TEXT: #48
  The Shuhenja
  (new BaSe ClaSS)
  
  B
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  Player Paraphernalia #47 Elemental Domains of Metal and Wood ©2015, The Knotty-Works; Author: John Buckley
  Player Paraphernalia #48 The Shuhenja (New Base Class) ©2015, The Knotty-Works; Author: John Buckley
  d20pfsrd.com. Copyright 2010, John Reyst.
  
  1
  Player ParaPhernalia #48
  By the Knotty-Works
  Welcome to the forty eighth issue of Player 
  Paraphernalia, a hodge podge of character ideas 
  and alternate rules that may be used with the 
  Pathfinder Roleplaying Game (Paizo, Inc©).  This 
  issue introduces the Shuhenja, an oriental base 
  class with direct ties to the celestial hierarchy and 
  oriental zodiac ideology.  With similarities to other 
  divine classes, the shuhenja offers an eclectic 
  Asian themed priest class that is easily customized 
  based on character development.
  The Shuhenja
  Enlightenment comes from attaining oneness 
  with nature as represented by the kami.  There 
  are those that are willing to sacrifice their 
  own lives and their ties to friends and family 
  to obtain this sacred bond between man 
  and nature.  The shuhenja spends much of his 
  time in ritual and duties designed to appease 
  those kami to which he swears service and 
  loyalty.  Such bonds are associated with 
  specific animals as defined by the oriental 
  zodiac, each of which is in turn connected to 
  a specific element such as Earth, Water, Fire, 
  Metal, Wood, or the Void.
  The true merit of the shuhenja is viewed in his 
  desire to become one with the divine essence 
  of the spirit world and those that prove to be 
  completely devout are rewarded with rebirth 
  as a kami to further the ends of the celestial 
  hierarchy.
  Role:  As servants of the celestial hierarchy, 
  shuhenja must be able protectors and 
  defenders of those kami they serve.  Focusing 
  the spiritual energies of the kami they have 
  sworn loyalty, shuhenja are empowered by 
  those divine energies in the aid of their true 
  purpose of service and gratitude.
  Alignment:  The shuhenja may be of any 
  alignment, but there are restrictions to access 
  and assignment to specific zodiac spirit 
  animals (see Zodiac Spirit Animals below).
  Hit Die:  d8
  Starting Wealth:  3d6 x 10 gp (average 105 gp).  
  The shuhenja begins play with a simple robe 
  outfit worth 10 gp or less.
  Class Skills
  The shuhenja’s class skills include Climb, 
  Craft, Diplomacy, Fly, Handle Animal, Heal, 
  Knowledge (geography), Knowledge (history), 
  Knowledge (religion), Knowledge (planes), 
  Perception, Perform, Profession, Sense Motive, 
  Spellcraft, Survival, and Swim.
  Skill Ranks Per Level:  2 + Int modifier.
  Class Features
  Weapon and Armor Proficiency:  The shuhenja 
  is proficient with the club, dagger, dart, javelin, 
  light crossbow, quarterstaff, sling, spear, and 
  the weapon associated with the shuhenja’s 
  zodiac spirit animal.  The shuhenja is proficient 
  with light armor, but not shields of any sort.
  Spells (Sp):  The shuhenja casts divine spells 
  from the Shuhenja Spell List.  The shuhenja must 
  have a minimum Wisdom of 10 + the spell level 
  to cast the shuhenja spell.  She gains bonus 
  spells if she has a high Wisdom (see Table 
  1–3 on page 17 of the Pathfinder RPG Core 
  Rulebook).  The DC for any spells cast by the 
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  pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse 
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  Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, 
  LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, 
  LLC, and are used under the Pathfinder Roleplaying Game 
  Compatibility License. See http://paizo.com/ pathfinderRPG/
  compatibility for more information on the compatibility 
  license. Some rights reserved.
  
  2
  shuhenja is equal to 10 + the spell level + the 
  shuhenja’s Wisdom modifier.
  The shuhenja may cast a certain number 
  of spells per day as listed on the Shuhenja 
  Progression Table, preparing her spells after 8 
  hours of rest and an hour of meditation.  She 
  may prepare any spell on the Shuhenja spell 
  list as well as spells of the domain associated 
  with her zodiac spirit animal (see below).
  Inori (Sp):  The shuhenja may prepare a 
  number of inori—prayers—or 0 level spells per 
  day.  At 1st level the shuhenja may prepare 3 
  inori.  She gains an additional inori at 2nd level, 
  and a 5th inori at 4th level.  Prepared inori may 
  be cast as desired by the shuhenja, she is not 
  restricted on the number of inori that may be 
  cast per day, just on the number that may be 
  prepared.  The shuhenja gains no additional 
  inori for a high wisdom score.
  Taboo (Ex):  The shuhenja has several 
  requirements that she must follow on a daily 
  basis.  
  • She may not wear the skins of living 
  creatures (such as leather or hide).
  • She must avoid excessive eating or 
  imbibing substances that can impact her 
  senses or wit.
  • Damaging or destroying a known ward of 
  a kami or injuring or destroying a kami.
  • Refrain from eating meat from any animal 
  associated with the Celestial Zodiac.
  • Others as dictated by GM or player design.
  If the shuhenja willingly violates any of her 
  taboos, she loses her connection to her 
  Zodiac Animal Spirit (see below), including any 
  bonuses and her connection to the associated 
  domain (which includes any domain spells 
  that have not been cast and domain powers).  
  The loss of the connection generally lasts 
  for 24 hours, though serious offenses may 
  be penalized much longer to the point of 
  permanency (such as destroying a ward or 
  kami.
  Zodiac Animal Spirit:  The shuhenja serve 
  the celestial hierarchy of the kami, 
  Shuhenja Class Progression Table
  Class 
  Level
  Base 
  Attack
  Fort
  Ref
  Will
  Special
  Spells per Day
  1st
  2nd
  3rd
  4th
  5th
  6th
  1
  +0
  +2
  +0
  +2
  Inori, Taboo, Zodiac Animal Spirit
  1+1
  —
  —
  —
  —
  —
  2
  +1
  +3
  +0
  +3
  Summon Nature’s Spirit I
  2+1
  —
  —
  —
  —
  —
  3
  +2
  +3
  +1
  +3
  Celestial Pool
  3+1
  —
  —
  —
  —
  —
  4
  +3
  +4
  +1
  +4
  Celestial Boon, Summon Nature’s Spirit II
  3+1
  1+1
  —
  —
  —
  —
  5
  +3
  +4
  +1
  +4
  Bonus Feat
  3+1
  2+1
  —
  —
  —
  —
  6
  +4
  +5
  +2
  +5
  Summon Nature’s Spirit III
  4+1
  3+1
  —
  —
  —
  —
  7
  +5
  +5
  +2
  +5
  Celestial Boon
  4+1
  3+1
  1+1
  —
  —
  —
  8
  +6/+1
  +6
  +2
  +6
  Summon Nature’s Spirit IV
  4+1
  3+1
  2+1
  —
  —
  —
  9
  +6/+1
  +6
  +3
  +6
  Bonus Feat
  4+1
  4+1
  3+1
  —
  —
  —
  10
  +7/+2
  +7
  +3
  +7
  Celestial Boon, Summon Nature’s Spirit V 5+1
  4+1
  3+1
  1+1
  —
  —
  11
  +8/+3
  +7
  +3
  +7
  Blessed Terrain
  5+1
  4+1
  3+1
  2+1
  —
  —
  12
  +9/+4
  +8
  +4
  +8
  Summon Nature’s Spirit VI
  5+1
  4+1
  4+1
  3+1
  —
  —
  13
  +9/+4
  +8
  +4
  +8
  Bonus Feat, Celestial Boon
  5+1
  5+1
  4+1
  3+1
  1+1
  —
  14
  +10/+5
  +9
  +4
  +9
  Summon Nature’s Spirit VII
  5+1
  5+1
  4+1
  4+1
  2+1
  —
  15
  +11/+6/+1
  +9
  +5
  +9
  Alter the Path
  5+1
  5+1
  4+1
  4+1
  3+1
  —
  16
  +12/+7/+2
  +10
  +5
  +10
  Celestial Boon, Summon Nature’s Spirit VIII
  5+1
  5+1
  5+1
  4+1
  3+1
  1+1
  17
  +12/+7/+2
  +10
  +5
  +10
  Bonus Feat
  5+1
  5+1
  5+1
  4+1
  4+1
  2+1
  18
  +13/+8/+3
  +11
  +6
  +11
  Summon Nature’s Spirit IX
  5+1
  5+1
  5+1
  5+1
  4+1
  3+1
  19
  +14/+9/+4
  +11
  +6
  +11
  Celestial Boon
  5+1
  5+1
  5+1
  5+1
  5+1
  4+1
  20
  +15/+10+/5
  +12
  +6
  +12
  Kami Transformation
  5+1
  5+1
  5+1
  5+1
  5+1
  5+1
  
  3
  focusing on one of the twelve animalistic 
  aspects represented by the celestial zodiac.  
  The chosen animal spirit guide is associated 
  with one of the five elements (earth, fire, 
  metal, water, and wood), a favored weapon 
  that the shuhenja is proficient, possible 
  alignment restrictions, and an aspect that 
  the shuhenja benefits and reveres.  The 
  shuhenja gains the powers and bonus spell 
  for the domain associated with the animal 
  spirit’s element.  The shuhenja may choose 
  the domain or an associated sub-domain of 
  the element.  The Metal and Wood domains 
  are detailed in Player Paraphernalia #47, 
  Elemental Domains of Metal and Wood.  
  The Metal sub-domain of the Earth domain 
  may be substituted for the Metal domain 
  and the Plant domain may be used in place 
  of the Wood domain if those domains are 
  unavailable.
  The shuhenja treats her class level as her 
  effective cleric level for any powers gained 
  from the domain as well as the caster level of 
  the domain spells gained.  She gains one spell 
  slot per available spell level that must be filled 
  with the domain spell.
  There may be some alignment restrictions 
  based on the zodiac animal spirit chosen.  If 
  the shuhenja’s alignment ever changes so 
  that she is no longer eligible to draw power 
  from her selected animal spirit and loses the 
  domain associated powers and spells normally 
  granted by the spirit animal as well as 
  benefits associated with the animal’s 
  revered aspect.  The shuhenja may either seek 
  atonement for the shift in alignment or seek 
  out another spirit to which her new alignment 
  qualifies.  Even if another spirit animal accepts 
  the shuhenja into its fold, the shuhenja does 
  not regain access to the domain powers or 
  spells for a period of 30 days or attaining a 
  new class level, whichever comes first.
  Each animal has its own favored weapon 
  (similar to the favored weapon granted by a 
  cleric’s deity or faith) and a characteristic or 
  aspect that is revered above all others.
  Dog
  Loyalty and 
  service are 
  revered above 
  all others and 
  must shuhenja 
  that are tied to 
  the dog animal 
  spirit are generally 
  cloistered in 
  temples, serving the faithful which is why 
  their favored weapon is the temple sword.  
  The spirits associated with the dog grant the 
  shuhenja access to the domain of Earth and 
  only those of good alignment may be bound 
  to the spirit of the dog.
  Shuhenja bound to the spirit of the dog gain a 
  +1 bonus to Survival skill checks at 1st level, and 
  this bonus increases by an additional +1 at 5th 
  level and every five levels thereafter (with a 
  maximum of +5 at 20th level).
  Zodiac Animal Spirit List
  Animal
  Associated 
  Element
  Favored Weapon
  Alignment 
  Restrictions
  Aspect
  Terrain
  Dog
  Earth
  temple sword
  Any Good
  Fidelity
  Urban
  Dragon
  Void
  nine-section staff
  Any non-Chaotic
  Strength
  Any
  Horse
  Fire
  naginata
  Any non-Evil
  Forging Ahead
  Plains
  Monkey
  Metal
  wakizashi
  Any non-Lawful
  Changeability
  Forest
  Ox
  Void
  ranseur
  Any non-Good
  Industriousness
  Desert or Plains
  Pig
  Water
  sibat
  Any
  Amiability
  Water
  Rabbit
  Wood
  tonfa
  Any Neutral
  Caution
  Forest or Plains
  Rat
  Water
  spiked chain
  Any
  Wisdom
  Underground or Urban
  Rooster
  Metal
  double chicken sabre
  Any Lawful
  Consistency
  Desert or Urban
  Sheep
  Earth
  tetsubo
  Any
  Unity
  Mountain
  Snake
  Fire
  kusarigama
  Any Chaotic
  Flexability
  Swamp or Water
  Tiger
  Wood
  shang gou
  Any non-Neutral
  Valor
  Jungle
  
  4
  Dragon
  Strength and 
  purity of Might are 
  revered above 
  all things and 
  shuhenja bound 
  to the dragon 
  spirit seek to prove 
  their strength 
  by nearly any 
  means and are 
  known by their haughty manners and lordly 
  regal for themselves.  The nine-section staff 
  is the favored weapon of the dragon and is 
  generally referred to as the dragon’s tail by 
  shuhenja wielding that weapon.  Shuhenja 
  bound by the dragon cannot be chaotic, but 
  are not restricted in regards to good or evil.  
  The dragon bound shuhenja gains access to 
  the domain of the Void.
  Shuhenja bound to the spirit of the dragon 
  gain a +1 bonus to Intimidate skill checks 
  at 1st level, and this bonus increases by an 
  additional +1 at 5th level and every five levels 
  thereafter (with a maximum of +5 at 20th level).
  Horse
  Bridled by their 
  love of freedom 
  and ability to 
  travel, the horse 
  spirit is associated 
  with the need 
  to forge ahead 
  in all endeavors.  
  Shuhenja 
  associated with 
  the horse are known for taking great risks and 
  willing to go where very few others would dare 
  to go for the pure thrill of the journey.  The 
  horse bound shuhenja gain the naginata as 
  the favored weapon and only those of non-
  evil alignment will be accepted by the spirit.  
  Given their love of adventure enduring desired 
  to keep moving, the horse is associated with 
  the element of Fire and the shuhenja gains 
  access to the Fire domain.
  The shuhenja bound to the spirit of the horse 
  gains a +5 foot bonus to her base movement 
  speed while moving on the ground.  She gains 
  an additional +5 foot bonus at 6th level 
  and every 6 levels thereafter (with a maximum 
  of +20 ft at 18th level).
  Monkey
  Living for the 
  experience, 
  the spirit of the 
  monkey thrives 
  in a constant 
  state of influx, 
  where continuous 
  action and fluid 
  events provide a 
  constant change 
  both in action and emotion.  The favored 
  weapon of the shuhenja bound to the monkey 
  is the wakazashi and only those of non-lawful 
  alignment are accepted by this spirit.  Given 
  the malleability of iron and steel, the monkey 
  spirit is closely associated with the element of 
  metal and the shuhenja gains access to the 
  Metal domain.
  Shuhenja bound to the spirit of the monkey 
  gain a +1 bonus to Climb skill checks at 
  1st level, and this bonus increases by an 
  additional +1 at 5th level and every five levels 
  thereafter (with a maximum of +5 at 20th level).
  Ox
  Enduring and 
  Commitment 
  to the task at 
  hand, the ox spirit 
  is associated 
  with constant 
  industriousness 
  with little thought 
  of anything else 
  including the 
  possible impact of the life and wellbeing 
  of others.  Shuhenja bound to the ox gain 
  the ranseur as the favored weapon and 
  must be of a non-good alignment.  Given 
  the single focus of doing with no regard to 
  consequences, the spirit of the ox is tied to 
  the element of the void and shuhenja bound 
  to the spirit of the ox gains access to the Void 
  domain.
  Shuhenja bound to the spirit of the ox gain 
  a +1 bonus to all Fortitude saving throws at 
  1st level.  This bonus increases by +1 at 5th 
  
  5
  level and every five levels thereafter (with a 
  maximum of +5 at 20th level).
  Pig
  Socially driven 
  and easily attuned 
  to the needs of 
  others, the spirit of 
  the pig prefers the 
  company of others 
  and shuhenja 
  associated with 
  this spirit will 
  often fill roles 
  of companionship and mediators in their 
  community.  The shuhenja bound to the 
  spirit of the pig find the sibat their favored 
  weapon and there is no restrictions regarding 
  alignment in regards to who may seek this 
  spirit.  Finding their true love in the ebb and 
  flow of community and society, the spirit of the 
  pig is associated with the element of water 
  and shuhenja bound to this spirit gain access 
  to the domain of Water.
  Given their social connectivity, the shuhenja 
  bound to the spirit of the pig gains a +1 bonus 
  on all Diplomacy checks at 1st level.  She gains 
  an additional +1 bonus at 5th level and every 5 
  levels thereafter (with a maximum of +5 bonus 
  at 20th level).
  Rabbit
  With a world 
  fraught with 
  danger, the spirit 
  of the rabbit 
  exemplifies 
  caution and the 
  belief that any 
  situation may be 
  resolved as long a 
  plan is formulated 
  to deal with it.  As a result, shuhenja associated 
  with this spirit are often obsessed with worry 
  and devising ways to deal with issues that 
  avoids direct confrontation.  Given their 
  defensive nature, the favored weapon of the 
  shuhenja that are bound with the rabbit is the 
  tonfa and they must some neutral aspect to 
  their alignment.  Associated with the forest 
  and glade, the spirit of the rabbit is associated 
  with the element of wood and the 
  shuhenja bound to this spirit gains access to 
  the domain of Wood.
  The shuhenja bound to the spirit of the rabbit 
  tends to be hyper vigilant and gains a +1 
  bonus on all Perception checks at 1st level.  
  She gains an additional +1 bonus at 5th level 
  and every 5 levels thereafter (with a maximum 
  of +5 bonus at 20th level).
  Rat
  Understanding 
  and pondering 
  the possibilities is 
  the favor of the 
  rat spirit, seeking 
  comprehension 
  from the mysteries 
  of the cosmos.  
  Shuhenja bound 
  by the spirit of 
  the rat prefer to spend their time pondering 
  the roots of reality and their place within the 
  world and how it impacts the kami.  Shuhenja 
  bound to the rat spirit gain the spiked chain 
  as their favored weapon and may be of 
  any alignment.  Diving into the depths of 
  contemplation ties the rat spirit to the element 
  of water and shuhenja that bind themselves to 
  this spirit gain access to the Water domain.
  Shuhenja bound to the spirit of the rat gain a 
  +1 bonus to all Will saving throws at 1st level.  
  This bonus increases by +1 at 5th level and 
  every five levels thereafter (with a maximum of 
  +5 at 20th level).
  Rooster
  The center of the 
  universe revolves 
  around the spirit 
  of the rooster, at 
  least as far as the 
  spirit is concerned.  
  However, this spirit 
  animal thrives on 
  consistency and 
  those that are 
  bound to the rooster spirit will seek to provide 
  that drive for dependency to those around 
  them although they tend to be vain and 
  pretentious in their actions.  Shuhenja bound 
  to the rooster spirit favor the double chicken 
  sabre as their weapon of choice and 
  
  6
  the drive for consistency and dependence 
  limits those of the lawful alignment.  Given 
  their propensity to rigidity, the rooster spirit is 
  associated with the element of Metal and 
  shuhenja bound to this spirit gain access to the 
  Metal domain.
  Shuhenja bound to the spirit of the rooster may 
  choose one field of study from the Knowledge 
  skill, gaining a +1 bonus on all checks for 
  that field of study at 1st level.  She gains an 
  additional +1 bonus at 5th level and every 5 
  levels thereafter (with a maximum of +5 bonus 
  at 20th level).
  Sheep
  Family and unity 
  of spirit are the 
  staples of the faith 
  lead by shuhenja 
  of the sheep.  
  Shuhenja bound 
  to the sheep are 
  generally seen 
  as stubborn but 
  great community 
  leaders, placing the needs of the community 
  above her own needs or desires.  The tetsubo 
  is the favored weapon of the sheep bound 
  shuhenja and there is no alignment restrictions 
  for those that seek to bind themselves to the 
  spirit of the sheep.  The sheep is generally tied 
  to the spirits of the earth and the shuhenja 
  bound to this spirit gains access to the Earth 
  domain.
  Shuhenja bound to the spirit of the sheep 
  gain a +1 bonus to Diplomacy skill checks 
  at 1st level, and this bonus increases by an 
  additional +1 at 5th level and every five levels 
  thereafter (with a maximum of +5 at 20th level).
  Snake
  Being able to 
  change with the 
  circumstances 
  and make the 
  solution fit the 
  problem is the 
  providence 
  of the snake 
  spirit.  Shuhenja 
  associated with 
  the spirit of the snake thrive in adverse 
  conditions, believing that the end always 
  justifies the means.  The kusarigama is the 
  favored weapon of the shuhenja bound to the 
  snake spirit, emulating both the bite and tail 
  of the snake.  This spirit only accepts those of 
  chaotic alignment and given the capricious 
  nature of the snake spirit it is associated with 
  the element of fire, granting those bound to it 
  access to the domain of Fire.
  Shuhenja bound to the spirit of the snake 
  gain a +1 bonus to all Reflex saving throws 
  at 1st level.  This bonus increases by +1 at 5th 
  level and every five levels thereafter (with a 
  maximum of +5 at 20th level).
  Tiger
  Ferocity combined 
  with honor, the 
  spirit of the tiger 
  thrives in conflict 
  tempered mercy.  
  Those bound to 
  the tiger spirit 
  are fierce in their 
  beliefs and strive 
  to the ideals of 
  bravery and commitment follow through in 
  spite of the odds.  The shuhenja bound to the 
  tiger spirit favor the shang gou as it represents 
  both the claw and tooth of their idolized spirit 
  and only those of a non-neutral alignment 
  may be bound to this spirit.  Associated with 
  the wild and natural world, the tiger spirit is 
  tied to the element of wood and grants the 
  shuhenja access to the domain of Wood.
  Shuhenja bound to the spirit of the tiger gain a 
  +1 bonus to Survival skill checks at 1st level, and 
  this bonus increases by an additional +1 at 5th 
  level and every five levels thereafter (with a 
  maximum of +5 at 20th level).
  Summon Nature’s Spirit (Sp):  Beginning at 
  2nd level the shuhenja may cast a specialized 
  version of Summon Nature’s Ally as a spell-
  like ability a number of times per day equal 
  to 3 + the shuhenja’s Wisdom modifier.  The 
  effective spell level of this feature is equal to ½ 
  the shuhenja’s class level (gaining the effects 
  of Summon Nature’s Ally IX at 18th level).  
  Summoning the nature spirit is a full round 
  action, but the duration is one minute per level 
  of the shuhenja.
  
  7
  Animals summoned automatically gain either 
  the Simple Celestial or Simple Fiend template 
  depending on the alignment of the shuhenja.  
  Animals summoned by a good shuhenja gain 
  the simple celestial template while those 
  summoned by an evil shuhenja gain the simple 
  fiend template.  Neutral shuhenja may choose 
  what type of template will be applied, but 
  once this decision is made that template must 
  be applied to all animals summoned by this 
  ability.
  In addition to normal animals, the shuhenja 
  may summon Kami for certain effective spell 
  levels as listed in the table below.
  Summoned nature spirits may be dismissed 
  as a swift action, but the shuhenja may only 
  have one Summon Nature’s Spirit active at 
  a time.  If the shuhenja begins summoning 
  additional nature spirits, the previous existing 
  spirits immediately disappear.  Feats and class 
  abilities that may be applied to summoned 
  creatures may be applied to creatures 
  conjured by this class ability.
  Celestial Pool (Su):  At 3rd level the shuhenja’s 
  ties to the celestial hierarchy becomes more 
  apparent and she gains a pool of energy that 
  she may use to empower her abilities.  The 
  shuhenja’s celestial pool is refreshed on a daily 
  basis while she prepares her spells for the day, 
  gaining a number of points equal to ½ her 
  class level + her Wisdom modifier.
  While the shuhenja has at least 1 point in her 
  celestial pool the shuhenja may cast any spells 
  of the Conjuration [healing] school that is on 
  the Shuhenja Spell list as a move action if the 
  spell has a normal casting time of a standard 
  action or less.  All other casting requirements 
  must be met including components, range, 
  and applicable saving throws.
  The shuhenja may spend points from her 
  celestial pool to empower any known celestial 
  boons (see below) or any of the following 
  features by spending 1 or more points from her 
  celestial pool.
  Add one additional minute to the duration for 
  spirits summoned by the shuhenja’s Summon 
  Nature’s Spirit class feature as a swift action.  
  The shuhenja may use this ability at any time 
  while she has actively summoned spirits as long 
  as their current duration has not been met.
  Add 1d4 points of healing damage for any 
  Cure spell from the Conjuration [healing] 
  school cast from the shuhenja’s daily alloted 
  prepared spells as a swift action.  The shuhenja 
  may spend a total number of points for this 
  effect equal to ¼ her class level (minimum of 
  1) and if used in conjunction with casting the 
  spell as a move action, she must have at least 
  1 point left after points spent for the additional 
  healing to gain the accelerated casting time.
  Grant a sacred AC bonus of +2 either to 
  herself or an ally that she may reach as a swift 
  action.  The bonus only lasts until the beginning 
  of the shuhenja’s next turn.  The shuhenja may 
  spend 2 points at 9th level to grant the recipient 
  a +4 bonus, and 3 points at 15th level to grant a 
  +5 bonus.
  The Celestial Pool is treated as a ki pool in 
  regards to any feats that have a ki pool pre-
  requisite and if the shuhenja has class levels 
  in another class that has a ki pool, her class 
  pools are combined into one pool using her 
  total class levels for all classes that grant a ki 
  pool to determine the total number of points 
  available.
  The shuhenja may recover spent points from 
  her celestial pool by spending an hour in 
  meditation to regain a number of points equal 
  to ½ her Wisdom modifier (minimum of 1).  The 
  shuhuenja may never gain more points in her 
  celestial pool than initially gained at the beginning 
  of the day.
  Celestial Boons:  The shuhenja may choose a 
  celestial boon at 4th level, and an additional 
  boon every 3 levels thereafter.  These boons are 
  additional powers that are empowered by the 
  shuhenja’s celestial pool and defined by the 
  individual celestial boon.  A shuhenja may choose 
  a single boon once unless otherwise specified 
  by the boon description and there may be 
  Shuhenja Summon Nature’s Spirit List Additions
  Summon Nature’s 
  Ally Spell Level
  Additional Allies
  III
  Shikigami Kami
  IV
  Fukujin Kami
  V
  Kodama Kami
  VI
  Dosojin Kami
  VII
  Zuishin Kami
  IX
  Toshigami Kami
  
  8
  other requirements or limitations as listed by the 
  individual boon.  Once the shuhenja chooses a 
  boon, it cannot be changed except by the will of 
  the shuhenja’s associated spirit guide or kami.
  Some boons are also associated with the domain 
  granted by the shuhenja’s zodiac animal spirit 
  and associated elemental/ energy type, see 
  Domain / Energy Table, 
  If a Celestial Boon 
  requires a saving throw, 
  the DC is equal to 10 + 
  ½ the shuhenja’s class 
  level + her Wisdom 
  modifier.
  Celestial Focus (Su):  The shuhenja may spend 
  1 point from her celestial pool as an immediate 
  action to gain a +3 sacred bonus to one saving 
  throw.  At 13th level, she may spend 2 points from 
  her celestial pool to gain a +5 sacred bonus to 
  one saving throw.
  Channel Spirit Health (Sp):  The shuhenja may 
  spent 1 point from her celestial pool per creature 
  conjured by her Summon Nature’s Spirit to heal 
  the spirit for 1d6 points of damage as a standard 
  action.  At 10th level the shuhenja may spend 
  2 points per creature to heal each summoned 
  spirit for 2d6 points of damage.  At 16th level she 
  may spend 3 points per creature to head each 
  summoned spirit for 3d6 points of damage.
  Elemental Hand (Su):  The shuhenja must possess 
  the Spirit Hand celestial boon or the Improved 
  Unarmed Strike feat before she may take this 
  boon.  The shuhenja may spend 1 point from her 
  celestial pool to deal elemental damage on one 
  unarmed attack as a swift action.  The shuhenja 
  must declare her intention of using this boon 
  before making an attack roll and must use the 
  attack before the beginning of her next turn or 
  lose the effect of this boon.
  The type of damage is determined by the domain 
  access granted by the shuhenja’s zodiac animal 
  spirit (see Domain/Energy Table above).
  The shuhenja must be at least 7th level before she 
  may take this boon.
  Elemental Spirits(Sp):  The shuhenja may grant 
  spirits conjured by her Summon Nature’s 
  Spirit resistance to certain elemental attacks 
  based on the shuhenja’s domain access granted 
  by her zodiac animal spirit (see Domain/Energy 
  Table above).  The shuhenja must spend 1 point 
  from her celestial pool as part of the conjuration 
  when using the Summon Nature’s Spirit class 
  ability.  Animals summoned are then granted 
  Resistance 5 to the associated energy/element 
  based on the shuhenja’s granted domain.
  At 10th level the shuhenja may spend 2 points from 
  her celestial pool to grant summoned animals a 
  Resistance 10 for the associated energy/element.
  Elemental Sacrifice (Su):  The shuhenja may spend  
  a number of points from her celestial pool as a 
  standard action to sacrifice one animal conjured 
  by her Summon Nature’s Spirit class ability, causing 
  it to explode and damage everyone within a 10 
  foot radius based with the energy based on the 
  domain granted to the shuhenja.  The explosion 
  causes 1d6 points of damage per point spent 
  from the shuhenja’s celestial pool, though a 
  successful Reflex save will reduce the damage by 
  half.
  The shuhenja may spend 1 point for every 5 class 
  levels possessed by the shuhenja.  The shuhenja 
  must be at least 13th level before she may take this 
  boon.
  Foo Spirits (Su):  The shuhenja may apply the 
  Foo Creature template in place of the Simple 
  Celestial or Simple Fiendish template to animal 
  spirits conjured by the Summon Nature’s Spirit 
  class ability.  The shuhenja must spend 1 point per 
  animal summoned when initiating this boon as 
  part of the Summon Nature’s Spirit class ability.
  Improved Elemental Spirits (Su):  The shuhenja may 
  spend 4 points from her celestial pool as part of 
  the conjuration process of the Summon Nature’s 
  Spirit class ability, granting the summoned 
  animal(s) the ability to cause elemental/energy 
  damage based on the shuhenja’s granted 
  domain.  All natural attacks by the summoned 
  nature spirit cause 1d6 points of energy damage 
  in additional to the normal damage caused by 
  the attack.  The shuhenja must have the Elemental 
  Spirits celestial boon and she may use both boons 
  when summoning the nature spirits as long as she 
  spends the requisite points.  The shuhenja must be 
  at least 13th level before she may take this boon.
  Quickened Summoning (Sp):  The shuhenja may 
  spend 1 point from her celestial pool to use her 
  Domain / Energy Table
  Domain
  Energy Type
  Earth
  Acid
  Fire
  Fire
  Metal
  Acid
  Void
  Electricity
  Water
  Cold
  Wood
  Sonic
  
  9
  Summon Nature’s Spirit class ability as a standard 
  action rather than a full round action.
  Spectral Spirits (Su):  The shuhenja may infuse the 
  animals conjured by the Summon Nature’s Spirit 
  class ability with the ability to damage incorporeal 
  creatures with their natural attacks with no 
  reduction in the damage dealt.  It costs 1 point 
  from the shuhenja’s celestial pool and requires 
  a swift action the round spent summoning the 
  spirit animal(s).  Summoned creatures still lose any 
  natural armor bonuses against the attacks from 
  incorporeal creatures, though at 10th level the 
  shuhenja may spend 2 points from her celestial 
  pool to infuse any natural armor bonuses with the 
  same ability to be effective against incorporeal 
  attacks.  The shuhenja must be at least 7th level 
  before she may take this boon.
  Spirit Barrier (Su):  The shuhenja may spend 1 point 
  from her celestial pool as an immediate action to 
  create a mystical barrier about herself preventing 
  any summoned creature from touching her.  The 
  barrier lasts until the beginning of her next turn.  
  At 7th level the shuhenja may spend 2 points from 
  her celestial pool to strengthen the barrier, barring 
  contact from eidolons and other creatures of 
  the outsider type that have less hit dice than the 
  shuhenja’s class level.
  Spiritual Defense (Su):  The shuhenja must 
  have one or more creatures conjured by the 
  Summon Nature’s Spirit class ability within 100 
  feet to use this boon.  The shuhenja may spend 
  1 point from her celestial pool to instantly 
  position the summoned spirit to an empty 
  adjacent area within reach of the shuhenja 
  as a move action.  If she has more than one 
  summoned spirit, the shuhenja may place 
  additional summoned creatures in other 
  empty areas within reach by spending 1 point 
  for each creature transported with this boon.  
  Creatures transported in this manner do not 
  provoke attacks of opportunity.  The shuhenja 
  must be at least 10th level before she may 
  choose this boon.
  Spirit Hand (Ex):  The shuhenja gains Improved 
  Unarmed Strike as a bonus feat.  The shuhenja 
  may spend 1 point from her celestial pool 
  as an swift action to gain a +1 bonus to hit 
  and damage with her unarmed attack for a 
  number of rounds equal to her Constitution 
  modifier (minimum of 1).  At 10th level the 
  shuhuenja may spend 2 points to gain a 
  +2 bonus, and at 15th level she may spend 3 
  points to gain a + 3 bonus.
  Touch of Purification (Su):  The shuhenja may 
  use the power of her celestial pool to remove 
  certain effects based on her class level and 
  points spent.  Using this boon is a standard 
  action and requires physical contact with the 
  recipient of the purification touch.  If the boon is 
  being used to counter a non-magical effect or 
  condition the touch recipient gains the benefit 
  of the purification and the effect or condition is 
  instantly removed.  If the boon is being used to 
  counter a magical effect or condition, the touch 
  of purification allows the recipient to make a new 
  saving throw, modified by the shuhenja’s Wisdom 
  modifier.  
  The cost to remove a curse depends on the 
  relative hit dice/levels between the caster of the 
  curse and the shuhenja.  If the shuhenja’s class 
  level is higher than the originator of the curse, it 
  only costs the shuhenja 1 point from her celestial 
  pool.  If the shuhenja’s class level is equal to the 
  originator of the curse, the cost of using this boon 
  is 2 points.  If the originator has more hit dice/
  levels than the shuhenja, she must spend 2 points 
  plus 1 additional point for every two hit dice/levels 
  above her class level.
  Bonus Feat:  The shuhenja may choose from 
  the following feats as a bonus feat at 5th level 
  and every four levels thereafter.  The shuhenja 
  must meet any pre-requisite requirements for 
  the bonus feat chosen.  The bonus feat list 
  includes:  Acrobatic Steps, Alertness, Animal 
  Affinity, Augment Summoning, Diehard, 
  Dodge, Elemental Focus, Elemental 
  Spell, Endurance, Extra Ki, Fast Healer, 
  Purification Cost Table
  Condition
  Minimum 
  Class Level
  Point 
  Cost
  Fatigued or Sickened
  4th
  1
  Exhausted or Nauseated
  4th
  2
  Confused or Dazed
  4th
  3
  Paralyzed or Stunned
  7th
  2
  non-magical Poison
  7th
  2
  non-magical Disease
  7th
  3
  Blindness or Deafness
  10th
  3
  Curse
  10th
  *
  Magical Poison
  13th
  4
  Magical Disease
  13th
  5
  
  10
  Fleet, Gliding Steps, Greater Elemental 
  Focus, Greater Spell Focus, Ki Stand, Light 
  Step, Mobility, Nimble Moves, Run, Spell 
  Focus (Conjuration), Spell Penetration, and 
  Toughness.
  Blessed Terrain (Su):  At 11th level the shuhenja 
  gains the Blessed Terrain class ability as both 
  added reward for her service and additional 
  responsibility as a protector of the land.  The 
  type of terrain is based on the shuhenja’s 
  zodiac animal spirit (see Zodiac Animal Spirit 
  List).  If more than one terrain is listed, the 
  shuhenja must select the terrain type when 
  this class ability is gained and it cannot be 
  changed.  Shuhenja bound to the dragon 
  may choose any terrain including other planes 
  of existence.
  While in that terrain, the shuhenja gains a +1 
  sacred bonus to all saving throws and AC, 
  and +2 bonus for all skill checks involving 
  Knowledge (geography), Perception, Stealth, 
  and Survival.  While traveling in that terrain, the 
  shuhenja may ignore any hazardous or difficult 
  terrain that would normally hinder movement.  
  Terrain that may cause physical damage 
  applies normally as well as any non-natural 
  elements within the terrain.  The shuhenja may 
  choose not to leave a trail while traveling in 
  her blessed terrain and cannot be tracked 
  unless she chooses to otherwise leave signs of 
  her passing.
  Alter The Path (Su):  At 15th level, the shuhenja 
  gains the ability to magically enhance the 
  travel of allies while within the terrain chosen 
  for her Blessed Terrain class ability.  The 
  shuhenja may grant a number of allies equal 
  to her Wisdom modifier the benefits of the 
  Blessed Terrain class ability for a period of 24 
  hours as long as the allies stay within direct line 
  of sight of the shuhenja.  Initiating this effect is 
  a standard action that requires physical touch 
  with the recipient while the effect can be 
  ended as a free action and does not require 
  physical contact with the individual whom the 
  shuhenja is revoking the effect.
  Kami Transformation (Su):  Once the shuhenja 
  reaches 20th level, she is well on her way to 
  gaining the status of becoming a kami.  She 
  gains the ability to Speak with Plants as a 
  constant spell like ability.  She also gains a 
  ward assigned by the celestial hierarchy 
  based on her blessed terrain.  If she is within a 
  mile of her ward, she may instantly transport 
  herself and a number of other individuals of 
  medium size or smaller equal to her Wisdom 
  modifier to the center of her ward as a swift 
  action. While within 100 feet of her ward, the 
  bonuses gained by the Blessed Terrain class 
  ability are doubled for the shuhenja and any 
  allies affected by the shuhenja’s Alter the Path 
  class ability.
  The shuhenja may fuse with her ward as 
  a normal kami, and may not be directly 
  attacked, though her ward may be so 
  targeted.  While infused within her ward, the 
  shuhenja is aware of what is going on around 
  her within the area of her ward, though she 
  may not interact until she chooses to leave the 
  ward.
  If her ward is destroyed, the shuhenja ejected 
  from it if she was infused within it and suffers 
  10d6 points of damage.  If the shuhenja is not 
  within her ward, she does not suffer damage 
  but loses all bonuses for being near her ward 
  as well as the ability to instantly transport there.
  Shuhenja Spell List
  0:  Create Water, Detect Magic, Detect 
  Poison, Guidance, Know Direction, Light, Living 
  Stone Sense, Mending, Purify Food and Drink, 
  Read Magic
  1st:  Ant Haul, Bless, Call Animal, Calm Animals, 
  Cause Fear, Charm Animal, Command, Cure 
  Light Wounds, Dancing Lantern, Deathwatch, 
  Detect Animals or Plants, Detect Ward, 
  Diagnose Disease, Divine Favor, Endure 
  Elements, Entangle, Goodberry, Hide from 
  Animals, Inflict Light Wounds, Magic Weapon, 
  Obscuring Mist, Pass without Trace, Protection 
  From (Chaos, Evil, Good, Law), Remove Fear, 
  Remove Sickness, Shield of Faith, Stone Fist, 
  and Summon Nature’s Ally I
  2nd:  Aid, Animal Aspect, Animal Messenger, 
  Animal Trance, Ant Haul [Communal], Augury, 
  Barkskin, Calm Emotions, Cure Moderate 
  Wounds, Delay Poison, Elemental Speech, 
  Endure Elements [Communal], Enthrall, Glide, 
  Grace, Hold Animal, Inflict Moderate Wounds, 
  Invisibility to Kami, Make Whole, Protection 
  From (Chaos, Evil, Good, Law) [Communal], 
  Remove Sickness, Resist Energy, Restoration 
  [Lesser], Speak with Animals, Stone Call, 
  
  11
  Summon Nature’s Ally II, Weapon of Awe, and 
  Wood Shape
  3rd:  Animal Aspect [Greater], 
  Anthropomorphic Animal, Bestow Curse, 
  Blindness/Deafness, Contagion, Cure Serious 
  Wounds, Delay Poison [Communal], Dispel 
  Magic, Dominate Animal, Helping Hand, 
  Inflict Serious Wounds, Invisibility to Kami 
  [Communal], Locate Object, Magic Circle 
  against (Chaos, Evil, Good, Law), Magic 
  Vestment, Meld into Stone, Protection from 
  Energy, Remove Curse, Remove Disease, 
  Resinous Skin, Resist Energy [Communal], 
  Sacred Bond, Spike Growth, Stone Shape, 
  Summon Nature’s Ally III, Tree Shape, and Wind 
  Wall
  4th:  Air Walk, Command Plants, Compel 
  Kami, Control Summoned Creature, Control 
  Water, Cure Critical Wounds, Dismissal, 
  Inflict Critical Wounds, Life Bubble, Magic 
  Weapon [Greater], Neutralize Poison, 
  Planar Adaptation, Planar Ally [Lesser], 
  Poison, Protection from Energy [Communal], 
  Restoration, Sending, Spike Stones, Spiritual 
  Ally, Summon Nature’s Ally IV, True Form, and 
  Water Walk
  5th:  Animal Growth, Astral Projection [Lesser], 
  Baleful Polymorph, Breath of Life, Command 
  [Greater], Commune with Nature, Control 
  Winds, Cure Light Wounds [Mass], Curse 
  [Major], Death Ward, Dispel (Chaos, Evil, 
  Good, Law), Inflict Light Wounds [Mass], Insect 
  Plague, Plane Shift, Rest Eternal, Scrying, Spell 
  Resistance, Stoneskin, Summon Nature’s Ally V, 
  True Seeing, and Ward Sending
  6th:  Cure Moderate Wounds [Mass], Dispel 
  Magic [Greater], Find the Path, Fire Seeds, 
  Harm, Heal, Inflict Moderate Wounds [Mass], 
  Ironwood, Liveoak, Planar Adaptation 
  [Mass], Planar Ally, Raise Dead, Stoneskin 
  [Communal], Stone Tell, Summon Nature’s Ally 
  VI, Transport via Plants, Tree Stride, and Wind 
  Walk
  New Feats
  Extra Celestial Boon
  You forge another connection to the celestial 
  hierarchy and gain another boon from the 
  heavenly court of kami.
  Pre-requisites:  Celestial Boon class feature
  Benefit:  You may select another Celestial 
  Boon and long as you meet the requirements 
  for it.
  New Spells
  Living Stone Sense
  School Divination
  Level Druid 0, Shuhenja 0
  Casting Time 1 standard action
  Components V, S
  Range short (25 ft. + 5 ft/2 levels)
  Area cone-shaped emanation
  Duration concentration, up to 1 minute/level (D)
  Saving Throw none
  Spell Resistance no
  You gain the ability to sense the presence 
  of any creature concealed within a coating 
  of stone from either a spell effect, spell-like 
  ability, or supernatural ability within range 
  of this spell once cast.  If you focus on the 
  same area for 2 rounds you can determine the 
  number of creature hidden in stone.  If you 
  focus for 3 or more rounds you can determine 
  the strength of the creature ranging from 
  faint to overwhelming based on the creature’s 
  hit dice (see the Detect Undead spell).  If the 
  creature’s strength is overwhelming and the 
  creature has at least twice as many hit dice/
  levels as your caster level, you are stunned for 
  1 round and the spell ends.
  Detect Ward
  School  Divination
  Level Druid 1, Ranger 1, Shuhenja 1
  Casting Time 1 standard action
  Components V,S, DF (plant leaf or pebble)
  Range 60 ft.
  Area cone-shaped emanation
  Duration concentration, up to 1 minute/level (D)
  Saving Throw none
  Spell Resistance no
  You can sense the presence of a kami ward 
  within range.  Depending on the kami, 
  the ward may range from a single plant 
  to an entire area such as a forest glade or 
  mountain.  If you have Knowledge (religion) 
  and focus on the ward for 2 rounds you may 
  make a skill check to determine the type of 
  kami associated with the ward with a 
  
  12
  DC equal to 10 + the CR of the kami.  If you 
  focus on the ward for 3 or more rounds you 
  may determine whether or not the kami is 
  merged with the ward.
  Invisibility to Kami
  School Illusion (glamer)
  Level Druid 2, Ranger 2, Shuhenja 2
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target you
  Duration 10 minutes / level (D)
  Saving Throw Will negates (see text)
  Spell Resistance no
  This spell renders you completely 
  undetectable to foo creatures and kami unless 
  you decide to make your presence known, 
  you attack or cast a spell on the kami or foo 
  creature, or attempt to damage or destroy 
  the kami’s ward.  If you pass into the kami’s 
  ward, it is allowed a Will save to sense your 
  presence.
  Invisibility to Kami, Communal
  School Illusion (glamer)
  Level Druid 3, Ranger 3, Shuhenja 3
  Casting Time 1 standard action
  Components V, S, DF
  Range personal or touch
  Target you or up to 1 ally/level
  Duration 10 minutes / level (D)
  Saving Throw Will negates (see text)
  Spell Resistance no
  This spell is identical to Invisibility to Kami 
  but you may grant its effects up to a number 
  of individuals equal to your class level, with 
  the duration split amongst all of the recipients 
  in 10 minute increments.  The time must be 
  split equally and any of the duration that 
  cannot be effectively used is lost.
  Compel Kami
  School  Enchantment (Compulsion)
  Level Druid 4, Ranger 4, Shuhenja 4
  Casting Time 1 standard action
  Components V,S, M (silver ingot worth 10 gp)
  Range medium (100 ft. + 10 ft./level)
  Target one Kami
  Duration 1 round/level
  Saving Throw Will negates
  Spell Resistance yes
  You must target one kami within range of the 
  spell, it may be visible or merged within its 
  ward.  The kami is allowed a Will save to avoid 
  the compulsion.  If it fails the Will save then 
  the kami will appear before you and perform 
  any actions within its powers that you ask for 
  the duration of the effect as long as it does not 
  involve leaving the immediate area of its ward.
  The kami is aware of the effects of the spell 
  and may seek reparations for any acts it is 
  forced to do that go against its nature.  A 
  kami will never do anything to damage or 
  destroy its ward, even under the effects of this 
  spell.
  If the kami successfully makes it Will save, it 
  will know someone attempted to draw it forth 
  and compel it to perform some act or service.
  Ward Sending
  School Conjuration (teleportation)
  Level Druid 5, Shuhenja 5
  Casting Time 1 round
  Components V, S, DF
  Range 10 miles / level
  Target you and 1 recipient / level
  Duration instantaneous
  Saving Throw none or Will negates (harmless)
  Spell Resistance no
  You may transport yourself and a number of 
  allies equal to your class level instantaneously 
  to the nearest kami ward.  The size of the 
  ward does not matter, nor can you designate 
  the direction or distance traveled though 
  it is limited to a maximum distance of 10 
  miles per class level.  If no ward is within 
  range of the spell, the spell automatically 
  fails.  This spell does not guarantee how your 
  sudden appearance will be taken by the kami 
  associated with the ward.
  Publishing Notes
  This class was inspired by oriental versions of 
  a divine class loosely based on the Japanese 
  religion of Shugendo.  If you look closely you 
  may find vestiges of those classes in some of 
  the abilities of the shuhenja.  However, the 
  celestial (a.k.a. Chinese) zodiac is a new 
  aspect that was tied to the oriental version of 
  the elements (earth, fire, metal, water, and 
  wood) along with the inclusion of the kami as 
  presented in Paizo’s Pathfinder Bestiary 3.
  
  13
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  If you enjoyed this product, please check out these other 
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  Each of the Spell Works Compendiums offer 
  over fifty new and unique spells.  Advancing 
  with Class supplements offer new abilities for 
  existing classes or introduce a new class with 
  unique mechanics for the Pathfinder game.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia 48 - The Shuhenja (Base Class).pdf