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

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{{Apath}}
 
{{Apath}}
  
Wu jen are variants wizards with a far eastern theme. 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. 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. Most wu jen are trained by a single mentor in this fashion, outcast from proper society and set apart by their fearsome supernatural powers. Some gained their power on their own, trough the aid of spirits,or as dropouts from other magical classes.
+
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.
  
'''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.  
+
== Class Information ==
 +
This is a [http://www.d20pfsrd.com/classes/core-classes/wizard wizard] archetype.
  
'''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. Most wu jen are trained by a single mentor in this fashion, outcast from proper society and set apart by their fearsome supernatural powers. Some gained their power on their own, trough the aid of spirits, or as dropouts from the magical schools of other classes. Wu jen starting age is in the middle age bracket for their race.
+
'''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.
  
== Game Rule Information ==
+
'''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.
Wu jen have the following game statistics.  
 
  
====Class Skills====
+
'''Hit Dice:''' d6.
A wu jen’s class skills (and the key ability for each skill) are  
+
 
 +
===Class Skills===
 +
A wu-jen’s class skills (and the key ability for each skill) are  
 
Acrobatics (Dex),
 
Acrobatics (Dex),
 
Climb (Str),
 
Climb (Str),
 
Fly (Dex)
 
Fly (Dex)
Knowledge (all skills, taken individually) (Int),  
+
Knowledge (any) (Int),  
 
Perform (Cha),
 
Perform (Cha),
 
Spellcraft (Int),  
 
Spellcraft (Int),  
Line 21: Line 23:
 
Swim (Str).
 
Swim (Str).
  
Skill Points Per Level: 2 + Int modifier.
+
'''Skill Points Per Level:''' 2 + Int modifier.
 
 
=== Class Features ===
 
All the following are class features of the wu jen.  
 
  
====Weapon and Armor Proficiency====
+
== Class Features ==
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 her spells with somatic components to fail. This replaces the wizard's normal weapon and armor proficiencies.
+
This archetype has all normal class features, except as noted.  
  
====Bonus Languages====
+
=== Weapon and Armor Proficiency ===
A wu jen add Draconic and Giant to 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. This replaces the wizard's normal bonus languages.
+
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.
  
====Watchful Spirit====
+
=== Trophy Spells ===
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. This replaces the Scribe Scroll bonus feat wizards receive at first level.
+
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.  
  
==== Power Secrets ====
 
A wu jen can ferret out an advantage from supernatural creatures that she (or her companions) defeat. The creature must be killed (within the last minute), rendered helpless, or surrender. A certain creature can only offer its power to one wu jen once per day - multiple wu jen working together must share. The rite to gain a power secret takes one minute. In this ritual, the wu-jen can prepare an additional spell of a level no higher than half the defeated creature's challenge rating and of a school depending on the creature type. A wu jen that conquers a creature can choose what spell to recover from it, using either school or elemental school, regardless of any school specialization she may or may not have. Spells of opposition schools still take up two spell slots of their level. These additional spells are still limited by the wu jen's capacity to prepare spells per day - this is a handy way to replace used spells or to exchange prepared spells for others that seem more useful. The spells must be in the wu-jens spellbook, which gives the Wu-Jen an incentive to learn many spells of varied schools.
 
 
{| class="wikitable"
 
{| class="wikitable"
|valign=top width="24%"|'''Creature spell secrets, by school'''
+
|valign=top width="24%"|'''Creature trophy spells, by school'''
 
* Abjuration - Ooze
 
* Abjuration - Ooze
 
* Conjuration - Outsider
 
* Conjuration - Outsider
 
* Divination - Aberration
 
* Divination - Aberration
 
* Enchantment - Fey
 
* Enchantment - Fey
* Evocation - Humanoid with giant subtype
+
* Evocation - Humanoid  
 
* Illusion - Monstrous humanoid
 
* Illusion - Monstrous humanoid
 
* Necromancy - Undead
 
* Necromancy - Undead
 
* Transmutation - Magical beast
 
* Transmutation - Magical beast
* Universal - Fey, magical beast, humanoid with giant subtype, monstrous humanoid, outsider, or undead
+
* Universal - Dragon
 
* Air elemental arcane school - Air subtype
 
* Air elemental arcane school - Air subtype
 
* Earth elemental arcane school - Earth subtype
 
* Earth elemental arcane school - Earth subtype
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* Void elemental arcane school - Augmented subtype
 
* Void elemental arcane school - Augmented subtype
 
* Water elemental arcane school - Water subtype
 
* Water elemental arcane school - Water subtype
* Wood elemental arcane school - Plant creatures
+
* Wood elemental arcane school - Plant type
 
|valign=top width="24%"|'''Spell schools by creature type'''
 
|valign=top width="24%"|'''Spell schools by creature type'''
 
* Aberration - Divination school
 
* Aberration - Divination school
 
* Construct - Metal elemental arcane school
 
* Construct - Metal elemental arcane school
* Fey - Enchantment, Illusion, or Universal schools
+
* Dragon - Any
* Humanoid with giant subtype - Evocation or Universal schools
+
* Fey - Enchantment or Illusion schools
* Magical Beast - Transmutation or Universal schools
+
* Humanoid - Evocation school
* Monstrous humanoid - Illusion or Universal schools
+
* Magical Beast - Transmutation school
 +
* Monstrous humanoid - Illusion school
 
* Ooze - Abjuration school
 
* Ooze - Abjuration school
* Outsider - Conjuration or Universal schools
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* Outsider - Conjuration school
 
* Plant - Wood elemental arcane school
 
* Plant - Wood elemental arcane school
* Undead - Necromancy or Universal schools
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* Undead - Necromancy school
 
* Augmented subtype - Void elemental arcane school
 
* Augmented subtype - Void elemental arcane school
 
* Air subtype - Air elemental arcane school
 
* Air subtype - Air elemental arcane school
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''The second column is the first column sorted by creature type (and subtype) - it contains the same information, presented differently.''
 
''The second column is the first column sorted by creature type (and subtype) - it contains the same information, presented differently.''
  
Dragons are special in this regard, a dragon can give up a power secret of any school. Animals and humanoids without racial hit dice (like player races) do not hold power secrets to wu jen. Nor do summoned monsters, eidolons, familiars, or animal companions.  
+
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 her companions defeat an Efreet. This is an "outsider (extraplanar, fire)" with a challenge rating of 8. Dong Pui can gain 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. ''
+
''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. ''
  
Power Secrets replaces the wizard's arcane bond.
+
Trophy spells arcane school.
  
==== Arcane Schools ====
+
===Watchful Spirit===
Wu jen have the same arcane school class ability as regular wizards. They tend to specialize in one of the elemental schools of magic, but this is not a restriction, just a trend.
+
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.
  
==== Spell Secrets and Taboos ====
+
=== Metamagic Secrets and Taboos ===
At 4th 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 [http://www.d20pfsrd.com/feats/metamagic-feats metamagic] feat. If the metamagic feat has a variable level increase, you must choose how much to increase it when learning the spell secret. The spell’s level does not change. As the wu jen goes up in level, she can choose the same spell to be modified in different ways with multiple spell secrets. When casting a spell, the wu jen chooses which of its spell secrets to use - all, none, or some. A single spell can be modified so that its spell level + total metamagic modifiers are no higher than half the wu jen's class level at the time the spell secret is learned. She does not need to know the Metamagic feat she applies to the spell.  
+
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.  
  
Alternatively, the wu jen can learn the Spell Mastery feat applicable to the selected spell as a spell secret. Applying Spell mastery or a Metamagic feat with a spell level modifier of zero (or less) does not require the wu jen to take a taboo.
+
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.
  
A spell with a spell secret counts as its original level for the purpose of other metamagic feats, and the wu jen can apply any such feats she knows to the spell - this means a wu jen can apply a certain metamagic feat twice to one spell - once as a spell secret and once in the normal fashion.
+
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.
  
The wu jen accepts taboos in order to placate the spirits and and anchor her spell secrets in the physical world. Depending on 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. Except as noted, each taboo can only be picked once. Overlapping and conflicting taboos are allowed but make the wu jens life very hard. Breaking a taboo costs the wu jen the use of all spell secrets until she next prepares spells.  
+
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.  
  
===== Wu Jen Taboo Table =====
+
==== Table: Wu-jen Taboos ====
{|
+
{| class="wikitable"
||'''Rating'''||| '''Taboo'''||| '''Consequence'''
+
|valign="top"| '''Rating''' ||valign="top"| '''Taboo''' ||valign="top"| '''Notes'''
 
|-
 
|-
||1||| Cannot bathe. ||| Eccentricity 1.
+
|valign="top"| 1 ||valign="top"| Cannot bathe ||valign="top"| Eccentricity 1
 
|-
 
|-
||1||| Cannot cut her hair. ||| Eccentricity 1.
+
|valign="top"| 1 ||valign="top"| Cannot cut his hair ||valign="top"| Eccentricity 1
 
|-
 
|-
||1||| Cannot cut her nails.||| Eccentricity 1.
+
|valign="top"| 1 ||valign="top"| Cannot cut his nails ||valign="top"| Eccentricity 1
 
|-
 
|-
||1||| Cannot eat eggs. ||| Eccentricity 1.
+
|valign="top"| 1 ||valign="top"| Cannot eat eggs ||valign="top"| Eccentricity 1
 
|-
 
|-
||1||| Cannot eat food made of rice or grain. ||| Eccentricity 1.
+
|valign="top"| 1 ||valign="top"| Cannot eat rice or grain ||valign="top"| Eccentricity 1
 
|-
 
|-
||1||| Cannot eat salt. ||| Eccentricity 1.
+
|valign="top"| 1 ||valign="top"| Cannot eat salt ||valign="top"| Eccentricity 1
 
|-
 
|-
||1||| Cannot eat spiced food. ||| Eccentricity 1.
+
|valign="top"| 1 ||valign="top"| Cannot eat spiced food ||valign="top"| Eccentricity 1
 
|-
 
|-
||1||| Cannot sit facing in a certain cardinal direction. ||| Eccentricity 1.
+
|valign="top"| 1 ||valign="top"| Cannot sit facing in a certain cardinal direction ||valign="top"| Eccentricity 1
 
|-
 
|-
||1||| Must not restrain body gasses (burps, farts).||| Eccentricity 1.
+
|valign="top"| 1 ||valign="top"| Must not restrain body gasses (burps, farts) ||valign="top"| Eccentricity 1
 
|-
 
|-
||2||| Can only sit facing in one cardinal direction.||| Eccentricity 4.
+
|valign="top"| 2 ||valign="top"| Can only sit when facing in a specific cardinal direction ||valign="top"| Eccentricity 4
 
|-
 
|-
||2||| Can only use simple gear.||| Cannot use masterwork items - Magic items do not count.
+
|valign="top"| 2 ||valign="top"| Cannot use masterwork items ||valign="top"| Magic items do not count
 
|-
 
|-
||2||| Cannot use alcohol. ||| DC +5 on Heal checks to speed healing or fight poison and disease.
+
|valign="top"| 2 ||valign="top"| Cannot use alcohol ||valign="top"| -5 on Craft and Heal checks
 
|-
 
|-
||2||| Cannot eat meat. ||| +5 on Survival DC to forage for food.
+
|valign="top"| 2 ||valign="top"| Cannot eat meat ||valign="top"| +5 on Survival DC to forage for food
 
|-
 
|-
||2||| Cannot handle non-magical fire. ||| +5 DC on Survival rolls to avoid natural hazards.
+
|valign="top"| 2 ||valign="top"| Cannot handle non-magical fire ||valign="top"| +5 DC on Survival rolls to avoid natural hazards
 
|-
 
|-
||2||| Cannot touch a dead body. ||| Cannot loot the fallen, inspect bodies for clues and so on.
+
 
 +
|valign="top"| 2 ||valign="top"| Cannot touch wounds or infections ||valign="top"| Cannot heal or perform first aid
 
|-
 
|-
||2||| Cannot touch wounds or infections.||| 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
 
|-
 
|-
||2||| Cannot use metal armor.||| Can only use cloth, leather, and hide armor.
+
|valign="top"| 2 ||valign="top"| Must not sleep in a house or tent ||valign="top"|
 
|-
 
|-
||2||| Must not sleep indoors.||| +5 DC on Survival rolls to avoid natural hazards.
+
|valign="top"| 2 ||valign="top"| Wear clothes of only one color ||valign="top"| Eccentricity 2, cannot use certain items
 
|-
 
|-
||2||| Wear only clothes of one color. ||| 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
 
|-
 
|-
||3||| Cannot speak to one gender.||| Creatures the wu jen summons will never be of this gender.
+
|valign="top"| 3 ||valign="top"| Cannot speak to one gender ||valign="top"| Creatures the wu-jen summons will never be of this gender
 
|-
 
|-
||3||| Cannot touch one gender.||| Prohibits touch spells, Heal checks etc. 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
 
|-
 
|-
||3||| Cannot use metal weapons.||| Non-metal weapons the wu jen is proficent in are the club and quarterstaff.
+
|valign="top"| 3 ||valign="top"| Cannot touch one gender ||valign="top"| Creatures the wu-jen summons will never be of this gender
 
|-
 
|-
||3||| Day time taboo.||| Can only begin spell preparation one specific hour each day.
+
|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
 
|-
 
|-
||3||| Must loudly announce the name of each spell cast. ||| Makes spell identification automatic.
+
|valign="top"| 3 ||valign="top"| Hour taboo ||valign="top"| Can only begin spell preparation one specific hour each day
 
|-
 
|-
||3||| Must make an offering when preparing spells. ||| Spell preparation takes an additional hour. Sacrifice are of insignificant cost (flowers, food, incense).
+
|valign="top"| 3 ||valign="top"| Must shout the name of each spell cast ||valign="top"| Makes spell identification automatic
 
|-
 
|-
||4|||Ally spell taboo|||May not cast spells on allies.
+
|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)
 
|-
 
|-
||4||| Can only eat food she gathers herself.||| Must use Survival to gather food or starve (normally DC 15).
+
|valign="top"| 4 ||valign="top"| Ally spell taboo ||valign="top"| May not cast targeted spells on allies
 
|-
 
|-
||4||| Cannot handle money.||| All wealth must be handled by comrades or an assistant.
+
|valign="top"| 4 ||valign="top"| Can only eat food he gathers himself ||valign="top"| Must use Survival to gather food (normally DC 15)
 
|-
 
|-
||4||| Cannot own more than personal possessions.||| All possessions must be carried along by the wu jen or companions.
+
|valign="top"| 4 ||valign="top"| Cannot handle money ||valign="top"| All wealth must be handled by comrades or an assistant
 
|-
 
|-
||4||| Cannot touch flowing water.||| Besides the obvious, +5 on Survival DC to forage for food and drink.
+
|valign="top"| 4 ||valign="top"| Cannot touch flowing water ||valign="top"| Besides the obvious, +5 on Survival DC to forage
 
|-
 
|-
||4||| Cannot touch other creatures.||| Prevents touch spells, Heal checks etc.
+
|valign="top"| 4 ||valign="top"| Cannot touch other creatures ||valign="top"| Prevents touch spells, Heal checks etc  
 
|-
 
|-
||4||| Cannot walk normally.||| Land speed is ½ normal. Examples include constant dancing, walking backwards, hopping, tiptoe-walking.
+
|valign="top"| 4 ||valign="top"| Sacred stance ||valign="top"| Speed is ½ normal Examples include constant dancing, walking backwards, hopping, or tiptoe-walking
 
|-
 
|-
||4|||Ensorcelment taboo|||May not cast non-damaging spells on enemies.
+
|valign="top"| 4 ||valign="top"| Target taboo ||valign="top"| 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 extempt.
+
|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
 
|-
 
|-
||4|||Magic school taboo|||Must not cast spells of one school of magic chosen when the taboo is taken.
+
|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
 
|-
 
|-
||4|||Self spell taboo|||Cannot cast spells on yourself.
+
|valign="top"| 4 ||valign="top"| Self spell taboo ||valign="top"| Cannot cast spells on yourself
 
|-
 
|-
||4||| Vow of silence.||| Cannot speak to other creatures. Can speak to cast spells with verbal components and to command creatures under her magical control.
+
|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
 
|-
 
|-
||4||| Week day taboo.||| Can only prepare spells one specific day of the week.
+
|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 seem more eccentric to outsiders. Total the wu jen's eccentricity rating from taboos; this number is added to any Diplomacy check to gather information about the wu jen as her reputation for eccentricity increases. If the total exceeds the wu jen's Charisma, she has become obnoxiously eccentric and suffers a -5 penalty on Bluff and Diplomacy checks. Wu jen players are encouraged to come up with additional quirky 1-point taboos whose sole game effect is to add eccentricity.
+
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 level 5 and each 2 levels thereafter, the wu-jen can replace one of her old spell secrets and taboos with a new one. This is the only way a spell secret can be changed.
+
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.
 
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"| —
 +
|-
 +
|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"| —
 +
|-
 +
|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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|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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|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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|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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|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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|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"| —
 +
|-
 +
|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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|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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|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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|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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|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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|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 ==
 
== External Links ==
 
* [http://worldofotep.blogspot.se/2009/04/375-update-wu-jen.html World of Otep Wu Jen]
 
* [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

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