Newsgroup: it.hobby.giochi.gdr.dnd
Titolo: kensai?

chi mi sa dire qualche informazione
esiste un kit?
si può trovare qualcosa su internet?
possibilmente informazioni sulla seconda edizione comunque va bene tutto
grazie

 ha scritto nel messaggio
news:92WM7.191573$sq5.9...@news.infostrada.it...
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Ho questo sul kensai, anche se in questo caso lo chiama Samurai...
Per le armature potresti (non ho letto bene fino in fondo) dargli quelle di
competenza del ladro, magari adattate ad una campagna "esotica", o in
alternativa seguire l'abbassamento della CA secondo lo schema riportato a
Baldur's Gate II,  ovvero 1 punto ogni 3 Lv.
Per i punti exp e il passaggio di livello ti consiglio quelli del Paladino.
(2500, 5000... ecc... ec... Sono in genere i più adatti ai personaggi
"speciali" . )
Ho trovato queste info su : 
http://fidd.interfree.it/download.htm
Ciao Pega
Samurai
      Description: The samurai is a warrior from cultures based on the
medieval Japanese civilization. He lives by a very strict code of honor and
behavior, a code demanding: absolute obedience to his lord; readiness to die
for honor or for his lord at any time; eagerness to avenge any dishonor to
his lord, his family, or himself; willingness to repay all debts honorably;
and unwillingness to demonstrate the most dishonorable trait of cowardice.
      Samurai must have minimum scores of 13 in Strength, Wisdom, and
Constitution, and of 14 in Intelligence. They may be of lawful alignment
only (but still may be good, evil, or neutral).
      Role: In a campaign, unless the campaign itself is set in an eastern
culture, the Samurai is present to provide a touch of the exotic (culture
clashes are always very interesting in a campaign); it also allows for a
variety of warrior who can be tremendously deadly.
      A samurai can fall from his noble position within a greater lord's
household. It may be that the house has perished in a war or other calamity,
or that the samurai's lord has rejected him, or ordered him to commit
suicide and the samurai has refused, or that the samurai has left his lord
for some other point of honor. Regardless, the samurai is now masterless; he
is called ronin. The ronin has all of the abilities of the samurai, but
operates under slightly different rules, as you will see below. With your
DM's permission, you can create your character as a ronin instead of a
samurai. A samurai can become a ronin at any time in a campaign; likewise,
by swearing allegiance to a lord who will have him, a ronin can become a
samurai again.
      Before you create a samurai or ronin character, ask your DM if such
things exist on his world and if you may play one. It could be that the DM
does not wish to allow samurai and ronin in his campaign (because the
campaign world has no oriental setting to act as their origin, for
instance).
      Secondary Skills: A samurai or ronin must have the Scribe secondary
skill.
      Weapon Proficiencies: The samurai and ronin start play with two free
extra weapon proficiency slots-that's the good news. The bad news is that,
of his six initial weapon proficiencies, five are chosen for him. The
samurai and ronin must specialize in katana* (samurai sword, two proficiency
slots) and daikyu* (samurai great bow, three proficiency slots). The samurai
or ronin may spend his last proficiency slot as he chooses-but only from
among the samurai weapons listed in the Equipment chapter of this book. (The
"*" symbol indicates a new weapon to be found in the Equipment chapter.)
After the character is in play in another culture, he may become proficient
in weapons of that other culture.
         Nonweapon Proficiencies: Bonus Proficiencies: Etiquette, Riding
(Land-Based). Required (samurai/ronin must purchase these, but gets no extra
slots to pay for them): (Priest and Wizard, costs double slots unless
Paladin or Ranger) Reading/Writing. Recommended: General-Artistic
Ability/Calligraphy, Artistic Ability/Painting, (Warrior) Blind-Fighting,
Running.
         Equipment: The samurai and ronin must buy all their starting
equipment from the samurai weapons, armor and equipment listed in the
Equipment chapter. They may have no more than 10 gp left when they have
purchased their equipment. Samurai and ronin do not have to buy their
katana; that is free to the character.
      Special Benefits: The samurai and ronin are able to focus their vital
energies to increase their Strength score-temporarily. Once per day per
experience level, the samurai or ronin can increase his Strength to 18/00.
This lasts for one full round, and must be preceded by a loud kiai shout
(making it impossible for him to summon this strength silently or
stealthily). For that one round, all his hit probability, damage adjustment,
weight allowance, maximum press, open doors, and bend bars/lift gates rolls
and functions are calculated as if his Strength were 18/00.
      Special Hindrances: The samurai and ronin have different special
hindrances. The samurai is (supposed to be) absolutely devoted to his lord.
He is expected instantly to obey every one of his lord's orders, up to and
including killing himself or those he loves. If he refuses to obey an order,
he is dishonored and is expected to kill himself. (If he does not, he
becomes ronin.) The DM should make sure that the samurai is acutely aware of
this by having his lord occasionally issue orders which are difficult for
him to keep.  This doesn't always have to be "Kill all of your allies," but
the lord can issue orders which interfere with the samurai's personal goals
and remind him that he is subservient to his lord.  The ronin has his own
great difficulty: He earns experience points at half the normal rate. When
the DM awards the characters their experience, the ronin receives only half
what he would if he were still a samurai. This particular hindrance goes
away when the character once again swears allegiance to a lord and becomes a
samurai. (Of course, once he's a samurai again, he is subject to the
hindrances of the samurai.)
      Wealth Options: The samurai and ronin start with the normal 5d4x10 gp
beginning money.
      Races: The historical precedent for the samurai is strictly human, so
it's up to the individual DM if he wants to have an oriental-based demihuman
culture with a samurai warrior class. Such a thing is perhaps most visually
appropriate to elves and half-elves, but a DM could allow it to any
demihuman race in his campaign.
   Note: Players and Dms wishing to have more game-oriented information on
the samurai should read Oriental Adventures, an AD&D® game supplement
dealing exclusively with the topic of eastern campaigns. Your DM may adapt
anything he chooses to use from that supplement to AD&D® 2nd Edition game
rules and statistics. The samurai presented here is a simplified version of
the OA samurai.

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Certo. Esistono le conversioni per AD&D 2e di (quasi?) tutte le classi
di OA.
La fonte, nel caso specifico, è un articolo apparso su Dragon Magazine,
e più tardi pubblicato sul web dalla TSR (prima della pubblicazione dei
CD con i primi 250 numeri di Dragon, poi tutti gli articoli sono stati
rimossi...).
"The Other Orientals. Ninja, kensai, yakuza, and more for your AD&D@ 2nd
Edition game", by Tom Griffith
Il brano sui Kensai è un po' lungo, e in inglese, per se non l'hai
salvato per tempo, chiedimelo in mail.
Saluti,
-- 
		Giampaolo Agosta
agath...@libero.it
http://digilander.iol.it/agathokles