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Tuesday, February 11, 2014

Secrets of Onmyōdō

by Tim Wallace

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 () 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 () 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 () 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 () 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 () 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 stone2nd—chill metal3rd—quench4th—commune with nature5th—wall of thorns6th—sirocco7th—rampart8th—iron body9th—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 fire2nd—darkness3rd—daylight4th—shadow conjuration5th—wall of fire6th—shadow walk7th—sunbeam8th—greater shadow evocation9th—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 () 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 () 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 () 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 () 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 () 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 () 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 () 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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