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

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{{Apath}}
 
{{Apath}}
  
See also: http://worldofotep.blogspot.se/2009/04/375-update-wu-jen.html
+
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.
  
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.  
+
== Class Information ==
 +
This is a [http://www.d20pfsrd.com/classes/core-classes/wizard wizard] archetype.
  
'''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.  
+
'''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.
  
'''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.  
+
'''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.
  
'''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.  
+
'''Hit Dice:''' d6.
  
'''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.  
+
===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).
  
'''Races:''' Most wu jen are humans, though members of all the common races of the eastern lands can learn their craft.  
+
'''Skill Points Per Level:''' 2 + Int modifier.
  
'''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.  
+
== Class Features ==
 +
This archetype has all normal class features, except as noted.  
  
== Game Rule Information ==
+
=== Weapon and Armor Proficiency ===
Wu jen have the following game statistics.  
+
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.  
  
=== Table: The Wu Jen===
 
 
{| class="wikitable"
 
{| 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 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
 
|-
 
|-
||0|||1st|||2nd|||3rd|||4th|||5th|||6th|||7th|||8th|||9th
+
|valign="top"| 1 ||valign="top"| Cannot eat salt ||valign="top"| Eccentricity 1
 
|-
 
|-
||1st|||+0|||+0|||+0|||+2|||Channel energy, domain powers|||3|||1|||—|||—|||—|||—|||—|||—|||—|||—
+
|valign="top"| 1 ||valign="top"| Cannot eat spiced food ||valign="top"| Eccentricity 1
 
|-
 
|-
||2nd|||+1|||+0|||+0|||+3||| |||4|||2|||—|||—|||—|||—|||—|||—|||—|||—
+
|valign="top"| 1 ||valign="top"| Cannot sit facing in a certain cardinal direction ||valign="top"| Eccentricity 1
 
|-
 
|-
||3rd|||+1|||+1|||+1|||+3||| |||4|||2|||1|||—|||—|||—|||—|||—|||—|||—
+
|valign="top"| 1 ||valign="top"| Must not restrain body gasses (burps, farts) ||valign="top"| Eccentricity 1
 
|-
 
|-
||4th|||+2|||+1|||+1|||+4|||Bonus feat |||5|||3|||2|||—|||—|||—|||—|||—|||—|||—
+
|valign="top"| 2 ||valign="top"| Can only sit when facing in a specific cardinal direction ||valign="top"| Eccentricity 4
 
|-
 
|-
||5th|||+2|||+1|||+1|||+4||| |||5|||3|||2|||1|||—|||—|||—|||—|||—|||—
+
|valign="top"| 2 ||valign="top"| Cannot use masterwork items ||valign="top"| Magic items do not count
 
|-
 
|-
||6th|||+3|||+2|||+2|||+5||| |||5|||3|||3|||2|||—|||—|||—|||—|||—|||—
+
|valign="top"| 2 ||valign="top"| Cannot use alcohol ||valign="top"| -5 on Craft and Heal checks
 
|-
 
|-
||7th|||+3|||+2|||+2|||+5||| |||6|||4|||3|||2|||1|||—|||—|||—|||—|||—
+
|valign="top"| 2 ||valign="top"| Cannot eat meat ||valign="top"| +5 on Survival DC to forage for food
 
|-
 
|-
||8th|||+4|||+2|||+2|||+6||| Bonus feat |||6|||4|||3|||3|||2|||—|||—|||—|||—|||—
+
|valign="top"| 2 ||valign="top"| Cannot handle non-magical fire ||valign="top"| +5 DC on Survival rolls to avoid natural hazards
 
|-
 
|-
||9th|||+4|||+3|||+3|||+6||| |||6|||4|||4|||3|||2|||1|||—|||—|||—|||—
+
 
 +
|valign="top"| 2 ||valign="top"| Cannot touch wounds or infections ||valign="top"| Cannot heal or perform first aid
 
|-
 
|-
||10th|||+5|||+3|||+3|||+7||| |||6|||4|||4|||3|||3|||2|||—|||—|||—|||—
+
|valign="top"| 2 ||valign="top"| Cannot use metal armor ||valign="top"| Can only use cloth, leather, and hide armor
 
|-
 
|-
||11th|||+5|||+3|||+3|||+7||| |||6|||5|||4|||4|||3|||2|||1|||—|||—|||—
+
|valign="top"| 2 ||valign="top"| Must not sleep in a house or tent ||valign="top"|
 
|-
 
|-
||12th|||+6/+1|||+4|||+4|||+8||| Bonus feat |||6|||5|||4|||4|||3|||3|||2|||—|||—|||—
+
|valign="top"| 2 ||valign="top"| Wear clothes of only one color ||valign="top"| Eccentricity 2, cannot use certain items
 
|-
 
|-
||13th|||+6/+1|||+4|||+4|||+8||| |||6|||5|||5|||4|||4|||3|||2|||1|||—|||—
+
|valign="top"| 3 ||valign="top"| Cannot own more than personal possessions ||valign="top"| All possessions must be carried by the wu-jen
 
|-
 
|-
||14th|||+7/+2|||+4|||+4|||+9||| |||6|||5|||5|||4|||4|||3|||3|||2|||—|||—
+
|valign="top"| 3 ||valign="top"| Cannot speak to one gender ||valign="top"| Creatures the wu-jen summons will never be of this gender
 
|-
 
|-
||15th|||+7/+2|||+5|||+5|||+9||| |||6|||5|||5|||5|||4|||4|||3|||2|||1|||—
+
|valign="top"| 3 ||valign="top"| Cannot touch a dead body ||valign="top"| Cannot loot the fallen or inspect bodies for clues
 
|-
 
|-
||16th|||+8/+3|||+5|||+5|||+10||| Bonus feat |||6|||5|||5|||5|||4|||4|||3|||3|||2|||—
+
|valign="top"| 3 ||valign="top"| Cannot touch one gender ||valign="top"| Creatures the wu-jen summons will never be of this gender
 
|-
 
|-
||17th|||+8/+3|||+5|||+5|||+10||| |||6|||5|||5|||5|||5|||4|||4|||3|||2|||1
+
|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
 
|-
 
|-
||18th|||+9/+4|||+6|||+6|||+11||| |||6|||5|||5|||5|||5|||4|||4|||3|||3|||2
+
|valign="top"| 3 ||valign="top"| Hour taboo ||valign="top"| Can only begin spell preparation one specific hour each day
 
|-
 
|-
||19th|||+9/+4|||+6|||+6|||+11||| |||6|||5|||5|||5|||5|||5|||4|||4|||3|||3
+
|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
 
|-
 
|-
||20th|||+10/+5|||+6|||+6|||+12||| Bonus feat |||6|||5|||5|||5|||5|||5|||4|||4|||4|||4
 
 
|}
 
|}
  
'''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.  
+
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.
  
'''Alignment:''' Any nonlawful.  
+
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.
  
'''Hit Die:''' d6.  
+
This replaces the bonus feats the wizard receives at level 5 to 20.
  
====Class Skills====
+
== Table: Wu-Jen ==
A wu jen’s class skills (and the key ability for each skill) are
+
{|class="wikitable"
Craft (Int),
+
|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'''
Fly (Dex)
+
|-
Knowledge (all skills, taken individually) (Int),  
+
|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
Profession (Wis),
+
|-
Spellcraft (Int), and
+
|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"| —
Survial (Wis).
+
|-
 
+
|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"| —
Skill Points Per Level: 2 + Int modifier.
+
|-
 
+
|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"| —
=== Class Features ===
+
|-
All the following are class features of the wu jen.
+
|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"| —
 
+
|-
====Weapon and Armor Proficiency====
+
|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"| —
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.
+
|-
 
+
|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"| —
====Spells====
+
|-
A wu jen casts arcane spells drawn from the sorcerer/wizard spell list. A wu jen must choose and prepare his spells ahead of time.
+
|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"| —
To learn, prepare, or cast a spell, the wu jen must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wu jen's spell is 10 + the spell level + the wu jen's Intelligence modifier.
+
|-
A wu jen can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wu jen. In addition, he receives bonus spells per day if he has a high Intelligence.
+
|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"| —
 
+
|-
A wu jen may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wu jen decides which spells to prepare.
+
|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"| —
 
+
|-
Starting Spells (See Spellbooks below): A wu jen begins play with a spellbook containing all 0-level wu jen spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wu jen also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wu jen level, he gains two new spells of any spell level or levels that he can cast (based on his new wu jen level) for his spellbook. At any time, a wu jen can also add spells found in other wu jens' spellbooks to his own (see Magic).
+
|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"| —
 
+
|-
Spells Gained at a New Level: Wu jens perform a certain amount of spell research between adventures. Each time a character attains a new wu jen level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.
+
|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"| —
 
+
|-
====Bonus Languages====
+
|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"| —
A wu jen add Draconic and 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.
+
|-
 
+
|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"| —
====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.
+
|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"| —
 
+
|-
====Bonus Feat====
+
|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"| —
A wu jen begins play with a bonus metamagic feat.
+
|-
 
+
|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"| —
====Spell Secret====
+
|-
At 3rd level, and every level thereafter, a wu jen can choose one spell known to her that then becomes permanently modified as though affected by any one metamagic feat. 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. A single spell can be modified so that its spell level + metamagic modifiers are no higher than the wu jen's level at the time the spell secret is learned. She does not need to know the feat she applies to the spell.
+
|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
 
+
|-
Depending on the level increase of the level increase of the chosen metamagic, feat, the wu jen must accept a taboo of varying intensity. The more powerful the rating of the taboo, the more debilitating it is for the wu jen. The table below lists common wu jen taboos, their strength, a description, and the game effects of each.
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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
 
+
|-
{|
+
|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
|| 1 |||  
+
|-
 +
|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
 
|}
 
|}
  
====Spellbooks====
+
== Summary of Changed Class Abilities ==
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.
+
These abilities of the original class are lost or modified in this archetype:
 
+
* Weapon and Armor Proficiency
====Taboos====
+
* Class Skills
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:
+
* Bonus Languages
 +
* Arcane School
 +
* Scribe Scroll bonus feat
 +
* Bonus feats
  
* Cannot eat meat.
+
== External Links ==
* Cannot own more than she can carry.
+
* [http://worldofotep.blogspot.se/2009/04/375-update-wu-jen.html World of Otep Wu Jen]
* Must make a daily offering (such as food, flowers, or incense) to one or many spirit powers.
+
<!-- OGL -->
* Cannot bathe.
+
<noinclude>{{OGL}}</noinclude>
* 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.
 

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

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