Things from the east

Glad you liked it. While True Gashadokuro is theoretically the maximum form attainable by a Gashadokuro spontaneously generated or created by a mortal "A gashadokuro's size depends on the scale of the famine that caused its emergence, with more devastating food shortages resulting in larger gashadokuros. A typical gashadokuro is 30 feet tall and weighs up to 5,000 pounds. ", the Ancestral Gashadokuro is theoretically the original Gashadokuro, creatable only by a deity of death or famine with the starvation of an entire continent. This self-propelled fortress of death has low offensive power (attack roll and low spell-like DC for its level) but a huge defense and like a furnace of the undead, create huge amounts of undead armies in no time. An Ancestral Gashadokuro is theoretically capable of destroying a world by itself, simply by walking the world raising hordes of the dead ready to wreak havoc.
That's intense.
 

log in or register to remove this ad

Obly99

Hero
Well, nothing epic today. Directly from Nioh, the Hino Enma (Hino-Enma).

Hino Enma CR 8

CE Medium Monstrous Humanoid

Init +4; Senses darkvision 60 ft., scent; Perception +16

DEFENSE

AC 22, touch 22, flat-footed 17 (+5 Cha, +4 Dex, +1 dodge, +2 monk)

hp 85 (10d10+30)

Fort +10, Ref +16, Will +15

Defensive Abilities ac bonus, evasion, umbrella block, unearthly grace; DR 10/magic; Immune disease, energy drain, mind-affecting effects, paralysis, poison; SR 19

Weakness vulnerability to electricity

OFFENSE

Speed 30 ft., fly 60 ft. (good)

Melee flurry of blow +12/+12/+7/+7 (1d10+3) or umbrella +14/+9 (1d6+3/x3) or unarmed strike +14/+9 (1d10+3)

Ranged shuriken +14/+7 (1d2+3)

Special Attacks blood drain, scream (DC 18/20, 3d10 sonic damage), shadow trample (DC 18/20, 1d10+4), wingspin (DC 19/20)

Spell-Like Abilities (CL 10th, concentration +15)

3/dayalter self, charm person (DC 16), hold person (DC 18), suggestion (DC 18)

1/dayconfusion (DC 19), dominate person (DC 19), invisibility, shadow step

STATISTICS

Str 16, Dex 18, Con 16, Int 17, Wis 16, Cha 20

Base Atk +10; CMB +14 (+16 for grapple); CMD 36 (38 vs. grapple)

Feats Aerial RollB, Blind-FightB, Combat Reflexes, Dodge, Improved Grapple, Improved Unarmed StrikeB, Mobility, Power Attack, Spring AttackB, Weapon FinesseB

Skills Bluff +15, Diplomacy +15, Fly +21, Intimidate +18, Perception +16, Sense Motive +13, Stealth +17

Languages Common, Giant, Tengu

SQ coven, monk training, umbrella

Gears umbrella

Environment cold mountains

Organization solitary, coven (1 Hino Enma plus 2 hags), or patrol (1 Hino Enma plus 1 Ogre Mage and 3 Oni CR 5 or less)

Treasure standard

Blood Drain (Ex)
Every time the Hino Enma’s maintain a grapple check she suck the creature blood. The Hino Enma inflict 2d6+4 damage, heal the same number of hit points and if the target has a ki pool, then the Hino Enma drains 2 ki points from the victim. The Hino Enma may add these points to her own ki pool if she has one (up to her maximum total ki). Otherwise, the Hino Enma gains a +2 racial bonus to saving throws for a number of rounds equal to her HD. Construct and undead are immune to this ability.

Coven (Ex)
An Hino Enma counts as a hag for the purpose of joining a hag’s coven. The coven must contain at least one hag. In addition, whenever the Hino Enma is within 30 feet of another member of the coven, she can use the aid another action to grant a +1 bonus to the other creature’s caster level for 1 round.

Monk Training (Ex)
The Hino Enma gains the AC Bonus, Flurry of Blows and Unarmed Strike abilities as a monk of a level equal to her racial HD but for the AC Bonus she use her Charisma instead of Wisdom and can only use her legs and foot for the unarmed strike and flurry.

Scream (Su)
As a standard action, an Hino Enma can shout a devastating shout that can possibly paralyze creatures. The shout is a 30 ft. long line of 10 ft. x 10 ft. area. Every creature in the area take 3d10 sonic damage and are paralyzed for 1d4+1 rounds. A Reflex save DC 18 half the damage and negate the paralysis. Each round at the start of its turn, a paralyzed creature may attempt a Fortitude save DC 18 to end the effect in advance. After using the shout, the Hino Enma must wait 1d6+2 rounds before she can use it again. The save DC is Constitution-based.

Shadow Trample (Ex/Su)
This work as the trample ability, but the Hino Enma can only use this ability while flying and creatures that fail the save or chose the attack of opportunity are also paralyzed for 1d4+1 rounds. Each round at the start of its turn, a paralyzed creature may attempt a Fortitude save DC 20 to end the effect in advance. The save DC of the paralysis is Charisma-based.

Umbrella (Su)
A Hino Enma has an umbrella with which fight. The umbrella in the hand of the Hino Emna work as a light melee weapon with 1d6 base damage (Medium sized), a x3 critical multiplier, deal bludgeoning or piercing damage, and belongs to the weapon group light blades. If the umbrella is lost or destroyed, a Hino Enma can create a new umbrella by spending 24 hours crafting it (no materials required).

Umbrella Block (Ex)
As an immediate action, when the Hino Enma is attacked with a melee attack, she can attempt a melee attack using her umbrella at her highest attack bonus. If this result exceeds the result from the attack against her, the Hino Enma is unaffected by the attack (as if the attack had missed).

Unearthly Grace (Su)
A Hino Enma adds her Charisma modifier as a racial bonus on all her saving throws.

Wingspin (Ex)
As a standard action every 1d4+1 rounds, while not flying, a Hino Enma can spins moving 15 ft. in a line. All creatures in the area take 4d6+10 slashing damage and are paralyzed for 1d4+1 rounds. A creature can make a Reflex DC 19 for half the damage and negate the paralysis. Each round at the start of its turn, a paralyzed creature may attempt a Fortitude save DC 20 to end the effect in advance. The save DC of the paralysis is is Charisma-based while the save DC of the damage is Dexterity-based.
 

Attachments

  • hino-enma.png
    hino-enma.png
    252.4 KB · Views: 86
Last edited:

Obly99

Hero
Well, I don't think the Tengu need special presentations. In Pathfinder (and DnD under the Kenku name) they are a playable race but it always made me cringe that they couldn't fly (yes I know, flying race, low levels, game break, etc. etc. but give me then a chain of racial feats to give me wings, you did it with the aasimar too!) Aside from my rant, this version is based on the Tengu of the myth. Enjoy. Abilities are inspired by the base Tengu (Tengu (13 RP) – d20PFSRD), the ni version (Oni, Yamabushi Tengu – d20PFSRD), and greater version (Greater Tengu, Yamabushi – d20PFSRD)

Legendary Tengu CR 26

CN Medium outsider (air, chaotic, native, shapechanger)

Init +8; Senses darkvision 60 ft., true seeing; Perception +44

Aura frightful presence (DC 36, 60 ft.)

AC 45, touch 45, flat-footed 41 (+12 Cha, +12 deflection, +4 Dex, +7 monk)

hp 518 (28d10+364)

Fort +30, Ref +32, Will +27

Defensive Abilities freedom of movement, improved evasion, lord of winds, parry; DR 10/cold iron, epic and lawful; Immune ability damage and drain, death effect, disease, energy drain, mind-affecting effect, paralysis, petrification, poison, unwilling polymorph, wind; Resistance all elements 30; SR 37

Weakness mirror taboo

Offense

Speed 30 ft., fly 120 ft. (perfect)

Melee +5 ghost touch impact wounding katana +45/+40/+35/+30 (2d6+16/15-20 plus 1 bleed), bite +34 (2d8+5 plus steal voice) or flurry of blows +5 ghost touch impact wounding katana +43/+43/+38/+38/+33/+33/+28 (2d6+16/15-20 plus 1 bleed), bite +34 (2d8+5 plus steal voice), or unarmed strike +40/+35/+30/+25 (4d6+11/19-20), bite +34 (2d8+5 plus steal voice) or flurry of blows unarmed strike +38/+38/+33/+33/+28/+28/+23 (4d6+11/19-20), bite +34 (2d8+5 plus steal voice)

Ranged +5 returning shuriken +37 (1d2+5) or deadly shuriken +37/+32/+27/+22 (1d2+5)

Special Attacks cut spells, deadly shuriken, quivering palm 1/day (DC 36), steal voice (DC 36), stunning fist 28/day (DC 36; fatigued, blind, deafness, paralyzed 1d6+1 rounds, sickened 1 minute, or staggered 1d6+1 rounds), wing baffle

Spell-Like Abilities (CL 28th; concentration +40)

Constantfreedom of movement, speak with animals (birds only), true seeing

At willbestow curse (DC 26), charm person (DC 23), ghost sound (DC 22), hold person (DC 24), major image (DC 25), mirror image, ventriloquism (DC 23)

3/daydimension door, displacement, dominate person (DC 27), find the path, gaseous form, greater dispel magic, greater invisibility (self only), greater teleport (self plus 50 lbs. of objects only), hideous laughter (DC 24), mirage arcana (DC 29), mislead (DC 28), stone shape, telekinesis (DC 27)

1/dayastral projection, dream, dominate monster (DC 31), etherealness, impenetrable veil (DC 31), getaway, greater possession (DC 31), mage’s disjunction (DC 31), mass hold person (DC 29), nightmare (DC 27), overwhelming presence (DC 31), phasic challenge (DC 30), resplendent mansion, shades (DC 31), shadow walk, telekinetic storm (DC 31), wish (replicate sorcerer/wizard spell of 8th level or lower only)

Str 32, Dex 18, Con 28, Int 30, Wis 28, Cha 34

Base Atk +28; CMB +39; CMD 84

Feats Aerial Roll, Alertness, Combat Reflexes, Deceitful, Flyby Attack, Improved Critical (katana, unarmed strike), Improved Initiative, Improved Unarmed StrikeB, Power Attack, Psychic SensitivityB, Skill Focus (appraise, fly), Signature Skill (linguistics), Stunning FistB, Weapon Focus (katana, unarmed strike)

Skills Appraise +47, Bluff +47, Diplomacy +43, Disguise +47, Fly +49, Heal +37, Intimidate +40, Knowledge (arcane) +38, Linguistics +49, Perception +44, Perform (act) +40, Sense Motive +44, Spellcraft +38, Stealth +35, Survival +43, Use Magic Device +40; Racial Modifiers +8 Linguistics

Languages Aboleth, Abyssal, Aklo, Aquan, Arabic, Aramaic, Auran, Celestial, Chinese, Common, Coptic, Cyclops, Draconic, Druidic, Elder Thing, Giant, Greek, Ignan, Indian, Infernal, Japanese, Latin, Mi-Go, Necril, Protean, Senzar, Sphinx, Sylvan, Tengu, Terran, Treant, Undercommon, Vegepygmy, Yithian, other 33; speak with animals (birds only)

SQ change shape (any small or medium humanoid, alter self), combat style mastery, gifted linguist, long-nose form, monk training, swordtrained, tengu blessing, unarmed strike

Gears +5 ghost touch impact wounding katana, +5 returning shuriken

Change Shape (Su)
When using change shape, a legendary tengu can chose between three options:
  • change shape work as normal​
  • it maintain the wings. While in this form it maintain the fly speed (does not gains the normal bonus to Disguise checks for using a polymorph effect)​
  • it maintain the wings and gains a red face whose nose is the length of its beak. While in this form it maintain the fly speed and gains the scent ability (does not gains the normal bonus to Disguise checks for using a polymorph effect)​

Combat Style Mastery (Ex)
A legendary tengu may enter the basic stance of any combat style feat (such as Crane Style, Monkey Style, and so on) as if it had the first feat in the feat path for that combat style.

Cut Spells (Su)
A legendary tengu can destroy a magical effect (whether it’s on a creature or an independent effect such as a wall of fire) by attacking it with a slashing weapon (like a katana or unarmed strike modified with Tiger Style). It must succeed at a melee touch attack against the creature or effect. If the attack hits, the creature or effect is subject to targeted greater dispel magic (CL 28th). If the legendary tengu dispels an effect, it suffer no harmful effects from touching it. If the effect is on a creature, the creature takes 1 point of damage per spell level of each effect dispelled. The legendary tengu can use this ability a number of times per day equal to its Charisma modifier (12 for a typical legendary tengu).

Deadly Shuriken (Ex)
As a full-round action, a legendary tengu can take careful aim and pool all of its attack potential into a single, deadly shuriken throw. When it does this, it throws a single shuriken at a single target, but makes as many attack rolls as it can, based on it base attack bonus. The legendary tengu makes the attack rolls in order from highest bonus to lowest, as if it were making a full attack. If any of the attack rolls hit the target, the attack hits. For each additional successful attack roll beyond the first, the legendary tengu increases the damage by 2d6. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this. If one or more rolls are critical threats, the legendary tengu confirms the critical once using its highest base attack bonus.

Feather Fan (Su)
A legendary tengu possess a magical feather fan (hardness 2, hp 20) that allow the user to use the following spell-like abilities (CL 20th):

At willcloak of winds, control winds, gentle breeze, gust of wind, hurricane blast (DC 19), river of winds (DC 19), tailwind, whispering wind, wind wall, with the wind

3/daypath of the winds (DC 21), scouring winds (DC 22),

1/dayconversing wind, elemental swarm (air spell only), storm of vengeance (DC 24), whirlwind (DC 23), wind walk, winds of vengeance (DC 24)

A legendary tengu can craft a feather fan with 1 week of work. In this case, any already existing feather fan lose any magical property, becoming a mundane fan. A magical feather fan can be sold for 300,000 gp.

Gifted Linguist (Ex)
A legendary tengu gain a +8 racial bonus on Linguistics checks, and learn 2 languages each time it gains a rank in Linguistics rather than 1 language. Linguistics is always a class skill for a legendary tengu.

Lord of Winds (Su)
A legendary tengu adds its Charisma modifier as a racial bonus on all its saving throws, and as a deflection bonus to its Armor Class.

Immunity to Wind (Ex)
A legendary tengu is immune to the effects of wind, even if hurricane force. It ignores the penalties applied to the Fly skill incurred by wind speed, and is immune to the negative effects of any spell or effect that manipulates wind, such as gust of wind and whirlwind.

Mirror Taboo (Su)
A legendary tengu may not look at themselves in any man-made mirror (Reflex DC 20 avoids), or it become staggered for 1d4 rounds.

Monk Training (Ex)
A legendary tengu gains the AC Bonus, Flurry of Blows, Quivering Palm, Stunning Fist, and Unarmed Strike abilities as a monk of a level equal to its racial HD but for the AC Bonus, Quivering Palm, and Stunning Fist it use its Charisma instead of Wisdom.

Parry (Ex)
When a melee, ranged, or ray attack is made against the legendary tengu or a target adjacent to it, the legendary tengu can parry the attack (or ammunition), deflecting the attack so the target takes no damage. As an attack of opportunity, the legendary tengu make a melee attack roll at its highest bonus. If the result is greater than the attack roll total of the attack, the attack is deflected. The legendary tengu must be aware of the attack and not flat-footed.

Steal Voice (Su)
A legendary tengu can attempt to steal a victim’s voice as part of its bite attack. When it does so, the creature bitten must make a DC 36 Will save or lose the ability to speak aloud. This prevents the use of any spell with verbal components and the use of commandword-activated magic items, among other difficulties.
The legendary tengu’s voice changes to match the one stolen. The victim’s voice remains stolen until the legendary tengu steals another voice, until the tengu chose to give the stolen voice back (a free action), or until the next sunrise. Any effect that removes curses (such as remove curse or break enchantment) can restore a stolen voice (DC for success equals the save DC of the steal voice ability—DC 36 for most legendary tengu), as does the death of the legendary tengu who stole the voice in the first place. The save DC is Charisma-based.

Swordtrained (Ex)
Legendary tengus are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, katana, kukris, longswords, punching daggers, rapiers, scimitars, short swords, two-bladed swords, and wakizashi). Also, the katana count as a monk weapon for the legendary tengu.

Tengu’s Blessing (Su)
Once per week as a standard action, a legendary tengu can bestow its mastery of greater fighting arts upon a creature it touches. The legendary tengu selects up to 3 combat feats that it knows and that its target meets the prerequisites for. Upon being touched, the target gains that feats as a bonus feats for a number of days equal to the legendary tengu’s racial Hit Dice.

Unarmed Strike (Ex)
A legendary tengu unarmed strikes are treated as adamantine, chaotic, cold iron, ghost touch, epic, magic, and silver weapons for the purpose of overcoming damage reduction and interact with incorporeal creatures.

Wing Baffle (Ex)
A legendary tengu uses its wings even in combat although not to make slam attacks; it supplements its melee combat with the slaps and whips of its wings to buffet and disorient its opponents. Once per round, a legendary tengu may make a Feint check against an opponent as a free action.
 

Attachments

  • Tengu.png
    Tengu.png
    434.6 KB · Views: 86
  • tengu1.jpg
    tengu1.jpg
    63.4 KB · Views: 77
  • tengu3.jpg
    tengu3.jpg
    70.7 KB · Views: 84

Obly99

Hero
Onmyoji
An Onmyoji is a spellcaster with a special connection to the spirits that exist in and around all things, be they of nature or of artificial construction. Through study of and interaction with these spirits, the Onmyoji gains special powers from the favor they curry. By giving praise to these beings, the spirits whisper secrets to the Onmyoji found no where else, and the Onmyoji is changed by this touch.

The feature of the Respected Tutor, Teacher of a Magic Path, and Revered Councilor are taken from the Wizards of Shadowfell product

Alignment: Any.

Hit Die: d6.

Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Starting Age: Trained.

Class Skills
The Onmyoji’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Table: Onmyoji
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st​
+0​
+0​
+0​
+2​
Bonus Languages, Shikigami Caller, Shikigami Familiar, Spellcasting, Scribe Scroll​
2nd​
+1​
+0​
+0​
+3​
Aid from the Nature World​
3rd​
+1​
+1​
+1​
+3​
Command/Turn Yokai​
4th​
+2​
+1​
+1​
+4​
Occult Master​
5th​
+2​
+1​
+1​
+4​
–​
6th​
+3​
+2​
+2​
+5​
–​
7th​
+3​
+2​
+2​
+5​
Improved Familiar, Spirit Caller​
8th​
+4​
+2​
+2​
+6​
Respected Tutor​
9th​
+4​
+3​
+3​
+6​
Distant Thrower​
10th​
+5​
+3​
+3​
+7​
Magic Resistance​
11th​
+5​
+3​
+3​
+7​
Greater Spirit Caller​
12th​
+6​
+4​
+4​
+8​
–​
13th​
+6​
+4​
+4​
+8​
Teacher of the Magic Path​
14th​
+7​
+4​
+4​
+9​
Improved Distant Thrower​
15th​
+7​
+5​
+5​
+9​
True Yokai Summoner​
16th​
+8​
+5​
+5​
+10​
Pagoda​
17th​
+8​
+5​
+5​
+10​
Revered Councilor​
18th​
+9​
+6​
+6​
+11​
Call the Spirit Army​
19th​
+9​
+6​
+6​
+11​
One with the World​
20th​
+10​
+6​
+6​
+12​
Call the Spirit King, Invoke the Yokai​

Class Features
All of the following are class features of the Onmyoji.

Weapon and Armor Proficiency
Onmyoji are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with an onmyoji’s movements, which can cause his spells with somatic components to fail.

Bonus Languages
An onmyoji may substitute Druidic and Sylvan for two of the bonus languages available to the character because of her race.

Spellcasting
An onmyoji casts arcane spells drawn from the cleric spell list plus read magic. Divine spells cast in this way are arcane and use material and focus component instead of divine focus. An onmyoji must choose and prepare her spells ahead of time. Unlike a normal caster, an onmyoji must prepare her spells by inscribing a few runes on an ofuda (a small paper talisman) and uttering a quick chant. The ink and paper for the creations of her ofuda are generated magically every times she prepare her spells and disappears when she use the ofuda or when she prepare again her spell. An ofuda has hardness equal to ½ the onmyoji level, hp equal to her level, is ruined if immersed in water (it can no longer be used for cast the spell inscribed in it), and is vulnerable to fire damage (which also deal full damage to it and ignore its hardness). Every onmyoji has a unique decoration for her ofuda, usually resulting in her calling card. Any creature with access to the occult skill unlock or levels in the onmyoji class can use an ofuda of an onmyoji as if it’s a scroll with a spell of the correct type, in their spell list, and they have the requisite score: basically they only need to decipher the writing and make the caster level check if their normal caster level (if any) is lesser than the one of the onmyoji that create; a creature without caster level count as having a caster level of 0 for this check. An onmyoji consider scrolls containing divine spells present in the cleric spell list as if they are arcane for the purpose of using them and coping them in her familiar.

The ofuda is destroyed when the spell is cast but an illusory replica appears until the end of the duration of the spell (if the spell is not instantaneous) on what concerns it (a bestow curse spell will generate an illusory ofuda on the cursed creature, while a magic circle against evil will generate an illusory ofuda in the center of the circle, DM’s discretion).

An onmyoji consume material components when she prepare her ofuda, not when they are used for cast the spell. When the onmyoji prepare her spells, any previous unused ofuda with material components are transformed back in the components, allowing them to be reused. If the ofuda is not in her possession at the time (as in the case it has been entrusted to another person or stolen), the components appear in place of the ofuda, wherever it is found. If the ofuda is destroyed or ruined, the components are lost.

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 15 ft. For compensate for this limitation, the onmyoji use her Intelligence modifier instead of her Strength or Dexterity modifier for this touch attacks. 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 0). If a talisman containing a spell misses, the spell is lost. Ray spells are still cast as normal; the ray emanates from the paper talisman when cast. An onmyoji can cast spells that are normally only personal on others as if they have a range of touch using the same rules of the talismans as above (the target of the spell must accept the spell voluntarily or it has no effect).

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

An onmyoji can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Onmyoji Spells per Day. In addition, she receives bonus spells per day if she has a high Intelligence score.

An onmyoji may know any number of spells. An onmyoji must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her shikigami familiar. While communing, the onmyoji decides which spells to prepare.

Table: Onmyoji Spells per Day
Level
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
3​
1​
-​
-​
-​
-​
-​
-​
-​
-​
2nd
4​
2​
-​
-​
-​
-​
-​
-​
-​
-​
3rd
4​
2​
1​
-​
-​
-​
-​
-​
-​
-​
4th
4​
3​
2​
-​
-​
-​
-​
-​
-​
-​
5th
4​
3​
2​
1​
-​
-​
-​
-​
-​
-​
6th
4​
3​
3​
2​
-​
-​
-​
-​
-​
-​
7th
4​
4​
3​
2​
1​
-​
-​
-​
-​
-​
8th
4​
4​
3​
3​
2​
-​
-​
-​
-​
-​
9th
4​
4​
4​
3​
2​
1​
-​
-​
-​
-​
10th
4​
4​
4​
3​
3​
2​
-​
-​
-​
-​
11th
4​
4​
4​
4​
3​
2​
1​
-​
-​
-​
12th
4​
4​
4​
4​
3​
3​
2​
-​
-​
-​
13th
4​
4​
4​
4​
4​
3​
2​
1​
-​
-​
14th
4​
4​
4​
4​
4​
3​
3​
2​
-​
-​
15th
4​
4​
4​
4​
4​
4​
3​
2​
1​
-​
16th
4​
4​
4​
4​
4​
4​
3​
3​
2​
-​
17th
4​
4​
4​
4​
4​
4​
4​
3​
2​
1​
18th
4​
4​
4​
4​
4​
4​
4​
3​
3​
2​
19th
4​
4​
4​
4​
4​
4​
4​
4​
3​
3​
20th
4​
4​
4​
4​
4​
4​
4​
4​
4​
4​

Cantrips
Onmyoji can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Onmyoji Spells per Day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Shikigami Caller (Su)
Every times an onmyoji cast a spell with the summoning descriptor that summon one or more creatures, she summon the creatures with the shikigami template.

Creating a Shikigami Creature
“Shikigami” is an acquired template that can be added to any corporeal creature that does not have the aquatic or water subtype and is not a construct or an ooze (hereafter referred to as the base creature). A shikigami uses all of the base creature’s statistics and special abilities except as noted here.

Challenge Rating: Same a base creature’s.

Type: A shikigami’s type changes to construct and gains the appropriate augmented subtype.

Armor Class: The shikigami’s natural armor bonus to AC is halved (minimum +1).

Hit Dice: Change all of the base creature’s racial HD to d10s. The creature gains bonus hit points as a construct of its size category, but loses hit points from Constitution.

Defensive Abilities: A shikigami gains all of the defensive abilities granted by the construct type and gains the following.

Limited Fire Immunity (Ex)
A shikigami is immune to any of its own fire based abilities and effects. This does not grant it immunity to fire based effects from other shikigami.

Weaknesses: Shikigami gains fire vulnerability and the following.

Submersion Vulnerability (Ex)
A shikigami is submerged in water takes one third of its maximum hit points each round.

Speed: Shikigami creatures gain the ability to walk on water at half their fastest movement rate.

Special Attacks: The shikigami gains the following.

Power from the Master (Sp)
When created or summonated, the shikigami gains the ability to use one spell that the onmyoji knows as a spell-like ability once per day with caster level equal to the creature HD. Unlike a normal spell-like ability, the shikigami must pay any required material components that cost above 1 gp. If the shikigami is the familiar of the onmyoji, every time that she gains a level, she can change the selected spell for this ability with a new one, possibly of a higher level. The onmyoji can also change the selected spell with an 8 hours ritual in presence of the familiar that consume 20 gp x onmyoji level.

Special Qualities: The shikigami gains the following.

Body of-Paper and Ink (Ex)
Shikigami bodies weigh only one-eighth that of their base counterparts and are extremely buoyant and cannot enter water unless forcefully submerged.

Empty Ego (Ex)
Shikigami creatures are entirely without drive or passion. They obey the word of their creator to the best of their ability, but do not otherwise act toward the completion of an outside goal.



Shikigami Familiar (Ex)
At 1st level, an onmyoji forms a close bond with a shikigami familiar (a familiar with applied the shikigami template), a creature that help her to channel her arcane energy. The onmyoji cannot select a base familiar that posses the aquatic or water subtype or is a construct or an ooze. Familiars also aid an onmyoji by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the Witch’s Familiar section. If the onmyoji replace the familiar with a new one, the new familiar obtain the shikigami template as well. The onmyoji cannot take abilities that alter the type of the familiar or the Improved Familiar feat (but see Improved Familiar).
An onmyoji must commune with her familiar each day to prepare her spells. Familiars store all of the spells that an onmyoji knows, and an onmyoji cannot prepare a spell that is not stored by her familiar, except for read magic (which all onmyoji can prepare from memory). An onmyoji’s familiar begins play storing all of the 0-level cleric spells plus three 1st level spells of the onmyoji’s choice. The onmyoji also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new onmyoji level, she adds two new spells of any spell level or levels that she can cast (based on her new onmyoji level) to her familiar. A onmyoji can also add additional spells to her familiar through a special ritual. Unlike a familiar of a witch, if the onmyoji shikigami familiar is replaced (including with Improved Familiar), the new familiar knows all the spells her former familiar knew.

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

Aid from the Spiritual World (Su)
An onmyoji can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon monster spell of the same level or lower.
For all the instances of summon monster that she cast with this ability, she does not summon from the classic list: she can only summon all the creatures with the kami (if good) or oni (if evil) subtype with a CR appropriate to the spell level (see below), even if normally they do not have the extraplanar subtype. Neutral onmyoji must select kami or oni. Once made, this choice cannot be changed. Spell-like abilities with a duration other than instantaneous used by summoned creatures are dispelled when summon monster ends. When casting summon monster in this way, she can choose to not apply the shikigami template to them.

Summon Monster I: CR ½ or less

Summon Monster II: CR 1

Summon Monster III: CR 2

Summon Monster IV: CR 3 or 4

Summon Monster V: CR 5 or 6

Summon Monster VI: CR 7 or 8

Summon Monster VII: CR 9 or 10

Summon Monster VIII: CR 11 or 12

Summon Monster IX: CR 13 or 14

Starting at 7th she can chose to “lose” a prepared spell of 4th level or higher in order to cast lesser planar ally.
Starting at 11th she can chose to “lose” a prepared spell of 6th level or higher in order to cast planar ally.
Starting at 15th she can chose to “lose” a prepared spell of 8th level or higher in order to cast greater planar ally.

Command/Turn Yokai (Su)
At 3rd level, an onmyoji can also channel energy a number of times per day equal to 3 + her Intelligence modifier, but only to affect creatures categorizable as Yokai (eg. Oni, Kami, Jorogumo, Gashadokuro, Nekomata, Kitsune, Tengu, etc.; DM’s discretion) as if they were undead and she possessed the Command Undead feat if evil or Turn Undead if good, with a cleric level equal to her onmyoji level. Neutral onmyoji must select Command Undead or Turn Undead. Once made, this choice cannot be changed. The onmyoji can take other feats to add to this ability, such as Improved Channel, but not feats that alter this ability, such as Alignment Channel. The DC to save against these feats is equal to 10 + ½ her onmyoji level + her Intelligence modifier.

Occult Master
At 4th level, an onmyoji gains Psychic Sensitivity as a bonus feat and can replace the mental modifier of a skill with her Intelligence modifier when using that skill for an occult ritual or an occult skill (like dowsing or prognostication). She adds ½ her onmyoji level to skill checks made for occult rituals or occult skills.

Improved Familiar
At 7th level, an onmyoji gains Improved Familiar as a bonus feat. The familiar obtained is tied to the subtype the onmyoji has select with Aid from the Spiritual World: if she has select kami, she gains a Kami Shikigami (B3), while if she has select oni, she gains a Spirit Oni (B3). This ignore the usual alignment prerequisites of the caster for selecting this creatures as familiar. The Kami Shikigami or Spirit Oni don’t gain the shikigami template, but gains its special attack Power from the Master ability.

Spirit Caller
At 7th level, an onmyoji gains Augment Calling as a bonus feat without the need to meet its prerequisites. The feat subtype selection is tied to the subtype the onmyoji has select with Aid from the Spiritual World. Also, the onmyoji can use the appropriate version of the planar ally spell for calling creatures of the selected subtype, even if normally they do not have the extraplanar subtype, explicitly deciding which race of them she wants to call (an evil onmyoji can decide to call an ogre mage with planar ally, instead of making a general plea answered by a creature sharing her philosophical alignment). The onmyoji can chose to call a specific creature of the selected subtype that she know that meet the limit of HD of the spell (eg. Taiji, a Kuwa Oni that she meet in the past with 1 fighter level), in this case the creature know that the onmyoji is the one calling him. If unwilling, the creature can chose to not respond the call.

Respected Tutor (Ex)
An 8th level onmyoji is a respected and feared scholar and master of magic. She receives a +2 bonus on all Charisma-based skill checks made against spellcasters. This benefit also applies to creatures with innate spell-like abilities, if they are familiar with the onmyoji’s power and reputation. If the onmyoji has the Leadership feat, her leadership score is increased by +1 when attempting to recruit magic using followers or cohorts, including cohorts with innate spell-like abilities.

Distant Thrower
At 9th level, an onmyoji gains Fat Shot and Precise Shot without the need to meet their prerequisites.

Magic Resistance
At 10th level, an onmyoji gains Spell Resistance 11 + his class level against non-harmless spells.

Greater Spirit Caller
At 11th level, when using any version of the planar ally spell for calling outsiders the with the subtype chosen with Aid from the Spiritual World, the spell no longer require an offering as a material component and she reduce the price the creature(s) demands for service by 50%, to a minimum of 500 gp.

Teacher of the Magic Path (Su)
At 13th level, a onmyoji is allowed to begin tutoring initiates caster.
All ally arcane caster with a character level of 3rd or less (from this point called novice caster) cast arcane spells at +1 caster level when within 60 ft. of the onmyoji; the very presence of such an experienced onmyoji makes it easier for novice mages to work their spells.
While inside this area, an ally novice caster does not consume 1st level prepared spells or spellslots. A single novice can benefit from this feature only a number of times per day equal to the onmyoji Charisma modifier (minimum 1). Multiple onmyoji do not stack the effect, only the higher Charisma apply. A novice can chose to not benefit from this ability.
The novice caster must be able to clearly see and hear his teacher to benefit from this effect.

Improved Distant Thrower
Starting at 14th level, an onmyoji thrown talismans have a range increment of 30 ft. instead of 15 ft.

True Yokai Summoning (Ex)
At 15th level, a onmyoji is a master of summoning creatures from beyond reality. When casting summon monster I, summon monster II, or summon monster III with Aid from the Spiritual World for summon kami or oni the duration of the summons is one hour for caster level. When casting any higher level summon monster spell, the duration of the summons is one minute per caster level. When he cast a summon monster spell with Aid from the Spiritual World, the casting time is 1 standard action instead of 1 round.

Pagoda (Su)
At 16th level, a onmyoji gains access to her own personal extradimensional pagoda. By concentrating for 1 minute without interruption, she conjure the door to her own personal pagoda, similar to mage’s magnificent mansion, but with the following differences. The sanctum takes up a space equal to six 10-foot cubes per level, shapeable when she first create it as if it were a spell whose area or effect is shapeable. The sanctum is permanent and persistent, so she can store objects within the sanctum and retrieve them on future visits. The sanctum includes one unseen servant per 2 levels. When the onmyoji conjure the sanctum’s door, she decide which creatures can see and use it (to all other creatures it’s invisible and impermeable). The door remains until the onmyoji dismiss it—a standard action with unlimited range as long as she’s on the same plane as the door. If the onmyoji dismiss the door while she’s outside the sanctum, all creatures other than her familiar are immediately shunted outside. Conjuring the door automatically dismisses any other active door. As a full-round action, her familiar can enter or leave the sanctum from any square adjacent to her, without using the conjured door.

Revered Councilor (Ex)
At 17th level, a onmyoji’s reputation for knowledge and wisdom is known to all, and the onmyoji is feared and respected even by non-spellcasters. The onmyoji receives a +2 bonus on all Charisma-based skill checks against any intelligent creature who knows of her. The onmyoji’s bonus on Charisma-based skill checks against other spellcasters increases to +4. The onmyoji gains an additional +1 bonus on her leadership score for the purposes of recruiting magic using followers or cohorts.

Call the Spirit Army
At 18th level, when using any version of the planar ally spell, an onmyoji can call 4 additional Hit Dice of outsiders with the subtype chosen with Aid from the Spiritual World (this stack with Augment Calling for a total of 6 additional Hit Dice). Also, he reduce the price it demands for service by 50%, to a minimum of 500 gp (this replace and does not stack with Augment Calling).

One with the World
At 19th level, a onmyoji Intelligence score permanently increases by 4 and he no longer age. The onmyoji no longer takes penalties to his ability scores for aging (any bonus to mental scores still occur), loses any previously accrued penalties gained by aging, and cannot be magically aged.

Call the Spirit King (Sp)
At 20th level, once per week, the onmyoji can summon one of the most powerful spiritual creatures of the world as a full-round action that provoke attack of opportunity. If with Aid from the Spiritual World she has selected kami, she summon a Jinushigami, if she has selected oni, she summon instead a Void Yai. The creature summoned remain for 1 minute/level. When summoning with this ability, she can choose to not apply the shikigami template to them. This is a conjuration (summoning) effect and equivalent to a 9th level spell.

Invoke the Yokai (Sp)
At 20th level, the onmyoji can invoke the power of kami or oni for help in her quest. This ability imitates the miracle spell (25,000 gp version) with caster level equal to the onmyoji level but she must sacrifice a magical object worth 25,000 gp or more. If with Aid from the Spiritual World she has selected kami, it is interpreted by the Kami Lord, if she has selected oni, it is interpreted by the Oni Daimyo. Th is ability may be used once per month.

Douman (Archetype)

What I like. If I must choose, that would be trampling upon others' pride, beliefs...those kinds of things. Very nice. It's very nice. Such sweet pleasures. Don't you agree, mmmm?”
–Ashiya Dōman​
Alters alignment, command/turn yokai; Replaces occult master, respected tutor, teacher of the magic path, revered councilor, one with the world, call the spirit king, invoke the yokai

Alignment: A douman must be evil.

Dark Ego: Any of the douman’s class abilities that make calculations based on his Intelligence (but not Intelligence-based skills), including his spellcasting, are instead based on his Charisma.

Command Evil Yokai (Su): A douman can only command non-Good Yokai with his command/turn yokai ability but increase the save DC of command from ½ his class level to his full class level when the Yokai target is evil (the final DC change to 10 + douman level + his Charisma modifier when targeting an evil Yokai) and does not have HD limits of controlled evil Yokai.
This alters command/turn yokai.

Occult Master of Evil Spirits: At 4th level, a douman gains Psychic Sensitivity as a bonus feat and can replace the mental modifier of a skill with his Charisma modifier when using that skill for an occult ritual or an occult skill (like dowsing or prognostication). He adds his onmyoji level to skill checks made for occult rituals that have the [evil] descriptor.
This replaces occult master.

Life Continuation (Su): At 9th level, once per day, a douman can generate a copy of himself as a standard action. The copy follow the rules of a simulacrum of himself with the difference that it gains the shikigami template (but not its empty ego ability and externally it’s indistinguishable from the douman) and is a conjuration (creation) effect instead of an illusion (shadow). A douman can have a number of “copies” active at the same time equal to his Charisma modifier. Unlike a normal simulacrum, this situation with the copy can be classified as “one mind-multiple bodies”, with the douman observing and controlling the simulacrums remotely using his own senses, speaking using their mouths and deciding the actions they take. This link also works across the Planes and does not take any actions. If during the period of activity of the simulacrum douman become unconscious, the copy follows the behavioral rules of a normal simulacrum, behaving as the douman would behave for not arouse suspicion and remaining absolutely faithful to him.
This replaces respected tutor.

Ridicule Cat (Su): Ashiya Dōman was talented in reduce the enemy forces in the preliminary stages before going into battle. At 13th level, a douman can consume a spell slot of 7th level or higher for curse an opponents within a 60 ft. that he can perceive as a standard action. The foe must make a Will save DC 10 + ½ the douman level + his Charisma modifier or be cursed for 1 round/level. Creatures cursed suffer the effect of a bestow curse spell (effect chosen by douman, but this is not a necromancy effect) and are confused (as for the spell confusion, except that is not a compulsion or mind-affecting effect) and suffer a –4 penalty to AC and –2 to attack rolls and saving throws as long the curse last. The curse bestowed by this effect cannot be dispelled even with greater dispel magic (as its a supernatural ability), but it can be removed in advance with a break enchantment, limited wish, miracle, remove curse, or wish spell. It cannot be suppressed with abeyance. The DC to remove the curse with break enchantment and remove curse increases by 5 (the equivalent caster level is equal to the onmyoji level). A creature can only suffer from one ridicule cat curse at a time. At 17th level, a douman can consume a spell slot of 9th level or higher for curse as above all opponents within a 5 ft.-radius centered on himself that he can perceive as a standard action, but a ridicule cat curse generated in this way is more powerful: the duration change to permanent, give the effect of a greater bestow curse spell (effect chosen by douman, but this is not a necromancy effect) instead of a bestow curse spell, and also can no longer be removed with remove curse. This is a curse effect.
This replaces teacher of the magic path.

Curse of Doman (Su): This ability express Ashiya Dōman multiple supernatural techniques, including: curses, hexes, onmyoudou, and houjutsu. At 17th level, a douman can consume a slot of 9th level or higher to buff all allies within 60 ft. and at the same time debuff all enemies in this range as a standard action for 1 round/level. All allies (including douman) gains immunity to fear, +4 morale bonus on initiative, all checks, attack rolls, saves, and weapon damage rolls, and temporary hit points equal to his class level while enemies are cursed as for a symbol of vulnerability spell (except that is not an abjuration but instead a curse effect) if they fail a Will save DC 10 + ½ the douman level + his Charisma modifier. These temporary hit points are lost first when a character takes damage and disappear when the effect end. The curse bestowed by this effect cannot be dispelled even with greater dispel magic (as its a supernatural ability), but it can be removed in advance with a break enchantment, limited wish, miracle, or wish spell. It cannot be removed with remove curse or suppressed with abeyance. The DC to remove the curse with break enchantment increases by 5 (the equivalent caster level is equal to the onmyoji level).
This replaces revered councilor.

Dark Karma (Ex/Su): Ashiya Dōman never dies, instead ressurecting indefinitely to operate behind the scenes. At 19th level, a douman Charisma score permanently increases by 4 and he physically, internally and externally, returns to the way he was in his prime (generally when just reached adulthood). He no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken are removed. Age bonuses still accrue, but the douman cannot die of old age. Also, if the douman is slay or leave in a death-like state (eg. flesh to stone, imprisonment, or trap the soul) when at least one of his copies of Life Continuation is active, the doumam instantly die and one of the copy chose by him stops working as a simulacrum, replicating instead clone, using itself as a body, resurrecting the douman immediately.
This replaces one with the world.

Akuryō-safu (Su): The reproduction of a great ability that is equivalent to killing the city itself, which Ashiya Dōman set up to kill the power at his time, Fujiwara no Michinaga. If accomplished, the city will soon be desolate, unhappiness will strike people, and starvation will fill the streets. Naturally, those in power will also perish. When exercising the curse as an ability, the douman temporarily summons the vengeful spirit Akuryō-safu, Fujiwara no Akimitsu, an ally of Ashiya Dōman during his life. This greatly increases the probability of success of the technique. Finally, the dark sun that covers the sky is a manifestation of Dōman's arrogance and malignancy that linger on the world even after his disappearance.
At 20th level, once per month as a full-round action that provoke attack of opportunity, a douman can manifest the Akuryō-safu and the sneering dark sun surrounded by eyes for kill and curse an area of 1-mile radius per 2 onmyoji levels centered on the douman. This inflict 1d8 damage per douman level to all creatures in the area with a Will saving throw DC 10 + ½ the douman level + his Charisma modifier for half the damage. A creature that fail its Will save must also make a Fortitude save with the same DC or instantly die (this ignore the racial immunity against Fortitude save of construct or undead). Creatures with immunity to death effects gains a +4 against this Fortitude save. Even if the Fortitude save succeed, the curse attaches itself ferociously to the character, inflicting 1d6 damage per 3 douman level for 3 rounds at the start of the creature turn. This curse cannot be dispelled even with greater dispel magic (as its a supernatural ability), but it can be removed in advance with a break enchantment, limited wish, miracle, or wish spell. It cannot be removed with remove curse or suppressed with abeyance. The DC to remove the curse with break enchantment increases by 5 (the equivalent caster level is equal to the onmyoji level). Finally, the area of the effect is cursed as for the cursed earth and curse of the night spells (an eternal night with a permanent full red moon in place of the normal sun and moon, mechanically unchanged but for all effects count as a permanent full moon, like for the lycanthrope; all three options of cursed earth, Fortitude save for plague [for cursed earth] and Will save for cast spells that generate light [for endless night] equal to the Will save; the living dead option automatically activate for creatures killed by Akuryō-safu, even if the effect is activated at the same time as they die and not before). This cursed earth and curse of the night cannot be dispelled even with greater dispel magic (as its a supernatural ability), and can only be removed with a miracle or wish spell (one use remove both).
The douman can exclude any number of creatures that he is aware of from this ability. This is a curse effect.

Hyakki Yagyō (Su): A douman does not stoop to begging creatures for their help, preferring to control them. At 20th level, once per month, a douman may call all evil creatures categorizable as Yokai (see Command/Turn Yokai) to do his bidding that. As a full-round action, the douman calls all evil Yokai creatures with a CR (or level for creatures without racial HD) less than his class level within 5 miles radius per class level. A creature can resist this call with a Will save DC 10 + ½ the douman level + his Charisma modifier. An evil Yokai suffer a –6 penalty to this save and against them this ability ignore any resistance or immunity against compulsion and mind-affecting effects. These creatures arrive within 24 hours of the call. All creatures called in this manner follow the douman’s orders unquestionably for up to another 24 hours or until the douman is dead (which of the two happens first), after which they are free (even if the douman auto-resurrect himself immediately with dark karma, the effect is still broken). A Sense Motive check against DC 20 can determine that the subject’s behavior is being influenced by an external source. Creatures binded to others (like a druid animal companion or a cohort) add their companion Charisma modifier (if positive) as a bonus on the saving throw. This is a compulsion, mind-affecting effect.
This replaces invoke the yokai.
 

Remove ads

Top