Touzoku
The Touzoku represents all the petty criminals and thugs who inhabit the fairs and merchant quarters of the cities and towns of medieval Japan. These scum prey on those weaker or less intelligent than them, which includes other members of their profession. For the eta, this profession is one of the few career avenues open to them, and many of the outcast class turn to this profession out of desperation.
Adventures: Most of the touzoku’s adventures focus on his “acquisition” of the wealth of others. Sometimes these characters are employed (often against their will) as scouts in military campaigns due to their sharp senses. Gurentai often take assassination assignments like those offered to ninja, or serve the crime bosses who rule the peasant quarters of the larger cities at night.
Characteristics: The touzoku is a master of stealth and guile. He might use his athleticism to steal, his wits to sell snake oil as healing potions, or his skill at manipulating cards and dice to live as a gambler. Those touzoku who spend a great deal of time in this class (either because they wish to rise to the top of the criminal world or because they have not redeemed themselves and gained enough honor to move into a more honest profession) also learn the ways of violence.
Honor: Except for those individuals forced into this class by accident of birth and who wish to redeem themselves, thieves have little use for honor. Many take the easiest path off the streets and become valued scout sin the armies of samurai (after gaining honor and a level or two in the ashigaru class)
Religion: Most touzoku have little use for religion except as a part of some disguise or con game.
Background: Most touzoku begin their “education” at a very early age. This education takes the form of trying to avoid bullies and finding enough food to eat.
Bloodline: The vast majority of thieves come from the outcast and merchant bloodlines. For outcasts, there is almost no other career opportunity (unless the character is born into a ninja family, in which case that class if his only real career option). Many disreputable merchants take levels in this class and slip in some Tekiya wares with their honest merchandise. These shady businessmen use their skills to cheat their customers whenever possible (Sleight of Hand to tip scales, Bluff to exaggerate the value of wares, Forgery to falsify documents and make worthless swords appear valuable, and so forth).
Other Classes: The touzoku has a hard time getting along with many of the other classes, particularly those who value honor. Many of these classes would rather even deal with a ninja, who at least has his own (albeit warped) code of ethics. The tuozoku is truly the nail that sticks out, and according to an old Japanese saying, “The nail that sticks out must be hammered down.”
Role: The touzoku’s role involves stealth and guile. He often provides a party with a scout and serves as the eyes and ears of most groups.
Game Rule Information
Abilities: Dexterity is the touzoku’s most important ability since it aids his stealth. Charisma is important for Tekiya and Bakuto, while Gurentai will want good Strength and Constitution.
Honor: The touzoku cares little for honor; thus, there is no Honor requirement to gain levels in this class. Some thieves swear an oath of allegiance to a criminal organization, but such arrangements are not enforced by any concept of “honor” on the part of the touzoku swearing his “loyalty.” Rather, the criminal organizations themselves have ways of making sure that breaking such agreements is highly undesirable for its members.
Hit Die: 1d6
Lvl BAB Ref F/W Special
1 +0 +2 +0 Sneak Attack +1d6. Trap Finding
2 +1 +3 +0 Tekiya, Evasion
3 +2 +3 +1 Sneak Attack +2d6, Banter
4 +3 +4 +1 Uncanny Dodge, Bakuto
5 +3 +4 +1 Ki 1/day, Sneak Attack +3d6
6 +4 +5 +2 Gurentai
7 +5 +5 +2 Sneak Attack +4d6
8 +6/+1 +6 +2 Uncanny Dodge
9 +6/+1 +6 +3 Sneak Attack +5d6
10 +7/+2 +7 +3 Ki 2/day
11 +8/+3 +7 +3 Sneak Attack +6d6
12 +9/+4 +8 +4 Gurentai
13 +9/+4 +8 +4 Sneak Attack +7d6
14 +10/+5 +9 +4 Gurentai
15 +11/+6/+1 +9 +5 Ki 3/day, Sneak Attack +8d6
16 +12/+7/+2 +10 +5 Gurentai
17 +12/+7/+2 +10 +5 Sneak Attack +9d6
18 +13/+8/+3 +11 +6 Gurentai
19 +14/+9/+4 +11 +6 Sneak Attack +10d6
20 +15/+10/+5 +12 +6 Ki 4/day
Skills: Appraise (int), Balance (dex), Bluff (cha), Climb (str), Decipher Script (int), Diplomacy (cha), Disable Device (int), Disguise (cha), Escape Artist (dex), Forgery (int), Gather Information (cha), Hide (dex), Intimidate (cha), Jump (str), Knowledge (local) (int), Listen (wis), Move Silently (dex), Open Lock (dex), Search (int), Sense Motive (wis), Sleight of Hand (dex), Spot (wis), Tumble (dex), Use Rope (dex).
Skill Points: 8 + Int mod.
Class Features
Weapon & Armour: Knives, Spears & Staves; Light armour.
Trap Finding: Can use Search to find a trap with a find DC higher than 20.
Sneak Attack: Any time a target is denied his Dex bonus to AC due to being flat-footed, surprised, or flanked, the touzoku may gain the bonus to damage listed on the class table. The touzoku does not gain this damage against creatures with no discernable anatomy or creatures immune to critical hits, including many constructs and undead.
Tekiya: Tekiya are snake oil salesmen who work the markets and fairs of Japan. At 2nd level, the touzoku can make small potions which have little effect (perhaps a headache curative or slight stimulant) for 1 shichusen. On a successful Bluff check (DC 15), he may then sell his wares as if they were minor healing potions at a price of 10 shichusen.
Evasion: At 2nd level and higher, the touzoku can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex save against an attack that normally deals half damage on a successful save, the touzoku instead takes no damage. Evasion can only be used in light or no armour. Ah helpless touzoku does not gain the benefit of evasion.
Banter: Provided he meets the prerequisite, the touzoku gains this feat as a bonus feat at 3rd level. Should the touzoku already have Banter, he gains a feat of his choice that he meets the prerequisites for.
Uncanny Dodge: At 4th level, the touzoku retains his Dex mod even when flat-footed. At 8th level, the touzoku cannot be flanked.
Bakuto: The Bakuto work in towns running games of chance (most often dice and cards). A touzoku with this ability can make 1 toraisen per rank in Sleight of Hand skill for each day he spends in a mid size town. In a large city (such as Kyoto), the touzoku can make twice as much but will usually have to “tithe” his extra winnings to a larger criminal establishment (after the 16th century, this will more and more often be Yakuza).
If a touzoku swears allegiance of loyalty to the reigning criminal enterprise in a major city, he can make 5 toraisen per rank in Sleight of Hand and must give 3/5 of his earnings to the local crime syndicate (in other words, by working the established gaming halls, the touzoku earns twice as much, but the bosses earn three times as much).
Ki: Beginning at 5th level, the touzoku can tap the power of Ki once per day to gain a +4 bonus to his Dexterity for one minute per class level.
At 10th level, the touzoku can use Ki twice per day and use his Ki to move blindingly fast when danger threatens. He can either double his movement rate for one round or gain a Dodge bonus to his AC of +1 per 5 ranks of the Tumble skill.
At 15th level, the touzoku can use his Ki three times per dayh.
At 20th level, the touzoku can use his Ki four times per day.
The Touzoku taps his Ki as a standard action that provokes an attack of opportunity. The touzoku can only use his Ki to increase his movement or gain a Dodge bonus to AC when wearing light or no armour.
Gurentai: As he rises in level, the touzoku begins to master the ways of violent crime. At the levels indicated, he gains a feat from the following list, which he meets the prerequisites for: Dodge, Footwork, Martial Arts (any style or maneuver), Leadership, Low Profile, Mobility, Renown, Spring Attack, Weapon Proficiency (Agricultural, Bows, Swords), Weapon Finesse, Weapon Focus.