Occupations of the Eastern "Vanished Lands"

Classes of the EasternVanished 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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

Occupations of the Eastern "Vanished Lands"

Vanished Lands GeneD5