Shugenja Table
Spells per Day
Class Features
The following are the class features of the shugenja.
Weapon and Armor Proficiency
A shugenja is proficient with all simple weapons, and with light
and medium armor.
Spell
Casting
A shugenja casts divine spells drawn from the
Shugenja Spell List . A shugenja must prepare her spells ahead of time, but unlike
a
wizard, her spells are not expended when they’re cast. Instead, she
can cast any spell that she has prepared consuming a spell slot of the
appropriate level, assuming she hasn’t yet used up her spell slots per day for
that level.
To learn,
prepare, or cast a spell, the shugenja must have an
Wisdom score equal to at least 10 + the spell’s level. The saving
throw DC against a shugenja’s spell is 10 + the spell’s level + the shugenja’s
Wisdom modifier.
A shugenja can
only cast a certain number of spells of each spell level per day. Her base
daily spell allotment is given on
Table: Shugenja under
“Spells per Day.” In addition, she receives bonus spells per day if she has a
high
Wisdom score.
A shugenja may
know any number of spells, but the number she can prepare each day is limited.
At 1st level, she can prepare four 0-level spells and two 1st-level spells each
day. At each new shugenja level, the number of spells she can prepare each day
increases, adding new spell levels as indicated on
Table: Shugenja
Spells Prepared. Unlike the number of spells she can cast per day, the
number of spells a shugenja can prepare each day is not affected by her
Wisdom score. Feats and other effects that modify the number of
spells known by a spellcaster instead affect the number of spells a shugenja
can prepare.
A shugenja must
choose and prepare her spells ahead of time by getting 8 hours of sleep and
spending 1 hour studying her spellbook. While studying, the shugenja decides
what spells to prepare and refreshes her available spell slots for the day.
Like a
sorcerer, a shugenja can choose to apply any
metamagic feats she
knows to a prepared spell as she casts it, with the same increase in
casting time (see
Spontaneous Casting and
Metamagic Feats).
However, she may also prepare a spell with any
metamagic feats she
knows and cast it without increasing
casting time like
a
wizard. She cannot combine these options—a spell prepared with
metamagic feats cannot
be further modified with another
metamagic feat at
the time of casting (unless she has the metamixing shugenja exploit, detailed
below).
Shugenja Spells Prepared
Level | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|
1st | 4 | 2 | — | — | — | — | — | — | — | — |
2nd | 5 | 2 | — | — | — | — | — | — | — | — |
3rd | 5 | 3 | — | — | — | — | — | — | — | — |
4th | 6 | 3 | 1 | — | — | — | — | — | — | — |
5th | 6 | 4 | 2 | — | — | — | — | — | — | — |
6th | 7 | 4 | 2 | 1 | — | — | — | — | — | — |
7th | 7 | 5 | 3 | 2 | — | — | — | — | — | — |
8th | 8 | 5 | 3 | 2 | 1 | — | — | — | — | — |
9th | 8 | 5 | 4 | 3 | 2 | — | — | — | — | — |
10th | 9 | 5 | 4 | 3 | 2 | 1 | — | — | — | — |
11th | 9 | 5 | 5 | 4 | 3 | 2 | — | — | — | — |
12th | 9 | 5 | 5 | 4 | 3 | 2 | 1 | — | — | — |
13th | 9 | 5 | 5 | 4 | 4 | 3 | 2 | — | — | — |
14th | 9 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | — | — |
15th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | — | — |
16th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | 1 | — |
17th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | — |
18th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | 1 |
19th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 2 |
20th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 3 |
Orisons
Shugenjas can prepare a number of orisons, or 0-level spells,
each day as noted on
Table: Shugenja. These spells are cast like
any other spell, but they are not expended when cast and may be used again.
Spirit (Su)
A shugenja forms a mystical bond with the spirits of the world.
She forms a lasting bond with a single spirit, which grants a number of
abilities and defines many of her other class features.
At 1st level, a shugenja gains the spirit ability granted by her
chosen spirit. Unlike a shaman she does not add spells granted by that spirit
to the list of spells that she can cast using spirit magic. She does add
the
hexes possessed by that spirit to the list of
hexes that she can use with the hex and wandering hex class
features.
At 8th level, the shugenja gains the abilities listed in the
greater version of her selected spirit. At 16th level, the shugenja gains the
abilities listed for the true version of her selected spirit.
If the shugenja takes levels in another class that grants a
mystery (such as the
oracle), the spirit and mystery must match, even if that means one of
them must change. Subject to GM discretion, the shugenja can change her former
mystery or spirit to make them conform.
Elemental Focus (Ex)
Each shugenja selects
an elemental focus from the following options. This adds three spells per spell
level to the shugenja's spell list. The shugenja does not need to prepare any
of their elemental spells, the can spontaneously cast any such spells. Some
spells are stated to upgrade into other spells. In this case the spell adds the
effects of a higher level spell while retaining the lower spell level of the
original spell.
Wood-
1st:
Animate
Wood,
Backbiter,
Thorn
Javelin;
2nd:
Forest
Friend,
Warp
Wood,
Wood
Shape;
3rd:
Plant
Growth,
Thornskin,
Ward
of the Season;
4th:
Antiplant
Shell,
Command
Plants,
Grove
of Respite;
5th:
Ironwood,
Sawtooth
Terrain,
Tree
Stride;
6th:
Jatembe's
Ire,
Repel
Wood,
Liveoak;
7th:
Changestaff,
Siege
of Trees,
Transmute
Metal to Wood;
8th:
Control
Plants,
Forest
Child,
Vinetrap;
9th:
Rain
of Black Tulips (Lotuses),
Shambler,
Wooden
Phalanx
Metal-
1st:
Iron
Scarf (upgrades to combined version of
Entangling
Scarf at level 3),
Rain
of Needles (upgrades to
Poison
Needles at level 7),
Silk
to Steel;
2nd:
Protection
from Arrows,
Resounding
Clang,
Warp
Metal;
3rd:
Keen
Edge,
Magnetism,
Serren's
Armor Lock;
4th:
Dancing
Blade (1 min/lvl duration),
Revenant
Armor,
Rusting
Grasp;
5th:
Iron
Spine,
Metal
Skin,
Rain
of Arrows;
6th:
Last
Azlanti's Defending Sword,
Spirit
Needle,
Wall
of Iron;
7th:
Control
Construct,
Decapitating
Scarf,
Magnetic
Field;
8th:
Death
Clutch,
Iron
Body,
Repel
Metal of Stone;
9th:
Black
Blade of Disaster,
Mass
Alzanti's Defending Sword,
Summon
Golem (can be used on any metal),
Earth-
1st:
Expeditious
Excavation,
Magic
Stone (upgrades to
Magic
Boulder at 3rd),
Stone
Shield;
2nd:
Binding
Earth,
Create
Pit,
Soften
Earth and Stone;
3rd:
Earthbolt,
Stone
Shape,
Terra
Cotta Warrior;
4th:
Earth
Glide,
Spike
Stones,
Stoneskin;
5th:
Tar
Pool,
Terra
Cotta Lion,
Wall
of Stone;
6th:
Flesh
to Stone/
Stone
to Flesh,
Move
Earth,
Stone
Tell;
7th:
Rampart,
Statue,
Tomb
of Jade;
8th:
Earthquake,
Entomb,
Repel
Metal or Stone;
9th:
Clashing
Rocks,
Imprisonment,
World
Wave
Water-
1st:
Animate
Water,
Hydraulic
Push,
Obscuring
Mist;
2nd:
Fog
Cloud,
Ice
Knife,
Water
Walk;
3rd:
Gaseous
Form,
Sleet
Storm,
Water
Breathing;
4th:
Alter
River &
Control
Water (combined spell),
Ice
Storm,
Solid
Fog;
5th:
Drown,
Geyser,
Holy/
Unholy
Ice;
6th:
Fluid
Form,
Freezing
Sphere,
Speak
with Waves;
7th:
Cloud
Chariot,
Stormwalk,
Vortex;
8th:
Flashflood,
Polar
Ray,
Sea
Mantle;
9th:
Doom
of the Seas,
Mass
Drown,
Tsunami
Fire-
1st: , ,
2nd: , ,
3rd: , ,
4th: ,
Curse of Burning Sleep,
5th: , ,
6th: , ,
7th: , ,
8th: , ,
9th: , ,
Hex
A shugenja learns a number of magical tricks, called hexes,
which grant her powers or weaken foes. At 2nd level, a shugenja learns one hex.
At 4th, 8th, 10th, 12th, 16th, 18th, and 20th level, the shugenja learns new
hexes. A shugenja can select from any of the following hexes or from any of the
hexes listed in the description of her chosen spirit. A shugenja cannot select
a hex more than once unless noted otherwise.
Using a hex is a
standard
action that doesn’t provoke an
attack
of opportunity unless otherwise
noted. The saving throw DC to resist a hex is equal to 10 + 1/2 the shugenja’s
level + the shugenja’s
Wisdom modifier.
Chant (Su): A shugenja can chant
as a
move
action. Any creature that is within 30 feet that is
under the effects of the shugenja’s
charm,
evil
eye, fortune, fury, or misfortune hex has that
effect’s duration extended by 1 round. A shugenja cannot select both this hex
and the witch’s cackle hex.
Charm (Su): A shugenja charms
an
animal or
humanoid creature within 30 feet by beckoning and speaking soothing
words. This improves the attitude of an
animal or
humanoid creature by 1 step, as if the shugenja had successfully
used the
Diplomacy skill. The effect lasts for a number of rounds equal to
the shugenja’s
Wisdom modifier (minimum 1). A successful
Will saving throw negates this effect. Whether or not the save
is successful, the creature cannot be the target of this hex again for 24
hours. At 8th level, this effect improves the attitude of the creature by 2
steps. This is a
mind-affecting charm effect.
Evil Eye (Su): The shugenja causes
doubt to creep into the mind of a foe within 30 feet that she can see. The
target takes a –2 penalty on one of the following (shugenja’s choice): ability
checks, AC,
attack
rolls, saving throws, or skill checks. This hex
lasts a number of rounds equal to 3 + the shugenja’s
Wisdom modifier. A successful
Will saving throw reduces this to just 1 round. At 8th level,
the penalty increases to –4. This is a
mind-affecting effect.
Fetish (Ex): The shugenja
receives
Craft
Wondrous Item as a bonus feat
and gains a +4
insight
bonus on
Spellcraft checks to
identify magic items permanently.
Fortune (Su): The shugenja grants
a creature within 30 feet a bit of good luck for 1 round. The target can call
upon this good luck once per round, allowing it to reroll any ability
check,
attack
roll, saving throw, or skill check, taking the
better result. The target creature must to decide to use this ability before
the first roll is made. At 8th and 16th levels, the duration of this hex
increases by 1 round. Once a creature has benefited from the fortune hex, it
cannot benefit from it again for 24 hours.
Fury (Su): A shugenja incites a
creature within 30 feet into a primal fury. The target receives a +2
morale
bonus on
attack
rolls and a +2
resistance
bonus on saving throws against fear for a
number of rounds equal to the shugenja’s
Wisdom modifier. At 8th and 16th levels, these bonuses increase
by 1. Once a creature has benefited from the fury hex, it cannot benefit from
it again for 24 hours.
Healing (Su): A shugenja soothes
the wounds of those she touches. This acts as
cure
light wounds, using the shugenja’s
caster
level. Once a creature has benefited from the
healing hex, it cannot benefit from it again for 24 hours. At 5th level, this
acts as
cure
moderate wounds.
Misfortune (Su): The shugenja causes
a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the
creature makes an ability check,
attack
roll, saving throw, or skill check, it must roll
twice and take the worse result. A successful
Will saving throw negates this hex. At 8th level and 16th level,
the duration of this hex is extended by 1 round. This hex affects all rolls the
target must make while it lasts. Whether or not the save is successful, the
creature cannot be the target of this hex again for 24 hours.
Secret (Ex): The shugenja
receives one
metamagic
feat as a bonus feat. The shugenja must meet the prerequisites for the
feat.
Shapeshift (Su): The shugenja
transforms herself into another form for a number of minutes per day equal to
her level, as
alter
self. This duration does
not need to be consecutive, but must be spent in 1-minute increments. Changing
form (including changing back) is a
standard
action that doesn’t provoke an
attack
of opportunity. At 8th level, this ability
works as
beast
shape I. At 12th level, this
ability works as
beast
shape II. At 16th level, this
ability works as
beast
shape III. At 20th level, this
ability works as
beast
shape IV.
Silkstring Snare (Su): The shugenja causes
ribbons of
spider silk to erupt from the ground beneath a single creature.
The target must succeed at a
Reflex save or be
entangled and anchored in place. The foe can escape the silk as
a
standard
action with a successful
Escape
Artist or
Strength check at the same DC, or by dealing an amount of damage to
the silk equal to double the
shugenja’s class
level (the silk has
hardness 0). This hex lasts a number of rounds equal to 3 +
the
shugenja’s Wisdom modifier. A creature affected by this hex cannot be
affected by it again for 24 hours.
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Tongues (Su): The shugenja
understands any spoken language for a number of minutes per day equal to her
level, as
comprehend
languages. This duration does
not need to be consecutive, but it must be spent in 1-minute increments. At 5th
level, a shugenja can use this ability to speak any language, as
tongues.
Ward (Su): The shugenja places
a protective ward over one creature. The warded creature receives a +2
deflection
bonus to AC and a +2
resistance
bonus on saving throws. This effect lasts
until the warded creature is hit or fails a saving throw. A shugenja knows when
a warded creature is no longer protected. A shugenja can have only one ward
active at a time. If the shugenja uses this hex while a previous ward is still
active, that previous ward immediately ends. A shugenja cannot use this ability
on herself. At 8th and 16th levels, the bonuses provided by this ward increase
by 1.
Witch Hex: The shugenja selects
any one hex normally available through the witch’s hex class feature. She
treats her shugenja level as her
witch level when determining the powers and abilities of the
hex. She uses her
Wisdom modifier in place of her
Intelligence modifier for the hex. She cannot select major hexes or
grand hexes using this ability. The shugenja cannot select a
witch hex that has the same name as a shugenja hex.
Wandering Spirit (Su)
At 4th level, a shugenja can form a temporary bond with a spirit
other than the one selected using her spirit class feature. She must make this
selection each day when preparing her spells. While this feature is active, she
gains the spirit ability granted by the spirit. She also adds the spells
granted by that spirit to her list of spells that she can cast using spirit
magic. She does not add the hexes from her wandering spirit to her list of
hexes that she can choose from with the hex class feature. At 12th level, she
gains the abilities listed in the greater version of her wandering spirit. At
20th level, she gains the ability listed in the true version of her wandering
spirit.
Wandering Hex
At 6th level, a shugenja can temporarily gain the use of one of
the hexes possessed by either one of her spirits. She must make this selection
each day when she prepares her spells. For the purposes of this ability, she
can select any hex possessed by her spirit or wandering spirit. If she selects
it from her wandering spirit, she loses the hex immediately if she bonds with
another spirit, although she can then select a different hex to gain using this
ability, from either her spirit or her new wandering spirit. At 14th level, a shugenja
can select two wandering hexes each day instead of one. This ability otherwise
functions as the hex class feature.
Manifestation (Su)
Upon reaching 20th level, a shugenja undergoes a transformation
as she manifests as a pinnacle of her main spirit. The nature of this
manifestation depends on the shugenja’s spirit, and is described in its entry.
Spirits
Each shugenja must select from shaman's list of spirits. Unless
otherwise noted, the DC to save against the special abilities granted by a
spirit is equal to 10 + 1/2 the shugenja’s level + the shugenja’s
Wisdom modifier.
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