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Thread: Shinigami Simplified

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    Dwarf in the Playground
     
    BlueKnightGuy

    Join Date
    Dec 2008
    Location
    South Carolina
    Gender
    Male

    Default Shinigami Simplified

    Shinigami

    Hit Die: d8

    Class Skills
    The Shinigami’s class skills (and the key ability for each skill) are Balance (Dex), Concentrate (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (the Planes) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Tumble (Dex).

    Skill Points at 1st Level: (4 + Int modifier) x4.

    Skill Points at Each Additional Level: 4 + Int modifier.

    Shinigami
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th

    1st|
    +0
    |
    +0
    |
    +2
    |
    +2
    |Spirit Weapon|-|-|-|-|-|

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +3
    |Detect Undead|-|-|-|-|-|

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +3
    |Spiritual Empathy|-|-|-|-|-|

    4th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Spells|3|0|-|-|-|

    5th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Combat Sense +2|3|1|-|-|-|

    6th|
    +4
    |
    +2
    |
    +5
    |
    +5
    ||3|2|0|-|-|

    7th|
    +5
    |
    +2
    |
    +5
    |
    +5
    |Spirit Weapon Lvl 2|3|3|1|-|-|

    8th|
    +6/+1
    |
    +2
    |
    +6
    |
    +6
    ||3|3|2|0|-|

    9th|
    +6/+1
    |
    +3
    |
    +6
    |
    +6
    |Undead Slayer|3|3|2|1|-|

    10th|
    +7/+2
    |
    +3
    |
    +7
    |
    +7
    |Soul Burial|3|3|3|2|-|

    11th|
    +8/+3
    |
    +3
    |
    +7
    |
    +7
    |Combat Sense +3|3|3|3|2|0|

    12th|
    +9/+4
    |
    +4
    |
    +8
    |
    +8
    |Evasion|3|3|3|3|1|

    13th|
    +9/+4
    |
    +4
    |
    +8
    |
    +8
    ||3|3|3|3|2|

    14th|
    +10/+5
    |
    +4
    |
    +9
    |
    +9
    |Spirit Weapon lvl 3|3|3|3|3|2|

    15th|
    +11/+6/+1
    |
    +5
    |
    +9
    |
    +9
    |Incorporeal 1/day|4|3|3|3|3|

    16th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +10
    ||4|3|3|3|3|

    17th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +10
    |Combat Sense +4|4|4|3|3|3|

    18th|
    +13/+8/+3
    |
    +6
    |
    +11
    |
    +11
    |Improved Evasion|4|4|4|3|3|

    19th|
    +14/+9/+4
    |
    +6
    |
    +11
    |
    +11
    |Incorporeal 2/day|4|4|4|4|3|

    20th|
    +15/+10/+5
    |
    +6
    |
    +12
    |
    +12
    ||4|4|4|4|4|[/table]

    0 Level Spells
    Acid Splash
    Cure Minor Wounds
    Dancing lights
    Disrupt Undead
    Flare
    Ghost Sound
    Light
    Ray of Frost
    Virtue

    1st Level Spells
    Burning Hands
    Charm Person
    Chill Touch
    Detect Evil
    Expeditious Retreat (regular & swift / Swift- Cast Time. swift action, Duration. 1 round)
    Jump
    Know Direction
    Protection from Evil
    Remove Fear
    Shocking Grasp

    2nd Level Spells
    Bull’s Strength
    Calm Emotions
    Cat’s Grace
    Command Undead
    Cure Moderate Wounds
    Detect Thoughts
    Gust of Wind
    Locate Object
    Melf’s Acid Arrow
    Rage
    Scorching Ray
    Spider Climb
    Tongues

    3rd Level Spells
    Charm Monster
    Clairvoyance/Clairaudience
    Cure Serious Wounds
    Daylight
    Fireball
    Lightning bolt
    Haste
    Keen Edge
    Slow
    Magic Circle against Evil
    Remove Curse
    Wind wall
    Halt Undead

    4th Level Spells

    Cure Critical Wounds
    Death Ward
    Dimensional Anchor
    Dimensional Door
    Dismissal
    Dispel Evil
    Locate Creature
    Neutralize Poison
    Restoration
    Wall of Fire
    Wall of Ice

    Class Features
    All of the following are class features of the Shinigami.

    Weapon and Armor Proficiency: A Shinigami is proficient with all simple weapons and one weapon of choice and light armor.

    Spirit Weapon: At 1st level any weapon that is wielded by a Shinigami is treated as having the Ghost Touch Property.

    At 7th level a Shinigami must choose a weapon to bond with. Upon bonding the Shinigami may imbue this weapon with any weapon enhancements totaling a +2 bonus. This is in addition to the Ghost Touch property.

    At 14th level a Shinigami’s bond with his/her weapon allows the weapon to gain additional enhancements totaling +3. This is in addition to the previous enhancements.

    Spiritual Empathy: The shinigami can use body language, calming chants, and demeanor to improve the attitude of an undead or creature with the Spirit subtype with an Intelligence score. This ability functions similar to a Diplomacy check to improve the attitude of a person. The shinigami rolls 1d20 and adds his shinigami level and his Charisma bonus opposed against the target's Will save to determine the spiritual empathy check result. If the shinigami beats the target by 5 or more, the target's attitude improves one step. If the shinigami beats the target by 15 or more, the target's attitude improves two steps. If the shinigami beats the target by 30 or more, the target's attitude improves three steps. The typical undead creature has a starting attitude of unfriendly or hostile, while Spirit creatures are usually indifferent.

    To use spiritual empathy, the shinigami and the target creature must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing the target creature in this way takes 1 minute, but as with influencing people, it might take more or less time. While using spiritual empathy, the target creature is entranced with the shinigami and does nothing except stare at him, but any hostile action on the part of the shinigami or his allies breaks this trance.

    Note that, in the case of undead such as a bodak, this might not be a particularly wise move.

    Combat Sense (Ex): A Shinigami may designate a single opponent in combat. Against that opponent, the Shinigami gains a +2 insight bonus to AC and attack rolls. At 11th level this bonus increases to +3. At 17th level this bonus increases to +4.

    Soul Burial (Su): Soul Burial (Su): A Shinigami who is adjacent to an undead or a creature with the Spirit subtype may attempt, as a full-round action, to release the spirit to the heavens. The Shinigami must make a diplomacy check against a DC equal to 10 + the creature's HD + the creature's Wisdom modifier. Hostile creatures receive a +8 bonus on this check, unfriendly creatures receive a +4 bonus on this check, and indifferent creatures receive a +2 bonus on this check. Mindless undead do not get this check; they are simply destroyed, their spirit released to the heavens.

    An undead destroyed in this manner can be raised as though it were never undead, provided the spirit is willing.

    Spells: A Shinigami casts divine spells, which are drawn from the Shinigami spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a Shinigami must have an Intelligence score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a Shinigami’s spell is 10 + the spell level + the Shinigami’s Intelligence modifier.

    Like other spellcasters, a Shinigami can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Shinigami. In addition, he receives bonus spells per day if he has a high Intelligence score. When Table: Shinigami Spells Known indicates that the Shinigami gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.

    The Shinigami’s selection of spells is extremely limited. At 4th level a Shinigami knows four 1st level spells of your choice. At most new Shinigami levels, he gains one or more new spells, as indicated on Table: Shinigami Spells Known.

    Incorporeal: At 15th level a Shinigami gains the ability to go incorporeal once a day. At 19th level the Shinigami may go incorporeal twice a day. A Shinigami who uses this ability may transit between the Ethereal/Material Plane as is appropriate. For example, a Shinigami who uses this ability while on the Ethereal Plane crosses over to the Material Plane. This effect lasts until the Shinigami chooses to return to the Plane that the ability was initially used on OR until the Shinigami’s HP goes into the negative (unless he/she has the Diehard Feat!)

    Evasion: See Rogue class description in PHB 3.5

    Improved Evasion: See Rogue Class description in PHB 3.5

    Undead Slayer: Functions as Ranger’s Favored Enemy ability except the bonus is +3 instead of +2.

    Detect Undead: At 2nd level a Shinigami may use Detect Undead as a supernatural ability at will.

    Ex-Shinigami: A Shinigami who changes to a prohibited alignment, or teaches the ways of The Order of Souls to a non-Shinigami loses all spells and Shinigami abilities (not including weapon, and armor proficiencies). He or she cannot thereafter gain levels as a Shinigami until he or she has atoned for his or her sin (see the atonement spell description).


    Any suggestions about how to deal with spells known? Better definition for Spirits? How about the Spells type? I figured Divine considering, but this can be rather loose.

    I was also thinking of letting them learn spells as a Wizard. Only the one's on the Shinigami's spells list. Would this be too much?
    Last edited by kyoten; 2009-01-02 at 09:18 PM. Reason: Clarification, Thanks go to all those who are providing advice.