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==Base Classes==
 
==Base Classes==
   
There are thirty-two base classes in the [http://code.google.com/p/awesometome/downloads/list Compiled Tomes], and I don't want to waste space with unnecessary stuff. That's bad. So, before we get onto how classes fit into the Empire, here are classes which ''do not'' fit in and thus are not allowed: [[SRD:Bard|Bards]], [[SRD:Cleric|clerics]], curators, [[Fire Mage (3.5e Class)|fire magi]], [[Monster Tamer (3.5e Class)|monster tamers]], [[Puppeteer (3.5e Class)|puppeteers]], [[Sorcerer, Tome (3.5e Class)|sorcerers]], [[Soulborn (3.5e Class)|soulborn]], [[Swashbuckler (3.5e Class)|swashbucklers]], thaumaturges, [[Warlock (3.5e Class)|warlocks]], and [[SRD:Wizard|wizards]]. Any other classes may be excluded at the DM's Disgression.
+
There are thirty-two base classes in the [http://code.google.com/p/awesometome/downloads/list Compiled Tomes], and I don't want to waste space with unnecessary stuff. That's bad. So, before we get onto how certain classes fit into the Empire, here are classes which ''do not'' fit in and thus are not allowed: [[SRD:Bard|Bards]], [[SRD:Cleric|clerics]], curators, [[Monster Tamer (3.5e Class)|monster tamers]], [[Puppeteer (3.5e Class)|puppeteers]], [[Soulborn (3.5e Class)|soulborn]], [[Swashbuckler (3.5e Class)|swashbucklers]], and thaumaturges. Any class may be included or excluded at the DM's Disgression (so, really, while it might not be the best idea to play a wizard, you could if your DM allowed). ('''Note:''' these are only restrictions for those native to the Empire. An outsider can be any class they want, but they will automatically be looked down upon.)
   
 
Now that we have that out of the way, lets talk about the base classes that you ''can'' use. The following section presents expanded rules and cultrual considerations designed for each class more Oriental. All of the mechanical considerations are merely options, intended to make the campaign setting more unique and satisfying.
 
Now that we have that out of the way, lets talk about the base classes that you ''can'' use. The following section presents expanded rules and cultrual considerations designed for each class more Oriental. All of the mechanical considerations are merely options, intended to make the campaign setting more unique and satisfying.
   
 
===[[Assassin, Tome (3.5e Class)|Assassin]]===
 
===[[Assassin, Tome (3.5e Class)|Assassin]]===
In any land, regardless of time or place, there will always be the crafty assassins, those silent killers more specialized in death then the ordinary [[SRD:Rogue|rouge]]. Their high damage dealing, trapmaking abilities, and exotic killing methods leads them to being seen as dishonorable vagabonds. That is, of course, if they are seen at alls. Assassins are often members of the ninja clans.
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In any land, regardless of time or place, there will always be the crafty assassins, those silent killers more specialized in death then the ordinary [[SRD:Rogue|rogue]]. Their high damage dealing, trapmaking abilities, and exotic killing methods leads them to being seen as dishonorable vagabonds. That is, of course, if they are seen at alls. Assassins are often members of the ninja clans.
 
:'''Mechanical Considerations''': None. This class synergizes extremely well with the setting, especially considering that you do not have to have levels of [[Ninja (3.5e Class)|ninja]] to be in a ninja clan.
 
:'''Mechanical Considerations''': None. This class synergizes extremely well with the setting, especially considering that you do not have to have levels of [[Ninja (3.5e Class)|ninja]] to be in a ninja clan.
   
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:'''Mechanical Considerations:''' Druids are never far away from their place of worship, and so their abilities are unchanged.
 
:'''Mechanical Considerations:''' Druids are never far away from their place of worship, and so their abilities are unchanged.
   
===Elementalist===
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===[[Elementalist (3.5e Class)|Elementalist]]===
Elementalists are Tome spellcasters that are not in this Wiki (yet). They cast spells by attuning themselves to elemental energy, and are essentially Shugenjas from ''Oriental Adventures'' — except they don't suck. They are used in place of sorcerers. Elementalists, like samurai, are part of the noble caste, though they do not spend too much effort in adhereing to ''bushido''. Most of the families within the clans specialize in one particular element.
+
Elementalists cast spells by attuning themselves to elemental energy, and are essentially Shugenjas from ''Oriental Adventures'' — except they don't suck. They are used in place of sorcerers. Elementalists, like samurai, are part of the noble caste, though they do not spend too much effort in adhereing to ''bushido''. Most of the families within the clans specialize in one particular element.
 
:'''Mechanical Considerations:''' None.
 
:'''Mechanical Considerations:''' None.
   
 
===[[Fighter, Tome (3.5e Class)|Fighter]]===
 
===[[Fighter, Tome (3.5e Class)|Fighter]]===
 
Fighters are for ''bushi'' that want to have a little bit more versitility in combat, or be able to take on impossible odds easier. Samurai/fighters are fairly common, because such an arrangement lets the samurai take on groups of foes easier, and helps turn him from a glass cannon into a slightly-less-glass cannon. Many ronin also have fighter levels.
 
Fighters are for ''bushi'' that want to have a little bit more versitility in combat, or be able to take on impossible odds easier. Samurai/fighters are fairly common, because such an arrangement lets the samurai take on groups of foes easier, and helps turn him from a glass cannon into a slightly-less-glass cannon. Many ronin also have fighter levels.
:'''Mechanical Considerations:''' It is recommended that PCs not be allowed to take fighter at first level, echoing the superiority of the samurai classes.
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:'''Mechanical Considerations:''' It is recommended that PCs not be allowed to take fighter at first level, echoing the superiority of the samurai classes.
  +
  +
===[[Fire Mage (3.5e Class)|Fire Mage]]===
  +
Fire mages are those that focus on the element fire. They are sort of the opposite of storm lords, as far as elements are concerned. Most fire magi start off as elementalists who specialize in using fire.
  +
:'''Mechanical Considerations:''' If you really want, you can say that the PCs can only take levels in Fire Mage after taking at least 1 level of elementalist.
  +
  +
===[[Geomancer (3.5e Class)|Geomancer]]===
  +
Geomancers harness all the elements instead of focusing on just one. Their magic is perceived as "cruder" by elementalists, and geomancers look down on elementalists in return. Geomancers are often mercenaries, using their talents to alter the terrain of a battlefield to the detriment of the opposing armies. They usually originate from heimin stock, but often rise to greater things.
  +
:'''Mechanical Considerations:''' Geomancers are usually heimin, but can be from any social class.
   
 
===[[Jester (3.5e Class)|Jester]]===
 
===[[Jester (3.5e Class)|Jester]]===
 
Jesters in the Empire of the Rising Sun do not occupy the position they are named after. In fact, the position of court jester doesn't even exist! Instead, jesters are the practitioners of the theatre arts, which involve masks and/or white face paint, depending on what kind of performance it is. Of course, this does not change their attitude or bad taste in jokes.
 
Jesters in the Empire of the Rising Sun do not occupy the position they are named after. In fact, the position of court jester doesn't even exist! Instead, jesters are the practitioners of the theatre arts, which involve masks and/or white face paint, depending on what kind of performance it is. Of course, this does not change their attitude or bad taste in jokes.
 
:'''Mechanical Considerations:''' If you feel like altering the name, this class can also be called the Kabuki Dancer or even the Noh artist, if you want. Other than that, they remain unchanged.
 
:'''Mechanical Considerations:''' If you feel like altering the name, this class can also be called the Kabuki Dancer or even the Noh artist, if you want. Other than that, they remain unchanged.
  +
  +
===[[Knight, Tome (3.5e Class)|Knight]]===
  +
Knights in the Empire of the Rising Sun are simply samurai who focus more on defense and protection than the others. They must be honorable, as shown by their code of conduct, so they fit right in. While knights often multiclass with the other samurai classes, they do not need to start their career as samurai.
  +
:'''Mechanical Considerations:''' Knights from the Empire are not proficient with any type of shield, but they gain proficiency with one exotic weapon of their choice, and the samurai's Ancestral Weapon ability.
   
 
===Marshall===
 
===Marshall===
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===[[Ninja (3.5e Class)|Ninja]]===
 
===[[Ninja (3.5e Class)|Ninja]]===
 
Ninjas are strange people who act as terrorists, raiders, spies, assassins, and even as secret police. Not really much more to say about them.
 
Ninjas are strange people who act as terrorists, raiders, spies, assassins, and even as secret police. Not really much more to say about them.
'''Mechanical Considerations:''' It's a freakin' ninja! What more do you want?!
+
:'''Mechanical Considerations:''' It's a freakin' ninja! What more do you want?!
  +
  +
===[[Paladin, Tome (3.5e Class)|Paladin]]===
  +
Like knights, paladins in the Empire of the Rising Sun are members of the samurai caste, mostly because they have a code of conduct that makes them be honorable. Paladins are some of the more devout and stronger members of the samurai, and are often commanders.
  +
:'''Mechanical Considerations:''' Paladins native to the Empire are not proficient with any shields; instead, they are proficient with one exotic weapon of their choice and possesse the samurai's Ancestral Weapon ability. Because of the Empire's focus on honor rather than alignment, the paladin's smite evil ability becomes smite dishonor, and it only functions on those with an honor score of 15 or less. It is otherwise identical to the original ability. In addition, paladins only lose their class features if their honor score drops below 15, or if they break their code of conduct. Paladins have a starting honor of 21, no matter what their clan or race.
  +
  +
===[[Ranger, Tome (3.5e Class)|Ranger]]===
  +
Rangers are somewhat rare in the Empire of the Rising Sun, but do exist in moderation. They are often mercenaries and/or ronin, employed by various lords for tracking and assassination. A few samurai multiclass as rangers, wishing to gain their skill in the hunt. Some members of the ninja clas are also rangers.
  +
:'''Mechanical Considerations:''' None.
   
 
===[[SRD:Rogue|Rogue]]===
 
===[[SRD:Rogue|Rogue]]===
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:'''Mechanical Considerations:''' Rogues in the Empire have no proficiency with crossbows. Instead, they gain proficiency with longbows.
 
:'''Mechanical Considerations:''' Rogues in the Empire have no proficiency with crossbows. Instead, they gain proficiency with longbows.
   
===Ronin===
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===[[Ronin (3.5e Class)|Ronin]]===
  +
Ronin are the sons and daughters of samurai who were fired from or otherwise have no lord (who are also referred to as ronin). In the Empire, they are not the most respected or pious individuals.
Because I created this class myself, I'm posting the full thing here as well, and edited the Campaign Information to talk about how it fits into the Empire. There are no mechanical considerations, since the ronin was made by me primarily for this campaign setting.
 
  +
:'''Mechanical Considerations:''' The ronin class should not be available after first level. The ronin get their philosophy from their upbringing, and even characters who find out they are ronin later should not be allowed to take levels in this class, since they were not raised that way.
   
  +
===[[Samurai, Tome (3.5e Class)|Samurai]]===
{{quote|In accordance with custom, the combatants exchanged names and swords were unsheathed, the three samurai on one side facing the solitary opponent with whom the sympathies of the onlookers evidently lay. The keen blades of the duelists glittered in the sun. The ''ronin'', as calm as a mirrored lake, advanced steadily with the point of his weapon directed against the samurai in the centre of the trio, and apparently indifferent to an attack on either flank. The samurai in the middle gave ground inch by inch and the ''ronin'' as surely stepped forward. Then the right-hand samurai, who thought he saw an opening, rushed to attack, but the ''ronin'', who had clearly anticipated this move, parried and with lightning rapidity cut his enemy down with a mortal blow. The left-hand samurai came on in his turn but was treated in a similar fashion, a single stroke felling him to the ground bathed in blood. All this took almost less time than it takes to tell. The samurai in the center, seeing the fate of his comrades, thought better of his first intention and took to his heels.|orig=Harrison, Human historian, on the prowess of ronin}}
 
  +
You really expect me to talk about how the ''samurai'' fits into this setting? Really? This is like the ninja, I don't need to say anything.
  +
:'''Mechanical Considerations:''' If you're expecting any, you're dumb.
   
  +
===Shadow Warrior===
When a samurai is exiled from the service of his lord, he either commits seppuku or becomes a ronin. But this class is not for those ronin. Instead, this focuses on the progeny of the dishonorable warrior, who is recognized as a ronin himself, whether he has done anything dishonorable or not. Growing up in a harsh world, bearing the weight of their father's actions, and otherwise fending for himself has taught the ronin one thing: Clean fighters never win. As such, the ronin is a master of cheap shots and intimidation.
 
  +
While shadow warriors can technically be of any alignment, all gain their power from the dark realm of Jigoku. Some of the ninja clans have shadow warriors, but they are rare. Most shadow warriors are evil servers of Kuraigami, the dark god; as such, even Good shadow warriors are looked on with disgust and hatred.
  +
:'''Mechanical Considerations:''' It is recommended that players not be able to join this class. They would be looked down upon more than any other class, and would be though of as evil. Save these guys for when you want an interesting ninja opponent or something.
   
====Making a Ronin====
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===Sohei===
  +
The sohei are a breed of more weapon and armor-inclined monks. Sohei literally means "warrior monk," and they generally go around stabbing people in the face with the naginata and other reach weapons.
  +
:'''Mechanical Considerations:''' Like their monk cousins, there are no mechanical considerations for the sohei.
   
  +
===[[Soldier, Tome (3.5e Class)|Soldier]]===
A ronin focuses on mobility and flanking. While he shares several abilities with that of the [[SRD:Rogue|rogue]] and [[SRD:Ranger|ranger]], he is better at head on combat then either of them. Of course, he lacks the hit points of some of the more martially inclined classes.
 
  +
Soldiers are just that: soldiers. Most soldiers start their career as a samurai, but some ashigaru and ronin are exclusively soldiers.
  +
:'''Mechanical Considerations:''' It is recommended that the players be unable to take this class at first level, unless they want to be a looked down upon by the nobles for their entire career.
   
  +
===[[Sorcerer, Tome (3.5e Class)|Sorcerer]]===
'''Abilities:''' Charisma is the most important ability for a Ronin, followed by Dexterity and Strength. A ronin has little use for Wisdom or Intelligence, and Constitution is important if you want more hit points.
 
  +
Sorcerers in the Empire are spellcasters who don't cast elemental magic. They are usually yobanjin from the Reito-Butsu or the Burning Sands. They are a rarity in the clans, whose noble blood usually produces elementalists. They are more often found among peasants than anything else. They are usually looked down upon by all the other spellcasters.
  +
:'''Mechanical Considerations:''' Sorcerers are not native to any of the clans; as such, a sorcerer character should only come from heimin stock. He will probably be looked down upon, but if you want to play a sorcerer, you'll be fine with it.
   
  +
===[[Spirit Shaman (3.5e Class)|Spirit Shaman]]===
'''Races:''' Any race that can become a samurai can become a ronin. Still, most ronin are humans, elves, or hobgoblins.
 
  +
The original shaman was the Oriental Adventures' divine spellcaster, and it was redone in Complete Divine. And then it was turned into a Tome class. That said, the spirit shaman fits into the Empire of the Rising Sun very nicely. Spirit shamans are the de facto clerics of the Empire, preaching the wisdom of Shintao.
  +
:'''Mechanical Considerations:''' None. Being a class that was inspired by Japan, there is no need.
   
  +
===Storm Lord===
'''Alignment:''' Ronins tend to be chaotic, simply to spite the lawful society that outsted them, but there is no reason that they cannot be lawful.
 
  +
The storm lords control a big ass storm, and as such get their powers directly from Osanoo, the O-Kami of storms and the sea. They are most common among the pirates and islanders, who pray to Osanoo frequently. Many storm lords are multiclass Elementalists.
  +
:'''Mechanical Considerations:''' If you really want to, you can say that players can only be a storm lord if they hail from/trained in some of the coastal islands.
   
  +
===[[Tenken, Tome (3.5e Class)|Tenken]]===
'''Starting Gold:''' 5d4×10 gp (125 gp).
 
  +
Tenken are unusually fast swordsmen who practice a different style of swordsmanship: one that is incompatible with armor. Most tenken are ronin or belong to one of the various ninja clans.
  +
:'''Mechanical Considerations:''' Tenken gain proficiency with one exotic weapon of their choice.
   
  +
===[[Thief Acrobat (3.5e Class)|Thief Acrobat]]===
'''Special:''' A ronin's father must have dishonored himself in some way, and must not have a lord.
 
  +
Like the assassin and rogue, thief acrobats are, more often then not, members of the various ninja clans. Their mastery of difficult terrain and infiltration makes them excellent at scouting out an area (that the ninja are likely to attack soon), or infiltrating a heavily armed castle and opening the gate from the inside.
  +
:'''Mechanical Considerations:''' None.
   
  +
===[[Totemist (3.5e Class)|Totemist]]===
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.
 
  +
A totemist's beast souls that power him come from Chikushudo. That's about the only difference.
  +
:'''Mechanical Considerations:''' None.
   
  +
===[[Warlock (3.5e Class)|Warlock]]===
{| class="zebra d20"
 
  +
Warlocks are rare and generally despised. Their powers come, in some form or another, from Jigoku. As such, warlocks have few friends. They do their best to stay hidden, since majo-kari have a tendency to track them down and kill them.
|+
 
  +
:'''Mechanical Considerations:''' A warlock's power comes from Jigoku. That's all the difference you need.
<div>{{Anchor|Table: The Ronin}}</div>
 
Hit Die: d8
 
|-
 
! rowspan="2" | Level
 
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! rowspan="2" | Special
 
|-
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
|-
 
|1st||class="left" | +1 || +2 || +2 || +0
 
| class="left" | [[#Cheap Shot|Cheap Shot +1d6]], [[#Confidence|Confidence]],
 
|-
 
|2nd||class="left" | +2 || +3 || +3 || +0
 
| class="left" | [[#Evasion|Evasion]], [[#Ronin's Ire|Ronin's Ire]]
 
|-
 
|3rd||class="left" | +3 || +3 || +3 || +1
 
| class="left" | [[#Cheap Shot|Cheap Shot +2d6]], [[#Kiai Smite|Kiai Smite 1/day]]
 
|-
 
|4th||class="left" | +4 || +4 || +4 || +1
 
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]], [[#Staredown|Staredown]]
 
|-
 
|5th||class="left" | +5 || +4 || +4 || +1
 
| class="left" | [[#Cheap Shot|Cheap Shot +3d6]], [[#Ronin's Ire|Ronin's Ire]]
 
|-
 
|6th||class="left" | +6/+1 || +5 || +5 || +2
 
| class="left" | [[#Supreme Confidence|Supreme Confidence]]
 
|-
 
|7th||class="left" | +7/+2 || +5 || +5 || +2
 
| class="left" | [[#Cheap Shot|Cheap Shot +4d6]], [[#Kiai Smite|Kiai Smite 2/day]]
 
|-
 
|8th||class="left" | +8/+3 || +6 || +6 || +2
 
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]
 
|-
 
|9th||class="left" | +9/+4 || +6 || +6 || +3
 
| class="left" | [[#Cheap Shot|Cheap Shot +5d6]], [[#Moving the Mountain| Moving the Mountain]]
 
|-
 
|10th||class="left" | +10/+5 || +7 || +7 || +3
 
| class="left" | [[#Ronin's Ire|Ronin's Ire]], [[#Improved Staredown|Improved Staredown]]
 
|-
 
|11th||class="left" | +11/+6/+6 || +7 || +7 || +3
 
| class="left" | [[#Cheap Shot|Cheap Shot +6d6]]
 
|-
 
|12th||class="left" | +12/+7/+7 || +8 || +8 || +4
 
| class="left" | [[#Kiai Smite|Kiai Smite 3/day]]
 
|-
 
|13th||class="left" | +13/+8/+8 || +8 || +8 || +4
 
| class="left" | [[#Cheap Shot|Cheap Shot +7d6]]
 
|-
 
|14th||class="left" | +14/+9/+9 || +9 || +9 || +4
 
| class="left" | [[#This is Easy!|This is Easy!]], [[#Greater Staredown|Greater Staredown]]
 
|-
 
|15th||class="left" | +15/+10/+10 || +9 || +9 || +5
 
| class="left" | [[#Cheap Shot|Cheap Shot +8d6]], [[#Ronin's Ire|Ronin's Ire]]
 
|-
 
|16th||class="left" | +16/+11/+11/+11 || +10 || +10 || +5
 
| class="left" | [[#Kiai Smite|Kiai Smite 4/day]]
 
|-
 
|17th||class="left" | +17/+12/+12/+12 || +10 || +10 || +5
 
| class="left" | [[#Cheap Shot|Cheap Shot +9d6]]
 
|-
 
|18th||class="left" | +18/+13/+13/+13 || +11 || +11 || +6
 
| class="left" | [[#Frightful Presence|Frightful Presence]]
 
|-
 
|19th||class="left" | +19/+14/+14/+14 || +11 || +11 || +6
 
| class="left" | [[#Cheap Shot|Cheap Shot +10d6]], [[#Supreme Staredown|Supreme Staredown]]
 
|-
 
|20th||class="left" | +20/+15/+15/+15 || +12 || +12 || +6
 
| class="left" | [[#Ronin's Ire|Ronin's Ire]], [[#Kiai Smite|Kiai Smite 5/day]]
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
'''Class Skills ([[Skill Points::4]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
 
{{Property Link|Skill|SRD:Bluff Skill|Bluff}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Climb Skill|Climb}} ([[SRD:Strength|Str]]),
 
{{Property Link|Skill|SRD:Diplomacy Skill|Diplomacy}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Escape Artist Skill|Escape Artist}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Gather Information Skill|Gather Information}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Intimidate Skill|Intimidate}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Jump Skill|Jump}} ([[SRD:Strength|Str]]),
 
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Listen Skill|Listen}} ([[SRD:Wisdom|Wis]])
 
{{Property Link|Skill|SRD:Move Silently Skill|Move Silently}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Search Skill|Search}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Speak Language Skill|Speak Language}} (None),
 
{{Property Link|Skill|SRD:Spot Skill|Spot}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Swim Skill|Swim}} ([[SRD:Strength|Str]]),
 
{{Property Link|Skill|SRD:Use Magic Device Skill|Use Magic Device}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Use Rope Skill|Use Rope}} ([[SRD:Dexterity|Dex]]).
 
|}
 
   
=====Class Features=====
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===Warmage===
  +
Wherever there's battle, there will be warmagi. Although they do not have a code of conduct, warmagi are part of the samurai caste, compareable to the knight and paladin.
  +
:'''Mechanical Considerations:''' A warmage gains the samurai's Ancestral Weapon ability, but his Ancestral Weapons do not gain the ghost touch ability.
   
  +
===[[SRD:Wizard|Wizard]]===
All of the following are class features of the Ronin.
 
  +
Practicing arcane magic through the use of a spellbook is outlawed in the Empire. It all stems back to when a great necromancer attempted to destroy the Empire with an army of undead. After his spellbooks were burned, using such impliments to cast spells was outlawed. Of course, that does not stop some from practicing in secret, and many Kuraigami worshippers are secretly wizards.
  +
:'''Mechanical Considerations:''' Wizards are forbidden for player characters. The only wizards in the Empire are the necromancers who worship Kuraigami, and if if the PC is not an evil necromancer, wizards are to be killed on sight and have their spellbooks burned.
   
  +
==Monster Base Classes==
'''Weapon and Armor Proficiency:''' Ronin are proficient with all simple and martial weapons, and with one exotic weapon appropriate for their culture. Ronin are proficient with light and medium armor, but not with shields of any kind.
 
  +
Since there are only four monster base classes in Tome, and a few more in the later expansions, I'll talk about all of them.
   
  +
===[[Fiendish Brute (3.5e Class)|Fiendish Brute]]===
'''{{Anchor|Cheap Shot}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If a ronin can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage, thus taking a 'cheap shot.'
 
  +
The fiendish brutes form the brunt fighting force of Jigoku. They abound in the Realm of Evil, often coming through the Festering pit, crossing the Burning Sands, and invading the Empire. Many of the hidden dwarves are fiendish brutes.<br>
  +
'''Mechanical Considerations:''' Fiendish brutes should rarely be player characters. Because they unnerringly hail from Jigoku in some form or another, they are pretty much always evil.
   
  +
===[[Conduit of the Lower Planes (3.5e Class)|Conduit of the Lower Planes]]===
The ronin’s attack deals extra damage any time his target would be denied a [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (whether the target actually has a [[SRD:Dexterity|Dexterity]] bonus or not), or when the ronin [[SRD:Flanking|flanks]] her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two ronin levels thereafter. Should the ronin score a [[SRD:Critical Hit|critical hit]] with a cheap shot, this extra damage is not multiplied.
 
  +
Conduits are often fiendish races or tieflings. They are the ambassadors of Jigoku to the other cultures other than the Empire, and often teach evil magic users how to gain access to the fiendish spheres.<br>
  +
'''Mechanical Considerations:''' Again, conduits should not be PCs. They make good NPC enemies, and some allies of Jigoku have levels of conduit.
   
  +
===[[True Fiend (3.5e Class)|True Fiend]]===
[[SRD:Ranged Attack|Ranged attacks]] can count as cheap only if the target is within 30 feet, because aiming with that good accuracy is hard.
 
  +
True fiends are the great Oni lords of Jigoku, and they control the vast hordes of lesser demons. They are powerful, deadly, and wholly evil beings that seek to destroy the Empire and the world for their dark master, Kuraigami.<br>
  +
'''Mechanical Considerations:''' True fiends make awesome NPC enemies, especially if you include a Jigoku invasion plot into your adventure. A lot of them sit at the Steep Slope of Shadow, so an adventure about destroying Jigoku's connection to the mortal realm would undoubtedly involve them, too.
   
  +
===[[Genie (3.5e Class)|Genie]]===
With any weapon that can deal [[SRD:Nonlethal Damage|nonlethal damage]] with no penalty (ex: the sap), a ronin can make a cheap shot that deals [[SRD:Nonlethal Damage|nonlethal damage]] instead of lethal damage (but some opponents would argue that getting hit with a cheap shot hurts ''more'' then lethal damage, if you know what I mean). He cannot use a weapon that deals lethal damage to deal [[SRD:Nonlethal Damage|nonlethal damage]] in a cheap shot, not even with the usual –4 penalty.
 
  +
Genie rarely make any appearance in Ningen-do, but they are the direct ambassadors of the Elemental Dragons that inhabit Tengoku. Invested with the powers of the elements, they are forces to be reckoned with. Pretty much every Elementalist reveres them.<br>
  +
'''Mechanical Considerations:''' They should not be available to player characters. Other than that, no real mechanical consideration.
   
  +
===[[Elemental Brute (3.5e Class)|Elemental Brute]]===
A ronin can only cheap shot living creatures with discernible anatomies—[[SRD:Undead Type|undead]], [[SRD:Construct Type|constructs]], [[SRD:Ooze Type|oozes]], [[SRD:Plant Type|plants]], and [[SRD:Incorporeal Subtype|incorporeal]] creatures lack vital areas to take advantage of. Any creature that is immune to [[SRD:Critical Hit|critical hits]] is not vulnerable to cheap shots. The ronin must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A ronin cannot perform a cheap shot while striking a creature with [[SRD:Concealment|concealment]] or striking the limbs of a creature whose vitals are beyond reach.
 
  +
Elemental Brutes are kami representatives of some of the less subtle, more violent aspects of the world. They can be seen in Ningen-do around storms, landslides, wildfires, and so on, and as bodyguards of genies and similar ambassadors of the elemental dragons. They are also common in Tengoku and Ashura-do, in the latter both as natives and as kidnapped creatures from Tengoku. Occasionally some freak event transforms an ordinary mortal from Ningen-do into an Elemental Brute.<br>
  +
'''Mechanical Considerations:''' Races that qualify for Elemental Brute are not allowed for players in most games. Other than that, no real mechanical considerations.
   
  +
===[[Elemental Weird (3.5e Class)|Elemental Weird]]===
This ability is otherwise identical to the [[SRD:Rogue|rogue's]] sneak attack, and is treated as such in regards to feat and prestige class prerequesites, and it stacks with sneak attack damage from other sources.
 
  +
Elemental Weirds are, like Elemental Brutes, kami, who directly wield the powers of the elements. They fulfill similar roles in the setting to Genies, and often serve as attendants and advisors to powerful genie nobility, and as oracles in out-of-the-way areas of Ningen-do and Tengoku. Indeed, it is Elemental Weirds more than anything else that serve as the Elemental Oracles responsible for creating and closing links between Tengoku and Ningen-do.<br>
  +
'''Mechanical Considerations:''' Elemental Weirds should not be player characters. Other than that, no real mechanical consideration.
   
  +
==Prestige Classes==
'''{{Anchor|Confidence}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A ronin is supremely confidant in his abilitis, and may add his Charisma bonus to his Dexterity bonus to modify his Armor Class. This only works when he is wearing armor lighter than heavy and not using a shield. As with normal Dexterity AC modifications, positive modifiers are lost when the ronin is flat-footed.
 
   
  +
There are always more prestige classes then base classes, and the Tomes are no exception. There are ''fifty-six'' prestige classes in the Compiled Tomes, so I'm not going to tell you which ones you can't use. That's up to the DM. Instead, this space will be for the prestige classes that aren't part of the compiled tomes that are on the wiki and fit, as well as for the more Eastern-inspired prestige classes of Tome.
'''{{Anchor|[[SRD:Evasion and Improved Evasion#Evasion|Evasion]]}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level and higher, a ronin can avoid even magical and unusual attacks with great agility. If he makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ronin is wearing medium, light, or no armor. A [[SRD:Helpless|helpless]] ronin does not gain the benefit of evasion.
 
   
  +
===[[Butoh (3.5e Prestige Class)|Butoh]]===
'''{{Anchor|Ronin's Ire}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A ronin can bring the wrath of his full hatred down upon his enemies. Starting at 2nd level, a ronin may designate one opponent as the receiver of his ire. The confers several benefits. First, a ronin automatically has [[Races of War (3.5e Sourcebook)/Advanced Combat#Base Attack Bonus and Combat Maneuvers|the Edge]] on the subject of his rage, even if their base attack bonus is higher than his own. Additionally, he gains a +2 bonus to attack rolls and +1d6 bonus to all attacks (not spells) against any creature that is designated as the subject of his ire. This damage bonus increases by another d6 every time he gains the ability again, and stacks with any extra damage from Cheap Shot damage. Every time he gains this ability, he can select one additional creature to receive his ire, to a total of 4 receivers at one time at 20th level. Switching the subject(s) of his ire is a swift action.
 
  +
In the Empire of the Rising Sun, the butoh are the eyes and ears of the ninja clans. They disguise themselves as retainers' assistants, farmers, even samurai. They are usually not used as assassins, and when they are comissioned for assassination, it takes a very, very long time for them to actually do it, since they have to slowly ascend through the chain of command.
  +
:'''Mechanical Considerations:''' None.
   
  +
===[[Demon Samurai (3.5e Prestige Class)|Demon Samurai]]===
'''{{Anchor|Kiai Smite}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Once per day, a ronin of 3rd level or higher can give a great cry during combat that invigorates him. When a ronin shouts (a free action that automatically ives away his position), his next attack gains a bonus on the attack roll and the damage roll equal to his Charisma bonus (minimum 1). As a ronin gains levels, he can make a kiai smite more often.
 
  +
Demon samurai are the corrupted souls of warriors who serve the dark lords of Jigoku. While they may eventually break free of their servitude, most demon samurai serve their masters loyally in an attempt to eventually undermine the world of the living.
  +
:'''Mechanical Considerations:''' Because so many more classes in this setting gain the Ancestral Weapon ability, many more classes can thus become Demon Samurai. There are no other mechanical considerations.
   
  +
===[[Fuuma Ninja (3.5e Prestige Class)|Fuuma Ninja]]===
'''{{Anchor|Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 4th level, a ronin can react to danger before his senses would normally allow him to do so. He retains his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if he is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, she still loses her [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized. This does not affect the Charisma bonus to AC gained from Confidence.
 
  +
The Fuuma clan is more shadowy then the usual ninja clan, serving no lord. Their only purpose is to overthrow the entire caste system, and they do not care what means they have to go through to achieve this end.
  +
:'''Mechanical Considerations:''' Fuuma ninja may not have an honor score above 10 to qualify for this prestige class, along with the other requirements.
   
  +
===[[Henkan Mystic (3.5e Prestige Class)|Henkan Mystic]]===
If a ronin already has uncanny dodge from a different [[SRD:Class|class]] he automatically gains [[#Improved Uncanny Dodge|improved uncanny dodge]] (see below) instead.
 
  +
Henkan mystics are monks who follow the Way, but in a slightly different form then the others. Unlike other Waywalkers, who seek to reach enlightenment for themselves in this lifetime, henkan mystics wish for themselves and everyone to achieve enough karma to be reincarnated into Tengoku, as gods. It is a little audacious, but they sincerly wish divinity for everyone.
  +
:'''Mechanical Considerations:''' None. I adapted this class primarily for this setting, so its good as is.
   
  +
===[[Iaijutsu Master (3.5e Prestige Class)|Iaijutsu Master]]===
'''{{Anchor|Staredown}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level, a ronin becomes able to strike fear into the hearts of his enemies by his mere presence. He gains a +5 bonus on Intimidate checks and can demoralize an opponent as a standard action.
 
  +
Iaijutsu masters are samurai and ronin (usually) who focus on killing an opponent with one powerful, incredibly fast draw-cut.
  +
:'''Mechanical Considerations:''' None. Even though this class does not use Tome feats, there are no Tome feats that would work in place of the normal feats, so its staying the same.
   
  +
===[[Imperial Policeman (3.5e Prestige Class)|Imperial Policeman]]===
'''{{Anchor|Supreme Confidence}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A ronin of 7th level gains [[Weapon Finesse (3.5e Feat)|weapon finesse]] as a bonus feat, except that it uses Charisma instead of Strength for attack rolls, rather then Dexterity. In addition, his confidence has increased so much that he no longer loses his Charisma bonus to AC when he is flat-footed.
 
  +
The imperial policemen used to operate under the authority of the shogun, but with his death their power has been somewhat shattered. They still try and uphold the law, and are overseen by the Censors, who have ties to the ninja and will eliminate any imperial policeman who breaks the law. Of course, this has not stopped some evil policemen from gaming the system and not breaking the law while still abusing their power.
  +
:'''Mechanical Considerations:''' While the shogun is dead, so their authority technically comes from no source, the imperial police carry on. There are no mechanical considerations.
   
  +
===[[Majo-Kari (3.5e Prestige Class)|Majo-Kari]]===
'''{{Anchor|Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A ronin of 8th level or higher can no longer be flanked.
 
  +
The majo-kari are a legion of elementalists and spirit shamans dedicated to removing any encroachers from Jigoku. They are known to hunt down powerful demons for extremely long periods of time with no ill effects, and are also famed as necromancer killers.
  +
:'''Mechanical Considerations:''' Considering that I made this prestige class for this setting, there aren't any.
   
  +
===[[Name Mage (3.5e Prestige Class)|Name Mage]]===
This defense denies others the ability to [[#Sneak Attack|sneak attack]] the character by flanking him, unless the attacker has at least four more levels than the target does.
 
  +
Name magi are the leaders of the various sorcerers throughout the Empire. Some become potent servants of Jigoku, summoning demons from the depths of hell and using their powers over True Names to coerce said demon into doing foul acts. Others prefer to use their power of Names to combat evil and erase people from existence.
  +
:'''Mechanical Considerations:''' In the Empire, the Transcendent dwell in Yume-do, and that is where the Name magi go if they are ''[[SRD:Banishment|banished]]'' after reaching 10th level.
   
  +
===[[Ninja (3.5e Prestige Class)|Ninja]]===
If a character already has [[#Uncanny Dodge|uncanny dodge]] (see above) from a second [[SRD:Class|class]], the character automatically gains improved uncanny dodge instead, and the levels from the [[SRD:Classes|classes]] that grant [[#Uncanny Dodge|uncanny dodge]] stack to determine the minimum level required to [[SRD:Flanking|flank]] the character.
 
  +
The ninja prestige class is for rogues, assassins, thief-acrobats, and even jesters who are already part of a ninja clan but want to gain more ninja-esque abilities. Those with levels of the Ninja base class need not apply.
  +
:'''Mechanical Considerations:''' Again, ''it's a ninja''! I don't think it needs any mechanical considerations.
   
  +
===[[Nito Master (3.5e Prestige Class)|Nito Master]]===
'''{{Anchor|Moving the Mountain}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level, a ronin learns how to use the weaknesses of armor against its wearer. The ronin gains a dodge bonus equal to the armor check penalty of the opponent striking him.
 
  +
The nito master prestige class is for those samurai and ronin who want to be able to wield their katana at the same time and kick some serious ass. They become great bastions of defense, and can always find work as bodyguards.
  +
:'''Mechanical Considerations:''' To qualify for this prestige class, you must have an honor score higher than 15.
   
  +
===[[Shinsengumi (3.5e Prestige Class)|Shinsengumi]]===
'''{{Anchor|Improved Staredown}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level, a ronin has enough skill to cow multiple opponents. Using an Intimidate check, he can now demoralize all opponents within 30 feet with a single standard action. In addition, all demoralized foes remain shaken until they lose sight of him.
 
  +
The shinsengumi is a prestige class often taken by tenken who want to improve their abilities to where they can kill opponents with a single, vicious strike. While they are somewhat rare, many members of the Imperial Police are shinsengumi, as are a few assassins.
  +
:'''Mechanical Considerations:''' None.
   
  +
===[[Shubosha (3.5e Prestige Class)|Shubosha]]===
'''{{Anchor|This is Easy!}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 14th level, a ronin gains the ability to bypass damage reduction, and, in addition, he gains Damage Reduction X/-, where X is half his ronin level, rounded down.
 
  +
Many daimyo and samurai have levels in shubosha. Because of its emphasis on Charisma, many ronin join this class as well. They eventually have enough power, influence, and loyal retainers that they can make their own minor clans.
  +
:'''Mechanical Considerations:''' The shubosha must have some influence within a clan of some kind. Since there are ronin families, it is entirely possible for a ronin to go on and create their own minor clan.
   
  +
===[[Sword Dancer (3.5e Prestige Class)|Sword Dancer]]===
'''{{Anchor|Greater Staredown}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 14th level, a glance from the ronin is enough to give his foes pause. He can now demoralize opponents within 30 feet as a move action, not a standard action. Additionally, opponents who would become panicked by your fear effects are cowered instead.
 
  +
Sword dancers are eccentric warriors who focus on casting spells, being acrobatic, and hopping around like a maniac. Oh yeah, they can also enchant their blades, which makes specialized magic weapons (such as flaming swords) pretty useless to them.
  +
:'''Mechancial Considerations:''' None.
   
  +
===[[Waywalker (3.5e Prestige Class)|Waywalker]]===
'''{{Anchor|Frightful Presence}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An 18th level ronin's confidence, superiority, and fighting prowess have become legendary. When the ronin draws his blade, opponents within 30 feet must succeed on a Will save (DC 20 + ronin's Cha modifier) or become panicked for 4d6 rounds if they have fewer Hit Dice then he does + his Cha modifier. Any foe that successfully resists the effect cannot be affected again by the same ronin's fightful presence for 24 hours.
 
  +
Waywalkers are the followers of the teachings of Nonemu, who hope to attain englightenment. They also gain powers associated with the elements. Many waywalkers go into the Burning Sands to combat the evil that spews from the vile Slope of Shadow.
 
  +
:'''Mechanical Considerations:''' None.
'''{{Anchor|Supreme Staredown}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 19th level, a ronin is so experienced at striking fear into the hearts of foes that he can now demoralize opponents within 30 feet as a swift action, not a move action. Any time the ronin confirms a critical hit in melee, the target is cowered until they lose sight of you. This is a fear effect.
 
 
=====Epic Ronin=====
 
 
{| class="zebra d20"
 
|+ class="epic" |
 
<div>{{Anchor|Table: The Epic Ronin}}</div>
 
Hit Die: d8
 
|-
 
! Level !! Special
 
|-
 
| 21st || class="left" | [[#Cheap Shot|Cheap Shot +11d6]]
 
|-
 
| 22nd || class="left" |
 
|-
 
| 23rd || class="left" | [[#Cheap Shot|Cheap Shot +12d6]], [[#Bonus Feat|Bonus Feat]]
 
|-
 
| 24th || class="left" | [[#Kiai Smite|Kiai Smite 6/day]]
 
|-
 
| 25th || class="left" | [[#Cheap Shot|Cheap Shot +13d6]], [[#Ronin's Ire|Ronin's Ire]]
 
|-
 
| 26th || class="left" | [[#Bonus Feat|Bonus Feat]]
 
|-
 
| 27th || class="left" | [[#Cheap Shot|Cheap Shot +14d6]]
 
|- class
 
| 28th || class="left" | [[#Kiai Smite|Kiai Smite 7/day]]
 
|- class
 
| 29th || class="left" | [[#Cheap Shot|Cheap Shot +15d6]], [[#Bonus Feat|Bonus Feat]]
 
|- class=
 
| 30th || class="left" | [[#Ronin's Ire|Ronin's Ire]]
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
4 + [[SRD:Intelligence|Int]] modifier skill points per level.
 
|}
 
 
'''Cheap Shot:''' The damage bonus from cheap shot increases by 1d6 every odd numbered level.
 
 
'''Kiai Smite:''' The ronin gains another usage of his kiai smite every 4th level (24, 28, 32, etc.)
 
 
'''Ronin's Ire:''' At every fifth level (25, 30, 35, etc.) the bonus damage from his ire increases by 1d6, and more opponents can receive his ire simultaneously.
 
 
'''{{Anchor|Bonus Feats }}:''' The epic ronin gains a bonus feat (selected from the list of epic ronin bonus feats) every 3 levels after 20th.
 
 
''Epic Ronin Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Dire Charge|Dire Charge]], [[SRD:Energy Resistance|Energy Resistance]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Exceptional Deflection|Exceptional Deflection]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Infinite Deflection|Infinite Deflection]], [[SRD:Reflect Arrows|Reflect Arrows]], [[SRD:Superior Initiative|Superior Initiative]].
 
 
=====Human Ronin Starting Package=====
 
 
'''Weapons:''' Bastard Sword.
 
 
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.
 
 
{| class="zebra d20"
 
|-
 
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
 
|- class=
 
| class="left" | Bluff || 4 || Cha || &mdash;
 
|- class=
 
| class="left" | Intimidate || 4 || Cha || &mdash;
 
|- class=
 
| class="left" | Search || 4 || Int || &mdash;
 
|- class=
 
| class="left" | Spot || 4 || Wis || &mdash;
 
|}
 
 
'''Feat:''' Weapon Focus (Bastard Sword).
 
 
'''Bonus Feats:''' Improved Iniative.
 
 
'''Gear:''' Backpack, bedroll, flint and steel, scale mail, tent, trail rations (x4 days worth), waterskin, winter blanket.
 
 
'''Gold:''' 30 gp.
 
 
====Campaign Information====
 
 
 
=====Playing a Ronin=====
 
 
'''Religion:''' Religion among ronin varies. Some have turned their back on the kami, feeling the kami turned their backs on them first. Other ronin are philosophical individuals, and practice The Way instead. Other ronins merely give both a slight nod, but are devout in neither.
 
 
'''Other Classes:''' Ronin dislike samurai, and the feeling is mutual. Samurai regard ronin as vagabonds, liers, and failure incarnate. While this might apply to the ronin's dishonorable father, low-level ronin have infamy simply because they are ronin, and nothing more. They get along well with rogues and can deal with monks, but have a hard time with the honorable knight and paladin.
 
 
'''Combat:''' Ronins are typically second-line combatants, but are better in single combat and can hold their own more readily than a rogue. With is high charisma, a ronin is a master of demoralizing and feinting in combat, and can take out foes that earn his rage. Typically they will flank opponents with the barbarian or fighter, hoping the monster will pay more attention those classes.
 
 
'''Advancement:''' Most ronin stay ronin their entire career. Those that do multiclass usually take a level or two of fighter, and occasionally a few levels of rogue. Some ronin become [[Iaijutsu Master (3.5e Prestige Class)|iaijutsu masters]], and their skill is legendary.
 
 
=====Ronin in the Empire=====
 
 
{{quote|You dare to mock me?! Then you dare to die!|orig=Yazaki, Human Ronin}}
 
 
Ronin are outcasts, plain and simple. They are above the peasants, but have no tie to any lord. Unlike some ronin, who have no master because they were fired, these ronin have no master because they are the children of another masterless samurai. Ronin have something to prove; if they didn't they would simply renounce their warrior status and become farmers. Most ronin seek to clear the dishonor tied to their name, but a few embrace it and become true scum.
 
 
'''Daily Life:''' A ronin is forced to have wanderlust, for his mere ''existance'' is a violation of both the Heavenly Pyramid and the law. Most are accustomed to staying in one place for a few weeks, and then moving on.
 
 
'''Notables:''' Yasuga Yoshin was a powerful ronin who saved the Shogun's son from the drow a few decades ago. In honor of that acheivement, the Shogun granted Yasuga and family name and a small fief.
 
 
'''Organizations:''' The Swords of Yasuga is an organization (and de facto clan) of ronin who swear fealty to the Yasuga name and uphold to protect the weak and defenseless, no matter what the cost. Many ronin serve as bodyguards and mercenaries to whomever can afford their services.
 
 
'''NPC Reactions:''' NPC reactions are mixed, but most view them as simple criminals, and react accordingly. Commoners fear and respect the ronin (as they would to any samurai), and honorable warriors like the paladin and samurai dislike him.
 
 
=====Ronin Lore=====
 
 
Characters with ranks in Knowledge(local) can research ronin to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
 
 
{| class="zebra d20"
 
|+ <-the appropriate skills->
 
! DC || class="left" | Result
 
|-
 
| 5 || class="left" | Some swordsmen prefer to use intimidation. They are called ronin.
 
|-
 
| 10 || class="left" | Ronin are the sons and daughters of dishonored samurai, and carry the weight of that on their shoulders.
 
|-
 
| 15 || class="left" | Ronin are adept at taking cheap shots, and some can make opponents flee with a mere glance.
 
|-
 
| 20 || class="left" | Information about specific ronin.
 
|}
 
 
===[[Samurai, Tome (3.5e Class|Samurai)|Samurai]]===
 
You really expect me to talk about how the ''samurai'' fits into this setting? Really? This is like the ninja, I don't need to say anything.
 
:'''Mechanical Considerations:''' If you're any, you're dumb.
 
 
===Sohei===
 
The sohei are a breed of more weapon and armor-inclined monks. Sohei literally means "warrior monk," and they generally go around stabbing people in the face with the naginata and other reach weapons.
 
:'''Mechanical Considerations:''' Like their monk cousins, there are no mechanical considerations for the sohei.
 
 
===[[Soldier, Tome (3.5e Class)|Soldier]]===
 
Soldiers are just that: soldiers. Most soldiers start their career as a samurai, but some ashigaru and ronin are exclusively soldiers.
 
:'''Mechanical Considerations:''' It is recommended that the players be unable to take this class at first level, unless they want to be a looked down upon by the nobles for their entire career.
 
 
===Spirit Shaman===
 
The original shaman was the Oriental Adventures' divine spellcaster, and it was redone in Complete Divine. And then it was turned into a Tome class. That said, the spirit shaman fits into the Empire of the Rising Sun very nicely. Spirit shamans are the de facto clerics of the Empire, preaching the wisdom of Shintao.
 
:'''Mechanical Considerations:''' None. Being a class that was inspired by Japan, there is no need.
 
 
===Storm Lord===
 
The storm lords control a big ass storm, and as such get their powers directly from Osanoo, the Kami of storms and the sea. They are most common among the pirates and islanders, who pray to Osanoo frequently. Many storm lords are multiclass Elementalists.
 
:'''Mechanical Considerations:''' If you really want to, you can say that players can only be a storm lord if they hail from/trained in some of the coastal islands.
 
   
 
----{{Rising Sun Breadcrumb}}
 
----{{Rising Sun Breadcrumb}}

Latest revision as of 03:31, 21 September 2010

Base Classes[]

There are thirty-two base classes in the Compiled Tomes, and I don't want to waste space with unnecessary stuff. That's bad. So, before we get onto how certain classes fit into the Empire, here are classes which do not fit in and thus are not allowed: Bards, clerics, curators, monster tamers, puppeteers, soulborn, swashbucklers, and thaumaturges. Any class may be included or excluded at the DM's Disgression (so, really, while it might not be the best idea to play a wizard, you could if your DM allowed). (Note: these are only restrictions for those native to the Empire. An outsider can be any class they want, but they will automatically be looked down upon.)

Now that we have that out of the way, lets talk about the base classes that you can use. The following section presents expanded rules and cultrual considerations designed for each class more Oriental. All of the mechanical considerations are merely options, intended to make the campaign setting more unique and satisfying.

Assassin[]

In any land, regardless of time or place, there will always be the crafty assassins, those silent killers more specialized in death then the ordinary rogue. Their high damage dealing, trapmaking abilities, and exotic killing methods leads them to being seen as dishonorable vagabonds. That is, of course, if they are seen at alls. Assassins are often members of the ninja clans.

Mechanical Considerations: None. This class synergizes extremely well with the setting, especially considering that you do not have to have levels of ninja to be in a ninja clan.

Barbarian[]

Though barbarians a typically savage warriors from the fringes of civilization (or the Underdark), there are several clans that specialize in samurai able to enter a savage fury. Of course, no one would refer to these bushi as barbarians (at least not within earshot), so they are referred to as "berserkers."

Mechanical Considerations: Barbarians who do not come from a samurai clan must spend two skill points in order to become literate.

Druid[]

Druids represent a more abstract form of worship then most people in the Empire of the Rising Sun. While there is a spirit in everything, druids focus on the spirits of the earth. That said, they are still looked upon with much derision within the Empire.

Mechanical Considerations: Druids are never far away from their place of worship, and so their abilities are unchanged.

Elementalist[]

Elementalists cast spells by attuning themselves to elemental energy, and are essentially Shugenjas from Oriental Adventures — except they don't suck. They are used in place of sorcerers. Elementalists, like samurai, are part of the noble caste, though they do not spend too much effort in adhereing to bushido. Most of the families within the clans specialize in one particular element.

Mechanical Considerations: None.

Fighter[]

Fighters are for bushi that want to have a little bit more versitility in combat, or be able to take on impossible odds easier. Samurai/fighters are fairly common, because such an arrangement lets the samurai take on groups of foes easier, and helps turn him from a glass cannon into a slightly-less-glass cannon. Many ronin also have fighter levels.

Mechanical Considerations: It is recommended that PCs not be allowed to take fighter at first level, echoing the superiority of the samurai classes.

Fire Mage[]

Fire mages are those that focus on the element fire. They are sort of the opposite of storm lords, as far as elements are concerned. Most fire magi start off as elementalists who specialize in using fire.

Mechanical Considerations: If you really want, you can say that the PCs can only take levels in Fire Mage after taking at least 1 level of elementalist.

Geomancer[]

Geomancers harness all the elements instead of focusing on just one. Their magic is perceived as "cruder" by elementalists, and geomancers look down on elementalists in return. Geomancers are often mercenaries, using their talents to alter the terrain of a battlefield to the detriment of the opposing armies. They usually originate from heimin stock, but often rise to greater things.

Mechanical Considerations: Geomancers are usually heimin, but can be from any social class.

Jester[]

Jesters in the Empire of the Rising Sun do not occupy the position they are named after. In fact, the position of court jester doesn't even exist! Instead, jesters are the practitioners of the theatre arts, which involve masks and/or white face paint, depending on what kind of performance it is. Of course, this does not change their attitude or bad taste in jokes.

Mechanical Considerations: If you feel like altering the name, this class can also be called the Kabuki Dancer or even the Noh artist, if you want. Other than that, they remain unchanged.

Knight[]

Knights in the Empire of the Rising Sun are simply samurai who focus more on defense and protection than the others. They must be honorable, as shown by their code of conduct, so they fit right in. While knights often multiclass with the other samurai classes, they do not need to start their career as samurai.

Mechanical Considerations: Knights from the Empire are not proficient with any type of shield, but they gain proficiency with one exotic weapon of their choice, and the samurai's Ancestral Weapon ability.

Marshall[]

Among every nation there shall be leaders, and the Empire of the Rising Sun is no different. Marshalls usually start their career as a member of the samurai classes, and become a great leader after a level or two. They are reknowned as great generals, and most of the major daimyo have a level or two of this class. (Note: This class is not the same as the marshal created by Ghostwheel)

Mechanical Consideration: Like the fighter, it is recommended that marshalls start their careers as a member of a samurai class. Alternatively, you could begin as a marshall and multiclass with a samurai class later in your career.

Monk[]

Since this is an Oriental themed setting, monks are very, very common. Elderly samurai often join monestaries and effectively multiclass as monks when they retire. They are so common that there are many different monasteries teaching individual styles (represented by Prestige Classes, of course).

Mechanical Considerations: None.

Ninja[]

Ninjas are strange people who act as terrorists, raiders, spies, assassins, and even as secret police. Not really much more to say about them.

Mechanical Considerations: It's a freakin' ninja! What more do you want?!

Paladin[]

Like knights, paladins in the Empire of the Rising Sun are members of the samurai caste, mostly because they have a code of conduct that makes them be honorable. Paladins are some of the more devout and stronger members of the samurai, and are often commanders.

Mechanical Considerations: Paladins native to the Empire are not proficient with any shields; instead, they are proficient with one exotic weapon of their choice and possesse the samurai's Ancestral Weapon ability. Because of the Empire's focus on honor rather than alignment, the paladin's smite evil ability becomes smite dishonor, and it only functions on those with an honor score of 15 or less. It is otherwise identical to the original ability. In addition, paladins only lose their class features if their honor score drops below 15, or if they break their code of conduct. Paladins have a starting honor of 21, no matter what their clan or race.

Ranger[]

Rangers are somewhat rare in the Empire of the Rising Sun, but do exist in moderation. They are often mercenaries and/or ronin, employed by various lords for tracking and assassination. A few samurai multiclass as rangers, wishing to gain their skill in the hunt. Some members of the ninja clas are also rangers.

Mechanical Considerations: None.

Rogue[]

A rogue's trademark is adaptability, and this holds true in the Empire of the Rising sun. Rogues are as common here as anywhere, and are as varied as anywhere else. Many rogues are actually multiclass samurai seeking the stealth and extra skills that it provides. Single-class rogues are more common among the peasant and merchant classes, or among the ranks of the ninja clans.

Mechanical Considerations: Rogues in the Empire have no proficiency with crossbows. Instead, they gain proficiency with longbows.

Ronin[]

Ronin are the sons and daughters of samurai who were fired from or otherwise have no lord (who are also referred to as ronin). In the Empire, they are not the most respected or pious individuals.

Mechanical Considerations: The ronin class should not be available after first level. The ronin get their philosophy from their upbringing, and even characters who find out they are ronin later should not be allowed to take levels in this class, since they were not raised that way.

Samurai[]

You really expect me to talk about how the samurai fits into this setting? Really? This is like the ninja, I don't need to say anything.

Mechanical Considerations: If you're expecting any, you're dumb.

Shadow Warrior[]

While shadow warriors can technically be of any alignment, all gain their power from the dark realm of Jigoku. Some of the ninja clans have shadow warriors, but they are rare. Most shadow warriors are evil servers of Kuraigami, the dark god; as such, even Good shadow warriors are looked on with disgust and hatred.

Mechanical Considerations: It is recommended that players not be able to join this class. They would be looked down upon more than any other class, and would be though of as evil. Save these guys for when you want an interesting ninja opponent or something.

Sohei[]

The sohei are a breed of more weapon and armor-inclined monks. Sohei literally means "warrior monk," and they generally go around stabbing people in the face with the naginata and other reach weapons.

Mechanical Considerations: Like their monk cousins, there are no mechanical considerations for the sohei.

Soldier[]

Soldiers are just that: soldiers. Most soldiers start their career as a samurai, but some ashigaru and ronin are exclusively soldiers.

Mechanical Considerations: It is recommended that the players be unable to take this class at first level, unless they want to be a looked down upon by the nobles for their entire career.

Sorcerer[]

Sorcerers in the Empire are spellcasters who don't cast elemental magic. They are usually yobanjin from the Reito-Butsu or the Burning Sands. They are a rarity in the clans, whose noble blood usually produces elementalists. They are more often found among peasants than anything else. They are usually looked down upon by all the other spellcasters.

Mechanical Considerations: Sorcerers are not native to any of the clans; as such, a sorcerer character should only come from heimin stock. He will probably be looked down upon, but if you want to play a sorcerer, you'll be fine with it.

Spirit Shaman[]

The original shaman was the Oriental Adventures' divine spellcaster, and it was redone in Complete Divine. And then it was turned into a Tome class. That said, the spirit shaman fits into the Empire of the Rising Sun very nicely. Spirit shamans are the de facto clerics of the Empire, preaching the wisdom of Shintao.

Mechanical Considerations: None. Being a class that was inspired by Japan, there is no need.

Storm Lord[]

The storm lords control a big ass storm, and as such get their powers directly from Osanoo, the O-Kami of storms and the sea. They are most common among the pirates and islanders, who pray to Osanoo frequently. Many storm lords are multiclass Elementalists.

Mechanical Considerations: If you really want to, you can say that players can only be a storm lord if they hail from/trained in some of the coastal islands.

Tenken[]

Tenken are unusually fast swordsmen who practice a different style of swordsmanship: one that is incompatible with armor. Most tenken are ronin or belong to one of the various ninja clans.

Mechanical Considerations: Tenken gain proficiency with one exotic weapon of their choice.

Thief Acrobat[]

Like the assassin and rogue, thief acrobats are, more often then not, members of the various ninja clans. Their mastery of difficult terrain and infiltration makes them excellent at scouting out an area (that the ninja are likely to attack soon), or infiltrating a heavily armed castle and opening the gate from the inside.

Mechanical Considerations: None.

Totemist[]

A totemist's beast souls that power him come from Chikushudo. That's about the only difference.

Mechanical Considerations: None.

Warlock[]

Warlocks are rare and generally despised. Their powers come, in some form or another, from Jigoku. As such, warlocks have few friends. They do their best to stay hidden, since majo-kari have a tendency to track them down and kill them.

Mechanical Considerations: A warlock's power comes from Jigoku. That's all the difference you need.

Warmage[]

Wherever there's battle, there will be warmagi. Although they do not have a code of conduct, warmagi are part of the samurai caste, compareable to the knight and paladin.

Mechanical Considerations: A warmage gains the samurai's Ancestral Weapon ability, but his Ancestral Weapons do not gain the ghost touch ability.

Wizard[]

Practicing arcane magic through the use of a spellbook is outlawed in the Empire. It all stems back to when a great necromancer attempted to destroy the Empire with an army of undead. After his spellbooks were burned, using such impliments to cast spells was outlawed. Of course, that does not stop some from practicing in secret, and many Kuraigami worshippers are secretly wizards.

Mechanical Considerations: Wizards are forbidden for player characters. The only wizards in the Empire are the necromancers who worship Kuraigami, and if if the PC is not an evil necromancer, wizards are to be killed on sight and have their spellbooks burned.

Monster Base Classes[]

Since there are only four monster base classes in Tome, and a few more in the later expansions, I'll talk about all of them.

Fiendish Brute[]

The fiendish brutes form the brunt fighting force of Jigoku. They abound in the Realm of Evil, often coming through the Festering pit, crossing the Burning Sands, and invading the Empire. Many of the hidden dwarves are fiendish brutes.
Mechanical Considerations: Fiendish brutes should rarely be player characters. Because they unnerringly hail from Jigoku in some form or another, they are pretty much always evil.

Conduit of the Lower Planes[]

Conduits are often fiendish races or tieflings. They are the ambassadors of Jigoku to the other cultures other than the Empire, and often teach evil magic users how to gain access to the fiendish spheres.
Mechanical Considerations: Again, conduits should not be PCs. They make good NPC enemies, and some allies of Jigoku have levels of conduit.

True Fiend[]

True fiends are the great Oni lords of Jigoku, and they control the vast hordes of lesser demons. They are powerful, deadly, and wholly evil beings that seek to destroy the Empire and the world for their dark master, Kuraigami.
Mechanical Considerations: True fiends make awesome NPC enemies, especially if you include a Jigoku invasion plot into your adventure. A lot of them sit at the Steep Slope of Shadow, so an adventure about destroying Jigoku's connection to the mortal realm would undoubtedly involve them, too.

Genie[]

Genie rarely make any appearance in Ningen-do, but they are the direct ambassadors of the Elemental Dragons that inhabit Tengoku. Invested with the powers of the elements, they are forces to be reckoned with. Pretty much every Elementalist reveres them.
Mechanical Considerations: They should not be available to player characters. Other than that, no real mechanical consideration.

Elemental Brute[]

Elemental Brutes are kami representatives of some of the less subtle, more violent aspects of the world. They can be seen in Ningen-do around storms, landslides, wildfires, and so on, and as bodyguards of genies and similar ambassadors of the elemental dragons. They are also common in Tengoku and Ashura-do, in the latter both as natives and as kidnapped creatures from Tengoku. Occasionally some freak event transforms an ordinary mortal from Ningen-do into an Elemental Brute.
Mechanical Considerations: Races that qualify for Elemental Brute are not allowed for players in most games. Other than that, no real mechanical considerations.

Elemental Weird[]

Elemental Weirds are, like Elemental Brutes, kami, who directly wield the powers of the elements. They fulfill similar roles in the setting to Genies, and often serve as attendants and advisors to powerful genie nobility, and as oracles in out-of-the-way areas of Ningen-do and Tengoku. Indeed, it is Elemental Weirds more than anything else that serve as the Elemental Oracles responsible for creating and closing links between Tengoku and Ningen-do.
Mechanical Considerations: Elemental Weirds should not be player characters. Other than that, no real mechanical consideration.

Prestige Classes[]

There are always more prestige classes then base classes, and the Tomes are no exception. There are fifty-six prestige classes in the Compiled Tomes, so I'm not going to tell you which ones you can't use. That's up to the DM. Instead, this space will be for the prestige classes that aren't part of the compiled tomes that are on the wiki and fit, as well as for the more Eastern-inspired prestige classes of Tome.

Butoh[]

In the Empire of the Rising Sun, the butoh are the eyes and ears of the ninja clans. They disguise themselves as retainers' assistants, farmers, even samurai. They are usually not used as assassins, and when they are comissioned for assassination, it takes a very, very long time for them to actually do it, since they have to slowly ascend through the chain of command.

Mechanical Considerations: None.

Demon Samurai[]

Demon samurai are the corrupted souls of warriors who serve the dark lords of Jigoku. While they may eventually break free of their servitude, most demon samurai serve their masters loyally in an attempt to eventually undermine the world of the living.

Mechanical Considerations: Because so many more classes in this setting gain the Ancestral Weapon ability, many more classes can thus become Demon Samurai. There are no other mechanical considerations.

Fuuma Ninja[]

The Fuuma clan is more shadowy then the usual ninja clan, serving no lord. Their only purpose is to overthrow the entire caste system, and they do not care what means they have to go through to achieve this end.

Mechanical Considerations: Fuuma ninja may not have an honor score above 10 to qualify for this prestige class, along with the other requirements.

Henkan Mystic[]

Henkan mystics are monks who follow the Way, but in a slightly different form then the others. Unlike other Waywalkers, who seek to reach enlightenment for themselves in this lifetime, henkan mystics wish for themselves and everyone to achieve enough karma to be reincarnated into Tengoku, as gods. It is a little audacious, but they sincerly wish divinity for everyone.

Mechanical Considerations: None. I adapted this class primarily for this setting, so its good as is.

Iaijutsu Master[]

Iaijutsu masters are samurai and ronin (usually) who focus on killing an opponent with one powerful, incredibly fast draw-cut.

Mechanical Considerations: None. Even though this class does not use Tome feats, there are no Tome feats that would work in place of the normal feats, so its staying the same.

Imperial Policeman[]

The imperial policemen used to operate under the authority of the shogun, but with his death their power has been somewhat shattered. They still try and uphold the law, and are overseen by the Censors, who have ties to the ninja and will eliminate any imperial policeman who breaks the law. Of course, this has not stopped some evil policemen from gaming the system and not breaking the law while still abusing their power.

Mechanical Considerations: While the shogun is dead, so their authority technically comes from no source, the imperial police carry on. There are no mechanical considerations.

Majo-Kari[]

The majo-kari are a legion of elementalists and spirit shamans dedicated to removing any encroachers from Jigoku. They are known to hunt down powerful demons for extremely long periods of time with no ill effects, and are also famed as necromancer killers.

Mechanical Considerations: Considering that I made this prestige class for this setting, there aren't any.

Name Mage[]

Name magi are the leaders of the various sorcerers throughout the Empire. Some become potent servants of Jigoku, summoning demons from the depths of hell and using their powers over True Names to coerce said demon into doing foul acts. Others prefer to use their power of Names to combat evil and erase people from existence.

Mechanical Considerations: In the Empire, the Transcendent dwell in Yume-do, and that is where the Name magi go if they are banished after reaching 10th level.

Ninja[]

The ninja prestige class is for rogues, assassins, thief-acrobats, and even jesters who are already part of a ninja clan but want to gain more ninja-esque abilities. Those with levels of the Ninja base class need not apply.

Mechanical Considerations: Again, it's a ninja! I don't think it needs any mechanical considerations.

Nito Master[]

The nito master prestige class is for those samurai and ronin who want to be able to wield their katana at the same time and kick some serious ass. They become great bastions of defense, and can always find work as bodyguards.

Mechanical Considerations: To qualify for this prestige class, you must have an honor score higher than 15.

Shinsengumi[]

The shinsengumi is a prestige class often taken by tenken who want to improve their abilities to where they can kill opponents with a single, vicious strike. While they are somewhat rare, many members of the Imperial Police are shinsengumi, as are a few assassins.

Mechanical Considerations: None.

Shubosha[]

Many daimyo and samurai have levels in shubosha. Because of its emphasis on Charisma, many ronin join this class as well. They eventually have enough power, influence, and loyal retainers that they can make their own minor clans.

Mechanical Considerations: The shubosha must have some influence within a clan of some kind. Since there are ronin families, it is entirely possible for a ronin to go on and create their own minor clan.

Sword Dancer[]

Sword dancers are eccentric warriors who focus on casting spells, being acrobatic, and hopping around like a maniac. Oh yeah, they can also enchant their blades, which makes specialized magic weapons (such as flaming swords) pretty useless to them.

Mechancial Considerations: None.

Waywalker[]

Waywalkers are the followers of the teachings of Nonemu, who hope to attain englightenment. They also gain powers associated with the elements. Many waywalkers go into the Burning Sands to combat the evil that spews from the vile Slope of Shadow.

Mechanical Considerations: None.

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