Written by Charles Rice

Ronin Arts steps back in time to an age of excessive violence, deep dungeons, wandering monsters, and late-night gaming excitement! OSRIC UNEARTHED, the latest release in Ronin Arts’ FIRST EDITION FANTASY series, provides players and GMs with an assortment of new rules options that help expand their choices. Designed for use with OSRICTM or any other first edition-style game system.

This product uses the OSRICTM System (Oldschool System Reference and Index CompilationTM). The OSRICTM system text may be found at http://www.knights-n-knaves.com/osric. Supplement #2 OSRIC UNEARTHED Introduction...... 2 Yamabushi...... 20 School of Hard Knocks Classes...... 2 Yamabushi Saving Throw Table...... 20 (Martial Arts Style)...... 31 Yamabushi To-Hit Table...... 20 Shield Bash (Martial Arts Maneuver)...... 31 Barbarian...... 2 The Yamabushi Character...... 21 Shield Charge (Martial Arts Maneuver).....31 The Barbarian Character...... 3 Yamabushi Abilities...... 21 Shield Punch (Martial Arts Maneuver)...... 31 Barbarian Abilities...... 3 Yamabushi Level Advancement...... 21 Shield Training (Martial Arts Style)...... 31 Barbarian Saving Throw Table...... 3 Advanced Abilities...... 22 Shield Wall (Martial Arts Maneuver)...... 31 Barbarian To-Hit Table...... 3 Slash (Martial Arts Maneuver)...... 31 Advanced Abilities...... 4 Snap Kick (Martial Arts Maneuver)...... 31 Barbarian Level Advancement...... 4 Weapons...... 22 Snap Shot (Martial Arts Maneuver)...... 32 Bard...... 4 Melee Weapons...... 22 Staff Fighting (Martial Arts Style)...... 32 The Bard Character...... 5 Missile Weapons...... 22 Sword Fighting: Longsword (Martial Arts Bard Abilities...... 5 Style)...... 32 Bard Saving Throw Table...... 5 Sword Fighting: Shortsword (Martial Arts Bard To-Hit Table...... 5 Martial Arts...... 23 Style)...... 32 Brawler Saving Throw Table...... 6 Aikijutsu (Martial Arts Style)...... 24 Sword Fighting: Two-Handed Sword (Martial Brawler To-Hit Table...... 6 Arc Fire (Martial Arts Maneuver)...... 24 Arts Style)...... 33 Bard Level Advancement...... 6 Archery (Martial Arts Style)...... 24 Tae Kwon Do (Martial Arts Style)...... 33 Advanced Abilities...... 7 Axe Kick (Martial Arts Maneuver)...... 24 Testudo (Martial Arts Maneuver)...... 33 Brawler...... 7 Bear Hug (Martial Arts Maneuver)...... 25 Wrestling (Martial Arts Style)...... 33 The Brawler Character...... 7 Body Blow (Martial Arts Maneuver)...... 25 Brawler Abilities...... 8 Box Ears (Martial Arts Maneuver)...... 25 Knight...... 8 Boxing (Martial Arts Style)...... 25 Magic Items...... 34 Brawler Level Advancement...... 8 Breaknuckle (Martial Arts Style)...... 25 Accolade ...... 34 The Knight Character...... 9 Conservative Attack (Martial Arts Acrobat’s Pole ...... 34 Knight Abilities...... 9 Maneuver)...... 25 Assassin’s Blade...... 34 Advanced Abilities...... 10 Crescent Kick (Martial Arts Maneuver).....25 Brawler’s Brass Knuckles...... 34 Knight Saving Throw Table...... 10 Disarming Attack (Martial Arts Maneuver) 26 Masamune Blade...... 34 Knight To-Hit Table...... 10 Élan (Martial Arts Style) ...... 26 Master’s Obi...... 35 Knight Level Advancement...... 11 Elbow Slam (Martial Arts Maneuver)...... 26 Quest Sword...... 35 Ninja...... 11 Eye Gouge (Martial Arts Maneuver)...... 26 Reaver...... 35 The Ninja Character...... 12 Fast Attack (Martial Arts Maneuver)...... 26 Shinobi Shozoku...... 35 Ninja Abilities...... 12 Fencing (Martial Arts Style)...... 26 Sojourner’s Lute...... 35 Advanced Abilities...... 12 Flying Kick (Martial Arts Maneuver)...... 26 The Bard’s Ale...... 35 Ninja Level Advancement...... 12 Ground Fighting (Martial Arts Maneuver) 27 Wanderer’s Staff ...... 35 Noble...... 13 Groundpound (Martial Arts Style)...... 27 Ninja Saving Throw Table...... 13 Haymaker (Martial Arts Maneuver)...... 27 Ninja To-Hit Table...... 13 Head Butt (Martial Arts Maneuver)...... 27 Campaigns...... 36 The Noble Character...... 14 Hip Throw (Martial Arts Maneuver)...... 27 Arthurian OSRIC...... 36 Noble Abilities...... 14 Hook (Martial Arts Maneuver)...... 27 Suggested Class Selection...... 36 Noble Saving Throw Table...... 14 Jab (Martial Arts Maneuver)...... 28 Jujutsu (Martial Arts Style)...... 28 Oriental OSRIC...... 37 Noble To-Hit Table...... 14 Suggested Class Selection...... 37 Advanced Abilities...... 15 Karate (Martial Arts Style)...... 28 Noble Level Advancement...... 15 Knife Fighting (Martial Arts Style)...... 28 Know Your Enemy: specific martial arts style Samurai...... 15 (Martial Arts Maneuver)...... 28 Credits...... 38 Samurai Saving Throw Table...... 16 Kung Fu (Martial Arts Style)...... 28 Samurai To-Hit Table...... 16 Leg Sweep (Martial Arts Maneuver)...... 29 The Samurai Character...... 17 OGL...... 39 Lunge (Martial Arts Maneuver)...... 29 Samurai Abilities...... 17 Ninjutsu (Martial Arts Style)...... 29 Samurai Level Advancement...... 17 Nock Shot (Martial Arts Maneuver)...... 30 Thief-Acrobat...... 18 Pole Arm Fighting (Martial Arts Style)...... 30 The Thief-Acrobat Character...... 18 Power Attack (Martial Arts Maneuver).....30 Thief-Acrobat Abilities...... 18 Pressure Points: specific race Thief-Acrobat Level Advancement...... 19 (Martial Arts Maneuver)...... 30 Thief-Acrobat Saving Throw Table...... 19 Reckless Attack (Martial Arts Maneuver)..30 Thief-Acrobat To-Hit Table...... 19 Written by Charles Rice  Introduction

Welcome to a treasure trove of knowledge for your OSRIC games. OSRIC Unearthed provides new classes, weapons, martial arts rules, magic items and campaign resources, allowing your games to do more than ever before.

With the new Barbarian, Knight and Samurai classes you can expand your campaign into other cultural regions and bring some variant warriors into your game different from the standard Fighter, Ranger and Paladin.

The Bard and the Noble provide support characters that make those around them better and also provide backup support in combat and stealth.

And speaking of stealth, for those who believe that invisibility equals invincibility we present the Ninja and Thief-Acrobat, providing those who like more subtle characters with more options as well.

For those who prefer to fight without weapons, the Brawler and Yamabushi, along with a new set of rules for martial arts allow you to feature unarmed combats in your games like never before.

The new magic items in the game provide interesting new character options and most are class or role specific, providing new items that work best with a character of a certain profession.

Finally there are two brief campaign primers for Arthurian and Oriental gaming, showing how to blend these rules with those found in the OSRIC core rules to give your campaign a unique flavor.

Classes The nine character classes in this section, all optional, were designed to fill specific roles in campaigns (both traditional fantasy and oriental fantasy). The class descriptions and format follow the standards introduced in the OSRIC rules. Barbarian Barbarians are a force for chaos in many fantasy worlds. They are the dangerous “other”, misunderstood and feared by the so-called civilized races. Soft city-dwellers must always fear the day a charismatic Barbarian chieftain will call the clans together and come to their city seeking their gold and their women.

 Barbarian Saving Throw Table Level Aimed Magic Breath Weapons Death/Paralysis/ Petrification/ Spells Items Poison Polymorph 1-2 18 16 14 16 18 3-4 17 14 13 14 17 5-6 16 12 12 12 16 7-8 15 10 10 10 15 9-10 14 8 8 8 14 11-12 13 6 7 6 13 13-14 12 5 6 4 12 15-16 11 4 4 3 11 17+ 10 3 3 2 10

Barbarian To-Hit Table Level -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 1-2 25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 3-4 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 5-6 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 7-8 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 9-10 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 11- 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 12 13- 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 14 15- 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 16 17+ 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6

The Barbarian Character detriment of his more civilized foes but to the benefit of his fellow Barbarians. This ability requires the Barbarian Minimum Scores: Str 12, Dex 6, Con 15 to down an opponent (kill or render unconscious) Hit Die Type: d12 (Max 9) after which the Barbarian takes a full round to perform Alignment: Any non-Lawful savage acts on the fallen foe. This grants the Barbarian Experience Bonus: None and all other Barbarians who witness the act a +1 bonus to their attack and damage rolls for the rest of the Armor/Shield permitted: Any combat. All non-barbarians witnessing this (including Weapons Permitted: Any any allies of the Barbarian) suffer a -1 penalty to attack Weapon Proficiencies: 6+1 every 2 levels and damage rolls. Only one such bonus can apply at Penalty for non-proficiency: -2 any given time (while multiple Barbarians can engage Weapon Specialization: Optional – as Fighter in bloody slaughter the maximum bonus or penalty is still +1 or -1). Barbarian Abilities Superstitious: Barbarians are notoriously suspicious Berserk: The Barbarian can fly into a rage at the beginning of magic from outside their experience (Barbarian of a combat, requiring a full round to whip himself up into clans will tolerate Clerics and Druids but Magic-Users a frenzy. This grants the Barbarian a +1 bonus to attack and Illusionists will be driven out). In part this lack of and damage rolls for the rest of the combat. experience with magic is represented in the Barbarian’s saving throws against Aimed Magic Devices and Spells, Bloody Slaughter: As combat grows more intense, the which are very low. Barbarian can indulge the savage within him, to the

 If any Magic User or Illusionist casts a spell on a War Chief: At 9th level the Barbarian has an even greater Barbarian and he successfully saves, he will fly into reputation among his people and can gather a larger a triple strength Berserker frenzy (+3 bonus to attack force, equal to 1d8 1st level Barbarians per level. This force and damage rolls) and attack the spell-caster. Unlike is accompanied by two war leaders (3rd level Barbarians), a standard Berserk state, this happens automatically two clan shamans (3rd level Druids) and one clan leader and requires no time. (6th level Barbarian). While superstitious, the Barbarian is still a pragmatist; his primitive nature just sometimes gets the better of Warlord: At 15th level and above the Barbarian can him. With regard to magic items, this means that a summon a great number (often the majority) of his people Barbarian can use most magic weapons and armor, to aid him in revenge or for the prospect of gaining since they are just better versions of standard items. treasure. This force numbers 2d10 1st level Barbarians per The Barbarian would not use a weapon if he knew it level, along with one war leader and clan shaman per 10 could throw a spell though. Barbarians and one clan leader for every 30 Barbarians. The Barbarian is also pragmatic enough to suffer the use of such items or the presence of a Magic-User Barbarian Level Advancement among his allies, unless a spell is cast upon him. In such a case the Barbarian will fly into a rage as discussed Level Experience Hit Dice Notes above and attack the source of the spell. Points (d12) Required Advanced Abilities 1 0 1 2 3,000 2 Clan Leader: A Barbarian of 6th level and above has the respect of his clan, usually his family and some 3 6,000 3 traditionally allied families who hail from the same 4 10,000 4 area. If the promise of revenge against a traditional 5 20,000 5 enemy or substantial loot is promised, the Barbarian 6 35,000 6 Clan Leader can gather a small force of 1d6 1st level Barbarians 7 70,000 7 times the Barbarian’s level (so 6d6 at 6th level, 7d6 at 7th level and so on), along with a war leader (a 3rd level 8 200,000 8 Barbarian) and a clan Shaman (a 3rd level Druid). This 9 400,000 9 War Chief force will stay together for the Barbarian as long as the 10 600,000 9+4 Constitution- goal he promised them remains within their reach (this based hp is at the discretion of the game master). adjustments no longer apply 11 900,000 9+8 12 1,250,000 9+12 13 1,750,000 9+16 14 2,250,000 9+20 15 2,750,000 9+24 Warlord

Each level gained thereafter requires 500,000 experience points and gains 4 hp.

Bard The Bard is the wandering minstrel of legend, a jack- of-all trades who learns some abilities of the Fighter and some of the Thief, combining them with a magic through music that is all his own. From the Fighter the Bard gains a good to-hit table and from the Thief the Bard gains Thief abilities (though at a lower level). The Bard’s music is his real power and allows him to invoke abilities normally reserved to other classes and some abilities completely unique to the Bard.

 Bard Saving Throw Table Level Aimed Magic Breath Weapons Death/Paralysis/ Petrification/ Spells Items Poison Polymorph 1-2 15 17 14 15 16 3-4 14 16 13 14 15 5-6 12 13 11 12 13 7-8 11 12 10 11 12 9-10 9 9 8 9 10 11-12 8 8 7 8 9 13-14 6 5 5 6 7 15-16 5 4 4 5 6 17+ 4 4 3 4 5

Bard To-Hit Table Level -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 1-3 25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 4-6 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7-9 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 10- 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 12 13- 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 15 16- 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 18 19+ 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1

The Bard Character Most Bard songs that have a duration require the Bard to perform for the entire duration. This means Minimum Scores: Str 13, Dex 13, Con 6, the Bard may not do anything except walk and play. Int 9, Wis 9, Cha 15 He may not fight, use Thief abilities or cast spells while Hit Die Type: d6 (Max 10) maintaining a bardic song. Of course if more pressing Alignment: Any needs apply, the Bard may stop playing or play a Experience Bonus: None different song (but this counts as a separate use of the Bard’s music). Armor/Shield permitted: Leather Every two levels the Bard may select a musical ability Weapons Permitted: Any from the following list (one at levels 1-2, a second at Weapon Proficiencies: 3+1 every 4 levels levels 3-4 and so forth): Penalty for non-proficiency: -3 Charming Melody: This song acts like the Charm Weapon Specialization: N/A Person spell. Countermelody: This song will counteract any other Bard Abilities sonic effect, from the music of a rival Bard to a Banshee’s wail. It will not remove the effects of a sonic attack that Mystic Music: The core bardic ability, the Bard has the has already occurred. For example casting this spell power to invoke magic through his music from first level the round after a Power Word, Kill is uttered will have and can use this ability while “armed” with any musical no effect. The Bard may play this song as a preventive instrument, even with only the power of his voice. In and no spell or ability based on music, screaming or general bardic music will only affect those in range to the spoken word will affect any ally in a 20-foot radius hear it which can vary greatly depending on conditions of the Bard’s position. If played to remove an already (in a raging storm or magical silence the Bard may not existing effect this song has an instantaneous duration. be able to perform at all, while in a quiet cavern he might If played as a preventive measure this song may be be heard a great distance away). The Bard may perform played for 1 round per Bard level. magic through his music once per Bard level.  Brawler Saving Throw Table Level Aimed Magic Breath Weapons Death/Paralysis/ Petrification/ Spells Items Poison Polymorph 1-2 16 17 13 15 17 3-4 15 16 12 14 16 5-6 13 13 9 12 14 7-8 12 12 8 11 13 9-10 10 9 6 9 11 11-12 9 8 5 8 10 13-14 7 5 4 6 8 15-16 6 4 3 5 7 17+ 5 4 3 4 6

Brawler To-Hit Table Level -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 1-2 25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 3-4 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 5-6 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 7-8 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 9-10 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 11-12 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 13-14 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 15-16 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 17+ 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6

Funeral Dirge: This ability allows a Good Bard to turn Bard Level Advancement undead or an Evil Bard to command undead. Neutral Level Experience Hit Dice Notes Bards may learn either of these songs but not both. Points (d6) Lilting Ballad: The Bard heals 1 hp per round to all Required allies within 20 feet. This song lasts one round per Bard 1 0 1 level. Lullaby: This song acts like the Sleep spell. 2 2,000 2 Marching Cadence: This song dispels fatigue and 3 5,000 3 increases the movement of all allies able to hear the 4 10,000 4 song by 30 feet per round. Those affected by this song 5 20,000 5 also ignore any movement penalties from terrain. This 6 30,000 6 song lasts one hour per Bard level but the Bard must 7 60,000 7 continue performing the entire duration. Music Lights the Way: This song generates a floating 8 100,000 8 mystical light the follows the Bard as he travels. This 9 200,000 9 mystical light sheds illumination in a 20-foot radius. This 10 350,000 9+2 Constitution-based light lasts one hour per Bard level. The Bard does not hp adjustments no need to play to maintain this song (meaning he need longer apply only perform it for one round and then may perform 11 500,000 9+4 other tasks, including singing other Bard songs). Uplifting Melody: This song acts like the Chant spell. Each level gained thereafter requires 250,000 Soothe the Savage Beast: Any hostile animal or experience points and gains 2 hp. magical beast will do nothing and stand fascinated upon hearing this song if it fails a saving throw against Spells. This magical effect lasts for one round per Bard  level and is cancelled if the creature is attacked by the The Brawler Character Bard or his allies. The Bard may compel the creature to stand still or follow him. If the Bard and his allies are out Minimum Scores: Str 7, Dex 6, Con 9, of sight once the ability ends, the animal will not follow. Int 3, Wis 6, Cha 6 If the Bard and his allies are in sight once the ability Hit Die Type: d10 (Max 9) ends, the animal will act in its normal manner. This ability Alignment: Any will only work on creatures of Animal Intelligence. Experience Bonus: Con 16+ Armor/Shield permitted: Leather Advanced Abilities Weapons Permitted: Any Thief Abilities: The Bard gains Thief abilities at a level Weapon Proficiencies: 3+1 every 2 levels four less than his own level (so at 5th level the Bard has Penalty for non-proficiency: -3 the abilities of a 1st level Thief). The exception to this is Hear Noise, which a Bard has as a Thief of his level. Weapon Specialization: Optional – As Fighter (unarmed only) Brawler The Brawler is focused solely on unarmed combat rather than any esoteric applications of the martial arts. Unlike the Yamabushi, she has no ties to a monastery and no ethical code. A Brawler is much more likely to be found in a seedy tavern than a monastery and likely learned her fighting style the hard way, through actual backroom brawls. Many Brawlers are criminals, since they are always armed (effectively) and thus make excellent enforcers for Thieves’ Guilds. In densely packed urban environments, Thieves’ Guilds might admit Brawlers, whose crimes will tend to be of the more direct variety, such as strong-arm robbery and protection rackets.

A Brawler of 9th level or higher may build a gymnasium in an urban area and attract students who wish to learn combat skills from a person of her ability. The number of students the Brawler attracts is affected by many things, including the Brawler’s level, the population of the urban area where the gymnasium is founded and how regularly the Brawler herself is in attendance (if the Brawler is off adventuring most of the time attendance will be lower). The Brawler may charge 1 gp per month from students.

While the Brawler’s students will not leave the city where they train under her, they are followers of a sort. If the Brawler or her gymnasium are threatened or severely insulted (especially by a rival gymnasium) the Brawler’s students will fight to defend her or the school. If the Brawler encourages this sort of behavior, such as “suggesting” to her students that a particular person or school has insulted them and needs to be taught a lesson, the students will certainly listen, since a Brawler is always looking for a good scrape.

 Brawler Level Advancement The Brawler must state his intention to use this ability after the attack roll but before damage is rolled. As Level Experience Hit Dice Notes the Brawler advances in level he may use this ability Points (d10) additional times each day: the Brawler may use this Required ability twice per day at levels 5-8, three times per day 1 0 1 HTH 1d6 at levels 9-12 and so forth. 2 1,750 2 3 3,500 3 Combat Specialization: The Brawler may benefit from Weapon Specialization as discussed in the Fighter 4 7,000 4 HTH 1d8 class in the OSRIC core rules. However he may only 5 14,000 5 specialize in one of his unarmed fighting styles. 6 28,000 6 7 56,000 7 HTH 1d10 8 125,000 8 Knight 9 250,000 9 May attract The Knight is a mounted warrior who fights for honor. students Some knights are as selfless as Paladins while others 10 500,000 9+3 Constitution hp seek their own glory or even riches, however all Knights adjustments no adhere to a strict code, the Code of Chivalry that longer apply requires the Knight to fight on even footing with his 11 750,000 9+6 HTH 1d12 opponent.

Each level gained thereafter requires 250,000 Like their Oriental equivalent, the Samurai, the Knight is experience points and gains 3 hp. part of a privileged warrior class and his training begins by age 7 when the Knight is sent to court as a page to learn the ways of medieval politics. In addition to Brawler Abilities politics, a page is taught obedience to his betters in Martial Arts: Brawlers always receive martial arts training the social order and the church, as well as receiving through their “schools” no matter how impromptu they an education in history, especially the history of kings may be. However a Brawler may not learn martial arts and the nobility. Pages also perform menial tasks at inappropriate to his area; so while a Yamabushi could court designed to teach humility, such as cleaning the study Karate in a western area (provided there was a stables and working in the castle’s kitchens. higher level master to train with), a Brawler in a western area would be permitted to learn only western martial By age 14 the page is elevated to squire where his arts. Similarly a Brawler in an Oriental city could learn military training begins. From this day forward he will eastern arts but not those from the west. perform all his exercises in increasingly heavy armor so that it will become second nature to him. Squires are Bonus Attacks: The Brawler gains additional unarmed given numerous boot camp-like exercises including attacks as Yamabushi do but less swiftly. A Brawler has crossing deep muddy ditches and climbing wooden one attack at 1st to 6th level, 3/2 attacks at 7th to 12th fences, all of which are performed in heavy armor. level and 2/1 attacks at 13th level and above. Brawlers Training in horsemanship is performed in armor as well never receive multiple attacks with weapons. with the squire learning to quickly mount and dismount a horse in armor. As the squire’s training progresses Hand-to-Hand damage: The Brawler inflicts the base he will be assigned to a knight who will continue his unarmed damage of his martial arts style (see martial education in combat training. The squire is required arts for more information). As the Brawler rises in level to maintain the knight’s equipment and mount during his unarmed damage will slowly improve. The Brawler this apprenticeship. may use the base damage for his martial arts style or the base damage granted by the Brawler class, Finally, usually between the ages of 18 and 22 whichever is better. (depending on how quickly the squire progressed in his training) he would be ready to assume the mantle Brute: The Brawler is not as nimble as the Yamabushi of knighthood. Days of prayer and fasting would but his toughness is second to none. He wins fights commence and a priest would bless a sword and by his “steel jaw”, shrugging off blows that would fell place it around the squire’s neck. Wearing nothing but a less determined fighter. Once per day the Brawler a white smock to show his purity, he would move to can suffer only minimal damage from a successful hit. a nearby chapel where a full-fledged knight waited  Always fight opponents on equal footing. If an opponent is on foot, dismount and face him. If an opponent has no missile weapons, you may not use them yourself. Always be honest and truthful. Since you are often called upon to administer the law your honesty must be above reproach.

A Knight who does not live up to this code may be stripped of his knighthood by the lord he serves or by the king of the realm in which he resides. Such a fallen Knight may either seek redemption, trying to prove himself worthy of reinstatement by those who stripped him of Knighthood or he may accept his disgrace and advance as a regular Fighter for the remainder of his career.

Ex-Paladins: In a campaign featuring the Knight class, a game master may decree that Paladins are a sub-class of the Knight not the Fighter. In this case a Paladin who breaks his vows or changes his alignment may be allowed to become a Knight instead of becoming a Fighter, provided he meets all the ability score and alignment requirements for the Knight class. for him. The knight would question the squire about his motives to ascend to knighthood and then, if he found The Knight Character his answers acceptable, dub him a knight. The squire Minimum Scores: Str 13, Dex 10, Con 15, would then stand and remove the white smock and Int 6, Wis 6, Cha 6 sword and be dressed in armor and spurs by waiting Hit Die Type: d10 (Max 9) assistants. He would then kneel before the knight again and receive the accolade, three touches on Alignment: Any Lawful alternating shoulders with the knight’s sword. After this Experience Bonus: None the squire would be given his sword, lance and shield Armor/Shield permitted: Any and be ready to enter the world again as a full-fledged Weapons Permitted: Any knight of the realm. Weapon Proficiencies: 4+1 every 2 levels The Knight’s code is known as the Code of Chivalry. Penalty for non-proficiency: -2 The Code of Chivalry requires the following: Weapon Specialization: N/A Pledge your loyalty to a Lawful god and follow his dictates, this will give the Knight higher aspirations. Knight Abilities Find a lord worthy of you and pledge to serve him. Immune to Fear: Knights are taught to fear nothing, not Find a lady worthy of your love and pledge yourself even death. Knights are immune to all forms of fear, to her, fighting for her honor in tournaments. both magical and mundane. Once you have pledged your service to a lord, serve him until death. Combat Training: At 1st level the Knight gains a +1 Never retreat from battle. bonus to-hit with all melee weapons while mounted. At 4th level the Knight gains a +1 bonus to hit with swords  Knight Saving Throw Table Level Aimed Magic Breath Weapons Death/Paralysis/ Petrification/ Spells Items Poison Polymorph 1-2 16 17 16 14 16 3-4 15 16 15 12 15 5-6 13 13 14 10 13 7-8 11 10 13 8 12 9-10 10 8 12 6 10 11-12 9 6 11 5 9 13-14 7 5 10 4 8 15-16 6 4 9 3 6 17+ 5 3 8 2 6

Knight To-Hit Table Level -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 1-2 25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 3-4 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 5-6 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 7-8 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 9-10 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 11-12 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 13-14 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 15-16 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 17+ 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 while on foot. At 8th level the Knight’s bonus to hit while Advanced Abilities mounted increases to +2 and at 12th level his bonus to hit Squire: At any time after he has achieved 6th level, the Knight with swords on foot increases to +2, and so on. may attract a skilled warrior older and more competent than the average squire who seeks late entry into the Horsemanship: The Knight is trained to ride from a very knighthood. This squire will be a Fighter with a level one-third young age and throughout his training is expected to the Knight’s level rounded down (so at 6th to 8th level the ride constantly. Pages ride in the course of hunting while Fighter will be 2nd level, at 9th to 11th level 3rd and so forth). squires begin training in mounted combat wearing armor. If someone attempts to unseat the Knight he has a 90% Accolade: At 12th level or above the Knight may grant chance to stay in the saddle. At 10th level this increases knighthood to any Fighter who meets the requirements to 100%. A Knight has a similar chance to vault into or out for the Knight class (including ability scores, alignment and of the saddle of his mount in a single segment. If the roll so forth). A Fighter who gains knighthood in this way loses to quickly mount or dismount is failed the Knight requires any Weapon Specialization already selected in favor of a full round to mount or dismount his steed. the Knight’s weapons of choice. The exception to this is a character who has become a Fighter because he is a Knight’s Warhorse: Knights cannot summon a magical fallen Knight. Such a character may only be restored to warhorse as Paladins do but they are given instruction in knighthood by his lord or a lord he serves indirectly (such as the care and training of ordinary mounts. Any warhorse his lord’s King). possessed by the Knight will gain 1 hp per die each If the character being dubbed with this ability is not eligible time the Knight gains a level until eventually the mount for any reason (such as not meeting the requirements or reaches maximum hit points for its type. A Knight has a being a fallen Knight) this ability will not function. In a fantasy discerning eye for horses and can tell at a glance how setting, granting knighthood is a holy rite that invokes the many hit points any horse has, making him an excellent names of gods and saints and they will not allow someone choice of horseflesh when it comes time to buy a new unworthy to ascend to their service. mount. 10 Knight Level Advancement Ninja Level Experience Hit Dice Notes Ninja are the assassins of the Orient, renowned for Points (d10) their skill at stealth and disguise. Though the initial Required Ninja philosophies were adapted from the sections on espionage from Sun Tzu’s Art of War, the Ninja would 1 0 1 Immune to develop numerous unique techniques, beginning with Fear, Combat Michinoue-no-Mikoto, usually regarded as the first Training (Mounted true Ninja. The name for this order would come later, Combat) +1 when Otomo-no-Saijin was granted the title Shinobi as 2 3,000 2 a badge of honor. The name, which means “steal in” was later modified by adding another character to it 3 6,000 3 changing the word to Ninjutsu. 4 10,000 4 Combat Training (Swords) +1 Training in Ninjutsu begins at a very young age, usually 5 20,000 5 by age 5. Training includes balance, stealth, armed 6 50,000 6 Squire and unarmed combat, psychological warfare as well as more exotic forms of training, such as placing a 7 100,000 7 young Ninja in a small pot for hours a day to ensure no 8 200,000 8 Combat Training fear of darkness or confinement. (Mounted Combat) +2 Ninja clans are controlled by the Chunin (“middle 9 500,000 9 men”) and above them the Jonin (“upper man”), the 10 900,000 9+3 Constitution- supreme leader of the clan. There is only one Jonin per based hp clan but each clan can have many Chunin. Once a adjustments no character reaches 15th level, he must either assassinate longer apply the Jonin of his current clan or found a clan of his own. 11 1,300,000 9+6 As Ninja are honorable (in their own way) assassinating one’s own Jonin is very rare and will usually only be 12 1,700,000 9+9 Accolade tolerated by the clan if the Jonin has acted outside the normal bounds of acceptable Ninja behavior Each level gained thereafter requires 400,000 additional or has shown weakness or incompetence in some experience points and gains 3 hp. way.

11 The Ninja Character Chunin: At 9th level the ninja has achieved the rank of “middle man” and may recruit ninja from his clan as Minimum Scores: Str 10, Dex 13, Con 12, followers, to assist him in his assignments. Int 9, Wis 6, Cha 13 Hit Die Type: d6 (Max 15) Jonin: A 15th level ninja is a Jonin or “upper man”, the Alignment: Any Lawful leader of a ninja clan. The ninja must either assassinate Experience Bonus: None his own Jonin (which will only be tolerated by his clan under certain circumstances) or found a new clan Armor/Shield permitted: Armored sleeves of his own. If a ninja leaves his clan to found his own, Weapons Permitted: Any approximately 10% of the clan will be allowed to come Weapon Proficiencies: 4+1 every 4 levels with him as the cornerstone of the new clan. Penalty for non-proficiency: -2 Weapon Specialization: N/A Character Illusionist Spell Level Level Ninja Abilities 1 2 3 Backstab: A ninja may backstab with any of the melee 6 1 – – weapons permissible to the thief class as well as with the 7 1 – – ninja-to. Backstabbing doubles the weapon’s damage 8 2 – – at levels 1-4, triple at levels 5-8, quadruple at level 9-12, 9 2 – – and so on. Also, a ninja attacks from behind with a to-hit bonus of +4 rather than the ordinary +2. 10 2 1 – 11 2 1 – Disguise: Ninja are masters of disguise, even at first 12 2 2 – level. Within reasonable limits, a ninja can make himself 13 2 2 – appear slightly shorter or considerably taller, fatter or 14 2 2 1 thinner, or of the opposite gender. A ninja can even disguise himself as a member of another race (again, 15 2 2 2 within reason). Any person observing the disguised ninja has a base 2% chance to see through the disguise, with Ninja Level Advancement one chance per day to do so. The base chance of Level Experience Hit Dice Notes seeing through a disguise increases another 2% if the Points (d6) ninja is posing as another class, race or gender (max 8% Required chance). The GM may assign additional penalties and 1 0 1 bonuses to this check if the observer is unusually wise or intelligent (or particularly stupid), and common sense, 2 2,000 2 of course, applies at all times. 3 4,000 3 4 8,000 4 Shinobi-jutsu: The ninja has the following thief abilities at 5 16,000 5 a level equal to his ninja level: Climb Walls, Hear Noise, 6 32,000 6 Nine Signs Hide in Shadows, Move Silently. All other thief abilities are at two levels below the character’s ninja level. 7 75,000 7 8 150,000 8 Martial Arts: All ninja receive training in the Ninjutsu 9 300,000 9 Chunin (may martial art at 1st level, even if such training would not recruit followers) normally be available in their area. See Martial Arts 10 450,000 10 below for an explanation of how martial arts work and 11 600,000 11 how they are acquired. 12 750,000 12 Advanced Abilities 13 1,000,000 13 14 1,500,000 14 Kuji-Kiri, the Nine Signs: Once a character rises to the 6th level, he begins to receive instruction in deeper 15 2,000,000 15 Jonin mysteries, including the “nine signs” or Kuji-Kiri. This allows the ninja to cast Illusionist spells according to the table below.

12 Ninja Saving Throw Table Level Aimed Magic Breath Weapons Death/Paralysis/ Petrification/ Spells Items Poison Polymorph 1-4 14 16 14 14 14 5-8 12 15 12 13 12 9-12 10 14 10 12 10 13-15 8 13 8 10 8

Ninja To-Hit Table Level -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 1-4 25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 5-8 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 9-12 21 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 4 5 13-15 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3

Noble The Nobles are the political and social elite of fantasy societies. These privileged few live on great estates and sometimes command larger armies than kings. While a player character noble starts out with much more modest means, he does carry the training to command men and some material advantages other classes do not.

Like many other classes, including the Knight, Paladin, Ranger and Samurai, Nobles also live by a strict code of conduct which defines them. They must adhere to this code at all times and can be stripped of their nobility if they violate it. The Noble’s code is known as Noblesse Oblige.

Noblesse Oblige sees the Noble’s place at the top of the social order as a divine right but also a divine responsibility. The Noble’s power and authority are not to be questioned but he is to USE that power first and foremost to protect those below him in the social order. Noblesse Oblige was particularly concerned with the wealth Nobles tended to accumulate and saw greed as a particularly vile trait in a member of the nobility.

The Noble is expected to donate up to 10% of his wealth to charitable causes, such as orphanages and priestly orders that provide food to the poor. Any time Note also that Noblesse Oblige applies only to NPCs. a Noble gains a large influx of wealth (such as from Regardless of their upbringing, fellow PCs should an adventure) his first order of business should be this be considered friends of the Noble. Nobles in the donation. Spending money on arms or a new mount Middle Ages were famously free with their friendship, to reduce his cash on hand and avoid giving to the befriending brigands and poets and comedians and poor is the type of behavior that could give a Noble treating those individuals as equals. a reputation for greed, serving his own vanity above those he was born to protect and serve.

13 Noble Saving Throw Table Level Aimed Magic Breath Weapons Death/Paralysis/ Petrification/ Spells Items Poison Polymorph 1-2 14 15 12 13 15 3-4 13 14 11 12 14 5-6 11 11 9 10 12 7-8 10 10 8 9 11 9-10 8 7 6 7 9 11-12 7 6 5 6 8 13-14 5 3 3 4 6 15-16 4 2 2 3 5 17+ 3 2 2 2 4

Noble To-Hit Table Level -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 1-2 25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 3-4 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 5-6 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 7-8 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 9-10 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 11-12 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 13-14 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 15-16 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 17+ 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6

The Noble Character Noble knows he may use all abilities from the list below a number of times per day equal to his Noble level Minimum Scores Str 10, Dex 6, Con 10, (meaning a 4th level Noble who knows two auras may Int 9, Wis 10, Cha 13 use any combination of those two auras four times in Hit Die Type d8 (Max 10) the course of a day). The Noble can take any action Alignment Any Lawful except retreat while an aura is in effect. If the Noble Experience Bonus Wis 16 and Cha 16+ withdraws from battle (or begins to) any aura in effect is immediately cancelled. The Noble’s presence in the Armor/Shield permitted Any thick of battle is what inspires his allies. Note that the Weapons Permitted Any Noble does not need to be actively fighting, he just Weapon Proficiencies 3+1 every 3 levels cannot be retreating from the enemy. Penalty for non-proficiency -3 Forced March: This ability is identical to the Bard’s Weapon Specialization N/A Marching Cadence ability. Unlike most auras, the Noble must do nothing but maintain this aura. He Noble Abilities must be actively urging his allies to move quickly at all times. Inspiration: The Noble is trained from a young age to Inspire Courage: All allies within a 20-foot radius gain be a leader of men. Complimenting this training is his a +2 bonus on saving throws against fear. This bonus place at the top of the social order which is backed increases by +1 for every four levels the Noble gains by divine influence. For whatever reason, the gods (so it increases to +3 at 5th level, +4 at 9th level and so themselves have placed their faith in the Noble to forth). This ability lasts one round per Noble level. help lead their followers (in concert with members of Inspire Heroism: This ability grants all allies within a 20- the Cleric, Druid and Knight classes). foot radius a +1 bonus to attack and saving throws. This Every two levels the Noble may select an ability bonus increases by +1 for every four levels the Noble from the list below (one at levels 1-2, two at levels 3- gains. 4 and so forth). Regardless of how many abilities the

14 Never Surrender: This ability grants all allies within a Attracting soldiers is voluntary and the Noble may 20-foot radius who have less than 50% hp remaining wait until he is higher level to attract followers or a a +2 bonus to attack and damage rolls. This bonus standard bearer. Waiting to attract followers does not increases by +1 for every four levels the Noble gains. decrease the amount of followers a Noble can attract, Rally Courage: This ability functions as Inspire Courage meaning a Noble who waited until 9th level to attract except it is an instantaneous effect that allows anyone followers would be able to roll followers for 6th, 7th, 8th within a 20-foot radius of the Noble to re-roll a failed and 9th levels immediately. saving throw against any fear effect. This includes failed morale checks by NPC allies fighting with the Lord: At 9th level the Noble is granted the title of Lord Noble. Unlike most auras, this aura can be used without by his King. He will be treated according to his rank by ending the Inspire Courage or Inspire Heroism auras. other members of the nobility he encounters and can Second Wind: The Noble inspires his wounded allies expect at least neutral treatment even in the lands to forget their pain and fight on, ignoring wounds. of rival or enemy nobles, so long as a state of open, This ability heals all allies within a 20-foot radius of 1 declared war does not exist between the lords of the hp of damage. The damage healed increases by +1 land the Noble is in the lands the Noble hails from. for every four levels the Noble gains. This ability is an instantaneous effect. Accolade: The Noble gains this ability at 12th level. It Voice of Command: This ability functions identically functions identically to the Knight ability of the same to the Command spell. name.

Advanced Abilities Noble Level Advancement Retinue: Nobles can begin to attract followers at a Level Experience Hit Dice Notes th much lower level than other characters. At 4 level Points (d8) the Noble can attract a standard bearer to carry his Required personal flag into battle with him. A standard bearer 1 0 1 is a Fighter of one-half the level of the Noble that 2 2,500 2 attracts him (so if a Noble sought out a standard bearer immediately upon reaching 4th level he would 3 5,000 3 attract a 2nd level Fighter, if he waiting until 6th level the 4 8,000 4 Standard Bearer standard bearer would be 3rd level). Once gained a 5 15,000 5 standard bearer advances normally. 6 30,000 6 Retinue As long as the standard bearer is conscious and 7 60,000 7 able to hold the standard of his lord visible, the radius and duration of all the Noble’s auras is doubled. If the 8 120,000 8 standard bearer goes down, the Noble may not use 9 250,000 9 Lord any Inspiration abilities until the standard is retrieved 10 550,000 9+2 Constitution- and held aloft by another character. based hp Standard flags are large, heavy and bulky meaning adjustments no the character holding the standard may do nothing longer apply else. Also because of their size, they may not be used 11 850,000 9+4 in most dungeon settings. Even in a large cave, there is usually not enough visibility for a standard to be of any Each level gained thereafter requires 300,000 additional effect. Therefore this ability may only be used indoors experience points and gains 2 hp. with the game master’s permission. In addition to the standard bearer, at every level from 6th on the Noble may begin to attract followers. Samurai At 6th level the Noble can attract 1-4 0 level Fighters to his cause, at 7th level he can attract 1-6 0 level Fighters, Samurai are the noble warriors of the Orient. Unlike at 8th level 1-8 0 Level Fighters and from 9th on 1-10 0 a Paladin, who follows a strict code of Lawful Good, level Fighters per level may be attracted to the Noble’s Samurai swear allegiance to a high level Noble known cause. in Oriental societies as a Daimyo (see the Noble class For every 5 0 level Fighters (total) that the Noble has, for more information) and serve his wishes until death. he will attract one 1st level Fighter (a Sergeant) and for every 20 0 level Fighters (total) he will attract a 3rd level Samurai whose lords have died before them or who Noble (a Lieutenant). have been rejected by their lord for some reason are 15 Samurai Saving Throw Table Level Aimed Magic Breath Weapons Death/Paralysis/ Petrification/ Spells Items Poison Polymorph 1-2 16 17 16 14 16 3-4 15 16 15 12 15 5-6 13 13 14 10 13 7-8 11 10 13 8 12 9-10 10 8 12 6 10 11-12 9 6 11 5 9 13-14 7 5 10 4 8 15-16 6 4 9 3 6 17+ 5 3 8 2 6

Samurai To-Hit Table Level -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 1-2 25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 3-4 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 5-6 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 7-8 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 9-10 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 11-12 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 13-14 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 15-16 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 17+ 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6

16 Samurai Level Advancement of the unknown, the Samurai will be sent to superstitious places alone at night, such as graveyards. Level Experience Hit Dice Notes Points (d10) At age 5 the Samurai receives his first “sword” (a Required dagger little more than a toy) and he will not be 1 0 1 Immune to Fear, without a sword for the rest of his life. In addition to Weapon of Choice training with the sword, the Samurai is trained to use (Katana) +1 the bow, the spear, horsemanship and military tactics, 2 2,500 2 finally entering society as an adult warrior with all the 3 5,000 3 privileges and responsibilities of his class at age 22. 4 8,000 4 Weapon of Choice In addition to the requirement that he serve a Daimyo (Daikyu) +1 the Samurai’s code of honor requires him to obey the 5 18,000 5 following restrictions: 6 40,000 6 The Samurai may never refuse a command from 7 80,000 7 his lord, even if that command means certain death. 8 150,000 8 Weapon of Choice Indeed, a Samurai is expected to obey any command (Yari) +1 from his lord, even one demanding him to commit 9 450,000 9 suicide. The Samurai may never refuse single combat, even if 10 750,000 9+3 Constitution-based that means his death. hp adjustments no Finally, the Samurai must donate at least 10% of any longer apply wealth he gains to his lord. 11 1,050,000 9+6 The Samurai Character Each level gained thereafter requires 300,000 additional experience points and gains 3 hp. Minimum Scores: Str 12, Dex 6, Con 9, Int 6, Wis 3, Cha 6 known as Ronin. These “fallen samurai” are treated Hit Die Type: d10 (max 9 hit dice) as regular fighters in most respects, until they are able Alignment: Any Lawful to redeem themselves in some way. Ronin lose their Experience Bonus: None immunity to fear but retain any Weapon of Choice Armor/Shield permitted: Any armor, no shield abilities already learned. They may not learn new Weapons Permitted: Any Weapon of Choice abilities until they are redeemed and they may not take Weapon Specialization. Weapon Proficiencies: 4+1 every 2 levels Penalty for non-proficiency: -2 If the Samurai’s original lord is still alive, the Samurai Weapon Specialization: N/A may only be redeemed by being accepted back into that lord’s service. If the Samurai’s original lord has Samurai Abilities died, the Samurai can regain his lost abilities by finding Immune to Fear: Samurai are trained almost from birth a new lord to serve. to fear nothing, not even death. Samurai are immune to all forms of fear both magical and mundane. As a member of a privileged warrior class, the Samurai begins training at birth. He is exposed with Weapons of Choice: A Samurai was expected to be little protective clothing to the harshest summer heat highly proficient in the Katana (a two-handed sword and winter cold and taught to endure pain without of the Orient), the Daikyu (an Oriental longbow) and complaint. He is given errands by his family, at first on the Yari (an Oriental spear). Skill with these weapons the grounds of the family estate but very quickly (often allowed the Samurai to best his foe at any range before age 10) on the open road. whether long (with the Daikyu), medium (with the Yari) or close (with the Katana). Members of his family will often follow and observe At 1st level the Samurai receives a +1 bonus to hit with these errands to ensure the young Samurai conducts the Katana. At 4th level he receives a +1 bonus to hit himself without fear. Often they will place obstacles in with the Daikyu and at 8th level he receives a +1 bonus his way or take steps to lengthen the errand or confuse to hit with the Yari. At 12th level the Samurai’s bonus to the Samurai to teach him resolve. So that he has no fear hit with the Katana increases to +2 and so on. 17 Thief-Acrobat The Thief-Acrobat Character While many thieves rely on manual dexterity to get Minimum Scores: Str 13, Dex 13, Con 6, into places they aren’t supposed to be, some thieves Int 6, Cha 6 specialize in “second story” work, using their agility to Hit Die Type: d6 (max 10 hit dice) get up high and enter structures from above, where Alignment: Any neutral or evil security is often lighter or non-existent. Second story work isn’t easy and these thieves have to stronger Experience Bonus: Str 16+ and Dex 16+ than those who work on ground level to accomplish Armor/Shield permitted: Leather the many feats of acrobatics their chosen method of Weapons Permitted: As Thief plus entry requires. Quarterstaff Weapon Proficiencies: 2+1 every 4 levels To become a Thief-Acrobat a character must be a Penalty for non-proficiency: -3 Thief of 5th level and must either be a Human, Half- or Half-. Smaller races lack either the strength (in Weapon Specialization: N/A the case of and Gnomes) or are too bulky to perform the leaps and jumps required by this sub-class Thief-Acrobat Abilities (Dwarves). Upon entering the Thief-Acrobat class, the character stops training (his percentages no longer increase) in Upon reaching 5th level as a Thief, the character informs the following Thief skills: Find Traps, Open Locks, Pick the GM he is searching out a Thief-Acrobat to begin Pockets and the character never gains the Read training. To fully enter this class, the character must Languages skill. These abilities remain at whatever then gain a number of experience points to achieve level they were prior to entry in this class but no longer 6th level on the Thief-Acrobat experience table and improve. In return the Thief-Acrobat gains the following complete his training. abilities:

18 Thief-Acrobat Saving Throw Table Level Aimed Magic Breath Weapons Death/Paralysis/ Petrification/ Spells Items Poison Polymorph 1-4 14 16 13 12 15 5-8 12 15 12 11 13 9-12 10 14 11 10 11 13-16 8 13 10 9 9 17-20 6 12 9 8 7 21+ 4 11 8 7 5

Thief-Acrobat To-Hit Table Level -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 1-4 26 25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 5-8 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 9-12 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 13-16 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 17-20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 21+ 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0

Tightrope Walking: The Thief-Acrobat has a 5% chance increases by +1 every 4 levels (so a total of +3 at 10th level, times his Dexterity score to walk on a very narrow surface +4 at 14th level and so on). The Thief-Acrobat can also use or tightrope. So if a character had the minimum Dexterity this ability to ignore an amount of falling damage equal to to qualify for this class his chance to tightrope walk would 10 times his current bonus in feet. For example a 10th level be 65%, a character with 18 Dexterity would have a 90% Thief-Acrobat (tumbling bonus +3) would ignore 30 feet of chance. This ability improves at 5% per level and can any fall. go as high as 150%. Percentages above 100% allow a If a Thief-Acrobat falls in an area where he could actively character to automatically succeed even when penalties use his acrobatics and tumbling skills to break his fall, such as are applied. in an urban environment where he could grab clotheslines or aim for awnings to break his fall, he may make a saving Pole Vaulting: This ability requires the Thief-Acrobat to have throw vs. Breath Weapon to take minimum damage from a pole at least as long as a Quarterstaff. He can then clear the fall. He may still reduce the base damage using his distances up to 10 feet in height. This distance improves at tumbling modifier as described above. ½ foot per level. This ability can go as high as 16 feet. Thief-Acrobat Level Advancement High Jump: This ability requires the Thief-Acrobat to make a running start of at least 10 feet and allows him to clear Level Experience Hit Dice Notes a height half what he can accomplish with a pole vault (5 Points (d6) feet plus ¼ foot per level). This ability can go as high as 8 Required feet. 6 30,000 6 Acrobat abilities 7 60,000 7 Broad Jump: The broad jump is a leap forward rather than 8 100,000 8 up and can be made either from a standing position or 9 150,000 9 with a 10 foot running start. Standing broad jumps begin at 10 240,000 10 5 feet and improve ½ foot per level. Running broad jumps allow the character to jump twice as far but require a 10 11 330,000 10+2 Constitution foot running start. This ability can go as high as 15 feet for a modifiers no longer standing broad jump, or 30 feet for a running broad jump. apply 12 660,000 10+4 Tumbling: The Thief-Acrobat is very acrobatic in combat and can use this for attack or defense. The character Each level thereafter requires 330,000 experience and gains a +2 bonus at 6th level that can be divided between gains +2 hp. attack rolls and armor class as the player sees fit. This bonus 19 Yamabushi Saving Throw Table Level Aimed Magic Breath Weapons Death/Paralysis/ Petrification/ Spells Items Poison Polymorph 1-4 14 16 14 14 14 5-8 13 15 13 13 13 9-12 10 12 10 10 10 13-15 9 11 9 9 9 14-16 6 8 6 6 6 17 4 6 4 4 4

Yamabushi To-Hit Table Level -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 1-2 25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 3-4 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 5-6 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 7-8 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 9-10 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 11-12 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 13-14 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 15-16 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 17 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 Yamabushi the monastery will be allowed to learn martial arts there, paying what they are able to afford (which is often quite The Yamabushi or “mountain warrior” is a member of a a lot in the case of nobles and Samurai). secluded monastic order trained in mystical asceticism and various forms of martial arts. In many campaigns this Yamabushi are required to live a simple life, refraining class may be known more simply as “the Monk” (that from drinking alcohol, eating meat or owning excess name is not used here because it causes confusion with wealth (more than enough to cover the Yamabushi’s Western monks who are simply cloistered priests, not immediate needs). Yamabushi must also be honest and unarmed combatants). must take a vow of celibacy. The Yamabushi may not own more than 8 magic items (four weapons and four Yamabushi are most often encountered wandering, miscellaneous items). either on an errand for their monastery or in search of personal perfection. However Yamabushi have been As the Yamabushi rises in level he must prove himself in known to get involved in politics on occasion as well, tests of skill against members of his order. At levels 12 either because the head of the monastery is particularly and above, the Yamabushi must seek out and defeat ambitious or because the local nobility is cruel beyond a Yamabushi of that level of his order to maintain his toleration. newly gained level for more than 60 days. Defeating this Yamabushi does not cause him to lose his place, it In most cases however, Lawful Neutral or Lawful Good just proves that the character is worthy to join his ranks Yamabushi will only oppose the nobility on behalf of the (though in Lawful Evil orders these duels are typically to peasant farmers and villagers, who they consider under the death). If the Yamabushi loses but is not killed, he their protection. Highly respected by these peasants loses enough experience points to place him midway and farmers, Yamabushi become a dangerous threat between the former level and the one he just attained. to the nobles when they gather peasants behind them and their uprisings turn into full scale revolts. This makes The exception to this is the battle to become the Ultimate the nobility regard these ascetics with suspicion. Master, the 17th level Yamabushi. There is only one such master in all the world and when a second character Besides protecting the weak, Yamabushi monasteries reaches this level, he must seek out the current Ultimate also serve as a center of learning, especially for Master and defeat him. unarmed combat. Warriors who have the respect of 20 The Yamabushi Character Hand-to-Hand damage: The Yamabushi inflicts the base unarmed damage of his martial arts style (see Minimum Scores Str 12, Dex 15, Con 9, martial arts for more information). As the Yamabushi Int 3, Wis 15, Cha 3 rises in level his unarmed damage will slowly improve. Hit Die Type d6 (max 17 hit dice) The Yamabushi may use the base damage for his Alignment Any Lawful martial arts style or the base damage granted by the Experience Bonus None Yamabushi class, whichever is better. Armor/Shield permitted None Mountain man: Yamabushi are famous for their ability Weapons Permitted Any to cover tremendous distances by foot over rough Weapon Proficiencies 3+1 every 2 levels (usually mountainous) terrain. He can maintain his Penalty for non-proficiency: -3 normal movement rate for 12 hours a day indefinitely Weapon Specialization: N/A and suffers no movement penalties from terrain.

Yamabushi Abilities Martial Arts: All Yamabushi can Yamabushi Level Advancement receive martial arts training at their Level Experience Hit Dice Notes monasteries, even if such training Points (d6) would not normally be available in Required the campaign. 1 0 1 HTH 1d4; Martial Defense (AC 8) 2 2,000 2 Martial Defense (AC 7) Flurry of Blows: When making any martial arts attacks (including 3 4,000 3 Slow Fall (10 feet); Martial Defense (AC weapon martial arts styles), the 6) Yamabushi can make an additional 4 7,000 4 Increased Move (+10 feet); Martial attack each round but all of his Defense (AC 5) attacks -2 penalty to hit. 5 15,000 5 HTH 1d6; Ki Strike (+1); Martial Defense (AC 4) Bonus Attacks: Yamabushi attack 6 25,000 6 Heal Self; Martial Defense (AC 3); Slow once per round unarmed at levels Fall (20 feet) 1-5; at 6-10th levels they attack three 7 55,000 7 Martial Defense (AC 2) times every two rounds (3/2); at 11- 15th levels they attack twice every 8 110,000 8 HTH 1d8; Increased Move (+20 feet); round (2/1); at 16th level and above Martial Defense (AC 1) the Yamabushi attacks three times 9 225,000 9 Evasion; Martial Defense (AC 0); Slow every round (3/1). The Yamabushi Fall (30 feet) never attacks more than once each 10 325,000 10 Ki Strike (+2); Martial Defense (AC -1) round with weapons. 11 450,000 11 HTH 1d10; Martial Defense (AC -2) 12 650,000 12 Martial Arts Master; Increase Move (+30 Martial Defense: The Yamabushi can feet); Martial Def. (AC -3); Slow Fall (40 wear no armor but benefits from his feet) Dexterity adjustment normally. In addition the Yamabushi benefits from 13 800,000 13 Martial Defense (AC -4) the base armor class of his martial 14 1,250,000 14 HTH 1d12; Martial Defense (AC -5) arts style (see martial arts for more 15 1,550,000 15 Martial Arts Grandmaster; Ki Strike (+3); information). As the Yamabushi rises Martial Defense (AC -6); Slow Fall (50 in level his base armor class will slowly feet) improve. The Yamabushi may use 16 1,850,000 16 Increased Move (+40 feet); Martial the base armor class for his martial Defense (AC -7) arts style or that granted by his class, 17 2,250,000 17 Ultimate Master; Martial Defense (AC -8) whichever is better (modified by Dexterity). Level 17 at 2,250,000 experience points is the ceiling for Yamabushi. Any further experience points gained by a character of this level are simply lost.

21 Advanced Abilities Ki Strike: At 5th level and above the Yamabushi’s unarmed attacks are treated as magical for damaging creatures Increased movement rate: As the Yamabushi rises in normally only struck by magical weapons. level, his movement rate increases. Heal Self: At 6th level the Yamabushi can heal damage to Slow Fall: As the Yamabushi rises in level, he can fall himself equal to twice his level once per day. increasing distances without suffering damage. Evasion: At 9th level the Yamabushi suffers no damage on a Thief Abilities: The Yamabushi has Thief abilities at a successful saving throw against damage-dealing magical level two less than his own (so at 3rd level the Yamabushi attacks (including those from aimed devices and breath has the abilities of a 1st level Thief). weapons) that allow a saving throw for half damage. The Yamabushi suffers full damage on a failed saving throw.

Weapons The following is a handful of new weapons for use in your campaigns.

Melee Weapons Weapon Dmg (Medium) Dmg (Large) Enc Weight Cost Garrote +2 +0 1 0 Kama 1-6 1-4 3 2 gp Knife 1-3 1-2 2 1 gp Ninja-to 1-6 1-8 7 20 gp Nunchaku 1-6 1-6 4 10 gp Sai 1-4 1-3 2 5 gp Shield 1-2 1-2 10 lbs. 15 gp Stiletto 1-4 1-3 2 10 gp Tonfa 1-4 1-4 3 2 gp

Missile Weapons Weapon Dmg Dmg (Large) ROF Range Enc Weight Cost (Medium) Blowgun 1-3 1-2 1 15 ft. 2 0 Bolo 1-3 1-3 1 15 ft. 1 0 Boomerang 2-5 (1d4+1) 1-3 1 20 ft. 2 0 Shuriken 1-4 1-3 3 20 ft. ½ 1 gp

22 The other thing that is required to learn a martial art is Martial Arts a weapon proficiency. Learning a martial arts style or a Martial arts are armed and unarmed fighting styles that martial arts maneuver is just as complicated as learning can improve a character’s success in battle and thus his how to use a weapon in combat and thus requires the chance of surviving in a dangerous world. Two common character to spend one of his weapon proficiencies. misconceptions of the martial arts are that they were an For example a 1st level Fighter could learn how to use eastern phenomenon only and that they were primarily the Longsword, learn the Sword Fighting martial arts concerned with unarmed combat. style, learn the Shield Training martial arts style and then take Weapon Specialization in the Longsword with his The idea that systematic combat teachings were unique initial allotment of weapon proficiencies. to the Orient, while their European counterparts threw themselves into battle wildly, bashing their opponents and Martial Arts Styles: Martial arts styles provide a basis for learning (perhaps) from experience was once a quite further training. An unarmed style consists of a base common misconception that modern combat scholars armor class, unarmed attack damage and maneuvers. are working hard to disprove. In fact many European A weapon martial arts style consists of a base armor combat manuals for sword fighting (commonly referred to class, a modifier to the weapon’s normal statistics and as “fencing” or “defence”) have been found and many maneuvers. European knights received training remarkably similar to that of their Japanese counterpart, the Samurai, both in A character without armor uses the base armor class length of training and in the sophistication of the training of his martial art modified by his Dexterity modifier as received. normal. A character wearing armor uses that as his base armor class rather than that of his martial arts style. Also, there are as many varieties of armed martial arts An unarmed character inflicts the base damage of the and unarmed arts are traditionally spurred by a lack of martial art, modified by his Strength modifier as normal. available weapons or by those weapons being outlawed, However a character in armor may use any attack as happened famously on several occasions in Japanese options provided by his martial art provided he has the history when the common folk were disarmed by a fearful appropriate weapon, or in the case of an unarmed nobility. All things being equal, when weapons are in style a hand or foot free to move and attack. abundant supply, a well-trained fighter has just as much preference for being armed as an untrained fighter and Martial Arts Maneuvers: These are specific abilities that would rather direct his energies to mastering his weapon can be used so long as the character is able. The only of choice. caveat is that no more than one martial arts maneuver may be applied to a single attack. If a character Learning a martial art: Learning a martial art requires a has the ability to make multiple attacks, he may use teacher, who might require a payment in cash or service. a different maneuver on each attack but more than Some teachers taught any students they found worthy one maneuver may never be used to modify a single of their attention and these teachers are often the best attack. teachers, seeking students who they feel truly need their knowledge or those whose outlook on the world matches A note about styles and culture: The cast majority of their own (usually expressed in game terms through the styles below are derived from the history of the Alignment). One final consideration for what martial arts planet Earth. This makes their presence on a planet styles are available is the cultural composition of the that is not Earth (such as a fantasy world) something of campaign. In a campaign without a heavy Oriental a conundrum. The game master may either insert the influence it is very unlikely that martial arts such as Aikijutsu styles without comment and let the players wonder (if will have made their way into the campaign. In such a case they notice at all) why these styles are present, he may a character could not learn such an art unless he traveled change the names to ones more suitable to his world the world to reach an Oriental locale or encountered such or he may come up with an explanation the players a wanderer, perhaps a friendly Yamabushi who could be have a chance of learning through the course of play. convinced to teach what he knew. For example the world the players call home might Some professions offer martial arts training as part of their be descended from Earth in ages past through some standard instruction such as the Brawler, Ninja, Samurai sort of magical cataclysm. However no explanation is and Yamabushi and these characters may learn martial needed to explain the presence of these arts, since their arts as part of the normal course for gaining a level. For existence is likely not the most illogical thing in a fantasy these characters, no additional payment is required (magic, elves and dragons leap to mind here). besides any that the game master requires for training to gain a level. 23 Aikijutsu (Martial Arts Style) Bow Range Modifier:+20 feet This fighting style is the art (jutsu) of harmonious (ai) Special: This maneuver may not be employed against a energy (ki) and is the medieval precursor to modern target less than 100 feet away. This maneuver may also Aikido. Unlike Aikido however, there is nothing passive not be performed in most underground settings (in most about this medieval unarmed fighting style of the Samurai. dungeon corridors the roof would be too low while in a While both styles certainly stress internal harmony, Aikido large cavern there would not be enough visibility- still, teaches harmony with your opponent, preserving your life the game master may allow it in some circumstances). and his own. On the other hand Aikijutsu taught harmony as a means to remain calm and defend yourself while Archery (Martial Arts Style) seeking the most efficient way to destroy an opponent. You are one of the most fearsome weapons on the Since this style was learned as a last resort for a disarmed medieval battlefield: a bowman. The bow is an extremely warrior on the battlefield, the focus is to put your opponent unforgiving master, especially the longbow and requires down as quickly and ruthlessly as possible and retrieve constant practice and dedication: hence the saying, your weapon. “to train a bowman, start with his grandfather.”

Base Armor Class: 8 Base Armor Class: 10 Base Unarmed Damage: 1-4 Base Bow Damage: 1-8 Maneuvers Available: Body Blow, Conservative Attack, Base Bow Range Increment: +20 feet Disarming Attack, Fast Attack, Ground Fighting, Hip Throw. Immovable, Jab, Know Your Enemy, Leg Sweep, Maneuvers Available: Arc Fire, Nock Shot, Snap Shot Power Attack, Pressure Points, Reckless Attack, Snap Kick Axe Kick (Martial Arts Maneuver) Arc Fire (Martial Arts Maneuver) A powerful kick in which the attacker brings his foot up You have learned to arc the trajectory of your arrows above his head and brings his heel crashing down on his with accuracy, turning the bow into a medieval form of opponent. artillery. Base Unarmed Damage: +2

24 Bear Hug (Martial Arts Maneuver) the face, midsection and groin. This was one of the two styles (along with wrestling) of the ancient Greek A brute force maneuver, a bear hug involves Pankratists, possibly the first true martial artists. grabbing an opponent with both arms and crushing him. Base Armor Class: 8 Prerequisite: Str 13+ Base Unarmed Damage: 1-4 Grappling Damage Modifier: +3 Maneuvers Available: Body Blow, Conservative Attack, Fast Attack, Haymaker, Head Butt, Hook, Jab, Body Blow (Martial Arts Maneuver) Know Your Enemy, Power Attack, Reckless Attack

A vicious blow to the target’s midsection, this maneuver makes it difficult for the target to breathe Breaknuckle (Martial Arts Style) and hampers his mobility. This brutal martial arts style is taught to warriors of all the Goblin races but is most commonly encountered Prerequisite: Hook among Hobgoblins, Ogres and . These races Unarmed Damage Modifier: +0 practice this style from an early age and brutal fights Special: Each time this attack hits the target must make to the death are encouraged among the young as a a saving throw against Paralysis or take a -1 penalty to way to develop strength and ruthlessness. armor class. The maximum penalty that can be imposed by repeated applications of this maneuver is -4. The Base Armor Class: 9 penalty imposed by this maneuver lasts for 1 turn. Base Grapple Damage: 1-4 Box Ears (Martial Arts Maneuver) Maneuvers Available: Bear Hug, Elbow Slam, Ground Fighting, Head Butt, Hip Throw, Immovable, Know By slapping one or both of an opponent’s ears and Your Enemy, Power Attack, Reckless Attack possibly damaging the inner ear, an attacker can inflict pain on his opponent and throw off his balance Conservative Attack (Martial Arts during a fight. Maneuver) Unarmed Damage Modifier: +0 Sometimes fighting defensively is the key to victory. Special: Each time this attack hits the target must make a saving throw against Paralysis or take a -1 penalty to Base Damage Modifier: -2 attack rolls. The maximum penalty that can be imposed Special: This maneuver grants you a +2 bonus to your by repeated applications of this maneuver is -4. armor class.

This maneuver may not be employed against an This maneuver is different from most maneuvers in two opponent with a hard metal helmet (a “shell” helmet). ways: first it can be combined with another maneuver Such a helmet is typically found as part of Splint Mail, and the modifiers of both maneuvers apply; secondly, Banded Mail or Plate of all types. As this maneuver this maneuver can be used armed or unarmed. All can be employed through a leather helmet or chain maneuvers that can be combined may be used to coif, opponents wearing these types of armor are modify a single attack. For example a character could vulnerable to this maneuver. apply the Fast Attack, Jab, Know Your Enemy and Pressure Points maneuvers to a single attack, since he Boxing (Martial Arts Style) is only using one maneuver that cannot be combined (Jab). One of the two oldest martial arts, boxing, along with its slightly older companion wrestling, is an almost universal martial art found from Africa to Europe to Crescent Kick (Martial Arts Maneuver) Asia (where it was first named) to the Americas. Since it Also known as a spin kick, roundhouse kick or circle is based more on the physics of the human body than kick, this kick has great range and can generate any esoteric philosophy, it will be recognizable across tremendous force. It is one of the signature maneuvers cultures and through wildly differing time periods. Of of Tae Kwon Do. the two, boxing is more of a long range style, focused on keeping an opponent at bay with quick, brutal Unarmed Damage Modifier: +2 strikes to any exposed vulnerable area, especially

25 Disarming Attack This maneuver may not be employed against an opponent with a full helmet (including visor). Such a (Martial Arts Maneuver) helmet is typically found as part of Banded or Plate armor Removing your opponent’s weapon from his possession of all types. can turn the tables of a fight quickly. Fast Attack (Martial Arts Maneuver) Base Damage Modifier: N/A Sometimes it’s better to strike quickly than putting Special: This attack inflicts no damage. If it hits, your maximum power into an attack. Such attacks are opponent must make a saving throw against Paralysis harder to deflect but inflict less damage. or drop his weapon. Drawing a weapon requires an action and will force the target of this attack to Prerequisite: Dex 13+ waste a round drawing a secondary (possibly less effective) weapon. Base Attack Modifier: +2 Base Damage Modifier: -2 This maneuver may be performed armed or unarmed. Special: This maneuver is different from most When performed unarmed, the attacker suffers a -4 maneuvers in two ways: first it can be combined penalty to hit because of his opponent’s superior reach. with another maneuver and the modifiers of both maneuvers apply; secondly, this maneuver can be Élan (Martial Arts Style) used armed or unarmed. All maneuvers that can be Élan is the martial art of Elves and is a defensive martial combined may be used to modify a single attack. art that focuses on speed and agility. This art is especially For example a character could apply the Fast popular with Elven mages who value the defensive quality Attack, Jab, Know Your Enemy and Pressure Points of this style greatly since they cannot wear armor. maneuvers to a single attack, since he is only using one maneuver that cannot be combined (Jab).

Base Armor Class: 6 Fencing (Martial Arts Style) Base Unarmed Damage: 1-2 Fencing is a refined, gentleman’s style of sword Maneuvers Available: Conservative Attack, Disarming fighting, more suited to duels of honor than the Attack, Fast Attack, Hip Throw, Immovable, Jab, battlefield. Know Your Enemy, Pressure Points, Snap Kick

Elbow Slam (Martial Arts Maneuver) Base Armor Class: 7 Base Rapier Damage: 1d6+2 The elbow is a hard part of the body capable of inflicting punishment on an opponent, especially if the attacker Maneuvers Available: Conservative Attack, Disarming has trained in the best ways to deliver such strikes. Attack, Fast Attack, Know Your Enemy, Lunge, Power Attack, Reckless Attack, Thrust

Unarmed Damage Modifier: +0 Flying Kick (Martial Arts Maneuver) Special: This maneuver inflicts double damage if performed by a standing opponent on one who is One of the most spectacular maneuvers visually, this prone. maneuver is devastating when performed by a skilled attacker and has been a part of Tae Kwon Do’s high- flying arsenal since its inception. Eye Gouge (Martial Arts Maneuver) Prerequisite: Dexterity 15+ The eyes are a vulnerable body part and by targeting this sensitive area an attacker can deprive an opponent Unarmed Damage Modifier: +2 of his vision, possibly tipping the balance of a close fight. Special: If performed as part of a charge, this maneuver’s damage modifier is doubled (to +4). Unarmed Damage Modifier: +0 The attacker also gains all normal bonuses (such as the attack bonus) from charging but also suffers all Special: Each time this attack hits the target must normal disadvantages of charging. make a saving throw against Paralysis or take a -1 penalty to attack rolls. The maximum penalty that This maneuver may not be performed in armor can be imposed by repeated applications of this heavier than Studded Leather. maneuver is -4.

26 If the attacker misses while performing this maneuver If the attack roll to hit your opponent succeeds by 5 or it leaves him vulnerable for a brief period while he more (meaning you roll 5 or more over what was required regains his balance. Opponents gain a +2 bonus to hit to hit) your opponent must make a saving throw against you for the next 1-2 rounds. Paralysis or be Stunned for 1-4 rounds. This maneuver leaves the attacker vulnerable for a brief Ground Fighting period after it is launched. Opponents gain a +2 bonus to (Martial Arts Maneuver) hit you for the next 1-2 rounds. If this attack misses, the time you are vulnerable doubles (2-4 rounds). Many martial artists train specifically for that moment when a combat “goes to ground” and either they or Head Butt (Martial Arts Maneuver) (ideally) both they and their opponent are on the ground. The head may also be used as a weapon. This attack can be particularly devastating if an opponent doesn’t expect it and is an excellent attack for close quarters combat. Unarmed Combat Modifier: +0 Special: If you are prone and your opponent is not, Unarmed Damage Modifier: +0 he only gains half the usual attack modifier against you (+2 bonus instead of +4). You also retain your Special: This maneuver inflicts double damage on a Dexterity bonus (if any) while prone. grappled opponent who is the same size category as you (thus while a Human could perform this maneuver If both you and your opponent are prone and you for additional damage on a grappled Dwarf or Orc, have this feat and your opponent doesn’t, you gain an he could not perform it on an Ogre or Giant). additional +2 bonus to hit and damage with unarmed attacks or attacks with a small weapon, such as a Hip Throw (Martial Arts Maneuver) knife, dagger or stiletto (in addition to the normal +4 A basic martial arts maneuver, this attack provides a bonus for attacking a prone opponent). simple, easy to learn method for putting your opponent on the ground. Groundpound (Martial Arts Style) Groundpound is a Dwarven wrestling style that has Grappling Damage Modifier: +0 existed for millennia, predating Dwarven contact Special: If this attack hits the target must make a with humans. Combatants pummel the ground with saving throw against Paralysis or be prone. If the their fists before matches in an attempt to intimidate attacker wishes, he can automatically go down with their opponent, showing they feel no pain. Often the target of this maneuver. these demonstrations continue for hours and both combatants begin the battle with bloody fists. Hook (Martial Arts Maneuver) A basic punch that has ended many fights, the hook is Base Armor Class: 8 a long range punch designed to keep your opponent at Base Grappling Damage: 1-3 bay. Maneuvers Available: Bear Hug, Elbow Slam, Ground Fighting, Head Butt, Hip Throw, Immovable, Know Unarmed Damage Modifier: +2 Your Enemy, Power Attack, Reckless Attack Immovable (Martial Arts Maneuver) Haymaker (Martial Arts Maneuver) Since martial arts maneuvers designed to put targets on This all-out punch is a reckless maneuver that is still the ground are common, training to resist such attacks has devastating if it lands. been incorporated in many styles as well. Prerequisite: Str 15+, Power Attack Unarmed Damage Modifier: +4 Unarmed Damage Modifier: N/A Special: This maneuver suffers a -4 penalty to hit. Special: You gain a +4 bonus to Paralysis saves to The attack and damage modifiers of this maneuver resist any martial arts maneuver that can render the already include those of the Power Attack target prone. This maneuver is always active and maneuver. does not require a character to be attacking for it to work. Employing this maneuver does not prevent the character from using a maneuver as part of an attack.

27 This maneuver may not be employed if the character Knife Fighting (Martial Arts Style) is surprised or helpless (such as when the character is The knife is a deadly, effective weapon in the right held or unconscious but not when the character is hands. Although it lacks range, offering little more grappled). reach than the empty hand, it affords the advantage of being armed without being obvious, since the knife Jab (Martial Arts Maneuver) is such an easy weapon to conceal within easy reach A quick, sharp punch designed to momentarily (such as the forearm). disorient your opponent and make him think twice about getting too close. This attack is particularly Base Armor Class: 8 hard to block, making it an excellent maneuver in the Base Knife Damage: 1-6 unarmed combatant’s arsenal. Maneuvers Available: Conservative Attack, Fast Attack, Know Your Enemy, Power Attack, Pressure Unarmed To-Hit Modifier: +2 Points, Reckless Attack, Slash, Snap Shot, Thrust

Jujutsu (Martial Arts Style) Know Your Enemy: specific martial arts Jujutsu is the art (jutsu) of suppleness (ju) and is a style (Martial Arts Maneuver) wrestling form that employs joint locks, holds and throws to dominate an opponent in unarmed combat. You have an extensive knowledge of a specific Like Aikijutsu, this style was one of the most popular martial arts style and can exploit that style’s tendencies unarmed forms taught as a fighting style of last resort. and weaknesses in combat.

Base Armor Class: 8 Base Damage Modifier: N/A Base Grappling Damage: 1-3 Special: When this maneuver is selected you must pick a specific martial arts style. You gain a +2 bonus Maneuvers Available: Bear Hug, Conservative to hit and damage when fighting an opponent using Attack, Elbow Slam, Fast Attack, Ground Fighting, Hip that style. Throw, Immovable, Know Your Enemy, Power Attack, Reckless Attack, Snap Kick If an opponent knows more than one martial arts style, this maneuver will only work if you have the Know Your Karate (Martial Arts Style) Enemy maneuver for every style your opponent knows. This Okinawan style is one of the most direct, simple When this maneuver is being used on an opponent, he and brutal offensive styles ever designed. Karate is a will be able to notice that you are mimicking his style and high-risk, high-reward style that sacrifices everything picking it apart. The target of this maneuver can deny for offense, hoping to put your opponent down as you this bonus by not using martial arts maneuvers of any quickly as possible. Sometimes the best defense is a kind to modify attacks and not using the base armor class good offense and Karate is based around that simple of any martial arts style (which might be a greater benefit philosophy. to you than the attack and damage bonus). The full, formal name for this style, Karate-jutsu, This maneuver may be combined with other martial roughly translates to “Chinese Hand Art” and arts maneuvers and the modifiers of all maneuvers apply. represents both that the Okinawans who invented This maneuver may be used armed or unarmed. All the style were working from older, Chinese traditions maneuvers that can be combined may be used to modify but also represents the three cultural influences on the a single attack. For example a character could apply the style: Kara (for China), te (Okinawan for hand) and Fast Attack, Jab, Know Your Enemy and Pressure Points jutsu (Japanese for Art). maneuvers to a single attack, since he is only using one maneuver that cannot be combined (Jab). Base Armor Class: 10 Base Unarmed Damage: 1-6 Kung Fu (Martial Arts Style) Maneuvers Available: Body Blow, Hip Throw, Hook, Perhaps the world’s third oldest fighting style, Kung Immovable, Jab, Know Your Enemy, Power Attack, Fu is the result of a cultural exchange between two Pressure Points, Reckless Attack, Snap Kick venerable cultures: China and India. While the origins of this style are shrouded in mystery it is very possible that the legend of a Buddhist monk introducing the rudiments of this style to Shao-Lin monks is at least partly true. 28 Base Armor Class: 8 Base Unarmed Damage: 1-4 Maneuvers Available: Axe Kick, Body Blow, Conservative Attack, Fast Attack, Flying Kick, Hip Throw, Hook, Immovable, Jab, Know Your Enemy, Leg Sweep, Power Attack, Pressure Points, Reckless Attack, Snap Kick

Leg Sweep (Martial Arts Maneuver) This attack to the legs comes in many forms depending on the martial arts style that teaches it but whatever form it takes the goal is the same: put your target on the ground.

Base Damage Modifier: +0 Special: If this attack hits the target must make a saving throw against Paralysis or be prone. If the attacker wishes, he can automatically go down with the target of this maneuver. This maneuver is usually a kick when performed unarmed but some long weapon forms (such as the Staff and Pole Arm) teach this maneuver as well.

Lunge (Martial Arts Maneuver) A risky maneuver, this powerful weapon thrust can finish a target but leaves the attacker momentarily vulnerable.

Weapon Damage Modifier: +2 Special: If performed as part of a charge, this maneuver’s damage modifier is doubled (to +4). The attacker also gains all normal bonuses (such as the attack bonus) from charging but also suffers all normal disadvantages of charging.

If the attacker misses while performing this maneuver it leaves him vulnerable for a brief period while he regains his balance. Opponents gain a +2 bonus to hit you for the next 1-2 rounds.

Ninjutsu (Martial Arts Style) The legendary techniques of the ninja, this style teaches speed, avoidance of blows and increased stealth over attack. While ninja are taught many ways to kill, this style is more about aiding escape once the ninja has been discovered.

Base Armor Class: 8 Base Unarmed Damage: 1-2 Special: This style increases the character’s Hide in Shadows and Move Silently Thief skills by +10% each (if he possesses such skills otherwise this benefit is ignored). 29 Maneuvers Available: Axe Kick, Box Ears, Conservative Power Attack (Martial Arts Maneuver) Attack, Eye Gouge, Fast Attack, Head Butt, Know Sacrificing accuracy for power is a risk that has won Your Enemy, Leg Sweep, Pressure Points, Reckless many battles. Attack Prerequisite: 13+ Nock Shot (Martial Arts Maneuver) Base Attack Modifier: -2 You are skilled at getting off the first shot in combat Base Damage Modifier: +2 when you are ready for trouble. Special: This maneuver is different from most maneuvers in two ways: first it can be combined Bow Damage Modifier: +0 with another maneuver and the modifiers of both Special: If you begin combat with an arrow nocked maneuvers apply; secondly, this maneuver can be and ready to fire in a bow or crossbow, you may used armed or unarmed. All maneuvers that can be make a single attack with your bow before combat combined may be used to modify a single attack. begins, regardless of which side won initiative. This For example a character could apply the Fast maneuver may not employed if you are surprised, Attack, Jab, Know Your Enemy and Pressure Points even if you have an arrow at the ready. maneuvers to a single attack, since he is only using one maneuver that cannot be combined (Jab). Pole Arm Fighting (Martial Arts Style) Simple pole arms are one of the world’s oldest Pressure Points: specific race weapons, dating back to the Stone Age (the spear). (Martial Arts Maneuver) These weapons have been a part of combat training You have studied the anatomy of a particular race ever since because of their reach and utility on the and have learned their most vulnerable areas. battle field. Even into the age of gunpowder spear techniques will be taught with the advent of the Base Damage Modifier: N/A bayonet. In the Middle Ages, the spear blossomed into a dizzying array of weapons known as Pole Arms Special: When this maneuver is selected you must and were one of the most powerful weapons on the pick a specific race. You gain a +2 bonus to hit and field. Soldiers learned not only to use their weapons damage when fighting an opponent of that race. more effectively but also keep their opponent at bay. Soldiers even learned how to hold the weapon in a If an opponent is a cross-breed (such as a Half-Elf or way that would deflect some incoming arrow fire. Half-Orc), this maneuver will only work if you have the The weapon’s many good qualities, when combined Pressure Points maneuver for both races. This maneuver with the fact that it made an excellent weapon may be selected for any race the game master permits, for soldiers in formation, was cheap and simple to since even creatures who are not alive (such as golems manufacture in quantity and was relatively easy to or vampires) often have vulnerable areas. learn (especially when compared with a weapon like This maneuver may be combined with other martial the longbow) made this a vital part of the arsenal for arts maneuvers and the modifiers of all maneuvers apply. any medieval army. This maneuver may be used armed or unarmed. All maneuvers that can be combined may be used to modify a single attack. For example a character could apply the Base Armor Class: 8 Fast Attack, Jab, Know Your Enemy and Pressure Points Base Pole Arm Damage: 1d6+1 maneuvers to a single attack, since he is only using one Special: A character with this style is considered to be maneuver that cannot be combined (Jab). carrying a shield when armed with a pole arm. This brings the character’s armor class down to 7 when Reckless Attack unarmored. This benefit applies even if a character is wearing armor, meaning his armor class is equal to (Martial Arts Maneuver) his armor plus 1 just as if he were carrying a shield. Sometimes hitting hard to finish an opponent The only difference is that bonuses of a magical pole quickly is necessary, even if that leaves you open to a arm to do improve its armor class as they do with a counterattack. shield. Maneuvers Available: Conservative Attack, Disarming Base Damage Modifier: +2 Attack, Know Your Enemy, Leg Sweep, Power Attack, Special: This maneuver gives you a -2 penalty to your Pressure Points, Reckless Attack, Slash, Thrust armor class. 30 This maneuver is different from most maneuvers in two Shield Attack Modifier: +2 ways: first it can be combined with another maneuver Special: The attacker does not lose his shield bonus and the modifiers of both maneuvers apply; secondly, when performing this maneuver. this maneuver can be used armed or unarmed. All maneuvers that can be combined may be used to modify a single attack. For example a character could apply the Shield Training (Martial Arts Style) Fast Attack, Jab, Know Your Enemy and Pressure Points Along with a helmet and either a sword or a spear, the maneuvers to a single attack, since he is only using one shield has been an essential part of the warrior’s arsenal maneuver that cannot be combined (Jab). for millennia. Indeed a soldier can effectively defend himself in most battlefield conditions with nothing else, School of Hard Knocks or at least give himself a chance for survival. Like most martial arts, this style teaches both defensive techniques (Martial Arts Style) (how to block with the shield more effectively) and This informal school of combat is learned the hard offensive techniques (using to crowd your opponent, way: practice. Its dojos are bars and dank alleyways hook his shield with yours to provide an attack opening and the lower decks of ships. or even just bashing with it).

Base Armor Class: 8 Base Armor Class: 8 Base Unarmed Damage: 1-4 Base Shield Damage: 1-3 Maneuvers Available: Body Blow, Box Ears, Eye Special: Shield training increases the armor class Gouge, Haymaker, Hook, Jab, Know Your Enemy, bonus granted by a shield by +1. Power Attack, Reckless Attack Maneuvers Available: Conservative Attack, Disarming Attack, Shield Bash, Shield Charge, Shield Shield Bash (Martial Arts Maneuver) Punch, Shield Wall, Testudo A heavy blow with a shield. Shield Wall (Martial Arts Maneuver) Shield Damage Modifier: +2 You are trained to fight in formation such that you Special: The attacker loses his shield bonus to armor can take advantage of your allies’ shields to form an class for the round when performing this maneuver even better defense. (after his next attack the bonus is restored). Shield Attack Modifier: N/A Shield Charge (Martial Arts Maneuver) Special: This maneuver requires you have a medium The shield can be a formidable weapon, especially or large shield to use effectively. When fighting side when used in conjunction with a charge, crashing into by side with an ally who also has a medium or large your opponent like a battering ram. shield, you gain an additional +1 bonus to armor class. If allies on both your right and left sides have medium Shield Damage Modifier: +2 or large shields you gain a +2 bonus to armor class. Special: This maneuver’s damage modifier is tripled (to +6) when performed with a charge. The attacker Slash (Martial Arts Maneuver) also gains all normal bonuses and penalties for A vicious weapon swing from the shoulder. Slow but charging. powerful.

The attacker loses his shield bonus to armor class for Base Weapon Damage: +2 1-2 rounds after performing this maneuver as he brings his shield back into a proper position to deflect attacks. Snap Kick (Martial Arts Maneuver) If the attacker misses when performing this attack, he is off balance and his opponent also gains a +2 bonus A lighting fast kick that often takes an opponent to hit against him for the next 1-2 rounds. by surprise, this maneuver is a staple of almost every martial art that teaches kicking. Shield Punch (Martial Arts Maneuver) Unarmed Attack Modifier: +2 A quick punch with the shield can catch an opponent off guard and can also be performed without sacrificing the shield’s defense. 31 Snap Shot (Martial Arts Maneuver) Maneuvers Available: Conservative Attack, Fast You can fire more accurately, at the expense of Attack, Know Your Enemy, Leg Sweep, Lunge, Power accuracy. Attack, Pressure Points, Slash, Thrust

Weapon Attack Modifier: -2 Sword Fighting: Longsword Special: Your rate of fire is increased by 1. This (Martial Arts Style) maneuver may be employed with most ranged The longsword is primarily a slashing weapon with weapons but not crossbows. good reach. This style teaches a combatant how to recover quickly from powerful slashing attacks and Staff Fighting (Martial Arts Style) also how to use the reach of the weapon to his best The staff is a popular weapon among martial artists advantage. who don’t wish to draw undue attention to the fact that they are armed. Monks are fond of this weapon Base Armor Class: 8 since it can be used with the walking sticks they use to Base Longsword Damage: 1-10 help them on their journeys. In places where weapons Maneuvers Available: Conservative Attack, Disarming have been outlawed this style will also be common. Attack, Fast Attack, Know Your Enemy, Power Attack, Pressure Points, Reckless Attack, Slash, Thrust Base Armor Class: 7 Base Staff Damage: 1-6 (normal staff damage) Sword Fighting: Shortsword Special: A character with this style is considered to (Martial Arts Style) be carrying a shield when armed with a staff. This The short sword is a versatile weapon suitable for quick brings the character’s armor class down to 6 when thrusts and slashes. Though it lacks the reach of the unarmored. This benefit applies even if a character longsword, it’s better suited to thrusting attacks which is wearing armor, meaning his armor class is equal to makes it more suited to fighting in formation. Warriors his armor plus 1 just as if he were carrying a shield. The armed with short swords can either crowd together and only difference is that bonuses of a magical staff to thrust for mutual defense or they can spread out and slash do improve its armor class as they do with a shield. with the weapon as the situation and terrain require.

32 Base Armor Class: 8 Testudo (Martial Arts Maneuver) Base Short Sword Damage: 1-8 This signature formation of the Roman Legion is an Maneuvers Available: Conservative Attack, Disarming excellent defense against ranged attacks. Attack, Fast Attack, Know Your Enemy, Lunge, Power Attack, Pressure Points, Reckless Attack, Slash, Thrust Shield Attack Modifier: N/A Special: This maneuver may only be used effectively Sword Fighting: Two-Handed Sword with a medium or large shield. This maneuver functions (Martial Arts Style) as the Shield Wall maneuver except that you gain no armor class bonus against melee attacks. You The two-handed sword was one of the terrors of do gain double the bonus against ranged attacks the medieval battlefield, second perhaps only to the (+2 for one adjacent medium or large shield bearing longbow in the fear it could cause in opponents. A ally, +4 for two). surprisingly quick weapon for its size, the two-handed sword was capable of generating tremendous cutting Thrust (Martial Arts Maneuver) power for penetrating heavy armor while maintaining A quick weapon thrust designed to catch your reach to keep away from an opponent armed with a opponent off guard. shorter weapon.

Weapon Attack Modifier: +2 Base Armor Class: 9 Base Two-Handed Sword Damage: 1-12 Wrestling (Martial Arts Style) Special: A character with this style is considered to Probably the world’s oldest martial art, this style is be carrying a shield when armed with a two-handed based around the simple, inescapable premise that sword. This brings the character’s armor class down most close combat ends by “going to ground”. Both to 8 when unarmored. This benefit applies even if a combatants will end up on the ground and the one on character is wearing armor, meaning his armor class top will win 90% of the time. This brutal truth has placed is equal to his armor plus 1 just as if he were carrying an emphasis on grappling combat from the Stone a shield. The only difference is that bonuses of a Age to the Information Age. In medieval societies, magical two-handed sword to do improve its armor the prevalence of armor also helps to emphasize this class as they do with a shield. form of combat. Armor provides excellent handholds Maneuvers Available: Conservative Attack, Disarming for grappling and the added weight makes it easier Attack, Fast Attack, Know Your Enemy, Power Attack, to throw an opponent to the ground. Once he’s on Pressure Points, Reckless Attack, Slash, Thrust the ground, the added weight of the armor is more a

hindrance than an advantage.

Tae Kwon Do (Martial Arts Style) Base Armor Class: 8 This national fighting style of Korea is known for its Base Grappling Damage: 1-3 dazzling aerial acrobatics, sweeping roundhouse kicks Maneuvers Available: Bear Hug, Conservative and lightning fast snap kicks. Based around speed Attack, Disarming Attack, Elbow Slam, Fast Attack, and power, this style utilizes the power and versatility Ground Fighting, Head Butt, Hip Throw, Immovable, of kicks. This style is a favorite of the Korean Paladin, Know Your Enemy, Leg Sweep, Power Attack, Pressure the Hwarang Do or “Flower Knight”. Points, Reckless Attack

Base Armor Class: 8 Base Unarmed Damage: 1-4 Maneuvers Available: Axe Kick, Conservative Attack, Crescent Kick, Fast Attack, Flying Kick, Know Your Enemy, Leg Sweep, Power Attack, Pressure Points, Reckless Attack, Snap Kick

33 First the staff can grow or shrink at a mental Magic Items command from the wielder, from as large as a 15’ The following new magic items can be used as pole to something small enough to fit in the palm of treasure or as inspiration for items of your own the wielder’s hand. design. Second, it grants the wielder a +20% bonus to Tightrope Walking and a +6 foot bonus on Pole Vault Accolade distance (this can allow the wielder to exceed the If a non-Noble character wields this weapon it normal maximum distance for a pole vault). functions as a normal +1 sword. In the hands of Experience Point Value: 1,000 Gold Piece Value: a Noble (the Noble character class, not another 8,000 character who has been granted a title of nobility) the true power of this weapon is instantly revealed Assassin’s Blade (the Noble will become aware of the weapon’s In the hands of a normal character this weapon abilities as soon as he holds it in hand) and it appears to be a +1 Dagger. If grasped by an functions as +3 sword and the Noble wielding gains Assassin, the blade of the weapon turns black and access to two special powers. its abilities are instantly known to the wielder. In the First, the wielder of an Accolade may bestow hands of an Assassin (a member of the character special quests on a willing character, temporarily class not simply a character who has chosen to “lending” him some of the sword’s power. The person undertake the career of a hired killer) this weapon undertaking this quest must agree to it willingly and acts as a +2 Dagger. then kneel and kiss the blade to seal his agreement When the Assassin accepts an assignment to kill to undertake the quest. The wielder of Accolade a target, the blade of the weapon changes from may then grant this character a bonus to attack and black to blood red. Against the target the Assassin damage of +1 to +3 while he undertakes the quest. has been hired to kill, the weapon functions as a +4 Accolade’s magical bonus is reduced by this same Dagger and each time the target is struck he must amount. Thus if the wielder of Accolade grants a save vs. Death or be instantly slain. In Oriental lands character a +3 bonus to attack and damage rolls, this weapon is known as a Ninja’s Blade and is a the sword functions as a normal sword until the Ninja-to rather than a dagger and will only function quest is completed, the character undertaking the in the hands of a Ninja. It is otherwise identical. quest dies, the character undertaking the quest Experience Point Value: 2,500 Gold Piece Value: gives it up, or the wielder of Accolade withdraws 20,000 the bonus. In any case, the bonus bestowed on another character may not be restored to the sword in less than 24 hours. Thus while a character Brawler’s Brass Knuckles may grant a very short quest (such as “kill that Orc Despite their name these items may be used by a on the far side of this room”) he may only bestow member of any character class. These weapons a limited number of quests each day since sword’s are always found in pairs and come in strengths of power will take time to return. +1 to +5. They grant the wielder their bonus to hit Secondly, this power grants the wielder the and damage when performing unarmed attacks. Accolade class ability normally received by the They also allow the wielder’s unarmed attacks to Noble at 12th level. The way the ability works is be treated as magic for the purposes of striking unchanged except that a character wielding an creatures hit only by magical weapons. Accolade may perform it at any level. Experience Point Value: 250 (+1), 500 (+2), 1,000 Experience Point Value: 2,000 Gold Piece Value: (+3), 1,500 (+4), 2,500 (+5) Gold Piece Value: 1,500 10,000 (+1), 3,000 (+2), 6,000 (+3), 9,000 (+4), 15,000 (+5)

Acrobat’s Pole Masamune Blade If a character who is not a Thief-Acrobat picks up Named after the legendary swordsmith who this quarterstaff it functions as a +2 staff. In the hands created the first one of these for the son of a of a Thief-Acrobat however the true power of this legendary Samurai, the Masamune Blade is always weapon is instantly revealed (the Thief-Acrobat will a Katana of at least a +1 magical potency. In the become aware of the weapon’s abilities as soon as hands of a non-Samurai the weapon will always he holds it in hand) and it functions as a +3 staff and remain a +1 Katana. In the hands of a Samurai the wielder gains access to special powers. however, the Masamune Blade will slowly grow in power. After the wielder has owned the blade and 34 gained 5 levels, its magical potency increases and Shinobi Shozoku it becomes a +2 Katana. After 10 levels it becomes The traditional garb of the Ninja, this suit has been a +3 Katana, after 15 levels it becomes a +4 Katana enchanted to make the wearer a fearsome master and after 20 levels it becomes a +5 Katana. Instead of infiltration and deceit. When worn by a non-Ninja of simply increasing in power there are rumors of this appears to be a suit of ordinary clothing. When Masamune Blades that develop other abilities worn by a Ninja it gains the following abilities: +2 (such as Sharpness or Vorpal) but these reports are bonus to unarmored armor class, ability to walk unsubstantiated. on water at will, Invisibility (as the spell) 3 times per Experience Point Value: 1,500 Gold Piece Value: day. 8,000 Experience Point Value: 1,500 Gold Piece Value: 7,500 Master’s Obi This traditional martial arts sash, or obi is a potent Sojourner’s Lute magical aid to those seeking to master unarmed This musical instrument is a completely ordinary combat. These items come in varying colors, instrument in the hands of a non-Bard. When played indicating their magical potency: white (+1), blue by a Bard however, it increases the potency of his (+2), brown (+3), black (+4) and red (+5). When music. All mystic music played with this instrument worn tied around the waist, the sashes provide a is double-strength. If the music has a range it is bonus to the wearer’s unarmored armor class of doubled, if it has duration it is doubled, if the song between +1 and +5. Experience Point Value: 250 specifies that it heals damage the amount of (+1), 500 (+2), 1,000 (+3), 1,500 (+4), 2,500 (+5) Gold damage healed is doubled and so forth. Also, if Piece Value: 1,500 (+1), 3,000 (+2), 6,000 (+3), 9,000 the song grants a saving throw, that save is at a -4 (+4), 15,000 (+5) penalty if the song is performed with this instrument. Despite the name, this instrument comes in a Quest Sword dizzying variety but the lute is the most common This magical sword acts as a +2 sword most of variety encountered. the time. However when the wielder agrees to Experience Point Value: 2,000 Gold Piece Value: undertake a quest or mission on behalf of a lord 10,000 he has chosen to serve, the weapon acts as a +4 sword that also grants the wielder a +2 bonus on all The Bard’s Ale saving throws. This potion will have no effect if drank by a character In western societies these weapons are usually other than a Bard (though it will taste like a very longswords, broadswords or two-handed swords, refreshing and thirst-quenching ale). If drank by a the traditional weapons of the knight (they can Bard however, this potion will restore him, allowing be used by a member of any character class). In him to perform his full compliment of Mystic Music. Oriental societies these weapons are almost always For example a 4th level Bard can normally perform Katana. two songs per day, he could perform two songs, Experience Point Value: 2,500 Gold Piece Value: drink this potion and then would be able to perform 20,000 two more. Experience Point Value: 250 Gold Piece Value: Reaver 500 In the hands of a normal character this weapon appears to be a +2 battleaxe. In the hands of a Wanderer’s Staff Barbarian (a member of the character class not This gnarled and weathered walking staff is actually simply a member of a “barbaric” society) this a quite potent magical weapon. In addition to weapon functions as a +4 battleaxe. This weapon being a +2 staff this weapon grants the wielder a +2 also doubles the potency of the Barbarian’s armor class bonus. It also increases his movement berserker rages, increasing the bonus to +2 for a rate by 20 feet per round. typical rage and +6 for a superstition-fueled rage. Experience Point Value: 1,000 Gold Piece Value: Experience Point Value: 2,500 Gold Piece Value: 5,000 20,000

35 Campaigns Assassin With a little effort, OSRIC can be used for something Such a character would certainly not be employed by other than the traditional fantasy campaigns. The a knight, not even an evil knight would stoop to stain following suggestions provide basic inspiration for two his honor. Still, some of the less honorable characters, types of campaigns. Combining these suggestions such as Morgan le Fey have stooped to tactics this with basic research (either online searches, a trip low. to the library, or – possibly – an appropriate game book) should be all you need to start a new type of Barbarian campaign. This class can be used to represent the “invading Saxon hordes” in an Arthurian setting, as well as being Arthurian OSRIC used for the occasional Scottish Highlander. Although The Arthurian legends are some of the most potent not strictly Arthurian, the character of Cuchulainn, an and durable legends ever conceived and Sir Thomas early Welsh folk hero famous for his battle madness is Malory’s masterpiece Le Morte d’Arthur might be the also an example of a Barbarian that would be suitable first true fantasy series. These legends centered around for Arthurian settings. brave knights and dastardly nobles but also featured spellcasters (both witches and more mundane healers), Bard priests, giants, magic items and grand adventures. Bards could be seen on all sides of an Arthurian setting, These elements make an Arthurian setting ideal for either with the British or the Saxons (where they would OSRIC campaigns. be known as Skalds). Taliesin, a famous Welsh poet is often included as a hero Arthurian stories makes Suggested Class Selection an excellent template for this class in an Arthurian Assassin, Barbarian, Bard, Cleric, Druid, Fighter, Illusionist, setting. Knight, Noble, Paladin, Ranger, Thief

36 Cleric Oriental OSRIC Priests, saints, wandering holy men, hermits and Like Arthurian gaming, Oriental gaming is also a chirurgeons are frequent characters in Arthurian tales. popular, enduring style of fantasy role-playing. Games set around family or personal honor, with lone warriors Druid wandering the land dispensing justice, have been the Druids are worshippers of the “Old Faith”, the pagan subject of movies, novels and of course RPGs. religions that are still vibrant in Arthurian myths, despite the fact that the One God is driving out the many. Suggested Class Selection Saxons, Celts, and Romans all have priests that might Barbarian, Brawler, Cleric, Druid, Fighter, Illusionist, be best represented through this class. Magic-User, Ninja, Noble, Paladin, Samurai, Thief, Thief- Acrobat, Yamabushi Fighter The professional fighting man, this class represents the Barbarian mercenaries and Roman soldiers who occasionaly Battles with barbaric hordes were a part of Japanese appear in Arthurian legends. history and legend. These barbarians resided both within Japan (early in its history before being wiped out Illusionist by the Samurai) and from without. The most famous The magicians that appears in Arthurian legends are attacks of external barbarians were the two attempts more tricksters than mobile artillery pieces, making this by Mongols to invade Japan. class preferable to the Magic-User. Merlin and Morgan le Fey would both be members of this class. Brawler Martial arts are not only taught in monasteries and Knight the Brawler would represent the thug, criminal or One of the most common classes in an Arthurian peasant who has gained a less formal, though no less game, this class represents the Knights of the Round formidable, training in the martial arts. Many peasants Table that serve Arthur and seek to unite Britain under receive such training so they can rise up against their his rule. Knights such as Sir Gawain would be excellent armed oppressors, the Samurai. representatives of this class. Cleric Noble Priests are common in any culture. Japanese clerics are Another common class in Arthurian games, this class very focused on the spirit world, ideally. In reality many represents the leaders of the Knights who enter into of these priests were involved in very worldly affairs of combat themselves. Sir Kay, Mordred and Arthur would politics and led many peasant uprisings against the all be members of this class. Samurai.

Paladin Druid The noblest of the knights, this class is represented by The natural world was seen as a destructive, chaotic Arthurian characters such as Lancelot, Percival and place filled with wonder and beauty. Those who could Galahad. harness its power by worshipping various nature gods were feared and respected. Ranger: Though they figure only briefly in Arthurian legends, hunters and those who patrol the King’s Fighter forests to prevent poaching would be suitable heroes Peasants were mainstays of the armies of Japan and and could be represented by this class. often rose in fame to become formidable warriors in their own right. Such peasant warriors were still not Thief: Though a group of knights would not suffer such allowed to carry Katana but many became quite a villain in their midst, this class could definitely appear adept with the Bow and Spear. This class can also as an NPC in an Arthurian game. be used to represent warriors from other cultures, especially mercenary warriors.

37 Illusionist Thief-Acrobat Legends of trickster-magicians are common in Many criminals possessed powers of infiltration that Japanese legends and these charlatans are best rivaled those of the ninja and “second story” crime represented through the Illusionist class. was appallingly common the densely packed urban areas of medieval Japan. In the countryside, these Magic-User characters will use their acrobatics to entertain crowds of peasants, keeping their attention while their quick- Though rare, there were wandering magicians who fingered brothers move through the crowd to relieve seemed able to do it all, from conjuring illusions to the peasants of their coin. changing the weather, raining destruction down on their enemies, changing their shape and teleporting to the far corners of the world. These rare individuals Yamabushi are best represented through the Magic-User class. Although the common image of these monks is a life of solitude, studying the deeper mysteries of the universe Ninja while perfecting mind and body away from the noise and bustle of the world, Yamabushi were often quite These stealthy assassins of legend are almost inextricably involved in politics. In fact this class of warrior monks was associated with Japanese fantasy gaming. A similar the most serious challengers to the rule of the Samurai, type of assassin could also appear in games set in greater than Barbarian or Noble. They were loved and other parts of the Orient (the movie “Iron Monkey” has respected universally by the peasant underclass of a hero who seems very ninja-like). Japanese society and many monasteries were active leaders of the numerous peasant revolts in Japan’s Noble history. The dispute between the nobles who surrounded the Emperor and the Samurai who protected the frontiers of Japan are some of the oldest and longest- Credits lasting conflicts in the island’s history. The Noble class represents these more urban warriors. Written by Charles Rice Editing and layout by Philip Reed Some illustrations copyright Louis Porter, Jr. Design, used Paladin under license. Some illustrations by Maciej Zagorski, This class can be found in Oriental games to represent copyright The Forge, used under license. Some the honorable warrior of a non-Japanese society. illustrations copyright 2007 JupiterImages Corporation, These warriors were typically a little more mystical than used under license. the Samurai. This class could represent the Korean Hwarang or “Flower Knights” or the Chinese Sword Saint.

Samurai Another class closely tied to Oriental gaming, the Samurai is a uniquely Japanese institution. These warriors could rise very high in rank or fall to the depths of society, living in the hills as Ronin who were more bandit than honorable warrior.

Thief Unfortunately this second-oldest profession is very common in Japanese society. In cities these thugs are already gathering themselves into groups recognizable as the precursors of the modern Yakuza. In the countryside these criminals travel with circuses, selling snake oil, running illicit games of chance and putting on performances.

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J. Finch, based upon the System Reference ered by this License, including translations Document, and inspired by the works of E. and derivative works under copyright law, 7. Use of Product Identity: You agree not to Gary Gygax, Dave Arneson, and many oth- but specifically excludes Product Identity. (e) Use any Product Identity, including as an ers. “Product Identity” means product and prod- indication as to compatibility, except as uct line names, logos and identifying marks expressly licensed in another, independent A Magical Society: Beast Builder, Copy- including trade dress; artifacts; creatures Agreement with the owner of each element right 2005, Expeditious Retreat Press, Author characters; stories, storylines, plots, thematic of that Product Identity. You agree not to in- Joseph Browning. elements, dialogue, incidents, language, art- dicate compatibility or co-adaptability with work, symbols, designs, depictions, likeness- any Trademark or Registered Trademark in Castles & Crusades: Players Handbook, Cop- es, formats, poses, concepts, themes and conjunction with a work containing Open yright 2004, Troll Lord Games; Authors Davis graphic, photographic and other visual or Game Content except as expressly licensed Chenault and Mac Golden. audio representations; names and descrip- in another, independent Agreement with tions of characters, spells, enchantments, the owner of such Trademark or Registered Castles & Crusades: Monsters & Treasure, personalities, teams, personas, likenesses and Trademark. The use of any Product Identity in Copyright 2005, Troll Lord Games; Authors special abilities; places, locations, environ- Open Game Content does not constitute a Robert Doyel and Stephen Chenault. ments, creatures, equipment, magical or su- challenge to the ownership of that Product pernatural abilities or effects, logos, symbols, Identity. The owner of any Product Identity Mite from the Tome of Horrors, Copyright or graphic designs; and any other trademark used in Open Game Content shall retain all 2002, Necromancer Games, Inc.; Author or registered trademark clearly identified as rights, title and interest in and to that Product Scott Greene, based on original material by Product identity by the owner of the Product Identity. Ian Livingstone and Mark Barnes. Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means 8. Identification: If you distribute Open Game Nilbog from the Tome of Horrors, Copyright the logos, names, mark, sign, motto, designs Content You must clearly indicate which por- 2002, Necromancer Games, Inc.; Author that are used by a Contributor to identify it- tions of the work that you are distributing are Scott Greene, based on original material by self or its products or the associated products Open Game Content. Roger Musson. contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” 9. Updating the License: Wizards or its desig- Old-School Gazette #1: Copyright 2006, Ex- means to use, Distribute, copy, edit, format, nated Agents may publish updated versions peditious Retreat Press, Contributor: Joseph modify, translate and otherwise create De- of this License. You may use any authorized Browning rivative Material of Open Game Content. (h) version of this License to copy, modify and “You” or “Your” means the licensee in terms distribute any Open Game Content originally First Edition Fantasy: Supplement #2, OSRIC of this agreement. distributed under any version of this License. Unearthed, Copyright 2007, Charles Rice; 10 Copy of this License: You MUST include a published by Ronin Arts. 2. The License: This License applies to any copy of this License with every copy of the Open Game Content that contains a notice Open Game Content You Distribute. DESIGNATION OF PRODUCT IDENTITY: First Edi- indicating that the Open Game Content tion Fantasy, Ronin Arts, and all logos, graph- may only be Used under and in terms of this 11. Use of Contributor Credits: You may not ics, and artwork are product identity and may License. You must affix such a notice to any market or advertise the Open Game Con- not be used without permission of Ronin Arts. Open Game Content that you Use. No terms tent using the name of any Contributor un- may be added to or subtracted from this Li- less You have written permission from the DESIGNATION OF OPEN GAME CONTENT: All cense except as described by the License Contributor to do so. text in this supplement is open game con- itself. No other terms or conditions may be tent. applied to any Open Game Content distrib- 12 Inability to Comply: If it is impossible for uted using this License. You to comply with any of the terms of this Copyright 2007 Charles Rice. License with respect to some or all of the Open Game Content due to statute, judicial www.roninarts.com 39