Sorry for the week delay, my brand new son arrived last week and that complicated things. Here is the delayed post:
Onmyōdō literally translates to “The Way of Yin and Yang.” It is a
Japanese philosophy that combines the Chinese principles of Yin-Yang and
the Five Elements. You can read more about it on Wikipedia here. While it is difficult to combine all those
ideas in Pathfinder rules, here is my attempt.
New Archetype
Onmyōji (陰陽師) [Druid]
An onmyōji is a
druid who follows the philosophy of onmyōdō rather than a specific
nature deity.
Spontaneous Domain Casting: A onmyōji can channel stored spell energy into domain spells
that she has not prepared ahead of time. She can “lose” a prepared spell in
order to cast any domain spell of the same level or lower. This replaces
spontaneous casting.
Nature Bond (Ex): A onmyōji may not choose an animal companion. An onmyōji must
choose between the Five Elements and the Yin and Yang domains (see below).
Wood (木) Mastery (Ex): At 2nd
level, as a standard action, you can create a wooden shortspear
appropriate to your size, which hurls itself as a ranged attack against one
target within 100 feet (range penalties apply), using your Wisdom modifier as
an attack bonus instead of your Strength or Dexterity modifier. The spear deals
normal damage according to its size, plus your Wisdom modifier, then breaks
into countless splinters; the target takes 1 point of bleed damage each round
on its turn. At 6th-level and every 6 levels thereafter, the spear gains a +1
enhancement bonus and the bleed damage increases by +1. You can use this
ability a number of times per day equal to 3 + your Wisdom modifier. This
ability replaces woodland stride.
Fire (火) Mastery (Ex): At 3rd
level, as a standard action, you can send forth a 20-foot line of fire.
Anyone in this line takes 1d6 points of fire damage + 1 point for every two
druid levels you possess. A successful Reflex save halves this damage. The DC
of this save is equal to 10 + 1/2 your druid level + your Wisdom modifier.
Creatures that fail their saving throw catch fire and take 1d6 points of fire
damage on the following round. Creatures that catch fire can avoid this damage
by taking a full-round action to extinguish the flames by making a DC 15 Reflex
save. Rolling on the ground gives a +2 circumstance bonus on the save. Dousing
the creature with water automatically extinguishes the flame. You can use this
ability a number of times per day equal to 3 + your Wisdom modifier. This
ability replaces trackless step.
Earth (土) Mastery (Ex): At 4th
level, you gain a +4 enhancement bonus to your CMD to resist bull rush,
reposition, trip, and overrun attempts as long as you are touching the ground.
In addition, you gain a +1 insight bonus on melee attack and damage rolls
whenever both you and your foe are touching the ground. This ability replaced
resist nature’s lure.
Metal (金) Mastery (Ex): At 9th
level, once per day, your skin hardens and takes on the appearance of
iron, granting you DR 10/adamantine. This ability functions as stoneskin, using your druid
level as the caster level, except it only affects you. At 15th level, you can
use this ability twice per day
Water (水) Mastery (Ex): At 13th
level, you can create a wave of water that starts at your location and
moves 30 feet per round away from you in a direction of your choosing.
Creatures struck by the wave might be knocked down and pushed away. Make a
caster level check against the CMD of each creature struck. If you succeed, the
creature is knocked prone. If your check exceeds the CMD of the creature by 5
or more, it is carried with the wave during the wave's movement this round. You
receive a +5 bonus on this check if the creature shares its space with the wave
at the start of your turn (when the wave moves). Creatures carried in this way
can move out of the wave on their turn if they succeed on a Strength check (DC
= 10 + 1/2 your caster level + your Wisdom modifier), but they cannot breathe
while sharing space with the wave. The wave is up to 20 feet high and up to 5
feet long for each druid level you possess. Nonmagical fires hit by the wave
are automatically extinguished. Magical fire effects are unaffected. You can
use this ability for a number of rounds per day equal to 1/2 your druid level.
This ability replaces a thousand faces.
New Divine Philosophy
Onmyōdō
(陰陽道)
Alignment: True Neutral
Worshipers: Neutral clerics, druids, inquisitors, monks, and wizards
Domains: Darkness, Five Elements (see below), Sun, Yin and Yang (see
below)
Subdomains: Day, Light, Moon, Night, Revelation
Symbol: A five-point star with different colored points (red, yellow,
white, blue, and green) and a taijitu (yin-yang symbol) in the middle of it.
Garb: Hitatare robe and eboshi hat,
usually in one or more colors of the philosophy’s symbol.
Favored
Weapon: Unarmed strike
Favored
Animal: Kirin
New Domains
Five Elements (五行)
Granted Powers: Through martial arts you unlock the
ability to bend your will over the five elements: wood, fire, earth, metal, and
water.
Unarmed Strike (Ex): This functions as the monk ability of
the same name. Your effective monk level for your unarmed strike damage is
equal to your cleric level – 3 (minimum 1d6 if you are Medium or 1d4 if you are
Small).
Elemental Fist (Su): At 8th level, you gain Elemental Fist as a bonus feat,
even if you don’t meet the prerequisites. You may attempt an Elemental Fist
attack a number of times per day equal to your cleric level – 3. At 12th
level, and every four levels thereafter, you increase the damage of your
elemental fist by 1d6 (2d6 at 12th level, 3d6 at 16th level, and so on).
Domain Spells: 1st—magic stone, 2nd—chill metal, 3rd—quench, 4th—commune with nature, 5th—wall of thorns, 6th—sirocco, 7th—rampart, 8th—iron body, 9th—tsunami.
Yin and Yang (魄魂)
Granted Powers: You can manipulate both light and
darkness to your advantage.
Blinding Flash
(Su): As a standard action, you can emit a flash of light from your holy
symbol or divine focus. The most powerful light emanates out 20 feet from you.
Creatures with fewer Hit Dice than your cleric level within this area are
blinded for 1d4 rounds unless they succeed at a Fortitude save. All creatures
in this area are dazzled for a number of rounds equal to 1/2 your cleric level
(minimum 1). You can use this ability a number of times per day equal to 3 +
your Wisdom modifier.
Eyes of Darkness (Su): At 8th level, your vision is not
impaired by lighting conditions, even in absolute darkness and magic darkness.
You can use this ability for a number of rounds per day equal to 1/2 your
cleric level. These rounds do not need to be consecutive.
Domain Spells: 1st—faerie fire, 2nd—darkness, 3rd—daylight, 4th—shadow conjuration, 5th—wall of fire, 6th—shadow walk, 7th—sunbeam, 8th—greater shadow evocation, 9th—prismatic sphere.
New Mystery
Onmyōdō
(陰陽道)
Philosophy
Bonus
Spells: shillelagh (2nd), fire breath (4th), elemental aura (6th), stoneskin (8th), major creation (metal items
only) (10th), cold ice strike (12th), greater shadow evocation
(14th), sunburst (16th), foresight (18th).
Revelations: An oracle with the onmyōdō mystery can choose up
to two revelations from each of the following groups of revelations below:
Earth (土) Revelations:
Earth Glide (Su): You can pass through stone, dirt, or almost any other sort of
earth except worked stone and metal as easily as a fish swims through water. If
protected against fire damage, you can even glide through lava. You glide at
your base land speed. While gliding, you breathe stone as if it were air (you
do not need to hold your breath). Your burrowing leaves behind no tunnel or
hole, nor does it create any ripple or sign of your presence. A move earth spell cast on
an area where you are flings you back 30 feet, stunning you for 1 round unless
you succeed on a DC 15 Fortitude save. Activating this ability is a free
action. You can glide for 1 minute per day per oracle level. This duration does
not need to be consecutive, but it must be spent in 1-minute increments. You
must be at least 7th level to select this revelation. You can bring other
creatures with you when you glide, but each passenger costs an additional
minute per minute of travel.
Mighty Pebble (Su): As a standard action, you can charge and throw a pebble (or
other stone of similar size) that detonates when it strikes a target as a
ranged attack. The pebble has a range increment of 20 feet and has a +1
enhancement bonus to attack and damage for every four oracle levels you
possess. Any creature struck by the pebble takes 1d6 points of bludgeoning
damage per two oracle levels you possess (minimum 1d6). Creatures in squares
adjacent to the target take half damage, or no damage if they make a Reflex
saving throw. If the attack roll misses, treat the pebble as a thrown splash
weapon to determine where it lands. You can use this ability once per day, plus
one additional time per day at 5th level and every five levels thereafter.
Stone Stability (Ex): You receive a +4 bonus to your Combat Maneuver Defense when
resisting a bull rush or trip attempt while standing on the ground. At 5th
level, you gain Improved Trip as a bonus feat. At
10th level, you gain Greater Trip as a bonus
feat. You do not need to meet the prerequisites to gain these feats.
Fire (火) Revelations:
Cinder Dance (Ex): Your base speed increases by 10 feet. At 5th level, you
receive Nimble Moves as a bonus
feat. At 10th level, you receive Acrobatic Steps as a bonus
feat. You do not need to meet the prerequisites to receive these feats. Oracles
with the lame oracle curse cannot select this revelation.
Gaze of Flames (Su): You can see through fire, fog, and smoke without penalty as long
as the light is sufficient to allow you to see normally. At 7th level, you can
gaze through any source of flame within 10 feet per oracle level, as if
using clairvoyance. You can use this ability for a number of rounds
per day equal to your oracle level, but these rounds do not need to be consecutive.
Wings of Fire (Su): As a swift action, you can manifest a pair of fiery wings that
grant you a fly speed of 60 feet with average maneuverability. You can use
these wings for 1 minute per day per oracle level. This duration does not need
to be consecutive, but it must be spent in 1 minute increments. You must be at
least 7th level before selecting this revelation.
Metal (金) Revelations:
Dance of the Blades (Ex): Your base speed increases by 10 feet. At 7th level, you gain a
+1 bonus on attack rolls with a metal weapon in any round in which you move at
least 10 feet. This bonus increases by +1 at 11th level, and every four levels
thereafter. At 11th level, as a move action, you can maneuver your weapon to
create a shield of whirling steel around yourself until the start of your next
turn; non-incorporeal melee and ranged attacks against you have a 20% miss
chance while the shield is active. You must be wielding a metal weapon to use
this ability.
Rusting Grasp (Sp): Once per day as a standard action, you can perform a melee touch
attack that rusts iron, as the rusting grasp spell. At
11th level, and every four levels thereafter, you can use this ability an
additional time per day. You must be at least 7th level to select this
revelation.
Steel Scarf (Su): As a swift action, you can harden a scarf, sleeve, cloak, or
other piece of your clothing into something as hard as steel that stretches out
to be up to 30 feet long. You can then strike outward with it as if it were a
weapon making a melee attack. For the purpose of this ability, you are
proficient with this weapon. You can use the weapon to perform combat
maneuvers. Make a melee attack roll against a creature within 30 feet; you may
use Weapon Finesse with this
attack. If you hit, the weapon deals 1d8 points of slashing damage + 1 point
for every two oracle levels you possess. After this attack, the clothing
returns to its normal length and hardness. You do not threaten an area with
this weapon and cannot use it to make attacks of opportunity. You can use this
ability a number of times per day equal to 3 + your Charisma modifier.
Water (水) Revelations:
Fluid Nature (Ex): You receive a +4 bonus to your Combat Maneuver Defense against
bull rush, drag, grapple, reposition, and trip attempts. A creature trying to
confirm a critical hit against you has a –4 penalty on its confirmation roll.
At 5th level, you gain Dodge as a bonus feat. You
do not need to meet the prerequisite to gain this feat.
Fluid Travel (Su): You can walk on liquid as if it were a solid surface. Walking on
the liquid does not harm you; you can walk on acid or even lava (as if walking
on a solid temporary crust), though you would still take fire damage from being
near the lava. You can move across this surface at your normal land speed. At
7th level, while this ability is in effect, you can instead go underwater,
gaining a swim speed of 60 feet and the ability to breathe water. You can use
this ability for 1 hour per day per oracle level. This duration does not need
to be consecutive, but it must be spent in 1-hour increments.
Water Sight (Su): You can see through fog and mist without penalty as long as
there is enough light to allow you to see normal. At 7th level, you can use any
calm pool of water at least 1 foot in diameter as a scrying device, as if using
the scrying spell. At 15th
level, this functions like greater scrying. You can use
the scrying abilities for a number of rounds per day equal to your oracle level,
but these rounds do not need to be consecutive.
Wood (木) Revelations:
Bend the Grain (Sp): Once per day as a standard action, you can shape or warp wooden
objects. This functions as either wood shape or warp wood. At 11th level, you
can use this ability to push wood away from you, as repel wood. At 7th level, and
again at 14th level, you can use this ability an additional time per day.
Speak with Wood (Sp): You can talk to wood and learn what it knows. You must spend 1
minute meditating on and communing with the wood. At the end of this time, you
can speak with the wood. This functions as the stone tell spell, except
with wood instead of stones. You can use this ability for 1 minute per oracle
level. This duration does not need to be consecutive, but it must be used in
1-minute increments. You can speak with natural or worked wood. You must be at
least 11th level to select this revelation.
Wood Bond (Ex): Your mystical bond with wood is such that your weapons become an
extension of your body. You gain a +1 competence bonus on attack rolls when
wielding a weapon made of or mostly consisting of wood (such as a bow, club,
quarterstaff, or spear). This bonus increases by +1 at 5th level and every five
levels thereafter.
Yin (魄) Revelations:
Cloak of Darkness (Su): You conjure a cloak of shadowy darkness that grants you a +4
armor bonus and a +2 circumstance bonus on Stealth checks. At 7th
level, and every four levels thereafter, these bonuses increase by +2. You can
use this cloak for 1 hour per day per oracle level. The duration does not need
to be consecutive, but it must be spent in 1-hour increments.
Moonlight Bridge (Su): You summon a bridge of shimmering moonlight. The 10-foot-wide
span touches the ground at a point adjacent to your position. From this point
it can extend in any direction for 10 feet per oracle level. The path persists
until you have crossed over the bridge or for 24 hours, whichever is shorter.
You may summon a moonlight bridge a number of times per day equal to your
Charisma bonus. Should the bridge be attacked, treat it as a wall of force.
Star Chart (Ex): Your copious notes contain a working model of the night sky
expressed in artistic scribbles and arcane mathematical formulae. Once per day,
you may spend 10 minutes contemplating your star chart to gain the benefit of
the spell commune. You must be at least
7th level to select this revelation.
Yang (魂) Revelations:
Punitive Transformation (Su): You can transform an opponent into a harmless animal as if
using baleful polymorph. This
transformation lasts 1 round per oracle level. Transforming another creature
causes the first to immediately revert to normal. You may use this ability a
number of times per day equal to your Charisma modifier. You must be at least
7th level before selecting this revelation.
Energy Body (Su): As a standard action, you can transform your body into pure life
energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a
warm, welcoming light that increases the light level within 10 feet by one
step, up to normal light. Any undead creature striking you with its body or a
handheld weapon deals normal damage, but at the same time the attacker takes
1d6 points of positive energy damage + 1 point per oracle level. Creatures
wielding melee weapons with reach are not subject to this damage if they attack
you. If you grapple or attack an undead creature using unarmed strikes or
natural weapons, you may deal this damage in place of the normal damage for the
attack. Once per round, if you pass through a living allied creature's square
or the ally passes through your square, it heals 1d6 hit points + 1 per oracle
level. You may use this ability to heal yourself as a move action. You choose
whether or not to heal a creature when it passes through your space. You may
return to your normal form as a free action. You may remain in energy body form
for a number of rounds per day equal to your oracle level.
Spirit of the Warrior (Su): You can summon the spirit of a great warrior ancestor and allow
it to possess you, becoming a mighty warrior yourself. You gain a +4
enhancement bonus to Strength, Dexterity, and Constitution, and a +4 natural
armor bonus to AC. Your base attack bonus while possessed equals your oracle
level (which may give you additional attacks), and you gain the Improved Critical feat with
a weapon of your choice. You can use this ability for 1 round for every 2
oracle levels you possess. This duration does not need to be consecutive, but
it must be spent in 1-round increments. You must be at least 11th level to
select this revelation.
Final
Revelation: Upon reaching 20th level, you become a master of all five elements and of
yin and yang. You can apply any one of the following feats to any energy
spell you cast without increasing the level or casting time: Ectoplasmic Spell, Elemental Spell (elemental type
chosen at the time of casting), or Merciful Spell. You do not need
to possess these feats to use this ability.
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