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{{Apath}}
  
Wu jen are spellcasters with mysterious powers. They command
+
Wu-jen are wizards with an East Asian theme who crave magical power outside organized colleges of wizardry. They live as hermits in the wilderness, purifying their bodies and minds to contact 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.
 
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, fl outing 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 in a world
 
where no organized colleges of wizardry typically exist.
 
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 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
 
All the following are class
 
features of the wu jen.
 
Weapon and Armor Profi -
 
ciency: Wu jen are profi cient
 
with all simple weapons. They are not profi cient
 
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 (see Preparing Wizard Spells, page 177
 
of the Player’s Handbook).
 
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 Diffi culty
 
Class for saving throws against wu jen spells is 10
 
+ the spell’s level + the wu jen’s Intelligence
 
modifi er.
 
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 (see Table 1–1: Ability
 
Modifi ers and Bonus Spells, page
 
8 of the Player’s Handbook).
 
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
 
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
+
== Class Information ==
Base
+
This is a [http://www.d20pfsrd.com/classes/core-classes/wizard wizard] archetype.
Attack Fort Ref Will ——————— Spells per Day ———————
+
 
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
+
'''Alignment:''' Any nonlawful. Wu-jen tend to stand apart from the lawful societies predominant in Eas Asian cultures, flouting the rules and norms of decent folk. They have a strong tendency toward chaos. A wu-jen that somehow gains a lawful alignment retains all class abilities and can continue to advance in the class.
1st +0 +0 +0 +2 Watchful spirit, 3 1 — — — — — — — —
+
 
bonus feat
+
'''Background:''' A prospective wu-jen's thirst for power drives them to seek out others who hold the secrets they seek—recluses, exiles, even monsters. Many wu-jen are trained by a single mentor in this fashion. Some find power from a tome, inscription, trough the aid of spirits or monsters, or as dropouts from magical schools. A wu-jen starting age is in the middle age bracket for their race.
2nd +1 +0 +0 +3 4 2 — — — — — — — —
+
 
3rd +1 +1 +1 +3 Spell secret 4 2 1 — — — — — — —
+
'''Hit Dice:''' d6.
4th +2 +1 +1 +4 4 3 2 — — — — — — —
+
 
5th +2 +1 +1 +4 4 3 2 1 — — — — — —
+
===Class Skills===
6th +3 +2 +2 +5 Elemental mastery 4 3 3 2 — — — — — —
+
A wu-jen’s class skills (and the key ability for each skill) are
7th +3 +2 +2 +5 4 4 3 2 1 — — — — —
+
Acrobatics (Dex),
8th +4 +2 +2 +6 4 4 3 3 2 — — — — —
+
Climb (Str),
9th +4 +3 +3 +6 Spell secret 4 4 4 3 2 1 — — — —
+
Fly (Dex)
10th +5 +3 +3 +7 4 4 4 3 3 2 — — — —
+
Knowledge (any) (Int),
11th +5 +3 +3 +7 4 4 4 4 3 2 1 — — —
+
Perform (Cha),
12th +6/+1 +4 +4 +8 Spell secret 4 4 4 4 3 3 2 — — —
+
Spellcraft (Int),
13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1 — —
+
Survival (Wis), and
14th +7/+2 +4 +4 +9 4 4 4 4 4 3 3 2 — —
+
Swim (Str).
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 —
+
'''Skill Points Per Level:''' 2 + Int modifier.
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
+
== Class Features ==
19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
+
This archetype has all normal class features, except as noted.
20th +10/+5 +6 +6 +12 4 4 4 4 4 4 4 4 4 4
+
 
Illus.
+
=== Weapon and Armor Proficiency ===
 +
Wu-jen are proficient with all simple weapons and with the longsword. 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 his spells with somatic components to fail. 
 +
 
 +
=== Trophy Spells ===
 +
A wu-jen can ferret out magic from supernatural creatures that he (or his companions) defeat. The creature might be dead (the ritual must begin within one minute of death), rendered helpless, or surrendered. A certain creature can only give a trophy spell to one wu-jen once per day—multiple wu-jen working together must share. The rite to gain a trophy spell takes one minute. After the ritual, the wu-jen can prepare a spell of a level no higher than half the defeated creature's challenge rating and of a school depending on the creature's type. Spells prepared this way are still limited by the wu-jen's capacity to prepare spells per day, but can replace spells already cast.  The spell prepared must be in the wu-jen's spellbook, which gives an incentive to learn many spells of varied schools.
 +
 
 +
{| class="wikitable"
 +
|valign=top width="24%"|'''Creature trophy spells, by school'''
 +
* Abjuration - Ooze
 +
* Conjuration - Outsider
 +
* Divination - Aberration
 +
* Enchantment - Fey
 +
* Evocation - Humanoid
 +
* Illusion - Monstrous humanoid
 +
* Necromancy - Undead
 +
* Transmutation - Magical beast
 +
* Universal - Dragon
 +
* Air elemental arcane school - Air subtype
 +
* Earth elemental arcane school - Earth subtype
 +
* Fire elemental arcane school - Fire subtype
 +
* Metal elemental arcane school - Construct
 +
* Void elemental arcane school - Augmented subtype
 +
* Water elemental arcane school - Water subtype
 +
* Wood elemental arcane school - Plant type
 +
|valign=top width="24%"|'''Spell schools by creature type'''
 +
* Aberration - Divination school
 +
* Construct - Metal elemental arcane school
 +
* Dragon - Any
 +
* Fey - Enchantment or Illusion schools
 +
* Humanoid - Evocation school
 +
* Magical Beast - Transmutation school
 +
* Monstrous humanoid - Illusion school
 +
* Ooze - Abjuration school
 +
* Outsider - Conjuration school
 +
* Plant - Wood elemental arcane school
 +
* Undead - Necromancy school
 +
* Augmented subtype - Void elemental arcane school
 +
* Air subtype - Air elemental arcane school
 +
* Earth subtype - Earth elemental arcane school
 +
* Fire subtype - Fire elemental arcane school
 +
* Water subtype - Water elemental arcane school
 +
|}
 +
''The second column is the first column sorted by creature type (and subtype) - it contains the same information, presented differently.''
 +
 
 +
A dragon can give a trophy spell of any school. Animals and humanoids without racial hit dice do not offer trophy spells to wu-jen. Nor do summoned monsters, eidolons, familiars, or animal companions.
 +
 
 +
''Example: Dong Pui and his companions defeat an Efreet. This is an "outsider (extraplanar, fire)" with a challenge rating of 8. Dong Pui can prepare a conjuration school or fire elemental arcane school spell of 4th level or lower, assuming no other wu-jen in the party lays claim to the power first. ''
 +
 
 +
Trophy spells arcane school.
 +
 
 +
===Watchful Spirit===
 +
Once per day, a wu-jen can reroll an initiative roll he has just made before he knows his place in the initiative order. He takes the better of the two rolls. This replaces the Scribe Scroll bonus feat wizards receive at first level.
 +
 
 +
=== Metamagic Secrets and Taboos ===
 +
At 4th level, and 2 levels thereafter, a wu-jen can choose one spell known to him that then becomes permanently modified as though affected by any one [http://www.d20pfsrd.com/feats/metamagic-feats metamagic] feat. If the metamagic feat has a variable level increase, the wu-jen must choose how much of an increase to use when learning the metamagic secret. The spell slot needed to prepare the spell does not change. As the wu-jen advances in level, he can choose the same spell to be modified in different ways with multiple metamagic secrets. He need not know the Metamagic feat he uses.
 +
Alternatively, the wu-jen can learn the Spell Mastery feat applicable to the selected spell as a metamagic secret.
 +
 
 +
When casting a spell, the wu-jen chooses which of that spell's metamagic secrets to use—all, none, or some. A single spell can only use metamagic secrets so that its spell level + total metamagic modifiers of all secrets used are no higher than the highest level wu-jen spell the caster can use.
 +
A spell cast using metamagic secrets cannot also be modified by normal metamagic.
 +
 
 +
Wu-jen must accept taboos in order to gain metamagic secrets. Depending on the level increase of the chosen metamagic feat, the wu-jen must pick a taboo of varying intensity. The more powerful the rating of the taboo, the more debilitating it is for the wu-jen. A 1-point metamagic increase in spell level is paid with a 1-point taboo, a 2 level increase by a 2-point taboo, and so on. Applying Spell Mastery or a Metamagic feat with a spell level modifier of zero does not require the wu-jen to take a taboo.
 +
 
 +
Table: Wu-jen Taboos lists common wu-jen taboos, their strength, and the game effects of each. Each taboo can only be picked once. Overlapping and conflicting taboos are allowed but can make the wu-jen's life very difficult. Breaking any taboo costs the wu-jen the use of all metamagic secrets until he next prepares spells.
 +
 
 +
==== Table: Wu-jen Taboos ====
 +
{| class="wikitable"
 +
|valign="top"| '''Rating''' ||valign="top"|  '''Taboo''' ||valign="top"|  '''Notes'''
 +
|-
 +
|valign="top"| 1 ||valign="top"|  Cannot bathe ||valign="top"|  Eccentricity 1
 +
|-
 +
|valign="top"| 1 ||valign="top"|  Cannot cut his hair ||valign="top"|  Eccentricity 1
 +
|-
 +
|valign="top"| 1 ||valign="top"|  Cannot cut his nails ||valign="top"|  Eccentricity 1
 +
|-
 +
|valign="top"| 1 ||valign="top"|  Cannot eat eggs ||valign="top"|  Eccentricity 1
 +
|-
 +
|valign="top"| 1 ||valign="top"|  Cannot eat rice or grain ||valign="top"|  Eccentricity 1
 +
|-
 +
|valign="top"| 1 ||valign="top"|  Cannot eat salt ||valign="top"|  Eccentricity 1
 +
|-
 +
|valign="top"| 1 ||valign="top"|  Cannot eat spiced food ||valign="top"|  Eccentricity 1
 +
|-
 +
|valign="top"| 1 ||valign="top"|  Cannot sit facing in a certain cardinal direction ||valign="top"|  Eccentricity 1
 +
|-
 +
|valign="top"| 1 ||valign="top"|  Must not restrain body gasses (burps, farts) ||valign="top"|  Eccentricity 1
 +
|-
 +
|valign="top"| 2 ||valign="top"|  Can only sit when facing in a specific cardinal direction ||valign="top"|  Eccentricity 4
 +
|-
 +
|valign="top"| 2 ||valign="top"|  Cannot use masterwork items ||valign="top"|  Magic items do not count
 +
|-
 +
|valign="top"| 2 ||valign="top"|  Cannot use alcohol ||valign="top"|  -5 on Craft and Heal checks
 +
|-
 +
|valign="top"| 2 ||valign="top"|  Cannot eat meat ||valign="top"|  +5 on Survival DC to forage for food
 +
|-
 +
|valign="top"| 2 ||valign="top"|  Cannot handle non-magical fire ||valign="top"|  +5 DC on Survival rolls to avoid natural hazards
 +
|-
 +
 
 +
|valign="top"| 2 ||valign="top"|  Cannot touch wounds or infections ||valign="top"|  Cannot heal or perform first aid
 +
|-
 +
|valign="top"| 2 ||valign="top"|  Cannot use metal armor ||valign="top"|  Can only use cloth, leather, and hide armor
 +
|-
 +
|valign="top"| 2 ||valign="top"|  Must not sleep in a house or tent ||valign="top"| 
 +
|-
 +
|valign="top"| 2 ||valign="top"|  Wear clothes of only one color ||valign="top"|  Eccentricity 2, cannot use certain items
 +
|-
 +
|valign="top"| 3 ||valign="top"|  Cannot own more than personal possessions ||valign="top"|  All possessions must be carried by the wu-jen
 +
|-
 +
|valign="top"| 3 ||valign="top"|  Cannot speak to one gender ||valign="top"|  Creatures the wu-jen summons will never be of this gender
 +
|-
 +
|valign="top"| 3 ||valign="top"|  Cannot touch a dead body ||valign="top"|  Cannot loot the fallen or inspect bodies for clues
 +
|-
 +
|valign="top"| 3 ||valign="top"|  Cannot touch one gender ||valign="top"|  Creatures the wu-jen summons will never be of this gender
 +
|-
 +
|valign="top"| 3 ||valign="top"|  Cannot use metal weapons ||valign="top"|  Non-metal weapons the wu-jen is proficient in are the club and quarterstaff
 +
|-
 +
|valign="top"| 3 ||valign="top"|  Hour taboo ||valign="top"|  Can only begin spell preparation one specific hour each day
 +
|-
 +
|valign="top"| 3 ||valign="top"|  Must shout the name of each spell cast ||valign="top"|  Makes spell identification automatic
 +
|-
 +
|valign="top"| 3 ||valign="top"|  Make an offering when preparing spells ||valign="top"|  Spell preparation takes an additional hour Sacrifice are of insignificant cost (flowers, food, incense)
 +
|-
 +
|valign="top"| 4 ||valign="top"| Ally spell taboo ||valign="top"| May not cast targeted spells on allies
 +
|-
 +
|valign="top"| 4 ||valign="top"|  Can only eat food he gathers himself ||valign="top"|  Must use Survival to gather food (normally DC 15)
 +
|-
 +
|valign="top"| 4 ||valign="top"|  Cannot handle money ||valign="top"|  All wealth must be handled by comrades or an assistant
 +
|-
 +
|valign="top"| 4 ||valign="top"|  Cannot touch flowing water ||valign="top"|  Besides the obvious, +5 on Survival DC to forage
 +
|-
 +
|valign="top"| 4 ||valign="top"|  Cannot touch other creatures ||valign="top"|  Prevents touch spells, Heal checks etc
 +
|-
 +
|valign="top"| 4 ||valign="top"|  Sacred stance ||valign="top"|  Speed is ½ normal Examples include constant dancing, walking backwards, hopping, or tiptoe-walking
 +
|-
 +
|valign="top"| 4 ||valign="top"| Target taboo ||valign="top"| May not cast targeted spells on enemies
 +
|-
 +
|valign="top"| 4 ||valign="top"| Lethal damage taboo ||valign="top"| Must never inflict lethal damage - stun damage is ok Creatures immune to stun damage are exempt
 +
|-
 +
|valign="top"| 4 ||valign="top"| Magic school taboo ||valign="top"| Must not cast spells of one school of magic chosen when the taboo is taken
 +
|-
 +
|valign="top"| 4 ||valign="top"| Self spell taboo ||valign="top"| Cannot cast spells on yourself
 +
|-
 +
|valign="top"| 4 ||valign="top"|  Vow of silence ||valign="top"|  Cannot communicate with other creatures Can speak to cast spells with verbal components and to command creatures under his magical control
 +
|-
 +
|valign="top"| 4 ||valign="top"|  Week day taboo ||valign="top"|  Can only prepare spells one specific day of the week
 +
|-
 +
|}
 +
 
 +
Certain taboos have little effect besides making the wu-jen more eccentric. This is measured in eccentricity rating. Total the wu-jen's eccentricity rating from taboos; this number is a bonus to any Diplomacy check to gather information about the wu-jen as his notoriety increases. If the total exceeds the wu-jen's Charisma, he has become obnoxiously eccentric and suffers a -4 penalty on all Bluff and Diplomacy checks. Wu-jen players are encouraged to come up with alternate quirky 1-point taboos whose sole game effect is to add eccentricity.
 +
 
 +
At each 4 level, the wu-jen can replace one of his old metamagic secrets and taboos with a new one. This is the only way a metamagic secret can be changed.
 +
 
 +
This replaces the bonus feats the wizard receives at level 5 to 20.
 +
 
 +
== Table: Wu-Jen ==
 +
{|class="wikitable"
 +
|rowspan=2|''' Level'''||rowspan=2|''' Base Attack Bonus'''||rowspan=2|''' Fort Save'''||rowspan=2|''' Ref Save'''||rowspan=2|''' Will Save'''||rowspan=2|''' Special'''||colspan=10|'''Spells per Day'''
 +
|-
 +
|valign="top"|0||valign="top"|1st||valign="top"|2nd||valign="top"|3rd||valign="top"|4th||valign="top"|5th||valign="top"|6th||valign="top"|7th||valign="top"|8th||valign="top"|9th
 +
|-
 +
|valign="top"| 1st ||valign="top"| +0 ||valign="top"| +0 ||valign="top"| +0 ||valign="top"| +2 ||valign="top"| Arcane bond, cantrips, trophy spell, watchful spirit ||valign="top"| 3 ||valign="top"| 1 ||valign="top"| ||valign="top"| ||valign="top"| ||valign="top"| ||valign="top"| ||valign="top"| ||valign="top"| ||valign="top"|
 +
|-
 +
|valign="top"| 2nd ||valign="top"| +1 ||valign="top"| +0 ||valign="top"| +0 ||valign="top"| +3 ||valign="top"|  ||valign="top"| 4 ||valign="top"| 2 ||valign="top"| ||valign="top"| ||valign="top"| ||valign="top"| ||valign="top"| ||valign="top"| ||valign="top"| ||valign="top"|
 +
|-
 +
|valign="top"| 3rd ||valign="top"| +1 ||valign="top"| +1 ||valign="top"| +1 ||valign="top"| +3 ||valign="top"|  ||valign="top"| 4 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| ||valign="top"| ||valign="top"| ||valign="top"| ||valign="top"| ||valign="top"| ||valign="top"|
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|-
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|valign="top"| 4th ||valign="top"| +2 ||valign="top"| +1 ||valign="top"| +1 ||valign="top"| +4 ||valign="top"| Metamagic secret ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| ||valign="top"| ||valign="top"| ||valign="top"| ||valign="top"| ||valign="top"| ||valign="top"|
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|valign="top"| 5th ||valign="top"| +2 ||valign="top"| +1 ||valign="top"| +1 ||valign="top"| +4 ||valign="top"|  ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| ||valign="top"| ||valign="top"| ||valign="top"| ||valign="top"| ||valign="top"|
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|-
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|valign="top"| 6th ||valign="top"| +3 ||valign="top"| +2 ||valign="top"| +2 ||valign="top"| +5 ||valign="top"| Metamagic secret ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| ||valign="top"| ||valign="top"| ||valign="top"| ||valign="top"| ||valign="top"|
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|valign="top"| 7th ||valign="top"| +3 ||valign="top"| +2 ||valign="top"| +2 ||valign="top"| +5 ||valign="top"|  ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| ||valign="top"| ||valign="top"| ||valign="top"| ||valign="top"|
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|-
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|valign="top"| 8th ||valign="top"| +4 ||valign="top"| +2 ||valign="top"| +2 ||valign="top"| +6 ||valign="top"| Metamagic secret ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| ||valign="top"| ||valign="top"| ||valign="top"| ||valign="top"|
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|-
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|valign="top"| 9th ||valign="top"| +4 ||valign="top"| +3 ||valign="top"| +3 ||valign="top"| +6 ||valign="top"|  ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| ||valign="top"| ||valign="top"| ||valign="top"|
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|-
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|valign="top"| 10th ||valign="top"| +5 ||valign="top"| +3 ||valign="top"| +3 ||valign="top"| +7 ||valign="top"| Metamagic secret ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| ||valign="top"| ||valign="top"| ||valign="top"|
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|-
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|valign="top"| 11th ||valign="top"| +5 ||valign="top"| +3 ||valign="top"| +3 ||valign="top"| +7 ||valign="top"|  ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| ||valign="top"| ||valign="top"|
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|-
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|valign="top"| 12th ||valign="top"| +6/+1 ||valign="top"| +4 ||valign="top"| +4 ||valign="top"| +8 ||valign="top"| Metamagic secret ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| ||valign="top"| ||valign="top"|
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|-
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|valign="top"| 13th ||valign="top"| +6/+1 ||valign="top"| +4 ||valign="top"| +4 ||valign="top"| +8 ||valign="top"|  ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| ||valign="top"|
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|-
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|valign="top"| 14th ||valign="top"| +7/+2 ||valign="top"| +4 ||valign="top"| +4 ||valign="top"| +9 ||valign="top"| Metamagic secret ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| ||valign="top"|
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|valign="top"| 15th ||valign="top"| +7/+2 ||valign="top"| +5 ||valign="top"| +5 ||valign="top"| +9 ||valign="top"|  ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"|
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|-
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|valign="top"| 16th ||valign="top"| +8/+3 ||valign="top"| +5 ||valign="top"| +5 ||valign="top"| +10 ||valign="top"| Metamagic secret ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"|
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|-
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|valign="top"| 17th ||valign="top"| +8/+3 ||valign="top"| +5 ||valign="top"| +5 ||valign="top"| +10 ||valign="top"|  ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1
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|-
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|valign="top"| 18th ||valign="top"| +9/+4 ||valign="top"| +6 ||valign="top"| +6 ||valign="top"| +11 ||valign="top"| Metamagic secret ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2
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|-
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|valign="top"| 19th ||valign="top"| +9/+4 ||valign="top"| +6 ||valign="top"| +6 ||valign="top"| +11 ||valign="top"|  ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3
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|-
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|valign="top"| 20th ||valign="top"| +10/+5 ||valign="top"| +6 ||valign="top"| +6 ||valign="top"| +12 ||valign="top"| Metamagic secret ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4
 +
|}
 +
 
 +
== Summary of Changed Class Abilities ==
 +
These abilities of the original class are lost or modified in this archetype:
 +
* Weapon and Armor Proficiency
 +
* Class Skills
 +
* Bonus Languages
 +
* Arcane School
 +
* Scribe Scroll bonus feat
 +
* Bonus feats
 +
 
 +
== External Links ==
 +
* [http://worldofotep.blogspot.se/2009/04/375-update-wu-jen.html World of Otep Wu Jen]
 +
<!-- OGL -->
 +
<noinclude>{{OGL}}</noinclude>

Latest revision as of 12:06, 12 February 2019

ApathApath Logo
Unofficial rules compendium

Wu-jen are wizards with an East Asian theme who crave magical power outside organized colleges of wizardry. They live as hermits in the wilderness, purifying their bodies and minds to contact 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.

Class Information

This is a wizard archetype.

Alignment: Any nonlawful. Wu-jen tend to stand apart from the lawful societies predominant in Eas Asian cultures, flouting the rules and norms of decent folk. They have a strong tendency toward chaos. A wu-jen that somehow gains a lawful alignment retains all class abilities and can continue to advance in the class.

Background: A prospective wu-jen's thirst for power drives them to seek out others who hold the secrets they seek—recluses, exiles, even monsters. Many wu-jen are trained by a single mentor in this fashion. Some find power from a tome, inscription, trough the aid of spirits or monsters, or as dropouts from magical schools. A wu-jen starting age is in the middle age bracket for their race.

Hit Dice: d6.

Class Skills

A wu-jen’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Fly (Dex) Knowledge (any) (Int), Perform (Cha), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Points Per Level: 2 + Int modifier.

Class Features

This archetype has all normal class features, except as noted.

Weapon and Armor Proficiency

Wu-jen are proficient with all simple weapons and with the longsword. 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 his spells with somatic components to fail.

Trophy Spells

A wu-jen can ferret out magic from supernatural creatures that he (or his companions) defeat. The creature might be dead (the ritual must begin within one minute of death), rendered helpless, or surrendered. A certain creature can only give a trophy spell to one wu-jen once per day—multiple wu-jen working together must share. The rite to gain a trophy spell takes one minute. After the ritual, the wu-jen can prepare a spell of a level no higher than half the defeated creature's challenge rating and of a school depending on the creature's type. Spells prepared this way are still limited by the wu-jen's capacity to prepare spells per day, but can replace spells already cast. The spell prepared must be in the wu-jen's spellbook, which gives an incentive to learn many spells of varied schools.

Creature trophy spells, by school
  • Abjuration - Ooze
  • Conjuration - Outsider
  • Divination - Aberration
  • Enchantment - Fey
  • Evocation - Humanoid
  • Illusion - Monstrous humanoid
  • Necromancy - Undead
  • Transmutation - Magical beast
  • Universal - Dragon
  • Air elemental arcane school - Air subtype
  • Earth elemental arcane school - Earth subtype
  • Fire elemental arcane school - Fire subtype
  • Metal elemental arcane school - Construct
  • Void elemental arcane school - Augmented subtype
  • Water elemental arcane school - Water subtype
  • Wood elemental arcane school - Plant type
Spell schools by creature type
  • Aberration - Divination school
  • Construct - Metal elemental arcane school
  • Dragon - Any
  • Fey - Enchantment or Illusion schools
  • Humanoid - Evocation school
  • Magical Beast - Transmutation school
  • Monstrous humanoid - Illusion school
  • Ooze - Abjuration school
  • Outsider - Conjuration school
  • Plant - Wood elemental arcane school
  • Undead - Necromancy school
  • Augmented subtype - Void elemental arcane school
  • Air subtype - Air elemental arcane school
  • Earth subtype - Earth elemental arcane school
  • Fire subtype - Fire elemental arcane school
  • Water subtype - Water elemental arcane school

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

A dragon can give a trophy spell of any school. Animals and humanoids without racial hit dice do not offer trophy spells to wu-jen. Nor do summoned monsters, eidolons, familiars, or animal companions.

Example: Dong Pui and his companions defeat an Efreet. This is an "outsider (extraplanar, fire)" with a challenge rating of 8. Dong Pui can prepare a conjuration school or fire elemental arcane school spell of 4th level or lower, assuming no other wu-jen in the party lays claim to the power first.

Trophy spells arcane school.

Watchful Spirit

Once per day, a wu-jen can reroll an initiative roll he has just made before he knows his place in the initiative order. He takes the better of the two rolls. This replaces the Scribe Scroll bonus feat wizards receive at first level.

Metamagic Secrets and Taboos

At 4th level, and 2 levels thereafter, a wu-jen can choose one spell known to him that then becomes permanently modified as though affected by any one metamagic feat. If the metamagic feat has a variable level increase, the wu-jen must choose how much of an increase to use when learning the metamagic secret. The spell slot needed to prepare the spell does not change. As the wu-jen advances in level, he can choose the same spell to be modified in different ways with multiple metamagic secrets. He need not know the Metamagic feat he uses. Alternatively, the wu-jen can learn the Spell Mastery feat applicable to the selected spell as a metamagic secret.

When casting a spell, the wu-jen chooses which of that spell's metamagic secrets to use—all, none, or some. A single spell can only use metamagic secrets so that its spell level + total metamagic modifiers of all secrets used are no higher than the highest level wu-jen spell the caster can use. A spell cast using metamagic secrets cannot also be modified by normal metamagic.

Wu-jen must accept taboos in order to gain metamagic secrets. Depending on the level increase of the chosen metamagic feat, the wu-jen must pick a taboo of varying intensity. The more powerful the rating of the taboo, the more debilitating it is for the wu-jen. A 1-point metamagic increase in spell level is paid with a 1-point taboo, a 2 level increase by a 2-point taboo, and so on. Applying Spell Mastery or a Metamagic feat with a spell level modifier of zero does not require the wu-jen to take a taboo.

Table: Wu-jen Taboos lists common wu-jen taboos, their strength, and the game effects of each. Each taboo can only be picked once. Overlapping and conflicting taboos are allowed but can make the wu-jen's life very difficult. Breaking any taboo costs the wu-jen the use of all metamagic secrets until he next prepares spells.

Table: Wu-jen Taboos

Rating Taboo Notes
1 Cannot bathe Eccentricity 1
1 Cannot cut his hair Eccentricity 1
1 Cannot cut his nails Eccentricity 1
1 Cannot eat eggs Eccentricity 1
1 Cannot eat rice or grain Eccentricity 1
1 Cannot eat salt Eccentricity 1
1 Cannot eat spiced food Eccentricity 1
1 Cannot sit facing in a certain cardinal direction Eccentricity 1
1 Must not restrain body gasses (burps, farts) Eccentricity 1
2 Can only sit when facing in a specific cardinal direction Eccentricity 4
2 Cannot use masterwork items Magic items do not count
2 Cannot use alcohol -5 on Craft and Heal checks
2 Cannot eat meat +5 on Survival DC to forage for food
2 Cannot handle non-magical fire +5 DC on Survival rolls to avoid natural hazards
2 Cannot touch wounds or infections Cannot heal or perform first aid
2 Cannot use metal armor Can only use cloth, leather, and hide armor
2 Must not sleep in a house or tent
2 Wear clothes of only one color Eccentricity 2, cannot use certain items
3 Cannot own more than personal possessions All possessions must be carried by the wu-jen
3 Cannot speak to one gender Creatures the wu-jen summons will never be of this gender
3 Cannot touch a dead body Cannot loot the fallen or inspect bodies for clues
3 Cannot touch one gender Creatures the wu-jen summons will never be of this gender
3 Cannot use metal weapons Non-metal weapons the wu-jen is proficient in are the club and quarterstaff
3 Hour taboo Can only begin spell preparation one specific hour each day
3 Must shout the name of each spell cast Makes spell identification automatic
3 Make an offering when preparing spells Spell preparation takes an additional hour Sacrifice are of insignificant cost (flowers, food, incense)
4 Ally spell taboo May not cast targeted spells on allies
4 Can only eat food he gathers himself Must use Survival to gather food (normally DC 15)
4 Cannot handle money All wealth must be handled by comrades or an assistant
4 Cannot touch flowing water Besides the obvious, +5 on Survival DC to forage
4 Cannot touch other creatures Prevents touch spells, Heal checks etc
4 Sacred stance Speed is ½ normal Examples include constant dancing, walking backwards, hopping, or tiptoe-walking
4 Target taboo May not cast targeted spells on enemies
4 Lethal damage taboo Must never inflict lethal damage - stun damage is ok Creatures immune to stun damage are exempt
4 Magic school taboo Must not cast spells of one school of magic chosen when the taboo is taken
4 Self spell taboo Cannot cast spells on yourself
4 Vow of silence Cannot communicate with other creatures Can speak to cast spells with verbal components and to command creatures under his magical control
4 Week day taboo Can only prepare spells one specific day of the week

Certain taboos have little effect besides making the wu-jen more eccentric. This is measured in eccentricity rating. Total the wu-jen's eccentricity rating from taboos; this number is a bonus to any Diplomacy check to gather information about the wu-jen as his notoriety increases. If the total exceeds the wu-jen's Charisma, he has become obnoxiously eccentric and suffers a -4 penalty on all Bluff and Diplomacy checks. Wu-jen players are encouraged to come up with alternate quirky 1-point taboos whose sole game effect is to add eccentricity.

At each 4 level, the wu-jen can replace one of his old metamagic secrets and taboos with a new one. This is the only way a metamagic secret can be changed.

This replaces the bonus feats the wizard receives at level 5 to 20.

Table: Wu-Jen

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Arcane bond, cantrips, trophy spell, watchful spirit 3 1
2nd +1 +0 +0 +3 4 2
3rd +1 +1 +1 +3 4 2 1
4th +2 +1 +1 +4 Metamagic secret 4 3 2
5th +2 +1 +1 +4 4 3 2 1
6th +3 +2 +2 +5 Metamagic secret 4 3 3 2
7th +3 +2 +2 +5 4 4 3 2 1
8th +4 +2 +2 +6 Metamagic secret 4 4 3 3 2
9th +4 +3 +3 +6 4 4 4 3 2 1
10th +5 +3 +3 +7 Metamagic secret 4 4 4 3 3 2
11th +5 +3 +3 +7 4 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 Metamagic 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 Metamagic secret 4 4 4 4 4 3 3 2
15th +7/+2 +5 +5 +9 4 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +10 Metamagic secret 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 Metamagic 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 Metamagic secret 4 4 4 4 4 4 4 4 4 4

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Weapon and Armor Proficiency
  • Class Skills
  • Bonus Languages
  • Arcane School
  • Scribe Scroll bonus feat
  • Bonus feats

External Links

OGL logo.png The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Action copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Action administrators. Please note that images used in article may have different copyright than the text.