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== Notes ==
 
== 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.
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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 shugenja some lassitude in finding creatures to teach him spells to make a satisfying story.
 
{{ : What is a spirit (Apath)}}
 
{{ : What is a spirit (Apath)}}
  
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* [http://en.wikipedia.org/wiki/Shugendo Shugendo at Wikipedia]
 
* [http://en.wikipedia.org/wiki/Shugendo Shugendo at Wikipedia]
 
{{ : Spellcaster Guides (Apath)}}
 
{{ : Spellcaster Guides (Apath)}}
 
== Original Take ==A shugenja’s spells are written on ofudas (nonmagical prayer scrolls) that
 
the shugenja carries with him, serving as a divine focus for
 
casting the spell.
 
 
See also: [[Shugenja_(D&D_class)]]
 
 
<pre>
 
SHUGENJA
 
A class inspired by the mythologies of Asian cultures, the
 
shugenja is a divine spellcaster who casts spells by attuning
 
himself to the primal energies around him and focusing
 
such energy through his body to produce magical effects.
 
Like the samurai (described in Complete Warrior), shugenjas
 
are often members of the noble class, though they are not
 
as bound by honor and the code of bushido as their martial
 
counterparts.
 
Adventures: Shugenjas often adventure to increase
 
their magical knowledge and personal power. They are
 
particularly drawn to investigate disturbances in the natural
 
harmony of the four classical elements (earth, air, fi re,
 
and water). 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,
 
hoping eventually to learn the mysteries of void, the “fi fth
 
element” that binds the others together.
 
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 even 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. A shugenja’s
 
spells are written on ofudas (nonmagical prayer scrolls) that
 
the shugenja carries with him, serving as a divine focus for
 
casting the spell.
 
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: If you use shugenjas in your game, you should
 
probably also develop an Asian culture with its own religious
 
traditions to represent their home—even if the specifi
 
c shugenjas in your campaign are thousands of miles
 
away from it, hailing from a far-off land you don’t plan to
 
visit. Some shugenjas exiled in a traditional D&D setting
 
express an affi nity for Boccob, Obad-Hai, or Wee Jas, while
 
others see a parallel between the code of bushido and the
 
teachings of Heironeous.
 
Background: Shugenjas are often members of the noble
 
class. They learn the practice of magic in religious orders
 
attached to each clan or region, like their samurai kin. You
 
can easily invent your own shugenja orders, employing
 
the same principles you’d use when inventing your own
 
domain.
 
Races: Traditionally, Asian-themed D&D games have
 
dispensed with or replaced the nonhuman races, so shugenjas
 
have been overwhelmingly human. You can invent your
 
own Asian races, use those described in Oriental Adventures,
 
or mix Asian culture with the elves, dwarves and other
 
races of traditional fantasy. With such a mix, dwarves and
 
gnomes would be slightly more likely to become shugenjas
 
because they have an affi nity for earth.
 
Other Classes: Like samurai, shugenjas are set apart by
 
their noble station and tend to look down upon members
 
11
 
CHAPTER 1
 
THE
 
DEVOTED
 
of other classes. Despite the
 
prevailing view of society, shugenjas
 
do not believe that martial
 
prowess is the ultimate
 
expression of honor—in fact,
 
they look down on the samurai
 
who settle any disagreement
 
or matter of honor with a duel
 
to the death. Shugenjas have
 
little respect for members of
 
other classes; however, shugenjas,
 
especially adventurers,
 
wisely understand that different
 
classes have specialized skills and
 
abilities often needed for success.
 
Role: Because they’re the preeminent
 
spellcasters in their culture, shugenjas’
 
spell lists run the gamut from top-notch
 
combat spells to powerful healing and versatile
 
utility spells. But they’re less durable
 
in a fi ght than their cleric brethren, and
 
like sorcerers, they have a limited set of
 
spells to choose from.
 
Oriental Classes in Nonoriental
 
Settings: Some DMs may choose to
 
allow classes such as the shugenja and
 
the samurai in their nonoriental settings.
 
If they do, the character is most likely to
 
be a traveler from a faraway land, most
 
likely trained in his homeland in his
 
oriental class. Specifi c details of the
 
character’s background can be worked
 
out with the DM and the player.
 
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 modifi er. High Dexterity is
 
helpful for a shugenja (who typically
 
wears little or no armor) because it provides
 
him with an Armor Class bonus.
 
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 Concentration (Con), Craft
 
(Int), Diplomacy (Cha), Heal (Wis), Knowledge
 
(all skills, taken individually) (Int), Profession
 
(Wis), Spellcraft (Int). See Chapter 4 of the
 
Player’s Handbook for skill descriptions.
 
Skill Points at 1st Level: (4 + Int modifi
 
er) × 4.
 
Skill Points at Each Additional
 
Level: 4 + Int modifi er.
 
Table 1–3: The Shugenja
 
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.
 
Weapon and Armor Profi ciency: Shugenjas are profi
 
cient with all simple weapons and with the short sword
 
(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
 
with the military or traveling in foreign lands sometimes
 
take the time to learn how to wear armor properly. Armor
 
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.
 
Spells: A shugenja casts divine spells (the same type of
 
spells available to clerics and druids), which are drawn from
 
the shugenja spell list (page XX). He can cast any spell he
 
knows without preparing it ahead of time, the way a wizard
 
or a cleric must (see below).
 
To learn or cast a spell, a shugenja must have a Charisma
 
score equal to at least 10 + the spell level (Cha 10 for 0-level
 
spells, Cha 11 for 1st-level spells, and so forth). The Diffi -
 
culty Class for a saving throw against a shugenja’s spell is 10
 
+ the spell level + the shugenja’s Charisma modifi er.
 
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 1–3: The Shugenja. In
 
addition, he receives bonus spells per day if he has a high
 
Charisma score (see page 8 in the Player’s Handbook).
 
A shugenja’s selection of spells is extremely limited. A
 
shugenja begins play knowing four 0-level spells and two
 
1st-level spells of his choice, plus one 0-level spell and one
 
1st-level spell determined by his shugenja order. At each
 
new shugenja level, he gains one or more new spells as
 
indicated on Table 1–4: Shugenja Spells Known. (Unlike
 
spells per day, the number of spells a shugenja knows is
 
not affected by his Charisma score; the numbers on Table
 
1–4 are fi xed.) One spell of every level is determined by
 
the shugenja’s order; sometimes these spells are normal
 
spells on the shugenja spell list, but often they are additions
 
to the spell list. These spells are listed with the
 
shugenja spell list below. Half of the spells a shugenja
 
knows must be of his chosen element, as indicated on
 
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
 
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.
 
</pre>
 

Latest revision as of 13:41, 31 October 2013

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Unofficial rules compendium

The shugenja is a divine spellcaster with access to many spells that are normally arcane, making it potentially very powerful, combining the offense of an arcanist and the team buffs of divine magic. With its rather complex way of learning spells and versatile spell list with many potential combinations, the shugenja is a very difficult class to play, requiring a great deal of system mastery.

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 realization on their own. 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. The shugenja is an educated class and begins in the oldest age bracket for starting age.

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 can practice shugendo, but elves and gnomes are too close to spirits themselves to make good shugenja.

Relations: Shugenjas wisely understand that different classes have specialized skills and abilities often needed for success. While they hold 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 and 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.

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. 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
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 2 4+4 2+2
2nd +1 +0 +0 +3 Detect spirit 3 5+5 2+2
3rd +1 +1 +1 +3 4 5+5 3+3
4th +2 +1 +1 +4 5 3 6+6 3+3 1+1
5th +2 +1 +1 +4 Exorcism 6 5 6+6 4+4 2+2
6th +3 +2 +2 +5 6 5 3 7+7 4+4 2+2 1+1
7th +3 +2 +2 +5 6 6 4 7+7 5+5 3+3 2+2
8th +4 +2 +2 +6 6 6 5 3 8+8 5+5 3+3 2+2 1+1
9th +4 +3 +3 +6 Seal spirit 6 6 6 4 8+8 5+5 4+4 3+3 2+2
10th +5 +3 +3 +7 6 6 6 5 3 9+9 5+5 4+4 3+3 2+2 1+1
11th +5 +3 +3 +7 6 6 6 6 4 9+9 5+5 5+5 4+4 3+3 2+2
12th +6/+1 +4 +4 +8 6 6 6 6 5 3 9+9 5+5 5+5 4+4 3+3 2+2 1+1
13th +6/+1 +4 +4 +8 Spirit destination 6 6 6 6 6 4 9+9 5+5 5+5 4+4 4+4 3+3 2+2
14th +7/+2 +4 +4 +9 6 6 6 6 6 5 3 9+9 5+5 5+5 4+4 4+4 3+3 2+2 1+1
15th +7/+2 +5 +5 +9 6 6 6 6 6 6 4 9+9 5+5 5+5 4+4 4+4 4+4 3+3 2+2
16th +8/+3 +5 +5 +10 6 6 6 6 6 6 5 3 9+9 5+5 5+5 4+4 4+4 4+4 3+3 2+2 1+1
17th +8/+3 +5 +5 +10 Higher loyalty 6 6 6 6 6 6 6 4 9+9 5+5 5 4+4 4+4 4+4 4+4 3+3 2+2
18th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 5 3 9+9 5+5 5+5 4+4 4+4 4+4 4+4 3+3 2+2 1+1
19th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 4 9+9 5+5 5+5 4+4 4+4 4+4 4+4 4+4 3+3 2+2
20th +10/+5 +6 +6 +12 6 6 6 6 6 6 6 6 5 9+9 5+5 5+5 4+4 4+4 4+4 4+4 4+4 3+3 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 (and wakizashi if using eastern weapons). They are not proficient with any type of armor, nor with shields. It is generally 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 and spirit spells drawn from the sorcerer/wizard spell list. 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.

Shugenja meditate or pray for their spells. Each shugenja must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spell slots. Time spent resting has no effect on whether a shugenja can prepare spells. 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. He can cast any spell he knows without preparing it ahead of time. 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.

Personal and Spirit Spells

Shugenja learn spells from their experiences in the world, but also from free or enshrined spirit creatures. To reflect this, a shugenja has two sets of spells - one selection picked from the cleric spell list that is a result of his personal spiritual power, and another taken from the druid or sorcerer/wizard spell list reflecting power lent his by spirits. This is the meaning of the X+X notation in the Spells Known section of Table: The Shugenja. These are called personal and spirit spells, respectively. Each pool of spells is potentially equally large, 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.

All spells on the cleric, druid, and sorcerer/wizard spell lists are considered to be on the shugenja's spell list. This is significant in regard to spell trigger and spell completion items and makes a huge selection of such items available to the shugenja.

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 his Wisdom score; the numbers on Table: The Shugenja are fixed.) It is common to pick generic, "bland" cleric spells of high utility as personal spells, using spirit spells give the shugenja flair.

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 to the number of personal spells he knows. 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 binding, a summoned creature, a called creature, or one rendered unable to resist by other means such as by being unconscious or paralyzed or even recently dead or destroyed (the ritual must begin within 1 minute of death). 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 exception is that creatures with a subtype such as "[Water]") gladly teach spells of a matching subtype or damage - such as (Water) or (cold). These spells are often taught for free as a means of spreading the influence of the creature's power source in the world. Otherwise creatures will generally 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. A summoned, helpless, or dead creature has no say in the matter.

Spirit spells from creatures, by school or class
  • Druid spells - Animal or Plant
  • Abjuration - Ooze
  • Conjuration - Outsider
  • Divination - Aberration
  • Enchantment - Fey
  • Evocation - Humanoid with giant subtype
  • Illusion - Monstrous humanoid
  • Necromancy - Undead
  • Transmutation - Magical beast
  • Universal - Fey, magical beast, humanoid with giant subtype, monstrous humanoid, outsider, or undead
Spell schools by creature type
  • Aberration - Divination school
  • Animal - Druid spells
  • Fey - Enchantment, Illusion, or Universal schools
  • Humanoid with giant subtype - Evocation or Universal schools
  • Magical Beast - Transmutation or Universal schools
  • Monstrous humanoid - Illusion or Universal schools
  • Ooze - Abjuration school
  • Outsider - Conjuration or Universal schools
  • Plant - Druid spells
  • Undead - Necromancy or Universal schools

The second column is the first column sorted by creature type - it contains the same information, presented differently.

Dragons are special in this regard, a dragon can teach a spell of any school. Animals and humanoids without racial hit dice (like player races) do not teach spells to shugenja. Nor do eidolons, familiars, or animal companions.

Example: Mariko bargains with an efreet. This is an "outsider (extraplanar, fire)" with a challenge rating of 8. Mariko can learn any number of conjuration school spell of 4th level or lower. The efreet is eager to spread any Conjuration spells of the [Fire] type and will teach those for free.

Once the cooperation of the creature is secured, learning the spell is a fairly simple procedure and only takes a full-round action. One spirit can teach multiple spells to one or more shugenja, each taking one full-round action 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.

The shugenja must have heard of a spell to be able to learn it. Shugenja are assumed to know of most spells, but for uncommon or esoteric spells, the GM may require a Knowledge (Arcana or Religion, as appropriate) 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. A shugenja automatically knows of any spell he has seen the effects of, even if he doesn't know its name.

Cantrips and Orisons: Shugenja learn a number of cantrips and orisons, or 0-level spells, as noted on Table: The Shugenja under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. Like spells of higher level, shugenja can learn both personal (orison) and spirit (cantrip) spells of level zero.

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 any readable script is acceptable, 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 Craft (Calligraphy) check with a DC of 10 + spell level.

Alignment and Spells: Like a cleric, a shugenja can never use a spell of an alignment opposed to his own (or that of his patron, if he has a patron).

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.

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 his 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, disease, or infection breaks this taboo, as does touching a newly dead body. The shugenja can safely use the Heal skill and spells on himself and on spirits. 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 strangers without losing power. He can never use Charisma-based skills, speak to, or otherwise communicate with those not in his clan or tribal group, tough listening to them is allowed. Adopted members of the tribe and other established close allies 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 is often but not always the opposite gender. This taboo also extends to spirits of this gender. Fighting against members of the forbidden gender is allowed. This taboo is common in conservative, monastic schools.

Spirit Lore (Ex)

The shugenja has devoted his life to study of the spirits, and knows intricate details of their abilities and habits. Add half 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 one-time +5 bonus on one Bluff, Diplomacy, Intimidation, or Sense Motive check against that spirit within the next 24 hours. This is usually some mannerism or behavioral tag, such as flattery, calling the creature by a certain title, or adopting a certain posture. Sometimes it can involve a ceremonial gift or bribe, but these are never expensive and generally easily improvised. You can give this information to another character to use or use it yourself, but you can get no more than a +5 bonus on any one skill check. 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)

At will, as a full-round action, a shugenja can force a possessing creature or spirit within 30 ft. out of the body or object it inhabits (for example, a ghost with the malevolence ability). The creature is allowed a Will save to negate the effect. The DC of this save is equal to 10 + ½ the shugenja's level + the shugenja's Charisma modifier. If she succeeds in forcing the possessor out, the body or object is left unharmed. A spirit so exorcised cannot attempt to possess a victim for 24 hours.

Seal Spirit (Sp)

A shugenja shaman can attempt to seal a spirit once per day at level nine, plus one time per day for every three additional shugenja levels. This works like the binding spell, with a save DC of 10 + half the shugenja’s level + shugenja’s Charisma modifier. It can only affect spirits. A shaman or shugenja with this ability can aid another's binding attempt and 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 if the new duration extends longer than the old one. Often, a shrine is built at the spot of an important binding, and shamans, shugenja, and passers-by alike perform services there to placate the spirit and renew the binding.

Spirit Destination (Sp)

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

Higher Loyalty (Su)

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

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 shugenja some lassitude in finding creatures to teach him spells to make a satisfying story.

Spirit magic is magic learned from and empowered by spirits, little gods that exist everywhere, mystic energies that can be communed with to work magic. A spirit magician learns to see and commune with spirits and to use their gifts. This is based on a belief called animism and is inherently divine magic, but can be combined with other magic traditions. On its own, it is sometimes called primal magic. Spirit magicians and occult casters share an interest in spirits, but occultists focus on spirits of the dead while spirit magicians commune mostly with spirits of nature.

A series of articles will present three classes grounded in animism, the animist, shugenja, and wu-jen. These classes share a similar animistic view of the world, and are collectively called spirit magicians. Each class uses spirit magic differently, but they all gain power from spirits to work magic. Spirit magicians are no meek clerics who offer worship. A spirit can be bribed and persuaded by offers of service and loyalty, but it can also be coerced or defeated in combat to bind it into service.

Animism

Animism is the belief that inside all things are spirits, and these spirits can be befriended, cajoled, or browbeat into cooperation. This belief is common in tribal cultures that live close to nature. Often looked down upon in the west, animism has been suppressed by monotheistic religions but often survives in splinter groups or mixed into the practice of other faiths. Asian cultures tend to be more accepting of faith in spirits, allowing animism to develop more specialized forms, such as that of the shugenja and wu-jen. Druidism can be seen as a variant of animism. The most well-known animist religion today is Shinto, but Taoism and Vodou also has significant animist elements. Feel free to use spirit magic in any campaign, animism exists in innumerable forms all over the world.

Spirit Magic

Spirit magic is magic empowered by the spirits and spirit magicians live on the border between the world of folk and the many worlds of the spirits. Those who use spirit magic are here collectively called spirit magicians. Most spirit magicians live in two societies at once, the society of folk and the society of spirits. They help and protect their allies in both groups, counting on their assistance in return. When the threat of planar incursion looms, most spirit magicians are staunch defenders of planar boundaries. Good spirit magicians help folk and spirits live together. Their traditional duties are both to facilitate contact with spirits and to delineate a border between the mystical and the mundane. While rarely lawful the way civilized people see things, they help maintain the world order by guarding the border between the domains of folk, the dead, nature, and monsters. Some spirit magicians side entirely with one side, exploiting spirits for benefit of folk or the other way around, while a few are renegades who use both folk and spirits strictly for their own benefit. Powerful spirit magicians explore the planes to find power, wisdom, and solutions to problems. They often bring others along as guards, assistants, or to provide them with spiritual education.

Most of the spirits spirit magicians interact with are imperceptible to everyone else. Spirit magicians see spirits where others find only dead matter or impersonal magical energies. Wizards and clerics often claim these spirits do not exist, as they cannot be observed. This is laughable to spirit magicians, who see their powers as proof of the power of spirits. This creates some bad will between spirit magicians and followers of more structured traditions of magic.

What is a Spirit?

Spirits come in four forms; objects, mundane creatures, youkai, and immaterial spirits. Objects are dormant spirits. They take no action until awakened by magic. Spells like animate object can turn an object into a youkai. Mundane Creatures are spirits that have taken a living, physical form, but that have very little inherent magic. This includes all animals and humanoids. Mundane creatures can awaken their spirit natures to work magic, but unless they change their very nature they are not youkai. Youkai are spirits that can interact with mundane creatures, such as ghosts, as well as spirits that have materialized or taken possession of a mundane object or creature to become a magical creature. Most monsters are youkai. Immaterial Spirits are spells and supernatural abilities. Spirit magic is the work of immaterial spirits allied to or bound by a magician. Youkai and some mundane creatures can manipulate immaterial spirits, and the immaterial spirits in turn can manipulate all other kinds of spirits.

Note that there are no clear lines between these classifications, and combinations are common. A magic item is an object tied to an immaterial spirit. A summoned creature is an immaterial spirit that has taken the form of a youkai. Spellcasters are usually a mundane creatures, but can cajole immaterial spirits to work for them.

Spirit magicians regard most monsters as spirits, and may have abilities gives them power over a wide range of supernatural creatures. To avoid confusion, these rules call creatures imbued with spirit powers youkai, which is Japanese for monster. To a spirit magician an earth elemental is an awakened earth spirit—a youkai—while a rock is an earth spirit at rest—an object. They are both the same, just that one is active and awake while the other is dormant. This confounds and annoys those who try to rationally classify what is supernatural and what is mundane. Nevertheless, for rules purposes, we need to know exactly what a youkai is, as many of the animists' and shugenja's abilities only work on youkai. For purposes of the these abilities, youkai includes all of the following creatures:

  • All aberrations
  • Constructs except the clockwork and robot subtypes
  • All dragons
  • All fey
  • All magical beasts
  • All monstrous humanoids
  • Humanoids of the giant or shapechanger subtypes
  • All outsiders
  • All creatures of the Plant type (not normal plants)
  • 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, or who are possessing another creature or object, such as by the magic jar spell.

Spirit magicians see elementals and fey as youkai of nature and undead as youkai of the dead. Magical beasts, constructs, plants, giants, monstrous humanoids, and aberrations are either youkai-possessed or youkai bound in corporeal form. Most spirit magicians consider youkai to be unruly but lovable rascals. While youkai have a definite place in the world order, their place is in the wilds, on other planes, and in shrines—not roaming wild in the lands of folk. Youkai that cause trouble are often bound and enshrined, placated by treating them as little gods.

Enshrined Youkai

In cultures where animists and shugenja are common, it is normal practice to enshrine youkai. This practice is also known as binding or sealing the youkai, and is done using the Bind Youkai ability. Coercion is acceptable, and it is common practice to defeat a hostile youkai in combat in order to bind it. A youkai bound by this ability is automatically stabilized and heals damage normally while bound.

Being enshrined is restful and comfortable to the youkai, and those with knowledge of animists are generally willing to bargain about being enshrined under the right conditions. If the conditions made in a negotiated binding are broken, the youkai is freed. As long as binding is used again before the current binding ends, the effect is automatically extended for the duration of the new binding.

An enshrined youkai is not hidden away. Rather it is made into the focal point of a shrine or temple, venerated, and thus kept placated. Whole religious orders can be dedicated to keeping a powerful youkai sealed. Shugenja seek out such shrines because they can learn spells from them, but shrine guardians usually demand some kind of service or offering from a strange shugenja before they let them into the presence of the youkai. A normal cost is the same as that for casting a spell of the level the youkai can teach.

Summoning Youkai

Spirit magicians are often good summoners because of their close tie to the spirits. A summoned creature is an immaterial spirit that takes on a physical form and is always considered a youkai, even if the summoned creature is an animal. To reflect the the close ties to the spirits, the Summon Quick Ally feat allows druids and other spirit magicians to summon creatures more quickly.

Summon Quick Ally (General)

Table: Quick Allies
Type Prerequisite
Animal Wild Empathy
Fey Resist nature's lure
Humanoid A thousand faces
Magical Beast Beast shape III
Outsider Elemental body III
Plant Woodland stride
Vermin Wild empathy usable with vermin

Prerequisite: Ability to cast summon nature's ally, animist class feature or a another class feature, see table.

Benefit: Choose one creature type from Table: Quick Allies that you fulfill the prerequisite for. When you cast a summon nature's ally spell to summon a creature of this type, the casting time of the spell becomes 1 standard action. This does not work on creatures that have a template.

Special: You can take this feat multiple times. Each time, select a different type of creature.

See Also


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.

Prestige Classes

Many prestige classes geared for clerics would become too powerful in the hands of shugenja. Prestige classes that grant +1 level of spell ability with divine spells advances the shugenja's spellcasting ability and grants more spells per day and personal spells known, but do not increase his possible repertoire of spirit spells. Prestige classes that can advance arcane spellcasting abilities work normally for shugenja and advance both personal and spirit spells.

External Links

Spellcasting Guides