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Thread: GitP PrC XXVI: Eastern Exposure!

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    Default Re: GitP PrC XXVI: Eastern Exposure!

    Kannushi
    [God Master]

    ”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) 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|5th|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 + ¼ 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 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 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 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 as a spell-like ability and a kannushi that can rebuke undead may cast unhallow. 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. 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. 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
    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 (smite 1/day; +4 attack, +11 damage), Evil (Cast evil spells at +1 caster level), Fire (turn water creatures, or rebuke fire creatures 3/day), Strength (1/day gain a +4 bonus to Strength for 1 round), Travel (freedom of movement up to 11 rounds/day; Survival is a class skill), War (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
    Spoiler
    Show
    This class was inspired by the Japanese religion/belief system of Shinto, or rather the specific aspect of it dealing with 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.
    Last edited by MammonAzrael; 2011-04-13 at 01:04 AM.
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