html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd" SRD - Shugenja

Clases de personajes

SHUGENJA

A class inspired by the mythologies of Asian cultures, the shugenja is a divine spellcaster who casts spells by attuning himself to the primal energies around him and focusing such energy through his body to produce magical effects. Like the samurai (described in Complete Warrior), shugenjas are often members of the noble class, though they are not as bound by honor and the code of bushido as their martial counterparts.

Shugenjas often adventure to increase their magical knowledge and personal power. They are particularly drawn to investigate disturbances in the natural harmony of the four classical elements (earth, air, fire, and water). Some shugenjas dedicate their lives to keeping the world's magic in balance, while others simply crave the power that the unchecked elements offer. Still others are drawn to plumb the depths of magic for magic's own sake, hoping eventually to learn the mysteries of void, the "fifth element" that binds the others together.

Shugenjas are much more than spell slinging sorcerers. In a fantasy culture inspired by real-world Japan, they can be the foundation of religious life - priests who teach the rituals of piety, venerate the memory of long-departed ancestors, and even measure the passage of time. They study for years to learn even the fundamental elements of their magical practice, and are the most literate class in many quasi-Asian societies. A shugenja's spells are written on ofudas (nonmagical prayer scrolls) that the shugenja carries with him, serving as a divine focus for casting the spell.

While many shugenjas attempt to follow the standards of honor and loyalty, and thus adhere to a lawful alignment, not all shugenjas live up to those standards. Shugenjas have no alignment restrictions.

If you use shugenjas in your game, you should probably also develop an Asian culture with its own religious traditions to represent their home - even if the specifi c shugenjas in your campaign are thousands of miles away from it, hailing from a far-off land you don't plan to visit. Some shugenjas exiled in a traditional D&D setting express an affinity for Boccob, Obad-Hai, or Wee Jas, while others see a parallel between the code of bushido and the teachings of Heironeous.

Shugenjas are often members of the noble class. They learn the practice of magic in religious orders attached to each clan or region, like their samurai kin. You can easily invent your own shugenja orders, employing the same principles you'd use when inventing your own domain.

Traditionally, Asian-themed D&D games have dispensed with or replaced the nonhuman races, so shugenjas have been overwhelmingly human. You can invent your own Asian races, use those described in Oriental Adventures, or mix Asian culture with the elves, dwarves and other races of traditional fantasy. With such a mix, dwarves and gnomes would be slightly more likely to become shugenjas because they have an affinity for earth.

Like samurai, shugenjas are set apart by their noble station and tend to look down upon members of other classes. Despite the prevailing view of society, shugenjas do not believe that martial prowess is the ultimate expression of honor - in fact, they look down on the samurai who settle any disagreement or matter of honor with a duel to the death. Shugenjas have little respect for members of other classes; however, shugenjas, especially adventurers, wisely understand that different classes have specialized skills and abilities often needed for success.

Porque son los preeminentes hechiceros en su cultura, los shugenjas Las listas de hechizos abarcan toda la gama, desde la de primera categoría hechizos de combate para una curación poderosa y versátil Hechizos de utilidad. Pero son menos duraderos en una pelea que sus hermanos clérigos, y Al igual que los brujos, tienen un conjunto limitado de hechizos para elegir.

Alineación:Cualquier.

Golpear el dado: d6.

Habilidades de clase

The shugenja's class skills (and the key ability for each skill) are Concentración (Con), Oficio (Int), Diplomacia (Cha), Curar (Wis), Conocimiento (all skills, taken individually) (Int), Profesión (Wis), and Hechicería (Int).

Puntos de habilidad en el 1er nivel: (4 + Modificador Int) x 4.

Puntos de habilidad en cada nivel adicional: 4 + Modificador Int.

Mesa: El Shugenja

Nivel Base
Attack Bonus
Fortaleza
Save
Ref
Save
Será
Save
Especial Hechizos por día
0 primero Segundo Tercera sexto séptimo noveno
primero +0 +0 +0 +2 Foco de elementos, elementos de sentido 5 3
Segundo +1 +0 +0 +3 6 4
Tercera +1 +1 +1 +3 6 5
+2 +1 +1 +4 6 6 3
+2 +1 +1 +4 6 6 4
sexto +3 +2 +2 +5 6 6 5 3
séptimo +3 +2 +2 +5 6 6 6 4
+4 +2 +2 +6 6 6 6 5 3
noveno +4 +3 +3 +6 6 6 6 6 4
10º +5 +3 +3 +7 6 6 6 6 5 3
11º +5 +3 +3 +7 6 6 6 6 6 4
12º +6/+1 +4 +4 +8 6 6 6 6 6 5 3
Día 13 +6/+1 +4 +4 +8 6 6 6 6 6 6 4
Día 14 +7/+2 +4 +4 +9 6 6 6 6 6 6 5 3
Día 15 +7/+2 +5 +5 +9 6 6 6 6 6 6 6 4
Día 16 +8/+3 +5 +5 +10 6 6 6 6 6 6 6 5 3
Día 17 +8/+3 +5 +5 +10 6 6 6 6 6 6 6 6 4
Día 18 +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 3
Día 19 +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 6 4
Día 20 +10/+5 +6 +6 +12
6 6 6 6 6 6 6 6 6 6

Tabla: Hechizos Shugenja Conocidos

Hechizos conocidos*
Nivel 0 primero Segundo Tercera sexto séptimo noveno
primero o+2+2 o+1+1
Segundo o+3+2 o+1+1
Tercera o+3+2 o+2+1
o+3+3 o+2+1 o+1+0
o+4+3 o+2+2 o+1+1
sexto o+4+3 o+2+2 o+1+1 o+1+0
séptimo o+4+4 o+3+2 o+2+1 o+1+1
o+4+4 o+3+2 o+2+1 o+1+1 o+1+0
noveno o+5+4 o+3+2 o+2+2 o+2+1 o+1+1
10º o+5+4 o+3+2 o+2+2 o+2+1 o+1+1 o+1+0
11º o+5+4 o+3+2 o+3+2 o+2+2 o+2+1 o+1+1
12º o+5+4 o+3+2 o+3+2 o+2+2 o+2+1 o+1+1 o+1+0
Día 13 o+5+4 o+3+2 o+3+2 o+2+2 o+2+2 o+2+1 o+1+1
Día 14 o+5+4 o+3+2 o+3+2 o+2+2 o+2+2 o+2+1 o+1+1 o+1+0
Día 15 o+5+4 o+3+2 o+3+2 o+2+2 o+2+2 o+2+2 o+2+1 o+1+1
Día 16 o+5+4 o+3+2 o+3+2 o+2+2 o+2+2 o+2+2 o+2+1 o+1+1 o+1+0
Día 17 o+5+4 o+3+2 o+3+2 o+2+2 o+2+2 o+2+2 o+2+1 o+2+1 o+1+1
Día 18 o+5+4 o+3+2 o+3+2 o+2+2 o+2+2 o+2+2 o+2+1 o+2+1 o+1+1 o+1+0
Día 19 o+5+4 o+3+2 o+3+2 o+2+2 o+2+2 o+2+2 o+2+1 o+2+1 o+2+1 o+1+1
Día 20 o+5+4 o+3+2 o+3+2 o+2+2 o+2+2 o+2+2 o+2+1 o+2+1 o+2+1 o+2+1

* En cada nivel, un shugenja obtiene un hechizo de orden para cada nivel de hechizo, comenzando en el 1º. La "o" en esta lista representa eso. El El número en el medio es el número de hechizos del elemento favorito del Shugenja, y el número final es el adicional Número de hechizos conocidos de cualquier elemento.

Características de la clase

Todas las siguientes son características de clase del shugenja.

Dominio de armas y armaduras: Shugenjas are proficient with all simple weapons and with the short sword (they often carry a masterwork short sword called a wakizashi). They are not proficient with any type of armor, nor with shields. In their home culture, it is considered inappropriate for a shugenja to wear armor, although shugenjas serving with the military or traveling in foreign lands sometimes take the time to learn how to wear armor properly. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble. Armor does not interfere with his spellcasting.

Hechizos: A shugenja casts divine spells (the same type of spells available to clerics and druids), which are drawn from the Lista de hechizos de Shugenja. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast a spell, a shugenja must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a shugenja's spell is 10 + the spell level + the shugenja's Charisma modifier.

Like other spellcasters, a shugenja can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Shugenja. In addition, he receives Hechizos de bonificación per day if he has a high Charisma score.

A shugenja's selection of spells is extremely limited. A shugenja begins play knowing four 0-level spells and two 1st-level spells of his choice, plus one 0-level spell and one 1st-level spell determined by his shugenja order. At each new shugenja level, he gains one or more new spells as indicated on Table: Shugenja Spells Known. (Unlike spells per day, the number of spells a shugenja knows is not affected by his Charisma score; the numbers on Table: Shugenja Spells Known are fixed.) One spell of every level is determined by the shugenja's order; sometimes these spells are normal spells on the shugenja spell list, but often they are additions to the spell list. These spells are listed with the shugenja spell list below. Half of the spells a shugenja knows must be of his chosen element, as indicated on Table: Shugenja Spells Known.

A shugenja may use a higher-level slot to cast a lower-level spell if he so chooses. For example, if an 8th-level shugenja has used up all his 3rd-level spell slots for the day but wants to cast another one, he could use a 4th-level slot to do so. The spell is still treated as its actual level, not the level of the slot used to cast it.

Upon reaching 4th level, and at every even-numbered shugenja level after that (6th, 8th, and so on), a shugenja can choose to learn a new spell in place of one he already knows. In effect, the shugenja "loses" the old spell in exchange for the new one. The new spell's level must be at least two levels lower than the highest-level shugenja spell the shugenja can cast. For instance, upon reaching 4th level, a shugenja could trade in a single 0-level spell (two spell levels below the highest-level shugenja spell he can cast, which is 2nd) for a different 0-level spell. At 6th level, he could trade in a single 0-level or 1st-level spell (since he now can cast 3rd-level shugenja spells) for a different spell of the same level. A shugenja may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A shugenja still must honor his elemental focus.

Shugenjas do not have spellbooks, though they write their spells on ofudas. These ofudas serve as divine focus items and must be read as part of the spellcasting process. Shugenjas can use the Scribe Scroll feat to create magic scrolls that work the same as a wizard or cleric's scrolls.

When casting metamagic spells, remember that the shugenja has not prepared the spell in advance, and is doing so on the spot. The shugenja, therefore, must take more time to cast a metamagic spell than a regular spell. If its normal casting time is 1 standard action, casting a metamagic spell is a full-round action for a shugenja. For spells with a longer casting time, it takes an extra full-round action to cast the spell. Shugenjas cannot use the Quicken Spell metamagic feat.

Enfoque de elementos: All shugenjas have a favored element: air, earth, fire, or water. A shugenja's choice of specialized element is sometimes determined by the shugenja order in which he studies. At least half the spells a shugenja knows at each spell level must belong to his favored element, and the spell dictated by his order often belongs to that element as well. This is reflected on Table: Shugenja Spells Known, which indicates how many spells of each level must be spells of the shugenja's favored element. At 1st level, for example, the shugenja Kitsu Mari must know at least three 0-level water spells - one water spell determined by his order and two additional water spells, plus two other 0-level spells of any element. He also knows one 1st-level water spell from his order, one additional 1st-level water spell, and one 1st-level spell of any element. Shugenjas automatically gain the benefits of the Spell Focus feat (+1 to spell DCs) for spells from their favored element, regardless of its school.

As the cost of specializing in one element, a shugenja is prohibited from learning spells associated with a different element. The prohibited element is dictated by the favored element, as described below.

Aire: Air spells are subtle, involving travel, intuition, influence, divination, and illusion. Earth is the prohibited element for air shugenjas. The Order of the All-Seeing Eye and the Order of the Spring Zephyr specialize in air magic.

Tierra: Earth spells involve resilience and resolve, health and growth, and the strength of its body. Air is the prohibited element for earth shugenjas. The Order of the Impenetrable Crucible and the Order of the Perfect Sculpture specialize in earth magic.

Fuego: Fire spells are destructive and blatant, though they also deal with intelligence, inspiration, and creativity. Water is the prohibited element for fire shugenjas. The Order of the Consuming Flame specializes in fire magic.

Agua: Water spells involve transformation, cleansing, healing, and friendship. Fire is the prohibited element for water shugenjas. The Order of the Forbidding Wasteland and the Order of the Gentle Rain specialize in water magic.

The shugenjas of the Order of the Ineffable Mystery can specialize in any of the four elements. The Ineffable Mystery also trains shugenjas who specialize the fifth element, void.

Elementos de los sentidos (Sp): One of the first "spells" a shugenja learns - a magical effect so basic that it becomes a spell-like ability - is the ability to sense elements. As a full-round action, a shugenja can become aware of all sources of one chosen element (air, earth, fire, or water) within 10 feet of him. The shugenja learns the size of the objects but not their precise location or actual nature.

Al concentrarse por más tiempo, un shugenja puede extenderse sus sentidos mágicos o recabar más información sobre el elementos que ha detectado. Cada ronda adicional gastada en La concentración permite que el Shugenja agregue 5 pies al radio de su capacidad sensorial, hasta un máximo de 5 pies adicionales por nivel de shugenja. Por lo tanto, en el 4º nivel, Kitsu Mari puede sentir elementos a un alcance máximo de 30 pies concentrándose para Cinco rondas completas. Alternativamente, el shugenja puede concentrarse en uno fuente del elemento detectado por ronda, intentando un hechizo Marque para obtener más información sobre ese único elemento. El la cantidad de información que aprende depende de su hechicería Compruebe el resultado:

Comprobar
Resultado
Información aprendida
20 o más Ubicación general del elemento (cuadrado que contiene o su límite más cercano si es mayor que un cuadrado de 5 pies)
25 o más Si el objeto es natural o un efecto de hechizo. (Una prueba de Hechicería normal contra CD 20 + nivel de hechizo puede determinar la naturaleza de el efecto del hechizo.)
30 o más Si el objeto es una criatura o un objeto.
35 o más La naturaleza exacta del artículo (por ejemplo, Si una criatura es un efreeti o un fuego elemental, ya sea que un objeto sea de oro o piedra, ya sea que el aire sea respirable o no).

In subsequent rounds, a shugenja can retry his Spellcraft check on the same item, shift his attention to a different item, or extend the range of his senses.

A 1st-level shugenja can use this ability three times per day. Every five levels he advances as a shugenja allows him to use the ability an additional time per day (four times at 5th level, five times at 10th level, and so one). Like many divination spells, a shugenja's sense elements ability is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Por ejemplo, Kitsu Mari entra en una habitación y se concentra para sentir el agua. (A pesar de que es un shugenja de agua, podría con la misma facilidad percibe cualquier otro elemento, incluido el fuego). Él se da cuenta de todas las fuentes de agua dentro de los 10 pies. Una palangana de agua descansa sobre la mesita de noche, una persona acecha detrás de la puerta (los seres vivos suelen estar hechos de los cuatro elementos) sosteniendo un frasco de veneno - Kitsu Mari descubre tres fuentes de agua a menos de 10 pies de él: una mediana, uno Pequeño y otro Fino. Centrarse en la fuente del medio y concentrándose durante una ronda, hace una prueba de Spellcraft y obtiene un resultado de 31. Se entera de que la fuente del medio del agua es una criatura, que es natural, y dónde está. Si El asesino detrás de la puerta aún no ha saltado a atacarlo, se ha enterado de que una criatura se esconde detrás La puerta... Pero lo más probable es que lo haya aprendido demasiado tarde.

VARIANTES DE SHUGENJA

Clases de variantes
Características de clase alternativa
Niveles muertos
Niveles de sustitución

Niveles muertos

El shugenja tiene diecinueve niveles muertos, pero esto se ve mitigado por su Habilidad de los elementos de sentido (cuyo alcance aumenta en 5 pies en cada nivel) y la obtención de nuevos hechizos conocidos en todos los niveles (que pueden ser considerados habilidades especiales por derecho propio). Al elegir un elemento, concéntrese en En el primer nivel, sin embargo, un shugenja prohíbe inmediatamente un descriptor completo de magia, limitando sus opciones de lanzamiento de hechizos, permitiendo así un menor capacidad.

Reconocimiento elemental (Sb): Starting at 2nd level, a shugenja can identify creatures with an elemental subtype during an encounter from any distance. The shugenja gains a +2 bonus on Knowledge (the planes) checks to identify such creature types, but gains no insight about their special powers or vulnerabilities. See Conocimiento. Además, el shugenja puede hacer estas comprobaciones de Conocimiento (los planos) no cualificado. Esta bonificación aumenta en +1 por cada nivel shugenja del personaje toma después del 2º nivel.