The Shinobi



Long before Hiteh's Night, the ancinet empire of Aurim ruled most of
Taladas. Though its culture differed from that of far-away Ansalon, much of its government was

similar to the feudal system, with the various noble families known as the Samurai. The

Taguchi Family had long held its position as a valuble Family in service

to the Emerald Throne through its sophisticated intelligence system, a system that

operated openly for 400 years before the War of Taguchi's Honor, sometime around 650 PC. The

defeated Taguchi Family, and their allies, were defeated. The leaders of the Taguchi family and

the other rebellious lords were executed, with those of the Tagughi line given the

worst punishment in the Empire: Death unto the Third Generation. The Taguchi lands were seized

and divided among the Emperor's staunchest supporters, with the family being exiled from the

Samurai caste and forced to become Eta, the lowest class

among the Empire's citizens. Their secret agents, the Shinobi, were also ordered to surrender

themselves and all their secrets to the Emperor's forces, but only a handful came forward or

were captured. The rest melted into the background and became lost to history. But the Shinobi survived. Their secret arts and remaining allies in the other families protected

them until they merged with the shadows of the underworld and disappeared. Through oral

history, recruitment and clan isolation, the Shinobi continued as they had before, with a new

emphasis on the warrior arts to defend their obscurity and commit assassinations, a profitable

business. Their knowledge of Illusions and the myth of their terrible wrath and skill also

helped their survival. They continued to exist in their covert world, and always held a

special hatred for the Emrald Throne. Though there is no concrete evidence of the actual existence of the Shinobi, especially

in the post-Hiteh's Night era, many of the common folk of Taladas believe

they exist, but speak of them only in whispers. They are believed to be concentrated in the

Rainward Isles and Baltch, but they may also exist among the feuding Thenolians, mercantiule

League citizens, and perhaps even the Glass Sailors. Chemoki (Chemosh), Ne'ugai (Nuitari), and

Ne'itoyai (Lunitari) are said to be still revered by the Shinobi. AD&D Shinobi class Group: Warrior Alignments Allowed: Any non-good. Ability Req: Str 13, Dex 15, Con 13, Int 13 Prime Req: Dex Races Allowed: Human, Half-Elf Level Exp. HD Title Notes 1 0 1d10 Initiate 2 2250 2d10 Aspirant 3 4500 3d10 Student of Chemoki Backstab Ability 4 9000 4d10 Student of Ne'ugai Surprise Bonus 5 18000 5d10 Student of Ne'itoyai Detect Illusion 6 36000 6d10 True Shinobi Illusion Cantrips 7 75000 7d10 Blade of Chemoki Called Shot Bonus 8 150000 8d10 Blade of Ne'ugai Surprise Protection 9 300000 9d10 Blade of Ne'itoyai Illusion Spellcasting 10 600000 9d10+1 True Kwai 11 900000 9d10+2 Sensei Gain Students 12 1200000 9d10+3 Chosen of Ne'itoyai 13 1500000 9d10+4 Cell Daimyo Call Shinobi 14 1800000 9d10+5 Clan Daimyo (13 only) 15 2100000 9d10+6 Family Daimyo (3 only) 16 2400000 9d10+7 Daimyo of Shadows (3 only) 17 2700000 9d10+8 Tao Questor 18 3000000 9d10+9 Shogun of Shadows (1 only) Shinobi are not limited in their choice of armors, but any armor heavier than Leather

negates the use of all of their special abilites and martial arts skill . Elven Chain Mail,

however, still allows them the use of those abilities. They may not use shields. Shinobi can use any weapons, but are fond of small concealable weapons (often poisoned),

ranged weapons (also often poisoned), and their traditional sword, the Tachi, a straight-bladed ancestor to the Katana. Shinobi are expected to be fanatically loyal to their Cell, Clan, and Family. Anymember who betrays the Shinobi, disobeys an order, or fails in his mission is marked

for execution. Shinobi possess the Hide in Shadows, Move Silently and Climb Walls special abilities that Thieves have. The base score is the same as the Thief, with all modifications, plus 20 points to

distribute at creation and 10 points to distribute every time the Shinobi raises a level. Shinobi also posses the ability to speak and understand the Thieves' Cant. At 3rd level, the Shinobi gains the Backstab Ability common to Thieves, but this does not

improve with experience level. At 4th level, the Shinobi gains a +1 bonus to surprise opponents, which increases

by +1 every 4 levels. At 5th level, the Shinobi gains the ability to percieve and ignore magical Illusions. When confronted with an illusian, the Shinobi gains a +2 to all save vs.

spell rolls when attempting to disbelieve. This works only with Illusions, not phantasms. At 6th level, the Shinobi is no longer considered a novice-in-training, but a True Shinobi,

a real Shadow Samurai. He begins his education in the arts of Illusions, and gains the bonus

Catrip proficiency (as described in the Sept. '85 issue of Dragon, "The Little Wish"),

but only to emulate effects related to the illusion school. If you don't have that article,

ignore this rule. He also gains the ability to sponsor candidates for membership in the

Shinobi as initiates, but this is a risky proposition. Any initiate that betrays the Shinobi

also brings the execution of his sponsor. At 7th level, the Shinobi has so refined his combat techniques as to use

Called Shots without penalty, but only from behind in addition to the Backstab bonus. At 8th level, the Shinobi can only be surprised on a 1. At 9th level, the Shinobi begans to earnestly study the magic of the school of Illusions and

Phantasms, and only that school. All spellcasting Shinobi would be considered

Renegades by the Ansalon Robed Orders, though all Taladas sorcerers are considered Renegades

by those of Ansalon. Shinobi spellcasters are, however, dedicated to Ne'itoyai, regardless of

alignment, and are affected by her phases. Shinobi can only learn spells from other sources

and cannot research and create their own spells. Shinobi Spell Level Level 1 2 3 4 5 6** 9 1 0 0 0 0 0 10 1 1 0 0 0 0 11 2 1 0 0 0 0 12 2 2 1 0 0 0 13 3 2 1 0 0 0 14 3 3 2 1 0 0 15 4 3 2 2 0 0 16 4 4 3 3* 1 0 17 5* 4 3 3 2 1 18 5 5* 4* 3 3* 2* * No more spells of this level may be memorized. ** The Shinobi cannot learn spells more powerful than this. At 11th level, the Shinobi gains 1d4 initiates to train in the Art of Shinobi. These are

may come only from his own Family, a Family member's sponsorship, or his own sponsership.

If treated well, they are valuable allies, and initiates that become full Shinobi bring great

honor to their Sensei. At 13th level, the Shinobi has become a Daimyo, a Lord of his kind. He may call 1d10 Shinobi to

aid him (roll 1d4+5 to determine the level of the summoned Shinobi) on short notice. This

increases by 1d10 at every level hereafter. He is also the leader of a Cell of Shinobi,

composed of 2d10 Shinobi of varying levels in additon to their families. At 14th level, he becomes a Clan Daimyo, with 5d10 Shinobi at their command. At 15th Level, he is a Family Daimyo (The Iguchi, Otoku, ans Shou'tai families) with all the

Family's resources at his command.

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