TEXT: l]]]~Lil~~!Hl;lIBll~ ~ 
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  I nnoYet i ye eccessori es end playing 
  aids for the serious gamer. 
  TEN NEW ORI ENT AL CLASSES 
  Tired of the same old classes 1 
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  presents ten new classes to increase your playing fun. 
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  'irIID IIllll(EIIlllillfllll 
  DESCRIPTION: 
  The hechidai are a powerful class in the oriental society that represents the 
  fighter/magic user classes. The benefit of the hachidai is that they can cast the attack spells of 
  the magic user mld still weer the armor end use the weapons of a fighter. The hachidai training 
  was called the 'the WfJ'{ of the right hand' which refered to lhe directness of their attack and the 
  fact that they dtdn't have any subtrtfuge or sneakyness tn thetr manners. They wm ftght along 
  side the samurai although the samurai consider them to be efiminate and cowards. The hachidai 
  can not use the martial arts abilities of the monk because they spend much of their time st00y-ing 
  magic. Also they cannot use any two handed weapons nor can they carry a shield as these 
  interferd with the casting of the magic. 
  SPECIAL ABILITIES Of CLASS: 
  They cen weer armor mld cast spells. They have the ability 
  to dispell magic at will. The chances of success are the same as a magic user of the same level. 
  They can also CEtect magtc tn use and can detect magic on an item. For example they can CEtect 
  magic in use if some one is trying to conce81 their elignmenl or if someone is trying to cast a 
  spell on them. They can CEtect magic that has been placed on an item such as the magic on 
  weapons and on armor. 
  ATTACK/SAVINO THROW TABLE: 
  As a fiQhter of the same level. 
  HIT DIE TYPE: 
  Eight sided. 
  MAXIMUM NUMBER Of HIT DIE: Twelve. 
  SPELL ABILITY: 
  They can cast magic user spell up to sixth level but they can only cast the 
  attack spells or the ones labeled 'evocation·. Their spell books work the same as a magic user of 
  the same leve 1. 
  CtASS LEVEL LIMITS: 
  The hightest level attainable is twelve. 
  ARMOR PERMITTED: 
  Arr.t up to splint moil. 
  SHIELD PERMITTED: 
  None. 
  WEAPONS PERMITTED: 
  Arr.t weapon normally usuable by a fighter except that no two 
  handed weapons are permitted. 
  ALIGNMENTS PERMITTED: 
  Arr.t. 
  RACES PERMITTED: 
  Arr.t that can normally be magic users. 
  USABLE MAGIC ITEMS: 
  Any that are normally usable by a fighter or magic user. 
  ADVANCEMENT TABLE: 
  Advances as a ranger. 
  NOTES: 
  The hachidai consider themselves to be superior to the samurai although they oon·t 
  tell the samurai that. They consider themselves lo l.l~ cSS ~ 
  a fighter and superior in that they 
  can cast maJical spell also. 
  
  'irllD!: Ill!iEillUilJillll 
  
  'U'Wli Wlilllllill!llil 
  DESCRIPTION: 
  The orinaga are the oriental equivalent to an assassin/illusionist. Their 
  training permits them to use illusionist spell~ to confuse their intenood targets. For example 
  they can the illusion of e floor over a pit full of stakes or they could create the illusion of a 
  street brawl to attr~t the attention af the target aw~ from the assassin while he sneaks up 
  beh1nd. 
  SPECIAL ABILITIES OF CLASS: 
  They can cast illusionist spells and maintain them while 
  comm1tt1ng an assass1nat1on attempt. 
  ATTACK/SAVING THROW: 
  As an i,ssessin of the same level. 
  HIT DIE TYPE: 
  Six siood. 
  MAXIMUM NUMBER OF HIT DIE: Seventeen. 
  SPELL ABILITY: 
  They can cast an 111uston1st spells of an Illusionary nature of spells 
  dealing with shaoow magic. The number of the spells that they get is the same as the number of 
  spells as an illusionist of the same level. 
  CLASS LEVEL LIM 11 S: 
  Seventeen. 
  ARMOR PERMITTED: 
  None except for megical protection items. 
  SHltLD PERMITTED: 
  None. 
  WEAPONS PERMITTED: 
  The weapons that are normally used by 8SSU&$ins. 
  ALIGNMENTS PERMITTED: 
  Any non-~ or non-lawful alignment. 
  RACES PERMITTED: 
  Humans, Gnomes, Ming:>ls, or Kleshites. 
  USABLE MAGIC ITEMS: None except for mag1cal protect ton ltems such as t>r!l:ers of O?fense 
  or rings or protection. 
  ADVANCEMENT TABLE: 
  Adv1mces es an ass8SSin. 
  NOTES: 
  The orinaga are freQuently caught disguised as a rumik.o, a fighter/illusionist. The 
  only wtty to tell is thot the orinogo con not function if they ore weoring ormor nor con they cest 
  spells. 
  
  DESCRIPTION: 
  The subotai class is the same as the normal thief class combined with the 
  archer class. 
  This class is named for e famous legendary thief /archer. They get special 
  treining with e bow end ere very tx::eurete even et long ren~. They get one extre etteck per 
  round and do one extra hit point of damage for every hit. 
  SPECIAL ABILITIES OF CLASS: 
  They ere stronger in combet th1m e thief beceuse of the 
  increased damage that they oo with a bow. 
  ATTACK/SAVINO THROW: 
  As a thief of the same level. 
  HIT DIE TYPE: 
  Six sicild. 
  MAXIMUM NUMBER Of HIT DIE: Seventeen. 
  SPELL ABILITY: 
  None. 
  CLASS LEVEL LIMITS: 
  Seventeen. 
  ARMOR PERMITTED: 
  Leether only. 
  SHIELD PERMITTED: 
  None. 
  WEAPONS PERMITTED: 
  Any that is normally usable by a thief and the special laminated 
  bamboo longbow. 
  ALIGNMENTS PERMITTED: 
  Arr-t non lawful alignments. 
  RACES PERMITTED: 
  Arr,/. 
  USABLE MAGIC ITEMS: None except magiC81 ermor end weopons. 
  ADVANCEMENT TABLE: 
  AcNances as a th1ef. 
  NOTES: 
  They do not have arr-t minuses to hit for lono ranges. They get one extra attack per 
  round with a bow and always get one extra point of damage for every hit. They also get a bonus of 
  plus one to hit with the bow. This is in ao:lition to the bonuses that an elf or other roce would 
  normally get. The bows arc maJe lo m the height of the roce of the character so any roce can be 
  e subotei. 
  
  Wll!: l;JfilliilWiilfilH 
  DESCRIPTION: 
  The samurai is the oriental equivalent to the paladin. The only differences are 
  that a samurai is not c:oncered with the lower classes or their treatment. To him lawful (PXJ 
  epplies to the society es e whole end mostly to the upper clesses. He would think nothing of using 
  a peasant to test the ectJe of his sword or killing a peasant who refused to get out of his w~. 
  Generally the samura1 is more thouQhful of others than that but it is apparent the h1s mental 
  processes ere much different then the mental processes of the peladin. 
  SPECIAL ABILITIES Of CLASS: In addition to the palfl!in abilities the samurai can use 
  martial arts similar to that of the monk, but he can't usa any of the monks other powers. 
  ATTACK/SAYING THROW TABLES: 
  As a pa18din of the same level. 
  HIT DIE TYPE: Ten S1cal. 
  MAXIMUM NUMBER OF HIT DIE: Fifteen. 
  SPELL ABILITY: Clerical spells up to the limit allowed by the paladin. 
  CLASS LEVEL LIMITS: None. 
  ARMOR PERMITTED: Any up to spl1nt man. 
  SHIELD PERMITTED: 
  Any. 
  WEAPONS PERMITTED: Any. In addition they get one extra attack if they are using the 
  katana and will oo oouble d6mege. The problem is that katanas are very hard to find. 
  ALIGNMENTS PERMITTED: 
  Lawful~ only. 
  RACES PERMITTED: 
  Only r~ permitted to be peladins am be samurai. 
  USABLE MAGIC ITEMS: Only magical weapons and armor. The samurai c:ons1CErs magic to IJe 
  the weak lings Wet{. 
  ADVANCEMENT TABLE: As a paladin. 
  NOTES: All samurai must be lawful (PXi. As been mentioned earlier this Is not exactly the 
  same es that enforced upon a pahxlin. The samurai is very conscious of honor and he will not use 
  any weapons that are not consiti?red to be weapons of honor although he is capable of using them 
  In an emergency. The m~l dishonorable thing that a samurai can suffer ts the loss of his 
  weapons and to be bound by an opponent. If this happens the samurai must kill this person 
  within five days or he must kill himself to regain honor. If a samurai is captured and gives his 
  word not to esccpe then he will not unCEr eny circumstances try. Therefore his opponents should 
  not tie him or remove his weapons. Other silualions will affect the samurc:ii in a similar 
  manner. for example if a samurai is given a mission and he falls he must make am mends or w111 
  suffer great loss of honor. 
  
  Wll!: l;JfillffiWWWH 
  
  'ii'Wl!: f;IWmHWYIW 
  DESCRIPTION: 
  The seninyo are the oriental fighter/clerics. They can cast some clerical 
  spells and still attttt as a fighter. The training that they receive is called 'thew~ of the heart' 
  because they are more concerned with healing end helping the fighters th81l they are about 
  conquest or honor. They~ around the battle field helping friend and foe alik.~ and are generally 
  not atttocked when they are heel1ng or helping. 
  SPECIAL ABILITIES OF CLASS: 
  They can bind wounds end stop bleeding and do general 
  first a1d. This wm restore from one to four h1t points of damage to the recipient immediately. 
  They can 8858 pain end promote heaJing normally as well as cast heeling spells when necessary. 
  HIT DIE TYPE: 
  Eight siood. 
  MAXIMUM NUMBER OF HIT DIE: 
  Seventeen. 
  SP.ELI ABILITY: 
  They can cast any clerical spell of first level and any clerical spell that is 
  of the healing or curing nature. The number of spells they get ls the same as a cleric of the same 
  level. They can also use any spell that removes curses, raises~. or resurrects. 
  ATTACK/SAVING TlfROW TABLES: 
  ks a fighter of the same level. 
  CLASS LEVEL LIMITS: 
  Un11m1ted. 
  ARMOR PERMITTED: 
  Arry. 
  SHIELD PERMITTED: 
  Any. 
  WEAPONS PERMITTED: 
  They mey use any weapon although they prefere to use weapons 
  that stun rather than weapons that kill. 
  ALIGNMENTS PERMITTED: 
  Any non-evil alignments. 
  RACtS PERMITTED: 
  Any that can normally be clerics. 
  USABLE MAGIC ITEMS: 
  Arr,; that ore normally usable by clerics. 
  ADVANCEMENT TABLE: 
  Advances on the clerical table. 
  NOTES: 
  The soninyo revere life and will not willingly sloy anyone or anything unless it is 
  totally necessary. They are total vegetarians and are very conscious of their hP.alth and diet. 
  Therefore they have twice the life span that the r~ of the charocter wLiuld normally have. They 
  also do not suffer any penalties from aging and they still get all the benefits. 
  
  an~ wwliilm 
  DESCRIPTION: 
  The rumiko is the oriental equivalent the fighter/illusionist. The training 
  that a rumiko receives is called 'the Wf.t./ of the left hand' because the rely upon ~it and 
  deception to ~plish their pis. The rumikos benefits are that he can fight es ~ 
  es a 
  fighter and still ~t spells. They are limited in the levels that they can attain. 
  SPECIAL ABILITIES Of CLASS: 
  Wear armor end cast some illusionist spells. 
  ATTACK/SAVING THROW TABLES: 
  As a fighter of the same level. 
  HIT DIE TYPE: 
  Eight sided. 
  MAXIMUM NUMBER Of HIT DIE: 
  Twelve. 
  SPELL ABILITY: 
  They can cast ony illusionist or megic user spell that is labeled 'illusion· 
  up to sixth level of ability. 
  CLASS LEVEL LIMITS: 
  Twelve. 
  ARMOR PERMITTED: 
  Arr,; armor up to chain mail. 
  SHIELD PERMITTED: 
  None because that would interfere w1th casting magical spells. 
  WEAPONS PERMITTED: 
  No two hanci!d weapons permitted because that would interfere 
  wtth the mllJiC use. 
  ALIGNMENTS PERMITTED: 
  Arr,/. 
  ~~CES PERMITTED: 
  Arr,; that can be illusionists. 
  USABLE MAGIC ITEMS: 
  Arr,; that can normally be used by an illusionist or a fighter. 
  ADVANCEMl:.N I TABLE: 
  M.'ances using the ranger table. 
  NOTES: 
  The rumiko would rather confuse their enemy anrJ then hit them from their blind 
  side than to fight them directly. This leoo to the belief that the rumiko are cowards and 
  weaklings which they are not. They are fierce fighters when neceassary. The runiko have no 
  martial arts capat, i1 ily due to the fact that they stucty mlljtc most of their time. 
  
  Wli IWllfilwllil'ir fil 
  DESCRIPTION: 
  The nikamate is the oriental equivalent of the fighter/druid. The training 
  that they-~t is called 'the way of the spirit' because of their belief that eoch and everything has a 
  spirit end thet all things heve en elignment thet is pert of their neture. They believe thet these 
  spirits have powers end that these powers can be invoked with the correct knowled;}e. Unlike 
  the normal drutd the ntkamata can use ftghter weapons but 1s very careful what he ooes f n lffe as 
  everything thet he touches has e spirit that mey curse him if he offends it. For example he would 
  pray end ask for forgiveness to the spirit before cutting oown a tree for fire wim. 
  SPECIAL ABILITIES OF CL.ASS: 
  They can wear the armor and use the weapons of a fighter 
  and still cast druid spells. 
  ATTACK/SAVING THROW: 
  They attack end save the seme as a fighter of the seme level. 
  HIT DIE TYPE: 
  Eight sided. 
  MAXIMUM NUMBER Of HIT DIE: 
  druid. 
  Eleven with an extra one at first level the same as a 
  SPELi. ABILITY: 
  They can cast any of the spells thet e druid cen except thet they cennot cast 
  any healing or curing type spells. The number of spells that they get are the same as the spells 
  of a druid of the same level. 
  CL.ASS LEVEL LIMITS: 
  Fifteenth level. 
  ARMOR PERMITTED: 
  Arr.t armor up to chain mail. 
  SHIELD PERMITTED: 
  Arr.t. 
  WEAPONS PERMITTED: 
  Arr.t except that they cannot use arr.t pole arms. 
  ALIGNMENTS PERMITTED: 
  Arr.t neutral alignment. 
  RACES PERMITTED: 
  Arr.trace that can normally be a druid. 
  USABLE MAGIC ITEMS: 
  Arr./ that are normally usable by a druid. 
  ADVANCEMENT TABLE: 
  Advances as a dru1d. 
  NOTES: 
  The nilcamata are animal lovers and can communicate with any normal animal at 
  wm. They can get the animals to help them and to run err.ands for them and to watch out for 
  them while they sleep. This power ooes not extend to any mon~lers or giant animals. You will 
  seldom see a nikamata without a pet or two following him around. 
  
  ffllll! liUDlillK 
  DESCRIPTION: 
  The obaki are the oriental equivalent to a fighter/mentalist. Their special 
  training enables them to use psionics in their essassination attempts. The obaki are called 
  'ghosts· because of their abilities to use stealth. Legends sey that an obaki once stole the crown 
  from the kings heoo at a coronation ceremony in front of all the people and no one Sfffl him. 
  SPECIAL ABILITIES Of CLASS: 
  They are strong hypnotists and can hypnotise anyone 
  almost at will. 
  ATTACK/SAVING THROW: 
  As an essassin of the same level. 
  HIT DIE TYPE: 
  Six sided. 
  MAXIMUM NUMBER OF HIT DIE: seventeen. 
  SPELL ABILITY: 
  None. 
  CLASS LEVEL LIMITS: 
  Seventeen. 
  ARMOR PERMITTED: 
  None. 
  SHIELD PERMITTED: 
  None. 
  WEAPONS PERMITTED: 
  The weapons that a normal essassin can use. 
  ALIGNMENTS PERMITTED: 
  Arry non-~ and non-lawful alignment. 
  RACES PERMITTED: 
  Humans, h81flings, dwarves, ldeshites, and mirl(J)ls. 
  USABLE MAGIC ITEMS: 
  None except for items of magical protection such as bracers of 
  defense or a ring of protection. 
  ADVANCEMENT TABLE: 
  They a1vance as essasslns. 
  NOTES: 
  The hypnotist abilities are not automatic. The chance of success is twenty percent 
  per level of the obaki minus five percent per level of the opponent minus one percent for every 
  point of the opponent. 
  
  'iffl1Ii (g]l!JlillH 
  !!-~-~ 
  ~ 
  ,, :• .. · ... ·. 
  . 
  . 
  --
  
  nil!: WlilJllllmlilH 
  DESCRIPTION: 
  The haj imai are the oriental equivalent of the fighter/mentalist. The training 
  that they get is called 'the Wft,/ of the heoo' because it t~hes pstonics and psionic abilities. The 
  benefits are that they can use a psionic discipline and still attack as a fighter. In other words 
  they can en large themselves and still attack. 
  SPECIAL ABILITIES OF CLASS: 
  Enhanced psionic abilities and psionic advancement. 
  ATTACK/SAVING THROW: 
  As a fighter of the same level. 
  HIT DIE TYPE: 
  Eight siood. 
  MAXIMUM NUMBER OF HIT DIE: 
  Nine. 
  SPELL ABILITY: 
  .None. 
  CLASS LEVEL LIMITS: 
  Twelve. 
  ARMOR PERMITTED: 
  Arry up to splint mail except that they can never wear a helm of any 
  sort. 
  SHIELD PERMITTED: 
  Arry. 
  WEAPONS PERMITTED: 
  Arry that a normal fighter could normally use. 
  ALIGNMENTS PERMITTED: 
  Arry. 
  RACES PERMITTED: 
  Arry thet can normelly hove psionics. 
  USABLE MAGIC ITEMS: 
  None except m~ical weapons and armor. 
  ADVANCEMENT TABLE: Advances as a fighter. 
  NOTES: 
  The psionics that they have are the same es the normal psionics except that they get 
  an aulo1milic bonus of twenty five points to their attack and defense. They advance and ocquire 
  their disciplines in the normal manner except that they start at first level. In fliiition they get 
  lo ooi twenty to the die rolls to determine attack modes, defense modes, and disciplines. 
  
  DESCRIPTION: 
  The okishita are the oriental equivalent to a cleric/assassin. Their training 
  allows them to use the reverse of all clerical healing spells to harm their opponent. This class 
  is greatly fem-ed because they CM awse ~th from a distence 8nd 1881/e no marks behind to 
  · indicate that the target was assassinated. 
  SPECIAL ABILITIES OF CLASS: 
  The kill from a distonce without leeving a mark on the 
  target. 
  ATTACK/SAVING THROW: 
  As an assassin of the same level. 
  HIT DIE TYPE: 
  Six sided. 
  MAXIMUM NUMBER Of HIT DIE: Seventeen. 
  SPELL ABILI 1Y: 
  They can csst the reverse of clerical healing and curing spells only. At 
  high levels they can cause instant death with no saving throw. 
  CLASS LEVEL LIMITS: 
  Seventeen. 
  ARMOR PERMITTED: 
  None. 
  SHIELD PERMITTED: 
  None. 
  WEAPONS PERMITTED: 
  The weapons that a normal cleric would carry. 
  ALIGNMENTS PERMITTED: Any non-(Jm and non-lawful alignment. 
  RACES PERMITTED: 
  Half ores, humans, ldeshites, min(J)ls, and karhosta 
  USABLE MAGIC ITEMS: Only items of a protection nature such os rings of protection. 
  ADVANCEMENT TABLE: 
  As assassins. 
  NOTES: 
  Their ability to cast harm spells is their major weapon. The number of spells that 
  they get is the same os a cleric of the same level. The spells thet they can use ire the reverse of 
  the spells that normally heal or cure. These spells are labeled necromantic or abjuration. 
  When they cast these spells the tari;J!t saves a some minuses depending on the level of the caster. 
  The minuses are computed by dividing the level of the caster by three end rounding oown. The 
  saving throws are alway mn verses spells and not verses death magic. 
  
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SOURCE: textdata/thevault/Mercenaries Guild (osr)/Mercenaries Guild Ten New Oriental Classes [1984].pdf