Vanished Lands
Occupations of the Eastern "Vanished Lands"
Classes of the Eastern “Vanished Lands:”
Cleric (divine spellcaster)
- Sami (Yamabushi, Monk)
- Shukenja (Dang-Ki, Cleric)
- Sohei (No-Sheng, warrior priest, Paladin)
- Wu (Druid)
Fighter (Warrior)
- Bushi (Ashigaru/Chanshi, Fighter)
- Yamen-ren (Gaijin, Barbarian)
- Hulinyuan (Ranger, scout)
- Kensai (Chujen, sword saint, single-weapon master)
- Samurai (Kuge, Cavalier/Knight)
Rogue (Thief)
- Geinin (Bard)
- Ninja (Censor/Shinobi , Acrobat/Assassin)
- Yakuza (Tong Shu/Touzoku , Rogue)
Wizard (Magic User)
- Mahotsukai (Sorcerer, spontaneous bloodline-based caster)
- Shaman (Warlock, pact-based arcanist, see Dungeon Crawl Classics )
- Wu-Jen (Mage)
(See expanded descriptions below.)
Class: Cleric (divine spellcaster)
Level | BAB | Will | Ref, Fort | Spells/day: 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1 | + 1 | 0 | -2 | 4 0th | 0 1st | 0 2nd | 0 3rd | 0 4th | 0 5th | 0 6th | 0 7th | 0 8th | 0 9th |
2 | + 1 | 0 | -2 | 4 0th | 1 1st | 0 2nd | 0 3rd | 0 4th | 0 5th | 0 6th | 0 7th | 0 8th | 0 9th |
3 | + 2 | + 1 | -1 | 4 0th | 2 1st | 0 2nd | 0 3rd | 0 4th | 0 5th | 0 6th | 0 7th | 0 8th | 0 9th |
4 | + 2 | + 1 | -1 | 4 0th | 2 1st | 1 2nd | 0 3rd | 0 4th | 0 5th | 0 6th | 0 7th | 0 8th | 0 9th |
5 | + 3 | + 2 | 0 | 4 0th | 2 1st | 2 2nd | 0 3rd | 0 4th | 0 5th | 0 6th | 0 7th | 0 8th | 0 9th |
6 | + 3 | + 2 | 0 | 4 0th | 2 1st | 2 2nd | 1 3rd | 0 4th | 0 5th | 0 6th | 0 7th | 0 8th | 0 9th |
7 | + 4 | + 3 | +1 | 4 0th | 3 1st | 2 2nd | 2 3rd | 0 4th | 0 5th | 0 6th | 0 7th | 0 8th | 0 9th |
8 | + 4 | + 3 | +1 | 4 0th | 3 1st | 2 2nd | 2 3rd | 1 4th | 0 5th | 0 6th | 0 7th | 0 8th | 0 9th |
9 | + 5 | + 3 | + 1 | 4 0th | 3 1st | 3 2nd | 2 3rd | 2 4th | 0 5th | 0 6th | 0 7th | 0 8th | 0 9th |
10 | + 5 | + 4 | + 2 | 4 0th | 3 1st | 3 2nd | 2 3rd | 2 4th | 1 5th | 0 6th | 0 7th | 0 8th | 0 9th |
11 | + 5 | + 4 | + 2 | 5 0th | 4 1st | 3 2nd | 3 3rd | 2 4th | 2 5th | 0 6th | 0 7th | 0 8th | 0 9th |
12 | + 6 | + 5 | + 3 | 5 0th | 4 1st | 4 2nd | 3 3rd | 2 4th | 2 5th | 1 6th | 0 7th | 0 8th | 0 9th |
13 | + 6 | + 5 | + 3 | 5 0th | 4 1st | 4 2nd | 3 3rd | 3 4th | 2 5th | 2 6th | 0 7th | 0 8th | 0 9th |
14 | + 6 | + 6 | + 4 | 5 0th | 4 1st | 4 2nd | 4 3rd | 3 4th | 2 5th | 2 6th | 0 7th | 0 8th | 0 9th |
15 | + 7 | + 6 | + 4 | 5 0th | 4 1st | 4 2nd | 4 3rd | 3 4th | 3 5th | 2 6th | 1 7th | 0 8th | 0 9th |
16 | + 7 | + 7 | + 5 | 6 0th | 5 1st | 4 2nd | 4 3rd | 3 4th | 3 5th | 2 6th | 2 7th | 0 8th | 0 9th |
17 | + 7 | + 7 | + 5 | 6 0th | 5 1st | 5 2nd | 4 3rd | 3 4th | 3 5th | 2 6th | 2 7th | 0 8th | 0 9th |
18 | + 8 | + 8 | + 6 | 6 0th | 5 1st | 5 2nd | 4 3rd | 4 4th | 3 5th | 3 6th | 2 7th | 1 8th | 0 9th |
19 | + 8 | + 8 | + 6 | 7 0th | 6 1st | 5 2nd | 4 3rd | 4 4th | 4 5th | 3 6th | 2 7th | 1 8th | 0 9th |
20 | + 8 | + 9 | + 7 | 7 0th | 6 1st | 5 2nd | 5 3rd | 4 4th | 4 5th | 3 6th | 3 7th | 2 8th | 1 9th |
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Subclass: Sami (Shintao/Yamabushi, Monk)
- Prime requisite (9 minimum): Str, Dex, Con, Wis
- Hit dice (first level is at max): d6
- Armor, shield: None
- Weapons: Any, depends on style
- Class abilities (2 at Lvl. 1, then one racial or class ability every 3 levels): + 1 Armor Class every other level, + 1d6 unarmed damage every four levels, Deflect Arrows (Dex/Ref save instead of AC), Immunities (vs. Haste, Sleep, Slow; each costs one), Improved Trip (+ 2 to Hit), Ki damage resistance (+ 1d6 1x day/lvl.), Metabolism control (Heal Self 1d4 x lvl. per day; can avoid negatives from lack of food or sleep if meditates at least an hour per day), Psychic duel (see AD&D1 OA), Slow Fall (- 1d6 x 1/4 lvl. damage from falling or 10 ft. per level w/ no damage if near a wall), Speak With Animals (1x Lvl. per day), Speak With Plants (1x Lvl. per day), Stunning Attack (save vs. Fort at 10+1/2 Lvl. or stunned 1d6 rounds rather than damage)
- Class skills (+ 3 to two at Lvl. 1, plus one more every 3 levels): Acrobatics, Concentration, Disable Device, Knowledge (Religion), Martial Arts (+ 1 maneuver per rank/lvl.), Medicine, Perception, Resolve, Stealth
- Spells: None; martial arts maneuvers instead
- Alignment: Any Lawful (must define and follow code)
- Base honor: 10
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Subclass: Shukenja (Dang-Ki, Cleric)
- Prime requisite (9 minimum): Wis, Cha
- Hit dice (first level is at max): d6
- Armor, shield: any
- Weapons: blunt preferred; by deity
- Class abilities (2 at Lvl. 1, then one racial or class ability every 3 levels): + 1 Dam vs. spirits; orisons (0-Lvl. spells); element focus (+ 1 spell per level, but must avoid opposing element); Ki metabolism (+ 3 to saves 1/day/Lvl.); meditation (halves need for food, sleep); sense elements (psychometry), turning/positive energy burst (1d6 x Lvl. vs. Will save of 10 + 1/2 Lvl. to damage Undead or heal allies, 30-ft. range, once per encounter or trade spell slots)
- Class skills (+ 3 to two at Lvl. 1, plus one more every 3 levels): Concentration, Knowledge (Planes, Religion), Medicine, Persuasion, Resolve, Sense Motive
- Spells: Any Cleric; including orisons (0-level); saves are 10 + spell level vs. Wis/Will
- Alignment: Any, depends on faith/deity
- Base honor: 20
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Subclass: Sohei (No-Sheng, warrior priest, Paladin)
- Prime requisite (9 minimum): Str, Wis, Cha
- Hit dice (first level is at max): d8
- Armor, shield: Any
- Weapons: Any, depends on deity
- Class abilities (2 at Lvl. 1, then one racial or class ability every 3 levels): Deflect Arrows (Dex/Ref save instead of AC); Detect Evil (at will), Enchant Weapon (once per day per level, duration 1 turn), Immune to fear, Ki frenzy (+ 1 to Hit/Dam/Saves, 1/day/Lvl.), Lay on Hands (Cha bonus + 2 HP, once per day per every other level), Protection From Evil (10 ft.), Smite Evil (+ 1d4 on attacks/damage vs. evil), Weapon of choice (+ 1 to hit, as per enchanted)
- Class skills (+ 3 to two at Lvl. 1, plus one more every 3 levels): Concentration, Knowledge (Planes, Religion), Martial Arts, Medicine, Resolve, Sense Motive
- Spells: As per Cleric – 2 levels
- Alignment: Lawful Good; depends on faith/deity
- Base honor: 15
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Subclass: Wu (Druid)
- Prime requisite (9 minimum): Wis
- Hit dice (first level is at max): d6
- Armor, shield: No metal
- Weapons: One-handed preferred, plus short bow, sling, and staff
- Class abilities (2 at Lvl. 1, then one racial or class ability every 3 levels): animal companion, Calm Animals (HD per day per level vs. Wis/Will), Wild Shape (assume an animal form for 10 min. per level)
- Class skills (+ 3 to two at Lvl. 1, plus one more every 3 levels): Animal Handling, Concentration, Knowledge (Nature), Medicine, Resolve
- Spells: Any Druid or nature
- Alignment: Any Neutral
- Base honor: 10
Class: Fighter (Warrior)
Level | BAB | Fort | Ref, Will |
1 | + 1 | _0 | -2 |
2 | + 2 | 0 | -2 |
3 | + 2 | +1 | -1 |
4 | + 3 | +1 | -1 |
5 | + 4 | +2 | 0 |
6 | + 4 | +2 | 0 |
7 | + 5 | +3 | +1 |
8 | + 6 | +3 | +1 |
9 | + 6 | +3 | +1 |
10 | + 6 | +4 | +2 |
11 | + 7 | +4 | +2 |
12 | + 7 | +5 | +3 |
13 | + 8 | +5 | +3 |
14 | + 8 | +6 | +4 |
15 | + 8 | +6 | +4 |
16 | + 9 | +7 | +5 |
17 | + 9 | +7 | +5 |
18 | + 10 | +8 | +6 |
19 | + 10 | +8 | +6 |
20 | + 11 | +9 | +7 |
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Subclass: Bushi (Ashigaru/Chanshi, Fighter)
- Prime requisite (9 minimum): Str
- Hit dice (first level is at max): d8
- Armor, shield: Any
- Weapons: Any, esp. bow, spear
- Class abilities (2 at Lvl. 1, then one racial or class ability every 3 levels): Formation fighting (+ 1 AC, + 2 to Hit, + 1 Dam when in a unit); Ki stamina (+ 2 HP for every three levels, once per day); Ki strike (+ 2 to hit for every four levels, once per day); Scrounging (+ 2 on Survival for getting weapons, ammo), Weapon focus (+ 1 to Hit, Dam with favored weapon)
- Class skills (+ 3 to two at Lvl. 1, plus one more every 3 levels): Athletics, Endurance, Intimidation, Knowledge (Tactics/Strategy), Survival (by terrain type)
- Spells: None
- Alignment: Any
- Base honor: 10
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Subclass: Yamen-ren (Barbarian)
- Prime requisite (9 minimum): Str, Dex, Con, Wis
- Hit dice (first level is at max): d12
- Armor, shield: Any
- Weapons: Any available
- Class abilities (2 at Lvl. 1, then one racial or class ability every 3 levels): + 3 on Wis/Will vs. Illusions, Heals 2 HP/day, Ki shout (vs. Will, DC=10+1/2 Lvl.), Rage (+1d6 damage per one round per level), Summon Horde (requires Leadership, plus x10 Lvl. 1 followers for 1d10 weeks)
- Class skills (+ 3 to two at Lvl. 1, plus one more every 3 levels): Athletics, Endurance, Intimidation, Knowledge (Geography, Nature, Tactics/Strategy), Resolve, Stealth, Survival
- Spells: None
- Alignment: Any Chaotic
- Base honor: 10
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Subclass: Hulinyuan (Ranger, scout)
- Prime requisite (9 minimum): Str, Dex, Wis
- Hit dice (first level is at max): d8
- Armor, shield: Light only
- Weapons: Any
- Class abilities (2 at Lvl. 1, then one racial or class ability every 3 levels): Ambidextrous (no penalty for off-hand use), animal companion, Favored Enemy (+ 1 damage for every 2 levels), Favored Terrain (Survival + 1), Tracking (Survival + 1 for every three levels)
- Class skills (+ 3 to two at Lvl. 1, plus one more every 3 levels): Animal Handling, Athletics, Endurance, Intimidation, Knowledge (Geography, Nature, Tactics/Strategy), Perception, Search, Stealth, Survival
- Spells: As per Druid – 2 levels (Clr – 4 lvls.)
- Alignment: Any Neutral
- Base honor: 10
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Subclass: Kensai (Chujen, sword saint, single-weapon master)
- Prime requisite (9 minimum): Dex, Wis
- Hit dice (first level is at max): d10
- Armor, shield: None
- Weapons: Any, but must specialize in one
- Class abilities (2 at Lvl. 1, then one racial or class ability every 3 levels): + 1 to AC every three levels, Favored weapon (+ 1 to hit, damage for every three levels with it), Ki shout (vs. Will, DC=10+1/2 Lvl.), Ki strike — max. damage 1x/day/lvl., psychic duel, whirlwind strike (attack all opponents within range in one round, once per day per every three levels)
- Class skills (+ 3 to two at Lvl. 1, plus one more every 3 levels): Athletics, Endurance, Intimidation, Knowledge (Etiquette, Tactics/Strategy), Resolve
- Spells: None
- Alignment: Any Lawful
- Base honor: 25
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Subclass: Samurai (Kuge, Cavalier/Knight)
- Prime requisite (9 minimum): Str, Con, Int, Wis
- Hit dice (first level is at max): d10
- Armor, shield: All armor, no shields
- Weapons: daikyu (long bow), katana (long sword)
- Class abilities (2 at Lvl. 1, then one racial or class ability every 3 levels): ancestral/masterwork weapons (+ 1), immunity to fear, Ki shout (vs. Will, DC=10+1/2 Lvl.); Ki strike (+ 2 Dam 1/day per every two levels), mount (see also D20 Legends of the Samurai)
- Class skills (+ 3 to two at Lvl. 1, plus one more every 3 levels): Animal Handling, Athletics, Endurance, Intimidation, Knowledge (Etiquette, History, Tactics/Strategy), Perception, Perform
- Spells: None
- Alignment: Any Lawful
- Base honor: 20
Class: Rogue (Thief)
Level | BAB | Ref | Fort, Will |
1 | + 1 | _0 | -2 |
2 | + 1 | 0 | -2 |
3 | + 2 | +1 | -1 |
4 | + 2 | +1 | -1 |
5 | + 3 | +2 | 0 |
6 | + 3 | +2 | 0 |
7 | +4 | +3 | +1 |
8 | + 4 | +3 | +1 |
9 | + 5 | +3 | +1 |
10 | + 5 | +4 | +2 |
11 | + 5 | +4 | +2 |
12 | + 6 | +5 | +3 |
13 | + 6 | +5 | +3 |
14 | + 6 | +6 | +4 |
15 | + 7 | +6 | +4 |
16 | + 7 | +7 | +5 |
17 | + 7 | +7 | +5 |
18 | + 8 | +8 | +6 |
19 | + 8 | +8 | +6 |
20 | + 8 | +9 | +7 |
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Subclass: Geinin (Bard)
- Prime requisite (9 minimum): Cha
- Hit dice (first level is at max): d6
- Armor, shield: Any light
- Weapons:
- Class abilities (2 at Lvl. 1, then one racial or class ability every 3 levels): Comprehend Languages, Read Magic,
- Class skills (+ 3 to two at Lvl. 1, plus one more every 3 levels): Acrobatics, Appraisal, Deception, Gaming, Knowledge (Etiquette, History, Linguistics), Perform, Persuasion, Search, Sleight of Hand, Stealth, Streetwise
- Spells: As per Cleric or Wizard (must choose at creation), – 2 levels
- Alignment: Any Chaotic
- Base honor: 15
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Subclass: Ninja (Censor/Shinobi , Acrobat/Assassin)
- Prime requisite (9 minimum): Dex, Int, Cha
- Hit dice (first level is at max): d4
- Armor, shield: Any, but take penalties to Stealth equal to armor bonus
- Weapons: Any, including garrotte, poison
- Class abilities (2 at Lvl. 1, then one racial or class ability every 3 levels): + 1d6 Ki damage resistance (1x day/lvl.); Slow Fall (- 1d6 x 1/4 lvl. damage from falling); Sneak Attack (+ 4 to hit on successful Stealth, x2 damage); Pass Through Walls (1 per day per level after Lvl. 12), psychic duel, Water Walk (5 ft. per round per level)
- Class skills (+ 3 to two at Lvl. 1, plus one more every 3 levels): Acrobatics, Deception, Disable Device, Knowledge (Etiquette, History, Linguistics), Martial Arts (see AD&D2 Complete Ninja’s Handbook), Perform, Search, Sleight of Hand, Stealth, Streetwise
- Spells: None, but may read scrolls
- Alignment: Any Lawful or Neutral
- Base honor: Per other class
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Subclass: Yakuza (Tong Shu/Touzoku , Rogue)
- Prime requisite (9 minimum): Str, Dex
- Hit dice (first level is at max): d6
- Armor, shield: Any light
- Weapons: Any
- Class abilities (2 at Lvl. 1, then one racial or class ability every 3 levels): Defensive roll (Dex/Ref save vs. damage instead of AC 1/day), Ki speed (add Dex bonus to move, 1x/day/Lvl.), Sneak Attack (+ 4 to hit on successful Stealth, x2 damage)
- Class skills (+ 3 to two at Lvl. 1, plus one more every 3 levels): Acrobatics, Appraisal, Deception, Disable Device, Gaming, Knowledge (Etiquette, History), Search, Sleight of Hand, Stealth, Streetwise
- Spells: None
- Alignment: Any non-Chaotic, non-Good
- Base honor: 20
Wizard (Magic User)
Level | BAB | Will | Fort, Ref | Spells/day: 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
1 | + 1 | _0 | -2 | 4 0th | 1 1st | 0 2nd | 0 3rd | 0 4th | 0 5th | 0 6th | 0 7th | 0 8th | 0 9th | |
2 | +1 | 0 | -2 | 4 0th | 2 1st | 0 2nd | 0 3rd | 0 4th | 0 5th | 0 6th | 0 7th | 0 8th | 0 9th | |
3 | + 1 | +1 | -1 | 4 0th | 2 1st | 1 2nd | 0 3rd | 0 4th | 0 5th | 0 6th | 0 7th | 0 8th | 0 9th | |
4 | + 2 | +1 | -1 | 4 0th | 2 1st | 2 2nd | 0 3rd | 0 4th | 0 5th | 0 6th | 0 7th | 0 8th | 0 9th | |
5 | + 2 | +2 | 0 | 4 0th | 2 1st | 2 2nd | 1 3rd | 0 4th | 0 5th | 0 6th | 0 7th | 0 8th | 0 9th | |
6 | + 3 | +2 | 0 | 4 0th | 3 1st | 2 2nd | 2 3rd | 0 4th | 0 5th | 0 6th | 0 7th | 0 8th | 0 9th | |
7 | + 3 | +3 | +1 | 4 0th | 3 1st | 2 2nd | 2 3rd | 1 4th | 0 5th | 0 6th | 0 7th | 0 8th | 0 9th | |
8 | + 3 | +3 | +1 | 4 0th | 3 1st | 3 2nd | 2 3rd | 2 4th | 0 5th | 0 6th | 0 7th | 0 8th | 0 9th | |
9 | + 4 | +3 | +1 | 4 0th | 3 1st | 3 2nd | 2 3rd | 2 4th | 1 5th | 0 6th | 0 7th | 0 8th | 0 9th | |
10 | + 4 | +4 | +2 | 5 0th | 4 1st | 3 2nd | 3 3rd | 2 4th | 2 5th | 0 6th | 0 7th | 0 8th | 0 9th | |
11 | + 4 | +4 | +2 | 5 0th | 4 1st | 4 2nd | 3 3rd | 2 4th | 2 5th | 1 6th | 0 7th | 0 8th | 0 9th | |
12 | + 4 | +5 | +3 | 5 0th | 4 1st | 4 2nd | 3 3rd | 3 4th | 2 5th | 2 6th | 0 7th | 0 8th | 0 9th | |
13 | + 5 | +5 | +3 | 5 0th | 4 1st | 4 2nd | 4 3rd | 3 4th | 2 5th | 2 6th | 0 7th | 0 8th | 0 9th | |
14 | + 5 | +6 | +4 | 5 0th | 4 1st | 4 2nd | 4 3rd | 3 4th | 3 5th | 2 6th | 0 7th | 0 8th | 0 9th | |
15 | + 5 | +6 | +4 | 6 0th | 5 1st | 4 2nd | 4 3rd | 3 4th | 2 5th | 2 6th | 0 7th | 0 8th | 0 9th | |
16 | + 6 | +7 | +5 | 6 0th | 5 1st | 5 2nd | 4 3rd | 3 4th | 3 5th | 2 6th | 1 7th | 0 8th | 0 9th | |
17 | + 6 | +7 | +5 | 6 0th | 5 1st | 5 2nd | 4 3rd | 4 4th | 3 5th | 3 6th | 2 7th | 0 8th | 0 9th | |
18 | + 6 | +8 | +6 | 7 0th | 6 1st | 5 2nd | 4 3rd | 4 4th | 3 5th | 3 6th | 2 7th | 1 8th | 0 9th | |
19 | + 7 | +8 | +6 | 7 0th | 6 1st | 5 2nd | 5 3rd | 4 4th | 3 5th | 3 6th | 2 7th | 2 8th | 1 9th | |
20 | + 7 | +9 | +7 | 7 0th | 6 1st | 5 2nd | 5 3rd | 4 4th | 4 5th | 3 6th | 3 7th | 2 8th | 2 9th |
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Subclass: Mahotsukai (Sorcerer, spontaneous bloodline-based caster)
- Prime requisite (9 minimum): Con, Int
- Hit dice (first level is at max): d4
- Armor, shield: Any light
- Weapons: Any light
- Class abilities (2 at Lvl. 1, then one racial or class ability every 3 levels): bonus spells based on Bloodlines: Aberrant, Abyssal, Arcane, Celestial, Destined, Draconic, Elemental, Fey, Infernal, Undead
- Class skills (+ 3 to two at Lvl. 1, plus one more every 3 levels): Concentration, Knowledge (Arcana, Linguistics, Planes), Resolve, Sleight of Hand
- Spells: Any Wu Jen, but casts spontaneously (no need to select at start of each day)
- Alignment: Any Chaotic
- Base honor: 10
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Subclass: Shaman (Warlock, pact-based arcanist)
- Prime requisite (9 minimum): Int, Cha
- Hit dice (first level is at max): d6
- Armor, shield: Any light
- Weapons: Any simple
- Class abilities (2 at Lvl. 1, then one racial or class ability every 3 levels): Eidolon companion, Spirit Sight, Spontaneous casting (can swap prepared spell for one of choice)
- Class skills (+ 3 to two at Lvl. 1, plus one more every 3 levels): Concentration, Knowledge (Arcana, Linguistics, Planes), Resolve, Sleight of Hand
- Spells: See also summoners, Dungeon Crawl Classics
- Alignment: Any Lawful (often animist)
- Base honor: 20
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Subclass: Wu-Jen (Mage)
- Prime requisite (9 minimum): Int
- Hit dice (first level is at max): d4
- Armor, shield: None
- Weapons: Any light — dagger, sling, staff
- Class abilities (2 at Lvl. 1, then one racial or class ability every 3 levels): Read Magic (at will),
- Class skills (+ 3 to two at Lvl. 1, plus one more every 3 levels): Concentration, familiar, Knowledge (Arcana, Linguistics, Planes), Resolve, Sleight of Hand
- Spells: Any Wizard, can specialize (for + 1 spell per level, but must avoid opposed ones); including cantrips (0-level); saves are 10 + spell level vs. Wis/Will
- Alignment: Any non-Lawful, but must have taboo
- Base honor: 15