Hit Dice: d8.
Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.
The shugenja’s class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). In addition, shugenjas receive additional class skills depending upon their elemental focus.
Skill Ranks per Level: 4 + Int modifier.
Weapon and Armor Proficiency
Shugenja are proficient with simple weapons and with wakizashi (shortsword).
Shugenja are neither proficient with armor nor with shields.
A shugenja casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier.
Like other spellcasters, a shugenja can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on the appropriate table. In addition, she receives bonus spells per day if she has a high Charisma score
Unlike other divine spellcasters, a shugenja’s selection of spells is extremely limited. A shugenja begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new shugenja level, she gains one or more new spells, as indicated on the appropriate table. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on table are fixed.
In addition to the spells gained by shugenjas as they gain levels, each shugenja also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.
Upon reaching 4th level, and at every even-numbered shugenja level after that (6th, 8th, and so on), a shugenja can choose to learn a new spell in place of one she already knows. In effect, the shugenja 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. A shugenja 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 she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her elemental spell class feature. Unlike a cleric, a shugenja need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Shugenja do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.
Ein Shugenja spezialisiert sich auf ein Element und ist nicht in der Lage, Zauber des entgegengesetzten Elementes zu wirken.
Luft [Air & Elecrtricity] <--> Erde [Earth & Acid]
Feuer [Fire] <--> Wasser [Water & Cold]
Die Hälfte der Zauber die ein Shugenja beherrscht (-->Spells Known) muss seinem Elemental Focus entsprechen, die andern Zauber sind frei wählbar (so fern sie nicht aus seinem 'verbotenen Element' stammen).
Ein Shugenja beherrscht einen zusätzlichen Zauber pro Zaubergrad (das "+1" auf der Spells Known Table). Dieser Zauber wird von seinem Elemental Focus bestimmt (siehe Air / Earth / Fire / Water Domain Spells).
Ein Shugenja erhält, entsprechend seinem Elemental Focus, seine Elemental Revelations. Er wählt auf den entsprechenden Stufen eine der Relevations, für die er sich qualifiziert.
Luft --> Wind
Erde --> Stone
Feuer --> Flame
Wasser --> Waves.
Ein Shugenja erhält ebenfalls die mit dem entsprechenden Mystery assoziierten Fertigkeiten als Klassenfertigkeiten.
Auf den entsprechenden Stufen erhält ein Shugenja die mit dem entsprechenden Mystery assoziierten Mystery Spells als beherrschte Zauber.
(Anm.: Überschneidungen zw. Mystery Spells und Domain Spells beheben)
One of the first "spells" a shugenja learns-a magical effect so basic that it becomes a spell-like ability-is the ability to sense elements. As a full-round action, a shugenja can become aware of all sources of one chosen element (air, earth, fire, or water) within 10 feet of herself. The shugenja learns the size of the objects but not their precise location or actual nature.
By concentrating longer, a shugenja can either extend her magical senses or gather more information about the elements she has detected. Each additional round spent in concentration allows the shugenja to add 5 feet to the radius of her sense ability, to a maximum of 5 additional feet per shugenja level. Thus, at 4th level, a shugenja can sense elements to a maximum range of 30 feet by concentrating for five full rounds. Alternatively, the shugenja can focus on one source of the sensed element per round, attempting a Spellcraft check to determine more about that single item. The amount of information she learns depends on her Spellcraft check result:
Check Result Information Learned
20 or higher: item's general location (5-foot square containing it, or its nearest boundary if it is larger than a 5-foot square).
25 or higher: Whether the item is natural or a spell effect. (A normal Spellcraft check against DC 20 + spell level can then determine the nature of the spell effect.)
30 or higher: Whether the item is a creature or an object.
35 or higher: The exact nature of the item (for example, whether a creature is a human or an oni, whether an object is gold or stone, whether air is breathable or not) .
In subsequent rounds, a shugenja can either retry her Spellcraft check on the same item, shift her attention to a different item, or extend the range of her senses. A 1st-level shugenja can use this ability three times per day.
At 5th, 9th, 13th and 17th level, the shugenja gains another daily use of this ability.
Like many divination spells, a shugenja's sense elements ability is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
For example, the shugenja enters a room and concentrates to sense water. (Although she is a water shugenja, she could just as easily sense any other element, including fire.) She becomes aware of all sources of water within 10 feet. A basin of water rests on the nightstand, a person lurks behind the door (living creatures are made of all four elements) holding a vial of poison-the shugenja discovers three sources of water within 10 feet of her: one Medium-size, one Small, and one Fine. Focusing on the Medium-size source and concentrating for a round, she makes a Spellcraft check and gets a result of 31. She learns that the Medium-size source of water is a creature, that it is natural, and where it is. If the assassin behind the door has not already jumped out to attack her, she has learned that a creature is hiding behind the door... but more likely, she has learned this too late.