Difference between revisions of "Wu-Jen (Apath)"

From Action
Jump to navigation Jump to search
m (Preformatted text.)
m (edited)
Line 4: Line 4:
  
 
<pre>
 
<pre>
Wu jen are spellcasters with mysterious powers. They command
+
Wu jen are spellcasters with mysterious powers. They command the elements, spirit forces, and the powers of nature. They are seldom found living with the rest of human society. Instead, they live as hermits in the wilderness, purifying their bodies and minds to contact the various natural and supernatural powers of the world. From these entities they learn their spells—magical means to control the invisible forces of the world.  
the elements, spirit forces, and the powers of nature.
+
 
They are seldom found living with the rest of human society.
+
Adventures: Wu jen typically adventure to expand their knowledge of the world, both magical and mundane. Like wizards, they tend to approach adventures with careful planning, since their daily spell selection is vitally important.  
Instead, they live as hermits in the wilderness, purifying
+
 
their bodies and minds to contact the various natural and
+
Characteristics: Wu jen are the arcane spellcasters of the Far East. As with wizards, their spells are their primary class feature, and as such assume an all-important role in their lives. Many wu jen spells draw on the power of the five elements (earth, fire, metal, water, and wood). Finally, wu jen are adept at manipulating their spells, increasing their range, duration, or effect, or eliminating verbal or somatic components through permanent metamagic effects.  
supernatural powers of the world. From these entities they
+
 
learn their spells—magical means to control the invisible
+
Alignment: Wu jen tend to stand apart from the lawful societies predominant in most cultures, flouting the rules and norms of decent folk. They have a strong tendency toward chaos, but in any event they cannot be lawful.  
forces of the world.
+
 
Adventures: Wu jen typically adventure to expand
+
Background: Wu jen crave magical power outside organized colleges of wizardry. Their thirst drives them to seek out others like themselves— hermits, recluses, or exiles who have gained the secrets they seek. Nearly all wu jen are trained by a single mentor in this fashion, outcast from proper society and set apart by their fearsome supernatural powers.  
their knowledge of the world, both magical and mundane.
+
 
Like wizards, they tend to approach adventures with careful
+
Races: Most wu jen are humans, though members of all the common races of the eastern lands can learn their craft.  
planning, since their daily spell selection is vitally
+
 
important.
+
Other Classes: Wu jen generally don’t like members of any other class. At the same time, however, a wu jen is painfully aware that without fighters and samurai to block enemy soldiers, a shaman to heal her wounds, and perhaps a rogue to deal with locks and traps, her path to the knowledge she seeks might be blocked by insurmountable and possibly fatal obstacles. This realization of her reliance on other classes might make her accept them or might make her resent them.  
Characteristics: Wu jen are the arcane spellcasters
+
 
of the Far East. As with wizards, their spells are their
+
Game Rule Information
primary class feature, and as such assume an all-important
+
Wu jen have the following game statistics.  
role in their lives. Many wu jen spells draw on the power
+
 
of the five elements (earth, fire, metal, water, and wood).
+
Abilities: Intelligence determines how powerful a spell a wu jen can cast, how many spells the wu jen can cast per day, and how hard those spells are to resist. To cast a spell, a wu jen must have an Intelligence score of 10 + the spell’s level. A wu jen gets bonus spells based on Intelligence. The Difficulty Class of a saving throw against a wu jen’s spell is 10 + the spell’s level + the wu jen’s Intelligence modifier. High Dexterity is helpful for a wu jen, who typically wears little or no armor, because it provides her with an Armor Class bonus. A good Constitution gives a wu jen extra hit points, a resource that she is otherwise very low on.  
Finally, wu jen are adept at manipulating their spells,
+
 
increasing their range, duration, or effect, or eliminating
+
Alignment: Any nonlawful.  
verbal or somatic components through permanent
+
 
metamagic effects.
+
Hit Die: d6.  
Alignment: Wu jen tend to stand apart from the lawful
+
 
societies predominant in most cultures, fl outing the rules
+
Class Skills A wu jen’s class skills (and the key ability for each skill) are  
and norms of decent folk. They have a strong tendency
+
Craft (Int),  
toward chaos, but in any event they cannot be lawful.
+
Knowledge (all skills, taken individually) (Int),  
Background: Wu jen crave magical power in a world
+
Profession (Wis), and  
where no organized colleges of wizardry typically exist.
+
Spellcraft (Int).  
Their thirst drives them to seek out others like themselves—
+
 
hermits, recluses, or exiles who have gained the
+
Skill Points Per Level: 2 + Int modifier.
secrets they seek. Nearly all wu jen are trained by a single
+
 
mentor in this fashion, outcast from proper society and set
 
apart by their fearsome supernatural powers.
 
Races: Most wu jen are humans, though members of
 
all the common races of the eastern lands can learn their
 
craft.
 
Other Classes: Wu jen generally don’t like members
 
of any other class. At the same time, however, a wu jen is
 
painfully aware that without fi ghters and samurai to block
 
enemy soldiers, a shaman to heal her wounds, and perhaps
 
a rogue to deal with locks and traps, her path to the knowledge
 
she seeks might be blocked by insurmountable and
 
possibly fatal obstacles. This realization of her reliance on
 
other classes might make her accept them or might make
 
her resent them.
 
15
 
CHAPTER 1
 
CLASSES
 
GAME RULE INFORMATION
 
Wu jen have the following game statistics.
 
Abilities: Intelligence determines how powerful a spell
 
a wu jen can cast, how many spells the wu jen
 
can cast per day, and how hard those spells are
 
to resist. To cast a spell, a wu jen must have an
 
Intelligence score of 10 + the spell’s level. A wu
 
jen gets bonus spells based on Intelligence.
 
The Diffi culty Class of a saving throw against
 
a wu jen’s spell is 10 + the spell’s level + the
 
wu jen’s Intelligence modifi er. High
 
Dexterity is helpful for a wu jen,
 
who typically wears little or no
 
armor, because it provides
 
her with an Armor Class
 
bonus. A good Constitution
 
gives a wu jen
 
extra hit points, a
 
resource that she is
 
otherwise very low
 
on.
 
Alignment:
 
Any nonlawful.
 
Hit Die: d4.
 
Class Skills
 
A wu jen’s class
 
skills (and the
 
key ability for each
 
skill) are Concentration
 
(Con), Craft (Int),
 
Knowledge (all skills,
 
taken individually) (Int),
 
Profession (Wis), and Spellcraft
 
(Int).
 
Skill Points at 1st Level:
 
(2 + Int modifi er) × 4.
 
Skill Points at Each Additional
 
Level: 2 + Int modifi er.
 
 
Class Features
 
Class Features
All the following are class
+
All the following are class features of the wu jen.  
features of the wu jen.
+
 
Weapon and Armor Profi -
+
Weapon and Armor Proficiency: Wu jen are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a wu jen’s arcane gestures, which can cause her spells with somatic components to fail.  
ciency: Wu jen are profi cient
+
 
with all simple weapons. They are not profi cient
+
Spells: A wu jen casts arcane spells, which are drawn from the wu jen spell list (page 91). She is limited to a certain number of spells of each spell level per day, according to her class level. A wu jen must choose and prepare spells ahead of time like a wizard. To learn, prepare, or cast a spell, a wu jen must have an Intelligence score of at least 10 + the spell’s level. A wu jen’s bonus spells are based on Intelligence. The Difficulty Class for saving throws against wu jen spells is 10 + the spell’s level + the wu jen’s Intelligence modifier. A wu jen’s base daily spell allotment is given on Table 1–3. In addition, she receives bonus spells per day if she has a high Intelligence score.
with any type of armor or shield. Armor of any
+
 
type interferes with a wu jen’s arcane gestures,
+
Bonus Languages: A wu jen can substitute Draconic or Giant for one of the bonus languages available to the character because of her race, since many ancient tomes of magic are written in these languages and apprentice wu jen often learn them as part of their studies.  
which can cause her spells with somatic components
+
 
to fail.
+
Watchful Spirit: Once per day, a wu jen can reroll an initiative roll she has just made before she knows her place in the initiative order. She takes the better of the two rolls.  
Spells: A wu jen casts arcane spells, which are drawn
+
 
from the wu jen spell list (page 91). She is limited to a certain
+
Bonus Feat: A wu jen begins play with a bonus metamagic feat.  
number of spells of each spell level per day, according to her
+
 
class level. A wu jen must choose and prepare spells ahead
+
Spell Secret: At 3rd level, and every three levels thereafter, a wu jen can choose one spell known to her that then becomes permanently modified as though affected by one of the following metamagic feats: Enlarge Spell, Extend Spell, Still Spell, or Silent Spell. The spell’s level does not change, and once the choice of spell and modification are chosen, they cannot be changed. As the wu jen goes up in level, she can choose the same spell to be modified in different ways with multiple spell secrets. She does not need to know the feat she applies to the spell.  
of time like a wizard (see Preparing Wizard Spells, page 177
+
 
of the Player’s Handbook).
+
Elemental Mastery: Many of the wu jen’s spells are divided into five elemental groups: earth, fire, metal, water, and wood. At 6th level, instead of receiving a spell secret, a wu jen becomes a master of one of these fi ve elements (her choice). Thereafter, whenever a wu jen casts a spell of that element, her effective caster level (for purposes of determining level-dependent spell variables and for caster level checks) is increased by two. In addition, the wu jen herself gets a +2 competence bonus on saving throws against spells of that element. Certain spells on the wu jen spell list are designated “All”; this means they belong to all elemental groups, and a wu jen who is a master of any element gains the mastery bonuses with respect to those spells.  
To learn, prepare, or cast a spell, a wu jen must have an
+
 
Intelligence score of at least 10 + the spell’s level. A wu jen’s
+
Spellbooks: A wu jen must study her spellbooks each day to prepare her spells, much like a wizard. She cannot prepare any spell not recorded in her spellbook (except for read magic, which all wu jen can prepare from memory). A wu jen begins play with a spellbook containing all 0- level wu jen spells plus three 1st-level spells of your choice. For each point of Intelligence bonus the wu jen has, the spellbook holds one additional 1st-level spell of your choice. At each new wu jen level, she gains two new spells of any spell level or levels that she can cast (based on her new wu jen level). For example, when Hide-yori achieves 5th level, she can cast 3rd-level spells. At this point, she can add two 3rd-level spells to her spellbook, or one 2nd-level spell and one 3rd-level spell, or any combination of two spells between 1st and 3rd level. At any time, a wu jen can also add spells found in other wu jen’s spellbooks to her own, much like a wizard.
bonus spells are based on Intelligence. The Diffi culty
+
 
Class for saving throws against wu jen spells is 10
+
Taboos: To maintain their supernatural power, wu jen must abide by certain taboos that might seem inconsequential to other characters but are vitally important to the wu jen. If a wu jen violates one of her taboos, she cannot cast any more spells that day. A wu jen must choose one taboo at 1st level, and one additional taboo every time she learns a spell secret. Possible taboos include:  
+ the spell’s level + the wu jen’s Intelligence
+
• Cannot eat meat.  
modifi er.
+
• Cannot own more than she can carry.  
A wu jen’s base daily spell allotment is
+
• Must make a daily offering (such as food, flowers, or incense) to one or many spirit powers.  
given on Table 1–3. In addition, she receives
+
• Cannot bathe.  
bonus spells per day if she has a high Intelligence
+
• Cannot cut her hair.  
score (see Table 1–1: Ability
+
• Cannot touch a dead body.  
Modifi ers and Bonus Spells, page
+
• Cannot drink alcohol.  
8 of the Player’s Handbook).
+
• Cannot wear a certain color.  
Bonus Languages:
+
• Cannot light a fire.  
A wu
+
• Cannot sit facing in a certain direction.  
jen can substitute
+
 
Draconic
 
or Giant for one
 
of the bonus languages
 
available to
 
the character because
 
of her race, since many
 
ancient tomes of magic are
 
written in these languages and
 
apprentice wu jen often learn them
 
as part of their studies.
 
Watchful Spirit: Once per day, a wu jen can reroll
 
an initiative roll she has just made before she knows
 
her place in the initiative order. She takes
 
the better of the two rolls.
 
Bonus Feat: A wu jen begins play
 
with a bonus metamagic feat.
 
Spell Secret: At 3rd level, and
 
every three levels thereafter, a wu jen can choose one
 
spell known to her that then becomes permanently
 
modifi ed as though affected by one of the following
 
metamagic feats: Enlarge Spell, Extend Spell,
 
Still Spell, or Silent Spell. The spell’s level does
 
not change, and once the choice of spell and modifi cation
 
are chosen, they cannot be changed. As the wu jen goes up
 
in level, she can choose the same spell to be modifi ed in different
 
ways with multiple spell secrets. She does not need to
 
know the feat she applies to the spell.
 
Hide-yori,
 
a wu jen
 
Illus. by M. Cavotta
 
16
 
CHAPTER 1
 
CLASSES
 
Elemental Mastery: Many of the wu jen’s spells
 
are divided into fi ve elemental groups: earth,
 
fi re, metal, water, and wood. At 6th level,
 
instead of receiving a spell secret, a
 
wu jen becomes a master of one of
 
these fi ve elements (her choice).
 
Thereafter, whenever a wu
 
jen casts a spell of that element,
 
her effective caster
 
level (for purposes of determining
 
level-dependent spell
 
variables and for caster level
 
checks) is increased by two. In
 
addition, the wu jen herself gets
 
a +2 competence bonus on saving
 
throws against spells of that element.
 
Certain spells on the wu
 
jen spell list are designated “All”;
 
this means they belong to all elemental groups, and a wu jen
 
who is a master of any element gains the mastery bonuses
 
with respect to those spells.
 
Spellbooks: A wu jen must study her spellbooks each day
 
to prepare her spells, much like a wizard. She cannot prepare
 
any spell not recorded in her spellbook (except for read magic,
 
which all wu jen can prepare from memory).
 
A wu jen begins play with a spellbook containing all 0-
 
level wu jen spells plus three 1st-level spells of your choice.
 
For each point of Intelligence bonus the wu jen has (see Table
 
1–1: Ability Modifi ers and Bonus Spells, page 8 of the Player’s
 
Handbook), the spellbook holds one additional 1st-level spell
 
of your choice. At each new wu jen level, she gains two new
 
spells of any spell level or levels that she can cast (based
 
on her new wu jen level). For example, when Hide-yori
 
achieves 5th level, she can cast 3rd-level spells.
 
At this point, she can add two 3rd-level spells
 
to her spellbook, or one 2nd-level spell and
 
one 3rd-level spell, or any combination of
 
two spells between 1st and 3rd level.
 
At any time, a wu jen can also add
 
spells found in other wu jen’s
 
spellbooks to her own, much
 
like a wizard (see Adding Spells
 
to a Wizard’s Spellbook, page
 
178 of the Player’s Handbook).
 
Taboos: To maintain their
 
supernatural power, wu jen must
 
abide by certain taboos that might
 
seem inconsequential to other characters
 
but are vitally important to the
 
wu jen. If a wu jen violates one of her
 
taboos, she cannot cast any more spells that
 
day. A wu jen must choose one taboo at 1st level, and one
 
additional taboo every time she learns a spell secret. Possible
 
taboos include:
 
• Cannot eat meat.
 
• Cannot own more than she can carry.
 
• Must make a daily offering (such as food, fl owers, or
 
incense) to one or many spirit powers.
 
• Cannot bathe.
 
• Cannot cut her hair.
 
• Cannot touch a dead body.
 
• Cannot drink alcohol.
 
• Cannot wear a certain color.
 
• Cannot light a fi re.
 
• Cannot sit facing in a certain direction.
 
  
 
Table 1–3: The Wu Jen
 
Table 1–3: The Wu Jen

Revision as of 20:56, 27 June 2012

ApathApath Logo
Unofficial rules compendium

See also: http://worldofotep.blogspot.se/2009/04/375-update-wu-jen.html

Wu jen are spellcasters with mysterious powers. They command the elements, spirit forces, and the powers of nature. They are seldom found living with the rest of human society. Instead, they live as hermits in the wilderness, purifying their bodies and minds to contact the various natural and supernatural powers of the world. From these entities they learn their spells—magical means to control the invisible forces of the world. 

Adventures: Wu jen typically adventure to expand their knowledge of the world, both magical and mundane. Like wizards, they tend to approach adventures with careful planning, since their daily spell selection is vitally important. 

Characteristics: Wu jen are the arcane spellcasters of the Far East. As with wizards, their spells are their primary class feature, and as such assume an all-important role in their lives. Many wu jen spells draw on the power of the five elements (earth, fire, metal, water, and wood). Finally, wu jen are adept at manipulating their spells, increasing their range, duration, or effect, or eliminating verbal or somatic components through permanent metamagic effects. 

Alignment: Wu jen tend to stand apart from the lawful societies predominant in most cultures, flouting the rules and norms of decent folk. They have a strong tendency toward chaos, but in any event they cannot be lawful. 

Background: Wu jen crave magical power outside organized colleges of wizardry. Their thirst drives them to seek out others like themselves— hermits, recluses, or exiles who have gained the secrets they seek. Nearly all wu jen are trained by a single mentor in this fashion, outcast from proper society and set apart by their fearsome supernatural powers. 

Races: Most wu jen are humans, though members of all the common races of the eastern lands can learn their craft. 

Other Classes: Wu jen generally don’t like members of any other class. At the same time, however, a wu jen is painfully aware that without fighters and samurai to block enemy soldiers, a shaman to heal her wounds, and perhaps a rogue to deal with locks and traps, her path to the knowledge she seeks might be blocked by insurmountable and possibly fatal obstacles. This realization of her reliance on other classes might make her accept them or might make her resent them. 

Game Rule Information
Wu jen have the following game statistics. 

Abilities: Intelligence determines how powerful a spell a wu jen can cast, how many spells the wu jen can cast per day, and how hard those spells are to resist. To cast a spell, a wu jen must have an Intelligence score of 10 + the spell’s level. A wu jen gets bonus spells based on Intelligence. The Difficulty Class of a saving throw against a wu jen’s spell is 10 + the spell’s level + the wu jen’s Intelligence modifier. High Dexterity is helpful for a wu jen, who typically wears little or no armor, because it provides her with an Armor Class bonus. A good Constitution gives a wu jen extra hit points, a resource that she is otherwise very low on. 

Alignment: Any nonlawful. 

Hit Die: d6. 

Class Skills A wu jen’s class skills (and the key ability for each skill) are 
Craft (Int), 
Knowledge (all skills, taken individually) (Int), 
Profession (Wis), and 
Spellcraft (Int). 

Skill Points Per Level: 2 + Int modifier.

Class Features
All the following are class features of the wu jen. 

Weapon and Armor Proficiency: Wu jen are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a wu jen’s arcane gestures, which can cause her spells with somatic components to fail. 

Spells: A wu jen casts arcane spells, which are drawn from the wu jen spell list (page 91). She is limited to a certain number of spells of each spell level per day, according to her class level. A wu jen must choose and prepare spells ahead of time like a wizard. To learn, prepare, or cast a spell, a wu jen must have an Intelligence score of at least 10 + the spell’s level. A wu jen’s bonus spells are based on Intelligence. The Difficulty Class for saving throws against wu jen spells is 10 + the spell’s level + the wu jen’s Intelligence modifier. A wu jen’s base daily spell allotment is given on Table 1–3. In addition, she receives bonus spells per day if she has a high Intelligence score. 

Bonus Languages: A wu jen can substitute Draconic or Giant for one of the bonus languages available to the character because of her race, since many ancient tomes of magic are written in these languages and apprentice wu jen often learn them as part of their studies. 

Watchful Spirit: Once per day, a wu jen can reroll an initiative roll she has just made before she knows her place in the initiative order. She takes the better of the two rolls. 

Bonus Feat: A wu jen begins play with a bonus metamagic feat. 

Spell Secret: At 3rd level, and every three levels thereafter, a wu jen can choose one spell known to her that then becomes permanently modified as though affected by one of the following metamagic feats: Enlarge Spell, Extend Spell, Still Spell, or Silent Spell. The spell’s level does not change, and once the choice of spell and modification are chosen, they cannot be changed. As the wu jen goes up in level, she can choose the same spell to be modified in different ways with multiple spell secrets. She does not need to know the feat she applies to the spell. 

Elemental Mastery: Many of the wu jen’s spells are divided into five elemental groups: earth, fire, metal, water, and wood. At 6th level, instead of receiving a spell secret, a wu jen becomes a master of one of these fi ve elements (her choice). Thereafter, whenever a wu jen casts a spell of that element, her effective caster level (for purposes of determining level-dependent spell variables and for caster level checks) is increased by two. In addition, the wu jen herself gets a +2 competence bonus on saving throws against spells of that element. Certain spells on the wu jen spell list are designated “All”; this means they belong to all elemental groups, and a wu jen who is a master of any element gains the mastery bonuses with respect to those spells. 

Spellbooks: A wu jen must study her spellbooks each day to prepare her spells, much like a wizard. She cannot prepare any spell not recorded in her spellbook (except for read magic, which all wu jen can prepare from memory). A wu jen begins play with a spellbook containing all 0- level wu jen spells plus three 1st-level spells of your choice. For each point of Intelligence bonus the wu jen has, the spellbook holds one additional 1st-level spell of your choice. At each new wu jen level, she gains two new spells of any spell level or levels that she can cast (based on her new wu jen level). For example, when Hide-yori achieves 5th level, she can cast 3rd-level spells. At this point, she can add two 3rd-level spells to her spellbook, or one 2nd-level spell and one 3rd-level spell, or any combination of two spells between 1st and 3rd level. At any time, a wu jen can also add spells found in other wu jen’s spellbooks to her own, much like a wizard. 

Taboos: To maintain their supernatural power, wu jen must abide by certain taboos that might seem inconsequential to other characters but are vitally important to the wu jen. If a wu jen violates one of her taboos, she cannot cast any more spells that day. A wu jen must choose one taboo at 1st level, and one additional taboo every time she learns a spell secret. Possible taboos include: 
• Cannot eat meat. 
• Cannot own more than she can carry. 
• Must make a daily offering (such as food, flowers, or incense) to one or many spirit powers. 
• Cannot bathe. 
• Cannot cut her hair. 
• Cannot touch a dead body. 
• Cannot drink alcohol. 
• Cannot wear a certain color. 
• Cannot light a fire. 
• Cannot sit facing in a certain direction. 


Table 1–3: The Wu Jen
Base
Attack Fort Ref Will ——————— Spells per Day ———————
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Watchful spirit, 3 1 — — — — — — — —
bonus feat
2nd +1 +0 +0 +3 4 2 — — — — — — — —
3rd +1 +1 +1 +3 Spell secret 4 2 1 — — — — — — —
4th +2 +1 +1 +4 4 3 2 — — — — — — —
5th +2 +1 +1 +4 4 3 2 1 — — — — — —
6th +3 +2 +2 +5 Elemental mastery 4 3 3 2 — — — — — —
7th +3 +2 +2 +5 4 4 3 2 1 — — — — —
8th +4 +2 +2 +6 4 4 3 3 2 — — — — —
9th +4 +3 +3 +6 Spell secret 4 4 4 3 2 1 — — — —
10th +5 +3 +3 +7 4 4 4 3 3 2 — — — —
11th +5 +3 +3 +7 4 4 4 4 3 2 1 — — —
12th +6/+1 +4 +4 +8 Spell secret 4 4 4 4 3 3 2 — — —
13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1 — —
14th +7/+2 +4 +4 +9 4 4 4 4 4 3 3 2 — —
15th +7/+2 +5 +5 +9 Spell secret 4 4 4 4 4 4 3 2 1 —
16th +8/+3 +5 +5 +10 4 4 4 4 4 4 3 3 2 —
17th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 Spell secret 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 4 4 4 4 4 4 4 4 4 4