Onmyōji (3.5e Class)

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Onmyōji[edit]

<-general description->.

Making an Onmyoji[edit]

Onmyoji are mystical practitioners of an art of spellcasting known as Onmyōdo. They can summon powerful shikigami to do their bidding, and enchant their weapons to do battle on their own.

Abilities: Dexterity is important in order to deliver ranged touch spells, as well as to evade attacks. Intelligence is important in order to be able to cast spells, but Charisma determines the DC of spells.

Races: Onmyodo requires dedication and study of the spirit world, so the more civilized races are more likely to become an onmyoji .

Alignment: Any good, any lawful, or true neutral.

Starting Gold: 6d6x10 gold

Starting Age: Complex.

Table: The Onmyoji

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Scribe scroll, shikigami 3 1
2nd +1 +0 +0 +3 Elemental spirits (Earth, Water, Air, Fire) 4 2
3rd +2 +1 +1 +3 Weapon spirit 4 2 1
4th +3 +1 +1 +4 Spirit's bane 4 3 2
5th +3 +1 +1 +4 Shikigami advancement 4 3 2 1
6th +4 +2 +2 +5 Spiritual endurance 4 3 3 2
7th +5 +2 +2 +5 Active shikigami +1 4 4 3 2 1
8th +6/+1 +2 +2 +6 Fortify Spirits 4 4 3 3 2
9th +6/+1 +3 +3 +6 Elemental spirits (Purity, Death) 4 4 4 3 2 1
10th +7/+2 +3 +3 +7 Seal 4 4 4 3 3 2
11th +8/+3 +3 +3 +7 4 4 4 4 3 2 1
12th +9/+4 +4 +4 +8 4 4 4 4 3 3 2
13th +9/+4 +4 +4 +8 4 4 4 4 4 3 2 1
14th +10/+5 +4 +4 +9 Active shikigami +1 4 4 4 4 4 3 3 2
15th +11/+6/+1 +5 +5 +9 4 4 4 4 4 4 3 2 1
16th +12/+7/+2 +5 +5 +10 4 4 4 4 4 4 3 3 2
17th +12/+7/+2 +5 +5 +10 Elemental spirits (Void) 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +6 +6 +12 Greater seal 4 4 4 4 4 4 4 4 4 4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the onmyoji .

Weapon and Armor Proficiency: Onmyoji are proficient with the longbow, quarterstaff, dagger, club, Khakkhara, and shortsword

Spells: Onmyoji cast arcane spell, taken from the following list.

To learn, prepare, or cast a spell, the onmyoji must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a onmyoji’s spell is 10 + the spell level + the onmyoji’s Charisma modifier.

Like other spellcasters, a onmyoji can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Onmyoji. In addition, he receives bonus spells per day if he has a high Intelligence score.

Onmyoji must prepare their spells in order to cast them, but unlike a wizard, they do not have to prepare them all at once. An onmyoji's spell slots are all refreshed in the morning, but an Onmyōji can only prepare a number of spells equal to one plus his Int modifier at any one time (minimum one), increasing by 1 at 6th, 12th, and 18th level. An Onmyōji prepares a spell by inscribing a few runes on an Ofuda (a small paper talisman) and uttering a quick chant, which takes a full-round action. An onmyoji can prepare new spells at any time, so long as he does not exceed his limit on the number prepared.

Shikigami and Weapon Spirit talismans do not count against the onmyoji's limit on number of prepared spells, and are cast by expending one spell slot of appropriate level.

Onmyoji face special restrictions and advantages on spell range; since their spell effects originate from a paper talisman, most spells must be delivered through the talisman. Effecting an opponent with a spell thus requires a ranged touch attack with a thrown talisman, or a melee touch attack to apply the talisman by hand. Thrown talismans have a range increment of 10 ft. Area of effect spells also originate from the talisman they are inscribed on, which must be thrown to the desired location (see the rules on thrown splash weapons) unless the onmyoji wishes for it to originate from his location. This also means that touch range spells can be delivered at range, both to enemies and allies (hitting a willing target with a talisman is treated as an attack against AC 10). If a talisman containing a single target spell misses, the talisman retains the spell (similar to a caster retaining the charge of a touch spell) and will expend itself on the first valid target that touches it (though the spell will dissipate following the normal rules for holding a touch spell, such as if the caster casts another spell). With a successful spellcraft check against a DC equal to the casters caster level plus the spell level, anyone may pick up a talisman without the effect going off, assuming they were a valid target for the spell. Onmyoji gain a +2 bonus on such checks, and the onmyoji who created the talisman gains a +5 bonus on such checks (instead of +2). Ray spells are still cast as normal; the ray emanates from the paper talisman when cast.

Onmyoji choose their spells from the following list:

0—Resistance, Detect Poison, Detect Magic, Read Magic, Mending, Message, Arcane Mark, Guidance, Light, Purify Food and Drink, Cure Minor Wounds

1st—Alarm, Endure Elements, Hold Portal, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Shield, Mage Armor, Mount, Obscuring Mist, Unseen Servant, Comprehend Languages, Detect Secret Doors, Detect Undead, Identify, True Strike, Burning Hands, Shocking Grasp, Disguise Self, Silent Image, Erase, Feather Fall, Magic Weapon, Cure Light Wounds, Shillelagh, Summon Nature's Ally I, Sanctuary

2nd—Align Weapon, Augury, Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Owl's Wisdom, Consecrate, Restoration, Lesser, Spiritual Weapon, Status, Zone of Truth, Summon Nature's Ally II, Tree Shape, Fog Cloud, Fire Trap, Alter Self, Invisibility, Gust of Wind, See Invisibility, Locate Object, Detect Thoughts, Acid Arrow, Arcane Lock, Resist Energy, Wood Shape

3rd—Dispel Magic, Explosive Runes, Magic Circle against Chaos, Magic Circle against Evil, Magic Circle against Good, Magic Circle against Law, Protection from Energy, Phantom Steed, Sepia Snake Sigil, Sleet Storm, Stinking Cloud, Arcane Sight, Clairaudience/Clairvoyance, Telepathic Bond, Lesser, Tongues, Hold Person, Fireball, Lightning Bolt, Tiny Hut, Wind Wall, Illusory Script, Invisibility Sphere, Gentle Repose, Haste, Keen Edge, Magic Weapon, Greater, Secret Page, Water Breathing, Stone Shape, Summon Nature's Ally III, Call Lightning, Cure Moderate Wounds, Glyph of Warding, Invisibility Purge, Speak with Dead, Water Walk,

4th—Dimensional Anchor, Fire Trap, Remove Blindness/Deafness, Remove Curse, Remove Disease, Secure Shelter, Solid Fog, Arcane Eye, Detect Scrying, Locate Creature, Scrying, Fire Shield, Ice Storm, Resilient Sphere, Wall of Fire, Wall of Ice, Invisibility, Greater, Air Walk, Control Water, Cure Serious Wounds, Flame Strike, Freedom of Movement, Spike Stones, Summon Nature's Ally IV, Dismissal, Divination, Restoration

5th—Break Enchantment, Mage's Faithful Hound, Planar Binding, Lesser, Wall of Stone, Contact Other Plane, Prying Eyes, Hold Monster, Cone of Cold, Wall of Force, Sending, Symbol of Pain, Transmute Mud to Rock, Transmute Rock to Mud, Permanency, Call Lightning Storm, Control Winds, Cure Critical Wounds, Hallow, Summon Nature's Ally V, Disrupting Weapon, Symbol of Sleep, True Seeing, Raise Dead

6th—Dispel Magic, Greater, Guards and Wards, Acid Fog, Planar Binding, Wall of Iron, Analyze Dweomer, Legend Lore, Chain Lightning, Freezing Sphere, Symbol of Fear, Bear's Endurance, Mass, Bull's Strength, Mass, Cat's Grace, Mass, Eagle's Splendor, Mass, Fox's Cunning, Mass, Owl's Wisdom, Mass, Find the Path, Spellstaff, Summon Nature's Ally VI, Cure Light Wounds, Mass, Glyph of Warding, Greater

7th—Banishment, Sequester, Mage's Magnificent Mansion, Plane Shift, Arcane Sight, Greater, Scrying, Greater, Vision, Hold Person, Mass, Symbol of Stunning, Delayed Blast Fireball, Forcecage, Grasping Hand, Mage's Sword, Symbol of Weakness, Control Weather, Ethereal Jaunt, Limited Wish, Cure Moderate Wounds, Mass, Fire Storm, Heal, Summon Nature's Ally VII, Transmute Metal to Wood, Restoration, Greater, Resurrection

8th—Dimensional Lock, Incendiary Cloud, Planar Binding, Greater, Discern Location, Moment of Prescience, Prying Eyes, Greater, Sunburst, Symbol of Death, Cure Serious Wounds, Mass, Earthquake, Summon Nature's Ally VIII, Whirlwind

9th—Freedom, Imprisonment, Mage's Disjunction, Gate, Foresight, Hold Monster, Mass, Meteor Swarm, Etherealness, Wish, Cure Critical Wounds, Mass, Regenerate, Storm of Vengeance, Summon Nature's Ally IX, True Resurrection

Scribe Scroll: At 1st level, an onmyoji gains Scribe Scroll as a bonus feat.

Shikigami (Sp): An onmyoji can summon special familiars known as shikigami. Onmyoji automatically learn the various Summon Nature's Ally spells as soon as they have access to the appropriate spell level. A shikigami is a special creature summoned with Summon Nature's Ally.

Shikigami are summoned using a special paper talisman that the onmyoji creates specifically for each shikigami, binding a spirit to his will. Creating a shikigami requires special paper and inks costing 100g per spell level of the Summon Nature's Ally spell, and takes one day per spell level of meditation and careful penmanship. A first level onmyoji begins with his first Shikigami bound to him already; he need not deduct the price of creating the talisman from his starting gold. Unlike other spells cast by an onmyoji, the paper talisman used to summon the shikigami is not consumed when used. Once it is completed, the onmyoji may use that talisman to summon the corresponding shikigami; this acts identically to the normal Summon Nature's Ally spell, with the following exceptions. It may only be used to summon one specific creature (chosen when the talisman is created) available at that spell level, and the creature is automatically boosted as though the onmyoji had the augment summoning feat. The duration of the Summon spell cast is increased by the onmyoji's Int modifier (minimum +1) and Cha modifier (minimum +1). In addition, the creature, being an extension of the onmyoji's will, has the same alignment as the onmyoji instead of the alignment in its creature description. An onmyoji may have one shikigami for each version of Summon Natures Ally he can cast. The onmyoji may take feats or classes requiring the Augment Summoning feat as though he had that feat, but those feats are restricted to effecting his Shikigami unless he actually takes the Augment Summoning feat.

At first level, an onmyoji may only have one shikigami summoned at a time. This limit increases to two at seventh level, and to three at fourteenth level.

As the onmyoji advances, more powers become available to his shikigami (see below). The following creatures from the Summon Nature's Ally table cannot be bound as a Shikigami: satyrs, pixies, nixies, and grigs.

Because of how closely they are bound to their master, there is a magical backlash if one of an onmyoji's spirits is destroyed. If an onmyoji's shikigami is killed, the onmyoji takes damage equal to the spell level of the Summon Nature's ally spell used to summon it, and takes a -1 penalty to Constitution for 30 days or until he levels up, whichever comes first. This penalty will not reduce the onmyoji's Constitution to 0, and the damage will not reduce the onmyoji below 1 hit point. The talisman used to summon that shikigami is also irreparably damaged, and the onmyoji may not create a new shikigami to replace it until the Constitution penalty wears off.

Elemental Spirits (Su): A onmyoji's spirits take on traits of various elements. For each shikigami or weapon spirit, either when the onmyoji creates it or when he gains this ability, he must chose an element. At second level, the elements available are Earth, Water, Air, and Fire. A shikigami given one of these elements gains the appropriate subtype. As they advance, onmyoji gain access to new elements.

At 9th level, an onmyoji may create spirits of the Death and Purity elements, and at 17th level, he may create spirits of the Void element. An onmyoji may have more than one shikigami or weapon spirit of a given element, but he may only have one shikigami or weapon spirit of each element active at any one time.

If the creature the shikigami is based on already has an elemental subtype (such as an Air Elemental or a Salamander), they may not chose a different element from the list of Earth, Water, Air, and Fire. They may, however, chose to give them one of the elements available to higher level onmyoji (Death, Purity, or Void) if they are high enough level, though such a dual element shikigami counts as both its innate element and its spirit element for the limit of one shikigami or spirit of each element active at one time. A dual element spirit only gains the benefits from the spirit element it is actually assigned; a Fire Elemental given the Purity element does not gain the benefits of being a Fire Spirit as listed below.

Earth Spirit (Su): Earth Spirits gain an additional +2 to Strength and Constitution. As long as it is in contact with the ground, an Earth Spirit gains a +2 bonus to resist bull rush and trip attempts. The spirit also gains acid resistance 5.

At 7th level, Earth Spirits gain a stomp attack. As a standard action, the spirit stomps or slams the ground, causing the earth to heave beneath its enemies. Enemies within a 10 ft radius take 1d6 bludgeoning damage per three onmyoji levels and are knocked prone. A fortitude save (DC 10 + the spell level of the shikigami + the shikigami's Con mod) halves the damage and negates the knockdown. This attack is usable every 2d6 rounds. The spirits Strength and Constitution also increase by another +2 (+4 total). The spirit's acid resistance increases to 10 and it gains DR 1/-.

At 14th level, the spirits stomp attack becomes a 15 ft radius, deals 1d6 damage per two levels, and is usable every 2d4 rounds. The spirits Strength and Constitution also increase by another +2 (+6 total). The spirit is now immune to acid, and its DR increases to 2/-.

An Earth Weapon Spirit deals damage as though it was one size category larger, and grants the wielder a +2 bonus to resist bull rush and trip attempts. At 7th level, it deals damage as though it was two size categories larger, and at 14th level you may, once per round, initiate a bull rush on an enemy you hit with the weapon. This attempt does not require the wielder to enter the targets square, and does not provoke any attacks of opportunity. Use the modified size category of the weapon to determine the bonus on the opposed check for the bull rush. The spirit weapon also grants its wielder 5 acid resistance, improving to 10 at 7th level and 20 at 14th level

Water Spirit (Su): Water Spirits deal an additional 1d4 cold damage with all of their attacks. The spirit also gains cold resistance 5. The spirit also gains a swim speed equal to half its land speed, if it does not already have a swim speed.

At 7th level, Water Spirits gains a breath attack. The breath attack deals 1d6 cold damage per two onmyoji levels in a 15 ft cone. A fortitude save (DC 10 + the spell level of the shikigami + the shikigami's Con mod) halves the damage. This attack is usable every 2d6 rounds. The spirits damage bonus increases to 1d6 cold damage. The spirit's swim speed improves to be equal to its land speed. The spirit's cold resistance increases to 10 and it gains DR 1/-.

At 14th level, the spirits breath weapon becomes a 30 ft Cone, and is usable every 2d4 rounds. The spirit deals 2d4 cold damage to enemies with its attacks. Enemies who fail their save against the spirit's breath weapon are now fatigued for 5 rounds in addition to taking damage. The spirit is now immune to cold, and overcomes half of the cold resistance or immunity of creatures without the water or cold subtypes.

A Water Weapon Spirit deals an additional 1d6 cold damage on hit. At 7th level, this increases to 2d6, and at 14th level this increases to 3d6. The wielder of the weapon also gains a swim speed equal to half their land speed, if they don't have one already, for as long as they wield the spirit weapon, improving to be equal to their land speed at 7th level. The spirit weapon also grants its wielder 5 cold resistance, improving to 10 at 7th level and 20 at 14th level

Air Spirit (Su): Air Spirits gain an addition +2 to Dexterity and the Weapon Finesse feat (if they do not already have it). The high winds around the spirit also give it a +2 deflection bonus to AC against projectiles (this bonus stacks with the bonus from Fortify Spirits). The spirit also gains lightning resistance 5.

At 7th level, Air Spirits may exhale with the force of a whirlwind, creating a Gust of Wind effect, though the DC is 10 + the spell level of the shikigami + the shikigami's Dex mod. This ability is usable every 2d6 rounds. The spirits Dexterity is increased by another +2 (+4 total). The spirit also gains a fly speed equal to half its land speed, if it does not already have one. If it already has a fly speed, its maneuverability increases by one stage. The spirit's lightning resistance increases to 10 it gains DR 1/-, and its deflection bonus against projectiles increases to +4.

At 14th level, the spirit's Gust of Wind ability is usable every 2d4 rounds. The spirits Dexterity increases by another +2 (+6 total). The spirit also doubles the critical threat range of all its attacks, as though they were effected by the improved critical feat. The spirit is now immune to lightning and its deflection bonus against projectiles increases to +6.

An Air Weapon Spirit may be finessed regardless of weapon size, and the wielder may make an extra attack each round with the weapon at his highest BAB, but each attack takes a -2 penalty. A longbow with an air spirit has a 10 ft longer range increment. At 7th level, the weapon has doubled critical threat range (does not stack with Keen or Improved Critical). at 14th level, the penalty for making an extra attack with the weapon is eliminated. The spirit weapon also grants its wielder 5 electricity resistance, improving to 10 at 7th level and 20 at 14th level

Fire Spirit (Su): Fire Spirits deal an additional 1d4 fire damage with all of their attacks. The spirit also gains fire resistance 5. Enemies critically struck by the spirit must save against DC 10 + the spell level of the shikigami + the shikigami's Con mod or catch fire for 1d4 rounds. If the spirit already has an ability that causes enemies to catch fire (such as a Fire Elemental), then any burning effect caused by the spirit causes particularly virulent flames, doing 1d8 damage instead of the normal 1d6.

At 7th level, Fire Spirits gains a breath attack. The breath attack deals 1d6 fire damage per two onmyoji levels in a 15 ft cone and may catch fire. A reflex save (DC 10 + the spell level of the shikigami + the shikigami's Con mod) halves the damage and the enemy does not catch fire. This attack is usable every 2d6 rounds. The spirits damage bonus increases to 1d6 fire damage, and this damage is now applied to any enemies who attack the spirit in melee as well. The spirit's fire resistance increases to 10 and it gains DR 1/-.

At 14th level, the spirits breath attack becomes a 30 ft Cone, and is usable every 2d4 rounds. The spirit deals 2d6 fire damage with its attacks and to enemies attacking it in melee, and all of its attacks force the enemy to save against catching fire. The spirit is now immune to fire damage, and overcomes half of the fire resistance or immunity of creatures without the fire subtype.

A Fire Weapon Spirit deals an additional 1d6 fire damage on hit, and enemies critically struck by the weapon must make a reflex save (DC 10 + 1/2 onmyoji level + Cha mod) or catch fire.. At 7th level, this increases to 2d6, and inflicts burning on every hit. At 14th level, the damage increases to 3d6, and the burning effects it inflicts are enhanced, dealing 1d8 damage instead of 1d6. The spirit weapon also grants its wielder 5 fire resistance, improving to 10 at 7th level and 20 at 14th level

Death Spirit (Su): Death spirits foretell the end of life, and seek to end the unnatural unlife given to undead. A Death Spirit deals an additional 1d6 negative energy damage on its attacks, except against undead, which are instead dealt 2d6 bane damage.

Death Spirits also have a gaze attack. Once every 2d6 rounds, the Death Spirit may lock eyes with a target as a standard action, forcing them to make a fortitude save (DC 10 + the level of the spell summoning the shikigami + the onmyoji's Cha modifier) or gain one negative level. This negative level lasts for one hour, and has no chance of becoming permanent. Against an undead, this ability instead freezes the target in place, replicating the effect of the Halt Undead spell, with a single target and the same save DC as against the negative level.

at 18th level, the negative energy damage increases to 2d4, and the gaze attack may be used every 2d4 rounds.

A Death Weapon Spirit is treated as Undead Bane in addition to any other effects, deals 1d6 negative energy damage to non-undead, and has an additional effect on a critical Strike. On a confirmed critical, non undead are bestowed a negative level (DC 10 + 1/2 onmyoji level + the onmyoji's Cha modifier negates), which lasts for one hour with no chance of permanence. Against undead, any attack roll that would be a critical threat, instead applies a Halt Undead effect to the target, with the same DC as the weapons negative level ability. At 18th level, the negative energy damage increases to 2d4.

Purity Spirit (Su): Purity Spirits cleanse all. A Purity Spirits attacks dispel ongoing magical effects on hit. When struck, the creature is effected as though it was in the area of a SRD:Dispel Magic spell (make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature’s magic items are not affected.) After successfully dispelling an effect, the Purity spirit will also restore 1d4 ability damage, choosing randomly from any ability that has been damaged, and the dispelling effect will not trigger again for 2d4 rounds. The spirit may also use this effect on a willing target by touch, without attacking. The spirit also has spell resistance of 12 plus the onmyoji's caster level.

At 18th level, the dispelling strike ability may trigger every 1d4 rounds, and once per summon the purity spirit may restore 1d4 points of ability drain, or one negative level, on a strike of the onmyoji's choosing.

A Purity Weapon Spirit dispels magical effects in the same fashion as a Purity Spirit, except the effect will not trigger again for 2d6 rounds after activating. In addition, the wielder gains spell resistance equal to five plus the the onmyoji's caster level plus the onmyoji's Cha modifier. At 18th level, the dispelling Strike effect may trigger every 2d4 rounds.

Void Spirit (Su): Void Spirits are incorporeal, though they retain their ability to interact with the world (and their Strength score). This makes their attacks touch attacks, and their attacks deal damage as pure void energy, bypassing all resistances, immunities, and damage reduction. Their attacks are also treated as Ghost Touch, so they suffer no miss chance against corporeal targets. Non-magical attacks have no effect on them, and magical attacks (besides force effects and ghost touch weapons) have a 50% chance to fail against them.

Void Weapon Spirits are Ghost Touch, make their attacks as touch attacks, and deal damage as pure void energy. In addition, the wielder becomes slightly out of phase with reality, causing some attacks to miss. Non magical attacks have a 40% chance to miss, while magical attacks and spells have a 20% chance to fail. Force effects and Ghost Touch weapons are not effected.

Weapon Spirit (Su): In addition to their Shikigami, onmyoji may themselves fight with weapons enhanced by their spiritual power. An onmyoji may create a special talisman to bind a spirit to enhance a weapon. This works similarly to the creation of a shikigami. When creating the talisman, the onmyoji selects any number of weapon enhancing spells he knows, such as magic weapon, greater magic weapon, or shillelagh, as long as the sum of the spell levels of the chosen spells do not exceed the highest level of spell the onmyoji can cast. Creating the talisman costs the same as creating a shikigami talisman of the same spell level. Once completed, the onmyoji may use the talisman to cast all the spells attached to it as one action, using a spell slot of equal or higher level to the combined spell level of the spells.

An onmyoji may only have one weapon spirit, and gains the ability to have one more every three levels (starting at sixth level).

The weapon spirit can only enchant the onmyoji's traditional weapons: the longbow, dagger, quarterstaff, and wakizashi (masterwork short sword). When a longbow is so enchanted, it is treated as a composite longbow with a rating equal to the wielders Strength modifier. If the onmyoji is proficient with Bastard Swords, he may also enchant a katana (masterwork bastard sword). Any weapon enchanted must be of at least masterwork quality. Weapon spirits also have an elemental affinity from the Elemental Spirits ability, and the same restrictions apply; an onmyoji may not have a weapon spirit and shikigami of the same element active at the same time.

Spirit's Bane (Su): Onmyoji are experts at dealing with spirits of all kinds, including banishing impeding spirits. As such, an onmyoji adds his Charisma bonus to damage on spells and attacks when they damage a spirit (a spirit is any fey, elemental, incorporeal undead, or creature in astral form) or summoned creature. He also adds this bonus to caster level checks to overcome spell resistance of spirits.

Shikigami Advancement (Su): As an onmyoji increases in level, he may find that what used to be a powerful companion is starting to fall behind. To compensate, the onmyoji may upgrade a shikigami. Upgrading a shikigami changes the creatures summoned to a more powerful version of that creature (or a very similar creature) available to a higher level version of Summon Nature's Ally. The most basic is upgrading an elemental to a larger version. An onmyoji with a Small Fire Elemental as a shikigami, for example, could upgrade that shikigami to a Medium Fire Elemental. The upgraded shikigami now counts as the onmyoji's Summon Nature's Ally IV shikigami instead of the Summon Nature's Ally II shikigami. Upgrading a shikigami costs gold and time equal to the difference between the cost to create the original shikigami, and what it would cost to create the upgraded shikigami from scratch.

In addition to upgrading an elemental to a larger version, creatures may be upgraded to larger versions of the same type of creature, or to a dire version of the same animal. Thus, a Black Bear shikigami could be upgraded to a Brown Bear, Polar Bear, or Dire Bear. Eagles and Owls may be upgraded to their giant versions, and they or their giant versions may be upgraded to a Roc. An ape may be upgraded to a Girallon. Lions may be upgraded to Tigers, Dire Lions, or Dire Tigers. Intermediate animals may be upgraded as well, such as a Brown Bear to a Polar Bear.

An onmyoji may also add the Death, Purity, Void elements to an existing Earth, Water, Air, or Fire shikigami, so long as the shikigami retains its old element as well; thus only shikigami created from a creature that already has an elemental subtype may be so upgraded. A Water elemental could be upgraded to have the Purity type, losing the benefits of being a Water Spirit, and gain the Purity Spirit bonuses. It now counts as both a Water Spirit and a Purity Spirit for the limits on one active spirit of each type, though.

Weapon Spirits may also be upgraded, adding new spells to the the talisman up to the level limit, or replacing a spell with an improved version of the same spell (such as replacing magic weapon with greater magic weapon). The element of a weapon spirit may not be changed.

Spiritual Endurance (Su): At sixth level an onmyoji gains the Extend Spell feat. When summoning a shikigami or weapon spirit, the spell is automatically extended, but with no adjustment to spell level.

Fortify Spirits (Su): An onmyoji of eighth level of higher increases the power of his spirits. All of his shikigami gain a deflection bonus to AC equal to his Charisma modifier. For each spell level the shikigami is below the highest spell level the onmyoji can cast, the shikigami gains one bonus HD, similar to a bards Inspire Greatness ability. Each bonus HD gives 5 plus the shikigami's Con mod hit points, +1 on attack rolls, and +1 to all saves for every two bonus HD. Any weapon enhanced with a Weapon Spirit adds the onmyoji's Charisma score to its hardness. Both shikigami and weapon spirits add the onmyoji's Cha mod to the DC of attempts to dispel them.

Seal (Su): Onmyoji can cast a special version of the Magic Circle spells. To cast a Magic Circle in this way, the onmyoji must know the relevant Magic Circle spell, and must prepare the spell with a +2 spell level adjustment. This counts as a metamagic effect, and so the adjustment can be reduced by effects which reduce the cost of metamagic feats. Preparing a magic circle in this way takes 1 minute. When cast, the onmyoji throws 5 talismans at once in a circle around a target location (treat this as one attack against AC 10 targeting the ground). Once the talismans land, they create a Magic Circle against Evil (or whichever version of the spell the onmyoji chose to cast), focused both inward and outward, and the spell duration is set to 1 round per level. Any enemies within the radius may make a reflex save (DC 10 + 1/2 onmyoji level + Cha modifier), if they succeed, they may expend an immediate action to move to a square just outside the seals radius, and they skip their move action on their next turn. For the duration of the spell, any creatures of the appropriate alignment within the radius cannot exit, or if outside the area cannot enter, unless their spell resistance can overcome the spell. No attacks can enter or leave the spell radius, and anyone who passes through the barrier reduces the remaining duration by one round (the remaining duration will only be reduced in this way up to twice per round).

Greater Seal (Su): At 20th level, an Onmyoji can cast an improved version of Seal. To use this, the onmyoji must know Dimensional Anchor, as well as the relevant Magic Circle spell. Preparing a Greater Seal requires 10 minutes, and counts as a 7th level spell with a +2 metamagic adjustment (so a 9th level spell overall). When cast, it acts the same as a regular Seal, except there is no reflex save, dimensional travel cannot be used to enter or exit the seal, and any caster level checks made to overcome spell resistance receive a +10 bonus.

Epic Onmyoji[edit]

Table: The Epic Onmyoji

Hit Die: d<-Die size for Hit Die->

Level Special
21st Fortify Spirits (+1)
22nd -
23rd Fortify Spirits (+2)
24th Bonus Feat
25th Fortify Spirits (+3)
26th -
27th Fortify Spirits (+4)
28th Bonus Feat
29th Fortify Spirits (+5)
30th -

4 + Int modifier skill poInts per level.

Fortify Spirits: At level 21 and every two levels thereafter, the highest spell level the Onmyoji can cast for the purpose of determining bonus HD for the onmyoji's Shikigami is treated as one higher than 9th, if that would be higher than the actual highest level of spell they can cast.

Bonus Feats: The epic onmyoji gains a bonus feat (selected from the list of epic onmyoji bonus feats) every 3 levels after 20th.

Epic Onmyoji Bonus Feat List: <-list of bonus epic feats->.

Human Onmyoji Starting Package[edit]

Weapons: Quarterstaff, Longbow and quiver with 20 arrows.

Skill Selection: Pick a number of skills equal to 5 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Concentration 4 Con
Knowledge 4 Int
Diplomacy 4 Cha
Spellcraft 4 Int
Use Magic Device 4 Cha
Decipher Script 4 Int

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: Backpack with waterskin, one day's rations, bedroll, sack, flInt and steel. Hooded lantern, 3 pInts of oil.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing an Onmyoji[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically Interacts with other classes and how Characters of this class Interact with Characters of other classes->.

Combat: The onmyoji excels in fights where he has a chance to prepare. Due to the need to take a full round action to prepare spells, an onmyoji cannot sling spells like a wizard, let alone a sorcerer, but the versatility means that if he knows where, when and against whom the fight will be, he can prepare whichever spells will be the best for the situation. Instead of throwing out damage spells, an onmyoji will likely drop down some battlefield control spells, along with a shikigami or two and a spirit weapon, then fight alongside or behind his spirits.

Advancement: Onmyoji are dedicated spellcasters, so giving up spell levels is to be avoided. Since many class features are also level dependent, heavy multiclassing is likely not a good idea. That said, a couple levels Into a full BAB class, such as fighter and/or a dip into a combat caster prestige class, can make the onmyoji much more effective as a front line fighter with his Spirit Weapons, especially if he can find a way around arcane spell failure.

Onmyoji in the World[edit]

<-Some quote from a Character of this class->
—<-NPC name->, <-race-> <-class->

<-Where Characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a Character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how Characters of this class Congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

Onmyoji Lore[edit]

Characters with ranks in Knowledge (Arcane) can research onmyoji to learn more about them. When a Character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcane)
DC Result
5 Onmyoji are arcane casters who deal with spirits.
10 The creatures summoned by an onmyoji are not to be trifled with.
15 An onmyoji's weapons and summoned creatures take on aspects of the elements.
20 Information on specific onmyoji in the game, and possibly information about their specific abilities (feats and classes).

Onmyoji in the Game[edit]

<-How Characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: The onmyoji could be adapted to use a different system of elements. To use the classic western elements, for example, the Void Spirit would be replaced with Ether. To use the Chinese system used by the Wu Jen would require more changes, allowing all five elements at level 2, and new spirits, or better advancements, at higher levels.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and Character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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