U U U U U U

Spirit Folk U 9 17 11 7 12 -

Proficiencies per Level: 1/3 Non-Proficient Weapon Penalty: -2 Attacks/Round: Level 1-6 1/1 Level 7-12 3/2 Level 13+ 2/1 Armor Use: Any Shield Use: Any Weapon Use: Any Abilities/Bonuses: Con Bonus: No standard Con Bonus. +2HP/Level for each Con point over 14. Climb: Cliffs & Trees. 1/2 chance for smo other surfaces. Hide: In natural Surroundings. 1/2 chance in unfamiliar terrain. Surprise: 3/6 chance to surprise an opponent. Surprised only on a 1. Back Protection: Negates Back-Attack and Backstab modifiers, and gives a free attack at the end of the round. Leaping and Springing: Standing start - 10ft forward, 3ft back, 3ft up Running start - 15+d6ft forward, 4ft+d4x6in up Detect Illusion: Requires 1r of concentration. Detect Magic: Requires 1r of concentration. Does not detect Illusions. Leadership: Level is added to Cha when dealing with barbarians of the same tribe or region. Healing: Heal at twice the normal rate. Restrictions/Penalties: Hatred of magic: Gain little or no XP for adventuring with Wu Jen or Spirit folk until high levels. Gain no XP for finding magic items, but full XP for destroying them.

Barbarian (Warrior)
Table 3: Barbarian Exp. Hit Level Needed Dice 1 0 1d12 2 3,000 2d12 3 6,000 3d12 4 12,000 4d12 5 24,000 5d12 6 55,000 6d12 7 95,000 8d12 8 175,000 8d12+4 9 335,000 8d12+8 10 650,000 8d12+12 11 1,000,000 8d12+16 12 1,350,000 8d12+20 13 1,700,000 8d12+24 14 2,050,000 8d12+28 15 2,400,000 8d12+32 16 2,750,000 8d12+36 17 3,100,000 8d12+40 18 3,450,000 8d12+44 19 3,800,000 8d12+48 20 4,150,000 8d12+52 21+ +350,000 +4 HP Ability Use magical weapons Use magical potions, +1 vs. spell Use magic armor exp. w/ wu jen or spirit folk Use weapon-like misc magic item Full exp w/ wu jen or spirit folk Can use protection scrolls +2 vs. spell Can summon a barbarian horde +3 vs. spell

Table 4: Barbarian Abilities Back Level Climb Hide Protect 1 85 25 5 2 86 61 10 3 87 37 15 4 88 43 20 5 89 49 25 6 90 56 30 7 91 63 35 8 92 70 40 9 93 77 45 10 94 85 50 11+ +1 +8 +5 Max% 95 95 100

Detect Illusion 5 10 15 20 25 30 35 40 45 50 +5 75

Detect Magic 30 35 40 45 50 55 60 65 70 75 +5 90

Bushi (Warrior)
Table 5: Bushi Exp Level Needed 1 0 2 1,750 3 2,500 4 7,000 5 16,000 6 35,000 7 65,000 8 130,000 9 260,000 10 520,000 11 780,000 12 1,040,000 13 1,300,000 14 1,560,000 15 1,820,000 16 2,080,000 17 2,340,000 18 2,600,000 19 2,860,000 20 3,120,000 21+ +260,000 Hit Dice 1d10 2d10 3d10 4d10 5d10 6d10 7d10 8d10 9d10 9d10+3 9d10+6 9d10+9 9d10+12 9d10+15 9d10+18 9d10+21 9d10+24 9d10+27 9d10+30 9d10+33 +3 HP Pick Pockets 22 24 26 28 30 32 34 36 38 40 42 44 46 48 50 52 54 56 58 60 +2%

Requirements: Str 15, Dex 14, Con 15, Wis <16 Prime Requisites: None Races: Human, Korobokuru Alignment: Non-Lawful Combat/Saves: Warrior/Warrior Birth Table? Yes Family? Yes Base Honor: Family Starting Money: d6 tael/ch'ao & d100 yuan Initial Proficiencies: 9

Kensai (Warrior)
Requirements: Str 9, Dex 8, Con 8 Prime Requisites: Str (14) Races: Any Alignment: Any Combat/Saves: Warrior/Warrior Birth Table? Yes Family? Choice Base Honor: Family or 10 Starting Money: d4 tael/ch'ao & 2d100 fen Initial Proficiencies: 4 Proficiencies per Level: 1/2 Non-Proficient Weapon Penalty: -2 Attacks/Round: Level 1-5 1/1 Level 6-10 3/2 Level 11+ 2/1 Armor Use: Any Shield Use: Any Weapon Use: Any Abilities/Bonuses: Weapon Specialization: Must be chosen when created. Nimbleness: -1 AC per 5 levels. Cheap Deals: Chance to find free or halfprice items. 20% Village 25% Medium Village 30% Large Village 40% Small Town 60% Large Town 90% City Pick Pockets: Cash only. Max 95% chance. Roll of 95 or higher indicates discovery. Ki Power: 1/day by entering a fight with a fierce kiai, level is raised by two. Better THAC0, AC, Saves, HPs, etc. Lasts for 1turn. Optional: If starting equipment is bought before the start of game play, the DM can allow the bushi to spend less money on equipment due to his ability to find it free or at half price. 75% price can be a good rule of thumb.
Table 6: Kensai Exp Level Needed 1 0 2 2,500 3 4,600 4 8,400 5 18,500 6 37,000 7 74,000 8 140,000 9 275,000 10 550,000 11 825,000 12 1,100,000 13 1,375,000 14 1,650,000 15 1,925,000 16 2,200,000 17 2,475,000 18 2,750,000 19 3,025,000 20 3,300,00 21+ +275,000 Hit Dice 1d10 2d10 3d10 4d10 5d10 6d10 7d10 8d10 9d10 9d10+3 9d10+6 9d10+9 9d10+12 9d10+15 9d10+18 9d10+21 9d10+24 9d10+27 9d10+30 9d10+33 +3 HP Ability

Meditation 1/6 Surprise Two Weapons, Fear Pupils Whirlwind Attack

Table 7: Kensai Bonuses Level Initiative AC 1 -1 0 2 -1 0 3 -1 -1 4 -2 -1 5 -2 -1 6 -2 -2 7 -3 -2 8 -3 -3 9 -4 -3 10 -4 -4 11 -5 -4 12+ -5 -4

With Specialty Weapon/Style Damage To Hit 0 0 +1 0 +1 +1 +1 +1 +2 +2 +2 +2 +2 +2 +3 +3 +3 +3 +4 +4 +4 +4 +5 +5

Requirements: Str 12, Dex 14, Wis 14 Prime Requisites: Dex (14), Wis (14) Races: Human, Hengeyokai, Spirit Folk Alignment: Lawful Combat/Saves: Warrior/Warrior Birth Table? Yes Family? Yes Base Honor: Family Starting Money: d4 ch'ien & d10 tael/ch'ao Initial Proficiencies: 3 Proficiencies per Level: 1/2 Non-Proficient Weapon Penalty: -3 Attacks/Round: Level 1-3 1/1 Level 4-7 3/2 Level 8-14 2/1 Level 15+ 5/2 Armor Use: None Shield Use: None Weapon Use: Any Abilities/Bonuses: Free proficiency in Specialty Weapon/Style.

Base AC of 23-Dex. Ki Power: Level/day Declared before roll to hit. Causes Specialty Weapon/Style to do maximum damage on one hit. Psychic Duels: +2 bonus vs. Non-Kensai. Immunity to fear. Double XP for defeating another Kensai in a duel. (once per level per opponent) 4th Level - Meditation: Twice as restful as sleep. Still aware of surroundings. 6th Level - Surprise: The Kensai is surprised only on a 1 on a d6. 7th Level - Two weapons: Has the effect of free Ambidexterity and Two-Weapon style specialization. 7th Level - Fear: At will, fear is caused in creatures of 1HD or less who fail save vs. Breath Weapon. 11th Level - Whirlwind Attack: Requires all Ki Power for the day. Allows simultaneous attack with Specialty Weapon/Style of all opponents within a 10ft radius.

1/2 XP for opponents defeated using any nonSpecialty Weapon/Style. Practice: 2h per day. Missing hours must be made up at the rate of 2 extra hours per day before level advancement. Duel Challenges: At each level, 10% x new Level chance to be challenged to a duel. Duels: 10th level and beyond, must win a duel to gain a level. Loss of Status: If the Kensai's honor ever falls below his family's, he becomes a Bushi of the same level. He keeps old abilities but gains no new Kensai abilities.

Monk (Rogue)
Table 8: Monk Exp Level Needed 1 0 2 2,000 3 4,200 4 8,800 5 19,800 6 41,800 7 86,000 8 175,000 9 305,000 10 435,000 11 610,000 12 830,000 13 1,100,000 14 1,550,000 15 2,000,000 16 2,450,000 17 2,900,000 Hit Dice 2d4 3d4 4d4 5d4 6d4 7d4 8d4 9d4 10d4 11d4 12d4 13d4 14d4 15d4 16d4 17d4 18d4 Title Novice Initiate Brother Disciple Immaculate Master Superior Master Master of Dragons Master of the North Wind Master of the West Wind Master of the South Wind Master of the East Wind Master of Winter Master of Autumn Master of Summer Master of Spring Grand Master of Flowers

Restrictions/Penalties: Only one starting proficiency can be used for proficiency in a second weapon all other starting proficiencies must be peaceful. Cannot use weapon specialization, although style specialization is allowed. Cannot use magical Specialty Weapons.

Table 9: Monk Abilities: Additional Weapon Level AC Move Damage 1 10 15 2 9 16 +1 3 8 17 +1 4 7 18 +2 5 7 19 +2 6 6 20 +3 7 5 21 +3 8 4 22 +4 9 3 23 +4 10 3 24 +5 11 2 25 +5 12 1 26 +6 13 0 27 +6 14 -1 28 +7 15 -1 29 +7 16 -2 30 +8 17 -3 32 +8

Additional Martial Attacks 1/4 1/4 1/2 1/2 1/2 1/1 1/1 3/2 3/2 3/2 2/1 2/1 3/1 3/1

Additional Martial Damage +1 +2 +2 +1d +1d+1 +1d+2 +1d+2 +2d +2d +2d+1 +3d +3d+1 +4d

Surprise Normal 32 30 28 26 24 22 20 18 16 14 12 10 8 6 4 2

ESP Normal Normal Normal 30 28 26 24 22 20 18 16 14 12 10 8 6 4

Charm Resist Normal Normal Normal Normal Normal Normal Normal Normal 50 45 40 35 30 25 20 18 10

Requirements: Str 15, Dex 15, Con 11, Wis 15 Prime Requisites: None Races: Human, Spirit Folk Alignment: Lawful Combat/Saves: Rogue/Rogue Birth Table? No Family? No Base Honor: No Honor

Starting Money: 4d10 yuan & 2d100 fen Initial Proficiencies: 5 Proficiencies per Level: 1/2 Non-Proficient Weapon Penalty: -4 Attacks/Round: 1/1 (Except Martial Arts) Armor Use: None Shield Use: None

Weapon Use: martial arts (any), axe (hand), bokutoh, chijiriki, crossbow (any), dagger, daikyu, halberd, javelin, kama, kusari-gama, lasso, naginata, parang, spear, trident Abilities/Bonuses: Monk Skills:

11th Level - Total immunity to all types of poisons. 12th Level - Immunity to Geas and Quest spells. 13th Level - One free Martial Arts special maneuver of the player's choice.

Base Scores Climb Walls: 60% Find/Remove Traps: 10% Hear Noise: 5% Hide in Shadows: 5% Move Silently: 10% Open Locks: 15% 50 Points to add at first level. 25 Points to add at each level after first. All adjustments apply. Maximum unadjusted chances of 95%. Free Missile Deflection and Arrow Cutting special maneuvers. Armor class improves with level as shown. If a Martial Arts style is used the best AC is used. Free Martial Arts style and 2 of its special maneuvers. Ki Power: Level/day Magic Resistance. Allows no effect from magic on a successful save (only if one is allowed). 3rd Level - Speak With Animals: Allows communication with any animal of Int 1 or greater. 4th Level - Falling: Can fall up to 20 feet and take no damage if within 1ft of a wall or vertical surface. 4th Level - ESP Protection: ESP spells and Psionic contact have a small chance of success (see table). Failed attempt meets a closed mind. 5th Level - Immunities: Immunity to disease and unaffected by haste and slow spells. 6th Level - Falling: Can fall up to 30 feet and take no damage if within 4ft of a wall or vertical surface. 6th Level - Cataleptic State: Feign Death for up to Level x2 turns. The Monk is oblivious to his surroundings in this state, and thus state duration before entering it. 7th Level - Healing: 1/day. Heal self for d4+ 1/level starting at 7th. 8th Level - Speak With Plants: Plants can react in simple ways such as parting bushes, untangling thickets, etc. 9th Level - Improved Ki Power: Allows 1/2 damage (damaging spells only) always, and still no effect on a successful save. 9th Level - Charm Resistance: Resistance to Charm, Hypnosis, Suggestion, etc. spells as shown. 10th Level - Psionic Defense: The Monk defends against telepathic and mind blast attacks as if he had an Int of 18.

Restrictions/Penalties: Bonuses: No Str to hit or damage bonuses. No Dex AC Bonuses. Religion and Calligraphy Proficiencies must be taken at character creation. Cannot keep more money than necessary. Can never own horses or property. Can only own 2 magical weapons and 3 other magic items. Excess treasure/magic must be given to NPC religious institutions. Can use only OA Monk magic items, magical rings, and magic items useable by Thieves. Monks generally do not leave old magic items for new ones, but will keep using old ones until they are unusable. Cannot have henchmen or hirelings until 6th level. Hirelings can only be hired on a one adventure basis. Disobedience to monastery superiors results in being barred temporarily from monastery. Duels required to gain levels beyond 8th (see OA). No advancement beyond 17th Level.

Ninja (Rogue)
Table 10: Ninja Exp Level Needed 1 0 2 3,000 3 6,000 4 11,000 5 22,000 6 44,000 7 88,000 8 175,000 9 360,000 10 700,000 11 1,000,000 12 1,300,000 13 1,600,000 14 1,900,000 15 2,100,000 16 2,400,000 17 2,700,000 18 3,000,000 19 3,300,000 20 3,600,000 21+ +300,000 Hit Dice 1d2 2d2 3d2 4d2 5d2 6d2 7d2 8d2 9d2 9d2+1 9d2+2 9d2+3 9d2+4 9d2+5 9d2+6 9d2+7 9d2+8 9d2+9 9d2+10 9d2+11 +1 HP Pole Vault 8 9 9.5 10 10.5 11 11.5 12 12.5 13 13.5 14 14.5 15 15.5 16 16.5 17 17.5 18 + .5 Fall 0 0 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 + 5 Backstab X2 X2 X2 X2 X3 X3 X3 X3 X3 X4 X4 X4 X4 X4 X4 X4 X4 X4 X4 X5 X5

Requirements: Dex 14, Int 15, Cha 14 Prime Requisites: None Races: Human Alignment: Non-Good Combat/Saves: Other Class/Rogue

Birth Table? As Other Class Family? Yes (Ninja Clan) Base Honor: As Other Class Starting Money: As Other Class plus d2 ch'ien Initial Proficiencies: 2 Proficiencies per Level: 1/3 Non-Proficient Weapon Penalty: -4/0For Ninja Weapons Attacks/Round: Level 1-6 1/1 Level 7-14 3/2 Level 15+ 2/1 Armor Use: leather, padded, leather scale, chain, plus any other armor allowable to the other Class (armor may limit the use of Ninja abilities) Shield Use: As other Class Weapon Use: As other Class plus Ninja Weapons Abilities/Bonuses: Split Class: All Ninjas must also be a Bushi, Psionicist, Sohei, Wu Jen, or Yakuza. Experience are divided between classes at the DM's discretion. Each hit die for the other class is halved, rounding up. Con bonuses are given normally to the other class. Ninja Skills: Base Scores Climb Walls: 60% Disguise: 10% Escape: 5% Find/Remove Traps: 10% Hide in Shadows: 5% Move Silently: 10% Open Locks: 15% Pick Pockets: 20% Tightrope Walk: 10% 80 Points to add at first level. 40 Points to add at each level after first. All adjustments apply. Maximum unadjusted chances of 95% Pole Vault: Requires a 30ft running start and a pole at least four feet longer than the Ninja is tall, and that the character wear no metal armor. The distance shown is the maximum height that can be vaulted to. If trying to land atop an obstacle, reduce the height by 1ft. If vaulting for distance rather than height, the maximum distance is equal to twice the length of the pole. Fall: If the Ninja is wearing no metal armor other than chainmail, is within reach of a vertical surface that can slow his fall, and falls the distance shown or less, he can take no damage. For greater distances, full damage is suffered. Backstab: On a successful back attack upon a humanoid (at +4 to hit) the damage done is multiplied by the backstab multiplier. Assassinate: This skill should be handled as the DM sees fit. The Assassination table in the 1st-

Edition DMG can be used, or the DM can make his own calls. Ki Power #1: 1/day The Ninja can hold his breath for a number of rounds equal to his Ninja level. 5th Level - Ki Power #2: Level/day The Ninja can walk on smooth water for 5ft per Ninja Level at a speed of 30ft/r. Concentration is broken if the Ninja is injured in any way while using this power. 12th Level - Ki Power #3: 1/day After spending 3 rounds concentrating (the power for the day is lost if the Ninja is interrupted or attacked), the Ninja can walk through 1ft per Ninja level of wall or obstacle in 1r. If not through the obstacle at the end of the round, the Ninja dies in it.

Restrictions/Penalties: Disobedience to the Ninja family is punished by death. The Ninja must retain his honor above his family's or be killed by the clan. Any ninja without a family (usually with his family close on his heels) is a Nukenin, and requires twice the normal amount of experience to advance as a Ninja. The other class is unaffected. A Ninja can never reveal his true identity, not even to PCs. He can be known to be a Ninja by those he is working with, but will keep his true identity a secret.

Priest (Priest)
(This class allows the use of specialty priests in OA. The DM may create his own deities and priesthoods, or use those of the Chinese and Japanese mythoi in Legends & Lore. Any specification marked as "varies" must be specific to the specialty priesthood.) See Players Handbook, Second Edition. Birth Table? Choice Family? Choice Base Honor: Varies Starting Money: d10 tael/ch'ao & 5d10 yuan Abilities/Bonuses: Rituals: Any Priest can perform the rituals of the Shukenja (see OA) Other Abilities/Bonuses as Specialty Priesthood Can take a Meditation proficiency without any Martial arts style. Additional Abilities As Specialty Priesthood Restrictions/Penalties: As Specialty Priesthood

Psionicist (Psionicist)
See Complete Psionicist Handbook, Second Edition

Birth Table? Choice Family? Choice Base Honor: Family or 15 Starting Money: d6 tael/ch'ao & 4d10 yuan & 2d100 fen Armor Use: haidate, hara-ate, haramaki, hide, jingasa, leather, leather scale, padded, studded leather Shield Use: buckler, gunsen Weapon Use: axe (hand/throwing), blowpipe, bow (short), chu-ko-nu, crossbow (light), chain, chopsticks, club, dagger, dart, fang, hankyu, gunsen, jitte, jo stick, kama, kau sin ke, kiseru, mace, nunchaku, sai, shaken, shuriken (any), siangkam, sling, sword (short), tui-fa, wakizashi Abilities/Bonuses: Psionics: As per The Complete Psionics Handbook. Can take a Meditation proficiency without any Martial arts style. Meditation gives the same PSP gain as sleep.

Non-Proficient Weapon Penalty: -2 Attacks/Round: Level 1-4 1/1 Level 5-8 3/2 Level 9+ 2/1 Armor Use: Any Shield Use: Any Weapon Use: Any Abilities/Bonuses: Two Specializations: A Samurai can specialize in both the Katana and the Daikyu. Ki Power: Level/day With a kiai (shout), the Samurai can raise his Strength to 18(00) for 1r. Damage Bonus: The Samurai has the bonus shown on the table to all rolls for damage. 3rd Level - Surprise: The Samurai is surprised only on a roll of 1 on a d6. 5th Level - Immunity to Fear. 6th Level - Fear: At will, fear is caused in creatures of 1HD or less who fail save vs. Breath Weapon. -7th Level - The Samurai starts to be offered responsibilities by his daimyo (see OA). Restrictions/Penalties: Specialization: The Samurai must specialize in Katana when created. The Samurai can specialize only in Katana and Daikyu. Proficiencies: By 2nd Level the Samurai must have the Riding proficiency. By 3rd Level the Samurai must have proficiency with the Daikyu. By 6th Level the Samurai must have proficiencies in Calligraphy, Painting, and Poetry. Honor: A Samurai must follow the code of Bushido, and maintain his honor above a specific point or become Ronin. Ronin can still advance as Samurai, but require twice the normal amount of experience. Ronin can become Samurai again, with the same daimyo or another one.

Samurai (Warrior)
Table 11: Samurai Exp Level Needed 1 0 2 2,300 3 4,600 4 9,200 5 16,500 6 33,500 7 69,000 8 125,000 9 220,000 10 375,000 11 610,000 12 925,000 13 1,200,000 14 1,475,000 15 1,750,000 16 2,025,000 17 2,300,000 18 2,575,000 19 2,850,000 20 3,125,000 21+ +275,000 Hit Dice 1d10 2d10 3d10 4d10 5d10 6d10 7d10 8d10 9d10 9d10+3 9d10+6 9d10+9 9d10+12 9d10+15 9d10+18 9d10+21 9d10+24 9d10+27 9d10+30 9d10+33 +3 HP Damage Bonus 0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +7 +1/3 Levels

Requirements: Str 13, Con 13, Int 14, Wis 13 Prime Requisites: None Races: Human, Spirit Folk, Korobokuru Alignment: Lawful Combat/Saves: Warrior/Warrior Birth Table? Yes (+10, unless Korobokuru, in which case the player must find Family? Yes a sponsor and begins at Lower Upper Class) Base Honor: Family Starting Money: 2d6 ch'ien & d10 tael/ch'ao Initial Proficiencies: 5 Proficiencies per Level: 1/1

Shukenja (Priest)
Table 12: Shukenja Exp Hit Level Needed Dice 1 0 1d6 2 1,500 2d6 3 3,500 3d6 4 6,400 4d6 5 12,800 5d6 6 25,500 6d6 7 50,000 7d6 8 100,000 8d6 9 200,000 9d6 10 400,000 9d6+1 11 600,000 9d6+2 12 800,000 9d6+3 13 1,000,000 9d6+4 14 1,200,000 9d6+5 15 1,400,000 9d6+6 16 1,600,000 9d6+7 17 1,800,000 9d6+8 18 2,000,000 9d6+9 19 2,200,000 9d6+10 20 2,400,000 9d6+11 21+ +200,000 +1 HP Wisdom Requirement: 17 18 1 2 3 4 5 6 7 1 2 2 1 3 2 3 3 1 3 3 2 3 3 2 1 3 3 3 2 4 4 3 2 1 4 4 3 3 2 5 4 4 3 2 1 6 5 5 3 2 2 6 6 6 4 2 2 6 6 6 5 3 2 1 6 6 6 6 4 2 1 7 7 7 6 4 3 1 7 7 7 7 5 3 2 8 8 8 8 6 4 2 9 9 8 8 6 4 2 9 9 9 8 7 5 2 See Forgotten Realms Adventures

Ki Power: Level/day Declared before the die is rolled, the Shukenja can gain a +3 on any saving throw. Self Defense: Free proficiency in one style of martial arts. Extra XP: 100XP per level of cure, heal, etc. spells used to aid NPCs or creatures not associated with the party.

Requirements: Str 9, Con 9, Wis 12 Prime Requisites: Con (15), Wis (15) Races: Human, Hengeyokai Alignment: Good Combat/Saves: Priest/Priest Birth Table? No Family? No Base Honor: 20 Starting Money: d5 tael/ch'ao & 2d10 yuan & d100 fen Initial Proficiencies: 6 Proficiencies per Level: 1/2 Non-Proficient Weapon Penalty: -4 Attacks/Round: 1/1 Armor Use: leather, padded, hara-ate, haramaki, jingasa, studded leather Shield Use: None Weapon Use: axe (hand), bo stick, boku-toh, chain, gunsen, jitte, jo stick, kama, kiseru, sai, sling, sling staff, spear, tetsubo, three-piece rod, tui-fa Abilities/Bonuses: Priest Spells: Spheres = All, Animal, Astral, Charm, Combat, Creation, Divination, Healing, Necromancy (no reverses), Plant, Protection, Summoning, Sun, Thought, Weather, Law or Chaos or neither (if NG) (Additionally, Shukenja can cast the 7th Level Holy Word spell from the Combat sphere). All modifiers and bonus spells apply. Rituals: The Shukenja can perform various rituals, some of which have specific effects (see OA). Meditation: Twice as restful as sleep. Still aware of surroundings.

Restrictions/Penalties: Only 2 initial proficiencies can be weapon proficiencies. Non-violence: The shukenja gains 1/2 XP for defeating enemies. They gain full XP for defeating evil spirits. Poverty: Shukenja are sworn to poverty, and gain XP only for treasure donated to charity or the poor. Rules: Failure to follow these roles results in punishments (loss of spells, loss of honor, special penance, etc.) o Cannot eat meat. o Must avoid immoderate drinking and eating. o Must avoid violence (especially killing) wherever possible. Certain religions may have other specific rules or restrictions.

Sohei (Priest)
Table 13: Sohei Exp Level Needed 1 0 2 2,250 3 4,500 4 7,900 5 15,000 6 28,000 7 56,000 8 110,000 9 200,000 10 425,000 11 650,000 12 875,000 13 1,100,000 14 1,325,000 15 1,550,000 16 1,775,000 17 2,000,000 18 2,225,000 19 2,450,000 20 2,675,000 21+ +225,000 Hit Dice 1d10 2d10 3d10 4d10 5d10 6d10 7d10 8d10 9d10 9d10+2 9d10+4 9d10+6 9d10+8 9d10+10 9d10+12 9d10+14 9d10+16 9d10+18 9d10+20 9d10+22 +2 HP Spells 1 2 3 4 1 1 1 2 1 2 2 2 2 1 3 2 1 3 2 2 3 3 2 3 3 3 3 3 3 1 3 3 3 2 4 3 3 2 4 4 3 2 4 4 4 3 5 4 4 3 See Oriental Adventures

Requirements: Str 13, Con 10, Wis 10 Prime Requisites: Str (15), Wis(15) Races: Human Alignment: Lawful Combat/Saves: Priest/Priest Birth Table? No Family? No

Base Honor: 15 Starting Money: d10 tael/ch'ao & 4d10 yuan Initial Proficiencies: 4 Proficiencies per Level: 1/3 Non-Proficient Weapon Penalty: -2 Attacks/Round: Level 1-6 1/1 Level 7-12 3/2 Level 13+ 2/1 Armor Use: Any Shield Use: None Weapon Use: Any except blowpipe, katana, needle, nekode, shakem, shikomi-zue, shuriken (any) Abilities/Bonuses: Weapon of Choice: One weapon may be chosen at creation. The Sohei has +1 to hit and damage with that weapon. 3rd Level - Ki Power: 1/day For 1 turn, -1AC, +3" movement, +1 th, +1d, +1 save, can dodge or deflect missile weapons on a successful save vs. Breath Weapon. 5th Level - Final Word: The Sohei can continue fighting (with +2 th & d) until he reaches -10HP. At -10HP, or when his enemy is defeated, he collapses (unconscious or dead, depending on death's door rules). 6th Level - Priest Spells: Spheres = All, Animal (minor), Combat, Divination, Healing (Except Cure X Wounds, Fortify, and Neutralize Poison), Law, Protection, Guardian (minor), Wards (minor) (Additionally, Sohei can cast the 5th Level Mental Strength spell from the sphere of Thought) All modifiers and bonus spells apply. 6th Level - Duties: The Sohei begins receiving duties and powers from his monastery (see OA). Restrictions/Penalties: Receives 1/2 XP for defeating foes unless it is in the service of his monastery. Rules: o Cannot eat meat (fish is allowed). o Must refrain from excesses of personal behavior.

Wu Jen (Wizard)
See Players Handbook, Second Edition.
Table 17: Specialty Wu Jen Specialist Races Abjurer H Transmuter H, He, K Conjurer H, He, K Diviner H, He, K Enchanter H, He, K, S Air H, He, K Earth H, He, K, S (B) Fire H, He, K Water H, He, K, S (R/S) Illusionist H, He Invoker H Necromancer H Wild Mage H, He

H=Human, He=Hengeyokai, K=Korobokuru, S (B/R/S)=Spirit Folk (Bamboo/River/Sea) See Players Handbook , Second Edition for more information about specialty mages. (Note that the elemental system does not agree fully with the OA elemental system, but I decided to keep it in order to agree with existing rules. Those who wish to be purely Oriental are should feel free to create their own earth/metal/fire/water/wood system, and tell me about it.) Requirements: Int 13 Prime Requisites: Int (15) Races: Human, Hengeyokai, Korobokuru Alignment: Non-Lawful Combat/Saves: Wizard/Wizard Birth Table? No Family? No Base Honor: 15 Starting Money: d3 ch'ien & 2d10 tael/ch'ao Initial Proficiencies: 6 Proficiencies per Level: 1/2 Non-Proficient Weapon Penalty: -5 Attacks/Round: 1/1 Armor Use: None Shield Use: None Weapon Use: bo stick, boku-toh, blowpipe, bow (short), chain, dagger, dart, gunsen, jitte, jo stick, kiseru, metsubishi, sai, shaken, shuriken (any), siangkam, sling, sword (short), tui-fa, uchi-ne Abilities/Bonuses: Wizard Spells Specialization: Wu Jen can become specialists under the same rules as mages. The allowable races, requirements, and opposition schools are shown in the table. Favored Weapon: At creation, the Wu Jen can choose one favored weapon, and he thereafter has a +1 to hit when using that weapon.

Meditation: Twice as restful as sleep. Still aware of surroundings. Ki Power #1: 1/day +3 initiative for 1 round. Languages: The Wu Jen speaks the languages of the Tengu and Oni. Reactions: The Wu Jen receives a +4 on reaction rolls when dealing with Tengu and Oni. 4th Level - Ki Power #2: 1/day One spell of at least three levels lower than the Wu Jen's level can be cast at maximum effect.

Restrictions/Penalties: Taboos: The Wu Jen has 1 taboo at first level, and gains one more with each five levels (i.e. at 6th, 11th, etc.)

Yakuza (Rogue)
Table 18: Yakuza Exp Level Needed 1 0 2 2,000 3 4,000 4 8,000 5 16,000 6 30,000 7 60,000 8 130,000 9 260,000 10 525,000 11 800,000 12 1,075,000 13 1,350,000 14 1,625,000 15 1,900,000 16 2,175,000 17 2,450,000 18 2,725,000 19 3,000,000 20 3,275,000 21+ +275,000 Hit Dice 1d6 2d6 3d6 4d6 5d6 6d6 7d6 8d6 9d6 9d6+2 9d6+4 9d6+6 9d6+8 9d6+10 9d6+12 9d6+14 9d6+16 9d6+18 9d6+20 9d6+22 +2 HP Investigate 20 24 28 32 36 40 44 48 52 56 60 64 68 72 76 80 84 88 92 95 95 Area Covered 1 block 1 block 2 blocks 2 blocks 3 blocks 3 blocks 1 ward 1 ward 1 ward 2 wards 2 wards 2 wards 1 district 1 district 1 district 2 districts 2 districts 2 districts 3 districts 3 districts Province

Abilities/Bonuses: Free Gaming proficiency. Yakuza Skills: Base Scores Hear Noise: 5% Hide in Shadows: 5% Move Silently: 10% Open Locks: 15% Pick Pockets: 15% 40 Points to add at first level. 20 Points to add at each level after first. All adjustments apply. Maximum unadjusted chances of 95% Investigate: Allows the Yakuza to find out secret or uncommon information. See OA for more details. Contacts: A Yakuza receives 1 contact for each two experience levels. See OA for more details. Ki Power: Level/day Once per round, the Yakuza can reduce the damage of an attack on him to 1/2 (round up). Reactions: +2 on all reaction rolls except those that involve social status. Stipend: The Yakuza receives 2 ch'ien/level per month from his Yakuza kumi. 2nd Level - The Yakuza can call for aid from his brethren once per level. See OA for more details. Restrictions/Penalties: Tattoos: The Yakuza starts with a small tattoo on his arm. He gains more tattoos as he gains levels. See OA for more details. Honor: If the Yakuza's honor falls below that of his family, he is cast out of his family. He may regain his position, but until he does he is treated as a non-person.

Oriental Proficiencies
These are the proficiencies available to Oriental characters. I decided to maintain the OA proficiency system, as martial arts become almost impossible to handle without it. Below are tables of the number of initial proficiencies that characters receive at creation, and how fast they gain new proficiencies. Gains are calculated from level 0 (i.e. a Barbarian who gains 1/3 proficiencies per level gains his first new proficiency at level 3). The proficiencies are divided into groups as in the OA hardback. For those proficiencies listed in 2nd-Edition, those rules should be used, while only uniquely Oriental proficiencies should be taken from the OA rules. Some proficiencies have been renamed (i.e. Gem Cutting to Jeweler, Riding (Land Based) and Riding (Airborne) to Horsemanship (which applies only to horselike creatures), etc.) but should be easily recognizable. I have added a few groups, and the characters to which they are available should be obvious (Rogue to Yakuza and Ninja, Psionic to Psionicists). The groups to which a character has normal access is the decision of the DM, as the groups are based more on social standing and situation than on character class. Of course, any character can learn any

Requirements: Str 11, Dex 15, Int 15, Cha 16 Prime Requisites: None Races: Human, Korobokuru Alignment: Lawful Combat/Saves: Rogue/Rogue Birth Table? Yes (-10) (Determines birth status only, has no effect on family Family? Yes or honor. No Ancestry or Birthrights are Base Honor: d20+20 rolled.) Starting Money: d3 ch'ien & 2d10 tael/ch'ao Initial Proficiencies: 3 Proficiencies per Level: 1/2 Non-Proficient Weapon Penalty: -3 Attacks/Round: 1/1 Armor Use: leather, padded Shield Use: None Weapon Use: Any

proficiency if he finds a teacher, though perhaps at double cost.


Table 19: Character Proficiency Slots Initial Prof per Non-Prof Class Prof Level Weapon Barbarian 9 1/3 -2 Bushi 7 1/2 -2 Kensai 3 1/2 -3 Monk 5 1/2 -4 Ninja 2 1/3 -4 Priest 6 1/2 -3 Psionicist 5 1/2 -4 Samurai 5 1/1 -2 Shukenja 6 1/2 -4 Sohei 4 1/3 -2 Wu Jen 6 1/2 -5 Yakuza 3 1/2 -3 Table 20: Proficiency Groups Artisan # of Slots Proficiency Required Armorer 2 Blacksmith 1 Bowyer/Fletcher 1 Brewer 1 Carpenter 1 Civil Engineer 2 Cobbler 1 Healer 2 Herbalist 2 Jeweler 2 Locksmith 1 Masseur 1 Miner 2 Navigator 1 Paper-Maker 1 Potter 1 Seamstress/Tailor 1 Silk Maker 1 Stonemason 1 Tanner/Leatherworker 1 Weaponsmith 3 Weaver 1 Barbarian Proficiency Animal Lore Chanting Direction Sense Fire Building Running Signaling Snare Building Sound Imitation Survival Tracking Weather Sense Common Proficiency Agriculture Animal Handling Appraising Begging Cooking Dancing Endurance Fishing Gaming # of Slots Required 1 2 1 1 1 1 2 1 1 Relevant Ability Int Wis Int Cha Int Dex Con Wis Cha Check Modifier 0 -1 0 0 0 0 0 -1 0 # of Slots Required 1 1 1 1 1 1 1 2 2 3 1 Relevant Ability Int Cha Wis Wis Con Int Dex Int Int Int Ws Check Modifier 0 -2 +1 -1 -6 -2 -1 -2 0 0 -1

Horsemanship Hunting Hunting Husbandry Iaijutsu Intimidation Juggling Language, Modern Local History Mountaineering Musical Instrument Reading/Writing Reading Lips Rope Use Sailing Craft Singing Small Water Craft Swimming Ventriloquism Court

1 1 1 1 1 1 1 1 1 1 1 1 2 1 1 1 1 1 1

Dex Wis Wis Int NA Str/Cha Dex Int Cha NA Dex Int Int Dex Dex Cha Dex Str Int

-1 -1 -1 -1 NA 0 -1 0 0 NA -1 +1 -2 0 +1 0 +2 0 -2

Relevant Ability Int Str Dex Int Str Int Dex Wis Int Dex Dex Dex Wis Int Wis Dex Dex Dex Str Int Int Int

Check Modifier -2 0 -1 0 0 -3 0 -2 -2 -2 -2 0 -3 -2 -3 -2 -1 -3 -2 0 -3 -1

Proficiency Ancient History Astrology Calligraphy Etiquette Falconry Flower Arranging Heraldry Landscape Gardening Language, Ancient Noh Origami Painting Poetry Religion Spellcraft Tea Ceremony Psionic Proficiency Harness Subconscious Hypnosis Meditation Medatative Focus Rogue Proficiency Fast-Talking Forgery Looting Observation Trailing Voice Mimicry Weapon Proficiency Ambidexterity Single-Weapon Style Two-Handed Style Two-Weapon Style Weapon & Shield Style Weapon Proficiency Weapon Specialization

# of Slots Required 1 2 2 1 2 1 1 1 1 1 1 1 1 1 1 2

Relevant Ability Int Int Dex Cha Wis Wis Int Wis Int Wis Dex Wis Wis Wis Int Wis

Check Modifier -1 0 -3 0 -2 -1 0 -2 0 -3 -1 -3 -3 0 -2 -1

# of Slots Required 2 1 1 1

Relevant Ability Wis Cha NA Wis

Check Modifier -1 -2 NA +1

# of Slots Required 1 1 1 1 1 2

Relevant Ability Cha Dex Dex Int Dex Cha

Check Modifier 0 -1 0 0 0 0

# of Slots Required 1 1 1 1 1 1 Varies

Martial Arts Spe cial Maneuvers


This is a complete table of special maneuvers for martial arts styles. I included some maneuvers from an article in Dragon Magazine #164, but you are free to omit them if you wish, or if you don't have the magazine. You should also feel free to create more special maneuvers for your players to use, as some methods have relatively few. All martial arts are handled by the rules in the OA hardback. I included some sample martial arts styles that I created, in case you don't feel like making your own and agree with my opinion that Karate's three attacks per round is a bit too unbalancing. Notation Key: Level. Maneuver (Hard/Soft,Location) Locations: OA = Oriental Adventures, A1 = Dragon #164 p. 11, "Flying Feet and Lightning Hands"
Kick 1. Circle Kick (H, OA) 2. Flying Kick (H, OA) 3. Backward Kick (H/S, OA) 4. Scissors Kick (H/S, A1) Lock 1. Choke Hold (H/S, OA) 2. Locking Block (S, OA) 3. Incapacitator (H/S, OA) 4. Immobilizing (H/S, OA) 5. Crushing Hug (H, A1) Movement 1. Feint (H/S, OA) 2. Prone Fighting (S, OA) 3. Immovability (S, OA) 4. Missile Deflection (S, OA) 5. Leap (S, OA) 6. Speed (H/S, OA) 7. Slow Resistance (H/S, OA) Push 1. Concentrated Push (S, OA) 2. Sticking Touch 3. One Finger (S, OA) Strike 1. Iron Fist (H, OA) 2. Crushing Blow (H, OA) 3. Eagle Claw (H, OA) 4. Double Fist Punch (H/S, A1) Throw 1. Fall (H/S, OA) 2. Instant Stand (H/S, OA) 3. Hurl (H, OA) 4. Great Throw (S, OA) 5. Crushing Drop (H, OA) Vital Area 1. Pain Touch (S, OA) 2. Stunning Touch (S, OA) 3. Paralyzing Touch (S, OA) 4. Distant Death (S, OA) Weapon 1. Weapon Catch (H/S, OA) 2. Weapon Breaker (H/S, OA) 3. Steel Cloth (S, OA) 4. Arrow Cutting (S, A1) 5. Throwing Mastery (H/S, A1) Mental & Physical Training 1. Meditation (H/S, OA) 2. All-Around Sight (S, OA) 3. Mental Resistance (S, OA) 4. Blind Fighting (S, OA) 5. Ironskin (H, OA) 6. Levitation (S, OA) 7. Slowed Aging (S, OA) Mental And Physical Training II 1. Light Step (S, A1) 2. Controlled Breathing (S, A1) 3. Pause & Silence (H/S, A1) 4. Quick Strike (H/S, A1) 5. Flowing Water (S, A1) 6. Resuscitation (S, A1) 7. Suppressed Desire (S, A1)

Attacks: 1 Damage per Attack: d4 Weapons: Tui-fa Special Maneuvers: Movement: 2,4,5 Throw: 1 M & P Training: 1,2,4 M & P Training II: 3,5 Availability: Not Uncommon. Many Shukenja use this style, and they often teach it to ladies of the court for their own self-defense. In some noble households, a Shukenja is hired permanently as a teacher. Description: The Dancing Wind style is a beautiful method of self defense. It concentrates primarily on the avoidance of danger, rather than fighting back. The martial artist will appear to almost be dancing when using this style, and in fact, music and dance are vital parts of training. The Tuifa is taught as a relatively nonviolent weapon which can be kept in normal surroundings without offending or arousing suspicion, and is useful in blocking or disarming attackers. Style: Fists of Stone Requirements: None Preferred by: Bushi, Peasants Hard/Soft: H Principle Method: Strike Body Part: Hand Armor Class: 8 Attacks: 2 Damage per Attack: d8 Weapons: None Special Maneuvers: Movement: 1,4 Strike: 1,3 M & P Training II: 2,4 Availability: Common. Many Bushi use this style, and peasants often learn it for self defense. In some areas, organized schools exis t to teach this style to the common people. Description: The Fists of Stone style is a utilitarian style, made to give the common man the ability to defend himself without the need for weapons. It is simple but effective, and its widespread use often comes as an unpleasant surprise to an invading army trying to subdue the populace of a conquered land. Style: Forked Lightning Requirements: None Preferred by: Bushi, Nobles, Townspeople Hard/Soft: H Principle Method: Kick Body Part: Foot Armor Class: 8 Attacks: 2

Martial Arts Styles


Style: Dancing Wind Requirements: Dance or Noh Proficiency Preferred by: Shukenja, Ladies of the Court Hard/Soft: S Principle Method: Movement Body Part: Legs Armor Class: 5

Damage per Attack: d8 Weapons: Sang Kauw Special Maneuvers: Kick: 1,2,3,4 Movement: 6 Strike: 4 M & P Training II: 4 Availability: Common. Many Bushi use this style, and many townsfolk and a few nobles use this style. Schools of this style exist in many towns. Description: The Forked Lightning style is a fast, and rigorous one. It concentrates on delivering multiple blows with lightning speed. It is not, however, so difficult to learn as to keep it out of the hands of anyone with the discipline to learn it. Because of its difficulty, it is often considered a more dignified style than the Fists of Stone Style; "more suited to a real man" (or woman). The Sang Kauw is taught due to its ability to strike blows in rapid succession, in several different ways. Style: Inner Power Requirements: None Preferred by: Anyone seeking a glimpse of enlightenment Hard/Soft: S Principle Method: Movement Body Part: Legs Armor Class: 5 Attacks: 1 Damage per Attack: d4 Weapons: None Special Maneuvers: Movement: 3,4 Throw: 1 M & P Training: 1,3,6 M & P Training II: 1,2,3,5 Availability: Uncommon. Some monasteries will teach this style to commoners, nobles, and bushi seeking enlightenment. Description: The Inner Power style is a tool of the common man who is seeking spiritual enlightenment. The path of this style is much like the discipline of a Monk, though far less rigorous and demanding. This style allows the common man to feel the inner peace of a monastic order, without actually leaving his lifestyle and joining one. It is also often learned by Bushi who seek to gain some of the powers that come with such discipline of the body and spirit. Style: Ki-Strike Requirements: Wis 12 Preferred by: Psionicists, Monks Hard/Soft: S Principle Method: Strike Body Part: Hand

Armor Class: 6 Attacks: 1 Damage per Attack: d6 Weapons: Kau sin ke Special Maneuvers: Kick: 1 Movement: 5,6 Strike: 1,2,3,4 M & P Training: 1,3 M & P Training II: 3,7 Availability: Very rare. Many Psionicists (who are themselves very rare) and a very few Monks know this style. Description: The Ki-Strike style focuses strongly on the inner power (Ki) of the individual. The master of the Ki-Strike style has learned to channel his Ki to different parts of his body to enhance the effects of his actions. The wisdom requirement expresses the need for the martial artist to have great control over his Ki. Since the Ki is channeled but never expended, the use of the Ki-Strike style does not interfere with the use of other ki-powers. The Ki-Strike style focuses not on speed and the ability to land as many strikes as possible, but rather on calmness, preparation, and getting maximum effect from a single strike. The Ki-Strike specialist will appear calm in combat; often standing still or moving slowly, and even chanting softly while preparing to strike. When he does strike, there will be no warning, and he will explode into action to land a blow, or avoid one. Style: Peace of Spirit Requirements: Wis 13, Int 12 Preferred by: Monks, Shukenja, Psionicists, Hermits Hard/Soft: S Principle Method: Push Body Part: Hand Armor Class: 5 Attacks: 1 Damage per Attack: d4 Weapons: Nunchaku, Three-piece rod Special Maneuvers: Movement: 4 Push: 1,2,3 M & P Training: 1,2,3,6,7 M & P Training II: 2,3,5,7 Availability: Very Rare. Only the rare ascetic has learned this style. Description: The Peace of Spirit style is the path of the seeker of true spiritual enlightenment. It requires an intensive program of meditation and fasting, but is said to be able to make a man one with the universe. Self perfection through this style is a lifelong task, but the spiritual rewards are well worth the effort. The followers of the Peace of Spirit path are often seen as wise and crazy old men, and often live as hermits in the forest or mountains, escaping the vanity of the world. The Nunchaku and

Three-piece rod are taught due to the great amount of concentration, discipline, and vigilance required to wield them. Style: Serpent Strike Requirements: Dex 12 Preferred by: Ninja Hard/Soft: H/S Principle Method: Vital Area Body Part: Hand and Foot Armor Class: 6 Attacks: 2 Damage per Attack: d8 Weapons: None Special Maneuvers: Kick: 2 Movement: 5 Throw: 2 Vital Area: 1,2,3,4 M & P Training: 2,4,6 M & P Training II: 4,5 Availability: Very Rare. Only Ninja families know this style. Description: The Serpent Strike style was made for Ninja, and is optimized for their methods of action and combat. It is a lightning-quick style, which stresses speed and agility, in addition to the proper placement of a blow. Its special maneuvers include skills which augment the Ninja's own, as well as special attacks which increase the ninja's chance of successful assassination. Any Ninja is to be feared. A Ninja who is also a master of the Serpent Strike style is to be feared only in his absence, for a precious few have ever seen such a master and lived long enough to feel fear. Style: Soft Strike Requirements: None Preferred by: Shukenja, Believers in Nonviolence Hard/Soft: S Principle Method: Strike Body Part: Hand Armor Class: 6 Attacks: 1 Damage per Attack: d6 Weapons: Nunchaku Special Maneuvers: Movement: 4,5 Strike: 1,3 Throw: 2 M & P Training: 2,4 M & P Training II: 5 Availability: Common. Many Shukenja use this style, and they teach it with the same dedication that they they teach the beliefs of their religion. Description: The Soft Strike style is primarily defensive. It follows the belief of the Shukenja that violence should be

avoided when possible. However, as the Shukenja, the Soft Strike style can be viciously effective when violence becomes necessary. Style: Weight of Might Requirements: Str 12, Weight >250 Preferred by: Thugs, Sumo Wrestlers Hard/Soft: H Principle Method: Throw Body Part: Body Armor Class: 8 Attacks: 2 Damage per Attack: d6 Weapons: None Special Maneuvers: Lock: 1,2,5 Throw: 3,4,5 Availability: Uncommon. Some Yakuza families, as well as many who train Sumo wrestlers will be able to teach this style. Description: The Weight of Might style is optimized for large, strong men using their strength as their main weapon. As such it is also very well suited to Sumo wrestlers. It is a relatively easy style to learn, if one has the strength to perform its maneuvers. Weight of Might masters appear little different from other thugs or wrestlers when using it, except that they seem particularly adept at using their weight and size to throw or lock their opponents.

Oriental Spells
This is a list of all spells listed in the OA hardback which are not covered in the standard 2ndEdition materials. These spells, as well as all those included in the PHB, Tome of Magic, etc. can be made available to Oriental characters as the DM wishes. Any other spells from the OA hardback should not be used, as their 2nd-Edition equivalents are more appropriate. Note that the elemental system does not agree fully with the OA elemental system, but I decided to keep it in order to agree with existing rules. Those who wish to be purely Oriental are should feel free to create their own earth/fire/air/water/wood (as in OA) or earth/metal/fire/water/wood (as in the real Orient, as far as I know) system, and tell me about it.)
Spell Schools Abj Abjuration Alt Alteration Con/Sum Conjuration GDy Greater Divination LDy Lesser Divination ElA Elemental Air ElE Elemental Earth ElF Elemental Fire ElW Elemental Water Enc/Cha Enchantment/Charm Ill/Pha Illusion/Phantasm Inv/Evo Invocation/Evocation Nec Necromancy Wil Wild Magic Spell Spheres All All Ani Animal Ast Astral Cao Chaos Cha Charm Com Combat Cre Creation Div Divination ElA Elemental Air ElE Elemental Earth ElF Elemental Fire ElW Elemental Water Gua Guardian Hea Healing Law Law Nec Necromantic Num Numbers Pla Plant Pro Protection Sum Summoning Sun Sun Tho Thought Tim Time Tra Travellers War War Wrd Wards Wea Weather

2nd Level Spell Aid Commune with Lesser Spirit Create Spring Detect Life Dream Sight Know Motivation Protection from Spirits Request Slow Poison Snake Summoning Warning 3rd Level Spell Castigate Deaths Door Detect Curse Dream Vision* Flame Walk Invisibility to Spirits Levitation Oath* Possess Animal Substitution 4th Level Spell Detect Shapechanger Endurance* Exorcise Fate Pacify Penet rate Disguise Polymorph Self Reanimation Remorse Reward Snake Barrier Sustain

Sphere(s) All Div Cre, EIW Div Div Div Pro Cha Hea Ani, Sum Div, Pro

OA Page 59 59 60 60 60 61 61 61 61 61 62

Sphere(s) Com Hea Div Cha, Div Pro Pro All Cha Ani Hea, Pro

OA Page 62 62 62 63 63 63 63 63 64 64

Sphere(s) Div Hea Pro Div, Tim Cha, Pro Div Ani Nec Cha Cre Ani, Wrd Hea

OA Page 65 65 65 65 66 66 66 66 66 66 67 67

5th Level Spell Commune with Greater Spirit Possess Remember* Strength 6th Level Spell Force Shapechange Immunity to Weapons Inanimate Servant Instruct Invisibility to Enemies Longevity Quickgrowth* Smite 7th Level Spell Ancient Curse* Compel Divine Wind Restore Spirit

Sphere(s) Div Cha, Tho Cha, Tho Com, Nec

OA Page 67 68 68 68

Priest Spells
* = reversible 1st Level Spell Sphere(s) Animal Companion Calm Deflection Detect Disease Detect Harmony Detect Poison Divining Rod Know History Omen Resist Trance Weapon Bless

Location Ani, Sum Cha Pro Div Div Div Div Div Div Pro Div Com

OA Page 57 57 57 58 58 58 58 58 58 59 59 59

Sphere(s) Cha Com, Pro Cre Cha Pro Nec Pla All

OA Page 69 69 69 69 70 70 70 70

Sphere(s) All Cha Wea Nec, Tho

OA Page 70 71 71 72

Wizard Spells
* = reversible 1st Level Spell Accuracy* Animate Wood Chameleon Cloud Ladder Drowsy Insects Elemental Burst Fiery Eyes Ghost Light Hail of Stone Know History Melt Message Prestidigitation* Secret Signs Still Water* Swim* Warp Wood Water Protection

School(s) Enc/Cha Alt Ill/Pha Alt Con/Sum Con, El (All) Alt, ElF Con Con/Sum, ElE LDv Alt, ElF Alt Con Alt Alt, ElW Alt EIW Alt Alt, EIW

OA Page 74 74 75 75 75 75 75 75 76 76 76 76 76 76 77 77 77 77

5th Level Spell Aiming at the Target Creeping Darkness Fire Breath Ironwood Mass Metal Skin Servent Horde Spirit Self Sword of Deception Water to Poison* Wood Rot* 6th Level Spell Aura* Gamblers Luck Metal to Rust Pain Speak with Dead Spiritwrack Sword of Darkness Vessel Warp Stone

School(s) Inv Evo, EIA Evo, EIF Alt Alt, EIE Alt, EIE Con/Sum Alt Evo Alt, EIW Evo

OA Page 87 88 88 88 88 88 89 89 89 90 90

2nd Level Spell Animal Companion Apparition Animate Water Enchant Blade Fire Shuriken Omen Protection from Charm Smoke Shape Smoky Form Wind Breath Whip

School(s) GDv Enc/Cha, Inv Alt, EIE Inv Nec Abj, Evo Evo, Nec Con Alt, EIE

Location (OA Page) 90 90 91 91 PHB 217 91 92 92 92

School(s) Enc/Cha Ill/Pha Con/Sum, EIW Evo Evo, EIF Ldv Abj Alt, EIA Alt, EIA Evo, EIA Evo

OA Page 78 78 78 78 79 80 80 80 80 81 81

7th Level Spell Body Outside Body Commune with Greater Spirit Elemental Servant Ice Blight* Obedience Reanimation Tool Withering Palm 8th Level Spell Call Cloud Trapeze Finding the Center Giant Size* Summing Wind Surelife Whirlwind 9th Level Spell Astral Spell Internal Fire Planar Call Summon Spirit Tsunami

School(s) Con GDv Con/Sum, Enc/Cha,El(All) Evo, Sum, EIW Enc, Evo Nec Con/Sum Evo

OA Page 92 92 93 93 93 94 94 94

3rd Level Spell Animate Fire Cloudburst Commune with Lesser Spirit Detect Shapechanger Disguise Fabricate Face* Fire Rain Fire Wings Magnetism* Memory* Steam Breath Scry Wood Shape 4th Level Spell Bargain Dancing Blade Dispel Illusion Dream Vision* Elemental Turning Emotion Fire Enchantment Melt Metal Quell Reverse Flow* Shout Spectral Force Transfix Vengeance

School(s) Con/Sum, EIF Alt, EIA, EIW Ldv Ldv Ill/Pha Enc/Cha Enc/Cha, Ill/Pha Evo, EIF Alt, EIF Alt, EIE Enc/Cha Evo, EIA El (All Alt

OA Page 81 82 82 82 82 82 82 83 83 83 83 84 84 84

School(s) Con/Sum Alt, EIA Alt, Inv Alt Alt, EIA Alt Con/Sum, EIA

OA Page 94 94 94 95 95 96 96

School(s) Evo Evo, EIF Con/Sum Con/Sum, Nec Evo

Location (OA Page) PHB 231 97 97 97 97

School(s) Enc/Cha Evo Abj Inv Abj, El(All) Enc/Cha Enc/Cha, EIF Evo, EIF Enc/Cha Alt Evo Ill/Pha Enc/Cha Inv

OA Page 84 85 85 85 85 85 85 86 86 86 86 86 87 87

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