PDA

View Full Version : GitP PrC XXVI: Eastern Exposure!



ErrantX
2011-03-10, 06:22 PM
Eastern Exposure

---

To the Far East, there be the dragons of the Orient

_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

Giant in the Playground PrC Contest XXVI

The contest begins with the posting of this thread and will run through midnight of April 11th.

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of April 21st.

Rules

1) You will be creating an 'original' prestige class. The class you write must follow the traditions of the Orient, ala Legend of the Five Rings, Oriental Adventures, and the like. You could make an order of samurai dedicated to a tyrannical spirit daimyo, a group of Zen mystics who practice martial arts and divine magic, an obscure cult of Lung dragon worshippers who learn to take the forms of their idols, a sect of ninjas who have acquired the powers of ghosts and wraiths, or a group of monks who practice the arts of the sword and wield the power of the lightning gods. The sky's the limit, so long as it fits the Eastern theme. Do a little research (into both history and mythology of the entire Asian realm, and if you do, it would be awesome if you'd provide links to the site you used for all of us to learn something new) and as always, you may use any published Wizards of the Coast product to aid you in this.

2) Entries must include name, complete class, and fluff, combat related and role playing related. Incomplete entries at the deadline will be disqualified. Joke entries will be disqualified, let's see something serious here.

3) Entries must be 3.5, using the standard format below.

4) Post all entries in this thread. Post all conversation, questions, etc here in the chat thread (link below in my sig).

5) Maximum of one entry per participant (gotta save up those creative juices for the next one too!).

6) Entries must be your own work, and must not be copied for other places. Only new work may submitted; no previously posted work will be accepted. Such entries will be disqualified. Such entries will be disqualified.

7) No reserving posts. Feel free to tweak your class, but the initial post must include the basics.



_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

And here's helpers if you need it!

(Fax Celestis' Prestige Class Creation Thread) (http://www.giantitp.com/forums/showthread.php?t=10433)
(Djinn_In_Tonic's What to make and How to make it special!) (http://www.giantitp.com/forums/showthread.php?t=137641)

ErrantX
2011-03-10, 06:24 PM
PRESTIGE CLASS NAME

http://Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
:
:
:
:
:

Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: x + int

Hit Dice: dx

NAME OF CLASS
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

2nd|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

3rd|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

4th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

5th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

6th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

7th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

8th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

9th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

10th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class [/table]

Weapon Proficiencies: A place to put the different proficiencies.
Put all the different class abilities in here!

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions


PRESTIGE CLASS NAME

http://Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
:
:
:
:
:

Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: x + int

Hit Dice: dx

NAME OF CLASS
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

2nd|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

3rd|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

4th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

5th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

6th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

7th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

8th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

9th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

10th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class [/table]

Weapon Proficiencies: A place to put the different proficiencies.
Put all the different class abilities in here!

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

unosarta
2011-03-10, 11:13 PM
Monk of the Five Palms

Ren
http://th05.deviantart.net/fs38/PRE/i/2008/331/6/f/Begging_Monk_in_Nikko_by_AndySerrano.jpg
“Care to spare a penny for a poor beggar? Care to spare a few seconds of your desolate lives, full of doubt and fears, full of pain and death, to help someone in need? Care to spare a few seconds of your time in order to help someone who will otherwise starve? Care to spare a penny for a poor beggar?”

Xin
http://fc02.deviantart.net/fs47/i/2009/199/d/d/Monk___Summoning_by_DarkKenjie.jpg
“Belief does not live in the shadows of the mind. Belief lives throughout, among and within us. Belief is more than just the need for something that you can think is real. Belief is real. Belief is power."

Yi
http://fc09.deviantart.net/fs21/i/2007/284/c/d/Monk_by_Vaddo.jpg
“This shadow... it surrounds and fills me. It fills my mind with images of suffering and torment. I shall wrap them in my judgement, and I shall find the true culprit. And I shall bring the pain of this shadow upon them, and they shall know my fist.”

Li
http://fc02.deviantart.net/images2/i/2003/51/e/8/monk_2.jpg
“I stand upon the balance that my masters first created, a balance sacred. You may not topple me.”

Zhi
http://th08.deviantart.net/fs8/PRE/i/2005/335/5/7/Monk_by_limite_dd_amage.jpg
“I have found the power. It lies not in speed, nor strength. This power lies in knowledge and understanding of what is around me. It lies in balance. Balance in the fist, balance in the foot, balance in the mind, and balance in the heart. I need not steel my heart over, I will create balance within it, and let it find what is true.“

The Monks of the Five Palms are monks who specialize in the teachings of the First Master. They focus on inner discipline and a set of codes and rules depending on the path they choose. They are usually are more introspective and introverted than extraverted.

BECOMING A MONK OF THE FIVE PALMS
The Monk of the Five Palms requires little more than being a martial artist and learning the teachings of the First Master.
ENTRY REQUIREMENTS
Base Attack Bonus: +5
Skills: Jump 10 ranks, Balance 10 ranks, Tumble 10 ranks
Feats: Improved Unarmed Strike, Superior Unarmed Strike
Special: Evasion ability

Class Skills
The Monk of the Five Palm's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each Level: 6 + int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+2|Yiduan, Eyes of the Snake, Training Progress

2nd|
+2|
+3|
+3|
+3|Strike of the Monkey

3rd|
+3|
+3|
+3|
+3|Charge of the Tiger

4th|
+4|
+4|
+4|
+4|Erduan

5th|
+5|
+4|
+4|
+4|Ears of the Rabbit

6th|
+6|
+5|
+5|
+5|Stealth of the Rat

7th|
+7|
+5|
+5|
+5|Sanduan

8th|
+8|
+6|
+6|
+6|Improved Evasion

9th|
+9|
+6|
+6|
+6|Flight of the Dragon

10th|
+10|
+7|
+7|
+7|Siduan, Strike of the Five Palms
[/table]

Tenets of the Five Paths
As a note; these tenets are important to the belief of the Monk of the Five Palms. However, unlike a code of conduct, they are not required for the classes powers. Many Monks of the Five Palms follow some of the tenets of the paths, but not all.

Ren: Kindness

http://k.ooi1.com/20161.gif

Kindness is the first and most important tenet of the Five Paths. Kindness is the basis for belief, belief in the ability of one’s self, and belief in others. Kindness is the basis of righteousness, knowing when to do what is right. Kindness is the basis for ritual, for remembrance of that which has come before. Kindness is the basis for wisdom, and the application thereof.

Kindness is the application of morals to the relationship between two people. Kindness is mutual understanding, and kindness is respect of the individuality of a person.

Xin: Belief

http://k.ooi1.com/20449.gif

Belief is the second tenet of the Five Paths. Belief is not as important as kindness, but it is necessary if one is to use and apply all of the tenets of the Five Paths. Belief gives one the stamina to use what they know, and belief gives one the ability to overcome doubts that may plague them over the tenets.

Yi: Righteousness

http://k.ooi1.com/32681.gif

Righteousness is being able to find the right choice. Righteousness is the application of morals to personal choices. Righteousness is being able to see what is right through the context of your own personal morals, not those of your society, or your culture. Righteousness is knowing what is right deep in your heart of hearts, and being able to use that to give your strength.

Li: Ritual

http://k.ooi1.com/31150.gif

Ritual is being able to see what society says is right. Ritual is knowing that sometimes the greater good is worth more than one’s personal morals. Ritual is understanding the actions and intentions of those who have come before you, and using their actions to understand yourself.

Zhi: Wisdom

http://k.ooi1.com/26234.gif

Wisdom is knowing and seeing. Wisdom is the truth shining through. Wisdom is understanding when and when not to use the other tenets. Wisdom is being able to see the minutae, and also the greater picture. Wisdom is being able to understand when to speak, when to act, when to remain silent, and when to walk away. Wisdom is understanding.

Weapon Proficiencies: The Monk of the Five Palms gains proficiency with her Unarmed Strikes. She does not gain proficiency with any armor or shields.

Yiduan (Ex): The Monk of the Five Palms chooses one path to specialize in, and gains the First Rank.
RenThe first path, Ren, is that of benevolence, peace, and giving. Benevolence towards others, the belief in the inherent goodness in those around them. The Monk of Ren gains a +4 Insight bonus to Diplomacy and Heal checks. In addition, they gain a +2 Insight bonus to Reflex saves.
XinThe second path, Xin, is that of belief and trust. Trust in oneself, in one’s peers, and in the world itself. Monks of Xin are powerful believers. The Monk of Xin gains a +4 Insight bonus to Concentration and Knowledge (Religion) checks. In addition, they gain a +2 Insight bonus to Will saves, and their Monk and Monk of the Five Palms class features are based on Charisma instead of Wisdom.
YiThe third path, Yi, is that of justice, retribution, and rectitude. Justice, and the belief in the inherent evil that lies in those around them. The Monk of Yi gains a +4 Insight bonus to Sense Motive and Search checks. In addition, they gain a +2 Insight bonus to Fortitude saves, and their Monk and Monk of the Five Palms class features are based on Intelligence instead of Wisdom.
LiThe fourth path, Li, is that of cultural laws, respect for the ancestors, and the greater good. The Monk of Li gains a +4 Insight bonus to Tumble and Diplomacy checks. In addition, they gain a +2 Insight bonus to Reflex saves, and a +4 Insight bonus to the opposed Strength or Dexterity check associated with a Trip attempt.
ZhiThe fifth path, Zhi, that of knowledge, wisdom and understanding. Understanding one’s place in the world, and understanding of the way one works. Understanding of others, and understanding of one’s self. The Monk of Zhi gains a +4 Insight bonus to all Knowledge checks. They also gain a +2 Insight bonus to Will saves. The Monk is always considered to have at least half of the maximum ranks in each Knowledge skill for the purposes of checks. In addition, her Monk and Monk of the Five Palms abilities are based off of Intelligence, not Wisdom.

Eyes of the Snake (Su): The Monk of the Five Palms may, as a swift action, sharpen her eyes, and see the magic and otherworldly as the snake does. She gains a bonus to Spot checks equal to her Monk of the Five Palms levels. Starting at third level, the Monk of the Five Palms gains the effect of the Arcane Sight spell for the duration. At sixth level, this becomes Greater Arcane Sight, and at ninth level, she also gains the effects of the True Seeing spell. The effects last for 3 rounds. After using this ability, the Monk of the Five Palms must wait 5 rounds before using it again.

Training Progress (Ex): The Monk of the Five Palms’ Monk of the Five Palms levels stack with her Monk levels for the purposes of the Monk of the Five Palms’ Unarmed Strike progression, land speed increase, and flurry progression. If the Monk of the Five Palms did not have monk levels before entering this class, she gains unarmed strike progression, land speed increase, and Flurry of Blows as a monk of her Monk of the Five Palms levels level.

Strike of the Monkey (Ex): Starting at second level, the Monk of the Five Palms may, as a swift action, gain the assured vision and accuracy of the monkey. She gains a bonus to attack rolls equal to one half of her Monk of the Five Palms levels. Starting at fourth level, the Monk of the Five Palms also may make a full attack as a standard action during the duration. Starting at eighth level, the Monk of the Five Palms may make a flurry as a standard action. This effect lasts for three rounds. After the effect ends, the Monk of the Five Palms must wait 5 rounds before using it again.

Charge of the Tiger (Ex): Starting at third level, the Monk of the Five Palms may, as a swift action, tear her opponents and rend their flesh, like the tiger. She deals an extra 1d6 damage per two Monk of the Five Palms levels she possesses on any attack she makes at the end of a charge. Starting at fifth level, she may make an extra attack at her highest attack bonus on a charge. Starting at ninth level, the Monk of the Five Palms gains the effect of the Pounce special ability. These effects last for 3 rounds. After the effect ends, the Monk of the Five Palms must wait 5 rounds before using it again.

Erduan (Ex): Starting at fourth level, the Monk of the Five Palms continues on her path, to the Second Rank.
RenAs a standard action, the Monk of the Five Palms may heal one ally within 30 feet, healing them for 1d6 damage per Monk of the Five Palms’ levels she possesses, plus a number equal to her Wisdom modifier. A target may not be so healed more than once per three rounds in this way.
XinAs a standard action, the Monk of the Five Palms may fill herself with faith, and strike a target. She may make a melee attack against a target. If she hits, that target takes 1d6 damage per Monk of the Five Palms levels she possesses, and the target is shaken. She may use this ability on every attack of a full attack that she makes, but only deals 1d6 damage per two Monk of the Five Palms levels, and may not be used on flurries. The Shaken condition does not stack with other fear effects, and does not combine with other fear effects to boost the level of fear.
YiAs a standard action, the Monk of the Five Palms may make a melee attack against an opponent, with a bonus to the attack roll equal to her Intelligence modifier, and if she hits, she deals an extra amount of damage equal to twice her Monk of the Five Palms levels. This may be used as part of a charge attack. If it is, then it applies to all attacks made on the charge.
LiAs a standard action, the Monk of the Five Palms may make a trip attempt. If she is successful, then the Monk of the Five Palms may throw the target 10 feet in any direction per Monk of the Five Palms level she possesses, the target landing prone in the last square. If the target hits a solid object, that creature takes 1d6 damage per 5 feet they would have traveled if there were no solid object in the way, and they land prone. This movement does not provoke attacks of opportunity.
ZhiAs a standard action, the Monk of the Five Palms may make a Knowledge check, with a type based on the creature type of one opponent within 30 feet, with a DC equal to the targets hit dice plus ten. If she succeeds, she gains a bonus to all opposed rolls, opposed checks, rolls and checks made against that opponent equal to one half of her Monk of the Five Palms levels, for the rest of the encounter. She may only ever gain this bonus on one creature. If she uses it against a new creature, she loses the bonus on the old creature.

Ears of the Rabbit (Ex): Starting at fifth level, the Monk of the Five Palms may, as a swift action, sharpen her hearing until it is almost superhuman. She gains a bonus to listen equal to her Monk of the Five Palms levels. Starting at ninth level, she gains Blindsense out to 40 feet. These effects last for 3 rounds. After the effect ends, the Monk of the Five Palms must wait 5 rounds before using it again.

Stealth of the Rat (Su): Starting at sixth level, the Monk of the Five Palms may, as a swift action, fade into the shadows, fade into the night. Her form becomes soft and hazy, and then snuffs out, finally gone. She gain the effects of the Greater Invisibility spell for three rounds. After the effect ends, the Monk of the Five Palms must wait 5 rounds before using it again.

Sanduan (Ex): Starting at seventh level, the Monk of the Five Palms moves on to the next part of their path, the Third Rank.
RenAs a standard action, the Monk of the Five Palms may grant all allies within 30 feet of himself a bonus standard action, once per encounter, as they speed up and surge to meet their opponents. This standard action must be used immediately.
XinAs a standard action, the Monk of the Five Palms may strike a target as a melee touch attack. If they hit, that target must make a Will save (DC 10 + Monk of the Five Palms levels + Wisdom modifier) or be affected by the Charm Monster spell. The target does not gain a +5 bonus to their save. This ability may only be used once per encounter. If used outside of combat, it may only be used once every 5 minutes.
YiAs an immediate action, the Monk of the Five Palms may strike an opponent who has damaged the Monk of the Five Palms with a melee attack. If she hits, her attack deals an additional amount of damage equal to the damage she had taken from the attack that triggered this ability, and the opponent must make a Fortitude save (DC 10 + Monk of the Five Palms levels + Wisdom modifier) or be nauseated for one round. This ability may only be used once per encounter.
LiAs an immediate action, the Monk of the Five Palms may negate an attack, opposed strength or dexterity check, or save effect by making a Tumble check that is higher than the attack roll/opposed check/DC of the save. She may only use this ability once per encounter.
ZhiAs a standard action, the Monk of the Five Palms may make a melee touch attack against an opponent. If she hits the target, she immediately reads their thoughts, as the effect of the Read Thoughts power. The opponent does not get a save, and the Monk of the Five Palms may not be stunned by this effect. This ability only affects the creature struck. This ability may only be used once per encounter. This ability can be used outside of combat, but the Monk of the Five Palms must make a Sleight of Hand check opposed by an opponents spot check to avoid being noticed by the opponent, if the opponent is aware of the Monk of the Five Palms. If used outside of combat, it may only be used once every five minutes.

Improved Evasion (Ex): Starting at eighth level, the Monk of the Five Palms twists and turns without thought, and is constantly ready for attack, to dodge out of harms way. She gains Improved Evasion. This ability works like evasion, except that while the Monk of the Five Palms still takes no damage on a successful Reflex saving throw against attacks, henceforth she takes only half damage on a failed save. A helpless Monk of the Five Palms does not gain the benefit of improved evasion.

Flight of the Dragon (Su): Starting at ninth level, as a swift action, the Monk of the Five Palms may swiftly rise into the air, float upon clouds of soft light, and rise into the sky. She gain a Fly speed equal to twice her Base land speed, with a Maneuverability of perfect. This effect lasts for 4 rounds. After the duration is over, she gently floats down to the ground, taking no falling damage. After the effect ends, the Monk must wait 5 rounds before using it again.

Siduan (Ex): Starting at tenth level, the Monk of the Five Palms moves onto the final destination of her path, the Fourth Rank.
RenAs a standard action, once per day, the Monk of the Five Palms may grant all allies within 30 feet an additional standard and move action each round for one round. This includes the Monk of the Five Palms. They speed up to inhuman levels as they are encouraged by the soft words of the Monk of the Five Palms.
XinAs a standard action, once per day, the Monk of the Five Palms may make a melee attack against every opponent within reach of the her. Whoever she hits takes an additional 3d6 damage, and is dazed for one round.
YiAs a standard action, once per day, the Monk of the Five Palms may make a melee attack against a single opponent, and devastate their body. If she hits, that opponent takes 3d6 Constitution damage. If they are immune to Constitution damage, they take 12d6 damage.
LiAs a full round action, once per day, the Monk of the Five Palms may rapidly move to and throw opponents. The Monk of the Five Palms may move to an opponent and make a Trip attempt against that opponent. If she is successful, she throws that opponent 200 feet in any direction, and they land prone. If the opponent is thrown into a solid object, they take 1d6 damage per 5 feet they would have traveled, and they land prone. She may then move to an additional opponent, and do the same. She may do this up to 10 times. She may only move a distance equal to her base land speed in this way. She may only affect an opponent once per use of this ability. The movement does not provoke attacks of opportunity.
Zhi
As a standard action, once per day, the Monk of the Five Palms may make a melee attack against a single opponent. If she hits, that opponent must make a Will save (DC 10 + Monk of the Five Palms levels + Wisdom modifier) or be Paralyzed for 3d10 minutes. If they make the save, they are dazed for 2d6 rounds.

Strike of the Five Palms (Ex): Starting at tenth level, a monk of the five palms may, as a full round action once per day, make a melee attack against a single opponent. If the attack hits, the struck opponent must make a Fortitude save (DC 10 + Monk of the Five Palms levels + Wisdom modifier) or die. If they succeed on their save they instead take 2d6 Constitution damage and you and each ally within 10 feet heals 10d6 damage. If the opponent is still alive, they must make a Reflex saving throw (DC 10 + Monk of the Five Palms levels + Wisdom modifier). The creature is thrown up to 50 feet in any direction or up to 25 ft. if they made their Reflex save, landing in their square prone and taking 1d6 damage for each 5 ft. traveled. The Monk of the Five Palms moves with them, and may make a melee touch attack against them when they land. If she hits, she deals damage equal to her base weapon damage plus her strength modifier, times five.

PLAYING A MONK OF THE FIVE PALMS
The Monk of the Five Palms is very focused. They focus on the path they follow, on the work they do, on what they believe in. The Monk of the Five Palms uses strict discipline in all things they do in order to fully bring about what they seek, whatever that may be.
Combat: Combat depends entirely on the path that the monk follows. Usually, for all except for maybe Ren, the paths are very combat oriented, with a lot of movement and physical blows. The utility abilities of the Monk of the Five Palms tend to be used whenever they are off cooldown.
Advancement: Most Monks of the Five Palms continue their path with other prestige classes. It is fairly rare that one would continue on with more levels of monk, or another base class, unless they offered vastly greater benefits. One common prestige class that is used is the Tattooed Monk. Rogue characters who enter the class often move on to monk levels, or more rogue levels.
Resources: The Monk of the Five Palms is usually well respected within any community because of their discipline, work ethic, and basic respect that comes with the tenets of the First Master. However, there are not really any resources that can be directly traced from the Monk of the Five Palms class itself.

MONKS OF THE FIVE PALMS IN THE WORLD
His fists, they snarled at me. And his eyes, they seemed to scream with feral light. His stance shifted, and his feet seemed to dance across the distance between us, and his mouth smiled almost cruelly. But then she was there. Her feet, her fists. They seemed to sing with an inhuman sound, the counterpoint to his raging fists. Her eyes were cold and deadly, but they seemed to be filled with wondrous light. She flew to meet him, their bodies raining blows upon the veritable concrete wall each put up. It was wondrous to see, and at the same time terrible to behold. My heart soared with the fight, as they flew, dodged, kicked, and fell to each other. My heart beat faster and faster as the fight progressed, until I saw them as they truly were; gods. They were gods of fist and sinew, gods of bone and body, gods of creation and destruction. I knew then that I had seen gods. Even when I tell this tale to those in the Den, in the tea house, in the bar, and they laugh at me, and call me an old fool, I know. I have always known, I think. I saw gods that day, and I watched their flight into the skies.

Fashi, the Scholar of the Midnight Corridor, Preserver of Mysteries.

The Monks of the Five Palms are well seen through the world. They tend to be polite, kind, and gentle. They seek justice where others think not of it. They are understanding when others ignore. They are pretty much universally considered good people. They are rarely seen actually fighting others, spending most of their time helping unfortunates and the poor, and spreading the teachings of the First Master.
Daily Life: The Monks of the Five Palms spend at least an hour each day in meditation. They tend to be more isolated, and do not partake in many, or any, social gatherings. Instead they spend some part of their day practicing and training with their bodies, and most of their day helping others, tending to gardens, nursing the sick, planting in fields, working to help feed a family, bringing evildoers to justice,
Notables: Guanquan is a well known Monk of the Five Palms. She is an Imperial Concubine, the daughter of the First Master, Diyifuzi. Diyifuzi is the most well known of the Five Palms. He is the one who created the tenets of the paths, and he is the only Monk of the Five Palms to travel each path. His son, Xianhou is an infamous Monk of the Five Palms, using his abilities for evil instead of good. He follows the most basic tenets of the paths, but he is cruel and twisted, manipulating and hateful.
Organizations: There are quite a few monasteries devoted specifically to the Monk of the Five Palms, where the teachings of the First Master are taught, and the way of the Monk is upheld.

DM Note:
The place where Monks of the Five Palms learn their abilities really depends on the campaign setting. In a setting where monks are wanderers, they will likely not have any monasteries where they train. If the setting has more monastical monks, then this sort of thing makes sense. It mostly depends on the setting itself.

NPC Reaction
Most NPCs are very trusting to Monks of the Five Palms, understanding that the tenets of the Monks are very much focused on the respect of others. Unfortunately, many are too trusting of the Monks, allowing evil monks to pretty much have their way with them (figuratively). However, those Monks of the Five Palms are few and far between.

MONKS OF THE FIVE PALMS IN THE GAME
The Monk of the Five Palms is very much more powerful than the regular monk. This is intentional. Of course, this still probably isn’t enough to bring it up to tier 3, but it should make a monk character far more viable in comparison to many other classes.
Adaptation: The basic tenets of respect and harmony are fairly specific, but if taken out, they do not necessarily entirely make the class unusable, and if the “oriental” flavor is removed, then the class simply becomes a very powerful melee fighter. In fact, it could be entirely adapted for non-monks as well.
Encounters: Most encounters that the PCs will face with Monks of the Five Palms will be peaceful. Any violence that would occur between the party and a Monk of the Five Palms would occur if the Monk sees the party explicitly breaking laws, and they retaliate, or if the Monk of the Five Palms is evil. Both are (hopefully) rare occurrences, so most encounters will be peaceful.

Derjuin
2011-03-13, 02:14 AM
KENSEI

http://fc01.deviantart.net/fs8/i/2005/316/8/a/Samurai_by_Cerbercus.jpg

Know the smallest things and the biggest things, the shallowest things and the deepest things. As if it were a straight road mapped out on the ground... These things cannot be explained in detail. From one thing, know ten thousand things. When you attain the Way of strategy there will not be one thing you cannot see. You must study hard.
Miyamoto Musashi
Kensei and Author of the Book of Five Rings

A Kensei is a nearly-legendary warrior of extreme skill, but also one skilled in other areas - knowledge, intelligence, diplomacy and peace are but a few most Kensei become proficient in. Kensei is a title worthy of great admiration and honor, conferring to its bearer one of the highest positions in the land with regards to swordsmanship. Kensei utilize the Book of Five Rings to advance and complete their training.

BECOMING A KENSEI
Traditionally, Kensei have been chosen rather than a prospective warrior actively seeking the title. However, some have managed to force their way through excellent skills with weapons, determination, and a bit of luck finding a copy of the Book of Five Rings. Recklessness does not beget a Kensei, however. An individual worthy of the title of Kensei does not through caution to the wind, though they may appear to do so - they in fact know exactly what they are doing.

ENTRY REQUIREMENTS
Base Attack Bonus: +5
Skills: Knowledge (War) 4 ranks, Knowledge (Nobility and Royalty) 4 ranks, Iaijutsu Focus 8 ranks, Diplomacy 4 ranks
Feats: Exotic Weapon Proficiency with any weapon that is not considered a racial weapon for your race, and either Improved Feint, Improved Trip, or Improved Disarm.
Special: The character must win at least three one-versus-one duels (iaido or otherwise) with no outside aid of any kind, must have access to a copy of the Book of Five Rings, and must not be illiterate.

Class Skills
The Kensei's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Knowledge (war) (Int), Ride (Dex), Sense Motive (Wis), Swim (Str), Tumble (Dex).
Skills Points at Each Level: 4 + int

Hit Dice: d10

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Weapon Familiarity

2nd|
+2|
+3|
+0|
+3|Mastery of Earth

3rd|
+3|
+3|
+1|
+3|Following the Wake

4th|
+4|
+4|
+1|
+4|Mastery of Water

5th|
+5|
+4|
+1|
+4|Heat of Battle

6th|
+6|
+5|
+2|
+5|Mastery of Fire

7th|
+7|
+5|
+2|
+5|Identify Style

8th|
+8|
+6|
+2|
+6|Mastery of Wind

9th|
+9|
+6|
+3|
+6|Single-Minded Combat

10th|
+10|
+7|
+3|
+7|Mastery of Void[/table]

Weapon Proficiencies: A Kensei gains no weapon or armor proficiencies.

Weapon Familiarity (Ex): As a Kensei, a weapon is simply an extension of the body. A Kensei will even be comfortable with an exotic weapon he has never seen before, if given a few moments to practice. By spending 10 minutes practicing with a weapon, a Kensei may apply any weapon specific feats he may have (such as Exotic Weapon Proficiency, Weapon Focus etc.) to the weapon practiced with until two hours after he ceases to wield the weapon.

Mastery of Earth (Ex): At 2nd level, a Kensei develops tactics to apply his knowledge and training with Iaijutsu techniques to defending him- or herself; whenever the Kensei is struck in melee combat by a sneak attack, an attack modified by Iaijutsu Focus or a sudden strike, he may make a single Iaijutsu Focus roll to reduce some of the damage taken. If the Iaijutsu Focus roll exceeds the attacker's attack roll by at least 10, the attacker's Sneak Attack, Sudden Strike or Iaijutsu Focus dice is negated for that attack only. A Kensei can only reduce one Sneak Attack, Sudden Strike or Iaijutsu Focus per round. Mastery of Earth does not apply to Skirmish attacks.

Following the Wake (Ex): At 3rd level, the Kensei develops tactics that allow him to stay toe-to-toe with foes that try to step beyond his reach. Whenever a foe takes a 5-foot step out of your threatened area, you may make a single 5-foot step toward that foe as a free action. You may only perform this move once per round, but it does not count toward your normal 5-foot step or movement choices.

Mastery of Water (Ex): At 4th level, the Kensei develops mastery over the various attitudes of the body, learning the importance of each, and the balance required to attain perfection of the physical form, in addition to learning how to disguise his weapon's path toward his foe, forcing the foe to miss their chance to properly defend themselves. The Kensei gains Uncanny Dodge, may sheath his weapon as a swift action, and may make Feint attempts as a move action; foes Feinted against in this manner are instead considered Flat-footed against the first attack the Kensei makes against it in the next round. Because of the method used, the Kensei must wait 1d4+1 rounds before he can enhance a Feint attempt with Mastery of Water again.

To feint, make a Bluff check opposed by a Sense Motive check by your target. The target may add his base attack bonus to this Sense Motive check. If your Bluff check result exceeds your target’s Sense Motive check result, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.

When feinting in this way against a nonhumanoid you take a -4 penalty. Against a creature of animal Intelligence (1 or 2), you take a -8 penalty. Against a nonintelligent creature, it’s impossible.

If you draw your weapon and strike the foe feinted against in the same turn, you may take 10 on your Iaijutsu Focus check to apply bonus damage. (For example, if you successfully Feint, attack and hit and have a total skill bonus of +14 to Iaijutsu Focus, you could take 10 for an Iaijutsu Focus of 24, and the foe would take an additional 3d6 damage).

If you have the Improved Feint feat, you may Feint as a free action once per round instead of a move action, and your foe is considered flat-footed against your attacks. If you have the Improved Trip feat, and you draw and hit your foe after successfully feinting, you may choose to trip the foe with your weapon in addition to dealing Iaijutsu Focus damage, regardless of whether or not your weapon is actually capable of making trip attacks. If you have the Improved Disarm feat, and you draw and hit your foe after successfully feinting, you may choose to disarm the foe in addition to dealing Iaijutsu Focus damage.

Disarming or Tripping a foe with this ability does not inflict normal weapon damage, but still inflicts Iaijutsu Focus damage.

If you have more than one of these feats, you may only choose to apply one per round.

Heat of Battle (Ex): At 5th level, the Kensei's level of concentration during combat and reflexes dramatically increase his ability to resist damage. The Kensei may designate a single foe as the target of this ability as a free action. Whenever the target makes a melee attack against the kensei, he may make an Iaijutsu Focus check and gain damage reduction against that attack corresponding to the table below. The Kensei may designate a new target on any action.

{table=head]Iaijutsu Focus Check|Damage Reduction
1-15|3/-
16-25|6/-
26-35|9/-
36-45|12/-
46+|15/-[/table]

Mastery of Fire (Ex): At 6th level, the Kensei is able to ignore terrain that would hamper or even trip up other combatants, allowing the Kensei to make use of such terrain to his advantage. The Kensei ignores difficult terrain that would normally slow him down, and may make special attacks and skill checks normally hampered or impossible in such terrain without penalty (for example, tumbling in a deep bog, or charging through heavy debris).

Identify Style (Ex): By studying a foe's movements, the Kensei can identify common methods and styles used by most enemies. Beginning at 7th level, a Kensei may make a Knowledge (War) or Knowledge (History) check as a move action as soon as he notices an enemy. The Kensei cannot make this check if he is engaged in melee combat with the enemy, or otherwise heavily distracted. Based on the result of the check, the Kensei gains a Dodge bonus to AC and an Insight bonus to attack rolls against all enemies in the current encounter. The Kensei may spend a full round communicating with his allies; after which the allies gain half the bonus to AC and attack rolls, rounded down (minimum 1). These bonuses last until the end of combat.

{table=head]Result|AC Bonus|Attack Bonus
16-20|1|1
21-25|2|1
26-30|2|2
31-35|3|2
36-40|3|3
41-50|4|3
50+|4|4[/table]

With a successful check of 30 or higher, the Kensei also gains Improved Uncanny Dodge until the end of combat, and allies that listen to the Kensei's description of enemy tactics gain Uncanny Dodge until the end of combat.

Mastery of Wind (Ex): The Kensei has fine-tuned his foresight to be almost magical; beginning at 8th level, the Kensei is considered to be constantly under the effects of a Foresight spell.

Single-Minded Combat (Ex): At 9th level, the Kensei's thoughts during a fight are focused entirely on one thing: the combat. Keen as a blade and ready to strike, his mind is protected against attacks made to influence it during a fight. When in combat, the Kensei gains the effects of a Mind Blank spell. In addition, if the Kensei is the subject of a ranged attack that requires an attack roll (a ranged touch spell, an arrow shot from a bow, etc.), he may move up to one-half his speed as an immediate action toward the source of the attack, as long as he can see the source. This movement provokes attacks of opportunity as normal, but does not count against your total movement for the round. The Kensei may use his Tumble skill as part of this movement to avoid attacks of opportunity; using the Tumble skill still allows him to move at the full amount of movement granted by this ability with no increase in DC to the Tumble check.

Mastery of Void (Su): Upon attaining mastery of the final chapter of the Book of Five Rings at 10th level, the Kensei's mind becomes open to the many possibilities of separating nothingness and existence within the mind. He or she is permanently warded against attempts to detect alignment, thoughts or lies. Any attempts to gain or use Insight bonuses against the Kensei automatically fail or do not apply. In addition, if the Kensei is affected by any spell with an alignment descriptor and a Reflex (half), Will (partial) or Fortitude (half) save does not suffer any ill effects at all if he succeeds on his save. On a failed save, he suffers the full effect of the spell. Finally, the Kensei is able to Take 10 on Knowledge checks, even in stressful situations.

PLAYING A KENSEI

A Kensei is a frontline fighter, strategist and might also be the face of the party in diplomatic affairs. However, their training in the Kensei class largely reflects on their combat prowess. Their primary goal in combat is to enter melee combat with a foe, and not let that foe move too far away from them, ideally keeping them in place.

Combat: A Kensei's role in combat is that of a frontline warrior, striking foes with weapon attacks enhanced with Iaijutsu Focus and combat-oriented abilities, such as Improved Disarm, Improved Trip and Mastery of Fire. Though they are not necessarily meant to attract the enemy's attention away from anyone, they have abilities that allow them to survive having a foe decide to attack them instead of someone else, such as Mastery of Earth, Heat of Battle, Mastery of Water and Identify Style.

Advancement: Progressing into a class whose class skills include Iaijutsu Focus continues to aid the Kensei in dealing out damage. Similarly, progressing into a class that provides minor arcane or divine spellcasting can also further advance not only the Kensei's power, but also utility, in and out of combat. However, if the Kensei regularly makes use of the heavier armors, arcane spellcasting options may be severely reduced.

KENSEI IN THE WORLD
The Book of Five Rings is a collection of some of the wisest words ever to written by a warrior. Tactics, lifestyle, knowledge, spirituality - all these things are covered in the book. And despite its length, some actually read and master the entire volume. A master of this book - a Kensei - can turn the tide of a battle like no other warrior. Let us pray there are none among the enemy's ranks. ~ Dolth, the Red General, moments before the Massacre at Kugai

Daily Life: The daily life of a Kensei often includes practicing weapon styles, reading and prayer, both to spirits and ancestors. A Kensei may instruct soldiers on better tactics and help them by practicing, or he may practice against equals in nonlethal duels, iaido or otherwise, using either their weapon of choice, or bokken.

Notables: Miyamoto Musashi was one of the greatest Kensei to have ever lived, and codified the Kensei methods and behavior in his Book of Five Rings. He began his training and learning at the young age of 7, and won his first duel at age 13. He quickly became known not only as a masterful warrior, but also a tactical genius and an open-minded learner. He adapted the styles of many different organizations of warriors to his own, keeping in mind to never let himself become too predictable as many other warriors had done, which ultimately led to their downfall. Knowledge equaling Power was one of Musashi's primary beliefs.

His ever-expanding pool of knowledge regarding single opponent tactics and large-scale tactics led Musashi to become a great warrior, whose famed skill drew the attention of other warriors of high standing. His ascension truly began when he became recognized as a Kensei, and he was able to disseminate information about his style, his life and his beliefs much more easily. He recorded this, and more, in his Book of Five Rings, which now stands as a guide for future Kensei and warriors of all kinds.

Organizations: Kensei do not actually belong to a centralized organization, though all Kensei have read, or are reading, the Book of Five Rings. As such, Kensei may feel some empathy toward each other as warriors of similar style might; or, they may feel antagonistic, as rivals. Most Kensei have pledged allegiance as a vassal to a lord or king, but others are freelance warriors or commanders, or may be lords or kings themselves.

NPC Reaction
Any NPC that recognizes a character as Kensei is likely to show the character utmost respect, unless warfare is frowned upon by the NPC. Regardless, Kensei are usually considered equal to nobles in their homelands, sometimes treated with even greater respect as they come to master the art of combat. Most lords, kings and other sovereigns know to place only as much trust and respect in a Kensei as he has shown him unless allegiance has been pledged. Still, after allegience has been pledged, even greater respect may be paid to the Kensei.

KENSEI IN THE GAME

Kensei in the game are tactical masters and primary combatants, and as such make welcome additions to the battlefield and planning rooms alike. Their tactics range from troop management and instruction, to more delicate affairs, such as diplomacy. Generally, Kensei are not bound by a code of honor, and may choose to act as they wish (though their alignment will change if they act against it); unless, of course, they are vassals to a lord or king.

Adaptation: Despite its ties to the Book of Five Rings, a Kensei is essentially a weapons master whose style slowly begins to allow for greater adaptation in the face of new, unknown opponents. The Book of Five Rings can easily be replaced by a weapon master, another book detailing tactics and beliefs, or perhaps a certain school's teaching methods.

Encounters: Kensei are usually either found with large numbers of students, in very small groups or alone. They are not one to throw themselves suicidally into combat, however, and will measure a situation before deciding how to engage. Sometimes, this means striking from afar or with hit-and-run tactics; other times, it means direct confrontation.

Walking the Silent Road
A lone warrior walks the lower of two roads along the cliffs of Sanjuro, between Kugai and Aido. When approached peacefully, he offers small talk, help in the form of information and a warning about the dangers of the Low Road of Sanjuro. If provoked, however, the man attacks fearlessly and relentlessly, only halting his assault to accept a surrender and apology.

EL 12: The samurai, Oni no Hanzō, patrols the low path between Kugai and Aido. He wears what appears to be heavy armor, and is armed with a katana, wakizashi, spear and bow.

Oni no Hanzō
TN male Human Samurai 6/Kensei 10
Init +0, Senses: Listen +4, Spot +4,
Languages Common
------------------------------------------------
AC 24, touch 15, flat-footed (24)
hp 164 (16 HD)
Fort +19, Ref +12, Will +17
------------------------------------------------
Speed 20ft. (4 squares)
Melee +21/+16/+11
Base Atk +16, Grp +21
Atk Options +2 Flaming Katana +16/+11/+6 (1d10+10+1d6 Fire) plus +2 Freezing Wakizashi +21/+16/+11 (1d6+5+1d6 Cold), or +2 Flaming Katana +16/+11/+6 (1d10+30+1d6 Fire), or Charge (+2 Flaming Katana +23/+18/+13 (1d10+58+1d6 Fire)
Combat Gear +2 Flaming Katana, +2 Freezing Wakizashi, +1 Composite Longbow (+5 Str), +1 Mithral Full Plate, +3 Ring of Protection, Longspear, Winged Boots
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str 20, Dex 11, Con 18, Int 17, Wis 18, Cha 16
SQ Ancestral Daisho, Weapon Familiarity, Mastery of Earth, Following the Wake, Mastery of Water, Heat of Battle, Mastery of Fire, Identify Style, Mastery of Wind, Single-Minded Combat, Mastery of Void
Feats Power Attack, Leap Attack, Exotic Weapon Proficiency (Katana), Improved Bull Rush, Combat Expertise, Improved Feint, Shock Trooper, Skill Focus (Iaijutsu Focus)
Skills Balance +7, Diplomacy +11, Iaijutsu Focus +25, Jump +23, Knowledge (War) +15, Knowledge (Nobility and Royalty) +7, Tumble +12
Possessions Belt of Magnificence +4, +1 Mithral Full Plate, +2 Flaming Katana, +2 Freezing Wakizashi, Cloak of Resistance +5, Longspear, +1 Composite Longbow (+5), Ring of Protection +3, Winged Boots, Handy Haversack

TheGeckoKing
2011-03-13, 08:22 PM
Phoenix Wing Assassin

http://cdn.pimpmyspace.org/media/pms/c/o4/47/7j/by_bl.jpg

A good assassin makes sure no body is found. A better assassin disposes of the body. The best assassin disposes of the body right after death - Lord of the White Flames, a Phoenix Wing Assassin

Deep within a dormant volcano, within searing temperatures, a sect of assassins that practice the Sublime Way - albeit a more specific part. They specialize in destruction of their targets by incinerating their body in fire, taking their name from the wondrous Phoenix, one of the 4 Legendary Beasts.

Becoming a Phoenix Wing Assassin
One becomes a Phoenix Wing Assassin be petitioning the elders for entry. Providing they meet the requirements of the assassin clan, anyone is welcome to join, but once you are a member, you are expected to uphold the standards of the Phoenix Wing Assassins or meet swift expulsion - or worse.

ENTRY REQUIREMENTS
BAB:+5
Skills:Martial Lore 11 ranks
Feat: Desert Fire, Shadow Blade
Maneuvers: Must know at least 3 maneuvers from the Desert Wind discipline, and one must be of at least 3rd level
Special: Must of sought out the Phoenix Wing Assassins to join their group, which normally includes rigorous physical and mental testing.

Class Skills
The Class Name's class skills are Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Hide, Intimidate, Jump, Knowledge (Arcana), Martial Lore, Move Silently, Swim, and Tumble.
Skills Points at Each Level: 4 + int

Hit Dice: d8
{table=head]Level|BaB|Fort|Ref|Will|Special
1st|+0|+2|+2|+0|Cremating Strike
2nd|+1|+3|+3|+0|Searing Strikes (Fire Resistance)
3rd|+2|+3|+3|+1|Sneak Attack +1d6
4th|+3|+4|+4|+1|Flaming Steel
5th|+3|+4|+4|+1|Sneak Attack +2d6
6th|+4|+5|+5|+2|Sudden Conflagration Strike
7th|+5|+5|+5|+2|Sneak Attack +3d6
8th|+6|+6|+6|+2|Searing Strikes (Fire Immunity)
9th|+6|+6|+6|+3|Stance of the Firebird
10th|+7|+7|+7|+3|Delayed Incendiary Oblivion
[/table]

{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|1|0|0
2nd|1|0|0
3rd|0|1|0
4th|1|0|0
5th|1|0|0
6th|0|0|1
7th|1|0|0
8th|1|1|0
9th|0|0|0
10th|1|0|0
[/table]

Proficiencies: A Phoenix Wing Assassin gains no new proficiencies.

Maneuvers: At each level except 3rd, 6th, and 9th, a Phoenix Wing Assassin gains new maneuvers known from the Desert Wind, Shadow Hand or Setting Sun disciplines. They must meet a maneuver's prerequisite to learn it. The Phoenix Wing Assassin adds their full Phoenix Wing Assassin levels to their initiator level to determine their total initiator level and their highest-level maneuvers known.
At levels 3rd, and 8th, they gain additional maneuvers readied per day.

Stances Known: At 5th level, the Phoenix Wing Assassin learns a new martial stance from the Desert Wind, Shadow Hand or Setting Sun disciplines. They must meet the stances prerequisites to learn it.

Cremating Strike (Su): At 1st level, the Phoenix Wing Assassin learns how to assail its quarry even when it is no where near the poor victim. When a Phoenix Wing Assassin damages a target with a Desert Wind maneuver(s) in one turn, the following round the victim automatically takes damage equal to 1/4 the damage they took from the maneuver last turn.
For example, the Lord of the White Flames uses a Desert Wind maneuver and deals 30 damage to a target. Next turn, the victim takes 6 points of damage (30/4, rounded down). This ability cannot be used in consecutive turns.

Searing Strikes (Su): A second, more needed skill is to subvert the immunities to the flame that the Phoenix Wing Assassin loathes. At 2nd level, any fire damage originating from a Phoenix Wing Assassin (Maneuver/Spell/Item) ignores any fire resistance the target may have, but not Fire Immunity. At 8th level, Fire Damage originating from the Phoenix Wing Assassin ignores all Fire Resistance and Fire Immunity.

Sneak Attack (Ex): Functions as the rogue ability (http://www.d20srd.org/srd/classes/rogue.htm), but instead deals the extra damage indicated in the table and stacks with other sources.

Flaming Steel (Ex): At 4th level, the very steel that the Phoenix Wing Assassin wields burns with soul-searing heat. All metal weapons that the Phoenix Wing Assassin wields gain the Flaming Burst property while in the Phoenix Wing Assassins hand. If the Phoenix Wing Assassin has the Improved Unarmed Strike feat, this ability also applies to the Phoenix Wing Assassin's unarmed strikes.

Sudden Conflagration Strike: At 6th level, the Phoenix Wing Assassin gains a special ability only known to the assassins. This is treated just as a normal martial maneuver: you must ready it and expend it normally. It is a 7th level strike, and does not belongs to the Desert Wind discipline if it would beneficial. You may initiate it as a standard action. Using this ability requires making an attack against a single foe, and if the strike successfully hits the target, the target takes 1d6 points of fire damage per Initiator Level. If the target is reduced to 0HP by this damage, their body is reduced to cinders and ash, as per Disintegrate (http://www.d20srd.org/srd/spells/disintegrate.htm).
This is a Supernatural Effect.

Stance of the Firebird: At 9th level, the Phoenix Wing Assassin learns how to mimic its namesake with a powerful stance of immolation. Once per day, the Phoenix Wing Assassin may drop the benefits of any other stance they know to gain the benefits of this one as a swift action. When in this stance, the Phoenix Wing Assassin gain a flight speed three times their land speed,
If the Phoenix Wing Assassin would have an Initiator Level of 20 or higher, they gain a special Death Throes ability. When the Phoenix Wing Assassin would be reduced to 0hp or lower while in this stance, their body is instantly reduced to ash in a plume of fire and smoke, dealing 3d10 damage to everyone within 50ft of the Phoenix Wing Assassin when this occurs (Reflex Save to halve). 1d10 rounds later, the Phoenix Wing Assassin reforms on the spot of their death, fully healed and with all status conditions removed.
This is a Supernatural Effect.

Delayed Incendiary Oblivion: At 10th level, this Phoenix Wing Assassin can force the immolation of the Phoenix upon their enemies......but they tend to "forget" the reformation part. Three times per day, when they would damage a target with your Sneak Attack, they may choose to deal 2d6 less damage and instead apply an Incendiary Delay upon the target, which the target will be aware of regardless of if they are aware of the Sneak Attack. A creature that has an Incentively Delay applies on it has 5 rounds to have the Incendiary Delay removed with a Break Enchantment or Dispel Magic spell (Caster Level equal to the Phoenix Wing Assassins Initiator Level), or after the 5 rounds the poor victim is instantly turned to ash in a conflagration of purging combustion unless they make one final Fortitude Save, as per being turned to dust by Disintegrate.

Playing a Phoenix Wing Assassin
Get in. Strike. Incinerate. That's how you work, and that's how you win your pay.
Combat: Your combat should consist of sneaking up on your opponents and making few but strong decisive strikes, mainly using your Desert Wind maneuvers.
Advancement: Other than more levels in Swordsage, many Phoenix Wing Assassins take levels in Rogue or Ninja so they may learn the tricks and trades of those classes.
Resources: Phoenix Wing Assassins can rely on other Assassins, provided they are in good standing, for training, equipment, and friendship.

Phoenix Wing Assassins
Nasty if your against them, but otherwise the best assassins money can buy - Lord Xi, General of the Northern Outposts
Phoenix Wing Assassins are generally respected by people (And by respected,, we clearly mean feared) unless they are the Assassin's next mark, although more peaceful groups disdain their existence, and the average peasant fears the magic-looking ninja that can set people on fire with a single motion.
Daily Life: The life of a Phoenix Wing Assassin is simple - Train, Hunt, Kill.
Notables: The most notable Assassin is the Lord of the White Flame, a Phoenix Wing Assassin that has gained a great amount of fame for being the one to kill a being most would consider insane to target - an Ultroloth General of Gehenna. But kill a general of the Daemons he did, by incinerating the general and his entire armies with his Delayed Incendiary Oblivion ability.
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

Phoenix Wing Assassins in The Game
The Phoenix Wing Assassin should add a bit of flare into the character's standard capabilities while adding plot hooks in the form of other Phoenix Wing Assassins - friends of foes.
Adaptation: As long as Phoenix's and the Sublime Way exist in your campaign, this class should easily fit in. However, if you wish, this class could be trying to emulate the mighty Red Dragon, or a Fire Elemental.
Encounters:Most commonly the characters will either be the target or the prospective student of the Assassins, and will do well to avoid their full wrath either way.

Golden-Esque
2011-03-15, 10:14 PM
*Note:* This prestige class uses the following Pathfinder guides and third-party supplements.*


Pathfinder Core Rulebook (Pazio Publishing)
Psionics Unleashed (Dreamscarred Press)



Wudang Soulsword
http://fc09.deviantart.net/fs33/i/2008/304/b/a/Xeph_SoulKnife_by_thedarkestseason.jpg
*Art by thedarkestseason (http://thedarkestseason.deviantart.com/)*


Between light and darkness, earth and sky, soft and hard, and the sun in the moon lies one thing; balance. There are many who pursue a sense of balance as a means of perfection, but such individuals can never truly understand the way of the universe; balance is not a perfect, constant state of being. Balance is the ever changing, ever fluctuating state of chaos that all order finds itself in. Balance is not found in perpetual twilight; it is found through the ever-changing dance of the sun and moon, rising and setting for each other for all eternity. Few understand this concept better than those of the Wudang monastery, and those that seek this perfect state of balance and achieve it are known as wudang soulswords.

Not just anyone can rise to the ranks of the wudang soulswords. It takes a keen mind, an open heart, and one polished by combat to achieve the balance necessary. The ultimate technique of the soulswords is the ability to manifest a blade of psionic thought which acts as a mirror into the soulsword’s state of mind. This blade is representative of the soulsword’s strive for balance in their hearts and being. Only those with the ability to manifest a blade of personal thought and whom are willing to undergo the intense personal training required to become a master of this weapon are able to become wudang soulswords.

Role: Wudang soulswords are extremely adaptable in their role in a party. They can make effective defensive characters, able to deftly dodge even the most felling of blows, they can also dish out punishment with their special weapons. However, the wudang soulsword truly shines when given the opportunity to quickly switch between these two roles, able to showcase the balance of fighting prowess that the character worked so hard to achieve.

Alignment: While wudang soulswords have a strong tendency for neutral alignments, they can be of any alignment. While a wudang soulsword always understands that the cosmos is a fluxing, changing place in never-ending conflict between ideals and moralities, such thought never prevents them from being able to do what they consider to be right, as they know that someday, their own ideals and morality will be off for the better as well, and that their own actions might be a catalyst to start this change.

Hit Dice: d10

Requirements
To qualify to become a wudang soulsword, a character must fulfill all the following criteria.

Skills: Acrobatics 5 ranks, Stealth 5 ranks
Feats: Weapon Focus (Mindblade), Weapon Specialization (Mindblade)
Special: Mindblade, mind shield blade skill

Class Skills
Acrobatics (Dex), Autohypnosis (Wis), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (psionics) (Int),
Perception (Wis), Profession (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

Class Features
All of the following are features of the wudang soulsword prestrige class.

Sword of the Sun and Moon: The signature technique of a soulsword is their magnificent sword, a blade of scintillating psionic energy that dances between shades of night-black and blinding white as the soulsword battles. The sword of the sun and moon is treated as the wudang soulsword’s mindblade, but with the following exceptions. The soulsword’s levels in fighter, soulknife, and wudang soulsword all stack to determine the sword of the sun and moon’s effective enhancement bonus. The sword of the sun and moon always takes the form of a one-handed weapon (1d8 slashing; 19-20/x2. 1d6 if manifested by a Small creature).

The wudang soulsword can enhance their mindblade normally, as if using the enhanced mindblade class feature. Although a soulknife can change their mindblade beyond these specifications these are the stats that a sword of the sun and moon must possess; altering those stats changes the blade into a regular mindblade, losing the bonus of its fighter and wudang soulsword levels stacking with their soulknife levels to determine the weapon’s enhancement bonus.

Although the sword of the sun and moon is treated as a mindblade, it cannot be thrown using the throw mindblade ability. In all other cases and situations (including when interacting with feats, blade skills, and other class features) the sword of the sun and moon is treated as a mindblade.

Stances of the Sun and Moon: The wudang soulsword’s fighting style is one of balance between offense and defense. As an immediate action, a wudang soulsword can shift between one of two fighting styles; the stance of yin and the stance of yang.

Once assumed, the wudang soulsword remains in their fighting stance until they switch to the other stance (an immediate action) or cancel the stance altogether (no action). A fighting stance immediately ends if the wudang soulsword becomes helpless.

Although the stances do not drastically alter their fighting style right away, as the wudang soulsword progresses in levels, they receive more and more benefits based on the stance they are currently employing.

Stance of Yang – The Biting Sun: The stance of the sun is the first of two fighting styles that a wudang soulsword employs against their foes. Emphasizing offense and powerful, precise blows, the stance of yang is an offensive fighting style at its core. Upon assuming the stance of yang, the wudang soulsword’s mindblade begins to glow a magnificent shade of white and immediately becomes empowered with clarity and wholeness of mind, making the blade sharper and more profound. While the wudang soulsword is in the stance of yang, their mindblade’s critical threat range increases by 1 (from 19-20 to 18-20) and their critical damage multiplier increases by 1 (from x2 to x3). These increases stack with other sources that improve critical threat range and critical damage multipliers.

In addition, upon initially assuming the stance of yang, the sword of the sun and moon gains a charge of psionic energy that allows the sword of the sun and moon to make a clarity strike. A clarity strike deals an extra 1d8 points of damage on any attack they wish to activate it on (as long as the attack is made with the sword of the sun and moon). A wudang soulsword can hold this charge for as long as they like without discharging it (unless they leave the stance of yang, in which case the charge is immediately discharged). This charge is not wasted if an attack misses, though it cannot be used if the wudang soulsword is denied their Dexterity bonus to AC. A clarity strike is not precision damage and can affect creatures immune to precision damage. Once expended, the wudang soulsword can recharge their weapon with a move action, allowing them to make another clarity strike when they choose to. Psychic strike damage stacks with clarity strike damage (though any ability that causes you to expend your clarity strike also expends your psychic strike).

Stance of Yin – The Stalwart Moon: The stance of the moon is the second of two fighting styles that the wudang soulsword employs against their foes. Emphasizing defense and fleet footwork, the stance of yin is a defensive fighting style at its core. Upon assuming the stance of yin, the wudang soulsword’s mindblade turns pitch black and immediately splits in two, becoming a weapon and a shield. The wudang soulsword’s weapon is treated as a light weapon (1d6 slashing; 19-20/x2. 1d4 if manifested by a Small creature) and they manifest a buckler. The wudang shield is treated as a light steel shield, except that it provides a +2 shield bonus to AC (the shield bonus from the mind shield bladeskill does not stack with this bonus) plus an additional bonus to AC equal to your mindblade’s maximum enhancement bonus. The light weapon keeps its enhancement bonus and any special abilities it possessed as a one handed weapon, but you cannot grant the mind shield any special abilities; though unlike a regular magic item, its maximum enhancement is +10, meaning it can provide a maximum of a +12 shield bonus to your AC. Unlike regular shields, the wudang shield cannot be used to make a shield bash attack.

In addition, upon initially assuming the stance of yin, the shield of sun and moon gains a charge of psionic energy that allows the shield of sun and moon to gain the ability to reduce incoming damage. Whenever the wudang soulsword is dealt any amount of damage, they can expend this charge to reduce the amount of damage taken equal to your shield of the sun and moon’s enhancement bonus. A wudang soulsword can hold this charge for as long as they like without discharging it (unless they leave the stance of yin, in which case the charge is immediately discharged). This ability is not damage reduction; it can be applied to damage from any source; including spell damage and environment damage. Once expended, the wudang soulsword can recharge their shield with a move action, allowing them to make another clarity defense when they choose to. If the wudang soulsword gains damage reduction, energy resistance, or any other effect that reduces incoming damage, this ability stacks with it.

Progressed Discipline: Ever seeking to strive in their arts, a wudang soulsword adds their soulknife and wudang soulsword levels to determine their effective fighter level when qualifying for feats. If a feat can only be applied to a specific weapon (such as Weapon Focus, Weapon Specialization, or Critical Focus), the wudang soulsword must apply it to their mindblade.

Wudang Arts: As the wudang soulsword increases in power, they begin to master and perfect their skills in the wudang arts, allowing them to gain special abilities and skills when wielding their sword of the sun and moon. Beginning at 2nd level and every even wudang soulsword level thereafter, the wudang soulsword can select a wudang art to add to their repertoire. Some wudang arts have prerequisites that must be met before they are chosen. All wudang arts may only be chosen once and require the wudang soulsword to be using their sword of the sun and moon unless otherwise stated in the art’s description.

Each wudang art possesses two abilities; one that applies while the wudang soulsword is in the stance of yang and one that applies while they are in the stance of yin. All wudang arts are supernatural abilities unless stated otherwise.

Fiery Torrent: While you are in the stance of yang, you deal an additional 1d6 points of fire damage with each attack. This damage stacks with the bonus provided by special abilities such as flaming and flaming burst. In addition, by expending a charge of your clarity strike as a standard action, you can make a single attack against all creatures within 10 feet of you. If it hits, the creature takes 2d6 points of fire damage. You do not gain the benefit of any weapon special abilities you possess, nor do you add an additional 1d6 points of fire damage for possessing this wudang art.

While you are in the stance of yin, you gain energy resistance equal to your shield of the sun and moon’s enhancement bonus (acid, cold, fire, electricity, and sonic). In addition, by expending a charge of your clarity defense as a free action, whenever you prevent damage with the energy resistance supplied by this wudang art, you heal yourself for an amount of hit point damage equal to the amount of damage your energy resistance prevented.

Illustrious Radiance: While you are in the stance of yang, your mindblade emits light as if a daylight spell were cast upon it (caster level equals your wudang soulsword level x2). You can activate and dismiss this effect as a move action. In addition, by expending a charge of your clarity strike, all creatures within 30ft. of you must make a Fortitude save (DC 10 + your wudang soulsword level + your Charisma modifier). On a failed save, the creature is blinded for 1 round and dazzled for 1d4 rounds; a successful save reduces this to dazzled for 1d4 rounds.

While you are in the stance of yin, your mindshield emits shadowy illumination as if a deeper darkness spell were cast upon it (caster level equals your wudang soulsword level x2). You can activate and dismiss this effect as a move action. In addition, by expending a charge of your clarity defense, all creatures within 30ft. of you must make a Will save (DC 10 + your wudang soulsword level + your Charisma modifier). On a failed save, the creature begins frothing with rage, and will direct all of its attacks and abilities that designate a target against you. They are forced to do so for 1d4 rounds; after this, affected creatures are once again prone to rational thought and can choose their own targets once more. If the creatures are unable to attack you (for example, they cannot see you) they are not sent into a rage until you become detectable by them again.

Insurmountable Peak: While you are in the stance of yang, you add an extra 1 point of damage to every damage die you roll with your sword of the sun and moon. This bonus increases by 1 additional point for every wudang art you know. In addition, by expending a charge of your clarity strike, each attack that you successfully hit to deal damage as if you were a falling object (3d6 damage per attack if Medium, 2d6 damage per attack if Small). This damage replaces your normal weapon damage, but you still resolve the effects of any special abilities your sword of the sun and moon possesses (such as flaming or corrosive burst). You do not deal clarity strike damage to the target for expending your clarity strike in this way.

While you are in the stance of yin, add your Constitution bonus (minimum +0) to your AC as a natural armor bonus. This natural armor bonus stacks with other natural armor bonuses you might possess. In addition, you can expend a charge of your clarity defense when you take the total defense action to add your shield of the sun and moon’s enhancement bonus to your AC. This bonus replaces the normal +4 bonus a character receives to their AC for taking the total defense action.

Rolling Wave: While you are in the stance of yang, you ignore a creature’s Dexterity bonus to AC whenever you are successfully flanking them. In addition, by expending a a charge of your clarity strike, you can select one creature and treat all attacks you make against that creature as flanking them until the end of the turn (you gain the normal +2 bonus on attack rolls and ignore their Dexterity bonus to AC because of this ability).

While you are in the stance of yin, taking a 5ft. step through your threatened area provokes an attack of opportunity; treat it as if they had moved through your threatened area. In addition, by expending a charge of your clarity defense, you can immediately take a 5ft. step, even if you have already moved or taken a 5ft. step during the round. Using this ability is a free action that does not provoke attacks of opportunity (even against another wudang soulsword with this wudang art).

Scintillating Shadows: While you are in the stance of yang, you can see through darkness, including magical darkness. In addition, by expending a charge of clarity strike as a free action on your turn, you become invisible, as greater invisibility, until the end of your next round.

While you are in the stance of yin, whenever you gain concealment, you also gain cover. In addition, by expending a charge of clarity defense as a free action on your turn, you become invisible, as greater invisibility, until the end of your next round.

Spiraling Breeze: While you are in the stance of yang, you can strike enemies with your sword of the sun and moon as if it were a reach weapon. You can attack adjacent creatures without penalty. In addition, by expending a charge of clarity strike, if you successfully strike a creature with your sword of the sun and moon, you can make a free trip attempt against them. You can only make one free trip attempt per round with this wudang art and you are not at risk of being counter tripped. You do not deal clarity strike damage to the target for expending your clarity strike in this way.

While you are in the stance of yin, you add your shield bonus to AC (and its enhancement bonus, if any) to your touch AC. In addition, whenever you are targeted by a touch attack (including a ranged touch attack) you can expend a charge of your clarity defense to attempt an Acrobatics check (DC 15 + ˝ the creature’s caster level (if a spell) or HD (if a racial ability)). If you succeed on your Acrobatics check, you successfully dodge the touch attack and force the attack to target the attacker, using their previous attack roll and resolving the effect normally. You do not reduce incoming damage for expending your clarity defense in this way.

Technique Mastery (Ex): The wudang style of soul-swordplay is divided into 81 techniques, all of them essential to the success of any individual wudang soulsword. Alone, these techniques are fairly trivial; stylized lunges, thrusts, and maneuvers. However, as the wudang soulsword masters a specific number of techniques, they learn to use them in such a way that their combat potential is drastically increased, as described below.

10th Technique Mastery (Ex): By 3rd level, the wudang soulsword has mastered the first 10 techniques of the wudang soul-swordplay, allowing their sword or shield of the sun and moon to hold one additional charge of either clarity strike (stance of yang) or clarity defense (stance of yin). Entering a stance still only provides you with a single charge of either ability, and placing a charge into your sword or shield still requires a move action. In addition, clarity strike's damage increases to +2d8 points and clarity defense's protection increases to 2 points of damage per enhancement bonus of your shield of the sun and moon.

20th Technique Mastery (Ex): By 5th level, the wudang soulsword has mastered 20 techniques of the wudang style, granting them a bonus feat of their choice. They must select either a combat feat or a psionic feat. In addition, the wudang soulsword can place a charge of either clarity strike or clarity defense (based on their current stance) into the appropriate piece of equipment as a free action instead of a move action. A wudang soulsword can only place one charge of either clarity strike or clarity defense into a weapon or shield per round. The wudang soulsword can use this ability three times per day.

40th Technique Mastery (Ex): By 7th level, the wudang soulsword has mastered 40 of the wudang techniques, allowing their sword or shield of the sun and moon to hold one additional charge of either clarity strike or clarity defense, to a maximum of three charges. This ability does not change the action required to charge the weapon or the number of charges the weapon begins with.

80th Technique Mastery (Ex): By 9th level, the wudang soulsword has mastered all but one of the wudang techniques, granting them a bonus feat of their choice. They must select either a combat feat or a psionic feat. In addition, the wudang soulsword’s weapon attacks ignore all damage reduction except for DR/-, DR/vorpal, and DR/epic.

81st Technique Mastery (Ex): At 10th level, the wudang soulsword has mastered the wudang technique, granting them mastery over their abilities. The wudang soulsword can place a charge of either clarity strike or clarity defense into the appropriate piece of equipment as a free action as many times per day as they wish. The wudang soulsword may still only place one charge of either clarity strike or clarity defense into their weapon or shield per round. In addition, the wudang soulsword can switch between the stance of yang and the stance of yin as part of an attack of opportunity (doing so does not expend their attacks of opportunity).

Hyooz
2011-03-16, 03:39 AM
RAIJU
[Thunder Beast]


http://fc00.deviantart.net/fs71/f/2009/354/0/4/0442b62a2e77608fb200f9dff18137b1.jpg

”I am the thunder and the lightning of the gods. Back down now – you cannot hope to stand before me. – Yusuke, Raiju

The gods Raiden (http://en.wikipedia.org/wiki/Raiden) and Fuden (http://en.wikipedia.org/wiki/F%C5%ABjin) are said to be the cause of the storms that rage in the sky. Fuden unleashes the wind from the bag on his back, and Raiden beats his drums to create the thunder we hear and crash the lightning through the sky. But even this godly duo does not work alone. Their earthly agents, the Raiju (http://en.wikipedia.org/wiki/Raiju), were creatures unto themselves in ancient times. As the celestial spheres turned, however, the more beastial Raiju became less than ideal envoys and tools.

Thus was born the modern Raiju – mortal agents of the gods gifted with great and special power. Crossing them is ill-advised, as the very wrath of lightning is at their command.

BECOMING A RAIJU
Raiju are not made, but chosen. Those swordsmen with an arcane talent and particularly wicked bent are likely to catch the eye of the stormy gods and be granted powers above and beyond their brethren.

ENTRY REQUIREMENTS
Class Feature: Hexblade’s Curse (2/day)
Feat: Improved Familiar
Special: Must worship Fuden or Raiden

Class Skills
The Raiju's class skills (and the key ability for each skill) are Bluff, Concentration, Craft, Diplomacy, Intimidate, Knowledge (Arcana), Profession, Ride, and Spellcraft.
Skills Points at Each Level: 6 + Int

Hit Dice: d10

NAME OF CLASS
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+1|
+2|
+0|
+2|Enlivened Curse, Raiden’s Bane|+1 level of existing spellcasting class

2nd|
+2|
+3|
+0|
+3|Fuden’s Blade|+1 level of existing spellcasting class

3rd|
+3|
+3|
+1|
+3|Gift of Lightning|+1 level of existing spellcasting class

4th|
+4|
+4|
+1|
+4|Winds at your Back|+1 level of existing spellcasting class

5th|
+5|
+4|
+1|
+4|Raging Storm|+1 level of existing spellcasting class

6th|
+6|
+5|
+2|
+5|Crackling Curse|+1 level of existing spellcasting class

7th|
+7|
+5|
+2|
+5|Coursing Curse|+1 level of existing spellcasting class

8th|
+8|
+6|
+2|
+6|Glaive of the Heavens|+1 level of existing spellcasting class

9th|
+9|
+6|
+3|
+6|Unleashed Storm|+1 level of existing spellcasting class

10th|
+10|
+7|
+3|
+7|Ascension|+1 level of existing spellcasting class [/table]

Enlivened Curse: The divine power granted to the Raiju pulses through his being, empowering the magic within him and granting his Hexblade’s Curse new life. The limitations that previously held him back from using it to its fullest potential are lifted, and he only requires a brief respite to be fully able again. A Raiju can use his Hexblade’s Curse a number of times per encounter instead of per day, though only once per round. Levels of Raiju stack with levels of Hexblade for determining the number of times he can use his curse as well as the strength of his curse (aka Greater Hexblade’s Curse and Dire Hexblade’s Curse).

Raiden’s Bane (Su): As the god in the skies beats his drum, the energy generated courses through the Raiju, granting his curse an especial edge when he releases its magic at another creature. At his option, when cursing a creature with his Hexblade’s Curse, the Raiju can cause lightning to arc to the creature at the same time, dealing 1d6 damage per 3 character levels, halved on a successful save against the Curse.

Fuden’s Blade (Su): When Fuden opens his bag, the winds howl and tear – and when a Raiju swings his sword, they respond in kind. When attacking on his turn, the winds swirl around his weapon and lash out further than it would normally reach. This added range, however, does not carry the same qualities of the weapon itself. The Raiju’s reach effectively doubles, however, outside of his weapon’s normal range, no effects take place that rely on the weapon itself. Weapon enchantments, tripping, etc. all do not function, but the weapon’s standard damage and damage type carry over, as well as any effects that merely rely on attacks (such as Sneak Attack, etc.)

Gift of Lightning: Not long after awakening to their new role as Raiju, the former Hexblade is granted a new familiar – a being of pure lightning. This gift represents the trust the storms have placed on the Raiju – as they are serving the storms, the storms are serving him, if in a small way. The Raiju gains a Small Lightning Elemental to serve as his familiar. This elemental can be dismissed and resummoned as a standard action with no adverse affects, and if the elemental should die, the Raiju does not suffer the normal effects, and merely needs to wait 24 hours to summon a new one. The Lightning Elemental familiar grants its master’s weapon the Shock quality as long as the two are within 1 mile of each other.

Winds at your Back (Su): The winds of the storm never hinder a Raiju – the winds are sent to help him, not to hinder him. Even when the storm is not raging, it is still there, pushing him forward. The Raiju is never affected by winds of any kind (even those produced by, say, a Gust of Wind spell) and gains a 10’ divine bonus to his base ground movement speed.

Raging Storm (Su): The stormy energies gifted to the Raiju begin manifesting more and more strongly, winds constantly billowing his clothing and hair, lightning raging deep within his eyes and occasionally sparking over his skin. Releasing this energy is second nature to him now, demonstrating his mastery of the elements within him. The Raiju gains the ability to cast Lightning Bolt and Gust of Wind at will as a supernatural ability.

Crackling Curse: Raiden’s lightning destroys all it strikes, cracking through the sky with an explosion of sound heard for miles away. That same lightning rages within the Raiju, and when intermingled with the magic of his Curse, is a very potent magic indeed. When using his Hexblade’s Curse, instead of the normal effect, he can choose to inflict a creature with a Crackling Curse instead (the same DC applies to a Crackling Curse as would apply to a Hexblade’s Curse.)

A creature inflicted with a Crackling Curse must roll a percentile die before taking any action. If he rolls a 50 or below, his action occurs normally. Otherwise, he is wracked with pain as lightning courses through his body, and the action fails. This curse lasts 1 hour, the greater energies of the lightning god burning out faster than an ordinary curse when separated from their source.

Gift of Winds (Su): Fuden adds his gift to Raiden’s. Your familiar becomes a Medium Storm Elemental, and grants its master’s weapon the Shocking Burst quality as long as the two are within 1 mile of each other. Additionally, the winds that already pushed the Raiju to greater speeds can now carry him through the air, granting him a fly speed of 50’ with average maneuverability.

Coursing Curse: The Raiju’s inner magic and the lightning gifted to him by his benefactor have become so intermingled the two are barely distinguishable at this level of power. Anytime the Raiju strikes a creature with a spell with the [Lightning] descriptor, a melee attack, or his familiar strikes a creature, he can attempt to inflict the target with his Hexblade’s Curse (or Crackling Curse, at his option.)

Glaive of the Heavens (Su): Your blade has long been an extension of yourself, and Fuden’s winds an extension of it. As the Raiju’s power develops, so too does the unity between wind, blade, and emissary. The extended range from the Fuden’s Blade ability now acts in all ways as if your weapon’s reach had doubled. Additionally, the Raiju gains the Whirlwind Attack and Great Cleave feats, even if he doesn’t meet the prerequisites.

Unleashed Storm (Su): With his full potential nearly realized, the Raiju is a creature almost entirely formed of wind and lightning. If he isn’t careful, the winds that swirl with his every motion could clear a table, and the electricity coursing through his flesh might make handshakes a thrilling experience. The Raiju gains the ability to cast Chain Lightning and Control Winds at will as a Supernatural ability.

Ascension: A fully empowered Raiju is more than merely mortal. He has become the physical embodiment of his patron’s power – a true avatar of the storms. His blade is as feared as his lightning, and his Curse a fearsome weapon. His type changes to Elemental, and he gains all Elemental traits. Additionally, his curse is as vital and fearsome as the lightning – any time the Raiju affects multiple creatures with a melee attack or [Lightning] spell, he can expend a single use of his curse to attempt to inflict all affected targets with his Hexblade’s Curse (but not the Crackling Curse – it’s manifestation is too specialized and potent to be spread so easily.)

PLAYING A RAIJU
You are a tempest, chosen warrior of the storms themselves. Your blade and your magic are more than weapons, they are extensions of the fury of the skies. You belong on the front lines, and your foes should tremble when you draw your weapon.
Combat: As a Raiju you must hit fast and hit often. Your curse has become much more potent, do not forsake it. Prefer the spells you can cast at will, saving the more limited ones for more utilitarian purposes. Get your curse on key foes, and eliminate the rest as quickly as possible. Use your reach to your advantage.
Advancement: Any method of increasing the potency of your magic and curse are great boons, but do not forsake your martial training. Your blade is as much a bolt of lightning as any other.
Resources: Raiju are typically very clerical in the resources they can rely on. They are tools of their benefactor, and powerful warriors. Any resources they can procure, they will use.

RAIJU IN THE WORLD
"Yusuke? The man is like a typhoon. It is best to not get involved."

Raiju typically aren't understood fully for what they are, and thus don't meet a lot of preference one way or another. They are devoted warriors with a magical bent, but most will know little more about them.
Daily Life: Most days, you will not have divine guidance, and thus will attend to your earthly business as usual. Perhaps acting as a mercenary or guardian to nobility. Expect to be called away from time to time, however, to smite those you are compelled to.
Notables: Yusuke, known only by his given name, was a Raiju of incredible renown. It is said he was responsible for the sinking of an entire city, and that his blade struck harder and faster than cannons.
Organizations: There are no Raiju organizations, but any group with particular reverence for or devotion to the lords of the storm will be welcoming to and welcome refuge for any Raiju.

NPC Reaction
Most people would respect the Raiju, coming to understand their true nature. At the same time, however, fear may be expected. As an avatar of the storms, you should expect some to be worried about allowing you under their roof.

RAIJU IN THE GAME
The Raiju is designed with some of the mechanical failings of the original Hexblade in mind. If you're using an updated Hexblade, then the power level might need some tuning.
Adaptation: For non-Oriental Adventures settings, any god of storms or lightning could serve as a basis for the Raiju, or the idea of a patron deity could be scrapped altogether.

cooperflood
2011-03-17, 02:19 PM
Master of the Five

http://i258.photobucket.com/albums/hh248/Omen_of_Peace/AirShugenja.jpg

"Most mages just play with the elements, a true master is able to manifest their very spirit"

A master of the five has developed a deep connection with the five elements (Air, Earth, Fire, Water and Wood). So much so that when she summons their physical presences into this world they manifest with a greater portion of their true spirit. This connection can't be taught though books or lecture, it must be felt within the soul. Most master's of the five discover this bond by seeking the "edges" of the world, those places where the elements are most fierce.

BECOMING A MASTER OF THE FIVE
Most masters of the five begin their careers as druids or spirit shamans. Druids have a greater understanding of the natural world which makes it easier for them to develop the deep connection of the elements requires of a master of the five. That said almost any full caster can become a master of the five, they just tend to enter later in their careers. Sorcerers in particular after often find to the flexibility offered by this class appealing.

ENTRY REQUIREMENTS
Feat: Augment Elemental (MoE)
Speak Language: Any two of the following Auran, Aquan, Ignan, Slyvan, Terran
Spells: Be able to cast either Summon Nature's Ally III or Summon Monster IV

Class Skills
The master of the five's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (geography), Knowledge (nature) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis).
Skills Points at Each Level: 4 + int

Hit Dice: d6

Master of the Five
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+0|
+0|
+0|
+2|Elemental Spell Knowledge, Improved Summoning, Rapid Elemental Summoning|+1 level of existing spellcasting class

2nd|
+1|
+0|
+0|
+3|Elemental Paragons I|+1 level of existing spellcasting class

3rd|
+1|
+1|
+1|
+3|Extended Summoning, Intelligent Elementals|+1 level of existing spellcasting class

4th|
+2|
+1|
+1|
+4|Elemental Paragons II|+1 level of existing spellcasting class

5th|
+2|
+1|
+1|
+4|Maximized Elemental Summoning|+1 level of existing spellcasting class
[/table]

Class Features

Weapon and Armor Proficiency: Masters of the five gain no weapon or armor proficiencies.

Spellcasting: At each level you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a master of the five, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Elemental Spell Knowledge (Ex): A master of the five adds the following spells to his spells known (or spell book) at given the given class level. However spells learned through this class feature may only be used to summon true elementals. This class feature also determines the type of true elementals the rest of your class features can effect.

{table=head]Level|Spells|Elementals

1st|Summon Nature's Ally II and III|Small Elementals

2nd|Summon Nature's Ally IV and V|Medium and Large Elementals

3rd|Summon Nature's Ally VI and VII|Huge and Greater Elementals

4th|Summon Nature's Ally VIII and IX|Elder Elementals

5th|Summon Elemental Monolith|Elemental Monoliths
[/table]


True Elementals: The following creatures are considered to be true elementals:
Air Elementals: Small, Medium, Large, Huge, Greater and Elder
Earth Elementals: Small, Medium, Large, Huge, Greater and Elder
Fire Elementals: Small, Medium, Large, Huge, Greater and Elder
Water Elementals: Small, Medium, Large, Huge, Greater and Elder
Wood Elementals: Small, Medium, Large, Huge, Greater and Elder
Air, Earth, Fire, Water and Wood Monoliths

Improved Summoning (Su): When ever you summon a true elemental, you summon one more of the same type.

Rapid Elemental Summoning (Ex): Rapid Elemental Summoning: At 1st level a master of the five can cast summoning spells used to summon true elementals with a casting time of 1 round as a standard action, spells with a different casting time are unaffected.

Elemental Paragons I (Su): True elementals summoned by a master of the five gain the following abilities based on their type.

Air: Air elementals gain concealment
Earth: Foes are knocked prone at the end of a bullrush initiated by an earth elemental.
Fire: A caster hit by a fire elemental must make a concentration check (DC 10 + 1/2 Fire Elemental Hit Die + level of spell) to cast a spell until the beginning of the fire elementals next turn.
Water: When ever a water elemental makes a successful attack against a foe, he heals an adjacent ally hitpoints equal to the elementals number of hit die.
Wood: May release up to 2 times his Hit die spikes per day.
Extended Summoning (Ex): When ever you cast summon nature's ally to summon an elemental, you may extend the duration of the spell to 1 hour. This ability isn't cumalitive with any other ability that increases the duration of a spell.

Intelligent Elementals (Su): True Elemental summoned by a master of five have their Int score increased by 6.

Elemental Paragons II (Su): True elementals summoned by a master of the five gain the following abilities based on their type.

Air: As a swift action an air elemental can gain total concealment, while under the effects of this ability an air elemental can't make any attacks or manipulate any objects. An air elemental may end this ability as a swift action.
Earth: When taking a full attack action an earth elemental may at any time initiate a single bullrush in addition to his normal attacks.
Fire: All adjacent foes take fire damage equal to the elemental's number of hit die at the beginning of their turn.
Water: Once per encounter as a swift action a water elemental may remove anyone of the following conditions from an adjacent ally: blinded, dazed, dazzled, deafened, exhausted, fatigued, nauseated, sickened, or stunned.
Wood: Foes struck by a Wood Elemental's slam attack become entangled for one one round.
Maximize Summoning (Ex): At 5th level when using a summoning spell to summon multiple true elementals a master of the five can treat the spell as if the maximize spell metamagic feat had been applied to it without increasing the spell actual level or casting time.

WOOD ELEMENTALS:

Wood Elemental, Small
Small Elemental (Wood, Extraplanar)
Hit Dice: 2d8+2 (11 hp)
Initiative: +1
Speed: 30ft (6 squares)
AC: 18 (+1 size, +1 Dex, +6 natural) touch 12, flat-footed 17
Base Attack/Grapple: +1/-1
Attack: Slam +4 melee (1d6+3) or 2 spikes +3 ranged (1d4+2)
Full Attack: Slam +4 melee (1d6+3) or 2 spikes +3 ranged (1d6+2)
Space/Reach: 15ft./15ft.
Special Attacks: Spikes
Special Qualities: Darkvision 60', elemental traits, plant traits, woodsense
Saves: Fort +4, Ref +1, Will +0
Abilities: Str 14, Dex 12, Con 13, Int 4, Wis 11, Cha 11
Skills: Listen +2, Spot +3
Feats: Power Attack

Wood Elemental, Medium
Medium-Size Elemental (Wood, Extraplanar)
Hit Dice: 4d8+12 (30 hp)
Initiative: +2
Speed: 30ft (6 squares)
AC: 20 (+2 Dex, +8 natural) touch 12, flat-footed 18
Base Attack/Grapple: +3/+6
Attack: Slam +6 melee (1d8+4) or 4 spikes +5 ranged (1d6+3)
Full Attack: Slam +6 melee (1d6+4) or 4 spikes +5 ranged (1d6+3)
Space/Reach: 5ft./5ft.
Special Attacks: Spikes
Special Qualities: Darkvision 60', elemental traits, plant traits, woodsense
Saves: Fort +7, Ref +3, Will +1
Abilities: Str 16, Dex 14, Con 17, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +4
Feats: Point Blank Shot, Power Attack

Wood Elemental, Large
Large Elemental (Wood, Extraplanar)
Hit Dice: 8d8+32 (68 hp)
Initiative: +3
Speed: 30ft (6 squares)
AC: 21 (-1 size, +3 Dex, +9 natural) touch 12, flat-footed 18
Base Attack/Grapple: +6/+15
Attack: Slam +10 melee (2d8+5) or 4 spikes +8 ranged (1d8+5)
Full Attack: 2 Slams +10 melee (2d8+5) or 4 spikes +8 ranged (1d6+5)
Space/Reach: 10ft./10ft.
Special Attacks: Spikes
Special Qualities: Damage reduction 5/-, darkvision 60', elemental traits, plant traits, woodsense
Saves: Fort +10, Ref +5, Will +2
Abilities: Str 20, Dex 16, Con 19, Int 6, Wis 11, Cha 11
Skills: Listen +5, Spot +6
Feats: Cleave, Point Blank Shot, Power Attack

Wood Elemental, Huge
Huge Elemental (Wood, Extraplanar)
Hit Dice: 16d8+80 (152 hp)
Initiative: +5
Speed: 30ft (squares)
AC: 22 (-2 size, +5 Dex, +9 natural) touch 13, flat-footed 17
Base Attack/Grapple: +12/+27
Attack: Slam +17 melee (2d10+7) or 4 spikes +15 ranged (1d10+7)
Full Attack: 2 Slams +17 melee (2d10+7) or 4 spikes +15 ranged (1d6+7)
Space/Reach: 15ft./15ft.
Special Attacks: Spikes
Special Qualities: Damage reduction 5/-, darkvision 60', elemental traits, plant traits, woodsense
Saves: Fort +15, Ref +10, Will +7
Abilities: Str 24, Dex 20, Con 21, Int 6, Wis 11, Cha 11
Skills: Listen +11, Spot +12
Feats: Alertness, Cleave, Iron Will, Point Blank Shot, Power Attack, Precise Shot, Iron Will

Wood Elemental, Greater
Huge Elemental (Wood, Extraplanar)
Hit Dice: 21d8+105 (199 hp)
Initiative: +6
Speed: 30ft (6 squares)
AC: 23 (-2 size, +6 Dex, +9 natural)
Base Attack/Grapple: +15/+31
Attack: Slam +21 melee (2d10+8); or 4 spikes +19 ranged (1d6+8/19-20)
Full Attack: 2 Slams +21 melee (2d10+8); or 4 spikes +19 ranged (1d8+8/19-20)
Space/Reach: 15ft./15ft.
Special Attacks: Spikes
Special Qualities: Damage reduction 10/-, darkvision 60', elemental traits, plant traits, woodsense
Saves: Fort +17, Ref +15, Will +9
Abilities: Str 26, Dex 22, Con 21, Int 8, Wis 11, Cha 11
Skills: Listen +14, Spot +14
Feats Alertness, Cleave, Iron Will, Improved Critical (spikes), Lightning Reflexes, Point Blank Shot, Power Attack, Precise Shot

Wood Elemental, Elder
Huge Elemental (Wood, Extraplanar)
Hit Dice: 24d8+120 (228hp)
Initiative: +6
Speed: 30ft (6 squares)
AC: 24 (-2 size, +7 Dex, +9 natural) touch 15, flat-footed 17
Base Attack/Grapple: +18/+35
Attack: Slam +25 melee (2d10+9/19-20) or 4 spikes +23 ranged (1d6+9/19-20)
Full Attack: 2 slams +25 melee (2d10+9/19-20) or 4 spikes +23 ranged (1d10+9/19-20)
Space/Reach: 15ft./15ft.
Special Attacks: Spikes
Special Qualities: Damage reduction 10/-, darkvision 60', elemental traits, plant traits, woodsense
Saves: Fort +19, Ref +17, Will +10
Abilities: Str 28, Dex 24, Con 21, Int 10, Wis 11, Cha 11
Skills: Listen +29, Spot +29
Feats: Alertness, Cleave, Iron Will, Improved Critical (Slam), Improved Critical (spikes), Lightning Reflexes, Point Blank Shot, Power Attack, Precise Shot
Environment: Elemental Plane of Wood
Organization: Solitary
Challenge Rating: Small 1; medium 3; large 5; huge 7; greater 9; elder 11
Treasure: None
Alignment: Usually Neutral
Advancement: Small 3 HD (small); Medium 5-7 HD (medium-size); Large 9-15 HD (large); Huge 17-20 HD (huge); Greater 22-23 HD (huge); Elder 25+ HD (huge)


Wood Elementals are plantlike beings from the elemental plane of wood. They seldom leave their plane of existence except when summoned elsewhere by a spell. Wood Elementals speak Slyvan but rarely choose to do so. When one speaks, its voice sounds like the rustling of leaves in the wind or the cracking of trees on a cold winter’s night.

Combat:
Wood Elementals are generally indifferent towards other beings, but will attack anyone harming plantlife, unfortunately this includes the harvesting commoner.
Spikes (Ex): A wood elemental can release volleys of bark, splinters, or wood shards, up to 4 such spikes per round, as a standard action (make an attack roll for each spike). This attack has a range 120 feet with no range increment. All targets must be within 30 feet of each other. The Wood Elemental can release up to its HD in spikes in any 24-hour period.
Plant Traits: Although an elemental, the Wood Elemental has many similarities with plants. In addition to the abilities granted by the elemental type, the wood elemental also gains immunity to polymorphing and is not subject to mind-influencing effects (charms, compulsions, phantasms, patterns and morale effects.)
Woodsense (Ex): A wood elemental can automatically sense anything in contact with vegetation within 60', even if the wood elemental isn't in contact with the same vegetation.


Wood Monolith
Gargantuan Elemental (Wood, Extraplanar)
Hit Dice: 36d8+255 (417hp)
Initiative: +12
Speed: 30ft (6 squares)
AC: 33 (-4 size, +12 Dex, +15 natural) touch 18, flat-footed 21
Base Attack/Grapple: +27/+53
Attack: Slam +38 melee (6d8+14/19-20) or 4 spikes +36 ranged (2d8+9/19-20)
Full Attack: 2 slams +38 melee (6d8+14/19-20) or 4 spikes +36 ranged (3d6+14/19-20)
Space/Reach: 15ft./15ft.
Special Attacks: Spikes
Special Qualities: Damage reduction 15/-, darkvision 60', elemental traits, plant traits, woodsense
Saves: Fort +27, Ref +26, Will +16
Abilities: Str 38, Dex 34, Con 25, Int 12, Wis 15, Cha 17
Skills: Diplomacy +5, Intimidate +16, Jump +27, Listen +43,
Sense Motive +15, Spot +43
Feats: Alertness, Cleave, Dodge, Iron Will, Improved Critical (Slam), Improved Critical (spikes), Improved Natural Attack (slam), Lightning Reflexes, Point Blank Shot, Power Attack, Precise Shot, Weapon Focus (slam), Weapon Focus (spikes)
Environment: Elemental Plane of Wood
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Usually Neutral
Advancement: 37-54 (Gargantuan)

Masters of the Elemental Plane of Wood, wood monoliths rarely leave their home plane unless summoned by a powerful spellcaster. They speak Slyvan with voices like the sound of a huge tree falling in the forest. As leaders of their kind, they are less sullen and silent than other elementals, but have rarely stoop to speaking with creatures other than their own elemental kind.

Combat:
Wood Monoliths are versitle combatants, able to mix it up with overwhelming melee attacks or showering their opponents with a hail of ranged volleys.
Spikes (Ex): A wood elemental can release volleys of bark, splinters, or wood shards, up to 4 such spikes per round, as a standard action (make an attack roll for each spike). This attack has a range 120 feet with no range increment. All targets must be within 30 feet of each other. The Wood Elemental can release up to its HD in spikes in any 24-hour period.
Plant Traits: Although an elemental, the Wood Elemental has many similarities with plants. In addition to the abilities granted by the elemental type, the wood elemental also gains immunity to polymorphing and is not subject to mind-influencing effects (charms, compulsions, phantasms, patterns and morale effects.)
Woodsense (Ex): A wood elemental can automatically sense anything in contact with vegetation within 60', even if the wood elemental isn't in contact with the same vegetation.

PLAYING A MASTER OF THE FIVE
You often find civilization and its expectations to be chaffing. You're far more comfortable in remote wild locations on the edge of the map. You are most comfortable around other classes which share your outlook and appreciation for nature.
Combat: A Master of the Five rarely battle alone. Your summons aren't as versatile as many summoners, but you more than make up for it in quantity and quality. You will gain more mileage out of your summons if take the time to recognize which of the five elements are most relevant for the situation at hand.
Advancement: As your advance in levels your should concentrate on picking up spells and feats that help improve your summons. Cloudy Conjuration, Summon Elemental, and Extraordinary Concentration are feats that may be of particular interest.

MASTER OF THE FIVE IN THE WORLD
The majority of people won't recognize an Master of the five as being unique from what ever base class they are apart of. Adepts, Druid, Rangers, and Spirit Shamans are most likely recognize a master of the five for who they are. To those in the know a master of the five is known for having a strong connection with the elemental forces that they can summon. They tend to be perceived as strong willed individuals who tend to isolate themselves from the world.

Sample Encounter
Master's of the five are most often found in remote location where the elements express themselves most strongly.
EL 12: The PC's have been hired by a mining outpost to track down and neutralize a spellcaster who has been disrupting the mining operation in Tunnel 2. The PC's find a mage squad of earth elemental attacking the miner and destroying equipment. Do the PC simply attack the mage or do they take the time to understand the motivations behind the master of the five.

DESIGN NOTES:
This class is loosely inspired by the Chinese's doctrine, Wu Xing (Five Elements or Five Movements). In Wu Xing the five elements are actually Earth, Fire, Water, Wood, and Metal. I choose to not replace air with metal for a couple of reasons. First it's just simpler and requires less work, stating out one new set of elementals was plenty. Additionally I think this actually works better for most d&d games. Adding an additional element will allow your game to have a more eastern feel, with out having to rip up a significant segment d&d tradition.

The Wood Elementals themselves are based off the Wood Element Creature template found in Manuel of the Planes (p197). The book also a description of the Wood Elemental Plane for those who are interested.

MammonAzrael
2011-03-17, 04:32 PM
Kannushi
[God Master]
http://i31.photobucket.com/albums/c384/Mammon_Azrael/princessmononoke-big.jpg

”The world is alive in ways that most never even dream of. And it will aid me in the fight to defend it.”
San, a ranger kannushi
Gods are powerful, world-changing beings that define existence. There are many, each with their own personalities and tendencies. And yet godhood is not some unattainable divider; anyone or anything can ascend. So why must gods only be the most powerful of the spirits that embody the world and ideals? Kannushi believe that all things have a spirit, or god within them, that defines them and guides them through existence. And these infinite spirits can be found everywhere, spoken to and interacted with. They deserve just as much reverence and honor as the powerful spirits commonly worshiped as deities, for they inhabit every aspect of the world, more numerous than the stars in the sky.

Becoming a Kannushi
Anyone can find the path of the kannushi, as the spirits are always around you. Druids and rangers are the most common of kannushi, as their connection with nature has a penchant for revealing to them the gods that live in all things. Surprisingly, barbarians have a cultural bent towards this basic understanding and respect. While few may derive power from the path, many may believe in it and honor it. Clerics that worship a god are almost unheard of, though ones that believe in ideals are not uncommon.

Entry Requirements
Feats: Skill Focus Knowledge (nature) or Skill Focus Knowledge (religion)
Skills: Craft (ema (http://en.wikipedia.org/wiki/Ema_%28Shinto%29)) 8 ranks, Knowledge (nature) or Knowledge (religion) 5 ranks
Special: Must not worship any singular god or pantheon. Must have created a masterwork ema.

Skills Points at Each Level: 4 + Intelligence modifier
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually), Listen (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis)

Hit Dice: d6

Table: Kannushi
{table=head]Level|BAB|Fort|Ref|Will|Special|1st|2nd|3rd|4th|5t h|6th|7th|8th|9th

1st|
+0|
+0|
+0|
+2|Domains, spirit sight|
4|
3|
3|
0|
--|
--|
--|
--|
--

2nd|
+1|
+0|
+0|
+3|Turn or rebuke undead|
4|
3|
3|
2|
--|
--|
--|
--|
--

3rd|
+2|
+1|
+1|
+3|Bonus domain|
4|
4|
3|
3|
0|
--|
--|
--|
--

4th|
+3|
+1|
+1|
+4|Secrets of the gods|
4|
4|
3|
3|
2|
--|
--|
--|
--

5th|
+3|
+1|
+1|
+4|Bonus domain|
4|
4|
4|
3|
3|
0|
--|
--|
--

6th|
+4|
+2|
+2|
+5|Domain focus, helping hands|
4|
4|
4|
3|
3|
2|
--|
--|
--

7th|
+5|
+2|
+2|
+5|Bonus domain|
5|
4|
4|
4|
3|
3|
0|
--|
--

8th|
+6|
+2|
+2|
+6|Walk the hidden world|
5|
4|
4|
4|
3|
3|
2|
--|
--

9th|
+6|
+3|
+3|
+6|Bonus domain|
5|
5|
4|
4|
4|
3|
3|
0|
--

10th|
+7|
+3|
+3|
+7|Shrine for all|
5|
5|
4|
4|
4|
3|
3|
2|
--

11th|
+8|
+3|
+3|
+7|Domain mastery|
5|
5|
5|
4|
4|
4|
3|
3|
0

12th|
+9|
+4|
+4|
+8|Join the spiritual realm|
5|
5|
5|
4|
4|
4|
3|
3|
2[/table]

Weapon and Armor Proficiencies
A kannushi gains no additional weapon or armor proficiencies.

Spells
A kannushi casts divine spells which are drawn from the domains the kannushi has access to. She can cast any spell she knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast a spell, a kannushi must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spiritualist’s spell is 10 + the spell level + the kannushi’s Wisdom modifier. A kannushi has a caster level equal to its class level + Ľ the ranks the character has in the Knowledge (religion) skill or Knowledge (nature) skill, whichever is higher.

Like other spellcasters, a kannushi can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Kannushi. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: Kannushi indicates that the kannushi gets 0 spells per day of a given level, such as 0 3rd level spells at 3rd level, the kannushi gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.

A kannushi’s selection of spells is extremely limited. A kannushi has access to at least two domains and those domains form her spells known list. Any new domains that she gains access to have their spells added to list of known spells the spirit shaman can cast.

Unlike a wizard or a cleric, a kannushi need not prepare his spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she’ll cast.

Domains


A kannushi chooses two domains; a kannushi can select an alignment domain only if her alignment matches that domain. These two domains form the kannushi’s spell list. The kannushi gains the granted powers associated with the domains she chooses. If the kannushi was a member of a spell casting class before becoming a kannushi, the spells from these domains are not added to any previous spell lists. Any ability that mentions your cleric level is instead based off your kannushi level.

Spirit Sight (Su)


A kannushi can see the spirits that wander the land and of all things. She can see ethereal creatures as easily as she can see material creatures and objects. The kannushi can easily distinguish between material creatures and spirits, because the spirits appear translucent and indistinct, and they do not block her normal vision.

Turn or Rebuke Undead (Su)


At 2nd level, any kannushi, regardless of alignment, has the power to affect undead creatures by influencing or commanding the spirits that reside in all things.

A good kannushi can turn or destroy undead creatures. An evil kannushi instead rebukes or commands such creatures. A neutral kannushi must choose whether her turning ability functions as that of a good kannushi or an evil kannushi. Once this choice is made, it cannot be reversed.

A kannushi may attempt to turn undead a number of times per day equal to 3 + her Charisma modifier. A kannushi with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Bonus Domains


At 3rd level, and every following odd level (5th, 7th, and 9th), a kannushi gains access to a bonus domain of her choice. The character gains the granted power associated with the domain she chooses and adds the spells in that domain to her spell list. Any ability that mentions your cleric level is instead based off your kannushi level.

Secrets of the Gods (Sp)


At 4th level, a kannushi can speak with the spirits surrounding her, gleaning information and understanding. By spending a turn undead attempt, she may cast commune (http://www.d20srd.org/srd/spells/commune.htm) as a spell-like ability. Instead of speaking with a deity, however, the kannushi is in contact with with the local spirits gaining answers from the small gods within 1000 ft., and their more limited knowledge will be reflected in the answers they are capable of giving.

Helping Hands (Sp)


At 6th level, a kannushi can convince the spirits they worship to aid them in small ways. They may cast the spell unseen servant (http://www.d20srd.org/srd/spells/unseenServant.htm) at-will as a spell-like ability.

Domain Focus


At 6th level, a kannushi have grown very in tune with some of the gods of the world. They gain the Domain Focus featCD pg 80, though they must choose one of the two domains they chose are 1st level.

Walk the Hidden World (Sp)


At 8th level, a kannushi can step into the mystic world of the gods for brief bursts of time. She may spend 2 turn undead attempts to cast ethereal jaunt (http://www.d20srd.org/srd/spells/etherealJaunt.htm) as a spell-like ability.

Shrine for All (Sp)


At 10th level, a kannushi can build temples or shrines to honor the spirits. Once per month a kannushi that can turn undead may engage in a ritual to cast hallow (http://www.d20srd.org/srd/spells/hallow.htm) as a spell-like ability and a kannushi that can rebuke undead may cast unhallow (http://www.d20srd.org/srd/spells/unhallow.htm). While the ritual still takes 24 hours, the kannushi does not have to pay the initial 1000 gp for the various material components. She does, however, have to pay the extra gold for materials if she wishes to imbue the site with an additional spell.

Domain Mastery


At 11th level, a kannushi has developed an incredible rapport with one of the spirits they have been communing with for their entire career. The cost to apply a metamagic feat to a spell from the domain they chose for domain focus at 6th level is reduced by 1, to a minimum of 0.

Join the Spiritual Realm (Ex)


At 12th level, a kannushi has worked long and hard and has built a resonating connection to the world of spirits and gods. When she dies, her soul does not proceed to the appropriate outer plane, but rather becomes a ghost (http://www.d20srd.org/srd/monsters/ghost.htm). If her spirit and a part of her body is brought to to a site where she has cast hallow or unhallow (and it is still in effect), she can come back to life as if by raise dead (http://www.d20srd.org/srd/spells/raiseDead.htm). Despite being undead, she can be brought back to life without being destroyed first.

Playing a Kannushi
Kannushi are generally respectful and do not take things for granted. They avoid destruction for the most part, as they know that everything they destroy likely housed a spirit, and mindless destruction can greatly anger them. That said, most evil kannushi are channeling the wrathful and misplaced spirits, and reveal in the destruction, though often there will be hints of an eternal sadness in their rage.

Combat: Combat can be a dangerous thing with a kannushi, as the wide array of abilities they can draw upon make them unpredictable. They will lash out or defend themselves with some of the more powerful abilities they possess, holding the most destructive in reserve until they are needed. If things get too dangerous, high level kannushi will disappear into the world of the spirits, either to flee or to gain a better vantage from which to crush their foes.
Advancement: Those that walk the path will almost universally take all 10 levels before branching into another path. Kannushi will often advance in classes that revere nature or the particular spirits that they revere. Classes that offer unique features and ways to defend the gods are more interesting than classes that advance their casting.
Resources: Shrines and temples can be found scattered throughout the land. Some places have never heard of the beliefs of the spiritualist, while other cities may have a different shrine on every street. Kannushi can find aid from the priests and tenders of these shrines, and often from the gods that dwell within them. However, most of these people are just that...people, and not some grand organized religion with large power that it can wield if needed.

Kannushi in the World
”Never have I heard a more dangerous insanity. So powerfully convinced that their delusions are real, they can actually draw strength and magic from them! The idea that this mushroom, or that chamber pot, has it’s own spirit, is absurd. I hope they will be granted peace in the afterlife.”


- high ranking priest of Pelor
The path of a kannushi can vary greatly, as each taps into a unique combination of spirits and gods to gain their power and take their influence from. What power they wield is always a telling mirror of their personality and goals. All will honor the spirits in one way or another and build or support shrines to the ones they revere most. To defile these shrines it usually met with harsh retribution, especially among the more angry and volatile spirits.

Daily Life: A kannushi will commonly start their day in meditation and prayer, communing with the spirits that they have the deepest connection with. From there, simple means are given thanks for their sustenance as they work on improving themselves and the lives of those around them with teaching of respect for all things, regardless of nature, for everything has a guiding purpose.
Notables: Among the ranks of kannushi can be found Lillian Dawntreader, a halfling whose journeys have taken her far and wide across the world. She has spoken with innumerable spirits, and is reputed to know more about them than any living spiritualist. Even in her old age, Lillian wander the paths of the world, searching for new spirits, calming and appeasing angry or confused ones, and being a kind and wise guide to all she meets on her journeys.

Unfortunately, not all the little gods are kind and supportive, and neither are all those that believe in them. Thoric Hammerhome was once a peaceful, if surly, dwarf living and smelting away his years. But when his home, his entire village, was burned to the ground from a malicious prank, a powerful spirit of anger and flame was born from the ashes. Hammerhome, as he is now known by, connected with it, and their mutual hatred and pain fed off one another, both growing fat and strong. He set off on a path of vengeance, but since he first left the remains of his old life behind, he has taken a twisting route that has corrupted all he has touched. The spirits that grant him power have only pushed him farther down the irredeemable path of destruction, burning all that lay before him.
Organizations: There is no singular organization for kannushi or the beliefs that they hold. However, shrines can be found scattered across the world, and all who believe are always welcome.

NPC Reaction
Kannushi are well receive nearly everywhere. While what they believe may be strange to most who meet them, they never preach or try to push the spirit world on those unwilling to see. With their natural understanding of the minutia of the world, they will rarely be unhelpful or turned away. Most view them as eccentric, but still as skilled wanderers or mystics. However, kannushi can find cold or even hostile reception from particularly religious communities, and are viewed with displeasure by most organized temples. The thought that everything has a tiny, unique god that governs them is an affront to both the priests and the deities that claim such a difference.

Kannushi in the Game
Kannushi have the potential to be devastating casters, as they gain access to high level spells earlier than almost any other class. These highest levels spells should usually be held in reserve and not flung about recklessly. Their ability to connect to the world around them gives the DM an interesting and unique angle to spins stories from.

Adaptation: Kannushi fit most easily into worlds with an oriental flavor. Worlds that are heavily religious will have much fewer, if any, kannushi, and in these worlds the beliefs of the kannushi may be flat out wrong.
Encounters: Most encounters should be peaceful, meeting the owner of a local shrine, or being hired to appease restless local spirits. The PCs can earn the ire of a kannushi through repeated disrespect and dismissal, however, and may be shown a thing or two to put them in their place. Encountering an evil kannushi can make for a dangerous encounter, as they are often reckless and widespread in their destruction, and very hard to control or corner. The tricksters are more commonly neutral than evil.

Sample Encounter
Adventurers may run across a kannushi as a wandering priest. Often wise and helpful, they will offer aid or insight should the players seek it. In a town or city, one may find a kannushi tending to a local shrine or temple, welcoming of all, as long as they are respectful. Alternately, players may encounter a raging kannushi, exacting vengeance in the name of the spirits he serves, and must be stopped.

EL 16: Thoric Hammerhome has terrorized the land for over a decade. His ancestral home lives buried beneath the rubble of a mountain, an eternal tomb to his past life. A halfling tribe has recently moved and begun to build a community near Hammerhome’s old town, and he sees this trespass as the most unforgivable sacrilege. Your players can attempt to meet with Hammerhome and convince him otherwise, or ask to be his emissaries and get the halflings to apologize and move. They may also attempt to warn the halflings and build up defenses, or seek out and engage Hammerhome themselves. Diplomatic solutions are possible, but Hammerhome is extremely touchy and volatile and will likely explode at the first sign of disrespect or duplicity, willing to spend all the force he commands to crush those that get in his way.

Thoric Hammerhome (http://www.myth-weavers.com/sheetview.php?sheetid=290283)
Neutral Evil Male Dwarf / Ranger 1, Fighter 4, Kannushi 11
Init: +3 Senses: Darkvision 60 ft. Listen +12, Spot +12
Languages: Common, Dwarven
------------------------------------------------
AC 20, touch 9, flat-footed 20 (-1 Dex, +11 fullplate)
HP 97 (16 HD)
Fort +14, Ref +8, Will +18
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +2 Warhammer +18/+13/+8 (1d8+4/x3)
Base Atk +13/+8/+3, Grp +15
Atk Options Power Attack, Smite 1/day
Combat Gear 2x potion of cure moderate wounds, potion of haste, potion of shield of faith +4
Spell-Like Abilities Helping Hands, Secrets of the Gods, Shrine for All, Walk the Hidden World
Kannushi Spells Known Caster level 14th (15th for spells from the destruction domain):


9th (0/0 day): Implosion, Summon Monster IX*, Elemental Swarm**, Crushing Hand, Astral Projection, Power Word Kill
8th (3/3 day): Earthquake, Unholy Aura, Incendiary Cloud, Clenched Fist, Phase Door, Power Word Stun
7th (4/4 day): Disintegrate, Blasphemy, Fire Storm, Grasping Hand, Greater Teleport, Power Word Blind
6th (5/5 day): Harm, Create Undead, Fire Seeds, Stoneskin, Find the Path, Blade Barrier
5th (5/5 day): Mass Inflict Light Wounds, Dispel Good, Fire Shield, Righteous Might, Teleport, Flame Strike
4th (5/5 day): Inflict Critical Wounds, Unholy Blight, Wall of Fire, Spell Immunity, Dimension Door, Divine Power
3rd (6/7 day): Contagion, Magic Circle against Good, Resist Energy***, Magic Vestment1 cast, Fly
2nd (7/7 day): Shatter, Desecrate, Produce Flame, Bull’s Strength, Locate Object, Spiritual Weapon
1st (6/7 day): Inflict Light Wounds, Protection from Good, Burning Hands, Enlarge Person, Longstrider1 cast, Magic Weapon

*Cast as an evil spell only
**Cast as a fire spell only
***Resist cold or fire only
Domains: Destruction (http://www.d20srd.org/srd/spellLists/clericDomains.htm#destructionDomain) (smite 1/day; +4 attack, +11 damage), Evil (http://www.d20srd.org/srd/spellLists/clericDomains.htm#evilDomain) (Cast evil spells at +1 caster level), Fire (http://www.d20srd.org/srd/spellLists/clericDomains.htm#fireDomain) (turn water creatures, or rebuke fire creatures 3/day), Strength (http://www.d20srd.org/srd/spellLists/clericDomains.htm#strengthDomain) (1/day gain a +4 bonus to Strength for 1 round), Travel (http://www.d20srd.org/srd/spellLists/clericDomains.htm#travelDomain) (freedom of movement (http://www.d20srd.org/srd/spells/freedomOfMovement.htm) up to 11 rounds/day; Survival is a class skill), War (http://www.d20srd.org/srd/spellLists/clericDomains.htm#warDomain) (Proficiency and Weapon Focus with warhammer).
Supernatural Abilities: Rebuke Undead (7/7 day), Spirit Sight
-----------------------------------------------
Abilities: Str 14, Dex 8, Con 15, Int 10, Wis 25, Cha 10
Special Qualities: Domain Mastery (Destruction), Dwarf traits, Favored Enemy (humanoid - goblinoid), Wild Empathy
Feats: Cleave, Domain Focus (Destruction)CD pg 80, Empower Spell, Endurance, Extra Turning, Heighten Spell, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Knowledge (nature)), Track, Weapon Focus (Warhammer)
Skills: Concentration +21, Craft (ema) +8, Intimidate +12, Knowledge (nature) +15, Listen +12, Profession (blacksmith) +12, Spellcraft +5, Spot +12, Survival +11
Possessions Combat gear plus +2 warhammer, +1 moderate fortification full plate, periapt of wisdom +6, cloak of resistance +3, ring of counterspells (dispel magic), 88 GP

Designer notes
This class was inspired by the Japanese religion/belief system of Shinto (http://en.wikipedia.org/wiki/Shinto), or rather the specific aspect of it dealing with kami (http://en.wikipedia.org/wiki/Kami). I didn’t want to tie the class to closely to the real world faith, so I tried to paint the class with broad, generalized strokes. And while the class receives a lot of it’s foundation from Shinto, it shouldn’t be taken as a direct analog.

Mechanically, I’ve always thought that the Ur-Priest and Sublime Cord were interesting PrCs, and I wanted to make something like them. Having the spirit shaman’s spell list be limited to a selection of domain spells is representative of tapping into the power of various spirits, who are much more focused in their abilities than standard gods. As the class grows in power it gains abilities that grant it a deeper connection with the spirit world (aka the ethereal plane), and with more spirits, hence the bonus domains. At the end of their journey, they are powerful enough to become a spirit themselves upon death, able to be contacted by new kannushi.

The class is now 12 levels, as I couldn’t find an acceptable way to grant access to ninth level spells that wasn’t poor on one end of the PrC or the other with only 10 levels.

Mulletmanalive
2011-03-18, 12:07 PM
Villainous Yogin

Withdrawn due to time constraints. Thanks for the help and encouragement.

bindin garoth
2011-03-18, 03:33 PM
BAKENEKO
(Monster-Cat)


http://i537.photobucket.com/albums/ff339/Kaoru_and_Neko/Nekomata2copy.jpg

"Let me show you the darkness within nature"
Ranork, a Bakeneko

Bakeneko, or moster-cat, is a fabled cat with supernatural powers, such as raising the dead, entering one's dreams, warping it's surrounding, and similar abilities. It is rumored to play with and haunt, and even devour humans for fun. Some stories even have the bakeneko raise its own victims in order to trap others or to use as a distraction to escape. And its even been said that when a Bakeneko has lived for a 1000 years, it becomes a Nekomata, a two-tailed version of the Bakeneko that is said to somehow even be more dangerous. However, this couldn't be further from the truth. The truth is, the Bakeneko is a group of druids and similar minded clerics who have used their powers to infiltrate the house of those against the natural order of the world. Those who would perform things like extend their lifespan far beyond what it should be, destroy nature to gain power, and those purposefully go out of their way to destroy nature or go against her rules. These are their true targets, and rather than confront them directly, and risk revealing themselves, they have adopted their disguise, a normal housecat who after time, gains supernatural powers.


BECOMING A BAKENEKO
Almost all Bakeneko’s start out with druidic training, but a select few clerics who possess the right talents and are of similar belief are allowed to join their ranks.

ENTRY REQUIREMENTS
Spellcasting:Must be able to cast 3rd level spells
Skills:Knowledge(nature): 8 ranks
Special: Must have the shapeshifter alternate class feature located in the Player’s Handbook 2, or the wildshape class feature. If you have access to the animal domain, have the shapeshifter subtype, and possess an alignment with at least one neutral component, you may ignore this requirement.

Class Skills
The Class Name's class skills (and the key ability for each skill) are Concentration (Con), Craft(Int), Diplomacy (Cha), Handle Animal (Cha), Hide(Dex), Heal (Wis), Knowledge (nature), Listen (Wix), Move Silently (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swin (Str)
Skills Points at Each Level: 4 + int

Hit Dice: d8

Bakeneko
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+0|
+0|
+2|
+2|Shapeshifting, shifted casting, housecat|

2nd|
+1|
+0|
+3|
+3|Monster Cat|+1 level of existing divine spellcasting class

3rd|
+2|
+1|
+3|
+3|Careful Spellcasting|+1 level of existing divine spellcasting class

4th|
+3|
+1|
+4|
+4|Ghostly Fireballs|+1 level of existing divine spellcasting class

5th|
+3|
+1|
+4|
+4|A Thousand Faces|+1 level of existing divine spellcasting class

6th|
+4|
+2|
+5|
+5|Greater Monster Cat|

7th|
+5|
+2|
+5|
+5|Haunting the Sleepers, Informative Dreams| +1 level of existing divine spellcasting class

8th|
+6|
+2|
+6|
+6|The Walking Dead|+1 level of existing divine spellcasting class

9th|
+6|
+3|
+6|
+6|Nightmare Terrain|+1 level of existing divine spellcasting class

10th|
+7|
+3|
+7|
+7|Nekomaka|+1 level of existing divine spellcasting class [/table]

Weapon and Armor Proficiencies: A Bakeneko does not gain any weapon or armor proficiencies.

Shapeshifting: Your shapeshifting is progressed at all levels, including the advancement of enchancement to natural attacks.

Spellcasting At all levels except levels 1 and 6 , your divine spellcaster level increases for the purpose of determining your spells per day, spellcaster level, and the highest spell level you can cast.

Shapeshift: Housecat form: At level 1 you start learning the arts of the bakeneko. You have learned how to turn into a small cat as a disguise.

- You look like a small house cat. The exact appearance is determined by you each time you shapeshift. All of your equipment melds into your form and turns inactive as long as you are shapeshifted. If it has a wilding clasp on it, however, the items effects remain active, and is changed sizes as necessary for it to fit your new form.

-You become tiny sized, gaining a +2 size bonus to ac.

-Gain a +2 resistance bonus to your reflex saves.

-Gain a +4 enhancement bonus to your dexterity.

-Gain 2 claws and a bite attack dealing 1d3 damage, gain darkvision 30’, +8 to all spot, listen, move silently, and hide skill checks.

-When you reach level 5 in this class, you gain the darkstalker feat when in this form.

Shifted Casting(Su): A druid who infiltrates an enemies house will have to remain shapeshifted for long periods of time. This can be rather hard, however, especially when trying to figure out where the enemy is without giving him any reason for suspicion. Therefore, they have trained to overcome one of the weaknesses of those who shapeshift, they have learned to be able to limitedly cast spells while shapeshifted, replacing gestures and verbal components with grunts, cries, and paw movements. Beginning at level 1, they may cast 1st level spells while shapeshifted. At levels 3, 5, 7, and 9, the level of spell they may cast while shapeshifted increases by 1, up to a maximum of level 5 spells at level 9.

Monster Cat(Su): A bakeneko of level 2 learns how to assume their signature form, the bakaneko form, also known as the monster-cat. While in this form:

-You turn into what looks like a 5ft long cat with a tail that’s about a foot long. The exact appearance is determined upon shapeshifting, and you gain the ability to walk on just your hind legs instead of all fours if you so desire. If it has a wilding clasp on it, however, the items effects remain active, and is changed sizes as necessary for it to fit your new form.

-You become medium sized.

-Gain a +8 enhancement bonus to natural armor, and a +6 enchancement to strength and dexterity

-Gain a +3 resistance bonus to reflex and fort saves

-Gain 2 claws and a bite attack, each dealing 1d6 damage for the claws and 1d8 for the bite. Count the claws as the primary attacks and the bite as a secondary natural attack.

-You gain darkvision 30’, scent(Ex), and a +8 to spot and listen checks.

Careful spellcasting(Su): You have to be able to move about freely while infiltrating one’s home, you cannot risk ruining your disguise. Once a day per class level, while shapeshifted into your house cat, Bakeneko, or Nekomata form and are casting a spell, you may either apply the stilled or silent metamagic feat to the spell. You may apply both, but this takes up 2 uses of this ability.

Ghostly Fireballs(Su): Those of the bakeneko order have always been troubled by the fact that their best spells are unavailable to them while infiltrating and shapeshifted. Thus, they have learned to channel that energy for more unique abilities. At level 4, while shapeshifted, a bakeneko may sacrifice a spell of any level to create ghost fireballs. As a standard action, by sacrificing a spell, a bakeneko creates a number of ghost fireballs equal to the spell level. They all must appear within 30’ of you, and appear as a white, ghostly flame. This otherwise acts as the flaming sphere spell, except as noted below. This effect lasts for a number of rounds equal to your class level + your wisdom modifier, and you may move all of them with a move action. Also, instead of a reflex save, anyone in the same hex as it must make a reflex save for half damage (DC = 10 + spell level + wisdom modifier). These sphere deal an amount of fire damage equal to 1d6 + the level of the spell sacrificed. The spheres are only 1ft big instead of 5ft, and multiple spheres may take up a single 5ft hex.

A Thousand Faces(Su): As the druid supernatural ability of the same name.

Greater Monster Cat: You have grown very accustom to your Bakeneko form, and have learned how to use spells while shifted into it and other forms to a much greater effect. When casting a spell through your shifted casting class feature, you may designate a 5ft square within 20ft of yourself. You are treated as being there for all effects of the spell, including any visual effects or noises made. This, however, does not give you line of sight. Also, while in Bakeneko or Nekomata form, you enjoy a +2 bonus to your caster level.

Haunting the Sleepers(Su): Sometimes force isn’t needed to take care of enemy. Sometimes all you need to do is scare them. You have learned how to give one haunting nightmares as a warning. You may target one sleeping creature within 30ft of you as a standard action. The opponent then makes a will save (DC = 10 + class levels + wisdom modifier). If they fail the save, they wake up in an hour from a horrible nightmare that represents what they have done to wrong nature, and are both shaken and nauseated for 2 hours, and are treated as if they did not get a full nights rest. If they succeed the will save, they continue to sleep as normal, but appear restless in their sleep. They wake up with vague memories of the nightmare, but cannot remember the whole thing. They are exhausted for 1 hour after they wake up from the restless sleep caused by the nightmare, but are otherwise ok and are treated as getting 8 hours of sleep as normal. This is a mind-affecting ability.

Informative Dreams(Su): Sometimes, a Bakeneko needs to communicate with others without revealing its form. As a standard action, a Bakeneko may enter another’s dream in any form it desires, as long as it is in contact with them. It then has 1 hour, or until it stops concentrating on the effect as a full-round action, to inform the dreamer of whatever the Bakeneko needs. While using this ability, the bakeneko's really form will appear to be sleeping and remain as such until the bakeneko decides to end the ability. The bakeneko can determine the exact looks of the area in the dream.

Nightmare Terrain(Su): Unfortunately, sometimes others come and could easily interfere with yours. However, they themselves have done nothing wrong, so why would you hurt them? Other times, you want to scare and haunt the one who has wronged nature, just give them a little scare. You gain the ability to make the area around you a “living nightmare.” In a 30ft radius centered on you, the area warps and twists, treating it as difficult terrain for the purpose of moving through it. In addition, any action that requires focus and concentration (such as spellcasting) requires a concentrationg check against (DC = 15 + class levels + wisdom modifier) or the user fails in his efforts. Creating this area is a standard action that can be done in any form, and maintaining it is a standard action that requires concentration each round. Also, once per turn, by sacrificing a spell as a free action, those you designate any number of enemies within the area, and chose one of the effects below (all enemies chosen must be effected by the same effect.)

-All targets are attacked as the terrain itself warps, forming various bludgeoning weapons and swings at them. Make one attack roll for all of those you designate, adding your wisdom modifier and ˝ class levels to the result. All those hit take 1d6 per spell level of the spell sacrificed plus your wisdom modifier in bludgeoning damage. The terrain returns to normal, but one can still see small signs of warping and wear on the terrain from being warped in such a manner.

-The terrain seem oppressing and dark, forcing all targeted to succeed on a will save (DC = 10 + spell level + wisdom modifier) or become Shaken for class level rounds. This is a mind-affecting ability.

-The terrain shifts and moves around violently, causing those targets to succeed on a fort save (DC = 10 + spell level + wisdom modifier) or fall prone.

The Walking Dead(Su): At level 9, you gain another signature abilities of the Bakeneko. You have learned to create a figment of the past, and to haunt those still living with those that have passed one, and to remind them of what those people would think. You may, as a full round action provoking attacks of oppertunity, cause one target to see illusions of their passed loved ones, and to be reminded of what they have been doing. The target must then make two will saves (DC 10 + character level /2 + wisdom modifier). If the target fails the first save, the target sees their loved ones, and sees them scolding him/her. The target is confused for wisdom modifier rounds. If the target fails the second save, he/she hears the voices of the loved ones, and is told of their disgust with his/her actions. He/she is shaken, and futhermore suffers a -2 penalty to ac for wisdom modifier rounds. If the target fails both saves, the effects work in conjunction with eachother. The target suffers from both effects for wisdom modifier + 3 rounds, as the effects are amplified by having both together.

Nekomata(Su): You have reached the pinnacle of your arts. You have succeeded in frightening off and dealing with those who would harm nature, and have learned how to disguise yourself as a cat to lower their guard and find out exactly what their up to. Whenever you chose to shapeshift, instead of shapeshifting into your bakeneko form, you may chose shapeshift into a Nekomata, although you still have access to yoru bakeneko form. The stats are listed below.
Nekomata
-This form looks like a larger form of the Bakeneko form, except your tail has split into 2 tails.

-You become large size.

-You gain a +12 enhancement bonus to natural armor, and a +10 enhancement bonus to dexterity and strength.

-You gain a +4 resistance bonus to fortitude and reflex saves.

-You gain one bite, 2 claws, and 2 tail slap natural attacks. The claws each deal 1d8 damage and are your primary attacks, your bite and tail slaps are secondary natural attacks, and deal 1d10 and 1d6 damage respectively.

-You gain darkvision 30’, can see even through magical darkness, scent(ex), and a +12 to all spot and listen checks. All class features that applied to the Bakeneko form from this class also apply to Nekomata.

- Your abilities grow even more while in this form. While you are in this form and use your Ghostly Fireballs class feature, they deal an additional amount of damage equal to your wisdom modifier, and anyone hit by one must succeed on a will save (DC 20 + wisdom modifier) or be shaken for one round. When using your Nightmare Terrain class feature, you gain a more unique ability. You may, have all targets believe you have combine with the environment. This otherwise functions as the invisibility spell, although see invisibility does not see through this. Also, all of your abilities from Nightmare Terrain class feature do not count towards breaking your invisibility.

PLAYING A BAKENEKO
A bakeneko is a protector and infiltrator of nature first and foremost. A bakeneko will often be the sole resistance against those who oppose nature, although they may sometimes work with others on more dangerous tasks. They often use their housecat form to lower the guard of the unweary.

Combat: If forced into direct combat, a bakeneko will often assume the bakeneko or nekomata form if they are powerful enough. They may also assume their normal form if they need the higher level spells. Often, while in bakeneko or nekomata form, a bakeneko will use his ghostly fireballs to distract the opponent and keep him or her away while using spells or his haunting terrain ability. If not detected, a bakeneko may just keep in his housecat form while using abilities such as ghostly fireballs while trying to remain hidden.

Advancement: After learning all of the arts of the bakeneko, a druid will often return to their druidic teaching. A few may go into another class if they wish to enchance the melee capabilities of their shapeshifted forms, but otherwise most see little to no reason to leave the druidic teachings.

Resources: A bakeneko may get help from the animals and even fey of the forest it defends, or may get one or two to leave to help him take care of other evils against nature. Otherwise, a bakeneko has little to rely on, as there is no central organization to the bakenekos.

BAKENEKO IN THE WORLD
T-T-They say a monster cat haunts this p-p-place…
-Rogan, a human commoner before entering the abandoned home of a bakeneko’s last target

A Bakeneko often has to rely on himself or a select few others to survive. Many go out on the roads, looking for those that oppose the rules and laws of nature, or those that directly harm her. Even more stay true to one forest, often getting to know the different wildlife that lives there and perhaps even the towns near its borders.

Daily Life: If not in disguise, a Bakeneko will often be on guard, keeping a lookout for any who would harm nature. While in disguise, however, a Bakeneko will often be scouting out the house of his target, getting to know his targets routine and the best way to take him/her out without giving anyone an idea about his true identity. Or he may be trying to scare the target away instead, trying to protect nature without violence.

Notables: Jovan was the original druid who started the bakeneko legend, specifically the more sinister parts. He was one of the many druids who had decided to remain in a forest and guard it. However, one day he noticed trees near a big city were being cut down. He used his spells from nature to force them to stop without hurting them. However, the next day even more showed up. He stopped them too, again without hurting them.
After this had happened about 4 more times, 2 people showed up. One of them was the one who wanted the forest cut down to expand the city. The other was a very famous and powerful wizard. Before the druid could even get off a spell, he found himself captive by the enemy wizard. He was forced to stay there and watch as the people started cutting down the forest he had held so dear for so long. When they were finally done, they decided to sell him off into slavery. He was filled and blinded by rage. Not long after being sold, he exscaped by turning into a small cat. He proceed to find the same person who cut down the forest, and stalk him in his cat form. He did this for weeks, and eventually the person let the cat in his house. For months afterwards, Jovan haunted his house and scared him, until finally he was satisfied and decided to kill him. However, a maid saw this act of murder and the haunting caused by Jovan, and ran for her live. From then on the legend of the Bakeneko spread, rumored to be a beast of death.
However, he did pass on his arts to other druids. These druids decided to follow in his footsteps and used these abilities for infiltration of those who would harm nature. However, his best student, Muran, did not use it for infiltration. Instead, he used the very abilities to protect his hometown. In his hometown, the townspeople had always taken care of nature, and kept an eye on the animals and plants in the forest nearby. However, in a cave about 2 miles to the south of it, there was a portal leading to the lower planes, and the village was frequently under attack. Muran used his abilities to protect the village without ever letting the village know who did it. He eventually passed away while protecting the village, and the village was taken over, but the stories of the one bakeneko who protected the village was never lost. The tales spread from travelers who had been to the village before, and it was then people realized, not all bakeneko's are killers.

Organizations: Bakeneko's rarely work in groups, and thus do not have a formal organization. Typically, a bakeneko master will pass down the arts to a select few of his best student, for the art is hard to master.
NPC Reaction
NPC's will react in a many different ways to a bakaneko, depending on what they have heard of the bakenekos. A NPC who has never heard of them will treat them as they would any druid. But if one has heard only bad tales of the bakeneko, and finds out his true abilities, the NPC will drop down one grade closer to hostility. But, if one has heard both good and bad stories, an NPC will probably be weary of the bakeneko, but not hostile unless given reason.

BAKENEKO IN THE GAME
A bakeneko usually will be out in the world hunting his target, and will usually not openly influence others unless needed. A bakeneko also will usually be very hard to find and almost never openly show his powers.

Adaptation: If the campaign does not involve druids or the like, this would be most suited as a rogue/caster prc who uses his cat form for infiltration.

Encounters: Unless the PC's invest heavily in time and effort to find a bakeneko, the PC's will not find a bakeneko unless the bakeneko reveals himself to the PC's.

Sample Encounter
Give an example of how one might encounter a member of this PrC.

EL 6: A relatively new bakeneko has infiltrated a wealth man's home in your hometown. He has been looking to destroy a nearby forest to gain control of the land and build on it. However, the bakeneko has made a grave mistake, and the man has learned of the bakeneko's existance. Either Harry, the name of this wealthy man, or Kinoto, the Bakeneko, will approach the PC's looking for help.

Kinoto
NG/Male/Human/Druid 5/ Bakeneko 1
Init +1, Senses: Listen + 11, Spot +11,
Languages Common, druidic
------------------------------------------------
AC 13, touch 12, flat-footed (11)
hp58 (6d8 HD)
Fort +8, Ref +3, Will + 7
------------------------------------------------
Speed 30ft. (6 squares)
Melee +4 scimitar (1d6 + 2)
Base Atk +4, Grp +6
Atk Options
Combat Gear Scimitar
Spells Prepared
0 - create water x 2, detect magic x2
1 - entangle x2, obscuring mist
2 -Burrow, soften earth and stone, spider climb
3- cure moderate wounds, rogue wave
Supernatural Abilities
-----------------------------------------------
Abilities Str 15, Dex 13, Con 16, Int 11, Wis 14, Cha11
SQ
Shapeshift (Su): as in the Player's Handbook 2 ACF

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.

Shapeshift: Housecat form.
Feats
b-Improved Initiative
1- Extend Spell
3-Spell focus (Conjuration)
6- Augment Summoning
Skills
Listen: +11
Spot: +11
Spellcraft: +9
Knowledge(Nature): +9
Possessions
Studded leather arrmor, scimitar, Amulet of natural health (+2)

Frog Dragon
2011-03-20, 06:40 AM
Auran Traveler

http://images.elfwood.com/art/n/i/nicklas/monk.jpg

The winds witness the world. Become one with them, and see what they see.

An Auran Traveler is a subtle figure, as silent and humble as the winds themselves. They are wanderers, attuned to the skies, consumed by a need to see the world by their own two eyes. Theirs is the simplest, yet most enlightened of wants. However, their quest is their own, for an experience cannot be replicated. Thus they travel across the world, keeping their desires to themselves, yet not distancing themselves from others to do so. They believe that to truly know the world, they must do so on their own.

BECOMING AN AURAN TRAVELER
Auran Travelers come from all walks of life, though they are often quiet and contemplative people, dreaming of lands far beyond their grasp. They take their dreams and turn them into reality, beginning a quiet quest to experience the world in all its aspects.

ENTRY REQUIREMENTS
Base Attack Bonus: +4
Skills: Knowledge (Geography) 4 ranks, Jump 8 ranks, Listen 8 ranks
Languages: Auran

Class Skills
The Class Name's class skills (and the key ability for each skill) are are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Knowledge (The Planes) (Int) Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each Level: 6 + int

Hit Dice: d8

AURAN TRAVELER
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Walk the Earth

1st|
+0|
+2|
+2|
+2|Monk Abilities, Walk the Earth|+10

2nd|
+1|
+3|
+3|
+3|Step Upon the Wind, Run Like the Wind|+20

3rd|
+2|
+3|
+3|
+3|Walk the Skies, Hands of the Wind|+20

4th|
+3|
+4|
+4|
+4|Fade Into the Winds, Breathless Winds|+30

5th|
+3|
+4|
+4|
+4|As the Winds, Wispy Form|+40

6th|
+4|
+5|
+5|
+5|Free as the Wind|+40

7th|
+5|
+5|
+5|
+5|Walk the Worlds|+50

8th|
+6|
+6|
+6|
+6|Insubstantial Form|+60

9th|
+6|
+6|
+6|
+6|Strike of the Wind|+60

10th|
+7|
+7|
+7|
+7|Form of the Wind, Sky Seer Apotheosis|+70[/table]

Weapon Proficiencies: An Auran Traveler gains no new weapon or armor proficiencies.

Monk Abilities
The Auran Traveler adds his Class Level to his monk levels to determine his class based AC bonus, his stunning fist uses, his Flurry of Blows progression and his unarmed damage. If the Auran Traveler had no monk levels prior to entering this class, he gains the bonuses noted above as if he were a monk of his class level (But cannot add his wisdom to AC unless another ability specifically grants this, or gain extra uses of Stunning Fist unless he actually has the feat). In addition, the Auran Traveler may multiclass between monk and Auran Traveler freely.

Walk the Earth
While the Auran Traveler may not always fly among the birds, their speed is still immense even among those whose aspirations are limited to the ground. The Auran Traveler gains an untyped speed bonus, as listed in the table.

Step Upon the Wind (SU)
The Auran Traveler begins to free himself from the ground others are so shackled to. He gains the ability to float one foot above any solid or liquid, ignoring the effects of difficult terrain. The Auran Traveler can act completely normally while floating in this manner.

Run Like the Wind
The Auran Traveler moves with a mere thought, gaining the ability to move up to their speed every other round as a swift action.

Walk the Skies (Su)
The Auran traveler learns to truly take to the skies, gaining the ability to cast Air Walk as a standard action times per day equal to his class level, with an effective caster level equal to his character level. This ability can only affect the Auran Traveler.

Hands of the Wind
Just as the wind is gentle, and quiet, yet can buffet a tower to its fall with sufficient force, so is an Auran Traveler's hand. The Auran Traveler may substitute his wisdom bonus for his strength or dexterity bonus to attack rolls when making melee attacks.

Fade Into the Winds (SU)
The Auran Traveler can coast on the planar winds, gliding through the astral to appear at a new destination, gaining the ability to cast Dimension Door every 1d4 rounds as a standard action, with an effective caster level equal to his character level. This ability can only affect the Auran Traveler.

Breathless Winds
Just as the winds, an Auran Traveler requires no sustenance. He does not need to eat, sleep or breathe.

As the Winds (Su)
The Auran traveler learns to not only allow the sky to hold himself aloft, but also become like the winds themselves, gaining their freedom of movement. He gains the ability to cast Wind Walk as a standard action times per day equal to half his class level, with an effective caster level equal to his character level. This ability can only affect the Auran Traveler.

Wispy Form
The Auran Traveler's body becomes more like the winds he aspires to be like, gaining Light Fortification.

Free as the Wind (Su)
The Auran Traveler can practically phase through anything that impairs him, allowing the currents to carry him away. He gains the effects of the Freedom of Movement spell, permanently.

Walk the Worlds (Su)
An Auran Traveler truly realizes the magnitude of the sky and the winds, learning to use them to go anywhere. He can cast Planeshift once per day for every three character levels he has with an caster level equal to his character level. This ability can only affect the Auran Traveler.

Insubstantial Form
The Auran Traveler's body transforms further, granting the Auran Traveler Medium Fortification.

Strike of the Wind
The wind gathers force in its passing, and while the Auran Traveler relies on insight for his attacks, he can also utilize force. The Aural Traveler adds his wisdom bonus to all melee damage rolls.

Form of the Wind
The Auran traveler truly transcends mortality, becoming like the winds he aspires to see the world like. He becomes an elemental creature with the [Air] subtype, gaining the elemental traits, except the proficiencies. In addition, the Auran Traveler may be raised from the dead as if he were a member of his previous type.

Sky Seer Apotheosis (Su)
The Aural Traveler can truly see what the wind sees. He can cast an effect equal to Greater Prying Eyes twice per day, with a caster level equal to his character level, with the following differences:

There are no actual eyes, and they cannot be destroyed or seen. The Auran Traveler is simply spreading his vision along the currents of the wind.
The eyes do not need to return to you to report of their findings. You immediately know what the eyes see.
The eyes follow your wishes directly, and there is no need to give them commands prior to sending them out.


PLAYING AN AURAN TRAVELER
An Auran Traveler is a traveler and sightseer first and foremost. They value experiences and self-sufficiency, and are loath to describe sights to others, for they believe an experience that is not one's own loses its value. Often, their wish to see the world is secondary to other pursuits, or accomplished alongside them, making them natural adventurers.
Combat: The Auran Traveler's trump card is mobility, mobility and more mobility. They will almost certainly be the fastest member of the party, with plently of avenues to use that speed. They are extremely difficult to restrain, but rely mostly on whatever talents they had prior to entering this class to actually deal damage. Still, the class itself is also adept at that. The greatest power of the Auran Traveler is gaining mobility otherwise impossible for melee characters.
Advancement: Most Auran Travelers start of as monks or rangers, or multiclasses of those two. Other than this class, Auran Travelers might advance in any class they entered from, or enter the Horizon Walker prestige class.
Resources: Auran Travelers have no formal organization, and the most an Auran Traveler can expect is pointers from other Auran Travelers they happen to meet.

AURAN TRAVELERS IN THE WORLD
Appeared yesterday, spent the night here, and was gone in the morning. At least he paid for his room. - Brian Sandel, Innkeeper

Little is known about the Auran Travelers, for they do not recruit. To become one is a calling, and a solitary quest to most. Still, there are always some around, but few people realize that the person sitting on the other side of the room is an Auran Traveler, for they rarely distinguish themselves from ordinary travelers.
Daily Life: Auran Travelers rarely stay still, always looking for something new to see. Their lives are very much like those of any other travelers, but they travel for its own sake, to fulfill their calling.
Notables: An exception to the quiet quest of most Auran Travelers, a certain Traveler had different ideas of the calling. Adam Lun believed that to truly know the world, he had to own it first. Truly, he was hungry for power, gathering a vast army behind him, becoming one of the greatest generals the world had seen, losing sight of his original quest to gather the greatest kingdom he could. He was eventually struck down by a group of other Auran Travelers, the first and last time the Travelers organized in such a fashion. This alliance was led by one of the greatest travelers to walk the planes, Way Maran. She eventually disappeared, and the story is but legend now.
Organizations: Auran Travelers have no organizations of their own, but some Auran Travelers work as spies and scouts for others.

NPC Reaction
The fact that Auran Travelers even exist is not known to most people. An Auran Traveler is likely to appear as a simple wanderer to most people, them having no clue at the underlying quest behind their actions. They blend into the mass of travelers moving in and out of the city, and they are simply folded into whatever the locals think of wanderers and travelers.

AURAN TRAVELERS IN THE GAME
Auran Travelers will have an easy time moving from place to place, as that is the primary focus of the class. An Auran Traveler is also likely at least as powerful as a typical ranger, with a fair number of added advantages. Certainly, it is a large power boost to a monk (who needs it). The mobility offered by an Auran Traveler is very hard to achieve otherwise, but apart from that, an Auran Traveler will function much like a member of his former class in combat.
Adaptation: If it suits the world better, Auran Travelers could instead be elite servants trained from birth by Janni-overlords or something like that. Sky is the limit, really.
Encounters: Perhaps the PC:s have been sent to retrieve a powerful scrying item, only to find an Auran Traveler trying to get to it first. Perhaps the Auran Traveler has sent the PC:s on this quest. Either way, most Auran Travelers they see will most likely garner little reaction from them, because they mostly mind their own business. Of course, many of them are adventurers, and parties of adventurers sometimes clash.

Sample Encounter
The players have been sent to retrieve the legendary mirror of the gods, rumored to be able to find anything. However, they race against an Auran Traveler, who also wants the mirror, and is willing to fight for it.
EL 10: A bald-shaved man, Aran sports a flighty grin, and a wild gaze strongly contrasting with white robes fit for a monk order. He is average height, but appears slightly airy and somehow seems to carry less weight than he should.

Aran Marcus
CN/Male/Human/Ranger 5/Auran Traveler 5
Init +7, Senses: Listen +18, Spot +18
Languages: Common, Auran
------------------------------------------------
AC 21, touch 16, flat-footed 17
hp 78 (10HD)
Fort +11, Ref +13, Will +12
------------------------------------------------
Speed 70ft. (14 squares)
Melee Longsword +14 (1d8+3)
Base Atk +8, Grp +9
Atk Options Full Attack +12/+12/+7/+7, (1d8+3), (1d6+2)
Combat Gear Masterwork +2 Studded Leather, +1 Shortsword, +1 Longsword
Spells Prepared Longstrider
Supernatural Abilities Step Upon the Wind, Walk the Skies, Fade Into the Winds, As the Winds
-----------------------------------------------
Abilities Str 14, Dex 18, Con 14, Int 12, Wis 20, Cha 12
SQ Favored Enemy: Humans +2, Favored Enemy: Elves +2, Wild Empathy, Distracting Attack, Wispy Form, Walk the Earth +40, Hands of the Wind, Run Like the Wind, Flurry of Blows, Unarmed Strike, Breathless Winds
Feats Improved Initiative, Track (Bonus), Power Attack (Human), Two Weapon Fighting (Bonus), Combat Reflexes, Endurance (Bonus), Improved Toughness, Improved Two Weapon Fighting
Skills Balance +10, Concentration +10, Hide +16, Jump +32, Knowledge (Geography) +9, Listen +18, Move Silently +16, Spot +18, Survival +13, Tumble +18
Possessions Periapt of Wisdom +4, Ring of Protection +2, Vest of Resistance +2

zagan
2011-03-27, 01:30 PM
SYMBOLIST

http://3.bp.blogspot.com/_-RKWUOENSNo/S1UP3Faj4vI/AAAAAAAACjM/pbPyccF8JMs/s400/4symbols

Search for the link, for it will lead you to greatness

Master Shen-sui

In some lands, particularly those from the east, there exists a legend about four saintly beasts that protect and represent four quadrants of the night sky. These beast are know as the Azure Dragon of the East (青龍), the Vermilion Bird of the South (朱雀), the White Tiger of the West (白虎) and the Black Tortoise of the North (玄武), but each of them possesses many names.
It is unknown if those creature really exist, and they may be minor god or similar entities, but in any case they are important symbols for the people that first discovered them. In fact they are linked to a fair number of philosophical and occult concepts.

Each quadrant of the sky that they represent is composed of seven positions of the moon, which are called mansions, and each beast corresponds to seven concepts, ideas or objects.
In this way they are linked to a cardinal direction, a seasons, an element, a color, a celestial body, a pair of organs and, of course, an animal.

The legend of these beings often intrigues and confuses people, because of the links between concepts that seem to be wholly unrelated. Sometimes these people begin to study the myth, the legend, the story and anything that related to the saintly beasts. The most dedicated people may with a lot of work, discover behind these confusing series of concepts, and they can link themselves to the same seven concept as one of the saint beast and use them as a source of power. These people are know as Symbolists, sometimes with the color of the beast they are copying add before it (Black Symbolist for the Tortoise, White Symbolist for the Tiger, Azure Symbolist for the Dragon, and Vermilion Symbolist for the Bird).

BECOMING A SYMBOLIST
Any spellcaster can become a symbolist, but the most common entry method is with a class that offers a fair number of knowledge skills such a wizard, wu-jen, archivist or even duskblade.

ENTRY REQUIREMENTS
Skills: Knowledge (arcana) 9 ranks, Knowledge (geography) 9 ranks, Knowledge (nature) 9 ranks, Knowledge (religion) 9 ranks, Survival 4 ranks
Feats: Any one Metamagic Feat
Special: Caster level 6th
Special: Must have studied the Saintly beasts for at least a month straight, in a library, school or other appropriate place of learning.

Class Skills
The Symbolist's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int) and Survival (Wis).
Skills Points at Each Level: 2 + int

Hit Dice: d4

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting

1st|
+0|
+0|
+0|
+2|Chosen Beast, 1st Mansion (color)|

2nd|
+1|
+0|
+0|
+3|2nd Mansion (organs)|+1 level of existing class level

3rd|
+1|
+1|
+1|
+3|3rd Mansion (element)|+1 level of existing class level

4th|
+2|
+1|
+1|
+4|4th Mansion (direction)|+1 level of existing class level

5th|
+2|
+1|
+1|
+4|5th Mansion (season)|+1 level of existing class level

6th|
+3|
+2|
+2|
+5|6th Mansion (celestial body)|+1 level of existing class level

7th|
+3|
+2|
+2|
+5|7th Mansion (animal), Symbol Change|+1 level of existing class level

[/table]

Weapon Proficiencies: You gain no new proficiencies with any weapons or armor.

Spellcasting At every Symbolist level, except first, you gains new spells per day (and spells known, if applicable) as if you had also gained a level in whatever spellcasting class you belonged to before you added the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. This essentially means that you add the level of Symbolist to the level of whatever other spellcasting class the character has, and then determines spells per day and caster level accordingly. If you had levels in more than one spellcasting class before you became a Symbolist, you must decide to which class you add each level of Symbolist for the purpose of determining spells per day.

Chosen Beast: Upon gaining the first level of Symbolist, you must choose your symbol, one of the four saint beast, the Azure Dragon of the East (青龍), the Vermilion Bird of the South (朱雀), the White Tiger of the West (白虎) or the Black Tortoise of the North (玄武). At each level you will gain one ability named after one of the seven mansion linked to the chosen beast.
In addition you must choose either Intelligence, Wisdom or Charisma. This choice will determine on what mental ability score will be based, both the number of time per day and the save DC of the abilities you will gain. As of now the chosen ability score will be simply referred to as mental score or mental modifier. Once made this choice cannot be changed, except by Symbol change, as described below.

1st Mansion (Su): At first level you gain a link to the first Mansion associated with the color represented by the saintly beast. This gives you the following ability. A number of times per day equal to your Mental modifier, as a standard action, you can target one creature within 60ft with a flash of color. This creature must make a Will save (DC 10 + class level + mental modifier) or be under one effect depending on your Symbol, all effects last for 1d4 rounds. In addition your skin takes on the color corresponding to your symbol.

Azure Dragon:
角 (Horn): A blue flash can induce a forced calm. On a failed Will save the target is stunned. Your skin becomes azure.
Vermilion Bird:
井 (Well): A red flash can induce an unexplained rage against everything. On a failed Will save the target is confused. Your skin becomes vermilion.
White Tiger:
奎 (Legs): A white flash can induce a sudden need to sleep. On a failed Will save the target fall asleep as per the sleep spell. Your skin become white.
Black Tortoise:
斗 (Dipper): A black flash can induce a feeling of helplessness. On a failed Will save the target is paralyzed. Your skin becomes black.

Blind creature are immune to this ability no matter the effect.

2nd Mansion (Su): At second level you gain a link to the second Mansion, associated with the two organs (http://www.acupuncture-and-chinese-medicine.com/five-viscera.html) represented by the saintly beast. With this link you augment the effectiveness of your own organ to magical level, and you gain an immunity depending on your symbol as follow. In addition, the organ in question shows through your skin when you are not dressed.

Azure Dragon:
亢 (Neck): In traditional medicine the Liver and Gall bladder are paired and represent your anger and with the way you see things. By reinforcing them you gain Immunity to Confusion and to Figment and Glamer spells and effects that offer a saving throw.
Vermilion Bird:
鬼 (Ghost): In traditional medicine the Heart and Small intestine are paired and represent your emotions and mental activity. By reinforcing them you gain Immunity to Charm and Compulsion spells and effects.
White Tiger:
婁 (Bond): In traditional medicine the Lung and Large intestine are paired and represent your flow of defensive energy and your resistance to illness. By reinforcing them you gain Immunity to Disease and to Acid damage.
Black Tortoise:
牛 (Ox): In traditional medicine the Kidney and Bladder are paired and represent your life energy and the control of your body water. By reinforcing them you gain Immunity to Energy drain and Poison.

3rd Mansion: At third level you gain a link to the third Mansion, associated with the element represented by the saintly beast. With this link you augment your control of this element, and you learn bonus spells depending on your Symbol. If you are a prepared caster you can prepare them as normal, and if desired, add them to your spellbook for free. If your are a spontaneous caster, you can cast them like any other spell you know and they do not count toward your maximum number of spells known.

Azure Dragon:
氐 (Root): The wooden element represents the plant that grow from the earth, and you’ve learn how to control them. You learn the following spells:
1st: Shillelagh, 2nd: Tree Shape, 3rd: Spike Growth, 4th: Entangling StaffSpC p83, 5th: Tree Stride, 6th: Spellstaff, 7th: Animated Plant, 8th: Unyielding RootSpC p228, 9th: Arboreal TransformationCM p95.
Vermilion Bird:
柳 (Willow): The fire element is a destructive force that allows for life to start anew, and you’ve learn how to control that. You learn the following spells:
1st: Burning Hands, 2nd: HeartfireSpC p112, 3rd: Flame Arrow, 4th: Fire Shield, 5th: Flame Strike, 6th: Fire Seeds, 7th: Fire Storm, 8th: Deadly LaharCM p101, 9th: Meteor Swarm.
White Tiger:
胃 (Stomach): The metal element is the product of the earth and represents man’s place in nature, what he does with what the earth give him, and you’ve learn your place in the order of things. You learn the following spells:
1st: Magic Weapon, 2nd: Cloud of KnivesPHBII p107, 3rd: Magic Vestment, 4th: Rusting Grasp, 5th: Dancing BladePHBII p109, 6th: Blade Barrier, 7th: IronguardSpC p125, 8th: Iron Body, 9th: Summon GolemPHBII p126 (Iron only).
Black Tortoise:
女 (Girl): The water element is the source of life and of hidden strength, you’ve learn to canalize both. You learn the following spells:
1st: Animated WaterSpC p13, 2nd: Fog Cloud, 3rd: Amorphous FormSpC p9, 4th: Rushing WaterSpC p78, 5th: Cloak of the SeaSpC p48, 6th: Extract Water ElementalSpC p86, 7th: Blood to WaterSpC p33, 8th: MaelstromSpC p135, 9th: TsunamiSpC p225.

Even if you are not of high enough level to cast spells of such levels, you still learn them, but you can’t use them until you are of high enough level. This allows you to use spell completion or spell trigger item of those spells without needing to make a Use Magic Device check. When using the Symbol change ability (see below), you lose access to the spell granted by your previous symbol. You cannot cast those spell anymore unless you have learn them in a different way. In exchange you learn the spell of your new symbol and if you have prepared spell from your previous symbol you can exchange them for spell of your new symbol of the same level.
Note: Wu-jen consider the spells learned this way to belong to the corresponding elemental group for the purpose of their Elemental Mastery class feature.

4th Mansion (Su): At fourth level you gain a link to the fourth Mansion, associated with the saintly beast’s cardinal direction. With this link you can increase the effectiveness of your spells in various ways when using them in the direction associate with your Symbol. When casting a spell with a range greater than touch in the correct direction you can choose one of the following benefits to apply to it:

A competence bonus equal to your mental modifier on the spell attack roll
A competence bonus equal to your mental modifier on the caster level check to defeat a target’s spell resistance
A +1 competence bonus on the spell save DC
The benefit of the Enlarge Spell metamagic feat
The benefit of the Extend Spell metamagic feat
The benefit of the Silent Spell metamagic feat
The benefit of the Still Spell metamagic feat
The benefit of the Widen Spell metamagic feat

You can gain the benefit even if you do not posses the metamagic feat in question.
The direction are as follow:

Azure Dragon:
房 (Room): East is the direction from which the sun rises, and you gain the benefit of this ability when using a spell in that direction.
Vermilion Bird:
星 (Star): South is the direction where the birds go during the winter, and you gain the benefit of this ability when using a spell in that direction.
White Tiger:
昴 (Hairy Head): West is the direction into which the sun sets, and you gain the benefit of this ability when using a spell in that direction.
Black Tortoise:
虛 (Emptiness): North is the direction indicated by compass, and you gain the benefit of this ability when using a spell in that direction.

DM note:

Most of time the cardinal direction has little impact on an encounter, so the simplest thing is to roll a d4 at the start of the encounter to determine north and let the player know which it is.


5th Mansion (Su): At fifth level you gain a link to the fifth Mansion, associated with the seasons connected to the saintly beast. With this link you gain an aura that imposes an effect based on the season link with your Symbol on your environment and the creature near you.

Azure Dragon:
心 (Heart): Spring is when life began anew, when the world wakes up. Every allies within 30 feet of you, including yourself, is Hasted (as per the haste spell). Also the plant life, but not any plant creature, take the appearance it has during spring, mostly green and in bloom, when within 30 feet of you.
Vermilion Bird:
張 (Extended Net): Summer is when life is once again as it’s peak, when the world is vibrant with color. Every ally within 30 feet of you, including yourself, gains a positive level (see below). Also the plant life, but not any plant creature, takes the appearance it has during summer, still green but now fully matured, when within 30 feet of you.
White Tiger:
畢 (Net): Autumn is when life goes to sleep, when the world’s light begins to dim. Every opponent within 30 feet of you is Slowed (as per the slow spell) with no save. Also the plant life, but not any plant creature, takes the appearance it has during autumn, trees leaves become red or yellow for example, when within 30 feet of you.
Black Tortoise:
危 (Rooftop): Winter is when life is once again in retreat, when the world is dull. Every opponent within 30 feet of you gain a negative level with no save. This negative level fades when the opponent travels outside of this aura. Also the plant life, but not any plant creature, takes the appearance it has during winter, mostly frozen and very short, when within 30 feet of you.

Any effect inflict or granted by your aura goes away as soon as a creature step out of it and come back when it step in it again. Any ability or effect that depend on a particular season act as if it was the season of your aura when it is used inside your aura. You can suppress or reactivated your aura as a swift action.

6th Mansion (Su): At sixth level you gain a link to the sixth Mansion, associated with a celestial body coupled to the saintly beast. With this link you gain a miniature and illusionary replications of the celestial body in question orbiting very slowly around your head like an ioun stone, taking one full day to make a complete rotation around your head. In addition to the visual representation of your link you gain a +2 competence bonus on your caster level when casting spell of certain school depending on your chosen Symbol.

Azure Dragon:
尾 (Tail): The fifth planet, also called Emperor, is associated with growth and luck. You gain the bonus when casting conjuration or divination spells.
Vermilion Bird:
翼 (Wings): The fourth planet, also called Justice, is associated with strength and misdirection. You gain the bonus when casting evocation or illusion spells.
White Tiger:
觜 (Turtle Beak): The second planet, also called Empress, is associated with control and change. You gain the bonus when casting enchantment or transmutation spells.
Black Tortoise:
室 (Encampment): The first planet, also called Magician, is associated with protection and death. You gain the bonus when casting abjuration or necromancy spells.

DM note:

The actual name or exact nature of the celestial body matters little, and can be changed to better fit your campaign world. You can use planets, moons, unique stars, even comets. In the mythology upon which this class is based it’s as follow, Azure dragon and Jupiter, Vermilion Bird and Mars, White Tiger and Venus and Black Tortoise and Mercury.

7th Mansion (Su): At seventh level you gain a link to the last Mansion, associated with the creature that the saintly beast has taken for their shape. With this link you can a special ability that allows you to use your spells in a particular way that remind observers of your Symbol animal’s shape.

-----------------------------------------------------------
Azure Dragon:
http://img199.imageshack.us/img199/6132/azuredragon.gif
箕 (Winnowing Basket): Dragon are most know for their powerful breath weapon. You can now use your spells in a similar way. When casting a spell with a casting time of a standard action, an instantaneous duration, a range greater than personal and that requires a saving throw, you can choose to make it a breath spell. A breath spell has its range changed to three times your mental modifier feet, rounded down to the nearest five foot increment, and its area to a cone-shaped burst. A translucent blue serpentine dragon appears around you and the spell comes out of its mouth and takes effect on all eligible creatures within the area of the cone. The spell otherwise work normally on all affected creature including the save, if any. The only exception being that you do not need to make any attack roll. You cannot use this ability with a spell that does not directly affect creatures, you couldn’t use this ability with a summoning spell for example. You must wait 7 rounds before using this ability again. This ability counts as a breath weapon for all purposes.
-----------------------------------------------------------
Vermilion Bird:
http://img688.imageshack.us/img688/5561/vermilionbird.gif
軫 (Chariot): Birds are know for their ability to fly. You can now make your spells fly too. When casting a spell with a range greater than personal you can transform that spell into a small translucent red bird. The bird begins flying immediately, with a 100 feet fly speed and perfect maneuverability, always remaining within 60 feet of you. The bird is barely more than an illusion and is immune to any form of damage, only a target dispel magic can “kill” it. It remains for up to 24 hours before dissipating harmlessly. At any point during this period, as a free action but only once per round, you can order the bird to make a flyby touch attack against a creature standing within 60ft of you, you do not need to have line of sight to the creature, only line of effect. For this purpose the bird’s attack bonus is equal to your base attack bonus plus your mental modifier, the bird ignore any form of miss chance that the creature may posses when making this attack. If the attack succeed the spell that create the bird immediately take effect on the creature or centered on the creature as appropriate. If the attack misses, the bird simply flies back into the sky to wait for further orders on your part. You can also have the bird attack a specific square in that case the spell take effect centered on that square. You can only have one bird spell at a time and you must wait 7 rounds after the spell as taken effect before using this ability again. The bird is consumed upon successfully making an attack against a target, or affecting a square.
-----------------------------------------------------------
White Tiger:
http://img863.imageshack.us/img863/5145/whitetiger.gif
參 (Three Stars): Tigers are know for their brutal and unexpected pouncing attacks. You can now make your spell charge in this way. When casting a spell with a casting time of a standard action that requires an attack roll, you can make it into a pouncing spell. When cast, the spell takes the shape of a ghostly white tiger that charges your foe, even if the foe is only five feet from you, and attacks it three times. You need to make three attack rolls, taking a -5 penalty on the third attack, against the target creature. For each successful attack the spell take effect on the creature, for a maximum of three times. This acts as if you had cast the spell three time but only expended one spell slot or prepared spell. You must wait 7 rounds before using this ability again.
-----------------------------------------------------------
Black Tortoise:
http://img857.imageshack.us/img857/5374/blacktortoise.gif
壁 (Wall): This symbol is unique in that it represent two animals, a tortoise and a snake wrap around it. Snakes are know for their poison and tortoise for their shell. You can now make your spell poisonous and reinforce yourself at the same time. When casting any spell that deals damage, you can make it into a poisonous spell. A translucent snake and tortoise manifest next to each creature taking damage and the snake strike it. If a creature takes damage from a poisonous spell, it is also the the target of an injury poison dealing initial and secondary damage of 1d6 Constitution damage. The save DC is equal to (10 + level of the spell + Int, Wis or Cha modifier as appropriate). The poison may inflict a creature once per encounter, even if the spell dealt damage over multiple rounds or more than once per creature. For each point of initial constitution damage dealt by the poisonous spell you gain either a +1 cumulative competence bonus to your AC or one point of cumulative DR, overcome by nothing, chosen when first casting the spell. This bonus lasts for 7 rounds. You must wait 7 rounds before using this ability again.


Symbol Change (Su): At seventh level you gain the last ability of the Symbolist. Across your study you have learned of the link between the various concepts related to each saintly beast and your chosen one in particular. You have now discovered the link between the saintly beasts themselves. Once per day by undertaking a ten minutes ritual you can change your Symbol. This changes all of the abilities granted by this class.

Sidebar: Positive level

An affected creature gain a +1 bonus on all skill checks and ability checks, attack rolls, and saving throws, and gain 5 temporary hit points and one effective level or Hit Die (whenever level is used in a die roll or calculation). A spellcaster gain one spell slot of the lowest level of spells she can cast (minimum 1, 0 level spell does not count for this purpose) or (if applicable) one prepared spell of that level (the prepared is spell chosen by the creature among the spell of this level that the character as prepared for the day). A creature cannot gain more than one spell slot or prepared spell per day in this way and the spell slot or prepared spell cannot be regained once used by way of ability, item or effect such as a pearl of power. A psionic character gain a number of power points equal to the cost of the lowest level of power she can manifest. An incarnum character gain 2 temporary essentia.
A positive level cancels out one single negative level, but does not provide any benefit. A creature with one of each act as she possess neither.

PLAYING A SYMBOLIST
Symbolist are played most like standard casters but they posses a few more options.
Combat: Beginning combat by using your first mansion ability on the most dangerous looking foe allows you to incapacitated them. This can also allow you to better position yourself to make use of your fourth mansion ability. You can then come closer to your foe to use your fifth mansion ability to either hinder him or to boost your ally next to him. If you possess, it the seventh mansion ability is either an excellent finishing move or a very good first move depending on your choice in symbol.
Advancement: The simplest way is to continue in class that progresses spellcasting
Resources: As scholars, Symbolist are generally welcome in any place of learning, particularly libraries. They could also be able to ask for aid from the servants of the saintly beasts order.

SYMBOLIST IN THE WORLD
I swear, I’ve never seen someone like that before with red skin, a red dot around he’s head, and despite being in the middle of winter, it look like it was summer for him. It was just weird.

Anonymous

Symbolist are generally well respect as scholars, even if some treat them like eccentrics for their weird obsession with the saintly beasts.
Daily Life: As a scholar your days are generally spent studying one thing or another.
Notables: The first few who pursue the path of the Symbolist have been lost to time but one notable is well know Master Shen-sui. When he was young, he journeyed through the world in search of knowledge, and some say in search of the place where the saintly beasts sleep. He disappeared for a time and reappeared later with considerably more power. Shortly thereafter he founded the servants of the saintly beasts order.
Organizations: There exists an order of symbolists called the servants of the saintly beasts. This order is dedicated to accumulation of knowledge and the study of the links between the various things that compose the world. It is separated in four separate sub-orders, one for each saintly beast. Those that can change their symbol are automatically put into a position of authority and all members respect them.

NPC Reaction
Most people simply consider Symbolist to be eccentric mage with weird power. Those that know better understand that they have have a connection with some sort of greater power and they may be wary of them for this reason.

Symbolist Lore
Characters with ranks in Knowledge (Arcana) or who have the Bardic Knowledge ability, can research Symbolists and their unique power. When a character makes a skill check or Bardic Knowledge check, read or paraphrase the following, including the information from lower DCs.

DC 15: Symbolist revere the saintly beasts, a group of sacred creatures from the far east.
DC 20: By studying the link between various concepts they gain unique power, notably with the elements and the seasons.
DC 30: This reveal the name of the most famous Symbolist, Master Shen-sui, the existence of the servants of the saintly beasts order and finally all the details about each concept associate with each saintly beast.

SYMBOLIST IN THE GAME
Apart from its specific flavor, symbolist can easily integrate any game world as another exotic spellcaster.
Adaptation: Symbolist can be adapted in two ways, as follow:
- Restrict to the Wu-jen, to keep the oriental flavor, in that case simply add the Elemental mastery (wood, fire, metal or water) as a requirement
- Make it into a Psionic Prc, this require more change as follow:

Change the Knowledge (arcana) requirement to Knowledge (psionic), Any Metamagic feat to any Metapsionic feat and Caster level 6th to Manifester level 6th.
Change Spellcraft for Psicraft in the skill list
Change the Spellcasting progression for Manifesting progression
Change the third Mansion granted spells to the following power instead:

Wood: 1st: Biofeedback, 2nd: Chameleon, 3rd: Body Adjustment, 4th: Immovability, 5th: Restore Extremity, 6th: Suspende Life, 7th: Oak Body, 8th: Astral Seed, 9th: Timeless Body
Fire: 1st: Control Flames, 2nd: Energy Stun (fire only), 3rd: Energy Bolt (fire only), 4th: Energy Ball (fire only, 5th: Fiery Discorporation, 6th: Energy BarrageCP p86 (fire only), 7th: Energy Wave (fire only), 8th: Light BurstCP p92, 9th: Intelect BombCP p91
Metal: 1st: Call Weaponry, 2nd: Dissolving Weapon, 3rd: Psionic Keen Edge, 4th: Psionic Fabricate (metal material only), 5th: Tower of Iron Will , 6th: Retrieve (metal item only), 7th: Personal Mind Blank, 8th: Psionic Iron Body, 9th: True Creation (metal item only)
Water: 1st: Float, 2nd: Body Equilibrium, 3rd: Water-BornSto p127, 4th: Psionic Freedom of Movement, 5th: Hail of Crystal, 6th: Cranial DelugeCP p81, 7th: Psionic Control WeatherSoS p133, 8th: Psionic Telekinetic Sphere, 9th: Psionic Etherealness

Change the fourth Mansion ability to work with power instead and applying the following metapsionic feat instead of the metamagic feat normally avaible: Burrowing Power, Enlarge Power or Extend Power. This does not cost more power point or expend the character’s psionic focus.
Change the sixth mansion ability to work with powers associated with the following Disciplines:

Fifth planet: Metacreativity and Clairsentience
Fourth planet: Psychokinesis and Telepathy
Second planet: Telepathy and Psychometabolism
First planet: Psychometabolism and Psychoportation

Change the seventh mansion ability to work with powers instead of spells.

Encounters: A Symbolist may simply appear as a weird spellcaster, if the PCs are curious they may learn of the saintly beasts by investigating a Symbolist.

Sample Encounter
While researching about myth and legend the PCs might enter in a library that belongs to the servants of the saintly beasts order.
EL 10: Chung-lee is the head librarian of the Library, she is always willing those in search of knowledge. The day after the PC have depart she will discovered that a number of book where stolen and she will find a clue that lead her to think that the PC are the culprit. She will immediately go after them to punish them and take back the books. She doesn’t know that it’s a ploy by one of the PC’s enemies in the hope of killing them.

Chung-lee (24 points buy)
LN Medium Female River Spirit FolkOA Humanoid (Spirit)
Wu-Jen 6/Black Symbolist 4
Init +1, Watchful Spirit (3/day) Senses: Low-light vision, Listen +0, Spot +0
Languages Common, Spirit Tongue, Aquan
------------------------------------------------
AC 20, touch 11, flat-footed 19 (+5 natural, +1 dex, +4 shield bonus) (+2 dodge if using Watchful Spirit ability)
hp 45 (10 HD(d4))
Fort +5, Ref +4, Will +9 (+2 on saving throw against water spell) (Reroll 1/day)
------------------------------------------------
Speed 30 ft. (6 squares) Swim 30 ft
Melee MW Dagger +5 (1d4-1/19-20)
Space 5 ft Reach 5 ft
Base Atk +5, Grp +4
Spell-like Abilities (Cl 1st)
1/day: Speak with animal (fish only)
Spells Prepared (Cl 9th or 11 to overcome spell resistance, Cl 11th for Wu-jen spell or 13th to overcome spell resistance, Intelligence based)
5th: Cone of Cold (DC 20), Teleport (DC 20)
4th: Elemental WardCAr p105 (DC 19), Ice Storm, Solid Fog
3rd: Dispel magic, Displacement (DC 18), Gaseous Form, Major Image (DC 18)
2nd: Invisibility (DC 17), Resist Energy (DC 17), Silent Ice KnifeCAr p112 (3) (Ranged +16, DC 17)
1st: 6/d Animated WaterCAr p96 (2), Cobra’s Breath (DC 16), Magic Missile, Scales of the LizardCAr p121*, Shield*
0: 4/d Detect Magic, Ray of Frost (2) (Ranged touch +6), Resistance (DC 15)
Can also sacrifice a prepared spell of 4th level (or higher) to cast Wall of Ice
*: Spell normally cast before the start of the encounter and account for in stat block
Supernatural Abilities 1st Mansion (5/day, DC 19, paralyzed 1d4 rounds), 4th Mansion (North)
-----------------------------------------------
Abilities Str 8, Dex 13, Con 14, Int 20, Wis 10, Cha 10
SQ Water Breathing, Chosen Beast (Black Turtle, Intelligence), 2nd Mansion (Immunity to Energy drain and Poison, 3rd Mansion (Water spells)
Feats 1st: Guardian SpiritCAr p80, 3rd: Defending SpiritCM p41, 6th: Spell Penetration, 9th: Elemental Adept (Wall of Ice)CM p42, Wu-jen 1: Extend Spell
Skills Concentration +9, Knowledge (arcana) +18, Knowledge (geography) +18, Knowledge (nature) +20, Knowledge (religion) +18, Spellcraft +7, Survival +5 (+7 to avoid getting lost or above ground, +9 for both), Swim +7
Possessions Headband of Intellect +2, Spellbook, Spell component pouch
Spellbook Spell prepared plus 0: All, 1st: Obscuring Mist, Protection from Chaos, 2nd: Locate Object, 4th: Wall of Ice

Racial bonus (Ex): Chung-lee gain a +2 bonus on saving throws against spells and spell-like effects with the word “water” in the name of the effect (including those with the water descriptor), shugenja spells of the water element and wu-jen spells connected to water.

Skills: Chung-lee has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered.

Watchful Spirit: See Complete Arcane p15

Spell Secret: See Complete Arcane p15, Permanently Silent Ice KnifeCAr p112

Elemental Mastery: See Complete Arcane p16, Water

Taboo: See Complete Arcane p 16.

Cannot cut her hair.
Cannot light a fire


Chosen Beast: Black Turtle and Intelligence See above

1st Mansion (Su): Black flash paralyzed for 1d4 rounds. See above

2nd Mansion (Su): Immunity to Energy drain and Poison. See above

3rd Mansion: Water spells. See above

4th Mansion (Su): North. See above.

dragonjek
2011-04-10, 10:30 PM
Onmyoji

Picture by Luches of DeviantArt




”Please, move aside, and lay your fears to rest. Your spirit will be gone soon enough, and none such as he will harm your village again. My vow as a servant to the Emperor, they shall not.”
-Konoe Sakuya, before returning a ghost to his eternal sleep


An Onmyoji is a spellcaster with a special connection to the spirits that exist in and around all things, be they of nature or of artificial construction. Through study of and interaction with these spirits, the Onmyoji gains special powers from the favor they curry. By giving praise to these beings, the spirits whisper secrets to the Onmyoji found no where else, and the Onmyoji is changed by this touch.

Becoming an Onmyoji
Becoming an Onmyoji requires a deft and accurate hand to inscribe their Ofuda, but equally necessary is the knowledge and ability to interact with spirits.

ENTRY REQUIREMENTS
Skills: Craft (Calligraphy) 9 ranks, Spellcraft 9 ranks, Knowledge (arcana) OR Knowledge (religion) OR Knowledge (nature) 9 ranks, Knowledge (nobility and royalty) OR Profession (astrologer) OR Knowledge (architecture and engineering) 4 ranks
Feats: Scribe Scroll
Spellcasting: Ability to cast 3rd level spells


Class Skills
The Onmyoji’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)
Skills Points at Each Level: 4 + Int

Hit Dice: d4

Onmyoji
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+0|
+0|
+0|
+2|Arts of Onmyodo, Ofuda, Spiritual Influences|+1 level of existing spellcasting class

2nd|
+1|
+0|
+0|
+3|Shikigami Companion, Spirit Sensing|-

3rd|
+1|
+1|
+1|
+3|Form Shikigami|+1 level of existing spellcasting class

4th|
+2|
+1|
+1|
+4|Arts of Onmyodo|+1 level of existing spellcasting class

5th|
+2|
+1|
+1|
+4|Omamori|+1 level of existing spellcasting class

6th|
+3|
+2|
+2|
+5|Detect Disharmonies|+1 level of existing spellcasting class

7th|
+3|
+2|
+2|
+5|Arts of Onmyodo|+1 level of existing spellcasting class

8th|
+4|
+2|
+2|
+6|Immaculate Ofuda|+1 level of existing spellcasting class

9th|
+4|
+3|
+3|
+6|The Sight|-

10th|
+5|
+3|
+3|
+7|Arts of Onmyodo, Onmyoji Ascendant|+1 level of existing spellcasting class [/table]

Weapon Proficiencies: The Onmyoji gains proficiency with simple weapons and the short sword.

Inscribe Ofuda: The Onmyoji can inscribe small prayers to the spirits inherent in all things onto a piece of paper or bit of cloth, forming a type talisman. When preparing spells, she may place some or all of her spells per day into pieces of paper, to be used later in the day. This costs no money, other than the price of paper and ink, as well as the brush required to properly write the complicated symbols. When pulling forth one of her ofuda, the Onmyoji always grabs the desired one, even from an unsorted pile—her own magic empowers them, and like calls to like, after all. Using an ofuda erases the writing upon it, consuming the ink in the magic. Should an Onmyoji desire to use metamagic with a spell, the decision must be made when inscribing the ofuda. All spells cast with an ofuda have a material component (the ink upon the ofuda), replacing other material components if need be (more expensive ink is used to inscribe the ofuda, in cases of expensive material components, and the ofuda paper doubles as a focus, although more expensive paper must be used for an expensive focus).

The Onmyoji can hand these ofuda out to others, who can activate the ofuda to cast the spell through Read Magic or through the Use Magic Device skill (treat it like reading a scroll, with similar circumstantial bonuses and penalties). After twenty-four hours, ofuda cease to be effective, becoming regular pieces of paper with writing on them, the writing fading away. They can be reused the next day, if so desired. There is, however, an exception to the twenty-four hour rule; one single, unused spell can be kept over to the next 24-hour period, not counting against the spells per day for that day. However, this ofuda cannot be reused for the next day after that; instead, another unused spell must be chosen.

Regardless of how the Onmyoji typically casts spells, all spells used through the medium of the ofuda are considered to be divine spells, even for otherwise arcane casters. An Onmyoji can choose not to use ofuda in order to cast spells normally, in which case they are considered to be as they normally were.

Arts of Onmyodo: There is much to know, for one studying the ways of onmyodo. One must understand magic, the stars, the spirits that stand within nature and outside of it—this and beyond, must all be understood to achieve perfection within the onmyodo. Perfection being impossible, the Onmyoji must instead choose one of the following Arts each time the Arts of Onmyodo ability is obtained.
Auspicious Construction: Overseeing construction is amongst the duties of an Onmyoji, in order to foresee the fortunes of the building and ensure that it is built without offending any nearby spirits; indeed, they are even built garner their favor. If an Onmyoji with at least 8 ranks in Knowledge (architecture and engineering) takes part in the designing or building of a permanent structure, and is present at both the beginning and completion of the project, they can make those in the immediate vicinity of the structure more fortunate. Anyone within the building or within 10 feet of it can reroll one failed skill check, saving throw, or attack roll once per day, so long as they are within the lucky area around the building. Should a desecrate or consecrate spell be used upon the area, the lucky reroll receives a +2 bonus. If she has at least 11 ranks in Knowledge (architecture and engineering), those within the radius get 2 rerolls per day.

Aristocratic Adviser: One of the duties of an Onmyoji is to serve as an adviser to the nobility; as such, it is only right that she have the ability to see through the deception that so often plagues the courts. An Onmyoji with at least 8 ranks is Knowledge (nobility and royalty) may use Detect Lies a number of times per day equal to her Wisdom modifier. If she has at least 11 ranks in Knowledge (nobility and royalty), they may trade two uses of Detect Lies to use True Seeing.

Cleanse Impurities: The Onmyoji must be able to clean away corruption and discordance. The Onmyoji may, once per day, clean away that which alters a being from its true form. This serves as a Greater Dispel Magic, Remove Curse, Remove Disease, and Neutralize Poison combined into one effect; the Greater Dispel Magic effect also serves to return extraordinarily or supernaturally shape-shifted beings back to their true form. This effect may also be used as a 50 ft. radius area effect; however, in this case it affects the terrain and not individuals, serving to clean the area of pollution, damage, and remove any area effect spells affecting the region. She must have at least 4 levels of Onmyoji to take this Art.

Dealing with Spirits: The Onmyoji must at times call spirits forth to make pacts or agreements with them… and sometimes less kind things. When this Onmyoji uses the Planar Binding, Planar Ally, or any spell that would normally target a specific type (such as Humanoid, Plant, Dragon, etc.), the Onmyoji can choose to have the spell affect spirit creatures rather than the normal target. For example, the Onmyoji could use Planar Ally to call forth, rather than an Outsider, a ghost or perhaps a Fey creature.

Deeper Understanding: It is important for an Onmyoji to study to learn more about the world, both spiritual and natural. The Onmyoji’s skill with magic thusly increases; when creating ofuda at the beginning of the day, the Onmyoji may choose one metamagic feat they possess. When applying this metamagic feat to ofuda, the metamagic feat increases the spell level by one less, to a minimum of no level change (for instance, a Silent Spell would not increase the spell level of the spell it is applied to at all). This requires the Onmyoji to have at least 10 ranks in Knowledge (arcana). If they have at least 16 ranks in Knowledge (arcana), the Onmyoji instead reduces the level of the metamagic feat applied by 2 (to a minimum of no level change).

Enhance Shikigami: The Onmyoji has focused on empowering one of her most potent abilities, the shikigami. The Onmyoji’s shikigami companion’s touch attack is upgraded, now deal 1d4 points of damage in addition to granting a penalty to attack. The shikigami created through Form Shikigami are likewise made greater, and receive a +4 bonus to Strength and Constitution. This requires the Onmyoji to have the Shikigami Companion ability.

Godai: The Onmyoji has an excellent understanding of the Five Elements, that which composes all things. Each morning the Onmyoji may choose one of the of Five Elements to take into herself, gaining power from spirits related to that element until the next day.
-Tsuchi: She fills herself with some of the power of the earth, which is stubborn and confident; in the body, earth is represented by the bones and muscles. The Onmyoji gain a +1 bonus to damage rolls, be they made through melee, ranged, or spell attacks. She also gain a +1 natural armor bonus to AC, and a +2 bonus to saves made against mind-affecting effects.
-Ka: Fire, energetic and forceful and passionate, fills her heart; in the body, fire is represented by the metabolism and body heat. The Onmyoji gains energy resistance 5 against cold and fire, along with a +4 bonus to save against fear effects.
-Fu: She calls the wind into her, freedom and growth of mind and body and spirit; in the body, the wind is represented by the breath. The Onmyoji gains a +2 bonus to Dexterity, and a +2 bonus to all skill checks based upon Intelligence. They also get a +2 bonus to rolls made to avoid being stunned, dazed, or paralyzed.
-Sui: The Onmyoji gathers the energy of water within her, which is changing and formless and flowing; in the body, water is represented by body fluids. Beneficial transmutation effects have their bonuses doubled, but their durations halved, and against negative transmutation effects the Onmyoji receives a +4 bonus to their saving throw.
-Ku: The Onmyoji invites the void into her soul, energy and things beyond experience; the spirit is the part that the void represents. The Onmyoji gains a +4 bonus to saving throws made against magic, as well as a +2 bonus to Charisma.

Imbue Elements: The Onmyoji, when taking an aspect of the elements into herself, may choose to instead alter part of her very being to make it be of that element. Requires the Godai Art of Onmyodo.
Imbuing an element into herself replaces the normal benefits of Godai, and lasts for a single day.
-Tsuchi: The bones and muscle and sinew of the Onmyoji are stone and earth and metal. The Onmyoji gains damage reduction 5/adamantine, and gains a +2 natural armor increase to AC.
-Ka: The Onmyoji turns her heart into a pulsing mass of flame. The Onmoji gains immunity to fire, and can turn part or all of the damage she deals, with spell or weapon, into fire damage.
-Fu: The Onmyoji no longer breaths air, for it is no longer separate from her. The Onmyoji can function normally in airless environments, and is unaffected by gas, smoke, or similar inhaled effects. All attacks made against the Onmyoji have a 20% miss chance.
-Sui: Every liquid in the Onmyoji’s body is water, and as such is it very easy for them to heal. When the Onmyoji drinks even just a glass of water, they receive fast healing 1 for one hour.
-Ku: The Onmyoji’s spirit becomes as the void; untouchable by all who would seek it. The Onmyoji is immune to any spell or effect based upon affecting the soul, and the Onmyoji gains spell resistance equal to 15 + class level.

Kuji-In: The Onmyoji grows skilled in the use of hand signs, allowing her to draw greater power when she makes use of the Nine Hand Signs. This conveys different bonuses, depending on which of the hand signs is drawn out; in order to gain the benefits of this Art of Onmyodo, the Onmyoji must have at least one of the Kuji-In feats. She can only use this Art for those kuji-in that she already has a feat for—however, the Kuji-In Art need only be selected once; it applies to all Kuji-In feats that the Onmyoji has or will eventually obtain. The Onmyoji can only use these enhanced hand signs a number of times per day equal to the Onmyoji’s class level.
-Rin: Her mastery of the sign of physical and mental power has grown. The Onmyoji may take a full-round action to gain the benefits of either Bear’s Endurance or Owl’s Wisdom for one minute, in addition to the benefits of the Kuji-In: Rin feat.
-Pyo: Her mastery of the sign used to direct her energy has grown. The Onmyoji may take a full-round action to allow herself to make a second saving throw against any effect she has already failed a saving throw against, to which she applies the benefits of the Kuji-In: Pyo feat.
-Toh: The Onmyoji’s mastery of achieving harmonizing themselves with the world has grown. She may take a full-round action to replicate the effects of the Sanctuary spell upon herself, but with a DC equal to 10 + class level +Wisdom modifier, lasting one minute or until cancelled. Even those that succeed at the Will saving throw to attack her are subject to the penalty to their attack roll from the Kuji-In: Toh feat.
-Sha: The Onmyoji’s mastery of healing herself and others has grown. She may take a full-round action to spontaneously cast Neutralize Poison, Remove Disease, or Remove Curse by sacrificing another prepared spell of equal level. Alternatively, the Onmyoji can spend a full-round action to heal herself an amount of hit points equal to her class level + her Wisdom modifier. In addition, after using this ability she gains the benefits of the Kuji-In: Sha feat.
-Kai: The Onmyoji’s mastery of detecting danger has growing. She may take a full round action to sense the antagonism of others towards her; the next attack (be it magical or mundane) made towards her within a minute provokes a special attack of opportunity, which the Onmyoji can use to cast a spell with a casting time of no greater than a standard action, and which does not count towards her normal attacks of opportunity. If this spell is directed towards the one who attacked her, the DC of the spell is increased by 1. The Onmyoji also gains the benefit of the of the Kuji-In: Kai feat, although it does not take effect until after the special attack of opportunity provide by this Art of Onmyodo is used.
-Jin: The Onmyoji’s mastery of sensing the thoughts of others has grown. She may take a full round action to be able to use Detect Thoughts at will for the next minute, while also gaining the effects of the Kuji-In: Jin feat.
-Retsu: The Onmyoji’s mastery of the seal to affect space and time grows greater. She may take a full round action to active an effect replicating the effects of the Haste spell (lasting one minute) or Dimension Door. They also gain the effects of using the Kuji-In: Retsu feat.
-Zai: The Onmyoji’s mastery of their ability to direct nature grows greater. The Onmyoji can take a full-round action to make the hand sign of Zai, and take control of the spells of another. The Onmyoji can take over the first spell or spell-like ability with the Acid, Ground, Air, Electricity, Fire, Water, or Cold descriptors cast in the next minute. The Onmyoji, chooses the target of the effect, but uses the caster level and DC of the one who used the spell or spell-like ability. If it has a range of touch or personal, the Onmyoji can choose to have the spell cast on either herself or the one who cast the spell. The Onmyoji also gains the benefits of the Kuji-In: Zai feat.
-Zen: the Onmyoji’s gains greater mastery of the sign of enlightenment. The Onmyoji can take a full-round action to harmonize her self, allowing her to be extremely efficient in both mind and body. Her speed for the next minute is increased by 10 ft., and the next ofuda she uses within the next minute is cast with a +2 to both DC and caster level. The Onmyoji also gains the benefits of the Kuji-In: Zen feat.

Kuji-Kiri: When inscribing ofuda, the Onmyoji may choose to place the Nine Symbolic Cuts atop it; when she uses that ofuda, she gains a +1 luck bonus to armor class for one round after using the spell. However, this cannot be used together with metamagic feats, nor with an immaculate ofuda—only the basic type of spell. Alternatively, the Onmyoji can choose to take a standard action to draw out the kuji-kiri in the air, granting her the +1 luck bonus to AC for one round.

Natural Communion: The natural world plays an important part in the spiritual life on an Onmyoji, and it is only right that the Onmyoji be able to communicate freely with it. An Onmyoji with at least 10 ranks in Knowledge (nature) may use Speak with Animals at will. If she has 16 ranks in Knowledge (nature), she may also use Speak with Plants at will.

Onmyou Divination: The Onmyoji gains the ability to sacrifice an ofuda prepared for the day to spontaneously cast any divination spell (even from other spell lists) as a full round action, so long as the spell is of equal level to the ofuda sacrificed or lower.

Premature Tsukumogami: Animals and objects all have the potential to, one day, become spiritual being themselves, and the Onmyoji can hasten the process, to an extent. A number of times per day equal to her Wisdom modifier, an Onmyoji can cast a special version of Animate Objects, that, rather than creating an animated object, fills the item with spiritual energy to prematurely awaken it as a tsukumogami; the Onmyoji can direct the tsukumogami to do its bidding for a number of rounds equal to the Onmyoji’s class level, but after that the tsukumogami is no obligation to obey; however, it is very unlikely to be aggressive towards the one who created it. The statistics for a Tsukumogami can be found below.

Reading Fate: The Onmyoji may attempt to divine the recent future for an individual; by spending ten minutes with an other, she may give them the ability to, at any one point in the next 24 hours, roll twice for a single roll and take the better of the two rolls. She can only do this once for any given individual in a 24-hour period, and cannot use it upon herself.

Sacrificial Ofuda: Sometimes, an Onmyoji simply may not have the right spell prepared to protect themselves from danger; it is at this time that they can turn an ofuda into a sacrificial ofuda. By taking one point of damage per spell level of the spell sacrificed, an Onmyoji can throw an ofuda at any location within 30 feet; the magic in the ofuda then explodes rather than causing its normal spell effect, causing 2d6 points of physical damage per spell level of the ofuda sacrificed to everyone within 10 feet, and an additional point of damage for each of the Onmyoji’s class levels. A minimum of 13 ranks in Craft (Calligraphy) is required to take this Art of Onmyodo.

Seal of Conclusion: Sometimes, an Onmyoji must lock away that which should not be, or must prevent another from taking forms that would be dangerous. An Onmyoji can spend 24 hours to create a seal of conclusion. When they place the seal upon an item that can open or close, the seal keeps it shut, until targeted by a Greater Dispel Magic, a Remove Curse, or a spell such as Wish. They can also use this on a magic item (taking 1 minute to take effect, in this case), which prevents any of its magical properties from being used, be they passive or active (this does not work on artifacts). They can also place this upon a creature to keep it from changing form to any other through any means, be they spell, spell-like ability, supernatural ability, or extraordinary ability (although the subject still ages).

The Onmyoji must have at least 16 ranks in Craft (Calligraphy) to use this ability. The seal has spell resistance 20 against spells targeting it, 20 hit points, and 5 hardness, for those attempting to dispel or destroy it. The seal of warding sticks to the location the Onmyoji places it as though affected by the Sovereign Glue magic item. A seal of conclusion lasts exactly one year before it ceases to be effective.

Seal of Expulsion: The Onmyoji has mastered the art of protecting an area from those who would intrude within it. An Onmyoji with the Seal of Warding Art of Onmyoji and 19 ranks in Craft (Calligraphy) may choose to make a Seal of Expulsion, the greatest ward available to an Onmyoji. It takes 24 hours to create this special form of ofuda. Once completed, the seal of expulsion creates an area (20 ft. x class level) in radius, which is continuously under the effect of Antipathy, working against any one type that the Onmyoji chooses (DC = 10 + class level + Wis modifier). Should a creature enter the area despite the Antipathy effect, they are immediately subjected to a Banishment spell, should they be of a type that can be Banished. As with the seal of warding, the seal of expulsion lasts one year, and hast eh same spell resistance, hardness, and hit points as the seal of warding, and sticks in place like the seal of warding does.

If the Onmyoji also has 19 ranks in Knowledge (nature), Knowledge (arcana), or Knowledge (religion), they can instead choose to have the Antipathy affect all spirit creatures that approach the area; however, this requires the Onmyoji to spend 500 gold pieces preparing an especially potent ofuda.

Seal of Warding: One of the duties of an Onmyoji is to keep malevolent beings away from homes, towns, and other places they would be unwanted. The Onmyoji can, through a 24-hour ritual, create a special form of ofuda, designed to protect an area from a certain type of spirit. The Onmyoji can place the ofuda anywhere they desire, and it will stick to the spot, projecting an aura (20 per class level) feet in radius. This area mimics a combination of a Repulsion and Sanctuary spell, both with a DC = 10 + class level + Wis modifier; however, this only affects incorporeal creatures and creatures capable of possessing an individual. This Seal of Warding prevents such creatures from entering the area of the Repulsion, and from attacking anyone or anything within the area.

The Onmyoji must have at least 16 ranks in Craft (Calligraphy) to use this ability. The seal has spell resistance 20 against spells targeting it, 20 hit points, and 5 hardness, for those attempting to dispel or destroy it. The seal of warding sticks to the location the Onmyoji places it as though affected by the Sovereign Glue magic item, and the item to which it is attached cannot move more than 10 feet from the location the Onmyoji places it. A seal of warding lasts exactly one year before it ceases to be effective.

Secrets: The spirits that the Onmyoji deals with whisper secrets into the Onmyoji’s ear; the Onmyoji gains an additional feat that she qualifies for. This Art may be taken multiple times.

Spiritual Conjuration: The Onmyoji can summon beings more connected to the supernatural than normal spellcasters could. The Omyoji’s Summon Monster and Summon Nature’s Ally spells are altered accordingly; whenever the Onmyoji would summon a Celestial or Fiendish creature, they can instead choose to summon a Half-Celestial, Half-Fiend (Monster Manual), Half-Fey (Fiend Folio), Umbral (Libris Mortis), Earth Element, Cold Element, Air Element, Fire Element, Wood Element, Water Element (Manual of the Planes), or Telthor (Unapproachable East) version of the creature. They can choose to apply one of the following templates to any creature they summon other than Celestial and Fiendish creatures; Fiendish, Celestial, (Monster Manual), Half-Elemental, Shadow (Manual of the Planes), or Feral (Savage Species).

Spiritual Repayment: Onmyoji, even those that worship a god, pay homage to the spirits of the world, and the spirits in turn grant the Onmyoji some small measure of power. An Onmyoji with at least 10 ranks in Knowledge (religion) gains a domain and its accompanying power from the following list: Air, Animal, Balance, Cavern, Cold, Community, Craft, Death, Destiny, Earth, Exorcism, Fate, Fire, Life, Luck, Magic, Metal, Moon, Nobility, Ocean, Oracle, Pestilence, Protection, Purification, Renewal, Rune, Sky, Spell, Storm, Summoner, Sun, Water, Weather, Windstorm, or Winter. If the Onmyoji has at least 16 ranks in Knowledge (religion), she gains a second domain and its associated power from the list. However, the Onmyoji does not gain any bonus spell slots for the new spells learned from the domain: they are simply added to her list of spells known.

Starry Truths: An Onmyoji is supposed to look into the sky to foretell the future and the present. When the Onmyoji spends at least one hour under the night sky, she can increase her fortune for the next day. After spending at least an hour under the night sky, the Onmyoji can add a +1d4 bonus to one roll the next day; spending more time under the night sky does not grant extra uses of this ability. If she has at least 11 ranks in Profession (astrologer), the Onmyoji can use this ability twice per day, after spending an hour under the night sky.

Turn/Rebuke Spirits: The Onmyoji gains the ability to turn or rebuke spirits as the Onmyoji desires. The Onmyoji must choose whether they are going to turn or rebuke before using this ability. This acts like the cleric’s ability to turn or rebuke undead, but affecting spirit creatures specifically. Onmyoji levels stack with cleric or paladin levels for purposes of determining how many times they may turn/rebuke spirits per day. Onmyoji levels count as cleric levels for purposes of turning or rebuking spirits.

Spiritual Influences: Their interaction with spiritual powers has left its mark. The Onmyoji gains low-light vision. Furthermore, they become capable of casting the spells Animal Messenger, Augury, Commune, Commune With Nature, Divination, Legend Lore, Detect Lies, Sanctuary, Summon Monster, Summon Nature’s Ally, Remove Disease, Neutralize Poison, Detect Poison, Bestow Curse, Remove Curse, Animate Objects, Reincarnation, Planar Ally ,or Planar Binding when they gain the ability to cast spells of that level, even if it is not normally on their spell list, but only if these spells are inscribed through ofuda.

Shikigami Companion The Onmyoji can use a special adaption of the ofuda technique to create a special type of shikigami, a creature created from and formed around a piece of paper, to serve as a servant. By spending 100 gold on materials and undergoing a 24-hour long ceremony, they can create a shikigami companion. An Onmyoji can only have one shikigami companion at a time; if this shikigami companion is killed or dismissed, the Onmyoji must wait a year and a day before creating another companion. Unlike a familiar, an Onmyoji does not loose any experience when losing a shikigami companion. Creating a shikigami companion requires that the Onmyoji have at least 11 ranks in Craft (calligraphy).

This is a weak form of a shikigami, which is invisible and incorporeal to everyone except the Onmyoji who created it, for whom it is solid; however, other Onmyoji with the Spirit Sensing ability can detect its presence and see it as a blurred and colorless outline. The specifics of a shikigami’s appearance are dependant on the desires of the Onmyoji who created it (although they typically take the form of animals and spirit creatures), and can communicate freely with the Onmyoji that created them although no others can hear. A shikigami companion gains power as its master and creator grows in power, as seen in the following table. A shikigami companion is incapable of going more than 50 feet away from its Onmyoji. The statistics for a shikigami companion can also be seen below.

Shikigami Companion
Shikigami Companion
Small Magical Beast
Hit Dice: As master’s HD (hp ˝ master’s)
Initiative: +3
Speed: 30 feet, fly 30 feet (average)
Armor Class: 15 (+3 Dex, +2 deflection)
Base Attack/Grapple: +1/-3
Attack: Incorporeal touch +1 (-1 to attack rolls)
Full Attack: Incorporeal touch +1 (-1 to attack rolls)
Space/Reach: 5 ft./5ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., incorporeal traits
Saves: As master’s saves
Abilities: Str -, Dex 16, Con 10, Int 6, Wis 14, Cha 14
Skills: As master’s
Feats: Alertness
Environment: Any
Organization: Solitary
Challenge Rating: Included with master
Treasure: 1 piece of paper
Alignment: As master
Advancement: -
Level Adjustment: -

Incorporeal touch: When the shikigami companion makes a successful touch attack, the target suffers a -1 penalty to attack rolls for one round.

Shikigami Companion Abilities
{table=head]Maker Class Level|Deflection Adjustment|Intelligence Adjustment|Special
1st|
+0|
+0|Alertness, improved evasion, share spells, empathic link
2nd|
+1|
+1|Whispers
3rd|
+2|
+2|Visual manifestation
4th|
+3|
+3|Vocal manifestation
5th|
+4|
+4|Through eyes and ears
6th|
+5|
+5|Spell resistance
7th|
+6|
+6|Physical manifestation
8th|
+7|
+7|Spiritual Communion
9th|
+8|
+8|Range 100ft.
10th|
+9|
+9|Deliver touch spells[/table]
Deflection Adjustment: Noted here is an improvement to the shikigami companion’s existing deflection modifier to armor class.
Intelligence Adj. (Ex): Add this value to the shikigami companion’s Intelligence score. Shikigami companions are as smart as people (though not necessarily as smart as smart people).
Alertness (Ex): The presence of a shikigami companion sharpens its master’s senses. While the shikigami companion is within arm’s reach (adjacent to or in the same square as its owner), its owner gains the Alertness feat.
Improved Evasion (Ex): If a shikigami companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw Share Spells
Share Spells: At the master’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her shikigami companion. The shikigami companion must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the shikigami companion if it moves farther than 5 feet away and will not affect the shikigami companon again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on her shikigami companion (as a touch range spell) instead of on herself.
A master and her shikigami companion can share spells even if the spells normally do not affect creatures of the shikigami companion’s type (magical beast).
fails.
Empathic Link (Su): The master has an empathic link with her shikigami companion out to a distance of up to 50 feet. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that her shikigami companion does.
Whispers: A shikigami companion sometimes knows things that it never learned—as expected from a spirit. Its Onmyoji master can consult with it as a full-round action to gain a +2 bonus to her next Knowledge check.
Visual Manifestation: A shikigami companion can show itself to others, allowing them to see, but not touch, it. It can return to its invisible state freely.
Vocal Manifestation: A shikigami companion can allow those other than its master to see it, or it can speak to individuals without making any sound that others would be able to hear.
Through Eyes and Ears: The Onmyoji is capable of, as a standard action, looking through the eyes and ears of her shikigami companion. The Onmyoji cannot cast spells through this bond.
Spell Resistance (Ex): If the master is 11th level or higher, a shikigami companion gains spell resistance equal to the master’s level + 15. To affect the shikigami companion with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the shikigami companion’s spell resistance.
Physical Manifestation: The shikigami companion can, as a swift action, make itself physically present in the world and able to interact with physical objects—and able to be harmed by physical attacks. Another swift action can once again make it incorporeal. When physically manifested, the shikigami companion is always visible.
Spiritual Communion: The Onmyoji can spend a minute consulting with her shikigami companion to discover what it has learned from the spirits that day. The next divination spell she casts within the next hour is cast with a +1 to caster level.
Range 100 ft.: The shikigami companion is now able to travel up to 100 feet away from its Onmyoji.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a shikigami companion can deliver touch spells for her. If the master and the shikigami companion are in contact at the time the master casts a touch spell, he can designate her shikigami companion as the "toucher." The shikigami companion can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Spirit Sensing: The Onmyoji’s interactions with spirits has heightened their sensitivity to such beings. An Onmyoji is aware of the presence of any invisible or incorporeal being within sixty feet of them (although they cannot see it or pinpoint its precise location), as well as the presence of any Outsider, Elemental, Undead, or Fey.

Form Shikigami: Onmyoji have a special affinity with shikigami; in addition to their shikigami companion, and Onmyoji can also place a spirit into a special slip of paper to create a temporary shikigami to do their bidding. The statistics of the shikigami template are listed below. Such shikigami are often sent to carry messages, scout, spy, fight, or perform household chores. A shikigami lasts a number of hours equal to 1/2 the Onmyoji’s class level before turning back into a piece of paper. An Onmyoji may create a number of shikigami per day equal to her class level + her Wisdom modifier. Forming a shikigami requires at least 12 ranks in Craft (Calligraphy), +1 rank for each level of summoning spell the creature comes from. This otherwise serves as the spell Summon Monster or Summon Nature’s Ally, but summoning creatures with the shikigami template.

Creating a shikigami is a full-round action, requiring a piece of paper and ink. Spending a single use of the Form Shikigami ability will serve as a Summon Monster I or Summon Nature’s Ally I[/b], spending two uses of the ability will serve as a Summon Monster II or Summon Nature’s Ally II, etc.. However, an Onmyoji cannot spend more uses at a time to create a creature of a summoning level higher than they could normally cast: for instance, a 5th level wizard/5th level Onmyoji with a Wisdom of 18 cannot spend 8 uses of Form Shikigami to mimic Summon Monster VIII, as she is only capable of casting spells of up to 5th level.

Shikigami Template
Creating a Shikigami
“Shikigami” is an inherited template that can be added to any creature that could be summoned through the [i]Summon Monster or Summon Nature’s Ally spells, or similar such spells (referred to hereafter as the “base creature”).
A shikigami uses all the base creature’s statistic and special abilities except as noted here.
Size and Type: The creature’s type changes to magical beast. Size is unchanged. Do not recalculate base attack bonus or saves.
Hit Dice: Increase base creatures racial HD by one die size, to a maximum of d10. Do not increase class HD.
Speed: As base creature.
Armor Class: As base creature.
Attack: As base creature.
Full Attack: As base creature.
Damage: As base creature.
Special Attacks: When created, the shikigami gains the ability to use one spell that the Onmyoji knows as a spell-like ability once per day. They retain all the special attacks of the base creature.
Special Qualities: Darkvision 60 ft., low light vision, unconjured. They retain all the special qualities of the base creature.
Abilities: Increase from the base creature as follows: +2 Dex, +2 Wis, +2 Cha.
Skills: As base creature.
Challenge Rating: As base creature.
Alignment: As Onmyoji.

Unconjured: A shikigami, unlike a creature summoned by the Summon Monster spell, is a created being rather than a summoned one, and as such is not subject to spells such as Dismissal.

Omamori: You may use yet another variation on the ofuda to create a more permanent talisman. A prayer to the spirits is placed upon a small object, and held within a wrapping of cloth, all of which is given spiritual power. An omamori costs 500 gold pieces and 24 hours to properly create, and provides its benefits (or penalties) until a full year has passed, until being subject to a dispelling or antimagic effect, until it has been used up, or until the Onmyouji takes a standard action to remove the power from the omamori, which can be done over any distance. An omamori must be in the possession of an individual to have an effect, but does not take up an item slot. An Onmyoji can make many types of omamori; several sample omamori are listed below.
-Omamori of Fortune: This omamori is made for those who fear ill fortune. The user of this talisman may reroll one roll they have made per day. Alternatively, the Onmyoji may curse the good luck of the wielder, and force them to reroll their first successfully made roll of each day.
-Omamori of Happiness: Joy can be hard to find in a world of demons and dragons and darker things than should be spoken of; the Onmyoji can make this talisman to show its owner that happiness can be found in any place, granting the user of the talisman a +4 modifier to saves made against mind-affecting effects and fear effects. Alternatively, the Onmyoji may force the one who possesses the omamori to see the despair in all things, giving them a -2 penalty to all Will saves.
-Omamori of Health: This talisman makes the user more hearty and resistant to disease: the amount of hit points they regain from resting is doubled, as is recovery from ability damage. The person holding the talisman also gains a +2 luck bonus to saves against disease and poisons. It is often desired by those who need to worry about injury or ill health. Alternatively, and Onmyoji can instead make an omamori to harm its wielder, causing them to suffer 1 more points of damage every time they are injured, and its wielder takes a -2 penalty to saves made against disease and poison.
-Omamori of Love: This talisman helps protect friends, family members, and lovers. This omamori is unique in that two are created at the same time for the same cost. If two people both wear this omamori, each person with it gains a +2 luck modifier to AC. Alternatively, the Onmyoji may curse the couple by making them suffer a -2 penalty to AC when both wear the talisman.
-Omamori of Prosperity: The omamori of prosperity is designed to help people with their business ventures. Those with this omamori gain a +5 luck modifier to Profession and Appraise checks, as well as a +3 luck modifier to Bluff, Diplomacy, and Sense Motive made for buying and selling goods. Alternatively, the Onmyoji can prevent the wielder from succeeding in mercantile ventures; everyone they interact with in business-based fashion takes on an unfriendly attitude.
-Omamori of Protection: This talisman helps ensure that travelers can be safe in their constantly moving lives. It grants its possessor a +1 luck bonus to two saving throws, decided by the Onmyoji when creating the omamori. Alternatively, the Onmyoji could make an onmamori designed to harm, giving its wielder a -1 penalty on any two saves the Onmyoji decides.
-Omamori of Shielding: The world itself is dangerous, so this talisman was created to make it less so. It is often desired by those fearing fire, or who live in dangerous climates. This provides an effect similar to the 1st level spell Endure Elements. Alternatively, the Onmyoji may make a cursed talisman that forces those who possess it to suffer 50% more damage from fire, cold, electric, and acid attacks.
--Omamori of Study: This talisman is designed to help students and scholars by increasing their memory. Those wearing this gain a +1 modifier to Intelligence, and another +1 luck modifier to all Intelligence-based skill checks. Alternatively, the Onmyoji may blight the wielder’s mind, giving them a -2 penalty to Intelligence.

Detect Disharmony: One of the important duties of an Onmyoji is to detect alterations in the nature of things. By spending a standard action, an Onmyoji can tell whether anyone or anything within 60 feet is subjected to any manner of spell or spell-like ability with a time duration or an instantaneous duration (but with a continuous effect), such as the Bestow Curse, Nightmare, or Bull’s Strength spells, or spells affecting an area, such as consecrate . By spending a full-round action, they can also tell if something is transformed, even if through a supernatural or extraordinary ability, as well as if the subject is diseased, poisoned, stunned, etc., or even if the subject is merely injured or feeling emotional turbulence (although the specific emotion is unknown).

Immaculate Ofuda: The Onmyouji can use other materials, such as wood or even metal, to create an ofuda, her magic causing the ink to stain into the material until magic pulls it free again. When inscribing ofuda in the morning, the Onmyouji can declare a number of ofuda up to her Wisdom modifier to be immaculate ofuda, which after being cast can be used a second time without affecting the Onmyouji’s spells per day; effectively, granting them a number of bonus spell slots equal to their Wisdom modifier, but only for casting the same spells twice. Furthermore, when choosing an ofuda to keep after 24 hours, the Onmyouji may choose to keep one of these immaculate ofuda instead of a normal ofuda, if so desired. Crafting an immaculate ofuda requires at least 17 ranks in Craft (Calligraphy)

The Sight: The Onmyoji’s ability to interact with spirits has reached its pinnacle. The Onmyoji is always capable of seeing spirit creatures and shikigami, regardless of what magic or powers they use to disguise their appearance of hide their image. Likewise, they are always capable of speaking with spirits and understanding them, even if they otherwise do not share any languages in common.

Onmyoji Ascendant: The Onmyoji is more than merely human at this point in their studies. For purposes of spells, effects, class abilities, and similar abilities, the Onmyoji is considered to be a spirit creature, although their type does not otherwise change. When an Onmyoji is brought back to life by any means, they lose neither experience points nor Constitution points. Whenever the Onmyoji is healed hit points or ability points, the Onmyoji may choose to allow one other being within 300 feet to instantly heal half that amount.

dragonjek
2011-04-10, 10:31 PM
PLAYING AN ONMYOJI
You have interacted with beings beyond the scope of the vast majority of the teeming masses, and it shows. Onmyoji tend to be otherworldly, staring off into the distance and communing with things that few others can see—and that many do not even know exist. Your style of dress may be influenced by these beings, wearing clothing that will not displease their oft-changing tastes (robes are prevalent amongst the Onmyoji, even when it would interfere with travel or daily life). Many of the powers provided by the spirits relate to knowledge, be it of the present or the future—or the past—and as such are likely to be sought out for advice by your companions, and even by those you have never met.
Combat: For the most part, an Onmyoji’s fighting talents differ little from other spellcasters. Their low health means only the bravest close with their opponents, instead preferring to strike their foes from afar or supplement the power of their companions. After only a short time, an Onmyoji can create a Shikigami to fight alongside them, allowing the Onmyoji a shield to prevent more physically-inclined foes from closing with them.
Advancement: Few are born to be Onmyoji. Most who are to become Onmyoji are chosen by one who already walks the path of Onmyo, while some few others stumble upon the path themselves while in study. Regardless, such people must intensively study about the spirits; without knowing their quirks and habits, their likes and dislikes, no one will be able to interact well with these oft-bizarre beings; many are enraged by minor, almost insignificant details such as the color of clothing or the position of the hands, and without learning of these strange needs an Onmyoji-to-be will be unable to peacefully interact with many spirits. An Onmyoji’s power grows the more they commune with the spirits they draw power from; additional study, while desirable, is not necessary once they have learned enough to truly be called Onmyoji.
Resources: Many Onmyoji are in the service of the nobility, and as such have access to a great deal of money—should it be in the interests of their lord to give it to them. Many of the common folk in their home territories would be willing to provide some small service for an Onmyoji in need, although it would be dangerous to abuse this respect from the people. The spirits with which an Onmyoji communicates have been known, in rare occurrences, to provide gifts to an Onmyoji; but in most cases, they demand a boon in exchange for providing any manner of assistance.

ONMYOJI IN THE WORLD
“The people here… they hold these bizarre priests of theirs in such respect. Bah! They are heathens, and give not proper respect to the gods! The worship of their spirits is an affront that can hardly be permitted to stand.
But it will be permitted, for there is no denying the power their Onmyoji wield.”
High Priest Lorgenome on the subject of the recently discovered but far-off nation, home of the Onmyoji.

An Onmyoji stands respected in the world. They are advisers to lords and emperors, and oversee the creation of those buildings that will last the test of time. They bind demons and things that ought not to interfere in the life of ordinary folks, and commune with nature in deep woods and high mountains. They stand equal to—or even higher than—priests in many cultures, and are a part of so very, very much of the life of their people.
Daily Life: Most Onmyoji begin the day readying their spells and ofuda, often using the early hours of the day to meditate or plan the rest of the day. Afterwards, they go out to perform what duties they may have; advising local leaders, mediating disputes, blessing households and fields, overseeing or designing the construction of towns and buildings, or whatever may be necessary that day.
Notables: Sakuya is a name that immediately comes to the fore when most people think of Onmyoji. The elf is part and parcel of the nation’s history, having in her early years helped free it from the oppressive yolk of its neighbors and helping it stand on its own. Two centuries later, she guided the young lord to dispel the unnatural drought that plagued the nation, and even today comes to nudge the nation away from despair. Kamonji is… less reputable. He is one of the most well-known of the modern Onmyoji, and avoided like the plague by every feudal lord with a lick of sense; everyone he has ever served has died, and the commoners that lived in the lord’s land have almost always come under Kamonji’s perverse dominating spells.
Organizations: There is no formal organization of Onmyoji, largely simply because no one has gotten around to forming it. Despite often serving different lords, Onmyoji tend to have cordial relations, and often trade advice and knowledge as needed, and tend to defer to the more experienced and well-positioned Onmyoji around.

NPC Reaction
Onmyoji are loved and respected (and often feared) by the people. Those not highly placed in society are often called on to settle day to day disputes, while the greater members of the class are called upon by the nobility to put an end to disputes of larger import. Should an Onmyoji need it, most can find a place to stay wherever they should ask it, for the meager price of their blessing. The lords they often serve find them to be an admirable source of knowledge and advise.

ONMYOJI IN THE GAME
Onmyoji may serve as a source of information for an adventuring party; an NPC well-placed to assist them in political fashions, provide introductions to the nobility, or give them warnings of trouble before it gets out of hand—or, considering the fickle nature of many spirits, after it has grown too big to be easily quelled.
Adaptation: Rather than having a connection to spirits, the Onmyoji could instead gain power directly from her deity. Many abilities would need to change, thematically and in game effect, at the DM’s decision. Perhaps Onmyoji are part of a country-wide organization devoted to preserving worship of spirits with the advent of the gods, or the reverse—trying to bring knowledge of the spirits of the world into a god-centered society. Perhaps people are born with the potential to become Onmyoji, rather than learning it.
Encounters: An Onmyoji may serve as an aide to a noble the party suspects to be involved with a court murder, in which case the Onmyoji may or may not know of the deed, and may or may not support the noble’s actions. Regardless, an attempt to simply kill the noble will likely be met with potent resistance. Alternatively, an Onmyoji could be behind several mysterious kidnappings, stealing away innocents to sacrifice for power.

Sample Encounter
An Onmyoji could receive a message from a deceitful spirit and hold the adventurers responsible for some grand crime and attempt to prevent them from doing more harm. Alternatively, the Onmyoji may learn that the actions of the adventuring party, although benign, may have painful consequences in the future and try to prevent them from proceeding with their quest.
EL x: Kirigami Akuse is noble of heart, if not birth, and tries to go out of his way to help the peasants of his hometown. Unfortunately, he isn’t too intelligent, and is prone to jumping to conclusions. Perhaps the party has stumbled across a crime scene, and Akuse sees them and comes to the wrong conclusion and attacks. Alternatively, he misinterprets a message from the spirits and believes the party to be responsible for defiling a nearby spring which is sacred to the local spirits.


Kirigami Akuse CR 8
Male Human Bard 7/Onmyoji 1
NG Medium humanoid
Init +4, Senses: Listen +9, Spot +5,
Languages Common
------------------------------------------------
AC 17, touch 14, flat-footed 13(+4 Dex, +3 armor)
hp 46 (8 HD)
Fort +4, Ref +9, Will +7
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 punching dagger +6 (1d4+2)
Base Atk +5, Grp +6
Atk Options Bardic Music
Combat Gear Scroll of Cure Moderate Wounds, scroll of Shield
Bard Spells Known
3rd (2/day)Blink, Charm Monster, Deep Slumber
2nd (4/day)Alter Self, Animal Messenger, Heroism, Hold Person
1st (4/day) Disguise Self, Cure Light Wounds, Lesser Confusion, Summon Monster I
Cantrips (3/day) Dancing Lights, Detect Magic, Daze, Light, Prestidigitation, Summon Instrument
-----------------------------------------------
Abilities Str 12, Dex 18, Con 15, Int 8 , Wis 7, Cha 17
SQ Ofuda, Spiritual Influences, Whispers Art of Onmyodo, Bardic Knowledge
Feats Scribe Scroll, Heighten Spell, Extra Music, Spell Focus (Conjuration), Iron Will
Skills Listen +9, Listen +5, Knowledge (Architecture & Engineering) +3, Craft (Calligraphy) +8, Bluff +7, Knowledge (Arcana) +10, Spellcraft +10,
Possessions combat gear and +1 leather armor, +1 punching dagger, ring of sustenance,, scroll of Cure Moderate Wounds, Scroll of Shield



New Feats

Kuji-In: Rin
You know how to form one of the Nine Hand Seals, the sign of strength of mind and body.
Prerequisites: Dexterity of 13 or higher, Wisdom of 13 or higher
You may take a standard action to focus and form a hand sign to empower yourself, gaining a +2 modifier to your next Constitution or Wisdom based roll, be it a saving throw, skill check, or other form of roll. If you do not make this roll within the next minute, the bonus disappears.

Kuji-In: Pyo
You know how to form one of the Nine Hand Seals, the sign of directing energy.
Prerequisites: Dexterity of 13 or higher, Wisdom of 13 or higher
You may take a standard action to focus and form a hand sign to direct your internal energies, gaining a +1 modifier to your next saving throw. If you do not make this roll within the next minute, the bonus disappears.

Kuji-In: Toh
You know how to form one of the Nine Hand Seals, the sign of harmony with the universe.
Prerequisites: Dexterity of 13 or higher, Wisdom of 13 or higher
You may take a standard action to focus and form a hand sign to briefly harmonize yourself with the world, forcing the next attack against you to be made with a -2 penalty to the roll. If no one attacks you within the next minute, this penalty disappears.

Kuji-In: Sha
You know how to form one of the Nine Hand Seals, the sign of healing.
Prerequisites: Dexterity of 13 or higher, Wisdom of 13 or higher
You may take a standard action to focus and form a hand sign to increase the healing power within you. The next healing spell used on you or cast by you on another heals 2 extra points of damage, or your next save against disease or poison is made with a +2 modifier to the saving throw, whichever comes first. If no such roll is made within one minute, the bonuses disappear.

Kuji-In: Kai
You know how to form one of the Nine Hand Seals, the sign of premonition of danger.
Prerequisites: Dexterity of 13 or higher, Wisdom of 13 or higher
You may take a standard action to focus and form a hand sign to sense antagonism directed towards you. The next attack made towards you provokes an attack of opportunity, but only from you. If no one attacks you within the next minute, the attack of opportunity disappears.

Kuji-In: Jin
You know how to form one of the Nine Hand Seals, the sign of knowing the thoughts of others.
Prerequisites: Dexterity of 13 or higher, Wisdom of 13 or higher
You may take a standard action to focus and form a hand sign to further your understanding of how other people think, granting you a +2 modifier on your next Diplomacy check, Bluff check, Sense Motive check, Disguise check, Intimidate check, Handle Animal check, Perform check, Ride Check, or Charisma-based roll. If this roll is not taken within the next minute, the bonus disappears.

Kuji-In: Retsu
You know how to form one of the Nine Hand Seals, the sign of mastering space and time.
Prerequisites: Dexterity of 13 or higher, Wisdom of 13 or higher
You may take a standard action to focus and form a hand sign to manipulate your own perception of space and time. You gain a +2 bonus to your next ranged attack roll within the next minute; alternatively, you can improve your initiative by 2, possibly allowing you to move before you normally would, an effect that lasts for 1 minute.

Kuji-In: Zei
You know how to form one of the Nine Hand Seals, the sign of controlling nature.
Prerequisites: Dexterity of 13 or higher, Wisdom of 13 or higher
You may take a standard action to focus and form a hand sign to request that nature not harm you, reducing the damage of the next fire, cold, electricity, or acid attack to strike you by 5. If you are not struck by such an attack within the next minute, the benefits disappear.

Kuji-In: Zen
You know how to form one of the Nine Hand Seals, the sign of enlightenment.
Prerequisites: Dexterity of 13 or higher, Wisdom of 13 or higher
You may take a standard action to focus and form a hand sign to understand yourself to a greater extent, allowing you to reroll your next failed save against a mind-affecting effect or an effect that would physically change your body, such as a transmutation spell, and choose the result more beneficial to you.. If you do not make such a roll within the next minute, the bonus is lost