Difference between revisions of "Shugenja (Apath)"

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Table: The Shugenja
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== Class Features==
Class Base Fort Ref Will —————— Spells per Day ——————
 
Level Attack Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
 
1st +0 +0 +0 +2 Element focus, sense elements 5 3 — — — — — — — —
 
2nd +1 +0 +0 +3 — 6 4 — — — — — — — —
 
3rd +1 +1 +1 +3 — 6 5 — — — — — — — —
 
4th +2 +1 +1 +4 — 6 6 3 — — — — — — —
 
5th +2 +1 +1 +4 — 6 6 4 — — — — — — —
 
6th +3 +2 +2 +5 — 6 6 5 3 — — — — — —
 
7th +3 +2 +2 +5 — 6 6 6 4 — — — — — —
 
8th +4 +2 +2 +6 — 6 6 6 5 3 — — — — —
 
9th +4 +3 +3 +6 — 6 6 6 6 4 — — — — —
 
10th +5 +3 +3 +7 — 6 6 6 6 5 3 — — — —
 
11th +5 +3 +3 +7 — 6 6 6 6 6 4 — — — —
 
12th +6 +4 +4 +8 — 6 6 6 6 6 5 3 — — —
 
13th +6 +4 +4 +8 — 6 6 6 6 6 6 4 — — —
 
14th +7 +4 +4 +9 — 6 6 6 6 6 6 5 3 3 —
 
15th +7 +5 +5 +9 — 6 6 6 6 6 6 6 4 4 —
 
16th +8 +5 +5 +10 — 6 6 6 6 6 6 6 5 5 3
 
17th +8 +5 +5 +10 — 6 6 6 6 6 6 6 6 6 4
 
18th +9 +6 +6 +11 — 6 6 6 6 6 6 6 6 6 5
 
19th +9 +6 +6 +11 — 6 6 6 6 6 6 6 6 6 6
 
20th +10 +6 +6 +12 — 6 6 6 6 6 6 6 6 6 6
 
Illus. by S. Belledin
 
A shugenja
 
12
 
CHAPTER 1
 
THE
 
DEVOTED
 
Class Features
 
 
All of the following are class features of the shugenja.
 
All of the following are class features of the shugenja.
Weapon and Armor Profi ciency: Shugenjas are profi
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cient with all simple weapons and with the short sword
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'''Weapon and Armor Proficiency:''' Shugenjas are proficient with all simple weapons and with the short sword. They are not proficient with any type of armor, nor with shields. In their home culture, it is considered inappropriate
(they often carry a masterwork short sword called a wakizashi).
 
They are not profi cient with any type of armor, nor with
 
shields. In their home culture, it is considered inappropriate
 
 
for a shugenja to wear armor, although shugenjas serving
 
for a shugenja to wear armor, although shugenjas serving
 
with the military or traveling in foreign lands sometimes
 
with the military or traveling in foreign lands sometimes
take the time to learn how to wear armor properly. Armor
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take the time to learn how to wear armor properly. Armor does
check penalties for armor heavier than leather apply to the
 
skills Balance, Climb, Escape Artist, Hide, Jump, Move
 
Silently, Sleight of Hand, Swim, and Tumble. Armor does
 
 
not interfere with his spellcasting.
 
not interfere with his spellcasting.
Spells: A shugenja casts divine spells (the same type of
+
 
spells available to clerics and druids), which are drawn from
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===Spells===
the shugenja spell list (page XX). He can cast any spell he
+
A shugenja casts divine spells drawn from the cleric spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a shugenja must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a shugenja’s spell is 10 + the spell level + the shugenja’s Wisdom modifier.
knows without preparing it ahead of time, the way a wizard
+
 
or a cleric must (see below).
+
Like other spellcasters, a shugenja can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: shugenja. In addition, he receives bonus spells per day if he has a high Wisdom score.
To learn or cast a spell, a shugenja must have a Charisma
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score equal to at least 10 + the spell level (Cha 10 for 0-level
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The shugenja’s selection of spells is extremely limited. A shugenja begins play knowing four 0-level spells and two 1st-level spells of the shugenja’s choice. At each new shugenja level, he gains one or more new spells, as indicated on Table: shugenja Spells Known. (Unlike spells per day, the number of spells a shugenja knows is not affected by his Wisdom score.
spells, Cha 11 for 1st-level spells, and so forth). The Diffi -
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culty Class for a saving throw against a shugenja’s spell is 10
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A shugenja need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
+ the spell level + the shugenja’s Charisma modifi er.
+
 
Like other spellcasters, a shugenja can cast only a certain
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==== Learning and Re-learning Spells ====
number of spells of each spell level per day. His base daily
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Shugenja learn spells from their experiences in the world, but also from enshrined or free spirit creatures.  
spell allotment is given on Table 1–3: The Shugenja. In
+
 
addition, he receives bonus spells per day if he has a high
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*Abberations - Transmutation
Charisma score (see page 8 in the Player’s Handbook).
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*Fey - Enchantment, Illusion
A shugenja’s selection of spells is extremely limited. A
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*Magical beasts - Abjuration
shugenja begins play knowing four 0-level spells and two
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*Outsiders - Evocation, Conjuration
1st-level spells of his choice, plus one 0-level spell and one
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*Undead and Deathless - Necromacny, Divination
1st-level spell determined by his shugenja order. At each
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*Creatures of the spirit subtype, Spirit folk and telthors - Universal
new shugenja level, he gains one or more new spells as
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indicated on Table 1–4: Shugenja Spells Known. (Unlike
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==== Divine Focus ====
spells per day, the number of spells a shugenja knows is
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Shugenjas do not have spellbooks, though they write their spells on ofudas. These ofudas serve as divine focus items and must be presented strongly as part of the spellcasting process of spells that require a divine focus.
not affected by his Charisma score; the numbers on Table
+
 
1–4 are fi xed.) One spell of every level is determined by
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==== Metamagic ====
the shugenja’s order; sometimes these spells are normal
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When casting metamagic spells, remember that the shugenja has not prepared the spell in advance, and is doing so on the spot. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. Because the shugenja has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, he must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell's normal casting time is a standard action, casting a metamagic version is a full-round action for a shugenja. (This isn't the same as a 1-round casting time.) The only exception is for spells modified by the Quicken Spell metamagic feat, which can be cast as normal using the feat.
spells on the shugenja spell list, but often they are additions
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to the spell list. These spells are listed with the
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For a spell with a longer casting time, it takes an extra full-round action to cast the spell.
shugenja spell list below. Half of the spells a shugenja
+
 
knows must be of his chosen element, as indicated on
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Sense Elements (Sp) : One of the first “spells” a shugenja
Table 1–4.
 
A shugenja may use a higher-level slot to cast a lower-level
 
spell if he so chooses. For example, if an 8th-level shugenja
 
has used up all his 3rd-level spell slots for the day but wants
 
to cast another one, he could use a 4th-level slot to do so. The
 
spell is still treated as its actual level, not the level of the slot
 
used to cast it.
 
Upon reaching 4th level, and at every even-numbered
 
shugenja level after that (6th, 8th, and so on), a shugenja can
 
choose to learn a new spell in place of one he already knows.
 
In effect, the shugenja “loses” the old spell in exchange for
 
the new one. The new spell’s level must be at least two levels
 
lower than the highest-level shugenja spell the shugenja
 
can cast. For instance, upon reaching 4th level, a shugenja
 
could trade in a single 0-level spell (two spell levels below
 
the highest-level shugenja spell he can cast, which is 2nd)
 
for a different 0-level spell. At 6th level, he could trade in a
 
single 0-level or 1st-level spell (since he now can cast 3rdlevel
 
shugenja spells) for a different spell of the same level.
 
A shugenja may swap only a single spell at any given level,
 
and must choose whether or not to swap the spell at the
 
Table 1–4: Shugenja Spells Known*
 
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
 
1st o+2+2 o+1+1 — — — — — — — —
 
2nd o+3+2 o+1+1 — — — — — — — —
 
3rd o+3+2 o+2+1 — — — — — — — —
 
4th o+3+3 o+2+1 o+1+0 — — — — — — —
 
5th o+4+3 o+2+2 o+1+1 — — — — — — —
 
6th o+4+3 o+2+2 o+1+1 o+1+0 — — — — — —
 
7th o+4+4 o+3+2 o+2+1 o+1+1 — — — — — —
 
8th o+4+4 o+3+2 o+2+1 o+1+1 o+1+0 — — — — —
 
9th o+5+4 o+3+2 o+2+2 o+2+1 o+1+1 — — — — —
 
10th o+5+4 o+3+2 o+2+2 o+2+1 o+1+1 o+1+0 — — — —
 
11th o+5+4 o+3+2 o+3+2 o+2+2 o+2+1 o+1+1 — — — —
 
12th o+5+4 o+3+2 o+3+2 o+2+2 o+2+1 o+1+1 o+1+0 — — —
 
13th o+5+4 o+3+2 o+3+2 o+2+2 o+2+2 o+2+1 o+1+1 — — —
 
14th o+5+4 o+3+2 o+3+2 o+2+2 o+2+2 o+2+1 o+1+1 o+1+0 — —
 
15th o+5+4 o+3+2 o+3+2 o+2+2 o+2+2 o+2+2 o+2+1 o+1+1 — —
 
16th o+5+4 o+3+2 o+3+2 o+2+2 o+2+2 o+2+2 o+2+1 o+1+1 o+1+0 —
 
17th o+5+4 o+3+2 o+3+2 o+2+2 o+2+2 o+2+2 o+2+1 o+2+1 o+1+1 —
 
18th o+5+4 o+3+2 o+3+2 o+2+2 o+2+2 o+2+2 o+2+1 o+2+1 o+1+1 o+1+0
 
19th o+5+4 o+3+2 o+3+2 o+2+2 o+2+2 o+2+2 o+2+1 o+2+1 o+2+1 o+1+1
 
20th o+5+4 o+3+2 o+3+2 o+2+2 o+2+2 o+2+2 o+2+1 o+2+1 o+2+1 o+2+1
 
* At each level, a shugenja gets an order spell for each spell level, starting at 1st. The “o” on this list represents that. The
 
number in the middle is the number of spells of the shugenja’s favored element, and the final number is the additional
 
number of spells known of any element.
 
13
 
CHAPTER 1
 
THE
 
DEVOTED
 
same time that he gains new spells known for the level. A
 
shugenja still must honor his elemental focus.
 
Shugenjas do not have spellbooks, though they write
 
their spells on ofudas. These ofudas serve as divine focus
 
items and must be read as part of the spellcasting process.
 
Shugenjas can use the Scribe Scroll feat to create magic
 
scrolls that work the same as a wizard or cleric’s scrolls.
 
When casting metamagic spells, remember that the shugenja
 
has not prepared the spell in advance, and is doing so
 
on the spot. The shugenja, therefore, must take more time
 
to cast a metamagic spell than a regular spell. If its normal
 
casting time is 1 standard action, casting a metamagic spell
 
is a full-round action for a shugenja. For spells with a longer
 
casting time, it takes an extra full-round action to cast the
 
spell. Shugenjas cannot use the Quicken Spell metamagic
 
feat.
 
Element Focus: All shugenjas have a favored element:
 
air, earth, fi re, or water. A shugenja’s choice of specialized
 
element is sometimes determined by the shugenja order in
 
which he studies. At least half the spells a shugenja knows
 
at each spell level must belong to his favored element, and
 
the spell dictated by his order often belongs to that element
 
as well. This is refl ected on Table 1–4, which indicates how
 
many spells of each level must be spells of the shugenja’s
 
favored element. At 1st level, for example, the shugenja Kitsu
 
Mari must know at least three 0-level water spells—one
 
water spell determined by his order and two additional
 
water spells, plus two other 0-level spells of any element.
 
He also knows one 1st-level water spell from his order, one
 
additional 1st-level water spell, and one 1st-level spell of
 
any element. Shugenjas automatically gain the benefi ts of
 
the Spell Focus feat (+1 to spell DCs) for spells from their
 
favored element, regardless of its school.
 
As the cost of specializing in one element, a shugenja is
 
prohibited from learning spells associated with a different
 
element. The prohibited element is dictated by the favored
 
element, as described below.
 
Air: Air spells are subtle, involving travel, intuition, infl uence,
 
divination, and illusion. Earth is the prohibited element
 
for air shugenjas. The Order of the All-Seeing Eye and
 
the Order of the Spring Zephyr specialize in air magic.
 
Earth: Earth spells involve resilience and resolve, health
 
and growth, and the strength of its body. Air is the prohibited
 
element for earth shugenjas. The Order of the Impenetrable
 
Crucible and the Order of the Perfect Sculpture
 
specialize in earth magic.
 
Fire: Fire spells are destructive and blatant, though they
 
also deal with intelligence, inspiration, and creativity. Water
 
is the prohibited element for fi re shugenjas. The Order of the
 
Consuming Flame specializes in fi re magic.
 
Water: Water spells involve transformation, cleansing,
 
healing, and friendship. Fire is the prohibited element
 
for water shugenjas. The Order of the Forbidding Wasteland
 
and the Order of the Gentle Rain specialize in water
 
magic.
 
The shugenjas of the Order of the Ineffable Mystery can
 
specialize in any of the four elements. The Ineffable Mystery
 
also trains shugenjas who specialize the fi fth element,
 
void. (See the void disciple prestige class in Chapter 2.)
 
Sense Elements (Sp) : One of the fi rst “spells” a shugenja
 
 
learns—a magical effect so basic that it becomes a spell-like
 
learns—a magical effect so basic that it becomes a spell-like
 
ability—is the ability to sense elements. As a full-round
 
ability—is the ability to sense elements. As a full-round

Revision as of 15:27, 26 June 2012

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Unofficial rules compendium

See also

Shugenjafor 3.5

Class Background

A class inspired by the mythologies of Asian cultures, the shugenja is a divine spellcaster who casts spells by attuning himself to the spirits and primal energies around him and focusing such energy through his body to produce magical effects.

Adventures: Shugenjas often adventure to increase their magical knowledge and personal power. They are particularly drawn to investigate disturbances in the natural harmony and life of the spirits. Some shugenjas dedicate their lives to keeping the world’s magic in balance, while others simply crave the power that the unchecked elements offer. Still others are drawn to plumb the depths of magic for magic's own sake.

Characteristics: Shugenjas are much more than spell-slinging sorcerers. In a fantasy culture inspired by real-world Japan, they can be the foundation of religious life — priests who teach the rituals of piety, venerate the memory of long-departed ancestors, and measure the passage of time. They study for years to learn even the fundamental elements of their magical practice, and are the most literate class in many quasi-Asian societies.

Alignment: While many shugenjas attempt to follow the standards of honor and loyalty, and thus adhere to a lawful alignment, not all shugenjas live up to those standards. Shugenjas have no alignment restrictions.

Religion: Shugenjas strive to encompass the entirety of spiritual understanding. They study the ways of the spirits, ancestors, philosophers, elements, and deities and incorporate all of this into their spiritual journey.

Background: Shugenjas learn the practice of magic in religious orders attached to each clan or region. Gifted young shugenja are often sent out into the world to find their own realizations. Others stay with their orders and become temple servants, teachers, or priests. Shugenja need not renounce their ties to the physical world, they continue to be members of the clans and families they were born into, sometimes keeping their identity as shugenja hidden as they live out their normal lives.

Races: Most shugenja are human, they need a combination of open-mindedness and devotion not often found in non-human races. Dwarfs, halflings, half-elves, and half-orcs find the practice of shugendo natural, but elves and gnomes are too close to spirits themselves to make good shugenja.

Other Classes: Shugenjas, especially adventurers, wisely understand that different classes have specialized skills and abilities often needed for success.While they hold that their path to truth and insight is the best, they are open to assistance - and sometimes even learning - from other classes.

Role: Each shugenja walks his own path trough life. Through his devotion and study, as expressed through skill and spell selection, each shugenja prepares for his own life trials. Still, few shugenjas are warriors, and most devote themselves mainly to healing and support.

Game Rule Information

Shugenjas have the following game statistics.

Abilities: Charisma determines how powerful a spell a shugenja can cast, how many spells the shugenja can cast per day, and how hard those spells are to resist. To cast a spell, a shugenja must have a Charisma score of 10 + the spell’s level + the shugenja’s Charisma modifier. A good Constitution gives a shugenja extra hit points, a resource that he is otherwise low on.

Alignment: Any.

Hit Die: d6.

Class Skills

The shugenja’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Perform (Cha), Profession (Wis), Spellcraft (Int), and Survival (Wis).

Skill Points at Each Level: 4 + Int modifier.

Table: The Shugenja

Class
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day Spells Known
0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9
1st +0 +0 +0 +2 Detect spirits, spirit guide, spirit channel 3 2 4 2
2nd +1 +0 +0 +3 Placate spirit 4 3 5 2
3rd +2 +1 +1 +3 Blessing of the spirits 5 4 5 3
4th +3 +1 +1 +4 Ghost body 6 5 3 6 3 1
5th +3 +1 +1 +4 Exorcism 6 6 5 6 4 2
6th +4 +2 +2 +5 Warding of the spirits 6 6 5 3 7 4 2 1
7th +5 +2 +2 +5 Seal spirit 6 6 6 4 7 5 3 2
8th +6/+1 +2 +2 +6 See the unseen 6 6 6 5 3 8 5 3 2 1
9th +6/+1 +3 +3 +6 Spirit quest 6 6 6 6 4 8 5 4 3 2
10th +7/+2 +3 +3 +7 Ghost warrior 6 6 6 6 5 3 9 5 4 3 2 1
11th +8/+3 +3 +3 +7 Banish spirit 6 6 6 6 6 4 9 5 5 4 3 2
12th +9/+4 +4 +4 +8 Greater blessing of the spirits 6 6 6 6 6 5 3 9 5 5 4 3 2 1
13th +9/+4 +4 +4 +8 Guide concentration 6 6 6 6 6 6 4 9 5 5 4 4 3 2
14th +10/+5 +4 +4 +9 Spirit journey 6 6 6 6 6 6 5 3 9 5 5 4 4 3 2 1
15th +11/+6/+1 +5 +5 +9 Guide walk 6 6 6 6 6 6 6 4 9 5 5 4 4 4 3 2
16th +12/+7/+2 +5 +5 +10 Weaken spirits 6 6 6 6 6 6 6 5 3 9 5 5 4 4 4 3 2 1
17th +12/+7/+2 +5 +5 +10 Spirit destination 6 6 6 6 6 6 6 6 4 9 5 5 4 4 4 4 3 2
18th +13/+8/+3 +6 +6 +11 Higher loyalty 6 6 6 6 6 6 6 6 5 3 9 5 5 4 4 4 4 3 2 1
19th +14/+9/+4 +6 +6 +11 Ghost general 6 6 6 6 6 6 6 6 6 4 9 5 5 4 4 4 4 4 3 2
20th +15/+10/+5 +6 +6 +12 Spirit audience 6 6 6 6 6 6 6 6 6 5 9 5 5 4 4 4 4 4 3 3


Class Features

All of the following are class features of the shugenja.

Weapon and Armor Proficiency: Shugenjas are proficient with all simple weapons and with the short sword. They are not proficient with any type of armor, nor with shields. In their home culture, it is considered inappropriate for a shugenja to wear armor, although shugenjas serving with the military or traveling in foreign lands sometimes take the time to learn how to wear armor properly. Armor does not interfere with his spellcasting.

Spells

A shugenja casts divine spells drawn from the cleric spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a shugenja must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a shugenja’s spell is 10 + the spell level + the shugenja’s Wisdom modifier.

Like other spellcasters, a shugenja can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: shugenja. In addition, he receives bonus spells per day if he has a high Wisdom score.

The shugenja’s selection of spells is extremely limited. A shugenja begins play knowing four 0-level spells and two 1st-level spells of the shugenja’s choice. At each new shugenja level, he gains one or more new spells, as indicated on Table: shugenja Spells Known. (Unlike spells per day, the number of spells a shugenja knows is not affected by his Wisdom score.

A shugenja need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Learning and Re-learning Spells

Shugenja learn spells from their experiences in the world, but also from enshrined or free spirit creatures.

  • Abberations - Transmutation
  • Fey - Enchantment, Illusion
  • Magical beasts - Abjuration
  • Outsiders - Evocation, Conjuration
  • Undead and Deathless - Necromacny, Divination
  • Creatures of the spirit subtype, Spirit folk and telthors - Universal

Divine Focus

Shugenjas do not have spellbooks, though they write their spells on ofudas. These ofudas serve as divine focus items and must be presented strongly as part of the spellcasting process of spells that require a divine focus.

Metamagic

When casting metamagic spells, remember that the shugenja has not prepared the spell in advance, and is doing so on the spot. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. Because the shugenja has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, he must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell's normal casting time is a standard action, casting a metamagic version is a full-round action for a shugenja. (This isn't the same as a 1-round casting time.) The only exception is for spells modified by the Quicken Spell metamagic feat, which can be cast as normal using the feat.

For a spell with a longer casting time, it takes an extra full-round action to cast the spell.

Sense Elements (Sp) : One of the first “spells” a shugenja learns—a magical effect so basic that it becomes a spell-like ability—is the ability to sense elements. As a full-round action, a shugenja can become aware of all sources of one chosen element (air, earth, fi re, or water) within 10 feet of him. The shugenja learns the size of the objects but not their precise location or actual nature. By concentrating longer, a shugenja can either extend her magical senses or gather more information about the elements he has detected. Each additional round spent in concentration allows the shugenja to add 5 feet to the radius of his sense ability, to a maximum of 5 additional feet per shugenja level. Thus, at 4th level, Kitsu Mari can sense elements to a maximum range of 30 feet by concentrating for fi ve full rounds. Alternatively, the shugenja can focus on one source of the sensed element per round, attempting a Spellcraft check to determine more about that single item. The amount of information he learns depends on his Spellcraft check result: Check Result Information Learned 20 or higher Item’s general location (square containing it, or its nearest boundary if it is larger than a 5-foot square) 25 or higher Whether the item is natural or a spell effect. (A normal Spellcraft check against DC 20 + spell level can then determine the nature of the spell effect.) 30 or higher Whether the item is a creature or an object. 35 or higher The exact nature of the item (for example whether a creature is an efreeti or a fire elemental, whether an object is gold or stone, whether air is breathable or not.) In subsequent rounds, a shugenja can retry his Spellcraft check on the same item, shift his attention to a different item, or extend the range of his senses. A 1st-level shugenja can use this ability three times per day. Every fi ve levels he advances as a shugenja allows him to use the ability an additional time per day (four times at 5th level, fi ve times at 10th level, and so one). Like many divination spells, a shugenja’s sense elements ability is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. For example, Kitsu Mari enters a room and concentrates to sense water. (Athough he is a water shugenja, he could just as easily sense any other element, including fi re.) He becomes aware of all sources of water within 10 feet. A basin of water rests on the nightstand, a person lurks behind the door (living creatures are usually made of all four elements) holding a vial of poison—Kitsu Mari discovers three sources of water within 10 feet of him: one Medium, one Small, and one Fine. Focusing on the Medium source 14 CHAPTER 1 THE DEVOTED and concentrating for a round, he makes a Spellcraft check and gets a result of 31. He learns that the Medium source of water is a creature, that it is natural, and where it is. If the assassin behind the door has not already jumped out to attack him, he has learned that a creature is hiding behind the door ... but more likely, he has learned this too late. Human Shugenja Starting Package Armor: None (speed 30 ft). Weapons: Short sword (1d6, crit 19–20/×2, 2 lb., light, piercing). Light crossbow (1d8, crit 19–20/×2, range inc. 80 ft., 4 lb., piercing). Skill Selection: Pick a number of skills equal to 5 + Int modifi er. Skill Ranks Ability Armor Check Penalty Concentration 4 Con — Diplomacy 4 Cha — Heal 4 Wis — Knowledge (arcana) 4 Int — Knowledge (religion) 4 Int Spot (cc) 2 Wis — Search (cc) 2 Int Spellcraft 4 Int — Feat: Great Fortitude. Bonus Feat: Alertness. Gear: Backpack with waterskin, one day’s trail rations, bedroll, sack, fl int and steel. Three torches. 10 bolts. Ofuda. Gold: 1d4 gp.