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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 classes fit into the Empire, here are classes which do not fit in and thus are not allowed: Bards, clerics, curators, fire magi, monster tamers, puppeteers, sorcerers, soulborn, swashbucklers, thaumaturges, warlocks, and wizards. Any other classes may be excluded at the DM's Disgression. (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 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.

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 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.

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.

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 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 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

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 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

In the Empire of the Rising Sun, there is a fair amount of ancestor worship. For most people, this manifests as respect and, among samurai, using it to power their weapons. Totemists take their ancestor worship to a whole new level, and it grants them powers. That said, they are often looked down on by the followers of Shintao and the Way.

Mechanical Considerations: None.

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.

Prestige Classes

There are always more prestige classes then base classes, and the Tomes are no exception. There are '56' 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 homebrew prestige classes; most of them were made by yours truly, and most of which are revisions/variants/adaptations of the ones in Oriental Adventures.

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 everyone to achieve divinity, but wish to educate people so they are reincarnated in a form capable of fufilling the goal. Most other monks scoff at the idea, calling it foolish idealism.

Mechanical Considerations: None. I adapted this class primarily for this setting, sot 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.

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: Instead of needing Dodge, Mobility, and Spring Attack, Sword Dancers in the Empire need the feats Acrobatic, Swift Feat, and Elusive Target.

Back to Main Page3.5e HomebrewCampaign SettingsThe Empire of the Rising Sun

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