Originally Posted by geekmasterflash of the Wizards Community forums.
Onmyo-ji were specialists in magic and divination. Their court responsibilities ranged from tasks such as keeping track of the calendar, to mystical duties such as divination and protection of the capital from evil spirits. They could divine auspicious or harmful influences in the earth, and were instrumental in the moving of capitals. It is said that an onmyo-ji could also summon and control shikigami.
Adventurers: The Onmyo-ji will often take up quests to expand their occult knowledge. Some adventure because they are part of a larger bureaucracy and have been order to go on some great task.
Characteristics: Onmyo-ji are diviners of the highest order. They are also great at defense against incorporeal creatures and can manipulate luck.
Alignment: Onmyo-ji are practitioners of yin-yang magic, as such they are convergences of two separate forces. An Onmyo-ji must be neutral in some way, either the Good/Evil axis or the Law/Chaos axis.
Religion: Onmyo-do- is a Chinese-influenced traditional Japanese esoteric cosmology, a mixture of natural science and occultism. It is based on two Chinese theories, Five Elements and yin and yang. These theories were introduced into Japan in the 5th or 6th century, and accepted by many people as a practical system of divination by the ancient Japanese. These practices were influenced further by Taoism, Buddhism and Shintoism, and evolved into present-day onmyo-do- approximately in the late 7th century.
Background: In the 5th and 6th centuries, when the principles of yin-yang and the five elements were transmitted to Japan by way of the Korean Peninsula from the China along with Buddhism and Confucianism, yin-yang and the five elements, as well as the divisions of learning to which it was linked – astronomy, calendar-making, the reckoning of time, and divination, studies based on observation of nature – were amalgamated into fortune-telling. This process of judging auspicious or harmful signs present in the natural world was accepted into Japanese society as a technique for predicting good or bad fortune in the human world. Such techniques were known mostly by Buddhist monks come over from mainland Asia who were knowledgeable in reading and writing Chinese. Over time, demand from members of the imperial court who believed that onmyo-do–divination would be helpful in decision-making made it necessary for the laity to perform the art, and onmyo-ji began to appear around the middle of the 7th century
With the implementation of the ritsuryo system law codes in the 7th and 8th centuries, yin-yang techniques were put under the jurisdiction of the Bureau of Onmyo- in the Nakatsukasa Department of the Imperial bureaucracy. The Bureau of Onmyo- was responsible for overseeing the divinations of Onmyo-do-, astrological observations,
and the creation of calendars. Also, by law the Buddhist clergy was forbidden to practice astrology and fortune-telling; hence, government-controlled onmyo-ji came to monopolize the practice.
From the Heian period onward, as the ritsuryo system relaxed and the Fujiwara family rose to power, the society of the Imperial court took on a more formal shape, and adherence to rituals to placate the souls of the dead to combat the creation of vengeful ghosts burgeoned. Because onmyo-ji displayed methods that could avert disasters with their skills of divination and magic, the superstition afforded onmyo-ji influence over the personal lives of the Emperor and the nobility of the court. By consequence, popular awareness of onmyo-do- gradually spread from court society to Japanese society as a whole.
Races: Any race if available to become a Onmyo-ji.
The Onmyo-ji feels most at home with the other magic using classes.
|Level||BAB||Fort||Ref||Will||Special||Spells Per Day|
of Yin Yang
GAME RULE INFORMATION
Onmyo-ji have the following game statistics.
Abilities: Intelligence, Wisdom, and Charisma are important for an onmyo-ji. Intelligence is important because it is the stat which Yin spells are based, Wisdom is important because it is the stat which Yang spells are based. Many of the onmyo-ji’s class abilities are reliant on Charisma.
Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.
Hit Die: d4
Skill Selection: (4 + Intelligence modifier) x 4
Skill Progression: 4 + Intelligence modifier
Starting Wealth: 6d4 x 10 gp
The Onmyo-ji’s Class Skills (and the Key Abilities for each skill) are as follows.
Appraise (Intelligence), Concentration (Charisma), Diplomacy (Charisma), Disguise (Charisma), Gather Information (Charisma), Handle Animal (Charisma), Heal (Wisdom), Knowledge (all skills taken individually) (Intelligence), Listen (Wisdom), Perform (Dance) (Charisma), Sense Motive (Wisdom), Speak Language (None), Spot (Wisdom), and Spellcraft (Intelligence).
All of the following are class features of the Onmyo-ji.
Weapon and Armor Proficiency: Onmyo-ji are skilled with all simple weapons. Onmyo-ji are not proficient with any type of armor or with shields.
Spells: An Onmyo-ji casts arcane and divine spells which are drawn primarily from the Yin and Yang spell list respectively. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, an Onmyo-ji must have an Intelligence (Yin) or Wisdom (Yang) score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer‘s spell is 10 + the spell level + the sorcerer‘s Intelligence (Yin) or Wisdom (Yang) modifier.
Like other spellcasters, an Onmyo-ji can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Onmyo-ji. In addition, he receives bonus spells per day if he has a high Intelligence (Yin) or Wisdom (Yang) score.
An Onmyo-ji’s selection of spells is extremely limited. An Onmyo-ji begins play knowing four 0-level spells (2 Yin, and 2 Yang) and two 1st-level spells (1 Yin, and 1 Yang) of your choice. At each new Onmyo-ji level, he gains one or more new spells, as indicated on Table: Onmyo-ji Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Intelligence or Wisdom score; the numbers on Table: Onmyo-ji Spells Known is fixed.) These new spells can be common spells chosen from the Yin and Yang spell list, or they can be unusual spells that the onmyo-ji has gained some understanding of by study. The onmyo-ji can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), an Onmyo-ji can choose to learn a new spell in place of one he already knows. In effect, the Onmyo-ji “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Onmyo-ji spell the Onmyo-ji can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a Onmyo-ji need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
Turn Yu-rei: Any onmyo-ji has the power to turn creatures with the incorporeal subtype. The onmyo-ji must spend 1 full turn concentrating to do this.
An onmyo-ji can turn or incorporeal creatures, on a successful check this negates any spell, spell like ability, extraordinary ability, or supernatural ability that makes a creature incorporeal, returns outsiders with the incorporeal subtype to their home plane, or deals turning damage to creatures of the incorporeal subtype.
A onmyo-ji may attempt to turn incorporeal creatures a number of times per day equal to 3 + his Charisma modifier. An onmyo-ji with 5 or more ranks in Knowledge (Arcana) gets a +2 bonus on turning checks against onmyo-ji.
Sukuyo-do- (Su): By reading the stars and sacrificing a spell per day, the onmyo-ji can give an enemy or ally a modification to an attack or skill check equal to the spell level sacrificed + the onmyo-ji’s Charisma modifier. This is a full round action, the bonus can be delivered the next round on a successful touch attack, a Will save DC equal to the Onmyo-ji’s Charisma Mod + Level of spell sacrificed + 10 is required to negate the effect (or if the target is willing, no save is necessary.)
Once touched, images of the future fill the target. These images pertain to either the attack or the skill in question. This is a mind affecting supernatural ability. The onmyo-ji can touch himself for this effect as well. The onmyo-ji’s shikigami can make this touch for the onmyo-ji if it is corporeal when the spell is sacrificed. This effect stays until the target uses the skill named by the onmyo-ji, or if the onmyo-ji declared that is should affect an attack, until the target’s next melee attack. An onmyo-ji with 5 or more ranks in Knowledge (Astrology) gets a +1 or -1 to this modification.
For example, Abe no Seimei a 12th level onmyo-ji sacrifices an 8th level spell and has a +5 mod to Charisma. He can confer a +13/-13 to any target he can deliver a touch attack to. He opts to affect an oni attacking his party, and declares it should affect the oni’s melee attack. He successfully makes a touch attack and the oni’s next attack is at a -13. The oni usually attacks at a +20/+10. His first attack is now +7, and his second is still +10.
Katatagae (Su): The onmyo-ji can detect bad luck as many times per day as Charisma modifier. Anytime the onmyo-ji would be threatened by an action he might take (such as going through a door that is trapped or falling a sleep in a cave were a dragon lives, etc) he is aware that bad luck surrounds him. He does not know the details, just that something bad will happen.
Jukondo- (Su): The onmyo-ji now adds his Charisma modifier as a bonus to his Heal skill. He also gains a bonus to any ‘curing’ or ‘causing’ spell equal to half his Charisma modifier rounded down. IE: The cure minor wounds spell cures 1d8 points of damage +1 point per caster level (maximum +5). The onmyo-ji adds his Charisma modifier as additional points healed.
Monoimi (Su): The onmyo-ji gains his Charisma modifier to saving throws against poisons.
Henbai (Su): The onmyo-ji can make a Perform (Dance) skill check , while dancing and doing nothing else any creature attempting to harm the onmyo-ji must make a Will save DC equal to half the total of the onmyo-ji’s Perform check.
Mastery of Yin and Yang (Ex): An onmyo-jis mastery of yin and yang spells becomes so great that he may now use his highest attribute between Intelligence and Wisdom as the casting attribute for either spell type. If both are equal, the onmyo-ji instead gains +2 to spell DCs for each type.
The Shikigami Companion: An onmyo-jis shikigami companion is different from a normal shikigami of its kind in many ways. An onmyo-jis shikigami companion is superior to a normal shikigami of its kind and has special powers, as described below.
|1st-2nd||+0||+0||Link, share spells|
|3rd-5th||+2||+2||Good/Bad Luck +1|
|9th-11th||+6||+6||Good/Bad Luck +2|
|18th-20th||+12||+12||Good/Bad Luck +3|
Shikigami Companion Basics
A Shikigami a kind of spirit summoned to serve a practitioner of onmyo-do-. Shikigami cannot be seen by most people, but according to the onmyo-ji who control them, shikigami often looked something like a child-sized oni demon. Although invisible, shikigami supposedly could, at the onmyo-ji’s command, take a variety of human or animal forms, possess or bewitch people, and even cause bodily harm or death.
Greater Invisability (Su): A Shikigami remains invisible even when it attacks. This ability is constant, the shikigami can only suppress it by taking an alternate form. The shikigami is unable to make attacks or deliver touch attacks unless it takes an alternate form first.
Alternate Form (Ex): The shikigami can freely shift among five different forms – raven, centipede, snake, spider, and toad. Doing so allows the shikigami to become corporeal and is a full round action. In each form, it is about the same size and color, and its statistics are unchanged (except its speed.)
|Size/Type||Small fey (Spirit, Incorporeal)|
|Hit Dice||1d6 (3 |
|Speed||20 ft. |
|16 (+1 size, +2 Dexterity, +3 natural), touch 15, flat-footed 12|
|Attack||Claw +9 melee (1d4 /19-20)|
|Full Attack||Claw +9 melee (1d4 /19-20)|
|Space/Reach||5 ft./5 |
|greater invisibility, Alternate Form, SR 11|
|Saves||Fort +4, Ref +6, Will +2|
|Abilities||Strength 8, Dexterity 17, Constitution 12, Intelligence 12, Wisdom 8, Charisma 7|
|Skills||Hide +17, Intimidate +5, Move Silently +9|
|Feats||Weapon Finesse (Claw)|
|Advancement||2-7 HD (Small), 8-16 (Medium), 17+(Large)|
The characters onmyo-ji level. The onmyo-jis class levels stack with levels of any other classes that are entitled to an shikigami companion for the purpose of determining the companions abilities and the alternative lists available to the character.
Extra six-sided (d6) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the shikigami companion’s base attack and base save bonuses. An shikigami companion’s base attack bonus is the same as that of a onmyo-ji of a level equal to the shikigami’s HD. A shikigami companion has good Fortitude and Reflex saves (treat it as a character whose level equals the shikigami’s HD). A shikigami companion gains additional skill points and feats for bonus HD as normal for advancing a monsters Hit Dice.
Natural Armor Adj.
The number noted here is an improvement to the shikigami companions existing natural armor bonus.
An onmyo-ji can handle her shikigami companion as a free action, or push it as a move action.
Share Spells (Ex)
At the onmyo-jis option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her shikigami companion. The shikigami companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has duration other than instantaneous, it stops affecting the shikigami companion if the companion moves farther than 5 feet away and will not affect the shikigami again, even if it returns to the onmyo-ji before the duration expires.
Additionally, the onmyo-ji may cast a spell with a target of “You” on her shikigami companion (as a touch range spell) instead of on herself. An onmyo-ji and her shikigami companion can share spells even if the spells normally do not affect creatures of the companions type (fey).
shikigami companion can while either incorporeal or corporeal effect a single
targets luck. The onmyo-ji can choose either to give a target a plus or
minus to any attack, skill check, or saving throw provided that the shikigami
is within 15 feet of the target. This counts as a move action for the Shikigami,
and may only be used on one target per round.
shikigami companion is subjected to an attack that normally allows a Reflex saving
throw for half damage, it takes no damage if it makes a successful saving throw.
a shikigami companion is subjected to an attack that normally allows a Fortitude
or Will to lessen the spells affect and makes a successful saving throw, it takes
no damage/no effect as if it made a successful saving throw.
the Wu-jen spell list, and Abjuration spells from the Wizard/Sorcerer spell list.
the Shaman spell list, and Divination spells from the Wizard/Sorcerer spell list.