Author Topic: Onmyoji Core Class and Variants  (Read 8150 times)

Offline bhu

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Onmyoji Core Class and Variants
« on: December 17, 2011, 06:16:38 AM »
Kaminchu
Kannushi
Kodomo No Oni
Onmyoji
Sennin
Tsukai

Note: If any class/feat requires Levels in a Shinto casting class, all of these qualify except the Kodomo no Oni Tsukai.  if any reference is made to a 'holy man', all these classes qualify except for Tsukai (and maybe Kodomo no Oni depending on it's origin).  If a Taoist casting class is required, Onmyoji and Sennin qualify.  If a Yokai casting class is required Kodomo No Oni and Tsukai qualify.
« Last Edit: February 11, 2013, 02:21:41 AM by bhu »

Offline bhu

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Re: Onmyoji Core Class and Variants
« Reply #1 on: December 17, 2011, 06:18:29 AM »
ONMYOJI


   
"To admit a fault is the beginning of righteousness."

You are a Court functionary who is a professional practitioner of Onmyodo, an odd mix of Buddhism, natural science, Shintoism, and the occult.  Primarily a system of divination, it began as Chinese occult mysticism before later religions influenced it.  When law codes were being formalized in the 7th-8th century, Buddhist priests were forbidden to practice Astrology and fortune-telling, and sole rights to practice it were granted to lay persons attached to the Court (i.e. the Onmyoji).  During the Heian period when the Court became interested in ways to placate vengeful ghosts the Onmyoji took over that function as well since they were already used to avert disasters.  It would then borrow from Taoism, feng shui, Shinto, esoteric Buddhism, Indian astrology, and the medical arts. 

MAKING A ONMYOJI
 You'll want to decide early on what direction to go with your abilities.  You can invest in supernatural contacts, but drawing on power from outside forces without strengthening yourself as well can be hazardous at best.  You can invest your power in specific supernatural tools, but if you lose one your power goes with it, and even worse it can be used against you.  You will also need to commit to a code of ethics of some kind early on, or risk corruption and a long fall.  This code doesn't need to necessarily be what most people think of as 'good', just a common sense method of doing business and living your life.  A set of lines you do not cross (vegetarianism for example). 
 Abilities: You are going to be expected to be a diplomat and a negotiator, as well as a go between for humans and the supernatural world.  A decent Cha will be necessary for this reason.  In times of war you will be called upon as a healer, a strategist, and a troubleshooter, and in times of peace you are looked upon as an educator.  Which means a decent Int will be helpful as well.  Contests of will are going to feature prominently in your life, so you'll want Wisdom too.  Really all three mental stats will be needed because you can learn magical powers based on any of them.  Dexterity and Constitution will help your AC, but quite honestly you'll already be spread a little thin to be wanting to be a physical combatant as well.
 Races: Most Onmyoji would be human since the beliefs and techniques learned are designed for humans by humans.  Some had Oni or Yokai in their ancestry, but it is rare to find an inhuman Onmyoji.
 Alignment: What alignment they are allowed to be.
 Starting Wealth: +(1d6+4)
 Reputation: +2
 Starting Age: Same as a Wizard.
 Edo Period Caste: Technically the Onmyoji are outside the caste system being members of the Court.

Class Skills
 The Onmyoji's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (Any)(Int), Listen (Wis), Perform (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skills Per Day at 1st Level : (6 + int)x4
Skills Per Day at Each Additional Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +2     +2    Mystical Training, Ki Pool, Ki Abilities
2. +1    +3     +3     +3    Power Investiture
3. +2    +3     +3     +3    Secret
4. +3    +4     +4     +4    Mystical Training
5. +3    +4     +4     +4    Power Investiture
6. +4    +5     +5     +5    Secret
7. +5    +5     +5     +5    Mystical Training
8. +6    +6     +6     +6    Power Investiture
9. +6    +6     +6     +6    Secret
10.+7    +7     +7     +7    Mystical Training
11.+8    +7     +7     +7    Power Investiture
12.+9    +8     +8     +8    Secret
13.+9    +8     +8     +8    Mystical Training
14.+10   +9     +9     +9    Power Investiture
15.+11   +9     +9     +9    Secret
16.+12   +10    +10    +10   Mystical Training
17.+12   +10    +10    +10    Power Investiture
18.+13   +11    +11    +11    Secret
19.+14   +11    +11    +11    Mystical Training
20.+15   +12    +12    +12    Master

Weapon Proficiencies: Onmyoji are not proficient with Armor or Shields.  They may choose 6 weapons from the Magician list, and 2 Exotic Weapons.

Ki Pool (Ex): At 1st level the Onmyoji first begins to learn to channel his Ki to perform acts he would be otherwise unable to do.  He may use his Ki a number of times per day equal to either his Intelligence, Charisma or Wisdom Modifier (whichever is greater) plus twice more per day for each level of Onmyoji he takes.

Ki Abilities (Su): By tapping the power of his Ki a trained Onmyoji can enhance his abilities in battle, in art, and in life.  An Onmyoji learns one new use for his Ki Pool at each level if he meets the prerequisites.  If an Onmyoji multi classes into a PrC that allows him to continue to learn Ki Abilities, he may still choose Ki Abilities from the Onmyoji Class list if he meets the prerequisites.  At 1st level he may expend up to 1 daily use of his Ki Abilities per round, and the benefits from the Ability last for 1 round.  This increases to twice per round at level 6 (with a duration of the entire encounter), and 3 times per round at level 13 (with a duration of 1 day).  Ki abilities are skills the Onmyoji has trained to perfection, and despite being more than natural, they are not vulnerable to Antimagic Fields and as such are Exceptional Abilities unless it is noted otherwise.  They generally either reflect specific combat maneuvers from a school of martial arts, an enhanced use of a skill, or an enhanced use of a Feat.  An Onmyoji may choose from the following School Ki Abilities:

Ki Casting (Su): An Onmyoji may choose from the following Magic School Ki Abilities: Diviner, Exorcist, Geomancy, Jukondo, Kami Worship, Kotodama, Medium, Nazoraeru, Ofuda, Onmyodo, Shikigami, Tantra, and Taoist Alchemy.  Ki casting works a little differently than normal Ki abilities.  To start with the key stat for Ki casting varies depending on what magical school you are using (and is listed with said schools).  When they can choose a new Ki Ability they can choose from the usual lists like other classes or choose a Ki Spell you meet the prerequisites for from a School their Class has access to.  While you can only use one Ki Spell Ability per round you may expend as much Ki as you would like (normally you only do this if you have Feats or Class Abilities that let you modify Ki Abilities by expending extra Ki).  Duration and all other effects are the same as the regular spell the Ki Spell mimics.  Save DC's are based off of the Key Stat of whichever School of Magic the Ki Spell belongs to, and Caster Level is equal to your Hit Dice.  In other words if you're a first level Samurai, 4th level Onymoji, you're a 5th Level Caster.
 
Mystical Training:

Power Investiture (Su):

Secret:

Master:


PLAYING A ONMYOJI
 Your primary functions are to ward off evil and protect the capitol (or wherever you've been assigned to), predict disasters or other problems via divination so they can be headed off, or detect harmful influences.  Eventually you will be expected to deal with angry ghosts and spirits, heal the sick or injured, and summon your familiars (Shikigami) to perform dangerous tasks.  You can do quick and dirty magic, but it has a permanent sacrificial cost to achieve any effect.  You're better off planning ahead, and manipulating events with little pushes.
 Religion: Despite many of your techniques being religious in origin, you are not necessarily a religious man.  You are a lay person with nor formal ties to any temple or religion in most cases as your loyalty is to the government, yourself, or perhaps some other supernatural source.  You pick and choose what you want to use and leave the rest behind.  If you do happen to be religious you tend towards a syncretic mix as opposed to one specific belief system.  After all you've probably met supernatural representatives of several of them.
 Other Classes: You likely get along well with those who desire your services (i.e. the Kuge, the Samurai, the Court) since they desperately believe they need you.  Regardless of that, except for other classes dabbling in the Supernatural, you are feared and misunderstood.  After all you're one step away from being the monsters you protect people from.
 Combat: You aren't meant for combat.  You protect others via spells and divinations, and send minions to confront others.  Combat is only something you indulge in when you have planned well in advance, or by absolute necessity.  Plus you more than anyone know the potential spiritual dangers of combat.  Many demons, ghosts, powerful curses, etc. are due to killing.  It's better to lock evil things away where they can't harm others, instead of destroying them and possibly becoming evil yourself.
 Advancement: The ability to gain others trust via the prediction of powerful events you will eventually gain a long and healthy life once you advance your knowledge.  If you wanted to gain political power it would be easy to do so.  After all you can find lost objects, heal the sick, predict earthquakes, and get rid of ghosts.  No one would secretly believe you wanted power.  Which is why you must guard yourself against such thoughts.  Otherwise you may end up taking a risk commanding dangerous beings like the Oni as opposed to Shikigami.  You will also have to guard against learning too much.  Since you are free to study virtually any school of magic you want there is always the temptation to learn more than you can reliable keep track of or control.  Also, each school of magic has it's own laws, and it's possible you may end up violating them if you aren't careful.

ONMYOJI IN THE WORLD
"Do not offend by violating the decrees of the State."
 You'd better get used to a lack of sleep.  The Court will want your attention non-stop, along with anyone else who has a problem.  And you won't be able to ignore any of them lest the whole house of cards that humans call their reality comes tumbling down around you.  You exist in a sea of chaos, and with few exceptions not many others can perceive whats going on to help you, or they're in no position to do so.  Even worse they may be on the other side.
 Daily Life: Your time is spent in meditation, study, and trying desperately to foresee coming problems.  Because there will always be problems.  Either the Gods or angry, someones offending the Yokai, someone's murder victim has returned from the Dead, there's a political movement designed to curtail Onmyodo, etc. 
 Notables:
 Organizations: Almost all Onmyoji are employed by the Imperial Court or the nobility.  All of the sane ones anyway.  Corrupt ones are usually on their own or have a supernatural benefactor (aka overlord).

NPC Reaction
 NPC's usually tend to be pretty nervous in your presence, since you're showing up means something is horribly. horribly wrong.  War or earthquakes are afoot, the Gates of Hell are open, ghosts are about, or a really pissed supernatural entity is about to start raping and or killing everything in sight.  On the one hand your presence is good because you might be able to stop it.  On the other, you might be the only one to come through it. 

ONMYOJI IN THE GAME
 This class assumes you are in the midst of court politics, the human and supernatural realms, and virtually anything bad that goes down with everyone looking to you to fix it.  This means you could suck up a lot of face time which would cause problems in the game.  Be careful.
 Adaptation: This class could be used for a diviner/exorcist type outside of oriental campaigns.
 Encounters: Onmyoji are usually encountered at the court, at the epicenter of natural disasters, or trying to rid someone of an infestation of ghosts, spirits, oni, or yokai.  In other words, people generally don't see you in the best of circumstances.



EPIC ONMYOJI

Hit Die: d4
Skills Points at Each  Level : 6 + int
Class Ability
Class Ability.
Bonus Feats: The Epic Onmyoji gains a Bonus Feat every x levels higher than 20th
« Last Edit: March 02, 2022, 11:32:32 PM by bhu »

Offline bhu

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Re: Onmyoji Core Class and Variants
« Reply #2 on: December 17, 2011, 06:44:50 AM »
KEMONO-TSUKAI


   
"I am no more a witch than you are a wizard. If you take my life away, God will give you blood to drink."

 A Tsukai is a witch who has gained the services of some sort of animal or spirit known for it's magical abilities.  Perhaps they have gained control of one magically, or one has agreed to help them, but it works on their behalf while teaching them powers.  Tsukai literally means 'user', which is what they are.  They have somehow gained an emotional or magical hold on a supernatural being by luck or circumstance (usually but not always an animal or yokai) and they can direct it to use it's powers.  Some are good people who have saved an entities life or aided it, and it serves them (or their descendants) in repayment.  Others dominate theirs through force of will or spiritual power, and may the Gods help them if that hold is ever broken.  Tsukai are generally named after their particular familiar.  Kitsune-Tsukai have foxes, Hebi-Tsukai have snakes, etc.

MAKING A KEMONO-TSUKAI
 Decide up front how you acquired the services of your 'familiar', and whether or not they serve you willingly or not.  This will pretty much decide quickly how the rest of your character creation will go.  Because 90% of the time Tsukai come in three varieties: The first is someone who has saved an animal or their loved one, and is basically a saint.  You're the little old lady who always takes pity on the poor local feral cats for example.  And they have decided to repay your kindness by protecting you, or getting you enough wealth to live comfortably, or some such.  The second is that you have some innate supernatural ability (usually by accident of birth or semihuman parentage) or have accidentally learned the secret to controlling a supernatural entity and are forcing it to murder and steal for you.  If you have any sense or ambition you'll also have it teach you magic on the chance it ever escapes your tyrannous grip.   The third and rarest is the average, selfish schmo who also does one of the above and comes to a swift and horrible end through their own stupidity.
 Abilities: You personally will not require much in the way of physical stats as you will be sending your familiar to deal with any problems while you hide out elsewhere.  A good Charisma will be necessary for bluffing others into believing you're a perfectly normal human being (and for dealing with supernatural entities).  Wisdom will be necessary because you'll be needing it for your Willpower Saves frequently.
 Races: Tsukai are almost exclusively human.  Some may have some yokai in their ancestry (or something that explains their powers).
 Alignment: Tsukai can be any alignment, but given their exploitative nature they are rarely Good or Lawful.
 Starting Wealth: +(1d4)
 Reputation: +0
 Starting Age: Same as Sorcerer.
 Edo Period Caste: Technically the Tsukai can be of any caste, but the No, Sho or Ko seem to be most common.

Class Skills
 The Tsukai's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (Arcana, Local, and any 1 other)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha), and Use Rope (Dex).
Skills Per Day at 1st Level : (6 + int)x4
Skills Per Day at Each Additional Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +2     +2    Favored of the Kemono, Ki Pool, Ki Abilities
2. +1    +3     +3     +3    Magical Schooling
3. +2    +3     +3     +3    Material Success
4. +3    +4     +4     +4    Favored of the Kemono
5. +3    +4     +4     +4    Magical Schooling
6. +4    +5     +5     +5    Material Success
7. +5    +5     +5     +5    Favored of the Kemono
8. +6    +6     +6     +6    Magical Schooling
9. +6    +6     +6     +6    Material Success
10.+7    +7     +7     +7    Favored of the Kemono
11.+8    +7     +7     +7    Magical Schooling
12.+9    +8     +8     +8    Material Success
13.+9    +8     +8     +8    Favored of the Kemono
14.+10   +9     +9     +9    Magical Schooling
15.+11   +9     +9     +9    Material Success
16.+12   +10    +10    +10   Favored of the Kemono
17.+12   +10    +10    +10    Magical Schooling
18.+13   +11    +11    +11    Material Success
19.+14   +11    +11    +11    Favored of the Kemono
20.+15   +12    +12    +12    Lord

Weapon Proficiencies: Tsukai are not proficient with Armor or Shields.  They may choose 6 weapons from the Peasant list, and 2 Exotic Weapons.

Ki Pool (Ex): At 1st level the Tsukai first begins to learn to channel his Ki to perform acts he would be otherwise unable to do.  He may use his Ki a number of times per day equal to either his Charisma Modifier plus twice more per day for each level of Tsukai he takes.

Ki Abilities (Su): By tapping the power of his Ki a trained Onmyoji can enhance his abilities in battle, in art, and in life.  A Tsukai learns one new use for his Ki Pool at each level if he meets the prerequisites.  If a Tsukai multi classes into a PrC that allows him to continue to learn Ki Abilities, he may still choose Ki Abilities from the Tsukai Class list if he meets the prerequisites.  At 1st level he may expend up to 1 daily use of his Ki Abilities per round, and the benefits from the Ability last for 1 round.  This increases to twice per round at level 6 (with a duration of the entire encounter), and 3 times per round at level 13 (with a duration of 1 day).  Ki abilities are skills the Tsukai has trained to perfection, and despite being more than natural, they are not vulnerable to Antimagic Fields and as such are Exceptional Abilities unless it is noted otherwise.  They generally either reflect specific combat maneuvers from a school of martial arts, an enhanced use of a skill, or an enhanced use of a Feat.  A Tsukai may choose from the following School Ki Abilities:

Ki Casting (Su): A Tsukai may choose from the following Magic School Ki Abilities: Doubutsu (though they eventually will learn others).  Ki casting works a little differently than normal Ki abilities.  To start with the key stat for Ki casting varies depending on what magical school you are using (and is listed with said schools).  When they can choose a new Ki Ability they can choose from the usual lists like other classes or choose a Ki Spell you meet the prerequisites for from a School their Class has access to.  While you can only use one Ki Spell Ability per round you may expend as much Ki as you would like (normally you only do this if you have Feats or Class Abilities that let you modify Ki Abilities by expending extra Ki).  Duration and all other effects are the same as the regular spell the Ki Spell mimics.  Save DC's are based off of the Key Stat of whichever School of Magic the Ki Spell belongs to, and Caster Level is equal to your Hit Dice.  In other words if you're a first level Samurai, 4th level Kemono-Tsukai, you're a 5th Level Caster.
 
Favored of the Kemono (Ex):

Magical Schooling:

Material Success:

Lord (Ex):


PLAYING A TSUKAI
 Unlike most other casters you don't have a purpose.  You might not even realize the poor lil' hungry tanuki critters you feed daily are secretly annihilating anyone who may be a danger to you.  Granted unless you're mind numbingly stupid, or they're really good at stealth you'll have to pick up on it eventually.  Casters can become dangerous if they get ambitions, and you are far more prone to ambition or lack of discipline/self-restraint due to your lack of training. 
 Religion: Unless you're a particularly evil bastard you probably ascribe to the usual mix of Buddhism and Shinto as most of Japan (or the Ryukyuan version of it at least).
 Other Classes: If you're abusing your familiar, about the only other caster who will really consider you acceptable will be the Mahou.  If you're an unsuspecting good-natured boob secretly being helped by yokai,they will either consider you a possible time bomb waiting to happen based on the personal proclivities of yourself and/or your familiar, or maybe even a saint.  Or at least well meaning.  Non supernatural classes reserve the usual mix of fear and respect for you (assuming they realize the spooky animal like beings are under your control as opposed to just being nice to the poor peasant).
 Combat: Generally you aren't a fighter.  You're most likely a peasant or noble fallen on really, really hard times, or maybe even a monk.  Or homeless.  Basically you haven't had much in the way of training here.
 Advancement: Advancement depends a lot on your relationship with your supernatural benefactor.  If you know it exists, or have dominated one, there's a chance it will teach you magic.  If it won't, or you can't compel it to, you'd better remain on good terms with it because otherwise you have no power.

TSUKAI IN THE WORLD
"A fox is a wolf who sends flowers."
 The world thinks you're an ordinary nobody (or in some cases an ordinary nobody who achieved wealth through spectacular luck) and you work ceaselessly to maintain that impression.  After all if no one realizes you're a Tsukai, no one comes looking when obvious crimes involving magic or spirits take place.
 Daily Life: Your daily life is the same as that of any other peasant or merchant or whatever you originally were.  But at night your familiar teaches you things and runs on errands for you.  Mind you it doesn't understand you all that well sometimes so there is the occasional cleanup for you...
 Notables:
 Organizations: Most Tsukai are loners.  Their paranoia (if they're evil) means few hire themselves out, and most don't want involved in the problems of others.

NPC Reaction
 NPC's treat you as either a loser or one of the local boys (because that's what you were before you met your new friend).  They may kowtow a little if you've found wealth or position since.  If they knew you had a familiar, they'd probably run screaming.

TSUKAI IN THE GAME
 This class assumes you have a secret to hide.  Make sure you're up to the task of putting in the work to do that before taking it.
 Adaptation: This is probably good for silly or serious campaigns.
 Encounters: Tsukai can be found anywhere, though usually in the poorest or richest sections of town, they rarely favor the middle.  Some live as hermits in the woods because they become closer to animals than people.



EPIC TSUKAI

Hit Die: d6
Skills Points at Each  Level : 6 + int
Class Ability
Class Ability.
Bonus Feats: The Epic Tsukai gains a Bonus Feat every x levels higher than 20th
« Last Edit: March 02, 2022, 11:33:42 PM by bhu »

Offline bhu

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Re: Onmyoji Core Class and Variants
« Reply #3 on: December 17, 2011, 06:55:25 AM »
KANNUSHI


   
"The heart of the person before you is a mirror. See there your own form."

Kannushi are Shinto priests (shrine maidens are referred to as Miko).  It is a shamanic animist belief holding that the world is full of spirits called the Kami, the most powerful of which are Gods.  They can represent animals, plants, natural phenomena, concepts, etc.  Unlike many beliefs it is more concerned with this life than the next, often leaving that to Buddhism.  Like many religions it has something of a code of ethics:

i) Do not transgress the will of the gods.

ii) Do not forget your obligations to ancestors.

iii) Do not offend by violating the decrees of the State.

iv) Do not forget the profound goodness of the, gods, through which calamity and misfortunes are averted and sickness is healed.

v) Do not forget that the world is one great family.

vi) Do not forget the limitations of your own person.

vii) Do not become angry even though others become angry.

viii) Do not be sluggish in your work.

ix) Do not bring blame to the teaching.

x) Do not be carried away by foreign teachings.

Originally derived from a mix of Ainu shamanism and other beliefs, Shinto dealt with allowing oneself to be possessed by the Gods or used as a vessel to speak or act through.  This was influenced through other beliefs to eventually include ancestor worship, and a close intermingling with the state.  Shinto is obsessed with the idea of 'purity', with certain deeds or situations causing a ritual uncleanness that require purification ceremonies to expunge.   Obvious minor examples were the breaking of religious or societal (and later legal) taboos.  Major examples include death and disease and anything associated with them, childbirth, and menstruation.  These impurities not only affected the lives of the guilty party, but his entire community if they were not managed properly.  It is not entirely an homogenous practice, with varying beliefs at different times and places.  There is Koshinto (the original Ainu beliefs from before the introduction of Buddhism) and Mizoku-Shinto which is a mixture of these beliefs with local traditions, Buddhism, and Taoism.  There will also eventually be Jinja-Shinto, or Shrine Shinto, stereotypically portrayed as purveyors of good luck charms at festivals and systematized symbols of patriotism.

MAKING A KANNUSHI
 Your powers come from being possessed by the Kami (which is usually comparatively easy.  You will also have to deal with Onryo (vengeful spirits), and Ikiryo (vengeful spirits of living beings who have attached themselves to someone and act as a curse).  You will also be expected to deal with Tatari (powerful curses put down by vengeful ghosts, Kami, or the Gods).  Your willpower had best be up to the task.
 Abilities: A Kannushi is all about Wisdom.  It enhances your Will Saves and appropriate skill checks.  Charisma may also come in handy for dealing with the public, and supernatural entities.  Constitution would be nice to increase one's physical endurance.
 Races: As Shinto is pretty much a human religion, almost all Shinto clergy are human (though it is possible for non humans to convert).
 Alignment: Kannushi tend towards Lawful and Neutrality.  Evil or Chaotic is fairly rare unless the Kannushi has turned away from the Kami or been possessed.
 Starting Wealth: +(1d3+1)
 Reputation: +2
 Starting Age: Same as Cleric.
 Edo Period Caste: Clergy are outside the caste system, and are thus reputable Hinin.

Class Skills
 The Kannushi's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (Arcana, Geography, History, Local, Nature, Religion)(Int), Listen (Wis), Perform (Cha), Profession (Cha), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).
Skills Per Day at 1st Level : (6 + int)x4
Skills Per Day at Each Additional Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +2     +2    Religious Training, Ki Pool, Ki Abilities
2. +1    +3     +3     +3    Spirit Possession
3. +2    +3     +3     +3    Purification
4. +3    +4     +4     +4    Religious Training
5. +3    +4     +4     +4    Spirit Possession
6. +4    +5     +5     +5    Purification
7. +5    +5     +5     +5    Religious Training
8. +6    +6     +6     +6    Spirit Possession
9. +6    +6     +6     +6    Purification
10.+7    +7     +7     +7    Religious Training
11.+8    +7     +7     +7    Spirit Possession
12.+9    +8     +8     +8    Purification
13.+9    +8     +8     +8    Religious Training
14.+10   +9     +9     +9    Spirit Possession
15.+11   +9     +9     +9    Purification
16.+12   +10    +10    +10   Religious Training
17.+12   +10    +10    +10    Spirit Possession
18.+13   +11    +11    +11    Purification
19.+14   +11    +11    +11    Religious Training
20.+15   +12    +12    +12   Prophet

Weapon Proficiencies: Kannushi are not proficient with Armor or Shields.  They may choose 6 weapons from the Magician list, and 2 Exotic Weapons.
 
Ki Pool (Ex): At 1st level the Kannushi first begins to learn to channel his Ki to perform acts he would be otherwise unable to do.  He may use his Ki a number of times per day equal to either his Charisma or Wisdom Modifier (whichever is greater) plus twice more per day for each level of Kannushi he takes.

Ki Abilities (Su): By tapping the power of his Ki a trained Kannushi can enhance his abilities in battle, in art, and in life.  A Kannushi learns one new use for his Ki Pool at each level if he meets the prerequisites.  If a Kannushi multi classes into a PrC that allows him to continue to learn Ki Abilities, he may still choose Ki Abilities from the Kannushi Class list if he meets the prerequisites.  At 1st level he may expend up to 1 daily use of his Ki Abilities per round, and the benefits from the Ability last for 1 round.  This increases to twice per round at level 6 (with a duration of the entire encounter), and 3 times per round at level 13 (with a duration of 1 day).  Ki abilities are skills the Kannushi has trained to perfection, and despite being more than natural, they are not vulnerable to Antimagic Fields and as such are Exceptional Abilities unless it is noted otherwise.  They generally either reflect specific combat maneuvers from a school of martial arts, an enhanced use of a skill, or an enhanced use of a Feat.  A Kannushi may choose from the following School Ki Abilities:

Ki Casting (Su): A Kannushi may choose from the following Magic School Ki Abilities: Diviner, Exorcist, Jukondo, Kami Worship, Kotodama, Medium, Nazoraeru, and Ofuda.  Ki casting works a little differently than normal Ki abilities.  To start with the key stat for Ki casting varies depending on what magical school you are using (and is listed with said schools).  When they can choose a new Ki Ability they can choose from the usual lists like other classes or choose a Ki Spell you meet the prerequisites for from a School their Class has access to.  While you can only use one Ki Spell Ability per round you may expend as much Ki as you would like (normally you only do this if you have Feats or Class Abilities that let you modify Ki Abilities by expending extra Ki).  Duration and all other effects are the same as the regular spell the Ki Spell mimics.  Save DC's are based off of the Key Stat of whichever School of Magic the Ki Spell belongs to, and Caster Level is equal to your Hit Dice.  In other words if you're a first level Samurai, 4th level Kannushi, you're a 5th Level Caster.
Religious Training:

Spirit Possession (Su):

Purification (Su):

Prophet (Su):

PLAYING A KANNUSHI
 Your obsession with purity, and regular maintenance of purifying rites allows you to act as an intermediary with the Kami.  Your position is hereditary within the clan, and your children will likely inherit it.  If you are a Miko you care for shrines and go into trances conveying prophecies by the Kami.  Due to Shinto's unfortunate relationship with the ruling class you often have to deal with secular decisions made about your religious practices, most often ones reducing you to poverty to control you and your influence.  Some became Aruki (traveling) Miko to drum up support for their temples through performance of Kyogen (plays), sacred dancing, or in the minds of the more vulgar, prostitution.  Many married Yamabushi who were likewise travelers.  Kannushi may actually be part of the Imperial Courts attempts to separate Shinto and Buddhism as most original Shinto clergy were all Miko.
 Religion: Obviously you follow Shinto being as you're a priest of the religion.  Whether or not you also accept Buddhism and similar creeping Chinese influences is up to you.  In some ages the Court wishes to cleanse Buddhism of 'local superstition', meaning Shinto, so you will be repressed.  In others you will enjoy great favor, meaning the government will try to control you to control the populace.  So all in all, you might not be so favorably disposed towards Buddhism.
 Other Classes: The Samurai classes generally have some grudging respect for you as you have obvious supernatural power.  That doesn't always mean they like you.  In eras where you fall on truly hard times you may be approached by the Shinobi or Yakuza classes, but they simply want you to use your powers, they don't truly feel any companionship to you.  Most Buddhist classes think of you as superstitious fools, albeit dangerous ones with power they may not understand how to use wisely.
 Combat: Shinto has fairly strong taboos towards death and disease.  The only combat you will see is spiritual combat with supernatural beings if you want to keep your powers, and even then their destruction is not your goal so much as containing or appeasing them.
 Advancement: Advancement is fairly rigid for you, and is decided by the needs of your Clan, the community, and sometimes the Imperial Court as well.  There's also always the chance your possession could be permanent, or corrupt you to the point you become an Oni.  Life will be a little twitchy for you.

KANNUSHI IN THE WORLD
"A priest is he who lives solely in the realm of the invisible, for whom all that is visible has only the truth of an allegory. "
 You kind of scare people.  Most common folk (and even the nobility) wet themselves at the idea of contact with the Kami or Ghosts, and you're expected to do so on a regular basis.  That doesn't exactly make people grateful.  When they need you, you are fawned over.  When they don't you are a danger who must be 'controlled'.  Quite honestly if you ever snap and become a Bakemono, your local peers need only look into the mirror to see the reasons why.
 Daily Life: When you are not acting as an agent of the Gods or trying to mediate for the Dead, your life is consumed by purification rites and caring for your Shrine.  In the times when you are tools of the state you may have political duties as well, though many of your kind may chafe at some of these.
 Notables:
 Organizations: All Kannushi belong to a temple or shrine, but it's rare they get involved in organizations bigger than that, other than those who work directly for the Imperial Court.

NPC Reaction
 Religious NPC's are in aw of you, non-religious ones are...well let's say they have respect for your power but that's about it.  Be careful who you are friends with.

KANNUSHI IN THE GAME
 Kannushi have official duties, which means you can't feel free to leave whenever you want to, or that there are consequences for doing so.  If your temple is responsible for the care of many holy place or Kami you will be asked to travel, and many Miko do so to get funds for the temple.  Additionally the taboos imposed on you by your religion may be troublesome.
 Adaptation: This is good for silly or serious, Shinto clergy feature prominently in both Japanese horror and comedy.
 Encounters: Kannushi are found in shrines and temples, either in cities or occasionally in lonely places (though one should beware of shrines in lonely places). 



EPIC KANNUSHI

Hit Die: d6
Skills Points at Each  Level : 6 + int
Class Ability
Class Ability.
Bonus Feats: The Epic Kannushi gains a Bonus Feat every x levels higher than 20th
« Last Edit: March 02, 2022, 11:34:38 PM by bhu »

Offline bhu

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Re: Onmyoji Core Class and Variants
« Reply #4 on: December 18, 2011, 05:06:03 AM »
Can anyone think of a priest/mage concept I've overlooked?

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Re: Onmyoji Core Class and Variants
« Reply #5 on: December 30, 2011, 02:21:31 AM »
KAMINCHU


   
"Faith is like a sacred fire,
Pass it on from generation to generation
Without extinguishing it."


 Kaminchu are the clergy of the animist Okinawan religion.   It is similar to Shinto in that is believes all things have a soul or Kamui, ancestor worship, and local variations on beliefs and rituals.  Eventually it will come to be influenced by other religions, but it does differ somewhat from Shinto in it's heavy emphasis on the spiritual superiority of women.  Worship is heavily home based, with gods of the house requiring satiating to prevent disaster.  More powerful deities are worshiped by the community as a whole, or at least shown respect.  Occasional gatherings at tombs are required though there are many taboos associated with these events.  Shamanesses are expected to lead these events, exorcise evil spirits or ghosts, deal with supernatural problems, etc.  They also help people regain their Mabui (soul) if it goes missing, heal others, divine the future, or act as mediums.  Female priests who lead rites are called Noro, and are expected to remain virginal, and men are not allowed within the sacred spaces in which they conduct their work.  Yuta specialize in being mediums or dealing with the dead, though some can also predict disasters, call/banish spirits, heal, or find lost items.  Many also craft minor protective charms or amulets.

MAKING A KAMINCHU
 Decide early on whether you wish to be a specialist or generalist.  Specialists get more freedom of movement, but their powers are restricted along certain lines.  Generalists have more options, but are rarely as powerful in any specific one (and their communities need them to stay put).
 Abilities:  As with the Shinto religion, much of your requirements can be taken care of by Wis and Cha.  Given the harshness of your environment a decent Con might also be in order.
 Races: Again, being a human religion most participants are human.
 Alignment: Kaminchu tend towards Chaos and Neutrality (it's kind of hard to be too stable when you get possessed all the time).  They need to mediate between many different sorts of beings and understand what motivates them, so strong ties to some beliefs can run counter to that.
 Starting Wealth: +(1d3+1)
 Reputation: +2
 Starting Age: Same as Druid.
 Edo Period Caste: Being as they are foreigners, the Kaminchu are Hinin while in Japan.

Class Skills
 The Kaminchu's class skills (and the key ability for each skill) Autohypnosis (Wis), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (Arcana, History, Local, Nature, Religion)(Int), Listen (Wis), Perform (Cha), Profession (Cha), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).
Skills Per Day at 1st Level : (6 + int)x4
Skills Per Day at Each Additional Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +2     +2    Religious Training, Ki Pool, Ki Abilities
2. +1    +3     +3     +3    Protector of the Community
3. +2    +3     +3     +3    Spiritual Negotiator
4. +3    +4     +4     +4    Religious Training
5. +3    +4     +4     +4    Protector of the Community
6. +4    +5     +5     +5    Spiritual Negotiator
7. +5    +5     +5     +5    Religious Training
8. +6    +6     +6     +6    Protector of the Community
9. +6    +6     +6     +6    Spiritual Negotiator
10.+7    +7     +7     +7    Religious Training
11.+8    +7     +7     +7    Protector of the Community
12.+9    +8     +8     +8    Spiritual Negotiator
13.+9    +8     +8     +8    Religious Training
14.+10   +9     +9     +9    Protector of the Community
15.+11   +9     +9     +9    Spiritual Negotiator
16.+12   +10    +10    +10   Religious Training
17.+12   +10    +10    +10    Protector of the Community
18.+13   +11    +11    +11    Spiritual Negotiator
19.+14   +11    +11    +11    Religious Training
20.+15   +12    +12    +12   High Priestess

Weapon Proficiencies: Kaminchu are not proficient with Armor or Shields.  They may choose 6 weapons from the Magician list, and 2 Exotic Weapons.
 
Ki Pool (Ex): At 1st level the Kaminchu first begins to learn to channel his Ki to perform acts he would be otherwise unable to do.  He may use his Ki a number of times per day equal to either his Charisma or Wisdom Modifier (whichever is greater) plus twice more per day for each level of Kaminchu he takes.

Ki Abilities (Su): By tapping the power of his Ki a trained Kaminchu can enhance his abilities in battle, in art, and in life.  A Kaminchu learns one new use for his Ki Pool at each level if he meets the prerequisites.  If a Kaminchu multi classes into a PrC that allows him to continue to learn Ki Abilities, he may still choose Ki Abilities from the Kaminchu Class list if he meets the prerequisites.  At 1st level he may expend up to 1 daily use of his Ki Abilities per round, and the benefits from the Ability last for 1 round.  This increases to twice per round at level 6 (with a duration of the entire encounter), and 3 times per round at level 13 (with a duration of 1 day).  Ki abilities are skills the Kaminchu has trained to perfection, and despite being more than natural, they are not vulnerable to Antimagic Fields and as such are Exceptional Abilities unless it is noted otherwise.  They generally either reflect specific combat maneuvers from a school of martial arts, an enhanced use of a skill, or an enhanced use of a Feat.  A Kaminchu may choose from the following School Ki Abilities:

Ki Casting (Su): A Kaminchu may choose from the following Magic School Ki Abilities: Diviner, Exorcist, Jukondo, Kami Worship, Kotodama, Medium, Nazoraeru, and Ofuda.  Ki casting works a little differently than normal Ki abilities.  To start with the key stat for Ki casting varies depending on what magical school you are using (and is listed with said schools).  When they can choose a new Ki Ability they can choose from the usual lists like other classes or choose a Ki Spell you meet the prerequisites for from a School their Class has access to.  While you can only use one Ki Spell Ability per round you may expend as much Ki as you would like (normally you only do this if you have Feats or Class Abilities that let you modify Ki Abilities by expending extra Ki).  Duration and all other effects are the same as the regular spell the Ki Spell mimics.  Save DC's are based off of the Key Stat of whichever School of Magic the Ki Spell belongs to, and Caster Level is equal to your Hit Dice.  In other words if you're a first level Samurai, 4th level Kaminchu, you're a 5th Level Caster.
Religious Training:

Protector of the Community (Su):
 
Spiritual Negotiator:

High Priestess (Su):

PLAYING A KAMINCHU
 You are considered a resource, and an indispensable one.  Without your prayers to the household God, the family may fall.  Without your presence at funerals all sorts of evil may occur.  If someone loses their soul (which happens with astonishing regularity) they may not be able to retrieve it without your help.  If you aren't there to divine the proper course of action bad decision making could lead to disaster.  No one in their right mind would wish you harm.  But people are not always in their right mind...
 Religion: You practice the Ainu religion, which is similar to Shinto in some respects before it mixed with Buddhism.  You respect some beliefs that originated in China (ancestor worship), and you find it impossible to call forth spirits that have attained Buddhahood, but whether or not you accept other beliefs as valid is largely up to you.
 Other Classes: Your similarity to Shinto does not necessarily put you on good terms with the Kannushi.  Many arcane casters will derisively refer yo you as a hedge witch because you are Ainu.  To the spirits you are just like any other human.
 Combat: Kaminchu are only called upon to fight evil spirits.  Earthly battles are something they have no place in.
 Advancement: There are many ways to specialize.  Traditionally Kaminchu are shamans possessed of supernatural powers, but there are the Noro who are virginal priestesses who lead communal rites.  There are the Yuta who can perceive and intervene with supernatural beings and predict disasters.  And there are the fortune tellers and diviners with lesser magical powers called Sojinso or Shimuchi.

KAMINCHU IN THE WORLD
"By and by this woman bore a son, who in time really became a mighty hunter as well as a great, rich, and eloquent man. He also became the father of many children. Thus it happens that many of the Ainu who dwell among the mountains are to this day said to be descended from a bear. They belong to the bear clan, and are called Kimun Kamui sanikiri—i.e., 'descendants of the bear.'"
 The Ainu do all they can to protect you, as they truly believe without you they are lost as a people.  Most men are not able to perform the rituals you do because they do not possess the power or are considered spiritually inferior or unclean.  You are kept from outsiders, and allowed a degree of freedom because of your powers that many other Japanese women will not have.
 Daily Life:  Most Kaminchu do fairly little in between rituals.  Their power doesn't come from ritual or study, but by accident of birth.  They don't really need to train (though many do pursue knowledge of various kinds if they're at all smart).  You're needed at funerals, the daily household rituals, and the occasional day of ceremonial ritual.  Beyond that your time is your own and many are either housewives, or tend sacred groves, or pursue their own desires.
 Organizations: Kaminchu loosely organize, but they don't have much of a real structure, nor do they join other organizations as their religious duties take up most of their time.

NPC Reaction
 Religious NPC's hold you in regard if they agree with your religion (i.e. Ainu and most spirits).  Others consider you little more than a hedge witch or cultist of some sort.

KAMINCHU IN THE GAME
 You are tied to your family and to your people.  You can't just up and travel at a moments notice.  Sometimes not even then.  This may limit your groups ability to move about.
 Adaptation: This could be used for serious or silly campaigns.
 Encounters: Kaminchu are encountered among the Ainu peoples only, and usually when they are leading rituals only.  Otherwise they must be kept from men.



EPIC KAMINCHU

Hit Die: d6
Skills Points at Each  Level : 6 + int
Class Ability
Class Ability.
Bonus Feats: The Epic Kaminchu gains a Bonus Feat every x levels higher than 20th
« Last Edit: March 02, 2022, 11:35:40 PM by bhu »

Offline bhu

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Re: Onmyoji Core Class and Variants
« Reply #6 on: December 30, 2011, 04:56:45 AM »
KODOMO NO ONI


   
“I don't have dreams. How can I say it? I myself am a dream.”

 Despite the name this refers to children of any supernatural origin.  Japanese myth is full of stories of powerful supernatural beings given by the Gods to childless human couples, or found by them, or who have possibly inhuman parentage.  Examples would be beings such as Kaguya-hime, Kintaro, Momotaro, Tamamo-no-Mae, or Issun-boshi.  Besides these examples of beings born of a supernatural origin I intend it to also portray humans who have an inhuman parent such as a Yokai, Oni or Yousei.  The class name comes from the old saying "A child that does not resemble its parents is the child of an Oni."

MAKING A KODOMO NO ONI
 Regardless of whatever ability or unusual bodily modification you use to get famous, learn to put make sure you can either hide your true nature, have a good enough reputation people can see past it, or be able to be able to bluff your way past the town guards if you have neither.  Or if you're not of heroic bent you can simply be one scary bastard.
 Abilities: This varies heavily depending on your parentage, what your racial abilities are, and what direction you decide to pursue.  in general one or two of your stats will be quite high but they vary quite a bit.  For example you will probably be famous for one particular skill or ability, and you'll want a high stat in that ability.   If you're a legendary wrestler, you'll want Strength.  If you are known for your knowledge, you'll obviously want Int.  Charisma should be at least decent, as several of you powers will be based off of Charisma skills.
 Races: Basically you're at least part human (in theory), but your other parent is...well somewhat more.  Even in ancient Japan as usual the human race is the only one willing to sleep with just about anything.
 Alignment: Alignment varies quite heavily depending on what your inhuman parentage is, thought most tend towards strong Good or Evil since the two most frequent explanations for your powers are sacred or profane.
 Starting Wealth: +(1d3+1)
 Reputation: +4
 Starting Age: As Barbarian.
 Edo Period Caste: While they can be of any caste, Kodomo no Oni are generally peasants, and thus No.

Class Skills
 The Kodomo no Oni's class skills (and the key ability for each skill) are any 10 skills of your choice (may not be changed after creation).  At every Level divisible by 4 you may add 1 new skill as a Class Skill.  You also gain one of the following of your choice: Bluff, Diplomacy, or Intimidate.
Skills Per Day at 1st Level : (x + int)x4
Skills Per Day at Each Additional Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +2     +2    Divine Power, Ki Pool, Ki Abilities
2. +1    +3     +3     +3    Divine Ability
3. +2    +3     +3     +3    Divine Luck
4. +3    +4     +4     +4    Divine Power
5. +3    +4     +4     +4    Divine Ability
6. +4    +5     +5     +5    Divine Luck
7. +5    +5     +5     +5    Divine Power
8. +6    +6     +6     +6    Divine Ability
9. +6    +6     +6     +6    Divine Luck
10.+7    +7     +7     +7    Divine Power
11.+8    +7     +7     +7    Divine Ability
12.+9    +8     +8     +8    Divine Luck
13.+9    +8     +8     +8    Divine Power
14.+10   +9     +9     +9    Divine Ability
15.+11   +9     +9     +9    Divine Luck
16.+12   +10    +10    +10   Divine Power
17.+12   +10    +10    +10    Divine Ability
18.+13   +11    +11    +11    Divine Luck
19.+14   +11    +11    +11    Divine Power
20.+15   +12    +12    +12   Kami

Weapon Proficiencies: Kodomo no Oni are not proficient with Armor or Shields.  They may choose 6 weapons from the s list depending on their human parents caste, and 2 Exotic Weapons.  If their parent is a Shi they choose 6 from the Samurai list.  If No or Ko, they choose from the Peasant list.  If Eta or Hinin from the Yakuza list.

Ki Pool (Ex): At 1st level the Kodomo first begins to learn to channel his Ki to perform acts he would be otherwise unable to do.  He may use his Ki a number of times per day equal to either his Charisma or Wisdom Modifier (whichever is greater) plus twice more per day for each level of Kodomo he takes.

Ki Abilities (Su): By tapping the power of his Ki a trained Kodomo can enhance his abilities in battle, in art, and in life.  A Kodomo learns one new use for his Ki Pool at each level if he meets the prerequisites.  If a Kodomo multi classes into a PrC that allows him to continue to learn Ki Abilities, he may still choose Ki Abilities from the Kodomo Class list if he meets the prerequisites.  At 1st level he may expend up to 1 daily use of his Ki Abilities per round, and the benefits from the Ability last for 1 round.  This increases to twice per round at level 6 (with a duration of the entire encounter), and 3 times per round at level 13 (with a duration of 1 day).  Ki abilities are skills the Kodomo has trained to perfection, and despite being more than natural, they are not vulnerable to Antimagic Fields and as such are Exceptional Abilities unless it is noted otherwise.  They generally either reflect specific combat maneuvers from a school of martial arts, an enhanced use of a skill, or an enhanced use of a Feat.  A Kodomo may choose from the following School Ki Abilities:
 
Divine Power:

Divine Ability (Su):

Divine Luck (Su):

Kami (Ex):

PLAYING A KODOMO NO ONI
 You were put on this world for a reason as part of Divine (or not so Divine) plans.  Or you're the result of something supernatural falling in love (or at least lust) with a mortal being.  To say that this complicates your life is a vast understatement.  It guarantees you enemies, but not necessarily any allies.  That part is up to you.  Start learning the art of diplomacy early (or at least learn to be a good liar).
 Religion: You definitely believe in Gods, whether or not you worship them is another story entirely.  Technically you may actually be one (albeit an incredibly minor one).  Gods are merely the most powerful of the Kami, and there's always a chance your parentage is Divine. 
 Other Classes: Mystic or religious classes will be the most (or least all things considered) comfortable with you, as well as the Shinobi.  The Yakuza classes will be terrified of you, as will most common folk.  Even the Samurai wont be entirely comfortable in your presence though they will strive to keep that fear hidden.
 Combat: You may or may not be suited for combat.  Some Kodomo become powerful Samurai (or at least warriors), some are sages or wizards, and some are just monsters.  How you fight will depend on your abilities.
 Advancement: Advancement depends on your own personal destiny.  Kodomo generally are created by Gods or entities with serious power, or from their matings with human beings.  This automatically means you'll be caught up in the schemes of both sets of parents, the subjects or prophecies, and have all manner of beings interfering in your life wanting access to your power, or hellbent on causing your death.

KODOMO NO ONI IN THE WORLD
"Everyone carries around his own monsters."
 You tend to be famous, whether as a legendary sage or warrior, or the worst of monsters.  If you aren't famous you have managed to hide your condition pretty well.  Some of you have no choice because bodily irregularities (great height, or standing as tall a peach, or having features belonging to an inhuman parent) make it impossible to hide.  You will need to either make the populace enamored or afraid of you in quick order or they will annihilate you. 
 Daily Life: Your daily life revolves around one thing: whether or not you have a destiny.  If you do, you will pretty much simply spend your days reacting to events as they happen until you reach the point you were destined for.  Assuming you survive it, your life may be your own again.  If you were simply an accident of love/lust, your life is pretty much yours to do with as you please, though much of it will involve fleeing close minded humans and Yokai.
 Notables:
 Organizations: Most Kodomo are loners, though some destined to be heroes do try becoming Samurai.

NPC Reaction
 NPC's tend to think of you as a hero or a monster.  There's not much middle ground.  Monsters they try to kill, heroes only remain such as long as they like your deeds.  The moment you become unpopular, you have a world of trouble ahead of you.

KODOMO NO ONI IN THE GAME
 You will attract undue attention, especially if your true nature is obvious.  Your inhuman nature will make many afraid of you, and those who know what you are may be enemies depending on who your parents were.  Unlike others you can't fade harmlessly into the background.  You have a destiny.
 Adaptation: This is good for just about any style campaign given it's flexibility.
 Encounters: Kodomo could be encountered just about anywhere doing just about anything.  They are quite individualistic.



EPIC KODOMO NO ONI

Hit Die: d6
Skills Points at Each  Level : 6 + int
Class Ability
Class Ability.
Bonus Feats: The Epic Kodomo no Oni gains a Bonus Feat every x levels higher than 20th
« Last Edit: March 02, 2022, 11:36:34 PM by bhu »

Offline bhu

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Re: Onmyoji Core Class and Variants
« Reply #7 on: December 30, 2011, 05:01:06 AM »
SENNIN


   
“In a mad world, only the mad are sane.”

 Sennin were generally powerful ascetics who attained enlightenment and immortality.  Hermits and wise men of vast spiritual powers, the concept made it's way to Japan from China, where they are referred to as Xian.  The class is basically any caster, divine or arcane, who attains power through self-determination and lone study far from human company.  Eventually they become immortal saints, horrifying witches, or Yokai.  Many can change appearance, have animal familiars, speak after death, fly on the backs of animals or clouds, or similar miracles.  While the name implies Taoist immortality the class can also be used for mages who find their own way to power without structured, formalized education or religious ritual.

MAKING A SENNIN
 Your goal is immortality.  While there are alternate paths to it, you'll need to decide on one to pursue, because none of them are easy.  All your other powers are just skills you learn to help you on your true goal, and to occupy the inevitable vast periods of waiting in the lonely wilderness you'll have to endure.  At least until some would be hero climbs the mountain and asks you pretty please help us kill the giant world threatening demon.
 Abilities: A Decent Dex and Con will come in handy for hiding and survival since you're living alone in the woods.  Given your various studies Int will come in handy for the skill points, and Wisdom will be required for Will Saves.  Really you can study just about any kind of magic, so all three mental stats may be necessary depending on what you want.
 Races: Lunatic hermits studying magic alone in the woods are not unique to humanity, and many supernatural beings pursue this as well. 
 Alignment: Most Sennin are concerned only with their own studies, so they tend towards Neutrality.  Many are also Lawful as discipline is quite necessary for their craft, though going insane from solitude in the woods can just as likely make them Chaotic.  Good and Evil are oddly rare among them (depending on what magical study they are pursuing).
 Starting Wealth: +0
 Reputation: +2
 Starting Age: Same as Wizard.
 Edo Period Caste: Being eccentric hermits, the Sennin are completely outside the caste system.

Class Skills
 The Sennin's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str) Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Any)(Int), Listen (Wis), Move Silently (Dex), Search (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (N/A), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skills Per Day at 1st Level : (6 + int)x4
Skills Per Day at Each Additional Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +2     +2    Asceticism, Ki Pool, Ki Abilities
2. +1    +3     +3     +3    Mystic Insight
3. +2    +3     +3     +3    Miracles
4. +3    +4     +4     +4    Asceticism
5. +3    +4     +4     +4    Mystic Insight
6. +4    +5     +5     +5    Miracles
7. +5    +5     +5     +5    Asceticism
8. +6    +6     +6     +6    Mystic Insight
9. +6    +6     +6     +6    Miracles
10.+7    +7     +7     +7    Asceticism
11.+8    +7     +7     +7    Mystic Insight
12.+9    +8     +8     +8    Miracles
13.+9    +8     +8     +8    Asceticism
14.+10   +9     +9     +9    Mystic Insight
15.+11   +9     +9     +9    Miracles
16.+12   +10    +10    +10   Asceticism
17.+12   +10    +10    +10    Mystic Insight
18.+13   +11    +11    +11    Miracles
19.+14   +11    +11    +11    Asceticism
20.+15   +12    +12    +12    Immortality

Weapon Proficiencies: Sennin are not proficient with Armor or Shields.  They may choose 6 weapons from the Magician list, and 2 Exotic Weapons.

Ki Pool (Ex): At 1st level the Sennin first begins to learn to channel his Ki to perform acts he would be otherwise unable to do.  He may use his Ki a number of times per day equal to either his Charisma or Wisdom Modifier (whichever is greater) plus twice more per day for each level of Sennin he takes.

Ki Abilities (Su): By tapping the power of his Ki a trained Sennin can enhance his abilities in battle, in art, and in life.  A Sennin learns one new use for his Ki Pool at each level if he meets the prerequisites.  If a Sennin multi classes into a PrC that allows him to continue to learn Ki Abilities, he may still choose Ki Abilities from the Sennin Class list if he meets the prerequisites.  At 1st level he may expend up to 1 daily use of his Ki Abilities per round, and the benefits from the Ability last for 1 round.  This increases to twice per round at level 6 (with a duration of the entire encounter), and 3 times per round at level 13 (with a duration of 1 day).  Ki abilities are skills the Sennin has trained to perfection, and despite being more than natural, they are not vulnerable to Antimagic Fields and as such are Exceptional Abilities unless it is noted otherwise.  They generally either reflect specific combat maneuvers from a school of martial arts, an enhanced use of a skill, or an enhanced use of a Feat.  A Sennin may choose from the following School Ki Abilities:

Ki Casting (Su): A Sennin may choose from the following Magic School Ki Abilities: Diviner, Doubutsu, Exorcist, Geomancy, Jukondo, Kami Worship, Kotodama, Medium, Nazoraeru, Ofuda, Onmyodo, Shikigami, Tantra, and Taoist Alchemy.  Ki casting works a little differently than normal Ki abilities.  To start with the key stat for Ki casting varies depending on what magical school you are using (and is listed with said schools).  When they can choose a new Ki Ability they can choose from the usual lists like other classes or choose a Ki Spell you meet the prerequisites for from a School their Class has access to.  While you can only use one Ki Spell Ability per round you may expend as much Ki as you would like (normally you only do this if you have Feats or Class Abilities that let you modify Ki Abilities by expending extra Ki).  Duration and all other effects are the same as the regular spell the Ki Spell mimics.  Save DC's are based off of the Key Stat of whichever School of Magic the Ki Spell belongs to, and Caster Level is equal to your Hit Dice.  In other words if you're a first level Samurai, 4th level Onymoji, you're a 5th Level Caster.

Asceticism:

 
Mystic Insight:

Miracles (Su):

Immortality (Ex): Your Divine Powers are such that you are now Immortal.  Your Alignment changes to Neutral and may not be altered and you become an Outsider with the Native Subtype.  You no longer require, air, food, or water, do not sleep, and do not age (and are immune to age and sleep effects).  You are immune to all Diseases and Poisons.

PLAYING A SENNIN
 You may or may not genuinely dislike people, but either way you don't spend much time around them.  While this means your diplomacy skills with the Supernatural are quite good (they need to be if you want to live), your skills at handling people need work.  You do not give good customer service for lack of a better metaphor.
 Religion: Stereotypically most immortals are Taoist, though many might also have some Buddhist leanings.  Truth be told in some ways they're like the Onmyoji: They probably have a core belief system, but they give credence to the others they encounter just in case they have something of value to teach (or to learn how to defend themselves against it).
 Other Classes: Being a hermit you really don't get along with anyone other than people like yourself, i.e. mystics.  Most of your friends are other Sennin, perhaps a Sou or Onmyoji, maybe some spirits or Yokai.  It's possible you've converted an Oni or two.
 Combat: Combat is pointless and for fools.  You don't indulge in it unless forced to (or you're a little crazy and lose your mind).
 Advancement: Advancement for Sennin is highly varied depending on what path you're using to pursue immortality with.  It's obvious you'll be advancing your magical powers, but the path varies quite heavily.  Usually you specialize in something you end up becoming famous for.

SENNIN IN THE WORLD
“Immortality - a fate worse than death.”
 Since you live somewhere far away from others, you generally don't interact with others unless they come to visit you, and then you usually chase them away.  People know you more by rumor than actual interaction.  Any reputation you may have is one you created for yourself.  Usually not so good unless you've been occasionally willing to help put down a demon (which you prefer to leave to heroes since it would take away time from your studies.
 Daily Life: Your time is your own, and you are free to spend it as you will (which is usually in meditation or study). 
 Notables:
 Organizations: Given that you're a hermit it's obvious you don't belong to any of these except maybe small groups of similarly powerful individuals.

NPC Reaction
 NPC's hold you in a sort of awe and don''t know what to make of you.  There's also a generous splash of terror mixed in with that given your obvious magical power.

SENNIN IN THE GAME
 Asceticism provides your powers.  Once you achieve full use of them you may feel more inclined to meet others, but till then you regard their presence as rude and insulting.  This may of course cause a little friction.
 Adaptation: The Immortals are used in several types of stories both humorous and serious so this fits either style of campaign.
 Encounters: Sennin are only encountered in the loneliest of places.  Hidden lagoons.  Mountain tops.  The middle of vast forests.  Places with few people.



EPIC SENNIN

Hit Die: d6
Skills Points at Each  Level : 6 + int
Class Ability
Class Ability.
Bonus Feats: The Epic Sennin gains a Bonus Feat every x levels higher than 20th
« Last Edit: March 02, 2022, 11:37:43 PM by bhu »

Offline littha

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Re: Onmyoji Core Class and Variants
« Reply #8 on: December 30, 2011, 06:38:45 AM »
Can anyone think of a priest/mage concept I've overlooked?

Possibly Souhei, might work best as a PRC for Sou if you are going that way.

Offline bhu

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Re: Onmyoji Core Class and Variants
« Reply #9 on: December 30, 2011, 03:28:29 PM »
Im doing the Sohei/Yamabushi as gish of a sort