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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
Yamabushi Saving Throw Table..................20 (Martial Arts Style)......................................31
Classes.............................................2 Shield Bash (Martial Arts Maneuver)..........31
Yamabushi To-Hit Table...............................20
Barbarian................................................ 2 The Yamabushi Character..........................21 Shield Charge (Martial Arts Maneuver).....31
The Barbarian Character...............................3 Shield Punch (Martial Arts Maneuver).......31
Yamabushi Abilities.......................................21
Barbarian Abilities...........................................3 Shield Training (Martial Arts Style)...............31
Yamabushi Level Advancement...............21
Barbarian Saving Throw Table......................3 Shield Wall (Martial Arts Maneuver)...........31
Advanced Abilities.......................................22
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
Jab (Martial Arts Maneuver).......................28
Noble Saving Throw Table...........................14
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 OGL.................................................39
The Samurai Character................................17
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
sonic effect, from the music of a rival Bard to a Banshee’s
Bard Abilities
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
13 1,000,000 13
Advanced Abilities
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
must be actively urging his allies to move quickly at all
Noble Abilities
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
much lower level than other characters. At 4th 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.
At 6th level the Noble can attract 1-4 0 level Fighters to
Samurai
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-Orc
Weapon Specialization: N/A
or Half-Elf. Smaller races lack either the strength (in
the case of Halflings 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
Martial Arts The other thing that is required to learn a martial art is
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,
Know Your Enemy, Power Attack, Reckless Attack
Body Blow (Martial Arts Maneuver)
A vicious blow to the target’s midsection, this
maneuver makes it difficult for the target to breathe
and hampers his mobility.
Breaknuckle (Martial Arts Style)
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 Orcs. 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
Maneuvers Available: Bear Hug, Elbow Slam, Ground
Box Ears (Martial Arts Maneuver) 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
during a fight.
Conservative Attack (Martial Arts
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

Base Armor Class: 7


Elbow Slam (Martial Arts Maneuver)
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
hit you for the next 1-2 rounds. If this attack misses, the time
(Martial Arts Maneuver) 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
(ideally) both they and their opponent are on the
Head Butt (Martial Arts Maneuver)
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
Magic Items First the staff can grow or shrink at a mental
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-
lasting conflicts in the island’s history. The Noble class
Credits
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.

38
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“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-
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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
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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
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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
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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
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Available now from Ronin Arts:

First Edition Fantasy: Dungeon Hazards


Ronin Arts steps back in time to an age of excessive violence, deep dungeons, wandering
monsters, and late-night gaming excitement! DUNGEON HAZARDS, the latest release in Ronin
Art’s FIRST EDITION FANTASY series, features almost 100 slimes, molds, fogs, environmental, ter-
rain and other hazards for use with OSRIC or any other first edition-style game system.

Perfect for use with mid-level and high-level campaigns. Throw these new hazards into your
next adventure and watch as your players try to save their characters’ lives! Great fun for
game referees everywhere!

First Edition Fantasy: Into the Mite Lair


Ronin Arts steps back in time to an age of excessive violence, deep dungeons, wandering
monsters, and late-night gaming excitement! INTO THE MITE LAIR, the first release in Ronin Art’s
FIRST EDITION FANTASY series, features a descent into the terrible lair of the mites. Fight for your
life in this module for 4-6 characters levels 3-5. Designed for use with OSRIC or any other first
edition-style game system.

In the pages of this adventure the game referee will find:


--Two maps;
--28 described areas spread across two levels;
--and descrptions and stats for hobgoblins, kobolds, mites, and qithyonki.

First Edition Fantasy: Smuggler’s Bane


Ronin Arts steps back in time to an age of excessive violence, deep dungeons, wandering
monsters, and late-night gaming excitement! SMUGGLER’S BANE, the latest release in Ronin
Art’s FIRST EDITION FANTASY series, features a journey through sea-side caverns and an en-
counter with an evil race of fish-like monsters. For 4-6 characters levels 5-7. For use with OSRIC
or any other first edition-style game system.

Watch for more FIRST EDITION FANTASY releases in both PDF and limited print formats.

Special thanks to all of the proofreaders, playtesters, and customers that have helped make
Ronin Arts the successful company that it is today.

www.roninarts.com

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