Difference between revisions of "Shugenja (Apath)"

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Shugenja also posses the capacity to learn a number of spirit spells equal tot he number of cleric spells he learns automatically. Spirit spells are picked form the druid or sorcerer/wizard spell lists, and acquiring them requires the cooperation of animals or supernatural creatures, as outlined below.
 
Shugenja also posses the capacity to learn a number of spirit spells equal tot he number of cleric spells he learns automatically. Spirit spells are picked form the druid or sorcerer/wizard spell lists, and acquiring them requires the cooperation of animals or supernatural creatures, as outlined below.
  
To learn a spirit (druid or sorcerer/wizard) spell, the shugenja must be in the presence of an unresisting creature of the appropriate type - this can be either a cooperative creature, one affected by the [http://www.d20pfsrd.com/magic/all-spells/b/binding binding] spell, a summoned creature, or one rendered unable to resist by other means such as by being unconscious or paralyzed or even recently dead or destroyed (within 5 minutes). The challenge rating of the creature must be twice as high as the level of spell to be learned. The creature intuitively understands what the shugenja is trying to do, and while spell learning has no immediate cost to the creature, most creatures do not lightly share their powers with a passing shugenja. The exceptiopn is that creatures with a subtype (such as "[Water]") gladly teach spells of a matching subschool or type of damage (such as (Water) or (cold) - such spells are often taught for free as a means of spreading the creature's influence. Creatures will normally demand some test, trial, or price to help. Social skills can be a great asset in this; a creature that is made friendly will generally teach spells for only a nominal fee or service and a helpful one will teach spells for free. An unintelligent creature will teach spells to any shugenja who it allows to touch it or who it has been ordered to cooperate with.  
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To learn a spirit (druid or sorcerer/wizard) spell, the shugenja must be in the presence of an unresisting creature of the appropriate type - this can be either a cooperative creature, one affected by the [http://www.d20pfsrd.com/magic/all-spells/b/binding binding] spell, a summoned creature, or one rendered unable to resist by other means such as by being unconscious or paralyzed or even recently dead or destroyed (within 1 minute). The challenge rating of the creature must be twice as high as the level of spell to be learned. The creature intuitively understands what the shugenja is trying to do, and while spell learning has no immediate cost to the creature, most creatures do not lightly share their powers with a passing shugenja. The exceptiopn is that creatures with a subtype (such as "[Water]") gladly teach spells of a matching subschool or type of damage (such as (Water) or (cold) - such spells are often taught for free as a means of spreading the creature's influence. Creatures will normally demand some test, trial, or price to help. Social skills can be a great asset in this; a creature that is made friendly will generally teach spells for only a nominal fee or service and a helpful one will teach spells for free. An unintelligent creature will teach spells to any shugenja who it allows to touch it or who it has been ordered to cooperate with.  
  
 
'''Druids spells of all kinds'''
 
'''Druids spells of all kinds'''

Revision as of 15:33, 27 June 2012

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Unofficial rules compendium

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. Something of a development of the shaman, the shugenja combines animism, religion, and philosophy.

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. Some shugenja serve a patron deity, but this is a minority, and it is not uncommon for a shugenja to change patrons when changing temple or order.

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 wisely understand that different classes have specialized skills and abilities often needed for success. While they hold that their path to truth and insight to be superior, they are open to assistance and insight from other classes. Most shugenja prefer the company of a strong warrior to act as a bodyguard. A shaman ans a shugenja makes a great team, the shugenja educated and learned, the shaman full of intuitive power.

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.

Age: The shugenja is an educated class and sues the high age bracket.

Game Rule Information

Shugenjas have the following game statistics.

Abilities: Wisdom 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 Wisdom score of 10 + the spell’s level + the shugenja’s Wisdom modifier. Charisma is helpful in securing the cooperation of spirits, and several of the shugenja's class abilities key of Charisma. A good Intelligence gives a shugenja helpful skills and improve lore and calligraphic abilities, but is not strictly necessary.

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 Shugenja taboo, spirit lore 3 2 4 2
2nd +1 +0 +0 +3 Detect spirit 4 3 5 2
3rd +1 +1 +1 +3 5 4 5 3
4th +2 +1 +1 +4 6 5 3 6 3 1
5th +2 +1 +1 +4 Exorcism 6 6 5 6 4 2
6th +3 +2 +2 +5 6 6 5 3 7 4 2 1
7th +3 +2 +2 +5 6 6 6 4 7 5 3 2
8th +4 +2 +2 +6 6 6 6 5 3 8 5 3 2 1
9th +4 +3 +3 +6 Seal spirit 6 6 6 6 4 8 5 4 3 2
10th +5 +3 +3 +7 6 6 6 6 5 3 9 5 4 3 2 1
11th +5 +3 +3 +7 6 6 6 6 6 4 9 5 5 4 3 2
12th +6/+1 +4 +4 +8 6 6 6 6 6 5 3 9 5 5 4 3 2 1
13th +6/+1 +4 +4 +8 6 6 6 6 6 6 4 9 5 5 4 4 3 2
14th +7/+2 +4 +4 +9 Higher loyalty 6 6 6 6 6 6 5 3 9 5 5 4 4 3 2 1
15th +7/+2 +5 +5 +9 6 6 6 6 6 6 6 4 9 5 5 4 4 4 3 2
16th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 5 3 9 5 5 4 4 4 3 2 1
17th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 6 4 9 5 5 4 4 4 4 3 2
18th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 3 9 5 5 4 4 4 4 3 2 1
19th +9/+4 +6 +6 +11 Spirit destination 6 6 6 6 6 6 6 6 6 4 9 5 5 4 4 4 4 4 3 2
20th +10/+5 +6 +6 +12 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 unless he has the taboo against metal.

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 cleric 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. In addition, the shugenja has the potential to learn an equal number of spells form the druid or sorcerer/wizard spell list, see Spirit Spells below.

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.

All spells on the cleric, druid, and sorcerer/wizard spell lists are considered to be on the shugenja's spell list. This is most important in regard to spell trigger and spell completion items.

Ofudas: Shugenjas do not have spellbooks, but 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. Each spell with a divine focus component requires a separate ofuda. An ofuda can also substitute for a material component as long as that component is free. Simply writing the kanji (chinese character) for that material component on an ofuda allows the shugenja to substitute the ofuda for the actual component.

An ofuda is normally a strip of paper or cloth with calligraphic script on it, but in a pinch writing on any reasonably flat surface can be used, including hastily scratched coal marks on a wall, letters scratched in blood on the shugenja's own body, or glowing symbols in the air written using prestidigitation. A shugenja is normally assumed to have prepared ofudas for all his spells (at no cost) during the spell preparation process - creating one on the fly is a move action requiring a DC 10 Craft (Calligraphy) check.

Chaotic, Evil, Good, and Lawful Spells: A shugenja can’t cast spells of an alignment opposed to her deity’s if he has one. A shugenja that lacks a patron can use such spells, but they will affect her alignment over time, just as other aligned actions do. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

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 spell casters, 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.

Personal and Spirit Spells

Shugenja learn spells from their experiences in the world, but also from enshrined or free spirit creatures. To reflect this, a shugenja has two sets of spells - one picked from the cleric spell list that is a result of her personal spiritual power, and another taken from the druid or sorcerer/wizard table reflecting power lent her by spirits. These are called personal and spirit spells, respectively. Each pool of spells is potentially equally large, as indicated on Table: The Shugenja, but while personal (cleric) spells are learned automatically, spirit spells taken from the other spell lists have to be learned as a part of the shugenja's travels and adventures.

Personal Spells

A shugenja picks any personal (cleric) spells desired when advancing in level. At each new level as a shugenja, he gains one or more new spells, as indicated on Table: The Shugenja. (Unlike spells per day, the number of spells a shugenja knows is not affected by her Wisdom score; the numbers on Table: The Shugenja is fixed.) It is common to pick generic, "bland" cleric spells of high utility, as the spirit spells give the shugenja flair and can be changed more easily.

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 personal 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 the same as that of the spell being exchanged. A shugenja may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Spirit Spells

Shugenja also posses the capacity to learn a number of spirit spells equal tot he number of cleric spells he learns automatically. Spirit spells are picked form the druid or sorcerer/wizard spell lists, and acquiring them requires the cooperation of animals or supernatural creatures, as outlined below.

To learn a spirit (druid or sorcerer/wizard) spell, the shugenja must be in the presence of an unresisting creature of the appropriate type - this can be either a cooperative creature, one affected by the binding spell, a summoned creature, or one rendered unable to resist by other means such as by being unconscious or paralyzed or even recently dead or destroyed (within 1 minute). The challenge rating of the creature must be twice as high as the level of spell to be learned. The creature intuitively understands what the shugenja is trying to do, and while spell learning has no immediate cost to the creature, most creatures do not lightly share their powers with a passing shugenja. The exceptiopn is that creatures with a subtype (such as "[Water]") gladly teach spells of a matching subschool or type of damage (such as (Water) or (cold) - such spells are often taught for free as a means of spreading the creature's influence. Creatures will normally demand some test, trial, or price to help. Social skills can be a great asset in this; a creature that is made friendly will generally teach spells for only a nominal fee or service and a helpful one will teach spells for free. An unintelligent creature will teach spells to any shugenja who it allows to touch it or who it has been ordered to cooperate with.

Druids spells of all kinds

  • Animal

Sorcerer/Wizard spells, by school

  • Abjuration - Ooze or Plant
  • Conjuration - Outsider
  • Divination - Aberration
  • Enchantment - Fey
  • Evocation - Monstrous Humanoid
  • Illusion - Fey
  • Necromancy - Undead
  • Transmutation - Magical Beast
  • Universal - Fey, Magical Beast, Monstrous Humanoid, Outsider, or Undead

Dragons are special in this regard, a dragon can teach any spell of any school. Familiars and animal companions cannot act as spell teachers - they lack a challenge rating.

Once the cooperation of the creature is secured, learning the spell is a fairly simple procedure and only takes a minute. One spirit can teach multiple spells, each taking one minute to learn. There is still a strict limit on the number of spirit spells a shugenja can know of each level - the same as the shugenja's limit on personal spells. Replacing an old spell is simply a matter of letting it go as you learn a new one - you get to pick which of the old spells to forget.

A shugenja is assumed to know about most spells, but for uncommon or esoteric spells, the GM may require a Spellcraft Check DC 10 + 3 per spell level. Some spells might be judged so secret that no roll is allowed, but this should only happen in special cases, such as when a secret order has created a new spell.

Shugenja Taboos

Each shugenja has a taboo, an act that is prohibited and disrupts their link to the spirit world. A shugenja who breaks their taboo is unable to cast shugenja spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter. Select one taboo from this list.

  1. Taboo of Metal: Metal is the manifestation of man’s dominion over nature and at odds with the natural order of the spirits. The shugenja may not wear metal armor (all armor except cloth, leather and hide) but may use metal weapons. Wooden armor affected by the ironwood spell are allowed. This taboo is common among back-to-nature shugenja.
  2. Taboo of Death: Ill health is a barrier to the spirit world, one the shugenja dares not come near. Touching or healing a wound or infection breaks this taboo, as does touching a newly dead body. The shugenja can safely use the Heal skill and spells on himself. Others can be healed, but doing so breaks the taboo after the healing spell or ability has been used. The shugenja can deal freely with undead. This taboo is from shinto and common in Japan-inspired settings.
  3. Taboo of Clan: The shugenja cannot talk to outsiders without losing power. He can never use Charisma-based skills, speak to, or otherwise communicate with those not in his tribal group, tough listening to them is allowed. Adopted members of the tribe can be communicated with. Adventuring shugenjas can communicate with their fellow party members, but not with strangers. The shugenja can communicate with spirits of all kinds without breaking this taboo. This taboo is common in isolated communities or insular clan schools.
  4. Taboo of Gender: The shugenja must not touch, heal, or communicate with members of one gender, as in Taboo of tribe and taboo of death, above. This taboo also extends to spirits of this gender. Fighting against members of the forbidden gender is allowed. This taboo is common in Buddhism.

Spirit Lore (Ex)

The shugenja has devoted his life to study of the spirits, and knows intricate details of their abilities and habits. Add your shugenja level to any Knowledge check to recall pertinent information about a spirit. For each piece of information you learn about the spirit, you also remember one custom or personality quirk about the creature that can be exploited to give a +5 bonus on one Bluff, Diplomacy, Intimidation, or Sense Motive check against that spirit. You can give this information to another character to use, or use it yourself. This is in addition to the normal information gained on a successful knowledge check.

Detect Spirits (Sp)

The shugenja perceives nearby spirits. At will, the shugenja can use detect spirits as a spell-like ability. It functions just like detect undead, except it detects spirits. A shugenja can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is a spirit or has been in contact with spirits, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the shugenja does not detect spirits in any other object or individual within range.

Exorcism (Su)

As a full-round action, a shugenja can force a possessing creature or spirit out of the body or object it inhabits (for example, a ghost with the malevolence ability). To exorcise a possessing creature, he makes a roll of d20 + class level + Charisma modifier against a DC of 10 + the possessing creature’s HD + it's Charisma modifier. If her result equals or exceeds the DC, he succeeds in forcing the possessor out, and the body or object is left unharmed. A spirit so exorcised cannot attempt to possess a victim for 24 hours.

Seal Spirit (Sp)

The shugenja can attempt to seal a spirit once per day. This works like the binding spell, with a save DC of 10 + half the shaman’s level + shaman’s Charisma modifier. It can only affect spirits. Each assisting shaman or shugenja adds one-third their level to user’s level for the purpose of the ability. As long as any shaman or shugenja holds a ceremony at the binding spot or object before the current binding ends, the effect is extended automatically, but the duration is now based on the renewing shaman’s level. Often, a shrine is built at the spot of an important binding, and shamen and passers-by alike perform services there to placate the spirit and renew the binding.

Higher Loyalty (Su)

A shugenja learns the mental discipline to maintain control of her mind. If the shugenja is affected by an enchantment spell or effect and fails her saving throw, he can attempt it again 1 round later at the same DC. He only gets this one extra chance to succeed on her saving throw.

Spirit Destination (Sp)

When using plane shift, the shugenja now arrives within one to six miles of her final destination.

Notes

The shugenja is an complex class to play. With its extremely wide selection of spells, the player needs an almost encyclopedic knowledge of the spell lists in the game. The GM is encouraged to give the some shugenja some lassitude in finding creatures to teach him spells to make a satisfying story.

What is a Spirit?

Several of the shugenja’s abilities affect spirits. For purposes of the shugenja’s ability, a “spirit” includes any of the following creatures:

  • All aberrations
  • All constructs
  • All fey
  • All magical beasts
  • All outsiders
  • All undead
  • Creatures created by spells, such as animate object.
  • Creatures summoned by spells, such as summon nature's ally.
  • Creatures in astral, ethereal, or incorporeal form – but only as long as the shaman is in material form and on her home plane

In the shugenja’s worldview, elementals and fey are simply spirits of nature, and undead are the spirits of the dead. Magical beasts, constructs, and aberrations are either spirit-possessed or spirits bound in corporeal form.

Enshrined Spirits

In cultures where shamans and shugenja are common, it is normal practice to enshrine spirits. This uses the seal spirit power, and the sealed spirit is not hidden away. Rather it is made into the focal point of a shrine or temple, venerated, and kept placated. Whole religious orders can be dedicated to keeping a powerful and destructive spirit sealed. Shugenja seek out such shrines because they can learn learn spells from them, but the shugenja guarding such a site often demand some kind of service or fee from a visiting shugenja before they let him into the presence of the spirit. A normal fee would be 50 gp per level of spell.

Experienced Shugenja and Spirit Spells

When generating a shugenja of higher than than 1st level, the character is assumed to have a previous career behind him, and has learned some spirit spells. In general, all spirit spells the shugenja had at the level before the current level can be considered to be known. The shugenja thus starts with a few open spirit spell slots, but the majority of them are already filled.