Those from the East have always intrigued the Lord. This is one of his favorite text. Learn why he enjoyed it.

New fighter kits
Bushi
Description: The bushi is a warrior from a culture similar to that of medieval Japan. Bushi are not from the same noble caste as the samurai, representing instead the common fighters, the men of low birth who wish to lead the life of a warrior.
As the samurai is the equivalent of the mounted knight of the European world, so the bushi represents the common foot soldier, the mercenary, the bandit, and practically every other low-born warrior but the barbarian.
Because the more powerful and wealthy lords have their own samurai retainers, the majority of bushi wander from village to village, seeking work from peasants and merchants. The pay is usually poor but provides the bushi with the basics of food and shelter. Bushi need a minimum of 9 in Strength, and 8 in Constitution and Dexterity.
Role: The bushi can add a hint of the mysterious East to a non-Oriental campaign. In his constant wanderings, the bushi might find his way to non-Oriental lands. Maybe the bushi has left his homeland in shame. A bushi who turned criminal and was exiled is another example of an Oriental warrior who may have come to a western-style campaign.
Secondary skills: If the campaign uses secondary skills, the character must take the Armorer skill.
Weapon proficiencies: Required: none. Recommended: battle axe, dagger, halberd, hand axe, javelin, long sword, mace, pike, short sword, spear, tetsubo, trident, two-handed sword.
Nonweapon proficiencies: Bonus: Armorer, then either Weaponsmithing or Bowyer (player's choice). Recommended: Appraising (two slots, from the rogue group), Direction sense, Endurance, Gaming, Set snares, Survival.
Equipment: Typically poor, bushi have become masters at finding "loose" equipment, as well as modifying pieces of castoff junk to fit another need. They have a base 20% chance to find a common piece of equipment or a workable substitute in any village. This chance can be increased to as much as 90% in a large city (at the DM's discretion). Finding the equipment, however, is not the same as obtaining it. Often some sort of payment is due, whether it is half the item's normal price in coin or trade, or some kind of menial service for the owner in exchange.
Special benefits: Like the samurai, the bushi also possesses the ability to focus internal energy. In the bushi's case, by shouting a fierce kiai (battle yell), he can temporarily raise his effective level by two. He gains the hit points, fighting ability, and saving throws of a fighter two levels higher for one full turn. All lost hit points are first taken from the temporary ones, without harming the character. Subsequent wounds cause normal damage. This ability can be used once per day.
Special hindrances: Bushi, as a rule, have a hard time finding and keeping money. Both the player and the DM should keep this in mind while playing, and endeavor to keep the bushi in a constant state of poverty, at least at lower levels. Thieves may single out the bushi as a target, the poor warrior might be overcharged for services and equipment, or his aged backpack might sprout a hole in the bottom.
Wealth options: The bushi starts the game with 4d4 X 10 gp, but must spend all but 5 gp before play begins.
Races: A bushi can be of any race, although it is hard to visualize carefree elves or gold-hungry dwarves in this constantly poor and struggling kit.

Kensai
Description: Kensai, or "sword saint," is the name Oriental cultures have given to a warrior whose life goal is the complete mastery of a particular weapon, usually the sword. The kensai seeks the perfect blend of wielder and weapon, a harmonious balance possible only through constant study and practice with a body and spirit purified by clean living and challenge. The kensai welcomes any ordeal that will enhance this proficiency. To become a kensai, a character must have at least a 12 Strength, and minimum scores of 14 in both Wisdom and Dexterity. He must be of lawful alignment, although he can be good, neutral, or evil.
Role: Kensai are highly respected by any other type of warrior, as well as by the general populace. High-level kensai are always in demand as teachers. Kensai are often approached by poor villagers who are too lowly for a mighty samurai to notice and lack even the limited funds to hire a bushi, to beg for assistance in ending a threat to their homes. As kensai welcome combat, they usually respond positively to these requests. Kensai typically belong in an Oriental campaign, but several reasons can be created for their inclusion in a western type campaign. Perhaps a kensai has traveled to a new land to learn how the natives use a weapon similar to his chosen one, or maybe he is chasing a criminal or monster at the request of peasants.
Secondary skills: Required: Weaponsmithing.
Weapon proficiencies: When a kensai character is first created, he must choose the weapon he wishes to master. He automatically becomes proficient with that weapon, but not specialized. Weapon slots can then be filled as usual.
Nonweapon proficiencies: Bonus:Weaponsmithing (weapon of mastery only). Recommended: Artistic ability, Blindfighting, Endurance.
Equipment: A kensai does not have to buy a weapon of mastery when he begins play; it is assumed he already has one. Also, a kensai cannot wear armor, as it shows a lack of confidence in his fighting ability.
Special benefits: Being the master of a certain weapon gives the kensai several advantages when using that weapon. First, due to his blocking and
parrying skill, the kensai subtracts two from his armor class. Second, the kensai's attack and damage rolls increase by +1 for every three levels
attained, to a maximum of +5. Also, his initiative drops by one for every four levels he attains, down to -3. Finally, the kensai can choose to automatically cause maximum damage with a single attack. The player must announce the kensai is using this ability prior to making his attack roll. If he does hit, the weapon automatically causes maximum damage, plus any
other damage bonuses the kensai has. The kensai can use this ability a number of times per day equal to his level. Note that all of the above abilities are usable only when the kensai is using his weapon of mastery; otherwise, he attacks as a fighter of his usual level.
Special hindrances: A kensai can never use a magical weapon of the type he has chosen to master, since doing so is not a true measure of his skill. If a kensai fights with a weapon other than his weapon of mastery, he gains only one-half of the experience points from the encounter.
Wealth options: The kensai starts the game with the usual 5d4x10 gp.
Races: Any race can become a kensai, although the majority of demihuman kensai will be elves and half-elves.

New priest kits
Sohei
Description: Sohei are religious soldiers who protect large monasteries or temples in Oriental campaigns. In medieval Japan, several large temples, such as the one on Mount Hiei during the lith and 12th centuries, maintained armies of warrior-priests for use against rival temples, or to advance their political views in the outside world. Sohei were formidable warriors but untrustworthy allies, as they always put the best interests of their temples first. Due to a sohei's total dedication to his temple, this kit cannot be abandoned. In order to qualify as a sohei, a character must have a minimum of 13 strength and a 10 or better in both Constitution and Wisdom.
Barred: The following types of gods will not have sohei as followers: Peace and Prosperity.
Role: Almost as much warrior as priest, a sohei receives limited religious training. Nonetheless, he will defend his temple with a fervor unmatched by any other type of priest. These temples are dedicated to a single god, force, or philosophy, and are too esoteric for the common people to be comfortable worshiping there. Because of his role as a temple guardian, it is unusual but not unheard of for a sohei to leave his temple grounds occasionally, fleeing enemies must be tracked down, plots against the monastery uncovered and ended, or exploration for new temple sites undertaken.
Secondary skills: If you use secondary skills, allow the player to choose from the table in the Player's Handbook.
Weapon proficiencies: Military training allows the sohei to select a weapon of choice. Thereafter, the sohei gains a +1 bonus on both attack and damage rolls when using that weapon. Required: none. Recommended: bo stick, chain, dagger (tanto), hand axe, long sword, mace, pike, sai, short sword, spear, tetsubo, twohanded sword. Historically, sohei were famous for their use of the naginata.
Nonweapon proficiencies: Bonus: Local history. Recommended: Healing, Herbalism, Religion; (warrior, two slots each) Blind-fighting, Endurance, Running,
Equipment: None.
Special benefits: All sohei possess a religious fanaticism that can cause them to become filled with an almost berserk energy they can use to increase their combat skills. This fanaticism lasts for one turn and can be used once per day. While in this frenzied state, a sohei gains the following bonuses: 1) an additional +1 on attack and damage rolls; 2) an additional attack per round; 3) armor class improves by 1; and 4) dodging or deflecting nonmagical missiles by making a successful saving throw vs. breath weapon. Further, the sohei's fanaticism allows him to fight on even after he reaches zero hit points. If already fighting in a fanatic state, he can continue to fight until he reaches -10 hp or the enemy is defeated, whichever comes first. At that point, the sohei collapses and dies.
Special hindrances: Limited religious training means that the sohei can only select spells from the Charm, Combat, Guardian, Protection, and Wards spheres. A sohei must also live by certain religious principles. He must refrain from eating meat and from excesses in personal behavior, such as gluttony, lust, expressions of pain, etc. Finally, the character gains full experience points only for defeating opponents in the cause of defending or upholding his monastery goals or any task assigned to him. All other cases earn the sohei half experience points.
Wealth options: The sohei gets the usual 3d6x10 gp starting money for priests.
Races: Normally a sohei must be human. A DM may make exceptions in a campaign, the most likely exceptions being for dwarves and half-elves.

Shukenja
Description: Shukenja are humble priests from Oriental lands who have taken up lives of hardship and poverty in order to serve their communities. They become an impartial judge and servant to all communities, the shukenja has cut all ties to family and home. A shukenja's life is a hard one, wandering the land giving aid and comfort with only a few possessions carried along, but he accepts this with dedication and good cheer. Typically pacifists, shukenja can be roused into becoming fearsome opponents when protecting their charges. In order to become a shukenja, a character must have at least a 12 in Wisdom, and a 9 or better in Constitution. He must also be of good alignment, although he can be lawful, neutral, or chaotic. This kit cannot be abandoned.
Barred: Priests of the following types of deities may not become shukenja: Death, Disease, Evil, Mischief/Trickery and War.
Role: Although shukenja are priests, they rarely serve a particular deity, as in the Orient all religions are respected. Practices and beliefs of one religion are often intermingled with another. Unlike sohei, shukenja do not build temples. Instead, as they wander the land giving aid and instruction to those who need it, they show their religious beliefs and dedication by their daily living. Shukenja are much more visible and accessible to the general public than the martial sohei in their fortress-like temples. Along with the sohei and fighting monk, shukenja form the third part of the Oriental religious triumvirate. Sohei build temples to a particular deity and cater primarily to the influential. Monks and their monasteries are typically dedicated to fulfilling a particular cause or mission rather than handling society's religious needs (for more information on this, see "Bonds of Brotherhood" in DRAGON issue #164). Shukenja fulfill the need of the common man for religious instruction and ceremonies.
Secondary skills: All shukenja must take the scribe skill.
Weapon proficiencies: All shukenja must choose one of the unarmed combat styles (punching, wrestling, or martial arts). Other proficiency slots may be spent as the character wishes. Some recommended weapons are bo stick, chain, nunchaku, staff, and tetsubo.
Nonweapon proficiencies: Bonus: Religion. Recommended: Artistic ability, Direction sense, Etiquette, Healing, Herbalism, Read/Write, Spellcraft, Weather sense.
Equipment: This priest may not wear armor. Also, shukenja are limited to the amount of equipment they can comfortably carry with them.
Special benefits: Before beginning their wanderings, shukenja receive training in three rituals that translate into these benefits: First, a shukenja has a 5% chance per level of lifting curses on any person, place, or item.
Second, the shukenja learns to meditate. By entering this state of intense concentration, the priest regains his internal energy levels. While meditating, the shukenja is oblivious to hunger, thirst, heat, or cold. He is, however, still conscious of his surroundings. One hour of meditation is as good as two hours of sleep. This state cannot be maintained for more than four hours at a time.
Finally, a shukenja can focus his internal energies to improve any saving throw by +3. He can do this a number of times per day equal to his level.
Special hindrances: As stated before, a shukenja cannot wear armor or own more than he can carry on his back. In addition, a shukenja must live by
certain religious rules. He cannot eat meat and must avoid excessive eating and drinking. A shukenja must also avoid violence whenever possible. Breaking any of these restrictions results in a special punishment to be determined by the DM.
Wealth options: The shukenja gets the usual 3d6x10 gp at the game's start.
Races: The majority of shukenja are human. Typical demihuman exceptions are the gentler elf and halfling races.

New thief kits
Yakuza
Description: The yakuza is both the name for the underworld in Oriental societies as well as the name of its members. Yakuza know all that goes on in their territories and control all illegal activities within it. Fear, intimidation, and even an occasional helping hand are all tools that this moblike organization uses to maintain control of its criminal territory. A yakuza has a pattern of tattoos on his body. This pattern tells other members of the yakuza profession all about the character's rank, abilities, and ties within his organization. Higher-level yakuza are often completely covered by tattoos on their backs chests and arms. In order to prevent easy identification by non-yakuza, these tattoos are never placed upon the face, hands, or feet. To be a yakuza, a character must have a minimum score of 12 in Intelligence and a 9 in Dexterity.
Role: Each yakuza belongs to a "family," an organization of yakuza similar to a thieves'guild that controls a particular urban area; the bigger the family, the larger its district. Each family is very protective of its area, which is the very source of its power and income. Within cities and
towns, secret wars are often waged between yakuza families as they try to protect or usurp a particular district of the city. A yakuza is expected to treat all criminal "family" members with the same respect as accorded to natural family members. Although yakuza are sometimes condoned or even respected, they are still criminals and thus subject to legal action. They all constantly risk arrest, imprisonment, and even execution to maintain their unlawful empires.
Secondary skills: All yakuza must have the Gambling skill.
Weapon proficiencies: Required: None. Recommended: chain, dagger, nunchaku, sai, short sword, shuriken.
Nonweapon proficiencies: Required: Gaming, Information gathering (CTH). Recommended: Gaming; Intimidation, Waiting (CTH).
Skill progression: As a major part of their duties includes information gathering, the thieving abilities most useful to a yakuza include move silently and hide in shadows (to eavesdrop and shadow contacts), hear noise (to make sure that they are not being tailed), and open locks and pick pockets (to get to information not easily accessible).
Equipment: None
Special benefits: As a benefit of their constant dealings with all sorts of people, yakuza can sense and anticipate an opponent's offensive moves for a short time. This lets the yakuza position himself to minimize the damage from an attack by sidestepping at the last instant or partially blocking an attack. Although this maneuver doesn't stop the attack, it does reduce the amount of damage the yakuza suffers by one-half (round fractions up). The yakuza must announce that he is performing this maneuver immediately after an opponent's successful attack roll. This ability can be used a number of times per day equal to the yakuza's ability level.
Special hindrances: All yakuza suffer a -4 reaction adjustment to any law enforcement personnel they meet if (accidentally or by force) their tattoos are revealed.
Races: Yakuza may come from any race, although gnomes and halflings may find the intimidation part of the job a bit difficult.

If you have any questions, comments or anything you'd wish to tell Lord Elmair, send him a at serraqi@pd.jaring.my