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ShukenjaDescription: Shukenja (alternatively, shugenja) are holy men and women that are well respected among the common folk to whom they often administer. Likewise, men and women in power have been known to fall, and fall terribly, for having ignored a powerful member of this class. Most shukenja are itinerant, wandering about without ever establishing a permanent home. Some however, found and head temples. All can cast from a repertoire of divine spells. Honor typically counts for little among these priests. Adventures: Shukenja adventure to advance their cause, whether good, evil, or neutral. A lot of their strengths come in combating spirits, which are quite common to the Asia world. Finally, adventuring itself is almost impossible to avoid as a result of the wandering lifestyle many adopt. Many shukenja join parties of mixed classes while traveling, but if such a group is not to be found, they just as easily take off on their own. Characteristics: Shukenja are almost always soft-spoken and in-tune with the people of a region. Despite this connection however, they are highly aware of the spirits that inhabit everything in the land - large rocks, hills, streams, rivers, mountains, and even whole islands. As a result, their philosophies tend to be somewhat mystic and oriented toward nature. Alignment: Shukenja can be of any alignment, although most tend toward good. Good shukenja offer healing and other services to the common folk. Neutral characters might do the same, but less often. Evil shukenja are respected, but for the opposite reasons. Background: Shukenja come from all walks of life; no background is
typical to the class. For those associated with a temple, the position may be
hereditary, but just as many peasants and aristocrats alike have gone the lonely
road of the shukenja. Religion: Unlike western religions, Asian philosophies are often non-exclusive, meaning for example, that a person could pay homage to two gods in two religions and not be seen as unfaithful, although evangelic religions do exist. Nevertheless, shukenja are somewhat more devoted to a single deity or power than most. Shukenja can choose a deity among or a chosen power. The latter are derived from natural settings, and unlike a druid having chosen "nature" as a chose power, are more specific, such as mountains, the sea, wind, or earth. Races: Most members of this class are humans, although other races typically have their own priesthood. Other classes: Other classes especially gain from having a holy person with healing spells near. Likewise, a shukenja's strengths do not lie on combat; thus a stout sword in the hands of a skilled companion is always welcome. Additionally, though shukenja are adept at hunting out and defeating troublesome spirits, having members of any other class to back up your words can be a boon. Owing to their wandering lifestyle, shukenja also get along well with wu jen. Also, sohei, monks, and shukenja are often found together on account of their religious commonalities. Game rule informationAbilities: A shukenja relies heavily upon Charisma, which determines how powerful his spells are. Additionally, a high Constitution aids in their wide travels. Alignment: Shukenja may be of any alignment. Hit dice: d6 Class skills: Animal empathy (Cha), Climb (Str), Concentration (Con),
Diplomacy (Cha), Gather information (Cha), Handle animal (Cha), Heal (Wis),
Intuit direction (Wis), Knowledge (Arcana, Geography, Nature, Religion,
Spirits), Listen (Wis), Scry (Int), Sense motive (Wis), Spellcraft (Int), Swim
(Str), Wilderness lore (Wis). Using the Climb skill while weaping armor
imposes an armor penalty check. Additionally, every 5 pounds of gear
carried imposes a -1 penalty on Swim skill checks. Class featuresWeapon and armor proficiency: Shukenja begin with proficiency in wearing light armor. They can also wield any simple weapon. Martial art and maneuvers: Due to their wandering lifestyle, shukenja
learn how to defend themselves. Regardless of the level at which the character becomes a shukenja, if the chosen martial art also teaches the use of a specific weapon, the shukenja can learn to use that weapon with the Exotic Weapon Proficiency feat. Ki focus: Once per day per at first level, a shukenja can summon his inner reserves of ki to grant him a +4 resistance bonus to any single saving throw. This power can be used any time during the round as a free action, albeit before the saving throw is made. The shukenja can use his ki in this manner twice a day at fourth level, thrice at eighth, four times at twelfth, five at sixteenth, and six times a day at twentieth. It works as a supernatural power. Animal companion: At first level the shukenja gains the spell animal companion. This allows him to start the game with an animal companion native to the region in which he lives. The total HD of all animals befriending the shukenja under the auspices of this spell cannot exceed 2 HD per level. Meditation: A shukenja has learned to meditate, concentrating on inner peace while not shutting out the world. It takes one minute to enter a state of meditation, but it can be relinquished immediately and without penalty. While meditating, the shukenja is somewhat oblivious to starvation and dehydration, which affect him at half theirnormal rate. He also gains a damage reduction against mundane fire and cold that ignores 1 hp of damage per round for every point of Wisdom bonus he possesses. One hour of meditation is as restful as two hours of sleep. While meditating, the shukenja cannot make Spot checks, but he can make Listen checks as normal. This is an extraordinary ability and counts as having the Meditate feat. Rites: Shukenja can also perform birth-rites, weddings, coming-of-age ceremonies, burial rites, and services for holy days. Indeed, when a wandering shukenja comes into a village, he may receive quite a few requests to perform such services. If he is willing and does so without compensation (other than a simple meal and lodging for the time of his stay), the townsfolk will be well disposed toward him. Purification: This is a special performance designed to ward off
inimical supernatural influences, and it is usually part of the ceremonies
mentioned above under Rites. A shukenja can perform a purification ceremony a
number of times per day equal to three plus his Charisma modifier. There are two types of purification ceremonies: The shukenja also qualifies for the class-specific feat Improved Purification, described below. Only shukenja can take this feat. Improved Purification [Special] Restrictions: Shukenja must abide by certain restrictions or lose
access to spells, ki powers, ability to perform rites and purifications until
they undergo atonement as per the spell.
Shukenja cannot eat meat (although fish and birds are fine; rabbits are also
considered "birds"). They are also sworn to poverty and must donate
any excess treasure to the needy or their chosen religious cause. Spells: The greatest benefit afforded the shukenja class is a
repertoire of divine spells. A shukenja must have a Charisma score of 10 plus a
given spell level to cast spells from that level, and they gain bonus spells for
high Charisma. Most shukenja spells are from the Divination school, and many are
useful when combating spirits, common denizens of the Asia. Shukenja also have
access to a wide range of healing spells. Timeless body: At fifteenth level the shukenja no longer suffers ability score penalties for aging. He still gains ability bonuses, but dies when his time is up, however. The Shukenja
Shukenja spells per day
* OA only contained spells up to the seventh level. |