Shugenja in Occidentia | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Shugenja

The shugenja is a divine spellcaster who casts spells by attuning herself to the primal energies around him and focusing such energy through her body to produce magical effects.   Role: Shugenjas make for potent divine spellcasters, capable of using divine spells and the power of their spirits to aid their allies and destroy their foes. While they aren’t the healers that clerics are, they can still fill that role when needed.   Alignment: Any.   Hit Die: d8.   Parent Classes: Shaman and Arcanist.   Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.  

Class Skills

  The shugenja’s class skills are Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (all) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Survival (Wis).   Skill Ranks per Level: 4 + Int modifier.

Shugenja Table
Spells per Day


LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial0th1st2nd3rd4th5th6th7th8th9th
1st+0+0+0+2Orisons, spirit, elemental focus31
2nd+1+0+0+3Hex42
3rd+2+1+1+3421
4th+3+1+1+4Hex, wandering spirit432
5th+3+1+1+44321
6th+4+2+2+5Wandering hex4332
7th+5+2+2+544321
8th+6/+1+2+2+6Hex, spirit (greater)44332
9th+6/+1+3+3+6444321
10th+7/+2+3+3+7Hex444332
11th+8/+3+3+3+74444321
12th+9/+4+4+4+8Hex, wandering spirit (greater)4444332
13th+9/+4+4+4+844444321
14th+10/+5+4+4+9Wandering hex (2 hexes)44444332
15th+11/+6/+1+5+5+9444444321
16th+12/+7/+2+5+5+10Hex, spirit (true)444444332
17th+12/+7/+2+5+5+104444444321
18th+13/+8/+3+6+6+11Hex4444444332
19th+14/+9/+4+6+6+114444444433
20th+15/+10/+5+6+6+12Hex, manifestation, wandering spirit (true)4444444444
 

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


Level0th1st2nd3rd4th5th6th7th8th9th
1st42
2nd52
3rd53
4th631
5th642
6th7421
7th7532
8th85321
9th85432
10th954321
11th955432
12th9554321
13th9554432
14th95544321
15th95544432
16th955444321
17th955444332
18th9554443321
19th9554443332
20th9554443333
 

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. PZO9480   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.

Articles under Shugenja


Comments

Please Login in order to comment!