Shukenja
Requirements: Con 9,
Wis 12
Prime Requisite: Wis
Hit Dice: 1d4
Shukenja
are humble priests who wander the land dispensing aid and advice to
the common man. Shukenja uphold virtuous principles, and must be
Lawful in alignment. They are able to meditate, 1 hour of which is as
restful as 2 hours of sleep. They remain aware of their surroundings
and take no surprise penalty for being asleep. They can react as if
awake to any threats. A Shukenja can apply a +3 bonus to any saving
throw a number of times per day equal to his or her level. This must
be declared before the saving throw is rolled.
Shukenja
are unable to use shields or wear any kind of armor. They are able to
use the following weapons: axe (hand), boku-toh, chain, gunsen,
jitte, kama, kiseru, sai, sling, sling staff, quarterstaff, spear,
tetsubo, three-piece rod, tui-fa.
Shukenja
are also trained in self-defense; a shukenja can choose one of the
following special abilities:
1) Unarmed attacks do 1d6 damage;
1) Unarmed attacks do 1d6 damage;
2)
Flurry of blows – you can make 1 attack against a secondary
opponent every other round;
3) Iron
Hold - With a
successful
attack you wrap your opponent up using your arms and even legs;
equivalent of a hold
person spell
until your opponent makes a successful saving throw (penalty equal to
difference between your strength and their strength). If your attack
fails, you suffer a 1 point penalty to Armor Class until your next
turn;
4) Parry Blows – You can trade an attack during a round for a
+1 bonus to your AC or the AC of a creature or object no more than 3
feet away from you;
5) Parry Death Blow – Once per combat you can
make a saving throw to retain 1 hp when a successful blow would
otherwise have killed you.
The
training a shukenja undergoes at a temple or monastery allows him or
her to perform religious rituals, such as marriages, funerary rites,
holy day officiations, and purifications. This last function can be
used to lift curses and ward off evil influences. A Shukenja has a
base chance of 5% per level to remove any curse, and when warding off
evil, can sanctify an area with a radius of 5 feet (75 square feet);
at the end of the purification ritual, everyone within this area
gains a +1 to hit and on saving throws when fighting evil spirits.
The effect lasts as long as the Shukenja remains within the purified
area. Multiple rituals have no cumulative effect.
Shukenja
use the Cleric experience table. They use the combat progression and
saving throws of Clerics. Shukenja have their own spell list.
The
Shukenja must follow a code of conduct set forth by his or her
religion:
- Cannot initiate violence – defending oneself is allowed
- Must avoid killing whenever possible
- Cannot eat meat
- Must avoid immoderate eating and drinking
- Cannot own more than he or she can carry
If it was me rolling a Shukenja, I just know I'd fall over carrying my own clothes. He'd be bound to be Str 5.
ReplyDeleteLooking forward to seeing the spell list for these chaps and love the purification ritual. How long does that take to perform?