Shugenja

 

Background:

With Talinar in a natural state of chaos the Shugenja is called upon to return the world to its natural state.  There is speculation if this is even possible, and many among the ranks of the Shugenja see Talinar as a lost cause.  The Shugenja in the past were the priest and holy men who command over the elements was without equal.  Now the ‘Blood Rage’ has brought a new face to the wielders of these primal magic as the divine bond between the Shugenja and the gods have broken down they must now draw more of their power from Talinar itself.  This under controlled situations is quite harmless to the planet but in the hands of less caring and ruthless Shugenja this process can drain the life essence from the local area leaving plots of ash and sand.  The spiritual aspect of the Shugenja has been replaced by the Spirit Callers.  Each Clan still has its own school to train it Shugenja.  All Shugenja are still of noble class commoners are not accepted to the schools out of tradition.

 

Abilities:

Wisdom determines how powerful a spell a Shugenja can cast, how many spells the Shugenja can cast per day, and how hard those spells are to resist.  To cast a spell, a Shugenja must have a Wisdom score of 10 + the spell's level. A Shugenja gets bonus spells based on Wisdom. The Difficulty Class of a saving throw against a Shugenja's spell is 10 + the spell's level + the spirit caller's Wisdom modifier. A high Constitution improves a Shugenja's hit points, and a high wisdom improves the Shugenja's saving throws.

 

Hit Dice:

d4

 

Skills:

Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int) See Chapter 4: Skills in the Player's Handbook for skill descriptions.

 

Skill Points at 1st level: (4 + Int modifier) x4.

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

 

Weapon and Armor Proficiency:

Shugenja are proficient with all simple weapons and with the wakizashi. They are not proficient with any type of armor, or with shields. It is considered inappropriate for a Shugenja to wear armor.  Shugenja suffer no casting penalty while wearing armor they have proficiency with.

 

Class

Base

Fort

Ref

Will

 

Level

Attack Bonus

Save

Save

Save

Special

1

+0

0

0

2

Elemental Tradition, Defiling Path/Preserving Path

2

+1

0

0

3

Bonus Metamagic Feat

3

+1

1

1

3

 

4

+2

1

1

4

 

5

+2

1

1

4

Bonus Metamagic Feat

6

+3

2

2

5

 

7

+3

2

2

5

 

8

+4

2

2

6

Bonus Metamagic Feat

9

+4

3

3

6

 

10

+5

3

3

7

 

11

+5

3

3

7

Bonus Metamagic Feat

12

+6/+1

4

4

8

 

13

+6/+1

4

4

8

 

14

+7/+2

4

4

9

Bonus Metamagic Feat

15

+7/+2

5

5

9

 

16

+8/+3

5

5

10

 

17

+8/+3

5

5

10

Bonus Metamagic Feat

18

+9/+4

6

6

11

 

19

+9/+4

6

6

11

 

20

+10/+5

6

6

12

Bonus Metamagic Feat

 

Spells:

A Shugenja casts divine spells from the drawn from the Shugenja spell list.  She can cast any spell she knows just like a bard or sorcerer without preparing it ahead of time.  (Use the spell list found in the 3.0 Oriental Adventures source book NOT complete divine)

 

 

Shugenja Spells Known*

level

0

1

2

3

4

5

6

7

8

9

1

S+2+2

S+1+1

2

S+3+2

S+1+1

3

S+3+2

S+2+1

s+1+0

4

S+3+3

S+2+1

S+1+0

5

S+3+3

S+2+2

S+1+1

s+1+0

6

S+4+3

S+2+2

S+1+1

S+1+0

7

S+4+3

S+3+2

S+2+1

S+1+1

s+1+0

8

S+4+4

S+3+2

S+2+1

S+1+1

S+1+0

9

S+4+4

S+3+2

S+2+2

S+2+1

S+1+1

s+1+0

10

S+5+4

S+3+2

S+2+2

S+2+1

S+1+1

S+1+0

11

S+5+4

S+3+2

S+3+2

S+2+2

S+2+1

S+1+1

s+1+0

12

S+5+4

S+3+2

S+3+2

S+2+2

S+2+1

S+1+1

S+1+0

13

S+5+4

S+3+2

S+3+2

S+2+2

S+2+2

S+2+1

S+1+1

s+1+0

14

S+5+4

S+3+2

S+3+2

S+2+2

S+2+2

S+2+1

S+1+1

S+1+0

15

S+5+4

S+3+2

S+3+2

S+2+2

S+2+2

S+2+2

S+2+1

S+1+1

s+1+0

16

S+5+4

S+3+2

S+3+2

S+2+2

S+2+2

S+2+2

S+2+1

S+2+1

S+1+0

17

S+5+4

S+3+2

S+3+2

S+2+2

S+2+2

S+2+2

S+2+1

S+2+1

S+1+1

s+1+0

18

S+5+4

S+3+2

S+3+2

S+2+2

S+2+2

S+2+2

S+2+1

S+2+1

S+1+1

S+1+0

19

S+5+4

S+3+2

S+3+2

S+2+2

S+2+2

S+2+2

S+2+1

S+2+1

S+2+1

S+1+1

20

S+5+4

S+3+2

S+3+2

S+2+2

S+2+2

S+2+2

S+2+1

S+2+1

S+2+1

S+2+1

*At each level, a Shugenja gets a school spell for each spell level, starting at 1st. 

The "s" on this list represents that. The number in the middle is the number of

spells of the Shugenja’s favored element, and the final number is the additional

number of spells known of any element.

 

 

 

 

 

                  Spells Per Day

Level

0

1

2

3

4

5

6

7

8

9

1

5

3

 

 

 

 

 

 

 

 

2

6

4

 

 

 

 

 

 

 

 

3

6

5

3

 

 

 

 

 

 

 

4

6

6

4

 

 

 

 

 

 

 

5

6

6

5

3

 

 

 

 

 

 

6

6

6

6

4

 

 

 

 

 

 

7

6

6

6

5

3

 

 

 

 

 

8

6

6

6

6

4

 

 

 

 

 

9

6

6

6

6

5

3

 

 

 

 

10

6

6

6

6

6

4

 

 

 

 

11

6

6

6

6

6

5

3

 

 

 

12

6

6

6

6

6

6

4

 

 

 

13

6

6

6

6

6

6

5

3

 

 

14

6

6

6

6

6

6

6

4

 

 

15

6

6

6

6

6

6

6

5

3

 

16

6

6

6

6

6

6

6

6

4

 

17

6

6

6

6

6

6

6

6

5

3

18

6

6

6

6

6

6

6

6

6

4

19

6

6

6

6

6

6

6

6

6

5

20

6

6

6

6

6

6

6

6

6

6

 

Elemental Tradition

Each clan’s Shugenja must train at a Shugenja academy in the clan’s chosen element.  Each academy trains its Shugenja in a specific element.  They also bar knowledge of opposing elements conflict of opposing elements it too much for mortal minds and it was learned long ago not to blend opposite elements.  A Shugenja also gains the metamagic feat quicken spell as a bonus feat for undertaking her clan’s Elemental Tradition as part of her training.

 

Knowing full well the danger of opposing elements, a Shugenja is prohibited from learning spells associated with a different element.

The prohibited element is dictated by the clan’s element

 

Schools of Training Spells by Clan

 

Agasha School (Phoenix) Fire

Asahina School (Crane) Air

0

Flare

0

Guidance

1

Burning Hands

1

Detect Snares and Pits

2

Produce Flames

2

Detect Thoughts

3

Searing Light

3

Clairaudience/Clairvoyance

4

Fireball

4

Divination

5

Flame Strike

5

Commune With Nature

6

Fires of Purity

6

Find the Path

7

Fire Storm

7

Legend and Lore

8

Delayed Blast Fireball

8

Vision

9

Meteor Swarm

9

For

Iuchi School (Unicorn) Water

Kitsu School (Lion) Water

0

Detect Magic

0

Cure Minor Wounds

1

Remove Fear

1

Cure Light Wounds

2

Horse’s Nose

2

Commune with Lesser Spirit

3

When Two Become One

3

Cure Serious Wounds

4

Remove Fatigue

4

Cure Critical Wounds

5

Dance of the Unicorn

5

Commune with Greater Spirit

6

Control Weather

6

Heal

7

Greater Scrying

7

Resurrection

8

Horrid Wilting

8

Mass Heal

9

Shambler

9

Soul Bind

Kuni School (Crab) Earth

Soshi School (Scorpion) Air

0

Resistance

0

Daze

1

Magic Weapon

1

Change Self

2

Tetsubo of Earth

2

Know the Shadows

3

Greater Magic Weapon

3

Invisibility

4

Dismissal

4

Air Walk

5

Dispel Taint

5

Improved Invisibility

6

Banishment

6

Veil

7

Tomb of Jade

7

Mislead

8

Binding

8

Screen

9

Imprisonment

9

Foresight

Tamori School (Dragon) Earth

Yogo School (Scorpion) Earth

0

Mending

0

Resistance

1

Magic Stone

1

Protection from Taint

2

Soften Earth and Stone

2

Obscure Object

3

Stone Shape

3

Magic Circle Against Taint

4

Holy Smite

4

Spell Immunity

5

Transmute Rock to Mud

5

Spell Resistance

6

Flesh and Stone

6

Antimagic Field

7

Statue

7

Spell Turning

8

Earthquake

8

Protection from Spells

9

Antipathy

9

Jade Aura

 

Air > Earth

Air spells are subtle, involving travel, intuition, influence, divination, and illusion.  Earth is the prohibited element

for those train in the air element.  The Asahina School of the Crane clan and the Scorpion clan's Soshi School specialize in air magic.

 

Earth > Air

Earth spells involve resilience and resolve, health and growth, the body and its strength. Air is the prohibited element for earth Shugenja. The Kuni School of the Crab clan, the Tamori School of the Dragon clan, and the Yogo School of the Scorpion clan specialize in earth magic.

 

Fire > Water

Fire spells are destructive and blatant, though they also deal with intelligence, inspiration, and creativity. Water is the prohibited element for fire Shugenja. The Agasha School of the Phoenix clan specializes in fire magic.

 

Water > Fire

Water spells involve transformation, cleansing, healing, and friendship. Fire is the prohibited element for water Shugenja. The Kitsu School of the Lion clan and the Iuchi School of the Unicorn clan specialize in water magic. The Shugenja of the Phoenix clan's Isawa School can specialize in any of the four elements. The Isawa School also trains Shugenja who specialize in the fifth element, Void.

 

Void > All

The fifth and most powerful element is void.  Only a select few Shugenja dare to venture into this final element.  Also known as the solvent it is the force that binds the other elements together.  Master of the Void are capable of what some would call miracles.

 

Defiling Path/Preserving Path

All forms of life contain a spark of elemental energy; this is the energy that Shugenja now draw their power from.  In order to cast a spell, the Shugenja slowly and carefully gathers this power of the elements until she has accumulated enough energy to create the supplication she desires. These new breed of Shugenja are known as Defilers and Preservers depending on whether they destroy the elemental force from which they draw their magical power or work carefully so that nature may live.  The energy required to cast a spell varies from spell to spell.

 

Spell Energy Chart:

 

Spell Level

Energy Cost

1

4

2

7

3

10

4

15

5

22

6

30

7

40

8

50

9

60

 

Preserving Path:

A Shugenja who chooses the preserving path can draw in elemental energy safely without causing harm to nature.  She draws in energy at the rate of 4 + Class level per round.  The drawing of energy is a standard action if it is not enough to cast the spell the desired spell in that round the energy accumulates into the next round as the Shugenja continues to channel.  Gain Empower Spell Metamagic Feat as a bonus Feat.

 

Defiling Path:

The Defiler is a Shugenja who has turned his back on nature for power.  They care not for the existence of life and in most cases reveal in the destruction they cause.  A Defiler accumulates elemental energy at the rate of 4 + 2 per Class level. The drawing of energy is a standard action if it is not enough to cast the spell the desired spell in that round the energy accumulates into the next round as the Shugenja continues to channel.  Gain Quicken Spell as a bonus Metamagic Feat.

 

Have such a close bond to elemental energy allows the Shugenja to shape it with greater control than even a Wu’jen.  They are not limited by Caster level when applying meta-magic feats though they must still draw the energy required to cast the spell at the appropriate spell level.  For example a 2nd level Shugenja casting a 1st level spell Maximized, needs to accumulate enough energy to cast a 4th level spell (15 energy).

 

She draws in 4 + 2(2nd level) = 6 energy a round.  She needs 15 energy to cast a 4th level spell she has 6 on the 1st round, 12 on the 2nd round, and 18 on the 3rd round enough cast the spell which goes off on her initiative.

 

Quicken Spell Feat <change>

Under Defiling path the boundaries of this spell have changed.  Quicken spell uses up a spell slot 4 levels higher still.  The way this feat works for Preservers and Defilers is it allows them to draw on energy for 2 separate spells.  They do not have to go off in the same round but the energy required for them will begin drawing on the same round.  The spell under the quicken spell effect is considered a swift action for drawing energy and casting.

 

Empower Spell Feat <change>

Under Preserving path the boundaries of this spell have changed.  Empower spell no longer raises the spell level as the Preserver is able to more carefully control and shape the energy she draws.

 

1