Classes of the Far East
For Labyrinth Lord, B/X, or BECMI role-playing games
(c) 2011 Sacrosanct Games
all rights reserved
Written By: Roderic Waibel
Artwork: Robert Robinson, Nathan Rosario, Rick Hershey
Justin Amick (Order #27216198)
monk
Monks are spiritual warriors—those
devoted to their faith but also skilled
in combat. Most monks are secluded,
living their life in poverty at a monas-
tery where they try to reach spiritual
enlightenment. They care not for
the politics of the world, and gener-
ally are not encountered outside of
their monasteries. However, it is not
unusual for a wandering monk to be
encountered who has been sent on a
pilgrimage. The monasteries that the
monks reside in are often the source
of visitations by others as they try to
gain guidance and wisdom from the
high ranking monks themselves.
When a player wants to create a
monk character, they must abide by
certain restrictions. Firstly, the char-
acter must take a vow of poverty,
forsaking all those tangible things that
would hinder the journey to spiritual
enlightenment. In game terms, this
means that the character can nev-
er acquire any more wealth than is
necessary to survive. This includes
magical items (total restriction subject
to DM approval, but usually limited
to less than 4 magic items including
weapons). Monks are also forbidden
to wear armor. Additionally, depend-
ing on the type of monastery joined
and what level the character is, more
restrictions may be in play. Vows of
silence are an example.
However, there are several benefits that a monk character enjoys that other classes cannot.
Because of their high discipline and willpower, monks can ignore much of the pain they receive
before it adversely affects them. In game terms, this means that a monk character can ignore 1
hit point of damage for every 5 levels of experience from each attack that hits them. Secondly,
a monk gains a +1 bonus to saving throws vs. Spells at 1st, 3rd, and 5th level. At every
even level (2nd, 4th, etc), the monk gains a -1 reduction to his or her AC. When attacking
unarmed, the monk will inflict +1 point of damage per level. And finally, a monk has limited
ability to cast clerical spells.
Justin Amick (Order #27216198)
monk
A monk’s prime requisite is wisdom and constitution. If both of these abilities are at least 13,
then a +5% experience bonus is given. If both of these are at least 16, then a +10% bonus
is granted instead. Monks attack like fighters, but use the cleric saving throw table. They may
not wear any armor, but may use any weapon. Monks do not use an experience title.
Level Experience Needed Hit Dice (d6) Cleric Spells / Level
1 0-1,500 1 0
2 1,501-3,000 2 0
3 3,001-6,000 3 0
4 6,001-14,000 4 0
5 14,001-30,000 5 0
6 30,001-60,000 6 0
7 60,001-120,000 7 1
8 120,001-240,000 8 2
9 240,001-380,000 9 2/1
10 380,001-520,000 10 3/2
11 520,001-660,000 *+3 hp 3/3/1
12 660,001-800,000 *+6 hp 4/3/2
13 800,001-960,000 *+9 hp 4/4/3/1
14 960,001-1,120,000 *+12 hp 4/4/4/2
15 1,120,001-1,280,000 *+15 hp 4/4/4/3/1
16 1,280,001-1,440,000 *+18 hp 4/4/4/4/2
17 1,440,001-1,600,000 *+21 hp 4/4/4/4/3/1
18 1,600,001-1,760,000 *+24 hp 4/4/4/4/4/3
19 1,760,001-1,920,000 *+27 hp 4/4/4/4/4/4/1
20 1,920,001-2,080,000 *+30 hp 4/4/4/4/4/4/3**
* Constitution bonuses no longer apply. +3 hit points are gained per level instead. For ev-
ery level above 20, 160,000 additional experience points are needed.
** No additional spells are gained.
Justin Amick (Order #27216198)
ninja
The first thing that is pictured in the mind when the word
“ninja” is said is most likely a person dressed completely
in black, with a black hood and mask, w i e l d i n g a
ninja-to and shuriken. Thanks to
western pop culture, that’s the im-
age that has been ingrained in our
heads. However, the actual ninja
were nothing like this.
The purpose of the ninja was to infiltrate,
spy, sabotage, or assassinate. It is hard to blend
in if you’re clad totally in black. In actuality, the
ninja were dressed like normal peasants or workers
(gardeners, etc) so they could blend in seamlessly
with the area in which they were assigned to spy
on. It is also for this reason why the ninja have
gained a reputation of becoming masters with
everyday tools as weapons.
When the player wants to create a ninja char-
acter, he or she does not simply become a ninja
automatically. Rather, ninja are part of clans, and
require a significant amount of training before they
can become an official ninja. Because this training is
secret, it is very difficult to become a ninja if you haven’t
already been part of that clan.
Ninja have many of the same skills as thieves do, with the addition of disguise and escaping
bonds. They do not, however, have the ability to read or cast magic scrolls. A disguise kit is
required for the skill of the same name, and the DM may want to assign a bonus or penalty
depending on what type of disguise the character is attempting. For example, if the character
is trying to disguise themselves as another gender, a -15% penalty may be enforced. Escaping
bonds is the typical roll needed for average level bonds, such as rope or average manacles.
The prime requisite of the ninja class is dexterity. A character with a dexterity score of at
least 13 will gain a +5% bonus to experience points. If the dexterity score is at least 16,
then a +10% bonus is given. Ninja cannot wear armor heavier than leather, but may use any
weapon. They are masters of unorthodox weaponry, and will suffer no penalty when attacking
with a weapon that normally you might assign to any other class. For example, when attacking
with a chain, shovel, pan, garden tool, etc.
Ninja attack as a fighter, and use the thief saving throw table. When a ninja reaches 5th
level, he or she may become invisible at will. In order to invoke and maintain this power,
the ninja must enter a trance and cannot engage in any other activity while remaining invisible.
Upon reaching 8th level, the ninja can walk on water as if it were solid ground. And at 11th
level, the ninja can teleport up to a distance of 100 feet away. This can be invoked up to
twice per day.
Justin Amick (Order #27216198)
ninja
Level Title Hit Dice (d4) Experience Needed
1 Recruit 2 0-2,000
2 Aspirant 3 2,001-4,000
3 Genin 4 4,001-8,000
4 Genin 5 8,001-16,000
5 Chunin 6 16,001-32,000
6 Chunin 7 32,001-64,000
7 Jonin 8 64,001-120,000
8 Jonin 9 120,001-240,000
9 Shinobi 10 240,001-400,000
10 Shinobi *+2 hp 400,001-560,000
11 Shinobi *+4 hp 560,001-720,000
12 Shinobi Master *+6 hp 720,001-880,000
13 Shinobi Master *+8 hp 880,001-1,040,000
14 Shinobi Master *+10 hp 1,040,001-1,200,000
* Constitution bonuses no longer apply. For every level above 9th, +2 hit points are added
and 160,000 additional experience points are needed for each level.
Level Pick Move Climb Hide in Hear Disguise Escape
Locks Silently Walls Shadows Noise
1 17 23 87 13 1-2 25 15
2 23 27 88 17 1-2 28 18
3 27 30 89 20 1-3 32 22
4 31 37 90 27 1-3 36 28
5 35 40 91 30 1-3 40 35
6 45 43 92 37 1-4 45 40
7 55 53 93 47 1-4 55 50
8 65 63 94 55 1-4 65 60
9 75 73 95 65 1-5 75 70
10 85 83 96 75 1-5 85 80
11 95 93 97 85 1-5 95 90
12 97 95 98 90 1-5 97 94
13 100 98 99 94 1-6 100 98
14 105 102 100 98 1-6 103 101
Justin Amick (Order #27216198)
mahoutsukai
The mahoutsukai are sorcerers and wizards, living
in remote areas to study their magic in peace. They
prefer to stay away from populous areas for several
reasons, some of which include being harassed by
superstitious people and needing peace and quiet to
do their studies. Typically each master mahoutsukai
will only have one student that is learning under
them. Encountering a mahoutsukai is very rare, but
occasionally one young mage will be found adventur-
ing, searching for knowledge or items as requested
by his or her master.
Mahoutsukai are unique in that they are both spiri-
tual and intellectual. This results in allowing them
to cast both magic user and clerical spells. These
characters cannot wear any armor, and are limited
to using staffs, daggers, or darts as weapons. A
mahoutsukai uses the same saving throw table and
attack table as a magic user.
The prime requisite of a mahoutsukai is intelligence
and wisdom. If both abilities have a minimum score
of 13, then a +5% bonus to experience is gained.
If both abilities have a score of at least 16, then a
+10% bonus is given.
Level Experience Needed Hit Dice (d4) Cleric Spells / MU Spells/ Level
Level
1 0-3,000 1 0 1
2 3,001-6,000 2 1 2
3 6,001-12,000 3 2 2/1
4 12,001-24,000 4 2/1 3/2
5 24,001-50,000 5 3/2 3/2/1
6 50,001-100,000 6 3/2/1 4/3/2
7 100,001-200,000 7 4/3/2 5/4/3/1
8 200,001-400,000 8 4/4/3/1 5/5/4/2
9 400,001-600,000 9 5/4/4/2 5/5/5/3/1
10 600,001-800,000 *+1 hp 5/5/5/3/1 5/5/5/4/2
11 800,001-1,100,000 *+2 hp 5/5/5/5/2 6/6/6/6/3/1
12 1,100,001-1,400,000 *+3 hp 5/5/5/5/3/1 6/6/6/6/4/2
13 1,400,001-1,700,000 *+4 hp 6/6/6/6/5/2 6/6/6/6/6/4
14** 1,700,001-2,000,000 *+5 hp 6/6/6/6/6/3 6/6/6/6/6/4/1
* Constitution bonuses no longer apply. +1 hit points are gained per level instead.
** Mahoutsukai cannot advance beyond level 14.
Justin Amick (Order #27216198)
yokai
Yokai are a race of forest or mountain dwelling creatures that
are humanoid in form with distinct animal features. Most are be-
tween 3 and 4 feet in height, and each has a specific trait from
a unique species of animal. Some may be covered in fur with
claws and whiskers like a tiger, while others may have feathered
wings and long hooked noses like a raven. Regardless of animal
species, they all intermingle with each other and live in small clans
of between 5-20 Yokai.
Most Yokai are distrustful of humans and dwarves, but they share
a fairy kinship with elves, and may accompany one on an adven-
ture. They will avoid populous areas at nearly all costs, however,
preferring to live in the remote areas of the forest or mountains.
A Yokai player character will not start out with any money, but
will start out with basic equipment that would be typical for such
a creature. This might include some form of basic armor (like a
Do or leather) and a weapon or two. Although they may use
any armor (if formed to their body) and weapon if they so choose.
The Yokai will use the cleric attack and saving throw tables. A
Yokai can attain a maximum level of 10.
Because of their spiritual nature and physical bond with an ani-
mal species, the Yokai enjoy certain benefits. Because each Yokai
may have a unique animal totem, the exact benefits are up to DM
discretion. Examples include a tiger Yokai being able to attack
with clawed hands, while a bird Yokai may be able to fly short distances, or a fish Yokai may be able to breathe
underwater. Really the only limitation is up to your imagination as to what is reasonable. No power should be
so powerful as to throw off game balance, however.
The second primary benefit is that the Yokai is able to cast clerical spells at a limited ability. Unlike praying
to a god like other clerics, Yokai are granted their spells via their animal spirit totem. However, based on their
bond with their totem, a Yokai can never attack or harm a creature of the same species as the animal totem the
Yokai is bonded to. In addition to spells, at 5th level the Yokai can polymorph into a human at will. At 10th
level, the Yokai can polymorph into their animal species type at will.
Level Experience Needed Hit Dice (d6) Cleric Spells / Level
1 0-1,750 1 0
2 1,751-3,500 2 1
3 3,501-7,000 3 2
4 7,001-15,000 4 2/1
5 15,001-30,000 5 3/2
6 30,001-60,000 6 3/2/1
7 60,001-120,000 7 3/3/2
8 120,001-240,000 8 4/3/2/1
9 240,001-360,000 9 4/4/3/2
10 360,001+ 10 4/4/4/3/1
Justin Amick (Order #27216198)
samurai
The Samurai warrior epitomizes the
upper caste warrior of great discipline
and honor. These men have devoted
their very lives to the service of a
daimyo or shogun, and live their lives by
a very strict code of bushido—the way
of the warrior. To the samurai, honor
is everything. It was very common for
a disgraced samurai to commit seppuku
(suicide). It was also common for a
samurai to commit seppuku if his lord
died as well. Those who didn’t were
called ronin—samurai without masters.
While ronin did not have a master to
report to, they were often discriminated
against by other samurai.
In addition to the military skill of the
samurai, these warriors were also highly
educated and very spiritual. Literacy
and etiquette were just as much of a
part of the samurai as were his swords
and armor. Often a requirement to be-
coming a samurai was to be born into
it. It was very difficult for someone
outside of the caste to achieve the title
of samurai.
When a player first creates his or
her samurai character, he does not be-
come a samurai immediately. Rather,
the character must progress through the
ranks and prove himself first before at-
taining that title. The experience level
progression below details the title of the
character as he makes his way to the
title of samurai.
When the samurai character is initially created, twice the normal amount of starting money will
be granted to reflect the influence of nobility. Additionally, as the character progresses, bonuses
are granted. When the character reaches level 3, he or she will gain an additional +1 to hit
and damage when attacking with a katana, wakizashi, naginta, no dachi, or yumi. At level 5,
the character gains a +1 bonus to all saving throws. When the character reaches level 6, he or
she will have earned the respect of the army and people wherever he or she may be. People
are expected to treat the character with respect, giving food and/or shelter upon request. Upon
reaching level 7, this respect is enhanced to allow the samurai the authority to execute anyone
who does not pay proper respect. Only the shogun or daimyo are treated with greater rever-
Justin Amick (Order #27216198)
samurai
ence among the people. At level 8, the samurai is immune to the effects of fear. At level 9,
the character has become legendary with his katana and wakizashi, gaining an additional +1 to
hit and damage with each weapon, as well as being able to successfully hit opponents normally
only struck my magical weapons. At level 10, the character may be offered his own lands to
oversee and become a shogun himself.
The prime requisite of the Samurai is strength and charisma. If both of these abilities are at
least 13, the character will gain a +5 bonus to experience points awarded. If both of these
abilities are at least 16, then a +10% bonus is gained. Samurai may wear any armor and use
any weapon. Samurai also attack and use the same saving throw tables as fighters.
Level Title Hit Dice (1d8) XP needed
1 Chugen 1 0-2,200
2 Kachi 2 2,201-4,400
3 Ashigaru 3 4,401-9,000
4 Gashira 4 9,001-18,000
5 Kyunin 5 18.001-36,000
6 Kenin 6 36,001-75,000
7 Samurai 7 75,001-150,000
8 Samurai 8 150,001-275,000
9 Samurai lord 9 275,001-400,000
10 Samurai lord or Shogun** +3 hp* 400,001-600,000
11 Samurai lord or Shogun +6 hp* 600,001-800,000
12 Samurai lord or Daimyo +9 hp* 800,001-1,000,000
13 Samurai lord or Daimyo +12 hp* 1,000,001-1,200,000
14 Samurai lord or Daimyo +15 hp* 1,200,001-1,400,000
15 Samurai lord or Shogun +18 hp* 1,400,001-1,600,000
16 Samurai lord or Daimyo +21 hp* 1,600,001-1,800,000
17 Samurai lord or Shogun +24 hp* 1,800,001-2,000,000
18 Samurai lord or Daimyo +27 hp* 2,000,001-2,200,000
19 Samurai lord or Daimyo +30 hp* 2,200,001-2,400,000
20 Samurai lord or Daimyo +33 hp* 2,400,001-2,600,000
* Constitution bonuses no longer apply. For every level after 20th, 200,000 additional experi-
ence points are needed and +3 additional hit points are added.
** The character may choose to remain a samurai lord, or may gain his own lands and become
a shogun or even daimyo.
Justin Amick (Order #27216198)
Appendix I: Weapons and Armor
of the Far East
Weapon Name Cost (gp) Damage
Katana 150 1d10
Wakizashi 75 1d8
Yumi 200 1d6
Shurikan 1 1d4
Naginta 15 1d10
No-dachi 25 1d10
Ninja-to 7 1d6
Kama 5 1d6
Bo Staff 3 1d4
Blowgun 5 1
Armor Type Cost (gp) Base AC
Do 20 8
Do-Maru 50 5
Haramaki 30 7
O-yoroi 450 3
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Appendix II: Licenses
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